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gotwarlost
Yet another JS code coverage tool that computes statement, line, function and branch coverage with module loader hooks to transparently add coverage when running tests. Supports all JS coverage use cases including unit tests, server side functional tests and browser tests. Built for scale.
Welcome this comprehensive course on Ethical Hacking! This course assumes you have NO prior knowledge in hacking and by the end of it you'll be able to hack systems like black-hat hackers and secure them like security experts! This course is highly practical but it won't neglect the theory, so we'll start with ethical hacking basics and the different fields in penetration testing, installing the needed software (works on Windows, Linux and Mac OS X) and then we'll dive and start hacking systems straight away. From here onwards you'll learn everything by example, by analysing and exploiting computer systems such as networks, servers, clients, websites .....etc, so we'll never have any boring dry theoretical lectures. The course is divided into a number of sections, each section covers a penetration testing / hacking field, in each of these sections you'll first learn how the target system works, the weaknesses of this system, and how to practically exploit theses weaknesses and hack into it, not only that but you'll also learn how to secure this system from the discussed attacks. This course will take you from a beginner to a more advanced level by the time you finish, you will have knowledge about most penetration testing fields. The course is divided into four main sections: 1. Network Hacking - This section will teach you how to test the security of networks, both wired and wireless. First, you will learn some basic network terminology, how networks work, and how devices communicate with each other. Then it will branch into three sub sections: Pre-connection attacks: in this subsection you'll learn what can you do before even connecting to a network, and even before having internet access; you'll start by learning how to gather information about the networks around you, discover the devices connected to them, and how to control connections around you (ie: deny/allow devices from connecting to networks) even without knowing the password of the target network. Gaining Access: Now that you gathered information about the networks around you, in this subsection you will learn how to crack the key and get the password to your target network weather it uses WEP, WPA or even WPA2. Post Connection attacks: Now that you have the key, you can connect to the target network, in this subsection you will learn a number of powerful techniques that allow you to gather comprehensive information about the connected devices, see anything they do on the internet (such as login information, passwords, visited urls, images, videos ....etc), redirect requests, inject evil code in loaded pages and much more! All the attacks here work against both wireless and wired networks. You will also learn how to create a fake WiFi network, attract users to connect to it and use all of the above techniques against the connected clients. 2. Gaining Access - In this section you will learn two main approaches to gain full control or hack computer systems: Server Side Attacks: In this subsection you will learn how to gain full access to computer systems without the need for user interaction. You will learn how to gather useful information about a target computer system such as its operating system, open ports, installed services, then you'll learn how to use this information to discover weaknesses and vulnerabilitiesand exploit them to gain full control over the target. Finally you will learn how to generate different types of reports for your discoveries. Client Side Attacks - If the target system does not contain any weaknesses then the only way to gain access to it is by interacting with the users, in this subsection you'll learn how to get the target user to install a backdoor on their system without even realising, this is done by hijacking updatesor backdoornig downloadeds on the fly. Not only that but you'll also learn how to create trojans by backdooring normal files (such as an image or a pdf) and use social engineering to deliver this trojan to the target, to do this you'll learn how to spoof emails so they appear as if they're sent from the target's friend, boss or any email account they're likely to interact with. 3. Post Exploitation - In this section you will learn how to interact with the systems you compromised so far. You’ll learn how to access the file system (read/write/upload/execute), maintain your access, spy on the target and even use the target computer as a pivot to hack other computer systems. 4. Website / Web Application Hacking - In this section you will learn how websites work, how to gather information about a target website (such as website owner, server location, used technologies ....etc) and how to discover and exploit the following dangerous vulnerabilities to hack into websites:
chrisneagu
NOTICE This repository contains the public FTC SDK for the SKYSTONE (2019-2020) competition season. If you are looking for the current season's FTC SDK software, please visit the new and permanent home of the public FTC SDK: FtcRobotController repository Welcome! This GitHub repository contains the source code that is used to build an Android app to control a FIRST Tech Challenge competition robot. To use this SDK, download/clone the entire project to your local computer. Getting Started If you are new to robotics or new to the FIRST Tech Challenge, then you should consider reviewing the FTC Blocks Tutorial to get familiar with how to use the control system: FTC Blocks Online Tutorial Even if you are an advanced Java programmer, it is helpful to start with the FTC Blocks tutorial, and then migrate to the OnBot Java Tool or to Android Studio afterwards. Downloading the Project If you are an Android Studio programmer, there are several ways to download this repo. Note that if you use the Blocks or OnBot Java Tool to program your robot, then you do not need to download this repository. If you are a git user, you can clone the most current version of the repository: git clone https://github.com/FIRST-Tech-Challenge/SKYSTONE.git Or, if you prefer, you can use the "Download Zip" button available through the main repository page. Downloading the project as a .ZIP file will keep the size of the download manageable. You can also download the project folder (as a .zip or .tar.gz archive file) from the Downloads subsection of the Releases page for this repository. Once you have downloaded and uncompressed (if needed) your folder, you can use Android Studio to import the folder ("Import project (Eclipse ADT, Gradle, etc.)"). Getting Help User Documentation and Tutorials FIRST maintains online documentation with information and tutorials on how to use the FIRST Tech Challenge software and robot control system. You can access this documentation using the following link: SKYSTONE Online Documentation Note that the online documentation is an "evergreen" document that is constantly being updated and edited. It contains the most current information about the FIRST Tech Challenge software and control system. Javadoc Reference Material The Javadoc reference documentation for the FTC SDK is now available online. Click on the following link to view the FTC SDK Javadoc documentation as a live website: FTC Javadoc Documentation Documentation for the FTC SDK is also included with this repository. There is a subfolder called "doc" which contains several subfolders: The folder "apk" contains the .apk files for the FTC Driver Station and FTC Robot Controller apps. The folder "javadoc" contains the JavaDoc user documentation for the FTC SDK. Online User Forum For technical questions regarding the Control System or the FTC SDK, please visit the FTC Technology forum: FTC Technology Forum Release Information Version 5.5 (20200824-090813) Version 5.5 requires Android Studio 4.0 or later. New features Adds support for calling custom Java classes from Blocks OpModes (fixes SkyStone issue #161). Classes must be in the org.firstinspires.ftc.teamcode package. Methods must be public static and have no more than 21 parameters. Parameters declared as OpMode, LinearOpMode, Telemetry, and HardwareMap are supported and the argument is provided automatically, regardless of the order of the parameters. On the block, the sockets for those parameters are automatically filled in. Parameters declared as char or java.lang.Character will accept any block that returns text and will only use the first character in the text. Parameters declared as boolean or java.lang.Boolean will accept any block that returns boolean. Parameters declared as byte, java.lang.Byte, short, java.lang.Short, int, java.lang.Integer, long, or java.lang.Long, will accept any block that returns a number and will round that value to the nearest whole number. Parameters declared as float, java.lang.Float, double, java.lang.Double will accept any block that returns a number. Adds telemetry API method for setting display format Classic Monospace HTML (certain tags only) Adds blocks support for switching cameras. Adds Blocks support for TensorFlow Object Detection with a custom model. Adds support for uploading a custom TensorFlow Object Detection model in the Manage page, which is especially useful for Blocks and OnBotJava users. Shows new Control Hub blink codes when the WiFi band is switched using the Control Hub's button (only possible on Control Hub OS 1.1.2) Adds new warnings which can be disabled in the Advanced RC Settings Mismatched app versions warning Unnecessary 2.4 GHz WiFi usage warning REV Hub is running outdated firmware (older than version 1.8.2) Adds support for Sony PS4 gamepad, and reworks how gamepads work on the Driver Station Removes preference which sets gamepad type based on driver position. Replaced with menu which allows specifying type for gamepads with unknown VID and PID Attempts to auto-detect gamepad type based on USB VID and PID If gamepad VID and PID is not known, use type specified by user for that VID and PID If gamepad VID and PID is not known AND the user has not specified a type for that VID and PID, an educated guess is made about how to map the gamepad Driver Station will now attempt to automatically recover from a gamepad disconnecting, and re-assign it to the position it was assigned to when it dropped If only one gamepad is assigned and it drops: it can be recovered If two gamepads are assigned, and have different VID/PID signatures, and only one drops: it will be recovered If two gamepads are assigned, and have different VID/PID signatures, and BOTH drop: both will be recovered If two gamepads are assigned, and have the same VID/PID signatures, and only one drops: it will be recovered If two gamepads are assigned, and have the same VID/PID signatures, and BOTH drop: neither will be recovered, because of the ambiguity of the gamepads when they re-appear on the USB bus. There is currently one known edge case: if there are two gamepads with the same VID/PID signature plugged in, but only one is assigned, and they BOTH drop, it's a 50-50 chance of which one will be chosen for automatic recovery to the assigned position: it is determined by whichever one is re-enumerated first by the USB bus controller. Adds landscape user interface to Driver Station New feature: practice timer with audio cues New feature (Control Hub only): wireless network connection strength indicator (0-5 bars) New feature (Control Hub only): tapping on the ping/channel display will switch to an alternate display showing radio RX dBm and link speed (tap again to switch back) The layout will NOT autorotate. You can switch the layout from the Driver Station's settings menu. Breaking changes Removes support for Android versions 4.4 through 5.1 (KitKat and Lollipop). The minSdkVersion is now 23. Removes the deprecated LinearOpMode methods waitOneFullHardwareCycle() and waitForNextHardwareCycle() Enhancements Handles RS485 address of Control Hub automatically The Control Hub is automatically given a reserved address Existing configuration files will continue to work All addresses in the range of 1-10 are still available for Expansion Hubs The Control Hub light will now normally be solid green, without blinking to indicate the address The Control Hub will not be shown on the Expansion Hub Address Change settings page Improves REV Hub firmware updater The user can now choose between all available firmware update files Version 1.8.2 of the REV Hub firmware is bundled into the Robot Controller app. Text was added to clarify that Expansion Hubs can only be updated via USB. Firmware update speed was reduced to improve reliability Allows REV Hub firmware to be updated directly from the Manage webpage Improves log viewer on Robot Controller Horizontal scrolling support (no longer word wrapped) Supports pinch-to-zoom Uses a monospaced font Error messages are highlighted New color scheme Attempts to force-stop a runaway/stuck OpMode without restarting the entire app Not all types of runaway conditions are stoppable, but if the user code attempts to talk to hardware during the runaway, the system should be able to capture it. Makes various tweaks to the Self Inspect screen Renames "OS version" entry to "Android version" Renames "WiFi Direct Name" to "WiFi Name" Adds Control Hub OS version, when viewing the report of a Control Hub Hides the airplane mode entry, when viewing the report of a Control Hub Removes check for ZTE Speed Channel Changer Shows firmware version for all Expansion and Control Hubs Reworks network settings portion of Manage page All network settings are now applied with a single click The WiFi Direct channel of phone-based Robot Controllers can now be changed from the Manage page WiFi channels are filtered by band (2.4 vs 5 GHz) and whether they overlap with other channels The current WiFi channel is pre-selected on phone-based Robot Controllers, and Control Hubs running OS 1.1.2 or later. On Control Hubs running OS 1.1.2 or later, you can choose to have the system automatically select a channel on the 5 GHz band Improves OnBotJava New light and dark themes replace the old themes (chaos, github, chrome,...) the new default theme is light and will be used when you first update to this version OnBotJava now has a tabbed editor Read-only offline mode Improves function of "exit" menu item on Robot Controller and Driver Station Now guaranteed to be fully stopped and unloaded from memory Shows a warning message if a LinearOpMode exists prematurely due to failure to monitor for the start condition Improves error message shown when the Driver Station and Robot Controller are incompatible with each other Driver Station OpMode Control Panel now disabled while a Restart Robot is in progress Disables advanced settings related to WiFi direct when the Robot Controller is a Control Hub. Tint phone battery icons on Driver Station when low/critical. Uses names "Control Hub Portal" and "Control Hub" (when appropriate) in new configuration files Improve I2C read performance Very large improvement on Control Hub; up to ~2x faster with small (e.g. 6 byte) reads Not as apparent on Expansion Hubs connected to a phone Update/refresh build infrastructure Update to 'androidx' support library from 'com.android.support:appcompat', which is end-of-life Update targetSdkVersion and compileSdkVersion to 28 Update Android Studio's Android plugin to latest Fix reported build timestamp in 'About' screen Add sample illustrating manual webcam use: ConceptWebcam Bug fixes Fixes SkyStone issue #248 Fixes SkyStone issue #232 and modifies bulk caching semantics to allow for cache-preserving MANUAL/AUTO transitions. Improves performance when REV 2M distance sensor is unplugged Improves readability of Toast messages on certain devices Allows a Driver Station to connect to a Robot Controller after another has disconnected Improves generation of fake serial numbers for UVC cameras which do not provide a real serial number Previously some devices would assign such cameras a serial of 0:0 and fail to open and start streaming Fixes ftc_app issue #638. Fixes a slew of bugs with the Vuforia camera monitor including: Fixes bug where preview could be displayed with a wonky aspect ratio Fixes bug where preview could be cut off in landscape Fixes bug where preview got totally messed up when rotating phone Fixes bug where crosshair could drift off target when using webcams Fixes issue in UVC driver on some devices (ftc_app 681) if streaming was started/stopped multiple times in a row Issue manifested as kernel panic on devices which do not have this kernel patch. On affected devices which do have the patch, the issue was manifest as simply a failure to start streaming. The Tech Team believes that the root cause of the issue is a bug in the Linux kernel XHCI driver. A workaround was implemented in the SDK UVC driver. Fixes bug in UVC driver where often half the frames from the camera would be dropped (e.g. only 15FPS delivered during a streaming session configured for 30FPS). Fixes issue where TensorFlow Object Detection would show results whose confidence was lower than the minimum confidence parameter. Fixes a potential exploitation issue of CVE-2019-11358 in OnBotJava Fixes changing the address of an Expansion Hub with additional Expansion Hubs connected to it Preserves the Control Hub's network connection when "Restart Robot" is selected Fixes issue where device scans would fail while the Robot was restarting Fix RenderScript usage Use androidx.renderscript variant: increased compatibility Use RenderScript in Java mode, not native: simplifies build Fixes webcam-frame-to-bitmap conversion problem: alpha channel wasn't being initialized, only R, G, & B Fixes possible arithmetic overflow in Deadline Fixes deadlock in Vuforia webcam support which could cause 5-second delays when stopping OpMode Version 5.4 (20200108-101156) Fixes SkyStone issue #88 Adds an inspection item that notes when a robot controller (Control Hub) is using the factory default password. Fixes SkyStone issue #61 Fixes SkyStone issue #142 Fixes ftc_app issue #417 by adding more current and voltage monitoring capabilities for REV Hubs. Fixes a crash sometimes caused by OnBotJava activity Improves OnBotJava autosave functionality ftc_app #738 Fixes system responsiveness issue when an Expansion Hub is disconnected Fixes issue where IMU initialization could prevent Op Modes from stopping Fixes issue where AndroidTextToSpeech.speak() would fail if it was called too early Adds telemetry.speak() methods and blocks, which cause the Driver Station (if also updated) to speak text Adds and improves Expansion Hub-related warnings Improves Expansion Hub low battery warning Displays the warning immediately after the hub reports it Specifies whether the condition is current or occurred temporarily during an OpMode run Displays which hubs reported low battery Displays warning when hub loses and regains power during an OpMode run Fixes the hub's LED pattern after this condition Displays warning when Expansion Hub is not responding to commands Specifies whether the condition is current or occurred temporarily during an OpMode run Clarifies warning when Expansion Hub is not present at startup Specifies that this condition requires a Robot Restart before the hub can be used. The hub light will now accurately reflect this state Improves logging and reduces log spam during these conditions Syncs the Control Hub time and timezone to a connected web browser programming the robot, if a Driver Station is not available. Adds bulk read functionality for REV Hubs A bulk caching mode must be set at the Hub level with LynxModule#setBulkCachingMode(). This applies to all relevant SDK hardware classes that reference that Hub. The following following Hub bulk caching modes are available: BulkCachingMode.OFF (default): All hardware calls operate as usual. Bulk data can read through LynxModule#getBulkData() and processed manually. BulkCachingMode.AUTO: Applicable hardware calls are served from a bulk read cache that is cleared/refreshed automatically to ensure identical commands don't hit the same cache. The cache can also be cleared manually with LynxModule#clearBulkCache(), although this is not recommended. (advanced users) BulkCachingMode.MANUAL: Same as BulkCachingMode.AUTO except the cache is never cleared automatically. To avoid getting stale data, the cache must be manually cleared at the beginning of each loop body or as the user deems appropriate. Removes PIDF Annotation values added in Rev 5.3 (to AndyMark, goBILDA and TETRIX motor configurations). The new motor types will still be available but their Default control behavior will revert back to Rev 5.2 Adds new ConceptMotorBulkRead sample Opmode to demonstrate and compare Motor Bulk-Read modes for reducing I/O latencies. Version 5.3 (20191004-112306) Fixes external USB/UVC webcam support Makes various bugfixes and improvements to Blocks page, including but not limited to: Many visual tweaks Browser zoom and window resize behave better Resizing the Java preview pane works better and more consistently across browsers The Java preview pane consistently gets scrollbars when needed The Java preview pane is hidden by default on phones Internet Explorer 11 should work Large dropdown lists display properly on lower res screens Disabled buttons are now visually identifiable as disabled A warning is shown if a user selects a TFOD sample, but their device is not compatible Warning messages in a Blocks op mode are now visible by default. Adds goBILDA 5201 and 5202 motors to Robot Configurator Adds PIDF Annotation values to AndyMark, goBILDA and TETRIX motor configurations. This has the effect of causing the RUN_USING_ENCODERS and RUN_TO_POSITION modes to use PIDF vs PID closed loop control on these motors. This should provide more responsive, yet stable, speed control. PIDF adds Feedforward control to the basic PID control loop. Feedforward is useful when controlling a motor's speed because it "anticipates" how much the control voltage must change to achieve a new speed set-point, rather than requiring the integrated error to change sufficiently. The PIDF values were chosen to provide responsive, yet stable, speed control on a lightly loaded motor. The more heavily a motor is loaded (drag or friction), the more noticable the PIDF improvement will be. Fixes startup crash on Android 10 Fixes ftc_app issue #712 (thanks to FROGbots-4634) Fixes ftc_app issue #542 Allows "A" and lowercase letters when naming device through RC and DS apps. Version 5.2 (20190905-083277) Fixes extra-wide margins on settings activities, and placement of the new configuration button Adds Skystone Vuforia image target data. Includes sample Skystone Vuforia Navigation op modes (Java). Includes sample Skystone Vuforia Navigation op modes (Blocks). Adds TensorFlow inference model (.tflite) for Skystone game elements. Includes sample Skystone TensorFlow op modes (Java). Includes sample Skystone TensorFlow op modes (Blocks). Removes older (season-specific) sample op modes. Includes 64-bit support (to comply with Google Play requirements). Protects against Stuck OpModes when a Restart Robot is requested. (Thanks to FROGbots-4634) (ftc_app issue #709) Blocks related changes: Fixes bug with blocks generated code when hardware device name is a java or javascript reserved word. Shows generated java code for blocks, even when hardware items are missing from the active configuration. Displays warning icon when outdated Vuforia and TensorFlow blocks are used (SkyStone issue #27) Version 5.1 (20190820-222104) Defines default PIDF parameters for the following motors: REV Core Hex Motor REV 20:1 HD Hex Motor REV 40:1 HD Hex Motor Adds back button when running on a device without a system back button (such as a Control Hub) Allows a REV Control Hub to update the firmware on a REV Expansion Hub via USB Fixes SkyStone issue #9 Fixes ftc_app issue #715 Prevents extra DS User clicks by filtering based on current state. Prevents incorrect DS UI state changes when receiving new OpMode list from RC Adds support for REV Color Sensor V3 Adds a manual-refresh DS Camera Stream for remotely viewing RC camera frames. To show the stream on the DS, initialize but do not run a stream-enabled opmode, select the Camera Stream option in the DS menu, and tap the image to refresh. This feature is automatically enabled when using Vuforia or TFOD—no additional RC configuration is required for typical use cases. To hide the stream, select the same menu item again. Note that gamepads are disabled and the selected opmode cannot be started while the stream is open as a safety precaution. To use custom streams, consult the API docs for CameraStreamServer#setSource and CameraStreamSource. Adds many Star Wars sounds to RobotController resources. Added SKYSTONE Sounds Chooser Sample Program. Switches out startup, connect chimes, and error/warning sounds for Star Wars sounds Updates OnBot Java to use a WebSocket for communication with the robot The OnBot Java page no longer has to do a full refresh when a user switches from editing one file to another Known issues: Camera Stream The Vuforia camera stream inherits the issues present in the phone preview (namely ftc_app issue #574). This problem does not affect the TFOD camera stream even though it receives frames from Vuforia. The orientation of the stream frames may not always match the phone preview. For now, these frames may be rotated manually via a custom CameraStreamSource if desired. OnBotJava Browser back button may not always work correctly It's possible for a build to be queued, but not started. The OnBot Java build console will display a warning if this occurs. A user might not realize they are editing a different file if the user inadvertently switches from one file to another since this switch is now seamless. The name of the currently open file is displayed in the browser tab. Version 5.0 (built on 19.06.14) Support for the REV Robotics Control Hub. Adds a Java preview pane to the Blocks editor. Adds a new offline export feature to the Blocks editor. Display wifi channel in Network circle on Driver Station. Adds calibration for Logitech C270 Updates build tooling and target SDK. Compliance with Google's permissions infrastructure (Required after build tooling update). Keep Alives to mitigate the Motorola wifi scanning problem. Telemetry substitute no longer necessary. Improves Vuforia error reporting. Fixes ftctechnh/ftc_app issues 621, 713. Miscellaneous bug fixes and improvements. Version 4.3 (built on 18.10.31) Includes missing TensorFlow-related libraries and files. Version 4.2 (built on 18.10.30) Includes fix to avoid deadlock situation with WatchdogMonitor which could result in USB communication errors. Comm error appeared to require that user disconnect USB cable and restart the Robot Controller app to recover. robotControllerLog.txt would have error messages that included the words "E RobotCore: lynx xmit lock: #### abandoning lock:" Includes fix to correctly list the parent module address for a REV Robotics Expansion Hub in a configuration (.xml) file. Bug in versions 4.0 and 4.1 would incorrect list the address module for a parent REV Robotics device as "1". If the parent module had a higher address value than the daisy-chained module, then this bug would prevent the Robot Controller from communicating with the downstream Expansion Hub. Added requirement for ACCESS_COARSE_LOCATION to allow a Driver Station running Android Oreo to scan for Wi-Fi Direct devices. Added google() repo to build.gradle because aapt2 must be downloaded from the google() repository beginning with version 3.2 of the Android Gradle Plugin. Important Note: Android Studio users will need to be connected to the Internet the first time build the ftc_app project. Internet connectivity is required for the first build so the appropriate files can be downloaded from the Google repository. Users should not need to be connected to the Internet for subsequent builds. This should also fix buid issue where Android Studio would complain that it "Could not find com.android.tools.lint:lint-gradle:26.1.4" (or similar). Added support for REV Spark Mini motor controller as part of the configuration menu for a servo/PWM port on the REV Expansion Hub. Provide examples for playing audio files in an Op Mode. Block Development Tool Changes Includes a fix for a problem with the Velocity blocks that were reported in the FTC Technology forum (Blocks Programming subforum). Change the "Save completed successfully." message to a white color so it will contrast with a green background. Fixed the "Download image" feature so it will work if there are text blocks in the op mode. Introduce support for Google's TensorFlow Lite technology for object detetion for 2018-2019 game. TensorFlow lite can recognize Gold Mineral and Silver Mineral from 2018-2019 game. Example Java and Block op modes are included to show how to determine the relative position of the gold block (left, center, right). Version 4.1 (released on 18.09.24) Changes include: Fix to prevent crash when deprecated configuration annotations are used. Change to allow FTC Robot Controller APK to be auto-updated using FIRST Global Control Hub update scripts. Removed samples for non supported / non legal hardware. Improvements to Telemetry.addData block with "text" socket. Updated Blocks sample op mode list to include Rover Ruckus Vuforia example. Update SDK library version number. Version 4.0 (released on 18.09.12) Changes include: Initial support for UVC compatible cameras If UVC camera has a unique serial number, RC will detect and enumerate by serial number. If UVC camera lacks a unique serial number, RC will only support one camera of that type connected. Calibration settings for a few cameras are included (see TeamCode/src/main/res/xml/teamwebcamcalibrations.xml for details). User can upload calibration files from Program and Manage web interface. UVC cameras seem to draw a fair amount of electrical current from the USB bus. This does not appear to present any problems for the REV Robotics Control Hub. This does seem to create stability problems when using some cameras with an Android phone-based Robot Controller. FTC Tech Team is investigating options to mitigate this issue with the phone-based Robot Controllers. Updated sample Vuforia Navigation and VuMark Op Modes to demonstrate how to use an internal phone-based camera and an external UVC webcam. Support for improved motor control. REV Robotics Expansion Hub firmware 1.8 and greater will support a feed forward mechanism for closed loop motor control. FTC SDK has been modified to support PIDF coefficients (proportional, integral, derivative, and feed forward). FTC Blocks development tool modified to include PIDF programming blocks. Deprecated older PID-related methods and variables. REV's 1.8.x PIDF-related changes provide a more linear and accurate way to control a motor. Wireless Added 5GHz support for wireless channel changing for those devices that support it. Tested with Moto G5 and E4 phones. Also tested with other (currently non-approved) phones such as Samsung Galaxy S8. Improved Expansion Hub firmware update support in Robot Controller app Changes to make the system more robust during the firmware update process (when performed through Robot Controller app). User no longer has to disconnect a downstream daisy-chained Expansion Hub when updating an Expansion Hub's firmware. If user is updating an Expansion Hub's firmware through a USB connection, he/she does not have to disconnect RS485 connection to other Expansion Hubs. The user still must use a USB connection to update an Expansion Hub's firmware. The user cannot update the Expansion Hub firmware for a downstream device that is daisy chained through an RS485 connection. If an Expansion Hub accidentally gets "bricked" the Robot Controller app is now more likely to recognize the Hub when it scans the USB bus. Robot Controller app should be able to detect an Expansion Hub, even if it accidentally was bricked in a previous update attempt. Robot Controller app should be able to install the firmware onto the Hub, even if if accidentally was bricked in a previous update attempt. Resiliency FTC software can detect and enable an FTDI reset feature that is available with REV Robotics v1.8 Expansion Hub firmware and greater. When enabled, the Expansion Hub can detect if it hasn't communicated with the Robot Controller over the FTDI (USB) connection. If the Hub hasn't heard from the Robot Controller in a while, it will reset the FTDI connection. This action helps system recover from some ESD-induced disruptions. Various fixes to improve reliability of FTC software. Blocks Fixed errors with string and list indices in blocks export to java. Support for USB connected UVC webcams. Refactored optimized Blocks Vuforia code to support Rover Ruckus image targets. Added programming blocks to support PIDF (proportional, integral, derivative and feed forward) motor control. Added formatting options (under Telemetry and Miscellaneous categories) so user can set how many decimal places to display a numerical value. Support to play audio files (which are uploaded through Blocks web interface) on Driver Station in addition to the Robot Controller. Fixed bug with Download Image of Blocks feature. Support for REV Robotics Blinkin LED Controller. Support for REV Robotics 2m Distance Sensor. Added support for a REV Touch Sensor (no longer have to configure as a generic digital device). Added blocks for DcMotorEx methods. These are enhanced methods that you can use when supported by the motor controller hardware. The REV Robotics Expansion Hub supports these enhanced methods. Enhanced methods include methods to get/set motor velocity (in encoder pulses per second), get/set PIDF coefficients, etc.. Modest Improvements in Logging Decrease frequency of battery checker voltage statements. Removed non-FTC related log statements (wherever possible). Introduced a "Match Logging" feature. Under "Settings" a user can enable/disable this feature (it's disabled by default). If enabled, user provides a "Match Number" through the Driver Station user interface (top of the screen). The Match Number is used to create a log file specifically with log statements from that particular Op Mode run. Match log files are stored in /sdcard/FIRST/matlogs on the Robot Controller. Once an op mode run is complete, the Match Number is cleared. This is a convenient way to create a separate match log with statements only related to a specific op mode run. New Devices Support for REV Robotics Blinkin LED Controller. Support for REV Robotics 2m Distance Sensor. Added configuration option for REV 20:1 HD Hex Motor. Added support for a REV Touch Sensor (no longer have to configure as a generic digital device). Miscellaneous Fixed some errors in the definitions for acceleration and velocity in our javadoc documentation. Added ability to play audio files on Driver Station When user is configuring an Expansion Hub, the LED on the Expansion Hub will change blink pattern (purple-cyan) to indicate which Hub is currently being configured. Renamed I2cSensorType to I2cDeviceType. Added an external sample Op Mode that demonstrates localization using 2018-2019 (Rover Ruckus presented by QualComm) Vuforia targets. Added an external sample Op Mode that demonstrates how to use the REV Robotics 2m Laser Distance Sensor. Added an external sample Op Mode that demonstrates how to use the REV Robotics Blinkin LED Controller. Re-categorized external Java sample Op Modes to "TeleOp" instead of "Autonomous". Known issues: Initial support for UVC compatible cameras UVC cameras seem to draw significant amount of current from the USB bus. This does not appear to present any problems for the REV Robotics Control Hub. This does seem to create stability problems when using some cameras with an Android phone-based Robot Controller. FTC Tech Team is investigating options to mitigate this issue with the phone-based Robot Controllers. There might be a possible deadlock which causes the RC to become unresponsive when using a UVC webcam with a Nougat Android Robot Controller. Wireless When user selects a wireless channel, this channel does not necessarily persist if the phone is power cycled. Tech Team is hoping to eventually address this issue in a future release. Issue has been present since apps were introduced (i.e., it is not new with the v4.0 release). Wireless channel is not currently displayed for WiFi Direct connections. Miscellaneous The blink indication feature that shows which Expansion Hub is currently being configured does not work for a newly created configuration file. User has to first save a newly created configuration file and then close and re-edit the file in order for blink indicator to work. Version 3.6 (built on 17.12.18) Changes include: Blocks Changes Uses updated Google Blockly software to allow users to edit their op modes on Apple iOS devices (including iPad and iPhone). Improvement in Blocks tool to handle corrupt op mode files. Autonomous op modes should no longer get switched back to tele-op after re-opening them to be edited. The system can now detect type mismatches during runtime and alert the user with a message on the Driver Station. Updated javadoc documentation for setPower() method to reflect correct range of values (-1 to +1). Modified VuforiaLocalizerImpl to allow for user rendering of frames Added a user-overrideable onRenderFrame() method which gets called by the class's renderFrame() method. Version 3.5 (built on 17.10.30) Changes with version 3.5 include: Introduced a fix to prevent random op mode stops, which can occur after the Robot Controller app has been paused and then resumed (for example, when a user temporarily turns off the display of the Robot Controller phone, and then turns the screen back on). Introduced a fix to prevent random op mode stops, which were previously caused by random peer disconnect events on the Driver Station. Fixes issue where log files would be closed on pause of the RC or DS, but not re-opened upon resume. Fixes issue with battery handler (voltage) start/stop race. Fixes issue where Android Studio generated op modes would disappear from available list in certain situations. Fixes problem where OnBot Java would not build on REV Robotics Control Hub. Fixes problem where OnBot Java would not build if the date and time on the Robot Controller device was "rewound" (set to an earlier date/time). Improved error message on OnBot Java that occurs when renaming a file fails. Removed unneeded resources from android.jar binaries used by OnBot Java to reduce final size of Robot Controller app. Added MR_ANALOG_TOUCH_SENSOR block to Blocks Programming Tool. Version 3.4 (built on 17.09.06) Changes with version 3.4 include: Added telemetry.update() statement for BlankLinearOpMode template. Renamed sample Block op modes to be more consistent with Java samples. Added some additional sample Block op modes. Reworded OnBot Java readme slightly. Version 3.3 (built on 17.09.04) This version of the software includes improves for the FTC Blocks Programming Tool and the OnBot Java Programming Tool. Changes with verion 3.3 include: Android Studio ftc_app project has been updated to use Gradle Plugin 2.3.3. Android Studio ftc_app project is already using gradle 3.5 distribution. Robot Controller log has been renamed to /sdcard/RobotControllerLog.txt (note that this change was actually introduced w/ v3.2). Improvements in I2C reliability. Optimized I2C read for REV Expansion Hub, with v1.7 firmware or greater. Updated all external/samples (available through OnBot and in Android project folder). Vuforia Added support for VuMarks that will be used for the 2017-2018 season game. Blocks Update to latest Google Blockly release. Sample op modes can be selected as a template when creating new op mode. Fixed bug where the blocks would disappear temporarily when mouse button is held down. Added blocks for Range.clip and Range.scale. User can now disable/enable Block op modes. Fix to prevent occasional Blocks deadlock. OnBot Java Significant improvements with autocomplete function for OnBot Java editor. Sample op modes can be selected as a template when creating new op mode. Fixes and changes to complete hardware setup feature. Updated (and more useful) onBot welcome message. Known issues: Android Studio After updating to the new v3.3 Android Studio project folder, if you get error messages indicating "InvalidVirtualFileAccessException" then you might need to do a File->Invalidate Caches / Restart to clear the error. OnBot Java Sometimes when you push the build button to build all op modes, the RC returns an error message that the build failed. If you press the build button a second time, the build typically suceeds. Version 3.2 (built on 17.08.02) This version of the software introduces the "OnBot Java" Development Tool. Similar to the FTC Blocks Development Tool, the FTC OnBot Java Development Tool allows a user to create, edit and build op modes dynamically using only a Javascript-enabled web browser. The OnBot Java Development Tool is an integrated development environment (IDE) that is served up by the Robot Controller. Op modes are created and edited using a Javascript-enabled browser (Google Chromse is recommended). Op modes are saved on the Robot Controller Android device directly. The OnBot Java Development Tool provides a Java programming environment that does NOT need Android Studio. Changes with version 3.2 include: Enhanced web-based development tools Introduction of OnBot Java Development Tool. Web-based programming and management features are "always on" (user no longer needs to put Robot Controller into programming mode). Web-based management interface (where user can change Robot Controller name and also easily download Robot Controller log file). OnBot Java, Blocks and Management features available from web based interface. Blocks Programming Development Tool: Changed "LynxI2cColorRangeSensor" block to "REV Color/range sensor" block. Fixed tooltip for ColorSensor.isLightOn block. Added blocks for ColorSensor.getNormalizedColors and LynxI2cColorRangeSensor.getNormalizedColors. Added example op modes for digital touch sensor and REV Robotics Color Distance sensor. User selectable color themes. Includes many minor enhancements and fixes (too numerous to list). Known issues: Auto complete function is incomplete and does not support the following (for now): Access via this keyword Access via super keyword Members of the super cloass, not overridden by the class Any methods provided in the current class Inner classes Can't handle casted objects Any objects coming from an parenthetically enclosed expression Version 3.10 (built on 17.05.09) This version of the software provides support for the REV Robotics Expansion Hub. This version also includes improvements in the USB communication layer in an effort to enhance system resiliency. If you were using a 2.x version of the software previously, updating to version 3.1 requires that you also update your Driver Station software in addition to updating the Robot Controller software. Also note that in version 3.10 software, the setMaxSpeed and getMaxSpeed methods are no longer available (not deprecated, they have been removed from the SDK). Also note that the the new 3.x software incorporates motor profiles that a user can select as he/she configures the robot. Changes include: Blocks changes Added VuforiaTrackableDefaultListener.getPose and Vuforia.trackPose blocks. Added optimized blocks support for Vuforia extended tracking. Added atan2 block to the math category. Added useCompetitionFieldTargetLocations parameter to Vuforia.initialize block. If set to false, the target locations are placed at (0,0,0) with target orientation as specified in https://github.com/gearsincorg/FTCVuforiaDemo/blob/master/Robot_Navigation.java tutorial op mode. Incorporates additional improvements to USB comm layer to improve system resiliency (to recover from a greater number of communication disruptions). Additional Notes Regarding Version 3.00 (built on 17.04.13) In addition to the release changes listed below (see section labeled "Version 3.00 (built on 17.04.013)"), version 3.00 has the following important changes: Version 3.00 software uses a new version of the FTC Robocol (robot protocol). If you upgrade to v3.0 on the Robot Controller and/or Android Studio side, you must also upgrade the Driver Station software to match the new Robocol. Version 3.00 software removes the setMaxSpeed and getMaxSpeed methods from the DcMotor class. If you have an op mode that formerly used these methods, you will need to remove the references/calls to these methods. Instead, v3.0 provides the max speed information through the use of motor profiles that are selected by the user during robot configuration. Version 3.00 software currently does not have a mechanism to disable extra i2c sensors. We hope to re-introduce this function with a release in the near future. Version 3.00 (built on 17.04.13) *** Use this version of the software at YOUR OWN RISK!!! *** This software is being released as an "alpha" version. Use this version at your own risk! This pre-release software contains SIGNIFICANT changes, including changes to the Wi-Fi Direct pairing mechanism, rewrites of the I2C sensor classes, changes to the USB/FTDI layer, and the introduction of support for the REV Robotics Expansion Hub and the REV Robotics color-range-light sensor. These changes were implemented to improve the reliability and resiliency of the FTC control system. Please note, however, that version 3.00 is considered "alpha" code. This code is being released so that the FIRST community will have an opportunity to test the new REV Expansion Hub electronics module when it becomes available in May. The developers do not recommend using this code for critical applications (i.e., competition use). *** Use this version of the software at YOUR OWN RISK!!! *** Changes include: Major rework of sensor-related infrastructure. Includes rewriting sensor classes to implement synchronous I2C communication. Fix to reset Autonomous timer back to 30 seconds. Implementation of specific motor profiles for approved 12V motors (includes Tetrix, AndyMark, Matrix and REV models). Modest improvements to enhance Wi-Fi P2P pairing. Fixes telemetry log addition race. Publishes all the sources (not just a select few). Includes Block programming improvements Addition of optimized Vuforia blocks. Auto scrollbar to projects and sounds pages. Fixed blocks paste bug. Blocks execute after while-opModeIsActive loop (to allow for cleanup before exiting op mode). Added gyro integratedZValue block. Fixes bug with projects page for Firefox browser. Added IsSpeaking block to AndroidTextToSpeech. Implements support for the REV Robotics Expansion Hub Implements support for integral REV IMU (physically installed on I2C bus 0, uses same Bosch BNO055 9 axis absolute orientation sensor as Adafruit 9DOF abs orientation sensor). - Implements support for REV color/range/light sensor. Provides support to update Expansion Hub firmware through FTC SDK. Detects REV firmware version and records in log file. Includes support for REV Control Hub (note that the REV Control Hub is not yet approved for FTC use). Implements FTC Blocks programming support for REV Expansion Hub and sensor hardware. Detects and alerts when I2C device disconnect. Version 2.62 (built on 17.01.07) Added null pointer check before calling modeToByte() in finishModeSwitchIfNecessary method for ModernRoboticsUsbDcMotorController class. Changes to enhance Modern Robotics USB protocol robustness. Version 2.61 (released on 16.12.19) Blocks Programming mode changes: Fix to correct issue when an exception was thrown because an OpticalDistanceSensor object appears twice in the hardware map (the second time as a LightSensor). Version 2.6 (released on 16.12.16) Fixes for Gyro class: Improve (decrease) sensor refresh latency. fix isCalibrating issues. Blocks Programming mode changes: Blocks now ignores a device in the configuration xml if the name is empty. Other devices work in configuration work fine. Version 2.5 (internal release on released on 16.12.13) Blocks Programming mode changes: Added blocks support for AdafruitBNO055IMU. Added Download Op Mode button to FtcBocks.html. Added support for copying blocks in one OpMode and pasting them in an other OpMode. The clipboard content is stored on the phone, so the programming mode server must be running. Modified Utilities section of the toolbox. In Programming Mode, display information about the active connections. Fixed paste location when workspace has been scrolled. Added blocks support for the android Accelerometer. Fixed issue where Blocks Upload Op Mode truncated name at first dot. Added blocks support for Android SoundPool. Added type safety to blocks for Acceleration. Added type safety to blocks for AdafruitBNO055IMU.Parameters. Added type safety to blocks for AnalogInput. Added type safety to blocks for AngularVelocity. Added type safety to blocks for Color. Added type safety to blocks for ColorSensor. Added type safety to blocks for CompassSensor. Added type safety to blocks for CRServo. Added type safety to blocks for DigitalChannel. Added type safety to blocks for ElapsedTime. Added type safety to blocks for Gamepad. Added type safety to blocks for GyroSensor. Added type safety to blocks for IrSeekerSensor. Added type safety to blocks for LED. Added type safety to blocks for LightSensor. Added type safety to blocks for LinearOpMode. Added type safety to blocks for MagneticFlux. Added type safety to blocks for MatrixF. Added type safety to blocks for MrI2cCompassSensor. Added type safety to blocks for MrI2cRangeSensor. Added type safety to blocks for OpticalDistanceSensor. Added type safety to blocks for Orientation. Added type safety to blocks for Position. Added type safety to blocks for Quaternion. Added type safety to blocks for Servo. Added type safety to blocks for ServoController. Added type safety to blocks for Telemetry. Added type safety to blocks for Temperature. Added type safety to blocks for TouchSensor. Added type safety to blocks for UltrasonicSensor. Added type safety to blocks for VectorF. Added type safety to blocks for Velocity. Added type safety to blocks for VoltageSensor. Added type safety to blocks for VuforiaLocalizer.Parameters. Added type safety to blocks for VuforiaTrackable. Added type safety to blocks for VuforiaTrackables. Added type safety to blocks for enums in AdafruitBNO055IMU.Parameters. Added type safety to blocks for AndroidAccelerometer, AndroidGyroscope, AndroidOrientation, and AndroidTextToSpeech. Version 2.4 (released on 16.11.13) Fix to avoid crashing for nonexistent resources. Blocks Programming mode changes: Added blocks to support OpenGLMatrix, MatrixF, and VectorF. Added blocks to support AngleUnit, AxesOrder, AxesReference, CameraDirection, CameraMonitorFeedback, DistanceUnit, and TempUnit. Added blocks to support Acceleration. Added blocks to support LinearOpMode.getRuntime. Added blocks to support MagneticFlux and Position. Fixed typos. Made blocks for ElapsedTime more consistent with other objects. Added blocks to support Quaternion, Velocity, Orientation, AngularVelocity. Added blocks to support VuforiaTrackables, VuforiaTrackable, VuforiaLocalizer, VuforiaTrackableDefaultListener. Fixed a few blocks. Added type checking to new blocks. Updated to latest blockly. Added default variable blocks to navigation and matrix blocks. Fixed toolbox entry for openGLMatrix_rotation_withAxesArgs. When user downloads Blocks-generated op mode, only the .blk file is downloaded. When user uploads Blocks-generated op mode (.blk file), Javascript code is auto generated. Added DbgLog support. Added logging when a blocks file is read/written. Fixed bug to properly render blocks even if missing devices from configuration file. Added support for additional characters (not just alphanumeric) for the block file names (for download and upload). Added support for OpMode flavor (“Autonomous” or “TeleOp”) and group. Changes to Samples to prevent tutorial issues. Incorporated suggested changes from public pull 216 (“Replace .. paths”). Remove Servo Glitches when robot stopped. if user hits “Cancels” when editing a configuration file, clears the unsaved changes and reverts to original unmodified configuration. Added log info to help diagnose why the Robot Controller app was terminated (for example, by watch dog function). Added ability to transfer log from the controller. Fixed inconsistency for AngularVelocity Limit unbounded growth of data for telemetry. If user does not call telemetry.update() for LinearOpMode in a timely manner, data added for telemetry might get lost if size limit is exceeded. Version 2.35 (released on 16.10.06) Blockly programming mode - Removed unnecesary idle() call from blocks for new project. Version 2.30 (released on 16.10.05) Blockly programming mode: Mechanism added to save Blockly op modes from Programming Mode Server onto local device To avoid clutter, blocks are displayed in categorized folders Added support for DigitalChannel Added support for ModernRoboticsI2cCompassSensor Added support for ModernRoboticsI2cRangeSensor Added support for VoltageSensor Added support for AnalogInput Added support for AnalogOutput Fix for CompassSensor setMode block Vuforia Fix deadlock / make camera data available while Vuforia is running. Update to Vuforia 6.0.117 (recommended by Vuforia and Google to close security loophole). Fix for autonomous 30 second timer bug (where timer was in effect, even though it appeared to have timed out). opModeIsActive changes to allow cleanup after op mode is stopped (with enforced 2 second safety timeout). Fix to avoid reading i2c twice. Updated sample Op Modes. Improved logging and fixed intermittent freezing. Added digital I/O sample. Cleaned up device names in sample op modes to be consistent with Pushbot guide. Fix to allow use of IrSeekerSensorV3. Version 2.20 (released on 16.09.08) Support for Modern Robotics Compass Sensor. Support for Modern Robotics Range Sensor. Revise device names for Pushbot templates to match the names used in Pushbot guide. Fixed bug so that IrSeekerSensorV3 device is accessible as IrSeekerSensor in hardwareMap. Modified computer vision code to require an individual Vuforia license (per legal requirement from PTC). Minor fixes. Blockly enhancements: Support for Voltage Sensor. Support for Analog Input. Support for Analog Output. Support for Light Sensor. Support for Servo Controller. Version 2.10 (released on 16.09.03) Support for Adafruit IMU. Improvements to ModernRoboticsI2cGyro class Block on reset of z axis. isCalibrating() returns true while gyro is calibration. Updated sample gyro program. Blockly enhancements support for android.graphics.Color. added support for ElapsedTime. improved look and legibility of blocks. support for compass sensor. support for ultrasonic sensor. support for IrSeeker. support for LED. support for color sensor. support for CRServo prompt user to configure robot before using programming mode. Provides ability to disable audio cues. various bug fixes and improvements. Version 2.00 (released on 16.08.19) This is the new release for the upcoming 2016-2017 FIRST Tech Challenge Season. Channel change is enabled in the FTC Robot Controller app for Moto G 2nd and 3rd Gen phones. Users can now use annotations to register/disable their Op Modes. Changes in the Android SDK, JDK and build tool requirements (minsdk=19, java 1.7, build tools 23.0.3). Standardized units in analog input. Cleaned up code for existing analog sensor classes. setChannelMode and getChannelMode were REMOVED from the DcMotorController class. This is important - we no longer set the motor modes through the motor controller. setMode and getMode were added to the DcMotor class. ContinuousRotationServo class has been added to the FTC SDK. Range.clip() method has been overloaded so it can support this operation for int, short and byte integers. Some changes have been made (new methods added) on how a user can access items from the hardware map. Users can now set the zero power behavior for a DC motor so that the motor will brake or float when power is zero. Prototype Blockly Programming Mode has been added to FTC Robot Controller. Users can place the Robot Controller into this mode, and then use a device (such as a laptop) that has a Javascript enabled browser to write Blockly-based Op Modes directly onto the Robot Controller. Users can now configure the robot remotely through the FTC Driver Station app. Android Studio project supports Android Studio 2.1.x and compile SDK Version 23 (Marshmallow). Vuforia Computer Vision SDK integrated into FTC SDK. Users can use sample vision targets to get localization information on a standard FTC field. Project structure has been reorganized so that there is now a TeamCode package that users can use to place their local/custom Op Modes into this package. Inspection function has been integrated into the FTC Robot Controller and Driver Station Apps (Thanks Team HazMat… 9277 & 10650!). Audio cues have been incorporated into FTC SDK. Swap mechanism added to FTC Robot Controller configuration activity. For example, if you have two motor controllers on a robot, and you misidentified them in your configuration file, you can use the Swap button to swap the devices within the configuration file (so you do not have to manually re-enter in the configuration info for the two devices). Fix mechanism added to all user to replace an electronic module easily. For example, suppose a servo controller dies on your robot. You replace the broken module with a new module, which has a different serial number from the original servo controller. You can use the Fix button to automatically reconfigure your configuration file to use the serial number of the new module. Improvements made to fix resiliency and responsiveness of the system. For LinearOpMode the user now must for a telemetry.update() to update the telemetry data on the driver station. This update() mechanism ensures that the driver station gets the updated data properly and at the same time. The Auto Configure function of the Robot Controller is now template based. If there is a commonly used robot configuration, a template can be created so that the Auto Configure mechanism can be used to quickly configure a robot of this type. The logic to detect a runaway op mode (both in the LinearOpMode and OpMode types) and to abort the run, then auto recover has been improved/implemented. Fix has been incorporated so that Logitech F310 gamepad mappings will be correct for Marshmallow users. Release 16.07.08 For the ftc_app project, the gradle files have been modified to support Android Studio 2.1.x. Release 16.03.30 For the MIT App Inventor, the design blocks have new icons that better represent the function of each design component. Some changes were made to the shutdown logic to ensure the robust shutdown of some of our USB services. A change was made to LinearOpMode so as to allow a given instance to be executed more than once, which is required for the App Inventor. Javadoc improved/updated. Release 16.03.09 Changes made to make the FTC SDK synchronous (significant change!) waitOneFullHardwareCycle() and waitForNextHardwareCycle() are no longer needed and have been deprecated. runOpMode() (for a LinearOpMode) is now decoupled from the system's hardware read/write thread. loop() (for an OpMode) is now decoupled from the system's hardware read/write thread. Methods are synchronous. For example, if you call setMode(DcMotorController.RunMode.RESET_ENCODERS) for a motor, the encoder is guaranteed to be reset when the method call is complete. For legacy module (NXT compatible), user no longer has to toggle between read and write modes when reading from or writing to a legacy device. Changes made to enhance reliability/robustness during ESD event. Changes made to make code thread safe. Debug keystore added so that user-generated robot controller APKs will all use the same signed key (to avoid conflicts if a team has multiple developer laptops for example). Firmware version information for Modern Robotics modules are now logged. Changes made to improve USB comm reliability and robustness. Added support for voltage indicator for legacy (NXT-compatible) motor controllers. Changes made to provide auto stop capabilities for op modes. A LinearOpMode class will stop when the statements in runOpMode() are complete. User does not have to push the stop button on the driver station. If an op mode is stopped by the driver station, but there is a run away/uninterruptible thread persisting, the app will log an error message then force itself to crash to stop the runaway thread. Driver Station UI modified to display lowest measured voltage below current voltage (12V battery). Driver Station UI modified to have color background for current voltage (green=good, yellow=caution, red=danger, extremely low voltage). javadoc improved (edits and additional classes). Added app build time to About activity for driver station and robot controller apps. Display local IP addresses on Driver Station About activity. Added I2cDeviceSynchImpl. Added I2cDeviceSync interface. Added seconds() and milliseconds() to ElapsedTime for clarity. Added getCallbackCount() to I2cDevice. Added missing clearI2cPortActionFlag. Added code to create log messages while waiting for LinearOpMode shutdown. Fix so Wifi Direct Config activity will no longer launch multiple times. Added the ability to specify an alternate i2c address in software for the Modern Robotics gyro. Release 16.02.09 Improved battery checker feature so that voltage values get refreshed regularly (every 250 msec) on Driver Station (DS) user interface. Improved software so that Robot Controller (RC) is much more resilient and “self-healing” to USB disconnects: If user attempts to start/restart RC with one or more module missing, it will display a warning but still start up. When running an op mode, if one or more modules gets disconnected, the RC & DS will display warnings,and robot will keep on working in spite of the missing module(s). If a disconnected module gets physically reconnected the RC will auto detect the module and the user will regain control of the recently connected module. Warning messages are more helpful (identifies the type of module that’s missing plus its USB serial number). Code changes to fix the null gamepad reference when users try to reference the gamepads in the init() portion of their op mode. NXT light sensor output is now properly scaled. Note that teams might have to readjust their light threshold values in their op modes. On DS user interface, gamepad icon for a driver will disappear if the matching gamepad is disconnected or if that gamepad gets designated as a different driver. Robot Protocol (ROBOCOL) version number info is displayed in About screen on RC and DS apps. Incorporated a display filter on pairing screen to filter out devices that don’t use the “-“ format. This filter can be turned off to show all WiFi Direct devices. Updated text in License file. Fixed formatting error in OpticalDistanceSensor.toString(). Fixed issue on with a blank (“”) device name that would disrupt WiFi Direct Pairing. Made a change so that the WiFi info and battery info can be displayed more quickly on the DS upon connecting to RC. Improved javadoc generation. Modified code to make it easier to support language localization in the future. Release 16.01.04 Updated compileSdkVersion for apps Prevent Wifi from entering power saving mode removed unused import from driver station Corrrected "Dead zone" joystick code. LED.getDeviceName and .getConnectionInfo() return null apps check for ROBOCOL_VERSION mismatch Fix for Telemetry also has off-by-one errors in its data string sizing / short size limitations error User telemetry output is sorted. added formatting variants to DbgLog and RobotLog APIs code modified to allow for a long list of op mode names. changes to improve thread safety of RobocolDatagramSocket Fix for "missing hardware leaves robot controller disconnected from driver station" error fix for "fast tapping of Init/Start causes problems" (toast is now only instantiated on UI thread). added some log statements for thread life cycle. moved gamepad reset logic inside of initActiveOpMode() for robustness changes made to mitigate risk of race conditions on public methods. changes to try and flag when WiFi Direct name contains non-printable characters. fix to correct race condition between .run() and .close() in ReadWriteRunnableStandard. updated FTDI driver made ReadWriteRunnableStanard interface public. fixed off-by-one errors in Command constructor moved specific hardware implmentations into their own package. moved specific gamepad implemnatations to the hardware library. changed LICENSE file to new BSD version. fixed race condition when shutting down Modern Robotics USB devices. methods in the ColorSensor classes have been synchronized. corrected isBusy() status to reflect end of motion. corrected "back" button keycode. the notSupported() method of the GyroSensor class was changed to protected (it should not be public). Release 15.11.04.001 Added Support for Modern Robotics Gyro. The GyroSensor class now supports the MR Gyro Sensor. Users can access heading data (about Z axis) Users can also access raw gyro data (X, Y, & Z axes). Example MRGyroTest.java op mode included. Improved error messages More descriptive error messages for exceptions in user code. Updated DcMotor API Enable read mode on new address in setI2cAddress Fix so that driver station app resets the gamepads when switching op modes. USB-related code changes to make USB comm more responsive and to display more explicit error messages. Fix so that USB will recover properly if the USB bus returns garbage data. Fix USB initializtion race condition. Better error reporting during FTDI open. More explicit messages during USB failures. Fixed bug so that USB device is closed if event loop teardown method was not called. Fixed timer UI issue Fixed duplicate name UI bug (Legacy Module configuration). Fixed race condition in EventLoopManager. Fix to keep references stable when updating gamepad. For legacy Matrix motor/servo controllers removed necessity of appending "Motor" and "Servo" to controller names. Updated HT color sensor driver to use constants from ModernRoboticsUsbLegacyModule class. Updated MR color sensor driver to use constants from ModernRoboticsUsbDeviceInterfaceModule class. Correctly handle I2C Address change in all color sensors Updated/cleaned up op modes. Updated comments in LinearI2cAddressChange.java example op mode. Replaced the calls to "setChannelMode" with "setMode" (to match the new of the DcMotor method). Removed K9AutoTime.java op mode. Added MRGyroTest.java op mode (demonstrates how to use MR Gyro Sensor). Added MRRGBExample.java op mode (demonstrates how to use MR Color Sensor). Added HTRGBExample.java op mode (demonstrates how to use HT legacy color sensor). Added MatrixControllerDemo.java (demonstrates how to use legacy Matrix controller). Updated javadoc documentation. Updated release .apk files for Robot Controller and Driver Station apps. Release 15.10.06.002 Added support for Legacy Matrix 9.6V motor/servo controller. Cleaned up build.gradle file. Minor UI and bug fixes for driver station and robot controller apps. Throws error if Ultrasonic sensor (NXT) is not configured for legacy module port 4 or 5. Release 15.08.03.001 New user interfaces for FTC Driver Station and FTC Robot Controller apps. An init() method is added to the OpMode class. For this release, init() is triggered right before the start() method. Eventually, the init() method will be triggered when the user presses an "INIT" button on driver station. The init() and loop() methods are now required (i.e., need to be overridden in the user's op mode). The start() and stop() methods are optional. A new LinearOpMode class is introduced. Teams can use the LinearOpMode mode to create a linear (not event driven) program model. Teams can use blocking statements like Thread.sleep() within a linear op mode. The API for the Legacy Module and Core Device Interface Module have been updated. Support for encoders with the Legacy Module is now working. The hardware loop has been updated for better performance.
sanusanth
What is Python? Executive Summary Python is an interpreted, object-oriented, high-level programming language with dynamic semantics. Its high-level built in data structures, combined with dynamic typing and dynamic binding, make it very attractive for Rapid Application Development, as well as for use as a scripting or glue language to connect existing components together. Python's simple, easy to learn syntax emphasizes readability and therefore reduces the cost of program maintenance. Python supports modules and packages, which encourages program modularity and code reuse. The Python interpreter and the extensive standard library are available in source or binary form without charge for all major platforms, and can be freely distributed. Often, programmers fall in love with Python because of the increased productivity it provides. Since there is no compilation step, the edit-test-debug cycle is incredibly fast. Debugging Python programs is easy: a bug or bad input will never cause a segmentation fault. Instead, when the interpreter discovers an error, it raises an exception. When the program doesn't catch the exception, the interpreter prints a stack trace. A source level debugger allows inspection of local and global variables, evaluation of arbitrary expressions, setting breakpoints, stepping through the code a line at a time, and so on. The debugger is written in Python itself, testifying to Python's introspective power. On the other hand, often the quickest way to debug a program is to add a few print statements to the source: the fast edit-test-debug cycle makes this simple approach very effective. What is Python? Python is a popular programming language. It was created by Guido van Rossum, and released in 1991. It is used for: web development (server-side), software development, mathematics, system scripting. What can Python do? Python can be used on a server to create web applications. Python can be used alongside software to create workflows. Python can connect to database systems. It can also read and modify files. Python can be used to handle big data and perform complex mathematics. Python can be used for rapid prototyping, or for production-ready software development. Why Python? Python works on different platforms (Windows, Mac, Linux, Raspberry Pi, etc). Python has a simple syntax similar to the English language. Python has syntax that allows developers to write programs with fewer lines than some other programming languages. Python runs on an interpreter system, meaning that code can be executed as soon as it is written. This means that prototyping can be very quick. Python can be treated in a procedural way, an object-oriented way or a functional way. Good to know The most recent major version of Python is Python 3, which we shall be using in this tutorial. However, Python 2, although not being updated with anything other than security updates, is still quite popular. In this tutorial Python will be written in a text editor. It is possible to write Python in an Integrated Development Environment, such as Thonny, Pycharm, Netbeans or Eclipse which are particularly useful when managing larger collections of Python files. Python Syntax compared to other programming languages Python was designed for readability, and has some similarities to the English language with influence from mathematics. Python uses new lines to complete a command, as opposed to other programming languages which often use semicolons or parentheses. Python relies on indentation, using whitespace, to define scope; such as the scope of loops, functions and classes. Other programming languages often use curly-brackets for this purpose. Applications for Python Python is used in many application domains. Here's a sampling. The Python Package Index lists thousands of third party modules for Python. Web and Internet Development Python offers many choices for web development: Frameworks such as Django and Pyramid. Micro-frameworks such as Flask and Bottle. Advanced content management systems such as Plone and django CMS. Python's standard library supports many Internet protocols: HTML and XML JSON E-mail processing. Support for FTP, IMAP, and other Internet protocols. Easy-to-use socket interface. And the Package Index has yet more libraries: Requests, a powerful HTTP client library. Beautiful Soup, an HTML parser that can handle all sorts of oddball HTML. Feedparser for parsing RSS/Atom feeds. Paramiko, implementing the SSH2 protocol. Twisted Python, a framework for asynchronous network programming. Scientific and Numeric Python is widely used in scientific and numeric computing: SciPy is a collection of packages for mathematics, science, and engineering. Pandas is a data analysis and modeling library. IPython is a powerful interactive shell that features easy editing and recording of a work session, and supports visualizations and parallel computing. The Software Carpentry Course teaches basic skills for scientific computing, running bootcamps and providing open-access teaching materials. Education Python is a superb language for teaching programming, both at the introductory level and in more advanced courses. Books such as How to Think Like a Computer Scientist, Python Programming: An Introduction to Computer Science, and Practical Programming. The Education Special Interest Group is a good place to discuss teaching issues. Desktop GUIs The Tk GUI library is included with most binary distributions of Python. Some toolkits that are usable on several platforms are available separately: wxWidgets Kivy, for writing multitouch applications. Qt via pyqt or pyside Platform-specific toolkits are also available: GTK+ Microsoft Foundation Classes through the win32 extensions Software Development Python is often used as a support language for software developers, for build control and management, testing, and in many other ways. SCons for build control. Buildbot and Apache Gump for automated continuous compilation and testing. Roundup or Trac for bug tracking and project management. Business Applications Python is also used to build ERP and e-commerce systems: Odoo is an all-in-one management software that offers a range of business applications that form a complete suite of enterprise management applications. Try ton is a three-tier high-level general purpose application platform.
rramatchandran
# big-o-performance A simple html app to demonstrate performance costs of data structures. - Clone the project - Navigate to the root of the project in a termina or command prompt - Run 'npm install' - Run 'npm start' - Go to the URL specified in the terminal or command prompt to try out the app. # This app was created from the Create React App NPM. Below are instructions from that project. Below you will find some information on how to perform common tasks. You can find the most recent version of this guide [here](https://github.com/facebookincubator/create-react-app/blob/master/template/README.md). ## Table of Contents - [Updating to New Releases](#updating-to-new-releases) - [Sending Feedback](#sending-feedback) - [Folder Structure](#folder-structure) - [Available Scripts](#available-scripts) - [npm start](#npm-start) - [npm run build](#npm-run-build) - [npm run eject](#npm-run-eject) - [Displaying Lint Output in the Editor](#displaying-lint-output-in-the-editor) - [Installing a Dependency](#installing-a-dependency) - [Importing a Component](#importing-a-component) - [Adding a Stylesheet](#adding-a-stylesheet) - [Post-Processing CSS](#post-processing-css) - [Adding Images and Fonts](#adding-images-and-fonts) - [Adding Bootstrap](#adding-bootstrap) - [Adding Flow](#adding-flow) - [Adding Custom Environment Variables](#adding-custom-environment-variables) - [Integrating with a Node Backend](#integrating-with-a-node-backend) - [Proxying API Requests in Development](#proxying-api-requests-in-development) - [Deployment](#deployment) - [Now](#now) - [Heroku](#heroku) - [Surge](#surge) - [GitHub Pages](#github-pages) - [Something Missing?](#something-missing) ## Updating to New Releases Create React App is divided into two packages: * `create-react-app` is a global command-line utility that you use to create new projects. * `react-scripts` is a development dependency in the generated projects (including this one). You almost never need to update `create-react-app` itself: it’s delegates all the setup to `react-scripts`. When you run `create-react-app`, it always creates the project with the latest version of `react-scripts` so you’ll get all the new features and improvements in newly created apps automatically. To update an existing project to a new version of `react-scripts`, [open the changelog](https://github.com/facebookincubator/create-react-app/blob/master/CHANGELOG.md), find the version you’re currently on (check `package.json` in this folder if you’re not sure), and apply the migration instructions for the newer versions. In most cases bumping the `react-scripts` version in `package.json` and running `npm install` in this folder should be enough, but it’s good to consult the [changelog](https://github.com/facebookincubator/create-react-app/blob/master/CHANGELOG.md) for potential breaking changes. We commit to keeping the breaking changes minimal so you can upgrade `react-scripts` painlessly. ## Sending Feedback We are always open to [your feedback](https://github.com/facebookincubator/create-react-app/issues). ## Folder Structure After creation, your project should look like this: ``` my-app/ README.md index.html favicon.ico node_modules/ package.json src/ App.css App.js index.css index.js logo.svg ``` For the project to build, **these files must exist with exact filenames**: * `index.html` is the page template; * `favicon.ico` is the icon you see in the browser tab; * `src/index.js` is the JavaScript entry point. You can delete or rename the other files. You may create subdirectories inside `src`. For faster rebuilds, only files inside `src` are processed by Webpack. You need to **put any JS and CSS files inside `src`**, or Webpack won’t see them. You can, however, create more top-level directories. They will not be included in the production build so you can use them for things like documentation. ## Available Scripts In the project directory, you can run: ### `npm start` Runs the app in the development mode.<br> Open [http://localhost:3000](http://localhost:3000) to view it in the browser. The page will reload if you make edits.<br> You will also see any lint errors in the console. ### `npm run build` Builds the app for production to the `build` folder.<br> It correctly bundles React in production mode and optimizes the build for the best performance. The build is minified and the filenames include the hashes.<br> Your app is ready to be deployed! ### `npm run eject` **Note: this is a one-way operation. Once you `eject`, you can’t go back!** If you aren’t satisfied with the build tool and configuration choices, you can `eject` at any time. This command will remove the single build dependency from your project. Instead, it will copy all the configuration files and the transitive dependencies (Webpack, Babel, ESLint, etc) right into your project so you have full control over them. All of the commands except `eject` will still work, but they will point to the copied scripts so you can tweak them. At this point you’re on your own. You don’t have to ever use `eject`. The curated feature set is suitable for small and middle deployments, and you shouldn’t feel obligated to use this feature. However we understand that this tool wouldn’t be useful if you couldn’t customize it when you are ready for it. ## Displaying Lint Output in the Editor >Note: this feature is available with `react-scripts@0.2.0` and higher. Some editors, including Sublime Text, Atom, and Visual Studio Code, provide plugins for ESLint. They are not required for linting. You should see the linter output right in your terminal as well as the browser console. However, if you prefer the lint results to appear right in your editor, there are some extra steps you can do. You would need to install an ESLint plugin for your editor first. >**A note for Atom `linter-eslint` users** >If you are using the Atom `linter-eslint` plugin, make sure that **Use global ESLint installation** option is checked: ><img src="http://i.imgur.com/yVNNHJM.png" width="300"> Then make sure `package.json` of your project ends with this block: ```js { // ... "eslintConfig": { "extends": "./node_modules/react-scripts/config/eslint.js" } } ``` Projects generated with `react-scripts@0.2.0` and higher should already have it. If you don’t need ESLint integration with your editor, you can safely delete those three lines from your `package.json`. Finally, you will need to install some packages *globally*: ```sh npm install -g eslint babel-eslint eslint-plugin-react eslint-plugin-import eslint-plugin-jsx-a11y eslint-plugin-flowtype ``` We recognize that this is suboptimal, but it is currently required due to the way we hide the ESLint dependency. The ESLint team is already [working on a solution to this](https://github.com/eslint/eslint/issues/3458) so this may become unnecessary in a couple of months. ## Installing a Dependency The generated project includes React and ReactDOM as dependencies. It also includes a set of scripts used by Create React App as a development dependency. You may install other dependencies (for example, React Router) with `npm`: ``` npm install --save <library-name> ``` ## Importing a Component This project setup supports ES6 modules thanks to Babel. While you can still use `require()` and `module.exports`, we encourage you to use [`import` and `export`](http://exploringjs.com/es6/ch_modules.html) instead. For example: ### `Button.js` ```js import React, { Component } from 'react'; class Button extends Component { render() { // ... } } export default Button; // Don’t forget to use export default! ``` ### `DangerButton.js` ```js import React, { Component } from 'react'; import Button from './Button'; // Import a component from another file class DangerButton extends Component { render() { return <Button color="red" />; } } export default DangerButton; ``` Be aware of the [difference between default and named exports](http://stackoverflow.com/questions/36795819/react-native-es-6-when-should-i-use-curly-braces-for-import/36796281#36796281). It is a common source of mistakes. We suggest that you stick to using default imports and exports when a module only exports a single thing (for example, a component). That’s what you get when you use `export default Button` and `import Button from './Button'`. Named exports are useful for utility modules that export several functions. A module may have at most one default export and as many named exports as you like. Learn more about ES6 modules: * [When to use the curly braces?](http://stackoverflow.com/questions/36795819/react-native-es-6-when-should-i-use-curly-braces-for-import/36796281#36796281) * [Exploring ES6: Modules](http://exploringjs.com/es6/ch_modules.html) * [Understanding ES6: Modules](https://leanpub.com/understandinges6/read#leanpub-auto-encapsulating-code-with-modules) ## Adding a Stylesheet This project setup uses [Webpack](https://webpack.github.io/) for handling all assets. Webpack offers a custom way of “extending” the concept of `import` beyond JavaScript. To express that a JavaScript file depends on a CSS file, you need to **import the CSS from the JavaScript file**: ### `Button.css` ```css .Button { padding: 20px; } ``` ### `Button.js` ```js import React, { Component } from 'react'; import './Button.css'; // Tell Webpack that Button.js uses these styles class Button extends Component { render() { // You can use them as regular CSS styles return <div className="Button" />; } } ``` **This is not required for React** but many people find this feature convenient. You can read about the benefits of this approach [here](https://medium.com/seek-ui-engineering/block-element-modifying-your-javascript-components-d7f99fcab52b). However you should be aware that this makes your code less portable to other build tools and environments than Webpack. In development, expressing dependencies this way allows your styles to be reloaded on the fly as you edit them. In production, all CSS files will be concatenated into a single minified `.css` file in the build output. If you are concerned about using Webpack-specific semantics, you can put all your CSS right into `src/index.css`. It would still be imported from `src/index.js`, but you could always remove that import if you later migrate to a different build tool. ## Post-Processing CSS This project setup minifies your CSS and adds vendor prefixes to it automatically through [Autoprefixer](https://github.com/postcss/autoprefixer) so you don’t need to worry about it. For example, this: ```css .App { display: flex; flex-direction: row; align-items: center; } ``` becomes this: ```css .App { display: -webkit-box; display: -ms-flexbox; display: flex; -webkit-box-orient: horizontal; -webkit-box-direction: normal; -ms-flex-direction: row; flex-direction: row; -webkit-box-align: center; -ms-flex-align: center; align-items: center; } ``` There is currently no support for preprocessors such as Less, or for sharing variables across CSS files. ## Adding Images and Fonts With Webpack, using static assets like images and fonts works similarly to CSS. You can **`import` an image right in a JavaScript module**. This tells Webpack to include that image in the bundle. Unlike CSS imports, importing an image or a font gives you a string value. This value is the final image path you can reference in your code. Here is an example: ```js import React from 'react'; import logo from './logo.png'; // Tell Webpack this JS file uses this image console.log(logo); // /logo.84287d09.png function Header() { // Import result is the URL of your image return <img src={logo} alt="Logo" />; } export default function Header; ``` This works in CSS too: ```css .Logo { background-image: url(./logo.png); } ``` Webpack finds all relative module references in CSS (they start with `./`) and replaces them with the final paths from the compiled bundle. If you make a typo or accidentally delete an important file, you will see a compilation error, just like when you import a non-existent JavaScript module. The final filenames in the compiled bundle are generated by Webpack from content hashes. If the file content changes in the future, Webpack will give it a different name in production so you don’t need to worry about long-term caching of assets. Please be advised that this is also a custom feature of Webpack. **It is not required for React** but many people enjoy it (and React Native uses a similar mechanism for images). However it may not be portable to some other environments, such as Node.js and Browserify. If you prefer to reference static assets in a more traditional way outside the module system, please let us know [in this issue](https://github.com/facebookincubator/create-react-app/issues/28), and we will consider support for this. ## Adding Bootstrap You don’t have to use [React Bootstrap](https://react-bootstrap.github.io) together with React but it is a popular library for integrating Bootstrap with React apps. If you need it, you can integrate it with Create React App by following these steps: Install React Bootstrap and Bootstrap from NPM. React Bootstrap does not include Bootstrap CSS so this needs to be installed as well: ``` npm install react-bootstrap --save npm install bootstrap@3 --save ``` Import Bootstrap CSS and optionally Bootstrap theme CSS in the ```src/index.js``` file: ```js import 'bootstrap/dist/css/bootstrap.css'; import 'bootstrap/dist/css/bootstrap-theme.css'; ``` Import required React Bootstrap components within ```src/App.js``` file or your custom component files: ```js import { Navbar, Jumbotron, Button } from 'react-bootstrap'; ``` Now you are ready to use the imported React Bootstrap components within your component hierarchy defined in the render method. Here is an example [`App.js`](https://gist.githubusercontent.com/gaearon/85d8c067f6af1e56277c82d19fd4da7b/raw/6158dd991b67284e9fc8d70b9d973efe87659d72/App.js) redone using React Bootstrap. ## Adding Flow Flow typing is currently [not supported out of the box](https://github.com/facebookincubator/create-react-app/issues/72) with the default `.flowconfig` generated by Flow. If you run it, you might get errors like this: ```js node_modules/fbjs/lib/Deferred.js.flow:60 60: Promise.prototype.done.apply(this._promise, arguments); ^^^^ property `done`. Property not found in 495: declare class Promise<+R> { ^ Promise. See lib: /private/tmp/flow/flowlib_34952d31/core.js:495 node_modules/fbjs/lib/shallowEqual.js.flow:29 29: return x !== 0 || 1 / (x: $FlowIssue) === 1 / (y: $FlowIssue); ^^^^^^^^^^ identifier `$FlowIssue`. Could not resolve name src/App.js:3 3: import logo from './logo.svg'; ^^^^^^^^^^^^ ./logo.svg. Required module not found src/App.js:4 4: import './App.css'; ^^^^^^^^^^^ ./App.css. Required module not found src/index.js:5 5: import './index.css'; ^^^^^^^^^^^^^ ./index.css. Required module not found ``` To fix this, change your `.flowconfig` to look like this: ```ini [libs] ./node_modules/fbjs/flow/lib [options] esproposal.class_static_fields=enable esproposal.class_instance_fields=enable module.name_mapper='^\(.*\)\.css$' -> 'react-scripts/config/flow/css' module.name_mapper='^\(.*\)\.\(jpg\|png\|gif\|eot\|otf\|webp\|svg\|ttf\|woff\|woff2\|mp4\|webm\)$' -> 'react-scripts/config/flow/file' suppress_type=$FlowIssue suppress_type=$FlowFixMe ``` Re-run flow, and you shouldn’t get any extra issues. If you later `eject`, you’ll need to replace `react-scripts` references with the `<PROJECT_ROOT>` placeholder, for example: ```ini module.name_mapper='^\(.*\)\.css$' -> '<PROJECT_ROOT>/config/flow/css' module.name_mapper='^\(.*\)\.\(jpg\|png\|gif\|eot\|otf\|webp\|svg\|ttf\|woff\|woff2\|mp4\|webm\)$' -> '<PROJECT_ROOT>/config/flow/file' ``` We will consider integrating more tightly with Flow in the future so that you don’t have to do this. ## Adding Custom Environment Variables >Note: this feature is available with `react-scripts@0.2.3` and higher. Your project can consume variables declared in your environment as if they were declared locally in your JS files. By default you will have `NODE_ENV` defined for you, and any other environment variables starting with `REACT_APP_`. These environment variables will be defined for you on `process.env`. For example, having an environment variable named `REACT_APP_SECRET_CODE` will be exposed in your JS as `process.env.REACT_APP_SECRET_CODE`, in addition to `process.env.NODE_ENV`. These environment variables can be useful for displaying information conditionally based on where the project is deployed or consuming sensitive data that lives outside of version control. First, you need to have environment variables defined, which can vary between OSes. For example, let's say you wanted to consume a secret defined in the environment inside a `<form>`: ```jsx render() { return ( <div> <small>You are running this application in <b>{process.env.NODE_ENV}</b> mode.</small> <form> <input type="hidden" defaultValue={process.env.REACT_APP_SECRET_CODE} /> </form> </div> ); } ``` The above form is looking for a variable called `REACT_APP_SECRET_CODE` from the environment. In order to consume this value, we need to have it defined in the environment: ### Windows (cmd.exe) ```cmd set REACT_APP_SECRET_CODE=abcdef&&npm start ``` (Note: the lack of whitespace is intentional.) ### Linux, OS X (Bash) ```bash REACT_APP_SECRET_CODE=abcdef npm start ``` > Note: Defining environment variables in this manner is temporary for the life of the shell session. Setting permanent environment variables is outside the scope of these docs. With our environment variable defined, we start the app and consume the values. Remember that the `NODE_ENV` variable will be set for you automatically. When you load the app in the browser and inspect the `<input>`, you will see its value set to `abcdef`, and the bold text will show the environment provided when using `npm start`: ```html <div> <small>You are running this application in <b>development</b> mode.</small> <form> <input type="hidden" value="abcdef" /> </form> </div> ``` Having access to the `NODE_ENV` is also useful for performing actions conditionally: ```js if (process.env.NODE_ENV !== 'production') { analytics.disable(); } ``` ## Integrating with a Node Backend Check out [this tutorial](https://www.fullstackreact.com/articles/using-create-react-app-with-a-server/) for instructions on integrating an app with a Node backend running on another port, and using `fetch()` to access it. You can find the companion GitHub repository [here](https://github.com/fullstackreact/food-lookup-demo). ## Proxying API Requests in Development >Note: this feature is available with `react-scripts@0.2.3` and higher. People often serve the front-end React app from the same host and port as their backend implementation. For example, a production setup might look like this after the app is deployed: ``` / - static server returns index.html with React app /todos - static server returns index.html with React app /api/todos - server handles any /api/* requests using the backend implementation ``` Such setup is **not** required. However, if you **do** have a setup like this, it is convenient to write requests like `fetch('/api/todos')` without worrying about redirecting them to another host or port during development. To tell the development server to proxy any unknown requests to your API server in development, add a `proxy` field to your `package.json`, for example: ```js "proxy": "http://localhost:4000", ``` This way, when you `fetch('/api/todos')` in development, the development server will recognize that it’s not a static asset, and will proxy your request to `http://localhost:4000/api/todos` as a fallback. Conveniently, this avoids [CORS issues](http://stackoverflow.com/questions/21854516/understanding-ajax-cors-and-security-considerations) and error messages like this in development: ``` Fetch API cannot load http://localhost:4000/api/todos. No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://localhost:3000' is therefore not allowed access. If an opaque response serves your needs, set the request's mode to 'no-cors' to fetch the resource with CORS disabled. ``` Keep in mind that `proxy` only has effect in development (with `npm start`), and it is up to you to ensure that URLs like `/api/todos` point to the right thing in production. You don’t have to use the `/api` prefix. Any unrecognized request will be redirected to the specified `proxy`. Currently the `proxy` option only handles HTTP requests, and it won’t proxy WebSocket connections. If the `proxy` option is **not** flexible enough for you, alternatively you can: * Enable CORS on your server ([here’s how to do it for Express](http://enable-cors.org/server_expressjs.html)). * Use [environment variables](#adding-custom-environment-variables) to inject the right server host and port into your app. ## Deployment By default, Create React App produces a build assuming your app is hosted at the server root. To override this, specify the `homepage` in your `package.json`, for example: ```js "homepage": "http://mywebsite.com/relativepath", ``` This will let Create React App correctly infer the root path to use in the generated HTML file. ### Now See [this example](https://github.com/xkawi/create-react-app-now) for a zero-configuration single-command deployment with [now](https://zeit.co/now). ### Heroku Use the [Heroku Buildpack for Create React App](https://github.com/mars/create-react-app-buildpack). You can find instructions in [Deploying React with Zero Configuration](https://blog.heroku.com/deploying-react-with-zero-configuration). ### Surge Install the Surge CLI if you haven't already by running `npm install -g surge`. Run the `surge` command and log in you or create a new account. You just need to specify the *build* folder and your custom domain, and you are done. ```sh email: email@domain.com password: ******** project path: /path/to/project/build size: 7 files, 1.8 MB domain: create-react-app.surge.sh upload: [====================] 100%, eta: 0.0s propagate on CDN: [====================] 100% plan: Free users: email@domain.com IP Address: X.X.X.X Success! Project is published and running at create-react-app.surge.sh ``` Note that in order to support routers that use html5 `pushState` API, you may want to rename the `index.html` in your build folder to `200.html` before deploying to Surge. This [ensures that every URL falls back to that file](https://surge.sh/help/adding-a-200-page-for-client-side-routing). ### GitHub Pages >Note: this feature is available with `react-scripts@0.2.0` and higher. Open your `package.json` and add a `homepage` field: ```js "homepage": "http://myusername.github.io/my-app", ``` **The above step is important!** Create React App uses the `homepage` field to determine the root URL in the built HTML file. Now, whenever you run `npm run build`, you will see a cheat sheet with a sequence of commands to deploy to GitHub pages: ```sh git commit -am "Save local changes" git checkout -B gh-pages git add -f build git commit -am "Rebuild website" git filter-branch -f --prune-empty --subdirectory-filter build git push -f origin gh-pages git checkout - ``` You may copy and paste them, or put them into a custom shell script. You may also customize them for another hosting provider. Note that GitHub Pages doesn't support routers that use the HTML5 `pushState` history API under the hood (for example, React Router using `browserHistory`). This is because when there is a fresh page load for a url like `http://user.github.io/todomvc/todos/42`, where `/todos/42` is a frontend route, the GitHub Pages server returns 404 because it knows nothing of `/todos/42`. If you want to add a router to a project hosted on GitHub Pages, here are a couple of solutions: * You could switch from using HTML5 history API to routing with hashes. If you use React Router, you can switch to `hashHistory` for this effect, but the URL will be longer and more verbose (for example, `http://user.github.io/todomvc/#/todos/42?_k=yknaj`). [Read more](https://github.com/reactjs/react-router/blob/master/docs/guides/Histories.md#histories) about different history implementations in React Router. * Alternatively, you can use a trick to teach GitHub Pages to handle 404 by redirecting to your `index.html` page with a special redirect parameter. You would need to add a `404.html` file with the redirection code to the `build` folder before deploying your project, and you’ll need to add code handling the redirect parameter to `index.html`. You can find a detailed explanation of this technique [in this guide](https://github.com/rafrex/spa-github-pages). ## Something Missing? If you have ideas for more “How To” recipes that should be on this page, [let us know](https://github.com/facebookincubator/create-react-app/issues) or [contribute some!](https://github.com/facebookincubator/create-react-app/edit/master/template/README.md)
sanusanth
What is C#? C# is pronounced "C-Sharp". It is an object-oriented programming language created by Microsoft that runs on the .NET Framework. C# has roots from the C family, and the language is close to other popular languages like C++ and Java. The first version was released in year 2002. The latest version, C# 8, was released in September 2019. C# is a modern object-oriented programming language developed in 2000 by Anders Hejlsberg, the principal designer and lead architect at Microsoft. It is pronounced as "C-Sharp," inspired by the musical notation “♯” which stands for a note with a slightly higher pitch. As it’s considered an incremental compilation of the C++ language, the name C “sharp” seemed most appropriate. The sharp symbol, however, has been replaced by the keyboard friendly “#” as a suffix to “C” for purposes of programming. Although the code is very similar to C++, C# is newer and has grown fast with extensive support from Microsoft. The fact that it’s so similar to Java syntactically helps explain why it has emerged as one of the most popular programming languages today. C# is pronounced "C-Sharp". It is an object-oriented programming language created by Microsoft that runs on the .NET Framework. C# has roots from the C family, and the language is close to other popular languages like C++ and Java. The first version was released in year 2002. The latest version, C# 8, was released in September 2019. C# is used for: Mobile applications Desktop applications Web applications Web services Web sites Games VR Database applications And much, much more! An Introduction to C# Programming C# is a general-purpose, object-oriented programming language that is structured and easy to learn. It runs on Microsoft’s .Net Framework and can be compiled on a variety of computer platforms. As the syntax is simple and easy to learn, developers familiar with C, C++, or Java have found a comfort zone within C#. C# is a boon for developers who want to build a wide range of applications on the .NET Framework—Windows applications, Web applications, and Web services—in addition to building mobile apps, Windows Store apps, and enterprise software. It is thus considered a powerful programming language and features in every developer’s cache of tools. Although first released in 2002, when it was introduced with .NET Framework 1.0, the C# language has evolved a great deal since then. The most recent version is C# 8.0, available in preview as part of Visual Studio. To get access to all of the new language features, you would need to install the latest preview version of .NET Core 3.0. C# is used for: Mobile applications Desktop applications Web applications Web services Web sites Games VR Database applications And much, much more! Why Use C#? It is one of the most popular programming language in the world It is easy to learn and simple to use It has a huge community support C# is an object oriented language which gives a clear structure to programs and allows code to be reused, lowering development costs. As C# is close to C, C++ and Java, it makes it easy for programmers to switch to C# or vice versa. The C# Environment You need the .NET Framework and an IDE (integrated development environment) to work with the C# language. The .NET Framework The .NET Framework platform of the Windows OS is required to write web and desktop-based applications using not only C# but also Visual Basic and Jscript, as the platform provides language interoperability. Besides, the .Net Framework allows C# to communicate with any of the other common languages, such as C++, Jscript, COBOL, and so on. IDEs Microsoft provides various IDEs for C# programming: Visual Studio 2010 (VS) Visual Studio Express Visual Web Developer Visual Studio Code (VSC) The C# source code files can be written using a basic text editor, like Notepad, and compiled using the command-line compiler of the .NET Framework. Alternative open-source versions of the .Net Framework can work on other operating systems as well. For instance, the Mono has a C# compiler and runs on several operating systems, including Linux, Mac, Android, BSD, iOS, Windows, Solaris, and UNIX. This brings enhanced development tools to the developer. As C# is part of the .Net Framework platform, it has access to its enormous library of codes and components, such as Common Language Runtime (CLR), the .Net Framework Class Library, Common Language Specification, Common Type System, Metadata and Assemblies, Windows Forms, ASP.Net and ASP.Net AJAX, Windows Workflow Foundation (WF), Windows Communication Foundation (WCF), and LINQ. C# and Java C# and Java are high-level programming languages that share several similarities (as well as many differences). They are both object-oriented languages much influenced by C++. But while C# is suitable for application development in the Microsoft ecosystem from the front, Java is considered best for client-side web applications. Also, while C# has many tools for programming, Java has a larger arsenal of tools to choose from in IDEs and Text Editors. C# is used for virtual reality projects like games, mobile, and web applications. It is built specifically for Microsoft platforms and several non-Microsoft-based operating systems, like the Mono Project that works with Linux and OS X. Java is used for creating messaging applications and developing web-based and enterprise-based applications in open-source ecosystems. Both C# and Java support arrays. However, each language uses them differently. In C#, arrays are a specialization of the system; in Java, they are a direct specialization of the object. The C# programming language executes on the CLR. The source code is interpreted into bytecode, which is further compiled by the CLR. Java runs on any platform with the assistance of JRE (Java Runtime Environment). The written source code is first compiled into bytecode and then converted into machine code to be executed on a JRE. C# and C++ Although C# and C++ are both C-based languages with similar code, there are some differences. For one, C# is considered a component-oriented programming language, while C++ is a partial object-oriented language. Also, while both languages are compiled languages, C# compiles to CLR and is interpreted by.NET, but C++ compiles to machine code. The size of binaries in C# is much larger than in C++. Other differences between the two include the following: C# gives compiler errors and warnings, but C++ doesn’t support warnings, which may cause damage to the OS. C# runs in a virtual machine for automatic memory management. C++ requires you to manage memory manually. C# can create Windows, .NET, web, desktop, and mobile applications, but not stand-alone apps. C++ can create server-side, stand-alone, and console applications as it can work directly with the hardware. C++ can be used on any platform, while C# is targeted toward Windows OS. Generally, C++ being faster than C#, the former is preferred for applications where performance is essential. Features of C# The C# programming language has many features that make it more useful and unique when compared to other languages, including: Object-oriented language Being object-oriented, C# allows the creation of modular applications and reusable codes, an advantage over C++. As an object-oriented language, C# makes development and maintenance easier when project size grows. It supports all three object-oriented features: data encapsulation, inheritance, interfaces, and polymorphism. Simplicity C# is a simple language with a structured approach to problem-solving. Unsafe operations, like direct memory manipulation, are not allowed. Speed The compilation and execution time in C# is very powerful and fast. A Modern programming language C# programming is used for building scalable and interoperable applications with support for modern features like automatic garbage collection, error handling, debugging, and robust security. It has built-in support for a web service to be invoked from any app running on any platform. Type-safe Arrays and objects are zero base indexed and bound checked. There is an automatic checking of the overflow of types. The C# type safety instances support robust programming. Interoperability Language interoperability of C# maximizes code reuse for the efficiency of the development process. C# programs can work upon almost anything as a program can call out any native API. Consistency Its unified type system enables developers to extend the type system simply and easily for consistent behavior. Updateable C# is automatically updateable. Its versioning support enables complex frameworks to be developed and evolved. Component oriented C# supports component-oriented programming through the concepts of properties, methods, events, and attributes for self-contained and self-describing components of functionality for robust and scalable applications. Structured Programming Language The structured design and modularization in C# break a problem into parts, using functions for easy implementation to solve significant problems. Rich Library C# has a standard library with many inbuilt functions for easy and fast development. Prerequisites for Learning C# Basic knowledge of C or C++ or any programming language or programming fundamentals. Additionally, the OOP concept makes for a short learning curve of C#. Advantages of C# There are many advantages to the C# language that makes it a useful programming language compared to other languages like Java, C, or C++. These include: Being an object-oriented language, C# allows you to create modular, maintainable applications and reusable codes Familiar syntax Easy to develop as it has a rich class of libraries for smooth implementation of functions Enhanced integration as an application written in .NET will integrate and interpret better when compared to other NET technologies As C# runs on CLR, it makes it easy to integrate with components written in other languages It’s safe, with no data loss as there is no type-conversion so that you can write secure codes The automatic garbage collection keeps the system clean and doesn’t hang it during execution As your machine has to install the .NET Framework to run C#, it supports cross-platform Strong memory backup prevents memory leakage Programming support of the Microsoft ecosystem makes development easy and seamless Low maintenance cost, as C# can develop iOS, Android, and Windows Phone native apps The syntax is similar to C, C++, and Java, which makes it easier to learn and work with C# Useful as it can develop iOS, Android, and Windows Phone native apps with the Xamarin Framework C# is the most powerful programming language for the .NET Framework Fast development as C# is open source steered by Microsoft with access to open source projects and tools on Github, and many active communities contributing to the improvement What Can C Sharp Do for You? C# can be used to develop a wide range of: Windows client applications Windows libraries and components Windows services Web applications Native iOS and Android mobile apps Azure cloud applications and services Gaming consoles and gaming systems Video and virtual reality games Interoperability software like SharePoint Enterprise software Backend services and database programs AI and ML applications Distributed applications Hardware-level programming Virus and malware software GUI-based applications IoT devices Blockchain and distributed ledger technology C# Programming for Beginners: Introduction, Features and Applications By Simplilearn Last updated on Jan 20, 2020674 C# Programming for Beginners As a programmer, you’re motivated to master the most popular languages that will give you an edge in your career. There’s a vast number of programming languages that you can learn, but how do you know which is the most useful? If you know C and C++, do you need to learn C# as well? How similar is C# to Java? Does it become more comfortable for you to learn C# if you already know Java? Every developer and wannabe programmer asks these types of questions. So let us explore C# programming: how it evolved as an extension of C and why you need to learn it as a part of the Master’s Program in integrated DevOps for server-side execution. Are you a web developer or someone interested to build a website? Enroll for the Javascript Certification Training. Check out the course preview now! What is C#? C# is a modern object-oriented programming language developed in 2000 by Anders Hejlsberg, the principal designer and lead architect at Microsoft. It is pronounced as "C-Sharp," inspired by the musical notation “♯” which stands for a note with a slightly higher pitch. As it’s considered an incremental compilation of the C++ language, the name C “sharp” seemed most appropriate. The sharp symbol, however, has been replaced by the keyboard friendly “#” as a suffix to “C” for purposes of programming. Although the code is very similar to C++, C# is newer and has grown fast with extensive support from Microsoft. The fact that it’s so similar to Java syntactically helps explain why it has emerged as one of the most popular programming languages today. An Introduction to C# Programming C# is a general-purpose, object-oriented programming language that is structured and easy to learn. It runs on Microsoft’s .Net Framework and can be compiled on a variety of computer platforms. As the syntax is simple and easy to learn, developers familiar with C, C++, or Java have found a comfort zone within C#. C# is a boon for developers who want to build a wide range of applications on the .NET Framework—Windows applications, Web applications, and Web services—in addition to building mobile apps, Windows Store apps, and enterprise software. It is thus considered a powerful programming language and features in every developer’s cache of tools. Although first released in 2002, when it was introduced with .NET Framework 1.0, the C# language has evolved a great deal since then. The most recent version is C# 8.0, available in preview as part of Visual Studio. To get access to all of the new language features, you would need to install the latest preview version of .NET Core 3.0. The C# Environment You need the .NET Framework and an IDE (integrated development environment) to work with the C# language. The .NET Framework The .NET Framework platform of the Windows OS is required to write web and desktop-based applications using not only C# but also Visual Basic and Jscript, as the platform provides language interoperability. Besides, the .Net Framework allows C# to communicate with any of the other common languages, such as C++, Jscript, COBOL, and so on. IDEs Microsoft provides various IDEs for C# programming: Visual Studio 2010 (VS) Visual Studio Express Visual Web Developer Visual Studio Code (VSC) The C# source code files can be written using a basic text editor, like Notepad, and compiled using the command-line compiler of the .NET Framework. Alternative open-source versions of the .Net Framework can work on other operating systems as well. For instance, the Mono has a C# compiler and runs on several operating systems, including Linux, Mac, Android, BSD, iOS, Windows, Solaris, and UNIX. This brings enhanced development tools to the developer. As C# is part of the .Net Framework platform, it has access to its enormous library of codes and components, such as Common Language Runtime (CLR), the .Net Framework Class Library, Common Language Specification, Common Type System, Metadata and Assemblies, Windows Forms, ASP.Net and ASP.Net AJAX, Windows Workflow Foundation (WF), Windows Communication Foundation (WCF), and LINQ. C# and Java C# and Java are high-level programming languages that share several similarities (as well as many differences). They are both object-oriented languages much influenced by C++. But while C# is suitable for application development in the Microsoft ecosystem from the front, Java is considered best for client-side web applications. Also, while C# has many tools for programming, Java has a larger arsenal of tools to choose from in IDEs and Text Editors. C# is used for virtual reality projects like games, mobile, and web applications. It is built specifically for Microsoft platforms and several non-Microsoft-based operating systems, like the Mono Project that works with Linux and OS X. Java is used for creating messaging applications and developing web-based and enterprise-based applications in open-source ecosystems. Both C# and Java support arrays. However, each language uses them differently. In C#, arrays are a specialization of the system; in Java, they are a direct specialization of the object. The C# programming language executes on the CLR. The source code is interpreted into bytecode, which is further compiled by the CLR. Java runs on any platform with the assistance of JRE (Java Runtime Environment). The written source code is first compiled into bytecode and then converted into machine code to be executed on a JRE. C# and C++ Although C# and C++ are both C-based languages with similar code, there are some differences. For one, C# is considered a component-oriented programming language, while C++ is a partial object-oriented language. Also, while both languages are compiled languages, C# compiles to CLR and is interpreted by.NET, but C++ compiles to machine code. The size of binaries in C# is much larger than in C++. Other differences between the two include the following: C# gives compiler errors and warnings, but C++ doesn’t support warnings, which may cause damage to the OS. C# runs in a virtual machine for automatic memory management. C++ requires you to manage memory manually. C# can create Windows, .NET, web, desktop, and mobile applications, but not stand-alone apps. C++ can create server-side, stand-alone, and console applications as it can work directly with the hardware. C++ can be used on any platform, while C# is targeted toward Windows OS. Generally, C++ being faster than C#, the former is preferred for applications where performance is essential. Features of C# The C# programming language has many features that make it more useful and unique when compared to other languages, including: Object-oriented language Being object-oriented, C# allows the creation of modular applications and reusable codes, an advantage over C++. As an object-oriented language, C# makes development and maintenance easier when project size grows. It supports all three object-oriented features: data encapsulation, inheritance, interfaces, and polymorphism. Simplicity C# is a simple language with a structured approach to problem-solving. Unsafe operations, like direct memory manipulation, are not allowed. Speed The compilation and execution time in C# is very powerful and fast. A Modern programming language C# programming is used for building scalable and interoperable applications with support for modern features like automatic garbage collection, error handling, debugging, and robust security. It has built-in support for a web service to be invoked from any app running on any platform. Type-safe Arrays and objects are zero base indexed and bound checked. There is an automatic checking of the overflow of types. The C# type safety instances support robust programming. Interoperability Language interoperability of C# maximizes code reuse for the efficiency of the development process. C# programs can work upon almost anything as a program can call out any native API. Consistency Its unified type system enables developers to extend the type system simply and easily for consistent behavior. Updateable C# is automatically updateable. Its versioning support enables complex frameworks to be developed and evolved. Component oriented C# supports component-oriented programming through the concepts of properties, methods, events, and attributes for self-contained and self-describing components of functionality for robust and scalable applications. Structured Programming Language The structured design and modularization in C# break a problem into parts, using functions for easy implementation to solve significant problems. Rich Library C# has a standard library with many inbuilt functions for easy and fast development. Full Stack Java Developer Course The Gateway to Master Web DevelopmentEXPLORE COURSEFull Stack Java Developer Course Prerequisites for Learning C# Basic knowledge of C or C++ or any programming language or programming fundamentals. Additionally, the OOP concept makes for a short learning curve of C#. Advantages of C# There are many advantages to the C# language that makes it a useful programming language compared to other languages like Java, C, or C++. These include: Being an object-oriented language, C# allows you to create modular, maintainable applications and reusable codes Familiar syntax Easy to develop as it has a rich class of libraries for smooth implementation of functions Enhanced integration as an application written in .NET will integrate and interpret better when compared to other NET technologies As C# runs on CLR, it makes it easy to integrate with components written in other languages It’s safe, with no data loss as there is no type-conversion so that you can write secure codes The automatic garbage collection keeps the system clean and doesn’t hang it during execution As your machine has to install the .NET Framework to run C#, it supports cross-platform Strong memory backup prevents memory leakage Programming support of the Microsoft ecosystem makes development easy and seamless Low maintenance cost, as C# can develop iOS, Android, and Windows Phone native apps The syntax is similar to C, C++, and Java, which makes it easier to learn and work with C# Useful as it can develop iOS, Android, and Windows Phone native apps with the Xamarin Framework C# is the most powerful programming language for the .NET Framework Fast development as C# is open source steered by Microsoft with access to open source projects and tools on Github, and many active communities contributing to the improvement What Can C Sharp Do for You? C# can be used to develop a wide range of: Windows client applications Windows libraries and components Windows services Web applications Native iOS and Android mobile apps Azure cloud applications and services Gaming consoles and gaming systems Video and virtual reality games Interoperability software like SharePoint Enterprise software Backend services and database programs AI and ML applications Distributed applications Hardware-level programming Virus and malware software GUI-based applications IoT devices Blockchain and distributed ledger technology Who Should Learn the C# Programming Language and Why? C# is one of the most popular programming languages as it can be used for a variety of applications: mobile apps, game development, and enterprise software. What’s more, the C# 8.0 version is packed with several new features and enhancements to the C# language that can change the way developers write their C# code. The most important new features available are ‘null reference types,’ enhanced ‘pattern matching,’ and ‘async streams’ that help you to write more reliable and readable code. As you’re exposed to the fundamental programming concepts of C# in this course, you can work on projects that open the doors for you as a Full Stack Java Developer. So, upskill and master the C# language for a faster career trajectory and salary scope.
The aim of this assignment is to have you do UDP socket client / server programming with a focus on two broad aspects : Setting up the exchange between the client and server in a secure way despite the lack of a formal connection (as in TCP) between the two, so that ‘outsider’ UDP datagrams (broadcast, multicast, unicast - fortuitously or maliciously) cannot intrude on the communication. Introducing application-layer protocol data-transmission reliability, flow control and congestion control in the client and server using TCP-like ARQ sliding window mechanisms. The second item above is much more of a challenge to implement than the first, though neither is particularly trivial. But they are not tightly interdependent; each can be worked on separately at first and then integrated together at a later stage. Apart from the material in Chapters 8, 14 & 22 (especially Sections 22.5 - 22.7), and the experience you gained from the preceding assignment, you will also need to refer to the following : ioctl function (Chapter 17). get_ifi_info function (Section 17.6, Chapter 17). This function will be used by the server code to discover its node’s network interfaces so that it can bind all its interface IP addresses (see Section 22.6). ‘Race’ conditions (Section 20.5, Chapter 20) You also need a thorough understanding of how the TCP protocol implements reliable data transfer, flow control and congestion control. Chapters 17- 24 of TCP/IP Illustrated, Volume 1 by W. Richard Stevens gives a good overview of TCP. Though somewhat dated for some things (it was published in 1994), it remains, overall, a good basic reference. Overview This assignment asks you to implement a primitive file transfer protocol for Unix platforms, based on UDP, and with TCP-like reliability added to the transfer operation using timeouts and sliding-window mechanisms, and implementing flow and congestion control. The server is a concurrent server which can handle multiple clients simultaneously. A client gives the server the name of a file. The server forks off a child which reads directly from the file and transfers the contents over to the client using UDP datagrams. The client prints out the file contents as they come in, in order, with nothing missing and with no duplication of content, directly on to stdout (via the receiver sliding window, of course, but with no other intermediate buffering). The file to be transferred can be of arbitrary length, but its contents are always straightforward ascii text. As an aside let me mention that assuming the file contents ascii is not as restrictive as it sounds. We can always pretend, for example, that binary files are base64 encoded (“ASCII armor”). A real file transfer protocol would, of course, have to worry about transferring files between heterogeneous platforms with different file structure conventions and semantics. The sender would first have to transform the file into a platform-independent, protocol-defined, format (using, say, ASN.1, or some such standard), and the receiver would have to transform the received file into its platform’s native file format. This kind of thing can be fairly time consuming, and is certainly very tedious, to implement, with little educational value - it is not part of this assignment. Arguments for the server You should provide the server with an input file server.in from which it reads the following information, in the order shown, one item per line : Well-known port number for server. Maximum sending sliding-window size (in datagram units). You will not be handing in your server.in file. We shall create our own when we come to test your code. So it is important that you stick strictly to the file name and content conventions specified above. The same applies to the client.in input file below. Arguments for the client The client is to be provided with an input file client.in from which it reads the following information, in the order shown, one item per line : IP address of server (not the hostname). Well-known port number of server. filename to be transferred. Receiving sliding-window size (in datagram units). Random generator seed value. Probability p of datagram loss. This should be a real number in the range [ 0.0 , 1.0 ] (value 0.0 means no loss occurs; value 1.0 means all datagrams all lost). The mean µ, in milliseconds, for an exponential distribution controlling the rate at which the client reads received datagram payloads from its receive buffer. Operation Server starts up and reads its arguments from file server.in. As we shall see, when a client communicates with the server, the server will want to know what IP address that client is using to identify the server (i.e. , the destination IP address in the incoming datagram). Normally, this can be done relatively straightforwardly using the IP_RECVDESTADDR socket option, and picking up the information using the ancillary data (‘control information’) capability of the recvmsg function. Unfortunately, Solaris 2.10 does not support the IP_RECVDESTADDR option (nor, incidentally, does it support the msg_flags option in msghdr - see p.390). This considerably complicates things. In the absence of IP_RECVDESTADDR, what the server has to do as part of its initialization phase is to bind each IP address it has (and, simultaneously, its well-known port number, which it has read in from server.in) to a separate UDP socket. The code in Section 22.6, which uses the get_ifi_info function, shows you how to do that. However, there are important differences between that code and the version you want to implement. The code of Section 22.6 binds the IP addresses and forks off a child for each address that is bound to. We do not want to do that. Instead you should have an array of socket descriptors. For each IP address, create a new socket and bind the address (and well-known port number) to the socket without forking off child processes. Creating child processes comes later, when clients arrive. The code of Section 22.6 also attempts to bind broadcast addresses. We do not want to do this. It binds a wildcard IP address, which we certainly do not want to do either. We should bind strictly only unicast addresses (including the loopback address). The get_ifi_info function (which the code in Section 22.6 uses) has to be modified so that it also gets the network masks for the IP addresses of the node, and adds these to the information stored in the linked list of ifi_info structures (see Figure 17.5, p.471) it produces. As you go binding each IP address to a distinct socket, it will be useful for later processing to build your own array of structures, where a structure element records the following information for each socket : sockfd IP address bound to the socket network mask for the IP address subnet address (obtained by doing a bit-wise and between the IP address and its network mask) Report, in a ReadMe file which you hand in with your code, on the modifications you had to introduce to ensure that only unicast addresses are bound, and on your implementation of the array of structures described above. You should print out on stdout, with an appropriate message and appropriately formatted in dotted decimal notation, the IP address, network mask, and subnet address for each socket in your array of structures (you do not need to print the sockfd). The server now uses select to monitor the sockets it has created for incoming datagrams. When it returns from select, it must use recvfrom or recvmsg to read the incoming datagram (see 6. below). When a client starts, it first reads its arguments from the file client.in. The client checks if the server host is ‘local’ to its (extended) Ethernet. If so, all its communication to the server is to occur as MSG_DONTROUTE (or SO_DONTROUTE socket option). It determines if the server host is ‘local’ as follows. The first thing the client should do is to use the modified get_ifi_info function to obtain all of its IP addresses and associated network masks. Print out on stdout, in dotted decimal notation and with an appropriate message, the IP addresses and network masks obtained. In the following, IPserver designates the IP address the client will use to identify the server, and IPclient designates the IP address the client will choose to identify itself. The client checks whether the server is on the same host. If so, it should use the loopback address 127.0.0.1 for the server (i.e. , IPserver = 127.0.0.1). IPclient should also be set to the loopback address. Otherwise it proceeds as follows: IPserver is set to the IP address for the server in the client.in file. Given IPserver and the (unicast) IP addresses and network masks for the client returned by get_ifi_info in the linked list of ifi_info structures, you should be able to figure out if the server node is ‘local’ or not. This will be discussed in class; but let me just remind you here that you should use ‘longest prefix matching’ where applicable. If there are multiple client addresses, and the server host is ‘local’, the client chooses an IP address for itself, IPclient, which matches up as ‘local’ according to your examination above. If the server host is not ‘local’, then IPclient can be chosen arbitrarily. Print out on stdout the results of your examination, as to whether the server host is ‘local’ or not, as well as the IPclient and IPserver addresses selected. Note that this manner of determining whether the server is local or not is somewhat clumsy and ‘over-engineered’, and, as such, should be viewed more in the nature of a pedagogical exercise. Ideally, we would like to look up the server IP address(es) in the routing table (see Section 18.3). This requires that a routing socket be created, for which we need superuser privilege. Alternatively, we might want to dump out the routing table, using the sysctl function for example (see Section 18.4), and examine it directly. Unfortunately, Solaris 2.10 does not support sysctl. Furthermore, note that there is a slight problem with the address 130.245.1.123/24 assigned to compserv3 (see rightmost column of file hosts, and note that this particular compserv3 address “overlaps” with the 130.245.1.x/28 addresses in that same column assigned to compserv1, compserv2 & comserv4). In particular, if the client is running on compserv3 and the server on any of the other three compservs, and if that server node is also being identified to the client by its /28 (rather than its /24) address, then the client will get a “false positive” when it tests as to whether the server node is local or not. In other words, the client will deem the server node to be local, whereas in fact it should not be considered local. Because of this, it is perhaps best simply not to use compserv3 to run the client (but it is o.k. to use it to run the server). Finally, using MSG_DONTROUTE where possible would seem to gain us efficiency, in as much as the kernel does not need to consult the routing table for every datagram sent. But, in fact, that is not so. Recall that one effect of connect with UDP sockets is that routing information is obtained by the kernel at the time the connect is issued. That information is cached and used for subsequent sends from the connected socket (see p.255). The client now creates a UDP socket and calls bind on IPclient, with 0 as the port number. This will cause the kernel to bind an ephemeral port to the socket. After the bind, use the getsockname function (Section 4.10) to obtain IPclient and the ephemeral port number that has been assigned to the socket, and print that information out on stdout, with an appropriate message and appropriately formatted. The client connects its socket to IPserver and the well-known port number of the server. After the connect, use the getpeername function (Section 4.10) to obtain IPserver and the well-known port number of the server, and print that information out on stdout, with an appropriate message and appropriately formatted. The client sends a datagram to the server giving the filename for the transfer. This send needs to be backed up by a timeout in case the datagram is lost. Note that the incoming datagram from the client will be delivered to the server at the socket to which the destination IP address that the datagram is carrying has been bound. Thus, the server can obtain that address (it is, of course, IPserver) and thereby achieve what IP_RECVDESTADDR would have given us had it been available. Furthermore, the server process can obtain the IP address (this will, of course, be IPclient) and ephemeral port number of the client through the recvfrom or recvmsg functions. The server forks off a child process to handle the client. The server parent process goes back to the select to listen for new clients. Hereafter, and unless otherwise stated, whenever we refer to the ‘server’, we mean the server child process handling the client’s file transfer, not the server parent process. Typically, the first thing the server child would be expected to do is to close all sockets it ‘inherits’ from its parent. However, this is not the case with us. The server child does indeed close the sockets it inherited, but not the socket on which the client request arrived. It leaves that socket open for now. Call this socket the ‘listening’ socket. The server (child) then checks if the client host is local to its (extended) Ethernet. If so, all its communication to the client is to occur as MSG_DONTROUTE (or SO_DONTROUTE socket option). If IPserver (obtained in 5. above) is the loopback address, then we are done. Otherwise, the server has to proceed with the following step. Use the array of structures you built in 1. above, together with the addresses IPserver and IPclient to determine if the client is ‘local’. Print out on stdout the results of your examination, as to whether the client host is ‘local’ or not. The server (child) creates a UDP socket to handle file transfer to the client. Call this socket the ‘connection’ socket. It binds the socket to IPserver, with port number 0 so that its kernel assigns an ephemeral port. After the bind, use the getsockname function (Section 4.10) to obtain IPserver and the ephemeral port number that has been assigned to the socket, and print that information out on stdout, with an appropriate message and appropriately formatted. The server then connects this ‘connection’ socket to the client’s IPclient and ephemeral port number. The server now sends the client a datagram, in which it passes it the ephemeral port number of its ‘connection’ socket as the data payload of the datagram. This datagram is sent using the ‘listening’ socket inherited from its parent, otherwise the client (whose socket is connected to the server’s ‘listening’ socket at the latter’s well-known port number) will reject it. This datagram must be backed up by the ARQ mechanism, and retransmitted in the event of loss. Note that if this datagram is indeed lost, the client might well time out and retransmit its original request message (the one carrying the file name). In this event, you must somehow ensure that the parent server does not mistake this retransmitted request for a new client coming in, and spawn off yet another child to handle it. How do you do that? It is potentially more involved than it might seem. I will be discussing this in class, as well as ‘race’ conditions that could potentially arise, depending on how you code the mechanisms I present. When the client receives the datagram carrying the ephemeral port number of the server’s ‘connection’ socket, it reconnects its socket to the server’s ‘connection’ socket, using IPserver and the ephemeral port number received in the datagram (see p.254). It now uses this reconnected socket to send the server an acknowledgment. Note that this implies that, in the event of the server timing out, it should retransmit two copies of its ‘ephemeral port number’ message, one on its ‘listening’ socket and the other on its ‘connection’ socket (why?). When the server receives the acknowledgment, it closes the ‘listening’ socket it inherited from its parent. The server can now commence the file transfer through its ‘connection’ socket. The net effect of all these binds and connects at server and client is that no ‘outsider’ UDP datagram (broadcast, multicast, unicast - fortuitously or maliciously) can now intrude on the communication between server and client. Starting with the first datagram sent out, the client behaves as follows. Whenever a datagram arrives, or an ACK is about to be sent out (or, indeed, the initial datagram to the server giving the filename for the transfer), the client uses some random number generator function random() (initialized by the client.in argument value seed) to decide with probability p (another client.in argument value) if the datagram or ACK should be discarded by way of simulating transmission loss across the network. (I will briefly discuss in class how you do this.) Adding reliability to UDP The mechanisms you are to implement are based on TCP Reno. These include : Reliable data transmission using ARQ sliding-windows, with Fast Retransmit. Flow control via receiver window advertisements. Congestion control that implements : SlowStart Congestion Avoidance (‘Additive-Increase/Multiplicative Decrease’ – AIMD) Fast Recovery (but without the window-inflation aspect of Fast Recovery) Only some, and by no means all, of the details for these are covered below. The rest will be presented in class, especially those concerning flow control and TCP Reno’s congestion control mechanisms in general : Slow Start, Congestion Avoidance, Fast Retransmit and Fast Recovery. Implement a timeout mechanism on the sender (server) side. This is available to you from Stevens, Section 22.5 . Note, however, that you will need to modify the basic driving mechanism of Figure 22.7 appropriately since the situation at the sender side is not a repetitive cycle of send-receive, but rather a straightforward progression of send-send-send-send- . . . . . . . . . . . Also, modify the RTT and RTO mechanisms of Section 22.5 as specified below. I will be discussing the details of these modifications and the reasons for them in class. Modify function rtt_stop (Fig. 22.13) so that it uses integer arithmetic rather than floating point. This will entail your also having to modify some of the variable and function parameter declarations throughout Section 22.5 from float to int, as appropriate. In the unprrt.h header file (Fig. 22.10) set : RTT_RXTMIN to 1000 msec. (1 sec. instead of the current value 3 sec.) RTT_RXTMAX to 3000 msec. (3 sec. instead of the current value 60 sec.) RTT_MAXNREXMT to 12 (instead of the current value 3) In function rtt_timeout (Fig. 22.14), after doubling the RTO in line 86, pass its value through the function rtt_minmax of Fig. 22.11 (somewhat along the lines of what is done in line 77 of rtt_stop, Fig. 22.13). Finally, note that with the modification to integer calculation of the smoothed RTT and its variation, and given the small RTT values you will experience on the cs / sbpub network, these calculations should probably now be done on a millisecond or even microsecond scale (rather than in seconds, as is the case with Stevens’ code). Otherwise, small measured RTTs could show up as 0 on a scale of seconds, yielding a negative result when we subtract the smoothed RTT from the measured RTT (line 72 of rtt_stop, Fig. 22.13). Report the details of your modifications to the code of Section 22.5 in the ReadMe file which you hand in with your code. We need to have a sender sliding window mechanism for the retransmission of lost datagrams; and a receiver sliding window in order to ensure correct sequencing of received file contents, and some measure of flow control. You should implement something based on TCP Reno’s mechanisms, with cumulative acknowledgments, receiver window advertisements, and a congestion control mechanism I will explain in detail in class. For a reference on TCP’s mechanisms generally, see W. Richard Stevens, TCP/IP Illustrated, Volume 1 , especially Sections 20.2 - 20.4 of Chapter 20 , and Sections 21.1 - 21.8 of Chapter 21 . Bear in mind that our sequence numbers should count datagrams, not bytes as in TCP. Remember that the sender and receiver window sizes have to be set according to the argument values in client.in and server.in, respectively. Whenever the sender window becomes full and so ‘locks’, the server should print out a message to that effect on stdout. Similarly, whenever the receiver window ‘locks’, the client should print out a message on stdout. Be aware of the potential for deadlock when the receiver window ‘locks’. This situation is handled by having the receiver process send a duplicate ACK which acts as a window update when its window opens again (see Figure 20.3 and the discussion about it in TCP/IP Illustrated). However, this is not enough, because ACKs are not backed up by a timeout mechanism in the event they are lost. So we will also need to implement a persist timer driving window probes in the sender process (see Sections 22.1 & 22.2 in Chapter 22 of TCP/IP Illustrated). Note that you do not have to worry about the Silly Window Syndrome discussed in Section 22.3 of TCP/IP Illustrated since the receiver process consumes ‘full sized’ 512-byte messages from the receiver buffer (see 3. below). Report on the details of the ARQ mechanism you implemented in the ReadMe file you hand in. Indeed, you should report on all the TCP mechanisms you implemented in the ReadMe file, both the ones discussed here, and the ones I will be discussing in class. Make your datagram payload a fixed 512 bytes, inclusive of the file transfer protocol header (which must, at the very least, carry: the sequence number of the datagram; ACKs; and advertised window notifications). The client reads the file contents in its receive buffer and prints them out on stdout using a separate thread. This thread sits in a repetitive loop till all the file contents have been printed out, doing the following. It samples from an exponential distribution with mean µ milliseconds (read from the client.in file), sleeps for that number of milliseconds; wakes up to read and print all in-order file contents available in the receive buffer at that point; samples again from the exponential distribution; sleeps; and so on. The formula -1 × µ × ln( random( ) ) , where ln is the natural logarithm, yields variates from an exponential distribution with mean µ, based on the uniformly-distributed variates over ( 0 , 1 ) returned by random(). Note that you will need to implement some sort of mutual exclusion/semaphore mechanism on the client side so that the thread that sleeps and wakes up to consume from the receive buffer is not updating the state variables of the buffer at the same time as the main thread reading from the socket and depositing into the buffer is doing the same. Furthermore, we need to ensure that the main thread does not effectively monopolize the semaphore (and thus lock out for prolonged periods of time) the sleeping thread when the latter wakes up. See the textbook, Section 26.7, ‘Mutexes: Mutual Exclusion’, pp.697-701. You might also find Section 26.8, ‘Condition Variables’, pp.701-705, useful. You will need to devise some way by which the sender can notify the receiver when it has sent the last datagram of the file transfer, without the receiver mistaking that EOF marker as part of the file contents. (Also, note that the last data segment could be a “short” segment of less than 512 bytes – your client needs to be able to handle this correctly somehow.) When the sender receives an ACK for the last datagram of the transfer, the (child) server terminates. The parent server has to take care of cleaning up zombie children. Note that if we want a clean closing, the client process cannot simply terminate when the receiver ACKs the last datagram. This ACK could be lost, which would leave the (child) server process ‘hanging’, timing out, and retransmitting the last datagram. TCP attempts to deal with this problem by means of the TIME_WAIT state. You should have your receiver process behave similarly, sticking around in something akin to a TIME_WAIT state in case in case it needs to retransmit the ACK. In the ReadMe file you hand in, report on how you dealt with the issues raised here: sender notifying receiver of the last datagram, clean closing, and so on. Output Some of the output required from your program has been described in the section Operation above. I expect you to provide further output – clear, well-structured, well-laid-out, concise but sufficient and helpful – in the client and server windows by means of which we can trace the correct evolution of your TCP’s behaviour in all its intricacies : information (e.g., sequence number) on datagrams and acks sent and dropped, window advertisements, datagram retransmissions (and why : dup acks or RTO); entering/exiting Slow Start and Congestion Avoidance, ssthresh and cwnd values; sender and receiver windows locking/unlocking; etc., etc. . . . . The onus is on you to convince us that the TCP mechanisms you implemented are working correctly. Too many students do not put sufficient thought, creative imagination, time or effort into this. It is not the TA’s nor my responsibility to sit staring at an essentially blank screen, trying to summon up our paranormal psychology skills to figure out if your TCP implementation is really working correctly in all its very intricate aspects, simply because the transferred file seems to be printing o.k. in the client window. Nor is it our responsibility to strain our eyes and our patience wading through a mountain of obscure, ill-structured, hyper-messy, debugging-style output because, for example, your effort-conserving concept of what is ‘suitable’ is to dump your debugging output on us, relevant, irrelevant, and everything in between.
sanusanth
What is JavaScript and what does it do? Before you start learning something new, it’s important to understand exactly what it is and what it does. This is especially useful when it comes to mastering a new programming language. In simple terms, JavaScript is a programming language used to make websites interactive. If you think about the basic makeup of a website, you have HTML, which describes and defines the basic content and structure of the website, then you have CSS, which tells the browser how this HTML content should be displayed—determining things like color and font. With just HTML and CSS, you have a website that looks good but doesn’t actually do much. JavaScript brings the website to life by adding functionality. JavaScript is responsible for elements that the user can interact with, such as drop-down menus, modal windows, and contact forms. It is also used to create things like animations, video players, and interactive maps. Nowadays, JavaScript is an all-purpose programming language—meaning it runs across the entire software stack. The most popular application of JavaScript is on the client side (aka frontend), but since Node.js came on the scene, many people run JavaScript on the server side (aka backend) as well. When used on the client side, JavaScript code is read, interpreted, and executed in the user’s web browser. When used on the server side, it is run on a remote computer. You can learn more about the difference between frontend and backend programming here. JavaScript isn’t only used to create websites. It can also be used to build browser-based games and, with the help of certain frameworks, mobile apps for different operating systems. The creation of new libraries and frameworks is also making it possible to build backend programs with JavaScript, such as web apps and server apps. Is it still worth learning JavaScript in 2021? The world of web development is constantly moving. With so many new tools popping up all the time, it can be extremely difficult to know where you should focus your efforts. As an aspiring developer, you’ll want to make sure that what you’re learning is still relevant in today’s industry. If you’re having doubts about JavaScript, it’s important to know that, since its creation in 1995, JavaScript is pretty much everywhere on the web—and that’s not likely to change any time soon. According to the 2020 StackOverflow developer survey, JavaScript is the most commonly used programming language for the eighth year in a row. It is currently used by 94.5% of all websites and, despite originally being designed as a client-side language, JavaScript has now made its way to the server-side of websites (thanks to Node.js), mobile devices (thanks to React Native and Ionic) and desktop (courtesy of Electron). As long as people are interacting with the web, you can assume that JavaScript is highly relevant—there’s no doubt that this is a language worth knowing! With that in mind, let’s look at some of the key benefits of becoming a JavaScript expert. Why learn JavaScript? The most obvious reason for learning JavaScript is if you have hopes of becoming a web developer. Even if you haven’t got your heart set on a tech career, being proficient in JavaScript will enable you to build websites from scratch—a pretty useful skill to have in today’s job market! If you do want to become a web developer, here are some of the main reasons why you should learn JavaScript: JavaScript experts are versatile JavaScript is an extremely versatile language. Once you’ve mastered it, the possibilities are endless: you can code on the client-side (frontend) using Angular and on the server-side (backend) using Node.js. You can also develop web, mobile, and desktop apps using React, React Native, and Electron, and you can even get involved in machine learning. If you want to become a frontend developer, JavaScript is a prerequisite. However, that’s not the only career path open to you as a JavaScript expert. Mastering this key programming language could see you go on to work in full-stack development, games development, information security software engineering, machine learning, and artificial intelligence—to name just a few! Ultimately, if you want any kind of development or engineering career, proficiency in JavaScript is a must. JavaScript experts are in-demand (and well-paid) JavaScript is the most popular programming language in the world, so it’s no wonder that JavaScript is one of the most sought-after skills in the web development industry today. According to the Devskiller IT Skills and Hiring Report 2020, 72% of companies are looking to hire JavaScript experts. Enter the search term “JavaScript” on job site Indeed and you’ll find over 40,000 jobs requiring this skill (in the US). Run the same search on LinkedIn and the results are in excess of 125,000. At the same time, the global demand for JavaScript seems to outweigh the expertise available on the market. According to this 2018 HackerRank report, 48% of employers worldwide need developers with JavaScript skills, while only 42% of student developers claim to be proficient in JavaScript. And, in their most recent report for 2020, HackerRank once again reports that JavaScript is the most popular language that hiring mangers look for in a web developer candidate. Not only are JavaScript experts in demand—they are also well-paid. In the United States, JavaScript developers earn an average yearly salary of $111,953 per year. We’ve covered this topic in more detail in our JavaScript salary guide, but as you can see, learning JavaScript can really boost your earning potential as a developer. JavaScript is beginner-friendly Compared to many other programming languages, JavaScript offers one of the more beginner-friendly entry points into the world of coding. The great thing about JavaScript is that it comes installed on every modern web browser—there’s no need to set up any kind of development environment, which means you can start coding with JavaScript right away! Another advantage of learning JavaScript as your first programming language is that you get instant feedback; with a minimal amount of JavaScript code, you’ll immediately see visible results. There’s also a huge JavaScript community on sites like Stack Overflow, so you’ll find plenty of support as you learn. Not only is JavaScript beginner-friendly; it will also set you up with some extremely valuable transferable skills. JavaScript supports object-oriented, functional, and imperative styles of programming—skills which can be transferred to any new language you might learn later on, such as Python, Java, or C++. JavaScript provides a crucial introduction to key principles and practices that you’ll take with you throughout your career as a developer. Should you learn plain JavaScript first or can you skip to frameworks and libraries? When deciding whether or not to learn JavaScript, what you’re really asking is whether or not you should learn “vanilla” JavaScript. Vanilla JavaScript just means plain JavaScript without any libraries or frameworks. Let’s explore what this means in more detail now. What is meant by vanilla JavaScript, libraries, and frameworks? If you research the term “vanilla JavaScript”, you might run into some confusion; however, all you need to know is that vanilla JavaScript is used to refer to native, standards-based, non-extended JavaScript. There is no difference between vanilla JavaScript and JavaScript—it’s just there to emphasize the usage of plain JavaScript without the use of libraries and frameworks. So what are libraries and frameworks? JavaScript libraries and frameworks both contain sets of prewritten, ready-to-use JavaScript code—but they’re not the same thing. You can think of a framework as your blueprint for building a website: it gives you a structure to work from, and contains ready-made components and tools that help you to build certain elements much quicker than if you were to code them from scratch. Some popular JavaScript frameworks include Angular, React, Vue, and Node.js. Frameworks also contain libraries. Libraries are smaller than frameworks, and tend to be used for more specific cases. A JavaScript library contains sets of JavaScript code which can be called upon to implement certain functions and features. Let’s imagine you want to code a particular element into your website. You could write, say, ten lines of JavaScript from scratch—or you could take the condensed, ready-made version from your chosen JavaScript library. Some examples of JavaScript libraries include jQuery, Lodash, and Underscore. The easiest way to understand how frameworks and libraries work together is to imagine you are building a house. The framework provides the foundation and the structure, while the library enables you to add in ready-made components (like furniture) rather than building your own from scratch. You can learn more about the relationship between languages and libraries in this post explaining the main differences between JavaScript and jQuery. For now, let’s go back to our original question: How important is it to learn vanilla JavaScript? Should you learn vanilla JavaScript first? When it comes to learning JavaScript, it can be tempting to skip ahead to those time-saving frameworks and libraries we just talked about—and many developers do. However, there are many compelling arguments for learning plain JavaScript first. While JavaScript frameworks may help you get the job done quicker, there’s only so far you can go if you don’t understand the core concepts behind these frameworks. Frontend developer Abhishek Nagekar describes how not learning vanilla JavaScript came back to bite him when he started learning the JavaScript frameworks Node and Express: “As I went to write more and more code in Node and Express, I began to get stuck at even the tiniest problems. Suddenly, I was surrounded with words like callbacks, closures, event loop and prototype. It felt like I got a reintroduction to JavaScript, but this time, it was not a toddler playing in its cradle, it was something of a mysterious monster, challenging me on every other step for not having taken it seriously.” The above Tweet references a long-running joke within the developer community, and although it dates way back to 2015, it’s still highly relevant today. If you want to become a developer who can innovate, not just execute, you need to understand the underlying principles of the web—not just the shortcuts. This means learning vanilla JavaScript before you move on to frameworks. In fact, understanding plain JavaScript will help you later on when it comes to deciding whether to use a framework for a certain project, and if so, which framework to use. Why Study JavaScript? JavaScript is one of the 3 languages all web developers must learn: 1. HTML to define the content of web pages 2. CSS to specify the layout of web pages 3. JavaScript to program the behavior of web pages Learning Speed In this tutorial, the learning speed is your choice. Everything is up to you. If you are struggling, take a break, or re-read the material. Always make sure you understand all the "Try-it-Yourself" examples. The only way to become a clever programmer is to: Practice. Practice. Practice. Code. Code. Code ! Commonly Asked Questions How do I get JavaScript? Where can I download JavaScript? Is JavaScript Free? You don't have to get or download JavaScript. JavaScript is already running in your browser on your computer, on your tablet, and on your smart-phone. JavaScript is free to use for everyone.
Rastaman4e
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Cryptocurrencies are prone to, but not limited to, value volatility, transaction costs and times uncertainty, lack of liquidity, availability, regulatory restrictions, policy changes and security risks. NiceHash Wallet risk You acknowledge that there is risk associated with funds held on the NiceHash Wallet and that you have been fully informed and warned about it. You acknowledge that NiceHash Wallet is provided by NiceHash Wallet provider and not NiceHash. You acknowledge and agree that NiceHash shall not be responsible for any NiceHash Wallet provider’s services, including their accuracy, completeness, timeliness, validity, copyright compliance, legality, decency, quality or any other aspect thereof. NiceHash does not assume and shall not have any liability or responsibility to you or any other person or entity for any Hash Wallet provider’s services. Hash Wallet provider’s services and links thereto are provided solely as a convenience to you and you access and use them entirely at your own risk and subject to NiceHash Wallet provider’s terms and conditions. Since the NiceHash Wallet is a cryptocurrency wallet all funds held on it are entirely uninsured in contrast to the funds held on the bank account or other financial institutions which are insured. Connection risk You acknowledge that there are risks associated with usage of NiceHash Services which are provided through the internet including, but not limited to, the failure of hardware, software, configuration and internet connections and that you have been fully informed and warned about it. You acknowledge that NiceHash will not be responsible for any configuration, connection or communication failures, disruptions, errors, distortions or delays you may experience when using NiceHash Services, however caused. Hashing power provision risk You acknowledge that there are risks associated with the provisions of the hashing power which is provided by the Hashing power providers through the Hashing power marketplace and that you have been fully informed and warned about it. You acknowledge that NiceHash does not provide the hashing power but only provides the Hashing power marketplace as a service. Hashing power providers’ Hashing power rigs are new and untested and outside of NiceHash’s control. There is a major risk that the Hashing power rigs (i) will stop providing hashing power, (ii) will provide hashing power in an unstable way, (iii) will be wrongly configured or (iv) provide insufficient speed of the hashing power. Hashing power rigs as hardware could be subject of damage, errors, electricity outage, misconfiguration, connection or communication failures and other malfunctions. NiceHash will not be responsible for operation of Hashing power rigs and its provision of hashing power. By submitting a Hashing power order you agree to Hashing power no-refund policy – all shares forwarded to mining pool, selected on the Hashing power order are final and non-refundable. Hashing power profitability risk You acknowledge that there is risk associated with the profitability of the hashing power provision and that you have been fully informed and warned about it. You acknowledge that all Hashing power rig’s earning estimates and profitability calculations on NiceHash Platform are only for informational purposes and were made based on the Hashing power rigs set up in the test environments. NiceHash does not warrant that your Hashing power rigs would achieve the same profitability or earnings as calculated on NiceHash Platform. There is risk that your Hashing power rig would not produce desired hashing power quantity and quality and that your produced hashing power would differentiate from the hashing power produced by our Hashing power rigs set up in the test environments. There is risk that your Hashing power rigs would not be as profitable as our Hashing power rigs set up in the test environments or would not be profitable at all. WARRANTIES NiceHash Platform and Mining Services are provided on the “AS IS” and “AS AVAILABLE” basis, including all faults and defects. To the maximum extent permitted by applicable law, NiceHash makes no representations and warranties and you waive all warranties of any kind. Particularly, without limiting the generality of the foregoing, the NiceHash makes no representations and warranties, whether express, implied, statutory or otherwise regarding NiceHash Platform and Mining Services or other services related to NiceHash Platform and provided by third parties, including any warranty that such services will be uninterrupted, harmless, secure or not corrupt or damaged, meet your requirements, achieve any intended results, be compatible or work with any other software, applications, systems or services, meet any performance or error free or that any errors or defects can or will be corrected. Additionally NiceHash makes no representations and warranties, whether express, implied, statutory or otherwise of merchantability, suitability, reliability, availability, timeliness, accuracy, satisfactory quality, fitness for a particular purpose or quality, title and non-infringement with respect to any of the Mining Services or other services related to NiceHash Platform and provided by third parties, or quiet enjoyment and any warranties arising out of any course of dealing, course of performance, trade practice or usage of NiceHash Platform and Mining Services including information, content and material contained therein. Especially NiceHash makes no representations and warranties, whether express, implied, statutory or otherwise regarding any payment services and systems, NiceHash Wallet which is provided by third party or any other financial services which might be related to the NiceHash Platform and Mining Services. You acknowledge that you do not rely on and have not been induced to accept the NiceHash Platform and Mining Services according to these Terms on the basis of any warranties, representations, covenants, undertakings or any other statement whatsoever, other than expressly set out in these Terms that neither the NiceHash nor any of its respective agents, officers, employees or advisers have given any such warranties, representations, covenants, undertakings or other statements. LIABILITY NiceHash and their respective officers, employees or agents will not be liable to you or anyone else, to the maximum extent permitted by applicable law, for any damages of any kind, including, but not limited to, direct, consequential, incidental, special or indirect damages (including but not limited to lost profits, trading losses or damages that result from use or loss of use of NiceHash Services or NiceHash Wallet), even if NiceHash has been advised of the possibility of such damages or losses, including, without limitation, from the use or attempted use of NiceHash Platform and Mining Services, NiceHash Wallet or other related websites or services. NiceHash does not assume any obligations to users in connection with the unlawful alienation of Bitcoins, which occurred on 6. 12. 2017 with NICEHASH, d. o. o., and has been fully reimbursed with the completion of the NiceHash Repayment Program. NiceHash will not be responsible for any compensation, reimbursement, or damages arising in connection with: (i) your inability to use the NiceHash Platform and Mining Services, including without limitation as a result of any termination or suspension of the NiceHash Platform or these Terms, power outages, maintenance, defects, system failures, mistakes, omissions, errors, defects, viruses, delays in operation or transmission or any failure of performance, (ii) the cost of procurement of substitute goods or services, (iii) any your investments, expenditures, or commitments in connection with these Terms or your use of or access to the NiceHash Platform and Mining Services, (iv) your reliance on any information obtained from NiceHash, (v) Force Majeure Event, communications failure, theft or other interruptions or (vi) any unauthorized access, alteration, deletion, destruction, damage, loss or failure to store any data, including records, private key or other credentials, associated with NiceHash Platform and Mining Services or NiceHash Wallet. Our aggregate liability (including our directors, members, employees and agents), whether in contract, warranty, tort (including negligence, whether active, passive or imputed), product liability, strict liability or other theory, arising out of or relating to the use of NiceHash Platform and Mining Services, or inability to use the Platform and Services under these Terms or under any other document or agreement executed and delivered in connection herewith or contemplated hereby, shall in any event not exceed 100 EUR per user. You will defend, indemnify, and hold NiceHash harmless and all respective employees, officers, directors, and representatives from and against any claims, demand, action, damages, loss, liabilities, costs and expenses (including reasonable attorney fees) arising out of or relating to (i) any third-party claim concerning these Terms, (ii) your use of, or conduct in connection with, NiceHash Platform and Mining Services, (iii) any feedback you provide, (iv) your violation of these Terms, (v) or your violation of any rights of any other person or entity. If you are obligated to indemnify us, we will have the right, in our sole discretion, to control any action or proceeding (at our expense) and determine whether we wish to settle it. If we are obligated to respond to a third-party subpoena or other compulsory legal order or process described above, you will also reimburse us for reasonable attorney fees, as well as our employees’ and contractors’ time and materials spent responding to the third-party subpoena or other compulsory legal order or process at reasonable hourly rates. The Services and the information, products, and services included in or available through the NiceHash Platform may include inaccuracies or typographical errors. Changes are periodically added to the information herein. Improvements or changes on the NiceHash Platform can be made at any time. NICEHASH ACCOUNT The registration of the NiceHash Account is made through the NiceHash Platform, where you are required to enter your email address and password in the registration form. After successful completion of registration, the confirmation email is sent to you. After you confirm your registration by clicking on the link in the confirmation email the NiceHash Account is created. NiceHash will send you proof of completed registration once the process is completed. When you create NiceHash Account, you agree to (i) create a strong password that you change frequently and do not use for any other website, (ii) implement reasonable and appropriate measures designed to secure access to any device which has access to your email address associated with your NiceHash Account and your username and password for your NiceHash Account, (iii) maintain the security of your NiceHash Account by protecting your password and by restricting access to your NiceHash Account; (iv) promptly notify us if you discover or otherwise suspect any security breaches related to your NiceHash Account so we can take all required and possible measures to secure your NiceHash Account and (v) take responsibility for all activities that occur under your NiceHash Account and accept all risks of any authorized or unauthorized access to your NiceHash Account, to the maximum extent permitted by law. Losing access to your email, registered at NiceHash Platform, may also mean losing access to your NiceHash Account. You may not be able to use the NiceHash Platform or Mining Services, execute withdrawals and other security sensitive operations until you regain access to your email address, registered at NiceHash Platform. If you wish to change the email address linked to your NiceHash Account, we may ask you to complete a KYC procedure for security purposes. This step serves solely for the purpose of identification in the process of regaining access to your NiceHash Account. Once the NiceHash Account is created a NiceHash Wallet is automatically created for the NiceHash Account when the request for the first deposit to the NiceHash Wallet is made by the user. Account holder’s NiceHash Wallet is generated by NiceHash Wallet provider. Account holder is strongly suggested to enhance the security of his NiceHash Account by adding an additional security step of Two-factor authentication (hereinafter “2FA”) when logging into his account, withdrawing funds from his NiceHash Wallet or placing a new order. Account holder can enable this security feature in the settings of his NiceHash Account. In the event of losing or changing 2FA code, we may ask the Account holder to complete a KYC procedure for security reasons. This step serves solely for the purpose of identification in the process of reactivating Account holders 2FA and it may be subject to an a In order to use certain functionalities of the NiceHash Platform, such as paying for the acquired hashing power, users must deposit funds to the NiceHash Wallet, as the payments for the hashing power could be made only through NiceHash Wallet. Hashing power providers have two options to get paid for the provided hashing power: (i) by using NiceHash Wallet to receive the payments or (ii) by providing other Bitcoin address where the payments shall be received to. Hashing power providers provide their Bitcoin address to NiceHash by providing such details via Account holder’s profile settings or in a form of a stratum username while connecting to NiceHash stratum servers. Account holder may load funds on his NiceHash Wallet from his Secondary account. Account holder may be charged fees by the Secondary account provider or by the blockchain network for such transaction. NiceHash is not responsible for any fees charged by Secondary account providers or by the blockchain network or for the management and security of the Secondary accounts. Account holder is solely responsible for his use of Secondary accounts and Account holder agrees to comply with all terms and conditions applicable to any Secondary accounts. The timing associated with a load transaction will depend in part upon the performance of Secondary accounts providers, the performance of blockchain network and performance of the NiceHash Wallet provider. NiceHash makes no guarantee regarding the amount of time it may take to load funds on to NiceHash Wallet. NiceHash Wallet shall not be used by Account holders to keep, save and hold funds for longer period and also not for executing other transactions which are not related to the transactions regarding the NiceHash Platform. The NiceHash Wallet shall be used exclusively and only for current and ongoing transactions regarding the NiceHash Platform. Account holders shall promptly withdraw any funds kept on the NiceHash Wallet that will not be used and are not intended for the reasons described earlier. Commission fees may be charged by the NiceHash Wallet provider, by the blockchain network or by NiceHash for any NiceHash Wallet transactions. Please refer to the NiceHash Platform, for more information about the commission fees for NiceHash Wallet transactions which are applicable at the time of the transaction. NiceHash reserves the right to change these commission fees according to the provisions to change these Terms at any time for any reason. You have the right to use the NiceHash Account only in compliance with these Terms and other commercial terms and principles published on the NiceHash Platform. In particular, you must observe all regulations aimed at ensuring the security of funds and financial transactions. Provided that the balance of funds in your NiceHash Wallet is greater than any minimum balance requirements needed to satisfy any of your open orders, you may withdraw from your NiceHash Wallet any amount of funds, up to the total amount of funds in your NiceHash Wallet in excess of such minimum balance requirements, to Secondary Account, less any applicable withdrawal fees charged by NiceHash or by the blockchain network for such transaction. Withdrawals are not processed instantly and may be grouped with other withdrawal requests. Some withdrawals may require additional verification information which you will have to provide in order to process the withdrawal. It may take up to 24 hours before withdrawal is fully processed and distributed to the Blockchain network. Please refer to the NiceHash Platform for more information about the withdrawal fees and withdrawal processing. NiceHash reserves the right to change these fees according to the provisions to change these Terms at any time for any reason. You have the right to close the NiceHash Account. In case you have funds on your NiceHash Wallet you should withdraw funds from your account prior to requesting NiceHash Account closure. After we receive your NiceHash Account closure request we will deactivate your NiceHash Account. You can read more about closing the NiceHash Account in our Privacy Policy. Your NiceHash Account may be deactivated due to your inactivity. Your NiceHash account may be locked and a mandatory KYC procedure is applied for security reasons, if it has been more than 6 month since your last login. NiceHash or any of its partners or affiliates are not responsible for the loss of the funds, stored on or transferred from the NiceHash Wallet, as well as for the erroneous implementation of the transactions made via NiceHash Wallet, where such loss or faulty implementation of the transaction are the result of a malfunction of the NiceHash Wallet and the malfunction was caused by you or the NiceHash Wallet provider. You are obliged to inform NiceHash in case of loss or theft, as well as in the case of any possible misuse of the access data to your NiceHash Account, without any delay, and demand change of access data or closure of your existing NiceHash Account and submit a request for new access data. NiceHash will execute the change of access data or closure of the NiceHash Account and the opening of new NiceHash Account as soon as technically possible and without any undue delay. All information pertaining to registration, including a registration form, generation of NiceHash Wallet and detailed instructions on the use of the NiceHash Account and NiceHash Wallet are available at NiceHash Platform. The registration form as well as the entire system is properly protected from unwanted interference by third parties. KYC PROCEDURE NiceHash is appropriately implementing AML/CTF and security measures to diligently detect and prevent any malicious or unlawful use of NiceHash Services or use, which is strictly prohibited by these Terms, which are deemed as your agreement to provide required personal information for identity verification. Security measures include a KYC procedure, which is aimed at determining the identity of an individual user or an organisation. We may ask you to complete this procedure before enabling some or all functionalities of the NiceHash platform and provide its services. A KYC procedure might be applied as a security measure when: changing the email address linked to your NiceHash Account, losing or changing your 2FA code; logging in to your NiceHash Account for the first time after the launch of the new NiceHash Platform in August 2019, gaining access to all or a portion of NiceHash Services, NiceHash Wallet and its related services or any portion thereof if they were disabled due to and activating your NiceHash Account if it has been deactivated due to its inactivity and/or security or other reasons. HASHING POWER TRANSACTIONS General NiceHash may, at any time and in our sole discretion, (i) refuse any order submitted or provided hashing power, (ii) cancel an order or part of the order before it is executed, (iii) impose limits on the order amount permitted or on provided hashing power or (iv) impose any other conditions or restrictions upon your use of the NiceHash Platform and Mining Services without prior notice. For example, but not limited to, NiceHash may limit the number of open orders that you may establish or limit the type of supported Hashing power rigs and mining algorithms or NiceHash may restrict submitting orders or providing hashing power from certain locations. Please refer to the NiceHash Platform, for more information about terminology, hashing power transactions’ definitions and descriptions, order types, order submission, order procedure, order rules and other restrictions and limitations of the hashing power transactions. NiceHash reserves the right to change any transaction, definitions, description, order types, procedure, rules, restrictions and limitations at any time for any reason. Orders, provision of hashing power, payments, deposits, withdrawals and other transactions are accepted only through the interface of the NiceHash Platform, NiceHash API and NiceHash Account and are fixed by the software and hardware tools of the NiceHash Platform. If you do not understand the meaning of any transaction option, NiceHash strongly encourages you not to utilize any of those options. Hashing Power Order In order to submit an Hashing Power Order via the NiceHash Account, the Hashing power buyer must have available funds in his NiceHash Wallet. Hashing power buyer submits a new order to buy hashing power via the NiceHash Platform or via the NiceHash API by setting the following parameters in the order form: NiceHash service server location, third-party mining pool, algorithm to use, order type, set amount he is willing to spend on this order, set price per hash he is willing to pay, optionally approximate limit maximum hashing power for his order and other parameters as requested and by confirming his order. Hashing power buyer may submit an order in maximum amount of funds available on his NiceHash Wallet at the time of order submission. Order run time is only approximate since order’s lifetime is based on the number of hashes that it delivers. Particularly during periods of high volume, illiquidity, fast movement or volatility in the marketplace for any digital assets or hashing power, the actual price per hash at which some of the orders are executed may be different from the prevailing price indicated on NiceHash Platform at the time of your order. You understand that NiceHash is not liable for any such price fluctuations. In the event of market disruption, NiceHash Services disruption, NiceHash Hashing Power Marketplace disruption or manipulation or Force Majeure Event, NiceHash may do one or more of the following: (i) suspend access to the NiceHash Account or NiceHash Platform, or (ii) prevent you from completing any actions in the NiceHash Account, including closing any open orders. Following any such event, when trading resumes, you acknowledge that prevailing market prices may differ significantly from the prices available prior to such event. When Hashing power buyer submits an order for purchasing of the Hashing power via NiceHash Platform or via the NiceHash API he authorizes NiceHash to execute the order on his behalf and for his account in accordance with such order. Hashing power buyer acknowledges and agrees that NiceHash is not acting as his broker, intermediary, agent or advisor or in any fiduciary capacity. NiceHash executes the order in set order amount minus NiceHash’s processing fee. Once the order is successfully submitted the order amount starts to decrease in real time according to the payments for the provided hashing power. Hashing power buyer agrees to pay applicable processing fee to NiceHash for provided services. The NiceHash’s fees are deducted from Hashing power buyer’s NiceHash Wallet once the whole order is exhausted and completed. Please refer to the NiceHash Platform, for more information about the fees which are applicable at the time of provision of services. NiceHash reserves the right to change these fees according to the provisions to change these Terms at any time for any reason. The changed fees will apply only for the NiceHash Services provided after the change of the fees. All orders submitted prior the fee change but not necessary completed prior the fee change will be charged according to the fees applicable at the time of the submission of the order. NiceHash will attempt, on a commercially reasonable basis, to execute the Hashing power buyer’s purchase of the hashing power on the Hashing power marketplace under these Terms according to the best-effort delivery approach. In this respect NiceHash does not guarantee that the hashing power will actually be delivered or verified and does not guarantee any quality of the NiceHash Services. Hashing power buyer may cancel a submitted order during order’s lifetime. If an order has been partially executed, Hashing power buyer may cancel the unexecuted remainder of the order. In this case the NiceHash’s processing fee will apply only for the partially executed order. NiceHash reserves the right to refuse any order cancellation request once the order has been submitted. Selling Hashing Power and the Provision of Hashing Power In order to submit the hashing power to the NiceHash stratum server the Hashing power provider must first point its Hashing power rig to the NiceHash stratum server. Hashing power provider is solely responsible for configuration of his Hashing power rig. The Hashing power provider gets paid by Hashing power buyers for all validated and accepted work that his Hashing power rig has produced. The provided hashing power is validated by NiceHash’s stratum engine and validator. Once the hashing power is validated the Hashing power provider is entitled to receive the payment for his work. NiceHash logs all validated hashing power which was submitted by the Hashing power provider. The Hashing power provider receives the payments of current globally weighted average price on to his NiceHash Wallet or his selected personal Bitcoin address. The payments are made periodically depending on the height of payments. NiceHash reserves the right to hold the payments any time and for any reason by indicating the reason, especially if the payments represent smaller values. Please refer to the NiceHash Platform, for more information about the height of payments for provided hashing power, how the current globally weighted average price is calculated, payment periods, payment conditions and conditions for detention of payments. NiceHash reserves the right to change this payment policy according to the provisions to change these Terms at any time for any reason. All Hashing power rig’s earnings and profitability calculations on NiceHash Platform are only for informational purposes. NiceHash does not warrant that your Hashing power rigs would achieve the same profitability or earnings as calculated on NiceHash Platform. You hereby acknowledge that it is possible that your Hashing power rigs would not be as profitable as indicated in our informational calculations or would not be profitable at all. Hashing power provider agrees to pay applicable processing fee to NiceHash for provided Services. The NiceHash’s fees are deducted from all the payments made to the Hashing power provider for his provided work. Please refer to the NiceHash Platform, for more information about the fees which are applicable at the time of provision of services. Hashing power provider which has not submitted any hashing power to the NiceHash stratum server for a period of 90 days agrees that a processing fee of 0.00001000 BTC or less, depending on the unpaid mining balance, will be deducted from his unpaid mining balance. NiceHash reserves the right to change these fees according to the provisions to change these Terms at any time for any reason. The changed fees will apply only for the NiceHash Services provided after the change of the fees. NiceHash will attempt, on a commercially reasonable basis, to execute the provision of Hashing power providers’ hashing power on the Hashing power marketplace under these Terms according to the best-effort delivery approach. In this respect NiceHash does not guarantee that the hashing power will actually be delivered or verified and does not guarantee any quality of the NiceHash Services. Hashing power provider may disconnect the Hashing power rig from the NiceHash stratum server any time. NiceHash reserves the right to refuse any Hashing power rig once the Hashing power rig has been pointed towards NiceHash stratum server. RESTRICTIONS When accessing the NiceHash Platform or using the Mining Services or NiceHash Wallet, you warrant and agree that you: will not use the Services for any purpose that is unlawful or prohibited by these Terms, will not violate any law, contract, intellectual property or other third-party right or commit a tort, are solely responsible for your conduct while accessing the NiceHash Platform or using the Mining Services or NiceHash Wallet, will not access the NiceHash Platform or use the Mining Services in any manner that could damage, disable, overburden, or impair the provision of the Services or interfere with any other party's use and enjoyment of the Services, will not misuse and/or maliciously use Hashing power rigs, you will particularly refrain from using network botnets or using NiceHash Platform or Mining Services with Hashing power rigs without the knowledge or awareness of Hashing power rig owner(s), will not perform or attempt to perform any kind of malicious attacks on blockchains with the use of the NiceHash Platform or Mining Services, intended to maliciously gain control of more than 50% of the network's mining hash rate, will not use the NiceHash Platform or Mining Services for any kind of market manipulation or disruption, such as but not limited to NiceHash Mining Services disruption and NiceHash Hashing Power Marketplace manipulation. In case of any of the above mentioned events, NiceHash reserves the right to immediately suspend your NiceHash Account, freeze or block the funds in the NiceHash Wallet, and suspend your access to NiceHash Platform, particularly if NiceHash believes that such NiceHash Account are in violation of these Terms or Privacy Policy, or any applicable laws and regulation. RIGHTS AND OBLIGATIONS In the event of disputes with you, NiceHash is obliged to prove that the NiceHash service which is the subject of the dispute was not influenced by technical or other failure. You will have possibility to check at any time, subject to technical availability, the transactions details, statistics and available balance of the funds held on the NiceHash Wallet, through access to the NiceHash Account. You may not obtain or attempt to obtain any materials or information through any means not intentionally made available or provided to you or public through the NiceHash Platform or Mining Services. We may, in our sole discretion, at any time, for any or no reason and without liability to you, with prior notice (i) terminate all rights and obligations between you and NiceHash derived from these Terms, (ii) suspend your access to all or a portion of NiceHash Services, NiceHash Wallet and its related services or any portion thereof and delete or deactivate your NiceHash Account and all related information and files in such account (iii) modify, suspend or discontinue, temporarily or permanently, any portion of NiceHash Platform or (iv) provide enhancements or improvements to the features and functionality of the NiceHash Platform, which may include patches, bug fixes, updates, upgrades and other modifications. Any such change may modify or delete certain portion, features or functionalities of the NiceHash Services. You agree that NiceHash has no obligation to (i) provide any updates, or (ii) continue to provide or enable any particular portion, features or functionalities of the NiceHash Services to you. You further agree that all changes will be (i) deemed to constitute an integral part of the NiceHash Platform, and (ii) subject to these Terms. In the event of your breach of these Terms, including but not limited to, for instance, in the event that you breach any term of these Terms, due to legal grounds originating in anti-money laundering and know your client regulation and procedures, or any other relevant applicable regulation, all right and obligations between you and NiceHash derived from these Terms terminate automatically if you fail to comply with these Terms within the notice period of 8 days after you have been warned by NiceHash about the breach and given 8 days period to cure the breaches. NiceHash reserves the right to keep these rights and obligations in force despite your breach of these Terms. In the event of termination, NiceHash will attempt to return you any funds stored on your NiceHash Wallet not otherwise owed to NiceHash, unless NiceHash believes you have committed fraud, negligence or other misconduct. You acknowledge that the NiceHash Services and NiceHash Wallet may be suspended for maintenance. Technical information about the hashing power transactions, including information about chosen server locations, algorithms used, selected mining pools, your business or activities, including all financial and technical information, specifications, technology together with all details of prices, current transaction performance and future business strategy represent confidential information and trade secrets. NiceHash shall, preserve the confidentiality of all before mentioned information and shall not disclose or cause or permit to be disclosed without your permission any of these information to any person save to the extent that such disclosure is strictly to enable you to perform or comply with any of your obligations under these Terms, or to the extent that there is an irresistible legal requirement on you or NiceHash to do so; or where the information has come into the public domain otherwise than through a breach of any of the terms of these Terms. NiceHash shall not be entitled to make use of any of these confidential information and trade secrets other than during the continuance of and pursuant to these Terms and then only for the purpose of carrying out its obligations pursuant to these Terms. NICEHASH MINER LICENSE (NICEHASH MINING SOFTWARE LICENSE) NiceHash Mining Software whether on disk, in read only memory, or any other media or in any other form is licensed, not sold, to you by NiceHash for use only under these Terms. NiceHash retains ownership of the NiceHash Mining Software itself and reserves all rights not expressly granted to you. Subject to these Terms, you are granted a limited, non-transferable, non-exclusive and a revocable license to download, install and use the NiceHash Mining Software. You may not distribute or make the NiceHash Mining Software available over a network where it could be used by multiple devices at the same time. You may not rent, lease, lend, sell, redistribute, assign, sublicense host, outsource, disclose or otherwise commercially exploit the NiceHash Mining Software or make it available to any third party. There is no license fee for the NiceHash Mining Software. NiceHash reserves the right to change the license fee policy according to the provisions to change these Terms any time and for any reason, including to decide to start charging the license fee for the NiceHash Mining Software. You are responsible for any and all applicable taxes. You may not, and you agree not to or enable others to, copy, decompile, reverse engineer, reverse compile, disassemble, attempt to derive the source code of, decrypt, modify, or create derivative works of the NiceHash Mining Software or any services provided by the NiceHash Mining Software, or any part thereof (except as and only to the extent any foregoing restriction is prohibited by applicable law or to the extent as may be permitted by the licensing terms governing use of open-sourced components included with the NiceHash Mining Software). If you choose to allow automatic updates, your device will periodically check with NiceHash for updates and upgrades to the NiceHash Mining Software and, if an update or upgrade is available, the update or upgrade will automatically download and install onto your device and, if applicable, your peripheral devices. You can turn off the automatic updates altogether at any time by changing the automatic updates settings found within the NiceHash Mining Software. You agree that NiceHash may collect and use technical and related information, including but not limited to technical information about your computer, system and application software, and peripherals, that is gathered periodically to facilitate the provision of software updates, product support and other services to you (if any) related to the NiceHash Mining Software and to verify compliance with these Terms. NiceHash may use this information, as long as it is in a form that does not personally identify you, to improve our NiceHash Services. NiceHash Mining Software contains features that rely upon information about your selected mining pools. You agree to our transmission, collection, maintenance, processing, and use of all information obtained from you about your selected mining pools. You can opt out at any time by going to settings in the NiceHash Mining Software. NiceHash may provide interest-based advertising to you. If you do not want to receive relevant ads in the NiceHash Mining Software, you can opt out at any time by going to settings in the NiceHash Mining Software. If you opt out, you will continue to receive the same number of ads, but they may be less relevant because they will not be based on your interest. NiceHash Mining Software license is effective until terminated. All provisions of these Terms regarding the termination apply also for the NiceHash Mining Software license. Upon the termination of NiceHash Mining Software license, you shall cease all use of the NiceHash Mining Software and destroy or delete all copies, full or partial, of the NiceHash Mining Software. THIRD PARTY MINERS AND PLUGINS Third Party Miners and Plugins are a third party software which enables the best and most efficient mining operations. NiceHash Miner integrates third party mining software using a third party miner plugin system. Third Party Mining Software is a closed source software which supports mining algorithms for cryptocurrencies and can be integrated into NiceHash Mining Software. Third Party Miner Plugin enables the connection between NiceHash Mining Software and Third Party Mining Software and it can be closed, as well as open sourced. NiceHash Mining Software user interface enables the user to manually select which available Third Party Miners and Plugins will be downloaded and integrated. Users can select or deselect Third Party Miners and Plugins found in the Plugin Manager window. Some of the available Third Party Miners and Plugins which are most common are preselected by NiceHash, but can be deselected, depending on users' needs. The details of the Third Party Miners and Plugins available for NiceHash Mining Software are accessible within the NiceHash Mining Software user interface. The details include, but not limited to, the author of the software and applicable license information, if applicable information about developer fee for Third Party Miners, software version etc. Developer fees may apply to the use of Third Party Miners and Plugins. NiceHash will not be liable, to the maximum extent permitted by applicable law, for any damages of any kind, including, but not limited to, direct, consequential, incidental, special or indirect damages, arising out of using Third Party Miners and Plugins. The latter includes, but is not limited to: i) any power outages, maintenance, defects, system failures, mistakes, omissions, errors, defects, viruses, delays in operation or transmission or any failure of performance; ii) any unauthorized access, alteration, deletion, destruction, damage, loss or failure to store any data, including records, private key or other credentials, associated with usage of Third Party Miners and Plugins and ii) Force Majeure Event, communications failure, theft or other interruptions. If you choose to allow automatic updates, your device will periodically check with NiceHash for updates and upgrades to the installed Third Party Miners and Plugins, if an update or upgrade is available, the update or upgrade will automatically download and install onto your device and, if applicable, your peripheral devices. You can turn off the automatic updates altogether at any time by changing the automatic updates settings found within the NiceHash Mining Software. NICEHASH QUICKMINER NiceHash QuickMiner is a software application that allows the visitors of the NiceHash Quick Miner web page, accessible athttps://www.nicehash.com/quick-miner, to connect their PC or a mining rig to the NiceHash Hashing Power Marketplace. Visitors of the NiceHash Quick Miner web page can try out and experience crypto currency mining without having to register on the NiceHash Platform and create a NiceHash Account. Users are encouraged to do so as soon as possible in order to collect the funds earned using NiceHash Quick Miner. Users can download NiceHash QuickMiner free of charge. In order to operate NiceHash QuickMiner software needs to automatically detect technical information about users' computer hardware. You agree that NiceHash may collect and use technical and related information. For more information please refer to NiceHash Privacy Policy. Funds arising from the usage of NiceHash QuickMiner are transferred to a dedicated cryptocurrency wallet owned and managed by NiceHash. NiceHash QuickMiner Users expressly agree and acknowledge that completing the registration process and creating a NiceHash Account is necessary in order to collect the funds arising from the usage of NiceHash QuickMiner. Users of NiceHash QuickMiner who do not successfully register a NiceHash Account will lose their right to claim funds arising from their usage of NiceHash QuickMiner. Those funds, in addition to the condition that the user has not been active on the NiceHash QuickMiner web page for consecutive 7 days, will be donated to the charity of choice. NICEHASH PRIVATE ENDPOINT NiceHash Private Endpoint is a network interface that connects users privately and securely to NiceHash Stratum servers. Private Endpoint uses a private IP address and avoids additional latency caused by DDOS protection. All NiceHash Private Mining Proxy servers are managed by NiceHash and kept up-to-date. Users can request a dedicated private access endpoint by filling in the form for NiceHash Private Endpoint Solution available at the NiceHash Platform. In the form the user specifies the email address, country, number of connections and locations and algorithms used. Based on the request NiceHash prepares an individualized offer based on the pricing stipulated on the NiceHash Platform, available at https://www.nicehash.com/private-endpoint-solution. NiceHash may request additional information from the users of the Private Endpoint Solution in order to determine whether we are obligated to collect VAT from you, including your VAT identification number. INTELLECTUAL PROPERTY NiceHash retains all copyright and other intellectual property rights, including inventions, discoveries, knowhow, processes, marks, methods, compositions, formulae, techniques, information and data, whether or not patentable, copyrightable or protectable in trademark, and any trademarks, copyrights or patents based thereon over all content and other materials contained on NiceHash Platform or provided in connection with the Services, including, without limitation, the NiceHash logo and all designs, text, graphics, pictures, information, data, software, source code, as well as the compilation thereof, sound files, other files and the selection and arrangement thereof. This material is protected by international copyright laws and other intellectual property right laws, namely trademark. These Terms shall not be understood and interpreted in a way that they would mean assignment of copyright or other intellectual property rights, unless it is explicitly defined so in these Terms. NiceHash hereby grants you a limited, nonexclusive and non-sublicensable license to access and use NiceHash’s copyrighted work and other intellectual property for your personal or internal business use. Such license is subject to these Terms and does not permit any resale, the distribution, public performance or public display, modifying or otherwise making any derivative uses, use, publishing, transmission, reverse engineering, participation in the transfer or sale, or any way exploit any of the copyrighted work and other intellectual property other than for their intended purposes. This granted license will automatically terminate if NiceHash suspends or terminates your access to the Services, NiceHash Wallet or closes your NiceHash Account. NiceHash will own exclusive rights, including all intellectual property rights, to any feedback including, but not limited to, suggestions, ideas or other information or materials regarding NiceHash Services or related products that you provide, whether by email, posting through our NiceHash Platform, NiceHash Account or otherwise and you irrevocably assign any and all intellectual property rights on such feedback unlimited in time, scope and territory. Any Feedback you submit is non-confidential and shall become the sole property of NiceHash. NiceHash will be entitled to the unrestricted use, modification or dissemination of such feedback for any purpose, commercial or otherwise, without acknowledgment or compensation to you. You waive any rights you may have to the feedback. We have the right to remove any posting you make on NiceHash Platform if, in our opinion, your post does not comply with the content standards defined by these Terms. PRIVACY POLICY Please refer to our NiceHash Platform and Mining Services Privacy Policy published on the NiceHash Platform for information about how we collect, use and share your information, as well as what options do you have with regards to your personal information. COMMUNICATION AND SUPPORT You agree and consent to receive electronically all communications, agreements, documents, receipts, notices and disclosures that NiceHash provides in connection with your NiceHash Account or use of the NiceHash Platform and Services. You agree that NiceHash may provide these communications to you by posting them via the NiceHash Account or by emailing them to you at the email address you provide. You should maintain copies of electronic communications by printing a paper copy or saving an electronic copy. It is your responsibility to keep your email address updated in the NiceHash Account so that NiceHash can communicate with you electronically. You understand and agree that if NiceHash sends you an electronic communication but you do not receive it because your email address is incorrect, out of date, blocked by your service provider, or you are otherwise unable to receive electronic communications, it will be deemed that you have been provided with the communication. You can update your NiceHash Account preferences at any time by logging into your NiceHash Account. If your email address becomes invalid such that electronic communications sent to you by NiceHash are returned, NiceHash may deem your account to be inactive and close it. You may give NiceHash a notice under these Terms by sending an email to support@nicehash.com or contact NiceHash through support located on the NiceHash Platform. All communication and notices pursuant to these Terms must be given in English language. FEES Please refer to the NiceHash Platform for more information about the fees or administrative costs which are applicable at the time of provision of services. NiceHash reserves the right to change these fees according to the provisions to change these Terms at any time for any reason. The changed fees will apply only for the Services provided after the change of the fees. You authorize us, or our designated payment processor, to charge or deduct your NiceHash Account for any applicable fees in connection with the transactions completed via the Services. TAX It is your responsibility to determine what, if any, taxes apply to the transactions you complete or services you provide via the NiceHash Platform, Mining Services and NiceHash Wallet, it is your responsibility to report and remit the correct tax to the appropriate tax authority and all your factual and potential tax obligations are your concern. You agree that NiceHash is not in any case and under no conditions responsible for determining whether taxes apply to your transactions or services or for collecting, reporting, withholding or remitting any taxes arising from any transactions or services. You also agree that NiceHash is not in any case and under no conditions bound to compensate for your tax obligation or give you any advice related to tax issues. All fees and charges payable by you to NiceHash are exclusive of any taxes, and shall certain taxes be applicable, they shall be added on top of the payable amounts. Upon our request, you will provide to us any information that we reasonably request to determine whether we are obligated to collect VAT from you, including your VAT identification number. If any deduction or withholding is required by law, you will notify NiceHash and will pay NiceHash any additional amounts necessary to ensure that the net amount received by NiceHash, after any deduction and withholding, equals the amount NiceHash would have received if no deduction or withholding had been required. Additionally, you will provide NiceHash with documentation showing that the withheld and deducted amounts have been paid to the relevant taxing authority. FINAL PROVISIONS Natural persons and legal entities that are not capable of holding legal rights and obligations are not allowed to create NiceHash Account and use NiceHash Platform or other related services. If NiceHash becomes aware that such natural person or legal entity has created the NiceHash Account or has used NiceHash Services, NiceHash will delete such NiceHash Account and disable any Services and block access to NiceHash Account and NiceHash Services to such natural person or legal entity. If you register to use the NiceHash Services on behalf of a legal entity, you represent and warrant that (i) such legal entity is duly organized and validly existing under the applicable laws of the jurisdiction of its organization; and (ii) you are duly authorized by such legal entity to act on its behalf. These Terms do not create any third-party beneficiary rights in any individual or entity. These Terms forms the entire agreement and understanding relating to the subject matter hereof and supersede any previous and contemporaneous agreements, arrangements or understandings relating to the subject matter hereof to the exclusion of any terms implied by law that may be excluded by contract. If at any time any provision of these Terms is or becomes illegal, invalid or unenforceable, the legality, validity and enforceability of every other provisions will not in any way be impaired. Such illegal, invalid or unenforceable provision of these Terms shall be deemed to be modified and replaced by such legal, valid and enforceable provision or arrangement, which corresponds as closely as possible to our and your will and business purpose pursued and reflected in these Terms. Headings of sections are for convenience only and shall not be used to limit or construe such sections. No failure to enforce nor delay in enforcing, on our side to the Terms, any right or legal remedy shall function as a waiver thereof, nor shall any individual or partial exercise of any right or legal remedy prevent any further or other enforcement of these rights or legal remedies or the enforcement of any other rights or legal remedies. NiceHash reserves the right to make changes, amendments, supplementations or modifications from time to time to these Terms including but not limited to changes of licence agreement for NiceHash Mining Software and of any fees and compensations policies, in its sole discretion and for any reason. We suggest that you review these Terms periodically for changes. If we make changes to these Terms, we will provide you with notice of such changes, such as by sending an email, providing notice on the NiceHash Platform, placing a popup window after login to the NiceHash Account or by posting the amended Terms on the NiceHash Platform and updating the date at the top of these Terms. The amended Terms will be deemed effective immediately upon posting for any new users of the NiceHash Services. In all other cases, the amended Terms will become effective for preexisting users upon the earlier of either: (i) the date users click or press a button to accept such changes in their NiceHash Account, or (ii) continued use of NiceHash Services 30 days after NiceHash provides notice of such changes. Any amended Terms will apply prospectively to use of the NiceHash Services after such changes become effective. The notice of change of these Terms is considered as notice of termination of all rights and obligations between you and NiceHash derived from these Terms with notice period of 30 days, if you do not accept the amended Terms. If you do not agree to any amended Terms, (i) the agreement between you and NiceHash is terminated by expiry of 30 days period which starts after NiceHash provides you a notice of change of these Terms, (ii) you must discontinue using NiceHash Services and (iii) you must inform us regarding your disagreement with the changes and request closure of your NiceHash Account. If you do not inform us regarding your disagreement and do not request closure of you NiceHash Account, we will deem that you agree with the changed Terms. You may not assign or transfer your rights or obligations under these Terms without the prior written consent of NiceHash. NiceHash may assign or transfer any or all of its rights under these Terms, in whole or in part, without obtaining your consent or approval. These Terms shall be governed by and construed and enforced in accordance with the Laws of the British Virgin Islands, and shall be interpreted in all respects as a British Virgin Islands contract. Any transaction, dispute, controversy, claim or action arising from or related to your access or use of the NiceHash Platform or these Terms of Service likewise shall be governed by the Laws of the British Virgin Islands, exclusive of choice-of-law principles. The rights and remedies conferred on NiceHash by, or pursuant to, these Terms are cumulative and are in addition, and without prejudice, to all other rights and remedies otherwise available to NiceHash at law. NiceHash may transfer its rights and obligations under these Terms to other entities which include, but are not limited to H-BIT, d.o.o. and NICEX Ltd, or any other firm or business entity that directly or indirectly acquires all or substantially all of the assets or business of NICEHASH Ltd. If you do not consent to any transfer, you may terminate this agreement and close your NiceHash Account. These Terms are not boilerplate. If you disagree with any of them, believe that any should not apply to you, or wish to negotiate these Terms, please contact NiceHash and immediately navigate away from the NiceHash Platform. Do not use the NiceHash Mining Services, NiceHash Wallet or other related services until you and NiceHash have agreed upon new terms of service. Last updated: March 1, 2021
Timwi
Contains all the content hosted on https://ktane.timwi.de, including all manuals and their fonts and graphics files, the Logfile Analyzer, the Highlighter, the Profile Editor, the Mode Settings Editor. The server-side code is at https://github.com/Timwi/KtaneWeb.
Ronald106
<!doctype html> <html lang='en'> <head> <!-- Meta Properties --> <meta charset='UTF-8'> <title>surviv.io - 2d battle royale game</title> <meta name="viewport" content="width=device-width, height=device-height, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, viewport-fit=cover, user-scalable=no"> <link rel="manifest" href="manifest.json"> <meta name="mobile-web-app-capable" content="yes"> <meta name="apple-mobile-web-app-capable" content="yes"> <meta name="apple-mobile-web-app-title" content="surviv.io"> <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent"> <meta name="application-name" content="surviv.io"> <meta name="description" content="Like games such as Player Unknown's Battlegrounds (PUBG), Fortnite or Apex Legends? Play this free 2d battle royale io game in your browser!"> <meta property="og:description" content="Like games such as Player Unknown's Battlegrounds (PUBG), Fortnite or Apex Legends? Play this free 2d battle royale io game in your browser!"> <meta name="keywords" content="survivio, surviv, 2d battle royale, io, battle royale browser game, 2d battlegrounds, battlegrounds, battleroyale, battle, royale, browser game, br, survival, game, web game, multiplayer"> <meta property="og:type" content="website"> <meta property="og:title" content="surviv.io"> <meta property="og:url" content="/~/https://surviv.io/"> <meta property="og:site_name" content="surviv.io"> <meta content="/~/https://surviv.io/img/title.png" property="og:image"> <link rel="canonical" href="/~/https://surviv.io" /> <link rel="apple-touch-icon-precomposed" href="img/icon_app.png"> <link rel="icon" href="favicon.ico" type="image/x-icon"> <!-- Global site tag (gtag.js) - Google Analytics --> <script> window.adsBlocked = false; window.adBlockDetected = function() { window.adsBlocked = true; } window.alert = function() { } /* Cookie consent */ var cfg = {}; var consented = true; var webview = false; try { cfg = JSON.parse(localStorage.getItem('surviv_config')) || {}; if (cfg.cookiesConsented != undefined) { consented = cfg.cookiesConsented; } webview = localStorage.getItem('surviv_webview'); } catch (e) { } window.cookiesConsented = consented; if (window.cookiesConsented) { document.write("<script async src='/~/https://www.googletagmanager.com/gtag/js?id=UA-108811301-1' onerror='adBlockDetected();'>\x3C/script>"); window.dataLayer = window.dataLayer || []; function gtag(){dataLayer.push(arguments);} gtag('js', new Date()); gtag('config', 'UA-108811301-1', { 'anonymize_ip': true }); } window.webviewDetected = new RegExp("[?&]webview=true","gi").test(window.location.href) || webview; </script> <!-- AIP --> <script> document.write("<script async src='/~/https://api.adinplay.com/libs/aiptag/pub/SRV/surviv.io/tag.min.js'>\x3C/script>"); var aiptag = aiptag || {}; aiptag.gdprConsent = window.cookiesConsented; aiptag.consented = window.cookiesConsented; aiptag.cmd = aiptag.cmd || []; aiptag.cmd.display = aiptag.cmd.display || []; </script> <!-- Fonts --> <link href="/~/https://fonts.googleapis.com/css?family=Roboto+Condensed:400,700" rel="stylesheet"> <link href="css/app.dacc77a5.css" rel="stylesheet"><meta name="ROBOTS" content="NOINDEX, NOFOLLOW"/> </head> <body> <div id='preroll-wrapper'> <div id="preroll"></div> </div> <div id="fb-root"></div> <canvas tabindex='1' id='cvs'></canvas> <div id='game-area-wrapper' style='display: none' oncontextmenu='return false;'> <div id='game-touch-area'></div> <!-- Class Select --> <div id='ui-role-menu-wrapper'> <div id='ui-role-menu'> <div id='ui-role-header'></div> <div id='ui-role-body'></div> <div id='ui-role-footer'> <div id='ui-role-footer-desc' data-l10n='game-select-class'>SELECT A CLASS</div> <div id='ui-role-footer-enter'>ENTER GAME (20)</div> </div> </div> </div> <div id='ui-game' class='click-through'> <div id='tablet-console'></div> <div id='ui-center'> <div id='ui-game-menu'> <div id='btn-game-tabs' class='btns-game-double-row'> <div class='btn-game-container'> <a id='btn-game-settings' class='btn-game-tab-select btn-game-menu btn-game-menu-selected btn-darken' data-tab='settings'></a> <div class='btn-double-row game-menu-icon-static settings-icon'></div> </div> <div class='btn-game-container'> <a id='btn-game-keybinds' class='btn-game-tab-select btn-game-menu btn-darken' data-tab='keybinds'></a> <div class='btn-double-row game-menu-icon-static keybind-icon'></div> </div> </div> <div id='ui-game-tab-settings' class='ui-game-tab'> <a id='btn-game-fullscreen' class='btn-fullscreen-toggle btn-game-menu btn-darken' data-l10n='game-full-screen'>Full Screen</a> <div id='btn-touch-styles' class='btns-game-double-row'> <div class='btn-game-container'> <a id='btn-game-move-style' class='btn-double-row btn-game-touch-style btn-darken'></a> <div class='btn-double-row game-menu-icon-toggle movement-icon'></div> </div> <div class='btn-game-container'> <a id='btn-game-aim-style' class='btn-double-row btn-game-touch-style btn-darken'></a> <div class='btn-double-row game-menu-icon-toggle target-icon'></div> </div> </div> <a id='btn-game-aim-line' class='btn-game-menu btn-darken locked-on-icon' data-l10n='game-aim-line'>Aim Line</a> <a id='btn-game-sound' class='btn-sound-toggle btn-game-menu btn-darken audio-on-icon' data-l10n='game-sound'>Sound</a> <div class="slider-container ui-slider-container"> <p class='slider-text' data-l10n='index-master-volume'>Master Volume</p> <input type="range" min="0" max="100" value="100" class="slider sl-master-volume"> </div> <div class="slider-container ui-slider-container"> <p class='slider-text' data-l10n='index-sfx-volume'>SFX Volume</p> <input type="range" min="0" max="100" value="100" class="slider sl-sound-volume"> </div> <div class="slider-container ui-slider-container"> <p class='slider-text' data-l10n='index-music-volume'>Music Volume</p> <input type="range" min="0" max="100" value="100" class="slider sl-music-volume"> </div> <a id='btn-game-quit' class='btn-quit btn-game-menu btn-darken' data-l10n='game-quit-game'>Quit Game</a> </div> <div id='ui-game-tab-keybinds' class='ui-game-tab'> <div id='ui-keybind-list' class='js-keybind-list'></div> <a class='js-btn-keybind-restore btn-keybind-restore btn-game-menu btn-darken' data-l10n='game-restore-defaults'>Restore Defaults</a> </div> <a id='btn-game-resume' class='btn-game-menu btn-darken' data-l10n='game-return-to-game'>Return to Game</a> </div> </div> <div id='big-map' class='js-ui-map-show'> <div id='big-map-collision'></div> <div id='big-map-close'></div> </div> <div id='ui-emotes' class='ui-emote-wheel'> <div id='ui-emote-middle' class='ui-emote-middle ui-emote-circle ui-emote-parent' data-key='middle' data-id='0'> <div class='ui-emote ui-emote-bg-circle'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-emote-top' class='ui-emote-top ui-emote-quarter ui-emote-parent' data-key='top' data-id='1'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-emote-right' class='ui-emote-right ui-emote-quarter ui-emote-parent' data-key='right' data-id='2'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-emote-bottom' class='ui-emote-bottom ui-emote-quarter ui-emote-parent' data-key='bottom' data-id='3'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-emote-left' class='ui-emote-left ui-emote-quarter ui-emote-parent' data-key='left' data-id='4'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> </div> <div id='ui-team-pings' class='ui-emote-wheel'> <div id='ui-team-ping-middle' class='ui-emote-middle ui-emote-circle ui-emote-parent' data-id='0'> <div class='ui-emote ui-emote-bg-circle'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-team-ping-top' class='ui-emote-top ui-emote-quarter ui-emote-parent' data-id='1'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-team-ping-right' class='ui-emote-right ui-emote-quarter ui-emote-parent' data-id='2'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-team-ping-bottom' class='ui-emote-bottom ui-emote-quarter ui-emote-parent' data-id='3'> <div class='ui-emote ui-emote-bg-quarter'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-large'></div> </div> <div id='ui-team-ping-bottom-left' class='ui-emote-bottom-left ui-emote-eighth ui-emote-parent' data-id='4'> <div class='ui-emote ui-emote-bg-eighth'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-small'></div> </div> <div id='ui-team-ping-top-left' class='ui-emote-top-left ui-emote-eighth ui-emote-parent' data-id='5'> <div class='ui-emote ui-emote-bg-eighth'></div> <div class='ui-emote ui-emote-hl'></div> <div class='ui-emote-image ui-emote-image-small'></div> </div> </div> <div id='ui-team-indicators' class='js-ui-map-hidden js-desktop-ui-hud-show'> <div class='ui-team-indicator ui-indicator-main' data-id='0'> <div class='ui-team-indicator-pos ui-background-yellow'></div> </div> <div class='ui-team-indicator ui-indicator-main' data-id='1'> <div class='ui-team-indicator-pos ui-background-purple'></div> </div> <div class='ui-team-indicator ui-indicator-main' data-id='2'> <div class='ui-team-indicator-pos ui-background-cyan'></div> </div> <div class='ui-team-indicator ui-indicator-main' data-id='3'> <div class='ui-team-indicator-pos ui-background-orange'></div> </div> <div class='ui-team-indicator ui-indicator-main' data-id='4'> <div class='ui-team-indicator-pos ui-background-yellow'></div> </div> <div class='ui-team-indicator ui-indicator-ping' data-id='0'> <div class='ui-team-indicator-pos ui-team-indicator-image'></div> </div> <div class='ui-indicator-ping-border' data-id='0'></div> <div class='ui-team-indicator ui-indicator-ping' data-id='1'> <div class='ui-team-indicator-pos ui-team-indicator-image'></div> </div> <div class='ui-indicator-ping-border' data-id='1'></div> <div class='ui-team-indicator ui-indicator-ping' data-id='2'> <div class='ui-team-indicator-pos ui-team-indicator-image'></div> </div> <div class='ui-indicator-ping-border' data-id='2'></div> <div class='ui-team-indicator ui-indicator-ping' data-id='3'> <div class='ui-team-indicator-pos ui-team-indicator-image'></div> </div> <div class='ui-indicator-ping-border' data-id='3'></div> <div class='ui-team-indicator ui-indicator-ping' data-id='4'> <div class='ui-team-indicator-pos ui-team-indicator-image'></div> </div> <div class='ui-indicator-ping-border' data-id='4'></div> </div> <div id='ui-right-center' class='ui-right-center-desktop js-ui-map-hidden'> <div id='ui-medical-interactive'> <div id='ui-loot-bandage' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-bandage'>Bandage</div> <div class='tooltip-description'><span data-l10n='game-bandage-tooltip'>Left-click to restore 15 health.</span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> <div id='ui-loot-healthkit' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-healthkit'>Med Kit</div> <div class='tooltip-description'><span data-l10n='game-healthkit-tooltip'>Left-click to restore 100 health.</div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> <div id='ui-loot-soda' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-soda'>Soda</div> <div class='tooltip-description'><span data-l10n='game-soda-tooltip'>Left-click to boost adrenaline by 25.</span><br><span data-l10n='game-adrenaline-tooltip'>Adrenaline restores health over time.</span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> <div id='ui-loot-chocolateBox' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-chocolateBox'>ChocolateBox</div> <div class='tooltip-description'><span data-l10n='game-soda-tooltip'>Left-click to boost adrenaline by 25.</span><br><span data-l10n='game-adrenaline-tooltip'>Adrenaline restores health over time.</span><br><span data-l10n='game-chocolateBox-tooltip'>Inmune to frenemy effect for 20s.</span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> <div id='ui-loot-painkiller' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-painkiller'>Pills</div> <div class='tooltip-description'><span data-l10n='game-painkiller-tooltip'>Left-click to boost adrenaline by 50.</div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> <div id='ui-loot-flask' class='ui-loot ui-outline-hover ui-scale-hover ui-medical tooltip'> <div class='tooltip-text'> <div class='tooltip-title' data-l10n='game-flask'>Flask</div> <div class='tooltip-description'><span data-l10n='game-flask-tooltip'>Left-click for freeze damage immunity for 20 seconds.</span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> </div> </div> <div id='ui-ammo-interactive'> <div id='ui-loot-50AE' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-50AE'></div> <div class='tooltip-description'><span data-l10n='game-50AE-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(30,30,30,0.75)'></div> </div> <div id='ui-loot-9mm' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-9mm'></div> <div class='tooltip-description'><span data-l10n='game-9mm-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(255,153,0,0.75)'></div> </div> <div id='ui-loot-308sub' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-308sub'></div> <div class='tooltip-description'><span data-l10n='game-308sub-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(49,56,0,0.75)'></div> </div> <div id='ui-loot-12gauge' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-12gauge'></div> <div class='tooltip-description'><span data-l10n='game-12gauge-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(255,0,0,0.75)'></div> </div> <div id='ui-loot-flare' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-flare'></div> <div class='tooltip-description'><span data-l10n='game-flare-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(255,85,0,0.75)'></div> </div> <div id='ui-loot-762mm' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-762mm'></div> <div class='tooltip-description'><span data-l10n='game-762mm-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(0,102,255,0.75)'></div> </div> <div id='ui-loot-45acp' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-45acp'></div> <div class='tooltip-description'><span data-l10n='game-45acp-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(121,0,255,0.75)'></div> </div> <div id='ui-loot-556mm' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-556mm'></div> <div class='tooltip-description'><span data-l10n='game-556mm-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(3,123,0,0.75)'></div> </div> <div id='ui-loot-40mm' class='ui-outline-hover ui-ammo tooltip'> <div class='tooltip-text click-through'> <div class='tooltip-title' data-l10n='game-40mm'></div> <div class='tooltip-description'><span data-l10n='game-40mm-tooltip'></span></div> </div> <div class='ui-loot-count'>0</div> <img class='ui-loot-image' src=''></img> <div class='ui-loot-overlay' style='background: rgba(12,221,171,0.75)'></div> </div> </div> <div id='ui-emote-button'></div> </div> <div id='ui-top-left' class='js-ui-hud-show click-through'> <div id='ui-team' class='js-ui-mobile-map-hidden'> <div class='ui-team-member ui-bg-standard' data-id='0'> <div class='ui-team-member-name'></div> <div class='ui-team-member-color ui-background-yellow'></div> <div class='ui-team-member-status'></div> <div class='ui-team-member-health'> <div class='ui-bar-inner ui-health-actual'></div> </div> </div> <div class='ui-team-member ui-bg-standard' data-id='1'> <div class='ui-team-member-name'></div> <div class='ui-team-member-color ui-background-purple'></div> <div class='ui-team-member-status'></div> <div class='ui-team-member-health'> <div class='ui-bar-inner ui-health-actual'></div> </div> </div> <div class='ui-team-member ui-bg-standard' data-id='2'> <div class='ui-team-member-name'></div> <div class='ui-team-member-color ui-background-cyan'></div> <div class='ui-team-member-status'></div> <div class='ui-team-member-health'> <div class='ui-bar-inner ui-health-actual'></div> </div> </div> <div class='ui-team-member ui-bg-standard' data-id='3'> <div class='ui-team-member-name'></div> <div class='ui-team-member-color ui-background-orange'></div> <div class='ui-team-member-status'></div> <div class='ui-team-member-health'> <div class='ui-bar-inner ui-health-actual'></div> </div> </div> </div> </div> <div id='ui-map-wrapper' class='ui-map-wrapper-desktop click-through'> <div id='ui-map-container'> <div id='ui-map-info' class='js-ui-map-hidden js-ui-hud-show'> <div id='ui-gas-icon' class='gas-icon'></div> <div id='ui-gas-timer'></div> </div> <div id='ui-spec-counter' class='js-ui-map-hidden js-ui-hud-show'> <div id='ui-spec-counter-icon'></div> <div id='ui-spec-counter-number'></div> </div> <div id='ui-settings-container-desktop' class='js-ui-desktop-map-hidden'> <div id='ui-map-expand-desktop' class='ui-map-expand ui-settings-button'> <img id='mag-glass-white' src=''></img> </div> <div id='ui-map-minimize' class='ui-settings-button js-ui-map-hidden'> <img id='ui-minimize-img' src=''></img> </div> </div> <div id='ui-settings-container-mobile' class='js-ui-mobile-map-hidden'> <div id='ui-alive-info'> <div id='ui-alive-icon' class='ui-map-icon alive-icon'></div> <div id='ui-map-counter-default' class='js-ui-players-alive'>0</div> <div id='ui-map-counter-faction'> <span class='ui-players-alive-red js-ui-players-alive-red'>0</span>:<span class='ui-players-alive-blue js-ui-players-alive-blue'>0</span> </div> </div> <div id='ui-map-expand-mobile' class='ui-map-expand ui-settings-button'></div> </div> </div> </div> <div id='ui-menu-display' class='ui-settings-button prop-event'></div> <div id='ui-kill-leader-container'> <div id='ui-kill-leader-wrapper' class='js-ui-map-hidden js-ui-hud-show hide-on-mobile'> <div id='ui-kill-leader-name'>Waiting for new leader</div> <div id='ui-kill-leader-icon'></div> <div id='ui-kill-leader-count'>0</div> </div> </div> <div id='ui-killfeed-wrapper'> <div id='ui-killfeed' class='js-ui-map-hidden js-ui-hud-show'> <div id='ui-killfeed-contents'></div> </div> </div> <div id='ui-leaderboard-wrapper'> <div id='ui-leaderboard' class='js-ui-hud-show'> <div id='ui-leaderboard-alive'> <span class='ui-players-alive js-ui-players-alive'>0</span> </div> <div id='ui-leaderboard-alive-faction'> <span class='ui-players-alive-red js-ui-players-alive-red'>0</span> <span class='ui-players-alive-blue js-ui-players-alive-blue'>0</span> </div> <div class='ui-leaderboard-header' data-l10n='game-alive'>Alive</div> </div> <div id='ui-kill-counter-wrapper' class='js-ui-map-show'> <div id='ui-kill-counter'> <span class='ui-player-kills js-ui-player-kills'>0</span> </div> <div class='ui-kill-counter-header' data-l10n='game-kills'>Kills</div> </div> </div> <div id='ui-top-center-scopes-wrapper'> <div id='ui-top-center-scopes' class='click-through js-ui-map-hidden'> <div id='ui-scope-1xscope' class='ui-scope ui-zoom'> <div class='ui-zoom-text'> <div class='ui-zoom-level'>1<span class='ui-zoom-append'>x</span></div> </div> </div> <div id='ui-scope-2xscope' class='ui-scope ui-zoom ui-outline-hover'> <div class='ui-zoom-text'> <div class='ui-zoom-level'>2<span class='ui-zoom-append'>x</span></div> </div> </div> <div id='ui-scope-4xscope' class='ui-scope ui-zoom ui-outline-hover'> <div class='ui-zoom-text'> <div class='ui-zoom-level'>4<span class='ui-zoom-append'>x</span></div> </div> </div> <div id='ui-scope-8xscope' class='ui-scope ui-zoom ui-outline-hover'> <div class='ui-zoom-text'> <div class='ui-zoom-level'>8<span class='ui-zoom-append'>x</span></div> </div> </div> <div id='ui-scope-15xscope' class='ui-scope ui-zoom ui-outline-hover'> <div class='ui-zoom-text'> <div class='ui-zoom-level'>15<span class='ui-zoom-append'>x</span></div> </div> </div> </div> </div> <div id='ui-top-center' class='js-ui-map-hidden js-ui-hud-show click-through'> <div id='ui-waiting-text' class='top-center-text'><span data-l10n='game-waiting-for-players'>Waiting for players</span>...</div> <div id='ui-spectate-text' class='top-center-text ui-spectate-mode'> <div class='spectate-text spectate-desc' data-l10n='game-spectating'>Spectating</div> <div id='spectate-player' class='spectate-text'></div> </div> </div> <div id='ui-upper-center' class='click-through'> <div id='ui-announcement'></div> </div> <div id='ui-upper-center-1' class='click-through'> <div id='ui-pickup-notification'> <div id='ui-pickup-description'>Item picked up</div> </div> </div> <div id='ui-lower-center' class='js-ui-map-hidden js-ui-hud-show click-through'> <div id='ui-interaction'> <div id='ui-interaction-press'></div> <div id='ui-interaction-outer'> <div id='ui-interaction-description'></div> </div> </div> </div> <div id='ui-bottom-center-2' class='click-through'> <div id='ui-pickup-message' class='notify-message'></div> <div id='ui-perk-message-wrapper' class='notify-message'> <div id='ui-perk-message-image-wrapper'> <div id='ui-perk-message-image-icon'></div> </div> <div id='ui-perk-message-name' class='notify-message'></div> <div id='ui-perk-message-acquired' class='notify-message'></div> </div> </div> <div id='ui-equipped-ammo-wrapper' class='js-ui-map-hidden js-ui-hud-show'> <div id='ui-equipped-ammo'> <div id='ui-bullet-counter'> <div id='ui-current-clip'>0</div> <div id='ui-remaining-ammo'>0</div> <div id='ui-reload-button-container'> <div id='ui-reload-button'></div> </div> </div> </div> </div> <div id='ui-bottom-center-0' class='click-through js-ui-map-hidden js-ui-hud-show'> <div id='ui-boost-counter'> <div class='ui-boost-base' id='ui-boost-counter-0'> <div class='ui-bar-inner'></div> </div> <div class='ui-boost-base' id='ui-boost-counter-1'> <div class='ui-bar-inner'></div> </div> <div class='ui-boost-base' id='ui-boost-counter-2'> <div class='ui-bar-inner'></div> </div> <div class='ui-boost-base' id='ui-boost-counter-3'> <div class='ui-bar-inner'></div> </div> </div> <div id='ui-health-counter'> <div id='ui-health-flair-left' class='ui-health-flair'></div> <div id='ui-health-flair-right' class='ui-health-flair'></div> <div id='ui-health-container'> <div class='ui-bar-inner' id='ui-health-actual'></div> <div class='ui-bar-inner' id='ui-health-depleted'></div> </div> </div> </div> <div id='ui-bottom-center-left' class='js-ui-map-hidden'> <div id='ui-perk-0' class='ui-armor-counter tooltip-perk ui-outline-hover'> <div class='tooltip-text'> <div class='tooltip-title'></div> <div class='tooltip-desc'></div> </div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> <div id='ui-perk-1' class='ui-armor-counter tooltip-perk ui-outline-hover'> <div class='tooltip-text'> <div class='tooltip-title'></div> <div class='tooltip-desc'></div> </div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> <div id='ui-perk-2' class='ui-armor-counter tooltip-perk ui-outline-hover'> <div class='tooltip-text'> <div class='tooltip-title'></div> <div class='tooltip-desc'></div> </div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> </div> <div id='ui-bottom-center-right' class='js-ui-map-hidden'> <div id='ui-armor-helmet' class='ui-armor-counter ui-outline-hover'> <div class='ui-armor-counter-inner'></div> <div class='ui-armor-level'></div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> <div id='ui-armor-chest' class='ui-armor-counter ui-outline-hover'> <div class='ui-armor-counter-inner'></div> <div class='ui-armor-level'></div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> <div id='ui-armor-backpack' class='ui-armor-counter'> <div class='ui-armor-counter-inner'></div> <div class='ui-armor-level'></div> <img class='ui-armor-image ui-loot-image' src=''></img> </div> </div> <div id='ui-bottom-right' class='js-ui-map-hidden'> <div id='ui-weapon-container'> <div class='ui-weapon-info'> <div class='ui-weapon-switch ui-outline-hover' id='ui-weapon-id-1' data-slot='1'> <div class='ui-weapon-name'></div> <div class='ui-weapon-number'>1</div> <img class='ui-weapon-image' src=''></img> </div> </div> <div class='ui-weapon-info'> <div class='ui-weapon-switch ui-outline-hover' id='ui-weapon-id-2' data-slot='2'> <div class='ui-weapon-name'></div> <div class='ui-weapon-number'>2</div> <img class='ui-weapon-image' src=''></img> </div> </div> <div class='ui-weapon-info'> <div class='ui-weapon-switch ui-outline-hover' id='ui-weapon-id-3'> <div class='ui-weapon-name'></div> <div class='ui-weapon-number'>3</div> <img class='ui-weapon-image' src=''></img> </div> </div> <div class='ui-weapon-info'> <div class='ui-weapon-switch ui-outline-hover' id='ui-weapon-id-4'> <div class='ui-weapon-name'></div> <div class='ui-weapon-number'>4</div> <div class='ui-weapon-exp ui-weapon-ammo-counter'>0</div> <img class='ui-weapon-image' src=''></img> </div> </div> </div> </div> <div id='ui-spectate-options-wrapper'> <div id='ui-spectate-options' class='ui-spectate-mode js-ui-hud-show click-through'> <div id='ui-spectate-buttons' class='ui-bg-standard'> <a class='menu-option btn-darken' id='btn-spectate-next-player' data-l10n='game-next-teammate'>Next Teammate</a> <a class='menu-option btn-darken' id='btn-spectate-prev-player' data-l10n='game-previous-teammate'>Previous Teammate</a> <a class='menu-option btn-darken' id='btn-spectate-view-stats' data-l10n='game-view-match-stats'>View Match Stats</a> <a class='menu-option btn-darken btn-quit' id='btn-spectate-quit' data-l10n='game-leave-game'>Leave Game</a> </div> <div id='ui-spectate-stats' class='ui-bg-standard'> <div id='ui-spectate-stats-header' data-l10n='game-your-results'>Your Results</div> <table id='ui-spectate-stats-table'> <tbody id='ui-spectate-stats-data'> </tbody> </table> </div> </div> </div> <div id='ui-bottom-center-1' class='click-through'> <div id='ui-kills'> <div id='ui-kill-text'></div> <div id='ui-kill-count'></div> </div> </div> </div> <div id='ui-stats'> <div id='ui-stats-bg'></div> <div id='ui-stats-contents'> <div id='ui-stats-contents-inner'> <div id='ui-stats-header'></div> <div id='ui-stats-info-box'></div> <div id='ui-stats-options'></div> <div id='ui-stats-logo'></div> </div> <div id='ui-stats-ad-container-desktop' class='ui-stats-ad-container'> <div id='surviv-io_300x250_2'></div> </div> <div id='ui-stats-ad-container-mobile' class='ui-stats-ad-container'> <div id='surviv-io_300x250_mobile_2'></div> </div> </div> </div> <div class='ui-stats-adblock surviv-shirts'> <a class='surviv-shirts-link' href='/~/https://www.amazon.com/s?rh=n%3A7141123011%2Cp_4%3Asurviv.io&ref=w_bl_sl_s_ap_web_7141123011' target="_blank"></a> </div> <div class='ui-stats-adblock adblock-plea'> <span>Please consider supporting us by disabling your adblocker.</span> </div> </div> <div id='start-menu-wrapper'> <div id='safari-margin'></div> <div id='background'> <div id='start-overlay'></div> </div> <div id='event-modal'> <div id='modal-container'> <p id='modal-header' data-l10n='index-modal-test'>(HEADER TEXT)</p> <img id='modal-img-1'> <div id='modal-content'> <img id='modal-img-2'> <p id='modal-text' data-l10n='event-desc'>Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Tincidunt dui ut ornare lectus sit amet est.</p> </div> <button class='close' id='modal-btn' data-l10n='modal-btn-txt' type='button'>(BUTTON TEXT)</button> </div> </div> <div id='start-main'> <div id='start-top-left'> <div id='btn-hamburger' class='icon-hamburger'></div> <div id='start-top-left-desktop'> <div id='featured-streamers'> <div class='streaming-header'> <div id='streaming-header-title' data-l10n='index-streaming-live'>Streaming Live!</div> <div id='streaming-icon'></div> </div> <div class='streamer-list'></div> <div id='featured-streamer-template'> <a href='' target='_blank' class='btn-streamer btn-darken'></a> </div> </div> <div id='featured-youtuber'> <div class='youtube-header'> <div id='youtube-header-title' data-l10n='index-featured-youtuber'>Featured YouTuber</div> </div> <a href='' target='_blank' class='btn-youtuber btn-darken'></a> </div> </div> </div> <!-- Accounts Modals --> <div id='modal-account-name-change' class='modal modal-account'> <div class='modal-content modal-close'> <div class='modal-header modal-header-name'> <span class='close close-corner'></span> <h2 id='modal-account-name-title' data-l10n='index-create-account'>Create Account</h2> </div> <div class='modal-body modal-body-name'> <div class='modal-settings-item'> <p id='modal-account-name-desc' class='modal-body-text' data-l10n='index-set-account-name'>Set your account name:</p> <div id='modal-body-warning'></div> <input type='text' class='menu-option player-name-input' tabindex='0' placeholder='Enter name' id='modal-account-name-input' maxlength='16' /> </div> </div> <div class='modal-footer modal-footer-name modal-footer-round'> <h3 id='modal-account-name-finish' class='finish' data-l10n='index-finish'>Finish</h3> </div> </div> </div> <div id='modal-account-reset-stats' class='modal modal-account'> <div class='modal-content modal-close'> <div class='modal-header modal-header-reset-stats'> <span class='close close-corner'></span> <h2 id='modal-account-name-title' data-l10n='index-reset-stats'>Reset Stats</h2> </div> <div class='modal-body modal-body-reset-stats'> <div class='modal-settings-item'> <p id='modal-account-reset-stats-desc' class='modal-body-text' data-l10n='index-reset-stats-desc'>Enter "RESET STATS" to reset your stats:</p> <p id='modal-account-reset-stats-desc-2' class='modal-body-text' data-l10n='index-reset-stats-desc-2'>(This does not reset pass progress.)</p> <input type='text' class='menu-option player-name-input' tabindex='0' placeholder='' id='modal-account-reset-stats-input' maxlength='16' /> </div> </div> <div class='modal-footer modal-footer-reset-stats modal-footer-round'> <h3 id='modal-account-reset-stats-finish' class='finish' data-l10n='index-confirm'>Confirm</h3> </div> </div> </div> <div id='modal-account-delete' class='modal modal-account'> <div class='modal-content modal-close'> <div class='modal-header modal-header-delete'> <span class='close close-corner'></span> <h2 id='modal-account-name-title' data-l10n='index-delete-account'>Delete Account</h2> </div> <div class='modal-body modal-body-delete'> <div class='modal-settings-item'> <p id='modal-account-delete-desc' class='modal-body-text' data-l10n='index-delete-account-desc'>Enter "DELETE" to delete your account:</p> <input type='text' class='menu-option player-name-input' tabindex='0' placeholder='' id='modal-account-delete-input' maxlength='16' /> </div> </div> <div class='modal-footer modal-footer-delete modal-footer-round'> <h3 id='modal-account-delete-finish' class='finish' data-l10n='index-confirm'>Confirm</h3> </div> </div> </div> <!-- Accounts Mobile --> <div id='modal-mobile-account' class='modal'> <div class='modal-content modal-close'> <div class='modal-header'> <span class='close close-corner'></span> <h2 data-l10n='index-account' data-l10n='index-account'>Account</h2> </div> <div id='modal-mobile-account-body'> <div class='account-buttons-settings account-buttons-wrapper account-block-arrow modal-close'> <div class='account-buttons'> <div class='account-stats-link btn-player-stats-link menu-option btn-darken btn-standard ' data-l10n='index-my-stats'>My Stats</div> <div class='btn-account-link btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-link-account'>Link Account</div> <div class='btn-account-change-name btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-change-account-name'>Change Account Name</div> <div class='btn-account-reset-stats btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-reset-stats'>Reset Stats</div> <div class='btn-account-delete btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-delete-account'>Delete Account</div> <div class='btn-account-logout btn-account-grey menu-option btn-darken btn-standard' data-l10n='index-log-out'>Log Out</div> </div> </div> <div id='account-login-options-mobile' class='account-buttons-link-account account-buttons-wrapper account-block-arrow modal-close'> <div class='login-options-content'></div> </div> </div> </div> </div> <!-- Accounts --> <div id='start-top-right'> <div class='account-block'> <div class='account-details-top'> <div class="account-details-top-buttons"> <div class="account-details-button-wrapper account-details-button-loadout menu-option btn-darken-alt"> <div class='account-details-button'> <div id='loadout-alert-main' class='account-alert-main account-alert'></div> <div class='account-link account-loadout-link'> <span data-l10n='index-loadout'>Loadout</span> </div> </div> </div> <div class="account-details-button-wrapper account-details-link-out menu-option btn-darken hide-on-mobile"> <div class='account-details-button'> <div class='account-link account-stats-link'><span data-l10n='index-my-stats'>My Stats</span></div> </div> </div> <div class="account-details-button-wrapper account-details-link-out menu-option btn-darken hide-on-mobile"> <div class='account-details-button'> <div class='account-link account-leaderboard-link'><span data-l10n='index-leaderboards'>Leaderboards</span></div> </div> </div> </div> </div> <div class='account-overview'> <div class="account-details-user account-details-block"> <div class="account-details"> <div class="account-avatar"></div> <div id="account-login" class="account-player-name account-name account-name-user" data-l10n='index-log-in-desc'>Log In / Create Account</div> <div id="account-player-name" class="account-player-name account-name account-name-user" style="display:none"></div> <div class="account-loading-container"> <div class="account-loading"></div> </div> </div> </div> </div> <div class='account-buttons-settings account-buttons-wrapper account-block-arrow modal-close hide-on-mobile'> <div class='account-buttons'> <div class='btn-account-link btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-link-account'>Link Account</div> <div class='btn-account-change-name btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-change-account-name'>Change Account Name</div> <div class='btn-account-reset-stats btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-reset-stats'>Reset Stats</div> <div class='btn-account-delete btn-account-turq menu-option btn-darken btn-standard' data-l10n='index-delete-account'>Delete Account</div> <div class='btn-account-logout btn-account-grey menu-option btn-darken btn-standard' data-l10n='index-log-out'>Log Out</div> </div> </div> <div id='account-login-options' class='account-buttons-link-account account-buttons-wrapper account-block-arrow modal-close hide-on-mobile'> <div class='login-options-content'></div> </div> </div> </div> <div id='start-main-center'> <div id='start-row-header'> <div id='server-warning'></div> </div> <div id='start-row-top'> <div id='start-rotate-reminder' class='menu-column menu-block'> <span>Rotate to landscape for a better experience.</span> </div> <div id='left-column' class='menu-column'> <div id='ad-block-left'> <div class='surviv-shirts'> <a href='/~/https://www.amazon.com/s?rh=n%3A7141123011%2Cp_4%3Asurviv.io&ref=w_bl_sl_s_ap_web_7141123011' target="_blank"></a> </div> <div class='adblock-plea'> <span>Please consider supporting us by disabling your adblocker.</span> </div> <div class='ad-block-med-rect' id='surviv-io_300x250'> </div> </div> <div id='social-share-block-wrapper'> <div id='social-share-block' class='menu-block'> <div class='btn-social-wrapper'> <a href='/~/https://facebook.com/surviviogame' target='_blank' class='btn-social btn-darken btn-facebook'></a> <a href='/~/https://twitter.com/survivio' target='_blank' class='btn-social btn-darken btn-twitter'></a> <a href='/~/https://www.instagram.com/surviviogame/' target='_blank' class='btn-social btn-darken btn-instagram'></a> <a href='/~/https://discord.gg/survivio' target='_blank' class='btn-social btn-darken btn-discord'></a> <a href='/~/https://www.youtube.com/c/survivio?sub_confirmation=1' target='_blank' class='btn-social btn-darken btn-youtube'></a> </div> </div> </div> </div> <div id='start-menu' class='menu-column menu-block'> <div class='play-loading-outer'> <div class='play-loading-inner'> <div class='play-loading-spinner'></div> </div> </div> <div class='play-button-container'> <div id='player-options'> <input type='text' class='menu-option player-name-input' tabindex='0' placeholder='Enter your name here' id='player-name-input-solo' maxlength='16' /> <a class='btn-darken menu-option player-options-btn' id='btn-customize'></a> </div> <select id='server-select-main' class='server-select menu-option btn-hollow btn-hollow-selected'> <optgroup id='server-opts' label='Region' data-l10n='index-region'> <option value='na' data-label='North America' data-l10n='index-north-america'>North America</option> <option value='sa' data-label='South America' data-l10n='index-south-america'>South America</option> <option value='eu' data-label='Europe' data-l10n='index-europe'>Europe</option> <option value='as' data-label='Asia' data-l10n='index-asia'>Asia</option> <option value='kr' data-label='Korea' data-l10n='index-korea'>South Korea</option> </optgroup> </select> <a class='btn-green btn-darken menu-option' id='btn-start-mode-0' data-l10n='index-play-solo'>Play Solo</a> <div id='btns-quick-start'> <a class='btn-green btn-darken menu-option' id='btn-start-mode-1' data-l10n='index-play-duo'>Play Duo</a> <a class='btn-green btn-darken menu-option' id='btn-start-mode-2' data-l10n='index-play-squad'>Play Squad</a> </div> <div class='btns-double-row'> <a class='btn-darken menu-option btn-team-option' id='btn-join-team' data-l10n='index-join-team'>Join Team</a> <a class='btn-darken menu-option btn-team-option' id='btn-create-team' data-l10n='index-create-team'>Create Team</a> </div> <div id='btn-help' class='menu-option btn-darken' data-l10n='index-how-to-play'>How to Play</div> <div id='start-help'> <h1 data-l10n='index-controls'>Controls</h1> <p><span class='help-action' data-l10n='index-movement'></span>: <span class='help-control' data-l10n='index-movement-ctrl'></span></p> <p><span class='help-action' data-l10n='index-aim'></span>: <span class='help-control' data-l10n='index-aim-ctrl'></span></p> <p><span class='help-action' data-l10n='index-punch'></span>/<span class='help-action' data-l10n='index-shoot'></span>: <span class='help-control' data-l10n='index-shoot-ctrl'></span></p> <p><span class='help-action' data-l10n='index-change-weapons'></span>: <span class='help-control' data-l10n='index-change-weapons-ctrl'></span></p> <p class='hide-on-mobile'><span class='help-action' data-l10n='index-stow-weapons'></span>: <span class='help-control' data-l10n='index-stow-weapons-ctrl'></span></p> <p class='hide-on-mobile'><span class='help-action' data-l10n='index-swap-weapons'></span>: <span class='help-control' data-l10n='index-swap-weapons-ctrl'></span></p> <p class='hide-on-mobile'><span class='help-action' data-l10n='index-swap-weapon-slots'></span>: <span class='help-control' data-l10n='index-swap-weapon-slots-ctrl'></span></p> <p><span class='help-action' data-l10n='index-reload'></span>: <span class='help-control' data-l10n='index-reload-ctrl'></span></p> <p><span class='help-action' data-l10n='index-scope-zoom'></span>: <span class='help-control' data-l10n='index-scope-zoom-ctrl'></span></p> <p><span class='help-action' data-l10n='index-pickup'></span>/<span class='help-action' data-l10n='index-loot'></span>/<span class='help-action' data-l10n='index-revive'></span>: <span class='help-control' data-l10n='index-pickup-ctrl'></span></p> <p><span class='help-action' data-l10n='index-use-medical'></span>: <span class='help-control' data-l10n='index-use-medical-ctrl'></span></p> <p><span class='help-action' data-l10n='index-drop-item'></span>: <span class='help-control' data-l10n='index-drop-item-ctrl'></span></p> <p><span class='help-action' data-l10n='index-cancel-action'></span>: <span class='help-control' data-l10n='index-cancel-action-ctrl'></span></p> <p><span class='help-action' data-l10n='index-view-map'></span>: <span class='help-control' data-l10n='index-view-map-ctrl'></span></p> <p class='hide-on-mobile'><span class='help-action' data-l10n='index-toggle-minimap'></span>: <span class='help-control' data-l10n='index-toggle-minimap-ctrl'></span></p> <p><span class='help-action' data-l10n='index-use-ping'></span>: <span class='help-control' data-l10n='index-use-ping-ctrl'></span></p> <p><span class='help-action' data-l10n='index-use-emote'></span>: <span class='help-control' data-l10n='index-use-emote-ctrl'></span></p> <h1 data-l10n='index-how-to-play'>How to Play</h1> <p data-l10n='index-tips-1-desc'>The goal of surviv.io is to be the last player standing. You only live once per game - there is no respawn!</p> <h1 data-l10n='index-tips-2'>2D PUBG</h1> <p data-l10n='index-tips-2-desc'>If you've played other battle royale games like PUBG, Fortnite or H1Z1, then you're already halfway there! Think of surviv.io as 2D PUBG (with slightly less desync and more chicken).</p> <h1 data-l10n='index-tips-3'>Loot and Kill</h1> <p data-l10n='index-tips-3-desc'>You'll begin the game with no items other than a simple backpack. Move around the map to find loot: weapons, ammo, scopes, and medical items. Eliminate other players and you can take their loot!</p> <h1 data-l10n='index-tips-4'>Red = Bad!</h1> <p data-l10n='index-tips-4-desc'>Players aren't the only thing that can hurt you. The deadly red zone will move in from the sides of the map and deal increasingly greater damage if you stand in it. Keep an eye on the map and stay safe.</p> </div> </div> </div> <div id='team-menu' class='menu-column menu-block'> <div class='play-loading-outer'> <div class='play-loading-inner'> <div class='play-loading-spinner'></div> </div> </div> <div class='play-button-container'> <a class='btn-darken menu-option' id='btn-team-leave' data-l10n='index-leave-team'>Leave Team</a> <div id='team-menu-connecting'> <div class='ui-spinner'></div> <div class='team-menu-connecting-text' id='team-menu-joining-text'><span data-l10n='index-joining-team'>Joining team</span> ...</div> <div class='team-menu-connecting-text' id='team-menu-creating-text'><span data-l10n='index-creating-team'>Creating team</span> ...</div> </div> <div id='team-menu-contents'> <div id='team-desc'> <div id='team-desc-text'><span id='invite-link-text' data-l10n='index-invite-link'>Invite link</span>: <span id='team-url'></span> </div> <a id='team-copy-url' class='copy-item btn-darken'></a> <a id='team-hide-url' class='hide-item btn-darken'></a> <div id='team-code-text'><span id='invite-code-text' data-l10n='index-invite-code'>Invite code</span>: <span id='team-code'></span></div> </div> <div id='team-menu-columns'> <div id='team-menu-members' class='team-menu-block'> <div id='team-menu-member-list'></div> </div> <div id='team-menu-options' class='team-menu-block'> <select id='team-server-select' class='btn-hollow btn-hollow-selected server-select menu-option'> <optgroup id='team-server-opts' label='Region'> <option value='na' data-label='North America' data-l10n='index-north-america'>North America</option> <option value='sa' data-label='South America' data-l10n='index-south-america'>South America</option> <option value='eu' data-label='Europe' data-l10n='index-europe'>Europe</option> <option value='as' data-label='Asia' data-l10n='index-asia'>Asia</option> <option value='kr' data-label='Korea' data-l10n='index-korea'>South Korea</option> </optgroup> </select> <div class='team-menu-options-buttons'> <a class='btn-hollow btn-hollow-selected btn-darken team-menu-option btn-team-queue' id='btn-team-queue-mode-1' data-l10n='index-duo'>Duo</a> <a class='btn-hollow btn-hollow-selected btn-darken team-menu-option btn-team-queue' id='btn-team-queue-mode-2' data-l10n='index-squad'>Squad</a> </div> <div class='team-menu-options-buttons'> <a class='btn-hollow btn-hollow-selected btn-darken team-menu-option btn-team-fill' id='btn-team-fill-auto' data-l10n='index-auto-fill'>Auto Fill</a> <a class='btn-hollow btn-darken team-menu-option btn-team-fill' id='btn-team-fill-none' data-l10n='index-no-fill'>No Fill</a> </div> <div id='team-menu-options-start'> <a class='btn-green btn-darken menu-option' id='btn-start-team' data-label='Play' data-l10n='index-play'>Play</a> <div id='msg-wait-reason'></div> </div> </div> </div> </div> </div> </div> <div id='team-mobile-link' class='menu-column menu-block'> <div id='team-mobile-link-desc' class='team-mobile-link-text' data-l10n='index-join-team-help'>Got a team link or code? Paste it here:</div> <div id='team-mobile-link-warning' class='team-mobile-link-text'>Invalid link!</div> <input type='text' class='menu-option' contenteditable="false" tabindex='0' autofocus placeholder='Paste team link or enter code here' id='team-link-input' /> <a class='btn-darken menu-option btn-team-option' id='btn-team-mobile-link-join' data-l10n='index-join-team'>Join Team</a> <a class='btn-darken menu-option' id='btn-team-mobile-link-leave' data-l10n='index-back-to-main'>Back to Main Menu</a> </div> <div id='right-column' class='menu-column'> <div id='pass-wrapper'> <div id='pass-unlock-tooltip'> <div class='tooltip-pass-title'></div> <div class='tooltip-pass-desc'></div> </div> <div class='right-column-toggle news-toggle'> <div class='account-alert'></div> </div> <div id='pass-loading' class='pass-column menu-block'> <div id='pass-loading-spinner'></div> </div> <div id='pass-block' class='pass-column menu-block'> <div id='pass-name'> <span id='pass-name-text'></span> </div> <div id='pass-progress' class=''> <div id='pass-progress-level' class=''></div> <div id='pass-progress-bar' class=''> <div id='pass-progress-bar-fill'></div> <div id='pass-progress-xp'> <span id='pass-progress-xp-current'></span> <span>/</span> <span id='pass-progress-xp-target'></span> <span>XP</span> </div> </div> <div id='pass-progress-unlock-wrapper'> <div id='pass-progress-unlock' class=''> <div id='pass-progress-unlock-image' class=''></div> </div> <div id='pass-progress-unlock-type-wrapper' class=''> <div id='pass-progress-unlock-type-border' class=''> <div id='pass-progress-unlock-type-image' class=''></div> </div> <div id='pass-progress-unlock-overlay' class=''></div> </div> </div> </div> <div id='pass-quest-wrapper' class=''> <div id='pass-locked'> <div id='btn-pass-locked' class='menu-option btn-darken' data-l10n='quest-login-prompt'>Log in to get quests!</div> </div> <div id='pass-quest-0' class='pass-quest'> <div class='pass-quest-timer'></div> <div class='pass-quest-spinner-container'> <div class='pass-quest-spinner'></div> </div> <div class='pass-quest-refresh-prompt'> <div class='pass-quest-refresh-prompt-text' data-l10n='quest-refresh-prompt'>Get a new quest?</div> <div class='pass-quest-refresh-confirm btn-pass-quest-refresh'></div> <div class='pass-quest-refresh-cancel btn-pass-quest-refresh'></div> </div> <div class='pass-quest-info'> <div class='pass-quest-desc'></div> <div class='pass-quest-xp'></div> <div class='pass-quest-refresh'></div> <div class='pass-quest-progress'> <div class='pass-quest-bar'> <div class='pass-quest-bar-fill'></div> </div> <div class='pass-quest-counter'> <span class='pass-quest-counter-current'></span> <span>/</span> <span class='pass-quest-counter-target'></span> </div> </div> </div> </div> <div id='pass-quest-1' class='pass-quest'> <div class='pass-quest-timer'></div> <div class='pass-quest-spinner-container'> <div class='pass-quest-spinner'></div> </div> <div class='pass-quest-refresh-prompt'> <div class='pass-quest-refresh-prompt-text' data-l10n='quest-refresh-prompt'>Get a new quest?</div> <div class='pass-quest-refresh-confirm btn-pass-quest-refresh'></div> <div class='pass-quest-refresh-cancel btn-pass-quest-refresh'></div> </div> <div class='pass-quest-info'> <div class='pass-quest-desc'></div> <div class='pass-quest-xp'></div> <div class='pass-quest-refresh'></div> <div class='pass-quest-progress'> <div class='pass-quest-bar'> <div class='pass-quest-bar-fill'></div> </div> <div class='pass-quest-counter'> <span class='pass-quest-counter-current'></span> <span>/</span> <span class='pass-quest-counter-target'></span> </div> </div> </div> </div> </div> </div> </div> <div id='news-wrapper'> <div class='right-column-toggle pass-toggle'></div> <div id='news-block' class='menu-block'> <div id='news'> <h3 class='news-header'>What's New!</h3> <div id='news-current' data-date='2020-2-24'> <small class='news-date'>February 24, 2020</small> <p class='news-paragraph'><strong>Curveball</strong></p> <p class='news-paragraph'>The <span class='highlight'>Savannah</span> has returned with a new perk to help flush snipers out of position.</p> <p class='news-paragraph'>The <span class='highlight'>Closer Perk</span> throws grenades much farther, allowing you to put Snipers on the move.</p> </div> <div data-date='2020-2-10'> <small class='news-date'>February 10, 2020</small> <p class='news-paragraph'><strong>Keep Your Enemies Closer</strong></p> <p class='news-paragraph'>PARMA recognizes this season of togetherness and generously offers to help rivals resolve their differences. The all new <span class='highlight'>Heart Cannon</span> diffuses damage taken from your frenemies. For groups of future friends, the same effect is achieved with the all-new <span class='highlight'>Heart Grenade</span>.</p> <p class='news-paragraph'>If you do not trust the intentions of your new friends, eat an entire <span class='highlight'>box of chocolates</span> to counter the effect of <span class='highlight'>Heart Weapons</span>.</p> </div> <div data-date='2020-1-27'> <small class='news-date'>January 27, 2020</small> <p class='news-paragraph'><strong>Dodge This</strong></p> <p class='news-paragraph'><span class='highlight'>Woods</span> Mode is back with two new weapons and things are bound to get explosive. The <span class='highlight'>PKM</span> and <span class='highlight'>Hawk 12G</span> join the Woods Map arsenal, along with increased grenade capacity.</p> <p class='news-paragraph'>The <span class='highlight'>PKM</span> packs a punch while balancing mobility and range. Based on the M870 with an added magazine, the <span class='highlight'>Hawk 12G</span>'s ammo capacity of 5 is the same as its parent weapon, the fire delay is faster and fires a tighter spread. </p> </div> <div data-date='2020-1-13'> <small class='news-date'>January 13, 2020</small> <p class='news-paragraph'><strong>Stay frosty</strong></p> <p class='news-paragraph'>Winter has arrived on the Island with new features and is more dangerous than ever, including PARMA's latest item, the <span class='highlight'>Flask</span>.</p> <p class='news-paragraph'>Track your enemy's footprints and use the <span class='highlight'>Snow Fox</span> perk to cover up your footprints. Be sure to keep moving or take freezing damage. Flasks and the <span class='highlight'>Polar Bear</span> perk keep you from freezing. And watch out for ice. It's slippery.</p> </div> <div data-date='2019-12-30'> <small class='news-date'>December 30, 2019</small> <p class='news-paragraph'><strong>Free Fryer</strong></p> <p class='news-paragraph'>PARMA's FSTMS division is pleased to introduce the next generation in starch-based modern warfare: the <span class='highlight'>spud gun</span>.</p> <p class='news-paragraph'>Officially designated the SMG-8 (Spud Missile Generator), the spud gun uses a proprietary breech-to-muzzle heat expander to fry and propel wedge-shaped projectiles at tremendous speeds. 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SOYJUN
The aim of this assignment is to have you do TCP socket client / server programming using I/O multiplexing, child processes and threads. It also aims at getting you to familiarize yourselves with the inetd superserver daemon, the ‘exec’ family of functions, various socket error scenarios, some socket options, and some basic domain name / IP address conversion functions. Apart from the material in Chapters 1 to 6 covered in class, you will also need to refer to the following : the exec family of functions (Section 4.7 of Chapter 4) using pipes for interprocess communication (IPC) in Unix error scenarios induced by process terminations & host crashes (Sections 5.11 to 5.16, Chapter 5) setsockopt function & SO_REUSEADDR socket option (Section 7.2 & pp.210-213, Chapter 7) gethostbyname & gethostbyaddr functions (Sections 11.3 & 11.4, Chapter 11) the basic structure of inetd (Section 13.5, Chapter 13) programming with threads (Sections 26.1 to 26.5, Chapter 26) Overview I shall present an overview of this assignment and discuss some of the specification details given below in class on Wednesday, September 17 & Monday, September 22. Client The client is evoked with a command line argument giving either the server IP address in dotted decimal notation, or the server domain name. The client has to be able to handle either mode and figure out which of the two is being passed to it. If it is given the IP address, it calls the gethostbyaddr function to get the domain name, which it then prints out to the user in the form of an appropriate message (e.g., ‘The server host is compserv1.cs.stonybrook.edu’). The function gethostbyname, on the other hand, returns the IP address that corresponds to a given domain name. The client then enters an infinite loop in which it queries the user which service is being requested. There are two options : echo and time (note that time is a slightly modified version of the daytime service – see below). The client then forks off a child. After the child is forked off, the parent process enters a second loop in which it continually reads and prints out status messages received from the child via a half-duplex pipe (see below). The parent exits the second loop when the child closes the pipe (how does the parent detect this?), and/or the SIGCHLD signal is generated when the child terminates. The parent then repeats the outer loop, querying the user again for the (next) service s/he desires. This cycle continues till the user responds to a query with quit rather than echo or time. The child process is the one which handles the actual service for the user. It execs (see Section 4.7, Chapter 4) an xterm to generate a separate window through which all interactions with server and user take place. For example, the following exec function call evokes an xterm, and gets the xterm to execute echocli, located in the current directory, passing the string 127.0.0.1 (assumed to be the IP address of the server) as the command line argument argv[1] to echocli (click on the url for further details) : execlp("xterm", "xterm", "-e", "./echocli", "127.0.0.1", (char *) 0) xterm executes one of two client programs (echocli or timecli, say) depending on the service requested. A client program establishes a TCP connection to the server at the ‘well-known port’ for the service (in reality, this port will, of course, be some ephemeral port of your choosing, the value of which is known to both server and client code). All interaction with the user, on the one hand, and with the server, on the other, takes place through the child’s xterm window, not the parent’s window. On the other hand, the child will use a half-duplex pipe to relay status information to the parent which the parent prints out in its window (see below).To terminate the echo client, the user can type in ^D (CTRL D, the EOF character). To terminate the time client, the only option is for the user to type in ^C (CTRL C). (This can also be used as an alternative means of terminating the echo client.) Note that using ^C in the context of the time service will give the server process the impression that the client process has ‘crashed’. It is your responsibility to ensure that the server process handles this correctly and closes cleanly. I shall address this further when discussing the server process. It is also part of your responsibility in this assignment to ensure that the client code is robust with respect to the server process crashing (see Sections 5.12 & 5.13, Chapter 5). Amongst other implications, this means that it would probably be a good idea for you to implement your echo client code along the lines of either : Figure 6.9, p.168 (or even Figure 6.13, p.174) which uses I/O multiplexing with the select function; or of Figure 26.2, p.680, which uses threads; rather than along the lines of Figure 5.5, p.125. When the child terminates, either normally or abnormally, its xterm window disappears instantaneously. Consequently, any status information that the child might want to communicate to the user should not be printed out on the child’s xterm window, since the user will not have time to see the final such message before the window disappears. Instead, as the parent forks off the child at the beginning, a half-duplex pipe should be established from child to parent. The child uses the pipe to send status reports to the parent, which the parent prints out in its window. I leave it up to you to decide what status information exactly should be relayed to the parent but, at a minimum, the parent should certainly be notified, in as precise terms as possible, of any abnormal termination conditions of the service provided by the child. In general, you should try to make your code as robust as possible with respect to handling errors, including confused behaviour by the user (e.g., passing an invalid command line argument; responding to a query incorrectly; trying to interact with the service through the parent process window, not the child process xterm; etc.). Amongst other things, you have to worry about EINTR errors occurring during slow system calls (such as the parent reading from the pipe, or, possibly, printing to stdout, for example) due to a SIGCHLD signal. What about other kinds of errors? Which ones can occur? How should you handle them? Server The server has to be able to handle multiple clients using threads (specifically, detached threads), not child processes (see Sections 26.1 to 26.4, Chapter 26). Furthermore, it has to be able to handle multiple types of service; in our case, two : echo and time. echo is just the standard echo service we have seen in class. time is a slightly modified version of the daytime service (see Figure 1.9, p.14) : instead of sending the client the ‘daytime’ just once and closing, the service sits in an infinite loop, sending the ‘daytime’, sleeping for 5 seconds, and repeating, ad infinitum. The server is loosely based on the way the inetd daemon works : see Figure 13.7, p.374. However, note that the differences between inetd and our server are probably more significant than the similarities: inetd forks off children, whereas our server uses threads; inetd child processes issue exec commands, which our server threads do not; etc. So you should treat Figure 13.7 (and Section 13.5, Chapter 13, generally) as a source of ideas, not as a set of specifications which you must slavishly adhere to and copy. Note, by the way, that there are some similarities between our client and inetd (primarily, forking off children which issue execs), which could be a useful source of ideas. The server creates a listening socket for each type of service that it handles, bound to the ‘well-known port’ for that service. It then uses select to await clients (Chapter 6; or, if you prefer, poll; note that pselect is not supported in Solaris 2.10). The socket on which a client connects identifies the service the client is seeking. The server accepts the connection and creates a thread which provides the service. The thread detaches itself. Meanwhile, the main thread goes back to the select to await further clients. A major concern when using threads is to make sure that operations are thread safe (see p.685 and on into Section 26.5). In this respect, Stevens’ readline function (in Stevens’ file unpv13e/lib/readline.c, see Figure 3.18, pp.91-92) poses a particular problem. On p.686, the authors give three options for dealing with this. The third option is too inefficient and should be discarded. You can implement the second option if you wish. Easiest of all would be the first option, since it involves using a thread-safe version of readline (see Figures 26.11 & 26.12) provided in file unpv13e/threads/readline.c. Whatever you do, remember that Stevens’ library, libunp.a, contains the non-thread-safe version of Figure 3.18, and that is the version that will be link-loaded to your code unless you undertake explicit steps to ensure this does not happen (libunp.a also contains the ‘wrapper’ function Readline, whose code is also in file unpv13e/lib/readline.c). Remaking your copy of libunp.a with the ‘correct’ version of readline is not a viable option because when you hand in your code, it will be compiled and link-loaded with respect to the version of libunp.a in the course account, ~cse533/Stevens/unpv13e_solaris2.10 (I do not intend to change that version since it risks creating confusion later on in the course). Also, you will probably want to use the original version of readline in the client code anyway. I am providing you with a sample Makefile which picks up the thread-safe version of readline from directory ~cse533/Stevens/unpv13e_solaris2.10/threads and uses it when making the executable for the server, but leaves the other executables it makes to link-load the non-thread-safe version from libunp.a. Again, it is part of your responsibility to make sure that your server code is as robust as possible with respect to errors, and that the server threads terminate cleanly under all circumstances. Recall, first of all, that the client user will often use ^C (CTRL C) in the xterm to terminate the service. This will appear to the server thread as if the client process has crashed. You need to think about the error conditions that will be induced (see Sections 5.11 to 5.13, Chapter 5), and how the echo and time server code is to detect and handle these conditions. For example, the time server will almost certainly experience an EPIPE error (see Section 5.13). How should the associated SIGPIPE signal be handled? Be aware that when we return out of the Stevens’ writen function with -1 (indicating an error) and check errno, errno is sometimes equal to 0, not EPIPE (value 32). This can happen under Solaris 2.10, but I am not sure under precisely what conditions nor why. Nor am I sure if it also happens under other Unix versions, or if it also happens when using write rather than writen. The point is, you cannot depend on errno to find out what has happened to the write or writen functions. My suggestion, therefore, is that the time server should use the select function. On the one hand, select’s timeout mechanism can be used to make the server sleep for the 5 seconds. On the other hand, select should also monitor the connection socket read event because, when the client xterm is ^C’ed, a FIN will be sent to the server TCP, which will prime the socket for reading; a read on the socket will then return with value 0 (see Figure 14.3, p. 385 as an example). But what about errors other than EPIPE? Which ones can occur? How should you handle them? Recall, as well, that if a thread terminates without explicitly closing the connection socket it has been using, the connection socket will remain existent until the server process itself dies (why?). Since the server process is supposed, in principle, to run for ever, you risk ending up with an ever increasing number of unused, ‘orphaned’ sockets unless you are careful. Whenever a server thread detects the termination of its client, it should print out a message giving appropriate details: e.g., “Client termination: EPIPE error detected”, “Client termination: socket read returned with value 0”, “Client termination: socket read returned with value -1, errno = . . .”, and so on. When debugging your server code, you will probably find that restarting the server very shortly after it was last running will give you trouble when it comes to bind to its ‘well-known ports’. This is because, when the server side initiates connection termination (which is what will happen if the server process crashes; or if you kill it first, before killing the client) TCP keeps the connections open in the TIME_WAIT state for 2MSLs (Sections 2.6 & 2.7, Chapter 2). This could very quickly become a major irritant. I suggest you explore the possibility of using the SO_REUSEADDR socket option (pp.210-213, Chapter 7; note that the SO_REUSEPORT socket option is not supported in Solaris 2.10), which should help keep the stress level down. You will need to use the setsockopt function (Section 7.2) to enable this option. Figure 8.24, p.263, shows an instance of server code that sets the SO_REUSEADDR socket option. Finally, you should be aware of the sort of problem, described in Section 16.6, pp.461-463, that might occur when (blocking) listening sockets are monitored using select. Such sockets should be made nonblocking, which requires use of the fcntl function after socket creates the socket, but before listen turns the socket into a listening socket.
arashstar1
Code Issues 0 Pull requests 0 Pulse MaTaDoR/ 3233fdf V 5.7 MaTaDoR @MaTaDoRTeaMMaTaDoRTeaM committed on GitHub about 1 month ago 2 changed files 2,704 additions and 0 deletions cli/tg/tdcli.lua @@ -0,0 +1,2704 @@ +--[[ + This program is free software; you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation; either version 2 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, + MA 02110-1301, USA. + +]]-- + +-- Vector example form is like this: {[0] = v} or {v1, v2, v3, [0] = v} +-- If false or true crashed your telegram-cli, try to change true to 1 and false to 0 + +-- Main Bot Framework +local M = {} + +-- @chat_id = user, group, channel, and broadcast +-- @group_id = normal group +-- @channel_id = channel and broadcast +local function getChatId(chat_id) + local chat = {} + local chat_id = tostring(chat_id) + + if chat_id:match('^-100') then + local channel_id = chat_id:gsub('-100', '') + chat = {ID = channel_id, type = 'channel'} + else + local group_id = chat_id:gsub('-', '') + chat = {ID = group_id, type = 'group'} + end + + return chat +end + +local function getInputFile(file) + if file:match('/') then + infile = {ID = "InputFileLocal", path_ = file} + elseif file:match('^%d+$') then + infile = {ID = "InputFileId", id_ = file} + else + infile = {ID = "InputFilePersistentId", persistent_id_ = file} + end + + return infile +end + +-- User can send bold, italic, and monospace text uses HTML or Markdown format. +local function getParseMode(parse_mode) + if parse_mode then + local mode = parse_mode:lower() + + if mode == 'markdown' or mode == 'md' then + P = {ID = "TextParseModeMarkdown"} + elseif mode == 'html' then + P = {ID = "TextParseModeHTML"} + end + end + + return P +end + +-- Returns current authorization state, offline request +local function getAuthState(dl_cb, cmd) + tdcli_function ({ + ID = "GetAuthState", + }, dl_cb, cmd) +end + +M.getAuthState = getAuthState + +-- Sets user's phone number and sends authentication code to the user. +-- Works only when authGetState returns authStateWaitPhoneNumber. +-- If phone number is not recognized or another error has happened, returns an error. Otherwise returns authStateWaitCode +-- @phone_number User's phone number in any reasonable format +-- @allow_flash_call Pass True, if code can be sent via flash call to the specified phone number +-- @is_current_phone_number Pass true, if the phone number is used on the current device. Ignored if allow_flash_call is False +local function setAuthPhoneNumber(phone_number, allow_flash_call, is_current_phone_number, dl_cb, cmd) + tdcli_function ({ + ID = "SetAuthPhoneNumber", + phone_number_ = phone_number, + allow_flash_call_ = allow_flash_call, + is_current_phone_number_ = is_current_phone_number + }, dl_cb, cmd) +end + +M.setAuthPhoneNumber = setAuthPhoneNumber + +-- Resends authentication code to the user. +-- Works only when authGetState returns authStateWaitCode and next_code_type of result is not null. +-- Returns authStateWaitCode on success +local function resendAuthCode(dl_cb, cmd) + tdcli_function ({ + ID = "ResendAuthCode", + }, dl_cb, cmd) +end + +M.resendAuthCode = resendAuthCode + +-- Checks authentication code. +-- Works only when authGetState returns authStateWaitCode. +-- Returns authStateWaitPassword or authStateOk on success +-- @code Verification code from SMS, Telegram message, voice call or flash call +-- @first_name User first name, if user is yet not registered, 1-255 characters +-- @last_name Optional user last name, if user is yet not registered, 0-255 characters +local function checkAuthCode(code, first_name, last_name, dl_cb, cmd) + tdcli_function ({ + ID = "CheckAuthCode", + code_ = code, + first_name_ = first_name, + last_name_ = last_name + }, dl_cb, cmd) +end + +M.checkAuthCode = checkAuthCode + +-- Checks password for correctness. +-- Works only when authGetState returns authStateWaitPassword. +-- Returns authStateOk on success +-- @password Password to check +local function checkAuthPassword(password, dl_cb, cmd) + tdcli_function ({ + ID = "CheckAuthPassword", + password_ = password + }, dl_cb, cmd) +end + +M.checkAuthPassword = checkAuthPassword + +-- Requests to send password recovery code to email. +-- Works only when authGetState returns authStateWaitPassword. +-- Returns authStateWaitPassword on success +local function requestAuthPasswordRecovery(dl_cb, cmd) + tdcli_function ({ + ID = "RequestAuthPasswordRecovery", + }, dl_cb, cmd) +end + +M.requestAuthPasswordRecovery = requestAuthPasswordRecovery + +-- Recovers password with recovery code sent to email. +-- Works only when authGetState returns authStateWaitPassword. +-- Returns authStateOk on success +-- @recovery_code Recovery code to check +local function recoverAuthPassword(recovery_code, dl_cb, cmd) + tdcli_function ({ + ID = "RecoverAuthPassword", + recovery_code_ = recovery_code + }, dl_cb, cmd) +end + +M.recoverAuthPassword = recoverAuthPassword + +-- Logs out user. +-- If force == false, begins to perform soft log out, returns authStateLoggingOut after completion. +-- If force == true then succeeds almost immediately without cleaning anything at the server, but returns error with code 401 and description "Unauthorized" +-- @force If true, just delete all local data. Session will remain in list of active sessions +local function resetAuth(force, dl_cb, cmd) + tdcli_function ({ + ID = "ResetAuth", + force_ = force or nil + }, dl_cb, cmd) +end + +M.resetAuth = resetAuth + +-- Check bot's authentication token to log in as a bot. +-- Works only when authGetState returns authStateWaitPhoneNumber. +-- Can be used instead of setAuthPhoneNumber and checkAuthCode to log in. +-- Returns authStateOk on success +-- @token Bot token +local function checkAuthBotToken(token, dl_cb, cmd) + tdcli_function ({ + ID = "CheckAuthBotToken", + token_ = token + }, dl_cb, cmd) +end + +M.checkAuthBotToken = checkAuthBotToken + +-- Returns current state of two-step verification +local function getPasswordState(dl_cb, cmd) + tdcli_function ({ + ID = "GetPasswordState", + }, dl_cb, cmd) +end + +M.getPasswordState = getPasswordState + +-- Changes user password. +-- If new recovery email is specified, then error EMAIL_UNCONFIRMED is returned and password change will not be applied until email confirmation. +-- Application should call getPasswordState from time to time to check if email is already confirmed +-- @old_password Old user password +-- @new_password New user password, may be empty to remove the password +-- @new_hint New password hint, can be empty +-- @set_recovery_email Pass True, if recovery email should be changed +-- @new_recovery_email New recovery email, may be empty +local function setPassword(old_password, new_password, new_hint, set_recovery_email, new_recovery_email, dl_cb, cmd) + tdcli_function ({ + ID = "SetPassword", + old_password_ = old_password, + new_password_ = new_password, + new_hint_ = new_hint, + set_recovery_email_ = set_recovery_email, + new_recovery_email_ = new_recovery_email + }, dl_cb, cmd) +end + +M.setPassword = setPassword + +-- Returns set up recovery email. +-- This method can be used to verify a password provided by the user +-- @password Current user password +local function getRecoveryEmail(password, dl_cb, cmd) + tdcli_function ({ + ID = "GetRecoveryEmail", + password_ = password + }, dl_cb, cmd) +end + +M.getRecoveryEmail = getRecoveryEmail + +-- Changes user recovery email. +-- If new recovery email is specified, then error EMAIL_UNCONFIRMED is returned and email will not be changed until email confirmation. +-- Application should call getPasswordState from time to time to check if email is already confirmed. +-- If new_recovery_email coincides with the current set up email succeeds immediately and aborts all other requests waiting for email confirmation +-- @password Current user password +-- @new_recovery_email New recovery email +local function setRecoveryEmail(password, new_recovery_email, dl_cb, cmd) + tdcli_function ({ + ID = "SetRecoveryEmail", + password_ = password, + new_recovery_email_ = new_recovery_email + }, dl_cb, cmd) +end + +M.setRecoveryEmail = setRecoveryEmail + +-- Requests to send password recovery code to email +local function requestPasswordRecovery(dl_cb, cmd) + tdcli_function ({ + ID = "RequestPasswordRecovery", + }, dl_cb, cmd) +end + +M.requestPasswordRecovery = requestPasswordRecovery + +-- Recovers password with recovery code sent to email +-- @recovery_code Recovery code to check +local function recoverPassword(recovery_code, dl_cb, cmd) + tdcli_function ({ + ID = "RecoverPassword", + recovery_code_ = tostring(recovery_code) + }, dl_cb, cmd) +end + +M.recoverPassword = recoverPassword + +-- Returns current logged in user +local function getMe(dl_cb, cmd) + tdcli_function ({ + ID = "GetMe", + }, dl_cb, cmd) +end + +M.getMe = getMe + +-- Returns information about a user by its identifier, offline request if current user is not a bot +-- @user_id User identifier +local function getUser(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetUser", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.getUser = getUser + +-- Returns full information about a user by its identifier +-- @user_id User identifier +local function getUserFull(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetUserFull", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.getUserFull = getUserFull + +-- Returns information about a group by its identifier, offline request if current user is not a bot +-- @group_id Group identifier +local function getGroup(group_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetGroup", + group_id_ = getChatId(group_id).ID + }, dl_cb, cmd) +end + +M.getGroup = getGroup + +-- Returns full information about a group by its identifier +-- @group_id Group identifier +local function getGroupFull(group_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetGroupFull", + group_id_ = getChatId(group_id).ID + }, dl_cb, cmd) +end + +M.getGroupFull = getGroupFull + +-- Returns information about a channel by its identifier, offline request if current user is not a bot +-- @channel_id Channel identifier +local function getChannel(channel_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetChannel", + channel_id_ = getChatId(channel_id).ID + }, dl_cb, cmd) +end + +M.getChannel = getChannel + +-- Returns full information about a channel by its identifier, cached for at most 1 minute +-- @channel_id Channel identifier +local function getChannelFull(channel_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetChannelFull", + channel_id_ = getChatId(channel_id).ID + }, dl_cb, cmd) +end + +M.getChannelFull = getChannelFull + +-- Returns information about a secret chat by its identifier, offline request +-- @secret_chat_id Secret chat identifier +local function getSecretChat(secret_chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetSecretChat", + secret_chat_id_ = secret_chat_id + }, dl_cb, cmd) +end + +M.getSecretChat = getSecretChat + +-- Returns information about a chat by its identifier, offline request if current user is not a bot +-- @chat_id Chat identifier +local function getChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.getChat = getChat + +-- Returns information about a message +-- @chat_id Identifier of the chat, message belongs to +-- @message_id Identifier of the message to get +local function getMessage(chat_id, message_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetMessage", + chat_id_ = chat_id, + message_id_ = message_id + }, dl_cb, cmd) +end + +M.getMessage = getMessage + +-- Returns information about messages. +-- If message is not found, returns null on the corresponding position of the result +-- @chat_id Identifier of the chat, messages belongs to +-- @message_ids Identifiers of the messages to get +local function getMessages(chat_id, message_ids, dl_cb, cmd) + tdcli_function ({ + ID = "GetMessages", + chat_id_ = chat_id, + message_ids_ = message_ids -- vector + }, dl_cb, cmd) +end + +M.getMessages = getMessages + +-- Returns information about a file, offline request +-- @file_id Identifier of the file to get +local function getFile(file_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetFile", + file_id_ = file_id + }, dl_cb, cmd) +end + +M.getFile = getFile + +-- Returns information about a file by its persistent id, offline request +-- @persistent_file_id Persistent identifier of the file to get +local function getFilePersistent(persistent_file_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetFilePersistent", + persistent_file_id_ = persistent_file_id + }, dl_cb, cmd) +end + +M.getFilePersistent = getFilePersistent + +-- Returns list of chats in the right order, chats are sorted by (order, chat_id) in decreasing order. +-- For example, to get list of chats from the beginning, the offset_order should be equal 2^63 - 1 +-- @offset_order Chat order to return chats from +-- @offset_chat_id Chat identifier to return chats from +-- @limit Maximum number of chats to be returned +local function getChats(offset_order, offset_chat_id, limit, dl_cb, cmd) + if not limit or limit > 20 then + limit = 20 + end + + tdcli_function ({ + ID = "GetChats", + offset_order_ = offset_order or 9223372036854775807, + offset_chat_id_ = offset_chat_id or 0, + limit_ = limit + }, dl_cb, cmd) +end + +M.getChats = getChats + +-- Searches public chat by its username. +-- Currently only private and channel chats can be public. +-- Returns chat if found, otherwise some error is returned +-- @username Username to be resolved +local function searchPublicChat(username, dl_cb, cmd) + tdcli_function ({ + ID = "SearchPublicChat", + username_ = username + }, dl_cb, cmd) +end + +M.searchPublicChat = searchPublicChat + +-- Searches public chats by prefix of their username. +-- Currently only private and channel (including supergroup) chats can be public. +-- Returns meaningful number of results. +-- Returns nothing if length of the searched username prefix is less than 5. +-- Excludes private chats with contacts from the results +-- @username_prefix Prefix of the username to search +local function searchPublicChats(username_prefix, dl_cb, cmd) + tdcli_function ({ + ID = "SearchPublicChats", + username_prefix_ = username_prefix + }, dl_cb, cmd) +end + +M.searchPublicChats = searchPublicChats + +-- Searches for specified query in the title and username of known chats, offline request. +-- Returns chats in the order of them in the chat list +-- @query Query to search for, if query is empty, returns up to 20 recently found chats +-- @limit Maximum number of chats to be returned +local function searchChats(query, limit, dl_cb, cmd) + if not limit or limit > 20 then + limit = 20 + end + + tdcli_function ({ + ID = "SearchChats", + query_ = query, + limit_ = limit + }, dl_cb, cmd) +end + +M.searchChats = searchChats + +-- Adds chat to the list of recently found chats. +-- The chat is added to the beginning of the list. +-- If the chat is already in the list, at first it is removed from the list +-- @chat_id Identifier of the chat to add +local function addRecentlyFoundChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "AddRecentlyFoundChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.addRecentlyFoundChat = addRecentlyFoundChat + +-- Deletes chat from the list of recently found chats +-- @chat_id Identifier of the chat to delete +local function deleteRecentlyFoundChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteRecentlyFoundChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.deleteRecentlyFoundChat = deleteRecentlyFoundChat + +-- Clears list of recently found chats +local function deleteRecentlyFoundChats(dl_cb, cmd) + tdcli_function ({ + ID = "DeleteRecentlyFoundChats", + }, dl_cb, cmd) +end + +M.deleteRecentlyFoundChats = deleteRecentlyFoundChats + +-- Returns list of common chats with an other given user. +-- Chats are sorted by their type and creation date +-- @user_id User identifier +-- @offset_chat_id Chat identifier to return chats from, use 0 for the first request +-- @limit Maximum number of chats to be returned, up to 100 +local function getCommonChats(user_id, offset_chat_id, limit, dl_cb, cmd) + if not limit or limit > 100 then + limit = 100 + end + + tdcli_function ({ + ID = "GetCommonChats", + user_id_ = user_id, + offset_chat_id_ = offset_chat_id, + limit_ = limit + }, dl_cb, cmd) +end + +M.getCommonChats = getCommonChats + +-- Returns messages in a chat. +-- Automatically calls openChat. +-- Returns result in reverse chronological order, i.e. in order of decreasing message.message_id +-- @chat_id Chat identifier +-- @from_message_id Identifier of the message near which we need a history, you can use 0 to get results from the beginning, i.e. from oldest to newest +-- @offset Specify 0 to get results exactly from from_message_id or negative offset to get specified message and some newer messages +-- @limit Maximum number of messages to be returned, should be positive and can't be greater than 100. +-- If offset is negative, limit must be greater than -offset. +-- There may be less than limit messages returned even the end of the history is not reached +local function getChatHistory(chat_id, from_message_id, offset, limit, dl_cb, cmd) + if not limit or limit > 100 then + limit = 100 + end + + tdcli_function ({ + ID = "GetChatHistory", + chat_id_ = chat_id, + from_message_id_ = from_message_id, + offset_ = offset or 0, + limit_ = limit + }, dl_cb, cmd) +end + +M.getChatHistory = getChatHistory + +-- Deletes all messages in the chat. +-- Can't be used for channel chats +-- @chat_id Chat identifier +-- @remove_from_chat_list Pass true, if chat should be removed from the chat list +local function deleteChatHistory(chat_id, remove_from_chat_list, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteChatHistory", + chat_id_ = chat_id, + remove_from_chat_list_ = remove_from_chat_list + }, dl_cb, cmd) +end + +M.deleteChatHistory = deleteChatHistory + +-- Searches for messages with given words in the chat. +-- Returns result in reverse chronological order, i. e. in order of decreasimg message_id. +-- Doesn't work in secret chats +-- @chat_id Chat identifier to search in +-- @query Query to search for +-- @from_message_id Identifier of the message from which we need a history, you can use 0 to get results from beginning +-- @limit Maximum number of messages to be returned, can't be greater than 100 +-- @filter Filter for content of searched messages +-- filter = Empty|Animation|Audio|Document|Photo|Video|Voice|PhotoAndVideo|Url|ChatPhoto +local function searchChatMessages(chat_id, query, from_message_id, limit, filter, dl_cb, cmd) + if not limit or limit > 100 then + limit = 100 + end + + tdcli_function ({ + ID = "SearchChatMessages", + chat_id_ = chat_id, + query_ = query, + from_message_id_ = from_message_id, + limit_ = limit, + filter_ = { + ID = 'SearchMessagesFilter' .. filter + }, + }, dl_cb, cmd) +end + +M.searchChatMessages = searchChatMessages + +-- Searches for messages in all chats except secret chats. Returns result in reverse chronological order, i. e. in order of decreasing (date, chat_id, message_id) +-- @query Query to search for +-- @offset_date Date of the message to search from, you can use 0 or any date in the future to get results from the beginning +-- @offset_chat_id Chat identifier of the last found message or 0 for the first request +-- @offset_message_id Message identifier of the last found message or 0 for the first request +-- @limit Maximum number of messages to be returned, can't be greater than 100 +local function searchMessages(query, offset_date, offset_chat_id, offset_message_id, limit, dl_cb, cmd) + if not limit or limit > 100 then + limit = 100 + end + + tdcli_function ({ + ID = "SearchMessages", + query_ = query, + offset_date_ = offset_date, + offset_chat_id_ = offset_chat_id, + offset_message_id_ = offset_message_id, + limit_ = limit + }, dl_cb, cmd) +end + +M.searchMessages = searchMessages + +-- Invites bot to a chat (if it is not in the chat) and send /start to it. +-- Bot can't be invited to a private chat other than chat with the bot. +-- Bots can't be invited to broadcast channel chats and secret chats. +-- Returns sent message. +-- UpdateChatTopMessage will not be sent, so returned message should be used to update chat top message +-- @bot_user_id Identifier of the bot +-- @chat_id Identifier of the chat +-- @parameter Hidden parameter sent to bot for deep linking (https://api.telegram.org/bots#deep-linking) +-- parameter=start|startgroup or custom as defined by bot creator +local function sendBotStartMessage(bot_user_id, chat_id, parameter, dl_cb, cmd) + tdcli_function ({ + ID = "SendBotStartMessage", + bot_user_id_ = bot_user_id, + chat_id_ = chat_id, + parameter_ = parameter + }, dl_cb, cmd) +end + +M.sendBotStartMessage = sendBotStartMessage + +-- Sends result of the inline query as a message. +-- Returns sent message. +-- UpdateChatTopMessage will not be sent, so returned message should be used to update chat top message. +-- Always clears chat draft message +-- @chat_id Chat to send message +-- @reply_to_message_id Identifier of a message to reply to or 0 +-- @disable_notification Pass true, to disable notification about the message, doesn't works in secret chats +-- @from_background Pass true, if the message is sent from background +-- @query_id Identifier of the inline query +-- @result_id Identifier of the inline result +local function sendInlineQueryResultMessage(chat_id, reply_to_message_id, disable_notification, from_background, query_id, result_id, dl_cb, cmd) + tdcli_function ({ + ID = "SendInlineQueryResultMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + query_id_ = query_id, + result_id_ = result_id + }, dl_cb, cmd) +end + +M.sendInlineQueryResultMessage = sendInlineQueryResultMessage + +-- Forwards previously sent messages. +-- Returns forwarded messages in the same order as message identifiers passed in message_ids. +-- If message can't be forwarded, null will be returned instead of the message. +-- UpdateChatTopMessage will not be sent, so returned messages should be used to update chat top message +-- @chat_id Identifier of a chat to forward messages +-- @from_chat_id Identifier of a chat to forward from +-- @message_ids Identifiers of messages to forward +-- @disable_notification Pass true, to disable notification about the message, doesn't works if messages are forwarded to secret chat +-- @from_background Pass true, if the message is sent from background +local function forwardMessages(chat_id, from_chat_id, message_ids, disable_notification, dl_cb, cmd) + tdcli_function ({ + ID = "ForwardMessages", + chat_id_ = chat_id, + from_chat_id_ = from_chat_id, + message_ids_ = message_ids, -- vector + disable_notification_ = disable_notification, + from_background_ = 1 + }, dl_cb, cmd) +end + +M.forwardMessages = forwardMessages + +-- Changes current ttl setting in a secret chat and sends corresponding message +-- @chat_id Chat identifier +-- @ttl New value of ttl in seconds +local function sendChatSetTtlMessage(chat_id, ttl, dl_cb, cmd) + tdcli_function ({ + ID = "SendChatSetTtlMessage", + chat_id_ = chat_id, + ttl_ = ttl + }, dl_cb, cmd) +end + +M.sendChatSetTtlMessage = sendChatSetTtlMessage + +-- Deletes messages. +-- UpdateDeleteMessages will not be sent for messages deleted through that function +-- @chat_id Chat identifier +-- @message_ids Identifiers of messages to delete +local function deleteMessages(chat_id, message_ids, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteMessages", + chat_id_ = chat_id, + message_ids_ = message_ids -- vector + }, dl_cb, cmd) +end + +M.deleteMessages = deleteMessages + +-- Deletes all messages in the chat sent by the specified user. +-- Works only in supergroup channel chats, needs appropriate privileges +-- @chat_id Chat identifier +-- @user_id User identifier +local function deleteMessagesFromUser(chat_id, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteMessagesFromUser", + chat_id_ = chat_id, + user_id_ = user_id + }, dl_cb, cmd) +end + +M.deleteMessagesFromUser = deleteMessagesFromUser + +-- Edits text of text or game message. +-- Non-bots can edit message in a limited period of time. +-- Returns edited message after edit is complete server side +-- @chat_id Chat the message belongs to +-- @message_id Identifier of the message +-- @reply_markup Bots only. New message reply markup +-- @input_message_content New text content of the message. Should be of type InputMessageText +local function editMessageText(chat_id, message_id, reply_markup, text, disable_web_page_preview, parse_mode, dl_cb, cmd) + local TextParseMode = getParseMode(parse_mode) + + tdcli_function ({ + ID = "EditMessageText", + chat_id_ = chat_id, + message_id_ = message_id, + reply_markup_ = reply_markup, -- reply_markup:ReplyMarkup + input_message_content_ = { + ID = "InputMessageText", + text_ = text, + disable_web_page_preview_ = disable_web_page_preview, + clear_draft_ = 0, + entities_ = {}, + parse_mode_ = TextParseMode, + }, + }, dl_cb, cmd) +end + +M.editMessageText = editMessageText + +-- Edits message content caption. +-- Non-bots can edit message in a limited period of time. +-- Returns edited message after edit is complete server side +-- @chat_id Chat the message belongs to +-- @message_id Identifier of the message +-- @reply_markup Bots only. New message reply markup +-- @caption New message content caption, 0-200 characters +local function editMessageCaption(chat_id, message_id, reply_markup, caption, dl_cb, cmd) + tdcli_function ({ + ID = "EditMessageCaption", + chat_id_ = chat_id, + message_id_ = message_id, + reply_markup_ = reply_markup, -- reply_markup:ReplyMarkup + caption_ = caption + }, dl_cb, cmd) +end + +M.editMessageCaption = editMessageCaption + +-- Bots only. +-- Edits message reply markup. +-- Returns edited message after edit is complete server side +-- @chat_id Chat the message belongs to +-- @message_id Identifier of the message +-- @reply_markup New message reply markup +local function editMessageReplyMarkup(inline_message_id, reply_markup, caption, dl_cb, cmd) + tdcli_function ({ + ID = "EditInlineMessageCaption", + inline_message_id_ = inline_message_id, + reply_markup_ = reply_markup, -- reply_markup:ReplyMarkup + caption_ = caption + }, dl_cb, cmd) +end + +M.editMessageReplyMarkup = editMessageReplyMarkup + +-- Bots only. +-- Edits text of an inline text or game message sent via bot +-- @inline_message_id Inline message identifier +-- @reply_markup New message reply markup +-- @input_message_content New text content of the message. Should be of type InputMessageText +local function editInlineMessageText(inline_message_id, reply_markup, text, disable_web_page_preview, dl_cb, cmd) + tdcli_function ({ + ID = "EditInlineMessageText", + inline_message_id_ = inline_message_id, + reply_markup_ = reply_markup, -- reply_markup:ReplyMarkup + input_message_content_ = { + ID = "InputMessageText", + text_ = text, + disable_web_page_preview_ = disable_web_page_preview, + clear_draft_ = 0, + entities_ = {} + }, + }, dl_cb, cmd) +end + +M.editInlineMessageText = editInlineMessageText + +-- Bots only. +-- Edits caption of an inline message content sent via bot +-- @inline_message_id Inline message identifier +-- @reply_markup New message reply markup +-- @caption New message content caption, 0-200 characters +local function editInlineMessageCaption(inline_message_id, reply_markup, caption, dl_cb, cmd) + tdcli_function ({ + ID = "EditInlineMessageCaption", + inline_message_id_ = inline_message_id, + reply_markup_ = reply_markup, -- reply_markup:ReplyMarkup + caption_ = caption + }, dl_cb, cmd) +end + +M.editInlineMessageCaption = editInlineMessageCaption + +-- Bots only. +-- Edits reply markup of an inline message sent via bot +-- @inline_message_id Inline message identifier +-- @reply_markup New message reply markup +local function editInlineMessageReplyMarkup(inline_message_id, reply_markup, dl_cb, cmd) + tdcli_function ({ + ID = "EditInlineMessageReplyMarkup", + inline_message_id_ = inline_message_id, + reply_markup_ = reply_markup -- reply_markup:ReplyMarkup + }, dl_cb, cmd) +end + +M.editInlineMessageReplyMarkup = editInlineMessageReplyMarkup + + +-- Sends inline query to a bot and returns its results. +-- Unavailable for bots +-- @bot_user_id Identifier of the bot send query to +-- @chat_id Identifier of the chat, where the query is sent +-- @user_location User location, only if needed +-- @query Text of the query +-- @offset Offset of the first entry to return +local function getInlineQueryResults(bot_user_id, chat_id, latitude, longitude, query, offset, dl_cb, cmd) + tdcli_function ({ + ID = "GetInlineQueryResults", + bot_user_id_ = bot_user_id, + chat_id_ = chat_id, + user_location_ = { + ID = "Location", + latitude_ = latitude, + longitude_ = longitude + }, + query_ = query, + offset_ = offset + }, dl_cb, cmd) +end + +M.getInlineQueryResults = getInlineQueryResults + +-- Bots only. +-- Sets result of the inline query +-- @inline_query_id Identifier of the inline query +-- @is_personal Does result of the query can be cached only for specified user +-- @results Results of the query +-- @cache_time Allowed time to cache results of the query in seconds +-- @next_offset Offset for the next inline query, pass empty string if there is no more results +-- @switch_pm_text If non-empty, this text should be shown on the button, which opens private chat with the bot and sends bot start message with parameter switch_pm_parameter +-- @switch_pm_parameter Parameter for the bot start message +local function answerInlineQuery(inline_query_id, is_personal, cache_time, next_offset, switch_pm_text, switch_pm_parameter, dl_cb, cmd) + tdcli_function ({ + ID = "AnswerInlineQuery", + inline_query_id_ = inline_query_id, + is_personal_ = is_personal, + results_ = results, --vector<InputInlineQueryResult>, + cache_time_ = cache_time, + next_offset_ = next_offset, + switch_pm_text_ = switch_pm_text, + switch_pm_parameter_ = switch_pm_parameter + }, dl_cb, cmd) +end + +M.answerInlineQuery = answerInlineQuery + +-- Sends callback query to a bot and returns answer to it. +-- Unavailable for bots +-- @chat_id Identifier of the chat with a message +-- @message_id Identifier of the message, from which the query is originated +-- @payload Query payload +-- @text Text of the answer +-- @show_alert If true, an alert should be shown to the user instead of a toast +-- @url URL to be open +local function getCallbackQueryAnswer(chat_id, message_id, text, show_alert, url, dl_cb, cmd) + tdcli_function ({ + ID = "GetCallbackQueryAnswer", + chat_id_ = chat_id, + message_id_ = message_id, + payload_ = { + ID = "CallbackQueryAnswer", + text_ = text, + show_alert_ = show_alert, + url_ = url + }, + }, dl_cb, cmd) +end + +M.getCallbackQueryAnswer = getCallbackQueryAnswer + +-- Bots only. +-- Sets result of the callback query +-- @callback_query_id Identifier of the callback query +-- @text Text of the answer +-- @show_alert If true, an alert should be shown to the user instead of a toast +-- @url Url to be opened +-- @cache_time Allowed time to cache result of the query in seconds +local function answerCallbackQuery(callback_query_id, text, show_alert, url, cache_time, dl_cb, cmd) + tdcli_function ({ + ID = "AnswerCallbackQuery", + callback_query_id_ = callback_query_id, + text_ = text, + show_alert_ = show_alert, + url_ = url, + cache_time_ = cache_time + }, dl_cb, cmd) +end + +M.answerCallbackQuery = answerCallbackQuery + +-- Bots only. +-- Updates game score of the specified user in the game +-- @chat_id Chat a message with the game belongs to +-- @message_id Identifier of the message +-- @edit_message True, if message should be edited +-- @user_id User identifier +-- @score New score +-- @force Pass True to update the score even if it decreases. If score is 0, user will be deleted from the high scores table +local function setGameScore(chat_id, message_id, edit_message, user_id, score, force, dl_cb, cmd) + tdcli_function ({ + ID = "SetGameScore", + chat_id_ = chat_id, + message_id_ = message_id, + edit_message_ = edit_message, + user_id_ = user_id, + score_ = score, + force_ = force + }, dl_cb, cmd) +end + +M.setGameScore = setGameScore + +-- Bots only. +-- Updates game score of the specified user in the game +-- @inline_message_id Inline message identifier +-- @edit_message True, if message should be edited +-- @user_id User identifier +-- @score New score +-- @force Pass True to update the score even if it decreases. If score is 0, user will be deleted from the high scores table +local function setInlineGameScore(inline_message_id, edit_message, user_id, score, force, dl_cb, cmd) + tdcli_function ({ + ID = "SetInlineGameScore", + inline_message_id_ = inline_message_id, + edit_message_ = edit_message, + user_id_ = user_id, + score_ = score, + force_ = force + }, dl_cb, cmd) +end + +M.setInlineGameScore = setInlineGameScore + +-- Bots only. +-- Returns game high scores and some part of the score table around of the specified user in the game +-- @chat_id Chat a message with the game belongs to +-- @message_id Identifier of the message +-- @user_id User identifie +local function getGameHighScores(chat_id, message_id, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetGameHighScores", + chat_id_ = chat_id, + message_id_ = message_id, + user_id_ = user_id + }, dl_cb, cmd) +end + +M.getGameHighScores = getGameHighScores + +-- Bots only. +-- Returns game high scores and some part of the score table around of the specified user in the game +-- @inline_message_id Inline message identifier +-- @user_id User identifier +local function getInlineGameHighScores(inline_message_id, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetInlineGameHighScores", + inline_message_id_ = inline_message_id, + user_id_ = user_id + }, dl_cb, cmd) +end + +M.getInlineGameHighScores = getInlineGameHighScores + +-- Deletes default reply markup from chat. +-- This method needs to be called after one-time keyboard or ForceReply reply markup has been used. +-- UpdateChatReplyMarkup will be send if reply markup will be changed +-- @chat_id Chat identifier +-- @message_id Message identifier of used keyboard +local function deleteChatReplyMarkup(chat_id, message_id, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteChatReplyMarkup", + chat_id_ = chat_id, + message_id_ = message_id + }, dl_cb, cmd) +end + +M.deleteChatReplyMarkup = deleteChatReplyMarkup + +-- Sends notification about user activity in a chat +-- @chat_id Chat identifier +-- @action Action description +-- action = Typing|Cancel|RecordVideo|UploadVideo|RecordVoice|UploadVoice|UploadPhoto|UploadDocument|GeoLocation|ChooseContact|StartPlayGame +local function sendChatAction(chat_id, action, progress, dl_cb, cmd) + tdcli_function ({ + ID = "SendChatAction", + chat_id_ = chat_id, + action_ = { + ID = "SendMessage" .. action .. "Action", + progress_ = progress or 100 + } + }, dl_cb, cmd) +end + +M.sendChatAction = sendChatAction + +-- Sends notification about screenshot taken in a chat. +-- Works only in secret chats +-- @chat_id Chat identifier +local function sendChatScreenshotTakenNotification(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "SendChatScreenshotTakenNotification", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.sendChatScreenshotTakenNotification = sendChatScreenshotTakenNotification + +-- Chat is opened by the user. +-- Many useful activities depends on chat being opened or closed. For example, in channels all updates are received only for opened chats +-- @chat_id Chat identifier +local function openChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "OpenChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.openChat = openChat + +-- Chat is closed by the user. +-- Many useful activities depends on chat being opened or closed. +-- @chat_id Chat identifier +local function closeChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "CloseChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.closeChat = closeChat + +-- Messages are viewed by the user. +-- Many useful activities depends on message being viewed. For example, marking messages as read, incrementing of view counter, updating of view counter, removing of deleted messages in channels +-- @chat_id Chat identifier +-- @message_ids Identifiers of viewed messages +local function viewMessages(chat_id, message_ids, dl_cb, cmd) + tdcli_function ({ + ID = "ViewMessages", + chat_id_ = chat_id, + message_ids_ = message_ids -- vector + }, dl_cb, cmd) +end + +M.viewMessages = viewMessages + +-- Message content is opened, for example the user has opened a photo, a video, a document, a location or a venue or have listened to an audio or a voice message +-- @chat_id Chat identifier of the message +-- @message_id Identifier of the message with opened content +local function openMessageContent(chat_id, message_id, dl_cb, cmd) + tdcli_function ({ + ID = "OpenMessageContent", + chat_id_ = chat_id, + message_id_ = message_id + }, dl_cb, cmd) +end + +M.openMessageContent = openMessageContent + +-- Returns existing chat corresponding to the given user +-- @user_id User identifier +local function createPrivateChat(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "CreatePrivateChat", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.createPrivateChat = createPrivateChat + +-- Returns existing chat corresponding to the known group +-- @group_id Group identifier +local function createGroupChat(group_id, dl_cb, cmd) + tdcli_function ({ + ID = "CreateGroupChat", + group_id_ = getChatId(group_id).ID + }, dl_cb, cmd) +end + +M.createGroupChat = createGroupChat + +-- Returns existing chat corresponding to the known channel +-- @channel_id Channel identifier +local function createChannelChat(channel_id, dl_cb, cmd) + tdcli_function ({ + ID = "CreateChannelChat", + channel_id_ = getChatId(channel_id).ID + }, dl_cb, cmd) +end + +M.createChannelChat = createChannelChat + +-- Returns existing chat corresponding to the known secret chat +-- @secret_chat_id SecretChat identifier +local function createSecretChat(secret_chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "CreateSecretChat", + secret_chat_id_ = secret_chat_id + }, dl_cb, cmd) +end + +M.createSecretChat = createSecretChat + +-- Creates new group chat and send corresponding messageGroupChatCreate, returns created chat +-- @user_ids Identifiers of users to add to the group +-- @title Title of new group chat, 0-255 characters +local function createNewGroupChat(user_ids, title, dl_cb, cmd) + tdcli_function ({ + ID = "CreateNewGroupChat", + user_ids_ = user_ids, -- vector + title_ = title + }, dl_cb, cmd) +end + +M.createNewGroupChat = createNewGroupChat + +-- Creates new channel chat and send corresponding messageChannelChatCreate, returns created chat +-- @title Title of new channel chat, 0-255 characters +-- @is_supergroup True, if supergroup chat should be created +-- @about Information about the channel, 0-255 characters +local function createNewChannelChat(title, is_supergroup, about, dl_cb, cmd) + tdcli_function ({ + ID = "CreateNewChannelChat", + title_ = title, + is_supergroup_ = is_supergroup, + about_ = about + }, dl_cb, cmd) +end + +M.createNewChannelChat = createNewChannelChat + +-- Creates new secret chat, returns created chat +-- @user_id Identifier of a user to create secret chat with +local function createNewSecretChat(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "CreateNewSecretChat", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.createNewSecretChat = createNewSecretChat + +-- Creates new channel supergroup chat from existing group chat and send corresponding messageChatMigrateTo and messageChatMigrateFrom. Deactivates group +-- @chat_id Group chat identifier +local function migrateGroupChatToChannelChat(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "MigrateGroupChatToChannelChat", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.migrateGroupChatToChannelChat = migrateGroupChatToChannelChat + +-- Changes chat title. +-- Title can't be changed for private chats. +-- Title will not change until change will be synchronized with the server. +-- Title will not be changed if application is killed before it can send request to the server. +-- There will be update about change of the title on success. Otherwise error will be returned +-- @chat_id Chat identifier +-- @title New title of a chat, 0-255 characters +local function changeChatTitle(chat_id, title, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChatTitle", + chat_id_ = chat_id, + title_ = title + }, dl_cb, cmd) +end + +M.changeChatTitle = changeChatTitle + +-- Changes chat photo. +-- Photo can't be changed for private chats. +-- Photo will not change until change will be synchronized with the server. +-- Photo will not be changed if application is killed before it can send request to the server. +-- There will be update about change of the photo on success. Otherwise error will be returned +-- @chat_id Chat identifier +-- @photo New chat photo. You can use zero InputFileId to delete photo. Files accessible only by HTTP URL are not acceptable +local function changeChatPhoto(chat_id, photo, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChatPhoto", + chat_id_ = chat_id, + photo_ = getInputFile(photo) + }, dl_cb, cmd) +end + +M.changeChatPhoto = changeChatPhoto + +-- Changes chat draft message +-- @chat_id Chat identifier +-- @draft_message New draft message, nullable +local function changeChatDraftMessage(chat_id, reply_to_message_id, text, disable_web_page_preview, clear_draft, parse_mode, dl_cb, cmd) + local TextParseMode = getParseMode(parse_mode) + + tdcli_function ({ + ID = "ChangeChatDraftMessage", + chat_id_ = chat_id, + draft_message_ = { + ID = "DraftMessage", + reply_to_message_id_ = reply_to_message_id, + input_message_text_ = { + ID = "InputMessageText", + text_ = text, + disable_web_page_preview_ = disable_web_page_preview, + clear_draft_ = clear_draft, + entities_ = {}, + parse_mode_ = TextParseMode, + }, + }, + }, dl_cb, cmd) +end + +M.changeChatDraftMessage = changeChatDraftMessage + +-- Adds new member to chat. +-- Members can't be added to private or secret chats. +-- Member will not be added until chat state will be synchronized with the server. +-- Member will not be added if application is killed before it can send request to the server +-- @chat_id Chat identifier +-- @user_id Identifier of the user to add +-- @forward_limit Number of previous messages from chat to forward to new member, ignored for channel chats +local function addChatMember(chat_id, user_id, forward_limit, dl_cb, cmd) + tdcli_function ({ + ID = "AddChatMember", + chat_id_ = chat_id, + user_id_ = user_id, + forward_limit_ = forward_limit or 50 + }, dl_cb, cmd) +end + +M.addChatMember = addChatMember + +-- Adds many new members to the chat. +-- Currently, available only for channels. +-- Can't be used to join the channel. +-- Member will not be added until chat state will be synchronized with the server. +-- Member will not be added if application is killed before it can send request to the server +-- @chat_id Chat identifier +-- @user_ids Identifiers of the users to add +local function addChatMembers(chat_id, user_ids, dl_cb, cmd) + tdcli_function ({ + ID = "AddChatMembers", + chat_id_ = chat_id, + user_ids_ = user_ids -- vector + }, dl_cb, cmd) +end + +M.addChatMembers = addChatMembers + +-- Changes status of the chat member, need appropriate privileges. +-- In channel chats, user will be added to chat members if he is yet not a member and there is less than 200 members in the channel. +-- Status will not be changed until chat state will be synchronized with the server. +-- Status will not be changed if application is killed before it can send request to the server +-- @chat_id Chat identifier +-- @user_id Identifier of the user to edit status, bots can be editors in the channel chats +-- @status New status of the member in the chat +-- status = Creator|Editor|Moderator|Member|Left|Kicked +local function changeChatMemberStatus(chat_id, user_id, status, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChatMemberStatus", + chat_id_ = chat_id, + user_id_ = user_id, + status_ = { + ID = "ChatMemberStatus" .. status + }, + }, dl_cb, cmd) +end + +M.changeChatMemberStatus = changeChatMemberStatus + +-- Returns information about one participant of the chat +-- @chat_id Chat identifier +-- @user_id User identifier +local function getChatMember(chat_id, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetChatMember", + chat_id_ = chat_id, + user_id_ = user_id + }, dl_cb, cmd) +end + +M.getChatMember = getChatMember + +-- Asynchronously downloads file from cloud. +-- Updates updateFileProgress will notify about download progress. +-- Update updateFile will notify about successful download +-- @file_id Identifier of file to download +local function downloadFile(file_id, dl_cb, cmd) + tdcli_function ({ + ID = "DownloadFile", + file_id_ = file_id + }, dl_cb, cmd) +end + +M.downloadFile = downloadFile + +-- Stops file downloading. +-- If file already downloaded do nothing. +-- @file_id Identifier of file to cancel download +local function cancelDownloadFile(file_id, dl_cb, cmd) + tdcli_function ({ + ID = "CancelDownloadFile", + file_id_ = file_id + }, dl_cb, cmd) +end + +M.cancelDownloadFile = cancelDownloadFile + +-- Next part of a file was generated +-- @generation_id Identifier of the generation process +-- @ready Number of bytes already generated. Negative number means that generation has failed and should be terminated +local function setFileGenerationProgress(generation_id, ready, dl_cb, cmd) + tdcli_function ({ + ID = "SetFileGenerationProgress", + generation_id_ = generation_id, + ready_ = ready + }, dl_cb, cmd) +end + +M.setFileGenerationProgress = setFileGenerationProgress + +-- Finishes file generation +-- @generation_id Identifier of the generation process +local function finishFileGeneration(generation_id, dl_cb, cmd) + tdcli_function ({ + ID = "FinishFileGeneration", + generation_id_ = generation_id + }, dl_cb, cmd) +end + +M.finishFileGeneration = finishFileGeneration + +-- Generates new chat invite link, previously generated link is revoked. +-- Available for group and channel chats. +-- Only creator of the chat can export chat invite link +-- @chat_id Chat identifier +local function exportChatInviteLink(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "ExportChatInviteLink", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.exportChatInviteLink = exportChatInviteLink + +-- Checks chat invite link for validness and returns information about the corresponding chat +-- @invite_link Invite link to check. Should begin with "https://telegram.me/joinchat/" +local function checkChatInviteLink(link, dl_cb, cmd) + tdcli_function ({ + ID = "CheckChatInviteLink", + invite_link_ = link + }, dl_cb, cmd) +end + +M.checkChatInviteLink = checkChatInviteLink + +-- Imports chat invite link, adds current user to a chat if possible. +-- Member will not be added until chat state will be synchronized with the server. +-- Member will not be added if application is killed before it can send request to the server +-- @invite_link Invite link to import. Should begin with "https://telegram.me/joinchat/" +local function importChatInviteLink(invite_link, dl_cb, cmd) + tdcli_function ({ + ID = "ImportChatInviteLink", + invite_link_ = invite_link + }, dl_cb, cmd) +end + +M.importChatInviteLink = importChatInviteLink + +-- Adds user to black list +-- @user_id User identifier +local function blockUser(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "BlockUser", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.blockUser = blockUser + +-- Removes user from black list +-- @user_id User identifier +local function unblockUser(user_id, dl_cb, cmd) + tdcli_function ({ + ID = "UnblockUser", + user_id_ = user_id + }, dl_cb, cmd) +end + +M.unblockUser = unblockUser + +-- Returns users blocked by the current user +-- @offset Number of users to skip in result, must be non-negative +-- @limit Maximum number of users to return, can't be greater than 100 +local function getBlockedUsers(offset, limit, dl_cb, cmd) + tdcli_function ({ + ID = "GetBlockedUsers", + offset_ = offset, + limit_ = limit + }, dl_cb, cmd) +end + +M.getBlockedUsers = getBlockedUsers + +-- Adds new contacts/edits existing contacts, contacts user identifiers are ignored. +-- Returns list of corresponding users in the same order as input contacts. +-- If contact doesn't registered in Telegram, user with id == 0 will be returned +-- @contacts List of contacts to import/edit +local function importContacts(phone_number, first_name, last_name, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "ImportContacts", + contacts_ = {[0] = { + phone_number_ = tostring(phone_number), + first_name_ = tostring(first_name), + last_name_ = tostring(last_name), + user_id_ = user_id + }, + }, + }, dl_cb, cmd) +end + +M.importContacts = importContacts + +-- Searches for specified query in the first name, last name and username of the known user contacts +-- @query Query to search for, can be empty to return all contacts +-- @limit Maximum number of users to be returned +local function searchContacts(query, limit, dl_cb, cmd) + tdcli_function ({ + ID = "SearchContacts", + query_ = query, + limit_ = limit + }, dl_cb, cmd) +end + +M.searchContacts = searchContacts + +-- Deletes users from contacts list +-- @user_ids Identifiers of users to be deleted +local function deleteContacts(user_ids, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteContacts", + user_ids_ = user_ids -- vector + }, dl_cb, cmd) +end + +M.deleteContacts = deleteContacts + +-- Returns profile photos of the user. +-- Result of this query can't be invalidated, so it must be used with care +-- @user_id User identifier +-- @offset Photos to skip, must be non-negative +-- @limit Maximum number of photos to be returned, can't be greater than 100 +local function getUserProfilePhotos(user_id, offset, limit, dl_cb, cmd) + tdcli_function ({ + ID = "GetUserProfilePhotos", + user_id_ = user_id, + offset_ = offset, + limit_ = limit + }, dl_cb, cmd) +end + +M.getUserProfilePhotos = getUserProfilePhotos + +-- Returns stickers corresponding to given emoji +-- @emoji String representation of emoji. If empty, returns all known stickers +local function getStickers(emoji, dl_cb, cmd) + tdcli_function ({ + ID = "GetStickers", + emoji_ = emoji + }, dl_cb, cmd) +end + +M.getStickers = getStickers + +-- Returns list of installed sticker sets without archived sticker sets +-- @is_masks Pass true to return masks, pass false to return stickers +local function getStickerSets(is_masks, dl_cb, cmd) + tdcli_function ({ + ID = "GetStickerSets", + is_masks_ = is_masks + }, dl_cb, cmd) +end + +M.getStickerSets = getStickerSets + +-- Returns list of archived sticker sets +-- @is_masks Pass true to return masks, pass false to return stickers +-- @offset_sticker_set_id Identifier of the sticker set from which return the result +-- @limit Maximum number of sticker sets to return +local function getArchivedStickerSets(is_masks, offset_sticker_set_id, limit, dl_cb, cmd) + tdcli_function ({ + ID = "GetArchivedStickerSets", + is_masks_ = is_masks, + offset_sticker_set_id_ = offset_sticker_set_id, + limit_ = limit + }, dl_cb, cmd) +end + +M.getArchivedStickerSets = getArchivedStickerSets + +-- Returns list of trending sticker sets +local function getTrendingStickerSets(dl_cb, cmd) + tdcli_function ({ + ID = "GetTrendingStickerSets" + }, dl_cb, cmd) +end + +M.getTrendingStickerSets = getTrendingStickerSets + +-- Returns list of sticker sets attached to a file, currently only photos and videos can have attached sticker sets +-- @file_id File identifier +local function getAttachedStickerSets(file_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetAttachedStickerSets", + file_id_ = file_id + }, dl_cb, cmd) +end + +M.getAttachedStickerSets = getAttachedStickerSets + +-- Returns information about sticker set by its identifier +-- @set_id Identifier of the sticker set +local function getStickerSet(set_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetStickerSet", + set_id_ = set_id + }, dl_cb, cmd) +end + +M.getStickerSet = getStickerSet + +-- Searches sticker set by its short name +-- @name Name of the sticker set +local function searchStickerSet(name, dl_cb, cmd) + tdcli_function ({ + ID = "SearchStickerSet", + name_ = name + }, dl_cb, cmd) +end + +M.searchStickerSet = searchStickerSet + +-- Installs/uninstalls or enables/archives sticker set. +-- Official sticker set can't be uninstalled, but it can be archived +-- @set_id Identifier of the sticker set +-- @is_installed New value of is_installed +-- @is_archived New value of is_archived +local function updateStickerSet(set_id, is_installed, is_archived, dl_cb, cmd) + tdcli_function ({ + ID = "UpdateStickerSet", + set_id_ = set_id, + is_installed_ = is_installed, + is_archived_ = is_archived + }, dl_cb, cmd) +end + +M.updateStickerSet = updateStickerSet + +-- Trending sticker sets are viewed by the user +-- @sticker_set_ids Identifiers of viewed trending sticker sets +local function viewTrendingStickerSets(sticker_set_ids, dl_cb, cmd) + tdcli_function ({ + ID = "ViewTrendingStickerSets", + sticker_set_ids_ = sticker_set_ids -- vector + }, dl_cb, cmd) +end + +M.viewTrendingStickerSets = viewTrendingStickerSets + +-- Changes the order of installed sticker sets +-- @is_masks Pass true to change masks order, pass false to change stickers order +-- @sticker_set_ids Identifiers of installed sticker sets in the new right order +local function reorderStickerSets(is_masks, sticker_set_ids, dl_cb, cmd) + tdcli_function ({ + ID = "ReorderStickerSets", + is_masks_ = is_masks, + sticker_set_ids_ = sticker_set_ids -- vector + }, dl_cb, cmd) +end + +M.reorderStickerSets = reorderStickerSets + +-- Returns list of recently used stickers +-- @is_attached Pass true to return stickers and masks recently attached to photo or video files, pass false to return recently sent stickers +local function getRecentStickers(is_attached, dl_cb, cmd) + tdcli_function ({ + ID = "GetRecentStickers", + is_attached_ = is_attached + }, dl_cb, cmd) +end + +M.getRecentStickers = getRecentStickers + +-- Manually adds new sticker to the list of recently used stickers. +-- New sticker is added to the beginning of the list. +-- If the sticker is already in the list, at first it is removed from the list +-- @is_attached Pass true to add the sticker to the list of stickers recently attached to photo or video files, pass false to add the sticker to the list of recently sent stickers +-- @sticker Sticker file to add +local function addRecentSticker(is_attached, sticker, dl_cb, cmd) + tdcli_function ({ + ID = "AddRecentSticker", + is_attached_ = is_attached, + sticker_ = getInputFile(sticker) + }, dl_cb, cmd) +end + +M.addRecentSticker = addRecentSticker + +-- Removes a sticker from the list of recently used stickers +-- @is_attached Pass true to remove the sticker from the list of stickers recently attached to photo or video files, pass false to remove the sticker from the list of recently sent stickers +-- @sticker Sticker file to delete +local function deleteRecentSticker(is_attached, sticker, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteRecentSticker", + is_attached_ = is_attached, + sticker_ = getInputFile(sticker) + }, dl_cb, cmd) +end + +M.deleteRecentSticker = deleteRecentSticker + +-- Clears list of recently used stickers +-- @is_attached Pass true to clear list of stickers recently attached to photo or video files, pass false to clear the list of recently sent stickers +local function clearRecentStickers(is_attached, dl_cb, cmd) + tdcli_function ({ + ID = "ClearRecentStickers", + is_attached_ = is_attached + }, dl_cb, cmd) +end + +M.clearRecentStickers = clearRecentStickers + +-- Returns emojis corresponding to a sticker +-- @sticker Sticker file identifier +local function getStickerEmojis(sticker, dl_cb, cmd) + tdcli_function ({ + ID = "GetStickerEmojis", + sticker_ = getInputFile(sticker) + }, dl_cb, cmd) +end + +M.getStickerEmojis = getStickerEmojis + +-- Returns saved animations +local function getSavedAnimations(dl_cb, cmd) + tdcli_function ({ + ID = "GetSavedAnimations", + }, dl_cb, cmd) +end + +M.getSavedAnimations = getSavedAnimations + +-- Manually adds new animation to the list of saved animations. +-- New animation is added to the beginning of the list. +-- If the animation is already in the list, at first it is removed from the list. +-- Only non-secret video animations with MIME type "video/mp4" can be added to the list +-- @animation Animation file to add. Only known to server animations (i. e. successfully sent via message) can be added to the list +local function addSavedAnimation(animation, dl_cb, cmd) + tdcli_function ({ + ID = "AddSavedAnimation", + animation_ = getInputFile(animation) + }, dl_cb, cmd) +end + +M.addSavedAnimation = addSavedAnimation + +-- Removes animation from the list of saved animations +-- @animation Animation file to delete +local function deleteSavedAnimation(animation, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteSavedAnimation", + animation_ = getInputFile(animation) + }, dl_cb, cmd) +end + +M.deleteSavedAnimation = deleteSavedAnimation + +-- Returns up to 20 recently used inline bots in the order of the last usage +local function getRecentInlineBots(dl_cb, cmd) + tdcli_function ({ + ID = "GetRecentInlineBots", + }, dl_cb, cmd) +end + +M.getRecentInlineBots = getRecentInlineBots + +-- Get web page preview by text of the message. +-- Do not call this function to often +-- @message_text Message text +local function getWebPagePreview(message_text, dl_cb, cmd) + tdcli_function ({ + ID = "GetWebPagePreview", + message_text_ = message_text + }, dl_cb, cmd) +end + +M.getWebPagePreview = getWebPagePreview + +-- Returns notification settings for a given scope +-- @scope Scope to return information about notification settings +-- scope = Chat(chat_id)|PrivateChats|GroupChats|AllChats| +local function getNotificationSettings(scope, chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetNotificationSettings", + scope_ = { + ID = 'NotificationSettingsFor' .. scope, + chat_id_ = chat_id or nil + }, + }, dl_cb, cmd) +end + +M.getNotificationSettings = getNotificationSettings + +-- Changes notification settings for a given scope +-- @scope Scope to change notification settings +-- @notification_settings New notification settings for given scope +-- scope = Chat(chat_id)|PrivateChats|GroupChats|AllChats| +local function setNotificationSettings(scope, chat_id, mute_for, show_preview, dl_cb, cmd) + tdcli_function ({ + ID = "SetNotificationSettings", + scope_ = { + ID = 'NotificationSettingsFor' .. scope, + chat_id_ = chat_id or nil + }, + notification_settings_ = { + ID = "NotificationSettings", + mute_for_ = mute_for, + sound_ = "default", + show_preview_ = show_preview + } + }, dl_cb, cmd) +end + +M.setNotificationSettings = setNotificationSettings + +-- Resets all notification settings to the default value. +-- By default the only muted chats are supergroups, sound is set to 'default' and message previews are showed +local function resetAllNotificationSettings(dl_cb, cmd) + tdcli_function ({ + ID = "ResetAllNotificationSettings" + }, dl_cb, cmd) +end + +M.resetAllNotificationSettings = resetAllNotificationSettings + +-- Uploads new profile photo for logged in user. +-- Photo will not change until change will be synchronized with the server. +-- Photo will not be changed if application is killed before it can send request to the server. +-- If something changes, updateUser will be sent +-- @photo_path Path to new profile photo +local function setProfilePhoto(photo_path, dl_cb, cmd) + tdcli_function ({ + ID = "SetProfilePhoto", + photo_path_ = photo_path + }, dl_cb, cmd) +end + +M.setProfilePhoto = setProfilePhoto + +-- Deletes profile photo. +-- If something changes, updateUser will be sent +-- @profile_photo_id Identifier of profile photo to delete +local function deleteProfilePhoto(profile_photo_id, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteProfilePhoto", + profile_photo_id_ = profile_photo_id + }, dl_cb, cmd) +end + +M.deleteProfilePhoto = deleteProfilePhoto + +-- Changes first and last names of logged in user. +-- If something changes, updateUser will be sent +-- @first_name New value of user first name, 1-255 characters +-- @last_name New value of optional user last name, 0-255 characters +local function changeName(first_name, last_name, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeName", + first_name_ = first_name, + last_name_ = last_name + }, dl_cb, cmd) +end + +M.changeName = changeName + +-- Changes about information of logged in user +-- @about New value of userFull.about, 0-255 characters +local function changeAbout(about, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeAbout", + about_ = about + }, dl_cb, cmd) +end + +M.changeAbout = changeAbout + +-- Changes username of logged in user. +-- If something changes, updateUser will be sent +-- @username New value of username. Use empty string to remove username +local function changeUsername(username, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeUsername", + username_ = username + }, dl_cb, cmd) +end + +M.changeUsername = changeUsername + +-- Changes user's phone number and sends authentication code to the new user's phone number. +-- Returns authStateWaitCode with information about sent code on success +-- @phone_number New user's phone number in any reasonable format +-- @allow_flash_call Pass True, if code can be sent via flash call to the specified phone number +-- @is_current_phone_number Pass true, if the phone number is used on the current device. Ignored if allow_flash_call is False +local function changePhoneNumber(phone_number, allow_flash_call, is_current_phone_number, dl_cb, cmd) + tdcli_function ({ + ID = "ChangePhoneNumber", + phone_number_ = phone_number, + allow_flash_call_ = allow_flash_call, + is_current_phone_number_ = is_current_phone_number + }, dl_cb, cmd) +end + +M.changePhoneNumber = changePhoneNumber + +-- Resends authentication code sent to change user's phone number. +-- Works only if in previously received authStateWaitCode next_code_type was not null. +-- Returns authStateWaitCode on success +local function resendChangePhoneNumberCode(dl_cb, cmd) + tdcli_function ({ + ID = "ResendChangePhoneNumberCode", + }, dl_cb, cmd) +end + +M.resendChangePhoneNumberCode = resendChangePhoneNumberCode + +-- Checks authentication code sent to change user's phone number. +-- Returns authStateOk on success +-- @code Verification code from SMS, voice call or flash call +local function checkChangePhoneNumberCode(code, dl_cb, cmd) + tdcli_function ({ + ID = "CheckChangePhoneNumberCode", + code_ = code + }, dl_cb, cmd) +end + +M.checkChangePhoneNumberCode = checkChangePhoneNumberCode + +-- Returns all active sessions of logged in user +local function getActiveSessions(dl_cb, cmd) + tdcli_function ({ + ID = "GetActiveSessions", + }, dl_cb, cmd) +end + +M.getActiveSessions = getActiveSessions + +-- Terminates another session of logged in user +-- @session_id Session identifier +local function terminateSession(session_id, dl_cb, cmd) + tdcli_function ({ + ID = "TerminateSession", + session_id_ = session_id + }, dl_cb, cmd) +end + +M.terminateSession = terminateSession + +-- Terminates all other sessions of logged in user +local function terminateAllOtherSessions(dl_cb, cmd) + tdcli_function ({ + ID = "TerminateAllOtherSessions", + }, dl_cb, cmd) +end + +M.terminateAllOtherSessions = terminateAllOtherSessions + +-- Gives or revokes all members of the group editor rights. +-- Needs creator privileges in the group +-- @group_id Identifier of the group +-- @anyone_can_edit New value of anyone_can_edit +local function toggleGroupEditors(group_id, anyone_can_edit, dl_cb, cmd) + tdcli_function ({ + ID = "ToggleGroupEditors", + group_id_ = getChatId(group_id).ID, + anyone_can_edit_ = anyone_can_edit + }, dl_cb, cmd) +end + +M.toggleGroupEditors = toggleGroupEditors + +-- Changes username of the channel. +-- Needs creator privileges in the channel +-- @channel_id Identifier of the channel +-- @username New value of username. Use empty string to remove username +local function changeChannelUsername(channel_id, username, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChannelUsername", + channel_id_ = getChatId(channel_id).ID, + username_ = username + }, dl_cb, cmd) +end + +M.changeChannelUsername = changeChannelUsername + +-- Gives or revokes right to invite new members to all current members of the channel. +-- Needs creator privileges in the channel. +-- Available only for supergroups +-- @channel_id Identifier of the channel +-- @anyone_can_invite New value of anyone_can_invite +local function toggleChannelInvites(channel_id, anyone_can_invite, dl_cb, cmd) + tdcli_function ({ + ID = "ToggleChannelInvites", + channel_id_ = getChatId(channel_id).ID, + anyone_can_invite_ = anyone_can_invite + }, dl_cb, cmd) +end + +M.toggleChannelInvites = toggleChannelInvites + +-- Enables or disables sender signature on sent messages in the channel. +-- Needs creator privileges in the channel. +-- Not available for supergroups +-- @channel_id Identifier of the channel +-- @sign_messages New value of sign_messages +local function toggleChannelSignMessages(channel_id, sign_messages, dl_cb, cmd) + tdcli_function ({ + ID = "ToggleChannelSignMessages", + channel_id_ = getChatId(channel_id).ID, + sign_messages_ = sign_messages + }, dl_cb, cmd) +end + +M.toggleChannelSignMessages = toggleChannelSignMessages + +-- Changes information about the channel. +-- Needs creator privileges in the broadcast channel or editor privileges in the supergroup channel +-- @channel_id Identifier of the channel +-- @about New value of about, 0-255 characters +local function changeChannelAbout(channel_id, about, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChannelAbout", + channel_id_ = getChatId(channel_id).ID, + about_ = about + }, dl_cb, cmd) +end + +M.changeChannelAbout = changeChannelAbout + +-- Pins a message in a supergroup channel chat. +-- Needs editor privileges in the channel +-- @channel_id Identifier of the channel +-- @message_id Identifier of the new pinned message +-- @disable_notification True, if there should be no notification about the pinned message +local function pinChannelMessage(channel_id, message_id, disable_notification, dl_cb, cmd) + tdcli_function ({ + ID = "PinChannelMessage", + channel_id_ = getChatId(channel_id).ID, + message_id_ = message_id, + disable_notification_ = disable_notification + }, dl_cb, cmd) +end + +M.pinChannelMessage = pinChannelMessage + +-- Removes pinned message in the supergroup channel. +-- Needs editor privileges in the channel +-- @channel_id Identifier of the channel +local function unpinChannelMessage(channel_id, dl_cb, cmd) + tdcli_function ({ + ID = "UnpinChannelMessage", + channel_id_ = getChatId(channel_id).ID + }, dl_cb, cmd) +end + +M.unpinChannelMessage = unpinChannelMessage + +-- Reports some supergroup channel messages from a user as spam messages +-- @channel_id Channel identifier +-- @user_id User identifier +-- @message_ids Identifiers of messages sent in the supergroup by the user, the list should be non-empty +local function reportChannelSpam(channel_id, user_id, message_ids, dl_cb, cmd) + tdcli_function ({ + ID = "ReportChannelSpam", + channel_id_ = getChatId(channel_id).ID, + user_id_ = user_id, + message_ids_ = message_ids -- vector + }, dl_cb, cmd) +end + +M.reportChannelSpam = reportChannelSpam + +-- Returns information about channel members or kicked from channel users. +-- Can be used only if channel_full->can_get_members == true +-- @channel_id Identifier of the channel +-- @filter Kind of channel users to return, defaults to channelMembersRecent +-- @offset Number of channel users to skip +-- @limit Maximum number of users be returned, can't be greater than 200 +-- filter = Recent|Administrators|Kicked|Bots +local function getChannelMembers(channel_id, offset, filter, limit, dl_cb, cmd) + if not limit or limit > 200 then + limit = 200 + end + + tdcli_function ({ + ID = "GetChannelMembers", + channel_id_ = getChatId(channel_id).ID, + filter_ = { + ID = "ChannelMembers" .. filter + }, + offset_ = offset, + limit_ = limit + }, dl_cb, cmd) +end + +M.getChannelMembers = getChannelMembers + +-- Deletes channel along with all messages in corresponding chat. +-- Releases channel username and removes all members. +-- Needs creator privileges in the channel. +-- Channels with more than 1000 members can't be deleted +-- @channel_id Identifier of the channel +local function deleteChannel(channel_id, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteChannel", + channel_id_ = getChatId(channel_id).ID + }, dl_cb, cmd) +end + +M.deleteChannel = deleteChannel + +-- Returns list of created public channels +local function getCreatedPublicChannels(dl_cb, cmd) + tdcli_function ({ + ID = "GetCreatedPublicChannels" + }, dl_cb, cmd) +end + +M.getCreatedPublicChannels = getCreatedPublicChannels + +-- Closes secret chat +-- @secret_chat_id Secret chat identifier +local function closeSecretChat(secret_chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "CloseSecretChat", + secret_chat_id_ = secret_chat_id + }, dl_cb, cmd) +end + +M.closeSecretChat = closeSecretChat + +-- Returns user that can be contacted to get support +local function getSupportUser(dl_cb, cmd) + tdcli_function ({ + ID = "GetSupportUser", + }, dl_cb, cmd) +end + +M.getSupportUser = getSupportUser + +-- Returns background wallpapers +local function getWallpapers(dl_cb, cmd) + tdcli_function ({ + ID = "GetWallpapers", + }, dl_cb, cmd) +end + +M.getWallpapers = getWallpapers + +-- Registers current used device for receiving push notifications +-- @device_token Device token +-- device_token = apns|gcm|mpns|simplePush|ubuntuPhone|blackberry +local function registerDevice(device_token, token, device_token_set, dl_cb, cmd) + local dToken = {ID = device_token .. 'DeviceToken', token_ = token} + + if device_token_set then + dToken = {ID = "DeviceTokenSet", token_ = device_token_set} -- tokens:vector<DeviceToken> + end + + tdcli_function ({ + ID = "RegisterDevice", + device_token_ = dToken + }, dl_cb, cmd) +end + +M.registerDevice = registerDevice + +-- Returns list of used device tokens +local function getDeviceTokens(dl_cb, cmd) + tdcli_function ({ + ID = "GetDeviceTokens", + }, dl_cb, cmd) +end + +M.getDeviceTokens = getDeviceTokens + +-- Changes privacy settings +-- @key Privacy key +-- @rules New privacy rules +-- @privacyKeyUserStatus Privacy key for managing visibility of the user status +-- @privacyKeyChatInvite Privacy key for managing ability of invitation of the user to chats +-- @privacyRuleAllowAll Rule to allow all users +-- @privacyRuleAllowContacts Rule to allow all user contacts +-- @privacyRuleAllowUsers Rule to allow specified users +-- @user_ids User identifiers +-- @privacyRuleDisallowAll Rule to disallow all users +-- @privacyRuleDisallowContacts Rule to disallow all user contacts +-- @privacyRuleDisallowUsers Rule to disallow all specified users +-- key = UserStatus|ChatInvite +-- rules = AllowAll|AllowContacts|AllowUsers(user_ids)|DisallowAll|DisallowContacts|DisallowUsers(user_ids) +local function setPrivacy(key, rule, allowed_user_ids, disallowed_user_ids, dl_cb, cmd) + local rules = {[0] = {ID = 'PrivacyRule' .. rule}} + + if allowed_user_ids then + rules = { + { + ID = 'PrivacyRule' .. rule + }, + [0] = { + ID = "PrivacyRuleAllowUsers", + user_ids_ = allowed_user_ids -- vector + }, + } + end + if disallowed_user_ids then + rules = { + { + ID = 'PrivacyRule' .. rule + }, + [0] = { + ID = "PrivacyRuleDisallowUsers", + user_ids_ = disallowed_user_ids -- vector + }, + } + end + if allowed_user_ids and disallowed_user_ids then + rules = { + { + ID = 'PrivacyRule' .. rule + }, + { + ID = "PrivacyRuleAllowUsers", + user_ids_ = allowed_user_ids + }, + [0] = { + ID = "PrivacyRuleDisallowUsers", + user_ids_ = disallowed_user_ids + }, + } + end + tdcli_function ({ + ID = "SetPrivacy", + key_ = { + ID = 'PrivacyKey' .. key + }, + rules_ = { + ID = "PrivacyRules", + rules_ = rules + }, + }, dl_cb, cmd) +end + +M.setPrivacy = setPrivacy + +-- Returns current privacy settings +-- @key Privacy key +-- key = UserStatus|ChatInvite +local function getPrivacy(key, dl_cb, cmd) + tdcli_function ({ + ID = "GetPrivacy", + key_ = { + ID = "PrivacyKey" .. key + }, + }, dl_cb, cmd) +end + +M.getPrivacy = getPrivacy + +-- Returns value of an option by its name. +-- See list of available options on https://core.telegram.org/tdlib/options +-- @name Name of the option +local function getOption(name, dl_cb, cmd) + tdcli_function ({ + ID = "GetOption", + name_ = name + }, dl_cb, cmd) +end + +M.getOption = getOption + +-- Sets value of an option. +-- See list of available options on https://core.telegram.org/tdlib/options. +-- Only writable options can be set +-- @name Name of the option +-- @value New value of the option +local function setOption(name, option, value, dl_cb, cmd) + tdcli_function ({ + ID = "SetOption", + name_ = name, + value_ = { + ID = 'Option' .. option, + value_ = value + }, + }, dl_cb, cmd) +end + +M.setOption = setOption + +-- Changes period of inactivity, after which the account of currently logged in user will be automatically deleted +-- @ttl New account TTL +local function changeAccountTtl(days, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeAccountTtl", + ttl_ = { + ID = "AccountTtl", + days_ = days + }, + }, dl_cb, cmd) +end + +M.changeAccountTtl = changeAccountTtl + +-- Returns period of inactivity, after which the account of currently logged in user will be automatically deleted +local function getAccountTtl(dl_cb, cmd) + tdcli_function ({ + ID = "GetAccountTtl", + }, dl_cb, cmd) +end + +M.getAccountTtl = getAccountTtl + +-- Deletes the account of currently logged in user, deleting from the server all information associated with it. +-- Account's phone number can be used to create new account, but only once in two weeks +-- @reason Optional reason of account deletion +local function deleteAccount(reason, dl_cb, cmd) + tdcli_function ({ + ID = "DeleteAccount", + reason_ = reason + }, dl_cb, cmd) +end + +M.deleteAccount = deleteAccount + +-- Returns current chat report spam state +-- @chat_id Chat identifier +local function getChatReportSpamState(chat_id, dl_cb, cmd) + tdcli_function ({ + ID = "GetChatReportSpamState", + chat_id_ = chat_id + }, dl_cb, cmd) +end + +M.getChatReportSpamState = getChatReportSpamState + +-- Reports chat as a spam chat or as not a spam chat. +-- Can be used only if ChatReportSpamState.can_report_spam is true. +-- After this request ChatReportSpamState.can_report_spam became false forever +-- @chat_id Chat identifier +-- @is_spam_chat If true, chat will be reported as a spam chat, otherwise it will be marked as not a spam chat +local function changeChatReportSpamState(chat_id, is_spam_chat, dl_cb, cmd) + tdcli_function ({ + ID = "ChangeChatReportSpamState", + chat_id_ = chat_id, + is_spam_chat_ = is_spam_chat + }, dl_cb, cmd) +end + +M.changeChatReportSpamState = changeChatReportSpamState + +-- Bots only. +-- Informs server about number of pending bot updates if they aren't processed for a long time +-- @pending_update_count Number of pending updates +-- @error_message Last error's message +local function setBotUpdatesStatus(pending_update_count, error_message, dl_cb, cmd) + tdcli_function ({ + ID = "SetBotUpdatesStatus", + pending_update_count_ = pending_update_count, + error_message_ = error_message + }, dl_cb, cmd) +end + +M.setBotUpdatesStatus = setBotUpdatesStatus + +-- Returns Ok after specified amount of the time passed +-- @seconds Number of seconds before that function returns +local function setAlarm(seconds, dl_cb, cmd) + tdcli_function ({ + ID = "SetAlarm", + seconds_ = seconds + }, dl_cb, cmd) +end + +M.setAlarm = setAlarm + +-- Text message +-- @text Text to send +-- @disable_notification Pass true, to disable notification about the message, doesn't works in secret chats +-- @from_background Pass true, if the message is sent from background +-- @reply_markup Bots only. Markup for replying to message +-- @disable_web_page_preview Pass true to disable rich preview for link in the message text +-- @clear_draft Pass true if chat draft message should be deleted +-- @entities Bold, Italic, Code, Pre, PreCode and TextUrl entities contained in the text. Non-bot users can't use TextUrl entities. Can't be used with non-null parse_mode +-- @parse_mode Text parse mode, nullable. Can't be used along with enitities +local function sendMessage(chat_id, reply_to_message_id, disable_notification, text, disable_web_page_preview, parse_mode) + local TextParseMode = getParseMode(parse_mode) + + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = 1, + reply_markup_ = nil, + input_message_content_ = { + ID = "InputMessageText", + text_ = text, + disable_web_page_preview_ = disable_web_page_preview, + clear_draft_ = 0, + entities_ = {}, + parse_mode_ = TextParseMode, + }, + }, dl_cb, nil) +end + +M.sendMessage = sendMessage + +-- Animation message +-- @animation Animation file to send +-- @thumb Animation thumb, if available +-- @width Width of the animation, may be replaced by the server +-- @height Height of the animation, may be replaced by the server +-- @caption Animation caption, 0-200 characters +local function sendAnimation(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, animation, width, height, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageAnimation", + animation_ = getInputFile(animation), + --thumb_ = { + --ID = "InputThumb", + --path_ = path, + --width_ = width, + --height_ = height + --}, + width_ = width or '', + height_ = height or '', + caption_ = caption or '' + }, + }, dl_cb, cmd) +end + +M.sendAnimation = sendAnimation + +-- Audio message +-- @audio Audio file to send +-- @album_cover_thumb Thumb of the album's cover, if available +-- @duration Duration of audio in seconds, may be replaced by the server +-- @title Title of the audio, 0-64 characters, may be replaced by the server +-- @performer Performer of the audio, 0-64 characters, may be replaced by the server +-- @caption Audio caption, 0-200 characters +local function sendAudio(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, audio, duration, title, performer, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageAudio", + audio_ = getInputFile(audio), + --album_cover_thumb_ = { + --ID = "InputThumb", + --path_ = path, + --width_ = width, + --height_ = height + --}, + duration_ = duration or '', + title_ = title or '', + performer_ = performer or '', + caption_ = caption or '' + }, + }, dl_cb, cmd) +end + +M.sendAudio = sendAudio + +-- Document message +-- @document Document to send +-- @thumb Document thumb, if available +-- @caption Document caption, 0-200 characters +local function sendDocument(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, document, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageDocument", + document_ = getInputFile(document), + --thumb_ = { + --ID = "InputThumb", + --path_ = path, + --width_ = width, + --height_ = height + --}, + caption_ = caption + }, + }, dl_cb, cmd) +end + +M.sendDocument = sendDocument + +-- Photo message +-- @photo Photo to send +-- @caption Photo caption, 0-200 characters +local function sendPhoto(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, photo, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessagePhoto", + photo_ = getInputFile(photo), + added_sticker_file_ids_ = {}, + width_ = 0, + height_ = 0, + caption_ = caption + }, + }, dl_cb, cmd) +end + +M.sendPhoto = sendPhoto + +-- Sticker message +-- @sticker Sticker to send +-- @thumb Sticker thumb, if available +local function sendSticker(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, sticker, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageSticker", + sticker_ = getInputFile(sticker), + --thumb_ = { + --ID = "InputThumb", + --path_ = path, + --width_ = width, + --height_ = height + --}, + }, + }, dl_cb, cmd) +end + +M.sendSticker = sendSticker + +-- Video message +-- @video Video to send +-- @thumb Video thumb, if available +-- @duration Duration of video in seconds +-- @width Video width +-- @height Video height +-- @caption Video caption, 0-200 characters +local function sendVideo(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, video, duration, width, height, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageVideo", + video_ = getInputFile(video), + --thumb_ = { + --ID = "InputThumb", + --path_ = path, + --width_ = width, + --height_ = height + --}, + added_sticker_file_ids_ = {}, + duration_ = duration or '', + width_ = width or '', + height_ = height or '', + caption_ = caption or '' + }, + }, dl_cb, cmd) +end + +M.sendVideo = sendVideo + +-- Voice message +-- @voice Voice file to send +-- @duration Duration of voice in seconds +-- @waveform Waveform representation of the voice in 5-bit format +-- @caption Voice caption, 0-200 characters +local function sendVoice(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, voice, duration, waveform, caption, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageVoice", + voice_ = getInputFile(voice), + duration_ = duration or '', + waveform_ = waveform or '', + caption_ = caption or '' + }, + }, dl_cb, cmd) +end + +M.sendVoice = sendVoice + +-- Message with location +-- @latitude Latitude of location in degrees as defined by sender +-- @longitude Longitude of location in degrees as defined by sender +local function sendLocation(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, latitude, longitude, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageLocation", + location_ = { + ID = "Location", + latitude_ = latitude, + longitude_ = longitude + }, + }, + }, dl_cb, cmd) +end + +M.sendLocation = sendLocation + +-- Message with information about venue +-- @venue Venue to send +-- @latitude Latitude of location in degrees as defined by sender +-- @longitude Longitude of location in degrees as defined by sender +-- @title Venue name as defined by sender +-- @address Venue address as defined by sender +-- @provider Provider of venue database as defined by sender. Only "foursquare" need to be supported currently +-- @id Identifier of the venue in provider database as defined by sender +local function sendVenue(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, latitude, longitude, title, address, id, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageVenue", + venue_ = { + ID = "Venue", + location_ = { + ID = "Location", + latitude_ = latitude, + longitude_ = longitude + }, + title_ = title, + address_ = address, + provider_ = 'foursquare', + id_ = id + }, + }, + }, dl_cb, cmd) +end + +M.sendVenue = sendVenue + +-- User contact message +-- @contact Contact to send +-- @phone_number User's phone number +-- @first_name User first name, 1-255 characters +-- @last_name User last name +-- @user_id User identifier if known, 0 otherwise +local function sendContact(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, phone_number, first_name, last_name, user_id, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageContact", + contact_ = { + ID = "Contact", + phone_number_ = phone_number, + first_name_ = first_name, + last_name_ = last_name, + user_id_ = user_id + }, + }, + }, dl_cb, cmd) +end + +M.sendContact = sendContact + +-- Message with a game +-- @bot_user_id User identifier of a bot owned the game +-- @game_short_name Game short name +local function sendGame(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, bot_user_id, game_short_name, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageGame", + bot_user_id_ = bot_user_id, + game_short_name_ = game_short_name + }, + }, dl_cb, cmd) +end + +M.sendGame = sendGame + +-- Forwarded message +-- @from_chat_id Chat identifier of the message to forward +-- @message_id Identifier of the message to forward +local function sendForwarded(chat_id, reply_to_message_id, disable_notification, from_background, reply_markup, from_chat_id, message_id, dl_cb, cmd) + tdcli_function ({ + ID = "SendMessage", + chat_id_ = chat_id, + reply_to_message_id_ = reply_to_message_id, + disable_notification_ = disable_notification, + from_background_ = from_background, + reply_markup_ = reply_markup, + input_message_content_ = { + ID = "InputMessageForwarded", + from_chat_id_ = from_chat_id, + message_id_ = message_id + }, + }, dl_cb, cmd) +end + +M.sendForwarded = sendForwarded + +return M cli/tg/tgcli (Binary file not shown.) 0 comments on commit 3233fdf Comment on 3233fdf Leave a comment Comment Desktop version
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Previous</span></a> <a class="w3-btn" href="default.asp"><span class="w3-hide-small">Complete HTML </span>Reference</a> <a class="w3-right w3-btn" href="tag_param.asp"><span class="w3-hide-small">Next </span>❯</a> </div> <br> <div class="w3-example"> <h3>Example</h3> <p>A paragraph is marked up as follows:</p> <div class="w3-code notranslate htmlHigh"> <span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>p<span class="tagcolor" style="color:mediumblue">></span></span>This is some text in a paragraph.<span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/p<span class="tagcolor" style="color:mediumblue">></span></span> </div> <a target="_blank" href="tryit.asp?filename=tryhtml_paragraphs1" class="w3-btn w3-margin-bottom">Try it Yourself »</a> </div> <p>More "Try it Yourself" examples below.</p> <hr> <h2>Definition and Usage</h2> <p>The <code class="w3-codespan"><p></code> tag defines a paragraph.</p> <p>Browsers automatically add a single blank line before and after each <code class="w3-codespan"><p></code> element.</p> <p><strong>Tip:</strong> Use CSS to <a href="/html/html_css.asp">style paragraphs</a>.</p> <hr> <h2>Browser Support</h2> <table class="browserref notranslate"> <tbody><tr> <th style="width:20%;font-size:16px;text-align:left;">Element</th> <th style="width:16%;" class="bsChrome" title="Chrome"></th> <th style="width:16%;" class="bsEdge" title="Internet Explorer / Edge"></th> <th style="width:16%;" class="bsFirefox" title="Firefox"></th> <th style="width:16%;" class="bsSafari" title="Safari"></th> <th style="width:16%;" class="bsOpera" title="Opera"></th> </tr><tr> <td style="text-align:left;"><p></td> <td>Yes</td> <td>Yes</td> <td>Yes</td> <td>Yes</td> <td>Yes</td> </tr> </tbody></table> <hr> <h2>Global Attributes</h2> <p>The <code class="w3-codespan"><p></code> tag also supports the <a href="ref_standardattributes.asp">Global Attributes in HTML</a>.</p> <hr> <h2>Event Attributes</h2> <p>The <code class="w3-codespan"><p></code> tag also supports the <a href="ref_eventattributes.asp">Event Attributes in HTML</a>.</p> <hr> <div id="midcontentadcontainer" style="overflow:auto;text-align:center"> <!-- MidContent --> <!-- <p class="adtext">Advertisement</p> --> <div id="adngin-mid_content-0" data-google-query-id="CKfs_8ueqvcCFXiOSwUd2fYBLg"><div id="sn_ad_label_adngin-mid_content-0" class="sn_ad_label" style="color:#000000;font-size:12px;margin:0;text-align:center;">ADVERTISEMENT</div><div id="google_ads_iframe_/22152718,16833175/sws-hb//w3schools.com//mid_content_1__container__" style="border: 0pt none; display: inline-block; width: 300px; height: 250px;"><iframe frameborder="0" src="https://56d0da6c34aaa471db22bb4266aac656.safeframe.googlesyndication.com/safeframe/1-0-38/html/container.html" id="google_ads_iframe_/22152718,16833175/sws-hb//w3schools.com//mid_content_1" title="3rd party ad content" name="" scrolling="no" 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style="color:mediumblue"><</span>/p<span class="tagcolor" style="color:mediumblue">></span></span> </div> <a target="_blank" href="tryit.asp?filename=tryhtml_p_align_css" class="w3-btn w3-margin-bottom">Try it Yourself »</a> </div> <div class="w3-example"> <h3>Example</h3> <p>Style paragraphs with CSS:</p> <div class="w3-code notranslate htmlHigh"> <span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>html<span class="tagcolor" style="color:mediumblue">></span></span><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>head<span class="tagcolor" style="color:mediumblue">></span></span><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>style<span class="tagcolor" style="color:mediumblue">></span></span><span class="cssselectorcolor" style="color:brown"><br>p <span class="cssdelimitercolor" style="color:black">{</span><span class="csspropertycolor" style="color:red"><br> color<span class="csspropertyvaluecolor" style="color:mediumblue"><span class="cssdelimitercolor" style="color:black">:</span> navy<span class="cssdelimitercolor" style="color:black">;</span></span><br> text-indent<span class="csspropertyvaluecolor" style="color:mediumblue"><span class="cssdelimitercolor" style="color:black">:</span> 30px<span class="cssdelimitercolor" style="color:black">;</span></span><br> text-transform<span class="csspropertyvaluecolor" style="color:mediumblue"><span class="cssdelimitercolor" style="color:black">:</span> uppercase<span class="cssdelimitercolor" style="color:black">;</span></span><br></span><span class="cssdelimitercolor" style="color:black">}</span><br></span><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/style<span class="tagcolor" style="color:mediumblue">></span></span><br> <span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/head<span class="tagcolor" style="color:mediumblue">></span></span><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>body<span class="tagcolor" style="color:mediumblue">></span></span><br><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>p<span class="tagcolor" style="color:mediumblue">></span></span>Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.<span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/p<span class="tagcolor" style="color:mediumblue">></span></span><br><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/body<span class="tagcolor" style="color:mediumblue">></span></span><br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/html<span class="tagcolor" style="color:mediumblue">></span></span> </div> <a target="_blank" href="tryit.asp?filename=tryhtml_p_style_css" class="w3-btn w3-margin-bottom">Try it Yourself »</a> </div> <div class="w3-example"> <h3>Example</h3> <p> More on paragraphs:</p> <div class="w3-code notranslate htmlHigh"> <span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>p<span class="tagcolor" style="color:mediumblue">></span></span><br>This paragraph<br>contains a lot of lines<br>in the source code,<br> but the browser <br>ignores it.<br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/p<span class="tagcolor" style="color:mediumblue">></span></span> </div> <a target="_blank" href="tryit.asp?filename=tryhtml_paragraphs2" class="w3-btn w3-margin-bottom">Try it Yourself »</a> </div> <div class="w3-example"> <h3>Example</h3> <p>Poem problems in HTML:</p> <div class="w3-code notranslate htmlHigh"> <span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>p<span class="tagcolor" style="color:mediumblue">></span></span><br>My Bonnie lies over the ocean.<br>My Bonnie lies over the sea.<br>My Bonnie lies over the ocean.<br>Oh, bring back my Bonnie to me.<br><span class="tagnamecolor" style="color:brown"><span class="tagcolor" style="color:mediumblue"><</span>/p<span 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Saturnremabtc64
Gear61 / Random-Number-Generator Code Issues 5 Pull requests 0 Projects 0 Wiki Pulse projectFilesBackup/.idea/workspace.xml <?xml version="1.0" encoding="UTF-8"?> <project version="4"> <component name="AndroidLayouts"> <shared> <config /> </shared> </component> <component name="AndroidLogFilters"> <option name="TOOL_WINDOW_CONFIGURED_FILTER" value="Show only selected application" /> </component> <component name="ChangeListManager"> <list default="true" id="f5e37520-ca17-4d94-bb6c-b4cbc9c73568" name="Default" comment="" /> <ignored path="rngplus.iws" /> <ignored path=".idea/workspace.xml" /> <option name="EXCLUDED_CONVERTED_TO_IGNORED" value="true" /> <option name="TRACKING_ENABLED" value="true" /> <option name="SHOW_DIALOG" value="false" /> <option name="HIGHLIGHT_CONFLICTS" value="true" /> <option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" /> <option name="LAST_RESOLUTION" value="IGNORE" /> </component> <component name="ChangesViewManager" flattened_view="true" 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value="prepareComAndroidSupportCardviewV72311Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:design:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComAndroidSupportDesign2330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:recyclerview-v7:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComAndroidSupportRecyclerviewV72330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:support-v4:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComAndroidSupportSupportV42330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:support-vector-drawable:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComAndroidSupportSupportVectorDrawable2330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.github.afollestad.material-dialogs:core:0.8.5.8" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComGithubAfollestadMaterialDialogsCore0858Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.github.rey5137:material:1.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComGithubRey5137Material122Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconify222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify-fontawesome:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconifyFontawesome222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify-ionicons:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconifyIonicons222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareDebugAndroidTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareDebugDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareDebugUnitTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare me.zhanghai.android.materialprogressbar:library:1.1.5" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareMeZhanghaiAndroidMaterialprogressbarLibrary115Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareReleaseDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="prepareReleaseUnitTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugAndroidTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugAndroidTestManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugAndroidTestResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processDebugUnitTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processReleaseJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processReleaseManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processReleaseResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="processReleaseUnitTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the signing info for each variant." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="signingReport" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prints out all the source sets defined in this project." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="sourceSets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for all variants." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="test" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for the debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="testDebugUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for the release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="testReleaseUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformClassesWithDexForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformClassesWithDexForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformClassesWithDexForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformNative_libsWithMergeJniLibsForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformNative_libsWithMergeJniLibsForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformNative_libsWithMergeJniLibsForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformResourcesWithMergeJavaResForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformResourcesWithMergeJavaResForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformResourcesWithMergeJavaResForDebugUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformResourcesWithMergeJavaResForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="transformResourcesWithMergeJavaResForReleaseUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstall all applications." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="uninstallAll" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="uninstallDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the android (on device) tests for the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="uninstallDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the Release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="uninstallRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="validateDebugSigning" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$" /> <option name="name" value="zipalignDebug" /> </ExternalTaskPojo> </list> </value> </entry> <entry key="$PROJECT_DIR$/app"> <value> <list> <ExternalTaskPojo> <option name="description" value="Displays the Android dependencies of the project." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="androidDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles all variants of all applications and secondary packages." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assemble" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles all the Test applications." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles all Debug builds." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleDebugUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles all Release builds." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="assembleReleaseUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles and tests this project." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="build" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles and tests this project and all projects that depend on it." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="buildDependents" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays all buildscript dependencies declared in project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="buildEnvironment" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Assembles and tests this project and all projects it depends on." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="buildNeeded" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs all checks." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="check" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="checkDebugManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="checkReleaseManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Deletes the build directory." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="clean" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAidl" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestAidl" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestJavaWithJavac" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestNdk" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestRenderscript" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugAndroidTestSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugJavaWithJavac" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugNdk" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugRenderscript" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugUnitTestJavaWithJavac" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileDebugUnitTestSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileLint" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseAidl" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseJavaWithJavac" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseNdk" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseRenderscript" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseUnitTestJavaWithJavac" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="compileReleaseUnitTestSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the components produced by project ':app'. [incubating]" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="components" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Installs and runs instrumentation tests for all flavors on connected devices." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="connectedAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs all device checks on currently connected devices." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="connectedCheck" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Installs and runs the tests for debug on connected devices." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="connectedDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays all dependencies declared in project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="dependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the insight into a specific dependency in project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="dependencyInsight" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Installs and runs instrumentation tests using all Device Providers." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="deviceAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs all device checks using Device Providers and Test Servers." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="deviceCheck" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAndroidTestAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAndroidTestBuildConfig" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAndroidTestResValues" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAndroidTestResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAndroidTestSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugBuildConfig" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugResValues" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateDebugSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateReleaseAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateReleaseBuildConfig" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateReleaseResValues" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateReleaseResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="generateReleaseSources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays a help message." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="help" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="incrementalDebugAndroidTestJavaCompilationSafeguard" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="incrementalDebugJavaCompilationSafeguard" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="incrementalDebugUnitTestJavaCompilationSafeguard" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="incrementalReleaseJavaCompilationSafeguard" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="incrementalReleaseUnitTestJavaCompilationSafeguard" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Installs the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="installDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Installs the android (on device) tests for the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="installDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="jarDebugClasses" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="jarReleaseClasses" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs lint on all variants." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="lint" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs lint on the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="lintDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs lint on the Release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="lintRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Runs lint on just the fatal issues in the Release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="lintVitalRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugAndroidTestAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugAndroidTestJniLibFolders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugAndroidTestResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugAndroidTestShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugJniLibFolders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeDebugShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeReleaseAssets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeReleaseJniLibFolders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeReleaseResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mergeReleaseShaders" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Creates a version of android.jar that's suitable for unit tests." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="mockableAndroidJar" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the configuration model of project ':app'. [incubating]" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="model" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="packageDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="packageDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="packageRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preDebugAndroidTestBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preDebugBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preDebugUnitTestBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prePackageMarkerForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prePackageMarkerForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prePackageMarkerForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preReleaseBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="preReleaseUnitTestBuild" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:animated-vector-drawable:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportAnimatedVectorDrawable2330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:appcompat-v7:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportAppcompatV72330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:cardview-v7:23.1.1" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportCardviewV72311Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:design:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportDesign2330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:recyclerview-v7:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportRecyclerviewV72330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:support-v4:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportSupportV42330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.android.support:support-vector-drawable:23.3.0" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComAndroidSupportSupportVectorDrawable2330Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.github.afollestad.material-dialogs:core:0.8.5.8" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComGithubAfollestadMaterialDialogsCore0858Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.github.rey5137:material:1.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComGithubRey5137Material122Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconify222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify-fontawesome:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconifyFontawesome222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare com.joanzapata.iconify:android-iconify-ionicons:2.2.2" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareComJoanzapataIconifyAndroidIconifyIonicons222Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareDebugAndroidTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareDebugDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareDebugUnitTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prepare me.zhanghai.android.materialprogressbar:library:1.1.5" /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareMeZhanghaiAndroidMaterialprogressbarLibrary115Library" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareReleaseDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="prepareReleaseUnitTestDependencies" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugAndroidTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugAndroidTestManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugAndroidTestResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processDebugUnitTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processReleaseJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processReleaseManifest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processReleaseResources" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="processReleaseUnitTestJavaRes" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the sub-projects of project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="projects" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the properties of project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="properties" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the signing info for each variant." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="signingReport" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Prints out all the source sets defined in this project." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="sourceSets" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Displays the tasks runnable from project ':app'." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="tasks" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for all variants." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="test" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for the debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="testDebugUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Run unit tests for the release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="testReleaseUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformClassesWithDexForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformClassesWithDexForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformClassesWithDexForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformNative_libsWithMergeJniLibsForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformNative_libsWithMergeJniLibsForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformNative_libsWithMergeJniLibsForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformResourcesWithMergeJavaResForDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformResourcesWithMergeJavaResForDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformResourcesWithMergeJavaResForDebugUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformResourcesWithMergeJavaResForRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="transformResourcesWithMergeJavaResForReleaseUnitTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstall all applications." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="uninstallAll" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="uninstallDebug" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the android (on device) tests for the Debug build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="uninstallDebugAndroidTest" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="description" value="Uninstalls the Release build." /> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="uninstallRelease" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="validateDebugSigning" /> </ExternalTaskPojo> <ExternalTaskPojo> <option name="linkedExternalProjectPath" value="$PROJECT_DIR$/app" /> <option name="name" value="zipalignDebug" /> </ExternalTaskPojo> </list> </value> </entry> </map> </option> <option name="modificationStamps"> <map> <entry key="$PROJECT_DIR$" value="4377878861000" /> </map> </option> <option name="projectBuildClasspath"> <map> <entry key="$PROJECT_DIR$"> <value> <ExternalProjectBuildClasspathPojo> <option name="modulesBuildClasspath"> <map> <entry key="$PROJECT_DIR$"> <value> <ExternalModuleBuildClasspathPojo> <option name="entries"> <list> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/gradle/2.1.0/gradle-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/gradle-core/2.1.0/gradle-core-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/jacoco/org.jacoco.core/0.7.4.201502262128/org.jacoco.core-0.7.4.201502262128-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/jacoco/org.jacoco.core/0.7.4.201502262128/org.jacoco.core-0.7.4.201502262128.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-commons/5.0.3/asm-commons-5.0.3-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-commons/5.0.3/asm-commons-5.0.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/gradle-api/2.1.0/gradle-api-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/lint/lint/25.1.0/lint-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/databinding/compilerCommon/2.1.0/compilerCommon-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm/5.0.3/asm-5.0.3-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm/5.0.3/asm-5.0.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/proguard/proguard-gradle/5.2.1/proguard-gradle-5.2.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/proguard/proguard-gradle/5.2.1/proguard-gradle-5.2.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/transform-api/2.0.0-deprecated-use-gradle-api/transform-api-2.0.0-deprecated-use-gradle-api.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/builder/2.1.0/builder-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-debug-all/5.0.1/asm-debug-all-5.0.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-debug-all/5.0.1/asm-debug-all-5.0.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-tree/5.0.3/asm-tree-5.0.3-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-tree/5.0.3/asm-tree-5.0.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/google/guava/guava/17.0/guava-17.0-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/google/guava/guava/17.0/guava-17.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/annotations/25.1.0/annotations-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/lint/lint-checks/25.1.0/lint-checks-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/eclipse/jdt/core/compiler/ecj/4.4.2/ecj-4.4.2-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/eclipse/jdt/core/compiler/ecj/4.4.2/ecj-4.4.2.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/googlecode/juniversalchardet/juniversalchardet/1.0.3/juniversalchardet-1.0.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/tunnelvisionlabs/antlr4/4.5/antlr4-4.5.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/commons-io/commons-io/2.4/commons-io-2.4-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/commons-io/commons-io/2.4/commons-io-2.4.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/databinding/baseLibrary/2.1.0/baseLibrary-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/proguard/proguard-base/5.2.1/proguard-base-5.2.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/proguard/proguard-base/5.2.1/proguard-base-5.2.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/builder-model/2.1.0/builder-model-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/common/25.1.0/common-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/ddms/ddmlib/25.1.0/ddmlib-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/bouncycastle/bcprov-jdk15on/1.48/bcprov-jdk15on-1.48-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/bouncycastle/bcprov-jdk15on/1.48/bcprov-jdk15on-1.48.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/sdklib/25.1.0/sdklib-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/squareup/javawriter/2.5.0/javawriter-2.5.0-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/squareup/javawriter/2.5.0/javawriter-2.5.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/builder-test-api/2.1.0/builder-test-api-2.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/sdk-common/25.1.0/sdk-common-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/build/manifest-merger/25.1.0/manifest-merger-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/jack/jack-api/0.10.0/jack-api-0.10.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/bouncycastle/bcpkix-jdk15on/1.48/bcpkix-jdk15on-1.48-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/bouncycastle/bcpkix-jdk15on/1.48/bcpkix-jdk15on-1.48.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/jill/jill-api/0.10.0/jill-api-0.10.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-analysis/5.0.3/asm-analysis-5.0.3-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/ow2/asm/asm-analysis/5.0.3/asm-analysis-5.0.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/lint/lint-api/25.1.0/lint-api-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/tunnelvisionlabs/antlr4-runtime/4.5/antlr4-runtime-4.5.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/tunnelvisionlabs/antlr4-annotations/4.5/antlr4-annotations-4.5.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/antlr/antlr-runtime/3.5.2/antlr-runtime-3.5.2.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/antlr/ST4/4.0.8/ST4-4.0.8.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/kxml/kxml2/2.3.0/kxml2-2.3.0-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/net/sf/kxml/kxml2/2.3.0/kxml2-2.3.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/repository/25.1.0/repository-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpclient/4.1.1/httpclient-4.1.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpclient/4.1.1/httpclient-4.1.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpmime/4.1/httpmime-4.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpmime/4.1/httpmime-4.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/google/code/gson/gson/2.2.4/gson-2.2.4-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/google/code/gson/gson/2.2.4/gson-2.2.4.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/commons/commons-compress/1.8.1/commons-compress-1.8.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/commons/commons-compress/1.8.1/commons-compress-1.8.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/dvlib/25.1.0/dvlib-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/layoutlib/layoutlib-api/25.1.0/layoutlib-api-25.1.0.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/external/lombok/lombok-ast/0.2.3/lombok-ast-0.2.3-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/com/android/tools/external/lombok/lombok-ast/0.2.3/lombok-ast-0.2.3.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/abego/treelayout/org.abego.treelayout.core/1.0.1/org.abego.treelayout.core-1.0.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpcore/4.1/httpcore-4.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/org/apache/httpcomponents/httpcore/4.1/httpcore-4.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/commons-logging/commons-logging/1.1.1/commons-logging-1.1.1-sources.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/commons-logging/commons-logging/1.1.1/commons-logging-1.1.1.jar" /> <option value="$APPLICATION_HOME_DIR$/gradle/m2repository/commons-codec/commons-codec/1.4/commons-codec-1.4-sources.jar" /> <option 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ElevenGiants
The server-side Javascript code for Eleven Giants that determines all game behavior.
NestieGuilas
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Additionally, if Your Account and/or Properties are terminated, You will (i) delete all copies of the GAMC from all Properties and/or (ii) suspend any and all use of the SDKs within 3 business days of such termination. In the event of any termination (a) You will not be entitled to any refunds of any usage fees or any other fees, and (b) any outstanding balance for Service rendered through the date of termination will be immediately due and payable in full and (c) all of Your historical Report data will no longer be available to You. 15. Modifications to Terms of Service and Other Policies. Google may modify these terms or any additional terms that apply to the Service to, for example, reflect changes to the law or changes to the Service. You should look at the terms regularly. Google will post notice of modifications to these terms at https://www.google.com/analytics/terms/, the Google Analytics Policies at www.google.com/analytics/policies/, or other policies referenced in these terms at the applicable URL for such policies. Changes will not apply retroactively and will become effective no sooner than 14 days after they are posted. If You do not agree to the modified terms for the Service, You should discontinue Your use Google Analytics. No amendment to or modification of this Agreement will be binding unless (i) in writing and signed by a duly authorized representative of Google, (ii) You accept updated terms online, or (iii) You continue to use the Service after Google has posted updates to the Agreement or to any policy governing the Service. 16. Miscellaneous, Applicable Law and Venue. Google will be excused from performance in this Agreement to the extent that performance is prevented, delayed or obstructed by causes beyond its reasonable control. This Agreement (including any amendment agreed upon by the parties in writing) represents the complete agreement between You and Google concerning its subject matter, and supersedes all prior agreements and representations between the parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision will be reformed to the extent necessary to make it enforceable to the maximum extent permissible so as to effect the intent of the parties, and the remainder of this Agreement will continue in full force and effect. This Agreement will be governed by and construed under the laws of the state of California without reference to its conflict of law principles. In the event of any conflicts between foreign law, rules, and regulations, and California law, rules, and regulations, California law, rules and regulations will prevail and govern. Each party agrees to submit to the exclusive and personal jurisdiction of the courts located in Santa Clara County, California. The United Nations Convention on Contracts for the International Sale of Goods and the Uniform Computer Information Transactions Act do not apply to this Agreement. The Software is controlled by U.S. Export Regulations, and it may be not be exported to or used by embargoed countries or individuals. Any notices to Google must be sent to: Google LLC, 1600 Amphitheatre Parkway, Mountain View, CA 94043, USA, with a copy to Legal Department, via first class or air mail or overnight courier, and are deemed given upon receipt. A waiver of any default is not a waiver of any subsequent default. You may not assign or otherwise transfer any of Your rights in this Agreement without Google's prior written consent, and any such attempt is void. The relationship between Google and You is not one of a legal partnership relationship, but is one of independent contractors. This Agreement will be binding upon and inure to the benefit of the respective successors and assigns of the parties hereto. The following sections of this Agreement will survive any termination thereof: 1, 4, 5, 6 (except the last two sentences), 7, 8, 9, 10, 11, 12, 14, 16, and 17. 17. Google Analytics for Firebase. If You link a Property to Firebase (“Firebase Linkage”) as part of using the Service, the following terms, in addition to Sections 1-16 above, will also apply to You, and will also govern Your use of the Service, including with respect to Your use of Firebase Linkage. Other than as modified below, all other terms will stay the same and continue to apply. In the event of a conflict between this Section 17 and Sections 1-16 above, the terms in Section 17 will govern and control solely with respect to Your use of the Firebase Linkage. The following definition in Section 1 is modified as follows: "Hit" means a collection of interactions that results in data being sent to the Service and processed. Examples of Hits may include page view hits and ecommerce hits. A Hit can be a call to the Service by various libraries, but does not have to be so (e.g., a Hit can be delivered to the Service by other Google Analytics-supported protocols and mechanisms made available by the Service to You). For the sake of clarity, a Hit does not include certain events whose collection reflects interactions with certain Properties capable of supporting multiple data streams, and which may include screen views and custom events (the collection of events, an “Enhanced Packet”). The following sentence is added to the end of Section 7 as follows: If You link a Property to a Firebase project (“Firebase Linkage”) (i) certain data from Your Property, including Customer Data, may be made accessible within or to any other entity or personnel according to permissions set in Firebase and (ii) that Property may have certain Service settings modified by authorized personnel of Firebase (notwithstanding the settings You may have designated for that Property within the Service). 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WPF Partial Trust Security Article 10 minutes to read In general, Internet applications should be restricted from having direct access to critical system resources, to prevent malicious damage. By default, HTML and client-side scripting languages are not able to access critical system resources. Because Windows Presentation Foundation (WPF) browser-hosted applications can be launched from the browser, they should conform to a similar set of restrictions. To enforce these restrictions, WPF relies on both Code Access Security (CAS) and ClickOnce (see WPF Security Strategy - Platform Security). By default, browser-hosted applications request the Internet zone CAS set of permissions, irrespective of whether they are launched from the Internet, the local intranet, or the local computer. Applications that run with anything less than the full set of permissions are said to be running with partial trust. WPF provides a wide variety of support to ensure that as much functionality as possible can be used safely in partial trust, and along with CAS, provides additional support for partial trust programming. This topic contains the following sections: WPF Feature Partial Trust Support Partial Trust Programming Managing Permissions WPF Feature Partial Trust Support The following table lists the high-level features of Windows Presentation Foundation (WPF) that are safe to use within the limits of the Internet zone permission set. Table 1: WPF Features that are Safe in Partial Trust Feature Area Feature General Browser Window Site of Origin Access IsolatedStorage (512KB Limit) UIAutomation Providers Commanding Input Method Editors (IMEs) Tablet Stylus and Ink Simulated Drag/Drop using Mouse Capture and Move Events OpenFileDialog XAML Deserialization (via XamlReader.Load) Web Integration Browser Download Dialog Top-Level User-Initiated Navigation mailto:links Uniform Resource Identifier Parameters HTTPWebRequest WPF Content Hosted in an IFRAME Hosting of Same-Site HTML Pages using Frame Hosting of Same Site HTML Pages using WebBrowser Web Services (ASMX) Web Services (using Windows Communication Foundation) Scripting Document Object Model Visuals 2D and 3D Animation Media (Site Of Origin and Cross-Domain) Imaging/Audio/Video Reading FlowDocuments XPS Documents Embedded & System Fonts CFF & TrueType Fonts Editing Spell Checking RichTextBox Plaintext and Ink Clipboard Support User-Initiated Paste Copying Selected Content Controls General Controls This table covers the WPF features at a high level. For more detailed information, the Windows Software Development Kit (SDK) documents the permissions that are required by each member in WPF. Additionally, the following features have more detailed information regarding partial trust execution, including special considerations. XAML (see XAML Overview (WPF)). Popups (see System.Windows.Controls.Primitives.Popup). Drag and Drop (see Drag and Drop Overview). Clipboard (see System.Windows.Clipboard). Imaging (see System.Windows.Controls.Image). Serialization (see XamlReader.Load, XamlWriter.Save). Open File Dialog Box (see Microsoft.Win32.OpenFileDialog). The following table outlines the WPF features that are not safe to run within the limits of the Internet zone permission set. Table 2: WPF Features that are Not Safe in Partial Trust Feature Area Feature General Window (Application Defined Windows and Dialog Boxes) SaveFileDialog File System Registry Access Drag and Drop XAML Serialization (via XamlWriter.Save) UIAutomation Clients Source Window Access (HwndHost) Full Speech Support Windows Forms Interoperability Visuals Bitmap Effects Image Encoding Editing Rich Text Format Clipboard Full XAML support Partial Trust Programming For XBAP applications, code that exceeds the default permission set will have different behavior depending on the security zone. In some cases, the user will receive a warning when they attempt to install it. The user can choose to continue or cancel the installation. The following table describes the behavior of the application for each security zone and what you have to do for the application to receive full trust. Security Zone Behavior Getting Full Trust Local computer Automatic full trust No action is needed. Intranet and trusted sites Prompt for full trust Sign the XBAP with a certificate so that the user sees the source in the prompt. Internet Fails with "Trust Not Granted" Sign the XBAP with a certificate. Note The behavior described in the previous table is for full trust XBAPs that do not follow the ClickOnce Trusted Deployment model. In general, code that may exceed the allowed permissions is likely to be common code that is shared between both standalone and browser-hosted applications. CAS and WPF offer several techniques for managing this scenario. Detecting Permissions Using CAS In some situations, it is possible for shared code in library assemblies to be used by both standalone applications and XBAPs. In these cases, code may execute functionality that could require more permissions than the application's awarded permission set allows. Your application can detect whether or not it has a certain permission by using Microsoft .NET Framework security. Specifically, it can test whether it has a specific permission by calling the Demand method on the instance of the desired permission. This is shown in the following example, which has code that queries for whether it has the ability to save a file to the local disk: Imports System.IO ' File, FileStream, StreamWriter Imports System.IO.IsolatedStorage ' IsolatedStorageFile Imports System.Security ' CodeAccesPermission, IsolatedStorageFileStream Imports System.Security.Permissions ' FileIOPermission, FileIOPermissionAccess Imports System.Windows ' MessageBox Namespace SDKSample Public Class FileHandling Public Sub Save() If IsPermissionGranted(New FileIOPermission(FileIOPermissionAccess.Write, "c:\newfile.txt")) Then ' Write to local disk Using stream As FileStream = File.Create("c:\newfile.txt") Using writer As New StreamWriter(stream) writer.WriteLine("I can write to local disk.") End Using End Using Else MessageBox.Show("I can't write to local disk.") End If End Sub ' Detect whether or not this application has the requested permission Private Function IsPermissionGranted(ByVal requestedPermission As CodeAccessPermission) As Boolean Try ' Try and get this permission requestedPermission.Demand() Return True Catch Return False End Try End Function ... End Class End Namespace using System.IO; // File, FileStream, StreamWriter using System.IO.IsolatedStorage; // IsolatedStorageFile using System.Security; // CodeAccesPermission, IsolatedStorageFileStream using System.Security.Permissions; // FileIOPermission, FileIOPermissionAccess using System.Windows; // MessageBox namespace SDKSample { public class FileHandling { public void Save() { if (IsPermissionGranted(new FileIOPermission(FileIOPermissionAccess.Write, @"c:\newfile.txt"))) { // Write to local disk using (FileStream stream = File.Create(@"c:\newfile.txt")) using (StreamWriter writer = new StreamWriter(stream)) { writer.WriteLine("I can write to local disk."); } } else { MessageBox.Show("I can't write to local disk."); } } // Detect whether or not this application has the requested permission bool IsPermissionGranted(CodeAccessPermission requestedPermission) { try { // Try and get this permission requestedPermission.Demand(); return true; } catch { return false; } } ... } } If an application does not have the desired permission, the call to Demand will throw a security exception. Otherwise, the permission has been granted. IsPermissionGranted encapsulates this behavior and returns true or false as appropriate. Graceful Degradation of Functionality Being able to detect whether code has the permission to do what it needs to do is interesting for code that can be executed from different zones. While detecting the zone is one thing, it is far better to provide an alternative for the user, if possible. For example, a full trust application typically enables users to create files anywhere they want, while a partial trust application can only create files in isolated storage. If the code to create a file exists in an assembly that is shared by both full trust (standalone) applications and partial trust (browser-hosted) applications, and both applications want users to be able to create files, the shared code should detect whether it is running in partial or full trust before creating a file in the appropriate location. The following code demonstrates both. Imports System.IO ' File, FileStream, StreamWriter Imports System.IO.IsolatedStorage ' IsolatedStorageFile Imports System.Security ' CodeAccesPermission Imports System.Security.Permissions ' FileIOPermission, FileIOPermissionAccess Imports System.Windows ' MessageBox Namespace SDKSample Public Class FileHandlingGraceful Public Sub Save() If IsPermissionGranted(New FileIOPermission(FileIOPermissionAccess.Write, "c:\newfile.txt")) Then ' Write to local disk Using stream As FileStream =tênthietbi:<hailuu(GT-19195)>phienban.android<4.4.2>capdovaloibaomat<2016-05-01>phienban.baseband<19195xxscQA3> File.Create("c:\newfile.txt") Using writer As New StreamWriter(stream) writer.WriteLine("I can write to local disk.") End Using End Using Else ' Persist application-scope property to ' isolated storage Dim storage As IsolatedStorageFile =phien.kernel<3.4.0-8086469>#¿¿¿¿¿#(#DPI@SWHC3707#1)¿¿¿¿¿WE¿JAN<4 20:32:33 KST2017¿¿¿¿¿>#sohieubantao#¿<kot49h.19195xxscQA3¿¿¿¿>#<trangthai.SE.cho"ANDROID"ENFORCING¿¿¿¿¿#<Sepf-9T-19195-4.4.2-0054>#¿¿¿¿¿-web¿an#<04 20:31:30 2017>¿¿¿¿¿#secureboo¿¿¿atus<¿#"type:SAMSUNG"¿¿¿¿¿#>| <?xml version="1.0" encoding="UTF-8"?> <feed xmlns="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" xml:lang="en-US"> <id>tag:github.com,2008:/Hailuu3333</id> <link type="text/html" rel="alternate" href="https://github.com/Hailuu3333"/> <link type="application/atom+xml" rel="self" href="https://github.com/Hailuu3333.private.atom?token=AWURDBH7ASDDKL3TWM5OQS57363BS"/> <title>Private Feed for Hailuu3333</title> <updated>2022-01-03T17:58:47Z</updated> <entry> <id>tag:github.com,2008:PushEvent/19562318704</id> <published>2022-01-03T17:58:47Z</published> <updated>2022-01-03T17:58:47Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/e746e8910e...5e157d1ff0"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:58:47Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/5e157d1ff014dcb8f80f421cdd001bdec6fba990" rel="noreferrer">5e157d1</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update all browsers versions for PerformanceResourceTiming API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090544464" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14304" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14304/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14304" rel="noreferrer">#14304</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562301951</id> <published>2022-01-03T17:57:13Z</published> <updated>2022-01-03T17:57:13Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/ba5bbe1657...e746e8910e"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:57:13Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/e746e8910e7defdbf34cc9ef0e05965debe30f4f" rel="noreferrer">e746e89</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for PerformanceObserverEntryList API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090457391" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14301" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14301/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14301" rel="noreferrer">#14301</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562295899</id> <published>2022-01-03T17:56:39Z</published> <updated>2022-01-03T17:56:39Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/f52107082e...ba5bbe1657"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:56:39Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/ba5bbe16577941c22b7e69856f1dcfacbb5a3328" rel="noreferrer">ba5bbe1</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox versions for PerformanceMeasure API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090448000" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14299" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14299/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14299" rel="noreferrer">#14299</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562286119</id> <published>2022-01-03T17:55:43Z</published> <updated>2022-01-03T17:55:43Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/04b6bd0c15...f52107082e"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:55:43Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/f52107082e4f9ef8ac6e98b3f7dfd2795309d824" rel="noreferrer">f521070</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update all browsers versions for PerformanceMark API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090446499" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14298" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14298/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14298" rel="noreferrer">#14298</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562263337</id> <published>2022-01-03T17:53:34Z</published> <updated>2022-01-03T17:53:34Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/75674de739...04b6bd0c15"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:53:34Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/04b6bd0c157e737639b1ae7f94f30fa2168effa3" rel="noreferrer">04b6bd0</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for PerformanceEventTiming API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090443593" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14296" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14296/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14296" rel="noreferrer">#14296</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562241843</id> <published>2022-01-03T17:51:36Z</published> <updated>2022-01-03T17:51:36Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/29a6974a75...75674de739"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:51:36Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/75674de739775f3dd4cddef82d09b98c9a058cf9" rel="noreferrer">75674de</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox versions for api.PerformanceEventTiming.toJSON (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090445235" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14297" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14297/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14297" rel="noreferrer">#14297</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562237548</id> <published>2022-01-03T17:51:13Z</published> <updated>2022-01-03T17:51:13Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/bf39eba737...29a6974a75"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:51:13Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/29a6974a75547ca3bac6b24878bb0967c864f41a" rel="noreferrer">29a6974</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for api.OffscreenCanvasRenderingContext2D.can… </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562232818</id> <published>2022-01-03T17:50:48Z</published> <updated>2022-01-03T17:50:48Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/3eeeac9f61...bf39eba737"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:50:48Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/bf39eba7371b943fbe862dff0af4d0406729f94f" rel="noreferrer">bf39eba</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for OTPCredential API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090403975" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14290" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14290/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14290" rel="noreferrer">#14290</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19562188285</id> <published>2022-01-03T17:46:40Z</published> <updated>2022-01-03T17:46:40Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/4bff6425fa...3eeeac9f61"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:46:40Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/3eeeac9f61d756098fe70aeb24f502e6017750f4" rel="noreferrer">3eeeac9</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update all browsers versions for CanvasPattern API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089195844" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14202" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14202/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14202" rel="noreferrer">#14202</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561882855</id> <published>2022-01-03T17:19:44Z</published> <updated>2022-01-03T17:19:44Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/a74e1ff439...4bff6425fa"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:19:44Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/4bff6425faac6cbb58b15fc609993d960edd6827" rel="noreferrer">4bff642</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for NDEF APIs (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090332102" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14283" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14283/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14283" rel="noreferrer">#14283</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561829380</id> <published>2022-01-03T17:15:22Z</published> <updated>2022-01-03T17:15:22Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/edf64e0c97...a74e1ff439"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:15:22Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/a74e1ff4395fb92a0844164f5463d64632e7c2ca" rel="noreferrer">a74e1ff</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for MessageChannel API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090079194" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14272" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14272/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14272" rel="noreferrer">#14272</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561819576</id> <published>2022-01-03T17:14:35Z</published> <updated>2022-01-03T17:14:35Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/ebbed37e94...edf64e0c97"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:14:35Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/edf64e0c97fdfae1dc818946f8227ab94724d056" rel="noreferrer">edf64e0</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox Android versions for api.MediaStreamAudioSourceNode.me… </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561801160</id> <published>2022-01-03T17:13:04Z</published> <updated>2022-01-03T17:13:04Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/20fa4010c1...ebbed37e94"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:13:04Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/ebbed37e948956bcbc9022f49ef6f33abca74e46" rel="noreferrer">ebbed37</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for MediaKeyMessageEvent API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090075095" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14268" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14268/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14268" rel="noreferrer">#14268</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561788980</id> <published>2022-01-03T17:12:05Z</published> <updated>2022-01-03T17:12:05Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/d9a8229dc0...20fa4010c1"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:12:05Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/20fa4010c12cd5a0e74b1eb8cbea4d3afd89f264" rel="noreferrer">20fa401</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox Android versions for api.MediaElementAudioSourceNode.m… </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561782081</id> <published>2022-01-03T17:11:33Z</published> <updated>2022-01-03T17:11:33Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/219bae08f0...d9a8229dc0"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:11:33Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/d9a8229dc08bed161e100d25ca154375f0333fb3" rel="noreferrer">d9a8229</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for MediaDeviceInfo API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090073619" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14266" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14266/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14266" rel="noreferrer">#14266</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561757800</id> <published>2022-01-03T17:09:36Z</published> <updated>2022-01-03T17:09:36Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/77f4c09ac6...219bae08f0"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:09:36Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/219bae08f0ff3917c23d60cfa18d4701d8153d26" rel="noreferrer">219bae0</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Edge versions for KeyframeEffect API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1090071498" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14265" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14265/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14265" rel="noreferrer">#14265</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561683563</id> <published>2022-01-03T17:03:51Z</published> <updated>2022-01-03T17:03:51Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/8d3ddcf273...77f4c09ac6"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:03:51Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/77f4c09ac6f380764dc5af24fb460e2d8d2303e4" rel="noreferrer">77f4c09</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for IdleDetector API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089631424" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14258" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14258/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14258" rel="noreferrer">#14258</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561641770</id> <published>2022-01-03T17:00:42Z</published> <updated>2022-01-03T17:00:42Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/43b1c984e3...8d3ddcf273"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T17:00:42Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/8d3ddcf273becc09f9b9b36139326ca26eee4589" rel="noreferrer">8d3ddcf</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for HTMLQuoteElement API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089623277" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14256" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14256/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14256" rel="noreferrer">#14256</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561618310</id> <published>2022-01-03T16:58:55Z</published> <updated>2022-01-03T16:58:55Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/e0b6775007...43b1c984e3"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:58:55Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/43b1c984e3a15c611b0abc314cc8b0046664d3b5" rel="noreferrer">43b1c98</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update all browsers versions for HTMLFormControlsCollection API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089618163" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14253" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14253/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14253" rel="noreferrer">#14253</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561587537</id> <published>2022-01-03T16:56:25Z</published> <updated>2022-01-03T16:56:25Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/69f98959d0...e0b6775007"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:56:25Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/e0b67750076ad0d93393ccb085d1dc54d773253e" rel="noreferrer">e0b6775</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for api.HTMLElement.outerText (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089616978" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14252" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14252/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14252" rel="noreferrer">#14252</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561489898</id> <published>2022-01-03T16:48:36Z</published> <updated>2022-01-03T16:48:36Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/528d168175...69f98959d0"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:48:36Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/69f98959d01049d80574d185e8e74b11bacad813" rel="noreferrer">69f9895</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for HTMLCanvasElement API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089594658" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14251" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14251/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14251" rel="noreferrer">#14251</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561478464</id> <published>2022-01-03T16:47:42Z</published> <updated>2022-01-03T16:47:42Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/1c83c46f3b...528d168175"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:47:42Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/528d168175ca12effcb92663441b0bb5dba86c36" rel="noreferrer">528d168</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for GamepadHapticActuator API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089591518" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14250" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14250/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14250" rel="noreferrer">#14250</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561470552</id> <published>2022-01-03T16:47:04Z</published> <updated>2022-01-03T16:47:04Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/8988fadf71...1c83c46f3b"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:47:04Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/1c83c46f3b35669320196ee8ed4c058e6e27f81b" rel="noreferrer">1c83c46</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox Android versions for FormDataEvent API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089591110" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14249" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14249/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14249" rel="noreferrer">#14249</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561432212</id> <published>2022-01-03T16:44:01Z</published> <updated>2022-01-03T16:44:01Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/aee84e62b4...8988fadf71"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:44:01Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/8988fadf71141dc430fee7270277952475021227" rel="noreferrer">8988fad</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for FormData API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089590697" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14248" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14248/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14248" rel="noreferrer">#14248</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561367603</id> <published>2022-01-03T16:38:51Z</published> <updated>2022-01-03T16:38:51Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/ac60c669b9...aee84e62b4"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:38:51Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/aee84e62b43d1ef88fa59b157870bd2489d6586d" rel="noreferrer">aee84e6</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox Android versions for api.FetchEvent.handled (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089588080" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14245" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14245/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14245" rel="noreferrer">#14245</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561363029</id> <published>2022-01-03T16:38:29Z</published> <updated>2022-01-03T16:38:29Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/6e0eb31096...ac60c669b9"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:38:29Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/ac60c669b9fd4329e9d466de32b45535970748de" rel="noreferrer">ac60c66</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Chromium versions for FederatedCredential API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089587721" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14244" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14244/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14244" rel="noreferrer">#14244</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561354449</id> <published>2022-01-03T16:37:48Z</published> <updated>2022-01-03T16:37:48Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/625928c8b1...6e0eb31096"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:37:48Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/6e0eb31096b675addd01f2a4c7086881cf77b19e" rel="noreferrer">6e0eb31</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox versions for ExtendableMessageEvent API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089586405" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14243" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14243/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14243" rel="noreferrer">#14243</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561344598</id> <published>2022-01-03T16:37:00Z</published> <updated>2022-01-03T16:37:00Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/5f702b8587...625928c8b1"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:37:00Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/625928c8b125e9d7d4a86fa8c4e87ec3ff3cb69b" rel="noreferrer">625928c</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update WebView versions for ExtendableCookieChangeEvent API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089583771" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14242" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14242/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14242" rel="noreferrer">#14242</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561318915</id> <published>2022-01-03T16:35:01Z</published> <updated>2022-01-03T16:35:01Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/e68f72ae70...5f702b8587"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:35:01Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/5f702b8587e131920441b60a96e28b6b7324efe7" rel="noreferrer">5f702b8</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update Firefox versions for api.EventSource.EventSource (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089583044" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14241" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14241/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14241" rel="noreferrer">#14241</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> <entry> <id>tag:github.com,2008:PushEvent/19561277837</id> <published>2022-01-03T16:31:50Z</published> <updated>2022-01-03T16:31:50Z</updated> <link type="text/html" rel="alternate" href="https://github.com/mdn/browser-compat-data/compare/31a42b62de...e68f72ae70"/> <title type="html">foolip pushed to main in mdn/browser-compat-data</title> <author> <name>foolip</name> <uri>https://github.com/foolip</uri> </author> <media:thumbnail height="30" width="30" url="https://avatars.githubusercontent.com/u/498917?s=30&v=4"/> <content type="html"><div class="push"><div class="body"> <!-- push --> <div class="d-flex flex-items-baseline border-bottom color-border-muted py-3"> <span class="mr-2"><a class="d-inline-block" href="/foolip" rel="noreferrer"><img class="avatar avatar-user" src="https://avatars.githubusercontent.com/u/498917?s=64&amp;v=4" width="32" height="32" alt="@foolip"></a></span> <div class="d-flex flex-column width-full"> <div class=""> <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/foolip" rel="noreferrer">foolip</a> pushed to <a class="Link--primary no-underline wb-break-all text-bold d-inline-block" href="/mdn/browser-compat-data" rel="noreferrer">mdn/browser-compat-data</a> <span class="color-fg-muted no-wrap f6 ml-1"> <relative-time datetime="2022-01-03T16:31:50Z" class="no-wrap">Jan 3, 2022</relative-time> </span> <div class="Box p-3 mt-2 "> <span>1 commit to</span> <a class="branch-name" href="/mdn/browser-compat-data/tree/main" rel="noreferrer">main</a> <div class="commits "> <ul class="list-style-none"> <li class="d-flex flex-items-baseline"> <span title="queengooborg"> <a class="d-inline-block" href="/queengooborg" rel="noreferrer"><img class="mr-1 avatar-user" src="https://avatars.githubusercontent.com/u/5179191?s=32&amp;v=4" width="16" height="16" alt="@queengooborg"></a> </span> <code><a class="mr-1" href="/mdn/browser-compat-data/commit/e68f72ae70c99bb9c5be7489cce03c6e4d44c8f7" rel="noreferrer">e68f72a</a></code> <div class="dashboard-break-word lh-condensed"> <blockquote> Update all browsers versions for Event API (<a class="issue-link js-issue-link" data-error-text="Failed to load title" data-id="1089581729" data-permission-text="Title is private" data-url="https://github.com/mdn/browser-compat-data/issues/14239" data-hovercard-type="pull_request" data-hovercard-url="/mdn/browser-compat-data/pull/14239/hovercard" href="https://github.com/mdn/browser-compat-data/pull/14239" rel="noreferrer">#14239</a>) </blockquote> </div> </li> </ul> </div> </div> </div> </div> </div> </div></div></content> </entry> </feed> IsolatedStorageFile.GetUserStoreForApplication() Using stream As New IsolatedStorageFileStream("newfile.txt", FileMode.Create, storage) Using writer As New StreamWriter(stream) writer.WriteLine("I can write to Isolated Storage") End Using End Using End If End Sub ' Detect whether or not this application has the requested permission Private Function IsPermissionGranted(ByVal requestedPermission As CodeAccessPermission) As Boolean Try ' Try and get this permission requestedPermission.Demand() Return True Catch Return False End Try End Function ... End Class End Namespace using System.IO; // File, FileStream, StreamWriter using System.IO.IsolatedStorage; // IsolatedStorageFile using System.Security; // CodeAccesPermission using System.Security.Permissions; // FileIOPermission, FileIOPermissionAccess using System.Windows; // MessageBox namespace SDKSample { public class FileHandlingGraceful { public void Save() { if (IsPermissionGranted(new FileIOPermission(FileIOPermissionAccess.Write, @"c:\newfile.txt"))) { // Write to local disk using (FileStream stream = File.Create(@"c:\newfile.txt")) using (StreamWriter writer = new StreamWriter(stream)) { writer.WriteLine("I can write to local disk."); } } else { // Persist application-scope property to // isolated storage IsolatedStorageFile storage = IsolatedStorageFile.GetUserStoreForApplication(); using (IsolatedStorageFileStream stream = new IsolatedStorageFileStream("newfile.txt", FileMode.Create, storage)) using (StreamWriter writer = new StreamWriter(stream)) { writer.WriteLine("I can write to Isolated Storage"); } } } // Detect whether or not this application has the requested permission bool IsPermissionGranted(CodeAccessPermission requestedPermission) { try { // Try and get this permission requestedPermission.Demand(); return true; } catch { return false; } } ... } } In many cases, you should be able to find a partial trust alternative. In a controlled environment, such as an intranet, custom managed frameworks can be installed across the client base into the global assembly cache (GAC). These libraries can execute code that requires full trust, and be referenced from applications that are only allowed partial trust by using AllowPartiallyTrustedCallersAttribute (for more information, see Security (WPF) and WPF Security Strategy - Platform Security). Browser Host Detection Using CAS to check for permissions is a suitable technique when you need to check on a per-permission basis. Although, this technique depends on catching exceptions as a part of normal processing, which is not recommended in general and can have performance issues. Instead, if your XAML browser application (XBAP) only runs within the Internet zone sandbox, you can use the BrowserInteropHelper.IsBrowserHosted property, which returns true for XAML browser applications (XBAPs). Note IsBrowserHosted only distinguishes whether an application is running in a browser, not which set of permissions an application is running with. Managing Permissions By default, XBAPs run with partial trust (default Internet zone permission set). However, depending on the requirements of the application, it is possible to change the set of permissions from the default. For example, if an XBAPs is launched from a local intranet, it can take advantage of an increased permission set, which is shown in the following table. Table 3: LocalIntranet and Internet Permissions Permission Attribute LocalIntranet Internet DNS Access DNS servers Yes No Environment Variables Read Yes No File Dialogs Open Yes Yes File Dialogs Unrestricted Yes No Isolated Storage Assembly isolation by user Yes No Isolated Storage Unknown isolation Yes Yes Isolated Storage Unlimited user quota Yes No Media Safe audio, video, and images Yes Yes Printing Default printing Yes No Printing Safe printing Yes Yes Reflection Emit Yes No Security Managed code execution Yes Yes Security Assert granted permissions Yes No User Interface Unrestricted Yes No User Interface Safe top level windows Yes Yes User Interface Own Clipboard Yes Yes Web Browser Safe frame navigation to HTML Yes Yes Note Cut and Paste is only allowed in partial trust when user initiated. If you need to increase permissions, you need to change the project settings and the ClickOnce application manifest. For more information, see WPF XAML Browser Applications Overview. The following documents may also be helpful. Mage.exe (Manifest Generation and Editing Tool). MageUI.exe (Manifest Generation and Editing Tool, Graphical Client). Securing ClickOnce Applications. If your XBAP requires full trust, you can use the same tools to increase the requested permissions. Although an XBAP will only receive full trust if it is installed on and launched from the local computer, the intranet, or from a URL that is listed in the browser's trusted or allowed sites. If the application is installed from the intranet or a trusted site, the user will receive the standard ClickOnce prompt notifying them of the elevated permissions. The user can choose to continue or cancel the installation. Alternatively, you can use the ClickOnce Trusted Deployment model for full trust deployment from any security zone. For more information, see Trusted Application Deployment Overview and Security (WPF). 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saurabhanimesh
This is a dynamic website for business purposes. The users can check out the services while interacting with very blissful and beautiful interface. The users can click on the call button from anywhere on the website and directly they would be transferred to the call app where the number is already entered which makes it very much easier for the users to call the company. Then there’s the concept of Time square New York used in this website because Time square correctly signifies the loads and beauty of sign boards at the same time simultaneously. The first page of the website contains a video of Time square and on the other pages the High quality pictures of Time square has been used. The users can read the details of the previous projects of the company and can also read about the services and products that the company is offering to their customers. The users can also demand request on this website after which the company will call them and hence will proceed the deal. This website contains a slide bar in the services and projects menu by which users can smoothly check the services and projects. The website’s been designed fully for every platforms available currently. It is responsive in very possible way and manner which makes this website robust. For the front end part of this websites – HTML, CSS and JAVA SCRIPT has been used and for the backend part NODE.JS has been used. In backend of my website the modules of Express (for serving purpose) has been used. The backend server and data base of Google’s Firebase has been used and all the server part of the work and data base works has been done through there. Firebase Cloud function has been used to serve the website dynamically and this hosting can been done only if we are willing to be a paid user for Firebase. In this website creation no template, bootstrap or any other already coded mechanism has been used. This website has been coded from the scratch and everything in this website is completely manually coded from the scratch .This website is all created with HTML for structuring, CSS for Designing and for additional dynamic functions Java Script has been used. The data base used in it is of Google’s Firebase. Firebase is the best platform for forming a Backend for mobile applications and web application currently across the world. So, every retrieval and fetching of data has been done through Firebase data base and all dynamic data insertion has also been done through that. The hosting of the website has been done also by the firebase server. Media query has been used for making the website responsive for every platform available and every minute details has been taken care off in it. For the background a professional high quality picture has been taken from pexels.com. For the Review Looping part of the website, looping, Time interval function and data retrieval from the Firebase database. For the animation part on scrolling, AOS (Animation on Scroll) has been used. Images and every photos are used in these website with the help of Firebase Storage Functionality, From there only we are fetching the images (of books and blogs) and showing it in here. A pre loader has been used before the starting of website to let the images get loaded properly so that the users do not faces any difficulties For social handling visit purposes, href has been used and for sharing purpose of blog this website has been used - https://sharingbuttons.io/ . The shop section of the website has been coded in a way where the users has to put their information and then that data will be stored in the data base , and from there the company can get connected with that person. For the side bar slider glider package has been used. The clicking appearance of a details box where the information of the products or projects has been created by create Element method of Java script and in that element creation and data fetching is happening at the same time. When we click on the product or project back then we used remove child method of java script to make it normal.
SOYJUN
Overview For this assignment you will be developing and implementing : An On-Demand shortest-hop Routing (ODR) protocol for networks of fixed but arbitrary and unknown connectivity, using PF_PACKET sockets. The implementation is based on (a simplified version of) the AODV algorithm. Time client and server applications that send requests and replies to each other across the network using ODR. An API you will implement using Unix domain datagram sockets enables applications to communicate with the ODR mechanism running locally at their nodes. I shall be discussing the assignment in class on Wednesday, October 29, and Monday, November 3. The following should prove useful reference material for the assignment : Sections 15.1, 15.2, 15.4 & 15.6, Chapter 15, on Unix domain datagram sockets. PF_PACKET(7) from the Linux manual pages. You might find these notes made by a past CSE 533 student useful. Also, the following link http://www.pdbuchan.com/rawsock/rawsock.html contains useful code samples that use PF_PACKET sockets (as well as other code samples that use raw IP sockets which you do not need for this assignment, though you will be using these types of sockets for Assignment 4). Charles E. Perkins & Elizabeth M. Royer. “Ad-hoc On-Demand Distance Vector Routing.” Proceedings of the 2nd IEEE Workshop on Mobile Computing Systems and Applications, New Orleans, Louisiana, February 1999, pp. 90 - 100. The VMware environment minix.cs.stonybrook.edu is a Linux box running VMware. A cluster of ten Linux virtual machines, called vm1 through vm10, on which you can gain access as root and run your code have been created on minix. See VMware Environment Hosts for further details. VMware instructions takes you to a page that explains how to use the system. The ten virtual machines have been configured into a small virtual intranet of Ethernet LANs whose topology is (in principle) unknown to you. There is a course account cse533 on node minix, with home directory /users/cse533. In there, you will find a subdirectory Stevens/unpv13e , exactly as you are used to having on the cs system. You should develop your source code and makefiles for handing in accordingly. You will be handing in your source code on the minix node. Note that you do not need to link against the socket library (-lsocket) in Linux. The same is true for -lnsl and -lresolv. For example, take a look at how the LIBS variable is defined for Solaris, in /home/courses/cse533/Stevens/unpv13e_solaris2.10/Make.defines (on compserv1, say) : LIBS = ../libunp.a -lresolv -lsocket -lnsl -lpthread But if you take a look at Make.defines on minix (/users/cse533/Stevens/unpv13e/Make.defines) you will find only: LIBS = ../libunp.a -lpthread The nodes vm1 , . . . . . , vm10 are all multihomed : each has two (or more) interfaces. The interface ‘eth0 ’ should be completely ignored and is not to be used for this assignment (because it shows all ten nodes as if belonging to the same single Ethernet 192.168.1.0/24, rather than to an intranet composed of several Ethernets). Note that vm1 , . . . . . , vm10 are virtual machines, not real ones. One implication of this is that you will not be able to find out what their (virtual) IP addresses are by using nslookup and such. To find out these IP addresses, you need to look at the file /etc/hosts on minix. More to the point, invoking gethostbyname for a given vm will return to you only the (primary) IP address associated with the interface eth0 of that vm (which is the interface you will not be using). It will not return to you any other IP address for the node. Similarly, gethostbyaddr will return the vm node name only if you give it the (primary) IP address associated with the interface eth0 for the node. It will return nothing if you give it any other IP address for the node, even though the address is perfectly valid. Because of this, and because it will ease your task to be able to use gethostbyname and gethostbyaddr in a straightforward way, we shall adopt the (primary) IP addresses associated with interfaces eth0 as the ‘canonical’ IP addresses for the nodes (more on this below). Time client and server A time server runs on each of the ten vm machines. The client code should also be available on each vm so that it can be evoked at any of them. Normally, time clients/servers exchange request/reply messages using the TCP/UDP socket API that, effectively, enables them to receive service (indirectly, via the transport layer) from the local IP mechanism running at their nodes. You are to implement an API using Unix domain sockets to access the local ODR service directly (somewhat similar, in effect, to the way that raw sockets permit an application to access IP directly). Use Unix domain SOCK_DGRAM, rather than SOCK_STREAM, sockets (see Figures 15.5 & 15.6, pp. 418 - 419). API You need to implement a msg_send function that will be called by clients/servers to send requests/replies. The parameters of the function consist of : int giving the socket descriptor for write char* giving the ‘canonical’ IP address for the destination node, in presentation format int giving the destination ‘port’ number char* giving message to be sent int flag if set, force a route rediscovery to the destination node even if a non-‘stale’ route already exists (see below) msg_send will format these parameters into a single char sequence which is written to the Unix domain socket that a client/server process creates. The sequence will be read by the local ODR from a Unix domain socket that the ODR process creates for itself. Recall that the ‘canonical’ IP address for a vm node is the (primary) IP address associated with the eth0 interface for the node. It is what will be returned to you by a call to gethostbyname. Similarly, we need a msg_recv function which will do a (blocking) read on the application domain socket and return with : int giving socket descriptor for read char* giving message received char* giving ‘canonical’ IP address for the source node of message, in presentation format int* giving source ‘port’ number This information is written as a single char sequence by the ODR process to the domain socket that it creates for itself. It is read by msg_recv from the domain socket the client/server process creates, decomposed into the three components above, and returned to the caller of msg_recv. Also see the section below entitled ODR and the API. Client When a client is evoked at a node, it creates a domain datagram socket. The client should bind its socket to a ‘temporary’ (i.e., not ‘well-known’) sun_path name obtained from a call to tmpnam() (cf. line 10, Figure 15.6, p. 419) so that multiple clients may run at the same node. Note that tmpnam() is actually highly deprecated. You should use the mkstemp() function instead - look up the online man pages on minix (‘man mkstemp’) for details. As you run client code again and again during the development stage, the temporary files created by the calls to tmpnam / mkstemp start to proliferate since these files are not automatically removed when the client code terminates. You need to explicitly remove the file created by the client evocation by issuing a call to unlink() or to remove() in your client code just before the client code exits. See the online man pages on minix (‘man unlink’, ‘man remove’) for details. The client then enters an infinite loop repeating the steps below. The client prompts the user to choose one of vm1 , . . . . . , vm10 as a server node. Client msg_sends a 1 or 2 byte message to server and prints out on stdout the message client at node vm i1 sending request to server at vm i2 (In general, throughout this assignment, “trace” messages such as the one above should give the vm names and not IP addresses of the nodes.) Client then blocks in msg_recv awaiting response. This attempt to read from the domain socket should be backed up by a timeout in case no response ever comes. I leave it up to you whether you ‘wrap’ the call to msg_recv in a timeout, or you implement the timeout inside msg_recv itself. When the client receives a response it prints out on stdout the message client at node vm i1 : received from vm i2 <timestamp> If, on the other hand, the client times out, it should print out the message client at node vm i1 : timeout on response from vm i2 The client then retransmits the message out, setting the flag parameter in msg_send to force a route rediscovery, and prints out an appropriate message on stdout. This is done only once, when a timeout for a given message to the server occurs for the first time. Client repeats steps 1. - 3. Server The server creates a domain datagram socket. The server socket is assumed to have a (node-local) ‘well-known’ sun_path name which it binds to. This ‘well-known’ sun_path name is designated by a (network-wide) ‘well-known’ ‘port’ value. The time client uses this ‘port’ value to communicate with the server. The server enters an infinite sequence of calls to msg_recv followed by msg_send, awaiting client requests and responding to them. When it responds to a client request, it prints out on stdout the message server at node vm i1 responding to request from vm i2 ODR The ODR process runs on each of the ten vm machines. It is evoked with a single command line argument which gives a “staleness” time parameter, in seconds. It uses get_hw_addrs (available to you on minix in ~cse533/Asgn3_code) to obtain the index, and associated (unicast) IP and Ethernet addresses for each of the node’s interfaces, except for the eth0 and lo (loopback) interfaces, which should be ignored. In the subdirectory ~cse533/Asgn3_code (/users/cse533/Asgn3_code) on minix I am providing you with two functions, get_hw_addrs and prhwaddrs. These are analogous to the get_ifi_info_plus and prifinfo_plus of Assignment 2. Like get_ifi_info_plus, get_hw_addrs uses ioctl. get_hw_addrs gets the (primary) IP address, alias IP addresses (if any), HW address, and interface name and index value for each of the node's interfaces (including the loopback interface lo). prhwaddrs prints that information out. You should modify and use these functions as needed. Note that if an interface has no HW address associated with it (this is, typically, the case for the loopback interface lo for example), then ioctl returns get_hw_addrs a HW address which is the equivalent of 00:00:00:00:00:00 . get_hw_addrs stores this in the appropriate field of its data structures as it would with any HW address returned by ioctl, but when prhwaddrs comes across such an address, it prints a blank line instead of its usual ‘HWaddr = xx:xx:xx:xx:xx:xx’. The ODR process creates one or more PF_PACKET sockets. You will need to try out PF_PACKET sockets for yourselves and familiarize yourselves with how they behave. If, when you read from the socket and provide a sockaddr_ll structure, the kernel returns to you the index of the interface on which the incoming frame was received, then one socket will be enough. Otherwise, somewhat in the manner of Assignment 2, you shall have to create a PF_PACKET socket for every interface of interest (which are all the interfaces of the node, excluding interfaces lo and eth0 ), and bind a socket to each interface. Furthermore, if the kernel also returns to you the source Ethernet address of the frame in the sockaddr_ll structure, then you can make do with SOCK_DGRAM type PF_PACKET sockets; otherwise you shall have to use SOCK_RAW type sockets (although I would prefer you to use SOCK_RAW type sockets anyway, even if it turns out you can make do with SOCK_DGRAM type). The socket(s) should have a protocol value (no larger than 0xffff so that it fits in two bytes; this value is given as a network-byte-order parameter in the call(s) to function socket) that identifies your ODR protocol. The <linux/if_ether.h> include file (i.e., the file /usr/include/linux/if_ether.h) contains protocol values defined for the standard protocols typically found on an Ethernet LAN, as well as other values such as ETH_P_ALL. You should set protocol to a value of your choice which is not a <linux/if_ether.h> value, but which is, hopefully, unique to yourself. Remember that you will all be running your code using the same root account on the vm1 , . . . . . , vm10 nodes. So if two of you happen to choose the same protocol value and happen to be running on the same vm node at the same time, your applications will receive each other’s frames. For that reason, try to choose a protocol value for the socket(s) that is likely to be unique to yourself (something based on your Stony Brook student ID number, for example). This value effectively becomes the protocol value for your implementation of ODR, as opposed to some other cse 533 student's implementation. Because your value of protocol is to be carried in the frame type field of the Ethernet frame header, the value chosen should be not less than 1536 (0x600) so that it is not misinterpreted as the length of an Ethernet 802.3 frame. Note from the man pages for packet(7) that frames are passed to and from the socket without any processing in the frame content by the device driver on the other side of the socket, except for calculating and tagging on the 4-byte CRC trailer for outgoing frames, and stripping that trailer before delivering incoming frames to the socket. Nevertheless, if you write a frame that is less than 60 bytes, the necessary padding is automatically added by the device driver so that the frame that is actually transmitted out is the minimum Ethernet size of 64 bytes. When reading from the socket, however, any such padding that was introduced into a short frame at the sending node to bring it up to the minimum frame size is not stripped off - it is included in what you receive from the socket (thus, the minimum number of bytes you receive should never be less than 60). Also, you will have to build the frame header for outgoing frames yourselves (assuming you use SOCK_RAW type sockets). Bear in mind that the field values in that header have to be in network order. The ODR process also creates a domain datagram socket for communication with application processes at the node, and binds the socket to a ‘well known’ sun_path name for the ODR service. Because it is dealing with fixed topologies, ODR is, by and large, considerably simpler than AODV. In particular, discovered routes are relatively stable and there is no need for all the paraphernalia that goes with the possibility of routes changing (such as maintenance of active nodes in the routing tables and timeout mechanisms; timeouts on reverse links; lifetime field in the RREP messages; etc.) Nor will we be implementing source_sequence_#s (in the RREQ messages), and dest_sequence_# (in RREQ and RREP messages). In reality, we should (though we will not, for the sake of simplicity, be doing so) implement some sort of sequence number mechanism, or some alternative mechanism such as split-horizon for example, if we are to avoid possible scenarios of routing loops in a “count to infinity” context (I shall explain this point in class). However, we want ODR to discover shortest-hop paths, and we want it to do so in a reasonably efficient manner. This necessitates having one or two aspects of its operations work in a different, possibly slightly more complicated, way than AODV does. ODR has several basic responsibilities : Build and maintain a routing table. For each destination in the table, the routing table structure should include, at a minimum, the next-hop node (in the form of the Ethernet address for that node) and outgoing interface index, the number of hops to the destination, and a timestamp of when the the routing table entry was made or last “reconfirmed” / updated. Note that a destination node in the table is to be identified only by its ‘canonical’ IP address, and not by any other IP addresses the node has. Generate a RREQ in response to a time client calling msg_send for a destination for which ODR has no route (or for which a route exists, but msg_send has the flag parameter set or the route has gone ‘stale’ – see below), and ‘flood’ the RREQ out on all the node’s interfaces (except for the interface it came in on and, of course, the interfaces eth0 and lo). Flooding is done using an Ethernet broadcast destination address (0xff:ff:ff:ff:ff:ff) in the outgoing frame header. Note that a copy of the broadcast packet is supposed to / might be looped back to the node that sends it (see p. 535 in the Stevens textbook). ODR will have to take care not to treat these copies as new incoming RREQs. Also note that ODR at the client node increments the broadcast_id every time it issues a new RREQ for any destination node. When a RREQ is received, ODR has to generate a RREP if it is at the destination node, or if it is at an intermediate node that happens to have a route (which is not ‘stale’ – see below) to the destination. Otherwise, it must propagate the RREQ by flooding it out on all the node’s interfaces (except the interface the RREQ arrived on). Note that as it processes received RREQs, ODR should enter the ‘reverse’ route back to the source node into its routing table, or update an existing entry back to the source node if the RREQ received shows a shorter-hop route, or a route with the same number of hops but going through a different neighbour. The timestamp associated with the table entry should be updated whenever an existing route is either “reconfirmed” or updated. Obviously, if the node is going to generate a RREP, updating an existing entry back to the source node with a more efficient route, or a same-hops route using a different neighbour, should be done before the RREP is generated. Unlike AODV, when an intermediate node receives a RREQ for which it generates a RREP, it should nevertheless continue to flood the RREQ it received if the RREQ pertains to a source node whose existence it has heretofore been unaware of, or the RREQ gives it a more efficient route than it knew of back to the source node (the reason for continuing to flood the RREQ is so that other nodes in the intranet also become aware of the existence of the source node or of the potentially more optimal reverse route to it, and update their tables accordingly). However, since an RREP for this RREQ is being sent by our node, we do not want other nodes who receive the RREQ propagated by our node, and who might be in a position to do so, to also send RREPs. So we need to introduce a field in the RREQ message, not present in the AODV specifications, which acts like a “RREP already sent” field. Our node sets this field before further propagating the RREQ and nodes receiving an RREQ with this field set do not send RREPs in response, even if they are in a position to do so. ODR may, of course, receive multiple, distinct instances of the same RREQ (the combination of source_addr and broadcast_id uniquely identifies the RREQ). Such RREQs should not be flooded out unless they have a lower hop count than instances of that RREQ that had previously been received. By the same token, if ODR is in a position to send out a RREP, and has already done so for this, now repeating, RREQ , it should not send out another RREP unless the RREQ shows a more efficient, previously unknown, reverse route back to the source node. In other words, ODR should not generate essentially duplicative RREPs, nor generate RREPs to instances of RREQs that reflect reverse routes to the source that are not more efficient than what we already have. Relay RREPs received back to the source node (this is done using the ‘reverse’ route entered into the routing table when the corresponding RREQ was processed). At the same time, a ‘forward’ path to the destination is entered into the routing table. ODR could receive multiple, distinct RREPs for the same RREQ. The ‘forward’ route entered in the routing table should be updated to reflect the shortest-hop route to the destination, and RREPs reflecting suboptimal routes should not be relayed back to the source. In general, maintaining a route and its associated timestamp in the table in response to RREPs received is done in the same manner described above for RREQs. Forward time client/server messages along the next hop. (The following is important – you will lose points if you do not implement it.) Note that such application payload messages (especially if they are the initial request from the client to the server, rather than the server response back to the client) can be like “free” RREPs, enabling nodes along the path from source (client) to destination (server) node to build a reverse path back to the client node whose existence they were heretofore unaware of (or, possibly, to update an existing route with a more optimal one). Before it forwards an application payload message along the next hop, ODR at an intermediate node (and also at the final destination node) should use the message to update its routing table in this way. Thus, calls to msg_send by time servers should never cause ODR at the server node to initiate RREQs, since the receipt of a time client request implies that a route back to the client node should now exist in the routing table. The only exception to this is if the server node has a staleness parameter of zero (see below). A routing table entry has associated with it a timestamp that gives the time the entry was made into the table. When a client at a node calls msg_send, and if an entry for the destination node already exists in the routing table, ODR first checks that the routing information is not ‘stale’. A stale routing table entry is one that is older than the value defined by the staleness parameter given as a command line argument to the ODR process when it is executed. ODR deletes stale entries (as well as non-stale entries when the flag parameter in msg_send is set) and initiates a route rediscovery by issuing a RREQ for the destination node. This will force periodic updating of the routing tables to take care of failed nodes along the current path, Ethernet addresses that might have changed, and so on. Similarly, as RREQs propagate through the intranet, existing stale table entries at intermediate nodes are deleted and new route discoveries propagated. As noted above when discussing the processing of RREQs and RREPs, the associated timestamp for an existing table entry is updated in response to having the route either “reconfirmed” or updated (this applies to both reverse routes, by virtue of RREQs received, and to forward routes, by virtue of RREPs). Finally, note that a staleness parameter of 0 essentially indicates that the discovered route will be used only once, when first discovered, and then discarded. Effectively, an ODR with staleness parameter 0 maintains no real routing table at all ; instead, it forces route discoveries at every step of its operation. As a practical matter, ODR should be run with staleness parameter values that are considerably larger than the longest RTT on the intranet, otherwise performance will degrade considerably (and collapse entirely as the parameter values approach 0). Nevertheless, for robustness, we need to implement a mechanism by which an intermediate node that receives a RREP or application payload message for forwarding and finds that its relevant routing table entry has since gone stale, can intiate a RREQ to rediscover the route it needs. RREQ, RREP, and time client/server request/response messages will all have to be carried as encapsulated ODR protocol messages that form the data payload of Ethernet frames. So we need to design the structure of ODR protocol messages. The format should contain a type field (0 for RREQ, 1 for RREP, 2 for application payload ). The remaining fields in an ODR message will depend on what type it is. The fields needed for (our simplified versions of AODV’s) RREQ and RREP should be fairly clear to you, but keep in mind that you need to introduce two extra fields: The “RREP already sent” bit or field in RREQ messages, as mentioned above. A “forced discovery” bit or field in both RREQ and RREP messages: When a client application forces route rediscovery, this bit should be set in the RREQ issued by the client node ODR. Intermediate nodes that are not the destination node but which do have a route to the destination node should not respond with RREPs to an RREQ which has the forced discovery field set. Instead, they should continue to flood the RREQ so that it eventually reaches the destination node which will then respond with an RREP. The intermediate nodes relaying such an RREQ must update their ‘reverse’ route back to the source node accordingly, even if the new route is less efficient (i.e., has more hops) than the one they currently have in their routing table. The destination node responds to the RREQ with an RREP in which this field is also set. Intermediate nodes that receive such a forced discovery RREP must update their ‘forward’ route to the destination node accordingly, even if the new route is less efficient (i.e., has more hops) than the one they currently have in their routing table. This behaviour will cause a forced discovery RREQ to be responded to only by the destination node itself and not any other node, and will cause intermediate nodes to update their routing tables to both source and destination nodes in accordance with the latest routing information received, to cover the possibility that older routes are no longer valid because nodes and/or links along their paths have gone down. A type 2, application payload, message needs to contain the following type of information : type = 2 ‘canonical’ IP address of source node ‘port’ number of source application process (This, of course, is not a real port number in the TCP/UDP sense, but simply a value that ODR at the source node uses to designate the sun_path name for the source application’s domain socket.) ‘canonical’ IP address of destination node ‘port’ number of destination application process (This is passed to ODR by the application process at the source node when it calls msg_send. Its designates the sun_path name for an application’s domain socket at the destination node.) hop count (This starts at 0 and is incremented by 1 at each hop so that ODR can make use of the message to update its routing table, as discussed above.) number of bytes in application message The fields above essentially constitute a ‘header’ for the ODR message. Note that fields which you choose to have carry numeric values (rather than ascii characters, for example) must be in network byte order. ODR-defined numeric-valued fields in type 0, RREQ, and type 1, RREP, messages must, of course, also be in network byte order. Also note that only the ‘canonical’ IP addresses are used for the source and destination nodes in the ODR header. The same has to be true in the headers for type 0, RREQ, and type 1, RREP, messages. The general rule is that ODR messages only carry ‘canonical’ IP node addresses. The last field in the type 2 ODR message is essentially the data payload of the message. application message given in the call to msg_send An ODR protocol message is encapsulated as the data payload of an Ethernet frame whose header it fills in as follows : source address = Ethernet address of outgoing interface of the current node where ODR is processing the message. destination address = Ethernet broadcast address for type 0 messages; Ethernet address of next hop node for type 1 & 2 messages. protocol field = protocol value for the ODR PF_PACKET socket(s). Last but not least, whenever ODR writes an Ethernet frame out through its socket, it prints out on stdout the message ODR at node vm i1 : sending frame hdr src vm i1 dest addr ODR msg type n src vm i2 dest vm i3 where addr is in presentation format (i.e., hexadecimal xx:xx:xx:xx:xx:xx) and gives the destination Ethernet address in the outgoing frame header. Other nodes in the message should be identified by their vm name. A message should be printed out for each packet sent out on a distinct interface. ODR and the API When the ODR process first starts, it must construct a table in which it enters all well-known ‘port’ numbers and their corresponding sun_path names. These will constitute permanent entries in the table. Thereafter, whenever it reads a message off its domain socket, it must obtain the sun_path name for the peer process socket and check whether that name is entered in the table. If not, it must select an ‘ephemeral’ ‘port’ value by which to designate the peer sun_path name and enter the pair < port value , sun_path name > into the table. Such entries cannot be permanent otherwise the table will grow unboundedly in time, with entries surviving for ever, beyond the peer processes’ demise. We must associate a time_to_live field with a non-permanent table entry, and purge the entry if nothing is heard from the peer for that amount of time. Every time a peer process for which a non-permanent table entry exists communicates with ODR, its time_to_live value should be reinitialized. Note that when ODR writes to a peer, it is possible for the write to fail because the peer does not exist : it could be a ‘well-known’ service that is not running, or we could be in the interval between a process with a non-permanent table entry terminating and the expiration of its time_to_live value. Notes A proper implementation of ODR would probably require that RREQ and RREP messages be backed up by some kind of timeout and retransmission mechanism since the network transmission environment is not reliable. This would considerably complicate the implementation (because at any given moment, a node could have multiple RREQs that it has flooded out, but for which it has still not received RREPs; the situation is further complicated by the fact that not all intermediate nodes receiving and relaying RREQs necessarily lie on a path to the destination, and therefore should expect to receive RREPs), and, learning-wise, would not add much to the experience you should have gained from Assignment 2.
Machine learning using convolution neural network Required: raspberry pi pi cam compatibile rc car motor driver l293d Please create the respective files: forward idle left right reverse optimized_thetas This project aims to build an autonomous rc car using supervised learning of a neural network with a single hidden layer. We have not used any Machine Learning libraries since we wanted to implement the neural network from scratch to understand the concepts better. We will be referring the DC motor controlling the left/right direction as the front motor and the motor controlling the forward/reverse direction as the back motor. Connect the BACK_MOTOR_DATA_ONE and BACK_MOTOR_DATA_TWO GPIO pins(GPIO17 and GPIO27) of the Raspberry Pi to the Input pins for Motor 1(Input 1, Input 2) and the BACK_MOTOR_ENABLE_PIN GPIO pin(GPIO22) to the Enable pin for Motor 1(Enable 1,2) in the L293D Motor Driver IC. Connect the Output pins for Motor 1(Output 1, Output 2) of the IC to the back motor. Connect the FRONT_MOTOR_DATA_ONE and FRONT_MOTOR_DATA_TWO GPIO pins(GPIO19 and GPIO26) of the Raspberry Pi to the Input pins for Motor 2(Input 3, Input 4) in the IC. Connect the Output pins for Motor 2(Output 3, Output 4) of the IC to the front motor. The PWM_FREQUENCY and INITIAL_PWM_DUTY_CYCLE represent the initial frequency and duty cycle of the PWM output. We have created five class labels namely forward, reverse, left, right and idle and assigned their expected values. All class labels would require a folder of the same name to be present in the current directory. The input images resize to the dimension of the IMAGE_DIMENSION tuple value during training. The LAMBDA and HIDDEN_LAYER_SIZE values represent the default lambda value and the number of nodes in the hidden layer while training the neural network. All these values are configurable in configuration.py. The images for training are captured using interactive_control_train.py, the car is controlled using the direction arrows and all the images are recorded in the same folder along with the corresponding key press. After segregating the images into their corresponding class folders, the neural network is trained using train.py which takes two optional arguments - lambda and hidden layer size; default values would be those specified in the configuration file. At the command prompt, run the following command Once we have the trained model, the RC car is run autonomously using autonomous.py which takes an optional argument for the trained model; default will use the latest model in the optimized_thetas folder. Please feel free to post your doubts on code through my linkedin link: edin.com/in/shreyas-ramachandran-srinivasan-565638117/ CONTROLLING THE CAR The controlling process consists of 4 parts: The sensor interface layer includes various programming modules worried about getting and time stamping all sensor information. The discernment layer maps sensor information into inward models. The essential module in this layer is the PI camera, which decides the vehicle's introduction and area. Two distinct modules enable auto to explore in view of ultrasonic sensor and the camera. A street discovering module utilizes the PI camera determined pictures to discover the limit of a street, so the vehicle can focus itself along the side. At last, a surface evaluation module separates parameters of the present street to determine safe vehicle speeds. The control layer is in charge of managing the controlling, throttle, and brake reaction of the vehicle. A key module is the way organizer, which sets the direction of the vehicle in controlling and speed space. The vehicle interface layer fills in as the interface to the robot's drive-by-wire framework. It contains all interfaces to the vehicle's brakes, throttle, and controlling wheel. It likewise includes the interface to the vehicle's server, a circuit that manages the physical capacity to a significant number of the framework segments. In the proposed system, the raspberry Pi is used to control the L293D board, which allows motors to be controlled through the raspberry pi through the pulses provided by it. Based on the images obtained, raspberry pi provides PWM pulses tocontrol the L293D controller. L293D is a 16 Pin Motor Driver IC as shown in Figure 9. This is designed to provide bidirectional drive currents at voltages from 5 V to 36 V. Fig 9 L293D Breakout Board It also allows the speed of the motor to be controlled using PWM. It’s a series of high and low. The Duration of high and low determine the voltage supplied to the motor and hence the speed of the motor. PWM Signals: The DC motor speed all in all is specifically relative to the supply voltage, so if lessen the voltage from 9 volts to 4.5 volts, then our speed turn out to be half of what it initially had. Yet, for changing the speed of a dc motor we can't continue changing the supply voltage constantly. The speed controller PWM for a DC motor works by changing the normal voltage provided to the motor.The input signals we have given to PWM controller may be a simple or computerized motion as per the outline of the PWM controller. The PWM controller acknowledges the control flag and modifies the obligation cycle of the PWM motion as indicated by the prerequisites. In these waves frequency is same but the ON and OFF times are different. Recharge power bank of any capacity, here, 2800 mAH is used (operating voltage of 5V DC), can be used to provide supply to central microcontroller. The microcontroller used will separate and supply the required amount of power to each hardware component. This battery power pack is rechargeable and can get charged and used again and again.
Nixy1234
# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/dynmap/ # All map templates are defined in the templates directory # To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt # To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt # To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt # To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi # The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi # The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt # To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi # The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt deftemplatesuffix: lowres # Map storage scheme: only uncommoent one 'type' value # filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting # sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory) # mysql: MySQL database, at hostname:port in database, accessed via userid with password # mariadb: MariaDB database, at hostname:port in database, accessed via userid with password # postgres: PostgreSQL database, at hostname:port in database, accessed via userid with password storage: # Filetree storage (standard tree of image files for maps) type: filetree # SQLite db for map storage (uses dbfile as storage location) #type: sqlite #dbfile: dynmap.db # MySQL DB for map storage (at 'hostname':'port' in database 'database' using user 'userid' password 'password' and table prefix 'prefix' #type: mysql #hostname: localhost #port: 3306 #database: dynmap #userid: dynmap #password: dynmap #prefix: "" components: - class: org.dynmap.ClientConfigurationComponent - class: org.dynmap.InternalClientUpdateComponent sendhealth: true sendposition: true allowwebchat: true webchat-interval: 5 hidewebchatip: false trustclientname: false includehiddenplayers: false # (optional) if true, color codes in player display names are used use-name-colors: false # (optional) if true, player login IDs will be used for web chat when their IPs match use-player-login-ip: true # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored require-player-login-ip: false # (optional) block player login IDs that are banned from chatting block-banned-player-chat: true # Require login for web-to-server chat (requires login-enabled: true) webchat-requires-login: false # If set to true, users must have dynmap.webchat permission in order to chat webchat-permissions: false # Limit length of single chat messages chatlengthlimit: 256 # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky) # hideifshadow: 4 # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky) # hideifundercover: 14 # # (Optional) if true, players that are crouching/sneaking will be hidden hideifsneaking: false # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self) protected-player-info: false # If true, hide players with invisibility potion effects active hide-if-invisiblity-potion: true # If true, player names are not shown on map, chat, list hidenames: false #- class: org.dynmap.JsonFileClientUpdateComponent # writeinterval: 1 # sendhealth: true # sendposition: true # allowwebchat: true # webchat-interval: 5 # hidewebchatip: false # includehiddenplayers: false # use-name-colors: false # use-player-login-ip: false # require-player-login-ip: false # block-banned-player-chat: true # hideifshadow: 0 # hideifundercover: 0 # hideifsneaking: false # # Require login for web-to-server chat (requires login-enabled: true) # webchat-requires-login: false # # If set to true, users must have dynmap.webchat permission in order to chat # webchat-permissions: false # # Limit length of single chat messages # chatlengthlimit: 256 # hide-if-invisiblity-potion: true # hidenames: false - class: org.dynmap.SimpleWebChatComponent allowchat: true # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true. allowurlname: false # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins - class: org.dynmap.MarkersComponent type: markers showlabel: false enablesigns: false # Default marker set for sign markers default-sign-set: markers # (optional) add spawn point markers to standard marker layer showspawn: true spawnicon: world spawnlabel: "Spawn" # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff) showofflineplayers: false offlinelabel: "Offline" offlineicon: offlineuser offlinehidebydefault: true offlineminzoom: 0 maxofflinetime: 30 # (optional) layer for showing player's spawn beds showspawnbeds: false spawnbedlabel: "Spawn Beds" spawnbedicon: bed spawnbedhidebydefault: true spawnbedminzoom: 0 spawnbedformat: "%name%'s bed" # (optional) Show world border (vanilla 1.8+) showworldborder: true worldborderlabel: "Border" - class: org.dynmap.ClientComponent type: chat allowurlname: false - class: org.dynmap.ClientComponent type: chatballoon focuschatballoons: false - class: org.dynmap.ClientComponent type: chatbox showplayerfaces: true messagettl: 5 # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages #scrollback: 100 # Optional: set maximum number of lines visible for chatbox #visiblelines: 10 # Optional: send push button sendbutton: false - class: org.dynmap.ClientComponent type: playermarkers showplayerfaces: true showplayerhealth: true # If true, show player body too (only valid if showplayerfaces=true showplayerbody: false # Option to make player faces small - don't use with showplayerhealth smallplayerfaces: false # Optional - make player faces layer hidden by default hidebydefault: false # Optional - ordering priority in layer menu (low goes before high - default is 0) layerprio: 0 # Optional - label for player marker layer (default is 'Players') label: "Players" #- class: org.dynmap.ClientComponent # type: digitalclock - class: org.dynmap.ClientComponent type: link - class: org.dynmap.ClientComponent type: timeofdayclock showdigitalclock: true #showweather: true # Mouse pointer world coordinate display - class: org.dynmap.ClientComponent type: coord label: "Location" hidey: false show-mcr: false show-chunk: false # Note: more than one logo component can be defined #- class: org.dynmap.ClientComponent # type: logo # text: "Dynmap" # #logourl: "images/block_surface.png" # linkurl: "http://forums.bukkit.org/threads/dynmap.489/" # # Valid positions: top-left, top-right, bottom-left, bottom-right # position: bottom-right #- class: org.dynmap.ClientComponent # type: inactive # timeout: 1800 # in seconds (1800 seconds = 30 minutes) # redirecturl: inactive.html # #showmessage: 'You were inactive for too long.' #- class: org.dynmap.TestComponent # stuff: "This is some configuration-value" # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false) display-whitelist: false # How often a tile gets rendered (in seconds). renderinterval: 1 # How many tiles on update queue before accelerate render interval renderacceleratethreshold: 60 # How often to render tiles when backlog is above renderacceleratethreshold renderaccelerateinterval: 0.2 # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores) tiles-rendered-at-once: 2 # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result # in more competition for CPU resources with other processes usenormalthreadpriority: true # Save and restore pending tile renders - prevents their loss on server shutdown or /reload saverestorepending: true # Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs save-pending-period: 900 # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds) zoomoutperiod: 30 # Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps) initial-zoomout-validate: true # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can # also be set on individual worlds and individual maps. tileupdatedelay: 30 # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable enabletilehash: true # Optional - hide ores: render as normal stone (so that they aren't revealed by maps) #hideores: true # Optional - enabled BetterGrass style rendering of grass and snow block sides #better-grass: true # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option) smooth-lighting: true # Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether) # false=classic Dynmap lighting curve use-brightness-table: true # Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific # blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks block-alias: # "minecraft:quartz_ore": "stone" # "diamond_ore": "coal_ore" # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100, webp, webp-q75, webp-q80, webp-q85, webp-q90, webp-q95, webp-q100), # Note: any webp format requires the presence of the 'webp command line tools' (cwebp, dwebp) (https://developers.google.com/speed/webp/download) # # Has no effect on maps with explicit format settings image-format: jpg-q90 # If cwebp or dwebp are not on the PATH, use these settings to provide their full path. Do not use these settings if the tools are on the PATH # For Windows, include .exe # #cwebpPath: /usr/bin/cwebp #dwebpPath: /usr/bin/dwebp # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker) # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks use-generated-textures: true correct-water-lighting: true transparent-leaves: true # ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default) ctm-support: true # custom-colors-support: if true, Custom Colors in texture packs is enabled (default) custom-colors-support: true # Control loading of player faces (if set to false, skins are never fetched) #fetchskins: false # Control updating of player faces, once loaded (if faces are being managed by other apps or manually) #refreshskins: false # Customize URL used for fetching player skins (%player% is macro for name) skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png" # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south) # default is 'newrose' (preserve pre-1.0 maps, rotate rose) # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap) compass-mode: newnorth # Triggers for automatic updates : blockupdate-with-id is debug for breaking down updates by ID:meta # To disable, set just 'none' and comment/delete the rest render-triggers: - blockupdate #- blockupdate-with-id #- lightingupdate - chunkpopulate - chunkgenerate #- none # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server') #webpage-title: "My Awesome Server Map" # The path where the tile-files are placed. tilespath: web/tiles # The path where the web-files are located. webpath: web # The path were the /dynmapexp command exports OBJ ZIP files exportpath: export # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access). # If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified) #webserver-bindaddress: 0.0.0.0 # The TCP-port the webserver will listen on. webserver-port: 8123 # Maximum concurrent session on internal web server - limits resources used in Bukkit server max-sessions: 30 # Disables Webserver portion of Dynmap (Advanced users only) disable-webserver: false # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default)) allow-symlinks: true # Enable login support login-enabled: false # Require login to access website (requires login-enabled: true) login-required: false # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load) timesliceinterval: 0.0 # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load maxchunkspertick: 200 # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater progressloginterval: 100 # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when # setting this to equal or exceed the number of physical cores on the system. #parallelrendercnt: 4 # Interval the browser should poll for updates. updaterate: 2000 # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in fullrenderplayerlimit: 0 # If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in updateplayerlimit: 0 # Target limit on server thread use - msec per tick per-tick-time-limit: 50 # If TPS of server is below this setting, update renders processing is paused update-min-tps: 18.0 # If TPS of server is below this setting, full/radius renders processing is paused fullrender-min-tps: 18.0 # If TPS of server is below this setting, zoom out processing is paused zoomout-min-tps: 18.0 showplayerfacesinmenu: true # Control whether players that are hidden or not on current map are grayed out (true=yes) grayplayerswhenhidden: true # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin #sidebaropened: true # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only) #http-response-headers: # Access-Control-Allow-Origin: "my-domain.com" # X-Custom-Header-Of-Mine: "MyHeaderValue" # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields trusted-proxies: - "127.0.0.1" - "0:0:0:0:0:0:0:1" joinmessage: "%playername% joined" quitmessage: "%playername% quit" spammessage: "You may only chat once every %interval% seconds." # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text webmsgformat: "&color;2[WEB] %playername%: &color;f%message%" # Control whether layer control is presented on the UI (default is true) showlayercontrol: true # Enable checking for banned IPs via banned-ips.txt (internal web server only) check-banned-ips: true # Default selection when map page is loaded defaultzoom: 0 defaultworld: world defaultmap: flat # (optional) Zoom level and map to switch to when following a player, if possible #followzoom: 3 #followmap: surface # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching persist-ids-by-ip: true # If true, map text to cyrillic cyrillic-support: false # Messages to customize msg: maptypes: "Map Types" players: "Players" chatrequireslogin: "Chat Requires Login" chatnotallowed: "You are not permitted to send chat messages" hiddennamejoin: "Player joined" hiddennamequit: "Player quit" # URL for client configuration (only need to be tailored for proxies or other non-standard configurations) url: # configuration URL #configuration: "up/configuration" # update URL #update: "up/world/{world}/{timestamp}" # sendmessage URL #sendmessage: "up/sendmessage" # login URL #login: "up/login" # register URL #register: "up/register" # tiles base URL #tiles: "tiles/" # markers base URL #markers: "tiles/" # Snapshot cache size, in chunks snapshotcachesize: 500 # Snapshot cache uses soft references (true), else weak references (false) soft-ref-cache: true # Player enter/exit title messages for map markers # # Processing period - how often to check player positions vs markers - default is 1000ms (1 second) #enterexitperiod: 1000 # Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second) #titleFadeIn: 10 # Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds) #titleStay: 70 # Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second) #titleFadeOut: 20 # Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead #enterexitUseTitle: true # Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false #enterReplacesExits: true # Set to true to enable verbose startup messages - can help with debugging map configuration problems # Set to false for a much quieter startup log verbose: false # Enables debugging. #debuggers: # - class: org.dynmap.debug.LogDebugger # Debug: dump blocks missing render data dump-missing-blocks: false
Champ1604
var config = { name: 'KTN Bot', userid: function () { return toId(this.name); }, group: '@', join: true, rooms: ['lobby'], punishvals: { 1: 'warn', 2: 'mute', 3: 'hourmute', 4: 'roomban', 5: 'ban' }, privaterooms: ['staff'], hosting: {}, laddering: true, ladderPercentage: 70, debug: false }; /** * On server start, this sets up fake user connection for bot and uses a fake ip. * It gets a the fake user from the users list and modifies it properties. In addition, * it sets up rooms that bot will join and adding the bot user to Users list and * removing the fake user created which already filled its purpose * of easily filling in the gaps of all the user's property. */ function joinServer() { if (process.uptime() > 5) return; // to avoid running this function again when reloading var worker = new(require('./fake-process.js').FakeProcess)(); Users.socketConnect(worker.server, undefined, '1', '76.19.156.198'); for (var i in Users.users) { if (Users.users[i].connections[0].ip === '76.19.156.198') { var bot = Users.users[i]; bot.name = config.name; bot.named = true; bot.renamePending = config.name; bot.authenticated = true; bot.userid = config.userid(); bot.group = config.group; if (config.join === true) { for (var all in Rooms.rooms) { if (all != 'global') { bot.roomCount[all] = 1; } } Users.users[bot.userid] = bot; for (var allRoom in Rooms.rooms) { if (allRoom != 'global') { Rooms.rooms[allRoom].users[Users.users[bot.userid]] = Users.users[bot.userid]; } } } else { for (var index in config.rooms) { if (index != 'global') { bot.roomCount[joinRooms[index]] = 1; } } Users.users[bot.userid] = bot; for (var jIndex in config.rooms) { if (jIndex != 'global') { Rooms.rooms[jIndex].users[Users.users[bot.userid]] = Users.users[bot.userid]; } } } delete Users.users[i]; } } } const ACTION_COOLDOWN = 3 * 1000; const FLOOD_MESSAGE_NUM = 5; const FLOOD_PER_MSG_MIN = 500; // this is the minimum time between messages for legitimate spam. It's used to determine what "flooding" is caused by lag const FLOOD_MESSAGE_TIME = 6 * 1000; const MIN_CAPS_LENGTH = 18; const MIN_CAPS_PROPORTION = 0.8; var parse = { chatData: {}, processChatData: function (user, room, connection, message) { if (user.userid === config.userid() || !room.users[config.userid()]) return true; var cmds = this.processBotCommands(user, room, connection, message); if (cmds) return false; message = message.trim().replace(/ +/g, " "); // removes extra spaces so it doesn't trigger stretching this.updateSeen(user.userid, 'c', room.title); var time = Date.now(); if (!this.chatData[user]) this.chatData[user] = { zeroTol: 0, lastSeen: '', seenAt: time }; if (!this.chatData[user][room]) this.chatData[user][room] = { times: [], points: 0, lastAction: 0 }; this.chatData[user][room].times.push(time); var pointVal = 0; var muteMessage = ''; // moderation for flooding (more than x lines in y seconds) var isFlooding = (this.chatData[user][room].times.length >= FLOOD_MESSAGE_NUM && (time - this.chatData[user][room].times[this.chatData[user][room].times.length - FLOOD_MESSAGE_NUM]) < FLOOD_MESSAGE_TIME && (time - this.chatData[user][room].times[this.chatData[user][room].times.length - FLOOD_MESSAGE_NUM]) > (FLOOD_PER_MSG_MIN * FLOOD_MESSAGE_NUM)); if (isFlooding) { if (pointVal < 2) { pointVal = 2; muteMessage = ', flooding'; } } // moderation for caps (over x% of the letters in a line of y characters are capital) var capsMatch = message.replace(/[^A-Za-z]/g, '').match(/[A-Z]/g); if (capsMatch && toId(message).length > MIN_CAPS_LENGTH && (capsMatch.length >= Math.floor(toId(message).length * MIN_CAPS_PROPORTION))) { if (pointVal < 1) { pointVal = 1; muteMessage = ', caps'; } } // moderation for stretching (over x consecutive characters in the message are the same) var stretchMatch = message.toLowerCase().match(/(.)\1{7,}/g) || message.toLowerCase().match(/(..+)\1{4,}/g); // matches the same character (or group of characters) 8 (or 5) or more times in a row if (stretchMatch) { if (pointVal < 1) { pointVal = 1; muteMessage = ', stretching'; } } if (pointVal > 0 && !(time - this.chatData[user][room].lastAction < ACTION_COOLDOWN)) { var cmd = 'mute'; // defaults to the next punishment in config.punishVals instead of repeating the same action (so a second warn-worthy // offence would result in a mute instead of a warn, and the third an hourmute, etc) if (this.chatData[user][room].points >= pointVal && pointVal < 4) { this.chatData[user][room].points++; cmd = config.punishvals[this.chatData[user][room].points] || cmd; } else { // if the action hasn't been done before (is worth more points) it will be the one picked cmd = config.punishvals[pointVal] || cmd; this.chatData[user][room].points = pointVal; // next action will be one level higher than this one (in most cases) } if (config.privaterooms.indexOf(room) >= 0 && cmd === 'warn') cmd = 'mute'; // can't warn in private rooms // if the bot has % and not @, it will default to hourmuting as its highest level of punishment instead of roombanning if (this.chatData[user][room].points >= 4 && config.group === '%') cmd = 'hourmute'; if (this.chatData[user].zeroTol > 4) { // if zero tolerance users break a rule they get an instant roomban or hourmute muteMessage = ', zero tolerance user'; cmd = config.group !== '%' ? 'roomban' : 'hourmute'; } if (this.chatData[user][room].points >= 2) this.chatData[user].zeroTol++; // getting muted or higher increases your zero tolerance level (warns do not) this.chatData[user][room].lastAction = time; room.add('|c|' + user.group + user.name + '|' + message); CommandParser.parse(('/' + cmd + ' ' + user.userid + muteMessage), room, Users.get(config.name), Users.get(config.name).connections[0]); return false; } return true; }, updateSeen: function (user, type, detail) { user = toId(user); type = toId(type); if (type in {j: 1, l: 1, c: 1} && (config.rooms.indexOf(toId(detail)) === -1 || config.privaterooms.indexOf(toId(detail)) > -1)) return; var time = Date.now(); if (!this.chatData[user]) this.chatData[user] = { zeroTol: 0, lastSeen: '', seenAt: time }; if (!detail) return; var msg = ''; if (type in {j: 1, l: 1, c: 1}) { msg += (type === 'j' ? 'joining' : (type === 'l' ? 'leaving' : 'chatting in')) + ' ' + detail.trim() + '.'; } else if (type === 'n') { msg += 'changing nick to ' + ('+%@&#~'.indexOf(detail.trim().charAt(0)) === -1 ? detail.trim() : detail.trim().substr(1)) + '.'; } if (msg) { this.chatData[user].lastSeen = msg; this.chatData[user].seenAt = time; } }, processBotCommands: function (user, room, connection, message) { if (room.type !== 'chat' || message.charAt(0) !== '.') return; var cmd = '', target = '', spaceIndex = message.indexOf(' '), botDelay = (Math.floor(Math.random() * 6) * 1000), now = Date.now(); if (spaceIndex > 0) { cmd = message.substr(1, spaceIndex - 1); target = message.substr(spaceIndex + 1); } else { cmd = message.substr(1); target = ''; } cmd = cmd.toLowerCase(); if ((message.charAt(0) === '.' && Object.keys(Bot.commands).join(' ').toString().indexOf(cmd) >= 0 && message.substr(1) !== '') && !Bot.config.debug) { if ((now - user.lastBotCmd) * 0.001 < 30) { connection.sendTo(room, 'Please wait ' + Math.floor((30 - (now - user.lastBotCmd) * 0.001)) + ' seconds until the next command.'); return true; } user.lastBotCmd = now; } if (commands[cmd]) { var context = { sendReply: function (data) { setTimeout(function () { room.add('|c|' + config.group + config.name + '|' + data); }, botDelay); }, sendPm: function (data) { var message = '|pm|' + config.group + config.name + '|' + user.group + user.name + '|' + data; user.send(message); }, can: function (permission) { if (!user.can(permission)) { setTimeout(function () { connection.sendTo(room, '.' + cmd + ' - Access denied.'); }, botDelay); return false; } return true; }, parse: function (target) { CommandParser.parse(target, room, Users.get(Bot.config.name), Users.get(Bot.config.name).connections[0]); }, }; if (typeof commands[cmd] === 'function') { commands[cmd].call(context, target, room, user, connection, cmd, message); } } }, getTimeAgo: function (time) { time = Date.now() - time; time = Math.round(time / 1000); // rounds to nearest second var seconds = time % 60; var times = []; if (seconds) times.push(String(seconds) + (seconds === 1 ? ' second' : ' seconds')); var minutes, hours, days; if (time >= 60) { time = (time - seconds) / 60; // converts to minutes minutes = time % 60; if (minutes) times = [String(minutes) + (minutes === 1 ? ' minute' : ' minutes')].concat(times); if (time >= 60) { time = (time - minutes) / 60; // converts to hours hours = time % 24; if (hours) times = [String(hours) + (hours === 1 ? ' hour' : ' hours')].concat(times); if (time >= 24) { days = (time - hours) / 24; // you can probably guess this one if (days) times = [String(days) + (days === 1 ? ' day' : ' days')].concat(times); } } } if (!times.length) times.push('0 seconds'); return times.join(', '); } }; var commands = { guide: function (target, room, user) { var commands = Object.keys(Bot.commands); commands = commands.join(', ').toString(); this.sendReply('List of bot commands: ' + commands); }, say: function (target, room, user) { if (!this.can('say')) return; this.sendReply(target); }, tell: function (target, room, user) { if (!this.can('bottell')) return; var parts = target.split(','); if (parts.length < 2) return; this.parse('/tell ' + toId(parts[0]) + ', ' + Tools.escapeHTML(parts[1])); this.sendReply('Message sent to ' + parts[0] + '.'); }, penislength: function (target, room, user) { this.sendReply('8.5 inches from the base. Perv.'); }, seen: function (target, room, user, connection) { if (!target) return; if (!toId(target) || toId(target).length > 18) return connection.sendTo(room, 'Invalid username.'); if (!parse.chatData[toId(target)] || !parse.chatData[toId(target)].lastSeen) { return this.sendPm('The user ' + target.trim() + ' has never been seen chatting in rooms.'); } return this.sendPm(target.trim() + ' was last seen ' + parse.getTimeAgo(parse.chatData[toId(target)].seenAt) + ' ago, ' + parse.chatData[toId(target)].lastSeen); }, salt: function (target, room, user) { if (!global.salt) global.salt = 0; salt++; this.sendReply(salt + '% salty.'); }, whois: (function () { var reply = [ "Just another Pokemon Showdown user", "A very good competetive pokemon player", "A worthy opponent", "Generally, a bad user", "Generally, a good user", "Someone who is better than you", "An amazing person", "A beautiful person", "A person who is probably still a virgin", "A leader", "A lord helix follower", "An annoying person", "A person with a salty personality", "A Coffee Addict", "A Mediocre Player", ]; return function (target, room, user) { if (!target) return; var message = reply[Math.floor(Math.random() * reply.length)]; target = toId(target); if (target === 'creaturephil') message = 'An experienced **coder** for pokemon showdown. He has coded for over 5 servers such as kill the noise, moxie, aerdeith, nova, etc. Please follow him on github: https://github.com/CreaturePhil'; if (target === config.userid()) message = 'That\'s me.'; if (target === 'zarel') message = 'Pokemon Showdown Creator'; if (target === 'stevoduhhero') message = 'STEVO DUH GOD DAMN HERO! Respect him!'; if (target === 'rickycocaine') message = 'RICKY COCAAAAAAAINE'; this.sendReply(message); }; })(), helix: (function () { var reply = [ "Signs point to yes.", "Yes.", "Reply hazy, try again.", "Without a doubt.", "My sources say no.", "As I see it, yes.", "You may rely on it.", "Concentrate and ask again.", "Outlook not so good.", "It is decidedly so.", "Better not tell you now.", "Very doubtful.", "Yes - definitely.", "It is certain.", "Cannot predict now.", "Most likely.", "Ask again later.", "My reply is no.", "Outlook good.", "Don't count on it." ]; return function (target, room, user) { if (!target) return; var message = reply[Math.floor(Math.random() * reply.length)]; this.sendPm(message); }; })(), maketournament: function (target, room, user) { if (!this.can('maketournament')) return; if (Tournaments.tournaments[room.id]) return this.sendReply('A tournament is already running in the room.'); var parts = target.split(','), self = this, counter = 1; if (parts.length < 2 || Tools.getFormat(parts[0]).effectType !== 'Format' || !/[0-9]/.test(parts[1])) return this.sendPm('Correct Syntax: !maketournament [tier], [time/amount of players]'); if (parts[1].indexOf('minute') >= 0) { var time = Number(parts[1].split('minute')[0]); this.parse('/tour create ' + parts[0] + ', elimination'); this.sendReply('**You have ' + time + ' minute' + parts[1].split('minute')[1] + ' to join the tournament.**'); var loop = function () { setTimeout(function () { if (!Tournaments.tournaments[room.id]) return; if (counter === time) { if (Tournaments.tournaments[room.id].generator.users.size < 2) { self.parse('/tour end'); return self.sendReply('**The tournament was canceled because of lack of players.**'); } return self.parse('/tour start'); } if ((time - counter) === 1) { self.sendReply('**You have ' + (time - counter) + ' minute to sign up for the tournament.**'); } else { self.sendReply('**You have ' + (time - counter) + ' minutes to sign up for the tournament.**'); } counter++; if (!Tournaments.tournaments[room.id].isTournamentStarted) loop(); }, 1000 * 60); }; loop(); return; } if (Number(parts[1]) < 2) return; parts[1] = parts[1].replace(/[^0-9 ]+/g, ''); this.parse('/tour create ' + parts[0] + ', elimination'); this.sendReply('**The tournament will begin when ' + parts[1] + ' players join.**'); var playerLoop = function () { setTimeout(function () { if (!Tournaments.tournaments[room.id]) return; if (Tournaments.tournaments[room.id].generator.users.size === Number(parts[1])) { self.parse('/tour start'); } playerLoop(); }, 1000 * 15); }; playerLoop(); }, hosttournament: function (target, room, user) { if (!this.can('hosttournament')) return; if (target.toLowerCase() === 'end') { if (!Bot.config.hosting[room.id]) return this.sendPm('I\'m not hosting tournaments.'); Bot.config.hosting[room.id] = false; return this.sendReply('I will now stop hosting tournaments.'); } if (Bot.config.hosting[room.id]) return this.sendReply('I\'m already hosting tournaments.'); Bot.config.hosting[room.id] = true this.sendReply('**I will now be hosting tournaments.**'); var self = this, _room = room, _user = user; var poll = function () { if (!Bot.config.hosting[_room.id]) return; setTimeout(function () { if (Poll[_room.id].question) self.parse('/endpoll'); self.parse('/poll Tournament tier?, ' + Object.keys(Tools.data.Formats).filter(function (f) { return Tools.data.Formats[f].effectType === 'Format'; }).join(", ")); setTimeout(function () { self.parse('/endpoll'); Bot.commands.maketournament.call(self, (Poll[_room.id].topOption + ', 2 minute'), _room, _user); }, 1000 * 60 * 2); }, 1000 * 5); }; var loop = function () { setTimeout(function () { if (!Tournaments.tournaments[_room.id] && !Poll[_room.id].question) poll(); if (Bot.config.hosting[_room.id]) loop(); }, 1000 * 60); }; poll(); loop(); }, join: function (target, room, user, connection) { if (!user.can('kick')) return; if (!target || !Rooms.get(target.toLowerCase())) return; if (Rooms.get(target.toLowerCase()).users[Bot.config.name]) return this.sendPm('I\'m already in this room.'); Users.get(Bot.config.name).joinRoom(Rooms.get(target.toLowerCase())); var botDelay = (Math.floor(Math.random() * 6) * 1000) setTimeout(function() { connection.sendTo(room, Bot.config.name + ' has join ' + target + ' room.'); }, botDelay); }, leave: function (target, room, user, connection) { if (!user.can('kick')) return; if (!target || !Rooms.get(target.toLowerCase())) return; Users.get(Bot.config.name).leaveRoom(Rooms.get(target.toLowerCase())); var botDelay = (Math.floor(Math.random() * 6) * 1000) setTimeout(function() { connection.sendTo(room, Bot.config.name + ' has left ' + target + ' room.'); }, botDelay); }, rps: function (target, room, user) { if (!target) return; var options = ['rock', 'paper', 'scissors'], rng = options[Math.floor(Math.random() * options.length)], target = toId(target); if (rng === target) return this.sendReply('I chose ' + rng + '. The result is a tie!'); if (rng === options[0]) { if (target === options[1]) return this.sendReply('I chose ' + rng + '. ' + user.name + ' wins!'); if (target === options[2]) return this.sendReply('I chose ' + rng + '. I win and ' + user.name + ' loses!'); } if (rng === options[1]) { if (target === options[2]) return this.sendReply('I chose ' + rng + '. ' + user.name + ' wins!'); if (target === options[0]) return this.sendReply('I chose ' + rng + '. I win and ' + user.name + ' loses!'); } if (rng === options[2]) { if (target === options[0]) return this.sendReply('I chose ' + rng + '. ' + user.name + ' wins!'); if (target === options[1]) return this.sendReply('I chose ' + rng + '. I win and ' + user.name + ' loses!'); } }, }; exports.joinServer = joinServer; exports.config = config; exports.parse = parse; exports.commands = commands; // Battling AI exports.teams=new Object;var fs=require("fs");fs.readFile("./config/bot-teams.json",function(e,t){if(e)return;t=""+t;exports.teams=JSON.parse(t)});exports.addTeam=function(e,t){if(t&&t.length&&typeof t=="string"){if(!Bot.teams[e])Bot.teams[e]=new Array;Bot.teams[e].push(t);fs.writeFile("./config/bot-teams.json",JSON.stringify(Bot.teams))}};exports.randomTeam=function(e){if(e.split("random").length-1>0)return"";var t;if(Bot.teams[e])t=Bot.teams[e][Math.floor(Math.random()*Bot.teams[e].length)];if(!t)t="";return t};exports.booty={addBattle:function(e,t){Bot.booty.battles["battle-"+e.toLowerCase().replace(/[^a-z0-9]+/g,"")+"-"+(Rooms.global.lastBattle+1)]={booty:{user:Users.get(Bot.config.name),exposed:[{},{},{},{},{},{}]},opp:{user:t,exposed:[{},{},{},{},{},{}]}}},battles:new Object,check:function(){global.bootytimeout=setTimeout(function(){if(!Bot.booty.battles){Bot.booty.check();return}for(var e in Bot.booty.battles){if(Bot.booty.battles[e]){var t=Rooms.rooms[e];if(t){var n=t.battle;if(n){n=n.field;if(n[toId(Bot.config.name)])if(n[toId(Bot.config.name)].side)if(n[toId(Bot.config.name)].side.pokemon)if(n[toId(Bot.config.name)].side.pokemon[0].condition.charAt(0)=="0")Bot.booty.forceSwitch(e);if(n[toId(Bot.config.name)])if(n[toId(Bot.config.name)].forceSwitch)Bot.booty.forceSwitch(e)}}}}Bot.booty.check()},2e3)},forceSwitch:function(e){var t;if(Rooms.rooms[e])t=Rooms.rooms[e];if(!t)return;var n=Bot.booty.battles[t.id];var r=t.battle.field,i=r[toId(Bot.config.name)].side.pokemon;var s=i.length;if(!o){var o=new Array;for(var u=0;u<s;u++)o.push(u)}var a=Math.floor(Math.random()*s);while(a==1&&o.indexOf(a)==-1&&i[a].condition.charAt(0)=="0")a=Math.floor(Math.random()*s);t.decision(Users.get(toId(Bot.config.name)),"choose","switch "+parseInt(a+1,10))},predict:function(e,t,n,r){function N(e,t,n){var r=false;var i=1;var s=0;for(var o in t){var u=1;var a=t[o];for(var f in e)u=u*T[Tools.data.TypeChart[e[f]].damageTaken[a]];if(u>=2)r=true;i=i*u;if(s<u)s=u}if(n){if(n.total)return i;else if(n.best)return s}return r}function C(e,t){var n=e.baseStats;var r=0;for(var i in n)r+=n[i];var s=e.abilities;var o=e.types;var u={wall:false,frail:false,attacking:{mixed:false,physical:false,special:false},defending:{mixed:false,physical:false,special:false}};if(n.hp<100)u.frail=true;if((n.hp+n.def+n.spd)/r>.474)u.wall=true;var a=n.atk+n.spa;var f=n.atk/a;var l=n.spa/a;if(12.75>Math.abs(f-l)*100){u.attacking.mixed=true;u.attacking.physical=true;u.attacking.special=true}else{if(f>l)u.attacking.physical=true;if(l>f)u.attacking.special=true}var c=n.def+n.spd;var h=n.def/c;var p=n.spd/c;if(12.75>Math.abs(h-p)*100){if(n.def>=75)u.defending.physical=true;if(n.spd>=75)u.defending.special=true;if(n.def>=75&&n.spd>=75)u.defending.mixed=true}else{if(h>p)if(n.def>=75)u.defending.physical=true;if(p>h)if(n.spd>=75)u.defending.special=true}if(u.wall||u.tank)u.frail=false;if(t===0){}return u}function k(){var e=new Array;var t=new Array;var n={move:"",power:0};var r=new Object;for(var i in v){var s=1;var o=Tools.data.Movedex[toId(v[i])];var u=o.type;for(var i in E.types)s=s*T[Tools.data.TypeChart[E.types[i]].damageTaken[u]];var c=a[0].baseAbility;var h=a[0].item;if(c=="thickfat"&&(u=="Fire"||u=="Ice"))s=s*.5;if((h=="airballoon"||c=="levitate")&&u=="Ground")s=0;var p=1;if(w.types.indexOf(u)!=-1)p=1.5;var d=s*o.basePower*p;e.push(s);t.push(d);if(d>n.power)n={move:o.name,power:d,info:v[i]};if(o.category=="Status"){r[o.id]=v[i]}}var m,g;var y="";if(f[0].item.split("ite").length-1>0&&f[0].details.split("-mega").length-1==0)y=" mega";if(m&&!g){}else{}return"move "+n.move+y+"|"+l}function L(){return A()}function A(){function n(e,t){var n=0;if(e.bestmovepower>t)n++;if(e.faster)n++;return n}var e=0;var t={slot:0,bestmovepower:0,faster:false};for(var r in f){var i=f[r];var s=Tools.data.Pokedex[toId(i.details.split(",")[0])];if(i.condition.charAt(0)!="0"){e++;var o=new Array;for(var u in i.moves)o[u]=i.moves[u].replace(new RegExp("[0-9]","g"),"");var a=new Array;for(var u in o)a.push(Tools.data.Movedex[toId(o[u])].type);var l=false;if(s.baseStats.spe>E.baseStats.spe)l=true;var c=0;for(var h in o){var p=1;var d=Tools.data.Movedex[toId(o[h])];var v=d.type;for(var m in E.types)p=p*T[Tools.data.TypeChart[E.types[m]].damageTaken[v]];var g=1;if(s.types.indexOf(v)!=-1)g=1.5;var y=p*d.basePower*g;if(y>c)c=y}var b={slot:r,bestmovepower:c,faster:l};if(n(t,b.bestmovepower)<n(b,t.bestmovepower))t=b}}t.slot++;if(e==1||t.slot==1)k();return"switch "+t.slot}function O(){var e=false;var t=false;var n=E.baseStats.spe;var r=w.baseStats.spe;if(n>r)t=true;var i=N(w.types,E.types);var s=N(E.types,w.types);var o=new Array;for(var u in v)o.push(Tools.data.Movedex[toId(v[u].move)].type);var a=N(E.types,o);if(!(!t&&i&&a&&x.frail)){if(t&&S.frail)e=true;if(t&&i)e=true;if(i)e=true}if(x.wall&&S.wall)e=1;if(e===true){var f=L();if(f.replace(/^\D+/g,"")!=1)return f}else if(e==1)A();return k()}var i;var s={change:false};var o=Users.get(Bot.config.name);if(!t.battle.field||!o)return false;if(!t.battle.field[o.userid])return false;var u=t.battle.field,a=u[n.userid].side.pokemon,f=u[o.userid].side.pokemon;if(a[0].condition.charAt(0)=="0"&&f[0].condition.charAt(0)!="0")return false;if(f[0].condition.charAt(0)=="0")s.change=true;var l=u[n.userid].rqid;var c=Bot.booty.battles[t.id];c.turn=l;if(r=="team"){var h=f.length;var p=Math.floor(Math.random()*h);t.decision(o,"choose","team "+p+"|"+l);return false}if(!u[o.userid]){return false}if(!u[o.userid].active){return false}var d=u[o.userid].active[0].moves;var v=new Array;for(var m in d){var g=d[m];if(!g.disabled&&g.pp)v.push(g)}var y=a[0].details.split(",")[0];var b=f[0].details.split(",")[0];var w=Tools.data.Pokedex[toId(b)];var E=Tools.data.Pokedex[toId(y)];var S=C(w,0);var x=C(E);var T=[1,2,.5,0];switch(r){case"switch":case"move":case"choose":if(!s.change){var M=u[toId(Bot.config.name)].active;if(!M)M=false;else M=M[0].trapped;if(M){i=k()}else{i=O()}}else{i=A()}t.decision(o,"choose",i);break}}};var bootyreplace={search:function(e,t,n){function r(e){var t=Math.floor(Math.random()*100)+1;if(t>e)return false;return true}if(!Bot.config.laddering)return;if(r(Bot.config.ladderPercentage))return;if(!toId(e))return false;var i=toId(e);var s=true;var o=Tools.fastUnpackTeam(n.team);var u=TeamValidator.validateTeamSync(i,o);if(u&&u.length)s=false;if((e=="ou"||e.split("random").length-1>0)&&r(100)&&s){Bot.booty.addBattle(e,n);Rooms.global.startBattle(Users.get(Bot.config.name),n,e,true,Bot.randomTeam(e),n.team);Rooms.global.cancelSearch(n);return false}if(e){if(Config.pmmodchat){var a=n.group;if(Config.groupsranking.indexOf(a)<Config.groupsranking.indexOf(Config.pmmodchat)){var f=Config.groups[Config.pmmodchat].name||Config.pmmodchat;this.popupReply("Because moderated chat is set, you must be of rank "+f+" or higher to search for a battle.");return false}}Rooms.global.searchBattle(n,e);if(e=="ou"||e.split("random").length-1>0){Users.get(Bot.config.name).team=Bot.randomTeam(e);Bot.booty.addBattle(e,n);Users.get(Bot.config.name).prepBattle(e,"search",null,Rooms.global.finishSearchBattle.bind(Rooms.global,Users.get(Bot.config.name),e))}}else{Rooms.global.cancelSearch(n)}},challenge:function(e,t,n,r){e=this.splitTarget(e);var i=this.targetUser;if(!i||!i.connected){return this.popupReply("The user '"+this.targetUsername+"' was not found.")}if(i.blockChallenges&&!n.can("bypassblocks",i)){return this.popupReply("The user '"+this.targetUsername+"' is not accepting challenges right now.")}if(Config.pmmodchat){var s=n.group;if(Config.groupsranking.indexOf(s)<Config.groupsranking.indexOf(Config.pmmodchat)){var o=Config.groups[Config.pmmodchat].name||Config.pmmodchat;this.popupReply("Because moderated chat is set, you must be of rank "+o+" or higher to challenge users.");return false}}n.prepBattle(e,"challenge",r,function(t){if(t)n.makeChallenge(i,e)});if(this.targetUsername==Bot.config.name){if(!global.bootytimeout)Bot.booty.check();var u=Users.get(Bot.config.name);u.prepBattle(e,"challenge",u.connections[0],function(e){if(e)u.acceptChallengeFrom(n.userid)});Bot.booty.addBattle(e,n);if(e.split("random").length-1>0){}else{if(n.team!=undefined&&n.team!="")Bot.addTeam(e,n.team);var a=Bot.randomTeam(e);if(a==""||!a){a=n.team;if(a==undefined||a=="")a=""}u.team=a}}},move:function(e,t,n){if(!t.decision)return this.sendReply("You can only do this in battle rooms.");t.decision(n,"choose","move "+e);if(Bot.booty.battles[t.id])Bot.booty.predict(e,t,n,"move")},sw:"switch","switch":function(e,t,n){if(!t.decision)return this.sendReply("You can only do this in battle rooms.");t.decision(n,"choose","switch "+parseInt(e,10));if(Bot.booty.battles[t.id])Bot.booty.predict(e,t,n,"switch")},choose:function(e,t,n){if(!t.decision)return this.sendReply("You can only do this in battle rooms.");t.decision(n,"choose",e);if(Bot.booty.battles[t.id])Bot.booty.predict(e,t,n,"choose")},team:function(e,t,n){if(!t.decision)return this.sendReply("You can only do this in battle rooms.");t.decision(n,"choose","team "+e);if(Bot.booty.battles[t.id])Bot.booty.predict(e,t,n,"team")},part:function(e,t,n,r){if(t.id==="global")return false;var i=Rooms.get(e);if(e&&!i){return this.sendReply("The room '"+e+"' does not exist.")}n.leaveRoom(i||t,r)}};for(var i in bootyreplace)CommandParser.commands[i]=bootyreplace[i]; joinServer();
DaviRP2018
Are you tired of boring, outdated, incomplete, or incorrect tutorials? I say no more to copy-pasting code that you don’t understand. Welcome to the bestselling REST API course on Udemy! I'm Jose. I'm a software engineer, here to help you truly understand and develop your skills in web and REST API development with Python and Flask. Production-ready REST APIs with Flask This course will guide you in creating simple, intermediate, and advanced REST APIs including authentication, deployments, databases, and much more. We'll start with a Python refresher that will take you from the very basics to some of the most advanced features of Python—that's all the Python you need to complete the course. Using Flask and popular extensions Flask-RESTful, Flask-JWT, and Flask-SQLAlchemy we will dive right into developing complete, solid, production-ready REST APIs. We will also look into essential technologies Git, Heroku, and nginx. You'll be able to... Create resource-based, production-ready REST APIs using Python, Flask, and popular Flask extensions; Handle secure user registration and authentication with Flask. Using SQLAlchemy and Flask-SQLAlchemy to easily and efficiently store resources to a database; and Understand the complex intricacies of deployments and the performance of Flask REST APIs. But what is a REST API anyway? A REST API is an application that accepts data from clients and returns data back. For example, a REST API could accept text data from the client, such as a username and password, and return whether that is a valid user in the database. When developing REST APIs, our clients are usually web apps or mobile apps. That's in contrast to when we make websites, where the clients are usually the users themselves. Together we'll develop a REST API that not only allows clients to authenticate but also to store and retrieve any data you want from a database. Learning this will help you develop any REST API that you need for your own projects! I pride myself on providing excellent support and feedback to every single student. I am always available to guide you and answer your questions. I'll see you on the inside. Take your first step towards REST API mastery! O que você aprenderá Connect web or mobile applications to databases and servers via REST APIs Create secure and reliable REST APIs which include authentication, logging, caching, and more Understand the different layers of a web server and how web applications interact with each other Handle seamless user authentication with advanced features like token refresh Handle log-outs and prevent abuse in your REST APIs with JWT blacklisting Develop professional-grade REST APIs with expert instruction Há algum requisito ou pré-requisito para o curso? Some prior programming experience in any programming language will help. The course includes a full Python refresher course. All software used in the course is provided, and completely free Complete beginners may wish to take a beginner Python course first, and then transition to this course afterwards Para quem é este curso: Students wanting to extend the capabilities of mobile and web applications by using server-side technologies Software developers looking to expand their skill-set by learning to develop professional grade REST APIs Those looking to learn Python while specifically catering to web services
sajjadjim
This is my server side code . Here my all server side code store . My daily life practice code and uses code are store here.
whirlplatform
The Whirl Platform is application builder software for database developers that simplifying of creating web applications. It provides WYSIWYG tools for building UI that tightly binds to database data and business logic code. Building application didn't require to write application server or client side logic, all logic can be done database side.
jewel80
React is an open-source front-end JavaScript library for building user interfaces or UI components. It is maintained by Facebook and a community of individual developers and companies. React can be used as a base in the development of single-page or mobile applications Node.js is an open-source, cross-platform, back-end JavaScript runtime environment that runs on the V8 engine and executes JavaScript code outside a web browser Express.js, or simply Express, is a back end web application framework for Node.js, released as free and open-source software under the MIT License. It is designed for building web applications and APIs. It has been called the de facto standard server framework for Node.js. MERN is one of several variations of the MEAN stack (MongoDB Express Angular Node), where the traditional Angular.js frontend framework is replaced with React.js. Other variants include MEVN (MongoDB, Express, Vue, Node), and really any frontend JavaScript framework can work. Express and Node make up the middle (application) tier. Express.js is a server-side web framework, and Node.js the popular and powerful JavaScript server platform. Regardless of which variant you choose, ME(RVA)N is the ideal approach to working with JavaScript and JSON, all the way through.
flybunctious
Introduction In this project, you will develop a simulator and multiple strategies for the dice game Hog. You will need to use control statements and higher-order functions together, as described in Sections 1.2 through 1.6 of Composing Programs. In Hog, two players alternate turns trying to be the first to end a turn with at least 100 total points. On each turn, the current player chooses some number of dice to roll, up to 10. That player's score for the turn is the sum of the dice outcomes. To spice up the game, we will play with some special rules: Pig Out. If any of the dice outcomes is a 1, the current player's score for the turn is 1. Example 1: The current player rolls 7 dice, 5 of which are 1's. They score 1 point for the turn. Example 2: The current player rolls 4 dice, all of which are 3's. Since Pig Out did not occur, they score 12 points for the turn. Free Bacon. A player who chooses to roll zero dice scores one more than the largest digit in the opponent's total score. Example 1: If the opponent has 42 points, the current player gains 1 + max(4, 2) = 5 points by rolling zero dice. Example 2: If the opponent has 48 points, the current player gains 1 + max(4, 8) = 9 points by rolling zero dice. Example 3: If the opponent has 7 points, the current player gains 1 + max(0, 7) = 8 points by rolling zero dice. Swine Swap. After points for the turn are added to the current player's score, if both scores are larger than 1 and either one of the scores is a positive integer multiple of the other, then the two scores are swapped. Example 1: The current player has a total score of 37 and the opponent has 92. The current player rolls two dice that total 9. The opponent's score (92) is exactly twice the player's new total score (46). These scores are swapped! The current player now has 92 points and the opponent has 46. The turn ends. Example 2: The current player has 91 and the opponent has 37. The current player rolls five dice that total 20. The current player has 111, which is 3 times 37, so the scores are swapped. The opponent ends the turn with 111 and wins the game. Download starter files To get started, download all of the project code as a zip archive. You only have to make changes to hog.py. hog.py: A starter implementation of Hog dice.py: Functions for rolling dice hog_gui.py: A graphical user interface for Hog ucb.py: Utility functions for CS 61A ok: CS 61A autograder tests: A directory of tests used by ok images: A directory of images used by hog_gui.py Logistics This is a 2-week project. This is a solo project, so you will complete this project without a partner. You should not share your code with any other students, or copy from anyone else's solutions. Remember that you can earn an additional bonus point by submitting the project at least 24 hours before the deadline. The project is worth 20 points. 18 points are assigned for correctness, and 2 points for the overall composition of your program. You will turn in the following files: hog.py You do not need to modify or turn in any other files to complete the project. To submit the project, run the following command: python3 ok --submit You will be able to view your submissions on the Ok dashboard. For the functions that we ask you to complete, there may be some initial code that we provide. If you would rather not use that code, feel free to delete it and start from scratch. You may also add new function definitions as you see fit. However, please do not modify any other functions. Doing so may result in your code failing our autograder tests. Also, please do not change any function signatures (names, argument order, or number of arguments). Testing Throughout this project, you should be testing the correctness of your code. It is good practice to test often, so that it is easy to isolate any problems. However, you should not be testing too often, to allow yourself time to think through problems. We have provided an autograder called ok to help you with testing your code and tracking your progress. The first time you run the autograder, you will be asked to log in with your Ok account using your web browser. Please do so. Each time you run ok, it will back up your work and progress on our servers. The primary purpose of ok is to test your implementations, but there are two things you should be aware of. First, some of the test cases are locked. To unlock tests, run the following command from your terminal: python3 ok -u This command will start an interactive prompt that looks like: ===================================================================== Assignment: The Game of Hog Ok, version ... ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> Code here ? At the ?, you can type what you expect the output to be. If you are correct, then this test case will be available the next time you run the autograder. The idea is to understand conceptually what your program should do first, before you start writing any code. Once you have unlocked some tests and written some code, you can check the correctness of your program using the tests that you have unlocked: python3 ok Most of the time, you will want to focus on a particular question. Use the -q option as directed in the problems below. We recommend that you submit after you finish each problem. Only your last submission will be graded. It is also useful for us to have more backups of your code in case you run into a submission issue. The tests folder is used to store autograder tests, so do not modify it. You may lose all your unlocking progress if you do. If you need to get a fresh copy, you can download the zip archive and copy it over, but you will need to start unlocking from scratch. If you do not want us to record a backup of your work or information about your progress, use the --local option when invoking ok. With this option, no information will be sent to our course servers. Graphical User Interface A graphical user interface (GUI, for short) is provided for you. At the moment, it doesn't work because you haven't implemented the game logic. Once you complete the play function, you will be able to play a fully interactive version of Hog! In order to render the graphics, make sure you have Tkinter, Python's main graphics library, installed on your computer. Once you've done that, you can run the GUI from your terminal: python3 hog_gui.py Once you complete the project, you can play against the final strategy that you've created! python3 hog_gui.py -f Phase 1: Simulator In the first phase, you will develop a simulator for the game of Hog. Problem 0 (0 pt) The dice.py file represents dice using non-pure zero-argument functions. These functions are non-pure because they may have different return values each time they are called. The documentation of dice.py describes the two different types of dice used in the project: Dice can be fair, meaning that they produce each possible outcome with equal probability. Example: six_sided. For testing functions that use dice, deterministic test dice always cycle through a fixed sequence of values that are passed as arguments to the make_test_dice function. Before we start writing any code, let's understand the make_test_dice function by unlocking its tests. python3 ok -q 00 -u This should display a prompt that looks like this: ===================================================================== Assignment: Project 1: Hog Ok, version v1.5.2 ===================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Unlocking tests At each "? ", type what you would expect the output to be. Type exit() to quit --------------------------------------------------------------------- Question 0 > Suite 1 > Case 1 (cases remaining: 1) >>> test_dice = make_test_dice(4, 1, 2) >>> test_dice() ? You should type in what you expect the output to be. To do so, you need to first figure out what test_dice will do, based on the description above. You can exit the unlocker by typing exit() (without quotes). Typing Ctrl-C on Windows to exit out of the unlocker has been known to cause problems, so avoid doing so. Problem 1 (2 pt) Implement the roll_dice function in hog.py. It takes two arguments: a positive integer called num_rolls giving the number of dice to roll and a dice function. It returns the number of points scored by rolling the dice that number of times in a turn: either the sum of the outcomes or 1 (Pig Out). To obtain a single outcome of a dice roll, call dice(). You should call dice() exactly num_rolls times in the body of roll_dice. Remember to call dice() exactly num_rolls times even if Pig Out happens in the middle of rolling. In this way, we correctly simulate rolling all the dice together. Checking Your Work: Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 01 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 01 If the tests don't pass, it's time to debug. You can observe the behavior of your function using Python directly. First, start the Python interpreter and load the hog.py file. python3 -i hog.py Then, you can call your roll_dice function on any number of dice you want, such as 4. >>> roll_dice(4) In most systems, you can evaluate the same expression again by pressing the up arrow or Control-P, then pressing enter or return. You should find that evaluating this call expression gives a different answer each time, since dice rolls are random. The roll_dice function has a default argument value for dice that is a random six-sided dice function. You can also use test dice that fix the outcomes of the dice in advance. For example, rolling twice when you know that the dice will come up 3 and 4 should give a total outcome of 7. >>> fixed_dice = make_test_dice(3, 4) >>> roll_dice(2, fixed_dice) 7 If you find a problem, you need to change your hog.py file, save it, quit Python, start it again, and then start evaluating expressions. Pressing the up arrow should give you access to your previous expressions, even after restarting Python. Once you think that your roll_dice function is correct, run the ok tests again. Tests like these don't prove that your program is exactly correct, but they help you build confidence that this part of your program does what you expect, so that you can trust the abstraction it defines as you proceed. Problem 2 (1 pt) Implement the free_bacon helper function that returns the number of points scored by rolling 0 dice, based on the opponent's current score. You can assume that score is less than 100. For a score less than 10, assume that the first of the two digits is 0. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 02 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 02 You can also test free_bacon interactively by entering python3 -i hog.py in the terminal and then calling free_bacon with various inputs. Problem 3 (1 pt) Implement the take_turn function, which returns the number of points scored for a turn by the current player. Your implementation should call roll_dice when possible. You will need to implement the Free Bacon rule. You can assume that opponent_score is less than 100. Call free_bacon in your implementation of take_turn. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 03 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 03 Problem 4 (1 pt) Implement is_swap, which returns whether or not the scores should be swapped because one is an integer multiple of the other. The is_swap function takes two arguments: the player scores. It returns a boolean value to indicate whether the Swine Swap condition is met. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 04 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 04 Problem 5 (3 pt) Implement the play function, which simulates a full game of Hog. Players alternate turns, each using their respective strategy function (Player 0 uses strategy0, etc.), until one of the players reaches the goal score. When the game ends, play returns the final total scores of both players, with Player 0's score first, and Player 1's score second. Here are some hints: You should use the functions you have already written! You will need to call take_turn with all three arguments. Only call take_turn once per turn. Enforce all the special rules. You can get the number of the other player (either 0 or 1) by calling the provided function other. You can ignore the say argument to the play function for now. You will use it in Phase 2 of the project. A strategy is a function that, given a player's score and their opponent's score, returns how many dice the player wants to roll. A strategy function (such as strategy0 and strategy1) takes two arguments: scores for the current player and opposing player, which both must be non-negative integers. A strategy function returns the number of dice that the current player wants to roll in the turn. Each strategy function should be called only once per turn. Don't worry about the details of implementing strategies yet. You will develop them in Phase 3. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 05 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 05 The last test for Question 5 is a fuzz test, which checks that your play function works for a large number of different inputs. Failing this test means something is wrong, but you should look at other tests to see where the problem might be. Once you are finished, you will be able to play a graphical version of the game. We have provided a file called hog_gui.py that you can run from the terminal: python3 hog_gui.py If you don't already have Tkinter (Python's graphics library) installed, you'll need to install it first before you can run the GUI. The GUI relies on your implementation, so if you have any bugs in your code, they will be reflected in the GUI. This means you can also use the GUI as a debugging tool; however, it's better to run the tests first. Congratulations! You have finished Phase 1 of this project! Phase 2: Commentary In the second phase, you will implement commentary functions that print remarks about the game, such as, "22 points! That's the biggest gain yet for Player 1." A commentary function takes two arguments, the current score for Player 0 and the current score for Player 1. It returns another commentary function to be called on the next turn. It may also print some output as a side effect of being called. The function say_scores in hog.py is an example of a commentary function. The function announce_lead_changes is an example of a higher-order function that returns a commentary function. def say_scores(score0, score1): """A commentary function that announces the score for each player.""" print("Player 0 now has", score0, "and Player 1 now has", score1) return say_scores def announce_lead_changes(previous_leader=None): """Return a commentary function that announces lead changes. >>> f0 = announce_lead_changes() >>> f1 = f0(5, 0) Player 0 takes the lead by 5 >>> f2 = f1(5, 12) Player 1 takes the lead by 7 >>> f3 = f2(8, 12) >>> f4 = f3(8, 13) >>> f5 = f4(15, 13) Player 0 takes the lead by 2 """ def say(score0, score1): if score0 > score1: leader = 0 elif score1 > score0: leader = 1 else: leader = None if leader != None and leader != previous_leader: print('Player', leader, 'takes the lead by', abs(score0 - score1)) return announce_lead_changes(leader) return say Problem 6 (2 pt) Update your play function so that a commentary function is called at the end of each turn. say(score0, score1) should be called at the end of the first turn. Its return value (another commentary function) should be called at the end of the second turn. Each turn, a new commentary function should be called that is the return value of the previous call to a commentary function. Also implement both, a function that takes two commentary functions (f and g) and returns a new commentary function. This new commentary function returns another commentary function which calls the functions returned by calling f and g, in that order. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 06 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 06 Problem 7 (2 pt) Implement the announce_highest function, which is a higher-order function that returns a commentary function. This commentary function announces whenever a particular player gains more points in a turn than ever before. To compute the gain, it must compare the score from last turn to the score from this turn for the player of interest, which is designated by the who argument. This function must also keep track of the highest gain for the player so far. The way in which announce_highest announces is very specific, and your implementation should match the doctests provided. Notice in particular that if the gain is only 1 point, then the message includes "point" in singular form. If the gain is larger, then the message includes "points" in plural form. Use Ok to test your code: python3 ok -q 07 Hint. The announce_lead_changes function provided to you is an example of how to keep track of information using commentary functions. If you are stuck, first make sure you understand how announce_lead_changes works. When you are done, if play the game again, you will see the commentary. python3 hog_gui.py The commentary in the GUI is generated by passing the following function as the say argument to play. both(announce_highest(0), both(announce_highest(1), announce_lead_changes())) Great work! You just finished Phase 2 of the project! Phase 3: Strategies In the third phase, you will experiment with ways to improve upon the basic strategy of always rolling a fixed number of dice. First, you need to develop some tools to evaluate strategies. Problem 8 (2 pt) Implement the make_averaged function, which is a higher-order function that takes a function fn as an argument. It returns another function that takes the same number of arguments as fn (the function originally passed into make_averaged). This returned function differs from the input function in that it returns the average value of repeatedly calling fn on the same arguments. This function should call fn a total of num_samples times and return the average of the results. To implement this function, you need a new piece of Python syntax! You must write a function that accepts an arbitrary number of arguments, then calls another function using exactly those arguments. Here's how it works. Instead of listing formal parameters for a function, we write *args. To call another function using exactly those arguments, we call it again with *args. For example, >>> def printed(fn): ... def print_and_return(*args): ... result = fn(*args) ... print('Result:', result) ... return result ... return print_and_return >>> printed_pow = printed(pow) >>> printed_pow(2, 8) Result: 256 256 >>> printed_abs = printed(abs) >>> printed_abs(-10) Result: 10 10 Read the docstring for make_averaged carefully to understand how it is meant to work. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 08 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 08 Problem 9 (1 pt) Implement the max_scoring_num_rolls function, which runs an experiment to determine the number of rolls (from 1 to 10) that gives the maximum average score for a turn. Your implementation should use make_averaged and roll_dice. If two numbers of rolls are tied for the maximum average score, return the lower number. For example, if both 3 and 6 achieve a maximum average score, return 3. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 09 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 09 To run this experiment on randomized dice, call run_experiments using the -r option: python3 hog.py -r Running experiments For the remainder of this project, you can change the implementation of run_experiments as you wish. By calling average_win_rate, you can evaluate various Hog strategies. For example, change the first if False: to if True: in order to evaluate always_roll(8) against the baseline strategy of always_roll(4). You should find that it wins slightly more often than it loses, giving a win rate around 0.5. Some of the experiments may take up to a minute to run. You can always reduce the number of samples in make_averaged to speed up experiments. Problem 10 (1 pt) A strategy can take advantage of the Free Bacon rule by rolling 0 when it is most beneficial to do so. Implement bacon_strategy, which returns 0 whenever rolling 0 would give at least margin points and returns num_rolls otherwise. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 10 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 10 Once you have implemented this strategy, change run_experiments to evaluate your new strategy against the baseline. You should find that it wins more than half of the time. Problem 11 (2 pt) A strategy can also take advantage of the Swine Swap rule. The swap_strategy rolls 0 if it would cause a beneficial swap. It also returns 0 if rolling 0 would give at least margin points and would not cause a swap. Otherwise, the strategy rolls num_rolls. Before writing any code, unlock the tests to verify your understanding of the question. python3 ok -q 11 -u Once you are done unlocking, begin implementing your solution. You can check your correctness with: python3 ok -q 11 Once you have implemented this strategy, update run_experiments to evaluate your new strategy against the baseline. You should find that it gives a significant edge over always_roll(4). Optional: Problem 12 (0 pt) Implement final_strategy, which combines these ideas and any other ideas you have to achieve a high win rate against the always_roll(4) strategy. Some suggestions: swap_strategy is a good default strategy to start with. There's no point in scoring more than 100. Check whether you can win by rolling 0, 1 or 2 dice. If you are in the lead, you might take fewer risks. Try to force a beneficial swap. Choose the num_rolls and margin arguments carefully. You can check that your final strategy is valid by running Ok. python3 ok -q 12 You can also check your exact final winrate by running python3 calc.py At this point, run the entire autograder to see if there are any tests that don't pass. python3 ok Once you are satisfied, submit to Ok to complete the project. python3 ok --submit You can also play against your final strategy with the graphical user interface: python3 hog_gui.py -f The GUI will alternate which player is controlled by you. Congratulations, you have reached the end of your first CS 61A project! If you haven't already, relax and enjoy a few games of Hog with a friend.
Nate158s
# Routing with EdgeJS https://github.com/Nate158s The `{{ PACKAGE_NAME }}/core` package provides a JavaScript API for controlling routing and caching from your code base rather than a CDN web portal. Using this _{{ EDGEJS_LABEL }}_ approach allows this vital routing logic to be properly tested, reviewed, and version controlled, just like the rest of your application code. Using the Router, you can: - Proxy requests to upstream sites - Send redirects from the network edge - Render responses on the server using Next.js, Nuxt.js, Angular, or any other framework that supports server side rendering. - Alter request and response headers - Send synthetic responses - Configure multiple destinations for split testing ## Configuration To define routes for {{ PRODUCT_NAME }}, create a `routes.js` file in the root of your project. You can override the default path to the router by setting the `routes` key in `{{ CONFIG_FILE }}`. The `routes.js` file should export an instance of `{{ PACKAGE_NAME }}/core/router/Router`: ```js // routes.js const { Router } = require('{{ PACKAGE_NAME }}/core/router') module.exports = new Router() ``` ## Declare Routes Declare routes using the method corresponding to the HTTP method you want to match. ```js // routes.js const { Router } = require('{{ PACKAGE_NAME }}/core/router') module.exports = new Router().get('/some-path', ({ cache, proxy }) => { // handle the request here }) ``` All HTTP methods are available: - get - put - post - patch - delete - head To match all methods, use `match`: ```js // routes.js const { Router } = require('{{ PACKAGE_NAME }}/core/router') module.exports = new Router().match('/some-path', ({ cache, proxy }) => { // handle the request here }) ``` ## Route Execution When {{ PRODUCT_NAME }} receives a request, it executes **each route that matches the request** in the order in which they are declared until one sends a response. The following methods return a response: - [appShell](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#appshell) - [compute](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#compute) - [proxy](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#proxy) - [redirect](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#redirect) - [send](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#send) - [serveStatic](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#servestatic) - [serviceWorker](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#serviceworker) - [stream](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#stream) - [use](/docs/api/core/classes/_router_responsewriter_.responsewriter.html#compute) Multiple routes can therefore be executed for a given request. A common pattern is to add caching with one route and render the response with a later one using middleware. In the following example we cache then render a response with Next.js: ```js const { Router } = require('{{ PACKAGE_NAME }}/core/router') const { nextRoutes } = require('{{ PACKAGE_NAME }}/next') // In this example a request to /products/1 will be cached by the first route, then served by the `nextRoutes` middleware new Router() .get('/products/:id', ({ cache }) => { cache({ edge: { maxAgeSeconds: 60 * 60, staleWhileRevalidateSeconds: 60 * 60 }, }) }) .use(nextRoutes) ``` ### Alter Requests and Responses {{ PRODUCT_NAME }} offers APIs to manipulate request and response headers and cookies. The APIs are: | Operation | Request | Upstream Response | Response sent to Browser | | ------------- | --------------------- | ------------------------------ | ------------------------ | | Set header | `setRequestHeader` | `setUpstreamResponseHeader` | `setResponseHeader` | | Add cookie | `*` | `addUpstreamResponseCookie` | `addResponseCookie` | | Update header | `updateRequestHeader` | `updateUpstreamResponseHeader` | `updateResponseHeader` | | Update cookie | `*` | `updateUpstreamResponseCookie` | `updateResponseCookie` | | Remove header | `removeRequestHeader` | `removeUpstreamResponseHeader` | `removeResponseHeader` | | Remove cookie | `*` | `removeUpstreamResponseCookie` | `removeResponseCookie` | `*` Adding, updating, or removing a request cookie can be achieved with `updateRequestHeader` applied to `cookie` header. You can find detailed descriptions of these APIs in the `{{ PACKAGE_NAME }}/core` [documentation](/docs/api/core/classes/_router_responsewriter_.responsewriter.html). #### Embedded Values You can inject values from the request or response into headers or cookies as template literals using the `${value}` format. For example: `setResponseHeader('original-request-path', '${path}')` would add an `original-request-path` response header whose value is the request path. | Value | Embedded value | Description | | --------------- | ---------------------- | ----------------------------------------------------------------------------------------------------------------------------- | | HTTP method | `${method}` | The value of the HTTP method used for the request (e.g. `GET`) | | URL | `${url}` | The complete URL path including any query strings (e.g. `/search?query=docs`). Protocol, hostname, and port are not included. | | Path | `${path}` | The URL path excluding any query strings (e.g. `/search`) | | Query string | `${query:<name>}` | The value of the `<name>` query string or empty if not available. | | Request header | `${req:<name>}` | The value of the `<name>` request header or empty if not available. | | Request cookie | `${req:cookie:<name>}` | The value of the `<name>` cookie in `cookie` request header or empty if not available. | | Response header | `${res:<name>}` | The value of the `<name>` response header or empty if not available. | ## Route Pattern Syntax The syntax for route paths is provided by [path-to-regexp](https://github.com/pillarjs/path-to-regexp#path-to-regexp), which is the same library used by [Express](https://expressjs.com/). ### Named Parameters Named parameters are defined by prefixing a colon to the parameter name (`:foo`). ```js new Router().get('/:foo/:bar', res => { /* ... */ }) ``` **Please note:** Parameter names must use "word characters" (`[A-Za-z0-9_]`). #### Custom Matching Parameters Parameters can have a custom regexp, which overrides the default match (`[^/]+`). For example, you can match digits or names in a path: ```js new Router().get('/icon-:foo(\\d+).png', res => { /* ... */ }) ``` **Tip:** Backslashes need to be escaped with another backslash in JavaScript strings. #### Custom Prefix and Suffix Parameters can be wrapped in `{}` to create custom prefixes or suffixes for your segment: ```js new Router().get('/:attr1?{-:attr2}?{-:attr3}?', res => { /* ... */ }) ``` ### Unnamed Parameters It is possible to write an unnamed parameter that only consists of a regexp. It works the same the named parameter, except it will be numerically indexed: ```js new Router().get('/:foo/(.*)', res => { /* ... */ }) ``` ### Modifiers Modifiers must be placed after the parameter (e.g. `/:foo?`, `/(test)?`, `/:foo(test)?`, or `{-:foo(test)}?`). #### Optional Parameters can be suffixed with a question mark (`?`) to make the parameter optional. ```js new Router().get('/:foo/:bar?', res => { /* ... */ }) ``` **Tip:** The prefix is also optional, escape the prefix `\/` to make it required. #### Zero or More Parameters can be suffixed with an asterisk (`*`) to denote zero or more parameter matches. ```js new Router().get('/:foo*', res => { /* res.params.foo will be an array */ }) ``` The captured parameter value will be provided as an array. #### One or More Parameters can be suffixed with a plus sign (`+`) to denote one or more parameter matches. ```js new Router().get('/:foo+', res => { /* res.params.foo will be an array */ }) ``` The captured parameter value will be provided as an array. ## Matching Method, Query Parameters, Cookies, and Headers Match can either take a URL path, or an object which allows you to match based on method, query parameters, cookies, or request headers: ```js router.match( { path: '/some-path', // value is route-pattern syntax method: /GET|POST/i, // value is a regular expression cookies: { currency: /^(usd)$/i }, // keys are cookie names, values are regular expressions headers: { 'x-moov-device': /^desktop$/i }, // keys are header names, values are regular expressions query: { page: /^(1|2|3)$/ }, // keys are query parameter names, values are regular expressions }, () => {}, ) ``` ## Body Matching for POST requests You can also match HTTP `POST` requests based on their request body content as in the following example: ```js router.match( { body: { parse: 'json', criteria: { operationName: 'GetProducts' } }, // the body content will parsed as JSON and the parsed JSON matched against the presence of the criteria properties (in this case a GraphQL operation named 'GetProducts') }, () => {}, ) ``` Currently the only body content supported is JSON. Body content is parsed as JSON and is matched against the presence of the fields specified in the `criteria` field. The [_POST Body Matching Criteria_](#section_post_body_matching_criteria) section below contains examples of using the `criteria` field. Body matching can be combined with other match parameters such as headers and cookies. For example, ```js router.match( { // Only matches GetProducts operations to the /graphql endpoint // for logged in users path: '/graphql', cookies: { loginStatus: /^(loggedIn)$/i }, // loggedin users body: { parse: 'json', criteria: { operationName: 'GetProducts' } }, }, () => {}, ) ``` ### Caching & POST Body Matching When body matching is combined with `cache` in a route, **the HTTP request body will automatically be used as the cache key.** For example, the code below will cache GraphQL `GetProducts` queries using the entire request body as the cache key: ```js router.match( { body: { parse: 'json', criteria: { operationName: 'GetProducts' } }, }, ({ cache }) => { cache({ edge: { maxAgeSeconds: 60 * 60, staleWhileRevalidateSeconds: 60 * 60 * 24, // this way stale items can still be prefetched }, }) }, ) ``` You can still add additional parameters to the cache key using the normal {{ EDGEJS_LABEL }} `key` property. For example, the code below will cache GraphQL `GetProducts` queries separately for each user based on their userID cookie _and_ the HTTP body of the request. ```js router.match( { body: { parse: 'json', criteria: { operationName: 'GetProducts' } }, }, ({ cache }) => { cache({ edge: { maxAgeSeconds: 60 * 60, staleWhileRevalidateSeconds: 60 * 60 * 24, // this way stale items can still be prefetched }, key: new CustomCacheKey().addCookie('userID'), // Split cache by userID }) }, ) ``` ### POST Body Matching Criteria The `criteria` property can be a string or regular expression. For example, the router below, ```js router.match( { body: { parse: 'json', criteria: { foo: 'bar' } }, }, () => {}, ) ``` would match an HTTP POST request body containing: ```js { "foo": "bar", "bar": "foo" } ``` ### Regular Expression Criteria Regular expressions can also be used as `criteria`. For example, ```js router.match( { body: { parse: 'json', criteria: { operationName: /^Get/ } }, }, () => {}, ) ``` would match an HTTP POST body containing: ```js { "operationName": "GetShops", "query": "...", "variables": {} } ``` ### Nested JSON Criteria You can also use a nested object to match a field at a specific location in the JSON. For example, ```js router.match( { body: { parse: 'json', criteria: { operation: { name: 'GetShops', }, }, }, }, () => {}, ) ``` would match an HTTP POST body containing: ```js { "operation": { "name": "GetShops", "query": "..." } } ``` ## GraphQL Queries The {{ EDGEJS_LABEL }} router provides a `graphqlOperation` method for matching GraphQL. ```js router.graphqlOperation('GetProducts', res => { /* Handle the POST for the GetProducts query specifically */ }) ``` By default, the `graphqlOperation` assumes your GraphQL endpoint is at `/graphql`. You can alter this behavior by using the `path` property as shown below: ```js router.graphqlOperation({ path: '/api/graphql', name: 'GetProducts' }, res => { /* Handle the POST for the GetProducts query specifically */ }) ``` Note that when the `graphqlOperation` function is used, the HTTP request body will automatically be included in the cache key. The `graphqlOperation` function is provided to simplify matching of common GraphQL scenarios. For complex GraphQL matching (such as authenticated data), you can use the generic [_Body Matching for POST requests_](#section_body_matching_for_post_requests) feature. See the guide on [Implementing GraphQL Routing](/guides/graphql) in your project. ## Request Handling The second argument to routes is a function that receives a `ResponseWriter` and uses it to send a response. Using `ResponseWriter` you can: - Proxy a backend configured in `{{ CONFIG_FILE }}` - Serve a static file - Send a redirect - Send a synthetic response - Cache the response at edge and in the browser - Manipulate request and response headers [See the API Docs for Response Writer](/docs/__version__/api/core/classes/_router_responsewriter_.responsewriter.html) ## Full Example This example shows typical usage of `{{ PACKAGE_NAME }}/core`, including serving a service worker, next.js routes (vanity and conventional routes), and falling back to a legacy backend. ```js // routes.js const { Router } = require('{{ PACKAGE_NAME }}/core/router') module.exports = new Router() .get('/service-worker.js', ({ serviceWorker }) => { // serve the service worker built by webpack serviceWorker('dist/service-worker.js') }) .get('/p/:productId', ({ cache }) => { // cache products for one hour at edge and using the service worker cache({ edge: { maxAgeSeconds: 60 * 60, staleWhileRevalidateSeconds: 60 * 60, }, browser: { maxAgeSeconds: 0, serviceWorkerSeconds: 60 * 60, }, }) proxy('origin') }) .fallback(({ proxy }) => { // serve all unmatched URLs from the origin backend configured in {{ CONFIG_FILE }} proxy('origin') }) ``` ## Errors Handling You can use the router's `catch` method to return specific content when the request results in an error status (For example, a 500). Using `catch`, you can also alter the `statusCode` and `response` on the edge before issuing a response to the user. ```js router.catch(number | Regexp, (routeHandler: Function)) ``` ### Examples To issue a custom error page when the origin returns a 500: ```js // routes.js const { Router } = require('{{ PACKAGE_NAME }}/core/router') module.exports = new Router() // Example route .get('/failing-route', ({ proxy }) => { proxy('broken-origin') }) // So let's assume that backend "broken-origin" returns 500, so instead // of rendering the broken-origin response we can alter that by specifing .catch .catch(500, ({ serveStatic }) => { serveStatic('static/broken-origin-500-page.html', { statusCode: 502, }) }) ``` The `.catch` method allows the edge router to render a response based on the result preceeding routes. So in the example above whenever we receive a 500 we respond with `broken-origin-500-page.html` from the application's `static` directory and change the status code to 502. - Your catch callback is provided a [ResponseWriter](/docs/api/core/classes/_router_responsewriter_.responsewriter.html) instance. You can use any ResponseWriter method except `proxy` inside `.catch`. - We highly recommend keeping `catch` routes simple. Serve responses using `serveStatic` instead of `send` to minimize the size of the edge bundle. ## Environment Edge Redirects In addition to sending redirects at the edge within the router configuration, this can also be configured at the environment level within the Layer0 Developer Console. Under _<Your Environment> → Configuration_, click _Edit_ to draft a new configuration. Scroll down to the _Redirects_ section:  Click _Add A Redirect_ to configure the path or host you wish to redirect to:  **Note:** you will need to activate and redeploy your site for this change to take effect.
11:36:00 PM: Build ready to start 11:36:02 PM: build-image version: 72a309a113b53ef075815b129953617827965e48 (focal) 11:36:02 PM: build-image tag: v4.8.2 11:36:02 PM: buildbot version: 72ebfe61ef7a5152002962d9129cc52f5b1bb560 11:36:02 PM: Fetching cached dependencies 11:36:02 PM: Failed to fetch cache, continuing with build 11:36:02 PM: Starting to prepare the repo for build 11:36:02 PM: No cached dependencies found. 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Older versions may use Math.random() in certain circumstances, which is known to be problematic. See https://v8.dev/blog/math-random for details. 11:36:28 PM: npm WARN deprecated querystring@0.2.1: The querystring API is considered Legacy. new code should use the URLSearchParams API instead. 11:36:33 PM: npm WARN deprecated subscriptions-transport-ws@0.9.19: The `subscriptions-transport-ws` package is no longer maintained. We recommend you use `graphql-ws` instead. For help migrating Apollo software to `graphql-ws`, see https://www.apollographql.com/docs/apollo-server/data/subscriptions/#switching-from-subscriptions-transport-ws For general help using `graphql-ws`, see https://github.com/enisdenjo/graphql-ws/blob/master/README.md 11:36:36 PM: npm WARN deprecated async-cache@1.1.0: No longer maintained. Use [lru-cache](http://npm.im/lru-cache) version 7.6 or higher, and provide an asynchronous `fetchMethod` option. 11:36:37 PM: npm WARN deprecated babel-eslint@10.1.0: babel-eslint is now @babel/eslint-parser. This package will no longer receive updates. 11:36:41 PM: npm WARN deprecated devcert@1.2.0: critical regex denial of service bug fixed in 1.2.1 patch 11:36:42 PM: npm WARN deprecated debug@4.1.1: Debug versions >=3.2.0 <3.2.7 || >=4 <4.3.1 have a low-severity ReDos regression when used in a Node.js environment. It is recommended you upgrade to 3.2.7 or 4.3.1. (https://github.com/visionmedia/debug/issues/797) 11:36:45 PM: npm WARN deprecated urix@0.1.0: Please see https://github.com/lydell/urix#deprecated 11:36:45 PM: npm WARN deprecated resolve-url@0.2.1: https://github.com/lydell/resolve-url#deprecated 11:36:53 PM: npm WARN deprecated puppeteer@7.1.0: Version no longer supported. Upgrade to @latest 11:37:30 PM: added 2044 packages, and audited 2045 packages in 1m 11:37:30 PM: 208 packages are looking for funding 11:37:30 PM: run `npm fund` for details 11:37:30 PM: 41 vulnerabilities (13 moderate, 25 high, 3 critical) 11:37:30 PM: To address issues that do not require attention, run: 11:37:30 PM: npm audit fix 11:37:30 PM: To address all issues possible (including breaking changes), run: 11:37:30 PM: npm audit fix --force 11:37:30 PM: Some issues need review, and may require choosing 11:37:30 PM: a different dependency. 11:37:30 PM: Run `npm audit` for details. 11:37:30 PM: NPM modules installed 11:37:31 PM: npm WARN config tmp This setting is no longer used. npm stores temporary files in a special 11:37:31 PM: npm WARN config location in the cache, and they are managed by 11:37:31 PM: npm WARN config [`cacache`](http://npm.im/cacache). 11:37:31 PM: Started restoring cached go cache 11:37:31 PM: Finished restoring cached go cache 11:37:31 PM: Installing Go version 1.17 (requested 1.17) 11:37:36 PM: unset GOOS; 11:37:36 PM: unset GOARCH; 11:37:36 PM: export GOROOT='/opt/buildhome/.gimme/versions/go1.17.linux.amd64'; 11:37:36 PM: export PATH="/opt/buildhome/.gimme/versions/go1.17.linux.amd64/bin:${PATH}"; 11:37:36 PM: go version >&2; 11:37:36 PM: export GIMME_ENV="/opt/buildhome/.gimme/env/go1.17.linux.amd64.env" 11:37:37 PM: go version go1.17 linux/amd64 11:37:37 PM: Installing missing commands 11:37:37 PM: Verify run directory 11:37:38 PM: 11:37:38 PM: ──────────────────────────────────────────────────────────────── 11:37:38 PM: Netlify Build 11:37:38 PM: ──────────────────────────────────────────────────────────────── 11:37:38 PM: 11:37:38 PM: ❯ Version 11:37:38 PM: @netlify/build 27.3.0 11:37:38 PM: 11:37:38 PM: ❯ Flags 11:37:38 PM: baseRelDir: true 11:37:38 PM: buildId: 62b9ce60232d3454599e9b1c 11:37:38 PM: deployId: 62b9ce60232d3454599e9b1e 11:37:38 PM: 11:37:38 PM: ❯ Current directory 11:37:38 PM: /opt/build/repo 11:37:38 PM: 11:37:38 PM: ❯ Config file 11:37:38 PM: /opt/build/repo/netlify.toml 11:37:38 PM: 11:37:38 PM: ❯ Context 11:37:38 PM: production 11:37:38 PM: 11:37:38 PM: ❯ Loading plugins 11:37:38 PM: - @netlify/plugin-gatsby@3.2.4 from netlify.toml and package.json 11:37:38 PM: - netlify-plugin-cypress@2.2.0 from netlify.toml and package.json 11:37:40 PM: 11:37:40 PM: ──────────────────────────────────────────────────────────────── 11:37:40 PM: 1. @netlify/plugin-gatsby (onPreBuild event) 11:37:40 PM: ──────────────────────────────────────────────────────────────── 11:37:40 PM: 11:37:40 PM: No Gatsby cache found. Building fresh. 11:37:40 PM: 11:37:40 PM: (@netlify/plugin-gatsby onPreBuild completed in 17ms) 11:37:40 PM: 11:37:40 PM: ──────────────────────────────────────────────────────────────── 11:37:40 PM: 2. netlify-plugin-cypress (onPreBuild event) 11:37:40 PM: ──────────────────────────────────────────────────────────────── 11:37:40 PM: 11:37:41 PM: [STARTED] Task without title. 11:37:44 PM: [SUCCESS] Task without title. 11:37:46 PM: [2266:0627/153746.716704:ERROR:zygote_host_impl_linux.cc(263)] Failed to adjust OOM score of renderer with pid 2420: Permission denied (13) 11:37:46 PM: [2420:0627/153746.749095:ERROR:sandbox_linux.cc(377)] InitializeSandbox() called with multiple threads in process gpu-process. 11:37:46 PM: [2420:0627/153746.764711:ERROR:gpu_memory_buffer_support_x11.cc(44)] dri3 extension not supported. 11:37:46 PM: Displaying Cypress info... 11:37:46 PM: Detected no known browsers installed 11:37:46 PM: Proxy Settings: none detected 11:37:46 PM: Environment Variables: 11:37:46 PM: CYPRESS_CACHE_FOLDER: ./node_modules/.cache/CypressBinary 11:37:46 PM: Application Data: /opt/buildhome/.config/cypress/cy/development 11:37:46 PM: Browser Profiles: /opt/buildhome/.config/cypress/cy/development/browsers 11:37:46 PM: Binary Caches: /opt/build/repo/node_modules/.cache/CypressBinary 11:37:46 PM: Cypress Version: 10.2.0 (stable) 11:37:46 PM: System Platform: linux (Ubuntu - 20.04) 11:37:46 PM: System Memory: 32.8 GB free 27.9 GB 11:37:47 PM: 11:37:47 PM: (netlify-plugin-cypress onPreBuild completed in 6.2s) 11:37:47 PM: 11:37:47 PM: ──────────────────────────────────────────────────────────────── 11:37:47 PM: 3. build.command from netlify.toml 11:37:47 PM: ──────────────────────────────────────────────────────────────── 11:37:47 PM: 11:37:47 PM: $ gatsby build 11:37:49 PM: success open and validate gatsby-configs, load plugins - 0.298s 11:37:49 PM: success onPreInit - 0.003s 11:37:49 PM: success initialize cache - 0.107s 11:37:49 PM: success copy gatsby files - 0.044s 11:37:49 PM: success Compiling Gatsby Functions - 0.251s 11:37:49 PM: success onPreBootstrap - 0.259s 11:37:50 PM: success createSchemaCustomization - 0.000s 11:37:50 PM: success Checking for changed pages - 0.000s 11:37:50 PM: success source and transform nodes - 0.154s 11:37:50 PM: info Writing GraphQL type definitions to /opt/build/repo/.cache/schema.gql 11:37:50 PM: success building schema - 0.402s 11:37:50 PM: success createPages - 0.000s 11:37:50 PM: success createPagesStatefully - 0.312s 11:37:50 PM: info Total nodes: 49, SitePage nodes: 26 (use --verbose for breakdown) 11:37:50 PM: success Checking for changed pages - 0.000s 11:37:50 PM: success onPreExtractQueries - 0.000s 11:37:54 PM: success extract queries from components - 3.614s 11:37:54 PM: success write out redirect data - 0.006s 11:37:54 PM: success Build manifest and related icons - 0.468s 11:37:54 PM: success onPostBootstrap - 0.469s 11:37:54 PM: info bootstrap finished - 7.967s 11:37:54 PM: success write out requires - 0.009s 11:38:19 PM: success Building production JavaScript and CSS bundles - 24.472s 11:38:38 PM: <w> [webpack.cache.PackFileCacheStrategy] Skipped not serializable cache item 'mini-css-extract-plugin /opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[1]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[2]!/opt/build/repo/src/components/Footer/Footer.module.css|0|Compilation/modules|/opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[1]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[2]!/opt/build/repo/src/components/Footer/Footer.module.css': No serializer registered for Warning 11:38:38 PM: <w> while serializing webpack/lib/cache/PackFileCacheStrategy.PackContentItems -> webpack/lib/NormalModule -> Array { 1 items } -> webpack/lib/ModuleWarning -> Warning 11:38:38 PM: <w> [webpack.cache.PackFileCacheStrategy] Skipped not serializable cache item 'mini-css-extract-plugin /opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[1]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[2]!/opt/build/repo/src/components/Header/Header.module.css|0|Compilation/modules|/opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[1]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[10].oneOf[0].use[2]!/opt/build/repo/src/components/Header/Header.module.css': No serializer registered for Warning 11:38:38 PM: <w> while serializing webpack/lib/cache/PackFileCacheStrategy.PackContentItems -> webpack/lib/NormalModule -> Array { 1 items } -> webpack/lib/ModuleWarning -> Warning 11:38:39 PM: <w> [webpack.cache.PackFileCacheStrategy] Skipped not serializable cache item 'Compilation/modules|/opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[9].oneOf[0].use[0]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[9].oneOf[0].use[1]!/opt/build/repo/src/components/Footer/Footer.module.css': No serializer registered for Warning 11:38:39 PM: <w> while serializing webpack/lib/cache/PackFileCacheStrategy.PackContentItems -> webpack/lib/NormalModule -> Array { 1 items } -> webpack/lib/ModuleWarning -> Warning 11:38:39 PM: <w> [webpack.cache.PackFileCacheStrategy] Skipped not serializable cache item 'Compilation/modules|/opt/build/repo/node_modules/css-loader/dist/cjs.js??ruleSet[1].rules[9].oneOf[0].use[0]!/opt/build/repo/node_modules/postcss-loader/dist/cjs.js??ruleSet[1].rules[9].oneOf[0].use[1]!/opt/build/repo/src/components/Header/Header.module.css': No serializer registered for Warning 11:38:39 PM: <w> while serializing webpack/lib/cache/PackFileCacheStrategy.PackContentItems -> webpack/lib/NormalModule -> Array { 1 items } -> webpack/lib/ModuleWarning -> Warning 11:38:41 PM: success Building HTML renderer - 21.648s 11:38:41 PM: success Execute page configs - 0.024s 11:38:41 PM: success Caching Webpack compilations - 0.000s 11:38:41 PM: success run queries in workers - 0.042s - 26/26 621.26/s 11:38:41 PM: success Merge worker state - 0.001s 11:38:41 PM: success Rewriting compilation hashes - 0.001s 11:38:41 PM: success Writing page-data.json files to public directory - 0.014s - 26/26 1818.92/s 11:38:45 PM: success Building static HTML for pages - 4.353s - 26/26 5.97/s 11:38:45 PM: info [gatsby-plugin-netlify] Creating SSR/DSG redirects... 11:38:45 PM: info [gatsby-plugin-netlify] Created 0 SSR/DSG redirects... 11:38:45 PM: success onPostBuild - 0.011s 11:38:45 PM: 11:38:45 PM: Pages 11:38:45 PM: ┌ src/pages/404.js 11:38:45 PM: │ ├ /404/ 11:38:45 PM: │ └ /404.html 11:38:45 PM: ├ src/pages/about.js 11:38:45 PM: │ └ /about/ 11:38:45 PM: ├ src/pages/accountSuccess.js 11:38:45 PM: │ └ /accountSuccess/ 11:38:45 PM: ├ src/pages/cart.js 11:38:45 PM: │ └ /cart/ 11:38:45 PM: ├ src/pages/faq.js 11:38:45 PM: │ └ /faq/ 11:38:45 PM: ├ src/pages/forgot.js 11:38:45 PM: │ └ /forgot/ 11:38:45 PM: ├ src/pages/how-to-use.js 11:38:45 PM: │ └ /how-to-use/ 11:38:45 PM: ├ src/pages/index.js 11:38:45 PM: │ └ / 11:38:45 PM: ├ src/pages/login.js 11:38:45 PM: │ └ /login/ 11:38:45 PM: ├ src/pages/orderConfirm.js 11:38:45 PM: │ └ /orderConfirm/ 11:38:45 PM: ├ src/pages/search.js 11:38:45 PM: │ └ /search/ 11:38:45 PM: ├ src/pages/shop.js 11:38:45 PM: │ └ /shop/ 11:38:45 PM: ├ src/pages/shopV2.js 11:38:45 PM: │ └ /shopV2/ 11:38:45 PM: ├ src/pages/signup.js 11:38:45 PM: │ └ /signup/ 11:38:45 PM: ├ src/pages/styling.js 11:38:45 PM: │ └ /styling/ 11:38:45 PM: ├ src/pages/support.js 11:38:45 PM: │ └ /support/ 11:38:45 PM: ├ src/pages/account/address.js 11:38:45 PM: │ └ /account/address/ 11:38:45 PM: ├ src/pages/account/favorites.js 11:38:45 PM: │ └ /account/favorites/ 11:38:45 PM: ├ src/pages/account/index.js 11:38:45 PM: │ └ /account/ 11:38:45 PM: ├ src/pages/account/orders.js 11:38:45 PM: │ └ /account/orders/ 11:38:45 PM: ├ src/pages/account/settings.js 11:38:45 PM: │ └ /account/settings/ 11:38:45 PM: ├ src/pages/account/viewed.js 11:38:45 PM: │ └ /account/viewed/ 11:38:45 PM: ├ src/pages/blog/index.js 11:38:45 PM: │ └ /blog/ 11:38:45 PM: ├ src/pages/blog/sample.js 11:38:45 PM: │ └ /blog/sample/ 11:38:45 PM: └ src/pages/product/sample.js 11:38:45 PM: └ /product/sample/ 11:38:45 PM: ╭────────────────────────────────────────────────────────────────────╮ 11:38:45 PM: │ │ 11:38:45 PM: │ (SSG) Generated at build time │ 11:38:45 PM: │ D (DSG) Deferred static generation - page generated at runtime │ 11:38:45 PM: │ ∞ (SSR) Server-side renders at runtime (uses getServerData) │ 11:38:45 PM: │ λ (Function) Gatsby function │ 11:38:45 PM: │ │ 11:38:45 PM: ╰────────────────────────────────────────────────────────────────────╯ 11:38:45 PM: info Done building in 58.825944508 sec 11:38:46 PM: 11:38:46 PM: (build.command completed in 59s) 11:38:46 PM: 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 4. @netlify/plugin-gatsby (onBuild event) 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 11:38:46 PM: Skipping Gatsby Functions and SSR/DSG support 11:38:46 PM: 11:38:46 PM: (@netlify/plugin-gatsby onBuild completed in 9ms) 11:38:46 PM: 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 5. Functions bundling 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 11:38:46 PM: The Netlify Functions setting targets a non-existing directory: netlify/functions 11:38:46 PM: 11:38:46 PM: (Functions bundling completed in 3ms) 11:38:46 PM: 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 6. @netlify/plugin-gatsby (onPostBuild event) 11:38:46 PM: ──────────────────────────────────────────────────────────────── 11:38:46 PM: 11:38:47 PM: Skipping Gatsby Functions and SSR/DSG support 11:38:47 PM: 11:38:47 PM: (@netlify/plugin-gatsby onPostBuild completed in 1.4s) 11:38:47 PM: 11:38:47 PM: ──────────────────────────────────────────────────────────────── 11:38:47 PM: 7. netlify-plugin-cypress (onPostBuild event) 11:38:47 PM: ──────────────────────────────────────────────────────────────── 11:38:47 PM: 11:38:49 PM: [2557:0627/153849.751277:ERROR:zygote_host_impl_linux.cc(263)] Failed to adjust OOM score of renderer with pid 2711: Permission denied (13) 11:38:49 PM: [2711:0627/153849.770005:ERROR:sandbox_linux.cc(377)] InitializeSandbox() called with multiple threads in process gpu-process. 11:38:49 PM: [2711:0627/153849.773016:ERROR:gpu_memory_buffer_support_x11.cc(44)] dri3 extension not supported. 11:38:52 PM: Couldn't find tsconfig.json. tsconfig-paths will be skipped 11:38:52 PM: tput: No value for $TERM and no -T specified 11:38:52 PM: ==================================================================================================== 11:38:52 PM: (Run Starting) 11:38:52 PM: ┌────────────────────────────────────────────────────────────────────────────────────────────────┐ 11:38:52 PM: │ Cypress: 10.2.0 │ 11:38:52 PM: │ Browser: Custom Chromium 90 (headless) │ 11:38:52 PM: │ Node Version: v16.15.1 (/opt/buildhome/.nvm/versions/node/v16.15.1/bin/node) │ 11:38:52 PM: │ Specs: 1 found (basic.cy.js) │ 11:38:52 PM: │ Searched: cypress/e2e/**/*.cy.{js,jsx,ts,tsx} │ 11:38:52 PM: └────────────────────────────────────────────────────────────────────────────────────────────────┘ 11:38:52 PM: ──────────────────────────────────────────────────────────────────────────────────────────────────── 11:38:52 PM: Running: basic.cy.js (1 of 1) 11:38:56 PM: 11:38:56 PM: sample render test 11:38:58 PM: ✓ displays the title text (2517ms) 11:38:58 PM: 1 passing (3s) 11:39:00 PM: (Results) 11:39:00 PM: ┌────────────────────────────────────────────────────────────────────────────────────────────────┐ 11:39:00 PM: │ Tests: 1 │ 11:39:00 PM: │ Passing: 1 │ 11:39:00 PM: │ Failing: 0 │ 11:39:00 PM: │ Pending: 0 │ 11:39:00 PM: │ Skipped: 0 │ 11:39:00 PM: │ Screenshots: 0 │ 11:39:00 PM: │ Video: true │ 11:39:00 PM: │ Duration: 2 seconds │ 11:39:00 PM: │ Spec Ran: basic.cy.js │ 11:39:00 PM: └────────────────────────────────────────────────────────────────────────────────────────────────┘ 11:39:00 PM: (Video) 11:39:00 PM: - Started processing: Compressing to 32 CRF 11:39:01 PM: - Finished processing: /opt/build/repo/cypress/videos/basic.cy.js.mp4 (1 second) 11:39:01 PM: tput: No value for $TERM and no -T specified 11:39:01 PM: ==================================================================================================== 11:39:01 PM: (Run Finished) 11:39:01 PM: Spec Tests Passing Failing Pending Skipped 11:39:01 PM: ┌────────────────────────────────────────────────────────────────────────────────────────────────┐ 11:39:01 PM: Creating deploy upload records 11:39:01 PM: │ ✔ basic.cy.js 00:02 1 1 - - - │ 11:39:01 PM: └────────────────────────────────────────────────────────────────────────────────────────────────┘ 11:39:01 PM: ✔ All specs passed! 00:02 1 1 - - - 11:39:01 PM: 11:39:01 PM: (netlify-plugin-cypress onPostBuild completed in 14s) 11:39:01 PM: 11:39:01 PM: ──────────────────────────────────────────────────────────────── 11:39:01 PM: 8. Deploy site 11:39:01 PM: ──────────────────────────────────────────────────────────────── 11:39:01 PM: 11:39:01 PM: Starting to deploy site from 'public' 11:39:01 PM: Creating deploy tree 11:39:01 PM: 0 new files to upload 11:39:01 PM: 0 new functions to upload 11:39:02 PM: Starting post processing 11:39:02 PM: Incorrect TOML configuration format: Key inputs is already used as table key 11:39:02 PM: Post processing - HTML 11:39:02 PM: Incorrect TOML configuration format: Key inputs is already used as table key 11:39:03 PM: Incorrect TOML configuration format: Key inputs is already used as table key 11:39:03 PM: Post processing - header rules 11:39:03 PM: Incorrect TOML configuration format: Key inputs is already used as table key 11:39:03 PM: Post processing - redirect rules 11:39:03 PM: Incorrect TOML configuration format: Key inputs is already used as table key 11:39:03 PM: Post processing done 11:39:07 PM: Site is live ✨ 11:39:07 PM: Finished waiting for live deploy in 6.137803722s 11:39:07 PM: Site deploy was successfully initiated 11:39:07 PM: 11:39:07 PM: (Deploy site completed in 6.4s) 11:39:07 PM: 11:39:07 PM: ──────────────────────────────────────────────────────────────── 11:39:07 PM: 9. @netlify/plugin-gatsby (onSuccess event) 11:39:07 PM: ──────────────────────────────────────────────────────────────── 11:39:07 PM: 11:39:07 PM: 11:39:07 PM: (@netlify/plugin-gatsby onSuccess completed in 5ms) 11:39:07 PM: 11:39:07 PM: ──────────────────────────────────────────────────────────────── 11:39:07 PM: 10. netlify-plugin-cypress (onSuccess event) 11:39:07 PM: ──────────────────────────────────────────────────────────────── 11:39:07 PM: 11:39:07 PM: 11:39:07 PM: (netlify-plugin-cypress onSuccess completed in 6ms) 11:39:08 PM: 11:39:08 PM: ──────────────────────────────────────────────────────────────── 11:39:08 PM: Netlify Build Complete 11:39:08 PM: ──────────────────────────────────────────────────────────────── 11:39:08 PM: 11:39:08 PM: (Netlify Build completed in 1m 29.4s) 11:39:08 PM: Caching artifacts 11:39:08 PM: Started saving node modules 11:39:08 PM: Finished saving node modules 11:39:08 PM: Started saving build plugins 11:39:08 PM: Finished saving build plugins 11:39:08 PM: Started saving pip cache 11:39:08 PM: Finished saving pip cache 11:39:08 PM: Started saving emacs cask dependencies 11:39:08 PM: Finished saving emacs cask dependencies 11:39:08 PM: Started saving maven dependencies 11:39:08 PM: Finished saving maven dependencies 11:39:08 PM: Started saving boot dependencies 11:39:08 PM: Finished saving boot dependencies 11:39:08 PM: Started saving rust rustup cache 11:39:08 PM: Finished saving rust rustup cache 11:39:08 PM: Started saving go dependencies 11:39:08 PM: Finished saving go dependencies 11:39:10 PM: Build script success 11:39:10 PM: Pushing to repository git@github.com:Lhagawajaw/hymd-baraa 11:40:32 PM: Finished processing build request in 4m30.278982258s