Search is not available for this dataset
query
stringlengths
7
355k
document
stringlengths
9
341k
metadata
dict
negatives
sequencelengths
0
101
negative_scores
sequencelengths
0
101
document_score
stringlengths
3
10
document_rank
stringclasses
102 values
Build treemap app, optionally deploying to ghpages if `deploy` flag was set.
async function main() { const app = new GhPagesApp({ name: 'treemap', appDir: `${LH_ROOT}/treemap/app`, html: {path: 'index.html'}, stylesheets: [ {path: require.resolve('tabulator-tables/dist/css/tabulator.min.css')}, {path: 'styles/*'}, ], javascripts: [ buildStrings(), {path: require.resolve('idb-keyval/dist/idb-keyval-min.js')}, {path: require.resolve('event-target-shim/umd')}, {path: require.resolve('webtreemap-cdt')}, {path: require.resolve('tabulator-tables/dist/js/tabulator_core.js')}, {path: require.resolve('tabulator-tables/dist/js/modules/sort.js')}, {path: require.resolve('tabulator-tables/dist/js/modules/format.js')}, {path: require.resolve('tabulator-tables/dist/js/modules/resize_columns.js')}, {path: require.resolve('pako/dist/pako_inflate.js')}, {path: 'src/main.js', esbuild: true}, ], assets: [ {path: 'images/**/*', destDir: 'images'}, {path: 'debug.json'}, ], }); await app.build(); const argv = process.argv.slice(2); if (argv.includes('--deploy')) { await app.deploy(); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function build_page(){\n\t\t\tfor ( var key in sitemap.pages ) {\n\t\t\t\tvar site_obj = sitemap;\n\t\t\t\tvar page_obj = site_obj.pages[ key ];\n\n\t\t\t\tif ( page_obj.file !== false ) {\n\t\t\t\t\tvar sourceFile = \"test/preprocess/\" + page_obj.template + \".tmpl\";\n\t\t\t\t\tvar root = page_obj.file_root.replace( new RegExp( \"[\\/]+$\", \"g\" ), \"\" );\n\t\t\t\t\tvar page = page_obj.file || page_obj.nav_key + \".html\";\n\t\t\t\t\tvar targetFile = root + \"/\" + page;\n\t\t\t\t\tvar content = fs.readFileSync( sourceFile, \"utf8\" );\n\n\t\t\t\t\tsite_obj.current_page = page;\n\t\t\t\t\tsite_obj.current_build = page_obj.nav_key;\n\n\t\t\t\t\tvar tmpl = new nunjucks.Template( content, env );\n\t\t\t\t\tvar res = tmpl.render( site_obj );\n\n\t\t\t\t\tgrunt.log.writeln( \"building \" + targetFile );\n\t\t\t\t\tfs.writeFile( targetFile, res );\n\t\t\t\t}\n\t\t\t}\n\t\t}", "function buildSite( cb, options, environment = \"development\" ) {\n const args = options ? hugoArgsDefault.concat( options ) : hugoArgsDefault;\n\n process.env.NODE_ENV = environment;\n\n return spawn( hugoBin, args, { stdio: \"inherit\" } ).on( \"close\", ( code ) => {\n if ( code === 0 ) {\n browserSync.reload();\n cb();\n } else {\n browserSync.notify( \"Hugo build failed :(\" );\n cb( \"Hugo build failed\" );\n }\n } );\n}", "function buildSite(cb, options, environment = \"development\") {\n const args = options ? hugoArgsDefault.concat(options) : hugoArgsDefault;\n\n process.env.NODE_ENV = environment;\n\n return spawn(hugoBin, args, {stdio: \"inherit\"}).on(\"close\", (code) => {\n if (code === 0) {\n browserSync.reload();\n cb();\n } else {\n browserSync.notify(\"Hugo build failed :(\");\n cb(\"Hugo build failed\");\n }\n });\n}", "function deploy() {\n return gulp.src('./public/**/*')\n .pipe($.ghPages());\n}", "function build(args, appConfig, cb) {\n if (args._.length === 1) {\n return cb(new _errors.UserError('An entry module must be specified.'));\n }\n\n let dist = args._[2] || 'dist';\n\n (0, _runSeries2.default)([cb => (0, _utils.install)(appConfig.getQuickDependencies(), { args, check: true }, cb), cb => (0, _cleanApp2.default)({ _: ['clean-app', dist] }, cb), cb => (0, _webpackBuild2.default)(`${appConfig.getName()} app`, args, () => createBuildConfig(args, appConfig.getQuickBuildConfig()), cb)], cb);\n}", "function build() {\n console.log('Creating an optimized production build...');\n webpack(config).run((err, stats) => {\n if (err) {\n printErrors('Failed to compile.', [err]);\n process.exit(1);\n }\n\n if (stats.compilation.errors.length) {\n printErrors('Failed to compile.', stats.compilation.errors);\n process.exit(1);\n }\n\n if (process.env.ESLINT_WARNING_MAX &&\n stats.compilation.warnings.length > parseInt(process.env.ESLINT_WARNING_MAX, 10)) {\n printErrors('Failed to compile. When process.env.ESLINT_WARNING_MAX is set, warnings total size should not greater than ' + process.env.ESLINT_WARNING_MAX + ' Otherwise treated as failures.', stats.compilation.warnings);\n process.exit(1);\n }\n\n console.log(chalk.green('Compiled successfully.'));\n console.log();\n\n console.log('File sizes after gzip:');\n console.log();\n printFileSizesAfterBuild(stats);\n console.log();\n\n var appPackage = require(paths.appPackageJson);\n var publicUrl = paths.publicUrl;\n var publicPath = config.output.publicPath;\n var publicPathname = url.parse(publicPath).pathname;\n var buildFolder = path.relative(process.cwd(), paths.appBuild);\n\n if (publicUrl && publicUrl.indexOf('.github.io/') !== -1) {\n // \"homepage\": \"http://user.github.io/project\"\n console.log('The project was built assuming it is hosted at ' + chalk.green(publicPathname) + '.');\n console.log('You can control this with the ' + chalk.green('homepage') + ' field in your ' + chalk.cyan('package.json') + '.');\n console.log();\n console.log('The ' + chalk.cyan('build') + ' folder is ready to be deployed.');\n console.log('To publish it at ' + chalk.green(publicUrl) + ', run:');\n // If script deploy has been added to package.json, skip the instructions\n if (typeof appPackage.scripts.deploy === 'undefined') {\n console.log();\n console.log(' ' + chalk.cyan('npm') + ' install --save-dev gh-pages');\n console.log();\n console.log('Add the following script in your ' + chalk.cyan('package.json') + '.');\n console.log();\n console.log(' ' + chalk.dim('// ...'));\n console.log(' ' + chalk.yellow('\"scripts\"') + ': {');\n console.log(' ' + chalk.dim('// ...'));\n console.log(' ' + chalk.yellow('\"predeploy\"') + ': ' + chalk.yellow('\"npm run build\",'));\n console.log(' ' + chalk.yellow('\"deploy\"') + ': ' + chalk.yellow('\"gh-pages -d build\"'));\n console.log(' }');\n console.log();\n console.log('Then run:');\n }\n console.log();\n console.log(' ' + chalk.cyan('npm') + ' run deploy');\n console.log();\n } else if (publicPath !== '/') {\n // \"homepage\": \"http://mywebsite.com/project\"\n console.log('The project was built assuming it is hosted at ' + chalk.green(publicPath) + '.');\n console.log('You can control this with the ' + chalk.green('homepage') + ' field in your ' + chalk.cyan('package.json') + '.');\n console.log();\n console.log('The ' + chalk.cyan('build') + ' folder is ready to be deployed.');\n console.log();\n } else {\n if (publicUrl) {\n // \"homepage\": \"http://mywebsite.com\"\n console.log('The project was built assuming it is hosted at ' + chalk.green(publicUrl) + '.');\n console.log('You can control this with the ' + chalk.green('homepage') + ' field in your ' + chalk.cyan('package.json') + '.');\n console.log();\n } else {\n // no homepage\n console.log('The project was built assuming it is hosted at the server root.');\n console.log('To override this, specify the ' + chalk.green('homepage') + ' in your ' + chalk.cyan('package.json') + '.');\n console.log('For example, add this to build it for GitHub Pages:');\n console.log();\n console.log(' ' + chalk.green('\"homepage\"') + chalk.cyan(': ') + chalk.green('\"http://www.dianrong.com/myapp\"') + chalk.cyan(','));\n console.log();\n }\n\n console.log('The ' + chalk.cyan(buildFolder) + ' folder is ready to be deployed.');\n console.log('You may serve it with a static server:');\n console.log();\n console.log(` ${chalk.cyan('npm')} install -g serve`);\n console.log(` ${chalk.cyan('serve')} -s build`);\n console.log();\n }\n });\n}", "function buildTemplatesRuntime() {\n esbuild.build({\n ...commonOptions,\n outdir: htmlOutDir,\n entryPoints: ['node_modules/handlebars/dist/handlebars.runtime.js'],\n bundle: false,\n }).catch(() => process.exit(1))\n}", "function buildPage(file, data) {\n // Create a file called teamprofilepage.html, adding the input data transformed by generateHTML.js formatting.\n fs.writeFile(\"./dist/teampage.html\", generateHTML(data), function (error) {\n // If file created successfull, notify user of success in the command line interface. If error, notify user in the command line interface.\n if(error) {\n console.log(\"An unknown error occurred.\")\n }\n else {\n console.log(\"Your teampage.html file has been created successfully!\")\n }\n })\n}", "async function dynamicBuild( page ) {\n if ( !NUT_CLI_DYNAMIC || ( process.env.NODE_ENV === 'production' ) ) {\n return\n }\n\n if ( module.hot && page ) {\n const deferred = {\n page,\n }\n deferred.promise = new Promise( ( resolve, reject ) => {\n deferred.resolve = resolve\n deferred.reject = reject\n } )\n\n if ( module.hot.status() === 'idle' ) {\n // console.log( 'idle -> !idle -> idle' )\n onHMRStatusTransferTo(\n status => status !== 'idle',\n function () {\n onHMRStatusTransferTo(\n status => status === 'idle',\n deferred.resolve\n )\n }\n )\n } else {\n // console.log( '!idle -> idle' )\n onHMRStatusTransferTo(\n status => status === 'idle',\n deferred.resolve\n )\n }\n\n let json\n try {\n const response = await fetch( `/_nut_dynamic_build_page?page=${\n encodeURIComponent( page )\n }` )\n json = await response.json()\n } catch ( e ) {\n console.log( e )\n }\n\n if ( json && json.success && ( json.waitHotApply === true ) ) {\n if ( module.hot.status() === 'idle' ) {\n // force trigger hmr update if still in idle status\n try {\n await module.hot.check( true )\n } catch ( e ) {\n console.log( e )\n }\n }\n\n await deferred.promise\n } else {\n deferred.resolve()\n }\n }\n}", "function build() {\n // Tidy directory first\n // to ensure all files\n // are in the right place\n tidy();\n\n mmark.parseDirectory(process.cwd() + \"/posts\", function(err, posts){\n if (err) {\n console.log(err.red);\n }\n\n var feed_html = \"\";\n for (post in posts) {\n var post = posts[post];\n\n // Fetch post data\n var title = post['meta']['title'];\n var date = post['meta']['date'];\n var markd = post['content'];\n\n // Produce HTML\n var html = [\n '<div class=\"post\">',\n '<h2 class=\"post-title\">',\n title,\n '</h2>',\n '<h4 class=\"post-date\">',\n date,\n '</h4>',\n markd,\n '</div>'\n ].join();\n\n feed_html += html;\n }\n var out = tinyt.renderFile(template_source, {feed: feed_html});\n fs.writeFile(html_source, out, function(data, err){\n if (err) {\n console.log(err);\n }\n console.log(\"All posts succesfully rendered ✔\".green);\n });\n });\n\n}", "async build(write = true) {\n for(let g in this.items) {\n if(this.items[g].hasConfig && this.items[g].config.build != false) {\n // render out this page\n let dirs = this.items[g].href.split('/');\n dirs.pop();\n let page = {\n data: this.items[g].render({ pages: this.items }),\n config: this.items[g].config,\n name: g };\n await this.emitMiddleware('after', page);\n if(write) {\n console.log(' [build] Writing file ' + this.config.base + '/' + this.items[g].href + '...');\n fs.mkdir(this.config.base + '/' + dirs.join('/'), { recursive: true }, (err) => {\n if (err) throw err;\n fs.writeFileSync(this.config.base + '/' + this.items[g].href, page.data);\n });\n } else {\n this.output[g] = page.data;\n }\n }\n }\n this.emitMiddleware('finish');\n }", "build(source){\n const paths = Helpers.files(source);\n const view = Helpers.includes(paths.includes);\n\n //build _site directory, unless it already exists\n const sitePath = paths.site;\n fs.mkdir(sitePath, (err) => {\n if (err) {\n if (err.code === 'EEXIST') console.log('the _site folder already exists, building some new children...');\n else console.log(err);\n } else console.log('_site directory initialized')\n });\n\n //get array of all posts in _posts directory using glob module\n //then create a new set of directories according to the post title\n const index = module.exports.index(source);\n\n //run down the directory structure rabbit hole for each post\n index.forEach(post => {\n postDir(sitePath, post, 'year');\n postDir(sitePath, post, 'month');\n postDir(sitePath, post, 'day');\n postDir(sitePath, post, 'title');\n\n //move markdown and template (view) data to index.html file at root of post directories\n const path = post.year + '-' + post.month + '-' + post.day + '-' + post.title + '.' + post.ext;\n const postPath = paths.posts + '/' + path;\n\n Helpers.reader(postPath, (data) => {\n const html = marked(data);\n const newPath = sitePath + '/' + post.year + '/' + post.month + '/' + post.day + '/' + post.title;\n Helpers.writer(paths.layouts, view, newPath, html, 'posts');\n });\n });\n\n //build landing page (index.html) using same writer function as for posts, without needing to read markdown\n Helpers.writer(paths.layouts, view, sitePath, '', 'landing');\n }", "function jekyll_staging() {\n return child_process.spawn(\"bundle\", [\"exec\", \"jekyll\", \"build\", \"--config\", \"_config-staging.yml\"], { stdio: \"inherit\" });\n}", "function buildWebsiteOnStartup() {\n populateDropdown();\n d3.json(\"samples.json\").then(data => {\n buildCharts(data.names[0]);\n populateDemographicInfo(data.names[0]);\n })\n}", "function buildVis() {\n if (!chart) {\n chart = container.append(\"g\");\n chart.append(\"rect\").classed(\"background\", true).style(\"opacity\", 0);\n }\n chart.attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n chart.select(\"background\").attr(\"width\", width).attr(\"height\", height);\n\n // Update scale\n xScale.range([0, width]);\n yScale.range([0, height]);\n\n treemap = d3.layout.treemap()\n .size([width, height])\n .round(true)\n .sticky(true)\n .value(sizeValue);\n \n node = root = data;\n var nodes = treemap.nodes(root)\n .filter(function(d) { return !d.children; });\n\n // Update color scale\n cScale.domain(d3.extent(nodes, function(d) { return d.cites; }));\n\n var cells = chart.selectAll(\"g.cell\").data(nodes, key);\n\n // ENTER\n var cell = cells.enter().append(\"g\")\n .attr(\"class\", \"cell\");\n\n cell.append(\"rect\")\n .style(\"fill\", function(d) { return cScale(d.cites); });\n\n cell.append(\"foreignObject\")\n .classed(\"ivs-treemap-fo\", true)\n .append(\"xhtml:span\")\n .classed(\"ivs-treemap-text\", true)\n .text(function(d) { return d.name; });\n\n // Tooltip for all cells\n cell.append(\"title\")\n .text(function(d) { return d.name + \" has \" + sizeValue.call(this, d) + \" articles\"; });\n\n // UPDATE\n cells.attr(\"transform\", function(d) { return \"translate(\" + d.x + \",\" + d.y + \")\"; })\n\n cells.select(\"rect\")\n .attr(\"width\", function(d) { return d.dx - 1; })\n .attr(\"height\", function(d) { return d.dy - 1; });\n \n cells.select(\".ivs-treemap-text\")\n .style(\"opacity\", function(d) { \n d3.select(this).style(\"font-size\", \"1em\");\n var rect = this.getBoundingClientRect();\n d.w = rect.width;\n d.h = rect.height;\n var opacity = d.dx * module.scale() - CELL_PADDING * 2 > d.w && d.dy * module.scale() - CELL_PADDING * 2 > d.h ? 1 : 0; \n \n // Try smaller font size for long text\n if (opacity === 0) {\n d3.select(this).style(\"font-size\", \"0.9em\");\n rect = this.getBoundingClientRect();\n d.w = rect.width;\n d.h = rect.height;\n opacity = d.dx * module.scale() - CELL_PADDING * 2 > d.w && d.dy * module.scale() - CELL_PADDING * 2 > d.h ? 1 : 0;\n\n if (opacity === 0) {\n d3.select(this).style(\"font-size\", \"0.8em\");\n rect = this.getBoundingClientRect();\n d.w = rect.width;\n d.h = rect.height;\n opacity = d.dx * module.scale() - CELL_PADDING * 2 > d.w && d.dy * module.scale() - CELL_PADDING * 2 > d.h ? 1 : 0;\n }\n } \n\n return opacity;\n });\n \n cells.select(\".ivs-treemap-fo\")\n .attr(\"transform\", function(d) { \n var rect = d3.select(this).select(\".ivs-treemap-text\").node().getBoundingClientRect();\n return \"translate(\" + CELL_PADDING + \",\" + ((d.dy - rect.height) / 2) + \")\"; \n }).attr(\"width\", function(d) { return d.dx - CELL_PADDING * 2; })\n .attr(\"height\", function(d) { return d.dy - CELL_PADDING * 2; });\n\n // Brush\n if (!brush) {\n brush = chart.append(\"g\")\n .datum(function() { return { selected: false, previouslySelected: false}; })\n .attr(\"class\", \"brush\");\n\n // Work-around for brushing on top of cells. A bit annoying: need an extra click when changing between click and brush\n chart.on(\"mousedown\", function() {\n if (d3.event.shiftKey) {\n brush.style(\"pointer-events\", \"all\");\n } else {\n brush.style(\"pointer-events\", \"none\");\n }\n });\n }\n brush.call(d3.svg.brush()\n .x(d3.scale.identity().domain([0, width]))\n .y(d3.scale.identity().domain([0, height]))\n .on(\"brushstart\", function(d) {\n cells.each(function(d) { d.previouslySelected = d3.event.sourceEvent.ctrlKey && d.selected; });\n }).on(\"brush\", function() {\n var extent = d3.event.target.extent();\n var extentRect = { left: extent[0][0], right: extent[1][0], top: extent[0][1], bottom: extent[1][1] };\n cells.classed(\"selected\", function(d) {\n var rect = { left: d.x, right: d.x + d.dx, top: d.y, bottom: d.y + d.dy };\n var intersected = ivs.helpers.d3.isIntersected(extentRect, rect);\n d.selected = d.previouslySelected ^ intersected;\n\n return d.selected;\n });\n module.setSelected(cells, key);\n }).on(\"brushend\", function() {\n d3.event.target.clear();\n d3.select(this).call(d3.event.target);\n }));\n\n brush.style(\"pointer-events\", \"none\");\n\n // Register click event\n module.registerClickEvent(cells, key);\n\n // Update selection, brushing\n module.updateSelectionBrushing(cells, key);\n\n // Register to be brushed\n module.registerBrushedEvent(cells, key);\n\n // Register for dragging items\n module.registerDragEvent(cells);\n\n // Register for deselection when clicking on empty space\n module.registerDeselection(container, cells);\n\n // EXIT\n cells.exit().remove();\n\n // Clip-path to prevent zooming outside the area\n // if (!clipPath) {\n // clipPath = chart.append(\"clipPath\").attr(\"id\", \"treemap-area\").append(\"rect\");\n // chart.attr(\"clip-path\", \"url(#treemap-area)\");\n // }\n // clipPath.attr(\"width\", width).attr(\"height\", height);\n\n // Size label\n var mappingTexts = attributeMappings.map(function(d) { return d.name; });\n if (!sizeLabel) {\n sizeLabel = ivs.widgets.cycleButton().className(\"ivs-treemap-cycleButton\")\n .on(\"indexChanged\", function(index) {\n sizeIndex = index;\n mapAttributes();\n treemap.value(sizeValue).nodes(root);\n node = zoom(node);\n });\n }\n sizeLabel.texts(mappingTexts).currentIndex(sizeIndex);\n var g = chart.selectAll(\".label\").data([0]);\n g.enter().append(\"g\").classed(\"label\", true).style(\"text-anchor\", \"middle\");\n g.attr(\"transform\", \"translate(\" + width / 2 + \",\" + (height + 14) + \")\").call(sizeLabel);\n\n zoom(node);\n }", "function buildSite(unusedFileEntities, options) {\n if (options === void 0) { options = defaultOptions; }\n var outputPath = options.outputPath;\n console.log(\"Writing documentation to \" + outputPath);\n // delete everything in the outputPath\n if (fs.existsSync(outputPath)) {\n try {\n rimraf.sync(outputPath);\n }\n catch (e) {\n console.error('Error Deleting output path', e);\n }\n }\n // Generate the html and dump into the output path\n var html = site_builder_1.generateHtmlPage(unusedFileEntities);\n try {\n if (!fs.existsSync(outputPath)) {\n fs.mkdirSync(outputPath);\n }\n var docsPath = path.join(outputPath, 'index.html');\n fs.writeFileSync(docsPath, html);\n }\n catch (e) {\n console.error('Error creating output path', e);\n }\n // Copy the asset folders to the output path\n try {\n for (var _i = 0, _a = options.copyFolders; _i < _a.length; _i++) {\n var folder = _a[_i];\n var assetFolderPath = path.join(path.dirname(require.main.filename), folder);\n var destFolderPath = path.join(outputPath, folder);\n if (fs.existsSync(assetFolderPath)) {\n fs.copySync(assetFolderPath, destFolderPath);\n }\n }\n }\n catch (e) {\n console.error('Error copying asset directories', e);\n }\n}", "function buildProcess({ page, buildConfig, env }) {\n const { minify, pretty, livereload } = buildConfig\n\n const isProd = env === 'production'\n const shouldMinifyHtml = isProd && minify.enabled\n const shouldPrettifyHtml = !isProd && pretty.enabled\n const shouldLivereload = !isProd && livereload.enabled\n\n let builtPage = page\n\n if (shouldLivereload) {\n builtPage = withLivereload(builtPage, livereload.options)\n }\n\n if (shouldMinifyHtml) {\n builtPage = minifyHtml(builtPage, minify.options)\n }\n\n if (shouldPrettifyHtml) {\n builtPage = prettyHtml(builtPage, pretty.options)\n }\n\n return builtPage\n}", "async function main() {\n const config = await jupyterConfigData();\n if (config.baseUrl === new URL(here()).pathname) {\n window.location.href = config.appUrl.replace(/\\/?$/, '/index.html');\n return;\n }\n // rewrite the config\n CONFIG_SCRIPT.textContent = JSON.stringify(config, null, 2);\n addFavicon(config);\n const preloader = document.getElementById(LITE_MAIN);\n const bundle = document.createElement('script');\n bundle.src = preloader.href;\n bundle.main = preloader.attributes.main;\n document.head.appendChild(bundle);\n}", "function tsc_app(cb) {\n tsAppProject.src().pipe(tsAppProject()).js.pipe(dest(\"build\")).on(\"end\", cb);\n}", "function startBuildServer() {\n const app = express();\n const root = path.join(__dirname, '../build');\n app.use(express.static(root));\n app.use(fallback('index.html', { root }));\n\n // Other files should not happen, respond 404\n app.get('*', (req, res) => {\n console.log('Warning: unknown req: ', req.path);\n res.sendStatus(404);\n });\n\n app.listen(pkgJson.rekit.buildPort, err => {\n if (err) {\n console.error(err);\n }\n\n console.log(`Dist server at http://localhost:${pkgJson.rekit.buildPort}/`);\n });\n}", "function build(hasSeparateGlobals) {\n var root = new output.NavigationItem('Index', 'index.html');\n if (entryPoint == project) {\n var globals = new output.NavigationItem('Globals', hasSeparateGlobals ? 'globals.html' : 'index.html', root);\n globals.isGlobals = true;\n }\n var modules = [];\n project.getReflectionsByKind(td.models.ReflectionKind.SomeModule).forEach(function (someModule) {\n var target = someModule.parent;\n var inScope = (someModule == entryPoint);\n while (target) {\n if (target.kindOf(td.models.ReflectionKind.ExternalModule))\n return;\n if (entryPoint == target)\n inScope = true;\n target = target.parent;\n }\n if (inScope) {\n modules.push(someModule);\n }\n });\n if (modules.length < 10) {\n buildGroups(modules, root);\n }\n else {\n buildGroups(entryPoint.getChildrenByKind(td.models.ReflectionKind.SomeModule), root, buildChildren);\n }\n return root;\n }", "function renderTreemap(url) {\n d3.selectAll('svg').remove();\n d3.selectAll('legend').remove();\n // set the dimensions and margins of the graph\n var margin = { top: 0, right: 10, bottom: 10, left: 10 },\n width = 960 - margin.left - margin.right,\n height = 570 - margin.top - margin.bottom;\n\n var tooltip = d3.select(\"body\").append(\"div\");\n\n // append the svg object to the map div\n var svg = d3.select(\"#map\")\n .append(\"svg\")\n .attr(\"width\", width + margin.left + margin.right)\n .attr(\"height\", height + margin.top + margin.bottom)\n .style(\"position\", \"relative\")\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n\n // read json data\n d3.json(url, function (error, data) {\n if (error) throw error;\n\n var root = d3.hierarchy(data)\n // .eachBefore(function (d) {\n // d.data.id = (d.parent ? d.parent.data.id + \".\" : \"\") + d.data.name;\n // })\n .sum(function (d) { return d.value })\n .sort(function (a, b) { return b.height - a.height || b.value - a.value; });\n // Here the size of each leave is given in the 'value' field in input data\n\n // Then d3.treemap computes the position of each element of the hierarchy\n d3.treemap()\n .size([width, height])\n .paddingTop(28)\n .paddingRight(1)\n .paddingInner(1) // Padding between each rectangle\n //.paddingOuter(6)\n .padding(1)\n (root)\n\n // colourScale scale\n var colourScale = d3.scaleOrdinal()\n .domain([data.children.map(d => d.name)])\n .range(d3.schemeCategory20)\n\n // And a opacity scale\n var opacity = d3.scaleLinear()\n .domain([10, 30])\n .range([.5, 1])\n\n // add rectangles:\n svg.selectAll(\"rect\")\n .data(root.leaves())\n .enter()\n .append(\"g\")\n .append(\"rect\")\n .attr(\"class\", \"tile\")\n .style(\"position\", \"relative\")\n .attr(\"data-name\", d => d.data.name)\n .attr(\"data-category\", d => d.data.category)\n .attr(\"data-value\", d => d.data.value)\n .attr('x', function (d) { return d.x0; })\n .attr('y', function (d) { return d.y0; })\n .attr('width', function (d) { return d.x1 - d.x0; })\n .attr('height', function (d) { return d.y1 - d.y0; })\n .style(\"fill\", function (d) { return colourScale(d.parent.data.name) })\n .style(\"opacity\", function (d) { return opacity(d.data.value) })\n //tooltips\n .on(\"mouseover\", function (d, i) {\n tooltip.style(\"left\", (d3.event.pageX + 20) + \"px\")\n tooltip.style(\"top\", (d3.event.pageY - 30) + \"px\")\n tooltip.attr(\"id\", \"tooltip\")\n tooltip.style(\"display\", \"inline-block\")\n tooltip.attr(\"data-value\", d.data.value)\n tooltip.select(\"#value\")\n tooltip.html(\n \"<p><span>Category:</span> \" + d.data.category + \"</p> \" +\n \"<p><span>Name: </span>\" + d.data.name + \"</p> \"\n );\n })\n .on(\"mouseout\", function () {\n tooltip.style(\"display\", \"none\");\n });\n\n // NAME labels\n svg\n .selectAll(\"text\")\n .data(root.leaves())\n .enter()\n .append(\"text\")\n .append(\"tspan\")\n .attr(\"x\", function (d) { return d.x0 + 5 })\n .attr(\"y\", function (d) { return d.y0 + 5 })\n .html(function (d) { return d.data.name })\n .call(wrap, 100)\n .attr(\"class\", \"text\")\n\n // create legend\n var legendLabels = data.children.map(d => d.name);\n\n var legend = d3.select('#legend')\n .append('svg')\n .attr('width', 550)\n .attr(\"class\", \"legend\")\n .attr('transform', 'translate(0,' + 0 + ')');\n\n // create g for each legend item\n var legendItem = legend.selectAll('.legend-item')\n .data(legendLabels).enter()\n .append('g')\n .attr('transform', function (d, i) {\n return \"translate(\" + (i % 3 * 140 + 60) + \",\" + (Math.floor(i / 3) * 40 + 30) + \")\";\n });\n\n // legend rectangle\n legendItem\n .append(\"rect\")\n .attr('width', 15)\n .attr('height', 15)\n .attr(\"stroke\", \"#333\")\n .attr('class', 'legend-item')\n .style('fill', function (d) {\n return colourScale(d);\n });\n\n // legend text\n legendItem\n .append(\"text\")\n .attr('class', 'legend-text')\n .attr('x', 20)\n .attr('y', 13)\n .text(d => d);\n })\n }", "function buildProdHtml(cb) {\n return gulp\n .src(\"./dist/index.html\")\n .pipe(inject(gulp.src(\"./dist/app/app-*.min.css\", { read: false }), { relative: true, removeTags: true })) // css app files\n .pipe(inject(gulp.src(\"./dist/app/app-*.min.js\", { read: false }), { relative: true, removeTags: true })) // js app files\n .pipe(gulp.dest(\"./dist\"));\n}", "async function run() {\n const devsite = await requireInternalDeployScript();\n await devsite('dist', null);\n}", "install() {\n\n let args = {\n tfs: this.tfs,\n pat: this.pat,\n target: this.target,\n appName: this.applicationName,\n azureSub: this.azureSub,\n kubeName: this.kubeName,\n kubeConfig: this.kubeConfig,\n kubeResourceGroup: this.kubeResourceGroup,\n };\n\n app.run(args, this, function(error, generator) {\n if (error) {\n console.log(error);\n }\n else {\n compose.addBuild(generator);\n compose.addRelease(generator);\n }\n });\n }", "function buildPage(error, geoData) {\n // our admin geo is a topojson, so we need to pull out GeoJSON features\n adminFeatures = topojson.feature(geoData, geoData.objects[topojsonObjectsGroup]).features;\n // create a map for each sector\n var iterations = 0;\n for(i=0; i<responseDataObject.length; i++) {\n createSectorMap(i, function(){\n iterations++\n // and do some stuff once all the maps have been created\n if(iterations == responseDataObject.length) {\n syncMaps();\n setDefaultView();\n }\n }); \n } \n}", "function buildMap() {\n\t// https://maps.google.com/maps?q=225+delaware+avenue,+Buffalo,+NY&hl=en&sll=42.746632,-75.770041&sspn=5.977525,8.591309&t=h&hnear=225+Delaware+Ave,+Buffalo,+Erie,+New+York+14202&z=16\n\t// API key console\n\t// https://code.google.com/apis/console\n\t// BfloFRED API Key : key=AIzaSyBMSezbmos0W2n6BQutkFvNjkF5NTPd0-Q\n\n\tif (sw > bp) {\n\t\t// If map doesn't already exist\n\t\tif ($('.map-container').length < 1) {\n\t\t\tbuildEmbed();\n\t\t}\n\t} else {\n\t\t// If static image doesn't exist\n\t\tif ($('.static-map-img').length < 1) {\n\t\t\tbuildStatic();\n\t\t}\n\t}\n}", "function build() {\n\treturn function(cb) {\n\n\t\t///////////////////////////////////////////////////////////////////////////\n\t\t// TODO hardcoding mocks for now but after dev cloud we need to remove this\n\t\targs.mocks = true;\n\t\t///////////////////////////////////////////////////////////////////////////\n\n\t\targs.dest = config.build.app;\n\t\targs.optimize = args.optimize || true;\n\t\targs.env = args.env || 'local';\n\n\t\tlog([\n\t\t\t'ARGS FOR THE BUILD.JS',\n\t\t\t'dest: ' + args.dest,\n\t\t\t'optimize: ' + args.optimize,\n\t\t\t'env: ' + args.env\n\t\t]);\n\n\t\tvar parallelTasks = [\n\t\t\t'index',\n\t\t\t'styles',\n\t\t\t'scripts',\n\t\t\t'templates',\n\t\t\t'fonts',\n\t\t\t'images'\n\t\t];\n\n\t\tif (args.mocks) {\n\t\t\tparallelTasks.push('mocks');\n\t\t}\n\n\t\trunSequence('conductor', parallelTasks, cb);\n\t};\n}", "function buildApp() {\n const date = new Date();\n let hh = date.getHours();\n let mm = date.getMinutes();\n let month = date.getMonth() + 1;\n hh = hh < 10 ? '0' + hh : hh;\n mm = mm < 10 ? '0' + mm : mm;\n month = month < 10 ? '0' + month : month;\n const day = `${date.getDate()}.${month}.${date.getFullYear()}`;\n const hour = `${hh}:${mm}`;\n $('.alert').fadeOut('slow');\n clearInterval(addInterval);\n $('body').empty().append(navbar).append($pageContent);\n $pageContent.empty().append(addnew(day, hour)).css(('margin-top'), $('.navbar').outerHeight());\n }", "function jekyll_production() {\n return child_process.spawn(\"bundle\", [\"exec\", \"jekyll\", \"build\", \"--config\", \"_config-production.yml\"], { stdio: \"inherit\" });\n}", "function init(options) {\n const ENV = options.ENV || \"dev\";\n const ROOT = options.ROOT || __dirname;\n // const TEST = options.TEST || false;\n\n const config = new Config();\n // Check if git repo exists\n const gitRepoExists = fs.existsSync(\"../.git\");\n\n // set all common configurations here\n config\n .entry(\"main\")\n .add(\"./src/main.ts\");\n\n config\n .output\n .path(path.join(ROOT, \"dist\", ENV))\n .filename(\"main.js\")\n .pathinfo(false)\n .libraryTarget(\"commonjs2\")\n .sourceMapFilename(\"[file].map\")\n .devtoolModuleFilenameTemplate(\"[resource-path]\");\n\n config.devtool(\"source-map\");\n\n config.target(\"node\");\n\n config.node.merge({\n Buffer: false,\n __dirname: false,\n __filename: false,\n console: true,\n global: true,\n process: false,\n });\n\n config.watchOptions({ ignored: /node_modules/ });\n\n config.resolve\n .extensions\n .merge([\".webpack.js\", \".web.js\", \".ts\", \".tsx\", \".js\"]);\n\n // see for more info about TsConfigPathsPlugin\n // https://github.com/s-panferov/awesome-typescript-loader/issues/402\n config.resolve.plugin(\"tsConfigPaths\") // name here is just an identifier\n .use(TsConfigPathsPlugin);\n\n config.externals([nodeExternals(), {\n // webpack will not try to rewrite require(\"main.js.map\")\n \"main.js.map\": \"main.js.map\",\n }]);\n\n /////////\n /// Plugins\n\n // NOTE: do not use 'new' on these, it will be called automatically\n // this plugin is for typescript's typeschecker to run in async mode\n config.plugin(\"tsChecker\")\n .use(CheckerPlugin);\n\n // this plugin wipes the `dist` directory clean before each new deploy\n config.plugin(\"clean\")\n .use(CleanWebpackPlugin, [ // arguments passed to CleanWebpackPlugin ctor\n [ `dist/${options.ENV}/*` ],\n { root: options.ROOT },\n ]);\n\n // you can use this to define build toggles; keys defined here\n // will be replaced in the output code with their values;\n // Note that because the plugin does a direct text replacement,\n // the value given to it must include actual quotes inside of the\n // string itself. Typically, this is done either with either\n // alternate quotes, such as '\"production\"', or by using\n // JSON.stringify('production').\n // Make sure to let typescript know about these via `define` !\n // See https://github.com/kurttheviking/git-rev-sync-js for more git options\n config.plugin(\"define\")\n .use((webpack.DefinePlugin), [{\n PRODUCTION: JSON.stringify(true),\n __BUILD_TIME__: JSON.stringify(Date.now()), // example defination\n __REVISION__: gitRepoExists ? JSON.stringify(git.short()) : JSON.stringify(\"\"),\n __PROFILER_ENABLED__: true,\n }]);\n\n config.plugin(\"screeps-source-map\")\n .use((ScreepsSourceMapToJson));\n\n config.plugin(\"no-emit-on-errors\")\n .use((webpack.NoEmitOnErrorsPlugin));\n\n const webpackUglifyJsPlugin = require('uglifyjs-webpack-plugin');\n\n config.plugin(\"uglify-js\").use(webpackUglifyJsPlugin, [{\n parallel: true,\n sourceMap: true,\n uglifyOptions: {\n output: { ascii_only: true, beautify: false, semicolons: false }\n }\n }]);\n\n /////////\n /// Modules\n\n config.module.rule(\"js-source-maps\")\n .test(/\\.js$/)\n .enforce(\"pre\")\n .use(\"source-map\")\n .loader(\"source-map-loader\");\n\n config.module.rule(\"tsx-source-maps\")\n .test(/\\.tsx?$/)\n .enforce(\"pre\")\n .use(\"source-map\")\n .loader(\"source-map-loader\");\n\n config.module.rule(\"compile\")\n .test(/\\.tsx?$/)\n .exclude\n .add(path.join(ROOT, \"src/snippets\"))\n .end()\n .use(\"typescript\")\n .loader(\"awesome-typescript-loader\")\n .options({ configFileName: \"tsconfig.json\" });\n\n config.module.rule(\"lint\")\n .test(/\\.tsx?$/)\n .exclude\n .add(path.join(ROOT, \"src/snippets\"))\n .add(path.join(ROOT, \"src/lib\"))\n .end()\n .use(\"tslint\")\n .loader(\"tslint-loader\")\n .options({\n configFile: path.join(ROOT, \"tslint.json\"),\n // automaticall fix linting errors\n fix: false,\n // you can search NPM and install custom formatters\n formatter: \"stylish\",\n // enables type checked rules like 'for-in-array'\n // uses tsconfig.json from current working directory\n typeCheck: false,\n });\n\n // return the config object\n return config;\n}", "function buildTeam() {\n\n //this function uses the file system to create an html file with the data collected from user prompts. It puts the file in the directory specified by the output\n //path argument. It uses the render function to inject the collected user data sitting in the teamArray into the template js file, and uses that to generate the html\n fs.writeFileSync(output_path, render(teamArray), \"utf-8\");\n}", "function jekyll() {\n return child_process.spawn(\"bundle\", [\"exec\", \"jekyll\", \"build\", \"--profile\", \"--trace\"], { stdio: \"inherit\" });\n}", "async function generate() {\n const prettierConfig = await prettier.resolveConfig('./.prettierrc.js')\n const pages = await globby([\n 'pages/*.js',\n 'pages/*.tsx',\n 'pages/*/*.tsx',\n 'data/**/*.mdx',\n '_blog/*.mdx',\n '!pages/index.tsx',\n '!data/*.mdx',\n '!pages/_*.js',\n '!pages/*/index.tsx',\n '!pages/api',\n '!pages/404.js',\n ])\n\n const sitemap = `\n <?xml version=\"1.0\" encoding=\"UTF-8\"?>\n <urlset xmlns=\"http://www.sitemaps.org/schemas/sitemap/0.9\">\n ${pages\n .filter((page) => !page.includes('_document.tsx'))\n .map((page) => {\n const path = page\n .replace('pages', '')\n // add a `/` for blog posts\n .replace('_blog', '/blog')\n .replace('.tsx', '')\n .replace('.mdx', '')\n // replace the paths for nested 'index' based routes\n .replace('/auth/Auth', '/auth')\n .replace('/database/Database', '/database')\n .replace('/storage/Storage', '/storage')\n\n let route = path === '/index' ? '' : path\n\n //\n // blog specific urls\n //\n if (route.includes('/blog/')) {\n // clean blog post route from string\n const _route = route.replace('/blog/', '')\n // splut the url\n let split = _route.split('')\n // target and replace the `-` between dates\n split[4] = '/'\n split[7] = '/'\n split[10] = '/'\n // reconstruct the url\n route = '/blog/' + split.join('')\n }\n\n return `\n <url>\n <loc>${`https://supabase.com${route}`}</loc>\n <changefreq>weekly</changefreq>\n <changefreq>0.5</changefreq>\n </url>\n `\n })\n .join('')}\n </urlset>\n `\n\n const formatted = prettier.format(sitemap, {\n ...prettierConfig,\n parser: 'html',\n })\n\n // eslint-disable-next-line no-sync\n writeFileSync('public/sitemap_www.xml', formatted)\n}", "function browserifyThoseApps(options, cb) {\n let entry = options.entry;\n let outfilePattern = options.outfilePattern;\n let dependencies = options.dependencies || [];\n let externals = options.externals || [];\n let watchFiles = options.hasOwnProperty('watchFiles') ? options.watchFiles : false;\n let isProd = options.hasOwnProperty('isProd') ? options.isProd : true;\n\n let bundler = browserify({\n entries: [entry || SRC_DIR + SOURCES.app],\n debug: true,\n cache: {},\n packageCache: {},\n fullPaths: true,\n extensions: ['.js', '.jsx'],\n transform: [\n ['babelify', {\n extensions: ['.js', '.jsx']\n }]\n ]\n });\n _.each(dependencies, function(version, dependency){\n bundler.require(dependency);\n });\n _.each(externals, function(version, dependency){\n bundler.external(dependency);\n });\n\n if(watchFiles) {\n let watcher = watchify(bundler);\n watcher.on('update', updateApp.bind(undefined, bundler, outfilePattern, isProd, function() {}));\n bundler = watcher;\n }\n\n bundleApp(bundler, outfilePattern, isProd, cb);\n}", "function jekyllBuild() {\n browserSync.notify(messages.jekyllBuild);\n if (env === 'prod') {\n return cp.spawn(jekyll, ['build'], { stdio: 'inherit' });\n } else {\n return cp.spawn(\n jekyll,\n ['build', '--config', '_config.yml,_config.dev.yml'],\n {\n stdio: 'inherit',\n },\n );\n }\n}", "async function $build(argv: string[], options: Options) {\n const {\n \"--base\": base = \"/\",\n \"--out-client\": outClient = \"dist/client\",\n \"--out-server\": outServer = \"dist/server\",\n \"--source-map\": sourceMap = false,\n \"--help\": help = false,\n } = arg(\n {\n \"--base\": String,\n \"--out-server\": String,\n \"--out-client\": String,\n \"--source-map\": Boolean,\n \"--help\": Boolean,\n },\n { argv }\n );\n\n if (help) {\n return console.log(`\nBuild client and server-side bundles for deploying to a production environment.\n\n--base Base public path when built in production (default: \"/\")\n--out-client Output directory for client files relative to root (default: \"dist/client\")\n--out-client Output directory for server files relative to root (default: \"dist/server\")\n--source-map Generate production source maps (default: false)\n`);\n }\n\n await build({\n base: base,\n sourceMap: sourceMap,\n src: options.src,\n root: options.root,\n publicDir: options.publicDir,\n out: { server: outServer, client: outClient },\n });\n}", "function compile() {\n sites.map(function (site) {\n stylesDev(site);\n scriptsDev(site);\n });\n}", "build () {}", "async function main() {\n const program = new Command();\n program.parse(process.argv);\n await fs.mkdir(\"build\", { recursive: true });\n await fs.writeFile(\n \"build/config.json\",\n JSON.stringify(await getDeployConfig(), null, 2) + \"\\n\"\n );\n console.log(\"wrote build/config.json\");\n process.exit(0);\n}", "function jekyllBuild(done) {\n exec(\"bundle exec jekyll serve\", function (err, stdout, stderr) {\n console.log(stdout);\n console.error(stderr);\n });\n done();\n}", "build(app) {\n throw Error('Build method required');\n }", "function pages(cb) {\n // Gets .html files. see file layout at bottom\n var env = new $.nunjucks.Environment(\n new $.nunjucks.FileSystemLoader(templates)\n );\n // all fo the follwing is optional and this will all work just find if you don't include any of it. included it here just in case you need to configure it.\n $.marked.setOptions({\n renderer: new $.marked.Renderer(),\n gfm: true,\n tables: true,\n breaks: false,\n pedantic: false,\n sanitize: true,\n smartLists: true,\n smartypants: false\n });\n\n // This takes the freshley created nunjucks envroment object (env) and passes it to nunjucks-markdown to have the custom tag regestered to the env object.\n // The second is the marked library. anything that can be called to render markdown can be passed here.\n $.markdown.register(env, $.marked);\n\n // let data = JSON.parse({ files: getData('markup') });\n let data = { files: getData('markup') };\n let cData = { cFiles: getData('markup-c') };\n\n // get styles data\n src([templates + '/*.html'])\n // Renders template with nunjucks and marked\n .pipe($.data(data))\n .pipe($.gulpnunjucks.compile('', { env: env }))\n // Uncomment the following if your source pages are something other than *.html.\n // .pipe(rename(function (path) { path.extname=\".html\" }))\n // output files in dist folder\n .pipe(dest(dist));\n\n // get components data\n src([templates + '/*.html'])\n // Renders template with nunjucks and marked\n .pipe($.data(cData))\n .pipe($.gulpnunjucks.compile('', { env: env }))\n .pipe(dest(dist));\n\n cb();\n}", "function build() {\n //conditional statement that checks if the output directory has been created\n if(!fs.existsSync(OUTPUT_DIR)) {\n fs.mkdirSync(OUTPUT_DIR)\n\n }\n //validation of dir and path variables\nconsole.log(OUTPUT_DIR, outputPath)\n//this writes the html file\nfs.writeFileSync(outputPath, render(members), \"utf-8\")\n\n}", "function buildForNode() {\n return doRollup('src/index.js', 'lib/index.js');\n}", "function build() {\n const sourcemapPath = `${SCRIPTS_PATH}/${OUTPUT_FILE}.map`\n logBuildMode()\n\n return browserify({\n paths: [path.join(__dirname, 'src')],\n entries: ENTRY_FILE,\n debug: true,\n transform: [\n [\n babelify, {\n presets: ['es2015']\n }\n ]\n ]\n })\n .transform(babelify)\n .bundle().on('error', function (error) {\n gutil.log(gutil.colors.red('[Build Error]', error.message))\n this.emit('end')\n })\n .pipe(gulpif(!isProduction(), exorcist(sourcemapPath)))\n .pipe(source(OUTPUT_FILE))\n .pipe(buffer())\n .pipe(gulpif(isProduction(), uglify()))\n .pipe(gulp.dest(SCRIPTS_PATH))\n}", "function jekyllProd() {\n return gulp.src('.').pipe(run('bundle exec jekyll build'));\n}", "function build(cb) {\n const buildCommand = 'JEKYLL_ENV=production bundle exec jekyll build';\n exec(buildCommand, (error, stdout, stderr) => {\n if (error) {\n gutil.log(gutil.colors.magenta(`exec error: ${error}`));\n return cb(error);\n }\n\n gutil.log(stdout);\n gutil.log(gutil.colors.magenta(stderr));\n cb()\n });\n}", "function buildTeam(){\n if (!fs.existsSync(OUTPUT_DIR)){\n fs.mkdirSync(OUTPUT_DIR)\n }\n fs.writeFileSync(outputPath, render(employeeInfo), \"UTF-8\")\n}", "function travisPublish ({\n registryToken,\n buildDir = DEFAULT_BUILD_DIR,\n registryUrl = DEFAULT_REGISTRY_URL,\n spaceName,\n verbose\n}, finishCallback) {\n const {\n TRAVIS_BUILD_DIR,\n TRAVIS_TAG,\n TRAVIS_COMMIT,\n TRAVIS_REPO_SLUG,\n // encrypted variables\n REGISTRY_TOKEN\n } = getTravisVariables()\n\n // travis build directory\n if (!TRAVIS_BUILD_DIR) throw new Error('No TRAVIS_BUILD_DIR environment variable found. Publishing failed.')\n\n // registry editor token (required)\n registryToken = registryToken || REGISTRY_TOKEN\n if (!registryToken) {\n throw new Error('Registry token is missing. Publishing failed.')\n }\n\n // application manifest (required)\n const appManifestObj = getManifestAsObject(\n path.join(TRAVIS_BUILD_DIR, buildDir)\n )\n\n // registry editor (required)\n const registryEditor = appManifestObj.editor\n if (!registryEditor) {\n throw new Error('Registry editor is missing in the manifest. Publishing failed.')\n }\n\n // get application version to publish\n let appVersion = ''\n if (TRAVIS_TAG) {\n appVersion = TRAVIS_TAG\n } else {\n appVersion = `${appManifestObj.version}-dev.${TRAVIS_COMMIT}`\n }\n\n // other variables\n const appSlug = appManifestObj.slug\n const appType = appManifestObj.type || 'webapp'\n\n // get archive url from github repo\n // FIXME push directly the archive to the registry\n // for now, the registry needs an external URL\n let appBuildUrl = ''\n const githubUrl = `https://github.com/${TRAVIS_REPO_SLUG}/archive`\n if (TRAVIS_TAG) {\n appBuildUrl = `${githubUrl}/${TRAVIS_TAG}.tar.gz`\n } else {\n appBuildUrl = `${githubUrl}/${TRAVIS_COMMIT}.tar.gz`\n }\n\n // get the sha256 hash from the archive from the url\n const shaSumProcess = spawn.sync(\n 'sh',\n [\n '-c',\n `curl -sSL --fail \"${appBuildUrl}\" | shasum -a 256 | cut -d\" \" -f1`\n ],\n {\n stdio: verbose ? 'inherit' : 'pipe'\n }\n )\n // Note: if the Url don't return an archive or if 404 Not found,\n // the shasum will be the one of the error message from the curl command\n // so no error throwed here whatever the url is\n if (shaSumProcess.status !== 0) {\n throw new Error(`Archive not found from ${appBuildUrl} or shasum computing errored. Publishing failed.`)\n }\n const sha256Sum = shaSumProcess.stdout.toString().replace(/\\r?\\n|\\r/g, '')\n\n // publish the application on the registry\n console.log(colorize.blue(`Publishing ${appSlug} (version ${appVersion}) from ${appBuildUrl} (${sha256Sum}) to ${registryUrl} (space: ${spaceName || 'default one'})`))\n\n publish({\n registryUrl,\n registryEditor,\n registryToken,\n spaceName,\n appSlug,\n appVersion,\n appBuildUrl,\n sha256Sum,\n appType\n }, finishCallback)\n}", "async function startBuildStep() {\n rimraf(finalPagesDir)\n fs.mkdirSync(finalPagesDir)\n\n if (logBuild) {\n console.log(`Building pages | from ${currentPagesDir} to ${finalPagesDir}`)\n }\n\n readPageNamespaces() // Next step\n}", "function buildJekyll(done) {\n browser.notify(messages.jekyllBuild);\n return cp.spawn( jekyll , ['build'], {stdio: 'inherit'})\n .on('close', done);\n}", "async function main() {\n const config = getConfig();\n const { distDir, spec, versions, ghPagesConfig } = config;\n try {\n prepareDistDir(distDir);\n copySpecFileToDist(spec);\n\n if (spec.isReleaseVersion) {\n const versionsJson = await fetchVersions(versions.url);\n const updatedVersionsJson = updateVersions(versionsJson, spec.version);\n saveVersionsJson(updatedVersionsJson, versions.dist);\n }\n\n cleanGhPagesCache();\n await publishToGHPages(distDir, ghPagesConfig);\n log(\n `OpenAPI spec [${spec.version}] published to [${ghPagesConfig.branch}] using user [${ghPagesConfig.user.name}]`\n );\n } catch (err) {\n log(`ERROR: OpenAPI spec failed to publish: ${err.message}`);\n log(config);\n process.exit(1);\n }\n}", "function buildTeam() {\n // Create the output directory if the output path doesn't exist\n if (!fs.existsSync(OUTPUT_DIR)) {\n fs.mkdirSync(OUTPUT_DIR)\n }\n fs.writeFileSync(outputPath, render(allEmployees), \"utf-8\");\n}", "function deploy () {\n return src('build/**/*', {\n base: 'build',\n since: lastRun(deploy)\n })\n .pipe(existClient.dest({ target }))\n}", "function main() {\n const allResults = [];\n fs.readdirSync(constants.OUT_PATH).forEach(siteDir => {\n const sitePath = path.resolve(constants.OUT_PATH, siteDir);\n if (!utils.isDir(sitePath)) {\n return;\n }\n allResults.push({site: siteDir, results: analyzeSite(sitePath)});\n });\n const generatedResults = groupByMetrics(allResults);\n fs.writeFileSync(\n GENERATED_RESULTS_PATH,\n `var generatedResults = ${JSON.stringify(generatedResults)}`\n );\n console.log('Opening the charts web page...'); // eslint-disable-line no-console\n opn(path.resolve(__dirname, 'index.html'));\n}", "function buildTeam() {\n //output needs to be created\n if (!fs.existsSync(OUTPUT_DIR)) {\n fs.mkdirSync(OUTPUT_DIR)\n }\n fs.writeFileSync(outputPath, render(myTeam), \"utf-8\");\n }", "function htmlDevelopmentBuild(cb) {\r\n return src(htmlSource)\r\n .pipe(dest(htmlDestination));\r\n cb();\r\n}", "function generate_topo(data){\n\n\tsvg = null;\n\tg = null;\n\n\t//Clear the html body\n\t$('p').empty();\n\n\t//Re-parse the data into d3-acceptable format\n\treformat(data, function(d3_data){\n\t\t// assigns the data to a hierarchy using parent-child relationships\n\t\tvar nodes = d3.hierarchy(d3_data);\n\n\t\td3.treemap().padding(50);\n\n\t\t// maps the node data to the tree layout\n\t\tnodes = treemap(nodes);\n\n\t\tconsole.log();\n\n\t\t// append the svg obgect to the body of the page\n\t\t// appends a 'group' element to 'svg'\n\t\t// moves the 'group' element to the top left margin\n\t\tsvg = d3.select(\"p.topology\").append(\"svg\")\n\t\t.attr(\"width\", width + margin.left + margin.right)\n\t\t.attr(\"height\", height + margin.top + margin.bottom);\n\t\tg = svg.append(\"g\")\n\t\t.attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n\n\t\t// adds the links between the nodes\n\t\tvar link = g.selectAll(\".link\")\n\t\t.data( nodes.descendants().slice(1))\n\t\t.enter().append(\"path\")\n\t\t.attr(\"class\", \"link\")\n\t\t.attr(\"d\", function(d) {\n\t\t\treturn \"M\" + d.x + \",\" + d.y\n\t\t\t+ \"C\" + d.x + \",\" + (d.y + d.parent.y) / 2\n\t\t\t+ \" \" + d.parent.x + \",\" + (d.y + d.parent.y) / 2\n\t\t\t+ \" \" + d.parent.x + \",\" + d.parent.y;\n\t\t});\n\n\t\t// adds each node as a group\n\t\tvar node = g.selectAll(\".node\")\n\t\t.data(nodes.descendants())\n\t\t.enter().append(\"g\")\n\t\t.attr(\"class\", function(d) {\n\t\t\treturn \"node\" +\n\t\t\t(d.children ? \" node--internal\" : \" node--leaf\"); })\n\t\t.attr(\"transform\", function(d) {\n\t\t\treturn \"translate(\" + d.x + \",\" + d.y + \")\"; })\n\t\t.on(\"click\", function(){selectNode(this, d3.select(this).datum().data)});\n\n\n\t\t//Append square to master nodes, circles to all others\n\t\tnode._groups[0].forEach(function(n){\n\t\t\tif(d3.select(n).datum().data.role == \"Master\") {\n\t\t\t\td3.select(n).append(\"rect\")\n\t\t\t\t\t.attr('x', -10)\n\t\t\t\t\t.attr('y', -10)\n\t\t\t\t\t.attr('width', 20)\n\t\t\t\t\t.attr('height', 20);\n\t\t\t}\n\t\t\telse {\n\t\t\t\td3.select(n).append(\"circle\")\n\t\t\t\t\t.attr(\"r\", 10);\n\n\t\t\t}\n\n\t\t});\n\n\n\t\t// adds the text to the node\n\t\tnode.append(\"text\")\n\t\t.attr(\"dy\", \".4em\")\n\t\t.attr(\"y\", function(d) { return d.children ? -20 : 20; })\n\t\t.style(\"text-anchor\", \"middle\")\n\t\t.style(\"fill\", \"grey\")\n\t\t.text(function(d) { return d.data.name; });\n\n\t\t// Uncomment the following to enable basic zoom/pan logic\n\t\t// var zoom = d3.zoom()\n\t\t// .scaleExtent([1, 40])\n\t\t// .translateExtent([[-100, -100], [width + 90, height + 100]])\n\t\t// .on(\"zoom\", function(){\n\t\t// \tg.attr(\"transform\", d3.event.transform);\n\t\t// \tg.call(d3.event.transform.rescaleX(x));\n\t\t// \tg.call(d3.event.transform.rescaleY(y));\n\t\t// });\n\t\t//\n\t\t// svg.call(zoom);\n\n\n\t});\n}", "function renderToPublic() {\n var dist_directories;\n Filehound.create()\n .path(config.paths.views_dir)\n .directory()\n .find()\n .then((subdirectories) => {\n dist_directories = subdirectories;\n dist_directories.push(config.paths.public_dir);\n let arrayLength = dist_directories.length;\n\n for (var i = 0; i < arrayLength; i++) {\n var shortDir = dist_directories[i].split('pages/')[1];\n if (shortDir !== undefined) {\n var srcdirectory = dist_directories[i] + '/*.@(html|njk)';\n var destdirectory = config.paths.public_dir + '/' + shortDir;\n } else {\n var srcdirectory = config.paths.views_dir + '/*.@(html|njk)';\n var destdirectory = config.paths.public_dir;\n }\n\n gulp.src(srcdirectory)\n .pipe(\n njkRender({\n path: ['pages', 'templates'],\n data: config.njk.templateVars,\n })\n )\n .pipe(gulp.dest(destdirectory));\n }\n });\n\n\n\n\n\n}", "function buildTeam() {\n fs.writeFileSync(outputPath, render(team), \"utf-8\");\n }", "function handleMenu( treemap ) {\n const title = document.getElementById( 'title' );\n const desc = document.getElementById( 'description' );\n const kickstarterBtn = document.getElementById( 'kickstarterBtn' );\n const moviesBtn = document.getElementById( 'movieBtn' );\n const videogamesBtn = document.getElementById( 'videogameBtn' );\n const showParam = new URLSearchParams( window.location.search ).get( 'show' );\n\n const setActiveLink = context => {\n if ( context === 'kickstarter' || !context ) {\n kickstarterBtn.classList.add( 'active' );\n moviesBtn.classList.remove( 'active' );\n videogamesBtn.classList.remove( 'active' );\n title.innerText = 'Kickstarter Pledges';\n desc.innerText = 'Top 100 Most Pledged Kickstarter Campaigns Grouped By Category';\n } else if ( context === 'movies' ) {\n kickstarterBtn.classList.remove( 'active' );\n moviesBtn.classList.add( 'active' );\n videogamesBtn.classList.remove( 'active' );\n title.innerText = 'Movie Sales';\n desc.innerText = 'Top 100 Highest Grossing Movies Grouped By Genre';\n } else if ( context === 'videogames' ) {\n kickstarterBtn.classList.remove( 'active' );\n moviesBtn.classList.remove( 'active' );\n videogamesBtn.classList.add( 'active' );\n title.innerText = 'Video Game Sales';\n desc.innerText = 'Top 100 Most Sold Video Games Grouped by Platform';\n }\n };\n\n // Sets active link on load depending on the context (e.g: URL/?show=kickstarter)\n setActiveLink( showParam );\n\n kickstarterBtn.addEventListener( 'click', e => {\n e.preventDefault( );\n treemap.updateTreemap( 'kickstarter' );\n setActiveLink( 'kickstarter' );\n } );\n moviesBtn.addEventListener( 'click', e => {\n e.preventDefault( );\n treemap.updateTreemap( 'movies' );\n setActiveLink( 'movies' );\n } );\n videogamesBtn.addEventListener( 'click', e => {\n e.preventDefault( );\n treemap.updateTreemap( 'videogames' );\n setActiveLink( 'videogames' );\n } );\n}", "function buildTeamPage(){\nconst data = render(teamMembers);\n\nfs.writeFile(outputPath, data, (err) => {\n if (err) throw err;\n console.log('The file has been saved!');\n});\n}", "flyGitHubPrep() {\n const deploy = fs.readFileSync('.github/workflows/deploy.yml', 'utf-8')\n\n if (!fs.existsSync('.git')) {\n console.log(`${chalk.bold.green('execute'.padStart(11))} git init`)\n execSync('git init', { stdio: 'inherit' })\n }\n\n if (deploy.includes('🚀 Deploy Staging') && deploy.includes('-staging')) {\n const stagingApp = `${this.flyApp}-staging`\n\n try {\n const apps = JSON.parse(\n execSync(`${this.flyctl} apps list --json`, { encoding: 'utf8' })\n )\n\n const base = apps.find(app => app.Name === this.flyApp)\n\n if (base && !apps.find(app => app.Name === stagingApp)) {\n const cmd = `apps create ${stagingApp} --org ${base.Organization.Slug}`\n console.log(`${chalk.bold.green('execute'.padStart(11))} flyctl ${cmd}`)\n execSync(`${this.flyctl} ${cmd}`, { stdio: 'inherit' })\n }\n } catch {\n return // likely got an error like \"Could not find App\"\n }\n\n // attach consul for litefs\n if (this.litefs) this.flyAttachConsul(stagingApp)\n\n // set secrets for remix apps\n if (this.remix) this.flyRemixSecrets(stagingApp)\n }\n }", "function runBuild () {\n execSync('yarn build');\n}", "function buildForBrowserify() {\n return doRollup('src/index.js', 'lib/index-browser.js', true);\n}", "function buildPage(){\n addItems('make', make);\n addItems('model', model);\n addItems('keywords', keywords);\n checkAll();\n}", "function _createApplication() {\n /**\n * Create the root of the application\n */\n mkdirSync(appPath);\n\n /**\n * Copy the baseline structure of the application\n */\n const templateBaselinePath = path.join(__dirname, '..', constants.TEMPLATE_BASELINE_PATH);\n deepCopySync(templateBaselinePath, appPath);\n\n /**\n * Copy the index.html file according to the configuration\n */\n if (program.menu === 'left') {\n deepCopySync(path.join(__dirname, '..', constants.INDEX_LEFT_MENU), appPath);\n } else {\n deepCopySync(path.join(__dirname, '..', constants.INDEX_TOP_MENU), appPath);\n }\n\n /**\n * Create the other directiories that are needed for the start\n */\n constants.DIRECTORIES_FOR_mkdirSync.forEach(__path => {\n mkdirSync(path.join(appPath, __path));\n });\n\n /**\n * Run the steps to aquire the final form of the skeleton\n */\n startTaskRunner(appPath);\n}", "static async build() {\n const browser = await puppeteer.launch({\n headless: true,\n devtools: false,\n args: [\n \"--no-sandbox\",\n \"--disable-setuid-sandbox\",\n \"--disable-dev-shm-usage\"\n ]\n });\n\n const page = await browser.newPage();\n await page.setViewport({\n width: 1920,\n height: 1080,\n deviceScaleFactor: 1\n });\n\n return new BVTester(browser, page);\n }", "function build() {\r\n let options = require('../config').building\r\n console.log('\\x1b[34mBuilding electron app(s)...\\n\\x1b[0m')\r\n packager(options, (err, appPaths) => {\r\n if (err) {\r\n console.error('\\x1b[31mError from `electron-packager` when building app...\\x1b[0m')\r\n console.error(err)\r\n } else {\r\n console.log('Build(s) successful!')\r\n console.log(appPaths)\r\n console.log('\\n\\x1b[34mDONE\\n\\x1b[0m')\r\n }\r\n })\r\n}", "async function run() {\n const routeToComponentModuleMap = await getRouteToComponentModuleMap(\n getReactRouterRoutes('./App/Routes')\n )\n\n const linksAndRoutes = buildLinksAndRoutes(routeToComponentModuleMap)\n\n // clean out public/\n await remove('./public/')\n console.log('Cleaned public/')\n\n // write index.html files for each known route (does both static and dynamic right now but dynamic is wrong)\n const renderedRoutes = await renderRoutes(routeToComponentModuleMap, linksAndRoutes)\n console.log('Routes to render', renderedRoutes)\n await Promise.all(\n Object.entries(renderedRoutes).map(async ([route, indexHTML]) => {\n // replace :param in the react route with _param in the directory name generated\n // so that it's easier to write rewrite rules for tools like serve, nginx, etc\n const publicPath = resolve(CWD, 'public', '.' + route.replace(/\\/:/g, '/_'))\n await mkdirp(publicPath)\n await writeFile(`${publicPath}${publicPath.endsWith('/') ? '' : '/'}index.html`, indexHTML)\n console.log('Generated', publicPath + '/index.html')\n })\n )\n\n // generate public/assets/app.js and css bundles\n await execProm(`npx webpack --config ${path.resolve(CWD, 'webpack.static.config.js')}`)\n const webpackStaticBundlingLogs = readdirSync('./public/assets').map(\n f => `Generated ${resolve(CWD, './public/assets/', f)}`\n )\n console.log(webpackStaticBundlingLogs.join('\\n'))\n}", "function main() {\n const options = minimist(process.argv.slice(2));\n\n const source = fs\n .readFileSync(path.join(root, \"package.json\"))\n .toString(\"utf-8\");\n const sourceObj = JSON.parse(source);\n\n if (options.legacy) {\n sourceObj.name = \"@lolopinto/ent\";\n // TODO this needs to be updated here everytime we wanna update legacy version...\n // the legacy path is difficult because of tsent though...\n sourceObj.version = \"0.0.100\";\n }\n sourceObj.scripts = {};\n sourceObj.devDependencies = {};\n if (sourceObj.main.startsWith(\"dist/\")) {\n sourceObj.main = sourceObj.main.slice(5);\n }\n fs.writeFileSync(\n path.join(root, \"dist\", \"/package.json\"),\n Buffer.from(JSON.stringify(sourceObj, null, 2), \"utf-8\"),\n );\n\n fs.copyFileSync(\n path.join(root, \".npmignore\"),\n path.join(root, \"dist\", \".npmignore\"),\n );\n}", "function genHtml(){\n\tgulp.src(path.dist + 'index.html')\n\t\t//.pipe(inject(gulp.src(mainBowerFiles(), {read: false}), {name: 'bower'}))\n\t\t.pipe(inject(gulp.src([path.dist_static + '**/*.js'], {read: false}), {name: 'app'}))\n\t\t.pipe(inject(gulp.src([path.dist + '**/*.css'], {read: false}), {name: 'style'}))\n\t\t.pipe(gulp.dest(path.dist));\n}", "function createMap() \n{ \n\tvar level = 0; \n\tif (g_res != null) { \n\t\tlevel = TGetLevelByResolution(g_res); \n\t} \n\telse { \n\t\tlevel = g_level; \n\t} \n \n\tvar uri = document.URL.split(\"#\")[1]; \n if( uri ) { \n\t var params = readUriParams(uri); \n\t var lat = params.coordinate[0]; \n var long = params.coordinate[1]; \n level = params.lvl; \n } \n \n\tvar main = document.getElementById(\"mainContent\"); \n\tvar width = main.scrollWidth - 240; \n\tvar height = main.scrollHeight; \n \n\tvar mapContainer = document.getElementById(\"centerMap\"); \n\tmapContainer.style.width = width + \"px\"; \n\tmapContainer.style.height = height + \"px\"; \n map0 = new tf.apps.GeoCloud.App({ fullURL: window.location.href, container: mapContainer}); \n\t//map0 = new TMap(mapContainer, lat || g_lat, long || g_lon, level, on_mapLoad, 0, true, g_engine, g_type); \n}", "async function performPreBuildSteps() {\n if (!argv._.includes('serve')) {\n await preBuildRuntimeFiles();\n await preBuildExtensions();\n }\n}", "function buildExperiment(cb) {\n var args = [IOWA.urlPrefix + IOWA.experimentUrl];\n var build = spawn('./bin/build', args, {cwd: IOWA.experimentDir, stdio: 'inherit'});\n build.on('close', cb);\n}", "function jekyll() {\r\n return cp.spawn(jekyllCommand,\r\n ['exec', 'jekyll', 'build'],\r\n {stdio : 'inherit'}\r\n );\r\n}", "function buildAppJs() {\n\n //Create stream\n var stream = mergeStream(\n gulp.src(config.assets.client.js.app),\n templatesStream(),\n environmentStream()\n ).pipe(ngAnnotate())\n .pipe(wrapper(angularWrapper()));\n\n //Deploying? Don't create source maps\n if (isDeploying) {\n stream = stream\n .pipe(babel({\n //https://babeljs.io/docs/usage/options/\n nonStandard: false,\n compact: false\n }))\n // .pipe(typescript({\n // noImplicitAny: true\n // }))\n .pipe(concat(packageFileName('.min.js')))\n .pipe(uglify())\n .pipe(wrapper(bannerWrapper()));\n }\n\n //Minifying?\n else if (config.build.app.js.minify) {\n var mapFilter = filter(['!*.map']);\n stream = stream\n .pipe(sourcemaps.init())\n .pipe(babel({\n nonStandard: false,\n compact: false\n }))\n // .pipe(typescript({\n // noImplicitAny: true\n // }))\n .pipe(concat(packageFileName('.min.js')))\n .pipe(uglify())\n .pipe(sourcemaps.write('./'))\n .pipe(mapFilter)\n .pipe(wrapper(bannerWrapper()))\n .pipe(mapFilter.restore());\n }\n\n //Write to public folder and return\n return stream.pipe(gulp.dest(destination + '/js'));\n}", "async function createDemo() {\n if (!existsSync(deploy_dir)) await mkdir(deploy_dir, { recursive: true });\n\n const PORT = parseInt(process.env.PORT || '4000');\n let baseUrl = 'http://localhost:' + PORT;\n let url = new URL(baseUrl);\n const path = (() => {\n const path = url.pathname.replace(/.html$/, '');\n if (path.endsWith('/') || path.length < 1) return path + 'index';\n return path;\n })();\n\n const view = join(__dirname, 'src-docs');\n const view_ejs = join(view, path + '.ejs');\n const title = 'Safelinkify - External Link Anonymizer';\n if (existsSync(view_ejs)) {\n const helpers = new EJSHelper({\n root: join(view, 'layout.ejs')\n });\n const renderPage = await helpers.renderFile(view_ejs);\n helpers.add('body', renderPage);\n helpers.add('title', title);\n helpers.add('description', pkg.description);\n let renderLayout = await helpers.renderFile(join(view, 'layout.ejs'));\n\n // write to test folder\n await writeFile(join(__dirname, 'src/test/index.html'), renderLayout);\n\n /** Safelinkify */\n renderLayout = await safelinkInstance.parse(renderLayout);\n\n /** minify for github pages */\n\n let result = '';\n try {\n result = await minify(renderLayout, {\n minifyCSS: true,\n minifyJS: true,\n collapseWhitespace: true\n });\n } catch {\n result = renderLayout;\n }\n\n // save demo index.html\n const saveTo = join(deploy_dir, 'index.html');\n await writeFile(saveTo, result);\n console.log('demo saved', saveTo);\n }\n}", "function createBuildConfig(args, options) {\n let {\n commandConfig: extraConfig = {},\n defaultTitle,\n renderShim,\n renderShimAliases\n } = options;\n\n let entry = _path2.default.resolve(args._[1]);\n let dist = _path2.default.resolve(args._[2] || 'dist');\n let mountId = args['mount-id'] || 'app';\n\n let production = process.env.NODE_ENV === 'production';\n let filenamePattern = production ? '[name].[chunkhash:8].js' : '[name].js';\n\n let config = {\n babel: {\n stage: 0\n },\n devtool: 'source-map',\n output: {\n chunkFilename: filenamePattern,\n filename: filenamePattern,\n path: dist,\n publicPath: '/'\n },\n plugins: {\n html: {\n mountId,\n title: args.title || defaultTitle\n },\n // A vendor bundle can be explicitly enabled with a --vendor flag\n vendor: args.vendor\n }\n };\n\n if (renderShim == null || args.force === true) {\n config.entry = { app: [entry] };\n } else {\n // Use a render shim module which supports quick prototyping\n config.entry = { app: [renderShim] };\n config.plugins.define = { NWB_QUICK_MOUNT_ID: JSON.stringify(mountId) };\n config.resolve = {\n alias: _extends({\n // Allow the render shim module to import the provided entry module\n 'nwb-quick-entry': entry\n }, renderShimAliases)\n };\n }\n\n if (args.polyfill === false || args.polyfills === false) {\n config.polyfill = false;\n }\n\n return (0, _webpackMerge2.default)(config, extraConfig);\n}", "function _createDemoAppInputTree() {\n return new MergeTree([\n new Funnel('typings', {\n destDir: 'typings'\n }),\n new Funnel('src', {\n include: ['components/**/*', 'core/**/*'],\n destDir: 'src/demo-app'\n }),\n new Funnel('src/demo-app', {\n destDir: 'src/demo-app'\n })\n ]);\n}", "function treemap_install_install(registers) {\n registers.registerSeriesModel(TreemapSeries);\n registers.registerChartView(treemap_TreemapView);\n registers.registerVisual(treemapVisual);\n registers.registerLayout(treemapLayout);\n installTreemapAction(registers);\n}", "function rollupBuild() {\r\n return gulp.src([\"../appl/index.js\"])\r\n .pipe(removeCode({production: isProduction}))\r\n .pipe(isProduction ? stripCode({pattern: regexPattern}) : noop())\r\n .pipe(gulpRollup({\r\n allowRealFiles: true,\r\n input: \"../appl/index.js\",\r\n output: {\r\n format: \"iife\",\r\n name: \"acceptance\",\r\n // intro: \"\"\r\n },\r\n plugins: [\r\n commonjs(),\r\n alias(aliases()),\r\n resolve(),\r\n postcss(),\r\n progress({\r\n clearLine: isProduction ? false : true\r\n }),\r\n buble(),\r\n rollupBabel({\r\n presets: [[\"env\", {/*targets: {\"uglify\":true},*/ modules: false}]],\r\n plugins: [\"external-helpers\"]\r\n })\r\n ],\r\n }))\r\n .on(\"error\", log)\r\n .pipe(rename(\"bundle.js\"))\r\n .pipe(isProduction ? uglify() : noop())\r\n // .pipe(sourcemaps.init({ loadMaps: !isProduction }))\r\n // .pipe(sourcemaps.write('../dist_test/rollup/maps'))\r\n .pipe(gulp.dest(\"../../\" + dist));\r\n}", "function dev() {\n const settings = parseArgs();\n\n readManifest((manifest) => {\n manifest['main'] = settings.main || manifest.main;\n manifest['node-remote'] = (manifest.main.includes('http')) ? `${manifest.main}/*` : false;\n manifest['version'] = settings.version || manifest.version;\n\n // delete node-remote property if we don't need it\n if (!manifest['node-remote']) {\n delete manifest['node-remote'];\n }\n\n // if we have a static directory, copy it over\n if (settings.static) {\n fs.copy(settings.static, `app/assets/${path.basename(settings.static)}`, (err) => {\n if (err) die(err)\n });\n }\n\n // if we have css, copy it over\n if (settings.css) {\n fs.copySync(settings.css, `app/${css}`, (err) => {\n if (err) die(err);\n });\n }\n\n // got js? copy it\n if (settings.js) {\n fs.copySync(settings.js, `app/${js}`, (err) => {\n if (err) die(err);\n });\n }\n\n // write the mutated manifest\n fs.writeJson('app/package.json', manifest, (err) => {\n if (err) die(err);\n\n // spawn nw and run it\n nw();\n });\n });\n}", "function addTopLevelMap (dependencies, browser, config) {\n mapObj(function (version, name) {\n var pkgUid = uid.create(name, version)\n var specificName = config.map['*'][pkgUid] || pkgUid\n config.map['*'][name] = specificName\n }, dependencies)\n\n config.map['*'] = aliasBrowser(config.map['*'], browser)\n\n return config\n}", "function buildDevHtml() {\n return gulp\n .src(\"./src/index.html\")\n .pipe(inject(gulp.src(\"./src/app/**/*.css\", { read: false }), { relative: true })) // css app files\n .pipe(inject(gulp.src(\"./src/app/**/*.js\", { read: false }), { relative: true })) // js app files\n .pipe(gulp.dest(\"./src\"));\n}", "function buildConfig(args) {\n var entry = args._[1];\n var mountId = args['mount-id'] || 'app';\n\n var config = {\n babel: {\n presets: ['inferno'],\n stage: 0\n },\n output: {\n filename: 'app.js',\n path: process.cwd(),\n publicPath: '/'\n },\n plugins: {\n html: {\n mountId,\n title: args.title || 'Inferno App'\n }\n },\n resolve: {\n alias: {\n 'react': 'inferno-compat',\n 'react-dom': 'inferno-compat'\n }\n }\n };\n\n if (args.force === true) {\n config.entry = [_path2.default.resolve(entry)];\n } else {\n // Use a render shim module which supports quick prototyping\n config.entry = [require.resolve('../infernoRunEntry')];\n config.plugins.define = { NWB_INFERNO_RUN_MOUNT_ID: JSON.stringify(mountId) };\n // Allow the render shim module to resolve Inferno from the cwd\n config.resolve.alias['inferno'] = _path2.default.dirname(_resolve2.default.sync('inferno/package.json', { basedir: process.cwd() }));\n // Allow the render shim module to import the provided entry module\n config.resolve.alias['nwb-inferno-run-entry'] = _path2.default.resolve(entry);\n }\n\n if (args.polyfill === false || args.polyfills === false) {\n config.polyfill = false;\n }\n\n return config;\n}", "function build () {\n var env = new nunjucks.Environment(new nunjucks.FileSystemLoader(), {\n noCache: true\n });\n /***\n * Nunjucks Filters\n *\n * Additional filters built into Nunjucks to help generate the styleguide.\n */\n require('./nunjucksFilters/dump')(env);\n require('./nunjucksFilters/split')(env);\n require('./nunjucksFilters/join')(env);\n require('./nunjucksFilters/markdown')(env);\n require('./nunjucksFilters/luminance')(env);\n require('./nunjucksFilters/addModifier')(env);\n require('./nunjucksFilters/contains')(env);\n require('./nunjucksFilters/wrap')(env);\n require('./nunjucksFilters/colors')(env);\n require('./nunjucksFilters/highlightSyntax')(env);\n\n return env;\n}", "function html() {\n return src(['./src/views/*'])\n .pipe(nunjucks.compile({\n env: new njk.Environment(new njk.FileSystemLoader('./src/views'))\n }))\n .pipe(dest('dist/'))\n}", "function main(argv)\n{\n\tif(argv.h)\n\t{\n\t\tdisplayUsage();\n\t\tprocess.exit(0);\n\t}\n\n\tif(argv.l)\n\t{\n\t\tdisplayTasks();\n\t\tprocess.exit(0);\n\t}\n\n\t//default doesn't seem to be working for OPTIMIST right now\n\t//if task is not specified, we default to ALL\n\tvar task = (!argv.tasks)?\"ALL\":argv.tasks.toUpperCase();\n\n\tif(!taskIsRecognized(task))\n\t{\n\t\tprint(\"Unrecognized task : \" + task);\n\t\tdisplayUsage();\n\t\tprocess.exit(1);\n\t}\n\n\tverbose = argv.v != undefined;\n\tversion = argv.version;\n\n\textraSourceFiles = argv.s;\n\t\n\tif(argv.o)\n\t{\n\t\tjs_file_name = argv.o;\n\t}\n\n\tvar shouldBuildSource = (task == TASK.BUILDSOURCE);\n\tvar shouldBuildDocs = (task == TASK.BUILDDOCS);\n\n\tif(task==TASK.CLEAN)\n\t{\n\t\tcleanTask(\n\t\t\tfunction(success)\n\t\t\t{\n\t\t\t\tprint(\"Clean Task Completed\");\n\t\t\t}\n\t\t);\n\t}\n\n\tif(task == TASK.ALL)\n\t{\t\n\t\tshouldBuildSource = true;\n\t\tshouldBuildDocs = true;\n\t}\n\n\tif(shouldBuildDocs && (version == undefined))\n\t{\n\t\tdisplayUsage();\n\t\tprocess.exit(0);\n\t}\n\n\tif(shouldBuildSource)\n\t{\n\t\tbuildSourceTask(function(success)\n\t\t{\t\t\n\t\t\tprint(\"Build Source Task Complete\");\n\t\t\tif(shouldBuildDocs)\n\t\t\t{\n\t\t\t\tbuildDocsTask(version,\n\t\t\t\t\tfunction(success)\n\t\t\t\t\t{\n\t\t\t\t\t\tprint(\"Build Docs Task Complete\");\n\t\t\t\t\t}\n\t\t\t\t);\n\t\t\t}\n\n\t\t});\n\t}\n\n\tif(shouldBuildDocs && task != \"ALL\")\n\t{\n\t\tbuildDocsTask(version,\n\t\t\tfunction(success)\n\t\t\t{\n\t\t\t\tprint(\"Build Docs Task Complete\");\n\t\t\t}\n\t\t);\n\t}\t\n}", "async function createMaps() {\n const visited = [];\n let id = 0;\n\n for (let map of walkDir('.')) {\n if (!visited.includes(map.data.title)) {\n visited.push(map.data.title);\n map.data.id = id;\n id += 1;\n\n if (process.env.NODE_ENV === 'production') {\n await sleep(200);\n await fs.writeFile(map.path, JSON.stringify(map.data, null, 2));\n }\n\n await createMap(map.data, map.data.id);\n }\n }\n}", "function makeMap() {\n // Make containers\n\n const div = mapsContainer.append('div').attr('class', 'map-container');\n const svg = div.append('svg').html(DEFS);\n\n const pathContainer = svg.append('g').attr('class', 'features');\n const baselineContainer = svg.append('g').attr('class', 'baseline');\n const chart19Container = svg.append('g').attr('class', 'slopes-19');\n const chart20Container = svg.append('g').attr('class', 'slopes-20');\n const textContainer = svg\n .append('g')\n .attr('class', 'text')\n // Create separate groups for white background and black foreground\n .selectAll('g')\n .data([true, false])\n .enter()\n .append('g');\n\n const riverLabel = svg\n .append('text')\n .attr('class', 'river-label')\n .selectAll('tspan')\n .data(['Hudson', 'River'])\n .join('tspan')\n .text(d => d);\n const campusLabel = svg\n .append('g')\n .attr('class', 'campus-labels')\n // Create separate groups for white background and black foreground\n .selectAll('text')\n .data([true, false])\n .enter()\n .append('text')\n .classed('white-background', d => d)\n .selectAll('tspan')\n .data(['Main', 'Campus'])\n .join('tspan')\n .text(d => d);\n\n const labelContainer = svg.append('g');\n const neighborhoodLabelsBg = labelContainer\n .append('g')\n .attr('class', 'neighborhood-labels')\n .selectAll('text')\n .data(LABELS)\n .enter('text')\n .append('text')\n .attr('class', 'white-background')\n .selectAll('tspan')\n .data(d => d.label)\n .join('tspan')\n .text(d => d);\n const neighborhoodLabels = labelContainer\n .append('g')\n .attr('class', 'neighborhood-labels')\n .selectAll('text')\n .data(LABELS)\n .enter('text')\n .append('text')\n .selectAll('tspan')\n .data(d => d.label)\n .join('tspan')\n .text(d => d);\n\n // Extract census tract features (contains all tracts in Manhattan)\n\n const allTracts = feature(influxData, influxData.objects.tracts);\n\n // Create a separate GeoJSON object that holds only the tracts we want to fit\n // the projection around\n\n const tracts = {\n type: 'FeatureCollection',\n features: allTracts.features.filter(({ properties: { census_tract } }) =>\n [36061018900, 36061021900].includes(+census_tract),\n ),\n };\n\n // Extract census tract centroids\n\n const centroids = feature(influxData, influxData.objects.tracts_centroids);\n\n // Create the paths that will become census tracts.\n // The `d` attribute won't be set until the resize function is called.\n\n const paths = pathContainer\n .selectAll('path')\n .data(allTracts.features)\n .enter()\n .append('path')\n .classed(\n 'columbia-outline',\n d => d.properties.census_tract === '36061020300',\n );\n paths\n .filter(\n ({ properties: { aug20, oct20, aug19, oct19 } }) =>\n (oct20 - aug20) / aug20 > (oct19 - aug19) / aug19,\n )\n .style('fill', shadedColor);\n\n // Create the things that will become the slope chart (e.g. line, arrow, circles)\n\n const circles = chart20Container\n .selectAll('circle')\n .data(centroids.features)\n .enter()\n .append('circle')\n .attr('r', 3);\n\n const baseline = baselineContainer\n .selectAll('line')\n .data(centroids.features)\n .enter()\n .append('line');\n\n /* const text = textContainer\n .selectAll('text')\n .data(centroids.features)\n .enter()\n .append('text')\n .classed('white-background', function () {\n return this.parentNode.__data__;\n }); */\n\n const slopes2020 = chart20Container\n .selectAll('line')\n .data(centroids.features)\n .enter()\n .append('line')\n .attr('stroke', c20);\n\n const slopes2019 = chart19Container\n .selectAll('line')\n .data(centroids.features)\n .enter()\n .append('line')\n .attr('stroke', c19);\n\n // Make a handleResize method that handles the things that depend on\n // width (path generator, paths, and svg)\n\n function handleResize() {\n // Recompute width and height; resize the svg\n\n const width = Math.min(WIDTH, document.documentElement.clientWidth - 30);\n const isMobile = width < 460;\n const height = (width * (isMobile ? 36 : 28)) / 30;\n arrowSize = isMobile ? 32 : 45;\n svg.attr('width', width);\n svg.attr('height', height);\n\n // Create the projection\n\n const albersprojection = geoAlbers()\n .rotate([122, 0, 0])\n .fitSize([width, height], tracts);\n\n // Create the path generating function; set the `d` attribute to the path\n // generator, which is called on the data we attached to the paths earlier\n\n const pathGenerator = geoPath(albersprojection);\n paths.attr('d', pathGenerator);\n\n // Define some commonly used coordinate functions\n\n const x = d => albersprojection(d.geometry.coordinates)[0];\n const y = d => albersprojection(d.geometry.coordinates)[1];\n const endpointX = year => d => {\n const slope =\n (d.properties['oct' + year] - d.properties['aug' + year]) /\n d.properties['aug' + year];\n const x = arrowSize * Math.cos(Math.atan(slope * 2));\n return albersprojection(d.geometry.coordinates)[0] + x;\n };\n const endpointY = year => d => {\n const slope =\n (d.properties['oct' + year] - d.properties['aug' + year]) /\n d.properties['aug' + year];\n const y = arrowSize * Math.sin(Math.atan(slope) * 2);\n return albersprojection(d.geometry.coordinates)[1] - y;\n };\n\n // Modify the positions of the elements\n\n circles.attr('cx', x).attr('cy', y);\n slopes2020\n .attr('x1', x)\n .attr('y1', y)\n .attr('x2', endpointX(20))\n .attr('y2', endpointY(20));\n slopes2019\n .attr('x1', x)\n .attr('y1', y)\n .attr('x2', endpointX(19))\n .attr('y2', endpointY(19));\n\n /* text\n .attr('x', x)\n .attr('y', y)\n .text(d => {\n let difference =\n (100 * (d.properties.oct - d.properties.aug)) / d.properties.aug;\n difference =\n difference < 10 ? difference.toFixed(1) : Math.round(difference);\n if (difference > 0) return '+' + difference + '%';\n else return '–' + Math.abs(difference) + '%';\n }); */\n\n baseline\n .attr('x1', x)\n .attr('y1', y)\n .attr('x2', d => x(d) + arrowSize)\n .attr('y2', y);\n\n riverLabel\n .attr('x', isMobile ? 0 : width / 6)\n .attr('y', (_, i) => height / 2 + i * 22);\n\n campusLabel\n .attr('x', albersprojection(CAMPUS_LABEL_LOC)[0])\n .attr('y', (_, i) => albersprojection(CAMPUS_LABEL_LOC)[1] + i * 18);\n\n neighborhoodLabels\n .attr('x', function () {\n return albersprojection(this.parentNode.__data__.loc)[0];\n })\n .attr('y', function (_, i) {\n return albersprojection(this.parentNode.__data__.loc)[1] + i * 20;\n });\n\n neighborhoodLabelsBg\n .attr('x', function () {\n return albersprojection(this.parentNode.__data__.loc)[0];\n })\n .attr('y', function (_, i) {\n return albersprojection(this.parentNode.__data__.loc)[1] + i * 20;\n });\n }\n\n // Call the resize function once; attach it to a resize listener\n\n handleResize();\n window.addEventListener('resize', debounce(handleResize, 400));\n}", "function deploy_git( repo, branch ) {\n\t// XXX: Note, if \"repo\" here is tainted, the game is over. Don't take this from a user\n\t// you don't trust.\n\t//\n\tif (fs.existsSync(sendak_identity) && fs.existsSync(sendak_home)) {\n\t\tvar ssh_cmd = 'ssh -i ' + sendak_identity + ' -l ' + sendak_user ;\n\t\tvar git_cmd = 'GIT_SSH=\\'' + ssh_cmd + '\\' ' + 'git ' ;\n\t\tvar working_dir = sendak_home + '/' + 'sendak' + process.pid ;\n\t\t\n\t\t// So for example:\n\t\t// git clone https://github.com/avriette/sendak sendak -b master\n\n\t\t// * git clone $url $project_name -b $branch_name\n\t\t// where $url is the repository provided as first arg to deploy_git\n\t\t//\n\t\t// $dirname is the name of the directory you want to build in, specified with\n\t\t// absolute path\n\t\t//\n\t\t// $branch_name is provided as second argument to deploy_git\n\t\t\n\t\t// XXX: please change this to a join()\n\t\tvar to_run = git_cmd + 'clone ' + repo + ' ' + working_dir + ' -b ' + branch\n\n\t\tif (sendak_dry_run) {\n\t\t\tconsole.log( 'would be running: ' + to_run );\n\t\t}\n\t\telse {\n\t\t\t// do stuff\n\t\t} // if dry run\n\t\t\n\t} \n\telse {\n\t\tconsole.log( 'please check your environment for SENDAK_{IDENTITY,USER,HOME,DRY_RUN}');\n\t\tconsole.log( 'IDENTITY: ' + sendak_identity );\n\t\tconsole.log( 'USER: ' + sendak_user );\n\t\tconsole.log( 'HOME: ' + sendak_home );\n\t\tconsole.log( 'DRY RUN: ' + sendak_dry_run );\n\t} // if exists identity & home\n\n} // deploy_git", "function main() {\n const width = $( window ).width();\n let zoom = 12\n if (width <= 400) {\n zoom = 11\n }\n const map = new L.Map('map', {\n center: [44.9457,-93.2750],\n zoom: zoom\n });\n\n map.scrollWheelZoom.disable()\n\n L.tileLayer(tilesUrl).addTo(map)\n\n createLayers(map)\n\n window.invalidateMapSize = function() {\n map.invalidateSize()\n }\n }", "function main(args) {\n const [outDir, baseDir, srcsArg, binDir, genDir, depsArg, packPath, publishPath] = args;\n\n // src like baseDir/my/path is just copied to outDir/my/path\n for (src of srcsArg.split(',').filter(s => !!s)) {\n const content = fs.readFileSync(src, {encoding: 'utf-8'});\n const outPath = path.join(outDir, path.relative(baseDir, src));\n write(outPath, content);\n }\n\n // deps like bazel-bin/baseDir/my/path is copied to outDir/my/path\n for (dep of depsArg.split(',').filter(s => !!s)) {\n const content = fs.readFileSync(dep, {encoding: 'utf-8'});\n let rootDir;\n if (!path.relative(binDir, dep).startsWith('..')) {\n rootDir = binDir;\n } else if (!path.relative(genDir, dep).startsWith('..')) {\n rootDir = genDir;\n } else {\n throw new Error(`dependency ${dep} is not under bazel-bin or bazel-genfiles`);\n }\n const outPath = path.join(outDir, path.relative(path.join(rootDir, baseDir), dep));\n write(outPath, content);\n }\n\n const npmTemplate =\n fs.readFileSync(require.resolve('nodejs/run_npm.sh.template'), {encoding: 'utf-8'});\n fs.writeFileSync(packPath, npmTemplate.replace('TMPL_args', `pack ${outDir}`));\n fs.writeFileSync(publishPath, npmTemplate.replace('TMPL_args', `publish ${outDir}`));\n}", "function main() {\n let cfg = loadConfig()\n startHttpServer(cfg)\n}", "async function createMap(is_new, gran_level, e) {\n try {\n document\n .querySelector(\".dontShowAtStart\")\n .classList.remove(\"dontShowAtStart\");\n } catch (e) {\n // this means that they have selected another view - reset the innerHTML while we load the new buttons\n document.querySelector(\".output\").innerHTML = \"\";\n }\n\n amount = calculateAmount(birthdate_value, current_view);\n\n const btnContainer = document.querySelector(\".output\");\n\n // find button modifier - used for calculating what \"number\" a button should have and the number to be generated\n modifier = calculateModifier(gran_level);\n\n let maximal_amount; // the highest number of the button to be displayed\n if (current_view_value === -1) {\n current_view_value += 1; // support those who have yet to reach their first year\n }\n let navbar_view = current_view_value + 1; // the active button for the pagination navigation bar\n if (\n (current_view_value + 1) * 150 >\n Math.floor(age_expectancy * modifier)\n ) {\n if (\n Math.floor(age_expectancy * modifier) % 150 != 0 &&\n current_view_value >= Math.floor((age_expectancy * modifier) / 150)\n ) {\n maximal_amount = Math.floor(age_expectancy * modifier);\n }\n } else {\n maximal_amount = (current_view_value + 1) * 150;\n }\n let minimal_amount; // the smallest number of the button being displayed\n if (current_view_value * 150 < maximal_amount) {\n minimal_amount = current_view_value * 150;\n } else {\n // they entered a number that was too high\n minimal_amount = Math.floor((maximal_amount - 1) / 150) * 150;\n current_view_value = Math.floor(age_expectancy * modifier / 150);\n navbar_view = current_view_value + 1;\n }\n\n // generate the pagination bar from pagination.js if applicable\n if (maximal_amount > 149) {\n if (navbar_view === 1 || navbar_view === 0) {\n // support 0-day\n minimal_amount -= 1;\n }\n generateBottomBar(age_expectancy, modifier, navbar_view);\n } else {\n document\n .querySelector(\"#bottom-pagination-navbar\")\n .classList.add(\"invisible\");\n // support for 0-day in years and decades\n minimal_amount -= 1;\n }\n\n // make navbar previous + next clickable\n document.querySelector(\n \"#previous-page\"\n ).children[0].href = `/?view=${current_view.toLowerCase()}&page=${\n navbar_view - 1\n }`;\n document.querySelector(\n \"#next-page\"\n ).children[0].href = `/?view=${current_view.toLowerCase()}&page=${\n navbar_view + 1\n }`;\n\n // make individual navbar buttons clickable\n let arr = [].slice.call(document.querySelector(\".pagination\").children);\n arr.forEach((nav_item) => {\n if (nav_item.classList.contains(\"page-number\")) {\n nav_item.children[0].href = `/?view=${current_view.toLowerCase()}&page=${parseInt(\n nav_item.children[0].textContent\n )}`;\n }\n });\n\n // update number input with new values\n const numberInput = document.querySelector(\"#shadeDropdown\");\n numberInput.setAttribute(\"min\", minimal_amount + 1);\n numberInput.setAttribute(\"max\", maximal_amount);\n numberInput.setAttribute(\"value\", minimal_amount + 1);\n numberInput.value = minimal_amount + 1;\n numberInput.setAttribute(\"style\", \"width: 5.5em\");\n // create the buttons for that page\n for (let i = minimal_amount; i < maximal_amount; i++) {\n const newBtn = document.createElement(\"button\");\n newBtn.setAttribute(\"id\", `${gran_level}-${i + 1}`);\n newBtn.setAttribute(\"type\", \"button\");\n newBtn.setAttribute(\"class\", \"mr-1 mb-1 year-button btn btn-lg\");\n newBtn.setAttribute(\"data-toggle\", \"modal\");\n newBtn.setAttribute(\"data-target\", `#Modal${i + 1}`);\n newBtn.innerHTML = `${i + 1}`;\n\n // shrink text size if text too big\n if ((i + 1).toString().length == 5) {\n newBtn.innerHTML = `<span style=\"font-size:smaller;\">${i + 1}</span>`\n }\n \n const newBtnStyling = document.createElement(\"span\");\n\n newBtnStyling.innerHTML += `\n <div class=\"modal fade\" id=\"Modal${\n i + 1\n }\" tabindex=\"-1\" role=\"dialog\" aria-labelledby=\"exampleModalLabel\" aria-hidden=\"true\" display=\"inline\">\n <div class=\"modal-dialog\" role=\"document\">\n <div class=\"modal-content\">\n <div class=\"modal-header\">\n <h5 class=\"modal-title\" id=\"exampleModalLabel\">${current_view.slice(\n 0,\n current_view.length - 1\n )} ${i + 1}</h5>\n <button type=\"button\" class=\"close\" data-dismiss=\"modal\" aria-label=\"Close\">\n <span aria-hidden=\"true\">&times;</span>\n </button>\n </div>\n <div class=\"modal-body\">\n <center><label for=\"what-did-${\n i + 1\n }\"><strong><u>Goals/Accomplished</u></strong></label></center>\n <div id=\"user-text-${i + 1}\" class=\"smallInput\"></div>\n <div id=\"switchInputType-${i + 1}\" class=\"invisible\"></div>\n\n <div class=\"d-flex justify-content-center\">\n <div class=\"spinner-border invisible mt-5\" id=\"fancyLoadingSpinner-${i + 1}\" role=\"status\" style=\"width: 3rem; height: 3rem;\">\n <span class=\"sr-only\">Loading...</span>\n </div>\n </div>\n \n <textarea class=\"form-control invisible pt-2\" rows=\"10\" id=\"what-did-${\n i + 1\n }-markdown\" placeholder=\"Supports Markdown and copying down previous text!\"></textarea>\n\n <textarea class=\"form-control invisible pt-2\" rows=\"10\" id=\"what-did-${\n i + 1\n }\" placeholder=\"What happened? What are you planning to achieve?\"></textarea>\n </div>\n\n <div class=\"modal-footer\">\n\n <button type=\"button\" class=\"btn btn-primary edit\" id=\"submit-year-${\n i + 1\n }\">Edit</button>\n\n <button type=\"button\" class=\"btn btn-danger\" id=\"clear-contents-${i + 1}\">Delete</button>\n\n <button type=\"button\" class=\"btn btn-secondary\" data-dismiss=\"modal\">Close</button>\n\n </div>\n </div>\n </div>\n </div>\n </div>`;\n\n // button for saving markdown changes\n const saveChanges =\n newBtnStyling.children[0].children[0].children[0].children[2]\n .children[0];\n\n // button for deleting everything\n const deleteButton = \n newBtnStyling.children[0].children[0].children[0].children[2]\n .children[1];\n\n saveChanges.addEventListener(\"mousedown\", () => {\n rewriteModal(i); // edit the modal box\n });\n deleteButton.addEventListener(\"click\", () => {\n deleteConfirmation(i);\n })\n newBtn.addEventListener(\"click\", () => {\n checkSavedText(i); // check if the user already has written text there\n });\n\n btnContainer.append(newBtn);\n btnContainer.append(newBtnStyling);\n }\n\n // shade buttons based on the person's current position in life\n shadeButtons(age_expectancy, birthdate_value);\n}", "function pushBuildWorkflow() {\n timedExecOrDie(\n 'amp dist --noconfig --esm --version_override 0000000000000 --nomanglecache'\n );\n storeModuleBuildToWorkspace();\n}", "function buildApp(){\n var idAlias={};\n //idAlias[__dirname + \"/node_modules/react/react.js\"] = \"react\";\n idAlias[__dirname + \"/src/js/vendor/react-v0.12.2.min.js\"] = \"react\";\n idAlias[__dirname + \"/src/js/vendor/jquery.js\"] = \"jquery\";\n\n /**\n * We want to expose our core modules so they can be referenced via 'core/modulename' instead of './js/core/modulename'\n * We also want to alias some of the third party libs, and expose them so they can be referenced via 'jquery', 'react', etc.\n */\n //var labeler = through.obj(function (module, enc, next) {\n // console.log('module id: ' + module.id);\n // //expose id as 'react' rather than 'nodemodules/react/react.js'\n // if(idAlias[module.id]){\n // module.id = idAlias[module.id];\n // //console.log('exposing new id: ' + module.id);\n // }\n //\n // //iterate over each dependency of the module\n // Object.keys(module.deps).forEach(function (key) {\n // console.log('dep: %s key: %s', module.deps[key], key);\n // //expose core by 'core/X' rather than './js/core/X'\n // // if(key.indexOf('js/') >= 0) //only expose/tinker with core\n // module.deps[key] = key;\n //\n // //if there's a dep on something we've aliased, point to the alias.\n // //e.g. instead of 'react':'some/really/long/path/react.js' do 'react':'react'\n // if(idAlias[module.deps[key]]){\n // //console.log('pointing to alias for key:' + key);\n // module.deps[key] = key;\n // }\n // });\n //\n // this.push(module);\n // next();\n //});\n\n\n\n\n function getAppFilePaths(){\n //var files =glob.sync(\"core/**/*.js*\", { //./src/js/\n // cwd: buildConfig.jsBaseDir\n //});\n //files = _.filter(files, function(filePath){\n // return filePath.indexOf('vendor/') < 0;\n //});\n var files = [];\n files.push(\"app2\");\n\n var withoutExtensions=[];\n files.forEach(function(file){\n withoutExtensions.push(file.replace('.jsx', '').replace('.js', ''));\n });\n\n console.log('app file paths:\\n ' + JSON.stringify(withoutExtensions, null, 4));\n return withoutExtensions;\n }\n //mixin some of the common transforms, paths, etc.\n var browserifyConfig = mixinCommonBrowserifyConfig({\n entries:[].concat(getAppFilePaths())\n });\n console.log('build:app browserify config: %s', JSON.stringify(browserifyConfig, null, 2));\n\n var bundler = browserify(browserifyConfig);\n\n // bundler.pipeline.get('label').splice(0, 1, labeler);//rename module ids\n\n //require any third party libraries.\n bundler.require(buildConfig.jsBaseDir + '/vendor/jquery.js', {expose:'jquery'}); //expose is how the modules require it. e.g. require('jquery');\n bundler.require(buildConfig.jsBaseDir + '/vendor/react-v0.12.2.min.js', {expose:'react'});\n\n return bundler\n .bundle()\n .pipe(source('bundle.js'))//the generated file name\n //.pipe(gStreamify(uglify(buildConfig.uglify)))\n .pipe(gulp.dest(buildConfig.jsDistDir));//where to put the generated file name\n}", "deploy(skipFeatureDeployment = false) {\r\n return this.clone(App, `Deploy(${skipFeatureDeployment})`).postCore();\r\n }" ]
[ "0.53713095", "0.5367619", "0.533829", "0.5260608", "0.51733714", "0.5075815", "0.5064823", "0.5015281", "0.50026536", "0.49901152", "0.49222136", "0.4855435", "0.4806243", "0.48058224", "0.479049", "0.4772783", "0.4756192", "0.4752233", "0.47379267", "0.4732272", "0.47272336", "0.47229263", "0.47123834", "0.47072425", "0.4700055", "0.46834826", "0.46827406", "0.46781918", "0.4678048", "0.4674067", "0.46661848", "0.46536618", "0.46402586", "0.46377596", "0.46254352", "0.4622007", "0.4605004", "0.45973304", "0.45947215", "0.4591579", "0.45888346", "0.45841107", "0.45434582", "0.45371658", "0.45267135", "0.45264137", "0.4521822", "0.45189163", "0.45143119", "0.45132703", "0.4500084", "0.44954398", "0.44844535", "0.44704813", "0.44672674", "0.44660205", "0.446356", "0.4456091", "0.44442883", "0.44301558", "0.43734628", "0.43703935", "0.436845", "0.436499", "0.436303", "0.4350031", "0.43485335", "0.43483335", "0.43476844", "0.43451276", "0.43397495", "0.4331598", "0.4330966", "0.43263328", "0.43224674", "0.4309788", "0.43046153", "0.43028474", "0.42965218", "0.42819357", "0.42770514", "0.42701122", "0.4259195", "0.42591184", "0.42502493", "0.424995", "0.42419195", "0.42383114", "0.42337096", "0.42296702", "0.42265302", "0.4218694", "0.42119375", "0.42102173", "0.42080218", "0.42033237", "0.42021662", "0.42005798", "0.41995823", "0.41951242" ]
0.73441416
0
Render given urls to images
function RenderUrlsToFile (urls, callbackPerUrl, callbackFinal) { var getFilename, next, page, retrieve; var urlIndex = 0; var webpage = require("webpage"); getFilename = function() { return imagesDir + urlIndex + ".png"; }; next = function(status, url, file) { page.close(); callbackPerUrl(status, url, file); return retrieve(); }; retrieve = function() { if (urls.length > 0) { urlIndex++; var url = urls.shift(); page = webpage.create(); page.loadImages = true; page.webSecurityEnabled = false; page.javascriptCanOpenWindows = false; page.javascriptCanCloseWindows = false; page.paperSize = paperSize; page.viewportSize = viewportSize; page.settings.userAgent = userAgent; page.customHeaders = customHeaders; page.onResourceRequested = onResourceRequested; return page.open(url, function(status) { var file = getFilename(); if (status === "success") { return window.setTimeout((function() { page.render(file); return next(status, url, file); }), timeout); } else { return next(status, url, file); } }); } else { return callbackFinal(); } }; return retrieve(); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function displayThumbnails(arrayOfURLs){\n\tvar imgStart = \"<img src='\";\n\tvar imgEnd = \"'>\"\n\tvar images = \"\";\n\t//create a string of all image results\n\tarrayOfURLs.map(function(a){\n\t\timages += imgStart + a + imgEnd;\n\t});\n\t//write string of image results to the DOM\n\t$(\".results\").html(images);\n}", "function renderImages() {\n //if ( viewSkins ) { renderSkins(); } // disabled here so plants can be rendered sequentially in plants.js\n if ( viewSpans ) { renderSpans(); }\n if ( viewPoints ) { renderPoints(); }\n if ( viewScaffolding ) { renderScaffolding(); }\n}", "createImages() {\n var html = `\n <ul class=\"image-list\">\n ${this._images.map(image => `\n <li class=\"item\" style=\"background-image:url(${image})\" id=\"${image}\">\n </li>`).join('\\n')}\n </ul>\n `;\n\n this.render(html);\n }", "function displayImages(images) {\n var imgs = [];\n images.forEach(function (element, index, array) {\n imgs.push(encode(element.Body));\n })\n res.render('results', {\n images: imgs\n });\n }", "function renderImages(images){\n\t\tvar output = '';\n\t\t//console.log(images);\n\t\tvar allPhotos = images.photos.photo;\n\t\tfor (var key in allPhotos) {\n\t\t if (allPhotos.hasOwnProperty(key)) {\n\t\t //console.log(key + \" -> \" + allPhotos[key].id);\n\t\t output += '<li><img src=\"http://farm'+allPhotos[key].farm+'.staticflickr.com/'+allPhotos[key].server+'/'+allPhotos[key].id+'_'+allPhotos[key].secret+'_q.jpg\" /></li>';\n\t\t \tconsole.log(allPhotos[key].id);\n\t\t }\n\n\t\t}\n\t\tdocument.getElementById(\"flickr_images\").innerHTML = output;\n\n\t}", "function renderImages() {\n $('.landing-page').addClass('hidden');\n $('.img-round').removeClass('hidden');\n updateSrcs();\n currentOffset+=100;\n }", "renderImages(){\n const imgArr = this.state.dataToRender.images_list;\n return imgArr.map((imgUrl, index) => {\n return <div className=\"col-xs-12 each-img\">\n <img src={imgUrl} className=\"img-responsive\" key={index} />\n </div>\n });\n }", "function loadImages() {\n var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n var urls = opts.urls,\n _opts$onProgress3 = opts.onProgress,\n onProgress = _opts$onProgress3 === undefined ? noop : _opts$onProgress3;\n\n (0, _assert2.default)(urls.every(function (url) {\n return typeof url === 'string';\n }), 'loadImages: {urls} must be array of strings');\n var count = 0;\n return Promise.all(urls.map(function (url) {\n var promise = (0, _browserLoad.loadImage)(url, opts);\n promise.then(function (file) {\n return onProgress({\n progress: ++count / urls.length,\n count: count,\n total: urls.length,\n url: url\n });\n });\n return promise;\n }));\n}", "function drawToCanvas(coverURLs){\n var myCanvas = document.createElement('canvas');\n myCanvas.width = 1920;\n myCanvas.height = 1080;\n var ctx = myCanvas.getContext('2d');\n var loaders = [];\n //loads first 510 cover images\n //loads all of them if less than 510 total\n for (i=0;i<Math.min(510, coverURLs.length);i++){\n loaders.push(loadImg(coverURLs[i]));\n }\n //once all images are loaded\n $.when.apply(null, loaders).done(function() {\n for (j=0;j<coverImgs.length;j++){\n ctx.drawImage(coverImgs[j], (j%30)*64, Math.floor(j/30)*64);\n }\n //convert canvas object to png image and display it\n var collage = myCanvas.toDataURL(\"image/png\");\n document.write('<img src=\"' + collage + '\"/>');\n // document.createElement('image');\n // image.src = img;\n // image.crossOrigin = \"Anonymous\"\n // document.write(im)\n });\n}", "function mk_renderer(ops) { // returns a function that renders all the uri's contained in a single line\n var container, interval, render; // of the poem data struct asynchroneously to @param ops.container, ops.interval\n container = ops.container; // ms break inbetween each frame. If image uri's are not found, it returns an error to\n interval = ops.interval; // to @param callback\n return function render(line, callback) {\n console.log(\"Rendering line \" + line);\n document.getElementById(\"current-line\").innerHTML = line;\n var self = this,\n uris, count, loop;\n console.log(line);\n uris = poem.lines[line];\n if (!uris) {\n return callback(\"uris not found\");\n }\n async.eachSeries(uris, function set_img_render(uri, callback) {\n render_img(uri);\n setTimeout(callback, interval);\n }, callback)\n\n function render_img(uri) {\n console.log(\"Rendering img@\" + uri);\n container.innerHTML = '<img src=\"' + uri + '\"/>';\n }\n }\n}", "function executor(urls) {\n function dispatch(url) {\n var ev = document.createEvent('MouseEvents');\n ev.initMouseEvent('click', true, true, window, 0, 0, 0, 0, 0, false, true, false, false, 0, null);\n var anchor = document.createElement('a');\n anchor.href = url;\n anchor.dispatchEvent(ev);\n }\n\n urls.forEach(function downloader(url) {\n if (/http|https/.test(url)) {\n dispatch(url);\n } else {\n // probably data url\n var data = url.replace(/^.*?,/, '');\n var binary = window.atob(data);\n var buffer = new ArrayBuffer(binary.length);\n var view = new Uint8Array(buffer);\n for (var i = 0, len = binary.length; i < len; ++i) {\n view[i] = binary.charCodeAt(i);\n }\n var builder = new (window.BlobBuilder || window.WebKitBlobBuilder);\n var URL = window.URL || window.webkitURL;\n builder.append(buffer);\n dispatch(URL.createObjectURL(builder.getBlob('image/png')));\n }\n });\n }", "function renderPNGImages(images, callback) {\n /*global window:true*/\n\n // spin up phantomjs to render pngs for us\n var ph = noface(function(channel) {\n channel.onmessage = function(event) {\n var image = JSON.parse(event.data);\n var page = require(\"webpage\").create();\n\n // Get svg element's dimensions so we can set the viewport\n // dimensions\n var frag = window.document.createElement(\"div\");\n frag.innerHTML = image.svg.data;\n var svgelem = frag.querySelector(\"svg\");\n var width = parseFloat(svgelem.getAttribute(\"width\")) * image.scale;\n var height = parseFloat(svgelem.getAttribute(\"height\")) * image.scale;\n\n // Set page viewport size to SVG dimensions\n page.viewportSize = { width: width, height: height };\n page.zoomFactor = image.scale;\n\n // Open SVG file in webkit to make a PNG\n var svgdatauri = \"data:image/svg+xml;base64,\" + window.btoa(image.svg.data);\n page.open(svgdatauri, function(status) {\n if (status !== \"success\") {\n channel.send(\"fail\");\n }\n else {\n // Render the png image\n var pngBase64 = page.renderBase64(\"PNG\");\n channel.send(JSON.stringify({\n data: pngBase64,\n width: width,\n height: height\n }));\n }\n });\n };\n }, { stdio: [0,1,2] });\n\n // Error handler for PhantomJS\n ph.on(\"error\", function(err) {\n callback(err);\n });\n\n // Wait fot PhantomJS to be ready\n ph.on(\"open\", function() {\n\n // Render each SVG as a PNG image through PhantomJS\n grunt.util.async.forEachSeries(images, function(image, callback) {\n grunt.verbose.write(\"Rendering \" + image.relPath + \"...\");\n\n // Send image data to PhantomJS\n ph.send(JSON.stringify(image));\n\n // Wait for a response, only once\n ph.once(\"message\", function(result) {\n if (result === \"fail\") {\n grunt.verbose.error();\n callback(new Error(\"Could not render \" + image.relPath));\n }\n else {\n grunt.verbose.ok();\n\n // Update the image with png data\n var obj = JSON.parse(result);\n image.png = obj;\n image.png.data = new Buffer(image.png.data, 'base64');\n\n // Done\n callback(null);\n }\n });\n }, function(err) {\n ph.close();\n callback(err, images);\n });\n });\n\n }", "function loadImages(data) {\n $('.gif-wrapper').empty();\n var temp = JSON.parse(data);\n for (var i = 0; i < temp.length; i += 1) {\n $('.gif-wrapper').append('<img src=\"' + temp[i].url + '\">');\n }\n }", "function preloadImages(urls) {\n urls.forEach(url => {\n const image = new Image();\n image.src = url;\n });\n}", "function renderProperImages(x) {\n fabric.Image.fromURL(sources[1], function(img) {\n var img1 = img.set({\n left: 100,\n top: x\n });\n group.push(img1);\n\n fabric.Image.fromURL(sources[1], function(img) {\n var img2 = img.set({\n left: 240,\n top: x\n });\n group.push(img2);\n fabric.Image.fromURL(sources[12], function(img) {\n var img3 = img.set({\n left: 380,\n top: x\n });\n group.push(img3);\n });\n });\n });\n}", "function renderImages (image) {\n var imgSet = document.createElement('img');\n // set image attributes; they're not all the same file extension\n if (image === 'usb') {\n imgSet.setAttribute('src', 'img/' + image + '.gif');\n } else if (image === 'sweep') {\n imgSet.setAttribute('src', 'img/' + image + '.png');\n } else {\n imgSet.setAttribute('src', 'img/' + image + '.jpg');\n }\n imgSet.setAttribute('id', image);\n imagesParent.append(imgSet);\n}", "function showImages(images) {\n images.forEach((img) => { ctx.drawImage(img, Math.random() * 625, 40); });\n }", "async function ConvertImageRoutes(html) {\n\tif (ImageImport === null) { return html; }\n\tlet imagePath = ImageImport.replace(/[-[\\]{}()*+?.,\\\\^$|#\\\\]/g, '\\\\$&');\n\tlet newPaths = html.replace(new RegExp(imagePath, \"g\"), \"http://localhost:3000\")\n\tlet rex = /<img[^>]+src=\"([^\">]+)\"/g;\n\tlet m\n\tlet encoded\n\twhile (m = rex.exec(newPaths)) {\n\t\ttry {\n\t\t\tlet image = await encodeImage(m[1]);\n\t\t\tnewPaths = newPaths.replace(new RegExp(m[1], \"g\"), image);\n\t\t} catch (error) {\n\t\t\tconsole.log('ERROR:', error);\n\t\t}\n\t\tencoded = newPaths\n\t}\n\treturn encoded;\n}", "function renderImages(images, scope) {\n var s = getScopeData(scope);\n\n var canvasSize = getCanvasSize(images, s);\n var width = s.buffer.width = canvasSize.w;\n var height = s.buffer.height = canvasSize.h;\n var common = canvasSize.common;\n\n // draw images into canvas\n scope.promise = $timeout(function () {\n\n var output = scope.output = [];\n\n // set overall sprite size\n output.w = width;\n output.h = height;\n\n // set most common width and height of individual images\n output.cmw = common.width;\n output.cmh = common.height;\n\n // render\n for (var i = 0, y = 0, x = 0, image; image = images[i]; i++) {\n\n var sizes = image.dimensions;\n\n s.context.drawImage(image, x + sizes.x, y + sizes.y, sizes.dw, sizes.dh);\n\n var outData = {\n name: image.data.name,\n y: y,\n x: x\n };\n\n // increment sprite position X\n if (s.orientation === 'horizontal' || s.orientation === 'diagonal') {\n x += sizes.cw + s.spacing;\n }\n\n // increment sprite position Y\n if (s.orientation === 'vertical' || s.orientation == 'diagonal') {\n y += sizes.ch + s.spacing;\n }\n\n // only add sizes if they deviate from the most common sizes\n if (common.width !== sizes.cw)\n outData.w = sizes.cw;\n\n if (common.height !== sizes.ch)\n outData.h = sizes.ch;\n\n output.push(outData);\n }\n\n flushBuffer(s);\n output.compr = width * height * (s.canvas.toDataURL(\"image/jpeg\", 0.5).length / s.canvas.toDataURL(\"image/jpeg\", 1).length);\n output.src = s.canvas.toDataURL();\n scope.promise = null;\n }, 10);\n }", "function renderImgs() {\n const imgs = getImages();\n var strHTML = imgs.map(img => {\n if (img.isHidden) return;\n return `<img onclick=\"onImageClicked(this.dataset.id)\" data-id=\"${img.id}\" src=\"./${img.url}\"></img>`;\n })\n document.querySelector('.gallery-container').innerHTML = strHTML.join('');\n}", "function getImageSources() {\n var ids = [\n '0001', '0002', '0003', '0004', '0005', '0006', '0007',\n '0008', '0009', '0010', '0011', '0012', '0013', '0014'\n ];\n return ids.map(function(name){\n return 'http://localhost:8000/images/' + name + '.JPG';\n })\n}", "function createURL(data) {\n for (let i = 0; i < data.photos.photo.length; i++) {\n imageArray.push(\"https://farm\" + data.photos.photo[i].farm + \".staticflickr.com/\" + data.photos.photo[i].server + \"/\" + data.photos.photo[i].id + \"_\" + data.photos.photo[i].secret + \".jpg\")\n }\n displayImages(imageArray)\n return imageArray\n}", "function renderImages() {\n imgElem.src = Actor.all[0].path;\n}", "function parseImageUrls(params){\n\t\tif(opts.verbose !== 0 || !opts.hideErrors){\n\t\t\tconsole.info('[Embedding data URIs to] -> %s', params.path);\n\t\t}\n\t\tvar fileAbsPath = sysPath.resolve(sysPath.dirname(params.path));\n\t\tvar data = params.data;\n\t\tvar result = data.match(pattern); \n\t\tvar base64Data = data;\n\n\t\tresult.forEach(function(item){\n\t\t\t// Assuming image path is system path, not \"http/https path\"\n\t\t\tvar raw_path = item.replace(/url(?:\\s*)\\((?:\\s*)[\\'\\\"]?([^\\)\\'\\\"]*)[\\'\\\"]?(?:\\s*)\\)/, '$1');\n\t\t\tvar path = clean_url_value(raw_path); // '../assets/images/clock.svg'\n\t\t\tvar ext = sysPath.extname(path);\n\t\t\t// Don't convert when path is already a data-uri \n\t\t\tif(/^data:image/.test(path) || (imgsExtns.indexOf(ext) == -1)){\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif(/^(http|https):\\/\\//.test(path)){\n\t\t\t\tif(opts.verbose == 2 || opts.verbose == MAX_VERBOSE_VAL){\n\t\t\t\t\tconsole.info('Skipped data-uri as path has http/https %s', path);\n\t\t\t\t} \n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\t// Find absolute path in relation to the \"*.less\" file path \n\t\t\tvar absPath = sysPath.resolve(fileAbsPath, path); \n\n\t\t\tif(!fs.existsSync(absPath)){\n\t\t\t\tvar newpath = sysPath.resolve(opts.altImageDir, path);\n\t\t\t\tif(fs.existsSync(newpath)){\n\t\t\t\t\tabsPath = newpath;\n\t\t\t\t}else{\n\t\t\t\t\tif(!opts.hideErrors){\n\t\t\t\t\t\tconsole.info('[Warn] Skipped, the file is missing at: %s',absPath);\n\t\t\t\t\t}\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(typeof imagesDataMap[absPath] === 'undefined'){\n\t\t\t\tvar mimeType = mime.lookup(path);\n\n\t\t\t\timagesDataMap[absPath] = {};\n\t\t\t\timagesDataMap[absPath].path = path;\n\t\t\t\timagesDataMap[absPath].absPath = absPath;\n\t\t\t\timagesDataMap[absPath].mimeType = mimeType;\n\t\t\t\timagesDataMap[absPath].toSkipped = false; // Also upadted in getDataUri()\n\t\t\t\timagesDataMap[absPath].dataUri = getDataUri(mimeType, absPath);\n\t\t\t}\n\t\t\t// Don't replace url with base64 when it is marked to skipped.\n\t\t\tif(!imagesDataMap[absPath].toSkipped){\n\t\t\t\tvar quote = ('image/svg+xml' === imagesDataMap[absPath].mimeType || opts.urlQuotes) ? '\\\"' : '';\n\t\t\t\tbase64Data = base64Data.replace(item, \"url(\"+ quote + imagesDataMap[absPath].dataUri + quote + \")\");\n\t\t\t\tif(opts.verbose == 3) {\n\t\t\t\t\tconsole.info('Successfully converted %s', absPath);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\n\t\treturn base64Data;\n\t}", "renderImagesWithTags(payload) {\n console.log(payload)\n\n let result = []\n for (var key in payload){\n\n // key should be the image path without the server's url\n let tags = payload[key].map(tagImagePair => tagImagePair.tag)\n let tagsHtml = tags.map(tag => <div>{tag}</div>)\n let imageSrc = this.state.baseURL + key\n\n result.push(\n <div className=\"imageWrapper\">\n <img src={imageSrc} className=\"gallery\"/>\n {tagsHtml}\n </div>\n )\n }\n return result\n }", "toImages(results) {\n let images = results.map( item => {\n return {\n url: item.url,\n title: item.title,\n linkedBy: [],\n likedBy: []\n };\n });\n return images;\n }", "function addImageToScreen(myURLs){\n let relatedGifs = document.querySelector(\"#relatedGifs\") //Heading for section\n relatedGifs.innerHTML += `<h4 class=\"white-text\"> Related Gifs</h4>`\n \n //1st row\n for(var i =0; i < 5; i++){\n row0.innerHTML += `<img src =\"${myURLs[i]}\">`\n }\n \n //2nd row\n for(var i =5; i < 10; i++){\n row1.innerHTML += `<img src =\"${myURLs[i]}\">`\n }\n \n //3rd row\n for(var i =10; i < 15; i++){\n row2.innerHTML += `<img src =\"${myURLs[i]}\">`\n }\n \n //4th row\n for(var i =15; i < 20; i++){\n row3.innerHTML += `<img src =\"${myURLs[i]}\">`\n }\n \n //5th row\n for(var i =20; i < 25; i++){\n row4.innerHTML += `<img src =\"${myURLs[i]}\">`\n }\n}", "function fillImages(){\n\tfor (var i = 0; i < planes.length; i++) {\n\t\tvar id = planes[i].id\n\t\tvar search = \"#\" + id + \" .slide-container\"\n\t\t$(search).css(\"background-image\", \"url('\" + buildUrl(id) + \"')\")\n\t\tconsole.log(buildUrl(id, slides[id]))\n\t\t\n\t}\n}", "function getImages(web, useMyOwn) {\n\t//how to generate /where to list\n\tvar person_list = ['Angelina_Jolie','Bill_Gates','Einstein','Michelle_Obama','Morgan_Freeman','Mozart', 'Adolf_Hitler', 'Barack_Obama', \"Bart_Simpson\", \n\t\t\t\t\t\t\"Ben_Affleck\", \"Beyonce\", \"Bill_Clinton\", \"Brad_Pitt\",\"Darth_Vader\", \"Frodo\", \"George_W_Bush\", \"Hillary_Clinton\", \"Homer_Simpson\",\n\t\t\t\t\t\t\"Indiana_Jones\", \"Marilyn_Monroe\", \"Superman\", \"Steve_Jobs\", \"Michael_Jordan\"];\n\n\tvar action_list = ['balancing', 'bending', 'biting', 'bouncing', 'building', 'burning' , 'chasing', 'clapping', 'climbing' ,'cooking', 'digging',\n\t\t\t\t\t\t'drinking', 'enlarging', 'exploding', 'feeding', 'fighting', 'flipping', 'hanging', 'hiding', 'hugging', 'juggling', 'kissing',\n\t\t\t\t\t\t'licking', 'painting', 'piloting', 'pushing', 'repairing', 'rubbing', 'scratching', 'shooting', 'smelling', 'swinging','throwing',\n\t\t\t\t\t\t'tickling', 'tying', 'washing', 'wrapping', 'zooming'];\n\n\tvar object_list = ['dome','hammer','heel','hen','igloo','leaf', 'lock', 'moose', 'seal', 'smore', 'snowflake','suit','daisy','dice','safe','toilet',\n\t\t\t\t\t\t'moon', 'map','lollipop','peach', 'bus'];\n\n\tvar action_num = 3;\n\tvar object_num = 3;\n\n\n\tvar person = person_list[Math.floor(Math.random() * person_list.length)];\n\n\twhile (personList.indexOf(person) != -1) {\n\t\tvar person = person_list[Math.floor(Math.random() * person_list.length)];\n\t}\n\tpersonList.push(person);\n\tvar action = action_list[Math.floor(Math.random() * action_list.length)];\n\tvar object = object_list[Math.floor(Math.random() * object_list.length)];\n\n\t//html = \"<p>{0}</p><img class=clue src=images/person/{1}.jpg><p>is</p><p>{2}</p><p>a/an</p><p>{3}.</p>\"\n\t\n\n\t//action button\n\tvar webPageIdDOM = '#' + web + 'Page';\n\tvar actionPageIdDOM = '#' + web + action;\n\tvar objectPageIdDOM = '#' + web + object;\n\tif (useMyOwn) {\n\t\tvar canvas = '<img style=\"display:none;width:80px;height:80px; margin:0px auto\" class=\"ownPhotos\" id=photoCanvas' + web + ' src=\"\" />'\n\t//<img style=\"display:none;\" id=\"largeImage\" src=\"\" />\n\t\tvar html = \"<div class=rehearseButton1></div>\" + canvas + \"<div class='private'><p>is</p>{2} a/an {3} <a href=# id='fix' data-role='button' data-rel='popup' onclick='checkPassword(\\\"\" + web + \"\\\")' > Type in your Password</a> </div><div class=rehearseButton2></div>\";\n\t} else {\n\t\t//var popupPage = $(\"<div data-role='popup' data-title='generate a password for\"+web + \"' id=\"+web+\"Password > PASSWORD </div>\");\n\t\t//popupPage.appendTo( $.mobile.pageContainer );\n\n\t\t//var html = \"<p>{0}</p><img class=clue src=images/person/{1}.jpg /><p>is</p>{2} a/an {3} <div data-role='popup' data-title='generate a password for\"+web + \"' id=\"+web+\"Password > PASSWORD </div> <a data-role='button' data-rel='popup' href=#amazonPassword\"+ \" data-transition='pop' data-position-to='window'>Type in your Password</a>\";//\" onclick='checkPassword(\\\"\" + action + \"\\\", \\\"\" + web + \"\\\", \\\"\" + object + \"\\\")' data-rel='dialog'>Type in your Password</a>\";\n\t\tvar html = \"<div class=rehearseButton1></div><p id=\"+ web + \"Name >{0}</p><div class=personDiv><img class=clue id=\" + web + \"Person src=images/person/{1}.jpg /></div><div class='private'><a data-role='button' onclick='changePerson(\\\"\" + person + '\",\"' + web + \"\\\")'>Change Person</a><p>is</p>{2} a/an {3} <a href=# id='fix' data-role='button' data-rel='popup' onclick='checkPassword(\\\"\" + web + \"\\\")' > Type in your Password</a></div><div class=rehearseButton2></div>\";\n\n\t}\n\n\tvar buttonActionId = 'buttonAction' + buttonCounter.toString();\n\tvar buttonObjectId = 'buttonObject' + buttonCounter.toString();\n\tbuttonCounter += 1;\n\n\t//var buttonAction = \"<input type='button' id='\" + buttonActionId + \"' value='\" + action + \"' href='\" + actionPageIdDOM + \"' />\";\n\t//var buttonObject = \"<input type='button' id='\" + buttonObjectId + \"' value='\" + object + \"' href='\" + objectPageIdDOM + \"' />\";\n\tvar buttonObject = \"<div class=objectButton><a data-role='button' href=\" + objectPageIdDOM + \">\" + object + \"</a></div>\";\n\tvar buttonAction = \"<div class=actionButton><a data-role='button' href=\" + actionPageIdDOM + \">\" + action + \"</a></div>\";\n\n\n\t//var actionLambda = function (event) { };\n\t//var objectLambda = function (event) { objectHandler(event, web, object); };\n\n\tvar buttonActionIdDOM = '#' + buttonActionId;\n\tvar buttonObjectIdDOM = '#' + buttonObjectId;\n\n\t//create two pages and then bind the buttons\n\tvar actionPage = createActionImagePage(web, action, action_num);\n\tvar objectPage = createObjectImagePage(web, object, object_num);\n\n\t\n\tactionPage.appendTo( $.mobile.pageContainer );\n\tobjectPage.appendTo( $.mobile.pageContainer );\n\n\t//var objectLambda = function (event) {alert('hi');$.mobile.changePage($(objectPageIdDOM));} ;\n\t//var actionLambda = function (event) {$.mobile.changePage($(actionPageIdDOM))} ;\n\n\t$(buttonObjectId).live('click', function(event){});\n\t//$(buttonObjectId).live('click', objectLambda);\n\t//$(buttonActionId).live('click', actionLambda);\n\treturn String.format(html, person, person, buttonAction, buttonObject);//person, action, object);\n\t//return \"<p><img class=clue src=images/pic\"+pic1+\".jpg></p><p><img class=clue src=pictures/pic\"+pic2+\".jpg></p><p><img class=clue src=pictures/pic\"+pic3+\".jpg></p>\"\n}", "function displayPhotos() {\n loader.hidden = true;\n photos.forEach((photo) => {\n // Create Unspalsh page Link for the image\n const imageLink = document.createElement(\"a\");\n imageLink.setAttribute(\"href\", photo.links.html);\n imageLink.setAttribute(\"target\", \"_blank\");\n\n // Create image element\n const img = document.createElement(\"img\");\n img.setAttribute(\"src\", photo.urls.regular);\n img.setAttribute(\"alt\", photo.alt_description);\n img.setAttribute(\"title\", photo.alt_description);\n\n imageLink.appendChild(img);\n imageContainer.appendChild(imageLink);\n\n //event listner for image\n img.addEventListener(\"load\", imageLoaded);\n });\n}", "function displayPics(response) {\n var picArray = [];\n for (var i = 0; i < 6; i ++) {\n // parse through response from Ajax request to grab a single image link\n var picString = \"<img src=\" + response.data[i].link + \"media\\/?size=t>\";\n picArray += picString;\n }\n // set the images div with new picArray created from Ajax request\n $(\"#images\").html(picArray);\n}", "function renderImages() {\n currentimg1 = generateRandomNumber();\n currentimg2 = generateRandomNumber();\n currentimg3 = generateRandomNumber();\n\n while (currentimg1 === futureimg1 || currentimg1 === futureimg2 || currentimg1 === futureimg3 || currentimg2 === futureimg1 || currentimg2 === futureimg2 || currentimg2 === futureimg3 || currentimg3 === futureimg1 || currentimg3 === futureimg2 || currentimg3 === futureimg3 || currentimg1 === currentimg2 || currentimg1 === currentimg3 || currentimg2 === currentimg3) {\n currentimg1 = generateRandomNumber();\n currentimg2 = generateRandomNumber();\n currentimg3 = generateRandomNumber();\n }\n\n futureimg1 = currentimg1;\n futureimg2 = currentimg2;\n futureimg3 = currentimg3;\n\n img1El.setAttribute(\"src\", choicesArray[currentimg1].assetPath);\n img1El.setAttribute(\"title\", choicesArray[currentimg1].assetPath);\n choicesArray[currentimg1].views++;\n\n img2El.setAttribute(\"src\", choicesArray[currentimg2].assetPath);\n img2El.setAttribute(\"title\", choicesArray[currentimg2].assetPath);\n choicesArray[currentimg2].views++;\n\n img3El.setAttribute(\"src\", choicesArray[currentimg3].assetPath);\n img3El.setAttribute(\"title\", choicesArray[currentimg3].assetPath);\n choicesArray[currentimg3].views++;\n\n attemptsHtmlEl.textContent = attempts;\n}", "function createImages(responseJson) {\n console.log(\"i will create your images\");\n console.log(responseJson.message);\n const html = `<img src=${responseJson.message}>`\n\n console.log(html);\n\n $(\".perro\").html(html);\n $(\".hidden\").removeClass(\"hidden\");\n}", "function getImageLinks(breeds, AURL, num) {\n let promises = [];\n for (let x of breeds) {\n for (let i = 0; i < num; i++) {\n promises.push(getImage(AURL, x));\n }\n }\n return Promise.all(promises);\n}", "function renderResults(movieInfoList) {\n var list = document.getElementById(\"resultsList\");\n list.innerHTML=\"\";\n movieInfoList.forEach(movieInfo => {\n // turns img string to img\n showImage(movieInfo);\n });\n}", "function printImages(container, template, data) {\n var i = 0;\n var templateHtml = null;\n var fragment = document.createDocumentFragment();\n\n for (i; i < data.length; i++) {\n templateHtml = parseImgTemplate(template, data[i]);\n fragment.appendChild(templateHtml);\n }\n container.appendChild(fragment);\n\n function parseImgTemplate(templateTag, item) {\n templateTag = templateTag.cloneNode(true);\n\n templateTag.querySelector('img').setAttribute('src', item.url);\n templateTag.querySelector('.picture-likes').textContent = item.likes;\n templateTag.querySelector('.picture-comments').textContent = item.comments;\n\n return templateTag;\n }\n }", "url(urls: Array<string>, scheme: ?string) {\n const bbox = WhooTS.getTileBBox(this.x, this.y, this.z);\n const quadkey = getQuadkey(this.z, this.x, this.y);\n\n return urls[(this.x + this.y) % urls.length]\n .replace('{prefix}', (this.x % 16).toString(16) + (this.y % 16).toString(16))\n .replace('{z}', String(this.z))\n .replace('{x}', String(this.x))\n .replace('{y}', String(scheme === 'tms' ? (Math.pow(2, this.z) - this.y - 1) : this.y))\n .replace('{quadkey}', quadkey)\n .replace('{bbox-epsg-3857}', bbox);\n }", "function fetchImages(){\n const dogImageContainer = document.querySelector(\"#dog-image-container\")\n fetch(imgUrl, { method: 'GET' })\n .then((response) => {\n console.log(response)\n if (response.ok) {\n return response.json() \n \n }\n })\n .then((dogJsonData) => {\n dogJsonData.message.forEach(function(imgUrl) {\n console.log(dogImageContainer)\n dogImageContainer.innerHTML += `<img src=\"${imgUrl}\">`\n })\n const imageString = dogJsonData.message.map((imgUrl) => {\n return `<img src=\"${imgUrl}\">`\n })\n })\n}", "function renderImage(file) {\n images.push(file);\n// generate a new FileReader object\n var reader = new FileReader();\n// inject an image with the src url\n reader.onload = function(event) {\n the_url = event.target.result\n $('#preview').html(\"<img src='\" + the_url + \"' />\")\n}// when the file is read it triggers the onload event above.\n reader.readAsDataURL(file);\n}", "function render(arr){\n\t\tfor (var i = 0; i < arr.length; i++) {\n\t\t\tvar backgroundImgUrl = arr[i].img;\n\t\t\tvar outfitId = arr[i].id;\n\t\t\tvar makeDiv = document.createElement('div');\n\t\t\tvar outfitContainer = document.getElementsByClassName(\"outfit-images\")[0];\n\n\t\t\tmakeDiv.id = outfitId;\n\t\t\tmakeDiv.className = 'col-sm-2 outfit-image';\n\t\t\toutfitContainer.appendChild(makeDiv);\n\n\t\t\tfunction setBackground(n) {\n\t \t\tdocument.getElementById(n).style.backgroundImage = \"url('\" + backgroundImgUrl + \"')\";\n\t \t}\n\n\t \tsetBackground(outfitId);\n\t\t};\n\t}", "function displayPhotos() {\n // Run the function for each object in photosArray\n photosArray.forEach((photo) => {\n // Create <a> to link to Unsplash\n const item = document.createElement(\"a\");\n setAttributes(item, {\n href: photo.links.html,\n blank: \"_blank\",\n });\n // Create <img> for photo\n const img = document.createElement(\"img\");\n setAttributes(img, {\n src: photo.urls.regular,\n alt: photo.alt_description,\n title: photo.alt_description,\n });\n // Put <img> inside <a> , then put both inside imageContainer ELement\n item.appendChild(img);\n imageContainer.appendChild(item);\n });\n}", "function render(project) { // a key\n $('.footer-test').html(project.text) //put the response on the dom\n var imageHtml = '';\n project.images.forEach(function(img) {\n imageHtml += '<img src=\"' + img + '\" /></br>'\n console.log(img);\n // put the image wherever\n });\n $('#imageZone').html(imageHtml); //put the response on the dom\n\n }", "function getImages(arrayOfImg){\n let valueToReturn = '';\n for (let i = 0; i < arrayOfImg.length; i++){\n valueToReturn += `<img src=\"${arrayOfImg[i]}\" class=\"results-img\">`;\n }\n return valueToReturn;\n}", "loadImages(): void {\n let self = this;\n let items = this.getState().items;\n for (let i = 0; i < items.length; i++) {\n let item: ItemType = items[i];\n // Copy item config\n let config: ImageViewerConfigType = {...item.viewerConfig};\n if (_.isEmpty(config)) {\n config = makeImageViewerConfig();\n }\n let url = item.url;\n let image = new Image();\n image.crossOrigin = 'Anonymous';\n self.images.push(image);\n image.onload = function() {\n config.imageHeight = this.height;\n config.imageWidth = this.width;\n self.store.dispatch({type: types.LOAD_ITEM, index: item.index,\n config: config});\n };\n image.onerror = function() {\n alert(sprintf('Image %s was not found.', url));\n };\n image.src = url;\n }\n }", "function set_image_urls(parcel, assets, asset_index, image_ids) {\n for (i = 0; i < image_ids.length; i++) {\n let image = parcel.getFeatureById(image_ids[i])\n\n var permalink = assets[asset_index++].permalink\n\n image.set({\n url: permalink\n })\n }\n\n return asset_index\n}", "function renderDogs(data) {\n // Message is an array (console.log to check) containing image URLs\n data.message.forEach(message => {\n // For each item in the array, create an img tag\n const newImage = document.createElement('img')\n // Img tags have attributes, including src. Assign the message to the src\n newImage.src = message\n newImage.height = 500\n newImage.width = 400\n // Add each created image to the image container\n imageBox.appendChild(newImage)\n })\n}", "function createImages()\n{\n\tlargeImg.src = imgArray[0];\n\t\n\tfor (var i = 0; i < imgArray.length; i++)\n\t{\n\t\tfourImgsDiv.innerHTML += \"<img src='\" + imgArray[i] + \"'>\";\n\t}\n}", "function renderPosters(movielist) {\n\n var baseURL = \"https://image.tmdb.org/t/p/\";\n var imageSize = \"w500\";\n // console.log(\"in function renderPosters\", movielist);\n\n var posterURLArray = [];\n\n\n\n // create URL Array\n for (let i = 0; i < movielist.length; i++) {\n // console.log(movielist[i]['poster_path']);\n var posterPath = movielist[i]['poster_path'];\n var fullPath = baseURL + imageSize + posterPath;\n posterURLArray.push(fullPath);\n }\n\n console.log(posterURLArray);\n\n // print pictures to DIV movielist\n for (let i = 0; i < posterURLArray.length; i++) {\n var anchorTag = $(\"<a>\");\n anchorTag.addClass(\"carousel-item\");\n\n var imageTag = $(\"<img>\");\n imageTag.attr(\"src\", posterURLArray[i]);\n imageTag.attr(\"alt\", \"somethingOutOFcourtesy\");\n imageTag.addClass(\"posterImg\");\n\n anchorTag.append(imageTag);\n $(\"#movieList\").append(anchorTag);\n console.log(\"appended?\", anchorTag);\n }\n\n // initialize carousel for materialcss\n $('.carousel').carousel();\n\n}", "function imagesToHtml(){\n var leftPic = getRandomNum();\n oldItems.push(leftPic);\n var img = document.createElement('IMG');\n img.src = items[leftPic].filepath;\n document.body.appendChild(img);\n // img.onclick = function() {\n // console.log('ok')\n // }\n var centerPic = getRandomNum();\n while(centerPic === leftPic){\n centerPic = getRandomNum();\n }\n oldItems.push(centerPic);\n img = document.createElement('IMG');\n img.src = items[centerPic].filepath;\n document.body.appendChild(img);\n var rightPic = getRandomNum();\n while(rightPic === leftPic || rightPic === centerPic){\n rightPic = getRandomNum();\n }\n oldItems.push(rightPic);\n img = document.createElement('IMG');\n img.src = items[rightPic].filepath;\n document.body.appendChild(img);\n}", "function fetchImages() {\n const numPhotos = 18;\n const graphicPromises = [];\n const baseUrl =\n \"https://arcgis.github.io/arcgis-samples-javascript/sample-data/featurelayer-collection/photo-\";\n\n for (let i = 1; i <= numPhotos; i++) {\n const url = baseUrl + i.toString() + \".jpg\";\n const graphicPromise = exifToGraphic(url, i);\n graphicPromises.push(graphicPromise);\n }\n\n return promiseUtils.eachAlways(graphicPromises);\n}", "processImages(jq) {\n const maxWidth = ui.dom.messagePane.width() - 30;\n const maxHeight = ui.dom.messagePane.height() - 20;\n\n jq.find('img').wrap(function() {\n return $('<a></a>').attr('href', this.src);\n }).after(function() {\n return $('<span class=\"image-alt\"></span>')\n .text('[image:' + visual.ellipsis(this.src, 64) + ']');\n });\n\n jq.find('img').addClass('rescale').on('load', function() {\n visual.rescale($(this), maxWidth, maxHeight);\n });\n\n if (!config.settings.markup.images) {\n jq.find('img').css('display', 'none').next().css('display', 'inline');\n }\n }", "function renderImages(data, into) {\n\t\t\n\t\t//declare variables\n\t\tvar weather=data.weather;\n\t\t//remove the space inbetween words (for matching data-id and data purpose)\n\t\tvar dataCaption = data.caption;\n\t\tdataCaption = dataCaption.replace(/\\s+/g, \"\");\n\t\t\n\t\t//switch weather icon based on the weather data\n\t\tswitch(weather.toLowerCase()) {\n\t\t\tcase \"clear-day\":\n\t\t\t weatherImage= \"images/clearDay.png\"\n\t\t\t break;\n\t\t\tcase \"clear-night\":\n\t\t\t weatherImage= \"images/clearNight.png\"\n\t\t\t break;\n\t\t\tcase \"rain\":\n\t\t\t weatherImage= \"images/rain.png\"\n\t\t\t break;\n\t\t\tcase \"snow\":\n\t\t\t weatherImage= \"image/snow.png\"\n\t\t\t break;\n\t\t\tcase \"sleet\":\n\t\t\t weatherImage= \"images/sleet.png\"\n\t\t\t break;\n\t\t\tcase \"wind\":\n\t\t\t weatherImage= \"images/wind.png\"\n\t\t\t break;\n\t\t\tcase \"fog\":\n\t\t\t weatherImage= \"images/fog.png\"\n\t\t\t break;\n\t\t\tcase \"cloudy\":\n\t\t\t weatherImage= \"images/cloudy.png\"\n\t\t\t break;\n\t\t\tcase \"partly-cloudy-day\":\n\t\t\t weatherImage= \"images/cloudy.png\"\n\t\t\t break;\n\t\t\tcase \"partly-cloudy-night\":\n\t\t\t weatherImage= \"images/cloudyNight.png\"\n\t\t\t break;\n\t\t\t default:\n\t\t\t weatherImage= \"images/clearDay.png\"\n\t\t}\n\t\n\t\t// add the template\n\t\tinto.innerHTML += `\n\t\t\t<div class=\"eachItem\" data-id=${dataCaption}>\n\t\t\t\t<div class=\"polaroid\">\n\t\t\t\t <img src=${data.imageUrl} class=\"clickMe\"/>\n\t\t\t\t </div>\n\t\t\t\t <div class=\"description\">\n\t\t\t\t <div class=\"leftCol\"><img src=${weatherImage}></div>\n\t\t\t\t <div class=\"rightCol\">\n\t\t\t\t\t<ul class=\"ulClass\">\n\t\t\t\t\t\t<li>Where: ${data.location}</li>\n\t\t\t\t\t\t<li>Name: ${data.caption}</li>\n\t\t\t\t\t</ul>\n\t\t\t\t </div>\n\t\t\t\t</div>\n\t\t\t</div>\n\t\t`\n\t\t\n\t}", "function displayPhotos() {\n // Run function for each object in photosArray\n photosArray.forEach(\n (photo) => {\n // Create <a> that link to Unsplash\n const imageLink = document.createElement('a');\n setAttributes(imageLink, {\n 'href': photo.links.html,\n 'target': '_black',\n });\n // Create <img> for photo\n const image = document.createElement('img');\n setAttributes(image, {\n 'src': photo.urls.regular,\n 'alt': photo.alt_desciption,\n 'title': photo.alt_description,\n });\n // Put <img> inside <a>, then put both inside imageContainer element\n imageLink.appendChild(image);\n imageContainer.appendChild(imageLink);\n }\n )\n}", "function generateImages(rows) {\n for(let i = 0; i < rows * 3; i++) {\n const img = document.createElement('img')\n img.src = `${unsplashURL}${generateSize()}`\n container.appendChild(img)\n }\n}", "function displayImages(responseJson){\n var doggyBin= []\n let dogPics = responseJson.message\n doggyBin = dogPics\n var div= document.getElementById('results')\n div.innerHTML='';\n for(let i = 0; i < doggyBin.length; i++){\n var allDoggies= document.createElement('div');\n var img= document.createElement('img');\n img.src= doggyBin[i];\n allDoggies.appendChild(img);\n div.appendChild(allDoggies)\n }\n}", "function viewFullImg(uri){\n\tconst html = `<img src=\"${uri}\">`\n\tdocument.getElementById(\"results\").innerHTML = html;\n}", "function addImages() {\n var images = ['heroImage', 'legacyLogo'];\n var img = null;\n for (var i = 0; i < images.length; i++) {\n var key = companyInfo['key'];\n if (companyInfo[images[i]].length > 0) {\n var url = 'https://media.licdn.com/media' + companyInfo[images[i]];\n img = $('<img class=\"recruiting-token-image\" id=\"' + images[i] + '-' + key + '\">');\n $(img).attr('src', url);\n img.data('file', null);\n img.data('name', images[i] + '-' + key);\n img.data('saved', false);\n img.data('scraped', true);\n createThumbnail(img, 'company-image-container');\n }\n }\n}", "function displayPhotos() {\n // Run function for each object in photoArray\n photoArray.forEach((photo) => {\n // create <a> to link to unsplash\n const div = document.createElement('div');\n div.setAttribute('class', 'image-box');\n\n const item = document.createElement('a');\n setAttributes(item, {\n href: photo.links.html,\n target: '_blank',\n });\n // create <img> for photo\n const img = document.createElement('img');\n setAttributes(img, {\n src: photo.urls.regular,\n alt: photo.alt_description,\n title: photo.alt_description,\n });\n // Put image <img> in <a>, then put both inside imageContainer Element\n div.appendChild(item);\n item.appendChild(img);\n imageContainer.appendChild(div);\n });\n}", "function load_images() {\n data.each(function(frame) {\n var imgs = []\n frame.images.each(function(imgstr) {\n var img = new Image(IMG_WIDTH, IMG_HEIGHT);\n img.src = \"/img/\" + imgstr;\n img.style.float = \"left\";\n imgs.push(img); \n });\n frame['imageobjs'] = imgs;\n }) \n }", "function renderImages(holder, json, className){\n\n\tvar randomArray = new Array();\n\n\tfor(var i=0; i<9; i++){\n\t\tvar ran = getRandomInt(0, json.length-1);\n\t\trandomArray.push(ran);\n\t\t$(holder).append(\n\t\t\t'<li class=\"rainbow-img-'+i+'\">'+\n\t\t\t\t'<img class=\"photope\" src=\"'+json[ran].photoUrl+'\" height=\"151\" width=\"151\">'+\n\t\t\t\t'<span class=\"info\"><a href=\"#\">@'+json[ran].user.username+'</a></span>'+\n\t\t\t'</li>'\n\t\t)\n\t}\n\n}", "function buildLinks(data) {\n // Take our photoset object\n var photodata = data.photoset.photo;\n\n // Loop through and build out an object to pass through to render()\n for (var i = 0; i < photodata.length; i++) {\n // Save previous and next image ids as data-attributes\n var prev = '';\n var next = '' ;\n\n if (i > 0) {\n prev = photodata[i-1].id;\n }\n\n if (i < (photodata.length-1)) {\n next = photodata[i+1].id;\n }\n\n // \"n\" is a \"normal\" sized image Flickr returns to us\n var sizeurl = \"url_n\";\n var sizeheight = \"height_n\";\n var sizewidth = \"width_n\";\n\n var id = photodata[i].id;\n var title = photodata[i].title;\n var imgUrl = photodata[i][sizeurl];\n var height = photodata[i][sizeheight];\n var width = photodata[i][sizewidth];\n\n // Render images in the DOM\n render(id, title, imgUrl, height, width, prev, next);\n }\n }", "function setImages(data){\r\n for(i=0;i<data.length; i++)\r\n {\r\n imgBlocks[i].src = data[i].URL; \r\n imgBlocks[i].name = data[i].name;\r\n imgBlocks[i].alt = data[i].alt; \r\n } \r\n}", "function loadImages(i=0,j=0){\n\treturn new Promise(function(resolve,reject){\n\t\tif(j >= Object.keys(tiles).length){\n\t\t\tresolve(\"Loaded all images\");\n\t\t\treturn;\n\t\t}\n\t\tif(i >= Object.keys(tiles[Object.keys(tiles)[j]]).length){\n\t\t\tloadImages(0,j+1).then(function(msg){\n\t\t\t\tresolve(msg);\n\t\t\t}).catch(function(err){\n\t\t\t\treject(err);\n\t\t\t});\n\t\t\treturn;\n\t\t}\n\t\tvar kind = Object.keys(tiles)[j];\n\t\tvar key = Object.keys(tiles[kind])[i];\n\t\tvar src = resourceLocation + \"images/\" + tiles[kind][key].source;\n\t\tif(tiles[kind][key].source === null){\n\t\t\tloadImages(i+1,j).then(function(msg){\n\t\t\t\tresolve(msg);\n\t\t\t}).catch(function(err){\n\t\t\t\treject(err);\n\t\t\t});\n\t\t}\n\t\telse{\n\t\t\tloadImage(src,function(img){\n\t\t\t\ttiles[kind][key].image = img;\n\t\t\t\ttiles[kind][key].render = \"image\";\n\t\t\t\tloadImages(i+1,j).then(function(msg){\n\t\t\t\t\tresolve(msg);\n\t\t\t\t}).catch(function(err){\n\t\t\t\t\treject(err);\n\t\t\t\t});\n\t\t\t},function(err){\n\t\t\t\treject(err);\n\t\t\t});\n\t\t}\n\t});\n}", "function mostrarImagenes(array) {\r\n\r\n let htmlContentToAppend = \"\";\r\n\r\n for (let i = 0; i < array.length; i++) {\r\n let images = array[i];\r\n\r\n htmlContentToAppend += `\r\n <a href=\"` + images + `\"\r\n <div class=\"col-lg-3 col-md-4 col-6\">\r\n <div class=\"d-block mb-4 h-100\">\r\n <img class=\"img-fluid img-thumbnail\" src=\"` + images + `\" alt=\"\">\r\n </div>\r\n </div>\r\n </a>\r\n `\r\n\r\n document.getElementById(\"product-images\").innerHTML = htmlContentToAppend;\r\n }\r\n}", "function fetchImages(){\n const imgUrl = \"https://dog.ceo/api/breeds/image/random/4\";\n fetch(imgUrl)\n .then(response => response.json())\n .then(json => displayImages(json.message));\n}", "function fetch_video_html_images() { \n var path = window.location.pathname;\n var page = path.split(\"/\").pop();\n\n if(page === 'video.html') {\n // Create element\n const div = document.createElement(\"div\");\n div.className = 'video-items';\n\n let output = '';\n const datas = Object.entries(countries);\n // console.log(datas);\n\n datas.forEach(d=> {\n // console.log(d[1][0]);\n output += `\n <a href=\"videoContent.html?video_name=${d[0]}\" class=\"item\">\n <img src=\"${d[1].video_image}\" alt=\"\">\n <span>${d[0]}</span>\n </a>\n `;\n });\n\n div.innerHTML= output;\n\n document.querySelector(\".video-container\").insertAdjacentElement(\"beforeend\", div);\n\n // console.log(output);\n }\n }", "function displayPhotos() {\n imagesLoaded = 0;\n totalImages = photosArray.length;\n // Run function for each object in photosArray\n photosArray.forEach((photo) => {\n // Create <a> to link to unsplash\n const $item = $(`<a href=\"${photo.links.html}\" target=\"_blank\"></a>`);\n\n // Create <img> for photo\n const $img = $(\n `<img src=\"${photo.urls.regular}\" alt=\"${photo.alt_description}\" title=\"${photo.alt_description}\" />`\n );\n\n // Event Listener, check when each is finished loading\n $img.on('load', imageLoaded);\n\n // Put <img> inside <a> then put both inside imageContainer element\n $item.append($img);\n $imageContainer.append($item);\n });\n }", "function renderRandomDogs(data) {\n\n for (let image of data) {\n let imageDiv = document.createElement(\"div\");\n imageDiv.className = \"imageDiv\";\n let img = document.createElement(\"img\");\n img.src = image;\n imageContainer.appendChild(imageDiv);\n imageDiv.appendChild(img);\n }\n}", "async function downloadContentUrls(text, imagesOut) {\n const imagePromises = [];\n const re = /DOWNLOAD\\(([^\\)]+)\\)/g;\n text.replace(re, (match, url) => {\n imagePromises.push(downloadImage(url, \"image\"));\n });\n const images = await Promise.all(imagePromises);\n let i = 0;\n text = text.replace(re, () => {\n const image = images[i++];\n let filename = image.filename;\n if (image.originalType == \"jpg\") {\n filename = image.filename_1000;\n }\n return \"contents:images/cms/\" + filename;\n });\n imagesOut.push.apply(imagesOut, images);\n return text;\n}", "function getUrls(urls) {\n var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};\n var settings = {\n mimeType: options.mimeType || null,\n onBeforeSend: options.onBeforeSend || Function.prototype,\n onSuccess: options.onSuccess || Function.prototype,\n onError: options.onError || Function.prototype,\n onComplete: options.onComplete || Function.prototype\n };\n var urlArray = Array.isArray(urls) ? urls : [ urls ];\n var urlQueue = Array.apply(null, Array(urlArray.length)).map(function(x) {\n return null;\n });\n function isValidCss() {\n var cssText = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : \"\";\n var isHTML = cssText.trim().charAt(0) === \"<\";\n return !isHTML;\n }\n function onError(xhr, urlIndex) {\n settings.onError(xhr, urlArray[urlIndex], urlIndex);\n }\n function onSuccess(responseText, urlIndex) {\n var returnVal = settings.onSuccess(responseText, urlArray[urlIndex], urlIndex);\n responseText = returnVal === false ? \"\" : returnVal || responseText;\n urlQueue[urlIndex] = responseText;\n if (urlQueue.indexOf(null) === -1) {\n settings.onComplete(urlQueue);\n }\n }\n var parser = document.createElement(\"a\");\n urlArray.forEach(function(url, i) {\n parser.setAttribute(\"href\", url);\n parser.href = String(parser.href);\n var isIElte9 = Boolean(document.all && !window.atob);\n var isIElte9CORS = isIElte9 && parser.host.split(\":\")[0] !== location.host.split(\":\")[0];\n if (isIElte9CORS) {\n var isSameProtocol = parser.protocol === location.protocol;\n if (isSameProtocol) {\n var xdr = new XDomainRequest();\n xdr.open(\"GET\", url);\n xdr.timeout = 0;\n xdr.onprogress = Function.prototype;\n xdr.ontimeout = Function.prototype;\n xdr.onload = function() {\n if (isValidCss(xdr.responseText)) {\n onSuccess(xdr.responseText, i);\n } else {\n onError(xdr, i);\n }\n };\n xdr.onerror = function(err) {\n onError(xdr, i);\n };\n setTimeout(function() {\n xdr.send();\n }, 0);\n } else {\n console.warn(\"Internet Explorer 9 Cross-Origin (CORS) requests must use the same protocol (\".concat(url, \")\"));\n onError(null, i);\n }\n } else {\n var xhr = new XMLHttpRequest();\n xhr.open(\"GET\", url);\n if (settings.mimeType && xhr.overrideMimeType) {\n xhr.overrideMimeType(settings.mimeType);\n }\n settings.onBeforeSend(xhr, url, i);\n xhr.onreadystatechange = function() {\n if (xhr.readyState === 4) {\n if (xhr.status === 200 && isValidCss(xhr.responseText)) {\n onSuccess(xhr.responseText, i);\n } else {\n onError(xhr, i);\n }\n }\n };\n xhr.send();\n }\n });\n }", "function Content() {\n const terms = [\n 'stars',\n 'birds',\n 'puppy',\n 'nature',\n 'snow',\n 'cafe',\n 'hipster',\n 'startup',\n 'salad',\n 'funny'\n ]\n\n const images = terms.map(term => (\n <Image key={term} src={`https://source.unsplash.com/random/800x200?${term}`} alt=\"\" />\n ))\n\n return <div>{images}</div>\n}", "function get_urls () {\n\tconst here = new URL(window.location.href).pathname;\n\tconst post_id_string = (/\\/view\\/(\\d+)/).exec(here)[1];\n\tconst post_id = parseInt(post_id_string, 10);\n\n\treturn [\n\t\t[`https://www.sofurryfiles.com/std/content?page=${post_id}`, 'full image'],\n\t\t[`https://www.sofurryfiles.com/std/preview?page=${post_id}`, 'thumb image']\n\t];\n}", "function toScreen(photos) {\n\t//console.log(data);\n var sources = [];\n\t\t\n\t//cycle through the results of the search\n $.each(photos.data, function(index, photo) {\n \n\t\tsources.push(photo.images.low_resolution.url);\n\t\tconsole.log(photo.images.low_resolution.url);\n\n\t});\n //alert(sources.length);\n\t\n\t//setColorArray is in getStuff.js\n\tmyColors = setColorArray(sources);\n \n\n //alert(testImages.length);\n\n \n //ctx.fillStyle = '#6f8ed9';\n //ctx.fillRect(0, 0, content[0], content[1]);\n /* loadImages(sources, function(images) {\n\n\t\tfor (i = 0; i < 10; i++) {\n context.drawImage(images[i], 100, i * 30, 200, 137);\n } \n });*/\n}//******************************************************************", "function creatImgs(imgs){\n imgs.forEach( img =>{\n const image = document.createElement(\"img\")\n image.src = img\n imgContainer.appendChild(image)\n})\n}", "function displayPhotos() {\n loadedImages = 0;\n // set totalImages to the length of the array\n totalImages = photosArray.length;\n // Run function for each obj in photosArray\n photosArray.forEach((photo) => {\n // Create a link to unsplash\n const link = document.createElement(\"a\");\n // link.setAttribute(\"href\", photo.links.html);\n // link.target = \"_blank\";\n setAttributes(link, {\n href: photo.links.html,\n target: \"_blank\",\n });\n // Create an image tag to hold the image\n const image = document.createElement(\"img\");\n // image.src = photo.urls.regular;\n // image.setAttribute(\"alt\", photo.alt_description);\n // image.title = photo.alt_description;\n setAttributes(image, {\n src: photo.urls.regular,\n alt: photo.alt_description,\n title: photo.alt_description,\n });\n // Event Listener, check when each image has loaded\n image.addEventListener(\"load\", imageLoaded);\n // Put image into link, and then put both into the imageContainer\n link.appendChild(image);\n imageContainer.appendChild(link);\n });\n}", "render() {\n return (\n movies.map((movie) =>\n <img src={\"http://image.tmdb.org/t/p/w185\" + movie}/>\n )\n )\n }", "function displayPhotos () {\r\n imagesLoaded=0;\r\n totalImages = photosArray.length;\r\n// run function for each for each object in photosArray\r\n photosArray.forEach((photo) => {\r\n // create <a> to link to unsplash\r\n const item = document.createElement('a');\r\n // item.setAttribute('href', photo.links.html)\r\n // item.setAttribute('target', '_blank');\r\n setAttributes(item, {\r\n href: photo.links.html,\r\n target: '_blank'\r\n })\r\n // create <img> for photo\r\n const img = document.createElement('img');\r\n // img.setAttribute('src', photo.urls.regular);\r\n // img.setAttribute('alt', photo.alt_description);\r\n // img.setAttribute('title', photo.alt_description);\r\n setAttributes(img, {\r\n src : photo.urls.regular,\r\n alt: photo.alt_description,\r\n title: photo.alt_description\r\n })\r\n // add eventlistener, check when each load is finished\r\n img.addEventListener('load', imageLoaded);\r\n // put <img> inside <a> and put both inside of imageContainer\r\n item.appendChild(img);\r\n imageContainer.appendChild(item);\r\n })\r\n }", "function showImages(request) {\r\n var tiles = $('.grid-item');\r\n var boxImages = $('.grid');\r\n var urlImages = getUrl(request, tiles.length);\r\n\r\n $.ajax({\r\n //url: \"https://pixabay.com/api/?key=2697797-1a8a67d7a49be3211cee137ac&response_group=image_details&per_page=\" +\r\n // tiles.length + \"&q=red+flower\",\r\n url: urlImages,\r\n dataType: 'json',\r\n success: function (data) {\r\n console.log(\"images\", data);\r\n //console.log(\"tiles\", tiles);\r\n if (data.total > 6) {\r\n for (var i = 0; i < data.hits.length; i++) {\r\n var item = $(tiles[i]);\r\n var imageObj = data.hits[i];\r\n var tags = imageObj.tags.split(\",\");\r\n\r\n //add new image\r\n item.find('img').attr('src', imageObj.webformatURL);\r\n //add new word for image\r\n item.find('p').text(tags[Math.floor(Math.random() * tags.length)]);\r\n }\r\n\r\n $(\".grid-item\").imagefill();\r\n }\r\n else {\r\n alert(\"Not found images. Try another query.\");\r\n }\r\n\r\n \r\n },\r\n error: function (jqXHR, textStatus, errorThrown) {\r\n alert(\"Error: \" + textStatus);\r\n console.log(textStatus, errorThrown);\r\n }\r\n });\r\n\r\n\r\n }", "function render(dataSet){\n \tdataSet.data.forEach(function(item,i){\n \tvar gif = dataSet.data[i].images.fixed_height.url;\n \t$(\"#main\").append(\"<img class='img-thumbnail'src='\" + gif + \"'>\"); // mind the single vs. double quotes!\n \t});\n\t}", "function f(b, c) {\n // pass in the only url we have now, but eventually it should be looked up\n // based on request type (img, post, etc)\n var d = a.utility.createRequestUrl(b, k),\n e = new Image(1, 1);\n e.onload = \"function\" == typeof c ? c : function() {}, e.class = \"trafficImage\", e.src = d.toString(), c()\n }", "renderResponseConcrete(responseURI, response) {\n return __awaiter(this, void 0, void 0, function* () {\n const image = yield ImageRenderer_1.loadImageFromResponse(response);\n yield this.viewport.renderHTML(`\n\t\t\t<!DOCTYPE html>\n\t\t\t<html>\n\t\t\t\t<head>\n\t\t\t\t\t<title>${response.getResponseHeader('Content-Disposition') || 'Image'}</title>\n\t\t\t\t\t<style>\n\t\t\t\t\t\thtml {\n\t\t\t\t\t\t\twidth: 100vw;\n\t\t\t\t\t\t\theight: 100vh;\n\t\t\t\t\t\t\tpadding: 0;\n\t\t\t\t\t\t\tmargin: 0;\n\t\t\t\t\t\t\tbackground: transparent;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tbody {\n\t\t\t\t\t\t\tbackground-position: 0 0, 8px 0, 8px -8px, 0px 8px;\n\t\t\t\t\t\t\tbackground-size: 16px 16px;\n\t\t\t\t\t\t\tbackground-image:\n\t\t\t\t\t\t\t\t-webkit-gradient(linear, 0 100%, 100% 0, color-stop(.25, rgba(128,128,128,0.3)), color-stop(.25, transparent)),\n\t\t\t\t\t\t\t\t-webkit-gradient(linear, 0 0, 100% 100%, color-stop(.25, rgba(128,128,128,0.3)), color-stop(.25, transparent)),\n\t\t\t\t\t\t\t\t-webkit-gradient(linear, 0 100%, 100% 0, color-stop(.75, transparent), color-stop(.75, rgba(128,128,128,0.3))),\n\t\t\t\t\t\t\t\t-webkit-gradient(linear, 0 0, 100% 100%, color-stop(.75, transparent), color-stop(.75, rgba(128,128,128,0.3)));\n\t\t\t\t\t\t}\n\t\t\t\t\t\timg {\n\t\t\t\t\t\t\tposition: fixed;\n\t\t\t\t\t\t\tdisplay: block;\n\t\t\t\t\t\t\tleft: 50%;\n\t\t\t\t\t\t\ttop: 50%;\n\t\t\t\t\t\t\ttransform: translate(-50%, -50%);\n\t\t\t\t\t\t\tmax-width: 90vh;\n\t\t\t\t\t\t\tmax-height: 90vh;\n\t\t\t\t\t\t}\n\t\t\t\t\t</style>\n\t\t\t\t</head>\n\t\t\t\t<body>\n\t\t\t\t\t<img src='${image.src}' />\n\t\t\t\t\t<script src=''></script>\n\t\t\t\t</body>\n\t\t\t</html>\n\t\t`);\n });\n }", "displayThumbnails(releasesList) {\n let output = '';\n releasesList.forEach((release) => {\n output += `<img src=\"${release.thumbnail}\" alt=\"Release Image\" data-image=\"${release.image}\" data-url=\"${release.url}\">`;\n });\n this.releaseImagesContainer.innerHTML = output;\n this.releaseImages = document.querySelectorAll('#release-images img');\n }", "getImages(images){\n if(!images || images.length == 0){\n return([{imageUrl:'http://placehold.it/600x400&text=No Images'}]);\n }else{\n let ret = [];\n images.forEach(function(imName){\n ret.push({imageUrl:\"https://s3.amazonaws.com/campyapp1/images/\" + imName});\n });\n return ret;\n }\n //if no image exists, use http://placehold.it/600x400&text=No-Images\n //return([{imageUrl:'http://eurotravel360.com/wp-content/uploads/2013/05/What-to-Consider-When-Choosing-a-Campsite.jpg'},{imageUrl:'http://placehold.it/600x400&text=c2'},{imageUrl:'http://placehold.it/600x400&text=c3'}])\n }", "buildImages(data) {\n let images = [],\n length = data.length,\n i = 0,\n source,\n item;\n\t\timages.push(\n\t\t\t<TouchableOpacity style={styles.child}>\n\t\t\t\t<Image source={require('../images/subcats.png')} key={'img' + i} style={styles.child} />\n\t\t\t</TouchableOpacity>\n )\n\t\ti++;\n\t\timages.push(\n\t\t\t<TouchableOpacity style={styles.child}>\n\t\t\t\t<Image source={require('../images/subcats.png')} key={'img' + i} style={styles.child} />\n\t\t\t</TouchableOpacity>\n )\n\t\ti++;\n\t\timages.push(\n <TouchableOpacity style={styles.child}>\n\t\t\t\t<Image source={require('../images/subcats.png')} key={'img' + i} style={styles.child} />\n\t\t\t</TouchableOpacity>\n )\n\t\ti++;\n\t\timages.push(\n <TouchableOpacity style={styles.child}>\n\t\t\t\t<Image source={require('../images/subcats.png')} key={'img' + i} style={styles.child} />\n\t\t\t</TouchableOpacity>\n )\n\t\ti++;\n\t\t\n /*// Empty array?\n if (data.length == 0) {\n // This console.log() call can be removed.\n console.log('Rendering placeholders');\n // Fill the array with 10 undefines\n data.length = length = 10;\n }\n else {\n // This else branch is here just for debugging and can be removed.\n console.log(`Got data. Rendering ${length} images.`);\n }\n\n for (; i < length; i++) {\n item = data[i];\n\n // For when we actually have data\n if (item) {\n source = {\n require(item.url)\n }\n }\n\t\t\tconsole.log(item.url);\n\n images.push(\n <Image style={styles.child} \n source={source} \n key={'img' + i}/>\n )\n }*/\n\t\t\n return images;\n }", "function linksUrlToImg (categorie, url) {\n\tconst imgs = document.getElementsByClassName(categorie);\n\tgetUrlImages(url).then(function (map){\n\t\tvar i = 0;\n\t\tfor (let img of imgs) {\n\t\t\t// link url image to img[index]\n\t\t\tvar urlImg = Array.from(map.values())[i];\n\t\t\timg.src = urlImg;\n\t\t\t// link id to img[index]\n\t\t\tvar idImg = Array.from(map.keys())[i];\n\t\t\timg.id = idImg;\n\t\t\ti ++;\n\t\t}\n});\n}", "function displayPhotos() {\r\n imagesLoaded = 0;\r\n totalImage = photoArray.length;\r\n \r\n //run function for each array in photoArray\r\n photoArray.forEach((photo) => {\r\n //create <a> to link to unsplash\r\n const item = document.createElement('a');\r\n // item.setAttribute('href', photo.links.html);\r\n // item.setAttribute('target', '_blank');\r\n setAttributes(item, {\r\n href: photo.links.html,\r\n target: '_blank',\r\n });\r\n //create <img> for photo\r\n const img = document.createElement('img');\r\n // img.setAttribute('src', photo.urls.regular);\r\n // img.setAttribute('alt', photo.alt_description);\r\n // img.setAttribute('title', photo.alt_description);\r\n setAttributes(img, {\r\n src: photo.urls.regular,\r\n alt: photo.alt_description,\r\n title: photo.alt_description,\r\n });\r\n //eventlistener , check when each is finish loading\r\n img.addEventListener('load', imageLoaded);\r\n // put <img> inside <a>, then put both inside image-container\r\n item.appendChild(img);\r\n imageContainer.appendChild(item);\r\n });\r\n}", "function showImages() {\r\n const images = document.querySelectorAll('[data-src]');\r\n const clientHeight = document.documentElement.clientHeight;\r\n for (let img of images) {\r\n const coord = img.getBoundingClientRect();\r\n let realSrc = img.dataset.src;\r\n if (!realSrc) continue;\r\n if (coord.top > -clientHeight &&\r\n coord.top < clientHeight * 2 ||\r\n coord.bottom > -clientHeight &&\r\n coord.bottom < clientHeight * 2) {\r\n img.src = realSrc;\r\n img.dataset.src = '';\r\n }\r\n }\r\n }", "function scrape_slideshare2(){\n \n elements = document.getElementsByClassName(\"slide_image\")\n urls = pluck(\"full\")(pluck(\"dataset\")(elements))\n codelst = map(image_template, urls)\n code = codelst.join(\"\\n <br>\") \n document.write(code)\n\n}", "renderImages() {\n return (\n <div className={'file-list'}>\n {this.state.images.map(image =>\n <div className={'file'} key={image.key}>\n {image.url && <div className={'image'} style={{ backgroundImage: `url(${image.url})` }}></div>}\n <span className={'name'}>{image.name}</span>\n </div>\n )}\n </div>\n )\n }", "function processImages() {\n //check img visibility for contextual-output - clear existing images\n if (checkVisible($(\".contextual-output\")) === false) {\n //empty existing images\n $(\".contextual-output\").empty();\n }\n //get data from image search input field\n var $img_data = getImageInput();\n //use image data to get images, and pass for rendering\n $.when(getImages($img_data)).done(function(response) {\n //console.log(response.toSource());\n //create object for search metadata\n var search_meta = {title:response.title, link:response.link};\n //check for empty items array in response object\n if (response.items.length !== 0) {\n //set initial metadata for returned search\n metaOutput(search_meta);\n //use jQuery's generic iterative function for the response...\n $.each( response.items, function( i, item ) {\n var img = item.media.m;\n createImage(img);\n //limit test images to 4\n if ( i === 5 ) {\n return false;\n }\n });\n } else {\n var img_error = \"No images available - please try a different search.\";\n outputError(img_error);\n }\n //remove ajax spinner\n $(\".spinner\").remove();\n });\n }", "getImageUrls(imageUrl){\n // http://www.pickledbraingames.com/temp/images/0258b0_tn.jpg\n\n const fileRegEx = /^(http:\\/\\/www.pickledbraingames.com\\/temp\\/images\\/)(.*)_(lg|md|sm|tn).jpg$/;\n let matches = fileRegEx.exec(imageUrl);\n\n if(matches !== null){\n return({\n id: Math.floor(Math.random() * 10000), // This is a temporary id used to index the images for deletion ect. It is not saved to the database\n url_zoom: `${matches[1]}${matches[2]}_lg.jpg`,\n url_standard: `${matches[1]}${matches[2]}_md.jpg`,\n url_thumbnail: `${matches[1]}${matches[2]}_sm.jpg`,\n url_tiny: `${matches[1]}${matches[2]}_tn.jpg`,\n });\n }\n else{\n throw new Error('Photo filename does not match: ' + imageUrl);\n }\n }", "function showImages() {\n const images = document.querySelectorAll('[data-src]');\n const clientHeight = document.documentElement.clientHeight;\n for (let img of images) {\n const coord = img.getBoundingClientRect();\n let realSrc = img.dataset.src;\n if (!realSrc) continue;\n if (coord.top > -clientHeight &&\n coord.top < clientHeight * 2 ||\n coord.bottom > -clientHeight &&\n coord.bottom < clientHeight * 2) {\n img.src = realSrc;\n img.dataset.src = '';\n }\n }\n }", "function renderRandomImages(x) {\n fabric.Image.fromURL(sources[getRandomInt(1, 12)], function(img) {\n var img1 = img.set({\n left: 100,\n top: x\n });\n group.push(img1);\n\n fabric.Image.fromURL(sources[getRandomInt(1, 12)], function(img) {\n var img2 = img.set({\n left: 240,\n top: x\n });\n group.push(img2);\n fabric.Image.fromURL(sources[getRandomInt(1, 12)], function(img) {\n var img3 = img.set({\n left: 380,\n top: x\n });\n group.push(img3);\n });\n });\n });\n}", "displayImages(images = [], filter = (img) => true) {\n if (!images || !images.length) {\n images = document.images;\n }\n observeDocument(this.displayOriginalImage.bind(this), images, filter);\n [].map.call(document.querySelectorAll('iframe'), iframe => iframe.querySelectorAll('a[href] img[src]')\n .forEach(this.replaceImgSrc.bind(this)));\n }", "function loadImages() {\n\t\t const button = document.querySelector('#loadImages');\n\t\t const container = document.querySelector('#image-container');\n\n\t\t button.addEventListener(\"click\", (event) => {\n\n\t\t const images = imageNames();\n\t\t images.forEach((image) => {\n\t\t requestFor(image, container).then(imageData => {\n\t\t const imageElement = imageData.imageElement;\n\t\t const imageSrc = imageData.objectURL;\n\t\t imageElement.src = imageSrc;\n\t\t });\n\t\t });\n\t\t });\n\t\t}", "function renderImg() {\n // console.log('before '+arrIndex);\n leftIndex = generateIndex();\n middleIndex = generateIndex();\n rightIndex = generateIndex();\n while (leftIndex === middleIndex || leftIndex === rightIndex || rightIndex === middleIndex || arrIndex.includes(leftIndex) || arrIndex.includes(middleIndex) || arrIndex.includes(rightIndex)) {\n leftIndex=generateIndex();\n middleIndex=generateIndex();\n rightIndex = generateIndex();\n }\n arrIndex=[leftIndex,middleIndex,rightIndex];\n\n\n\n // leftImage.src=Products.allImages[leftIndex].source;\n leftImage.setAttribute('src', allImages[leftIndex].source);\n allImages[leftIndex].views ++;\n middleImage.setAttribute('src', allImages[middleIndex].source);\n allImages[middleIndex].views ++;\n rightImage.setAttribute('src', allImages[rightIndex].source);\n allImages[rightIndex].views ++;\n}", "function loadPhotos() {\n\n for(let i = 0; i < 10; i++) {\n fetch(`https://picsum.photos/500/500?random=${i}`)\n .then(x => {\n \n gallery.innerHTML += `\n <img src=\"${x.url}\" alt=\"\">\n `\n });\n }\n}", "function createImageResources(filename, content, width, height) {\n let {\n name,\n ext\n } = _path.default.parse(filename);\n\n let rootUrl = `/${encodeURIComponent(name)}`;\n let imageUrl = `/${encodeURIComponent(filename)}`;\n let mimetype = ext === '.png' ? 'image/png' : 'image/jpeg';\n return [createRootResource(rootUrl, `\n <!doctype html>\n <html lang=\"en\">\n <head>\n <meta charset=\"utf-8\">\n <title>${filename}</title>\n <style>\n *, *::before, *::after { margin: 0; padding: 0; font-size: 0; }\n html, body { width: 100%; }\n img { max-width: 100%; }\n </style>\n </head>\n <body>\n <img src=\"${imageUrl}\" width=\"${width}px\" height=\"${height}px\"/>\n </body>\n </html>\n `), createImageResource(imageUrl, content, mimetype)];\n}", "function loadImageUrls() {\n fetch(\"https://api.imgflip.com/get_memes\")\n .then((result) => result.json())\n .then(({ data: { memes: loadedMemes } = {} }) => {\n memes = loadedMemes;\n showImage(0);\n });\n }", "function cacheImages() {\n\t\t$images = [];\n\t\tfor(var i=0; i<settings.images.length; i++) {\n\t\t\t$images.push($(\"<img>\", {\n\t\t\t\tsrc: settings.path + settings.images[i],\n\t\t\t\twidth: settings.width,\n\t\t\t\theight: settings.height\n\t\t\t}));\n\t\t}\n\t}" ]
[ "0.6943157", "0.6798712", "0.6655793", "0.6507624", "0.6247854", "0.61862814", "0.61634487", "0.61389506", "0.61348516", "0.61259145", "0.6112498", "0.61043495", "0.6083043", "0.6062293", "0.6052815", "0.6013334", "0.6011031", "0.5987569", "0.5980629", "0.59747803", "0.5966279", "0.59585655", "0.59318537", "0.59252167", "0.59101343", "0.5895868", "0.58825976", "0.58540225", "0.5821848", "0.5816565", "0.5814662", "0.5803519", "0.57977545", "0.5796358", "0.5786824", "0.5783949", "0.57832754", "0.5769709", "0.57636887", "0.57469445", "0.5742144", "0.57387245", "0.5734936", "0.5724181", "0.571902", "0.57138556", "0.570552", "0.5698288", "0.5695019", "0.56942606", "0.5692162", "0.568493", "0.5681433", "0.5678885", "0.56775904", "0.5671297", "0.56682587", "0.56645054", "0.5656301", "0.56542766", "0.56539726", "0.56488657", "0.5647985", "0.5645527", "0.5643583", "0.56413585", "0.56266415", "0.56210655", "0.56171626", "0.5613795", "0.560854", "0.559341", "0.5593303", "0.5593148", "0.5592254", "0.5587389", "0.5586997", "0.5582248", "0.5580296", "0.5575125", "0.55718803", "0.55604917", "0.55549645", "0.5554697", "0.5551448", "0.55479836", "0.55468565", "0.5540553", "0.5539958", "0.5535878", "0.5535737", "0.55354625", "0.5529945", "0.55189073", "0.5516935", "0.5511719", "0.5509869", "0.55092055", "0.5508268", "0.55043745" ]
0.70334035
0
XMPP Router XMPP routing handler. Keeps a persistent map of socketIDs to sockets plus metadata about JIDs, and routes XMPPMessages to the correct pipeline. TODO Implement me!
function XMPPRouter() { var connections = {}; this.route = function(id) { return function(message, index) { Log.debug("Routing : " + sys.inspect(index, 4) + ";;" + sys.inspect(message, 4).unlines()); var downstream = connections[id]; downstream.process(message)(Log.info, Log.error); } } // Add this socket to the global registry this.register = function(id, conn) { connections[id] = conn } // Remove this socket from the global registry this.unregister = function(id) { delete connections[id]; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function XMPPServer() {\n var router = new XMPPRouter();\n var server = tcp.createServer(function (socket) {\n\tvar upstream = new XMPPUpstreamPipeline();\n\tvar downstream = new XMPPDownstreamPipeline(socket);\n\tvar socketID;\n\n\tsocket.setEncoding(\"utf8\");\n\n\t// Register newly opened conenctions with the router so it can access\n // all open conenctions\n\tsocket.addListener(\"connect\", function () {\n socketID = socket.remoteAddress + \":\" + socket.remotePort;\n\t router.register(socketID, downstream);\n\t Log.info(socketID + \" connected\");\n\t});\n\n\t// Process the data in the upstream stack, then inject all resulting\n // messages into the router.\n\tsocket.addListener(\"data\", function (data) {\n upstream.process(data)(function(messages) { messages.map(router.route(socketID)); }, Log.error); \n Log.info(socketID + \" says \" + data.trim());\n \t});\n\t\n\t// Unregister the conenction this is closing\n\tsocket.addListener(\"end\", function () {\n\t router.unregister(socketID);\n socket.end();\n Log.info(socketID + \" disconnected\");\n\t});\n });\n\n this.start = function(port) {\n\tserver.listen(port, \"localhost\");\n Log.info(\"Server listening on port \" + port);\n }\n\n this.stop = function() {\n\tserver.stop();\n }\n}", "function handleRoutingMsg(msg, id, routing_table, ip_address, awaiting_acks, socket) {\n async.each(msg.route_table, function(route) {\n routing_table[route.node_id] = {\n ip: route.ip_address,\n port: route.port\n };\n }, function (err) {\n if (err) throw err;\n });\n if (msg.node_id === id) return;\n else sendRoutingInfo(msg.gateway_id, msg.node_id, id, ip_address, routing_table, awaiting_acks, socket);\n}", "function router(message) {\n // { destID: , data: } \n log('message arrived', message);\n\n\n if(bigInt(message.destId, 16).greater(bigInt(id, 16))) {\n // If the difference between me and my sucessor is positive, means we \n // are looping the ring\n if((bigInt(id, 16).minus(bigInt(fManager.sucessor().id, 16))).compare(0) === 1) {\n if (message.destId === 'fffffffffffffffffffffffffffffffffffffffff') {\n log('loop the loop with edge case');\n message.destId = message.realDestId;\n } else {\n log('loop the loop');\n message.destId = fManager.sucessor().id; \n }\n }\n\n log('forwardwing message: ', message);\n fManager.sucessor().peer.send(message);\n } else {\n log('message for me: ', message);\n self.e.emit('message', message.data);\n }\n }", "_handleRoute(e) {\n this.log.logApi('_handleRoute', e);\n var _hash = location.hash.replace(/^#\\/|\\/$/gi, '/');\n var parser = document.createElement('a');\n parser.href = _hash;\n var _routeObj = null;\n var res = {};\n var req = {\n hostname: parser.hostname,\n host: parser.host,\n port: parser.port,\n protocol: parser.protocol,\n pathname: parser.pathname,\n hash: parser.hash,\n url: parser.href,\n query: parser.search,\n params: {}, //needs to be routes named params keys and value the values\n data: {} //Needs to be any other data sent along\n };\n\n req.query = this._getUrlQuery(parser.href);\n\n //Loop each regex route and match against hash, if match, invoke route handler function.\n for (var i = 0; i < this.routesRegex.length; i++) {\n _routeObj = this.routesRegex[i];\n\n //Test if route matches registered route\n if (_routeObj.regexp.test(_hash)) {\n _routeObj.current = _hash;\n\n _routeObj = this._setRouteParams(_routeObj);\n\n //setup request params / and data\n req.params = _routeObj.params;\n\n //Log\n this.log.logApi(_hash, _routeObj);\n /*\n PubSub.emit('route:success', {\n _routeObj, req, res\n });\n PubSub.emit('route:change', {\n _routeObj, req, res\n });\n */\n //Execute route handler\n this.execute(_routeObj.success, [req, res], _hash);\n } else {\n\n this.execute(_routeObj.error, [req, res], _hash);\n }\n }\n }", "function mapRoute (messageName) {\n\t\t\tsocket.on(messageName, function (socketReq, callback) {\n\t\t\t\t\n\t\t\t\tsails.log.verbose('Routing message over socket: ', socketReq);\n\t\t\t\t\n\t\t\t\tcallback = callback || function noCallback(body, status) {\n\t\t\t\t\tsails.log.error('No callback specified!');\n\t\t\t\t};\n\n\t\t\t\tvar verb = getVerb(socketReq, messageName);\n\n\n\t\t\t\t// Translate socket.io message to an Express-looking request\n\t\t\t\tinterpret(socketReq, callback, socket, verb, function requestBuilt (err, request) {\n\t\t\t\t\t\n\t\t\t\t\t// If interpretation fails, log the error and do nothing\n\t\t\t\t\tif (err) {\n\t\t\t\t\t\tsails.log.error(err);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Route socket.io request\n\t\t\t\t\tsails.emit('router:request', request.req, request.res);\n\t\t\t\t});\n\n\t\t\t});\n\t\t}", "function map(msg)\r\n{\r\n var thisData = getRoom(msg[\"room\"]);\r\n thisData.push(msg[\"mapURL\"]);\r\n web.io.emit(\"servermessage\", {\r\n \"room\": msg[\"room\"],\r\n \"command\": \"send_map\",\r\n \"mapURL\": msg[\"mapURL\"]\r\n });\r\n}", "function OnMulticastMessage(msg, rinfo) {\r\n var m = msg.toString().split('|');\r\n if ((m.length == 3) && (m[0] == 'MeshCentral2') && (m[1] == settings.serverid)) {\r\n settings.serverurl = m[2].replace('%s', rinfo.address).replace('/agent.ashx', '/meshrelay.ashx');\r\n console.log(\"Found server at \" + settings.serverurl + \".\");\r\n if (discoveryInterval != null) { clearInterval(discoveryInterval); discoveryInterval = null; }\r\n startRouter();\r\n }\r\n}", "function route() {\n this.method = this.req.method.toLowerCase();\n var n = w.map[this.method];\n if (!n) {\n this.reply4xx(404, \"no route for method: \"+this.req.method);\n this.end();\n return\n } else {\n this.url = w.dep.url.parse(this.req.url, true);\n this.query = this.url.query || {};\n this.context = {};\n for (var e in this.query) { this.context[e] = this.query[e] }\n this.context._work = this;\n this.context._js = [];\n this.context._css = [];\n \n var p = this.url.pathname.split('/');\n console.log(this.req.url, \"route to ===============> \" + this.req.method.toUpperCase(), p);\n \n for (var i = 1; i < p.length; ++i) {\n var segment = p[i];\n if (n.branches[segment]) { n = n.branches[segment]; continue };\n if (n.branches[':']) { //varname\n this.context[n.varname] = segment;\n console.log(\"//varname: \" + n.varname + \" = \" + this.context[n.varname]);\n n = n.branches[':'];\n continue\n };\n if (n.branches['*']) { //wildcard\n this.context['_location'] = p.slice(i).join('/');\n console.log(\"//wildcard: \" + this.context['_location']);\n n = n.branches['*'];\n break\n };\n this.reply4xx(404, \"no route to: \"+this.req.method+' '+this.req.url);\n this.end();\n return\n };\n };\n \n if (n.handler) {\n this.mapnode = n;\n n.handler.call(this);\n this.end();\n return\n }\n\n this.reply5xx(500, \"no handler found for: \"+this.req.method+' '+this.req.url);\n this.end();\n return\n}", "function bindRouter() {\n menu.map(function (item) {\n router[item.type || 'get'](item.url, Site.plain);\n });\n}", "function handleSearchMsg(msg, id, ip_address, storage, routing_table, socket) {\n var response = messages.search_response(msg.word, msg.sender_id, id, storage[msg.word] || []);\n var sender_id = msg.sender_id, node_id = msg.node_id;\n msg = new Buffer(JSON.stringify(msg));\n route(sender_id, id, routing_table, function(route_id) {\n send(response, route_id, id, routing_table, null, socket, { no_ping: true });\n });\n route(node_id, id, routing_table, function(route_id) {\n if (route_id !== id) send(msg, route_id, id, routing_table, null, socket, { no_ping: true });\n });\n}", "handleXMPP()\r\n {\r\n this.xmpp = client({\r\n service: this.service, \r\n domain: this.domain,\r\n resource: this.resource,\r\n username: this.clientId,\r\n password: this.password\r\n });\r\n\r\n if (this.debug)\r\n {\r\n debug(this.xmpp, true); //Turn debug mode on\r\n }\r\n\r\n process.env.NODE_TLS_REJECT_UNAUTHORIZED = \"0\"; //Allow self-signed certificates\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an XMPP error is returned\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"error\", (err) => {\r\n console.error(\"Error:\", err); \r\n });\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an offline status is returned\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"offline\", () => {\r\n this.log(\"offline\");\r\n });\r\n\r\n //-------------------------------------------------------------------------------\r\n // When a stanza is received and parsed\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"stanza\", function(stanza)\r\n {\r\n if (stanza.is(\"iq\")) \r\n {\r\n //Look at the Info/Query stanza type\r\n switch (stanza.attrs.type) {\r\n case \"get\":\r\n this.handleGetQuery(stanza);\r\n break;\r\n case \"set\":\r\n this.handleSetQuery(stanza);\r\n break;\r\n case \"result\":\r\n this.handleQueryResult(stanza)\r\n break;\r\n\r\n default:\r\n this.log(\"Unknown IQ stanza type:\\n\" + stanza + \"\\n\");\r\n break;\r\n }\r\n }\r\n\r\n //If we've received a message\r\n else if (stanza.is(\"message\"))\r\n {\r\n this.handleMessageStanza(stanza);\r\n }\r\n\r\n //If we've received a presence stanza\r\n else if (stanza.is(\"presence\"))\r\n {\r\n this.handlePresenceStanza(stanza);\r\n }\r\n }.bind(this));\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an online status is returned (authenticated and ready to receive stanzas)\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"online\", function(address)\r\n {\r\n //Anounce our presence \r\n const presence = xml(\"presence\", { id: this.newCustomID() }, xml(\"c\", { xmlns: \"http://jabber.org/protocol/caps\", hash: \"sha-1\", node:\"https://saros-project.org\", ver:\"fGKDyOA64N8UEuaqtqphGa5wERs=\" }, \"\"));\r\n this.xmpp.send(presence);\r\n \r\n //Tell Saros that we're on the right Saros version (1 & 2)\r\n const version = xml(\"iq\", { id: this.newCustomID(), to: this.fullHostJID(), type: \"set\" }, \r\n xml(\"info\", { xmlns: \"saros\" }, \r\n xml(\"payload\", { class: \"INFO\" },\r\n xml(\"data\", {}, \r\n xml(\"entry\", {}, \r\n [xml(\"string\", {}, \"version\"), xml(\"string\", {}, this.sarosVersion)])))));\r\n \r\n this.xmpp.send(version)\r\n }.bind(this));\r\n\r\n this.start();\r\n }", "function handleIndexMsg(msg, id, storage, routing_table, awaiting_acks, ip_address, port, socket) {\n ackRoute(msg.target_id, msg.sender_id, id, routing_table, ip_address, port, socket);\n route(msg.target_id, id, routing_table, function(route_id) {\n if (route_id === id) {\n if (!storage[msg.keyword]) storage[msg.keyword] = [];\n for (var link in storage[msg.keyword]) {\n if (storage[msg.keyword][link].url === msg.link) {\n storage[msg.keyword][link].rank++;\n return;\n }\n }\n storage[msg.keyword] = storage[msg.keyword].concat({\n url: msg.link,\n rank: 1\n });\n } else {\n send(new Buffer(msg), route_id, id, routing_table, awaiting_acks, socket);\n }\n });\n}", "render() {\n return (\n <Router> \n <Route exact path=\"/\" render = {\n (props) => {\n if (!this.state.nick) {\n return (\n <Login \n onNickChange = {this.onNickChange} \n onNickSubmit = {this.onSubmitLogin}\n />\n )\n } else {\n //create chatroom & past socket.id to window.location.pathname as unique identificator\n //copy result of address bar and send your friend for invite him to chatroom\n return <Redirect to={`/${socket.id}`} />;\n }\n }\n }/>\n \n <Route path=\"/:id\" render = {\n (props) => {\n if (!this.state.nick) {\n return (\n <Login \n onNickChange = {this.onNickChange} \n onNickSubmit = {this.onNickSubmit}\n />\n )\n } \n return (\n <div className = \"video-chat\">\n <Chat \n onTextChange = {this.onTextChange} \n onMessageSubmit = {this.onMessageSubmit} \n state = {this.state} \n renderChat = {this.renderChat} \n users = {this.state.users} \n renderOnline = {this.renderOnline}\n /> \n </div>\n )\n } \n }/>\n </Router>\n );\n }", "loadWebService() {\n LoggerCore.majorinfo(`Starting Web Service`);\n this.webService = new Koa();\n this.webServiceRouter = new Router();\n this.webService.keys = [\"WDNMD\"];\n\n /** Socket Service */\n const io = new IO();\n io.attach(this.webService);\n io.on(\"connect\", (client) => {\n client.on(\"message\", async (message) => {\n console.log(message);\n });\n });\n\n io.on(\"registered\", async (ctx, msg) => {\n const data = ctx.data;\n let nodeInfo = {\n ...data,\n clientId: Object.keys(ctx.socket.rooms)[0],\n };\n if (data && data.trustToken !== this.config.TrustToken) {\n LoggerCore.warn(\n \"Handshake failed, keys do not match: \" + JSON.stringify(nodeInfo)\n );\n io.to(nodeInfo.clientId).emit(\"rejection_token\");\n } else {\n LoggerCore.majorinfo(\n \"Received registration request from Gate Node: \" +\n JSON.stringify(nodeInfo)\n );\n this.db.get(\"IPorte_Applications\", (err, data) => {\n if (err) {\n LoggerCore.error(String(err));\n io.to(nodeInfo.clientId).emit(\"RouterConfig\", {\n error: String(err),\n });\n }\n\n io.to(nodeInfo.clientId).emit(\"RouterConfig\", {\n success: true,\n data: JSON.parse(data).applications,\n });\n });\n this.gateList.push({ ...nodeInfo, status: 1 });\n LoggerCore.majorinfo(\n 'Gate Node \"' + nodeInfo.id + '\" registered successfully'\n );\n }\n });\n\n io.on(\"updateConfig\", async (ctx, msg) => {\n const { key, data } = msg;\n if (key === this.updateKey) {\n LoggerCore.info(\"Updateing Config\");\n ctx.socket.broadcast.emit(\"UpdateRoute\", { data });\n }\n });\n\n /** MiddleWare */\n this.webService.use(BodyParser());\n this.webService.use(Session(SESSION_CONFIG, this.webService));\n this.webService.use(Logger());\n this.webService.use(RedisDBMiddleWare(this.db));\n this.webService.use(Views(path.join(__dirname, \"./webservice/view\")));\n this.webService.use(Auth());\n this.webService.use(BroadcastMiddleWare(this.config.port, this.updateKey));\n this.webService.use(\n Mount(\n \"/static\",\n Static(path.join(__dirname, \"./webservice/view/static/\"))\n )\n );\n\n /** Handler | Router */\n this.webServiceRouter.use(\n \"/api\",\n apiRouter.routes(),\n apiRouter.allowedMethods()\n );\n this.webServiceRouter.use(\n \"/\",\n indexRouter.routes(),\n indexRouter.allowedMethods()\n );\n\n this.webService\n .use(this.webServiceRouter.routes())\n .use(this.webServiceRouter.allowedMethods());\n\n this.webService.listen(Number(this.config.port));\n }", "_bindEvents () {\n this.channel.on('route', this.navigate)\n }", "function Handler(socket, authData, broker) {\n var _this = this;\n this.socket = socket;\n this.authData = authData;\n this.broker = broker;\n this.id = 'na';\n this.closed = false;\n this.pathSubs = {};\n this.queries = {};\n this.ongoingReads = {};\n this.ongoingWrite = null;\n this.writeQueue = [];\n this.readQueue = [];\n this.writeProg = 1;\n this.id = socket.id.substr(2);\n if (!this.authData)\n this.authData = new NopAuthData();\n dbgHandler(\"%s handler created\", this.id);\n socket.on('sp', function (path, fn) { return _this.enqueueRead(function () { return filterAck(fn, _this.subscribePath(path)); }); });\n socket.on('up', function (path, fn) { return filterAck(fn, _this.unsubscribePath(path)); });\n socket.on('pi', function (writeProg, fn) { return filterAck(fn, _this.ping(writeProg)); });\n socket.on('sq', function (def, fn) { return _this.enqueueRead(function () { return filterAck(fn, _this.subscribeQuery(def)); }); });\n socket.on('uq', function (id, fn) { return filterAck(fn, _this.unsubscribeQuery(id)); });\n socket.on('s', function (path, val, prog, fn) { return _this.enqueueWrite(function () { return _this.set(path, val, prog, fn); }); });\n socket.on('m', function (path, val, prog, fn) { return _this.enqueueWrite(function () { return _this.merge(path, val, prog, fn); }); });\n socket.on('disconnect', function () {\n _this.close();\n });\n broker.register(this);\n socket.emit('aa');\n socket.on('aa', function () { socket.emit('aa'); });\n }", "function dispatch () {\n\t\teach(routes, function (route, uri) {\n\t\t\tvar callback = route[0];\n\t\t\tvar pattern = route[1];\n\t\t\tvar params = route[2];\n\t\t\tvar match = location.match(pattern);\n\n\t\t\t// we have a match\n\t\t\tif (match != null) {\n\t\t\t\t// create params object to pass to callback\n\t\t\t\t// i.e {user: 'simple', id: '1234'}\n\t\t\t\tvar data = match.slice(1, match.length);\n\n\t\t\t\tvar args = data.reduce(function (previousValue, currentValue, index) {\n\t\t\t\t\t\t// if this is the first value, create variables store\n\t\t\t\t\t\tif (previousValue == null) {\n\t\t\t\t\t\t\tpreviousValue = {};\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// name: value\n\t\t\t\t\t\t// i.e user: 'simple'\n\t\t\t\t\t\t// `vars` contains the keys for the variables\n\t\t\t\t\t\tpreviousValue[params[index]] = currentValue;\n\n\t\t\t\t\t\treturn previousValue;\n\n\t\t\t\t\t\t// null --> first value\n\t\t\t\t\t}, null); \n\n\t\t\t\tcallback(args, uri);\n\t\t\t}\n\t\t});\n\t}", "function ipcMessageRoute(connection, headerbits, message){\n\n var owner = headerbits[1];\n\n if(owner === core.uuid){\n\n var messageObj = parseJSON(message);\n\n if(messageObj !== undefined && messageObj.func !== undefined){\n messageObj.sender = connection.id;\n communication.executeFunction(connection, connection, messageObj);\n }\n }\n else{ \n sendClientMessageToProcess(owner, connection.id, message);\n }\n}", "function listen (router){\n\n var fillSourceObj = function(callback){\n if (callback && callback.rows && callback.rows[0]){\n callback.source = callback.rows[0];\n if (callback.list){\n var _next = callback.list.pop();\n\n if (_next) {\n _next(callback);\n }\n }\n }\n }\n\n var fillLogObj = function(callback){\n if (callback && callback.rows && callback.rows[0]){\n callback.log = callback.rows[0];\n if (callback.list){\n var _next = callback.list.pop();\n\n if (_next) {\n _next(callback);\n }\n }\n }\n }\n\n router.get('/import/:id', function(request, response) {\n var sourceId = request.params.id;;\n var callback = {\n\n list : [execute, sourceDAO.updateLastLogId, fillSourceObj, sourceDAO.getSourceById, fillLogObj],\n source : {sourceId : sourceId},\n parameter: response\n };\n\n logDAO.createLog(callback);\n });\n\n router.get('/log/:id', function(request, response) {\n var logId = request.params.id;\n\n var callback = {\n log : {logId : logId},\n list : [responseUtil.outputLog],\n parameter: response\n };\n\n logDAO.getLogDetails(callback);\n });\n}", "function init_mapRouteServer(serverData, sockets) {\n\t// setup route to server map\n\tserverData.mapRouteServer = {};\n\tif(!process.env.SPAWN){\n\t\tserverData.database.query('SELECT Id AS id FROM Routes', function (error, results, fields) {\t\n\t\t\tif (error) {\n\t\t\t\tconsole.log(error);\n\t\t\t}\n\t\t\telse {\n\t\t\t\tfor (let i = 0; i != results.length; ++i) {\n\t\t\t\t\tserverData.mapRouteServer['r' + results[i].id] = httpAddress(serverData.address, serverData.httpPort);\n\t\t\t\t}\n\t\t\t}\n\t\t});\n\t}\n\tinit_stationRoutes(serverData, sockets);\n}", "function init_router(next) {\n var config = nodeca.config.router, pointer, default_mount, unknown_methods;\n\n pointer = nodeca.runtime.router = new Pointer();\n\n // calculate default mount points\n default_mount = {host: '//' + nodeca.config.listen.host, path: ''};\n\n if (80 !== +nodeca.config.listen.port) {\n default_mount.host += ':' + nodeca.config.listen.port;\n }\n\n if (nodeca.config.listen.path && '/' !== nodeca.config.listen.path) {\n default_mount.path += nodeca.config.listen.path.replace(/^\\/+$/g, '');\n }\n\n //\n // validate routes\n unknown_methods = _.filter(_.keys(config.map || {}), function (api_path) {\n return !HashTree.get(nodeca.server, api_path);\n });\n\n if (unknown_methods.length) {\n next(new Error(\"Router map contains unknown server api methods: \" +\n unknown_methods.join(', ')));\n return;\n }\n\n //\n // fill in routes\n _.each(config.map || {}, function (routes, api_path) {\n var prefix = config.mount[api_path.split('.').shift()];\n\n if (!prefix) {\n prefix = default_mount.host + default_mount.path;\n } else if ('//' !== prefix.substr(0, 2)) {\n prefix = default_mount.host + prefix;\n }\n\n _.each(routes, function (params, pattern) {\n if ('#' === pattern[0]) {\n // skip non-server routes\n return;\n }\n\n pointer.addRoute(pattern, {\n name: api_path,\n prefix: prefix,\n params: fix_params_regexps(params),\n meta: {\n name: api_path,\n func: HashTree.get(nodeca.server, api_path)\n }\n });\n });\n });\n\n //\n // fill in redirects\n _.each(config.redirects || {}, function (options, old_pattern) {\n var code, link_to;\n\n // redirect provided as a function\n if (_.isFunction(options.to)) {\n pointer.addRoute(old_pattern, {\n params: fix_params_regexps(options.params),\n meta: {\n name: '!redirect!',\n func: function (params, cb) {\n options.to.call(nodeca, params, cb);\n }\n }\n });\n return;\n }\n\n // create detached route - to build URLs\n code = options.to.shift();\n link_to = Pointer.createLinkBuilder(options.to.shift(), options.params);\n\n pointer.addRoute(old_pattern, {\n params: fix_params_regexps(options.params),\n meta: {\n name: '!redirect!',\n func: function (params, cb) {\n var url = link_to(params);\n\n if (!url) {\n cb(new Error('Invalid redirect.'));\n return;\n }\n\n cb({redirect: [code, url]});\n }\n }\n });\n });\n\n //\n // validate direct invocators\n unknown_methods = _.filter(_.keys(config.direct_invocators || {}), function (api_path) {\n return !HashTree.get(nodeca.server, api_path);\n });\n\n if (unknown_methods.length) {\n next(new Error(\"Direct invocators contains unknown server api methods: \" +\n unknown_methods.join(', ')));\n return;\n }\n\n //\n // fill in direct invocators\n _.each(config.direct_invocators || {}, function (enabled, api_path) {\n if (!enabled) {\n // skip disabled invocators\n return;\n }\n\n pointer.addRoute(default_mount + '/!' + api_path + '(?{query})', {\n params: { query: /.*/ },\n meta: {\n name: api_path,\n func: HashTree.get(nodeca.server, api_path)\n }\n });\n });\n\n next();\n}", "constructor(numHandlers = 0) {\n this.routes = new Map(); \n //set the pathname of the current route\n this.currentPath = window.location.pathname;\n this.options = {\n context: window,\n startListening: true\n }\n //corresponds to the number of HANDLERS you register, note this is NOT no. of routes since you can have one handler\n //for several routes\n this.numHandlers = numHandlers;\n this.numRegistered = 0;\n this.matchHelper = () => {\n return this.match(window.location.pathname);\n }\n //used to detect when URL changes and execute a handler accordingly\n window.addEventListener('popstate', this.matchHelper); \n }", "function attachSocketHandlers() {\n socket.on('boardjoin', function (socketdata) {\n console.log(socketdata);\n if (socketdata.success) {\n boardID = socketdata.boardID;\n localStorage[\"cmuopoly_boardID\"] = boardID;\n openGameLobbyScreen($(\"#homeScreen\"), socketdata.gameID);\n }\n else {\n alert(socketdata.message);\n }\n });\n\n\tsocket.on('newplayer', function (socketdata) {\n\t\tgetGameInfo(socketdata.gameID);\n\t});\n\n socket.on('playerleft', function (socketdata) {\n getGameInfo(socketdata.gameID);\n });\n\n socket.on('boardleft', function (socketdata) {\n getGameInfo(socketdata.gameID);\n });\n\n socket.on('hostleft', function (socketdata) {\n alert(\"The host has left the game.\");\n currentGame = undefined;\n openHomeScreen($(\"#gameLobbyScreen\"));\n });\n\n\tsocket.on('gameReady', function () {\n\t\tconsole.log(\"READY.\");\n localStorage[\"cmuopoly_chatLog\"] = \"\";\n localStorage[\"cmuopoly_eventLog\"] = \"\";\n\t\twindow.location = \"/board/monopoly.html\";\n\t});\n}", "function startRouter() {\r\n // Start by requesting a login token, this is needed because of 2FA and check that we have correct credentials from the start\r\n var options;\r\n try {\r\n var url = settings.serverurl.split('meshrelay.ashx').join('control.ashx');\r\n if (settings.authcookie != null) {\r\n url += '?auth=' + settings.authcookie;\r\n } else if (settings.username != null && settings.password != null) {\r\n url += '?user=' + settings.username + '&pass=' + settings.password;\r\n }\r\n if (settings.emailtoken) { url += '&token=**email**'; } else if (settings.token != null) { url += '&token=' + settings.token; }\r\n if (settings.loginkey) { url += '&key=' + settings.loginkey; }\r\n options = http.parseUri(url);\r\n } catch (e) { console.log(\"Unable to parse \\\"serverUrl\\\".\"); process.exit(1); return; }\r\n options.checkServerIdentity = onVerifyServer;\r\n options.rejectUnauthorized = false;\r\n settings.websocket = http.request(options);\r\n settings.websocket.upgrade = OnServerWebSocket;\r\n settings.websocket.on('error', function (e) { console.log(\"ERROR: \" + JSON.stringify(e)); });\r\n settings.websocket.end();\r\n}", "registerListeners(){\n this.io.on('connection', socket => {\n this.App.debug(\"Client connected\", this.prefix);\n\n this.registerSocketListener(socket, 'send-message', data => {\n this.App.MessageOrm.getByChatName({chatName: data.room}, (err, rows) => {\n if (err) return this.App.throwErr(err, this.prefix);\n if (rows) rows.forEach(row => row.userId = this.App.serializeSalt(row.userId));//Serialize userId\n this.send(this.io.sockets, 'get-message', rows)\n })\n });\n\n this.registerSocketListener(socket, 'refresh', data => {\n this.App.MessageOrm.getByChatName({chatName: data.room}, (err, rows) => {\n if (err) return this.App.throwErr(err, this.prefix);\n if (rows) rows.forEach(row => row.userId = this.App.serializeSalt(row.userId));//Serialize userId\n this.send(this.io.sockets, 'refresh', rows)\n })\n })\n })\n }", "function routeIncomingMessage(incomingMessage) {\n Logger.system.verbose(\"Incoming Message Type\", incomingMessage.header.type, incomingMessage);\n switch (incomingMessage.header.type) {\n case \"transmit\":\n invokeListenerCallbacks(mapListeners, incomingMessage);\n break;\n case \"query\":\n invokeResponderCallback(mapResponders, incomingMessage);\n break;\n case \"queryResponse\":\n invokeQueryResponseCallback(mapQueryResponses, incomingMessage);\n break;\n case \"notify\":\n invokeNotifyCallback(mapSubscribersID, incomingMessage);\n break;\n case \"publish\":\n invokePublishPubSubCallback(incomingMessage);\n break;\n case \"subscribe\":\n invokeSubscribePubSubCallback(incomingMessage);\n break;\n case \"unsubscribe\":\n invokeUnsubscribePubSubCallback(incomingMessage);\n break;\n case \"timeCalibration\":\n timeCalibrationHandler(incomingMessage);\n break;\n case \"initialHandshakeResponse\":\n handshakeHandler();\n break;\n default:\n }\n }", "function handle_outbound_server_connect() {\n\tvar id;\n\n\tif (this.is_connected) {\n\t\tumode_notice(USERMODE_ROUTING,\"Routing\",\"Connected! Sending info...\");\n\t\tthis.send(format(\"PASS %s :TS\\r\\n\", this.cline.password));\n\t\tthis.send(\"CAPAB \" + SERVER_CAPAB + \"\\r\\n\");\n\t\tthis.send(\"SERVER \" + ServerName + \" 1 :\" + ServerDesc +\"\\r\\n\");\n\t\tid = Generate_ID();\n\t\tUnregistered[id] = new Unregistered_Client(id,this);\n\t\tUnregistered[id].server = true; /* Avoid recvq limitation */\n\t\tUnregistered[id].ircclass = this.cline.ircclass;\n\t\tUnregistered[id].cline = this.cline;\n\t\tthis.callback_id = this.on(\"read\", Socket_Recv);\n\t\treturn true;\n\t}\n\n\tif (YLines[this.cline.ircclass].connfreq > 0 && parseInt(this.cline.port) > 0) {\n\t\tumode_notice(USERMODE_ROUTING,\"Routing\",format(\n\t\t\t\"Failed to connect to %s (%s). Trying again in %d seconds.\",\n\t\t\tthis.cline.servername,\n\t\t\tthis.cline.host,\n\t\t\tYLines[this.cline.ircclass].connfreq\n\t\t));\n\t\tReset_Autoconnect(this.cline, YLines[this.cline.ircclass].connfreq * 1000);\n\t} else {\n\t\tumode_notice(USERMODE_ROUTING,\"Routing\",format(\n\t\t\t\"Failed to connect to %s (%s).\",\n\t\t\tthis.cline.servername,\n\t\t\tthis.cline.host\n\t\t));\n\t}\n\n\tthis.close();\n\n\treturn false;\n}", "function init(socket) {\n\t\t// when the socket is available pass it for setup listeners\n\t\tsock = socket; // cache our socket plz\n\t\t// actual route db CRUD listeners\n\t\tdebug('socket init routes:', routes);\n\t\tsocket.on(routes.index, index);\n\t\tsocket.on(routes.create, create);\n\t\tsocket.on(routes.read, read);\n\t\tsocket.on(routes.update, update);\n\t\tsocket.on(routes.dleet, dleet);\n\t}", "function polo_route_replicate(message){\n\t\n\t\t\n}", "initSockets() {\n this.relay.on('requests satisfied', (data) => {\n const sockets = this.channel('relay');\n\n if (!sockets)\n return;\n\n this.to('relay', 'relay requests satisfied', data);\n });\n }", "constructor(numRoutes = 0) {\n this.routes = new Map(); \n //set the pathname of the current route\n this.currentPath = window.location.pathname;\n this.options = {\n context: window,\n startListening: true\n }\n this.numRoutes = numRoutes;\n this.numRegistered = 0;\n this.matchHelper = () => {\n return this.match(window.location.pathname);\n }\n //used to detect when URL changes and execute a handler accordingly\n window.addEventListener('popstate', this.matchHelper); \n }", "function handleConnections(connections) {\n groupConnectionsIDFroms = new Array();\n groupConnectionsIDTos = new Array();\n\n var idFroms = getIDFroms(connections);\n for (var i = 0; i < idFroms.length; i++) {\n var key = 0;\n var arr = new Array();\n while (key < connections.length) {\n var conn = connections[key];\n if (conn.from == idFroms[i]) {\n arr.push(conn);\n }\n key++;\n }\n groupConnectionsIDFroms.push({\n idfrom: idFroms[i],\n connections: arr\n });\n }\n //groupConnectionsIDTos = getIDTos(connections);\n groupConnectionsIDTos = new Array();\n var idTos = getIDTos(connections);\n for (var i = 0; i < idTos.length; i++) {\n var key = 0;\n var arr = new Array();\n while (key < connections.length) {\n var conn = connections[key];\n if (conn.to == idTos[i]) {\n arr.push(conn);\n }\n key++;\n }\n groupConnectionsIDTos.push({\n idto: idTos[i],\n connections: arr\n });\n }\n\n // get list id by connection form\n function getIDFroms(connections) {\n var arr = new Array();\n for (var i = 0; i < connections.length; i++) {\n var conn = connections[i];\n if (!checkIn(conn.from, arr)) {\n arr.push(conn.from);\n }\n }\n return arr;\n }\n\n // get list id by connection to\n function getIDTos(connections) {\n var arr = new Array();\n for (var i = 0; i < connections.length; i++) {\n var conn = connections[i];\n if (!checkIn(conn.to, arr)) {\n arr.push(conn.to);\n }\n }\n return arr;\n }\n\n // check existing of value in array\n function checkIn(value, arr) {\n for (var i = 0; i < arr.length; i++) {\n if (value == arr[i]) {\n return true;\n }\n }\n return false;\n }\n}", "function router(req, res)\n{\n /* parse cam ID */\n var reg = /cam(\\d*)\\.mjpg/; //url: /cam1.mjpg\n var tmpNum = reg.exec(req.url);\n var camNum = -1;\n if (tmpNum)\n {\n camNum = tmpNum[1];\n if (camz[camNum] == undefined)\n {\n camNum = -1; //if cam in array not exists\n }\n }\n /* /parse cam ID */\n\n if (camNum > -1) //TODO: beautify check\n {\n camz[camNum].clients.push(res);\n res.writeHead(200, camz[camNum].headers);\n\n res.socket.on('close', function ()\n {\n camz[camNum].clients.splice(camz[camNum].clients.indexOf(res), 1);\n }\n );\n\n } else {\n /* clean request */\n var url = req.url;\n url = url.replace(/[^a-zA-Z\\.0-9\\-]/g,\"\");\n if (fs.existsSync(options.home+url))\n {\n sendFile(url, res); //it's bad using *Sync function's, but...\n } else {\n res.writeHead(404, {\"Content-Type\": \"text/plain\"});\n res.write(\"404 Not found: \"+req.url);\n res.end();\n }\n }\n}", "_process(data, socket) {\n var line = data.toString().trim();\n line = JSON.parse(line);\n var command = line.command;\n var lineData = line.data;\n\n if(command === 'exit'){\n // console.log('disconnected');\n socket.end();\n }else if (command === 'add') {\n var peer = lineData;\n if(!(peer.connectionString in this._connections)) {\n if(this._addToSwarm(peer)) {\n peer.socket = socket;\n this._addToHistory(peer);\n if(this._addConnection(peer)) {\n // console.log(\"peer \" + peer.username + \" added successfully\");\n // console.log(\"swarm length: \" + Object.keys(this._swarm).length);\n }\n }\n } else {\n // we already have a connection no duplicates please\n // console.log(\"duplicate connection\");\n socket.end();\n }\n } else if (command === 'remove') {\n socket.end();\n } else if (command === 'giveSwarm'){\n this._mergeSwarms(lineData);\n this._connectToSwarm(false);\n // socket.write(JSON.stringify(message));\n } else if (command === 'getSwarm'){\n // console.log('giving peer the swarm');\n var message = {\n command: \"giveSwarm\",\n data: this.swarm\n };\n // console.log(message);\n message = JSON.stringify(message, function(key, value){\n if(key == 'socket') {\n return undefined;\n } else {\n return value;\n }\n });\n socket.write(message);\n } else if (command === 'game') {\n // INTERACT with game here\n // this is an incoming game broadcast\n // to send a message to the other gamers use the broadcast function below\n // console.log(\"got message: \" + lineData);\n this.emit('message', lineData, socket);\n\n } else {\n // not a recognized option\n console.log(\"command \" + command + \" not recognized.\");\n // socket.write(\"Did you say '\"+line+\"'?\");\n }\n }", "function handleJoiningMsg(msg, id, ip_address, routing_table, awaiting_acks, socket) {\n route(msg.node_id, id, routing_table, function(route_id) {\n if (route_id !== id) {\n var relay = messages.join_relay(msg.node_id, id)\n send(relay, route_id, id, routing_table, awaiting_acks, socket);\n }\n routing_table[msg.node_id] = {\n ip: msg.ip_address,\n port: msg.port\n };\n sendRoutingInfo(id, msg.node_id, id, ip_address, routing_table, awaiting_acks, socket);\n });\n}", "on(...pageRoutes) {\n //increment the number of routes registered\n this.numRegistered += 1;\n for (const {route, handler} of pageRoutes) {\n if (Array.isArray(route)) {\n for (const path of route) {\n const [regPath, params] = getRegexFromRouteString(path);\n this.routes.set(path, {pathRoute: regPath, handler: handler, params: params});\n }\n } else {\n const [regPath, params] = getRegexFromRouteString(route);\n this.routes.set(route, {pathRoute: regPath, handler: handler, params: params})\n }\n }\n //route the current url once we've registed all the handlers\n if (this.numRegistered === this.numHandlers) {\n this.match(window.location.pathname);\n }\n }", "setUpMessageHandler(id) {\n const socket = io.connect();\n\n return socket.on(id, msg => {\n //based on what the message is, dispatch an action\n //msg must be an actionType: { type: TYPE, data: ... }\n\n switch(msg.type) {\n case MSG_LEFT_LINE:\n return this.handleLineLeave(msg);\n case MSG_ENTER_LINE:\n return this.handleServerActionDispatch(msg);\n case MSG_RECEIVED_CUT_MESSAGE:\n return this.handleServerActionDispatch(msg);\n case MSG_RANK_UPDATED:\n return this.handleMessageReceivedRankUpdated(msg);\n case MSG_BATHROOM_CREATED:\n return this.handleMessageReceivedNewNearbyBathrooms(msg);\n default:\n break;\n }\n\n });\n }", "function RouteDispatcher() {\n //\n // NOTE: All routes are stored in a single way.\n // If the number of routes becomes large, performance will suffer\n //\n this._routes = [];\n}", "function polo_route_register(message){\n\n\t \n}", "function router() { // private function\n\n var path = location.hash; \n console.log('path is ' + path);\n // prints something like /home\n\n // Use the url like an index (JS associative array notation) to find the desired\n // component (function) to run. The component will place content in the content\n // area. If a link is clicked for which a route was never set, give error message.\n if (!routes[path]) {\n document.getElementById(contentId).innerHTML = \"<p>Error: unknown link '\" + path +\n \"' never added to the routing table.</p>\";\n } else {\n routes[path](contentId);\n }\n }", "on(...pageRoutes) {\n //increment the number of routes registered\n this.numRegistered += 1;\n for (const {route, handler} of pageRoutes) {\n if (Array.isArray(route)) {\n for (const path of route) {\n const [regPath, params] = getRegexFromRouteString(path);\n this.routes.set(path, {pathRoute: regPath, handler: handler, params: params});\n }\n } else {\n const [regPath, params] = getRegexFromRouteString(route);\n this.routes.set(route, {pathRoute: regPath, handler: handler, params: params})\n }\n }\n //route the current url once we've registed all the handlers\n if (this.numRegistered === this.numRoutes) {\n this.match(window.location.pathname);\n }\n }", "function handleMessage(message){\n\tvar decodedMessage = new TextDecoder().decode(new Uint8Array(message.data));\n\tparsedMessage = JSON.parse(decodedMessage);\n\tconsole.log(parsedMessage);\n\n\tif (parsedMessage.signalConnection){\n\t\tgotMessageFromServer(parsedMessage);\n\t};\n\n\tif (parsedMessage.roomExists==\"false\"){\n\t\tMaterialize.toast(\"OOPS! We couldn't find a room with this url\", 2000, '',function(){\n\t\twindow.location.href = domainURL+\"/src/html/room.html\";\n\t});\n\t};\n\n\t// Initiating multiple connections with peer for new peer\n\tif (parsedMessage.peer_id_list){\n\n\t\tpeerIDList = parsedMessage.peer_id_list;\n\t\tconsole.log(peerIDList);\n\t\tvar currentPeerNum; // defining the peerConnection index\n\t\tpeerIDServer = peerIDList.pop(); // an array containing peer ids excluding that of the receiving peer\n\t\tconsole.log(peerIDList);\n\t\tif (peerIDServer==0){\n\t\t\tconsole.log(\"The host peer\");\n\t\t}else{\n\t\t\tconsole.log(peerIDList);\n\t\t\t// peerIDList.shift(); // an array containing peer ids excluding that of the receiving peer and of the host\n\t\t\tpeerConnections = peerIDList; // peer ID list on initiating the rtc connection by a new peer\n\t\t\tconsole.log(peerConnections);\n\t\t\tfor (currentPeerNum = 0; currentPeerNum<peerConnections.length; currentPeerNum++){\n\t\t\t\t\tcurrentPeer = peerConnections[currentPeerNum]\n\t\t\t\t\tconsole.log(currentPeer);\n\t\t\t\t\tinitiatePeerConnection(currentPeer, createDataChannel);\n\t\t\t\t};\n\t\t}\n\t};\n\n\tif (parsedMessage.message){\n\t\tMaterialize.toast(parsedMessage.message, 2000);\n\t};\n\n\t// if (parsedMessage.newPeer){\n\t// \tserver_id = parseInt(parsedMessage.server_id)\n\t// \tpeersInRoom[server_id] = {\"connection\": \"\"}\n\t// }\n\n}", "setupChatNs() {\r\n\t\tthis.ns.chat.on(\"connection\", baseSocket => {\r\n\t\t\tconst socket = new Proxy(baseSocket, new ExtendedSocket()); //extend socket\r\n\r\n\t\t\tsocket.log(chalk.cyan(\"connected\"));\r\n\t\t\tthis.sockets.add(socket);\r\n\r\n\t\t\t//socket wants to join a room\r\n\t\t\tsocket.on(ACTION_TYPE.JOIN_ROOM, ({\r\n\t\t\t\troom,\r\n\t\t\t\tnick\r\n\t\t\t}) => {\r\n\t\t\t\tsocket.changeRoomTo(room);\r\n\r\n\t\t\t\tif (nick) {\r\n\t\t\t\t\tsocket.nick = nick;\r\n\t\t\t\t}\r\n\r\n\t\t\t\t//give the socket a random name if it doesnt have any yet\r\n\t\t\t\tif (!socket.nick) {\r\n\t\t\t\t\tsocket.nick = randomNick();\r\n\t\t\t\t\tsocket.emit(ACTION_TYPE.OWN_NICK_CHANGE, {\r\n\t\t\t\t\t\tuser: {\r\n\t\t\t\t\t\t\tnew: socket.nick\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\r\n\t\t\t\t//send the initial state of the room\r\n\t\t\t\tthis.getRoomState(room).then(state => {\r\n\t\t\t\t\tsocket.emit(ACTION_TYPE.ROOM_STATE, {\r\n\t\t\t\t\t\tstate\r\n\t\t\t\t\t});\r\n\t\t\t\t}).catch(err => console.error(err));\r\n\r\n\t\t\t\t//tell others\r\n\t\t\t\tsocket.broadcastToRoom(ACTION_TYPE.ENTERED_ROOM, {\r\n\t\t\t\t\tuser: socket.user\r\n\t\t\t\t});\r\n\r\n\t\t\t\tsocket.log(chalk.green(\"joined\"), room);\r\n\t\t\t});\r\n\r\n\t\t\t//socket wants to leave a room\r\n\t\t\tsocket.on(ACTION_TYPE.LEAVE_ROOM, ({room}) => {\r\n\t\t\t\tsocket.broadcastToRoom(ACTION_TYPE.LEFT_ROOM, {\r\n\t\t\t\t\tuser: socket.user\r\n\t\t\t\t});\r\n\t\t\t\tsocket.leaveAllRooms();\r\n\t\t\t});\r\n\r\n\t\t\t//socket sent a chat message\r\n\t\t\tsocket.on(ACTION_TYPE.ADD_CHAT_MESSAGE, message => {\r\n\t\t\t\tdb.addChatMessage(socket.currentRoom, message).catch(console.error.bind());\r\n\t\t\t\tsocket.broadcastToRoom(ACTION_TYPE.ADD_CHAT_MESSAGE, {\r\n\t\t\t\t\tmessage\r\n\t\t\t\t});\r\n\t\t\t});\r\n\r\n\t\t\tsocket.on(ACTION_TYPE.OWN_NICK_CHANGE, nick => {\r\n\t\t\t\tsocket.broadcastToRoom(ACTION_TYPE.NICK_CHANGE, {\r\n\t\t\t\t\tuser: {\r\n\t\t\t\t\t\told: socket.nick,\r\n\t\t\t\t\t\tnew: nick\r\n\t\t\t\t\t}\r\n\t\t\t\t});\r\n\t\t\t\tsocket.nick = nick;\r\n\t\t\t});\r\n\r\n\t\t\tsocket.on(\"disconnect\", () => {\r\n\t\t\t\tsocket.broadcastToRoom(ACTION_TYPE.LEFT_ROOM, {\r\n\t\t\t\t\tuser: socket.user\r\n\t\t\t\t});\r\n\t\t\t\tthis.sockets.delete(socket);\r\n\t\t\t\tsocket.log(STRINGS.DISCONNECTED);\r\n\t\t\t});\r\n\r\n\t\t\tsocket.on(\"error\", err => {\r\n\t\t\t\tsocket.log(STRINGS.ERROR, err);\r\n\t\t\t});\r\n\t\t});\r\n\t}", "function user_connected_mapping(user_id, auction_room, user_position) {\r\n\t\t\t\tconsole.log('~~~~~~~~~~~~~~We are in user_connected_mapping function ~~~~~~~~~~~~~~~~~');\r\n\t\t\t// for (var k in socketMap) {\r\n\t\t\t// \tif (socketMap.hasOwnProperty(k)) {\r\n\t\t\t// \t\tvar str = JSON.stringify(socketMap[k], null, 4); // (Optional) beautiful indented output.\r\n\t\t\t// \t\t//console.log(\"Key is \" + k + \", value is\" + str);\r\n\t\t\t// \t\tif (parseInt(auction_room) === parseInt(socketMap[k].aid)) {\r\n\t\t\t// \t\t\tif (parseInt(user_id) == parseInt(socketMap[k].uid)) {\r\n\t\t\t\t\t\t\r\n\t\t\t// \t\t\t\tconsole.log(\"broadcasting to remove user if already present \" + socketMap[socket.id].uid);\r\n\t\t\t// \t\t\t\tsocket.broadcast.to(socketMap[k].aid).emit(\"hide_unwanted_image\", {\r\n\t\t\t// \t\t\t\t\t'position' : socketMap[k].position,\r\n\t\t\t// \t\t\t\t\t'new_user_id' : socketMap[k].uid\r\n\t\t\t// \t\t\t\t});\r\n\r\n\t\t\t// \t\t\t\t\tdelete socketMap[socketMap[k].id];\r\n\t\t\t// \t\t\t}\r\n\t\t\t\t\t\t\r\n\t\t\t// \t\t}\r\n\t\t\t// \t}\r\n\t\t\t// }\r\n\r\n\t\t\tsocketMap[socket.id] = {\r\n\t\t\t\t'uid' : user_id,\r\n\t\t\t\t'aid' : auction_room,\r\n\t\t\t\t'position' : user_position,\r\n\t\t\t\t'avatar':data.avatar,\r\n\t\t\t\t'color':data.color,\r\n\t\t\t\t'pant_color':data.pant_color\r\n\t\t\t};\r\n\t\t\tconsole.log(socketMap);\r\n\t\t\tconsole.log('########### SOCKET ID: ' + socket.id);\r\n\r\n\t\t\tsocket.emit(\"hand_raise_emit_data\", {\r\n\t\t\t\t'position_array' : socketMap[socket.id].position,\r\n\t\t\t\t'new_user_id' : socketMap[socket.id].uid,\r\n\t\t\t\t'aid':socketMap[socket.id].aid,\r\n\t\t\t\t'avatar':socketMap[socket.id].avatar,\r\n\t\t\t\t'color':socketMap[socket.id].color,\r\n\t\t\t\t'pant_color': socketMap[socket.id].pant_color\r\n\t\t\t});\r\n\t\t\t\r\n\t\t\t\r\n\r\n\t\t\tfor (var k in socketMap) {\r\n\t\t\t\tif (socketMap.hasOwnProperty(k)) {\r\n\t\t\t\t\tvar str = JSON.stringify(socketMap[k], null, 4); // (Optional) beautiful indented output.\r\n\t\t\t\t\t//console.log(\"Key is \" + k + \", value is\" + str);\r\n\t\t\t\t\tif (parseInt(auction_room_connected) === parseInt(socketMap[k].aid)) {\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\tsocket.emit(\"user_connected_response\", {\r\n\t\t\t\t\t\t\t'position' : socketMap[k].position,\r\n\t\t\t\t\t\t\t'new_user_id' : socketMap[k].uid,\r\n\t\t\t\t\t\t\t'aid' : auction_room_connected,\r\n\t\t\t\t\t\t\t'totalUsers' : roomsCount[auction_room_connected],\r\n\t\t\t\t\t\t\t'avatar':socketMap[k].avatar,\r\n\t\t\t\t\t\t\t'color':socketMap[k].color,\r\n\t\t\t\t\t\t\t'pant_color':socketMap[k].pant_color,\r\n\t\t\t\t\t\t});\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n// make have flaw looj proper\r\n\t\t\tsocket.broadcast.to(auction_room_connected).emit(\"user_connected_response\", {\r\n\t\t\t\t'position' : socketMap[socket.id].position,\r\n\t\t\t\t'new_user_id' : socketMap[k].uid,\r\n\t\t\t\t'aid' : auction_room_connected,\r\n\t\t\t\t'totalUsers' : roomsCount[auction_room_connected],\r\n\t\t\t\t'avatar':socketMap[k].avatar,\r\n\t\t\t\t'color':socketMap[k].color,\r\n\t\t\t\t'pant_color':socketMap[k].pant_color,\r\n\t\t\t});\r\n\t\t\tconsole.log(\"all user socket emitted..\");\r\n\t\t\t//console.log(\"END OF SOCKET PRINTING!! \");\r\n\t\t\t//console.log(\"Before deleting items: \" + position_array);\r\n\t\t\tposition_array.splice(users_seat_position, 1);\r\n\t\t}", "function REST_ROUTER(router, connection, md5)\n{\n var self = this;\n self.handleRoutes(router, connection, md5);\n}", "router(msg, rinfo) {\n\t\tif (this._connected === false && this._connecting === false) {\n\t\t\t// What are we doing listening without being connected?\n\t\t\treturn;\n\t\t}\n\n\t\tif (rinfo.address !== this._address || rinfo.port !== this._port) {\n\t\t\t// Traffic does not belong to this RCONSocket.\n\t\t\treturn;\n\t\t}\n\n\t\tvar decoded = huf.decode(msg);\n\t\tvar type = decoded.readUInt8(0);\n\n\t\tswitch (type) {\n\t\t\tcase proto.SVRC_OLDPROTOCOL:\n\t\t\t\tif (this._connecting === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_OLDPROTOCOL response while not connecting.\"));\n\t\t\t\t} else {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"RCON protocol is out of date.\"));\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_BANNED:\n\t\t\t\tif (this._connecting === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_BANNED response while not connecting.\"));\n\t\t\t\t} else {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"You are banned from the server.\"));\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_SALT:\n\t\t\t\tif (this._connecting === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_SALT response while not connecting.\"));\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (decoded.length !== 34) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_SALT response does not include a 32-byte salt.\"));\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Hash the password with the salt to send back\n\t\t\t\tvar saltbuff = readString(decoded, 1, 'ascii');\n\t\t\t\tvar passbuff = new Buffer(this._password, 'ascii');\n\t\t\t\tmd5.update(buffertools.concat(saltbuff, passbuff));\n\t\t\t\tvar hashed = md5.digest();\n\n\t\t\t\t// Server response requires hex string representation of md5 digest.\n\t\t\t\tvar hexhash = hashed.toString('hex');\n\t\t\t\tvar response = new Buffer(hexhash.length + 2);\n\t\t\t\tresponse.writeUInt8(proto.CLRC_PASSWORD, 0);\n\t\t\t\twriteString(response, hexhash, 1, 'ascii');\n\n\t\t\t\t// Send the response\n\t\t\t\tvar encoded = huf.encode(response);\n\t\t\t\tthis._dgram.send(encoded, 0, encoded.length, this._port, this._address);\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_LOGGEDIN:\n\t\t\t\tif (this._connecting === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_LOGGEDIN response while not connecting.\"));\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Connection state is now connected.\n\t\t\t\tthis._connecting = false;\n\t\t\t\tthis._connected = true;\n\n\t\t\t\t// Pong the server every five seconds so we stay connected.\n\t\t\t\tvar self = this;\n\t\t\t\tvar pongbuf = new Buffer(1);\n\t\t\t\tpongbuf.writeUInt8(proto.CLRC_PONG, 0);\n\t\t\t\tvar pong = huf.encode(pongbuf);\n\t\t\t\tthis._pongTimer = setInterval(function () {\n\t\t\t\t\tconsole.log(\"Sending ping...\");\n\t\t\t\t\tself._dgram.send(pong, 0, pong.length, self._port, self._address);\n\t\t\t\t}, 5000);\n\n\t\t\t\tthis.emit(\"connect\");\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_INVALIDPASSWORD:\n\t\t\t\tif (this._connecting === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_INVALIDPASSWORD response while not connecting.\"));\n\t\t\t\t} else {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"Invalid password.\"));\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_MESSAGE:\n\t\t\t\tif (this._connected === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_MESSAGE response while not connected.\"));\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tvar msg = readString(decoded, 1, 'ascii');\n\t\t\t\tthis.emit(\"message\", msg);\n\t\t\t\tbreak;\n\t\t\tcase proto.SVRC_UPDATE:\n\t\t\t\tif (this._connected === false) {\n\t\t\t\t\tthis.emit(\"error\", new Error(\"SVRC_UPDATE response while not connected.\"));\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Updates have their own subtype\n\t\t\t\tvar updateType = decoded.readUInt8(1);\n\t\t\t\tswitch (updateType) {\n\t\t\t\t\tcase proto.SVRCU_PLAYERDATA:\n\t\t\t\t\t\tvar index = 3;\n\t\t\t\t\t\tvar players = [];\n\t\t\t\t\t\tvar playercount = decoded.readUInt8(2);\n\t\t\t\t\t\tfor (var i = 0; i < playercount; i++) {\n\t\t\t\t\t\t\tvar name = readString(decoded, index, 'ascii');\n\t\t\t\t\t\t\tplayers.push(name);\n\t\t\t\t\t\t\tindex += 1 + name.length;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tthis.emit(\"players\", players);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase proto.SVRCU_ADMINCOUNT:\n\t\t\t\t\t\tvar admins = decoded.readUInt8(2);\n\t\t\t\t\t\tthis.emit(\"admins\", admins);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tcase proto.SVRCU_MAP:\n\t\t\t\t\t\tvar map = readString(decoded, 2, 'ascii');\n\t\t\t\t\t\tthis.emit(\"map\", map);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tthis.emit(\"error\", new Error(\"Unrecognized update.\"));\n\t\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tthis.emit(\"error\", new Error(\"Unrecognized response.\"));\n\t\t\t\tbreak;\n\t\t}\n\t}", "function Router(s2sPort, bindAddress, opts) {\n EventEmitter.call(this)\n this.ctxs = {}\n\n opts = opts || {}\n\n this.generateId = rack(opts.idBits, opts.idBitsBase, opts.idBitsExpandBy)\n\n // start tcp socket\n net.createServer(function (socket) {\n this.acceptConnection(socket)\n }.bind(this)).listen(s2sPort || 5269, bindAddress || '::')\n}", "startLinkRouting() {}", "initMessageHandlers() {\n Object.keys(this.topics).forEach(key => this.subscriberSocket.subscribe(this.topics[key]));\n this.subscriberSocket.on('message', this.emit.bind(this));\n }", "connect() {\n this.state(SocketState.CONNECTING);\n var deferred = q.defer();\n var socket = new SockJS(this.path);\n var router = require('./router');\n socket.onopen = () => {\n this.state(SocketState.CONNECTED);\n this.socket = socket;\n deferred.resolve(true);\n };\n socket.onclose = () => {\n setTimeout(() => {\n this.state(SocketState.CLOSED);\n this.socket = null;\n if (this.reconnect) {\n setTimeout(() => {\n this.connect();\n }, this.reconnect_interval);\n }\n }, 1000);\n };\n socket.onmessage = (e) => {\n try {\n var data = e.data;\n console.log(data);\n data = JSON.parse(data);\n console.log(data);\n router.handle(data, socket);\n }\n catch(err) {\n console.log(\"Invalid socket message\");\n console.log(err);\n }\n };\n return deferred.promise;\n }", "routing () {\n const notConnected = this.app.session.notConnected.bind(this.app.session)\n const connected = this.app.session.connected.bind(this.app.session)\n const connectedOrBuilder = this.app.session.connectedOrBuilder.bind(this.app.session)\n const admin = this.app.session.admin.bind(this.app.session)\n\n this.app.express.use('/api', express.Router()\n .post('/auth/login', notConnected, this.app.action.auth.login.routes)\n .post('/auth/forgot', notConnected, this.app.action.auth.forgotPassword.routes)\n .put('/auth/reset', notConnected, this.app.action.auth.resetPassword.routes)\n\n .delete('/auth/logout', connected, this.app.action.auth.logout.routes)\n\n .use('/invite', express.Router()\n .post('/', connected, admin, this.app.action.invitation.create.routes)\n )\n .use('/user', express.Router()\n .post('/', notConnected, this.app.action.user.create.routes)\n .get('/:id', connected, this.app.action.user.get.routes)\n .get('/', connected, this.app.action.user.list.routes)\n )\n .use('/manifest', express.Router()\n .post('/', connected, this.app.action.manifest.create.routes)\n .put('/:id', connected, this.app.action.manifest.update.routes)\n .put('/:id/maintainer', connected, admin, this.app.action.manifest.updateMaintainer.routes)\n .get('/:id', connectedOrBuilder, this.app.action.manifest.get.routes)\n .get('/', connected, this.app.action.manifest.list.routes)\n )\n .use('/build', express.Router()\n .post('/', connected, this.app.action.build.create.routes)\n .use('/:id', express.Router({ mergeParams: true })\n .get('/', connected, this.app.action.build.get.routes)\n\n // Middleware to authorize only builder\n .use('/', this.app.action.build.authorization.routes)\n // Empty endpoint for a client to verify his access\n .put('/', (req, res, next) => { res.json({}) })\n .put('/start', this.app.action.build.start.routes)\n .put('/stdout', this.app.action.build.stdout.routes)\n .put('/stderr', this.app.action.build.stderr.routes)\n .put('/end', this.app.action.build.end.routes)\n .put('/packages', this.app.action.build.packages.routes)\n )\n .get('/', connected, this.app.action.build.list.routes)\n )\n )\n\n this.app.express.use(this.errorHandler.bind(this))\n }", "function newConnection(socket) {\n var thisID;\n console.log('new connection: ' + socket.id);\n //store all user IDs here paired with their socket ID\n allSocketID[IDindex] = socket.id;\n\n socket.on(\"newDrawing\", sendNewDrawings);\n socket.on(\"newMouseClick\", sendNewMouseClick);\n socket.on(\"newUser\", sendNewUserID);\n socket.on(\"requestCanvases\", sendCanvases);\n socket.on(\"requestImageOfCanvas\", sendCanvasImage);\n socket.on(\"newPath\", sendNewPath);\n socket.on(\"newCircle\", sendNewCircle);\n socket.on(\"reset\", Reset);\n\n function sendNewDrawings(data) {\n //console.log(\"Got Here\");\n //console.log(data.drawing);\n canvasImages[data.id] = data.image;\n socket.broadcast.emit(\"newDrawingData\", data);\n }\n\n function sendNewMouseClick(data) {\n socket.broadcast.emit(\"newMouseClickData\", data);\n }\n\n function sendNewUserID() {\n //console.log(allSocketID[IDindex]);\n socket.emit(\"newUserID\", IDindex);\n IDindex += 1;\n }\n\n function sendCanvases() {\n data = {\n canvases: canvases\n }\n socket.emit(\"receivedCanvases\", data);\n }\n\n //send image of specific canvas\n function sendCanvasImage(id) {\n requestedCanvas = {\n image: canvasImages[id],\n id: id\n }\n socket.emit(\"receiveCanvasImage\", requestedCanvas);\n }\n\n function sendNewPath(data) {\n socket.broadcast.emit(\"receiveNewPath\", data);\n }\n\n function sendNewCircle(data) {\n socket.broadcast.emit(\"receiveNewCircle\", data);\n }\n\n function Reset() {\n canvasImages = {};\n socket.broadcast.emit(\"receiveReset\");\n }\n}", "function dispatch() {\n var query,\n path,\n arg,\n finalRoute = 0,\n finalMatchLength = -1,\n finalRegStr = \"\",\n finalFirstCaptureGroupIndex = -1,\n finalCallback = 0,\n finalRouteName = \"\",\n pathUri = new S.Uri(getFragment()),\n finalParam = 0;\n\n path = pathUri.clone();\n path.query.reset();\n path = path.toString();\n\n // user input : /xx/yy/zz\n each(allRoutes, function (route) {\n var routeRegs = route[ROUTER_MAP],\n // match exactly\n exactlyMatch = 0;\n each(routeRegs, function (desc) {\n var reg = desc.reg,\n regStr = desc.regStr,\n paramNames = desc.paramNames,\n firstCaptureGroupIndex = -1,\n m,\n name = desc.name,\n callback = desc.callback;\n if (m = path.match(reg)) {\n // match all result item shift out\n m.shift();\n\n function genParam() {\n if (paramNames) {\n var params = {};\n each(m, function (sm, i) {\n params[paramNames[i]] = sm;\n });\n return params;\n } else {\n // if user gave directly reg\n // then call callback with match result array\n return [].concat(m);\n }\n }\n\n function upToFinal() {\n finalRegStr = regStr;\n finalFirstCaptureGroupIndex = firstCaptureGroupIndex;\n finalCallback = callback;\n finalParam = genParam();\n finalRoute = route;\n finalRouteName = name;\n finalMatchLength = m.length;\n }\n\n // route: /xx/yy/zz\n if (!m.length) {\n upToFinal();\n exactlyMatch = 1;\n return false;\n }\n else if (regStr) {\n\n firstCaptureGroupIndex = findFirstCaptureGroupIndex(regStr);\n\n // final route : /*\n // now route : /xx/*\n if (firstCaptureGroupIndex > finalFirstCaptureGroupIndex) {\n upToFinal();\n }\n\n else if (\n firstCaptureGroupIndex == finalFirstCaptureGroupIndex &&\n finalMatchLength >= m.length\n ) {\n // final route : /xx/:id/:id\n // now route : /xx/:id/zz\n if (m.length < finalMatchLength) {\n upToFinal()\n } else if (regStr.length > finalRegStr.length) {\n upToFinal();\n }\n }\n\n // first route has priority\n else if (!finalRoute) {\n upToFinal();\n }\n }\n // if exists user-given reg router rule then update value directly\n // first route has priority\n // 用户设置的正则表达式具备高优先级\n else {\n upToFinal();\n exactlyMatch = 1;\n return false;\n }\n }\n }\n );\n\n if (exactlyMatch) {\n return false;\n }\n });\n\n\n if (finalParam) {\n query = pathUri.query.get();\n finalCallback.apply(finalRoute, [finalParam, query, {\n path: path,\n url: location.href\n }]);\n arg = {\n name: finalRouteName,\n \"paths\": finalParam,\n path: path,\n url: location.href,\n query: query\n };\n finalRoute.fire('route:' + finalRouteName, arg);\n finalRoute.fire('route', arg);\n }\n }", "function isRouter(z) { \n\troute = z; // set the 'route' state to the status of the route key\n\t\n\tif(route==0) { // if the route key has just been released\n\t\tif(glob.joined == 1) { // if there is only 1 app being addressed\n\t\t\tglob.gMeta = 0; // only one application attached to full meta grid\n\t\t\toutlet(0,\"/sys/size\",xGrid,yGrid);\n\t\t\t}\n\t\telse { // 2 apps being addressed\n\t\t\t\t// if 2 devices, the two selected apps will be directed to each one\n\t\t\tif(g2x>0) { // if there are 2 devices physically present\n\t\t\t\tglob.gMeta = 1; // glob.selHistory to left grid, glob.selCurrent to right grid\n\t\t\t\toutlet(0,\"/sys/size\",glob.g1x,glob.g1y) // send /size to grid1\n\t\t\t\toutlet(1,\"/sys/size\",g2x,g2y); // send /size to grid2\n\t\t\t}\n\n\t\t\t\t// this determines how the device splitting will work if only 1 device\n\t\t\telse {\n\t\t\t\t\t//glob.gMeta: 0=singleapp, 1=2devices-to-2-apps, 2=h-split, 3=v-split\n\t\t\t\tif((glob.g1y==8) && (glob.glx == 8)) { // only 8x8 device (ie. 64)\n\t\t\t\t\tglob.gMeta = 0; // 1 device to 1 app\n\t\t\t\t\toutlet(0,\"/sys/size\",glob.g1x,glob.g1y); // echo size to output\n\t\t\t\t}\n\t\t\t\tif((glob.g1y==8) && (glob.g1x == 16)) { // horizontal 128\n\t\t\t\t\tglob.gMeta = 2; // horizontal split\n\t\t\t\t\toutlet(0,\"/sys/size\",(glob.g1x/2),glob.g1y);\n\t\t\t\t\toutlet(1,\"/sys/size\",(glob.g1x/2),glob.g1y);\n\t\t\t\t}\n\t\t\t\tif((glob.g1y==16) && (glob.g1x == 16)) { // 256\n\t\t\t\t\tglob.gMeta = (glob.gridtiling + 2); // sets mode for vertical or horizontal split\n\t\t\t\t\toutlet(0,\"/sys/size\",(glob.g1x/(-glob.gridtiling+2)),(glob.g1y/(glob.gridtiling+1)));\n\t\t\t\t\toutlet(1,\"/sys/size\",(glob.g1x/(-glob.gridtiling+2)),(glob.g1y/(glob.gridtiling+1)));\n\t\t\t\t}\n\t\t\t\tif((glob.g1y==16) && (glob.g1x == 8)) { // vertical 128\n\t\t\t\t\tglob.gMeta = 3; // vertical split\n\t\t\t\t\toutlet(0,\"/sys/size\",glob.g1x,(glob.g1y/2));\n\t\t\t\t\toutlet(1,\"/sys/size\",glob.g1x,(glob.g1y/2));\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}", "match(route) {\n //match route against dictionary of defined paths to their relevant attributes\n for (let [path, {pathRoute, handler, params}] of this.routes) {\n const match = pathRoute.exec(route);\n //each route will be associated with a handler\n //this handler will handle all of the rendering associated with a new change\n if (match !== null) {\n //remove the first / from the route\n //loop through values and add each value with its associated parameter\n const routeParams = match.slice(1).\n reduce((allParams, value, index) => {\n allParams[params[index]] = value;\n return allParams;\n }, {});\n //split parameters using the ?varName=varVal \n this.currentPath = path;\n //check if we have any query parameters to parse\n if (window.location.search) {\n this.getQueryParameters(window.location.search, routeParams);\n }\n handler(route, routeParams);\n //we don't want to execute more than route once we've matched one\n //if it can match multiple ones so we break\n break;\n }\n\n }\n }", "function forwardToClients(msg) {\n var componentName = undefined;\n for(var i in conClients) {\n var rpc = JSON.parse(msg);\n if(rpc.method) {\n componentName = rpc.method.split(\".\")[0];\n console.log(\"Extracted Component Name: \" + componentName);\n if(conClients[i].registeredComponents[componentName] == true) {\n conClients[i].send(msg);\n }\n } else {\n componentName = undefined;\n conClients[i].send(msg);\n }\n }\n}", "initRouter() {\n Router.config(AppConfig.get('routes'));\n \n Router.onBeforeAction((r, p) => {\n const token = Accounts.getToken()\n if(!r.ignoreLogin && !token) Accounts.logout()\n })\n\n /** Login **/\n Router.on('login', (rota, req) => {\n this.component(<LoginComponent />);\n });\n Router.on('/logout', () => {\n Accounts.logout('/login');\n });\n\n /** Inicio **/\n Router.on('home', (rota, req) => {\n Router.redirect(rota.submenu[0].path);\n });\n Router.on('profile', (rota, req) => {\n this.component(<NewsFeed jsonUrl='/feed' userName={req.params.username}/>);\n });\n Router.on('/novidades', (rota, req) => {\n this.component(<NewsFeed jsonUrl='/feed'/>);\n });\n\n Router.on('messages', (rota, req) => {\n Router.redirect(rota.submenu[0].path);\n });\n Router.on('/social/conversations', (rota, req) => {\n this.component(<MessagesList />);\n });\n\n Router.on('settings', (rota, req) => {\n page.redirect(rota.submenu[0].path);\n });\n Router.on('/social/privacy', (rota, req) => {\n this.component(<h1>Privacy</h1>);\n });\n Router.notFound((rota, req) => {\n this.component(<h1>404 {rota.path}</h1>);\n });\n Router.init();\n }", "initSocketEvents() {\n const { socketReducer } = this.props;\n const { socket } = socketReducer;\n\n socket.on('PUT/api/v1/contacts/:contactId/', (payload) => {\n const contactId = this.props.match.params.contactId;\n\n // We'll directory dispatch the event here instead of calling\n // this.getContact, since this.getContact has other checks which we\n // won't be able to pass using sockets\n if (payload.contactId.toString() === contactId.toString()) {\n this.context.store.dispatch(getContact(contactId));\n }\n });\n }", "function CommunicationManager(onJob, onNotification, knownHosts){\n\t\t//console.log(\"creating communication manager\");\n\t\tvar WHY_CLIENT_HELLO = \"why client hello\";\n\t\tvar ABOUTME = \"aboutme\";\n\t\tvar _knownHosts = knownHosts;\n\t\tvar _onJob = onJob;\n\t\tvar _onNotification = onNotification;\n\n\t\tvar io = {\n\t\t\tclient : null, // making connections to servers from browser / gateway\n\t\t\tserver : null // recieving connections from clients / gateways on gateway / server\n\t\t}\n\t\t\n\n\t\tif ( typeof(window) != 'undefined' ) {\n\t\t\t//console.log(\"configuring as a browser element\");\n\t\t\tio.client = window.io;\n\t\t} else {\n\t\t\t//console.log(\"configuring as a node element\");\n\t\t}\n\t\t\n\t\t\n\t\tfunction Message(type, payload) {\n\t\t\t//console.log(\"creatign new message, type \" + type)\n\t\t\tthis.type = type;\n\t\t\tthis.payload = payload;\n\t\t}\n\t\t\n\t\tvar liveconnections = new Array();\n\t\n\t\tfunction storeConnection(socket, metadata){ // upsert\n\t\t\t//console.log(\"storing connection for url[\" + metadata.url + \"] >\" + metadata.guid );\n\t\t\tvar key = metadata.storageKey();\n\t\t\tif ( key != null ) {\n\t\t\t\tliveconnections[key] = socket;\n\t\t\t} else {\n\t\t\t\t//console.log(\"warning, connection cannot be stored!!!!\")\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction findConnection(metadata) {\n\t\t\t//console.log(\"searching for an active connection to url[\" + metadata.url + \"] >\" + metadata.guid );\n\t\t\tvar retval = null;\n\t\t\tif ( metadata.url != \"http://null\" && metadata.url != null ) {\n\t\t\t\tif ( metadata.url in liveconnections ) {\n\t\t\t\t\t//console.log(\"found active connection for \" + metadata.url);\n\t\t\t\t\tretval = liveconnections[metadata.url];\n\t\t\t\t}\n\t\t\t} else if ( metadata.guid != null ) {\n\t\t\t\tif( metadata.guid in liveconnections ) {\n\t\t\t\t\t//console.log(\"found connection for \" + metadata.guid );\n\t\t\t\t\tretval = liveconnections[metadata.guid];\n\t\t\t\t} else {\n\t\t\t\t\t//console.log(\"I've not found a connection\");\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn retval;\n\t\t}\n\t\t\n\t\tfunction removeConnection(metadata) {\n\t\t\t//console.log(\"removeConnection\");\n\t\t\tvar keyToDelete = metadata.storageKey();\n\t\t\tif (keyToDelete in liveconnections ) {\n\t\t\t\tdelete liveconnections[keyToDelete];\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction generateArrayOfMyMetaData(destinationMetadata) {\n\t\t\t//console.log(\"generateArrayOfMyMetaData\");\n\t\t\tvar retval = new Array();\n\t\t\tswitch ( $sis. myMetaData.nodeType ) {\n\t\t\t\tcase $sis.NodeType.CLIENT:\n\t\t\t\tcase $sis.NodeType.SERVER:\n\t\t\t\t\tretval.push($sis.myMetaData);\n\t\t\t\tbreak;\n\n\t\t\t\tcase $sis.NodeType.GATEWAY: {\n\t\t\t\t\tif (typeof(destinationMetadata) != 'undefined' && destinationMetadata != null ) {\n\t\t\t\t\t\tknownHosts.forall( function(i) {\n\t\t\t\t\t\t\tif ( i.isMe() ) {\n\t\t\t\t\t\t\t\tretval.push(i);\n\t\t\t\t\t\t\t}else if (destinationMetadata.guid != i.guid) {\n\t\t\t\t\t\t\t\tvar duplicate = new MetaData();\n\t\t\t\t\t\t\t\tduplicate.copy(i);\n\t\t\t\t\t\t\t\tduplicate.url = $sis.myMetaData.url;\n\t\t\t\t\t\t\t\tretval.push(duplicate);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t} else {\n\t\t\t\t\t\tknownHosts.forall( function(i) {\n\t\t\t\t\t\t\tif ( i.isMe() ) {\n\t\t\t\t\t\t\t\tretval.push(i);\n\t\t\t\t\t\t\t}else{\n\t\t\t\t\t\t\t\tvar duplicate = new MetaData();\n\t\t\t\t\t\t\t\tduplicate.copy(i);\n\t\t\t\t\t\t\t\tduplicate.url = $sis.myMetaData.url;\n\t\t\t\t\t\t\t\tretval.push(duplicate);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\treturn retval;\n\t\t}\n\t\t\n\t\tfunction handleArrayOfReceivedMetaData(data) {\n\t\t\t//console.log(\"handleArrayOfReceivedMetaData\");\n\t\t\tvar retval= new Array();\n\t\t\tfor (var i = 0; i < data.length; i++) {\n\t\t\t\tvar metadata = deserialise_MetaData(data[i]);\n\t\t\t\tretval.push(metadata);\n\t\t\t}\n\t\t\treturn retval;\n\t\t}\n\t\t\n\t\tfunction job_handler(data) {\n\t\t\t//console.log(\"job_handler\");\n\t\t\t//console.log(\"received JOB!\");\n\t\t\tif ( _onJob != null ) {\n\t\t\t\t//console.log(\"handler available - sending for processing\");\n\t\t\t\tvar job = deserialise_Job(data);\n\t\t\t\tjob.destinationMetaData = knownHosts.getLocalVersionOfMetadata(job.destinationMetaData);\n\t\t\t\t_onJob(job);\n\t\t\t} else {\n\t\t\t\t//console.log(\"no handler is registered for processing job\");\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction notification_handler(data) {\n\t\t\t//console.log(\"notificaiton_handler\");\n\t\t\t//console.log(\"received Notification : \" + JSON.stringify(data));\n\t\t\t\n\t\t\tif ( _onNotification != null ) {\n\t\t\t\t//console.log(\"handler available - sending for processing\");\n\t\t\t\tvar notification = deserialise_Notification(data);\n\t\t\t\t_onNotification(notification);\n\t\t\t} else {\n\t\t\t\t//console.log(\"no handler is registered for processing notification\");\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction client_handle_why_client_hello(data, socket) {\n\t\t\t//console.log(\"as a client I've just received about me info from a node or gateway - processing it here\") ;\n\t\t\tvar receivedMetaData = handleArrayOfReceivedMetaData(data);\n\t\t\tknownHosts.upsert(receivedMetaData);\n\t\t\t// I do not update liveconnections - as it will already be assigned the url from which I've received this data\t\t\t\n\t\t\tsend_aboutme(socket, receivedMetaData[0]);\n\t\t}\n\n\t\tfunction client_handle_aboutme(data, socket) {\n\t\t\t//console.log(\"as a client I've just received about me info from a node or gateway - processing it here\") ;\n\t\t\tvar receivedMetaData = handleArrayOfReceivedMetaData(data);\n\t\t\tknownHosts.upsert(receivedMetaData);\n\t\t\t// I do not update liveconnections - as it will already be assigned the url from which I've received this data\t\t\t\n\t\t\t//send_aboutme(socket, receivedMetaData[0]);\n\t\t}\t\t\n\t\t\n\t\tfunction server_handle_aboutme(data, socket) {\n\t\t\t//console.log(\"As a server I've just received about me info\");\n\t\t\t// we can record the connection here too\n\t\t\t//console.log(\"recording connection in live connections\");\n\t\t\tvar receivedMetaData = handleArrayOfReceivedMetaData(data);\n\t\t\tstoreConnection(socket, receivedMetaData[0]);\n\t\t\tknownHosts.upsert(receivedMetaData);\n\t\t\t// I do not send about me... \n\t\t\treturn receivedMetaData[0];\n\t\t}\n\t\t\n\t\tfunction send_aboutme(socket, metadata) {\n\t\t\t//console.log(\"send_aboutme\");\n\t\t\tif ( metadata != null ) {\n\t\t\t\t//console.log(\"sening about me information to \" + metadata.guid)\t;\t\t\t} else {\n\t\t\t\t//console.log(\"sending about me information to an unknown connection...\");\n\t\t\t}\n\t\t\t\n\t\t\tvar dataToSend = generateArrayOfMyMetaData(metadata);\n\t\t\tsocket.emit(ABOUTME, dataToSend);\n\t\t\t//console.log(\"about me sent\");\n\t\t}\n\n\t\tfunction send_why_client_hello(socket, metadata) {\n\t\t\t//console.log(\"send_why_client_hello\");\n\t\t\tif ( metadata != null ) {\n\t\t\t\t//console.log(\"sening about me information to \" + metadata.guid)\t;\t\t\t} else {\n\t\t\t\t//console.log(\"sending about me information to an unknown connection...\");\n\t\t\t}\n\t\t\t\n\t\t\tvar dataToSend = generateArrayOfMyMetaData(metadata);\n\t\t\tsocket.emit(WHY_CLIENT_HELLO, dataToSend);\n\t\t\t//console.log(\"about me sent\");\n\t\t}\t\t\n\t\t\n\t\tfunction handleConnectionDisconnectAndInformOthers(metadata) {\n\t\t\t//console.log( \" handleConnectionDisconnectAndInformOthers\" );\t\t\t\n\t\t\t//todo: remove hosts associated with this socket / guid from our knownhosts and live connections\n\t\t\tremoveConnection(metadata);\n\t\t\tknownHosts.deleteHost(metadata);\n\t\t\t// send an about me to anone remaining to let them know about the disconnect and lost of connection\n\t\t\tknownHosts.forall(function(host){\n\t\t\t\t//console.log(\"found :\" + host.guid);\n\t\t\t\tif ( !host.isMe() ) {\n\t\t\t\t\t//console.log( host.guid + \" should be send an about me message\");\n\t\t\t\t\tsendAboutMeMessageTo(host);\n\t\t\t\t\t//console.log(\"about message sent\");\n\t\t\t\t} else {\n\t\t\t\t\tvar str = \"\";\n\t\t\t\t\tif ( host.isMe() ) str = \" me!\";\n\t\t\t\t\t//console.log(host.guid + \" is \" + str );\n\t\t\t\t}\n\t\t\t});\t\t\n\t\t}\n\t\t\n\t\tfunction handleConnectionDisconnect(metadata) {\n\t\t\t//todo: remove hosts associated with this socket / guid from our knownhosts and live connections\n\t\t\t//console.log(\" handleConnectionDisconnect\");\n\t\t\tremoveConnection(metadata);\n\t\t\tknownHosts.deleteHost(metadata);\t\t\n\t\t}\n\t\t\n\t\tfunction retryEstablishConnection(metadata, callback, existingSocket) {\n\t\t\t//console.log(\"retryEstablishConnection\");\n\t\t\tsetTimeout(function(){\n\t\t\t\t//console.log(\"retryEstablishConnection, timeout expired... \");\n\t\t\t\testablishConnection(metadata, callback, existingSocket);\n\t\t\t\t}, 1000);\n\t\t}\n\t\t\n\t\tfunction establishConnection(metadata, callback, existingSocket) {\n\t\t\t//console.log(\"establishing a connection to \" + metadata.url);\n\t\t\tvar newSocket = true;\n\t\t\tvar socket = null;\n\t\t\tif ( typeof(existingSocket) != 'undefined') {\n\t\t\t\tnewSocket = false;\n\t\t\t\tsocket = existingSocket;\n\t\t\t\tsocket.reconnect();\n\t\t\t} else {\n\t\t\t\tsocket = io.client.connect(metadata.url);\n\t\t\t}\n\t\t\tstoreConnection(socket, metadata);\n\t\t\t\n\t\t\tif (newSocket){\n\t\t\t\tsocket.on(WHY_CLIENT_HELLO, function(data){\n\t\t\t\t\tclient_handle_why_client_hello(data, socket);\n\t\t\t\t\tcallback(resultIs.OK);\n\t\t\t\t});\n\n\t\t\t\tsocket.on(ABOUTME, function(data) {\n\t\t\t\t\tclient_handle_aboutme(data, socket);\t\t\t\t\n\t\t\t\t});\n\t\t\t\tsocket.on(messageTypeIs.JOB, job_handler);\n\t\t\t\tsocket.on(messageTypeIs.NOTIFICATION, notification_handler);\t\n\t\t\t\tsocket.on('disconnect', function() {\n\t\t\t\t\t//console.log(\"registered a disconnection from : \" + metadata.guid);\n\t\t\t\t\tswitch( $sis.myMetaData.nodeType ) {\n\t\t\t\t\t\tcase $sis.NodeType.CLIENT:\t\t\t\t\t\t\t\n\t\t\t\t\t\t\thandleConnectionDisconnect(metadata);\n\t\t\t\t\t\t\tretryEstablishConnection(metadata, callback, socket);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\n\t\t\t\t\t\tcase $sis.NodeType.SERVER: // this should never happen - servers never establish a connection\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\n\t\t\t\t\t\tcase $sis.NodeType.GATEWAY:\n\t\t\t\t\t\t\thandleConnectionDisconnectAndInformOthers(metadata);\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t});\n\t\t\t\tsocket.on('error', function() {\n\t\t\t\t\t//console.log(\"error connecting to \" + metadata.url);\n\t\t\t\t\tretryEstablishConnection(metadata, callback);\n\t\t\n\t\t\t\t});\n\n\t\t\t\tsocket.on('connect_failed', function() {\n\t\t\t\t\t//console.log(\"error connecting to socket \" + metadata.url);\n\t\t\t\t\tretryEstablishConnection(metadata, callback);\n\t\t\t\t});\t\t\t\t\t\n\t\t\t}\n\n\t\t\t\t\t\n\t\t}\n\t\t\n\t\t// this function sends a message to a client only if it is already connected.. avoiding an about me game of tennis\n\t\tfunction sendAboutMeMessageTo(metadata) {\n\t\t\t//console.log(\"sending an about me message\");\n\t\t\tvar connection = findConnection(metadata);\n\t\t\tif (connection != null) {\n\t\t\t\t//console.log(\"connection exists sending about me message\");\n\t\t\t\tsend_aboutme(connection, metadata);\n\t\t\t}\n\t\t}\n\n\n\t\tthis.clientUpdateOfAboutmeInfo = function() {\n\t\t\t//console.log(\"clientUpdateOfAboutmeInfo\");\n\t\t\tknownHosts.foreachendpoint(function(host){\n\t\t\t\t//console.log(\"found :\" + host.guid);\n\t\t\t\tif ( !host.isMe()) {\n\t\t\t\t\t//console.log( host.guid + \" should be send an about me message\");\n\t\t\t\t\tsendAboutMeMessageTo(host);\n\t\t\t\t\t//console.log(\"about message sent\");\n\t\t\t\t} \n\t\t\t});\t\t\t\n\t\t}\n\t\t\t\t\n\t\tthis.sendMessage = function (metadata, type, message, doneCB) {\n\t\t\t//console.log(\"sending a message\");\n\t\t\t//console.log(\"checking meta data\");\n\t\t\tif ( metadata.hasGuidButNoUrl() ) {\n\t\t\t\t//console.log(\"there is no URL for this destination, and an existing link was not found\");\n\t\t\t\t_knownHosts.populateWithKnownUrl( metadata );\n\t\t\t} else {\n\t\t\t\t//console.log(\"metadata ok\");\n\t\t\t}\n\t\t\t\n\t\t\tvar connection = findConnection(metadata);\n\t\t\tif ( connection == null ) {\n\t\t\t\t//console.log(\"connection could not be found\");\t\t\t\t\n\t\t\t\t//console.log(\"creating a missing connection\");\n\t\t\t\tconnection = establishConnection(metadata, function(result){\n\t\t\t\t\tif ( result == resultIs.OK ) {\n\t\t\t\t\t\t//console.log(\"connection establoshed, sending message\");\n\t\t\t\t\t\tconnection.emit(type, message);\n\t\t\t\t\t}\n\t\t\t\t\tdoneCB(result);\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\t//console.log(\"connection exists sending message\");\n\t\t\t\tconnection.emit(type, message);\n\t\t\t\tdoneCB(resultIs.OK);\n\t\t\t}\n\t\t}\n\t\t\n\t\tthis.startConnectionsToKnownHosts = function(socketioclient) {\n\t\t\t//console.log(\"startConnectionsToKnownHosts\");\n\t\t\tif ( typeof(socketioclient) != 'undefined' ) {\n\t\t\t\tio.client = socketioclient;\n\t\t\t}\n\t\t\t\n\t\t\tvar max = knownHosts.length();\n\t\t\t//console.log(\"startConnectionsToKnownHosts (\" + max + \")\");\n\t\t\tif ( max > 1 ) {\n\t\t\t\t// try to establish connections first, then tell the developer\n\t\t\t\tknownHosts.forall(function(host){\n\t\t\t\t\t//console.log(\"host[\" + host.guid + \"]\");\n\t\t\t\t\tif ( ! host.isMe() ) {\n\t\t\t\t\t\t//console.log(\"this host isn't me, creating connection to \" + host.url);\n\t\t\t\t\t\testablishConnection(host, function(result) {\n\t\t\t\t\t\t\t//console.log(\"connection established to \" + host.url);\n\t\t\t\t\t\t\t// call back...\n\t\t\t\t\t\t\t// if ( result == resultIs.OK)\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\t// theer is only one known host, that's us... so just tell the developer what the status is\n\t\t\t\t//console.log(\"the only host available is me, not establishing connections\");\n\t\t\t\tknownHosts.invokeChangeCallback();\t\n\t\t\t}\n\t\t}\n\t\t\n\t\tthis.startReceivingIncomingConnections = function(socketio) {\n\t\t\t//console.log(\"startReceivingIncomingConnections\");\n\t\t\tio.server = socketio;\n\t\t\tio.server.sockets.on('connection', function (socket) {\n\t\t\t\t//console.log(\"connection received, sending about me\");\n\t\t\t\tvar socketsMetaData = null;\n\t\t\t\tsend_why_client_hello(socket, null);\n\t\t\t\tsocket.on(ABOUTME, function(data) {\n\t\t\t\t\t//console.log(\"received about me information\");\n\t\t\t\t\tsocketsMetaData = server_handle_aboutme(data, socket);\n\t\t\t\t\t//console.log(\"about me information delt with, sending update description of self to everyone else\");\n\t\t\t\t\tknownHosts.forall(function(host){\n\t\t\t\t\t\t//console.log(\"found :\" + host.guid);\n\t\t\t\t\t\tif ( !host.isMe() && host.guid != socketsMetaData.guid ) {\n\t\t\t\t\t\t\t//console.log( host.guid + \" should be send an about me message\");\n\t\t\t\t\t\t\tsendAboutMeMessageTo(host);\n\t\t\t\t\t\t\t//console.log(\"about message sent\");\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tvar str = \"\";\n\t\t\t\t\t\t\tif ( host.isMe() ) str = \" me!\";\n\t\t\t\t\t\t\tif ( host.guid == socketsMetaData.guid ) str = \" the recently joined dude\";\n\t\t\t\t\t\t\tconsole.log(host.guid + \" is \" + str );\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t});\n\t\t\t\tsocket.on('disconnect', function() {\n\t\t\t\t\thandleConnectionDisconnectAndInformOthers(socketsMetaData);\n\t\t\t\t});\n\t\t\t\t\n\t\t\t\tsocket.on(messageTypeIs.JOB, job_handler);\n\t\t\t\tsocket.on(messageTypeIs.NOTIFICATION, notification_handler);\t\n\t\t\t});\t\t\t\n\t\t}\n\t\t\n\t}", "function processRoutes()\n {\n if(!app.routes){\n Ext.global.console.warn(\"No routes were found. Consider defining routes object in your Ext.application definition.\");\n return;\n }\n \n Ext.iterate(app.routes, function(route, value)\n {\n value = value.split('#');\n route = removeSlash(route, true);\n \n routes.push({\n controller : Ext.String.capitalize(value[0]),\n action : value[1],\n sections : route.split('/')\n });\n });\n }", "function route(req,res,module,app,next,counter) { \n \n // Wait for the dependencies to be met \n if(!calipso.socket) {\n \n counter = (counter ? counter : 0) + 1; \n \n if(counter < 1000) {\n process.nextTick(function() { route(req,res,module,app,next,counter); }); \n return;\n } else {\n calipso.error(\"Tweetstream couldn't route as dependencies not met.\")\n next();\n return;\n } \n }\n \n res.menu.primary.push({name:'Tweets',url:'/tweets',regexp:/tweets/});\n \n /**\n * Routes\n */ \n module.router.route(req,res,next);\n \n}", "includeRoutes() {\n new Routes(this.app,this.socket).routesConfig();\n }", "handle(msg) {\n let self = this;\n if (msg.cmd === intf.ParentMsgCode.init) {\n if (self.topology_local) {\n let s = `Init called in the child process (${msg.data.general.uuid}), but the topology is already running (${self.topology_local.getUuid()}).`;\n log.logger().error(self.log_prefix + s);\n self.sendToParent(intf.ChildMsgCode.response_init, { err: new Error(s) });\n return;\n }\n self.uuid = msg.data.general.uuid;\n self.log_prefix = `[Wrapper ${self.uuid}] `;\n delete msg.data.general.uuid;\n let compiler = new topology_compiler.TopologyCompiler(msg.data);\n try {\n compiler.compile();\n }\n catch (err) {\n self.sendToParent(intf.ChildMsgCode.response_init, { err: err }, () => {\n self.killProcess(intf.ChildExitCode.init_error); // error was already sent to parent\n });\n return;\n }\n let topology = compiler.getWholeConfig();\n if (topology.general && topology.general.wrapper) {\n this.pingTimeout = topology.general.wrapper.ping_child_timeout || this.pingTimeout;\n this.pingInterval = topology.general.wrapper.ping_child_interval || this.pingInterval;\n this.setPingInterval();\n if (topology.general.wrapper.log_level) {\n log.logger().setLevel(topology.general.wrapper.log_level);\n }\n }\n log.logger().important(self.log_prefix + \"Initializing topology \" + self.uuid);\n // if an internal error is raised we will exit with code 110\n self.topology_local = new tl.TopologyLocal((err) => { self.killProcess(intf.ChildExitCode.internal_error, err); });\n self.topology_local.init(self.uuid, topology, (err) => {\n self.sendToParent(intf.ChildMsgCode.response_init, { err: err }, () => {\n if (err) {\n self.killProcess(intf.ChildExitCode.init_error); // error was already sent to parent\n }\n });\n });\n }\n if (msg.cmd === intf.ParentMsgCode.ping) {\n this.lastPing = Date.now();\n self.sendToParent(intf.ChildMsgCode.response_ping, {});\n }\n if (msg.cmd === intf.ParentMsgCode.run) {\n if (!self.topology_local) {\n let s = `Run called in the child process, but the topology hasn't been initialized yet.`;\n log.logger().error(self.log_prefix + s);\n self.sendToParent(intf.ChildMsgCode.response_run, { err: new Error(s) });\n return;\n }\n self.topology_local.run((err) => {\n self.sendToParent(intf.ChildMsgCode.response_run, { err: err }, () => {\n if (err) {\n self.killProcess(intf.ChildExitCode.run_error); // error was already sent to parent\n }\n });\n });\n }\n if (msg.cmd === intf.ParentMsgCode.pause) {\n if (!self.topology_local) {\n let s = `Pause called in the child process, but the topology hasn't been initialized yet.`;\n log.logger().error(self.log_prefix + s);\n self.sendToParent(intf.ChildMsgCode.response_pause, { err: new Error(s) });\n return;\n }\n self.topology_local.pause((err) => {\n self.sendToParent(intf.ChildMsgCode.response_pause, { err: err }, () => {\n if (err) {\n self.killProcess(intf.ChildExitCode.pause_error); // error was already sent to parent\n }\n });\n });\n }\n if (msg.cmd === intf.ParentMsgCode.shutdown) {\n if (!self.topology_local) {\n self.exitNonInit(\"Shutdown\", intf.ChildMsgCode.response_shutdown, intf.ChildExitCode.shutdown_notinit_error);\n return;\n }\n self.shutdown();\n }\n }", "function sendRoutingInfo(gateway_id, node_id, id, ip_address, routing_table, awaiting_acks, socket) {\n var routing_info = messages.routing_info(node_id, gateway_id, ip_address,\n Object.keys(routing_table).map(function(nid) {\n return { node_id: nid,\n \"ip_address\": routing_table[nid].ip,\n port: routing_table[nid].port };\n })\n );\n if (gateway_id === id) {\n send(routing_info, node_id, id, routing_table, awaiting_acks, socket, { no_ping: true });\n } else {\n route(gateway_id, id, routing_table, function(route_id) {\n send(routing_info, route_id, id, routing_table, null, socket, { no_ping: true });\n });\n }\n}", "function IoMapHandler() {\n this.CHI = new CHI();\n // todo: create maps from each of these and wrap them in a connections map\n // so all there wil be is this.connections.\n // connections.byTarget, connections.bySource etc.\n this.targetMap = {};\n this.connections = {};\n this.sourceMap = {};\n this.syncedTargetMap = {};\n this.pointerPorts = {};\n this._shutdown = false;\n this.addQueueManager(\n new DefaultQueueManager(this.receiveFromQueue.bind(this))\n );\n this.addCHI(this.CHI);\n}", "startSocketHandling() {\n this.userNamespace.on('connection', (socket) => {\n logger.debug(`New socket connected to namespace ${this.userNamespace.name} + ${socket.id}`);\n\n // Register socket functions\n socket.on('getQuestions', this.getQuestions(socket));\n socket.on('answerQuestion', this.answerQuestion(socket));\n socket.on('answerOpenQuestion', this.answerOpenQuestion(socket));\n });\n }", "function map(routable) {\n\tvar prefix = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : '';\n\tvar items = arguments[2];\n\tvar history = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {};\n\n\tif (!isRoutable(routable) && !isURoutable(routable)) {\n\t\treturn false;\n\t}\n\tif (isRoutable(routable)) {\n\t\troutable = routable.constructor;\n\t}\n\tif (!isArray(routable.subroutes)) {\n\t\treturn;\n\t}\n\tprefix = !items ? routable.route : prefix;\n\titems = items || [];\n\thistory = Object.create(history);\n\tvar type = getIdentifiedType(routable);\n\thistory[type] = routable.placard;\n\n\troutable.subroutes.forEach(function (subroute) {\n\t\tif (!isURoutable(subroute)) {\n\t\t\treturn;\n\t\t}\n\t\tvar route = subroute.route;\n\t\tvar path = prefix + '/' + route;\n\t\tif (isUEndpoint(subroute)) {\n\t\t\tvar placard = subroute.placard;\n\t\t\thistory.Endpoint = extend({}).with(placard);\n\t\t\tif (!isObject(placard) && !isData(placard)) {\n\t\t\t\tplacard = {};\n\t\t\t}\n\t\t\tvar hashpath = '#!/' + path;\n\t\t\tvar shortpath = router.shortcutOf(hashpath);\n\t\t\textend(placard).with({\n\t\t\t\t//paths\n\t\t\t\thashpath: hashpath,\n\t\t\t\tpath: path,\n\t\t\t\tshortpath: shortpath,\n\t\t\t\turl: '#!' + shortpath,\n\t\t\t\t//history\n\t\t\t\tApplication: history.Application,\n\t\t\t\tEndpoint: history.Endpoint,\n\t\t\t\tFeature: history.Feature,\n\t\t\t\tPage: history.Page,\n\t\t\t\tRole: history.Role\n\t\t\t});\n\t\t\titems.push(new NavigationItem(placard));\n\t\t\treturn;\n\t\t}\n\t\tmap(subroute, path, items, history);\n\t});\n\treturn items;\n}", "_distributeMessage(command, msg) {\n var message = {\n command: command,\n data: msg\n }\n message = JSON.stringify(message);\n Object.keys(this._connections).forEach(function(key) {\n var socket = this._connections[key].socket;\n socket.write(message);\n }, this);\n }", "_constructSocketListeners () {\n /* Handles our open event */\n this._ws.addEventListener('open', evt => {\n setInterval(() => {\n this._sendArray([{ m: '+ls' }])\n }, this._roomScanMS)\n this._isConnected = true\n this._sendArray([{ m: 'hi' }])\n this._heartbeatInterval = setInterval(() => {\n this._sendArray([{ m: 't', e: Date.now() }])\n }, this._heartbeatMS)\n this.emit('connected')\n this.setChannel('lobby')\n this._noteFlushInterval = setInterval(() => {\n if (this._noteBufferTime && this._noteBuffer.length > 0) {\n this._sendArray([{ m: 'n', t: this._noteBufferTime + this._serverTimeOffset, n: this._noteBuffer }])\n this._noteBufferTime = 0\n this._noteBuffer = []\n }\n }, this._noteFlushIntervalMS)\n })\n\n /* Handles our close event */\n this._ws.addEventListener('close', evt => {\n clearInterval(this._heartbeatInterval)\n clearInterval(this._noteFlushInterval)\n if (!this.hasErrored) this.emit('disconnected')\n })\n\n /* Handles our errors */\n this._ws.addEventListener('error', error => {\n if (error.message === 'WebSocket was closed before the connection was established') return\n this.emit('error', new Error(error))\n this._ws.close()\n })\n\n /* Handles generic messages */\n this._ws.addEventListener('message', evt => {\n if (typeof evt.data !== 'string') return\n try {\n const transmission = JSON.parse(evt.data)\n for (var i = 0; i < transmission.length; i++) {\n var msg = transmission[i]\n if (msg.m === 'hi') {\n this._recieveServerTime(msg.t, msg.e || undefined)\n }\n if (msg.m === 't') {\n this._recieveServerTime(msg.t, msg.e || undefined)\n }\n if (msg.m === 'a') {\n this.emit('message', {\n content: msg.a,\n user: {\n id: msg.p.id,\n name: msg.p.name,\n color: msg.p.color\n },\n time: msg.t\n })\n }\n if (msg.m === 'ch') {\n this.room.name = msg.ch._id\n this._channelHasJoined = true\n if (this.room.users.length !== 0) return\n msg.ppl.forEach(person => {\n this.room.users.push({\n id: person.id,\n name: person.name,\n color: person.color\n })\n })\n }\n if (msg.m === 'p') {\n const formattedUser = {\n id: msg.id,\n name: msg.name,\n color: msg.color\n }\n this.emit('userJoined', formattedUser)\n this.room.users.push(formattedUser)\n }\n if (msg.m === 'bye') {\n const user = this.room.users.filter(e => e.id === msg.p)[0]\n this.room.users = this.room.users.filter(e => e.id !== msg.p)\n this.emit('userLeave', user)\n }\n if (msg.m === 'ls') {\n this.rooms = []\n msg.u.forEach(room => {\n this.rooms.push({\n name: room._id,\n count: room.count\n })\n })\n this._sendArray([{ m: '-ls' }])\n }\n if (msg.m === 'n') {\n this.emit('notePress', {\n note: msg.n,\n user: msg.p\n })\n }\n }\n } catch (error) {\n this.emit('error', error)\n }\n })\n }", "function fetchChats(socket){\n // console.log(socket);\n //return chats as an object;\n let payload = {\n 'zoz-eyad': {\n id: 1, //Represents the ChatId\n name: 'Patriot Chat Development',\n participants: ['zoz', 'eyad']\n },\n 'zoz-dhaynes': {\n id: 2,\n name: 'some other thing',\n participants: ['zoz', 'dhaynes']\n },\n 'eyad-dhaynes': {\n id: 3,\n name: 'some third thing',\n participants: ['eyad', 'dhaynes']\n }\n };\n\n io.to(socket.id).emit('fetch-chats', payload);\n}", "function handleMessage(route, message) {\n var matches = [],\n isCommand = (route.room === null), // All direct messages are interpreted as commands\n i, matched;\n\n // Commands in rooms are prefixed with the bot name (or alias)\n // If so, remove the name to get just the command.\n for (i = 0; i < this.prompts.length; i++) {\n matched = message.match(this.prompts[i]);\n if (matched) {\n isCommand = true;\n message = message.slice(matched[0].length);\n break;\n }\n }\n\n if (isCommand) {\n // Find all matches\n for (i = 0; i < this.commands.length; i++) {\n var command = this.commands[i];\n\n matched = command.trigger.exec(message);\n if (matched && matched.index === 0) {\n // Do not process non-core commands if currently squelched\n if (command.core || !this.squelched(route.room)) {\n matched.func = command.func;\n matches.push(matched);\n } else {\n console.log('Bot is squelched, not processing command');\n }\n }\n }\n\n if (matches.length) {\n matched = [''];\n\n // Pick the match that matched the longest substring\n // Semi-intelligently handles cases where multiple commands match\n for (i = 0; i < matches.length; i++) {\n if (matches[i][0].length > matched[0].length) {\n matched = matches[i];\n }\n }\n\n // Call the command and pass in arguments.\n matched.func(route, this.splitArgs(message.slice(matched[0].length)));\n\n // Do not execute any listeners if a command matched.\n return;\n }\n }\n\n // Do not process listener if currently shut up.\n if (!this.squelched(route.room)) {\n // Check for listener matches\n matches = [];\n for (i = 0; i < this.listeners.length; i++) {\n matched = this.listeners[i].trigger.exec(message);\n\n if (matched) {\n matched.func = this.listeners[i].func;\n matches.push(matched);\n }\n }\n\n // Listeners are executed in order of match length\n // Execution stops if a listener returns true, otherwise the next longest listener is executed. This can result in multiple responses.\n // In practice a synchronous listeners should always return true if they respond, and listeners with async (for example, db calls) return false.\n if (matches.length) {\n matches.sort(function (a, b) {\n return a[0].length > b[0].length;\n });\n\n for (i = 0; i < matches.length; i++) {\n if (matches[i].func(route, message)) {\n return;\n }\n }\n }\n }\n\n // If this was a command (prefixed by the bot name/alias) but we couldn't understand anything from it, express our confusion.\n if (isCommand) {\n if (this.squelched(route.room)) {\n route.direct().send('?command_but_silenced', route.room);\n } else {\n route.send('?command_not_found');\n }\n }\n}", "function lookaround() {\n socket.emit('swoopA');\n}", "match(route) {\n //match route against dictionary of defined paths to their relevant attributes\n for (let [path, {pathRoute, handler, params}] of this.routes) {\n const match = pathRoute.exec(route);\n //each route will be associated with a handler\n //this handler will handle all of the rendering associated with a new change\n if (match !== null) {\n //remove the first / from the route\n //loop through values and add each value with its associated parameter\n const routeParams = match.slice(1).\n reduce((allParams, value, index) => {\n allParams[params[index]] = value;\n return allParams;\n }, {});\n this.currentPath = path;\n //check if we have any query parameters to parse\n if (window.location.search) {\n this.getQueryParameters(window.location.search, routeParams);\n }\n handler(route, routeParams);\n //we don't want to execute more than route once we've matched one\n //if it can match multiple ones so we break\n break;\n }\n\n }\n }", "function newConnection(socket) {\n console.log('Connnected: ' + socket.id);\n player_id.push(socket.id);\n players++;\n //function if this socket ever disconnects\n socket.on(\"disconnect\", (reason) => {\n\n console.log(reason);\n Disconnect(socket);\n\n });\n socket.emit('number_of_players', player_id);\n socket.broadcast.emit('updated_player_length', player_id);\n socket.on('player_data', playerdata);\n socket.on('shoot', Shoot);\n socket.on('Player_got_hit',PlayerHit);\n socket.on('i_hit_someone', hit)\n socket.on('increase_kill_count', increaseKillCount);\n\n function Shoot(shoot_data) {\n socket.broadcast.emit('shoot', shoot_data);\n //console.log(shoot_data);\n }\n\n function playerdata(all_data) {\n socket.broadcast.emit('player_data', all_data);\n //console.log(all_data);\n }\n\n function PlayerHit(hit_data){\n socket.broadcast.emit('someone_got_hit',hit_data);\n }\n\n function increaseKillCount(pid) {\n socket.to(pid).emit('kills_badhao_mera');\n }\n\n function hit(hit_data) {\n //console.log(hit_data[0])\n socket.broadcast.emit('someone_hit_me',hit_data);\n }\n}", "function IoMapHandler() {\n\n this.CHI = new CHI();\n\n // todo: create maps from each of these and wrap them in a connections map\n // so all there wil be is this.connections.\n // connections.byTarget, connections.bySource etc.\n this.targetMap = {};\n this.connections = {};\n this.sourceMap = {};\n this.syncedTargetMap = {};\n this.pointerPorts = {};\n\n this._shutdown = false;\n\n this.addQueueManager(\n new DefaultQueueManager(this.receiveFromQueue.bind(this))\n );\n\n this.addCHI(this.CHI);\n}", "function socket_message(bitmex, message) {\n // Parse the message.\n message = JSON.parse(message)\n\n // Forward message for standalone.\n if(bitmex.opt('standalone')) receive_message(bitmex, message)\n\n // Parse message for parent.\n else {\n const type = message[0] // Parent ID is message[1]. But we added parent to kid, so stream ID will work for parent too =D\n const stream = message[2]\n const reply = message[3]\n\n // Send message to appropriate object.\n switch(type) {\n case 0: return void receive_message(bitmex[s.kids][stream], reply)\n case 2: return void socket_close(bitmex[s.kids][stream], true)\n default: return void this.emit('error', new Error(`Unexpected packet-type received from BitMEX. Packet type: '${type}'`))\n }\n }\n}", "function getRoute() {\n\n\tstompClient.send(\"/app/map/route/get\", {}, null); \n}", "setSocketBindings(port, connector, afterBinding) {\n var c = this.connector = connector;\n\n c.subscribe('connect', data => {\n this.log('connected on port ${port}');\n this.socketPreBindings();\n\n c.subscribe('game-list', data => {\n this.updateGameList(data);\n });\n\n c.subscribe('getready', data => {\n this.log('instructed to get ready by the server on ${port}');\n this.setGameData(data);\n c.publish('ready');\n });\n\n c.subscribe('initial-tiles', data => {\n this.log('initial tiles for ${this.name}: ', data.tiles);\n this.setInitialTiles(data.tiles, parseInt(data.wallSize));\n });\n\n c.subscribe('deal-bonus-compensation', data => {\n this.log('deal bonus compensation tiles for ${this.name}: ', data.tiles);\n this.processDealBonusTiles(data.tiles.map(v => parseInt(v)));\n });\n\n c.subscribe('turn-tile', data => {\n this.log(this.name, 'received turn tile: ', data.tile);\n this.checkDrawBonus(parseInt(data.tile), parseInt(data.wallSize));\n });\n\n c.subscribe('player-received-deal', data => {\n this.playerReceivedDeal(parseInt(data.playerPosition));\n });\n\n c.subscribe('draw-bonus-compensation', data => {\n this.log('draw bonus compensation tile for ${this.name}: ', data.tile);\n this.checkDrawBonus(parseInt(data.tile), parseInt(data.wallSize));\n });\n\n c.subscribe('tile-discarded', data => {\n var from = parseInt(data.from);\n var tile = parseInt(data.tile);\n var claim = this.determineClaim(from, tile, claim => {\n c.publish('claim-discard', claim);\n });\n });\n\n c.subscribe('claim-awarded', data => {\n var tiles = this.processClaimAward(data);\n c.publish('set-revealed', { tiles });\n });\n\n c.subscribe('tile-claimed', data => {\n this.tileClaimed(parseInt(data.tile), parseInt(data.by), parseInt(data.claimType), parseInt(data.winType));\n });\n\n c.subscribe('kong-compensation', data => {\n this.log('kong compensation tile for ${this.name}: ', data.tile);\n this.checkDrawBonus(parseInt(data.tile), parseInt(data.wallSize));\n });\n\n c.subscribe('player-revealed', data => {\n if (data.from == this.currentGame.position) {\n // if this is not a kong, we now need to discard something.\n if (data.tiles.length < 4) this.discardTile();\n // if it WAS a kong, we need to wait for our compensation tile.\n } else {\n this.recordReveal(parseInt(data.from), data.tiles);\n }\n });\n\n c.subscribe('player-revealed-bonus', data => {\n this.recordBonus(parseInt(data.by), data.tiles);\n });\n\n c.subscribe('hand-drawn', data => {\n this.log('${this.name} in seat ${this.currentGame.position} registered that the hand was a draw.');\n this.handDrawn(data.alltiles, () => c.publish('hand-acknowledged'));\n });\n\n c.subscribe('hand-won', data => {\n var winner = parseInt(data.winner);\n var selfdrawn = data.selfdrawn ? '(self-drawn) ' : '';\n this.log('${this.name} in seat ${this.currentGame.position} registered that the hand was won ${selfdrawn}by player in seat ${winner}.');\n this.handWon(winner, selfdrawn, data.alltiles, () => c.publish('hand-acknowledged'));\n });\n\n c.subscribe('hand-score', data => {\n this.processScores(data.scores, data.playerScores);\n });\n\n c.subscribe('game-over', data => {\n this.gameOver(parseInt(data.gameid));\n });\n\n c.subscribe('verify', data => {\n this.verify(data);\n });\n });\n\n if (afterBinding) afterBinding(this);\n }", "function receiverConnect(rec) {\n\t// create a uid\n\tvar uid = ++guidin,\n\t\tconn;\n\t// create connection to socket file\n\tconn = rec.port ? net.connect(rec.port, rec.host) : net.connect(rec.sock);\n\t// setup listeners if the connection succeeds\n\tconn.on('connect', function() {\n\t\t// add connection to socket list\n\t\tsList[ uid ] = conn;\n\t\t// add uid entry to where JSON strings will be temporarily written\n\t\ttmpStore[ uid ] = '';\n\t\t// add path to global path list\n\t\tsPath.push(uid);\n\t\t// send debug message that connection was successful\n\t\tif (config.debug)\n\t\t\tdebugLog('connected to service ' + (rec.sock || rec.port + ':' + rec.host));\n\t});\n\t// aggregate data when it's received\n\tconn.on('data', function(data) {\n\t\tisAgg = true;\n\t\t// ensure there is actually data\n\t\tif (!data) return;\n\t\t// temporarily store data if only part of the string has been sent\n\t\t// check for entire JSON string by \\n char at end\n\t\ttmpStore[ uid ] += data.toString();\n\t\tif (tmpStore[ uid ].charCodeAt(tmpStore[ uid ].length - 1) !== 10) return;\n\t\t// extend the bobj with the stored data\n\t\tobjExtend(JSON.parse(tmpStore[ uid ]));\n\t\t// cleanup tmpStore\n\t\ttmpStore[ uid ] = '';\n\t\t// check if all socket callbacks have fired\n\t\tif (++aggCounter === sPath.length) {\n\t\t\taggCounter = 0;\n\t\t\tisAgg = false;\n\t\t\t// emit data if all socket callbacks have fired\n\t\t\temitter();\n\t\t}\n\t});\n\t// cleanup if dies for whatever reason\n\tconn.on('end', function() {\n\t\t// remove connection from list\n\t\tdelete sList[ uid ];\n\t\tdelete tmpStore[ uid ];\n\t\t// shouldn't happen often, so not worried about memory hit\n\t\tsPath.splice(sPath.indexOf(uid), 1);\n\t\t// attempt reconnect at rescan interval\n\t\tsetTimeout(function() {\n\t\t\treceiverConnect(rec);\n\t\t}, config.rescan);\n\t});\n\t// if the connection fails, retry after rescan time\n\tconn.on('error', function(err) {\n\t\tif (cli.debug) debugLog(err);\n\t\t// attempt reconnect at rescan interval\n\t\tsetTimeout(function() {\n\t\t\treceiverConnect(rec);\n\t\t}, config.rescan);\n\t});\n}", "componentWillMount() {\n let { addUserToGroup, \n removeUserOnDisconnection, \n setDefaultGroup, \n deleteGroup,\n setActiveChatState, \n nickname,\n updateMessageList, \n activeChat, \n updateUnseenMsgCount,\n removeMessageHistory } = this.props;\n\n // Fetch list of active users\n this.socket.emit('getActiveUsersList');\n\n // Add user to default group\n this.socket.on('setActiveUsersList', (groupName, groupId, usersList, admin) => {\n addUserToGroup(groupName, groupId, usersList, admin);\n setActiveChatState(groupId, groupName); \n setDefaultGroup(groupId);\n });\n \n // Update active users list when a new user gets connected\n this.socket.on('newUserJoined', (groupName, groupId, connectedUser, admin) => {\n addUserToGroup(groupName, groupId, [connectedUser], admin); \n setDefaultGroup(groupId);\n });\n\n // Update active users list when user is disconnected\n this.socket.on('userDisconnected', (groupsList, nickname) => {\n removeUserOnDisconnection(groupsList, nickname);\n removeMessageHistory(nickname);\n });\n\n // Add new group to groups list\n this.socket.on('newGroupCreated', ({groupName, groupId, groupMembers, admin}) => {\n addUserToGroup(groupName, groupId, groupMembers, admin);\n admin === nickname && setActiveChatState(groupId, groupName); \n })\n\n // Edit group\n this.socket.on('groupEdited', ({groupName, groupId, groupMembers, admin}) => {\n addUserToGroup(groupName, groupId, groupMembers, admin,'editGroup');\n })\n\n // Delete group\n this.socket.on('groupDeleted', (groupId) => {\n deleteGroup(groupId);\n removeMessageHistory(groupId);\n })\n\n // Receive response from individual client\n this.socket.on('responseToClientMsg', ({sender, message}) => {\n updateMessageList(sender, {[sender]: message});\n sender !== this.props.activeChat.chatId && updateUnseenMsgCount(sender, 'increment');\n });\n\n // Receive response from a group\n this.socket.on('responseToGroupMsg', ({sender, recipient, message}) => {\n updateMessageList(recipient, {[sender]: message});\n recipient !== this.props.activeChat.chatId && updateUnseenMsgCount(recipient, 'increment');\n });\n }", "function handleJoinRelayMsg(msg, id, ip_address, routing_table, awaiting_acks, socket) {\n route(msg.node_id, id, routing_table, function(route_id) {\n if (route_id !== id) send(msg, route_id, id, routing_table, awaiting_acks, socket, { no_ping: true });\n });\n sendRoutingInfo(msg.gateway_id, msg.node_id, id, ip_address, routing_table, awaiting_acks, socket);\n}", "_processMessages() {\n let connection;\n let i, len;\n\n // do nothing if already closed\n if (this._closed) {\n return;\n }\n\n // do nothing if queue is empty\n if (!this._queue.length) {\n if (!this.idling) {\n // no pending jobs\n this.idling = true;\n this.emit('idle');\n }\n return;\n }\n\n // find first available connection\n for (i = 0, len = this._connections.length; i < len; i++) {\n if (this._connections[i].available) {\n connection = this._connections[i];\n break;\n }\n }\n\n if (!connection && this._connections.length < this.options.maxConnections) {\n connection = this._createConnection();\n }\n\n if (!connection) {\n // no more free connection slots available\n this.idling = false;\n return;\n }\n\n // check if there is free space in the processing queue\n if (!this.idling && this._queue.length < this.options.maxConnections) {\n this.idling = true;\n this.emit('idle');\n }\n\n let entry = (connection.queueEntry = this._queue.shift());\n entry.messageId = (connection.queueEntry.mail.message.getHeader('message-id') || '').replace(/[<>\\s]/g, '');\n\n connection.available = false;\n\n this.logger.debug(\n {\n tnx: 'pool',\n cid: connection.id,\n messageId: entry.messageId,\n action: 'assign'\n },\n 'Assigned message <%s> to #%s (%s)',\n entry.messageId,\n connection.id,\n connection.messages + 1\n );\n\n if (this._rateLimit.limit) {\n this._rateLimit.counter++;\n if (!this._rateLimit.checkpoint) {\n this._rateLimit.checkpoint = Date.now();\n }\n }\n\n connection.send(entry.mail, (err, info) => {\n // only process callback if current handler is not changed\n if (entry === connection.queueEntry) {\n try {\n entry.callback(err, info);\n } catch (E) {\n this.logger.error(\n {\n err: E,\n tnx: 'callback',\n cid: connection.id\n },\n 'Callback error for #%s: %s',\n connection.id,\n E.message\n );\n }\n connection.queueEntry = false;\n }\n });\n }", "_processMessages() {\n let connection;\n let i, len;\n\n // do nothing if already closed\n if (this._closed) {\n return;\n }\n\n // do nothing if queue is empty\n if (!this._queue.length) {\n if (!this.idling) {\n // no pending jobs\n this.idling = true;\n this.emit('idle');\n }\n return;\n }\n\n // find first available connection\n for (i = 0, len = this._connections.length; i < len; i++) {\n if (this._connections[i].available) {\n connection = this._connections[i];\n break;\n }\n }\n\n if (!connection && this._connections.length < this.options.maxConnections) {\n connection = this._createConnection();\n }\n\n if (!connection) {\n // no more free connection slots available\n this.idling = false;\n return;\n }\n\n // check if there is free space in the processing queue\n if (!this.idling && this._queue.length < this.options.maxConnections) {\n this.idling = true;\n this.emit('idle');\n }\n\n let entry = (connection.queueEntry = this._queue.shift());\n entry.messageId = (connection.queueEntry.mail.message.getHeader('message-id') || '').replace(/[<>\\s]/g, '');\n\n connection.available = false;\n\n this.logger.debug(\n {\n tnx: 'pool',\n cid: connection.id,\n messageId: entry.messageId,\n action: 'assign'\n },\n 'Assigned message <%s> to #%s (%s)',\n entry.messageId,\n connection.id,\n connection.messages + 1\n );\n\n if (this._rateLimit.limit) {\n this._rateLimit.counter++;\n if (!this._rateLimit.checkpoint) {\n this._rateLimit.checkpoint = Date.now();\n }\n }\n\n connection.send(entry.mail, (err, info) => {\n // only process callback if current handler is not changed\n if (entry === connection.queueEntry) {\n try {\n entry.callback(err, info);\n } catch (E) {\n this.logger.error(\n {\n err: E,\n tnx: 'callback',\n cid: connection.id\n },\n 'Callback error for #%s: %s',\n connection.id,\n E.message\n );\n }\n connection.queueEntry = false;\n }\n });\n }", "_processMessages() {\n let connection;\n let i, len;\n\n // do nothing if already closed\n if (this._closed) {\n return;\n }\n\n // do nothing if queue is empty\n if (!this._queue.length) {\n if (!this.idling) {\n // no pending jobs\n this.idling = true;\n this.emit('idle');\n }\n return;\n }\n\n // find first available connection\n for (i = 0, len = this._connections.length; i < len; i++) {\n if (this._connections[i].available) {\n connection = this._connections[i];\n break;\n }\n }\n\n if (!connection && this._connections.length < this.options.maxConnections) {\n connection = this._createConnection();\n }\n\n if (!connection) {\n // no more free connection slots available\n this.idling = false;\n return;\n }\n\n // check if there is free space in the processing queue\n if (!this.idling && this._queue.length < this.options.maxConnections) {\n this.idling = true;\n this.emit('idle');\n }\n\n let entry = (connection.queueEntry = this._queue.shift());\n entry.messageId = (connection.queueEntry.mail.message.getHeader('message-id') || '').replace(/[<>\\s]/g, '');\n\n connection.available = false;\n\n this.logger.debug(\n {\n tnx: 'pool',\n cid: connection.id,\n messageId: entry.messageId,\n action: 'assign'\n },\n 'Assigned message <%s> to #%s (%s)',\n entry.messageId,\n connection.id,\n connection.messages + 1\n );\n\n if (this._rateLimit.limit) {\n this._rateLimit.counter++;\n if (!this._rateLimit.checkpoint) {\n this._rateLimit.checkpoint = Date.now();\n }\n }\n\n connection.send(entry.mail, (err, info) => {\n // only process callback if current handler is not changed\n if (entry === connection.queueEntry) {\n try {\n entry.callback(err, info);\n } catch (E) {\n this.logger.error(\n {\n err: E,\n tnx: 'callback',\n cid: connection.id\n },\n 'Callback error for #%s: %s',\n connection.id,\n E.message\n );\n }\n connection.queueEntry = false;\n }\n });\n }", "handleMessageStanza(stanza)\r\n {\r\n //If this is a Session Negotiaton Offering (3a)\r\n if (stanza.children[0].is(\"snof\"))\r\n {\r\n this.__v = stanza.children[0].children[0].attrs.v;\r\n this.__nid = stanza.children[0].children[0].attrs.nid;\r\n\r\n fs.writeFile('nid.txt', this.__nid, function (err) {\r\n if (err)\r\n {\r\n this.log(\"File write error: \" + err);\r\n } \r\n });\r\n\r\n //Acknowledge the offering (3b)\r\n var responseID = this.upID(stanza.attrs.id);\r\n const snak = xml(\"message\", { id: responseID, to: this.fullHostJID() }, \r\n xml(\"snak\", { xmlns: \"saros\" }, \r\n xml(\"payload\", { class: \"SNAK\", v:this.__v, nid:this.__nid }, \"\")));\r\n this.xmpp.send(snak)\r\n\r\n //Accept the Session Negotiation (4b)\r\n const snac = xml(\"message\", { id: this.upID(responseID), to: this.fullHostJID() }, \r\n xml(\"snac\", { xmlns: \"saros\" }, \r\n xml(\"payload\", { class: \"SNAC\", v:this.__v, nid:this.__nid }, \"\")));\r\n this.xmpp.send(snac)\r\n\r\n //Session Negotiation Parameter Exchange (5b)\r\n const snpe = xml(\"message\", { id: this.upID(responseID), to: this.fullHostJID() }, \r\n xml(\"snpe\", { xmlns: \"saros\" }, \r\n xml(\"payload\", { class: \"SNPE\", v:this.__v, nid:this.__nid },\r\n xml(\"settings\", {}, \r\n [xml(\"entry\", {}, [\r\n xml(\"string\", {}, \"resourceNegotiationTypeHook\"), \r\n xml(\"singleton-map\", {}, [\r\n xml(\"entry\", {}, [\r\n xml(\"string\", {}, \"preferredResourceNegotiationType\"),\r\n xml(\"string\", {}, \"ARCHIVE\")\r\n ])])]),\r\n xml(\"entry\", {}, [\r\n xml(\"string\", {}, \"projectNegotiationTypeHook\"), \r\n xml(\"singleton-map\", {}, [\r\n xml(\"entry\", {}, [\r\n xml(\"string\", {}, \"preferredProjectNegotiationType\"),\r\n xml(\"string\", {}, \"ARCHIVE\")\r\n ])])]),\r\n xml(\"entry\", {}, \r\n [xml(\"string\", {}, \"colorManagement\"), \r\n xml(\"map\", {}, \r\n [xml(\"entry\", {}, [xml(\"string\", {}, \"clientColor\"), xml(\"string\", {}, \"-1\")]), \r\n xml(\"entry\", {}, [xml(\"string\", {}, \"clientFavoriteColor\"), xml(\"string\", {}, \"-1\")])])])]))));\r\n this.xmpp.send(snpe) \r\n }\r\n //If this is the host's response to the parameter exchange (6b)\r\n else if (stanza.children[0].is(\"snpe\"))\r\n {\r\n //Inform the host about our bytestream proxy so it can establish a direct connection\r\n this.connectionEstablishmentID = this.newCustomID() \r\n\r\n const iq = xml(\"iq\", { id: this.connectionEstablishmentID, to: this.fullHostJID(), type: \"set\" }, \r\n xml(\"query\", { xmlns: \"http://jabber.org/protocol/bytestreams\", sid: this.__sarosSessionID, mode: \"tcp\" }, \r\n xml(\"streamhost\", { jid: this.fullClientJID(), port: this.proxyPort, host:'localhost', }, \"\")\r\n ));\r\n\r\n this.xmpp.send(iq);\r\n }\r\n }", "function RouterConfig({ history, app }) {\n const routes = [\n {\n path: '/',\n name: 'Index',\n layout: SlicerComponent,\n component: () => import('./routes/IndexPage')\n },\n {\n path: '/photo',\n neme: 'Photo',\n layout: SlicerComponent,\n component: () => import('./routes/photo/photo')\n },\n {\n paht: '/addTemplate',\n name: 'AddTemplate',\n layout: SlicerComponent,\n // models: () => [import('./models/subscribeMessage')],\n component: () => import('./routes/subscribeMessage/addTemplate/addTemplate')\n }\n ]\n return (\n <ConnectedRouter history={history}>\n <Switch>\n {\n routes.map(({path, name, layout, ...dynamics}) => {\n const Component = dynamic({app, ...dynamics})\n return (\n <Route \n path={path} \n key={name}\n exact \n render={(props) => {\n const {history, location} = props;\n if(layout) {\n return (\n <SlicerComponent history={history} location = {location}>\n <Component {...props}/>\n </SlicerComponent>\n )\n }\n return (<Component {...props}/>)\n }}\n />\n )\n })\n }\n </Switch>\n </ConnectedRouter>\n );\n}", "function handleForwardingMsg(message) {\r\n\tvar full_jid = $(message).attr('from');\r\n var jid = Strophe.getBareJidFromJid(full_jid);\r\n var jid_id = Gab.jid_to_id(jid);\r\n \r\n //forward msg type\r\n var forwardmsg = $(message).find('video-forwarding').find('type');\r\n var msgType = forwardmsg[0].textContent;\r\n \r\n //recieved a forward invitation\r\n if(msgType=='video-forwarding-request') {\r\n \t//\ttrace(\"received an forwarding invitation from \"+full_jid);\r\n forwardInvitor = full_jid;\r\n gInvited = true;\r\n showForwardInit();\r\n\t//\t\tstartVideoCall();\r\n \t//\talert(\"You've received a forward invitation from \"+jid+\", you can stop current connection to accept it.\");\r\n return true;\r\n }\r\n //remote has agreed to forwarding\r\n if(msgType=='video-forwarding-accept') {\r\n trace(full_jid+\" has agreed to forwarding.\");\r\n gCurrVideoJid = jid;\r\n\t\t\r\n \t\t//alert(\"You've received a forward invitation from \"+jid+\", you should stop current connection to accept it.\");\r\n\t\t//need to check\r\n\t\tstopMultipleConnection();\r\n\t\t//startVideoCall();\r\n $('#text_logo').removeClass(\"hidden\"); \r\n $('#biglogo').removeClass(\"hidden\"); \r\n $('#intel_logo').removeClass(\"hidden\"); \r\n $('#videobox-f').addClass(\"hidden\");\r\n\t\t$('#remoteView').addClass(\"hidden\");\r\n \t\tgVideoChatState = VideoState.VIDEO_STATE_STOPPED;\r\n\t\t\r\n\t\treturn true;\r\n } \r\n //remote has denied forwarding\r\n if(msgType=='video-forwarding-reject') {\r\n trace(full_jid+\" has denied to forwarding .\");\r\n alert(jid+\" has denied your forwarding request.\");\r\n return true;\r\n }\r\n \r\n trace(\"error type: \"+type);\r\n return true;\r\n}", "packageRoutes(nodes) {\n var map = {};\n var routes = [];\n\n // Compute a map from name to node.\n nodes.forEach(function(d) {\n map[d.data.name] = d;\n });\n\n // For each route, construct a link from the source to target node.\n nodes.forEach(function(d) {\n if (d.data.routes) d.data.routes.forEach(function(i) {\n routes.push(map[d.data.name].path(map[i]));\n });\n });\n return routes;\n }", "messageHandler(self, e) {\n let msg = ( (e.data).match(/^[0-9]+(\\[.+)$/) || [] )[1];\n if( msg != null ) {\n let msg_parsed = JSON.parse(msg);\n let [r, data] = msg_parsed;\n self.socketEventList.forEach(e=>e.run(self, msg_parsed))\n }\n }", "function routeHook(obj, args, router) {\r\n\t\tvar method = args[0].toUpperCase();\r\n\t\tvar path = args[1];\r\n\t\tvar route;\r\n\r\n\t\t// start request\r\n\t\tproxy.callback(args, -1, function(obj, args) {\r\n\t\t\tif(nf.paused) return;\r\n\r\n\t\t\tvar req = args[0];\r\n\t\t\tvar res = args[1];\r\n\t\t\tvar time = samples.time(\"Express Server\", path, true);\r\n\t\t\t\r\n\t\t\t// finish request\r\n\t\t\tproxy.after(res, 'end', function(obj, args) {\r\n\t\t\t\tif(!time.done()) return;\r\n\r\n\t\t\t\troute = route || (method + ' ' + (res.app.route === '/' ? '' : res.app.route) + path);\r\n\t\t\t\ttopFunctions.add('expressCalls', route, time.ms, time.cputime, req.tiers, req.graph);\r\n\t\t\t});\r\n\t\t});\r\n\r\n\t}", "function connect(socket) {\n\n var f = functions;\n\n var clientIP = f.showConnection(this);\n\n socket.on('new_text',function(m) {\n\n var gameID = f.lookupGameID(socket.id);//gets the gameid\n var opponent = f.lookupOpponent(socket.id);\n var s = f.GoThroughSuperlist(m.first.id, m.first.text, UltraList[gameID],socket.id);//updates the super list\n s = f.GoThroughSuperlist(m.second.id, m.second.text, UltraList[gameID],socket.id);//updates it for the other guy\n socket.emit('score', s);\n opponent.emit('score', s);\n\n opponent.emit('new_text',{id:m.first.id,text:m.first.text});\n\n });\n\n socket.on('disconnect', function () {\n //console.log(clientIP, \" disconnected\");\n //remove from socketArr\n if(socket.id in gameIDArr){\n var gameID = f.lookupGameID(socket.id);\n var opponent = f.lookupOpponent(socket.id);\n delete gameIDArr[socket.id];\n var gameTuple = f.lookupGame(gameID);\n clearTimeout(gameTuple.timeout);\n var S1 = f.lookupSocket(gameTuple.player1.socketID);\n var S2 = f.lookupSocket(gameTuple.player2.socketID);\n if(S1 != null && S2 != null) {\n var player1 = f.lookupPlayer(S1.id);\n var player2 = f.lookupPlayer(S2.id);\n if (opponent) {\n opponent.emit('game_over', {\n player1: player1,\n player2: player2,\n msg: 'forfeit',\n playerForfeit: f.lookupPlayer(socket.id)\n });\n }\n }\n\n //TODO: if game in GameArr, then forefit\n }\n else {\n //remove from waitQueue if in there\n var index = waitQueue.indexOf(socket.id);\n //console.log(\"Before waitQueue =\",waitQueue);\n if (index > -1) {\n waitQueue.splice(index, 1);\n }\n //console.log(\"After waitQueue =\",waitQueue);\n }\n delete socketArr[socket.id];\n delete playerArr[socket.id];\n });\n\n socket.on('catch',function(m) {\n var opponent = f.lookupOpponent(socket.id);\n if(opponent !== null)\n opponent.emit('catch',m);\n });\n\n socket.on('caught',function(m){\n var opponent = f.lookupOpponent(socket.id);\n if(opponent !== null)\n opponent.emit('caught',m);\n });\n\n socket.on('identity',function(playerName){\n socketArr[socket.id]= socket;\n playerArr[socket.id]= playerName;\n var player = {socketID:socket.id,playerName: playerName};\n if(waitQueue.length % 2 == 0){\n waitQueue.push(player.socketID);\n }\n else{\n var player1ID = waitQueue.shift();\n var player1 = {socketID:player1ID,playerName: f.lookupPlayer(player1ID)};\n var player2 = player;\n f.createGame(player1,player2);\n }\n });\n socket.on('saveToDB', function(data){\n db.run(\"INSERT INTO Scores (player1, player2, winner, winnerScore) VALUES (?,?,?,?)\",\n data.player1, data.player2, data.winner, data.winnerScore, function(err){\n if(err){\n throw err;\n }\n });\n });\n\n socket.emit('identify');\n}", "function proxy (frontend, backend, capture){\n switch(frontend.type+'/'+backend.type){\n case 'push/pull':\n case 'pull/push':\n case 'xpub/xsub':\n if(capture){\n\n frontend.on('message',function (msg){\n backend.send(msg);\n });\n\n backend.on('message',function (msg){\n frontend.send(msg);\n\n //forwarding messages over capture socket\n capture.send(msg);\n });\n\n } else {\n\n //no capture socket provided, just forwarding msgs to respective sockets\n frontend.on('message',function (msg){\n backend.send(msg);\n });\n\n backend.on('message',function (msg){\n frontend.send(msg);\n });\n\n }\n break;\n case 'router/dealer':\n case 'xrep/xreq':\n if(capture){\n\n //forwarding router/dealer pack signature: id, delimiter, msg\n frontend.on('message',function (id,delimiter,msg){\n backend.send([id,delimiter,msg]);\n });\n\n backend.on('message',function (id,delimiter,msg){\n frontend.send([id,delimiter,msg]);\n\n //forwarding message to the capture socket\n capture.send(msg);\n });\n\n } else {\n\n //forwarding router/dealer signatures without capture\n frontend.on('message',function (id,delimiter,msg){\n backend.send([id,delimiter,msg]);\n });\n\n backend.on('message',function (id,delimiter,msg){\n frontend.send([id,delimiter,msg]);\n });\n\n }\n break;\n default:\n throw new Error('wrong socket order to proxy');\n }\n}", "connectionHandler(){\n let self= this; //since this will be changed on on('connect')\n\n\n // handling the event- 'connect', which checks if the connection has been established by server or not (connection established at config-> chat_sockets.js)\n this.socket.on('connect',function(){\n console.log('Connection established using Sockets..!');\n\n //CHAT-ROOM\n //EMIT\n //emiting an event named 'join_room' to the server\n // used by the user to join a chat-room\n self.socket.emit('join_room',{\n user_email: self.userEmail,\n chatroom:'codeial' \n });\n\n //RECEIVE\n //Receiving the notification/event from server when any user has joined the Chat-room\n self.socket.on('user_joined',function(data){\n console.log('User joined',data);\n });\n });\n\n //SENDING MESSAGE\n // CHANGE :: send a message on clicking the send message button\n $('#send-message').click(function(){\n let msg = $('#chat-message-input').val(); // val() to get the content of msg sent\n\n if (msg != ''){\n //EMIT\n self.socket.emit('send_message', {\n message: msg, // message contains the msg sent\n user_email: self.userEmail,\n chatroom: 'codeial'\n });\n }\n });\n\n //RECEIVE MSG\n self.socket.on('receive_message',function(data){\n console.log('message received',data.message);\n\n let newMessage= $('<li>'); // creating a list-item\n\n let messageType = 'other-message'; // setting it to a classname in chat_box.scss\n\n // to check if the same user receives the msg, then chng messageType to self-message(another class)\n //These classes r used to set the alignment of msgs differently for the dending nd receiving user,ie., left aligned and right aligned\n if(data.user_email == self.userEmail){\n messageType= 'self-message';\n }\n\n // appending span element to list item \n newMessage.append($('<span>',{\n 'html':data.message // setting the content\n }));\n\n newMessage.append($('<sub>',{\n 'html':data.user_email\n }));\n\n newMessage.addClass(messageType); // adding the class\n\n $('#chat-messages-list').append(newMessage); // Append the 'newMessage' list to the \n //unordered list 'chat-messages-list' in _chat_box.ejs in views\n\n });\n\n }", "handleServerActionDispatch(msg) {\n const {\n socketMessageDispatcher,\n } = this.props;\n\n socketMessageDispatcher(msg);\n }", "function initSocket (server) {\n tracker = messageTrackerFactory({\n id: server ? server.href : self.socketPath,\n parser: new Parser({ log: log })\n })\n\n // This won't be set on TLS. So. Very. Annoying.\n if (typeof (socket.setKeepAlive) !== 'function') {\n socket.setKeepAlive = function setKeepAlive (enable, delay) {\n return socket.socket\n ? socket.socket.setKeepAlive(enable, delay)\n : false\n }\n }\n\n socket.on('data', function onData (data) {\n log.trace('data event: %s', util.inspect(data))\n\n tracker.parser.write(data)\n })\n\n // The \"router\"\n tracker.parser.on('message', function onMessage (message) {\n message.connection = self._socket\n const callback = tracker.fetch(message.messageID)\n\n if (!callback) {\n log.error({ message: message.json }, 'unsolicited message')\n return false\n }\n\n return callback(message)\n })\n\n tracker.parser.on('error', function onParseError (err) {\n self.emit('error', new VError(err, 'Parser error for %s',\n tracker.id))\n self.connected = false\n socket.end()\n })\n }", "function router() {\n var route = window.location.hash.substring(1);\n var copy = routes.filter(function(element) {\n return element.name === route;\n })\n\n var template = (copy[0] ? copy[0].template : 'pages/home.html');\n \n var req = new XMLHttpRequest();\n req.addEventListener('load', function() {\n content.innerHTML = this.responseText;\n }, false);\n req.open('get', template, true);\n req.send(null);\n }", "function on_socket_get(message){}", "function MoveConnectionHandler() { }", "function MoveConnectionHandler() { }", "function MoveConnectionHandler() { }" ]
[ "0.58224404", "0.57834667", "0.5705383", "0.56725925", "0.5536762", "0.54839694", "0.54321975", "0.5416334", "0.5402078", "0.5356586", "0.5314877", "0.526878", "0.5218328", "0.5211043", "0.5197155", "0.515906", "0.5148914", "0.51283514", "0.5126868", "0.511487", "0.5085304", "0.50720793", "0.50688815", "0.5059547", "0.50579554", "0.500409", "0.5001266", "0.4997444", "0.49932206", "0.49923787", "0.49874502", "0.49831787", "0.49679422", "0.49366724", "0.49338102", "0.49215683", "0.49188846", "0.4917781", "0.49140498", "0.49130213", "0.4898281", "0.48956588", "0.48953274", "0.48839658", "0.48785564", "0.48635465", "0.48522386", "0.48460293", "0.4831769", "0.4829514", "0.48290527", "0.4816075", "0.48084697", "0.4805526", "0.48029613", "0.47980905", "0.47830898", "0.47756597", "0.47739077", "0.47700775", "0.4764068", "0.4750533", "0.4745767", "0.47445244", "0.47410873", "0.47396198", "0.47354808", "0.4733655", "0.47275245", "0.47098503", "0.4707534", "0.4706634", "0.46960872", "0.4694636", "0.468964", "0.46879932", "0.46831533", "0.46698555", "0.46651065", "0.466496", "0.4661926", "0.46539614", "0.46539614", "0.46539614", "0.46531007", "0.46457955", "0.46220163", "0.4619092", "0.4610204", "0.46097958", "0.4602863", "0.45982593", "0.45867923", "0.4581625", "0.458097", "0.4580699", "0.45786592", "0.45757577", "0.45757577", "0.45757577" ]
0.67972857
0
Server Config XMPP Server instance.
function XMPPServer() { var router = new XMPPRouter(); var server = tcp.createServer(function (socket) { var upstream = new XMPPUpstreamPipeline(); var downstream = new XMPPDownstreamPipeline(socket); var socketID; socket.setEncoding("utf8"); // Register newly opened conenctions with the router so it can access // all open conenctions socket.addListener("connect", function () { socketID = socket.remoteAddress + ":" + socket.remotePort; router.register(socketID, downstream); Log.info(socketID + " connected"); }); // Process the data in the upstream stack, then inject all resulting // messages into the router. socket.addListener("data", function (data) { upstream.process(data)(function(messages) { messages.map(router.route(socketID)); }, Log.error); Log.info(socketID + " says " + data.trim()); }); // Unregister the conenction this is closing socket.addListener("end", function () { router.unregister(socketID); socket.end(); Log.info(socketID + " disconnected"); }); }); this.start = function(port) { server.listen(port, "localhost"); Log.info("Server listening on port " + port); } this.stop = function() { server.stop(); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function Server( config ){\n\t\tvar io = this.io = config.socketServer;\n\t\tvar s = this;\n\t\t\n\t\tio.set( \"log level\", 1 );\n\t\tio.sockets.on( \"connection\", function( socket ) { s.onConnection( socket ); } );\n\t\t\n\t\tthis.eventHandlers = {};\n\t\tthis.activeNicknames = {};\n\t\tthis.activeAddresses = {};\n\t\t\n\t\tthis.maxSlots = config.slots;\n\t\tthis.usedSlots = 0;\n\t\t\n\t\tthis.oneUserPerIp = config.oneUserPerIp;\n\t\tthis.world = config.world;\n\t\tthis.log = config.log || function(){};\n\t\t\n\t\tconfig.spawnProtection = config.spawnProtection || {};\n\t\tthis.spawnProtection = config.spawnProtection.enabled;\n\t\tthis.spawnProtectionRadius = config.spawnProtection.radius || 10;\n\t}", "function TomatoSocketServer() {\n this.createApp();\n this.config();\n this.connectFirebase();\n this.createServer();\n this.sockets();\n this.listen();\n }", "_requestConfig () {\n return this._api.requestConfig().then(config => {\n this._config = config\n this._rtc.updateIceServers(config.iceServers)\n this.emit(PeerSoxClient.EVENT_SERVER_READY)\n })\n }", "registerHttpServer() {\n this.application.container.singleton('Adonis/Core/Server', () => {\n const { Server } = require('../src/Server');\n const Config = this.application.container.resolveBinding('Adonis/Core/Config');\n const Encryption = this.application.container.resolveBinding('Adonis/Core/Encryption');\n const serverConfig = Config.get('app.http', {});\n this.validateServerConfig(serverConfig);\n return new Server(this.application, Encryption, serverConfig);\n });\n }", "function Server() {\n this.app = express_1[\"default\"]();\n this.config();\n }", "async prepareServer() {\n this.options.server && (this.server = await this.addService('server', new this.ServerTransport(this.options.server))); \n }", "loadConfig() {\n lumServer.config = require('../etc/config.json').lumServer || {};\n lumServer.config.serverName = lumServer.config.serverName || \"lum-server\";\n lumServer.config.port = (!isNaN(process.env.APPPORT) && Number(process.env.APPPORT))\n || lumServer.config.port || 2080;\n lumServer.config.maxTxRetryCount = lumServer.config.maxTxRetryCount || 20;\n lumServer.config.database = lumServer.config.database || {};\n lumServer.config.database.password = process.env.DATABASE_PASSWORD || lumServer.config.database.password;\n }", "static set dedicatedServer(value) {}", "function SettingManager(options) {\n if (options === void 0) { options = {}; }\n this.serverSettings = options.serverSettings ||\n serverconnection_1.ServerConnection.makeSettings();\n }", "function serve() {\n connect.server(serverConfig);\n}", "function Core(settings) {\n XComponent.call(this);\n\n // xmpp server settings\n this.settings = settings ||  {};\n this.xmppdomain = settings.domain;\n this.storage = settings.storage;\n\n}", "startServer() {\n\t\t\n\t\tthis._game.startGame();\n\t\t\n\t\tthis._server = new WebSocketServer({port: config['port'], path: config['path']}, function () {\n\t\t\tconsole.log('[SERVER] Server Started at 127.0.0.1:' + config['port'] + '! Waiting for Connections...');\n\t\t\t//console.log(\"[BOTS] Bot Status: Bot's are currently unavailable! Please try again later.\");\n\t\t\t//console.log('[BOTS] Creating ' + config['bots'] + ' bots!');\n\t\t\t//console.log('[BOTS] Bots successfully loaded: ' + botCount + (botCount === 0 ? \"\\n[BOTS] Reason: Bot's aren't implemented yet. Please try again later\" : ''));\n\t\t});\n\n\t\tif (this._server.readyState === this._server.OPEN) {\n\t\t\tthis._server.on('connection', this.onConnection.bind(this));\n\t\t} else {\n\t\t\tconsole.log(this._server.readyState);\n\t\t}\n\t}", "function myServer() {\n\tthis.server = server;\n}", "static Instance() {\n return new Server();\n }", "constructor(server_address, server_port, use_ssl) {\n this.addr = \"ws://\" + server_address + \":\" + server_port;\n if(use_ssl)\n this.addr = \"wss://\" + server_address + \":\" + server_port;\n this.plugins = [];\n }", "get server() {\n\t\treturn this._server;\n\t}", "bindHttpServer() {\n this.app.singleton('server', _Server.default);\n }", "function Server() {\n this.clients = {};\n}", "getServer() {\n\n return this.server;\n }", "_ensureServerConfigIsLoaded() {\n return __awaiter(this, void 0, void 0, function* () {\n if (this.serverConfig === undefined) {\n if (this._options.useCachedServerConfig) {\n this.serverConfig = constants.CACHED_SERVERCONFIG;\n }\n else {\n const mfcConfig = yield request(`https://www.${this._baseUrl}/_js/serverconfig.js?nc=${Math.random()}`).promise();\n try {\n this.serverConfig = JSON.parse(mfcConfig);\n }\n catch (e) {\n Utils_1.logWithLevelInternal(Utils_1.LogLevel.ERROR, `Error parsing serverconfig: '${mfcConfig}'`);\n throw e;\n }\n }\n }\n });\n }", "function Server() {\n\tvar self = this;\n this.game_id = -1;\n this.colours = ['Black', 'Blue', 'Green', 'Red', 'White', 'Yellow'];\n \tthis.player_server = new PlayerServer;\n \tthis.game_server = new GameServer;\n \tthis.game_server.on('initialised', function (gameID) {\n\t\tself.game_id = gameID;\n\t});\n\n \tthis.player_server.on('register', function (player, playerID) {\n \n \t\tself.game_server.addPlayer(player,self.getNextColour(), self.game_id);\n\t});\n\n\tthis.player_server.on('move', function (player, move) {\n \t\tself.game_server.makeMove(player, move);\n\t});\n \t//TODO\n}", "function setServer(bool) {\n server = bool;\n }", "getServer() {\n return this.server;\n }", "function Server() {\n this.esitScale = new EsitScale(); \n //this.log = new Log();\n \n}", "function config() {\n let audio = settings.get_boolean(\"audio\");\n let midi = settings.get_boolean(\"midi\");\n if (audio)\n jvProxy.registerAudioPortsSync();\n else\n jvProxy.unregisterAudioPortsSync();\n if (midi)\n jvProxy.registerMidiPortSync();\n else\n jvProxy.unregisterMidiPortSync();\n\n if (audio)\n jvProxy.connectAudioPortsSync();\n else\n jvProxy.disconnectAudioPortsSync();\n\n if (midi) {\n let port = settings.get_string(\"port\");\n if (port.indexOf(\":\") > 0) {\n jvProxy.setPortNameSync(port);\n jvProxy.connectMidiPortSync();\n }\n }\n else\n jvProxy.disconnectMidiPortSync();\n}", "async function setServerConfig(id, newconfig) {\n await ServerM.findById(id, function (err, server) {\n server.prefix = newconfig.prefix;\n server.modlogChannel = newconfig.modlogChannel;\n server.welcomes = newconfig.welcomes;\n server.modules.music = newconfig.modules.music;\n server.modules.modlog = newconfig.modules.modlog;\n server.modules.gamestats = newconfig.modules.gamestats;\n console.log('Write Database');\n server.save();\n });\n return;\n}", "get serverConfig() {\n return assign({}, this.rollbarConfig, {\n accessToken: this._getServerToken()\n });\n }", "function startServer (config, onReady) {\n // Form a response\n var instance = {}\n var models = {}\n\n // Register models\n models.serverLog = serverLog\n models.serverDetails = serverDetails\n models.routes = routesModel\n models.plugins = pluginsModel\n models.preflight = preflightModel\n\n // Capture console\n serverLog.capture()\n\n // Create server\n var server = express()\n\n // Load default for conig\n config = defaultConfig.merge(config)\n config.server = server\n config.models = models\n\n // Register a static reference in serverDetails\n serverDetails.instance = instance\n\n // Report server name\n const title = config.productInformation.title\n console.log(NL + `[Starting ${title}]`, NL)\n global.startTime = Date.now()\n\n // Collapse variables onto instance\n instance.server = server\n instance.config = config\n instance.restart = function () {\n restartServer(instance)\n }\n instance.listen = function (onListening) {\n return heyListen(instance, onListening)\n }\n\n // Register Page controller\n const pageController = pageControllerFactory.configure(config)\n\n // Create API controller\n const apiController = apiControllerFactory.configure(config)\n\n // Create Plugin controller\n const pluginController = pluginControllerFactory.configure(config)\n\n instance.addContentPage = function (file) {\n var pathInfo = pathParse(file)\n // Remove the .fragment part:\n var route = '/docs/' + pathParse(pathInfo.name).name\n server.get(route, pageController.createRenderFunctionFor(file))\n return route\n }\n\n instance.registerPluginAPIs = apiController.registerPluginAPIs\n\n // Run first-time install checks, and then start server:\n var firstTimeInstall = require('./monitor/firstTimeInstall')\n firstTimeInstall.configure(config)\n firstTimeInstall.runChecks(function () {\n // Register local content routes\n authSetup(instance)\n .then(() => configureRoutes(instance))\n .then(() => createContentRoutes(server, pageController))\n .then(apiController.registerUserAPIs)\n .then(() => pluginController.loadBuiltInPlugins(instance))\n .then(() => pluginController.loadUserPlugins(instance))\n .then(onConfigured)\n .catch((ex) => console.log('[Product Monitor]', ex, ex.stack))\n })\n\n function onConfigured () {\n // Check for an onReady callback\n if (onReady && typeof onReady === 'function') {\n // Let the user call listen when ready\n console.log(`[${title}]`, 'ready to run! Call instance.listen() on your callback.')\n onReady(instance)\n } else {\n // Call listen ourselves\n instance.listen()\n }\n }\n\n return instance\n}", "function SqueezeServer(address, port, username, password, sa, sp) {\n\n SqueezeServer.super_.apply(this, arguments);\n var defaultPlayer = \"00:00:00:00:00:00\";\n var self = this;\n this.players = [];\n this.apps = [];\n var subs = {};\n\n /**\n * Subscribe to an event on a channel\n *\n * @param channel The channel that received the event\n * @param sub The callback for the event\n */\n\n this.on = function (channel, sub) {\n\n subs[channel] = subs[channel] || [];\n subs[channel].push(sub);\n };\n\n /**\n * Send an event.\n *\n * @param channel The even channel\n */\n\n this.emit = function (channel) {\n\n let args = [].slice.call(arguments, 1);\n for (let sub in subs[channel]) {\n subs[channel][sub].apply(void 0, args);\n }\n };\n\n /**\n * Method to the the number of players.\n *\n * @param callback The function to call with the result.\n */\n\n this.getPlayerCount = function (callback) {\n this.request(defaultPlayer, [\"player\", \"count\", \"?\"], callback);\n };\n\n /**\n * Method to get the ID of a player given it's index\n *\n * @param index The index of the player to get the ID for\n * @param callback The function to call with the result.\n */\n\n this.getPlayerId = function (index, callback) {\n this.request(defaultPlayer, [\"player\", \"id\", index, \"?\"], callback);\n };\n\n /**\n * Method to get the IP address of a player\n *\n * @param playerId The ID or index of the player\n * @param callback The function to call with the result.\n */\n\n this.getPlayerIp = function (playerId, callback) {\n this.request(defaultPlayer, [\"player\", \"ip\", playerId, \"?\"], callback);\n };\n\n /**\n * Method to get the name of a player.\n *\n * @param playerId The ID or index of the player\n * @param callback The function to call with the result.\n */\n\n this.getPlayerName = function (playerId, callback) {\n this.request(defaultPlayer, [\"player\", \"name\", playerId, \"?\"], callback);\n };\n\n /**\n * Get a list of the synchronization group members\n *\n * @param callback The function to call with the result.\n */\n\n this.getSyncGroups = function (callback) {\n this.request(defaultPlayer, [\"syncgroups\", \"?\"], callback);\n };\n\n /**\n * Get a list of the apps installed in the server\n *\n * @param callback The function to call with the result.\n */\n\n this.getApps = function (callback) {\n this.request(defaultPlayer, [\"apps\", 0, 100], callback);\n };\n\n //\n\n /**\n * Get the content of a music folder.\n *\n * @param folderId The ID of the folder to get. Pass 0 or empty string \"\" to display root of music folder\n * @param callback The function to call with the result.\n */\n\n this.musicfolder = function (folderId, callback) {\n this.request(defaultPlayer, [\"musicfolder\", 0, 100, \"folder_id:\" + folderId], callback);\n };\n\n /**\n * Get a information about the players.\n *\n * @param callback The function to call with the result.\n */\n\n this.getPlayers = function (callback) {\n\n self.request(defaultPlayer, [\"players\", 0, 100], function (reply) {\n if (reply.ok)\n reply.result = reply.result.players_loop;\n callback(reply);\n });\n };\n\n /**\n * Get a list of the artists from the server\n *\n * @param callback The callback to call with the result\n * @param limit The maximum number of results\n */\n\n this.getArtists = function (callback, limit) {\n\n self.request(defaultPlayer, [\"artists\", 0, limit], function (reply) {\n if (reply.ok)\n reply.result = reply.result.artists_loop;\n callback(reply);\n })\n };\n\n /**\n * Get a list of the albums from the server\n *\n * @param callback The callback to call with the result\n * @param limit The maximum number of results\n */\n\n this.getAlbums = function (callback, limit) {\n\n self.request(defaultPlayer, [\"albums\", 0, limit], function (reply) {\n if (reply.ok)\n reply.result = reply.result.albums_loop;\n callback(reply);\n })\n };\n\n /**\n * Get a list of the genre's from the server\n *\n * @param callback The callback to call with the result\n * @param limit The maximum number of results\n */\n\n this.getGenres = function (callback, limit) {\n\n self.request(defaultPlayer, [\"genres\", 0, limit], function (reply) {\n if (reply.ok)\n reply.result = reply.result.genres_loop;\n callback(reply);\n })\n };\n\n /**\n * Get a 'info' list from the server\n *\n * @param callback The callback to call with the result\n * @param limit The maximum number of results\n * @param slot The query to make to the server [genres, albums, artists, playlists ]\n */\n\n this.getInfo = function (callback, limit, slot) {\n\n self.request(defaultPlayer, [slot, 0, limit], function (reply) {\n if (reply.ok)\n reply.result = reply.result[slot + '_loop'];\n callback(reply);\n })\n };\n\n this.registerPlayers = function (players) {\n for (let pl in players) {\n if (! self.players[players[pl].playerid]) { // player not on the list\n self.players[players[pl].playerid] = new SqueezePlayer(players[pl].playerid, players[pl].name, self.address, self.port, self.username, self.password);\n }\n }\n }\n\n /**\n * Get Player oject for name, needs the players registred and normisles names with a lc search removeving puntuation\n *\n * @param name string\n * @param only reten the one player if only one\n */\n this.findPlayerObjectByName = function (name, only) {\n name = this.normalizePlayer(name);\n\n // Look for the player in the players list that matches the given name. Then return the corresponding player object\n // from the squeezeserver stored by the player's id\n\n for (var id in this.players) {\n if (\n this.normalizePlayer(this.players[id].name) === name || // name matches the requested player\n (name === \"\" && (only && this.players.length === 1)) // name is undefined and there's only one player,\n // so assume that's the one we want.\n ) {\n return this.players[id];\n }\n }\n return undefined\n }\n\n /**\n * Do any necessary clean up of player names\n *\n * @param playerName The name of the player to clean up\n * @param filter optional fn(str) returns str\n * @returns The normalized player name\n */\n\n this.normalizePlayer = function (playerName) {\n\n playerName || (playerName = ''); // protect against `playerName` being undefined\n playerName = playerName.replace('-', ' ');\n playerName = playerName.replace(' ', ' ');\n playerName = playerName.replace(' ', ' ');\n playerName = playerName.toLowerCase(playerName);\n\n return playerName;\n }\n\n /**\n * Find out if we can contact the server and get some basic information\n *\n * @param skipApps A flag to skip getting information about the apps\n */\n\n function register(skipApps,skipPlayers) {\n\n\tif (!skipPlayers) {\n // Get the list of players from the server\n self.getPlayers(function (reply) {\n // Process the player information and create Player objects for each one\n\t if (reply.ok)\n self.registerPlayers(reply.result);\n\n // Send a signal that we are done\n if (skipApps) {\n self.emit('register', reply, undefined);\n } else {\n self.emit('registerPlayers', reply);\n }\n });\n\t}\n\n\tif(!skipApps) {\n // Once the players have been obtained, request a list of the apps\n self.on('registerPlayers', function (reply) {\n\n self.getApps(function (areply) {\n\n if (areply.ok) {\n\n let apps = areply.result.appss_loop;\n let dir = __dirname + '/';\n fs.readdir(dir, function (err, files) {\n files.forEach(function (file) {\n\n let fil = file.substr(0, file.lastIndexOf(\".\"));\n for (let pl in apps) {\n if (fil === apps[pl].cmd) {\n let app = require(dir + file);\n self.apps[apps[pl].cmd] = new app(defaultPlayer, apps[pl].name, apps[pl].cmd, self.address, self.port, self.username, self.password);\n /* workaround, app needs existing player id so first is used here */\n }\n }\n });\n\n self.emit('register', reply, areply);\n });\n\n } else {\n self.emit('register', reply, areply);\n\t\t}\n });\n });\n\t}\n }\n\n register(sa,sp);\n}", "function startServer (config, controller) {\n // TODO port will be required for multi-team auth\n if (config.port) {\n controller.setupWebserver(config.port)\n }\n}", "'starting up server'(){\n console.log(this.name+' is starting up...');\n }", "* createServer(dispatcher) {\n const serverConfig = this.config.get(\"server\");\n\n if (!serverConfig.protocol) {\n throw new Error(\"Protocol is not set in the server config\");\n }\n\n if (!serverConfig.port) {\n throw new Error(\"Port is not set in the server config\");\n }\n\n const server = serverProvider.getServer(serverConfig.protocol);\n\n switch (serverConfig.protocol) {\n case \"http\":\n return server.createServer(dispatcher);\n case \"https\":\n const keyPath = serverConfig.keyPath;\n const certPath = serverConfig.certPath;\n if (!keyPath || !certPath) {\n throw new Error(`Not all required config properties are available. Key path: ${keyPath}; Certificate path: ${certPath}`);\n }\n const readFile = _.thunkify(fs.readFile);\n const appDir = this.config.get(\"appDir\");\n const keyFile = yield readFile(path.join(appDir, keyPath));\n const certFile = yield readFile(path.join(appDir, certPath));\n\n return server.createServer({\n key: keyFile,\n cert: certFile\n }, dispatcher);\n default:\n return server.createServer(dispatcher);\n }\n }", "function createServer(options) {\r\n var app;\r\n\r\n if (!options) throw new Error('Invalid options');\r\n\r\n if (typeof options === 'string') cfg.path = options;\r\n else if (typeof options === 'object') cfg = mergeObj(cfg, options);\r\n else throw new TypeError('Type of ' + options + ' is not an object or a string');\r\n\r\n // Right after i read the conf launch the Logger (to be aware of verbose mode);\r\n csl = new Logger();\r\n\r\n // OH! We have a cli app, read the confs from launch args\r\n if (cfg.cli) load();\r\n if (!cfg.safe) template = fs.readFileSync(path.join(__dirname, '..', 'public/index.html'), 'utf8');\r\n // Switch protocols depending on options\r\n // SPDY - HTTPS - HTTP\r\n // And yes just require the valid one\r\n if (options.spdy) app = require('spdy').createServer(https.Server, options.spdy, server);\r\n else if (options.https) {\r\n app = https.createServer(options.https, server);\r\n } else app = http.createServer(server);\r\n\r\n // Avoid loggin twice, because of domains\r\n var logged = 0;\r\n\r\n // When the server is already listing on a port log the conf\r\n\r\n function listener() {\r\n if (logged == 1) return;\r\n logged = 1;\r\n cfg.port = app.address().port;\r\n csl.log('Server running on port := ' + cfg.port);\r\n // Log the current configuration\r\n for (var key in cfg) {\r\n if (key != 'spdy' || key != 'https')\r\n csl.log(key + ' : ' + cfg[key]);\r\n }\r\n\r\n // If browser is true, launch it.\r\n if (cfg.browser) {\r\n var browser;\r\n switch (process.platform) {\r\n case \"win32\":\r\n browser = \"start\";\r\n break;\r\n case \"darwin\":\r\n browser = \"open\";\r\n break;\r\n default:\r\n browser = \"xdg-open\";\r\n break;\r\n }\r\n csl.warn('Opening a new browser window...');\r\n require('child_process').spawn(browser, ['http://localhost:' + app.address().port]);\r\n }\r\n }\r\n\r\n // Add the hability to pick the PORT in the env var.\r\n if (!cfg.ignorePort) cfg.ignorePort = true;\r\n if (process.env.PORT && cfg.ignorePort) cfg.port = process.env.PORT;\r\n\r\n var handler = domain.create();\r\n // Yeah just once\r\n handler.once('error', function() {\r\n csl.warn('The port that you provide is in use, trying one more time');\r\n app.listen('', listener);\r\n });\r\n\r\n handler.run(function() {\r\n app.listen(cfg.port, listener);\r\n });\r\n\r\n // Add config (useful for cli apps)\r\n app.config = cfg;\r\n // Important config to share to parent\r\n app.port = cfg.port;\r\n app.path = cfg.path;\r\n // Returns a http server instance\r\n return app;\r\n}", "bindHttpServer() {\n\t\tthis.app.singleton('server', HttpServer);\n\t}", "_createServer(){\n if ( this._server === null ){\n // Create a new HTTP server.\n this._server = net.createServer(this._options);\n // Bind event handlers.\n this._bindEventHandlers();\n }\n }", "static get dedicatedServer() {}", "function Server() {}", "loadCustomConfig() {\n try {\n const config = require(`${process.cwd()}/config/server.js`) || {};\n\n this._config = merge.all([this._config, config]);\n } catch (err) {\n if (!err.code || err.code !== 'MODULE_NOT_FOUND') {\n throw err;\n }\n }\n }", "function server_net() {\n this.clients = [];\n }", "async function setupServer() {\n try {\n await connectDatabase(mongoURI);\n\n await initBots().then(() => {\n console.log('All bots initialized');\n });\n } catch (err) {\n if (process.NODE_ENV !== 'production') console.log(err);\n process.exit(0);\n }\n}", "async registerHttpServer() {\n this.httpServer = new HttpServer(this.app, this.port);\n this.httpServer.on('error', (err) => {\n this.emit('error', err);\n });\n this.httpServer.on('info', (msg) => {\n this.emit('info', msg);\n });\n\n await this.httpServer.init();\n }", "function Config() { }", "function Config() { }", "get isServer() {\n\t\treturn this._isServer;\n\t}", "function getConfig() {\n return {\n server: JSON.parse(\n fs.readFileSync(\n homedir + '/.tedious/test-connection.json',\n 'utf8'\n )\n ).config.server,\n instanceName: JSON.parse(\n fs.readFileSync(\n homedir + '/.tedious/test-connection.json',\n 'utf8'\n )\n ).instanceName\n };\n}", "setup() {\n\n // create the settings object\n var settings = {\n port: this.mqttPort,\n backend: {\n type: 'mongo',\n url: 'mongodb://localhost:' + this.mongodbPort + '/mqtt',\n pubsubCollection: this.mongoPersistanceName,\n mongo: {}\n },\n logger: {\n name: this.logName,\n level: this.logLevel,\n }\n };\n\n // create the instance\n this.mqttServer = new mqttBroker.Server(settings);\n\n var self = this;\n\n var moscaPersistenceDB = new mqttBroker.persistence.Mongo({\n url: 'mongodb://localhost:' + this.mongodbPort + '/moscaPersistence',\n ttl: {\n subscriptions: this.ttlSub,\n packets: this.ttlPacket\n }\n },\n function () {\n console.log('[HubManager] server persistence is ready on port ' + self.mongodbPort)\n }\n );\n moscaPersistenceDB.wire(this.mqttServer);\n this.mqttServer.on('ready', function(){\n // TODO fix this because it's ugly\n // but cheers Time Kadel ([email protected]) <-- this guy is world class! grab him whilst you can\n self.__broker_setup(self)\n }); // engage the broker setup procedure\n }", "function init(){\n var config = JSON.parse(fs.readFileSync(CONFIG_FILE));\n \n var projectConfig = config[\"project\"];\n console.log(\"\\n --- \" + projectConfig[\"name\"] + \" --- \\n\" + projectConfig[\"description\"] + \"\\n\"); //project logo\n \n var databaseConfig = config[\"databaseConnection\"];\n var systemUser = config[\"systemUser\"];\n var keysPath = config[\"keysPath\"];\n \n var privateKey = fs.readFileSync(path.join(__dirname, keysPath[\"privateKey\"])).toString();\n \n var dataManager = new DataManager({\n host: databaseConfig[\"host\"],\n port: databaseConfig[\"port\"],\n database: databaseConfig[\"database\"],\n user: databaseConfig[\"user\"],\n password: databaseConfig[\"password\"]\n }, privateKey);\n \n dataManager.query(\"UPDATE Users SET password = ?, inputDate = NOW() WHERE firstName = 'System'\", [dataManager.strToAES(systemUser[\"password\"])], function(field, row, err){});\n \n dataManager.setConfigData(config);\n \n var channelManager = new ChannelManager(dataManager);\n var app = new App(dataManager, channelManager, privateKey);\n \n app.getApp().on(\"error\", function(err){\n console.log(\"FATAL ERROR: \" + err);\n init();\n });\n\n var systemConfig = config[\"system\"];\n http.globalAgent.maxSockets = config[\"maxClients\"];\n http.createServer(app.getApp()).listen(systemConfig[\"serverPort\"]);\n console.log(\"Server running on port \" + systemConfig[\"serverPort\"]);\n}", "function configureAndRunServer(configStr) {\n let server = createServer(configStr);\n if (server) {\n return server.startAndReturnResults().then((tournamentResult) => {\n printResults(tournamentResult);\n process.exit(0);\n });\n } else {\n process.stdout.write('Invalid configuration, cannot start server.\\n');\n return process.exit(1);\n }\n}", "static INSTANCE() {\n if (!Server.instance) {\n Server.instance = new Server();\n }\n\n return Server.instance;\n }", "function startServer(haveConfig) {\n var app = express();\n var server = http.createServer(app);\n var io = require('socket.io').listen(server);\n var CONFIG;\n if (haveConfig)\n CONFIG = require('./config.json');\n\n fs.watchFile('./config.json', function (curr, prev) {\n if (curr.size <= 0) {\n return;\n }\n console.log(curr);\n CONFIG = require('./config.json');\n haveConfig = true;\n io.close();\n //server.close();\n startServer(true);\n });\n\n io.sockets.on('connection', function (socket) {\n if (haveConfig)\n socket.emit('setConfigAvailable', {editable: false, port: CONFIG.port || 8080});\n else\n socket.emit('setConfigAvailable', {editable: true, port: 8080});\n\n });\n\n app.use(express.static(path.join(__dirname, 'public')));\n\n if (!haveConfig) {\n app.set('port', 8080);\n open('http://127.0.0.1:' + app.get('port') + '/setup');\n app.get('/setup', routes.index);\n io.sockets.on('connection', function (socket) {\n var config_sample = require('./config.sample.json');\n socket.on('setConfig', function (data) {\n var newConfig = mergeJSON(config_sample, data);\n fs.writeFile('./config.json', JSON.stringify(newConfig, null, 4), function (err) {\n \n });\n });\n \n });\n }\n\n // app.use('/', express.static(__dirname + '/public/app'));\n\n if (haveConfig) {\n app.set('port', CONFIG.port || 8080);\n\n app.get('/', routes.index);\n\n app.get('*', routes.index); // Redirect rest to /\n\n io.sockets.on('connection', require('./routes/updater'));\n\n if (CONFIG.nzbget.active)\n io.sockets.on('connection', require('./routes/nzbget'));\n if (CONFIG.couchpotato.active)\n io.sockets.on('connection', require('./routes/couchpotato'));\n if (CONFIG.sonarr.active)\n io.sockets.on('connection', require('./routes/sonarr'));\n // io.sockets.on('connection', require('./routes/kodi'));\n\n io.sockets.on('connection', require('./routes/movie'));\n }\n\n server.listen(app.get('port'), function () {\n console.log('Express server listening on port ' + app.get('port'));\n });\n}", "fireUpEngines() {\n const httpServer = http.createServer(this.app);\n httpServer.listen(this.configuration.port);\n console.log(`TreeHouse HTTP NodeJS Server listening on port ${this.configuration.port}`);\n\n // HTTPS - Optional\n if (this.configuration.https) {\n const httpsServer = https.createServer(this.getHttpsCredentials(), this.app);\n httpsServer.listen(this.configuration.https.port);\n console.log(`TreeHouse HTTPS NodeJS Server listening on port ${this.configuration.https.port}`);\n }\n }", "constructor(nsp, server) {\n super();\n this.nsp = server.of(nsp);\n\n let jars = new Map();\n jars.set('default', new Jar(nsp, {}, RedisBottom));\n\n let clients = new Map();\n\n this.nsp.on('connection', function (socket) {\n clients.set(socket.id, socket);\n socket.on('disconnect', function () {\n clients.delete(socket.id);\n });\n socket.emit('hi', {\n nsp,\n jars: Array.from(jars.keys()),\n clients: Array.from(clients.keys())\n });\n });\n this.clients = clients;\n this.jars = jars;\n }", "get serverInfo () {\n return this._serverInfo\n }", "function startServer() {\n\tapp.serverInstance = server.listen(config.PORT, config.HOST, function() {\n\t\tlogger.info('Express server listening on %d, in %s mode...', config.PORT, config.ENV);\n\t});\n}", "function sendConfig(server, socket) {\r\n server.log(`Sending config to ${socket.id} from store ${server.ctxName}`)\r\n // enumerate all keys with our prefix\r\n const prefix = server.ctxPrefix\r\n const keys = server.context().global.keys(server.ctxName).filter(k => k.startsWith(prefix))\r\n // fetch and send all those keys with their data\r\n if (keys.length == 0) {\r\n socket.emit(\"msg\", \"$config\", {})\r\n return\r\n }\r\n for (let k of keys) {\r\n const t = k.substring(prefix.length)\r\n socket.emit(\"msg\", \"$config/\"+t, server.context().global.get(k, server.ctxName))\r\n }\r\n }", "startup() {\n var world = this;\n bot.guilds.cache.forEach((guild) => world.addServer(guild));\n world.setPresence();\n world.startRebootTimer();\n }", "set serverInfo (value) {\n this._serverInfo = value\n /**\n * @event IrcUser#serverInfo\n */\n this.emit('serverInfo')\n }", "async onReady() {\n // Overwrite configuration\n // make sure that identifier is valid regarding Bosch T&C\n this.log.silly('onReady called. Load configuration');\n if (!this.config.identifier) {\n this.config.identifier = bosch_smart_home_bridge_1.BshbUtils.generateIdentifier();\n this.updateConfig({\n identifier: this.config.identifier,\n });\n }\n this.config.host = this.config.host ? this.config.host.trim() : '';\n const notPrefixedIdentifier = this.config.identifier ? this.config.identifier.trim() : '';\n this.config.identifier = 'ioBroker.bshb_' + notPrefixedIdentifier;\n this.config.systemPassword = this.config.systemPassword ? this.config.systemPassword.trim() : '';\n this.config.certsPath = this.config.certsPath ? this.config.certsPath.trim() : '';\n if (typeof this.config.skipServerCertificateCheck === 'undefined') {\n this.config.skipServerCertificateCheck = false;\n }\n else if (this.config.skipServerCertificateCheck) {\n this.log.warn('Server certificate check skipped due to configuration. Use at your own risk.');\n }\n // The adapters config (in the instance object everything under the attribute \"native\") is accessible via\n // this.config:\n this.log.debug('config host: ' + this.config.host);\n this.log.debug('config identifier: ' + this.config.identifier);\n this.log.debug('config systemPassword: ' + (this.config.systemPassword != undefined));\n this.log.debug('config pairingDelay: ' + this.config.pairingDelay);\n if (this.config.rateLimit) {\n this.log.debug('config rateLimit: ' + this.config.rateLimit);\n }\n else {\n this.config.rateLimit = 1000;\n this.log.debug('config rateLimit not set using default: 1000');\n this.updateConfig({\n rateLimit: this.config.rateLimit,\n });\n }\n if (!notPrefixedIdentifier) {\n throw utils_1.Utils.createError(this.log, 'Identifier not defined but it is a mandatory parameter.');\n }\n this.loadCertificates(notPrefixedIdentifier).subscribe({\n next: clientCert => {\n this.handleAdapterInformation();\n // Create controller for bosch-smart-home-bridge\n this.bshbController = new bshb_controller_1.BshbController(this, clientCert.certificate, clientCert.privateKey);\n this.init(this.bshbController);\n }, error: error => {\n this.log.error(utils_1.Utils.handleError('Could not initialize adapter. See more details in error', error));\n },\n });\n }", "onListening(server) {\n const { port } = server.listeningApp.address();\n console.log('Listening on port:', port);\n }", "function parseConfig(xml) { \r\n\t\t\txml.children().each(function(i) {\r\n\t\t\t\tsetConfigOption($(this),self.options);\r\n\t\t\t});\r\n\t\t\t// now that the configuration is set up jPlayer instance can be created\r\n\t\t\tinitializePlayer();\r\n\t\t}", "start(){\n this.applyMiddleWare();\n this.init();\n this.instance.listen(process.env.SERVER_PORT,()=>{\n console.log(`Server started on port ${process.env.SERVER_HOST}.`);\n console.log(`Navigate to http://${process.env.SERVER_HOST}:${process.env.SERVER_PORT}`);\n });\n }", "_createServer () {\n if (this._readyState !== Server.INIT) {\n throw new Error('incorrect ready state')\n } else if (this._server !== null) {\n throw new Error('server not null')\n }\n\n this._server = this._options.secure\n ? https.createServer(this._options)\n : http.createServer()\n\n debug('server created')\n this._attachListeners()\n }", "function IRC_Server(name) {\n\tthis.name = name;\n\tthis.info = \"Unknown Server\";\n}", "__broker_setup() {\n this.mqttServer.authenticate = this.__broker_auth;\n this.mqttServer.authorizePublish = this.__broker_allow_pub;\n this.mqttServer.authorizeSubscribe = this.__broker_allow_sub;\n this.mqttServer.on('clientConnected', this.__broker_connected);\n this.mqttServer.on('published', this.__broker_published);\n this.mqttServer.on('subscribed', this.__broker_subscribed);\n this.mqttServer.on('unsubscribed', this.__broker_unsubscribed); \n this.mqttServer.on('clientDisconnecting', this.__broker_disconnecting);\n this.mqttServer.on('clientDisconnected', this.__broker_disconnected);\n if (this.readyCallback != null) {\n this.readyCallback(); // indicates that we are ready\n }\n console.log('[MQTT] Mosca server is up and running on port ' + this.mqttPort);\n }", "initServerSideClient() {\n this._serverSideClient = this._bayeux.getClient();\n this._serverSideClient.subscribe('/chat', (message) => {\n try {\n const msg = JSON.parse(message);\n if (msg) {\n this.events.emit('message', msg);\n }\n else {\n throw new Error('Message bad format');\n }\n }\n catch (e) {\n logger_1.logger.info(`Receive bad message : ${message}`);\n }\n });\n }", "get serverUrl() {\n return `http://${this.host}:${this.port}`;\n }", "async startServer (server) {\n // Setup Websockets\n this.socket = SocketIO(server, {\n cors: {\n origin: \"*\",\n methods: ['GET', 'POST']\n }\n })\n\n this.socket.on('connection', (client) => this._onConnection(client))\n }", "function onListening() {\n var serverURL = \"http://localhost:\" + config.port;\n console.log(\"server listening on \" + serverURL);\n}", "function Server (opts) {\n if ( 'undefined' === typeof opts ) opts = {};\n this.init(opts);\n this.serialize = Serialize.JSON;\n this.__initNewServer(opts);\n return this;\n }", "function openServer() {\n connect.server({\n host: cfg.server.host,\n root: cfg.server.root,\n port: cfg.server.port,\n livereload: true\n });\n }", "async function init() {\n // Configure plug-ins.\n await server.register([\n require('vision'),\n require('inert'),\n require('lout')\n ]);\n\n await server.register(require('blipp'));\n\n // Configure logging.\n await server.register({\n plugin: require('hapi-pino'),\n options: {\n prettyPrint: true\n }\n });\n\n // Start the server.\n await server.start();\n console.log(`Server running at ${server.info.uri}`);\n}", "initializeServer() {\n this.createRoutes();\n\n // Create an Express app\n this.app = express();\n\n // Create a server\n this.server = http.createServer(this.app);\n\n // Health endpoint\n this.app.get('/health', (req, res) => { res.json({ status: 'healthy' }) });\n\n //setup basic authentication\n this.app.use(auth);\n\n // Initialize the runtime with a server and settings\n RED.init(this.server, this.redSettings);\n console.log('%s is the userDir for RED', this.redSettings.userDir);\n\n // Serve the editor UI from /red\n this.app.use(this.redSettings.httpAdminRoot,RED.httpAdmin);\n\n // Serve the http nodes UI from /api\n this.app.use(this.redSettings.httpNodeRoot,RED.httpNode);\n\n // Add a simple route for static content served from 'public'\n //self.app.use(\"/\",express.static(\"public\"));\n\n // Add handlers for the app (from the routes).\n for (let r in this.routes) {\n this.app.get(r, this.routes[r]);\n }\n }", "function GM_configInit(config, args) {\r\n // Initialize instance variables\r\n if (typeof config.fields == \"undefined\") {\r\n config.fields = {};\r\n config.onInit = function() {};\r\n config.onOpen = function() {};\r\n config.onSave = function() {};\r\n config.onClose = function() {};\r\n config.onReset = function() {};\r\n config.isOpen = false;\r\n config.title = 'User Script Settings';\r\n config.css = {\r\n basic: \"#GM_config * { font-family: arial,tahoma,myriad pro,sans-serif; }\"\r\n + '\\n' + \"#GM_config { background: #FFF; }\"\r\n + '\\n' + \"#GM_config input[type='radio'] { margin-right: 8px; }\"\r\n + '\\n' + \"#GM_config .indent40 { margin-left: 40%; }\"\r\n + '\\n' + \"#GM_config .field_label { font-weight: bold; font-size: 12px; margin-right: 6px; }\"\r\n + '\\n' + \"#GM_config .block { display: block; }\"\r\n + '\\n' + \"#GM_config .saveclose_buttons { margin: 16px 10px 10px; padding: 2px 12px; }\"\r\n + '\\n' + \"#GM_config .reset, #GM_config .reset a,\"\r\n + '\\n' + \"#GM_config_buttons_holder { text-align: right; color: #000; }\"\r\n + '\\n' + \"#GM_config .config_header { font-size: 20pt; margin: 0; }\"\r\n + '\\n' + \"#GM_config .config_desc, #GM_config .section_desc, #GM_config .reset { font-size: 9pt; }\"\r\n + '\\n' + \"#GM_config .center { text-align: center; }\"\r\n + '\\n' + \"#GM_config .section_header_holder { margin-top: 8px; }\"\r\n + '\\n' + \"#GM_config .config_var { margin: 0 0 4px; }\"\r\n + '\\n' + \"#GM_config .section_header { font-size: 13pt; background: #414141; color: #FFF;\"\r\n + '\\n' + \"border: 1px solid #000; margin: 0; }\"\r\n + '\\n' + \"#GM_config .section_desc { font-size: 9pt; background: #EFEFEF; color: #575757;\"\r\n + '\\n' + \"border: 1px solid #CCC; margin: 0 0 6px; }\",\r\n stylish: \"\"\r\n };\r\n }\r\n\r\n // Set a default id\r\n if (typeof config.id == \"undefined\")\r\n config.id = 'GM_config';\r\n\r\n var settings = null;\r\n // If the id has changed we must modify the default style\r\n if (config.id != 'GM_config')\r\n config.css.basic = config.css.basic.replace(/#GM_config/gm, '#' + config.id);\r\n\r\n // Save the previous initialize callback\r\n var oldInitCb = config.onInit;\r\n\r\n // loop through GM_config.init() arguments\r\n for (var i = 0, l = args.length, arg; i < l; ++i) {\r\n arg = args[i];\r\n\r\n // An element to use as the config window\r\n if (typeof arg.appendChild == \"function\") {\r\n config.frame = arg;\r\n continue;\r\n }\r\n\r\n switch (typeof arg) {\r\n case 'object':\r\n for (var j in arg) { // could be a callback functions or settings object\r\n if (typeof arg[j] != \"function\") { // we are in the settings object\r\n settings = arg; // store settings object\r\n break; // leave the loop\r\n } // otherwise it must be a callback function\r\n config[\"on\" + j.charAt(0).toUpperCase() + j.slice(1)] = arg[j];\r\n }\r\n break;\r\n case 'function': // passing a bare function is set to open callback\r\n config.onOpen = arg;\r\n break;\r\n case 'string': // could be custom CSS or the title string\r\n if (arg.indexOf('{') != -1 && arg.indexOf('}') != -1)\r\n config.css.stylish = arg;\r\n else\r\n config.title = arg;\r\n break;\r\n }\r\n }\r\n\r\n if (settings) {\r\n var stored = config.read(); // read the stored settings\r\n\r\n for (var id in settings) // for each setting create a field object\r\n config.fields[id] = new GM_configField(settings[id], stored[id], id);\r\n }\r\n\r\n // Prevent infinite loops\r\n if (config.onInit === oldInitCb)\r\n config.onInit = function() {};\r\n\r\n // Call the previous init() callback function\r\n oldInitCb();\r\n}", "function updateConfigFile() {\n serverConfig = JSON.parse(readFileSync('./data/serverconfig.json', 'utf8'));\n return serverConfig;\n}", "getServerUrl() {\n const {\n host,\n port\n } = this.serverConfig;\n return `//${host || 'localhost'}:${port}`;\n }", "function SolitConfig (modified={}) {\n this.dev = modified.dev // this will always be set at runtime, even by solit.js\n this.rootDir = modified.rootDir || appRootDir,\n this.srcDir = modified.srcDir ? path.resolve(this.rootDir, modified.srcDir) : path.resolve(this.rootDir, 'src', 'server'),\n this.buildDir = modified.buildDir || 'dist/server'\n this.buildFilename = modified.buildFilename || 'server.js'\n this.host = modified.host || '127.0.0.1',\n this.port = modified.port || 3000,\n this.startMessage = ``\n this.env = modified.env\n}", "function EmoncmsServerNode(n) {\n RED.nodes.createNode(this,n);\n this.server = n.server;\n this.name = n.name;\n }", "function setup() {\n // server.authenticate = authenticate;\n // server.authorizePublish = authorizePublish;\n // server.authorizeSubscribe = authorizeSubscribe;\n log.info('Mosca server is up and running on '+env.mhost+':'+env.mport+' for mqtt and '+env.mhost+':'+env.hport+' for websocket');\n\n}", "function Server( webServer ) {\n\tthis.webServer = webServer;\n}", "function BuildManager(options) {\n if (options === void 0) { options = {}; }\n this.serverSettings = options.serverSettings ||\n serverconnection_1.ServerConnection.makeSettings();\n }", "async function connect_init() {\n return connect.server({\n root: configs.connect.root,\n port: configs.connect.port,\n livereload: configs.connect.live\n });\n}", "init(connection) {\n super.init(connection);\n Strophe.addNamespace('PING', 'urn:xmpp:ping');\n }", "init(connection) {\n super.init(connection);\n Strophe.addNamespace('PING', 'urn:xmpp:ping');\n }", "constructor(){\n\n console.log(\"NodeServer constructor\");\n this.nodeServer = null;\n }", "handleXMPP()\r\n {\r\n this.xmpp = client({\r\n service: this.service, \r\n domain: this.domain,\r\n resource: this.resource,\r\n username: this.clientId,\r\n password: this.password\r\n });\r\n\r\n if (this.debug)\r\n {\r\n debug(this.xmpp, true); //Turn debug mode on\r\n }\r\n\r\n process.env.NODE_TLS_REJECT_UNAUTHORIZED = \"0\"; //Allow self-signed certificates\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an XMPP error is returned\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"error\", (err) => {\r\n console.error(\"Error:\", err); \r\n });\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an offline status is returned\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"offline\", () => {\r\n this.log(\"offline\");\r\n });\r\n\r\n //-------------------------------------------------------------------------------\r\n // When a stanza is received and parsed\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"stanza\", function(stanza)\r\n {\r\n if (stanza.is(\"iq\")) \r\n {\r\n //Look at the Info/Query stanza type\r\n switch (stanza.attrs.type) {\r\n case \"get\":\r\n this.handleGetQuery(stanza);\r\n break;\r\n case \"set\":\r\n this.handleSetQuery(stanza);\r\n break;\r\n case \"result\":\r\n this.handleQueryResult(stanza)\r\n break;\r\n\r\n default:\r\n this.log(\"Unknown IQ stanza type:\\n\" + stanza + \"\\n\");\r\n break;\r\n }\r\n }\r\n\r\n //If we've received a message\r\n else if (stanza.is(\"message\"))\r\n {\r\n this.handleMessageStanza(stanza);\r\n }\r\n\r\n //If we've received a presence stanza\r\n else if (stanza.is(\"presence\"))\r\n {\r\n this.handlePresenceStanza(stanza);\r\n }\r\n }.bind(this));\r\n\r\n //-------------------------------------------------------------------------------\r\n // When an online status is returned (authenticated and ready to receive stanzas)\r\n //-------------------------------------------------------------------------------\r\n this.xmpp.on(\"online\", function(address)\r\n {\r\n //Anounce our presence \r\n const presence = xml(\"presence\", { id: this.newCustomID() }, xml(\"c\", { xmlns: \"http://jabber.org/protocol/caps\", hash: \"sha-1\", node:\"https://saros-project.org\", ver:\"fGKDyOA64N8UEuaqtqphGa5wERs=\" }, \"\"));\r\n this.xmpp.send(presence);\r\n \r\n //Tell Saros that we're on the right Saros version (1 & 2)\r\n const version = xml(\"iq\", { id: this.newCustomID(), to: this.fullHostJID(), type: \"set\" }, \r\n xml(\"info\", { xmlns: \"saros\" }, \r\n xml(\"payload\", { class: \"INFO\" },\r\n xml(\"data\", {}, \r\n xml(\"entry\", {}, \r\n [xml(\"string\", {}, \"version\"), xml(\"string\", {}, this.sarosVersion)])))));\r\n \r\n this.xmpp.send(version)\r\n }.bind(this));\r\n\r\n this.start();\r\n }", "function wst_client() {\n this.tcpServer = net.createServer();\n }", "function RCConfigExecServer() {\n var p = RCConfigExecServer.prototype;\n p = this;\n var self = this;\n self.data = {}\n\n var indexPageSecurityEnding = '567.html'\n\n\n self.data.dirDlManifests = sh.fs.makePath(__dirname, 'manifests')\n self.data.dirFileList = sh.fs.join(__dirname, 'data', 'fileList')\n\n p.loadConfig = function loadConfig(config) {\n self.settings = config;\n config.port = sh.dv(config.port, 6018);\n self.proc('go to ', 'http://localhost:' + config.port);\n self.proc('go to ', 'http://' + sh.getIpAddress() + ':' + config.port + '/' + 'index.html' + indexPageSecurityEnding);\n\n config.port2 = config.port;\n config.port += 2; //express can use any available port, we will forward to it \n self.runServer();\n self.startSocket();\n self.data.id = exports.RCExtV\n console.error('RCConfigExecServer', exports.RCExtV)\n // asdf3g.f\n\n // asd.g\n self.runTests();\n }\n\n self.runServer = function runServer() {\n var express = require('express')\n var app = express()\n self.app = app;\n\n app.use(sh.blockIndexPage(indexPageSecurityEnding, __dirname));\n\n app.use(function addCrossDomainMiddlware(req, res, next) {\n //asdf.g\n res.header(\"Access-Control-Allow-Origin\", \"*\");\n if (req.headers.origin != null) {\n res.header(\"Access-Control-Allow-Origin\", req.headers.origin);\n }\n ;\n res.header(\"Access-Control-Allow-Headers\", \"X-Requested-With\");\n res.header(\"Access-Control-Allow-Headers\", \"Content-Type\");\n res.header(\"Access-Control-Allow-Credentials\", \"true\");\n res.header(\"Access-Control-Allow-Methods\", \"PUT, GET, POST, DELETE, OPTIONS\");\n next();\n });\n\n var bodyParser = require(\"body-parser\");\n //var multer = require('multer');\n\n app.use(bodyParser.json({limit: '50mb'}));\n\n app.use(bodyParser.urlencoded({\n limit: '50mb',\n extended: true\n }));\n\n app.use(bodyParser.json({type: 'application/vnd.api+json'})); // parse application/vnd.api+json as json\n\n app.use(express.static(__dirname + '/' + 'public_html'));\n //uiutils in local\n var dirUIUtils = sh.require(\n /*sh.fs.join('mp', 'testingFramework'),*/\n 'mp/testingFramework/',\n true)\n //console.log('ok, ', dirUIUtils)\n //sh.x()\n sh.fs.exists(dirUIUtils, 'wh not here')\n app.use('/js/lib', express.static(dirUIUtils));\n app.get('/js/lib/ui_utils.js', function onReadFile(req, res) {\n var content = sh.readFile(dirUIUtils + 'shelpers-mini.js')\n res.send(content);\n });\n app.get('/js/lib/shelpers-mini.js', function onReadFile(req, res) {\n var content = sh.readFile(dirUIUtils + 'ui_utils.js')\n res.send(content);\n });\n\n app.get('/C:/Users/user1/Dropbox/projects/crypto/mp/testingFramework/ui_utils.js', function onReadFile(req, res) {\n var content = sh.readFile('C:/Users/user1/Dropbox/projects/crypto/mp/testingFramework/ui_utils.js')\n res.send(content);\n });\n\n\n /*return;\n var dirSaves = __dirname+'/'+'saves/';\n sh.mkdirp(dirSaves);\n sh.writeFile(dirSaves + 'test.html', 'Test content <br /> ok ok ok ?');\n */\n app.get('/readFile', function onReadFile(req, res) {\n var name = req.query.name;\n var content = sh.readFile(dirSaves + name + '.html')\n res.send(content);\n\n });\n\n app.post('/saveFile', function onSaveFile(req, res) {\n var body = req.body;\n var name = body.name;\n var contents = body.body;\n //var name = req.params.name;\n console.log(req.body)\n sh.writeFile(dirSaves + name + '.html', contents)\n\n res.send('Hello World!');\n });\n\n\n app.get('/goToFile', function onReadFile(req, res) {\n var name = req.query.file;\n name = name.replace('/media/sf_Dropbox', 'G:/Dropbox/')\n console.log(name)\n var opened = false;\n if (sh.fs.exists(name)) {\n if (sh.fs.isDir(name)) {\n sh.run('start \"\" ' + sh.qq(name))\n opened = true\n } else {\n var dir = sh.fs.goUpOneDir(name)\n sh.run('start \"\" ' + sh.qq(name))\n opened = true\n }\n }\n\n if (opened == false) {\n res.status(404)\n res.send('no found ' + name)\n return;\n }\n\n res.send('ok');\n\n });\n\n sh.defineExitware(self.app)\n\n var JSONFileHelper = require('shelpers').JSONFileHelper;\n\n function defineResumeMethods() {\n\n //var j = new JSONFileHelper();\n\n var j = new JSONFileHelper();\n var config = {};\n config.file = __dirname + '/' + 'recent_files.json';\n j.init(config);\n self.data.j = j;\n\n app.post('/saveFile', function onSaveFile(req, res) {\n var body = req.body;\n var name = body.name;\n var contents = body.body;\n //var name = req.params.name;\n console.log(req.body);\n var fileJSON = dirSaves + name + '.html';\n sh.writeFile(fileJSON, contents);\n\n\n var bookJSON = {\n file: fileJSON,\n name: name\n }\n self.data.j.addRecent(bookJSON, true, 'file');\n\n res.send('Hello World!');\n });\n\n app.get('/removeFile', function onRemoveFile(req, res) {\n var body = req.query;\n var name = body.name;\n var fileJSON = dirSaves + name + '.html';\n self.proc('removing', name)\n\n var bookJSON = {\n file: fileJSON,\n name: name\n }\n self.data.j.removeRecent(bookJSON, 'file');\n\n res.send('removed');\n });\n\n app.get('/listFiles', function onSaveFile(req, res) {\n\n var files = [];//self.utils.getfilesInDir();\n\n files = self.data.j.readFile();\n res.json(files)\n\n return;\n var body = req.body;\n var name = body.name;\n var contents = body.body;\n //var name = req.params.name;\n console.log(req.body)\n sh.writeFile(dirSaves + name + '.html', contents)\n\n res.send('Hello World!');\n });\n\n }\n\n defineResumeMethods();\n\n\n function defineResumeMethods2() {\n //var j = new JSONFileHelper();\n\n var j = new JSONFileHelper();\n var config = {};\n config.file = __dirname + '/' + 'recent_tasks.json';\n config.propUpsert = 'name';\n\n\n j.init(config);\n self.data.j2 = j;\n\n app.post('/saveTask', function onSaveFile(req, res) {\n var body = req.body;\n var name = body.name;\n var contents = body.body;\n //var name = req.params.name;\n console.log('why?', name, body);\n\n var fileJSON = sh.fs.join(__dirname, 'tasks', name + '.json')\n sh.fs.mkdirp(fileJSON, true)\n sh.writeJSONFile(fileJSON, contents)\n\n //var fileJSON = dirSaves+name+'.html';\n //sh.writeFile(fileJSON, contents);\n var bookJSON = {\n contents: contents,\n name: name\n }\n self.data.j2.addRecent(bookJSON, true, 'name');\n res.send('Hello World!');\n });\n\n app.get('/getTask', function getTask(req, res) {\n var body = req.query;\n var name = body.name;\n\n if (name.endsWith('.json') == false) {\n name += '.json'\n }\n var fileJSON = sh.fs.join(__dirname, 'tasks', name)\n self.proc('getTask', name, fileJSON);\n res.sendfile(fileJSON);\n //res.send('removed');\n });\n\n app.get('/removeTask', function onRemoveFile(req, res) {\n var body = req.query;\n var name = body.name;\n self.proc('removingTasls', name)\n if (name.endsWith('.json') == false) {\n name += '.json'\n }\n\n var fileJSON = sh.fs.join(__dirname, 'tasks', name)\n\n var bookJSON = {\n name: name\n }\n removedresult = self.data.j2.removeRecent(bookJSON, 'name');\n if (removedresult) {\n sh.fs.delete(fileJSON, true)\n }\n res.send('removed');\n });\n\n app.get('/listTasks', function onSaveFile(req, res) {\n var files = [];//self.utils.getfilesInDir();\n files = self.data.j2.readFile();\n res.json(files)\n return;\n });\n\n var dirSaveNewTaskPath = sh.fs.join(__dirname, 'data', 'uploadTasks') //(app,)\n sh.uploadFileHelper({\n app: app,\n uploadPath: '/uploadTask',\n dirStore: dirSaveNewTaskPath,\n fxDone: function onUploadedFile(file, bbb) {\n self.proc('file', file, bbb);\n self.newTask(file)\n }\n })\n\n\n p.newTask = function newTask(file) {\n var fileDlManifest = file;\n var leaf = sh.fs.leaf(file)\n leaf = leaf.replace('.json', '')\n\n var dirUploadedLists = sh.fs.join(__dirname, 'data', 'uploadedLists')\n sh.fs.mkdirp(dirUploadedLists)\n var fileUploadedManifest = sh.fs.join(dirUploadedLists, sh.fs.leaf(file))\n var fileTask = sh.fs.join(__dirname, 'tasks', leaf)\n //asdf.g\n sh.fs.cp2(file, fileUploadedManifest);\n\n var json = {\n \"name\": leaf,\n //\"fileFileList\": \"G:\\\\Dropbox\\\\projects\\\\crypto\\\\mp\\\\RCExt\\\\data\\\\filelists\\\\http___localhost_6024_.txt\",\n \"listDlManifest\": fileUploadedManifest,\n //\"G:\\\\Dropbox\\\\projects\\\\crypto\\\\ritv/imdb_movie_scraper/IMDB_App_Output/dlListsWrapC/List ls Ids_ls05139_11.json\",\n \"props\": {\n \"upload from a file\": new Date(),\n }\n }\n\n //store json\n sh.writeJSONFile(fileTask, json)\n\n\n self.utils.storeConfig(leaf, fileTask);\n //update recent\n }\n\n\n self.addTest(function onTestSavingFile() {\n //G:\\Dropbox\\projects\\crypto\\mp\\RCExt\\data\\uploadTasks\\test_dl_manifest.json\n var fileTestUpload = sh.fs.join(__dirname, 'testData', 'test_dl_manifest.json')\n var orig = self.data.j2.settings.addToTop;\n self.data.j2.settings.addToTop = false;\n self.newTask(fileTestUpload);\n self.data.j2.settings.addToTop = orig;\n })\n\n }\n\n defineResumeMethods2();\n\n\n var file = 'mp/SpeakerJava2/SpeakServer/public_html/powershell/goto/OpenFileInWebstorm.js'\n var file2 = sh.require(file, true)\n if (sh.fs.exists(file2)) {\n //asdf.g\n var OpenFileInWebstorm = sh.require(file)\n .OpenFileInWebstorm\n self.data.openFile = new OpenFileInWebstorm();\n }\n\n\n app.get('/openFile', function openFile(req, res) {\n var body = req.query;\n var file = body.file;\n //var fileJSON = dirSaves+name+'.html';\n self.proc('...', file)\n if (file == null || file == 'undefined') {\n res.send('abort')\n return;\n }\n var cfg = {}\n cfg.file = file;\n self.proc('file', file)\n self.data.openFile.init(cfg);\n\n res.send('opened ....');\n });\n\n\n app.get('/nudgetSocket', function nudgetSocket(req, res) {\n var body = req.query;\n var file = body.file;\n //var fileJSON = dirSaves+name+'.html';\n self.proc('... nudget socket', file)\n\n self.socket\n\n res.send('nudged ....');\n });\n\n function defineVerifyStep() {\n //move to other server\n app.get('/getFiles', function onGetFiles(req, res) {\n //start here and move to socket in other server\n\n\n var dirs = []\n\n\n var dir3 =\n\n sh.async(dirs, function onEachDir(dir, fx) {\n\n }, function onEachDirsDione() {\n res.send('onGetFiles');\n })\n\n return\n });\n\n app.get('/listFiles', function onSaveFile(req, res) {\n var files = [];\n\n files = self.data.j.readFile();\n res.json(files)\n\n return;\n var body = req.body;\n var name = body.name;\n var contents = body.body;\n //var name = req.params.name;\n console.log(req.body)\n sh.writeFile(dirSaves + name + '.html', contents)\n\n res.send('Hello World!');\n });\n\n\n app.get('/resetSockets', function resetSockets(req, res) {\n var body = req.query;\n var name = body.name;\n self.proc('removing', name);\n if (self.data.socketBreed) {\n self.data.socketBreed.disconnect()\n }\n self.data.socketBreed = null;\n if (self.data.socketBreed2) {\n self.data.socketBreed2.disconnect()\n }\n self.data.socketBreed2 = null;\n res.send('reset');\n });\n\n app.get('/clearLog', function clearLog(req, res) {\n var body = req.query;\n var name = body.name;\n self.proc('removing', name);\n console.log('.............clear log..................')\n sh.each.times(30, function onAdd() {\n console.log('')\n })\n res.send('clearLog');\n });\n\n\n }\n\n defineVerifyStep();\n\n //asdf.g\n\n self.active_server = app.listen(self.settings.port, function () {\n console.log('Listening on ' + self.settings.port)\n });\n\n return self.active_server;\n\n }\n\n\n self.startSocket = function startSocket() {\n // return\n console.error('startSocket ... no no n')\n var http = require('http').Server(self.app);\n var io = require('socket.io')(http);\n http.listen(self.settings.port2, function onSTarted() {\n console.log('started port2', exports.RCExtV)\n self.active_server2 = this;\n // console.log('go to ', baseUrl)\n })\n self.appSocket = io\n io.sockets.on('connection', function (socket) {\n console.log('new connnnn')\n self.pSocket = socket;\n socket.emit('news', {hello: 'world'});\n socket.on('my other event', function (data) {\n console.log(data);\n });\n /*socket.on('chat message', function (data) {\n console.log(data);\n });*/\n socket.on('chat message', function (msg) {\n io.emit('chat message', msg);\n });\n\n\n socket.on('runcmd', function onRunCmd(data) {\n self.proc('what is command', data.cmd, sh.toJSONString(data))\n // self.proc('cmd no match', data)\n\n\n self.handleSocket(data, function onFinished(a, b, c) {\n var result = {}\n\n result.a = a;\n /* if ( sh.isObject(a) ) {\n result = a; \n }*/\n result.b = b;\n result.c = c;\n if (data.noreturn != true) {\n var str = data.cmd + '' + '_results'\n self.proc('socket handled ... str', str)\n io.emit(str, result);\n }\n ;\n })\n\n return\n if (data.noreturn != true) {\n var str = data.cmd + '' + '_results'\n console.log('str', str)\n io.emit(str, data);\n }\n });\n\n\n socket.on('window.invoke', function (x) {\n console.log('window invoke')\n socket.broadcast.emit('window.invoke', x);\n })\n\n\n socket.on('getLocalFiles', function onGetLocalFiles(data) {\n self.proc('what is command', data.cmd, sh.toJSONString(data))\n\n socket.emit('getLocalFiles_results', 'cool');\n\n return\n });\n\n\n });\n\n self.http = http;\n }\n\n\n var dirCrypto = __dirname + '/' + '../' + '../'\n\n function defineCMD() {\n p.handleSocket = function handleSocket(data, fx) {\n\n\n if (sh.isWin() == false && data.fileManifest) {\n data.fileManifest = sh.fs.slash(data.fileManifest)\n //asdf.g\n if (data.fileManifest.includes('crypto/')) {\n data.fileManifest = sh.fs.join(__dirname,\n sh.str.after(data.fileManifest, 'RCExt'))\n\n }\n }\n /// sh.fs.exists(fileDlRecManifest)\n\n\n console.log(data.cmd, 'cmd')\n if (data.cmd == 'searchpb') {\n self.cmds.searchPb(data, fx)\n }\n if (data.cmd == 'listids') {\n self.cmds.listids(data, fx)\n }\n if (data.cmd == 'makemani') {\n console.log('..dfsd.')\n var dirManifest = __dirname + '/' + 'manifests/'\n sh.makePathIfDoesNotExist(dirManifest);\n\n sh.throwIfNull(data.title, 'need a title')\n\n if (data.file) {\n\n }\n if (data.tor) {\n var tors = [data.tor]\n }\n var fileDLManifest = sh.fs.join(dirManifest, data.title + '.json')\n sh.writeJSONFile(fileDLManifest, tors)\n self.proc('makemani', 'storing file here', fileDLManifest)\n\n fx({fileDLManifest: fileDLManifest})\n }\n if (data.cmd == 'dlFileList') {\n self.cmds.dlFileList(data, fx)\n }\n if (data.cmd == 'dlListTypeConfig') {\n self.cmds.dlListTypeConfig(data, fx)\n }\n\n if (data.cmd == 'dlRemoteFileList') {\n self.cmds.dlRemoteFileList(data, fx)\n }\n if (data.cmd == 'dlRemoteFileListWithSizes') {\n self.cmds.dlRemoteFileList(data, fx, true)\n }\n\n if (data.cmd == 'taskCheckProgressLite') {\n self.cmds.taskCheckProgressLite(data, fx)\n }\n\n if (data.cmd == 'taskGetDLProgressStatus') {\n self.cmds.taskGetDLProgressStatus(data, fx)\n }\n\n if (data.cmd == 'sanitizeFileList') {\n self.cmds.sanitizeFileList(data, fx)\n }\n\n if (data.cmd == 'importRecFile') {\n self.cmds.importRecFile(data, fx)\n }\n\n if (data.cmd == 'uploadAndRun') {\n self.cmds.uploadAndRun(data, fx)\n }\n\n return;\n };\n }\n\n defineCMD()\n\n\n function defineCmds() {\n p.cmds = {}\n p.cmds.sendStatus = function sendStatus(msg, type, data1) {\n var data = {};\n if (data1) {\n data = data1;\n }\n data.msg = msg;\n data.type = type;\n self.appSocket.emit('updateStatus', data);\n }\n p.cmds.searchPb = function searchPb(data, fx) {\n var dirScript = dirCrypto + '/ritv/distillerv3/utils/SearchPB.js'\n var SearchPB = require(dirScript).SearchPB\n\n self.cmds.sendStatus('msg ... starting search')\n\n var token = {};\n token.query = data.query;\n\n var options = {}\n sh.mergeObjects(token, options)\n options.query = token.query\n options.pbCategory = token.pbCategory;\n options.pbCategory2 = token.pbCategory2;\n options.showAllMatches = true\n\n if (data.searchInCategory != null) {\n options.pbCategory = data.searchInCategory;\n }\n options.pbMinSeederCount = token.pbMinSeederCount;\n\n var go = new SearchPB()\n options.callback = function onDone(_urlTorrent, token) {\n token.urlTorrent = _urlTorrent;\n self.proc('token.urlTorrent', token.query, _urlTorrent)\n if (token.testPbQuery) {\n token.fxCallback()\n return;\n }\n var result = {}\n // result.title = token.title;\n // result.urlMagnet = token.urlMagnet;\n result = token.selectedLink;\n fx(result, token.linkz);\n }\n options.fxBail = function bailX(msg) {\n\n var bailOnQuery = false;\n //TODO: if have to add a 3rd category, store searchInCategory in array\n //and verify each attempt\n //feature: bookmark.searchAgain without category restrictions\n if (token.pbCategory != null) {\n if (token.pbCategory2 == null) {\n bailOnQuery = true\n } else {\n var haveSearchedCategory2 = token.pbCategory2 == searchInCategory;\n if (haveSearchedCategory2 == true) {\n bailOnQuery = true\n } else {\n //retry\n token.query = token.query.replace('720p', '')\n self.searchByName(token, cb, token.pbCategory2)\n }\n }\n } else {\n bailOnQuery = true\n }\n\n if (bailOnQuery) {\n console.error('bailing bc', msg)\n // token.fxBail(msg)\n fx(null, msg);\n }\n }\n go.go(options);\n }\n\n console.log('...sdfxsdf......')\n p.cmds.listids = function listids(cmd, fx) {\n\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n var fxHelper = {}\n var fH = fxHelper;\n fH.startCmd_Dl = function startCmd_Dl(token, cb) {\n self.proc('startCmd_Dl');\n\n console.log('cmd', cmd)\n\n var listIds = sh.splitStrIntoArray(cmd.listIds)\n fx.data = {};\n fx.data.listIds = listIds;\n\n fx.data.taskName = cmd.taskName;\n if (fx.data.taskName == null) {\n fx.data.taskName = listIds[0] + listIds.length + '_more_' + sh.getTimeStamp();\n }\n console.log(sh.n)\n console.log('list', fx.data);\n console.log(sh.n)\n //display info\n\n cb();\n }\n\n\n var dirScript = 'G:/Dropbox/projects/crypto/ritv/imdb_movie_scraper/' +\n 'wrappers/imdb_app_v3_wrapper.js'\n\n dirScript = sh.deos(dirScript)\n var ConvertXToIMDB_PB_List = require(dirScript).ConvertXToIMDB_PB_List\n\n fH.dlLists = function dlLists(token, cb) {\n self.proc('dlLists');\n\n // return;\n if (cmd.wrapType == 'ttIds') {\n ConvertXToIMDB_PB_List.downloadIds(fx.data.listIds, true, fx.data.taskName, onSavedFile);\n return;\n\n }\n if (cmd.wrapType == 'idList') {\n ConvertXToIMDB_PB_List.downloadLists(fx.data.listIds, true, fx.data.taskName, onSavedFile);\n return;\n }\n\n if (cmd.wrapType == 'imdbSearch') {\n ConvertXToIMDB_PB_List.createIMDBList_fromSearch(cmd, true, fx.data.taskName, onSavedFile);\n return;\n }\n\n\n // if (cmd.wrapType == 'lsList') {\n ConvertXToIMDB_PB_List.downloadLists(fx.data.listIds, true, fx.data.taskName, onSavedFile);\n\n function onSavedFile(file) {\n console.log('finished with lax', file);\n self.utils.storeConfig(fx.data.taskName, file);\n fx.data.fileDLManifest = file;\n var fileMissing = file + '.missing.json';\n //clear\n self.proc('do have file', sh.fs.exists(fileMissing), fileMissing)\n sh.fs.delete(fileMissing, true)\n self.cmds.sendStatus('file is ' + file)\n self.cmds.sendStatus('finished making manifest')\n cb();\n }\n\n //dl list\n\n }\n fH.storeInFile = function storeInFile(token, cb) {\n self.proc('storeInFile', fx.data.fileDLManifest)\n sh.log.file(fx.data.fileDLManifest)\n fx({fileDLManifest: fx.data.fileDLManifest});\n //create manifest and return manifest name\n cb();\n }\n\n\n var token = {}\n\n var work = new PromiseHelperV3();\n token.silentToken = true\n work.wait = token.simulate == false;\n work.startChain(token)\n .add(fH.startCmd_Dl)\n .add(fH.dlLists)\n .add(fH.storeInFile)\n //.log()\n .end();\n self.cmds.sendStatus('msg ... starting search')\n\n return;\n\n\n var dirScript = dirCrypto + '/ritv/distillerv3/utils/SearchPB.js'\n var SearchPB = require(dirScript).SearchPB\n\n\n var token = {};\n token.query = data.query;\n\n var options = {}\n sh.mergeObjects(token, options)\n options.query = token.query\n options.pbCategory = token.pbCategory;\n options.pbCategory2 = token.pbCategory2;\n options.showAllMatches = true\n\n if (data.searchInCategory != null) {\n options.pbCategory = data.searchInCategory;\n }\n options.pbMinSeederCount = token.pbMinSeederCount;\n\n var go = new SearchPB()\n options.callback = function onDone(_urlTorrent, token) {\n token.urlTorrent = _urlTorrent;\n self.proc('token.urlTorrent', token.query, _urlTorrent)\n if (token.testPbQuery) {\n token.fxCallback()\n return;\n }\n var result = {}\n // result.title = token.title;\n // result.urlMagnet = token.urlMagnet;\n , result = token.selectedLink;\n fx(result, token.linkz);\n }\n options.fxBail = function bailX(msg) {\n\n var bailOnQuery = false;\n //TODO: if have to add a 3rd category, store searchInCategory in array\n //and verify each attempt\n //feature: bookmark.searchAgain without category restrictions\n if (token.pbCategory != null) {\n if (token.pbCategory2 == null) {\n bailOnQuery = true\n } else {\n var haveSearchedCategory2 = token.pbCategory2 == searchInCategory;\n if (haveSearchedCategory2 == true) {\n bailOnQuery = true\n } else {\n //retry\n token.query = token.query.replace('720p', '')\n self.searchByName(token, cb, token.pbCategory2)\n }\n }\n } else {\n bailOnQuery = true\n }\n\n if (bailOnQuery) {\n console.error('bailing bc', msg)\n // token.fxBail(msg)\n fx(null, msg);\n }\n }\n go.go(options);\n }\n p.cmds.dlFileList = function dlFileList(cmd, fx) {\n\n\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n\n //dl file\n //put in fileOutput dir\n\n var t = EasyRemoteTester.create('Dl List', {});\n var data = {};\n var urls = {};\n urls.notes = {};\n urls.reload = t.utils.createTestingUrl('reload')\n urls.file = cmd.url;\n // t.settings.baseUrl = baseUrl;\n t.settings.silent = true;\n\n var fileFileList = cmd.url.split('/').slice(-1)[0];\n\n\n sh.mkdirp(self.data.dirFileList);\n fileFileList = sh.fs.join(self.data.dirFileList, fileFileList)\n\n t.add(function dlFile() {\n t.quickRequest(urls.file,\n 'get', onResult)\n function onResult(body) {\n\n self.proc('saving file to ', fileFileList)\n sh.writeFile(fileFileList, body)\n\n fx();\n // console.log('body', body)\n // t.assert(body.id>0, 'post-verify did not let me do a search');\n t.cb();\n }\n }\n );\n\n }\n\n p.cmds.dlListTypeConfig = function dlListTypeConfig(cmd, fx) {\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n\n //dl file\n //put in fileOutput dir\n\n var t = EasyRemoteTester.create('Dl List', {});\n var data = {};\n var urls = {};\n urls.notes = {};\n urls.reload = t.utils.createTestingUrl('reload')\n urls.file = cmd.url;\n // t.settings.baseUrl = baseUrl;\n t.settings.silent = true;\n\n var fileFileList = cmd.url.split('/').slice(-1)[0];\n\n\n sh.mkdirp(self.data.dirFileList);\n fileFileList = sh.fs.join(self.data.dirFileList, fileFileList)\n\n t.add(function dlFile() {\n t.quickRequest(urls.file,\n 'get', onResult)\n function onResult(body) {\n\n self.proc('saving file to ', fileFileList)\n sh.writeFile(fileFileList, body)\n\n fx();\n // console.log('body', body)\n // t.assert(body.id>0, 'post-verify did not let me do a search');\n t.cb();\n }\n }\n );\n\n }\n\n\n }\n\n defineCmds();\n\n\n function defineCrossCmds() {\n p.cmds.dlRemoteFileList = function dlRemoteFileList(cmd, fx, withSizes) {\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n var fileScript = sh.fs.join(__dirname, 'supporting', 'WorkflowGetFilesFromRemoteMachine.js');\n var GetFileListFromRemote = require(fileScript).GetFileListFromRemote;\n\n // var dirFileLists = sh.fs.makePath(__dirname, 'data', 'files')\n\n var data = cmd;\n\n var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n var fileFileList = sh.fs.join(self.data.dirFileList, cmd.fileFileList);\n\n //self.cmds.sendStatus('running dlRemoteFileList');\n var type = 'dlRemoteFileList'\n if (withSizes) {\n type += 'WithSizes'; //dlRemoteFileListWithSizes\n }\n self.cmds.sendStatus('running dlRemoteFileList', type);\n\n var instance = new GetFileListFromRemote();\n var config = {};\n //config.ip = '127.0.0.1'\n //config.port = '6014'\n\n config.socket = self.data.socketBreed;\n if (cmd.url) {\n self.proc('port ip set')\n var split = cmd.url.split(':')\n config.ip = split[0];\n config.port = split[1];\n }\n\n config.ip = data.ip;\n config.port = data.port;\n\n if (withSizes) {\n config.withSizes = true;\n }\n\n if (data.initGFFRM) {\n self.proc('data.initGFFRM', '... ... ...');\n config.initGFFRM = data.initGFFRM;\n }\n //config.localTest = true\n config.fxDone = function fxDone(file, dataResult) {\n //console.log('...', 'y')\n self.proc('sending a result back.....');\n // console.log('-----------------what is reuslt', dataResult, 'ok')\n // self.cmds.sendStatus('done dlRemoteFileList '+ file);\n\n if (instance.data.socket && self.data.socketBreed == null) {\n self.data.socketBreed = instance.data.socket;\n }\n\n var output = {};\n output.data = file;\n /// self.cmds.sendStatusType('dlRemoteFileList')\n self.cmds.sendStatus('done dlRemoteFileList ' + file, type, output);\n\n if (data.initGFFRM) {\n self.cmds.sendStatus('done dlRemoteFileList ' + file, 'initGFFRM', dataResult);\n }\n }\n instance.init(config)\n\n\n }\n\n\n p.cmds.taskCheckProgressLite = function taskCheckProgressLite(cmd, fx) {\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n\n // var dirFileLists = sh.fs.makePath(__dirname, 'data', 'files')\n\n var fileDlManifest = cmd.fileManifest\n // var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n if (fileDlManifest.includes('/') == false && fileDlManifest.includes('\\\\') == false) {\n var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n }\n\n var fileFileList = cmd.fileFileList\n console.log('fileFileList', '<<<<<<<<<<<', fileFileList)\n if (fileFileList) {\n console.log('...', '')\n }\n if (fileFileList.includes('/') == false && fileFileList.includes('\\\\') == false) {\n var fileFileList = sh.fs.join(self.data.dirFileList, cmd.fileFileList);\n }\n\n console.log('fileFileList', '------------', fileFileList)\n\n self.cmds.sendStatus('running tool');\n var type = 'taskCheckProgressLite'\n self.cmds.sendStatus('running taskCheckProgressLite', type);\n\n RCScripts.verifyComplete(fileDlManifest, fileFileList, function onDone(output) {\n console.log('found how many?', output.foundCount);\n output.itemsValid = null;\n output.itemsFound = null;\n output.lines = output.lines.length\n output.result = 'found ' + output.foundCount;\n // sh.throwIf(output.foundCount != 2, 'did not match write count of items');\n fx(output);\n self.cmds.sendStatus('done with ' +\n type + ' ' + output.foundCount, type, output);\n });\n\n return;\n }\n\n p.cmds.taskGetDLProgressStatus = function taskGetDLProgressStatus(cmd, fx) {\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n /* var fileDlManifest = cmd.fileManifest\n // var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n if (fileDlManifest.includes('/') == false && fileDlManifest.includes('\\\\') == false) {\n var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n }\n\n var fileFileList = cmd.fileFileList\n console.log('fileFileList', '<<<<<<<<<<<', fileFileList)\n if ( fileFileList ) {\n console.log('...', '')\n }\n if (fileFileList.includes('/') == false && fileFileList.includes('\\\\') == false) {\n var fileFileList = sh.fs.join(self.data.dirFileList, cmd.fileFileList);\n }\n\n console.log('fileFileList', '------------', fileFileList)*/\n self.cmds.sendStatus('running tool');\n var type = 'taskGetDLProgressStatus'\n self.cmds.sendStatus('running taskGetDLProgressStatus', type);\n\n var t = EasyRemoteTester.create('Dl List', {});\n var data = {};\n var urls = {};\n urls.notes = {};\n t.settings.baseUrl = 'http://'+cmd.url;\n urls.file = t.utils.createTestingUrl('getStatus_ofInProgress')\n\n // t.settings.baseUrl = baseUrl;\n t.settings.silent = true;\n /*\n var fileFileList = cmd.url.split('/').slice(-1)[0];\n sh.mkdirp(self.data.dirFileList);\n fileFileList = sh.fs.join(self.data.dirFileList, fileFileList)\n\n */\n t.add(function dlFile() {\n t.quickRequest(urls.file,\n 'get', onResult)\n function onResult(body) {\n\n //self.proc('saving file to ', fileFileList)\n //sh.writeFile(fileFileList, body)\n\n console.log('body')\n body = sh.replace(body, '<br />', '\\n')\n body = sh.replace(body, '&nbsp;', ' ')\n console.log(body)\n\n fx();\n // console.log('body', body)\n // t.assert(body.id>0, 'post-verify did not let me do a search');\n t.cb();\n }\n }\n );\n }\n\n p.cmds.uploadAndRun = function uploadAndRun(cmd, fx) {\n self.proc('.....!@uploadAndRun#d$', exports.RCExtV, self.data.id)\n var fileDlManifest = self.utils.appendDirIfRelative(self.data.dirDlManifests, cmd.fileManifest)\n //var fileDlRecManifest=fileDlManifest+'.recipet.json'\n var fileDlManifestMissingFilesOnly = self.utils.appendDirIfRelative(self.data.dirDlManifests, cmd.fileManifest + '.missing.json')\n\n console.log('fileFileList', '<<<<<<<<<<<', fileDlManifest)\n\n self.cmds.sendStatus('running tool');\n\n var type = 'uploadAndRun'\n self.cmds.sendStatus('running uploadAndRun', type);\n\n if (sh.fs.exists(fileDlManifest) == false) {\n self.cmds.sendStatus('FAILED .... do the import first ', type);\n return;\n }\n\n if (sh.fs.exists(fileDlManifestMissingFilesOnly)) {\n self.proc('...', 'fileDlManifestMissingFilesOnly')\n fileDlManifest = fileDlManifestMissingFilesOnly\n self.cmds.sendStatus('running uploadAndRun with fileDlManifestMissingFilesOnly file---', type);\n }\n\n var cfg = sh.clone(cmd);\n cfg.fileManifest = fileDlManifest;\n cfg.ip = cmd.ip;\n cfg.port = cmd.port;\n delete cfg.url;\n cfg.socket = self.data.socketBreed2;\n console.log('111what is socket', cfg.socket)\n\n Workflow_UploadAndRun.uploadAndRun(cfg, function onDone(output) {\n console.log('found how many?', output);\n output.complete = true;\n output.result = 'fxed' + output.count;\n fx(output);\n self.data.socketBreed2 = cfg.socket\n self.cmds.sendStatus('done with ' + type, type, output);\n });\n\n return;\n }\n\n p.cmds.sanitizeFileList = function sanitizeFileList(cmd, fx) {\n console.log('.....!@ddddd9999#d$', 'sanitizeFileList',\n exports.RCExtV, self.data.id)\n //why: will import files into db, \n //will search manifest for files in db \n\n //2 check globally for path of file\n //make test dmoe file \n //see if it can find fake demo file \n\n // var dirFileLists = sh.fs.makePath(__dirname, 'data', 'files')\n\n //var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n //var fileFileList = sh.fs.join(self.data.dirFileList, cmd.fileFileList);\n\n\n //var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n var fileDlManifest = self.utils.appendDirIfRelative(self.data.dirDlManifests, cmd.fileManifest)\n var fileFileList = self.utils.appendDirIfRelative(self.data.dirFileList, cmd.fileFileList)\n /*\n\n var fileFileList = cmd.fileFileList\n\n\n if ( fileFileList.includes('/') == false && fileFileList.includes('\\\\') == false ) {\n var fileFileList = sh.fs.join(self.data.dirFileList, cmd.fileFileList);\n }\n */\n\n self.proc('fileFileList', '<<<<<<<<<<<', fileFileList)\n\n self.cmds.sendStatus('running tool');\n\n var type = 'sanitizeFileList'\n self.cmds.sendStatus('running sanitizeFileList', type);\n\n\n var cfg = {}\n\n cfg.fileList = fileFileList\n cfg.fileManifest = fileDlManifest\n\n cfg.fxDone = function onDone(output) {\n console.log('found how many?', output.foundCount);\n output.itemsValid = null;\n output.itemsFound = null;\n // output.lines = output.lines.length\n //sh.throwIf(output.foundCount != 2, 'did not match write count of items');\\\n var outputLite = self.utils.flatten(output)\n outputLite.output = JSON.stringify(outputLite)\n\n\n if (self.data.createFilteredList) {\n var fileDlRecManifest = fileDlManifest + '.recipet.json'\n }\n\n console.log('xoutput', outputLite)\n\n fx(output);\n self.cmds.sendStatus('done with sanitizeFileList ' + output.foundCount, type, outputLite);\n }\n //cfg.searchGlobalAllServers = true;\n\n /*\n cfg.checkFileSizes = true; //import the size in the filelist\n //make dl list get the import dl list\n cfg.checkForIMDB = true; //\n cfg.checkForFilePath = true; //match if ay portion is in file name ///so it would not concern with the end of file name ...\n //that's enough\n */\n\n RCScripts.checkPercentageCompleteDeep(cfg);\n\n return;\n }\n\n\n p.cmds.importRecFile = function importRecFile(cmd, fx) {\n console.log('.....!@ddddd9999#d$', exports.RCExtV, self.data.id)\n // var dirFileLists = sh.fs.makePath(__dirname, 'data', 'files')\n\n //var fileDlManifest = sh.fs.join(self.data.dirDlManifests, cmd.fileManifest);\n var fileDlManifest = self.utils.appendDirIfRelative(self.data.dirDlManifests, cmd.fileManifest)\n //var fileFileList = self.utils.appendDirIfRelative(self.data.dirFileList, cmd.fileFileList)\n\n var fileDlRecManifest = fileDlManifest + '.recipet.json'\n\n /*\n sh.fs.exists(fileDlManifest, 'this file must exist', function onError(err) {\n })\n */\n\n console.log('fileFileList', '<<<<<<<<<<<', fileDlRecManifest)\n\n self.cmds.sendStatus('running tool');\n\n var type = 'importRecFile'\n self.cmds.sendStatus('running importRecFile', type);\n\n if (sh.fs.exists(fileDlRecManifest) == false) {\n self.cmds.sendStatus('FAILED .... do the import first ', type);\n return;\n }\n\n Workflow_ImportVidsAgain.importRecFile(fileDlRecManifest, function onDone(output) {\n console.log('found how many?', output);\n output.complete = true\n output.result = 'fxed' + output.count\n fx(output);\n self.cmds.sendStatus('done with importRecFile ', type, output);\n });\n\n return;\n }\n\n\n }\n\n defineCrossCmds()\n\n function defineUtils() {\n p.utils = {}\n\n p.utils.storeConfig = function storeConfig_ForRecent(name, file) {\n //var fileConfig = sh.fs.makePath(__dirname, /*'../',*/ 'configs', name+'')\n // sh.fs.copy(file, fileConfig, true)\n\n var fileConfig = sh.fs.makePath(__dirname, 'manifests', name + '.json');\n self.proc('copy', file, 'to', fileConfig);\n sh.fs.copy(file, fileConfig, true);\n\n\n var bookJSON = {\n file: fileConfig,\n created_at: new Date(),\n name: name\n }\n self.data.j2.addRecent(bookJSON, true, 'file');\n //self.data.j.addRecent(j)\n\n }\n\n\n p.utils.appendDirIfRelative = function appendDirIfRelative(dir, file) {\n var fileOutput = file;\n if (file.includes('/') == false && file.includes('\\\\') == false) {\n var fileOutput = sh.fs.join(dir, file);\n }\n\n return fileOutput;\n }\n p.utils.flatten = function flatten(output, file) {\n var lite = sh.clone(output)\n var outputLite = {}\n sh.each(output, function copyOrCondense(k, v) {\n var val = v;\n if (sh.isArray(v)) {\n val = v.length;\n }\n outputLite[k] = val;\n })\n return outputLite;\n }\n }\n\n defineUtils();\n\n\n function defineTestsMethods() {\n p.addTest = function onAddTest(fx) {\n self.data.fxTests = sh.dv(self.data.fxTests, [])\n self.data.fxTests.push(fx)\n }\n p.runTests = function runTests() {\n sh.each(self.data.fxTests, function onTests(k, v) {\n v();\n })\n }\n }\n\n defineTestsMethods()\n /**\n * Receive log commands in special format\n */\n p.proc = function proc() {\n sh.sLog(arguments)\n }\n}", "function setup() {\n console.log('Mosca server is up and running')\n console.log(moscaSettings.port);\n // server.authenticate = authenticate;\n //server.authorizePublish = authorizePublish;\n //server.authorizeSubscribe = authorizeSubscribe;\n}", "function Server(document) {\n\tthis.document = document;\n\tthis.connections = [];\n\tthis.sequence = 0;\n}", "config() {\n this.app.set(\"PORT\", process.env.PORT || 3000);\n this.app.use(morgan_1.default(\"dev\")); //Miraremos las peticiones en modo desarrollador.\n this.app.use(cors_1.default()); //Permitira que clientes haga peticiones\n this.app.use(express_1.default.json()); //La app entendera json gracias a esto\n this.app.use(express_1.default.urlencoded({ extended: false })); //Permite peticiones por HTML\n }", "function listener() {\r\n if (logged == 1) return;\r\n logged = 1;\r\n cfg.port = app.address().port;\r\n csl.log('Server running on port := ' + cfg.port);\r\n // Log the current configuration\r\n for (var key in cfg) {\r\n if (key != 'spdy' || key != 'https')\r\n csl.log(key + ' : ' + cfg[key]);\r\n }\r\n\r\n // If browser is true, launch it.\r\n if (cfg.browser) {\r\n var browser;\r\n switch (process.platform) {\r\n case \"win32\":\r\n browser = \"start\";\r\n break;\r\n case \"darwin\":\r\n browser = \"open\";\r\n break;\r\n default:\r\n browser = \"xdg-open\";\r\n break;\r\n }\r\n csl.warn('Opening a new browser window...');\r\n require('child_process').spawn(browser, ['http://localhost:' + app.address().port]);\r\n }\r\n }", "function startServer(config) {\n var server = magikServer.createServer(config);\n server.listen(config.port, config.address, function() {\n\n if(config.open) {\n opener(config.protocol+'://'+config.address + ':' + config.port.toString());\n }\n\n displaySplashScreen();\n });\n\n // apparently this doesn't work on windows\n if(process.platform !== 'win32') {\n\n // restore on CTRL+C\n process.on('SIGINT', function() {\n try {\n onSignalInterrupt(server);\n } catch(e) {\n console.log('Hold on...'.red);\n process.exit(1);\n }\n });\n\n // restore the cursor back to normal on exit\n process.on('exit', onExit);\n }\n}", "function Server(webServer) {\n this.webServer = webServer;\n}", "function Server(pathname, options) {\n\tif (typeof pathname === \"undefined\") this.pathname = location.pathname.substr(-1) != \"/\" ? location.pathname.replace(/^.*?([^\\/]+)$/, \"$1\") : \"\";\n\telse this.pathname = pathname;\n\tthis.queryString = \"\";\n\t\n\tif (this.pathname.indexOf(\".html\") > -1) {\n\t\tthis.pathname = location.search.substr(1);\n\t\tthis.queryString = \"static-index.html?\";\n\t} else if (!REWRITERULE) {\n\t\tthis.pathname = location.search.substr(1);\n\t\tthis.queryString = \"?\";\n\t}\n\t\n\toptions = options || {};\n\t\n\tthis.socket = io(\"http://\" + SERVER + \":\" + PORT + \"/?board=\" + this.pathname, options);\n\t\n\t// manager: http://socket.io/docs/client-api/#manager(url:string,-opts:object)\n\tthis.socket.io.reconnection(true);\n\t\n\tthis.userId = 0;\n\t\n\tthis.alerts = false;\n\t\n\t// difference between client and server time\n\tthis.diff = 0;\n\t\n\tthis.broadcasts = {};\n\tthis.connects = [];\n\tthis.disconnects = [];\n}", "static get Instance() {\n if (!this._instance) {\n this._instance = new FayeServer();\n }\n return this._instance;\n }", "function teamspeakServerInit()\n\t{\n\t\tnavigationInit(\"teamspeakServer\", \"web_teamspeak_server\");\n\t}", "configure(config) {\n this.readConnections(config);\n }", "CrearServidorHttp() {\n this.server = http.createServer(this.app);\n }", "function SettingsAccountServerCard(domNode, mode, args) {\n this.domNode = domNode;\n this.account = args.account;\n this.server = args.account.servers[args.index];\n\n var connInfoContainer =\n domNode.getElementsByClassName('tng-account-connInfo-container')[0];\n\n domNode.getElementsByClassName('tng-account-header-label')[0]\n .textContent = this.account.name;\n\n domNode.getElementsByClassName('tng-back-btn')[0]\n .addEventListener('click', this.onBack.bind(this), false);\n\n domNode.getElementsByClassName('tng-account-save')[0]\n .addEventListener('click', this.onBack.bind(this), false);\n\n domNode.getElementsByClassName('tng-account-server-label')[0]\n .textContent = mozL10n.get('settings-' + this.server.type + '-label');\n\n var hostnameNodeInput =\n this.domNode.getElementsByClassName('tng-server-hostname-input')[0];\n var portNodeInput =\n this.domNode.getElementsByClassName('tng-server-port-input')[0];\n\n // activesync stores its data in 'server'\n hostnameNodeInput.value = this.server.connInfo.hostname ||\n this.server.connInfo.server;\n // port is meaningless for activesync; display empty value\n portNodeInput.value = this.server.connInfo.port || '';\n}", "function SettingsAccountServerCard(domNode, mode, args) {\n this.domNode = domNode;\n this.account = args.account;\n this.server = args.account.servers[args.index];\n\n var connInfoContainer =\n domNode.getElementsByClassName('tng-account-connInfo-container')[0];\n\n domNode.getElementsByClassName('tng-account-header-label')[0]\n .textContent = this.account.name;\n\n domNode.getElementsByClassName('tng-back-btn')[0]\n .addEventListener('click', this.onBack.bind(this), false);\n\n domNode.getElementsByClassName('tng-account-save')[0]\n .addEventListener('click', this.onBack.bind(this), false);\n\n domNode.getElementsByClassName('tng-account-server-label')[0]\n .textContent = mozL10n.get('settings-' + this.server.type + '-label');\n\n var hostnameNodeInput =\n this.domNode.getElementsByClassName('tng-server-hostname-input')[0];\n var portNodeInput =\n this.domNode.getElementsByClassName('tng-server-port-input')[0];\n\n // activesync stores its data in 'server'\n hostnameNodeInput.value = this.server.connInfo.hostname ||\n this.server.connInfo.server;\n // port is meaningless for activesync; display empty value\n portNodeInput.value = this.server.connInfo.port || '';\n}" ]
[ "0.6464916", "0.6263529", "0.59980226", "0.5936044", "0.59002304", "0.58615077", "0.5831229", "0.58040243", "0.57713526", "0.57661307", "0.5763844", "0.5763211", "0.572415", "0.5713747", "0.5691185", "0.56693083", "0.5658833", "0.5644734", "0.5607297", "0.54764384", "0.5470964", "0.5455293", "0.5453324", "0.54403275", "0.5419068", "0.5404087", "0.53967136", "0.5388583", "0.5384252", "0.53737557", "0.53695315", "0.53475744", "0.532695", "0.5321945", "0.5320082", "0.53186697", "0.5306928", "0.5302031", "0.5300905", "0.52930176", "0.528956", "0.527998", "0.527998", "0.5271658", "0.52625567", "0.52585554", "0.5251294", "0.52477884", "0.5240541", "0.5238373", "0.5238106", "0.5181164", "0.518044", "0.51785386", "0.5169297", "0.5152733", "0.51490676", "0.51418984", "0.5121391", "0.5107083", "0.50940424", "0.5090986", "0.5088785", "0.50884855", "0.5077392", "0.50767756", "0.5073037", "0.5071046", "0.5048202", "0.5044138", "0.50435436", "0.50292486", "0.5028565", "0.50241756", "0.5023736", "0.5023175", "0.5019286", "0.50081235", "0.4996174", "0.49856165", "0.4982676", "0.49814034", "0.49814034", "0.49798986", "0.4973838", "0.4971537", "0.49659014", "0.4958902", "0.4958536", "0.4956809", "0.49436468", "0.49433246", "0.49304277", "0.49230376", "0.49229684", "0.49229246", "0.49222142", "0.4917825", "0.49126104", "0.49126104" ]
0.599092
3
This function fires when the user changes the sort values in the sort Component usage as callback
_onChangeSortParams(sortBy, typeOfSorting) { this.setState({ onSorting: true, sortPrams: { sortBy, typeOfSorting } }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function sortChanged(){\n\tconst url2 = url+`&q=${name.val()}&t=${type.val()}&color=${color.val()}&s=${sort.val()}`;\n\tloadData(url2, displayData);\n}", "function onSortChanged() {\n\n //Update the style values\n Object.keys($scope.sort)\n .forEach(updateValue);\n\n function updateValue(name) {\n var val = $scope.sort[name],\n field,\n desc;\n switch (val) {\n case true:\n field = name;\n desc = '';\n $scope.style.sort[name] = iconDown;\n break;\n case false:\n field = name;\n field += ' desc';\n $scope.style.sort[name] = iconUp;\n break;\n default:\n $scope.style.sort[name] = '';\n break;\n }\n\n if (field) {\n $scope.sortValue = field;\n }\n }\n }", "onSortChange(e){\n\t\tconst sort = e.target.value;\n\t\tconst viewList = this.state.viewItems;\n\n\t\tthis.sortChange(sort, viewList);\n\t}", "function onSortValueChanged() {\n $scope.options.filter = { sort: $scope.sortValue };\n }", "function changeSort(e) {\n console.log(\"value changed\");\n createPage();\n}", "function onSort() {\n\tvar items = {};\n\titems[ this.options.sortIdKey ] = this.sorTable.sortId;\n\titems[ this.options.sortAscKey ] = this.sorTable.sortAsc;\n\tchrome.storage.local.set( items );\n}", "onSorted(){\n if(this.column.sortable){\n this.column.sort = NextSortDirection(this.sortType, this.column.sort);\n\n this.onSort({\n column: this.column\n });\n }\n }", "function handleSort(event) {\n const selection = event.target.value;\n setSortSelection(selection);\n props.onSelection(selection);\n }", "function sortSelectCallback() {\n let sortType = $(this).val();\n setStatus(\"sortType\", sortType);\n\n console.log(\"sort clicked\");\n\n //TODO: Can we do this without referencing sg namespace?\n sg.cardContainer.sortCards(orderCodes[sortType]);\n }", "function sortedHandler(e, args) {\n\t// TODO: Implement sort handler\n}", "onChange(setTo) {\n\t\tthis.props.sortBy(setTo);\n\t}", "changeSort(newSort)\n {\n if (this.state.selectedSort==newSort)\n {\n this.setState({sortDirection:this.state.sortDirection?0:1},this.sendSortData);\n return;\n }\n\n this.setState({selectedSort:newSort},this.sendSortData);\n }", "sortChange() {\n let choice = this.selector.value;\n switch(choice) {\n case \"1\":\n return this.sortAlpha();\n case \"2\":\n return this.sortAlpha(true);\n case \"3\":\n return this.sortDonation();\n case \"4\":\n return this.sortDonation(true);\n }\n }", "changeSorting() {\n this.currentlySelectedOrder =\n (this.currentlySelectedColumn === this.columnName) ? !this.currentlySelectedOrder : false;\n this.currentlySelectedColumn = this.columnName;\n }", "function sortChangedCallBack(grid, sortColumns) {\n if (sortColumns.length == 0) {\n console.log(\"removing sorting\");\n //remove sorting\n vm.searchParams.sort = '';\n vm.searchParams.order = '';\n } else {\n vm.searchParams.sort = sortColumns[0].name; //sort the column\n switch( sortColumns[0].sort.direction ) {\n case uiGridConstants.ASC:\n vm.searchParams.order = 'ASC';\n break;\n case uiGridConstants.DESC:\n vm.searchParams.order = 'DESC';\n break;\n case undefined:\n break;\n }\n }\n\n //do the search with the updated sorting\n vm.searchTrials();\n }", "triggerSort() {\n const logPrefix = 'SortingFilterController.changeOrderBy()\\t';\n\n if (_.isEmpty(this.filterSortingList)) {\n this.$log.warn(logPrefix + 'please define field \"entityListName\"');\n return;\n } else if (_.isEmpty(this.filterSortingField)) {\n this.$log.warn(logPrefix + 'please define field \"field\"');\n return;\n } else if (_.isUndefined(this.tableCell.tableManager.baseData)) {\n this.$log.warn(logPrefix + 'please sorting base data');\n return;\n }\n\n //TODO: read this data from the state service.\n //const sortingOptions = this.tableCell.tableManager.baseData.sorting;\n\n // Entity list or field name has changed -> reset sort order.\n if (this.sorting.entityList !== this.filterSortingList || this.sorting.field !== this.filterSortingField) {\n this.sorting.order = '';\n }\n\n let sortingType = this.filterSortingType;\n if (_.isEmpty(sortingType)) {\n sortingType = 'string';\n }\n\n let options = this.filterSortingOptions;\n if (_.isUndefined(options) || _.isPlainObject(options) === false) {\n options = {};\n }\n\n this.sorting.fnc = sortingType;\n this.sorting.entityList = this.filterSortingList;\n this.sorting.field = this.filterSortingField;\n this.sorting.options = options;\n\n // Swap the sorting order e.g. to start on a numerical sorting column with the largest value.\n if (options.swapOrder) {\n this.sorting.order = (this.sorting.order === 'desc' ? 'asc' : 'desc');\n } else {\n this.sorting.order = (this.sorting.order === 'asc' ? 'desc' : 'asc');\n }\n\n // Update class attribute onto this filter's table cell element.\n if (this.sorting.order === 'asc') {\n this.tableCell.$element\n .removeClass('desc')\n .addClass('asc');\n } else {\n this.tableCell.$element\n .removeClass('asc')\n .addClass('desc');\n }\n\n // Sort list by defined sort parameters\n this.tableCell.tableManager.baseData.data = SortUtils.sortArrayOfLists(\n this.tableCell.tableManager.baseData.data,\n this.sorting.fnc,\n this.sorting.entityList,\n this.sorting.field,\n this.sorting.order,\n this.sorting.options\n );\n\n // Trigger a view update to display the new (sorted) data.\n this.tableCell.tableManager.updateView();\n }", "function handleSortInput(e) {\n setFieldToSortBy(e.target.value)\n }", "function updateSortFunction() {\n switch(sortBy.value) {\n case '0': // receiverId increasing\n sortFunction = function(tr1, tr2) {\n if(tr1.getElementsByTagName('td')[0].textContent <\n tr2.getElementsByTagName('td')[0].textContent) {\n return -1;\n };\n return 1;\n }\n break;\n case '1': // receiverId decreasing\n sortFunction = function(tr1, tr2) {\n if(tr1.getElementsByTagName('td')[0].textContent >\n tr2.getElementsByTagName('td')[0].textContent) {\n return -1;\n };\n return 1;\n }\n break;\n }\n sortReceiversAndHighlight();\n}", "function CdkDragSortEvent() {}", "function CdkDragSortEvent() {}", "function changeSort(sortValue, alternateOrder) {\n if (alternateOrder) {\n props.onChangeSort(sortValue, 1 - props.searchFields.orderValue);\n } else {\n props.onChangeSort(sortValue, 1);\n }\n }", "_sortedByChanged(sorted) {\n const headerColumns = this.shadowRoot.querySelectorAll('.th');\n this._resetOldSorting();\n headerColumns.forEach((el) => {\n if (el.getAttribute('sortable') === sorted) {\n el.setAttribute('sorted', '');\n this.set('sortDirection', 'ASC');\n }\n });\n }", "changeSort(sort, sortAscending) {\n\t\tthis.fetchExternalData(\n\t\t\t\tthis.state.filter, \n\t\t\t\tthis.state.currentPage, \n\t\t\t\tthis.state.externalResultsPerPage,\n\t\t\t\tsort,\n\t\t\t\tsortAscending);\n }", "function handleSortOrder(e) {\n setSortOrder(+e.target.value)\n }", "set sortingOrder(value) {}", "function bindSort(obj, sortByID, sortOrderID, actionTypeID, fnCallback) {\r\n\r\n\r\n var sortby = ($(obj).attr(\"sortby\"));\r\n var previouseSortBy = $(\"#\" + sortByID).val();\r\n var sortOrder = $(\"#\" + sortOrderID).val();\r\n\r\n if (sortby == previouseSortBy) {\r\n if (sortOrder == '0') {\r\n $(\"#\" + sortOrderID).val(\"1\");\r\n $(obj).addClass(\"desc\");\r\n }\r\n else {\r\n $(\"#\" + sortOrderID).val(\"0\");\r\n $(obj).addClass(\"asc\");\r\n }\r\n $(\"#\" + sortByID).val(sortby);\r\n }\r\n else {\r\n $(\"#\" + sortOrderID).val(\"1\");\r\n $(\"#\" + sortByID).val(sortby);\r\n }\r\n $(\"#\" + actionTypeID).val(\"sortList\");\r\n //$(\"#currentPage\").val(\"1\");\r\n fnCallback();\r\n\r\n}", "function setSort(x) { //these 3 functions are connected to the event of the buttons\n sortby = x;\n updateDoctorsList(); //they then invoke updatedoctorslist, that is meant to access the doctors on the server with the current criteria, the fetch..\n}", "onSortSelect(event) {\n this.setState(\n {\n sortOrder: event\n }\n )\n }", "set overrideSorting(value) {}", "function sortComplete(){\n isSorting = false\n updateMenu()\n}", "function handleSort(e) {\n if (stateObject.isRunning) return;\n stateObject.isRunning = true;\n sortButton.classList.add(`disabled`);\n generateNewArray.classList.add(`disabled`);\n changeSize.classList.add(`disabled`);\n label.classList.add(`disabled`);\n ANIMATION_SPEED_MS = Math.floor(ANIMATION_UPPER_BOUND / (6 * scaling.changeSize));\n let otherObject = {};\n const algorithm = stateObject.algorithm;\n\n switch (algorithm) {\n case 1:\n (0, _bubbleSort.default)(stateArray, otherObject, ANIMATION_SPEED_MS);\n break;\n\n case 2:\n (0, _mergeSort.default)(stateArray, otherObject, ANIMATION_SPEED_MS);\n break;\n\n case 3:\n (0, _quickSort.default)(stateArray, otherObject, ANIMATION_SPEED_MS);\n break;\n\n case 4:\n (0, _heapSort.default)(stateArray, otherObject, ANIMATION_SPEED_MS);\n break;\n\n default:\n return;\n }\n} //----------FUNCTION FOR ENABLING THINGS BACK-----------", "_sortCallback(sortDataFields, sortOrders, sortDataTypes) {\r\n const that = this,\r\n dataSource = that.dataSource;\r\n\r\n if (!dataSource.virtualDataSource) {\r\n dataSource._sort(that.dataSource.boundSource, sortDataFields, sortOrders, sortDataTypes, that.sort);\r\n dataSource.refreshHierarchy();\r\n }\r\n\r\n that._fullRefresh('sort');\r\n }", "sendSortData()\n {\n this.props.sortStat(this.state.selectedSort,this.state.sortDirection,this.state.selectedUpgrade);\n }", "'click .sort-by-priority'(event, instance) {\n instance.state.set('sortBy', 'priority');\n }", "function onSortableUpdate(event, ui) {\n debug && console.log(\"onSortableUpdate().\");\n // var newSort = $(this).sortable(\"toArray\", {\n // attribute : \"data-fieldsetid\"\n // });\n\n var items = $(this).find($(this).sortable(\"option\", \"items\"));\n var tmpArr = [];\n var stepName;\n for (var i = 0; i < items.length; i++) {\n var $item = $(items[i]);\n var currentFieldSetId = $item.attr(\"data-fieldsetid\");\n stepName = fromFieldSetId(currentFieldSetId).stepName;\n var index = fromFieldSetId(currentFieldSetId).index;\n var newFieldSetId = toFieldSetId(stepName, i);\n // save data for new sort.\n tmpArr[i] = mUserData[stepName][index];\n // update fieldSetId of dom node according to new sorted index. Make sure index in fieldSetId are same to the position\n // index of dom nodes.\n $item.attr(\"data-fieldsetid\", newFieldSetId);\n }\n mUserData[stepName] = tmpArr.concat();\n mUserDataChange[stepName] = tmpArr;\n previewTemplate();\n }", "_handleTap(e) {\n const sortField = e.path[0].getAttribute('sortable');\n if (e.path[0].classList.contains('th') && sortField) {\n if (this.sorted === sortField) {\n this.set('sortDirection', this.sortDirection === 'ASC' ? 'DESC' : 'ASC');\n } else {\n this._resetOldSorting();\n this.set('sorted', sortField);\n }\n }\n }", "handleRowSort({oldIndex, newIndex}) {\n alert(`Row sorting handle has not been set: ${oldIndex} to ${newIndex}`)\n }", "onCollectionSort() {\n let me = this;\n\n if (me.configsApplied) {\n // console.log('onCollectionSort', me.collection.items);\n // me.fire('load', me.items);\n }\n }", "onCollectionSort() {\n let me = this;\n\n if (me.configsApplied) {\n // console.log('onCollectionSort', me.collection.items);\n // me.fire('load', me.items);\n }\n }", "handleSort(e){\n let sorter = e.target.innerHTML.toLowerCase()\n switch(sorter) {\n case 'percentage':\n sorter = 'percent'\n break\n case 'user':\n sorter = 'name'\n break\n case 'words':\n sorter = 'numWords'\n break\n default:\n break\n }\n //TODO: fix weird sorting bug\n this.props.store.setSorter(sorter)\n }", "emitSortChanged(sender, currentLocalSorters) {\n if (sender === EmitterType.remote && this._gridOptions && this._gridOptions.backendServiceApi) {\n let currentSorters = [];\n const backendService = this._gridOptions.backendServiceApi.service;\n if (backendService && backendService.getCurrentSorters) {\n currentSorters = backendService.getCurrentSorters();\n }\n this.onSortChanged.next(currentSorters);\n }\n else if (sender === EmitterType.local) {\n if (currentLocalSorters) {\n this._currentLocalSorters = currentLocalSorters;\n }\n this.onSortChanged.next(this.getCurrentLocalSorters());\n }\n }", "handleOnSort(event) {\n const { appliedFilters } = this.state;\n const { value } = event.target;\n window.scrollTo({ top: 0, behavior: \"smooth\" });\n this.setState({ sortBy: value, hasMore: true });\n const filteredSortedList = this.getFilterProductList(appliedFilters, value);\n this.setState({ products: filteredSortedList });\n this.handleOnCloseDialog();\n }", "function saveSortParams(event) {\n var table = jQuery(event.target);\n var selected = table.find(\".headerSortDown\");\n var direction = \"down\";\n if (selected.length == 0) {\n\tselected = table.find(\".headerSortUp\");\n\tdirection = \"up\";\n }\n\n selected = jQuery.trim(selected.text());\n jQuery.post(\"/filter/set_single_task_filter\", {\n \tname : \"sort\",\n \tvalue : (selected + \"_\" + direction)\n });\n}", "_changeSortMode(e) {\n if (this.sortColumn === e.detail.columnNumber && this.sortMode === \"asc\") {\n this.sortMode = \"desc\";\n } else if (\n this.sortColumn === e.detail.columnNumber &&\n this.sortMode === \"desc\"\n ) {\n this.sortMode = \"none\";\n } else {\n this.sortMode = \"asc\";\n this.sortColumn = e.detail.columnNumber;\n }\n e.detail.setSortMode(this.sortMode);\n this.sortData(this.sortMode, e.detail.columnNumber);\n }", "onSortChange() {\n const {\n state: { sortDirection, listItem },\n } = this;\n\n const newSortDirection =\n SORT_DIRECTION.ASC === sortDirection\n ? SORT_DIRECTION.DESC\n : SORT_DIRECTION.ASC;\n\n const sortedList = sortList(newSortDirection, listItem);\n this.setState({\n sortDirection: newSortDirection,\n listItem: sortedList,\n });\n }", "handleSortByChange(sortByOption) {\n this.setState({ sortBy: sortByOption});\n }", "onHandleSort(event) {\n const { fieldName: sortedBy, sortDirection } = event.detail;\n const cloneData = [...this.data];\n\n cloneData.sort(this.sortBy(sortedBy, sortDirection === 'asc' ? 1 : -1));\n this.data = cloneData;\n this.sortDirection = sortDirection;\n this.sortedBy = sortedBy;\n }", "onAfterColumnSort() {\n this.asyncCall(() => {\n this.chartPlugin.removeAllRangeBars();\n this.updateFromSource();\n });\n }", "_sortValues() {\n if (this.multiple) {\n const options = this.options.toArray();\n this._selectionModel.sort((a, b) => {\n return this.sortComparator ? this.sortComparator(a, b, options) :\n options.indexOf(a) - options.indexOf(b);\n });\n this.stateChanges.next();\n }\n }", "sort() {\n if (this.sortOrder === 'asc') {\n this.set('sortOrder', 'desc');\n\n } else if (this.sortOrder === '') {\n this.set('sortOrder', 'asc');\n\n } else {\n this.set('sortOrder', '');\n\n }\n }", "onSorted(){\n if(!this.rows) return;\n\n var sorts = this.options.columns.filter((c) => {\n return c.sort;\n });\n\n if(sorts.length){\n this.onSort({ sorts: sorts });\n\n var clientSorts = [];\n for(var i=0, len=sorts.length; i < len; i++) {\n var c = sorts[i];\n if(c.comparator !== false){\n var dir = c.sort === 'asc' ? '' : '-';\n clientSorts.push(dir + c.prop);\n }\n }\n\n if(clientSorts.length){\n // todo: more ideal to just resort vs splice and repush\n // but wasn't responding to this change ...\n var sortedValues = this.$filter('orderBy')(this.rows, clientSorts);\n this.rows.splice(0, this.rows.length);\n this.rows.push(...sortedValues);\n }\n }\n\n this.options.internal.setYOffset(0);\n }", "Sort() {\n var i, ln;\n\n if (!tp.IsEmpty(this.SortInfoList) && this.SortInfoList.Count > 0) {\n tp.ListSort(this.fRows, this.SortInfoList.List);\n\n if (!this.BindingSuspended) {\n for (i = 0, ln = this.fListeners.length; i < ln; i++) {\n this.fListeners[i].DataSourceSorted();\n }\n\n this.OnSorted();\n }\n\n\n }\n\n }", "handleSortByChange(sortByOption) {\n this.setState({sortBy: sortByOption});\n }", "handleSortByChange(sortByOption) {\n this.setState({sortBy: sortByOption});\n }", "updateSortColumn(columnIndex) {\n this.setState(\n {\n sortColumnIndex: columnIndex,\n ascendingOrder: this.state.sortColumnIndex === columnIndex ? !this.state.ascendingOrder : true\n },\n () => this.immediateFilterAndSort()\n )\n }", "function onSortBy(sortBy) {\n setSort(sortBy);\n renderBooks();\n}", "function sortButtonClick() {\n\tvar id = $(this).attr(\"data-col\");\n\t// console.log('id discovered was'+ id);\n\n\tvar f = Filters[id];\n\n\tswitch (f.Direction) {\n\t\tcase SortOptions.None:\n\t\t\tf.Direction = SortOptions.Ascending;\n\t\t\tf.Priority = getMaxPriority() + 1;\n\t\t\tbreak;\n\n\t\tcase SortOptions.Ascending:\n\t\t\tFilters[id].Direction = SortOptions.Descending;\n\t\t\tbreak;\n\n\t\tcase SortOptions.Descending:\n\t\t\tFilters[id].Direction = SortOptions.None;\n\t\t\tremoveOrderPriorityById(id);\n\t\t\tbreak;\n\t}\n\n\tsetButtonsFromFilters(f);\n\trefreshSortPriorities();\n\tResort();\n\tsetGrid(globData);\n}", "onSortChange(newSortSettings) {\n const comments = this.filterAndSort(this.state.comments,\n newSortSettings.comparator,\n this.state.commentFilter.filterFn);\n\n this.setState({\n comments: comments,\n sortSettings: newSortSettings\n });\n }", "function onSortLabelClick() {\n openFacetHeading.currentComparator =\n (openFacetHeading.currentComparator + 1) %\n openFacetHeading.comparators.length\n refreshFilterPane()\n }", "handleSort(event) {\n const data = event.target.dataset;\n this.props.actions.queuedFiles.purgeUploadQueue();\n this.props.actions.gallery.sortFiles(getComparator(data.field, data.direction));\n }", "function handleSort(e, args) {\n collapseAll();\n }", "function onPrioritySortChange() {\n\t$(\"#newest\").css({'font-weight': 'normal', 'color': '#A00000'});\n\t$(\"#priority\").css({'font-weight': 'bold', 'color': 'black'});\n window.sort = \"Priority\";\n $sid = $.cookie('sid');\n getFeed($sid, window.filter, window.sort, printToScreen);\n}", "setSort(sort) {\n this.setState({\n sort\n });\n }", "function handleSort(clickedColumn) {\n if (sorting.column !== clickedColumn) {\n setFiles(sortBy(files, [clickedColumn]));\n setSorting({ direction: \"ascending\", column: clickedColumn });\n return;\n }\n setFiles(files.reverse());\n setSorting({\n ...sorting,\n direction: sorting.direction === \"ascending\" ? \"descending\" : \"ascending\",\n });\n }", "sortResults(event, index, value) {\r\n var output = [];\r\n this.setState({sortBy: value});\r\n if (value === \"Sort by Company Name\") {\r\n output = this.sortDataByName(this.state.output); \r\n }\r\n else if (value === \"Sort by Views\") {\r\n output = this.sortDatabyViews(this.state.output);\r\n }\r\n else if (value === \"Sort by Rating\") {\r\n output = this.sortDataByRating(this.state.output);\r\n }\r\n this.setState({output: output});\r\n }", "updateSorting(sorters, emitChangedEvent = true, triggerBackendQuery = true) {\n if (!this._gridOptions || !this._gridOptions.enableSorting) {\n throw new Error('[Angular-Slickgrid] in order to use \"updateSorting\" method, you need to have Sortable Columns defined in your grid and \"enableSorting\" set in your Grid Options');\n }\n if (Array.isArray(sorters)) {\n const backendApi = this._gridOptions && this._gridOptions.backendServiceApi;\n if (backendApi) {\n const backendApiService = backendApi && backendApi.service;\n if (backendApiService) {\n backendApiService.updateSorters(undefined, sorters);\n if (triggerBackendQuery) {\n refreshBackendDataset(this._gridOptions);\n }\n }\n }\n else {\n this.loadGridSorters(sorters);\n }\n if (emitChangedEvent) {\n const emitterType = backendApi ? EmitterType.remote : EmitterType.local;\n this.emitSortChanged(emitterType);\n }\n }\n }", "sort(sortable) {\n if (this.active != sortable.id) {\n this.active = sortable.id;\n this.direction = sortable.start ? sortable.start : this.start;\n }\n else {\n this.direction = this.getNextSortDirection(sortable);\n }\n this.sortChange.emit({ active: this.active, direction: this.direction });\n }", "sort(sortable) {\n if (this.active != sortable.id) {\n this.active = sortable.id;\n this.direction = sortable.start ? sortable.start : this.start;\n }\n else {\n this.direction = this.getNextSortDirection(sortable);\n }\n this.sortChange.emit({ active: this.active, direction: this.direction });\n }", "sortBy() {\n // YOUR CODE HERE\n }", "finishedSortingHandler(){\n this.setState({ arraySorting : false })\n }", "function setSortAndSave(e, rowID){\n setSort(e, rowID);\n saveSort();\n}", "handleSort(e) {\n let sortName = e.currentTarget.dataset.name;\n console.log(sortName);\n this.setState({\n sortOrder: (this.state.sortBy === sortName) ?\n ((this.state.sortOrder === \"descending\") ? \"ascending\" : \"descending\") : \"ascending\",\n sortBy: sortName\n }, () => {\n this.getSortData(this.state.processedData);\n });\n }", "function refreshSortPriorities() {\n\tfor (filterId in Filters) {\n\t\tvar f = Filters[filterId];\n\n\t\tif (f.Priority > 0) {\n\t\t\t$(\"#\" + f.Column.OrderButtonName).text(f.Priority);\n\t\t}\n\t}\n}", "sortColumn(event, args, isSortingAsc = true) {\n if (args && args.column) {\n // get previously sorted columns\n const sortedColsWithoutCurrent = this.sortService.getCurrentColumnSorts(args.column.id + '');\n let emitterType;\n // add to the column array, the column sorted by the header menu\n sortedColsWithoutCurrent.push({ sortCol: args.column, sortAsc: isSortingAsc });\n if (this.sharedService.gridOptions.backendServiceApi) {\n this.sortService.onBackendSortChanged(event, { multiColumnSort: true, sortCols: sortedColsWithoutCurrent, grid: this.sharedService.grid });\n emitterType = EmitterType.remote;\n }\n else if (this.sharedService.dataView) {\n this.sortService.onLocalSortChanged(this.sharedService.grid, this.sharedService.dataView, sortedColsWithoutCurrent);\n emitterType = EmitterType.local;\n }\n else {\n // when using customDataView, we will simply send it as a onSort event with notify\n const isMultiSort = this.sharedService && this.sharedService.gridOptions && this.sharedService.gridOptions.multiColumnSort || false;\n const sortOutput = isMultiSort ? sortedColsWithoutCurrent : sortedColsWithoutCurrent[0];\n args.grid.onSort.notify(sortOutput);\n }\n // update the this.sharedService.gridObj sortColumns array which will at the same add the visual sort icon(s) on the UI\n const newSortColumns = sortedColsWithoutCurrent.map((col) => {\n return {\n columnId: col && col.sortCol && col.sortCol.id,\n sortAsc: col && col.sortAsc,\n sortCol: col && col.sortCol,\n };\n });\n // add sort icon in UI\n this.sharedService.grid.setSortColumns(newSortColumns);\n // if we have an emitter type set, we will emit a sort changed\n // for the Grid State Service to see the change.\n // We also need to pass current sorters changed to the emitSortChanged method\n if (emitterType) {\n const currentLocalSorters = [];\n newSortColumns.forEach((sortCol) => {\n currentLocalSorters.push({\n columnId: sortCol.columnId + '',\n direction: sortCol.sortAsc ? 'ASC' : 'DESC'\n });\n });\n this.sortService.emitSortChanged(emitterType, currentLocalSorters);\n }\n }\n }", "sortingFunction() {\n let records = this.get('content');\n if (isArray(records) && records.length > 1) {\n let sorting = this.get('sorting') || [];\n if (sorting.length === 0) {\n sorting = [{ propName: 'id', direction: 'asc' }];\n }\n\n for (let i = 0; i < sorting.length; i++) {\n let sort = sorting[i];\n if (i === 0) {\n records = this.sortRecords(records, sort, 0, records.length - 1);\n } else {\n let index = 0;\n for (let j = 1; j < records.length; j++) {\n for (let sortIndex = 0; sortIndex < i; sortIndex++) {\n if (records.objectAt(j).get(sorting[sortIndex].propName) !== records.objectAt(j - 1).get(sorting[sortIndex].propName)) {\n records = this.sortRecords(records, sort, index, j - 1);\n index = j;\n break;\n }\n }\n }\n\n records = this.sortRecords(records, sort, index, records.length - 1);\n }\n }\n\n this.set('content', records);\n }\n\n let componentName = this.get('componentName');\n this.get('_groupEditEventsService').geSortApplyTrigger(componentName, this.get('sorting'));\n }", "function changeSort(columnName) {\n for (let item of sortList) {\n\n if (item.name === columnName) {\n\n /* Set new sort */\n if (item.sort === undefined) {\n item.sort = true;\n } else {\n item.sort = !item.sort;\n }\n\n if (item.sort) {\n item.element.innerText = item.name + \" ▼\";\n } else {\n item.element.innerText = item.name + \" ▲\";\n }\n\n } else {\n /* Reset sort in all another field */\n item.sort = undefined;\n item.element.innerText = item.name + \" ▼▲\";\n }\n }\n\n filter();\n}", "function DownSortChange()\n{\n\tToggleChangeHandlersCheck(false);\n\n\tif ($(this).prop('indeterminate')|| $(this).prop('checked'))\n\t{\n\t\t// either some of the filters are checked or all of them are now supposed to be.\n\t\t$(this).prop('indeterminate',false);\n\t\t$(this).prop('checked',true);\n\n\t\tfor (i in Filters)\n\t\t{\n\t\t\tconsole.log(i);\n\t\t\tvar check = Filters[i].Column.DownSortCheck();\n\t\t\tcheck.prop('checked',true);\n\t\t\tFilters[i].EmptyToBottom = true;\n\t\t}\n\t}\n\telse \n\t{\n\t\t// else its now not checked, update all the others accordingly\n\t\tfor (i in Filters)\n\t\t{\n\t\t\tvar check = Filters[i].Column.DownSortCheck();\n\t\t\tcheck.prop('checked',false);\n\t\t\tFilters[i].EmptyToBottom = false;\n\t\t}\n\t}\n\t\n\tToggleChangeHandlersCheck(true);\n\tResort(globData);\n}", "function eventListenerSort() {\n let sortBy;\n stockTableHeadings = document.querySelectorAll(\"#dataList th\");\n for (heading of stockTableHeadings) {\n heading.addEventListener(\"click\", function (e) {\n sortBy = e.target.innerHTML;\n sortStockData(companyData, sortBy);\n });\n };\n }", "function bindEventsForSort(){$(EventManager).bind(\"set-added\",function(event,data){UpSetState.logicGroups.forEach(function(lg){lg.orClauses.forEach(function(orClause){orClause[data.set.id]={state:ctx.logicStates.DONTCARE};});});UpSetState.logicGroupChanged=true;});$(EventManager).bind(\"set-removed\",function(event,data){UpSetState.logicGroups.forEach(function(lg){lg.orClauses.forEach(function(orClause){delete orClause[data.set.id];});});UpSetState.logicGroupChanged=true;});}", "handleSortClick() {\n this.props.sortTable();\n }", "function createSortingListeners() {\n var SortByAlphaTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_alpha_nam\");\n if (SortByAlphaTempItem != null) {\n SortByAlphaTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForAlphaSort();\n }, false);\n }\n\n var SortByRateTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_rate\");\n if (SortByRateTempItem != null) {\n SortByRateTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForRateSort();\n }, false);\n }\n\n var SortByDateTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_date\");\n if (SortByDateTempItem != null) {\n SortByDateTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForDateSort();\n }, false);\n }\n\n var SortByDealTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_deals\");\n if (SortByDealTempItem != null) {\n SortByDealTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForDealSort();\n }, false);\n }\n\n var SortByCycleTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_cycle\");\n if (SortByCycleTempItem != null) {\n SortByCycleTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForCycleSort();\n }, false);\n }\n\n var SortByOutBlaTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_out_balance\");\n if (SortByOutBlaTempItem != null) {\n SortByOutBlaTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForBlanceSort();\n }, false);\n }\n\n var SortByPaidTempItem = document.getElementById(\"js-evolution-divtable-trigger_sort_by_paid_amount\");\n if (SortByPaidTempItem != null) {\n SortByPaidTempItem.addEventListener(\"click\", function () {\n clickEventHandlerForAmountSort();\n }, false);\n }\n }", "clearColumnSort(event, args) {\n if (args && args.column && this.sharedService) {\n // get current sorted columns, prior to calling the new column sort\n const allSortedCols = this.sortService.getCurrentColumnSorts();\n const sortedColsWithoutCurrent = this.sortService.getCurrentColumnSorts(args.column.id + '');\n if (Array.isArray(allSortedCols) && Array.isArray(sortedColsWithoutCurrent) && allSortedCols.length !== sortedColsWithoutCurrent.length) {\n if (this.sharedService.gridOptions && this.sharedService.gridOptions.backendServiceApi) {\n this.sortService.onBackendSortChanged(event, { multiColumnSort: true, sortCols: sortedColsWithoutCurrent, grid: this.sharedService.grid });\n }\n else if (this.sharedService.dataView) {\n this.sortService.onLocalSortChanged(this.sharedService.grid, this.sharedService.dataView, sortedColsWithoutCurrent, true);\n }\n else {\n // when using customDataView, we will simply send it as a onSort event with notify\n const isMultiSort = this.sharedService.gridOptions && this.sharedService.gridOptions.multiColumnSort || false;\n const sortOutput = isMultiSort ? sortedColsWithoutCurrent : sortedColsWithoutCurrent[0];\n args.grid.onSort.notify(sortOutput);\n }\n // update the this.sharedService.gridObj sortColumns array which will at the same add the visual sort icon(s) on the UI\n const updatedSortColumns = sortedColsWithoutCurrent.map((col) => {\n return {\n columnId: col && col.sortCol && col.sortCol.id,\n sortAsc: col && col.sortAsc,\n sortCol: col && col.sortCol,\n };\n });\n this.sharedService.grid.setSortColumns(updatedSortColumns); // add sort icon in UI\n }\n }\n }", "sortBy({ value }) {\n\n }", "sort() {\n let time = 0;\n this.toggleSortButton(time);\n\n switch (this.state.currSelection) {\n case MERGESORT:\n time = this.mergeSort();\n break;\n case QUICKSORT:\n time = this.quickSort();\n break;\n case HEAPSORT:\n time = this.heapSort();\n break;\n case BUBBLESORT:\n time = this.bubbleSort();\n break;\n default:\n break;\n }\n\n this.toggleSortButton(time);\n }", "function sortFlights() {\n handleSelect();\n }", "sort () {\r\n this._data.sort((a, b) => a.sortOrder !== b.sortOrder ? b.sortOrder - a.sortOrder : a.value.localeCompare(b.value))\r\n }", "'click .sort-by-date'(event, instance) {\n instance.state.set('sortBy','date');\n }", "function changeSort(sortOn) {\n var sortedBy = portfolioGrid.getSortField();\n if (sortOn == sortedBy) {\n if (direction == false) {\n direction = true;\n document.getElementById(\"img_\" + sortOn).src = \"images/down.gif\";\n } else if (direction == true) {\n direction = null;\n document.getElementById(\"img_\" + sortOn).src = \"images/spacer.gif\";\n document.getElementById(\"col_\" + sortOn).className = \"tableTitle\";\n } else {\n direction = false;\n document.getElementById(\"img_\" + sortOn).src = \"images/up.gif\";\n }\n } else {\n direction = false;\n if (sortedBy != null) {\n document.getElementById(\"img_\" + sortedBy).src = \"images/spacer.gif\";\n document.getElementById(\"col_\" + sortedBy).className = \"tableTitle\";\n }\n document.getElementById(\"img_\" + sortOn).src = \"images/up.gif\";\n document.getElementById(\"col_\" + sortOn).className = \"tableTitleSorted\";\n }\n\n if (direction == null) {\n portfolioGrid.setSort(null);\n } else {\n if (sortOn == \"qty\" || sortOn == \"last_price\" || sortOn == \"c_value\") {\n portfolioGrid.setSort(sortOn, direction, true, false);\n } else {\n portfolioGrid.setSort(sortOn, direction);\n }\n }\n}", "function resort(){\n if(scope.sorting && scope.sorting.obj){\n var sortKey = scope.sorting.obj.field;\n sorter(sortKey,scope.sorting.direction);\n }\n }", "function resort(){\n if(scope.sorting && scope.sorting.obj){\n var sortKey = scope.sorting.obj.field;\n sorter(sortKey,scope.sorting.direction);\n }\n }", "sortButtonEvent(){\n this.setState({ arraySorted: true, arraySorting: true, drawerOpen: false });\n }", "handleColumnSort(receivingColumn, sortedColumn) {\r\n // Get receiving column position\r\n const receivingColIndex = this.data.columns.findIndex((col) => col.name === receivingColumn.name &&\r\n col.title === receivingColumn.title);\r\n // Get sorted column current position\r\n const sortedColIndex = this.data.columns.findIndex((col) => col.name === sortedColumn.name &&\r\n col.title === sortedColumn.title);\r\n // Moves the sortedColumn into the correct position\r\n if (this.sortableColumnsMutateData) {\r\n this.moveSortedColumns(this.data.columns, receivingColIndex, sortedColIndex);\r\n }\r\n // fires event\r\n this.kupDataTableSortedColumn.emit({\r\n receivingColumnIndex: receivingColIndex,\r\n sortedColumnIndex: sortedColIndex,\r\n });\r\n }", "handleSort (e, sortIndex, sortDirection) {\n const keyPress = e.keyCode\n const keyEnter = keyPress === 13\n\n // Exit, if not \"Enter\" key.\n if (keyPress && !keyEnter) {\n return\n }\n\n // Reverse.\n if (sortDirection === 'asc') {\n sortDirection = 'desc'\n } else {\n sortDirection = 'asc'\n }\n\n this.setState({\n sortDirection: sortDirection,\n sortIndex: sortIndex\n })\n\n // Report to parent component?\n const handleSort = this.props.handleSort\n\n if (typeof handleSort === 'function') {\n handleSort(e, sortIndex, sortDirection)\n }\n }", "handleSort() {\n this.state.sort === true\n ? this.setState({ sort: false })\n : this.setState({ sort: true });\n }", "onViewChange(e){\n\t\tconst view = e.target.value;\n\t\tvar oldSort = this.state.sort;\n\t\tthis.setState({ sort: 'date' });\n\t\tthis.setState({ view: view });\n\n\t\tconst originalList = this.state.items;\n\t\tvar newList = [];\n\n\t\tswitch (view){\n\t\t\tcase 'mygroups':\n\t\t\t\t\tnewList = this.state.myGroups;\n\t\t\t\t\tbreak;\n\t\t\tcase 'followed':\n\t\t\t\t\tnewList = this.state.followedGroups;\n\t\t\t\t\tbreak;\n\t\t\tcase 'all':\n\t\t\t\t\tnewList = this.state.items;\n\t\t\t\t\tbreak;\n\t\t}\n\n this.setState({ viewItems: newList });\n\n\t\tthis.sortChange(oldSort, newList);\n\t}", "_resort() {\n // Ensure there's something to do.\n if (!this.orderComponents) return;\n\n // Define the comparator for the sort.\n /**\n * Return a comparison result for the two given models, honouring each\n * comparitor in order of their inclusion in the component list. \n */\n const compareModels = (a, b) => {\n for (let i = 0; i < this.orderComponents.length; i++) {\n // Comprehend this order component.\n const {\n identity: {attribute, type}, value: direction\n } = this.orderComponents[i];\n\n // Use the type comparator to retrieve and integer result of\n // the comparison.\n let value = type.compareValues(a[attribute], b[attribute]);\n // Modify based on order.\n if (direction == 'desc') value *= -1;\n // If this comparator found a difference between the two,\n // return it. Note that if it didn't, the next gets a chance\n // to.\n if (value > 0 || value < 0) return value;\n }\n\n return 0;\n };\n\n // Perform the sort.\n this._value.sort(compareModels);\n }", "__itemsSorted(event) {\n\n\t \thijackEvent(event);\n\n\t // An array of uid's ordered by user\n\t // by drag and drop reordering.\n\t const {sorted} = event.detail;\n\n\t const newIndexes = sorted.map(item => ({\n\t \tcoll: this.coll,\n \tdoc: item.uid,\n \tdata: {index: item.index}\n\t }));\n\n\t setBatch(newIndexes);\n\t }", "function sort() {\r\n\t// Set the and filter strings\r\n\tsortString = $('#page_sort').val();\r\n\tfilterString = $('#page_filter').val();\r\n\r\n\t// Remove current thumbnails from DOM\r\n\tclearThumbnails();\r\n\t\r\n\t// Display updated thumbnails\r\n\tdisplayThumbnails();\r\n\t\r\n\tissorting = true;\r\n}", "function sortByMe(e) {\n // (1) This function is a click handler which coordinates sorting a column\n\n var arrow = e.toElement; // Which element received this event?\n var heading = arrow.id.split('-')[1]; // Find out which heading is ours\n\n var ascending = null;\n if (arrow.classList.contains('up')) {\n ascending = 'ascending';\n } else {\n ascending = 'descending';\n }\n\n sortTableBy(tracklist, sortBy(heading, ascending));\n}", "sort (type) {\n this.setState({\n sortType: type\n });\n }" ]
[ "0.80475485", "0.801468", "0.80016005", "0.7646288", "0.7538813", "0.7516523", "0.72734344", "0.7141108", "0.70977086", "0.70408416", "0.703989", "0.696333", "0.6961517", "0.69534254", "0.6951961", "0.6902727", "0.69020283", "0.6872413", "0.68691385", "0.68691385", "0.6794547", "0.6774107", "0.6754775", "0.67477584", "0.67362946", "0.6734083", "0.6732783", "0.6714242", "0.66815233", "0.6663994", "0.6614727", "0.65936136", "0.65889144", "0.65751284", "0.6552627", "0.65475416", "0.65402853", "0.65377516", "0.65377516", "0.6513036", "0.6506464", "0.65048504", "0.6488595", "0.6485318", "0.64825755", "0.64730966", "0.64725703", "0.64537096", "0.6448407", "0.64409304", "0.6407355", "0.6389784", "0.63866097", "0.63866097", "0.63841164", "0.6364804", "0.6332894", "0.6321406", "0.62971294", "0.62954676", "0.62929887", "0.6289062", "0.62837446", "0.6282528", "0.62703514", "0.62649465", "0.62554944", "0.62554944", "0.6239939", "0.6236294", "0.6230108", "0.62289256", "0.6223407", "0.62222266", "0.6217365", "0.62151486", "0.62081647", "0.6204592", "0.6200857", "0.61945575", "0.6186972", "0.6149799", "0.6140468", "0.61334926", "0.6119617", "0.61154467", "0.6114361", "0.6108303", "0.60809916", "0.60809916", "0.60662836", "0.6066208", "0.6062479", "0.605238", "0.6043794", "0.6040796", "0.6040145", "0.6030133", "0.6026577", "0.6024594" ]
0.6545678
36
Wrapper for dispatching popNotification function, which pops a notification.
popNotification(id) { this.props.dispatch(popNotification(id)); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "pop() {\n\n }", "pop() {\n // YOUR CODE HERE\n }", "pop() {\n }", "Pop() {\n\n }", "function removeNotification(ref) {\n\t\tSET.removeElem(SET.$(`body .content .notification-wrap .notification[data-ref=\"${ref}\"`).getParent('notification-wrap'));\n\t}", "function popupNotification(poptitle, popmessage, popicon)\n{\n options = {\n type : \"basic\",\n title: poptitle,\n message: popmessage,\n iconUrl: popicon,\n priority: 2\n };\n var n_id = \"id\" + notificationId++;\n chrome.notifications.create(n_id, options, createdCallback);\n\n if (JSON.parse(localStorage.clearNotifications))\n {\n // discard notification after timeout period\n window.setTimeout(function() {clearNotification(n_id)},\n parseInt(localStorage.notificationTimeout) * 1000);\n }\n}", "popBroadcast() { // Accepts arguments.\n\t\tif (this.observers.length > 0) {\n\t\t\tconst o = this.observers[this.observers.length - 1];\n\t\t\to.fn.apply(o.ctx, o.arguments);\n\t\t}\n\t}", "function closeNotification(key) {\r\n let i = notificationState.findIndex(n => key === n.key);\r\n clearTimeout(notificationState[i]._timer);\r\n notificationState.splice(i, 1);\r\n}", "remove (state, notificationId) {\n state.collection = removeNotification(state.collection, notificationId)\n }", "function popupNotification(poptitle, popmessage, popicon, popurl)\n\n{\n options = {\n type : \"basic\",\n title: poptitle,\n message: popmessage,\n iconUrl: popicon,\n priority: 2\n };\n var n_id = \"id\" + notificationId++;\n \n chrome.notifications.create(n_id, options, createdCallback);\n \n //add the url to the array.\n //if(typeof popurl === 'undefined'){ popurl = 'http://google.com' };\n urls[n_id] = popurl;\n\n if (JSON.parse(localStorage.clearNotifications))\n {\n // discard notification after timeout period\n window.setTimeout(function() {clearNotification(n_id)},\n parseInt(localStorage.notificationTimeout) * 1000);\n }\n}", "static closeNewest()\n {\n var id = document.querySelectorAll(\"._notification[action='open']\").length-1;\n document.getElementsByClassName(\"_notification\")[id].instance.makeUntouchable();\n document.getElementsByClassName(\"_notification\")[id].setAttribute(\"action\", \"close\");\n setTimeout(function () {\n document.getElementsByClassName(\"_notification\")[id]\n .parentNode.removeChild(\n document.getElementsByClassName(\"_notification\")[id]\n );\n }, this.deltaMoveTime);\n }", "static closeNewest()\n {\n var id = document.querySelectorAll(\"._notification[action='open']\").length-1;\n document.getElementsByClassName(\"_notification\")[id].instance.makeUntouchable();\n document.getElementsByClassName(\"_notification\")[id].setAttribute(\"action\", \"close\");\n setTimeout(function () {\n document.getElementsByClassName(\"_notification\")[id]\n .parentNode.removeChild(\n document.getElementsByClassName(\"_notification\")[id]\n );\n }, this.deltaMoveTime);\n }", "function pop() {\r\n this.stack.pop();\r\n}", "openNotification(payload) {\n dispatch.notification.toggleNotification(true);\n dispatch.notification.setNotificationContent(payload);\n }", "generatePopFunction(key) {\n return () => {\n const { disclosureComponentKeys } = this.state;\n\n if (disclosureComponentKeys[disclosureComponentKeys.length - 1] !== key) {\n /**\n * If the top component key in the disclosure stack does not match\n * the key used to generate this function, or the key is undefined, then the pop action is rejected.\n */\n return Promise.reject();\n }\n\n let promiseRoot = Promise.resolve();\n const dismissCheck = this.dismissChecks[key];\n\n if (dismissCheck) {\n promiseRoot = dismissCheck();\n }\n\n const callbackfunction = () => {\n this.dismissChecks[key] = undefined;\n this.resolveDismissPromise(key);\n };\n\n return promiseRoot\n .then(() => {\n this.popDisclosure(callbackfunction);\n });\n };\n }", "function pop(obj, prop, defaultValue) {\n\t if (obj == null) {\n\t throw new Error('pop was given ' + obj)\n\t }\n\t if (hasOwn(obj, prop)) {\n\t var value = obj[prop]\n\t delete obj[prop]\n\t return value\n\t }\n\t else if (arguments.length == 2) {\n\t throw new Error(\"pop was given an object which didn't have an own '\" +\n\t prop + \"' property, without a default value to return\")\n\t }\n\t return defaultValue\n\t}", "function message(msg, timeout=1000){\n var notification = new Notification(\"Message\", {body: msg});\nsetTimeout(function() {notification.close()}, timeout);\n}", "_hideNotification() {\n if (this.props.timeoutable) {\n this._notificationTimer.clear();\n this.props.removeNotification();\n }\n }", "function popupNotification(poptitle, popmessage, popicon, popurl) {\n return true;\n options = {\n type: \"basic\",\n title: poptitle,\n message: popmessage,\n iconUrl: popicon,\n priority: 2\n };\n var n_id = \"id\" + notificationId++;\n\n chrome.notifications.create(n_id, options, createdCallback);\n\n //add the url to the array.\n //if(typeof popurl === 'undefined'){ popurl = 'http://google.com' };\n urls[n_id] = popurl;\n\n if (JSON.parse(localStorage.clearNotifications)) {\n // discard notification after timeout period\n window.setTimeout(function () {\n clearNotification(n_id)\n },\n parseInt(localStorage.notificationTimeout) * 1000);\n }\n}", "function popBubble() {\n removeBubble(this);\n }", "pop() {\n\n // If the stack is empty, return null\n // (It would also be reasonable to throw an exception)\n if (!this.items.length) {\n return null;\n }\n return this.items.pop();\n }", "function slideDownNotification(startAfter, autoClose, duration){ \n setTimeout(function(){\n $('div#info_message').animate({\n top: 0\n }); \n if(autoClose){\n setTimeout(function(){\n closeNotification(duration);\n }, duration);\n }\n }, parseInt(startAfter * 1000)); \n}", "function onPushNotificationNotification(response) {\n // assignments avoiding changes of implementation state during promise chain\n var plugin = pushPlugin;\n var callback = pushCallback;\n return Q(response).then(function (r) {\n diag.debug.assert(r === response, 'just begins promise chain avoiding explicit try-catch');\n return callback(undefined, response) || response;\n }).then(function (r) {\n diag.debug.assert(r === response, 'push callback must respond same object');\n return Q.Promise(function (resolve, reject) {\n try {\n if ('notId' in response.additionalData) {\n plugin.finish(resolve, reject, response.additionalData.notId);\n }\n else {\n plugin.finish(resolve, reject);\n }\n }\n catch (error) {\n reject(error);\n }\n });\n }).done(undefined, function (error) {\n return Q(callback(error, response) || response).catch(function (e) {\n diag.debug.assert(e === error, 'push callback failed: ' + e.message);\n return response;\n });\n });\n}", "pop() {\n return this.stack.pop();\n }", "function unsubscribePushNotif() {\n return getPushSubscription().then(registration => registration.unsubscribe());\n}", "pop() {\n // If the stack is empty, return null\n // (It would also be reasonable to throw an exception)\n if (!this.items.length) {\n return null;\n }\n return this.items.pop();\n }", "pop() {\n\t\treturn this.__().pop();\n\t}", "pop() {\n\t\tlet result = this.top.value;\n\t\tlet p = this.top.link;\n\t\tthis.top = p;\n\t\treturn result;\n\t}", "function notePop() {\n frets.pop();\n midis.pop();\n ids.pop();\n strings.pop();\n relations.pop();\n count--;\n return index.pop();\n }", "_dispatch() {\n dispatchEvent(new Event(\"popstate\"), { state: this.state });\n }", "function closeNotification(duration){\n var divHeight = $('div#info_message').height();\n setTimeout(function(){\n $('div#info_message').animate({\n top: '-'+divHeight\n }); \n // removing the notification from body\n setTimeout(function(){\n $('div#info_message').remove();\n },200);\n }, parseInt(duration * 1000)); \n \n\n \n}", "pop() {\n let result = this.stack.pop()\n return result\n }", "function hideNotification(notification, timer) {\n setTimeout(() => {\n notification.classList.remove('active');\n setTimeout(() => {\n notification.remove();\n }, 500);\n }, timer);\n}", "function popTween($this, element, callback, params) {\n \n dictionary.splice(dictionary.indexOf($this), 1);\n length = dictionary.length;\n \n if(callback) callback(element, params);\n \n }", "_checkNotiWhenCloseApp() {\n PushNotification.popInitialNotification((notification) => {\n if (notification && !GlobalVariable.isOpenApp) {\n // console.log( '---- NOTIFICATION APP EXIT:', notification);\n \n // Click noti popup, statusBar (APP EXIT)\n if (notification.userInteraction) {\n \n // console.log('---- Click Noti APP EXIT:', notification );\n this._clickNoti(notification);\n }\n }\n });\n }", "function pop(element) {\n return this.dataStore[--this.top];\n}", "removeNotification(notifKey) {\n let notifElem = this._notifContainerElem.children(\"#\" + this._getNotifElemID(notifKey));\n\n if (notifElem.length > 0) {\n let notif = notifElem.data(\"notif\");\n notifElem.remove();\n this._displayEmptyState(this._isEmpty);\n\n if (notif) {\n this._decNotifCounter(notif);\n this._alarmOnOff();\n }\n }\n }", "_closeModal () {\n this.props.navigator.pop()\n }", "pop() {\n if (this.isEmpty()) \n return 'Stack is empty!';\n return this.stack.pop();\n }", "function dontPop(e)\n{\n}", "function removeNotification(t)\n\t{\n\t\tswitch(t)\n\t\t{\n\t\t\tcase 'icon':\n\t\t\t\t$('.fv-icon').each(function() {\n\t\t\t\t\t$(this).remove();\n\t\t\t\t});\n\t\t\t\tbreak;\n\t\t}\n\t}", "pop(){\r\n if (this.top === -1){\r\n return undefined;\r\n }else{\r\n delete this.storage[this.top];\r\n this.top -= 1;\r\n }\r\n }", "pop() {\n this.#size--;\n return this.#stack.pop();\n }", "function closePop(cover, pop) {\n \"use strict\";\n pop.classList.remove(\"down\");\n cover.classList.remove(\"on\");\n setTimeout(function(){document.getElementsByTagName('body')[0].removeChild(cover);}, 200);\n}", "pop() {\n if (this.isEmpty()) {\n return null\n }\n return this.items.shift()\n }", "function readNotificationAction() {\n\n //get notification id\n let id_notify = this.getAttribute('data-id_notify');\n\n // API call\n sendAjaxRequest('delete', '/api/notifications/' + id_notify, {}, readNotificationReturn);\n\n //remove from page\n this.remove();\n}", "function closeNotificationDropdown() {\n $('.notification-nav__count-wrapper').html('');\n s.notificationDropdown.velocity(\"slideUp\", { duration: 500 });\n\n setTimeout(function() {\n s.notificationsWrapper.html('');\n s.notificationEmpty.removeClass('hide');\n }, 600);\n }", "pop() {\n return stack.pop();\n }", "function popModal() {\n if (modalQueue.value.length === 0) return Promise.resolve();\n var lastModal = modalQueue.value[modalQueue.value.length - 1];\n return lastModal.close();\n}", "pop() {\n if (this.isEmpty()) {\n return null;\n }\n return this.data.shift();\n }", "removeNotifier(e) {\n let self = e.data.self;\n clearTimeout(self.timer);\n self.notify.transition(self.settings.closeTransition);\n self.notify.remove();\n }", "static closeById(id)\n {\n if (!id) {\n id = document.getElementsByClassName(\"_notification\").length-1;\n }\n document.getElementsByClassName(\"_notification\")[id].instance.makeUntouchable();;\n document.getElementsByClassName(\"_notification\")[id].setAttribute(\"action\", \"close\");\n setTimeout(function () {\n document.getElementsByClassName(\"_notification\")[id]\n .parentNode.removeChild(\n document.getElementsByClassName(\"_notification\")[id]\n );\n }, this.deltaMoveTime);\n }", "function pop(message) {\n document.getElementById(\"information\").innerHTML = message;\n\n}", "pop() {\n if (this.hasItem()) {\n let currentItem = this.history[this.size - 1]\n this.size -= 1\n\n return currentItem\n } else {\n return null\n }\n }", "pop(){\n if(this.items.length == 0){\n return \"Underflow\";\n }\n else{\n return this.items.pop();\n }\n }", "pop() {\n const lastItem = this.data[this.length - 1];\n\n delete this.data[this.length - 1];\n\n this.length--;\n\n return lastItem;\n }", "popAfter(presentation) {\n var index = this.indexOf(presentation);\n if (index < -1) {\n return;\n }\n for (var i = this.presentations.length - 1; i > index; i--) {\n this.remove(this.presentations[i]);\n }\n }", "function hideNotification() {\n var notification = $(IDS.NOTIFICATION);\n notification.classList.add(CLASSES.HIDE_NOTIFICATION);\n notification.classList.remove(CLASSES.DELAYED_HIDE_NOTIFICATION);\n}", "function clickNotificationAction() {\n\n // API call\n sendAjaxRequest('get', '/api/notifications', {}, clickNotificationReturn);\n}", "pop () {\n return this.dataStore[--this.top]\n }", "function hideNotification() {\n\t\t$('.notification').fadeOut('slow');\n\t}", "function navPop(nav) {\n\t if (nav) {\n\t if (nav.length && nav.length() > 1) {\n\t // this nav controller has more than one view\n\t // pop the current view on this nav and we're done here\n\t console.debug('app, goBack pop nav');\n\t return nav.pop();\n\t }\n\t else if (nav.previousTab) {\n\t // FYI, using \"nav instanceof Tabs\" throws a Promise runtime error for whatever reason, idk\n\t // this is a Tabs container\n\t // see if there is a valid previous tab to go to\n\t var prevTab = nav.previousTab(true);\n\t if (prevTab) {\n\t console.debug('app, goBack previous tab');\n\t nav.select(prevTab);\n\t return Promise.resolve();\n\t }\n\t }\n\t // try again using the parent nav (if there is one)\n\t return navPop(nav.parent);\n\t }\n\t // nerp, never found nav that could pop off a view\n\t return null;\n\t }", "pop () {\n const last = this.length - 1\n const x = this.data[last]\n this._collapseTo(last)\n return x\n }", "function dismiss() {\n chrome.storage.sync.get({ VFM_NOTIF: \"\" }, (get) => {\n const check = get.VFM_NOTIF;\n check.notifOld = notifNew;\n check.notifState = \"off\";\n chrome.storage.sync.set({ VFM_NOTIF: check }, () => {\n let remove = document.getElementById(\"vfm-notif\");\n remove.parentNode.removeChild(remove);\n });\n });\n}", "function unsubscribeFromPushNotification() {\n navigator.serviceWorker.ready\n .then(function(registration) {\n registration.pushManager.getSubscription()\n .then(function (subscription) {\n if(!subscription) {\n alert('Unable to unsubscribe from push ' + 'notification.');\n return;\n }\n subscription.unsubscribe()\n .then(function () {\n console.log('Push notification unsubscribed.');\n console.log(subscription);\n updatePushNotificationStatus(false);\n })\n .catch(function (error) {\n console.error(error);\n });\n })\n .catch(function (error) {\n console.error('Failed to unsubscribe push ' +'notification.');\n });\n })\n}", "function removeNotification() {\n const notification = document.querySelectorAll(\n \".outside-notification-container\"\n );\n\n for (let i = 0, index = notification.length; i < index; i++) {\n notification[i].addEventListener(\n \"click\",\n event => {\n event.target.style.display = \"none\";\n },\n false\n );\n }\n }", "async clearAndSetNotification() {\n return this.clearLocalNotification().then(() => {\n return this.setLocalNotification()\n })\n }", "function pop(){\n\treturn this.dataStore[--this.top]\n}", "popObject() {\n var len = this.length;\n if (len === 0) return null;\n\n var ret = this.objectAt(len-1);\n this.removeAt(len-1, 1);\n return ret;\n }", "pop() {\n // skip cancelled elements at the top of the stack\n while (this.head < this.tail && this.storage[this.tail - 1] === undefined) {\n this.tail -= 1;\n this.cancelCount -= 1;\n }\n\n if (this.head < this.tail) {\n let element = this.storage[this.tail - 1];\n this.storage[this.tail - 1] = undefined;\n this.tail -= 1;\n return element;\n }\n }", "pop(){\r\n var data = this.stack[this.size - 1];\r\n this.stack = this.stack.slice(0, -1);\r\n this.size--;\r\n return data;\r\n }", "function pop () {\n return this.dataStore[this.top--];\n}", "pop(){\n return this.items.pop();\n }", "pop(value) {\n if (!this.length) {\n return null;\n }\n const deletedValue = this.stackData.pop();\n this.length--;\n if (!this.length) {\n this.bottom = null;\n this.top = null;\n }\n return deletedValue;\n }", "pop() {\n return this.splice(this.length - 1, 1)[0];\n }", "pop() {\n // the JS array.pop removes the last element\n // and returns it\n return this.items.pop();\n }", "checkAction(){\n Actions.pop();\n }", "pop() {\n this.array.pop();\n }", "function _popElement()\n {\n var retVal;\n\n retVal = null;\n if (this.intIndex > 0)\n {\n // Assign our new element to the top\n //this.intIndex--;\n retVal = this.arrStack[--this.intIndex];\n }\n return retVal;\n }", "function navPop(nav) {\n if (nav) {\n if (isTabs(nav)) {\n // FYI, using \"nav instanceof Tabs\" throws a Promise runtime error for whatever reason, idk\n // this is a Tabs container\n // see if there is a valid previous tab to go to\n var prevTab = nav.previousTab(true);\n if (prevTab) {\n console.debug('app, goBack previous tab');\n nav.select(prevTab);\n return Promise.resolve();\n }\n } else if (isNav(nav) && nav.length() > 1) {\n // this nav controller has more than one view\n // pop the current view on this nav and we're done here\n console.debug('app, goBack pop nav');\n return nav.pop();\n }\n // try again using the parent nav (if there is one)\n return navPop(nav.parent);\n }\n // nerp, never found nav that could pop off a view\n return null;\n }", "pop(){\n return this.items.pop();\n }", "notify(noti, type, callback = function () {}) {\n switch (type) {\n case 'success':\n this.props.onDispatchNotification(success(noti));\n break;\n case 'info':\n this.props.onDispatchNotification(info(noti));\n break;\n case 'warning':\n this.props.onDispatchNotification(warning(noti));\n break;\n case 'error':\n this.props.onDispatchNotification(error(noti));\n break;\n default:\n console.log('ERROR IN CALLING this.notify()');\n }\n callback();\n}", "function toggle_notification()\n{\n if($(\".notification-popup\").hasClass(\"hide\")) {\n $(\".notification-popup\").removeClass(\"hide\"); \n // unexpand profile popup\n $(\".profile\").removeClass(\"focus\"); \n $(\".profile-popup\").addClass(\"hide\");\n }else{\n $(\".notification-popup\").addClass(\"hide\");\n // unexpand profile popup\n $(\".profile\").removeClass(\"focus\"); \n $(\".profile-popup\").addClass(\"hide\");\n }\n\n // hide notification bubble\n $(\".buble-notification\").hide();\n}", "function pop() {\n if (isEmpty()) {\n return null;\n }\n\n return this.dataStore[--this.top];\n}", "function notificationClosed(notID, bByUser)\n{\n\tconsole.log(\"The notification '\" + notID + \"' was closed\" + (bByUser ? \" by the user\" : \"\"));\n}", "pop(){\n if(this.top==-1)\n {\n return -1;\n }\n else\n {\n return this.items[this.top--]; //delete the one paranthesis from stack\n }\n }", "function pop() {\n --topp;\n}", "function popElement()\n{\n var retVal;\n\n retVal = null;\n if (this.intIndex > 0)\n {\n\t // Assign our new element to the top\n\t this.intIndex--;\n\t retVal = this.arrStack[this.intIndex];\n\t}\n\treturn retVal;\n}", "pop() {\n if (this.count == 0) return undefined; //checking whether array is empty\n let deleteItem = this.items[this.count - 1];\n this.count = this.count - 1;\n return deleteItem;\n }", "toggleNotification(state, payload) {\n return {\n ...state,\n hasNotification: payload,\n };\n }", "pop() {\n if (!this.items.peek()) {\n return null;\n }\n return this.items.pop();\n }", "function Popups_CloseLast(bForced)\n{\n\t//interactions blocked? unless this is forced\n\tif (__SIMULATOR.UserInteractionBlocked() && !bForced)\n\t{\n\t\t//ignore it\n\t}\n\telse\n\t{\n\t\t//get the last popup\n\t\tvar popupData = this.PopupData.pop();\n\t\t//has a parent?\n\t\tif (popupData.HTMLPopup.parentNode)\n\t\t{\n\t\t\t//remove from the simulator panel\n\t\t\tpopupData.HTMLPopup.parentNode.removeChild(popupData.HTMLPopup);\n\t\t}\n\t\t//was this a wrapper?\n\t\tif (popupData.HTMLPopup.IsWrapper && popupData.HTMLPopup.Popup && popupData.HTMLPopup.Popup.parentNode)\n\t\t{\n\t\t\t//remove the child from it too\n\t\t\tpopupData.HTMLPopup.Popup.parentNode.removeChild(popupData.HTMLPopup.Popup);\n\t\t}\n\t\t//has listener?\n\t\tif (popupData.Notifies)\n\t\t{\n\t\t\t//notify\n\t\t\tpopupData.Notifies.NotifyPopupDestruction(popupData.HTMLPopup, popupData.State);\n\t\t}\n\t\t//inform simulator we \"scrolled\"\n\t\tSimulator_OnScroll();\n\t}\n}", "function pop()\n{\n if(topp==-1)\n return 0;\n else\n {\n var popped_ele=stackarr[topp];\n topp--;\n return popped_ele;\n }\n}", "pop(){\n if(this.stack.length === 0) return null;\n let removed = this.stack.pop();\n\n if(this.empty()) {\n this.top = null;\n } else {\n this.top = this.stack[this.stack.length-1];\n }\n\n return removed;\n }", "handlePopupClose() {\n this.props.handlePopupClose();\n }", "function pop() {\n myArray.pop();\n showAray();\n}", "popOffensiveItem() {\n if (this.offensive.length == 0) {\n return null;\n }\n return this.offensive.pop();\n }", "pop() {\n const value = this.elements.shift()\n this.top--\n return value\n }", "function popElement()\r\n{\r\n var retVal;\r\n\r\n retVal = null;\r\n if (this.intIndex > 0)\r\n {\r\n\t // Assign our new element to the top\r\n\t this.intIndex--;\r\n\t retVal = this.arrStack[this.intIndex];\r\n\t}\r\n\treturn retVal;\r\n}", "pop() {\n this.length--;\n return this.storage.pop();\n }" ]
[ "0.6008549", "0.5999545", "0.5915614", "0.58532715", "0.57712996", "0.5596407", "0.5505301", "0.55001247", "0.5485134", "0.53872", "0.53832793", "0.53832793", "0.53819454", "0.5377117", "0.53709227", "0.53491724", "0.53270715", "0.5311548", "0.53061825", "0.52818495", "0.52783304", "0.52653354", "0.5257598", "0.5252625", "0.52430266", "0.52320343", "0.523119", "0.52208334", "0.5214651", "0.5208341", "0.52049106", "0.5159283", "0.5155395", "0.51527125", "0.5144573", "0.51353925", "0.511008", "0.50848705", "0.50794756", "0.50758994", "0.5073216", "0.50730854", "0.5062527", "0.506023", "0.5059808", "0.5036677", "0.5023551", "0.5019865", "0.50170213", "0.5013182", "0.5006737", "0.5005895", "0.49972156", "0.49884528", "0.498719", "0.49846044", "0.49833712", "0.49746543", "0.4972998", "0.49679652", "0.49634594", "0.49585238", "0.49571833", "0.49557734", "0.4932264", "0.493053", "0.49201706", "0.49001244", "0.48946464", "0.48928055", "0.48906037", "0.48864388", "0.4885339", "0.48820195", "0.48815104", "0.4878011", "0.48761898", "0.4870207", "0.4868033", "0.48649374", "0.4850119", "0.4839095", "0.48325512", "0.48252052", "0.48240736", "0.48226836", "0.48125166", "0.48088768", "0.48045176", "0.48016274", "0.48013905", "0.47967577", "0.4793514", "0.47876686", "0.4781984", "0.47750622", "0.47731763", "0.47719896", "0.4769283", "0.4767739" ]
0.73699456
0
restore the form to default style
function restrore_email() { document.getElementById("email").style.borderBottom="3px solid #424242"; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function restoreAppearance()\n {\n this.style.color = \"black\";\n this.style.border = \"2px solid black\";\n \n }", "reset() {\n Utils.deepCopyProperties(this, defaultStyle, defaultStyle);\n }", "function resetStyles() {\r\n $scope.showForm = true\r\n $scope.showLogo = false\r\n $scope.logo.class = ''\r\n $scope.status = ''\r\n }", "reset() {\n UtilsSettings_1.UtilsSettings.deepCopyProperties(this, TextSettings_1.TextSettings.defaultStyle, TextSettings_1.TextSettings.defaultStyle);\n }", "function resetFieldStyle(){\n\t $(\".fieldBox\").css(\"backgroundColor\",\"#fff\");\n\t $(\".fieldBox\").css(\"borderColor\", \"#fff\");\n\t $(\".fieldBox\").attr(\"selected\",false);\n\t $(\".fieldBox\").find(\".removeButton\").hide();\n }", "function restore() {\n\tthis.className = 'regular';\n}", "function resetOldStyles() {\n if (lastElem) {\n setStyleList(lastElem, lastElemStyle);\n lastElem = null;\n lastElemStyle = null;\n }\n}", "function HRresetStyle() {\r\n HRapplyTheme('default');\r\n HRsetHrConfig('theme', 'default');\r\n HRhighlightThemeItem('default');\r\n\r\n HRapplyPattern('default');\r\n HRsetHrConfig('pattern', 'default');\r\n HRhighlightPatternItem('default');\r\n\r\n HRapplyFontSize('md');\r\n HRsetHrConfig('fontSize', 'md');\r\n HRhighlightFontItem('md');\r\n\r\n HRhighlightAutofocus('enabled');\r\n}", "function _reset() {\n Df.style.backgroundColor = '';\n }", "function resetForm(){\n $('.slds-has-error').removeClass('slds-has-error');\n $('.slds-form-element__help').addClass('slds-hide');\n}", "function resetForm(){\n $('.slds-has-error').removeClass('slds-has-error');\n $('.slds-form-element__help').addClass('slds-hide');\n}", "function _resetStyles() {\n\t\t\t\t\tscope._oldTextareaStyles = scope.$textarea.attr('style');\n\n\t\t\t\t\tscope.$textarea.css({\n\t\t\t\t\t\tmargin: 0,\n\t\t\t\t\t\twebkitBoxSizing: \"border-box\",\n\t\t\t\t\t\tmozBoxSizing: \"border-box\",\n\t\t\t\t\t\tboxSizing: \"border-box\",\n\t\t\t\t\t\twidth: \"100%\"\n\t\t\t\t\t});\n\t\t\t\t}", "set defaultStyle(style) {\n this._defaultStyle = style;\n }", "function Limpiar_Form(){\n\tdocument.form.reset();\n\tdocument.form.titulo_noticia.focus();\n}", "function resetEditMenuForm(){\r\n EMenuNameField.reset();\r\n EMenuDescField.reset();\r\n EMStartDateField.reset();\r\n EMEndDateField.reset();\r\n\t\t\t\t\t \r\n }", "static resetStyle(layer){\n layer.feature.properties.selected = false\n layer.unbindPopup();\n layer.setStyle({\n \"weight\": 1,\n \"color\": \"#000\",\n \"opacity\": 0.7,\n \"fillColor\": \"#fff\",\n \"fillOpacity\": 0.3\n });\n }", "function showForm(){\n form.reset();\n background.classList.add(\"transparent\")\n addBookForm.classList.remove(\"form--hidden\");\n }", "function RemoveStyle() {\n $('input[type=text],input[type=password],textarea').css({ background: 'white' });\n $('#ErrorBox,#ErrorBox1,#ErrorBox2,#ErrorBox3').hide(1000);\n }", "function resetBackColor() {\n richTextField.document.execCommand(\"backColor\", true, \"#fff\");\n}", "function resetForm() {\n document.getElementById('labelUsername').className = '';\n document.getElementById('labelText').className = '';\n document.getElementById('text').style.height = '43px';\n document.getElementById('username').className = 'validate';\n document.getElementById('text').className = 'materialize-textarea validate';\n}", "function resetform()\n{\n\t\t\t$('#note_title').val('');\n\t\t\t$('#note_text').val('');\n\t\t\t$('#note_quotes').val('');\n\t\t\tdocument.getElementById('note_quotes').focus();\n\t\t\tdocument.getElementById('note_text').focus();\n\t\t\tdocument.getElementById('note_title').focus();\n\t\t\t$('#warning').html('');\n\t\t\tdocument.noteform.note_category.options[0].selected=true;\n\t\t\tcurNote=null;\t\t\n}", "function resetForm(){\r\n\tcommentHeading.prop('innerHTML', originalHeading);\r\n\tcommentNew.insertAfter(commentNewAnchor);\r\n\toriginalHeading = undefined;\r\n\tform.prop('action',originalURL);\r\n\toriginalURL = undefined;\r\n\ttextarea.prop('textContent','');\r\n\tbutton.prop('innerHTML',originalButton);\r\n\toriginalButton = undefined;\t\r\n}", "function resetNewAnnotationForm(){\n\t\t$(\"#new-annotation-title\").val(\"\");\n\t\t$(\"#new-annotation-text\").val(\"\");\n\t\t$(\"#new-annotation-image\").val(\"\")\n\t\t$(\"#new-annotation-public\")[0].checked = false;\n\t\t$(\".error.message\").css(\"display\", \"none\");\n\t\t$(\"#new-annotation-title-field\").removeClass(\"error\");\n\t\t$(\"#new-annotation-text-field\").removeClass(\"error\");\n\t\t$('#new-annotation-modal').modal('hide');\n\t}", "function resetPage() {\n\tdocument.getElementById(\"focusArea\").style.display = \"none\";\n\tdocument.getElementById(\"inputArea\").style.display = \"flex\";\n}", "function resetForm($form) {\n $form.find('input:text, input:password, input:file, select, textarea').val('');\n $form.find('input:radio, input:checkbox')\n .removeAttr('checked').removeAttr('selected');\n }", "restoreDefault() {\n this.resetCCSetting();\n }", "reset() {\n\t\tthis.formElement.reset();\n\t}", "function exitNewBookForm() {\n form.reset()\n form.style.visibility = 'hidden'\n}", "function resetAll()\r\n\t{\r\n\t\t$(\"#myForm\")[0].reset();\r\n\t\t$(\".resetP\").hide();\r\n\t\t$(\"input,.error\").css(\"borderColor\",\"\")\r\n\t\t\r\n\t}", "function resetForm() {\n bookForm.reset();\n}", "function restore(newcontent = content) {\n controls.html(old_controls)\n content_holder.html(newcontent.replace(/\\n/g, '<br>'))\n\n if (has_pretty_content_holder)\n {\n pretty_content_holder.show()\n content_holder.hide()\n }\n }", "function resetAddBrewForm() {\n addBrewForm.reset();\n document.getElementById('add-brew-dialog.brew-image-preview').src = \"#\";\n addBrewDialog.removeAttribute('open');\n addBrewBtn.removeAttribute('disabled');\n}", "function resetPresidentForm(){\n fechaInicioField.setValue('');\n descripcionEventoField.setValue('');\n }", "function reset_form() {\n $(\".constraints\")[0].reset();\n $(\".constraints .min, .constraints .max\").css({color: \"#D3D3D3\"});\n $('#right').css({visibility: \"hidden\"});\n $('#showFeasible').text(\"\");\n}", "activateDefaultTheme() {\n this._reset();\n }", "function resetEditMenuItemForm(){\r\n EMenuItemNameField.reset();\r\n \tEMenuItemDescField.reset();\r\n \tEMenuItemValidFromField.reset();\r\n EMenuItemValidToField.reset();\r\n \tEMenuItemPriceField.reset();\r\n \tEMenuItemTypePerField.reset();\r\n\t\t\t\t\t \r\n }", "function resetForm() {\n\tpageCounter = 1;\n\tdisplayPage(pageCounter);\n\tclearFields();\n}", "function restore_inputs () {\n\n\t\t\t\tparse_variables();\n\n\t\t\t\t$('.form-w').val(W);\n\t\t\t\t$('.form-b').val(B);\n\t\t\t\t$('.form-mf').val(Mf);\n\t\t\t\t$('.form-mt').val(Mt);\n\n\t\t\t}", "function resetFrontmostDocumentFormat()\n{\n\tvar desc = new ActionDescriptor();\n\texecuteAction( kresetDocumentFormatStr, desc, DialogModes.NO );\n}", "function LimpiaFormulario(DID) {\n $(\"input\").css(\"border\", \"1px solid black\");\n $(DID).trigger(\"reset\");\n }", "function resetForm() {\n\t\tradioList2 = document.getElementById('subList');\t\n\t\terrorBox.style.display = 'none';\n\t\t//remove class of error\n\t\tradioList2.className = '';\n\n\n\t\t//Remove Error Styling and Clear Error Report\n\t\tvar reqElements = document.getElementsByClassName('gRequired');\n\t\tfor(i = 0; i < reqElements.length; i ++) {\n\t\t\treqElements[i].className = 'gRequired';\n\t\t}\n\t\t\n\t\t// Zero out all values for new recipe entry \n\t\tclearRadioValue('recipeCat');\n\t\tge('recipeTitle').value \t\t= ''\n\t\tge('recipeSummary').value \t= ''\n\t\tge('userDifficulty').value \t= ''\n\t\tge('chooseDate').value \t\t= ''\n\t\tge('flavorRange').value \t\t= ''\n\t\tge('directions').value \t\t= ''\n\t\tge('submitForm').value \t\t= 'Save Recipe';\n\t\tge('gIngredientContainer').innerHTML = ''\n\t}", "reset(){\n this.cySyncher.resetStyle();\n }", "function restore_options() {\n $(\"#theme\").val(\"blue\");\n $(\"#font_size\").val(\"0.9em\");\n $(\"#popup_width\").val(\"610\");\n $(\"#popup_height\").val(\"620\");\n $(\"#bookmark_url\").val(\"http://www.google.com/bookmarks/\");\n $(\"#sig_url\").val(\"http://www.google.com/bookmarks/find\");\n}", "function resetForm() {\r\n \t$jq('.views-exposed-form select').val('All');\t\t\r\n $jq('.views-exposed-form input:text').val('');\r\n\t$jq('.views-exposed-form input:radio').prop('checked', false);\r\n\tgetTodayFormatted();\r\n\t\r\n\t$jq('.views-exposed-form #edit-date-filter-value-date').val(today);\r\n }", "function resetForm() {\n cardNumber.value = '';\n CVV.value = '';\n cardNumberField.classList.remove('has-error', 'has-success');\n document.querySelector('.CVV').classList.remove('has-error', 'has-success');\n maestro.classList.remove('transparent');\n visa.classList.remove('transparent');\n mastercard.classList.remove('transparent');\n }", "resetLayout () {\n this.setState({layout: this.defaultLayout(this.state.editMode)}, () => this.force())\n localStorage.removeItem(this._key(this.state.editMode))\n }", "function resetForm(form) {\n form.find('input:text, input:password, input:file, select, textarea').val('');\n $('#birthdate').val('');\n form.find('input:radio, input:checkbox')\n .removeAttr('checked').removeAttr('selected');\n}", "function resetForm() {\n var reset = confirm('Reset all fields?');\n if (reset) {\n console.log(\"Resetting form modifications.\");\n // note - could do this with an array of required fields\n document.mainForm.nameTick.src = \"cross.png\";\n document.mainForm.nameTick.alt = \"cross\";\n document.mainForm.rateTick.src = 'cross.png';\n document.mainForm.rateTick.alt = 'cross';\n document.mainForm.areas.style.background = \"#fff\";\n }\n return reset;\n}", "resetForm() {\n var $form = this.$element,\n opts = this.options;\n\n $(`.${opts.labelErrorClass}`, $form).not('small').removeClass(opts.labelErrorClass);\n $(`.${opts.inputErrorClass}`, $form).not('small').removeClass(opts.inputErrorClass);\n $(`${opts.formErrorSelector}.${opts.formErrorClass}`).removeClass(opts.formErrorClass);\n $form.find('[data-abide-error]').css('display', 'none');\n $(':input', $form).not(':button, :submit, :reset, :hidden, :radio, :checkbox, [data-abide-ignore]').val('').removeAttr('data-invalid');\n $(':input:radio', $form).not('[data-abide-ignore]').prop('checked',false).removeAttr('data-invalid');\n $(':input:checkbox', $form).not('[data-abide-ignore]').prop('checked',false).removeAttr('data-invalid');\n /**\n * Fires when the form has been reset.\n * @event Abide#formreset\n */\n $form.trigger('formreset.zf.abide', [$form]);\n }", "function restoreDefault(){\n restoreDefaultScores();\n lizardLizard();\n $(\"#outcome\").empty();\n $(\"#reset-button\").empty().hide();\n $(\".btn-primary\").bind();\n $(\".btn-primary\").show();\n bindControls();\n}", "resetStyles () {\n\t\tthis.selection\n\t\t\t.attr('data-rel', '')\n\t\t\t.attr('data-hidden', '')\n\t}", "function resetPresidentForm(){\n consecuenciasField.setValue('');\n descripcionField.setValue('');\n }", "function setBackToDefault() {\n mainTitle.value = \"\";\n mainAuthor.value = \"\";\n mainPages.value = \"\";\n mainRead.value = \"\";\n editFlag = false;\n // editID = '';\n submitBtn.textContent = \"submit\";\n}", "function addOpFormReset() {\n pageDialog.node.reset();\n }", "function resetEditProfileModal() {\n profileForm.find('.form-group').removeClass(\"has-error\");\n profileForm.find('.help-block').text(\"\");\n }", "resetForm(repairForm) {\n if (repairForm != null)\n repairForm.reset();\n this.repairService.selectedRepair = new _models_repair__WEBPACK_IMPORTED_MODULE_1__[\"Repair\"]();\n }", "function resetAddMenuForm(){\r\n MenuNameField.reset();\r\n MenuDescField.reset();\r\n MStartDateField.reset();\r\n // MEndDateField.reset();\r\n\t\t\t\t\t \r\n }", "function resetform(){\n\t$.each($(\"body\").find(\"form\"),function(i,v){\n\t\tthis.reset();\n\t});\n}", "function switchSettings2Back() {\n /* Reset Focus */\n Draw.resetFocus();\n }", "function resetEdit() {\n\t$('.icons').removeClass('editable');\n\t$('#save-recipe, #cancel-recipe').hide();\n\t$('#detail-description, #detail-name').attr('contenteditable', false);\n\t$('#detail-new-ingredient-input').hide();\n}", "function onFormRestored(err) {\n if (err) {\n // form event with empty response prevents server zombie on error\n Y.log( 'Could not load or create form document: ' + err, 'warn', NAME );\n template.raise( 'mapcomplete', {} );\n return;\n }\n\n Y.log('Form state initialized, redrawing in mode: ' + template.mode, 'debug', NAME);\n template.render( onTemplateRendered );\n }", "function resetForm() {\n\tclearMessages();\n\tfor (let i = 0; i < document.getElementsByClassName(\"changeName\").length; i++) {\n\t\tdocument.getElementsByClassName(\"changeName\")[i].style.display = \"none\";\n\t}\n\tfor (let i = 0; i < document.getElementsByClassName(\"changePasswd\").length; i++) {\n\t\tdocument.getElementsByClassName(\"changePasswd\")[i].style.display = \"none\";\n\t}\n\tfor (let i = 0; i < document.getElementsByClassName(\"changeAvatar\").length; i++) {\n\t\tdocument.getElementsByClassName(\"changeAvatar\")[i].style.display = \"none\";\n\t}\n}", "function resetForm() {\n\tdocument.getElementById(collectionTypeId).selectdindex = 0;\n\tdocument.getElementById(taskNumberId).value = \"\";\n\tcancel();\n\tdocument.getElementById(jobLabelId).value = \"multi-infrastructure-collection job description\";\n\t// if(document.getElementById('task').style.visibility == 'hidden')\n\t// document.getElementById('task').style.visibility = 'visible';\n}", "function resetForm() {\n document.getElementById(\"newClassForm\").reset();\n}", "function dialogOff() {\n document.getElementById(\"overlay\").style.display = \"none\";\n let form = document.getElementById(\"insertForm\");\n form.reset();\n}", "function resetBlueprintSettings()\n{\n\t//Assign default values into defaults form.\n\tdocument.getElementById('FontSize').value = nDefaultFontSize;\n\tdocument.getElementById('ColumnWidth').value = nDefaultColumnWidth;\n\tdocument.getElementById('ColumnGutter').value = nDefaultColumnGutter;\n\tdocument.getElementById('Columns').value = nDefaultColumns;\n\tdocument.getElementById('MaxGridHang').value = nDefaultMaxGridHang;\n\tdocument.getElementById('MaxGridLift').value = nDefaultMaxGridLift;\n\tdocument.getElementById('MaxGridPress').value = nDefaultMaxGridPress;\n\tdocument.getElementById('MaxGridStretch').value = nDefaultMaxGridStretch;\n\n\treturn;\n}", "resetForm() { \n document.getElementById('product-form').reset();\n }", "function resetForm() {\n\t\t// Zero out all values for new recipe entry \n\t\t$(\"recipeTitle\").value = \"\"\n\t\t$(\"recipeSummary\").value = \"\"\n\t\t$(\"userDifficulty\").value = \"\"\n\t\t$(\"chooseDate\").value = \"\"\n\t\t$(\"flavorRange\").value = \"\"\n\t\t$(\"ingredients\").value = \"\"\n\t\t$(\"directions\").value = \"\"\n\t\tclearRadioValue('recipeCat');\n\t}", "function exitEditBookForm() {\n editForm.reset()\n editForm.style.visibility = 'hidden'\n allowPointerEvents()\n}", "reset(formState = null, options = {}) {\n return super.reset(formState, options);\n }", "function resetform() {\n clearField(nameField);\n clearField(emailField);\n clearField(messageField);\n}", "function resetForm() {\n guessInput.style.border = '1px solid darkgray';\n message.textContent = '';\n}", "static restore(data) {\n let fontStyle = new FontStyle(data.fontDescription);\n\n fontStyle.setSpread(data.spread);\n fontStyle.setFontSize(data.fontSize);\n fontStyle.setLetterSpacing(data.letterSpacing);\n\n return fontStyle;\n }", "function reapplyStyle()\n\t{\n//\t\tvar script = \"select all;\" +\n//\t\t _styleScripts[style];\n\t\t// regenerate visual style script\n\t\tvar script = _scriptGen.generateVisualStyleScript(_selection, _chain, _options);\n\n\t\t// regenerate highlight script\n\t\tscript = script.concat(generateHighlightScript(_highlighted));\n\n\t\t// convert array to a single string\n\t\tscript = script.join(\" \");\n\t\t_3dApp.script(script);\n\t}", "function limpiar() {\r\n document.getElementById(\"miFormulario\").reset();\r\n\r\n}", "function clearFormat(editor) {\n editor.focus();\n editor.addUndoSnapshot(function () {\n execCommand_1.default(editor, \"removeFormat\" /* RemoveFormat */);\n editor.queryElements('[class]', 1 /* OnSelection */, function (node) {\n return node.removeAttribute('class');\n });\n var defaultFormat = editor.getDefaultFormat();\n var isDefaultFormatEmpty = Object.keys(defaultFormat).length === 0;\n editor.queryElements('[style]', 2 /* InSelection */, function (node) {\n STYLES_TO_REMOVE.forEach(function (style) { return node.style.removeProperty(style); });\n // when default format is empty, keep the HTML minimum by removing style attribute if there's no style\n // (note: because default format is empty, we're not adding style back in)\n if (isDefaultFormatEmpty && node.getAttribute('style') === '') {\n node.removeAttribute('style');\n }\n });\n if (!isDefaultFormatEmpty) {\n if (defaultFormat.fontFamily) {\n setFontName_1.default(editor, defaultFormat.fontFamily);\n }\n if (defaultFormat.fontSize) {\n setFontSize_1.default(editor, defaultFormat.fontSize);\n }\n if (defaultFormat.textColor) {\n if (defaultFormat.textColors) {\n setTextColor_1.default(editor, defaultFormat.textColors);\n }\n else {\n setTextColor_1.default(editor, defaultFormat.textColor);\n }\n }\n if (defaultFormat.backgroundColor) {\n if (defaultFormat.backgroundColors) {\n setBackgroundColor_1.default(editor, defaultFormat.backgroundColors);\n }\n else {\n setBackgroundColor_1.default(editor, defaultFormat.backgroundColor);\n }\n }\n if (defaultFormat.bold) {\n toggleBold_1.default(editor);\n }\n if (defaultFormat.italic) {\n toggleItalic_1.default(editor);\n }\n if (defaultFormat.underline) {\n toggleUnderline_1.default(editor);\n }\n }\n }, \"Format\" /* Format */);\n}", "function defaultControls() {\n controls.reset();\n }", "function Reset () {\n // Reset form and local storage and get page to page 1\n ui.showfirst();\n localStorage.clear();\n document.querySelector('.form').reset();\n}", "onCancel() {\n this.resetForm();\n }", "function clearStyles() {\n _themeState.registeredStyles.forEach(function (styleRecord) {\n var styleElement = styleRecord && styleRecord.styleElement;\n if (styleElement && styleElement.parentElement) {\n styleElement.parentElement.removeChild(styleElement);\n }\n });\n _themeState.registeredStyles = [];\n}", "function clearStyles() {\n _themeState.registeredStyles.forEach(function (styleRecord) {\n var styleElement = styleRecord && styleRecord.styleElement;\n if (styleElement && styleElement.parentElement) {\n styleElement.parentElement.removeChild(styleElement);\n }\n });\n _themeState.registeredStyles = [];\n}", "constructor() {\n const {\n defaultStyle,\n globalStyle,\n fontStyle,\n formStyle,\n buttonStyle\n } = { ...getInitialStyles };\n\n this.initialStyles = {\n ...defaultStyle,\n ...globalStyle,\n ...fontStyle,\n ...formStyle,\n ...buttonStyle\n };\n }", "function setBackToDefault() {\n grocery.value = \"\";\n editFlag = false;\n editID = \"\";\n submitBtn.textContent = \"Submit\";\n}", "resetForm() {\n this.$refs.form.reset();\n }", "function fnClearForm() {\n elSwForm.reset();\n }", "_resetOverlayElementStyles() {\n extendStyles(this._pane.style, {\n top: '',\n left: '',\n bottom: '',\n right: '',\n position: '',\n transform: '',\n });\n }", "function reset(){\n $('#selection-area').empty();\n $('#species-info').empty().css('background-color', panelColor);\n $('#last-dropdown-area').empty();\n $('.counties').css('fill', mapColor);\n $('.labels').css('fill', panelColor);\n }", "function resetForm(form) {\n $(form)[0].reset();\n}", "function formReset() {\n city = 0;\n formSub.reset();\n formSub.style.display = 'block';\n formSub.firstname.classList.remove('valid');\n formSub.lastname.classList.remove('valid');\n formSub.email.classList.remove('valid');\n formSub.birthdate.classList.remove('valid');\n formSub.numberPlayed.classList.remove('valid');\n}", "function resetFields(){\n\tdocument.getElementById(\"fnameError\").style.color = \"\";\n\t\tdocument.getElementById(\"fname\").style.border = \"\";\n\t\tdocument.getElementById(\"lnameError\").style.color = \"\";\n\t\tdocument.getElementById(\"lname\").style.border = \"\";\n\t\tdocument.getElementById(\"emailError\").style.color = \"\";\n\t\tdocument.getElementById(\"email\").style.border = \"\";\n\t\tdocument.getElementById(\"phoneError\").style.color = \"\";\n\t\tdocument.getElementById(\"phone\").style.border = \"\";\n\t\tdocument.getElementById(\"addError\").style.color = \"\";\n\t\tdocument.getElementById(\"address\").style.border = \"\";\n\t\tdocument.getElementById(\"usernameError\").style.color = \"\";\n\t\tdocument.getElementById(\"uname\").style.border = \"\";\n\t\tdocument.getElementById(\"passError\").style.color = \"\";\n\t\tdocument.getElementById(\"pword\").style.border = \"\";\n\t\tdocument.getElementById(\"confirmPassError\").style.color = \"\";\n\t\tdocument.getElementById(\"cpword\").style.border = \"\";\n}", "function setBackToDefault(){\n grocery.value='';\n editFlag=false;\n editId='';\n submitBtn.textContent='submit';\n\n\n // console.log('set back to default')\n}", "function _resetForm()\r\n {\r\n //alert(\"htmldata.js -> _resetForm \\n chgFlds: \" + this._mChangedFields);\r\n\r\n for (var index = 0; index < this._mChangedFields.length; ++index)\r\n {\r\n var item = this._mChangedFields[index];\r\n var obj = getElemnt(item);\r\n\r\n if(obj)\r\n {\r\n //alert(obj.outerHTML + \" \\n obj.defaultValue = \" + obj.defaultValue + \"---\");\r\n\r\n //reset image association field if any\r\n var objImg = getElemnt(\"img_icon_\"+ obj.id );\r\n\r\n if(objImg)\r\n {\r\n //alert(\"objImg.defaultValue \" + objImg.defaultValue);\r\n objImg.src = objImg.defaultValue;\r\n }\r\n\r\n if(obj)\r\n {\r\n //alert(\"obj.type = \" + obj.type);\r\n //Tracker#: 15802 TECH SPEC OVERVIEW SHOULD ALWAYS WARN USER WHEN THEY MAKE A CHANGE AND DO NOT SAVE\r\n //ucheck the checked checkboxes once the form data is reset.\r\n if(obj.type && obj.type.toUpperCase()==\"CHECKBOX\")\r\n {\r\n //alert('obj.defaultValue ' + obj.defaultValue);\r\n if(obj.defaultValue && _isChangeFieldNotify(obj))\r\n {\r\n //alert(\"checked\");\r\n obj.checked=true;\r\n }\r\n else\r\n {\r\n //alert(\"-----unchecked-----\");\r\n obj.checked=false;\r\n }\r\n }\r\n //alert(\"setting value \" + obj.defaultValue);\r\n obj.value = obj.defaultValue;\r\n }\r\n\r\n //reset validation fields\r\n if(_isDescField(obj))\r\n {\r\n obj = getElemnt(obj.id + _FIELDS_SEPERATOR + \"desc\");\r\n\r\n if(obj)\r\n {\r\n obj.value = obj.defaultValue;\r\n }\r\n }\r\n }\r\n }\r\n }", "function setBackToDefault() {\r\n grocery.value = \"\";\r\n editFlag = false;\r\n editID = \"\";\r\n _submitBtn.textContent = \"Submit\";\r\n}", "function formatReset() {\n DocumentApp.getActiveDocument().getBody().editAsText().setBold(false).setUnderline(false);\n}", "resetBookForm() {\n this.selectedBook = null;\n this.bookForm = {};\n }", "function myOwnReset(){\n $('.value-to-reset').form('reset');\n}", "function resetLayerStyle(e){\n\tdata.resetStyle(e.target);\n}", "function ResetForm() {\n $scope.editData = {\n ExtraId: 0,\n Type: 0,\n MachineNo: \"\",\n ExtraDate: \"\",\n Remark: \"\"\n };\n $scope.extraform.$setPristine();\n $scope.isFirstFocus = false;\n $timeout(function () {\n $scope.isFirstFocus = true;\n });\n }", "function resetForeColor() {\n richTextField.document.execCommand(\"foreColor\", true, \"#000000\");\n}", "resetForm() {\n this.init = {};\n }", "function resetForm(form) {\n $('textarea').val(null);\n $(form).find('.counter').text(140);\n }" ]
[ "0.7097289", "0.6966277", "0.6900524", "0.66040117", "0.65256125", "0.6510511", "0.63200873", "0.6273451", "0.625323", "0.6140183", "0.6140183", "0.6119376", "0.6114408", "0.6076669", "0.6065342", "0.60443586", "0.60442924", "0.60226893", "0.5977455", "0.5977115", "0.59539336", "0.59479994", "0.5934397", "0.5920025", "0.58949393", "0.58885497", "0.5887196", "0.58838373", "0.5879589", "0.5876276", "0.5860206", "0.58543694", "0.5835837", "0.5829558", "0.58228594", "0.581933", "0.58104235", "0.580568", "0.57998955", "0.57992667", "0.5770812", "0.57579213", "0.5745163", "0.57323533", "0.5730953", "0.5727254", "0.57242644", "0.57190615", "0.571174", "0.5710198", "0.56964076", "0.5690341", "0.567648", "0.56725925", "0.5659344", "0.5645187", "0.56316054", "0.5628615", "0.56236625", "0.5620538", "0.5614619", "0.5612352", "0.56120235", "0.5608175", "0.55859506", "0.55827874", "0.55818504", "0.55775607", "0.55758595", "0.5565563", "0.55599964", "0.5555789", "0.5549829", "0.5542628", "0.554259", "0.5535662", "0.5535259", "0.5526757", "0.55244654", "0.55240774", "0.55240774", "0.5518497", "0.55142933", "0.5508925", "0.5507807", "0.5501739", "0.5501595", "0.54959095", "0.5495416", "0.5492849", "0.54788435", "0.5478711", "0.5477005", "0.5474996", "0.54715544", "0.546857", "0.5467788", "0.5466606", "0.5463893", "0.5459327", "0.545888" ]
0.0
-1
Decorate $http to add a special header by default
function addHeaderToConfig(config) { config = config || {}; config.headers = config.headers || {}; // Add the header unless user asked to handle errors himself if (GENERIC_ERROR_HANDLING) { config.headers[HEADER_NAME] = true; } return config; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function addUserAuthorizationHeader(httpConfig) {\n httpConfig.headers = angular.extend(httpConfig.headers || {},{\n 'Authorization': function () {\n return userAuthorizationHeader;\n }\n });\n return httpConfig;\n }", "function setDefaultHeaders () {\n // set default headers for all outgoing requests\n // needed this for patch.. as in angular patch does not have content-type set by default\n $http.defaults.headers.common['Content-Type'] = 'text/plain;charset=utf-8';\n $http.defaults.headers.common['Accept'] = 'text/plain';\n window.console.log('THis is env', env.hello);\n }", "function addClientAuthorizationHeader(httpConfig) {\n httpConfig.headers = angular.extend(httpConfig.headers || {},{\n 'Authorization': 'Basic ' + base64.encode((config.meanSso.clientId || '') + ':' + (config.meanSso.clientSecret || ''))\n });\n return httpConfig;\n }", "function addContentTypeToHeader() {\n\t return {\n\t request : requestInterceptor\n\t };\n\n\t function requestInterceptor(config) {\n\t if (angular.isDefined(config.headers['Content-Type']) && !angular.isDefined(config.data))\n\t config.data = '';\n\n\t return config;\n\t }\n\t }", "addDefaultRequestInterceptor() {\n\t\tthis.axiosInstance.interceptors.request.use((config) => {\n\t\t\tlet need = Object.keys(this.option.auth).length > 0\n\t\t\tif (need) {\n\t\t\t\tconst timestamp = Date.now()\n\n\t\t\t\tlet query = {}\n\t\t\t\tconst array = config.url.split('?')\n\t\t\t\tif (array.length > 1) {\n\t\t\t\t\tquery = qs.parse(array[1])\n\t\t\t\t}\n\t\t\t\tconst data = config.data || {}\n\t\t\t\tconst params = config.params || {}\n\n\t\t\t\t// signature\n\t\t\t\tconst signature = sign(\n\t\t\t\t\tObject.assign({\n\t\t\t\t\t\t__timestamp__: timestamp\n\t\t\t\t\t}, data, params, query),\n\t\t\t\t\tthis.option.auth.token\n\t\t\t\t)\n\n\t\t\t\t// headers\n\t\t\t\tconfig.headers = {\n\t\t\t\t\t'h-token': this.option.auth.token,\n\t\t\t\t\t'h-nonce': this.option.auth.nonce,\n\t\t\t\t\t'h-signature': signature,\n\t\t\t\t\t'h-timestamp': timestamp\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn config\n\t\t}, (err) => {\n\t\t\treturn Promise.reject(err)\n\t\t})\n\t}", "function interceptor($q) {\n return {\n 'request': function(config) {\n // do something on success\n console.log(\"Intercepter, request \", config.url);\n var url = config.url.toString();\n console.log(url);\n\n if (url.indexOf(\"special-api\") > -1) {\n console.log(\"injecting special header\");\n \n config.headers[\"X-Special-Token\"] = \"SPECIAL-1234\";\n }\n\n\n return config;\n },\n\n // optional method\n 'requestError': function(rejection) {\n // do something on error\n console.log(\"Intercepter, request requestError \");\n return $q.reject(rejection);\n },\n\n // optional method\n 'response': function(response) {\n // do something on success\n console.log(\"Intercepter, response \", response.status);\n if (response.config.url.indexOf(\"special-api\") > -1) {\n response.data.message = 'Special Processing Done';\n }\n \n return response;\n },\n\n // optional method\n 'responseError': function(rejection) {\n // do something on error\n\n //Samples only, examples at Authentication and Authorization\n if (rejection.status === 403) {\n console.log(\"Invalid request, not authorized\");\n rejection.data.message = 'special processing failed';\n $q.reject(rejection);\n //$location.url('/user/signin');\n }\n \n \n console.log(\"Intercepter, responseError \");\n return $q.reject(rejection);\n }\n };\n }", "function httpProveedores($httpProvider, $base64){\n var auth = $base64.encode(\"user:123456\");\n $httpProvider.defaults.headers.common = {};\n $httpProvider.defaults.headers.common['Authorization'] = 'Basic' + auth;\n $httpProvider.defaults.headers.post = {};\n $httpProvider.defaults.headers.put = {};\n $httpProvider.defaults.headers.patch = {}\n}", "function addContentTypeToHeader() {\n return {\n request : requestInterceptor\n };\n\n function requestInterceptor(config) {\n if (angular.isDefined(config.headers['Content-Type']) && !angular.isDefined(config.data))\n config.data = '';\n\n return config;\n }\n }", "function setAuthHeaders() {\n var token = AuthStorage.getToken();\n if (token) {\n $http.defaults.headers.common.Authorization = token;\n } else {\n $http.defaults.headers.common.Authorization = '';\n }\n }", "get noTokenHeader() {\n return new HttpHeaders({\n 'Content-Type': 'application/json',\n 'Cache-Control': 'no-cache',\n Pragma: 'no-cache',\n Expires: 'Sat, 01 Jan 2000 00:00:00 GMT'\n });\n }", "function configure($httpProvider, CSRF_TOKEN) {\n $httpProvider.defaults.headers.common[\"X-Csrf-Token\"] = CSRF_TOKEN;\n $httpProvider.defaults.headers.common[\"X-Requested-With\"] = \"XMLHttpRequest\";\n }", "function setResponseHeader() {\n\n return function (req, res, next) {\n\n res.header('Access-Control-Allow-Origin', '*');\n res.header('Access-Control-Allow-Methods', 'GET, HEAD, POST, PUT, DELETE, OPTIONS');\n res.header('Access-Control-Allow-Headers', 'Authorization');\n res.header('Access-Control-Max-Age', '86400'); // One day\n\n next();\n };\n}", "function configure($httpProvider) { \n configureTokenExpiryCheck();\n \n ////////////////\n\n /**\n * Token expiration check\n */\n function configureTokenExpiryCheck() {\n $httpProvider.interceptors.push(['$q', '$injector', '$window', 'APP_CONFIG',\n function ($q, $injector, $window, APP_CONFIG) {\n return {\n responseError: function (rejection) {\n if (rejection.status === 401) {\n return;\n $window.location.href = '/admin/logout';\n }\n\n // If not a 401, do nothing with this error\n return $q.reject(rejection);\n }\n };\n }\n ]);\n }\n\n $httpProvider.defaults.headers.common[\"X-Requested-With\"] = 'XMLHttpRequest';\n $httpProvider.defaults.headers.common[\"X-CSRF-TOKEN\"] = $(\"body\").data(\"csrf\");\n \n //$httpProvider.defaults.xsrfHeaderName = 'X-CSRF-TOKEN';\n\n /**\n * Prevent IE11's unwanted caching of AJAX calls\n */\n\n // Initialize get if not there\n if (!$httpProvider.defaults.headers.get) {\n $httpProvider.defaults.headers.get = {};\n } \n // Disable IE ajax request caching\n $httpProvider.defaults.headers.get['If-Modified-Since'] = 'Mon, 26 Jul 1997 05:00:00 GMT';\n $httpProvider.defaults.headers.get['Cache-Control'] = 'no-cache';\n $httpProvider.defaults.headers.get['Pragma'] = 'no-cache';\n\n \n\n }", "_addHeaders(request) {\n request.headers = new Headers(this.headers);\n return request;\n }", "function setUserHeaders(user, token){\n // header info for all subsequent api REST Calls\n $http.defaults.headers.common['user-id'] = user._id;\n $http.defaults.headers.common['user-name'] = user.username;\n }", "function configure($httpProvider) {\n \n configureTokenExpiryCheck();\n \n ////////////////\n\n /**\n * Token expiration check\n */\n function configureTokenExpiryCheck() {\n $httpProvider.interceptors.push(['$q', '$injector', '$window', 'APP_CONFIG',\n function ($q, $injector, $window, APP_CONFIG) {\n return {\n responseError: function (rejection) {\n if (rejection.status === 401) {\n //$window.location.href = APP_CONFIG.signinpage;\n }\n\n // If not a 401, do nothing with this error\n return $q.reject(rejection);\n }\n };\n }\n ]);\n }\n\n $httpProvider.defaults.headers.common[\"X-Requested-With\"] = 'XMLHttpRequest';\n $httpProvider.defaults.headers.common[\"X-CSRF-TOKEN\"] = $(\"body\").data(\"csrf\");\n \n //$httpProvider.defaults.xsrfHeaderName = 'X-CSRF-TOKEN';\n\n /**\n * Prevent IE11's unwanted caching of AJAX calls\n */\n\n // Initialize get if not there\n if (!$httpProvider.defaults.headers.get) {\n $httpProvider.defaults.headers.get = {};\n } \n // Disable IE ajax request caching\n $httpProvider.defaults.headers.get['If-Modified-Since'] = 'Mon, 26 Jul 1997 05:00:00 GMT';\n $httpProvider.defaults.headers.get['Cache-Control'] = 'no-cache';\n $httpProvider.defaults.headers.get['Pragma'] = 'no-cache';\n\n \n\n }", "prepareAuthHeader(config = {}) {\n switch (config.AUTH_TYPE) {\n case 'JWT' :\n this.AUTH_HEADER = `JWT ${config.JWT}`;\n break;\n case 'BASIC' :\n this.AUTH_HEADER = `BASIC ${config.B64}`;\n break;\n case 'TOKEN' :\n this.AUTH_HEADER = `BEARER ${config.TOKEN}`;\n break;\n }\n\n // Add authentication header to axios\n this.axios.interceptors.request.use(\n config => {\n config.headers.authorization = this.AUTH_HEADER;\n return config;\n }\n );\n }", "setHeaders(res){\n res.set('x-timestamp', Date.now())\n }", "function addHeaders(res) {\n res.header(\"Access-Control-Allow-Origin\", \"http://localhost:4200\");\n res.header(\"Access-Control-Allow-Credentials\", \"true\");\n res.header(\"Access-Control-Allow-Methods\", \"GET,HEAD,OPTIONS,POST,PUT,DELETE\");\n res.header(\"Access-Control-Allow-Headers\", \"Origin, X-Requested-With, Content-Type, Accept, Authorization\");\n return res;\n}", "set headers(val) {\n this.req.headers = val;\n }", "_applyHeaders(headers){\n\t\tif(!this.csrfToken) throw new Error('No CSRF Token provided use the setToken method first')\n\t\theaders.append('X-CSRF-TOKEN',this.csrfToken)\n\t\theaders.append('X-Requested-With','XMLHttpRequest')\n\t\tif(this.headers)this.headers.forEach(h => headers.append(h.name,h.value));\n\t\treturn headers\n\t}", "function setToken(token) {\n $http.defaults.headers.common.Authorization = 'Bearer ' + token;\n }", "function updateAuthHeader (token) {\n if (angular.isUndefined(token)) {\n if (angular.isUndefined(self.token)) {\n token = self.readTokenFromStorage();\n }\n else {\n token = self.token;\n }\n }\n $http.defaults.headers.common[HEADER] = token;\n }", "function configNoCache($httpProvider) {\n $httpProvider.defaults.headers.common['Cache-Control'] = 'no-cache';\n }", "function myHttpInterceptor($q, $rootScope) {\n var loadingCount = 0;\n return {\n request: function (config) {\n if(++loadingCount === 1) $rootScope.$broadcast('loading:progress');\n return config || $q.when(config);\n },\n\n response: function (response) {\n if(--loadingCount === 0) $rootScope.$broadcast('loading:finish');\n return response || $q.when(response);\n },\n\n responseError: function (response) {\n if(--loadingCount === 0) $rootScope.$broadcast('loading:finish');\n return $q.reject(response);\n }\n };\n\n }", "function request(config) {\n\t var token = $sessionStorage.authData && $sessionStorage.authData.Token;\n\t\n\t if (token) {\n\t config.headers.Authorization = token;\n\t config.headers = config.headers || {};\n\t }\n\t\n\t return config;\n\t }", "function http(_x) {\n return _http.apply(this, arguments);\n} // exported for testing", "function http(_x) {\n return _http.apply(this, arguments);\n} // exported for testing", "bless(request) {\n // create headers if does not already exist\n if(request.headers == null) request.headers = {}\n // assign authentication bearer token\n request.headers[\"Authorization\"] = \"Bearer \" + this.token;\n return request;\n }", "function configCors($httpProvider) {\n //\t$httpProvider.defaults.headers.common[\"X-Requested-With\"] = 'XMLHttpRequest';\n $httpProvider.defaults.headers.post[\"Content-Type\"] = \"application/json\";\n // $httpProvider.defaults.withCredentials = true;\n $httpProvider.defaults.useXDomain = true;\n delete $httpProvider.defaults.headers.common['X-Requested-With'];\n }", "async setExtraHTTPHeaders(params) {\n return await new Promise((resolve, reject) => {\n this.dbg.sendCommand('Network.setExtraHTTPHeaders', params, (error, result) => {\n this.assertError(error, 'Network.setExtraHTTPHeaders');\n resolve();\n });\n });\n }", "get apiHeader() {\n const token = this.apiKey ? 'Bearer ' + this.apiKey : '';\n const apiHeader = new HttpHeaders({\n Authorization: token,\n 'Content-Type': 'application/json',\n 'Cache-Control': 'no-cache',\n Pragma: 'no-cache',\n Expires: 'Sat, 01 Jan 2000 00:00:00 GMT'\n });\n return apiHeader;\n }", "_authHTTPConfig (httpConfig) {\n\t\thttpConfig = this._getHTTPConfig(httpConfig);\n\t\thttpConfig.headers = Object.assign(httpConfig.headers || {}, {\n\t\t\t'Access-Token': this._authToken\n\t\t});\n\t\treturn httpConfig;\n\t}", "setHeader() {\n if (this.hasValidToken()) {\n axios.defaults.headers.common['Authorization'] = `Bearer ${this.token}`;\n }\n }", "function httpMethodInterceptor() {\n return {\n request: function (config) {\n if (config.url.indexOf('cmsapi/newsletters/') >= 0) {\n return config;\n }\n\n if (config.method === 'POST') {\n config.url += '/Post';\n }\n\n if (config.method === 'PUT') {\n config.method = 'POST';\n config.url += '/Put';\n }\n\n if (config.method === 'DELETE') {\n config.method = 'POST';\n config.url += '/Delete';\n }\n\n return config;\n }\n };\n }", "function setHeaderRequest(){\n return { headers: { 'Content-Type': 'application/json; charset=utf-8' }}\n }", "addUserAgentHeader(request) {\n if (!request.headers) {\n request.headers = new HttpHeaders();\n }\n if (!request.headers.get(this.headerKey) && this.headerValue) {\n request.headers.set(this.headerKey, this.headerValue);\n }\n }", "addUserAgentHeader(request) {\n if (!request.headers) {\n request.headers = new HttpHeaders();\n }\n if (!request.headers.get(this.headerKey) && this.headerValue) {\n request.headers.set(this.headerKey, this.headerValue);\n }\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined\n });\n }", "prepareHeaders(value = null) {\n const headers = {\n API_KEY: API.HOST_API_KEY // always send api key with every request header\n };\n if (this.sessionId) {\n headers.SESSION_ID = this.sessionId; // always send session id with every request header\n }\n if (typeof value === 'string' && value != null) {\n headers['Content-Type'] = 'text/plain;charset=utf-8';\n } else {\n headers['Content-Type'] = 'application/json;charset=utf-8';\n }\n return headers;\n }", "function HttpHeaderResponse() {\n var _this8;\n\n var init = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n Object(C_Users_Abid_Loqmen_Desktop_NGforce_thesis_node_modules_babel_runtime_helpers_esm_classCallCheck__WEBPACK_IMPORTED_MODULE_5__[\"default\"])(this, HttpHeaderResponse);\n\n _this8 = _super.call(this, init);\n _this8.type = HttpEventType.ResponseHeader;\n return _this8;\n }", "getSecureHeader() {\n let token = sessionStorage.getItem('auth_token');\n // To access data from the server while authenticated the\n // token must be included in the request.\n let headers = new _angular_common_http__WEBPACK_IMPORTED_MODULE_1__[\"HttpHeaders\"]();\n headers = headers.set('Content-Type', 'application/json; charset=utf-8');\n headers = headers.append('Authorization', 'Bearer ' + token);\n return headers;\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "constructor(init = {}) {\n super(init);\n this.type = HttpEventType.ResponseHeader;\n }", "function TokenInterceptor($q, $location, localStorageService) {\n return {\n request: function (config) {\n config.headers = config.headers || {};\n\n if (localStorageService.get(\"auth_token\")) {\n config.headers.Authorization = 'Bearer ' + localStorageService.get(\"auth_token\");\n }\n\n return config;\n },\n response: function (response) {\n return response || $q.when(response);\n },\n responseError: function (response) {\n if (response.status === 401) {\n localStorageService.clearAll();\n $location.path(\"/login\");\n }\n return $q.reject(response);\n }\n };\n }", "setHeaders() {\n // Add headers\n this.app.all('/api/*', (req, res, next) => {\n res.header('Access-Control-Allow-Origin', '*');\n res.header('Access-Control-Allow-Headers', 'Cache-Control, Pragma, Origin, Authorization, Content-Type, X-Requested-With');\n res.header('Access-Control-Allow-Methods', 'GET, PUT, POST, DELETE');\n return next();\n });\n\n // Headers - fix for OPTIONS calls in localhost (Chrome etc.)\n this.app.all('/api/*', (req, res, next) => (req.method.toLowerCase() === 'options' ? res.sendStatus(204) : next()));\n }", "function requestFormatOverride() {\n return function(req, res, next) {\n var parsedUrl = url.parse(req.url);\n if ('json' === req.query.format || parsedUrl.pathname.match(/\\.json$/)) {\n parsedUrl.pathname = parsedUrl.pathname.replace(/\\.json$/, '');\n req.url = parsedUrl.pathname + ( parsedUrl.search || '' );\n req.headers.accept = 'application/json';\n }\n next();\n };\n}", "getHeaders() {\r\n const headers = {\r\n Accept: \"application/json, text/plain, */*\",\r\n };\r\n if (this.requestHeaders) {\r\n for (let prop in this.requestHeaders) {\r\n headers[prop] = this.requestHeaders[prop];\r\n }\r\n }\r\n return new Headers(headers);\r\n }", "function setResponseHeaderSupporingCORS(res){\n res.setHeader('Access-Control-Allow-Origin', '*');\n res.setHeader('Access-Control-Allow-Methods', 'GET');\n res.setHeader('Access-Control-Allow-Headers', 'X-Requested-With,content-type');\n\n res.header(\"Access-Control-Allow-Origin\", \"*\");\n res.header(\"Access-Control-Allow-Headers\", \"X-Requested-With\");\n}", "header() {\n for (let head in this.config.header) {\n this.xhr.setRequestHeader(head, this.config.header[head]);\n }\n }", "function addHeaders(jqXHR, settings) {\n jqXHR.setRequestHeader('Access-Control-Allow-Origin', 'www3.septa.org');\n }", "request(config) {\n config.headers = config.headers || {};\n if(localStorageService.get('token') && Util.isSameOrigin(config.url)) {\n config.headers.Authorization = localStorageService.get('token');\n }\n return config;\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined,\n });\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined,\n });\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined,\n });\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined,\n });\n }", "clone(update = {}) {\n // Perform a straightforward initialization of the new HttpHeaderResponse,\n // overriding the current parameters with new ones if given.\n return new HttpHeaderResponse({\n headers: update.headers || this.headers,\n status: update.status !== undefined ? update.status : this.status,\n statusText: update.statusText || this.statusText,\n url: update.url || this.url || undefined,\n });\n }", "static async _defaultHeaders(headers = {}) {\n let newHeaders = Object.assign(headers, {\n Authorization: `Bearer ${(await Login.tokens()).access_token}`,\n });\n return newHeaders;\n }", "prepareRequest(options) {\n options.headers['Authorization'] = 'Bearer ' + this.token;\n }", "function w3HttpInterceptor($q, $rootScope, $log, $injector) {\n\n var toastr;\n var service = {\n request: function(request) { \n request.headers['Authorization'] = 'Bearer ' + window.localStorage.getItem('token'); \n return request; \n },\n 'response': function (response) {\n //hideLoader();\n responseMensage(response.data);\n return response || $q.when(response);\n },\n 'responseError': function (rejection) {\n\n // hideLoader();\n\n if (rejection.status === 400) {\n \n if(rejection.data.error === 'token_invalid' || rejection.data.error === \"token_not_provided\"){\n $rootScope.$broadcast('w3HttpInterceptor:loginRequired', rejection);\n }\n \n //Erro de validacao\n responseMessageValidation(rejection.data);\n } else if (rejection.status === 403) {\n //Usuario não possui essa permissão\n $rootScope.$broadcast('w3HttpInterceptor:permissionRequired', rejection);\n } else if (rejection.status === 404) {\n //Não encontrado\n $rootScope.$broadcast('w3HttpInterceptor:notFound', rejection);\n responseMessageNotFound(rejection.data);\n } else if (rejection.status === 401) {\n //User não logado\n $rootScope.$broadcast('w3HttpInterceptor:loginRequired', rejection);\n } else if (rejection.status) {\n //alert(angular.toJson(rejection))\n $log.error(rejection);\n }\n\n return $q.reject(rejection);\n }\n };\n\n return service;\n\n //-----------------------------------------\n function getToaster() {\n if (!toastr) {\n toastr = $injector.get(\"toastr\");\n }\n return toastr;\n }\n\n // function showLoader() {\n // $rootScope.w3Loading = true;\n // }\n //\n // function hideLoader() {\n // $rootScope.w3Loading = false;\n // }\n\n function responseMensage(data) {\n if (data.status === \"success\" && data.message) {\n $log.info(data.message);\n getToaster().success(data.message);\n }\n }\n\n function responseMessageNotFound(data) {\n if (data.status === \"error\" && data.error.message) {\n $log.info(data.error.message);\n getToaster().error(data.error.message);\n }\n }\n\n function responseMessageValidation(data) {\n\n if (data.status === \"error\" && data.error.message) {\n\n if (data.error.validation.length) {\n\n var messageTemplate = \"<ul>\" +\n \"<li>\" +\n data.error.validation.join('</li><li>') +\n \"</li>\" +\n \"</ul>\";\n\n getToaster().error(messageTemplate, data.error.message);\n\n } else {\n getToaster().error(data.error.message);\n }\n\n }\n\n }\n\n }", "function addOauthHeader(proxyReq, req) {\n // check for existing auth header\n if (replaceTCSTKSESSION) {\n let authHeaderExists = false;\n Object.keys(req.headers).forEach(function (key) {\n if (key.toLowerCase() === 'authorization') {\n authHeaderExists = true;\n }\n });\n if (authHeaderExists === false) {\n Object.keys(req.headers).forEach(function (key) {\n if (key === 'cookie') {\n log('DEBUG', req.headers[key]);\n cookies = req.headers[key].split('; ');\n cookies.forEach((cook => {\n if (cook.startsWith('TCSTKSESSION=')) {\n const authKey = cook.replace('TCSTKSESSION=', '');\n proxyReq.setHeader('Authorization', 'Bearer ' + authKey);\n // log('DEBUG', 'Added auth header');\n }\n }))\n }\n });\n }\n }\n}", "function request(config) {\n config.headers = config.headers || {};\n if ($cookieStore.get('token')) {\n config.headers.Authorization = 'Bearer ' + $cookieStore.get('token');\n }\n return config;\n }", "setRequestInterceptor() {\n this._axios.interceptors.request.use(config => {\n // a unique id per request\n config.headers[constants.HEADER.SESSION_ID] = uuid.v1();\n // not including now, but this is where we would add another header\n // if want to send unique id per user session --> config.uid\n\n let ticket = this.getCookie(CookieConstants.COOKIES.TICKET);\n if (ticket) {\n config.headers[constants.HEADER.TICKET] = ticket;\n }\n return config;\n });\n }", "setHeader(key, value) {\n if (key) {\n this.headers[key.toLowerCase()] = value ? value : \"\";\n }\n return this;\n }", "function HttpHeaderResponse() {\n var _this201;\n\n var init = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n\n _classCallCheck(this, HttpHeaderResponse);\n\n _this201 = _super147.call(this, init);\n _this201.type = HttpEventType.ResponseHeader;\n return _this201;\n }", "setHeader(name, value) {\n return this.response.setHeader(name, value);\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "function HttpHeaderResponse(init) {\n if (init === void 0) { init = {}; }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "get HTTPHeaders() {\n return {\n Authorization: this[sAuthHeader] || null,\n 'User-Agent': CouchbaseLiteUserAgent,\n };\n }", "setCustomHeader(customHeaders) {\n this.customHeaders = customHeaders;\n }", "function maybeAddAcceptHeader (headers = {}) {\n return headers.hasOwnProperty('Accept')\n ? headers\n : {'Accept': 'application/json', 'Content-Type': 'application/json;charset=UTF-8', ...headers}\n}", "function HttpHeaderResponse(init) {\n if (init === void 0) {\n init = {};\n }\n var _this = _super.call(this, init) || this;\n _this.type = HttpEventType.ResponseHeader;\n return _this;\n }", "get authHeader() {\n const localStorageToken = localStorage.getItem(this.config.jwtTokenName);\n const token = localStorageToken ? 'Bearer ' + localStorageToken : '';\n const authHeader = new HttpHeaders({\n Authorization: token,\n 'Content-Type': 'application/json',\n 'Cache-Control': 'no-cache',\n Pragma: 'no-cache',\n Expires: 'Sat, 01 Jan 2000 00:00:00 GMT'\n });\n return authHeader;\n }", "addHeader(key, value) {\n if (utils.isFunction(value)) {\n // value is a function\n this.headers[key] = value();\n } else { // value is string\n this.headers[key] = value;\n }\n }", "resetRequestHeaders() {\n headers = Object.assign({}, this.options.defaultHeaders);\n }", "setJsonHeaders() {\n if (this.options === undefined || this.options.isJson === undefined)\n return;\n if (this.options.isJson === false)\n return;\n this.xmlHtpRequest.setRequestHeader('Accept', 'application/json');\n }", "willSendRequest (request) {\n request.headers.set('Accept', 'application/json')\n request.headers.set('Content-Type', 'application/json')\n request.headers.set('Host', 'api.producthunt.com')\n request.headers.set('Authorization', `Bearer ${TOKEN}`)\n }", "axPut (url, data, token = null) {\n let req = Object.assign({}, defaultRequest('put', url), { data })\n\n if (token) {\n req.headers['Authorization'] = `Token ${token}`\n }\n\n return req\n }", "function addHeaderToConfig(config) {\n config = config || {};\n config.headers = config.headers || {};\n // Add the header unless user asked to handle errors himself\n if (!specificallyHandleInProgress) {\n config.headers[HEADER_NAME] = true;\n }\n return config;\n }", "static _addAuthorization(url, options = {}) {\n const oAuthToken = this.getTokenFromLS();\n\n let bearer = \"Bearer \" + oAuthToken;\n\n // Append token to header. Create header if it does not exist\n if (options.headers === undefined) {\n options.headers = {};\n }\n options.headers[\"Authorization\"] = bearer;\n\n return this._fetchFromAPI(url, options);\n }", "function eventGatewayInterceptor($httpProvider) {\n $httpProvider.interceptors.push(['$q', '$injector', function ($q, $injector) {\n var config = $injector.get('config');\n var $location = $injector.get('$location');\n\n var queryPairs = $location.search(),\n ajaxAnalyticsEnabled = config.getBool(config.eventgatewayV4.logServiceCalls),\n ajaxAnalyticsEnabledErrorsOnly = config.getBool(config.eventgatewayV4.logServiceCallErrorsOnly);\n\n // Override reporting level by query param egErrorReportingLevel\n switch (queryPairs.egErrorReportingLevel) {\n case 'all':\n ajaxAnalyticsEnabled = true;\n ajaxAnalyticsEnabledErrorsOnly = false;\n break;\n case 'errors':\n ajaxAnalyticsEnabled = true;\n ajaxAnalyticsEnabledErrorsOnly = true;\n break;\n case 'none':\n ajaxAnalyticsEnabled = false;\n break;\n }\n\n return {\n request: function request(config) {\n var eventGatewayService = $injector.get('eventGatewayService');\n if (ajaxAnalyticsEnabled && config && config.url.indexOf('http') === 0) {\n config.startTime = new Date().getTime();\n eventGatewayService.setServiceCallStartTime();\n }\n return config;\n },\n responseError: function responseError(response) {\n if (ajaxAnalyticsEnabled && response && response.config && response.config.url.indexOf('http') === 0) {\n remoteCallReturned(true, response);\n }\n\n return $q.reject(response);\n },\n response: function response(_response) {\n if (ajaxAnalyticsEnabled && !ajaxAnalyticsEnabledErrorsOnly && _response.config.url.indexOf('http') === 0) {\n remoteCallReturned(false, _response);\n }\n return _response;\n }\n };\n\n function remoteCallReturned(err, config) {\n var eventGatewayService = $injector.get('eventGatewayService');\n var timedOut = config.status === 408,\n result;\n\n if (err) {\n\n if (config.status === -1) {\n return null;\n }\n\n if (timedOut) {\n result = 'timeout';\n } else {\n result = 'failure';\n }\n } else {\n result = 'success';\n }\n\n eventGatewayService.sendEvent('serviceCallResult', {\n httpStatusCode: config.status,\n httpUrl: config.config.url,\n httpVerb: config.config.method,\n result: result\n });\n }\n }]);\n }", "static buildHeaders(additionalHeaders = {}) {\n const headers = {\n ...DEFAULT_HEADERS,\n ...additionalHeaders,\n };\n\n if (typeof window === 'undefined') {\n return headers;\n }\n\n delete headers['User-Agent'];\n delete headers['Accept-Encoding'];\n return headers;\n }", "function addAuthHeaders (proxyReq, req) {\n const { session = {}, headers = {} } = req\n if (session.userId) {\n proxyReq.setHeader('User', session.userId)\n }\n if (headers.host) {\n proxyReq.setHeader('Forwarded', `host=${headers.host}`)\n }\n}", "addDefaultResponseInterceptor() {\n\t\tthis.axiosInstance.interceptors.response.use((res) => {\n\t\t\tconst data = res.data;\n\t\t\tif (data.status !== 200) {\n\t\t\t\treturn Promise.reject({status: data.status, body: data.body, message: data.message})\n\t\t\t}\n\t\t\treturn data.body\n\t\t}, (err) => {\n\t\t\tlet errorMessage = err.message\n\t\t\tlet status = -1\n\t\t\tif (err.response) {\n\t\t\t\tstatus = err.response.status\n\t\t\t\tswitch (err.response.status) {\n\t\t\t\t\tcase 404: {\n\t\t\t\t\t\terrorMessage = '404 not found'\n\t\t\t\t\t\tbreak\n\t\t\t\t\t}\n\t\t\t\t\tcase 500: {\n\t\t\t\t\t\terrorMessage = '500 internal error'\n\t\t\t\t\t\tbreak\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Promise.reject({status: status, body: null, message: errorMessage})\n\t\t})\n\t}", "prepareRequest(options) {\n if (!options.headers) {\n throw Error('The request has no headers');\n }\n options.headers['Authorization'] = `Bearer ${this.token}`;\n }", "prepareRequest(options) {\n if (!options.headers) {\n throw Error('The request has no headers');\n }\n options.headers['Authorization'] = `Bearer ${this.token}`;\n }", "prepareRequest(options) {\n if (!options.headers) {\n throw Error('The request has no headers');\n }\n options.headers['Authorization'] = `Bearer ${this.token}`;\n }" ]
[ "0.6466316", "0.6193258", "0.6062218", "0.6056179", "0.60442775", "0.6043024", "0.6028871", "0.59842527", "0.59513736", "0.5929929", "0.5801703", "0.5763751", "0.57390547", "0.57212996", "0.5699878", "0.5674061", "0.5672649", "0.5653699", "0.5637225", "0.5625434", "0.5582062", "0.5565938", "0.5563756", "0.55406046", "0.55261105", "0.5514121", "0.5497394", "0.5497394", "0.548758", "0.54827213", "0.5478564", "0.54768205", "0.54568803", "0.54481435", "0.54465944", "0.54460305", "0.5440587", "0.5440587", "0.54002416", "0.5397299", "0.53812194", "0.5371332", "0.53350705", "0.5310746", "0.5310746", "0.5310746", "0.5310746", "0.5310746", "0.5297907", "0.529303", "0.5273279", "0.52701515", "0.5264318", "0.5263653", "0.5236329", "0.5226857", "0.5225758", "0.5225758", "0.5225758", "0.5225758", "0.5225758", "0.5215159", "0.5209146", "0.5201395", "0.5178729", "0.51764023", "0.51735216", "0.51499945", "0.51499325", "0.5135208", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.51277983", "0.5126264", "0.5111948", "0.5095026", "0.5085931", "0.506736", "0.5067002", "0.5054784", "0.50547457", "0.5030375", "0.50226295", "0.50124246", "0.50053453", "0.5004362", "0.49830154", "0.49743044", "0.49739653", "0.49732056", "0.49732056", "0.49732056" ]
0.504293
89
Regresar Todos Campos a sus Valores Iniciales.
function limpiar_extensiones(){ $('#cbxregistro1').val('-1'); $('#cbxregistro2').val('-1'); $('#cbxregistro3').val('-1'); $('#cbxregistro4').val('-1'); $('#cbxregistro5').val('-1'); $('#cbxregistro6').val('-1'); $('#cbxregistro7').val('-1'); $('#cbxregistro8').val('-1'); $('#cbxregistro9').val('-1'); $('#cbxregistro10').val('-1'); $('#cbxregletas1').find('option').remove(); $('#cbxregletas2').find('option').remove(); $('#cbxregletas3').find('option').remove(); $('#cbxregletas4').find('option').remove(); $('#cbxregletas5').find('option').remove(); $('#cbxregletas6').find('option').remove(); $('#cbxregletas7').find('option').remove(); $('#cbxregletas8').find('option').remove(); $('#cbxregletas9').find('option').remove(); $('#cbxregletas10').find('option').remove(); $('#cbxregletas11').find('option').remove(); $('#cbxregletas22').find('option').remove(); $('#cbxregletas33').find('option').remove(); $('#cbxregletas44').find('option').remove(); $('#cbxregletas55').find('option').remove(); $('#cbxregletas66').find('option').remove(); $('#cbxregletas77').find('option').remove(); $('#cbxregletas88').find('option').remove(); $('#cbxregletas99').find('option').remove(); $('#cbxregletas100').find('option').remove(); $('#puerto_in1').find('option').remove(); $('#puerto_in2').find('option').remove(); $('#puerto_in3').find('option').remove(); $('#puerto_in4').find('option').remove(); $('#puerto_in5').find('option').remove(); $('#puerto_in6').find('option').remove(); $('#puerto_in7').find('option').remove(); $('#puerto_in8').find('option').remove(); $('#puerto_in9').find('option').remove(); $('#puerto_in10').find('option').remove(); $('#puerto_out1').find('option').remove(); $('#puerto_out2').find('option').remove(); $('#puerto_out3').find('option').remove(); $('#puerto_out4').find('option').remove(); $('#puerto_out5').find('option').remove(); $('#puerto_out6').find('option').remove(); $('#puerto_out7').find('option').remove(); $('#puerto_out8').find('option').remove(); $('#puerto_out9').find('option').remove(); $('#puerto_out10').find('option').remove(); $('#txtnumero_directorio').val(''); $('#txtapellido_directorio').val(''); $('#txtnombre_directorio').val(''); $('#txtdir_alveolo').val(''); $('#txtdir_placa_interfaz').val(''); $('#txtdir_equipo').val(''); $('#cbxtipo_terminal').val('-1'); $('#txtactivo').val(''); $('#txtcubiculo').val(''); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function actualizarRegistos() {\n\n /* Obtiene el texto y lo modifica */\n var registros = document.getElementById(\"registros\").textContent;\n registros = contador_registros + \" de \" + agenda.length;\n document.getElementById(\"registros\").textContent = registros;\n\n /* Impide aumentar los registos si no existen en la Agenda */\n var max = document.getElementById(\"ver\");\n max.setAttribute(\"max\", agenda.length);\n\n /* Si nos movemos entre los diferentes registros, tambien cambiamos el valor del Imput 'ver' */\n ver.value = contador_registros;\n\n /* Al cargar la Agenda muestra por defecto e contacto indicado en la variable contador, en este caso la posicion 0 */\n document.getElementById(\"nombre\").value = agenda[contador_registros].nombre;\n document.getElementById(\"apellidos\").value = agenda[contador_registros].apellidos;\n document.getElementById(\"telefono\").value = agenda[contador_registros].telefono;\n document.getElementById(\"fecha\").value = agenda[contador_registros].fecha;\n}", "function limpiarControles(){ //REVISAR BIEN ESTO\n clearControls(obtenerInputsIdsProducto());\n clearControls(obtenerInputsIdsTransaccion());\n htmlValue('inputEditar', 'CREACION');\n htmlDisable('txtCodigo', false);\n htmlDisable('btnAgregarNuevo', true);\n}", "initRegistro() {\n this.registro = new _models_register__WEBPACK_IMPORTED_MODULE_7__[\"Register\"](null, // id\n 0, // lecturaAnterior\n 0, // lectura\n 0, // consumo\n this.today.getFullYear(), // year\n this.today.getMonth(), // month\n 0, // excessconsumo\n 0, // excesscosto\n 0, // excessm3\n 0, // base\n 0, // subtotal\n false, // cancelado\n false, // facturado\n '', // meter\n '' // extra\n );\n }", "function cargarCgg_res_oficial_seguimientoCtrls(){\n if(inRecordCgg_res_oficial_seguimiento){\n tmpUsuario = inRecordCgg_res_oficial_seguimiento.get('CUSU_CODIGO');\n txtCrosg_codigo.setValue(inRecordCgg_res_oficial_seguimiento.get('CROSG_CODIGO'));\n txtCusu_codigo.setValue(inRecordCgg_res_oficial_seguimiento.get('NOMBRES')+' '+inRecordCgg_res_oficial_seguimiento.get('APELLIDOS'));\n chkcCrosg_tipo_oficial.setValue(inRecordCgg_res_oficial_seguimiento.get('CROSG_TIPO_OFICIAL'));\n isEdit = true;\n habilitarCgg_res_oficial_seguimientoCtrls(true);\n }}", "function asignarCurso() {\n const cursoId = document.getElementById(\"cursos\").value;\n document.getElementById(\"cursoId\").value = cursoId;\n}", "function registrar_esquema_comision(){\n\t\tenviarFormulario(\"#form_esquema_comision_registrar\", 'EsquemaComision/registrar_esquema_comision', '#cuadro2');\n\t}", "function asociarCursosCarrera() {\n let codigoCarrera = guardarCarreraAsociar();\n\n let carrera = buscarCarreraPorCodigo(codigoCarrera);\n\n let cursosSeleccionados = guardarCursosAsociar();\n\n\n\n let listaCarrera = [];\n\n let sCodigo = carrera[0];\n let sNombreCarrera = carrera[1];\n let sGradoAcademico = carrera[2];\n let nCreditos = carrera[3];\n let sVersion = carrera[4];\n let bAcreditacion = carrera[5]\n let bEstado = carrera[6];\n let cursosAsociados = cursosSeleccionados;\n let sedesAsociadas = carrera[8];\n\n if (cursosAsociados.length == 0) {\n swal({\n title: \"Asociación inválida\",\n text: \"No se le asignó ningun curso a la carrera.\",\n buttons: {\n confirm: \"Aceptar\",\n },\n });\n } else {\n listaCarrera.push(sCodigo, sNombreCarrera, sGradoAcademico, nCreditos, sVersion, bAcreditacion, bEstado, cursosAsociados, sedesAsociadas);\n actualizarCarrera(listaCarrera);\n\n swal({\n title: \"Asociación registrada\",\n text: \"Se le asignaron cursos a la carrera exitosamente.\",\n buttons: {\n confirm: \"Aceptar\",\n },\n });\n limpiarCheckbox();\n }\n}", "function CamposRequeridosLogin(){\n var campos = [\n {campo:'email-username',valido:false},\n {campo:'password',valido:false}\n ];\n\n for(var i=0;i<campos.length;i++){\n campos[i].valido = validarCampoVacioLogin(campos[i].campo);\n }\n\n //Con uno que no este valido ya debe mostrar el Error-Login\n for (var i=0; i<campos.length;i++){\n if (!campos[i].valido)\n return;\n }\n //En este punto significa que todo esta bien\n guardarSesion();\n}", "function alIniciar(){\n usuario.email = localStorage.getItem(\"email\");\n modalContacto.usuarioEmail = localStorage.getItem(\"email\");\n modalContacto.usuarioRol = localStorage.getItem(\"rol\");\n if(modalContacto.usuarioRol == \"Periodista\"){\n usuario.rol = 1;\n } else{\n usuario.rol = 2;\n }\n modalContacto.usuarioNombre = localStorage.getItem(\"nombre\");\n modalContacto.usuarioApellido = localStorage.getItem(\"apellido\");\n modalContacto.usuarioPuntos = localStorage.getItem(\"puntaje\");\n}", "function actualizar_esquema_comision(){\n\t\tenviarFormulario(\"#form_esquema_comision_actualizar\", 'EsquemaComision/actualizar_esquema_comision', '#cuadro4');\n\t}", "function seleccionarContacto() {\n\n var ver = document.getElementById(\"ver\").value;\n\n contador_registros = ver;\n\n for (let i = 0; i < agenda.length; i++) {\n\n let persona = agenda[i];\n\n if ((persona.id) == ver) {\n document.getElementById(\"nombre\").value = persona.nombre;\n document.getElementById(\"apellidos\").value = persona.apellidos;\n document.getElementById(\"telefono\").value = persona.telefono;\n document.getElementById(\"fecha\").value = persona.fecha;\n\n }\n }\n actualizarRegistos();\n}", "function newCamp() {\n\t\n\tlet newCampId = document.getElementById(\"newcamp\");\n\tcamp.value = newCampId.value;\n\t\n\t\n\tnewCampId.value = '';\n\tgetCamp();\n\t\n}", "function asignarAlumno() {\n const alumnoId = document.getElementById(\"alumnos\").value;\n document.getElementById(\"alumnoId\").value = alumnoId;\n const cursoId = document.getElementById(\"cursos\").value;\n document.getElementById(\"cursoId\").value = cursoId;\n}", "function guardarCursosAsociar() {\n\n let listaCheckboxCursos = document.querySelectorAll('#tblCursos tbody input[type=checkbox]:checked');\n let cursosSeleccionados = [];\n let codigoCurso;\n\n //Este ciclo for debe empezar en 1, ya que en el cero \"0\" se encuentra el id unico del elemento al que se le desea agregar elementos\n for (let i = 0; i < listaCheckboxCursos.length; i++) {\n codigoCurso = listaCheckboxCursos[i].dataset.codigo;\n cursosSeleccionados.push(codigoCurso);\n }\n\n return cursosSeleccionados;\n\n\n}", "function modificarCliente(){\n let cliente = new Cliente(document.getElementById('').value, document.getElementById('').value, \n document.getElementById('').value, document.getElementById('').value, document.getElementById('').value, \n document.getElementById('').value);\n\n //Actualizar registroUsuarios\n for(let i in registroUsuarios){\n if(registroUsuarios[i]== cliente.correo){\n //Aqui debo preguntar si no existe ya este cliente por el hecho que lo tomaremos como identificador unico que es el correo\n //Debo tener en cuenta los permisos a la hora de modificar, capas que un cliente puede modificarse el estado\n registroUsuarios[i].nombre = cliente.nombre;\n registroUsuarios[i].apellido = cliente.apellido;\n registroUsuarios[i].contraseña = cliente.contraseña;\n registroUsuarios[i].correo = cliente.correo;\n registroUsuarios[i].tipo = cliente.tipo;\n registroUsuarios[i].estado = cliente.estado;\n break;\n }\n }\n localStorage.setItem('Usuarios', JSON.stringify(registroUsuarios));\n\n}", "reiniciarConteo() {\n this.ultimo = 0;\n this.tickets = [];\n this.grabarArchivo();\n this.ultimos4 = []\n console.log('Se ha inicializado el sistema');\n \n }", "function editarContacto() {\n\n var id_ver = document.getElementById(\"ver\").value;\n\n for (let i = 0; i < agenda.length; i++) {\n\n let persona = agenda[i];\n\n if (((persona.id) == id_ver) || ((persona.id) == contador_registros)) {\n\n //Cogemos los valores del formulario \n var id = persona.id;\n var nombre = document.getElementById(\"nombre\").value;\n var apellidos = document.getElementById(\"apellidos\").value;\n var telefono = document.getElementById(\"telefono\").value;\n var fecha = document.getElementById(\"fecha\").value;\n\n /* Si esta funcion devuelve false no se edita el contacto en la agenda */\n if (validarFormulario(nombre, apellidos, telefono, fecha)) {\n\n //Añadimos los datos a la lista \n agenda[persona.id] = new Persona(id, nombre, apellidos, telefono, fecha);\n\n cargarResumen();\n limpiarFormulario();\n \n alert('Gracias por editar el contacto correctamente');\n } else {\n alert('Campos incorrectos, intentelo de nuevo');\n }\n }\n }\n}", "function savCities() {\n localStorage.setItem(\"saveCity\", JSON.stringify(cities));\n }", "function limpiar() {\r\n \r\n \t$('#plan_cuentas').val(\"0\");\r\n\t\t$('#id_plan_cuentas').val(\"\");\r\n\t\t$('#nombre_plan_cuentas').val(\"\");\r\n\t\t$('#descripcion_dcomprobantes').val(\"\");\r\n\t\t$('#debe_dcomprobantes').val(\"0.00\");\r\n\t\t$('#haber_dcomprobantes').val(\"0.00\");\r\n \r\n }", "function guardarContacto() {\n if (estado == \"guardar\") {\n\n //Cogemos los valores del formulario \n var id = contador;\n var nombre = document.getElementById(\"nombre\").value;\n var apellidos = document.getElementById(\"apellidos\").value;\n var telefono = document.getElementById(\"telefono\").value;\n var fecha = document.getElementById(\"fecha\").value;\n\n /* Si esta funcion devuelve false no se añade el contacto a la agenda */\n if (validarFormulario(nombre, apellidos, telefono, fecha)) {\n\n //Añadimos los datos a la lista \n agenda[contador] = new Persona(id, nombre, apellidos, telefono, fecha);\n contador++;\n cargarResumen();\n limpiarFormulario();\n\n alert('Gracias por rellenar nuestro formulario correctamente');\n } else {\n alert('Campos incorrectos, intentelo de nuevo');\n }\n } else if (estado == \"editar\") {\n editarContacto();\n }\n}", "function enviarCampaniasFirebase(event){\n // A soliciud de Oscar primero generamos el auth\n //var email = event.target.correo.value;\n\n //console.log(email);\n var CodigoCamp;\n // Obtenemos la sigla de la Empresa para generar el codigo de Campaña Apropiado\n // La forma del codigo sera: SIGLA-CONTADOR ej.- INTI-1\n //refEmpresa= firebase.database().ref().child(\"Empresas\").orderByChild('id_empresa').equalTo(event.target.id_empresa.value);\n\t//CodigoCamp = refEmpresa.child(\"Sigla\");\n\t\n\n\n\t//console.log(refEmpresa);\n \n console.log('ANTES DE LA ECATOMBE');\n event.preventDefault();\n\n CodigoCamp = sigla+'-'+codigoCampania(4,'1234567890'); // GENERA LA CLAVE de 4 caracteres (solo numeros)\n var Estado = 'AC';\n switch(modo){\n case CREATE:\n\t\t \t{\n\t\t\t \trefCampanias.push({\n\t\t\t id_empresa: event.target.id_empresa.value,\n\t\t\t nombre_empresa: event.target.nombre_empresa.value,\n\t\t\t codigo: CodigoCamp, //event.target.codigo.value,\n\t\t\t nombre_campania: event.target.nombre_campania.value,\n\t\t\t fecha_inicio: event.target.fecha_inicio.value,\n\t\t\t fecha_fin: event.target.fecha_fin.value,\n\t\t\t estado: Estado\n\t\t\t \t});\n\t\t\t \tconsole.log('Ingreso a la creacion');\n\t\t\t }\n\n \t\tbreak;\n \t\tcase UPDATE:\n \t\t\t{\n\t \t\t\trefCampaniaEditar.update({\n\t\t \t\t\tnombre_campania: event.target.nombre_campania.value,\n\t\t\t\t fecha_inicio: event.target.fecha_inicio.value,\n\t\t\t\t fecha_fin: event.target.fecha_fin.value\n\t \t\t\t});\n\t \t\t\tmodo = CREATE;\n\t \tdocument.getElementById(\"boton-enviar-campania\").value = CREATE;\n\t \tconsole.log('Ingreso a UPDATE');\n\t }\n \t\tbreak;\n \t}\n // Reseteo el formulario\n console.log('antes del reset');\n formCampanias.reset();\n console.log('despues del reset');\n //window.location.href = 'http://www.ineedserv.com/ineed/web/index.php?r=site/empresa&emp='+event.target.id_empresa.value;\n\n}", "function guardarDatosLocales(){\n\tlocalStorage.setItem(\"contactos\", JSON.stringify(arrayContactos));\n\tmostrarDatosLocales();\n\tlocation.reload();\t\n}", "setCiudad(context, data) {\n context.commit('setCiudad', data)\n }", "function GuardarDatosModal(){\n\n ArrayCultivo.push(\n new Cultivo(\n $(\"#id_usuario\").val(),\n $(\"#tipocultivo\").val(),\n $(\"#variedad\").val(),\n $(\"#cantidad\").val(),\n $(\"#feplantacion\").val(),\n $(\"#fechacosecha\").val(),\n $(\"#tempminima\").val(),\n $(\"#tempmaxima\").val(),\n $(\"#humedadminima\").val(),\n $(\"#humedadmaxima\").val()\n )\n\n )\n\n }", "function LimpiarCampos()\n{\n\t\n\t__('agente_name').value= \"\";\n\t__('agente_venta').value= \"\";\n\t__('user_zona').value = \"\";\n\t__('agente_comision').value= \"\";\n\t__('agente_folio').value = \"\";\n\t__('user').value = \"\";\n\t__('registro').style.display = \"inline\";\n\t__('modifica').style.display = \"none\";\n\t__('elimina').style.display = \"none\";\n\t\n\t\n\t// __('cancelar').style.display = 'none';\n\t// __('imprimir').style.display = 'none';\n}", "function reiniciarForm(){\n let selectTecnico=document.getElementById(\"selectTecnico\");\n selectTecnico.options[0].selected=true;\n let selectTipo=document.getElementById(\"selectTipo\");\n selectTipo.options[0].selected=true;\n $('#dtPicker').datetimepicker({\n defaultDate: new Date(),\n format: \"DD/MM/YYYY hh:mm a\"\n });\n $('#encuesta_cs').val(\"\");\n $('#formItemsEncuesta input[type=checkbox]').each(function(){\n if(this.checked){\n $(this).prop(\"checked\", false);\n } \n });\n}", "function limparCampos(){\n document.getElementById('categoria').value=0;\n document.getElementById('ano').value='';\n document.getElementById('atores').value='';\n document.getElementById('infos').value=''; \n}", "function iniciar(){\n for(let i = 1; i <= 31; i ++){\n let dezena = diaSorteService.montaDezena(i);\n vm.dezenas.push(dezena);\n }\n vm.selecaoAtual = -1;\n }", "function limparTaxasParaSalvar() {\n $scope.taxasAdministrativas.forEach((taxaAdm) => {\n taxaAdm.listaSalvar = [];\n });\n\n $scope.taxasAdministrativasSalvar = []\n }", "function dadosCadastro() {\n\tif (localStorage.cont) {\n localStorage.cont = Number(localStorage.cont)+1;\n } else {\n localStorage.cont = 1;\n }\n var nomeCompleto=document.getElementById(\"nomeCompleto\").value;\n var cpf=document.getElementById(\"cpf\").value;\n var rg=document.getElementById(\"rg\").value;\n var orgaoEmissor=document.getElementById(\"orgaoEmissor\").value;\n\n //formatação da data\n var dtNascimento=document.getElementById(\"dtNascimento\").value;\n var data = new Date(dtNascimento);\n\t var dataFormatada = data.toLocaleDateString('pt-br', {timeZone: 'UTC'});\n\t//final formatação\n\n var rua=document.getElementById(\"rua\").value;\n var numeroDaCasa=document.getElementById(\"numeroDaCasa\").value;\n \tvar bairro=document.getElementById(\"bairro\").value;\n \tvar cidade=document.getElementById(\"cidade\").value;\n \tvar estado=document.getElementById(\"estado\").value;\n \tvar cep=document.getElementById(\"cep\").value;\n \tvar telefone=document.getElementById(\"telefone\").value;\n \tvar celular=document.getElementById(\"celular\").value;\n \tvar celular2=document.getElementById(\"celular2\").value;\n \tvar materiaParaEnsinar=Number(document.getElementById(\"materiaParaEnsinar\").value);\n \tvar totalMaterias=[\"matematica\",\"portugues\",\"geo\"];\n \tvar anosEnsinando=document.getElementById(\"anosEnsinando\").value;\n \tvar cadastroEmail=document.getElementById(\"cadastroEmail\").value;\n var cadastroSenha=document.getElementById(\"cadastroSenha\").value;\n localStorage.setItem(\"nomeCompleto_\"+localStorage.cont,nomeCompleto);\n\t localStorage.setItem(\"cpf_\"+localStorage.cont,cpf);\n localStorage.setItem(\"rg_\"+localStorage.cont,rg);\n\t localStorage.setItem(\"orgaoEmissor_\"+localStorage.cont,orgaoEmissor);\n\t localStorage.setItem(\"dtNascimento_\"+localStorage.cont,dtNascimento);\n\t localStorage.setItem(\"rua_\"+localStorage.cont,rua);\n\t localStorage.setItem(\"numeroDaCasa_\"+localStorage.cont,numeroDaCasa);\n\t localStorage.setItem(\"bairro_\"+localStorage.cont,bairro);\n\t localStorage.setItem(\"cidade_\"+localStorage.cont,cidade);\n\t localStorage.setItem(\"estado_\"+localStorage.cont,estado);\n\t localStorage.setItem(\"cep_\"+localStorage.cont,cep);\n\t localStorage.setItem(\"telefone_\"+localStorage.cont,telefone);\n\t localStorage.setItem(\"celular_\"+localStorage.cont,celular);\n\t localStorage.setItem(\"celular2_\"+localStorage.cont,celular2); \n \tlocalStorage.setItem(\"materiaParaEnsinar_\"+localStorage.cont,totalMaterias[0]);\n\t localStorage.setItem(\"anosEnsinando_\"+localStorage.cont,anosEnsinando);\n\t localStorage.setItem(\"email_\"+localStorage.cont,cadastroEmail);\n\t localStorage.setItem(\"senha_\"+localStorage.cont,cadastroSenha);\n}", "function atualizarGrupo() {\n apiService.post('/api/usuariogrupo/atualizar', $scope.novoGrupo,\n atualizarGrupoSucesso,\n atualizarGrupoFalha);\n }", "function carregaUnidadesSolicitantes(){\n\tvar unidade = DWRUtil.getValue(\"comboUnidade\"); \n\tcarregarListaNaoSolicitantes();\n\tcarregarListaSolicitantes();\n}", "function limpiarOrden(){\r\n document.getElementById(\"codigoOrden\").value = \"\";\r\n document.getElementById(\"FechaPedido\").value = \"\";\r\n document.getElementById(\"FechaEntrega\").value = \"\";\r\n document.getElementById(\"DescripcionOrden\").value = \"\";\r\n}", "function AgregarEgresos() {\n var pEgresos = new Object();\n pEgresos.IdEgresos = 0;\n pEgresos.IdCuentaBancaria = $(\"#divFormaAgregarEgresos\").attr(\"idCuentaBancaria\");\n if ($(\"#divFormaAgregarEgresos\").attr(\"idProveedor\") == \"\") {\n pEgresos.IdProveedor = 0;\n }\n else {\n pEgresos.IdProveedor = $(\"#divFormaAgregarEgresos\").attr(\"idProveedor\");\n }\n pEgresos.CuentaBancaria = $(\"#txtCuenta\").val();\n pEgresos.IdMetodoPago = $(\"#cmbMetodoPago\").val();\n pEgresos.Fecha = $(\"#txtFecha\").val();\n pEgresos.Importe = QuitarFormatoNumero($(\"#txtImporte\").val());\n pEgresos.Referencia = $(\"#txtReferencia\").val();\n pEgresos.ConceptoGeneral = $(\"#txtConceptoGeneral\").val();\n pEgresos.FechaAplicacion = $(\"#txtFechaAplicacion\").val();\n pEgresos.FechaConciliacion = $(\"#txtFechaConciliacion\").val();\n pEgresos.IdTipoMoneda = $(\"#cmbTipoMoneda\").val();\n pEgresos.TipoCambioDOF = QuitarFormatoNumero($(\"#txtTipoCambio\").val());\n \n if(pEgresos.IdTipoMoneda == 2)\n {\n pEgresos.TipoCambio = QuitarFormatoNumero($(\"#txtTipoCambio\").val());\n }\n else\n {\n pEgresos.TipoCambio = \"1\";\n }\n\n if (pEgresos.TipoCambio.replace(\" \", \"\") == \"\") {\n pEgresos.TipoCambio = 0;\n }\n \n if (pEgresos.TipoCambioDOF.replace(\" \", \"\") == \"\") {\n pEgresos.TipoCambioDOF = 0;\n }\n \n if ($(\"#chkConciliado\").is(':checked')) {\n pEgresos.Conciliado = 1;\n }\n else {\n pEgresos.Conciliado = 0;\n }\n\n if ($(\"#chkAsociado\").is(':checked')) {\n pEgresos.Asociado = 1;\n }\n else {\n pEgresos.Asociado = 0;\n }\n \n var validacion = ValidaEgresos(pEgresos);\n if (validacion != \"\")\n { MostrarMensajeError(validacion); return false; }\n var oRequest = new Object();\n oRequest.pEgresos = pEgresos;\n SetAgregarEgresos(JSON.stringify(oRequest));\n}", "function limpiar() {\n\t\t\n\t\t$(\"#nresolucion\").val(\"\");\n\t\t$(\"#nproyecto\").val(\"\");\n\t\t$(\"#id_motivo\").selectpicker('refresh');//refrescamos el motivo\n\t\t$(\"#id_area\").val(\"\");\n\t\t$(\"#est\").val(\"\");\n\t\t$(\"#f_emision\").val(\"\");\n\t\t$(\"#id_resolucion\").val(\"\");\n\t}", "function asignarMateria() {\n const materiaId = document.getElementById(\"materias\").value;\n document.getElementById(\"materiaId\").value = materiaId;\n const cursoId = document.getElementById(\"cursos\").value;\n document.getElementById(\"cursoId\").value = cursoId;\n}", "function inicializarCampos() {\r\n document.querySelector('#tipo').value = vehiculos[0].tipo;\r\n document.querySelector('#marca').value = vehiculos[0].marca;\r\n document.querySelector('#modelo').value = vehiculos[0].modelo;\r\n document.querySelector('#patente').value = vehiculos[0].patente;\r\n document.querySelector('#anio').value = vehiculos[0].anio;\r\n document.querySelector('#precio').value = vehiculos[0].precio;\r\n if (document.querySelector('#tipo').value == \"auto\") {\r\n document.querySelector('#capacidadBaul').value = vehiculos[0].capacidadBaul;\r\n }\r\n else if (document.querySelector('#tipo').value == \"camioneta\") {\r\n document.querySelector('#capacidadCarga').value = vehiculos[0].capacidadCarga;\r\n }\r\n}", "function atualizaDados(){\n\t\t\tatendimentoService.all($scope.data).then(function (response) {\n\t\t\t\tlimpar();\n\t\t\t\t$scope.atendimentos = response.data;\n\t\t\t\t$log.info($scope.atendimentos);\n\t\t\t}, function (error) {\n\t\t\t\t$scope.status = 'Unable to load customer data: ' + error.message;\n\t\t\t});\n\t\t\t$scope.usuario={};\n\t\t}", "limpiar() {\n this.nuevoRegistro = null;\n this.completado = false;\n this.registroAnterior = null;\n this.limites = [], [];\n this.consumo_correcto = null;\n this.lectura_actual = null;\n this.initMedidor();\n this.initRegistro();\n this.encontrado = null;\n this.isRegistered = null;\n }", "function limpiaCampos(){\n $(\"#name2\").val('');\n $(\"#email2\").val('');\n $(\"#password2\").val('');\n $(\"#repassword2\").val('');\n $(\"#telefono2\").val('');\n $(\"#empresa2\").val('');\n $(\"#persona2\").val('');\n }", "function Guardar(){\n\t//Nos aseguramos que de los campos i18n se coge la descripci?n del idioma por defecto\n\t//intreoducido directamente a trav?s del widget. Esto se pone debio a que la tecla r?pida\n\t//de guardar no dispara un evento de onblur sobre el componte que tenga el foco\n\t\n\t// splatas - DBLG500000796 - 10/07/2006\n\tvar valDescGuia = get('calGuiasFrm.valDescGuia');\t\n\tset('calGuiasFrm.valDescGuia', valDescGuia);\n\t\n\t\n\t\n\t\t\n\n\t//Validamos el formualrio y lo enviamos.\n\t//Druida al detectar un error en un campo lleva el foco a el para mostrar que es el campo del error\n\t//Si el campo es de tipo list pega un casque de javascript luego antes de validar hacemos los campos\n\t//de los list editables. Una vez hecha la validaci?n los volvemos a poner a no editables\n\tsetNonEditableElementsStatus(false);\n\tvar validacion = ValidaForm('calGuiasFrm', true);\n\tsetNonEditableElementsStatus(true);\n\t\n\t//Si ha habido un pete volvemos\n\tif(!validacion) return;\n\t\n\t//Determinamos que los campos internacionalizables requeridos tengan valor y que se haya dado\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\n\t\t\n\t\n\tif(validacion){\n\t\tcalGuiasFrm.oculto='S';\n\t\tenvia('calGuiasFrm');\n\t\tcalGuiasFrm.oculto='N';\n\t}\n}", "function editarFormulario(){\n //Trae la grid para poder actualizar al editar\n listadoCamposFormulario = Ext.getCmp('listadoCamposFormulario');\n if (listadoCamposFormulario.getSelectionModel().hasSelection()) {\n var row = listadoCamposFormulario.getSelectionModel().getSelection()[0];\n \n\n encontrado=1;\n if(ventana==null) \n ventana = Ext.create ('App.miVentanaBanco');\n\n // Precarga el nombre e id seleccionados\n Ext.getCmp('nombreBanco').setValue(row.get('nombre'));\n Ext.getCmp('idBanco').setValue(row.get('id'));\n\n\n ventana.show();\n \n }\n }", "function limpiarCampos(){\n\t$('#t').val(\"\");\n\t$('#cant').val(\"1\");\n\t$('#idInputSeleccionar').val(\"\");\n\t//$('#precio').val(\"Cantidad x Precio\");\n\t//$('#total').val(\"Total\");\n\t//$('#codigo').val(\"\");\n }", "function modificarEstudiante(id_estudiante,nombre){\n\tgrupoestudiante.id_estudiante=id_estudiante;\n\tgrupoestudiante.nombre=nombre;\n\t\n\t$(\"#CampoidEstu2\").val(grupoestudiante.id_estudiante);\n\t$(\"#CampoEstudiante2\").val(grupoestudiante.nombre);\n}", "function mostrarRegistrarseComoColaborador(){\n mostrarComo('colaborador')\n}", "function CorroborarCampoVacio(corroborado){\n TipoCultivo =$(\"#tipocultivo\"),\n FechaPlan =$(\"#feplantacion\"),\n FechaCosecha=$(\"#fechacosecha\");\n allFields = $( [] ).add(TipoCultivo).add(FechaPlan).add(FechaCosecha);\n\t \t\tallFields.removeClass( \"ui-state-error\" ); //reseteamos los campos marcados\n\t\t\t\ttips = $( \".validateTips\" );\n\n\t\t\t\tvar bValid = true;\n\t\t\t\tbValid = bValid && comprobar_longitud(TipoCultivo, \"campo Tipo de cultivo\", 3, 30);\n\t\t\t\tbValid = bValid && comprobar_longitud(FechaPlan, \"Fecha de plantacion \", 01, 31);\n\t\t\t\tbValid = bValid && comprobar_longitud(FechaCosecha, \"Fecha de cosecha\", 01, 31);\n if ( bValid ) {\n\t\t\t\t\t\tcorroborado = true;\n\t\t\t\t\t\treturn corroborado;\n\t\t\t\t\t\tallFields.val( \"\" ).removeClass( \"ui-state-error\" );\n\t\t\t\t\t}\n}", "function actualizarFactura() {\n\n let fecha = document.getElementById(\"txtFecha\").value;\n let cdniCliente = document.getElementById(\"cboCliente\").value;\n let cplaVehiculo = document.getElementById(\"cboVehiculo\").value;\n\n let serie = document.getElementById(\"txtSerie\").value;\n let numero = document.getElementById(\"txtNumero\").value;\n\n let importe = document.getElementById(\"txtImporte\").value;\n\n let cliente = buscarCliente(cdniCliente);\n let vehiculo = buscarVehiculo(cplaVehiculo);\n\n for (const factura of baseFactura) {\n if (factura.numero === numero) {\n factura.fecha = fecha;\n factura.cliente=cliente;\n factura.vehiculo=vehiculo;\n factura.importe=importe;\n \n break;\n }\n }\n\n document.getElementById(\"tablaFactura\").innerHTML = \"<tr><th>Fecha</th><th>Serie</th><th>Numero</th><th>Cliente</th><th>Vehiculo</th><th>Importe</th><th>Acción</th></tr> \";\n\n for (const factura of baseFactura) {\n mostrarFacturaRegistrado(factura);\n }\n\n document.getElementById(\"txtSerie\").disabled = false;\n document.getElementById(\"txtNumero\").disabled = false;\n \n let btnRegistrar = document.getElementById(\"btnRegistrar\");\n btnRegistrar.value = \"Registrar\";\n\n registrarBaseFactura();\n}", "function limpiar_campos(){\r\n\r\n\t//NOMBRE\r\n\tdocument.getElementById(\"txt_nombre\").value = \"\";\r\n\t$(\"#div_nombre\").attr(\"class\",\"form-group\");\r\n\t$(\"#span_nombre\").hide();\r\n\t\r\n\t//EMAIL\r\n\tdocument.getElementById(\"txt_email\").value = \"\";\r\n\t$(\"#div_email\").attr(\"class\",\"form-group\");\r\n\t$(\"#span_email\").hide();\r\n\r\n\t//TELEFONO\r\n\tdocument.getElementById(\"txt_telefono\").value = \"\";\r\n\t$(\"#div_telefono\").attr(\"class\",\"form-group\");\r\n\t$(\"#span_telefono\").hide();\r\n\r\n //TIENE HIJOS?\r\n tiene_hijos[0].checked=true;\r\n\r\n //ESTADO CIVIL\r\n document.getElementById(\"cbx_estadocivil\").value=\"SOLTERO\";\r\n\r\n //INTERESES\r\n document.getElementById(\"cbx_libros\").checked =false;\r\n document.getElementById(\"cbx_musica\").checked =false;\r\n document.getElementById(\"cbx_deportes\").checked =false;\r\n document.getElementById(\"cbx_otros\").checked =false;\r\n $(\"#div_intereses\").attr(\"class\",\"form-group\");\r\n $(\"#span_intereses\").hide();;\r\n}", "verificaDados(){\n this.verificaEndereco();\n if(!this.verificaVazio()) this.criaMensagem('Campo vazio detectado', true);\n if(!this.verificaIdade()) this.criaMensagem('Proibido cadastro de menores de idade', true);\n if(!this.verificaCpf()) this.criaMensagem('Cpf deve ser válido', true);\n if(!this.verificaUsuario()) this.criaMensagem('Nome de usuario deve respeitar regras acima', true);\n if(!this.verificaSenhas()) this.criaMensagem('Senha deve ter os critérios acima', true)\n else{\n this.criaMensagem();\n // this.formulario.submit();\n }\n }", "function cuentaPreguntasInicial() {\n $cuantasPreg = $(\"#countPreguntas\").val();\n idPreg = $cuantasPreg;\n\n}", "async restaruarDireccionEntrega() {\n addStep('Vuelve a editar a la direccion original');\n await super.clickearElemento(await this.botonUpdate);\n await super.clickearElemento(this.address); \n await super.vaciarCampoYEnviarTexto(await this.address, datos.direccion);\n await super.clickearElemento(this.botonSave);\n }", "function registrar()\n{\n var nacionalidad = '';\n if(this.validarDatos(1)){\n return;\n }\n\n if ($('#extranjero').is(':checked') && $('#extranjero').val() == 'extranjero') {\n nacionalidad = 'extranjero';\n }\n else\n {\n nacionalidad = 'nacional';\n }\n axios.post('/proveedores/registrar',{\n 'RUC_PROV':$('#RUC_PROV').val().trim(),\n 'NOMBRE_PROV' : $('#NOMBRE_PROV').val().trim(),\n 'RAZON_SOCIAL_PROV' : $('#RAZON_SOCIAL_PROV').val().trim(),\n 'DIRECCION_PROV' : $('#DIRECCION_PROV').val().trim(),\n 'TELEFONO_PROV' : $('#TELEFONO_PROV').val().trim(),\n 'CORREO_PROV' : $('#CORREO_PROV').val().trim(),\n 'NACIONALIDAD_PROV' : nacionalidad,\n 'PROVINCIA_PROV' : $('#PROVINCIA_PROV').val().trim(),\n 'CIUDAD_PROV' : $('#CIUDAD_PROV').val().trim(),\n 'DEMORA_ENTREGA' : $('#DEMORA_ENTREGA').val().trim()\n }).then(function (response){\n tabla.ajax.reload();\n limpiarDatos();\n toastr.success('Registrado correctamente!')\n })\n .catch(function (error) {\n console.log(error);\n toastr.error('No se ha podido guardar el registro.', 'Error!')\n });\n}", "function begin() {\n const paciente = {};\n paciente.nombre = $(\"#inputName4\").val();\n paciente.edad = $(\"#inputNumber\").val();\n paciente.peso = $(\"#inputNumber2\").val();\n paciente.altura = $(\"#inputNumber3\").val();\n paciente.dia = $(\"#inputStateDia\").val();\n paciente.mes = $(\"#inputStateMes\").val();\n paciente.hora = $(\"#inputStateHora\").val();\n registrar(paciente);\n}", "function limpiarCampos() {\n $('#compra').val('').focus();\n $('#venta').val('');\n }", "function limpiarCamposAdicional(){\n $cedula.val(\"\");\n $primerNombre.val(\"\");\n $segundoNombre.val(\"\");\n $primerApellido.val(\"\");\n $segundoApellido.val(\"\");\n $nombreTarjeta.val(\"\");\n $cupoOtorgado.val(\"\");\n $sexo.val($(\"#sexo option:first\").val());\n $estadoCivil.val($(\"#estadoCivil option:first\").val());\n $parentesco.val($(\"#parentesco option:first\").val());\n $fechaNacimiento.val(\"\");\n $nacionalidadSelect.val($(\"#nacionalidadSelect option:first\").val());\n $nacionalidad.val(\"ECUATORIANA\");\n $nacionalidadDiv.hide();\n $observaciones.val(\"\");\n}", "function chequearDatosEnvio(){\n // chequeo de calle, nropuerta, esquina\n let calle = document.getElementById(\"calle\").value;\n let nropuerta = document.getElementById(\"numeropuerta\").value;\n let esquina = document.getElementById(\"esquina\").value;\n let pais = document.getElementById(\"pais\").value;\n let envio = document.getElementById(\"metodoEnvio\").value;\n\n if(calle == \"\"){\n alert(\"Agregue una calle para el envío.\");\n return false;\n } else if(nropuerta == \"\"){\n alert(\"Agregue un número de puerta para el envío.\");\n return false;\n } else if(esquina == \"\"){\n alert(\"Agregue una esquina para el envío.\");\n return false\n } else if(pais == \"\"){\n alert(\"Agregue un país para el envío.\");\n return false;\n } else if(envio == 0){\n alert(\"Seleccione método de envío.\");\n return false;\n }\n\n return true;\n}", "function enviarCantidad(cantidad, nombre){\n ventas=JSON.parse(localStorage.getItem('carrito'));\n ventas.forEach(element => {\n if (element.titulo==nombre){\n element.cant=cantidad;\n }\n });\n localStorage.setItem('carrito',JSON.stringify(ventas));\n actualizaMonto();\n}", "rellenarCampos(datos){\n this.tituloInput.value = datos.titulo;\n this.cuerpoInput.value = datos.cuerpo;\n this.idInput.value = datos.id;\n this.estado = \"editar\";\n this.cambiarEstado(this.estado);\n }", "function limpiarCarrito() {\r\n carrito = [];\r\n actualizarCarritoLocal(carrito);\r\n}", "function addNewCities(){\n\t$.aceOverWatch.field.grid.addNewRecord(objCities.grid);\n}", "function agregarCita(e) {\n\n e.preventDefault();\n // extraer la información del objeto de citas\n const {mascota,propietario,telefono,fecha,hora,sintomas} = citaObj;\n\n // validar\n if(mascota === '' || propietario === '' || telefono === '' || fecha === '' || hora === '' || sintomas === '') {\n ui.imprimirAlerta('Todos los campos son obligatorios','error');\n return;\n }\n\n if(editando) {\n // imprimir mensaje de agregado\n ui.imprimirAlerta('La cita se editó correctamente');\n \n // pasar el objeto de la cita a ediccion\n administrarCitas.editarCita({...citaObj});\n\n // regresar el botón a su estado original\n form.querySelector('button[type=\"submit\"]').textContent = 'Crear cita';\n\n // quitar modo edición\n editando = false;\n } else {\n // crear id único\n citaObj.id = Date.now();\n\n // agregando una nueva cita\n administrarCitas.crearCita({...citaObj});\n\n // imprimir mensaje de agregado\n ui.imprimirAlerta('La cita se agregó correctamente');\n }\n\n \n \n // reiniciar objeto de validación\n reiniciarObjeto();\n\n // reiniciar formulario\n form.reset();\n\n // mostrar html de las citas\n ui.imprimirCitas(administrarCitas);\n}", "function accionModificar() {\n\tvar opcionMenu = get(\"formulario.opcionMenu\");\n\tvar oidPlantilla = null;\n\tvar numPlantilla = null;\n\tvar oidParamGrales = null;\n\tvar filaMarcada = null;\n\tvar codSeleccionados = null;\n\tvar datos = null;\t\n\n\tlistado1.actualizaDat();\n\tdatos = listado1.datos;\n\tcodSeleccionados = listado1.codSeleccionados();\n\n\tif (codSeleccionados.length > 1) {\n GestionarMensaje('8');\n\t\treturn;\n\t}\n\n\tif ( codSeleccionados.length < 1)\t{\n GestionarMensaje('4');\n\t\treturn;\n\t}\n\n\t// Obtengo el índice de la fila marcada (en este punto, solo una estará marcada)\n\tvar filaMarcada = listado1.filaSelecc;\n\n\t// Obtengo el oid de Param. Generales (oid del valor seleccionado, está al final de la lista por el tema del ROWNUM)\n\toidParamGrales = datos[filaMarcada][9]; \n\n\t// Obtengo Oid de la Entidad PlantillaConcurso (AKA Numero de Plantilla);\n\tnumPlantilla = datos[filaMarcada][3];\n\n\tvar oidVigenciaConcurso = datos[filaMarcada][10]; \n\tvar oidEstadoConcurso = datos[filaMarcada][11]; \n\tvar noVigencia = get(\"formulario.noVigencia\");\n\tvar estConcuAprobado = get(\"formulario.estConcuAprobado\");\n\n\tif((parseInt(oidVigenciaConcurso) == parseInt(noVigencia)) && \t\t\n\t(parseInt(oidEstadoConcurso)!=parseInt(estConcuAprobado))) {\n\t\tvar obj = new Object();\n\t\t// Seteo los valores obtenidos. \n\t\tobj.oidConcurso = oidParamGrales;\n\t\tobj.oidPlantilla = numPlantilla;\n\t\tobj.opcionMenu = opcionMenu;\n\t\tvar retorno = mostrarModalSICC('LPMantenerParametrosGenerales', '', obj);\n\t\taccionBuscar();\n\t}\n\telse {\n\t\tvar indDespacho = datos[filaMarcada][12];\n\t\tif (oidVigenciaConcurso == '1' && parseInt(indDespacho) == 0) {\n\t\t\tif (GestionarMensaje('3385')) {\n\t\t\t\tvar obj = new Object();\n\t\t\t\t// Seteo los valores obtenidos. \n\t\t\t\tobj.oidConcurso = oidParamGrales;\n\t\t\t\tobj.oidPlantilla = numPlantilla;\n\t\t\t\tobj.opcionMenu = opcionMenu;\n\t\t\t\tobj.oidVigenciaConcurso = oidVigenciaConcurso;\n\t\t\t\tvar retorno = mostrarModalSICC('LPMantenerParametrosGenerales', '', obj);\n\t\t\t\taccionBuscar();\n\t\t\t}\t\n\t\t}\n\t\telse {\n\t\t\t//El concurso seleccionado no puede ser modificado\n\t\t\tGestionarMensaje('INC052');\n\t\t}\n\t}\n}", "function mobjetos__inicializar(){\n\t/* $(\"#txtNombreDelCampo\").val(\"\"); */\n\t/* cmbNombreDelCampo__inicializar(); */\n\t/* $(\"#txtNombreDelCampo\").focus(); */\n}", "function resetarVariaveis() {\r\n tabuleiro = ['', '', '', '', '', '', '', '', ''];\r\n jogadorAtual = 0;\r\n jogadorAnterior;\r\n estadosJogo.empate = false;\r\n estadosJogo.vitoria = false;\r\n}", "function limpiaCajasAuxiliares(idOrden, contador){\n\tdocument.getElementById('cantidadIAux'+idOrden+contador).value = '';\n\tdocument.getElementById('numeroCarga'+idOrden+contador).value = '';\n}", "apaga(){\n if(this._listaPessoas.length > 0){\n this._listaPessoas = [];\n this._pessoaView.update(this._listaPessoas);\n this._mensagemView.update(\"Pessoas apagadas com sucesso!\");\n }else{\n this._mensagemView.update(\"Não possui registros para ser apagados!\");\n }\n \n }", "async cancelarSolicitudesParaInmueble(infoSolicitud){\n let idInmueble = infoSolicitud.idInmueble\n let idSolicitudAprobada = infoSolicitud.idFirebase\n let fecha1 = infoSolicitud.fechaInicio\n let fecha2 = infoSolicitud.fechaFin\n let respuesta = await ManejadorBD.realizarConsulta(\"Solicitudes\", [\"idInmueble\"], [\"==\"], [idInmueble])\n for(let i in respuesta){\n if ( respuesta[i].idFirebase !== idSolicitudAprobada ){\n let objRervaAux = new SolicitudReserva( respuesta[i] )\n if ( objRervaAux.estaAbierta() && objRervaAux.fechasSeCruzan(fecha1, fecha2) ){\n this.cambiarEstadoSolicitudBaseDatos(respuesta[i].idFirebase, \"O\" )\n }\n }\n }\n }", "function saveCities(){\n localStorage.setItem(\"currentCity\", JSON.stringify(city));\n localStorage.setItem(\"citiesList\", JSON.stringify(cityList));\n}", "function seteaValoresParaGuardar() {\n\tset(FORMULARIO + '.hDescripcionD', get(FORMULARIO + '.ValorDescripcionD') );\n\tset(FORMULARIO + '.hMarca', get(FORMULARIO + '.ValorMarca') );\n\tset(FORMULARIO + '.hCanal', get(FORMULARIO + '.ValorCanal') );\n\tset(FORMULARIO + '.hTipoCurso', get(FORMULARIO + '.ValorTipoCurso') ); \n\tset(FORMULARIO + '.hAccesoInformacion', get(FORMULARIO + '.ValorAccesoInformacion') ); \n\tset(FORMULARIO + '.hFrecuenciaDictado', get(FORMULARIO + '.ValorFrecuenciaDictado') ); \n\tset(FORMULARIO + '.hSubgerenciaVentas', get(FORMULARIO + '.ValorSubgerenciaVentas') ); \n\tset(FORMULARIO + '.hRegion', get(FORMULARIO + '.ValorRegion') ); \n\tset(FORMULARIO + '.hZona', get(FORMULARIO + '.ValorZona') ); \n\tset(FORMULARIO + '.hSeccion', get(FORMULARIO + '.ValorSeccion') ); \n\tset(FORMULARIO + '.hTerritorio', get(FORMULARIO + '.ValorTerritorio') ); \n\tset(FORMULARIO + '.hTipoCliente', get(FORMULARIO + '.ValorTipoCliente') ); \n\tset(FORMULARIO + '.hCapacitador', get(FORMULARIO + '.ValorCapacitador') ); \n\tset(FORMULARIO + '.hSubtipoCliente', get(FORMULARIO + '.ValorSubtipoCliente') ); \n\tset(FORMULARIO + '.hClasificacion', get(FORMULARIO + '.ValorClasificacion') ); \n\tset(FORMULARIO + '.hTipoClasificacion', get(FORMULARIO + '.ValorTipoClasificacion') ); \n\tset(FORMULARIO + '.hStatusCliente', get(FORMULARIO + '.ValorStatusCliente') ); \n\tset(FORMULARIO + '.hStatusCursosExigidos', get(FORMULARIO + '.ValorStatusCursosExigidos') ); \n\tset(FORMULARIO + '.hPeriodoInicio', get(FORMULARIO + '.ValorPeriodoInicio') ); \n\tset(FORMULARIO + '.hPeriodoFin', get(FORMULARIO + '.ValorPeriodoFin') ); \n\tset(FORMULARIO + '.hPeriodoInicioV', get(FORMULARIO + '.ValorPeriodoInicioV') ); \n\tset(FORMULARIO + '.hPeriodoFinV', get(FORMULARIO + '.ValorPeriodoFinV') ); \n\tset(FORMULARIO + '.hPeriodoIngreso', get(FORMULARIO + '.ValorPeriodoIngreso') ); \n\tset(FORMULARIO + '.hProductoEntregar', get(FORMULARIO + '.ValorProductoEntregar') ); \n\tset(FORMULARIO + '.hMomentoEntregar', get(FORMULARIO + '.ValorMomentoEntregar') ); \n\n\tset(FORMULARIO + '.hNombreCurso', get(FORMULARIO + '.ValorNombreCurso') ); \n\tset(FORMULARIO + '.hObjetivoCurso', get(FORMULARIO + '.ValorObjetivoCurso') ); \n\tset(FORMULARIO + '.hContenidoCurso', get(FORMULARIO + '.ValorContenidoCurso') ); \n\tset(FORMULARIO + '.hAccesoSeleccionDM', get(FORMULARIO + '.ValorAccesoSeleccionDM') ); \n\tset(FORMULARIO + '.hPathDM', get(FORMULARIO + '.ValorPathDM') ); \n\tset(FORMULARIO + '.hFechaDisponible', get(FORMULARIO + '.ValorFechaDisponible') ); \n\tset(FORMULARIO + '.hFechaLanzamiento', get(FORMULARIO + '.ValorFechaLanzamiento') ); \n\tset(FORMULARIO + '.hFechaFin', get(FORMULARIO + '.ValorFechaFin') ); \n\tset(FORMULARIO + '.hAlcanceGeografico', get(FORMULARIO + '.ValorAlcanceGeografico') ); \n\tset(FORMULARIO + '.hNOptimo', get(FORMULARIO + '.ValorNOptimo') ); \n\tset(FORMULARIO + '.hBloqueo', get(FORMULARIO + '.ValorBloqueo') ); \n\tset(FORMULARIO + '.hRelacion', get(FORMULARIO + '.ValorRelacion') ); \n\tset(FORMULARIO + '.hNOrdenes', get(FORMULARIO + '.ValorNOrdenes') ); \n\tset(FORMULARIO + '.hMonto', get(FORMULARIO + '.ValorMonto') ); \n\tset(FORMULARIO + '.hFechaIngreso', get(FORMULARIO + '.ValorFechaIngreso') ); \n\tset(FORMULARIO + '.hNCondicion', get(FORMULARIO + '.ValorNCondicion') ); \n\tset(FORMULARIO + '.hFechaUltimo', get(FORMULARIO + '.ValorFechaUltimo') ); \n\tset(FORMULARIO + '.hNRegaloParticipantes', get(FORMULARIO + '.ValorNRegaloParticipantes') ); \n\tset(FORMULARIO + '.hCondicionPedido', get(FORMULARIO + '.ValorCondicionPedido') ); \n\tset(FORMULARIO + '.hControlMorosidad', get(FORMULARIO + '.ValorControlMorosidad') ); \n\tset(FORMULARIO + '.hDescripcionD', get(FORMULARIO + '.ValorDescripcionD') );\n}", "async geraUsuariosNovos(){\n\t\tawait this.geraUsuarios(1);\n\t\t\n\t\t//Botei esse tempo porque acredito que mesmo esperando geraUsuarios, os setState dentro podem não ter terminado, pode ser por estar mal configurado também.\n\t\tawait new Promise(resolve => { setTimeout(resolve, 1000); });\n\t\tthis.setState({carregando: false});\n\t}", "function RegistrarDatos(){\n // capturando valores\n var nom=txtNom.value;\n // con el simbolo del dolar\n var pre=\"$ \"+txtPre.value;\n var cat=cboCategoria.selectedIndex;\n var can=txtCan.value;\n // reemplazar el numero de orden del 0 al 3 por texto\n switch(cat){\n case 1:\n cat = \"entretenimiento\"\n break;\n case 2:\n cat = \"tecnologia\"\n break;\n case 3:\n cat = \"linea blanca\"\n break;\n default:\n cat = \"error\"\n break;\n }\n // Cuando los valores ingresados sean diferentes de \"\" o no se haya elegido una categoria...\n if (txtNom.value != \"\" && txtPre.value != \"\" && cboCategoria.selectedIndex != 0 && txtCan.value != \"\"){\n // llamamos al procedimiento registrar\n Registrar(nom,pre,cat,can);\n MostrarRegistro();\n }\n}", "function registrar() {\n let btnRegistrar = document.getElementById(\"btnRegistrar\");\n\n let cliente = document.getElementById(\"cboCliente\").value;\n let vehiculo = document.getElementById(\"cboVehiculo\").value;\n\n let serie = document.getElementById(\"txtSerie\").value;\n let numero = document.getElementById(\"txtNumero\").value;\n\n let importe = document.getElementById(\"txtImporte\").value;\n\n if (!validarDatos(cliente, \"Debe seleccionar un Cliente\")) {\n return;\n }\n\n if (!validarDatos(vehiculo, \"Debe seleccionar un Vehiculo\")) {\n return;\n }\n\n if (!validarDatos(serie, \"Debe Ingresar una Serie\")) {\n return;\n }\n\n if (!validarDatos(numero, \"Debe Ingresar un Numero\")) {\n return;\n }\n\n if (!validarDatos(importe, \"Debe Ingresar un Importe\")) {\n return;\n }\n\n if (btnRegistrar.value === \"Registrar\") {\n registrarFactura();\n } else {\n actualizarFactura();\n }\n\n}", "function buscarCiudad() {\n // obtener valor ingresado\n let ciudadBuscada = document.getElementById('nombreCiudad').value;\n console.log(ciudadBuscada);\n // comprobar que se haya ingresado un valor\n if (ciudadBuscada === \"\") {\n alert(\"Ingrese una ciudad\");\n } else {\n // armar url para hacer el fetch de openweather con nombre\n let fetchNombre = tempactual + q + ciudadBuscada +idioma + grados + apiKey;\n // llamo funcion que ubica en mapa y vuelca datos de clima\n temperaturaCiudad(fetchNombre);\n }\n }", "function limpaDados() {\n $scope.novoGrupo = '';\n $scope.menuPermissaoGrupo = [];\n $scope.filtroGrupo = '';\n $scope.filtroMenuPermissao = '';\n }", "recoverCities () {\n this.cities = localStorage.cities ? JSON.parse(localStorage.cities) : []\n }", "function registrar() {\r\n $(\".linha\").focusout(function () {\r\n // alert($(this).html());\r\n var nl = $(this).attr(\"id\");\r\n var info = $(this).html();\r\n regcount++;\r\n $(\".registro\").prepend(regcount + \" 22/05/2019 - 12:45\" + \": \" + nl + \" \" + info + \"<br/>\");\r\n getCroqui();\r\n //setCroqui();\r\n });\r\n\r\n}", "function actualizarLS(nombre){\n ventas=JSON.parse(localStorage.getItem('carrito'));\n const ventasActualizadas=[];\n ventas.forEach(element => {\n if (element.titulo != nombre){\n ventasActualizadas.push(element)\n }\n });\n localStorage.setItem('carrito',JSON.stringify(ventasActualizadas));\n //actualiza el monto\n actualizaMonto();\n}", "function salvarDados(){\n\n if(!validacao()){\n return;\n }\n\n var id = document.getElementById(\"idAtualizar\").value;\n var descricao = document.getElementById(\"descricao\").value;\n var quantidade = document.getElementById(\"quantidade\").value;\n var valor = document.getElementById(\"valor\").value;\n\n list[id] = {\"descricao\":descricao, \"quantidade\":quantidade, \"valor\":valor};\n //Atualizando os dados \n cancelarForm();\n setList(list);\n}", "function registro(){ \r\n limpiarMensajesError();//Limpio todos los mensajes de error cada vez que corro la funcion\r\n let nombre = document.querySelector(\"#txtNombre\").value;\r\n let nombreUsuario = document.querySelector(\"#txtNombreUsuario\").value;\r\n let clave = document.querySelector(\"#txtContraseña\").value;\r\n let perfil = Number(document.querySelector(\"#selPerfil\").value); //Lo convierto a Number directo del html porque yo controlo qu'e puede elegir el usuario\r\n let recibirValidacion = validacionesRegistro (nombre, nombreUsuario, clave); //\r\n if(recibirValidacion && perfil != -1){ \r\n crearUsuario(nombre, nombreUsuario, clave, perfil);\r\n if(perfil === 2){\r\n usuarioLoggeado = nombreUsuario; //Guardo en la variable global el nombre de usuario ingresado (tiene que ir antes de ejecutar la funcion alumno ingreso)\r\n alumnoIngreso();\r\n }else{\r\n usuarioLoggeado = nombreUsuario; //Guardo en la variable global el nombre de usuario ingresado\r\n docenteIngreso();//Guardo en la variable global el nombre de usuario ingresado (tiene que ir antes de ejecutar la funcion alumno ingreso)\r\n }\r\n }\r\n if(perfil === -1){\r\n document.querySelector(\"#errorPerfil\").innerHTML = \"Seleccione un perfil\";\r\n }\r\n}", "function setData() {\r\n // Uzmemo trenutni grad iz niza\r\n const city = cityNames[currentCity];\r\n\r\n // Dohvatimo podatke za trenutni grad.\r\n getTemperatureDataForCity(city).then(({ temp, temp_max, temp_min }) => {\r\n // Upisemo podatke u html.\r\n document.getElementById('city').innerHTML = `${city}`;\r\n document.getElementById('currentTemp').innerHTML = `${temp} celzijusa`;\r\n document.getElementById('minTemp').innerHTML = `${temp_min} celzijusa`;\r\n document.getElementById('maxTemp').innerHTML = `${temp_max} celzijusa`;\r\n });\r\n\r\n // Uvecava indeks trenutnog grada. Vraca na 0 kada dodje do kraja.\r\n currentCity = (currentCity + 1) % cityNames.length;\r\n}", "function atualizaValores() {\n\t\t\n\t\tif(!localStorage.getItem('pontuacao')){\n\t\t\tlocalStorage.setItem('pontuacao', 0);\n\t\t}\n\n\t\tif(!localStorage.getItem('percentual_vida')){\n\t\t\tlocalStorage.setItem('percentual_vida', 100);\n\t\t}\n\t\t/*\n\t\tif(!localStorage.getItem('charX')){\n\t\t\tlocalStorage.setItem('charX', 4);\n\t\t}\n\n\t\tif(!localStorage.getItem('charY')){\n\t\t\tlocalStorage.setItem('charY', 6);\n\t\t}\n\t\t*/\n\t\t$(\"#pontuacao-atual\").html( localStorage.getItem('pontuacao') );\n\t\t$(\"#barra-vida\").css(\"width\", localStorage.getItem('percentual_vida')+\"%\");\n\n\t}", "function guardarCandidata()\n{\n // Aqui se cargan las variables con los datos del Formulario\n\n var estado = document.getElementById(\"est_can\").value;\n var cedula = document.getElementById(\"ci_can\").value;\n var nombre = document.getElementById(\"nom_can\").value;\n var apellido = document.getElementById(\"ape_can\").value;\n var edad = document.getElementById(\"edad_can\").value;\n var peso = document.getElementById(\"peso_can\").value;\n var estatura = document.getElementById(\"esta_can\").value;\n var civil = document.getElementById(\"fky_civ\").value;\n var ocupacion = document.getElementById(\"ocu_can\").value;\n var categoriafk = document.getElementById(\"fky_cat\").value;\n var direccion = document.getElementById(\"dir_can\").value;\n var municipio = document.getElementById(\"fky_mun\").value;\n var telefono = document.getElementById(\"tel_can\").value;\n var email = document.getElementById(\"email_can\").value;\n var fecha = document.getElementById(\"fec_can\").value;\n\n // Aqui se cargan los IDs de los DIVs que contienen los Inputs del Formulario\n\n var inputCedula = document.getElementById(\"inputCedula\");\n var inputNombre = document.getElementById(\"inputNombre\");\n var inputApellido = document.getElementById(\"inputApellido\");\n var inputEdad = document.getElementById(\"inputEdad\");\n var inputPeso = document.getElementById(\"inputPeso\");\n var inputEstatura = document.getElementById(\"inputEstatura\");\n var inputOcupacion = document.getElementById(\"inputOcupacion\");\n var inputEstadoCivil = document.getElementById(\"inputEstadoCivil\");\n var inputCategoria = document.getElementById(\"inputCategoria\");\n var inputDireccion = document.getElementById(\"inputDireccion\");\n var inputMunicipio = document.getElementById(\"inputMunicipio\");\n var inputTelefono = document.getElementById(\"inputTelefono\");\n var inputEmail = document.getElementById(\"inputEmail\");\n\n // Validación de que los Inputs no estan vacios\n\n if(!cedula)\n {\n swal(\"\", \"Debe llenar el campo de Cédula.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"ci_can\").focus();\n inputCedula.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputCedula.className=\"form-group label-floating\";\n }\n\n if(!nombre)\n {\n swal(\"\", \"Debe llenar el campo de Nombre.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"nom_can\").focus();\n inputNombre.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputNombre.className=\"form-group label-floating\";\n }\n\n if(!apellido)\n {\n swal(\"\", \"Debe llenar el campo de Apellido.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"ape_can\").focus();\n inputApellido.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputApellido.className=\"form-group label-floating\";\n }\n\n if(!edad)\n {\n swal(\"\", \"Debe llenar el campo de Edad.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"edad_can\").focus();\n inputEdad.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputEdad.className=\"form-group label-floating\";\n }\n\n if(!peso)\n {\n swal(\"\", \"Debe llenar el campo de Peso.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"peso_can\").focus();\n inputPeso.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputPeso.className=\"form-group label-floating\";\n }\n\n if(!estatura)\n {\n swal(\"\", \"Debe llenar el campo de Estatura.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"esta_can\").focus();\n inputEstatura.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputEstatura.className=\"form-group label-floating\";\n }\n\n if(!ocupacion)\n {\n swal(\"\", \"Debe llenar el campo de Ocupación.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"ocu_can\").focus();\n inputOcupacion.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputOcupacion.className=\"form-group label-floating\";\n }\n\n if(!civil)\n {\n swal(\"\", \"Debe seleccionar una opción en Estado Civil.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"fky_civ\").focus();\n inputEstadoCivil.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputEstadoCivil.className=\"form-group label-floating\";\n }\n\n if(!categoriafk)\n {\n swal(\"\", \"Debe seleccionar una opción en Categoria.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"fky_cat\").focus();\n inputCategoria.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputCategoria.className=\"form-group label-floating\";\n }\n\n if(!direccion)\n {\n swal(\"\", \"Debe llenar el campo de Dirección.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"dir_can\").focus();\n inputDireccion.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputDireccion.className=\"form-group label-floating\";\n }\n\n if(!municipio)\n {\n swal(\"\", \"Debe llenar el campo de Municipio.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"fky_mun\").focus();\n inputMunicipio.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputMunicipio.className=\"form-group label-floating\";\n }\n\n if(!telefono)\n {\n swal(\"\", \"Debe llenar el campo de Teléfono.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"tel_can\").focus();\n inputTelefono.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputTelefono.className=\"form-group label-floating\";\n }\n\n if(!email)\n {\n swal(\"\", \"Debe llenar el campo de Correo Electrónico.\", \"error\", \n {\n button:false,\n timer: 1500\n });\n document.getElementById(\"email_can\").focus();\n inputEmail.className=\"form-group label-floating has-error\";\n return\n }\n else\n {\n inputEmail.className=\"form-group label-floating\";\n }\n\n // Guardado en la Base de Datos\n\n sql = \"SELECT * FROM candidata\";\n con.query(sql, function (err, result) \n {\n if (err) console.log(err);\n });\n \n sql = \"INSERT INTO candidata (ci_can, nom_can, ape_can, peso_can, esta_can, fky_civ, ocu_can, fky_cat, edad_can, fky_mun, dir_can, tel_can, email_can, fec_can, est_can) VALUES ?\";\n var values = [\n [cedula, nombre, apellido, peso, estatura, civil, ocupacion, categoriafk, edad, municipio, direccion, telefono, email, fecha, estado]];\n con.query(sql, [values], function (err, result) \n {\n if (err)\n { \n console.log(err);\n swal(\"Error\", \"Por favor, verifique los datos o contacte con el Administrador.\", \"error\", \n {\n button:false,\n timer: 3000\n });\n }\n else \n {\n swal(\"\", \"Candidata registrada correctamente.\", \"success\",\n {\n button:false,\n timer: 3000\n }).then(function() \n {\n window.location.reload();\n });\n };\n });\n}", "function limpa_formulário_cep() {\n //Limpa valores do formulário de cep.\n document.getElementById('id_logradouro').value = (\"\");\n document.getElementById('id_bairro').value = (\"\");\n document.getElementById('id_cidade').value = (\"\");\n document.getElementById('id_estado').value = (\"\");\n}", "function actualizaCompra(urlBase){\n //Se obtienen los valores digitados en el formulario.\n var id_compra = document.getElementById('id-compra').value;\n var proveedor = document.getElementById('compra-proveedor-id').value;\n var proveedor_idx = document.getElementById('compra-proveedor-id').selectedIndex;\n var fecha = document.getElementById('compra-fecha').value;\n var costo = document.getElementById('compra-costo').value;\n var estado = document.getElementById('compra-estado-id').value;\n var estado_idx = document.getElementById('compra-estado-id').selectedIndex;\n var descripcion = document.getElementById('compra-descripcion').value;\n \n //Se eliminan espacios en blanco al inicio y al final de los valores ingresados.\n id_compra = $.trim(id_compra);\n proveedor = $.trim(proveedor);\n fecha = $.trim(fecha);\n costo = $.trim(costo);\n estado = $.trim(estado);\n descripcion = $.trim(descripcion);\n \n //Se realizan las validaciones sobre los campos ingresados.\n try{\n if(id_compra === null || id_compra.length === 0 || /^\\s+$/.test(id_compra) ) {\n throw \"El campo Código de la Compra es obligatorio.\";\n }\n if(proveedor_idx === null){\n throw \"Debe seleccionar un Proveedor de la lista.\";\n }\n if(fecha === null || fecha.length === 0){\n throw \"El campo Fecha es obligatorio.\";\n }\n if(estado_idx === null){\n throw \"Debe seleccionar un Estado de la lista.\";\n }\n \n if(descripcion === null || descripcion.length === 0 || /^\\s+$/.test(descripcion) ) {\n throw \"El campo Descripción de la Compra es obligatorio.\";\n }\n //Se valida si la compra a registrar ya existe,\n //de lo contrario se realiza el registro\n $.ajax({\n url:urlBase+'compras/actualizarCompra',\n async:false,\n data:{\n idComp:id_compra,\n proveedorComp:proveedor,\n fechaComp:fecha,\n costoComp:costo,\n estadoComp:estado,\n descriComp:descripcion\n },\n type:'POST',\n success:function(update){\n try{\n if(update !== \"true\"){\n throw \"Falló la actualización de la Compra\";\n }\n if(update === \"true\"){\n alert(\"Compra actualizada exitosamente.\");\n }\n }\n catch(err){\n alert(err);\n }\n }\n });\n }\n catch(err){\n alert(err);\n }\n}", "function accionModalInicio() {\n const nombreDelJugador = obtenerElementoDom(\"nombre_jugador\").value;\n if (nombreDelJugador) {\n localStorage.setItem(\"Jugador\", nombreDelJugador);\n inicializacion();\n } else {\n alert(\"Debe ingresar un nombre\");\n }\n}", "function cargarCgg_gem_informacion_laboralCtrls(){\n\t\tif(inRecordCgg_gem_informacion_laboral){\n\t\t\ttxtCginf_codigo.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_CODIGO'));\n\t\t\ttxtCrper_codigo.setValue(inRecordCgg_gem_informacion_laboral.get('CRPER_CODIGO'));\n\t\t\ttxtCginf_disponibilidad.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_DISPONIBILIDAD'));\n\t\t\tcbxCginf_Calificacion.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_VEHICULO'))||0;\n\t\t\tsetCalificacion(cbxCginf_Calificacion.getValue());\n\t\t\ttxtCginf_licencia_conducir.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_LICENCIA_CONDUCIR'));\n\t\t\tchkCginf_discapacidad.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_DISCAPACIDAD'));\n\t\t\ttxtCginf_estado_laboral.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_ESTADO_LABORAL'));\n\t\t\ttxtCginf_observaciones.setValue(inRecordCgg_gem_informacion_laboral.get('CGINF_OBSERVACIONES'));\n\t\t\tisEdit = true;\t\t\n\t}}", "function refreshCities(){\n\t$.aceOverWatch.field.grid.reloadPage(objCities.grid);\n}", "editarPersonal() {\n this.activarPersonal = false;\n this.activarNotificaciones = true;\n this.activarContacto = true;\n this.activarAcordeon1();\n }", "function limpiarDatos()\n{\n $('#id').val('');\n $('#RUC_PROV').val('');\n $('#NOMBRE_PROV').val('');\n $('#RAZON_SOCIAL_PROV').val('');\n $('#DIRECCION_PROV').val('');\n $('#TELEFONO_PROV').val('');\n $('#CORREO_PROV').val('');\n $('#NACIONALIDAD_PROV').val('');\n $('#PROVINCIA_PROV').val('');\n $('#CIUDAD_PROV').val('');\n $('#DEMORA_ENTREGA').val('');\n $('#lstErrores').empty();\n}", "function agarrarMateria() {\n const materiaId = document.getElementById(\"materias\").value;\n document.getElementById(\"materiaId\").value = materiaId;\n}", "function update(OID_USUARIO,USUARIO){\n\t\n\t/*INSERCION DE DATOS*/\n\t\n\t$(\"#txt_usuario\").val(USUARIO);\n\t\n\t$(\"#txt_usuario\").attr(\"USER\",OID_USUARIO);\n\t\n\t$(\"#btn_enviar_usuario\").text(\"Actualizar\")\n\t\t\n\t\n}//FINAL DE LA ACTUALIZACION DE UN REGISTRO", "function checkclear(){\n\t\tdocument.frmMembRegi.checkNo.value=\"\";\n\t\tdocument.frmMembRegi.inFavorof.value=\"\";\n\t\tdocument.frmMembRegi.nameOnchk.value=\"\";\n var todayDate=new Date();\n\tvar nowDate=todayDate.getDate();\n\tvar nowYear=todayDate.getYear();\n\tvar nowMonth1=todayDate.getMonth();\n\tvar nowMonth=1+nowMonth1;\n\tif(nowDate<10){nowDate=\"0\"+nowDate;}\n\tif(nowMonth<10){nowMonth=\"0\"+nowMonth;}\n\tdocument.frmMembRegi.checkDate.value = nowMonth+\"/\"+nowDate+\"/\"+nowYear;\n}", "function regRutas(){\n window.location = config['url']+\"Administrador/modulo?vista=registrar_ruta\";\n}", "function registrarItems(item)\n{\n item.cantidadEnCanasta = item.cantidadEnCanasta + 1;\n /*usa stringify para convertir a formato JSON*/\n localStorage.setItem('seleccion', JSON.stringify(itemsDesplegados));\n}", "function limpar(){\n document.calculadora.visor.value = '';\n}", "function agendar() {\n\n\t//Convertendo os dados do input para int e texto\n\tverif_qtdPorcao = parseInt(input_qtdPorc.value);\n\tverif_qtdRacao = parseInt(input_qtdRacao.value);\n\tverif_horario1 = input_horario1.value.toString();\n\tverif_horario2 = input_horario2.value.toString();\n\tverif_horario3 = input_horario3.value.toString();\n\n\t//Colocando os dados das variveis no banco\n\tfirebase.database().ref('users/' + uid).set({\n\t\tqtdPorcao: verif_qtdPorcao,\n\t\tqtdRacao: verif_qtdRacao,\n\t\thorario1: verif_horario1,\n\t\thorario2: verif_horario2,\n\t\thorario3: verif_horario3,\n\t\temail: email_id,\n\t}, function (error) {\n\t\tif (error) {\n\t\t\t// The write failed...\n\t\t\talert(\"campos vazios\");\n\t\t} else {\n\t\t\t$('#mdlAgendamento').modal('toggle');\n\t\t\t// Data saved successfully!\n\t\t}\n\t});\n}", "function RegistrarLista(){\n if(txtNom.value==\"\" || txtNom.value==null){\n alert(\"Coloca tu nombre\");\n txtNom.focus();\n }else if(txtApe.value==\"\" || txtApe.value==null){\n alert(\"Coloca tu apellido\");\n txtApe.focus();\n }else if(txtDni.value==\"\" || txtDni.value==null){\n alert(\"Coloca tu dni\");\n txtDni.focus();\n }else if(cboCurso.selectedIndex==0){\n alert(\"Selecciona un curso\");\n cboCurso.focus();\n }else if(rbM.checked==false && rbT.checked==false && rbN.checked==false){\n alert(\"Hey escoje un turno\");\n rbM.focus();\n }else if(chkEst.checked==false){\n alert(\"Selecciona el estado\");\n chkEst.focus();\n }else{\n //capturando valores\n var nom=txtNom.value;\n var ape=txtApe.value;\n var dni=txtDni.value;\n var cur=\"\";\n var indice=cboCurso.selectedIndex;\n switch(indice){\n case 1:\n cur=\"Diseño Web\";\n break;\n case 2:\n cur=\"Base de Datos\";\n break;\n case 3:\n cur=\"Programacion Java\";\n break;\n default:\n cur=\"\";\n break;\n }\n var turn=\"\";\n if(rbM.checked){\n turn=\"Mañana\";\n }else if(rbT.checked){\n turn=\"Tarde\";\n }else if(rbN.checked){\n turn=\"Noche\";\n }else{\n turn=\"\";\n }\n var est=\"\";\n if(chkEst.checked){\n est=\"Habilitado\";\n }else{\n alert(\"Selecciona el estado\");\n chkEst.focus()\n }\n //llamamos al procedimiento registrar\n Registrar(nom,ape,dni,cur,turn,est);\n }\n //llamamos al preocedimiento a mostrar\n MostrarLista();\n}", "function criaUser() {\r\n var Usuarios = {\r\n email: formcliente.email.value,\r\n nome: formcliente.nome.value,\r\n pontos: formcliente.pontos.value,\r\n senha: formcliente.senha.value,\r\n sexo : formcliente.sexo.value\r\n };\r\n addUser(Usuarios);\r\n}", "function CrearCuento(){\n SeleccionLibro();\n BorrarPaginasCuento();\n\n var Cuento = {Nombre:$('#InputNombre').val(),Coleccion:$('#SelectorColecciones').val()};\n InsertarCuentos(Cuento);\n GetIDCuento(Cuento);\n CargarCuentos();\n}", "function registrarReservacion() {\n\n ///array de datos\n var reservaciones = [];\n\n //se asignas los valores de los inputs del formulario al arreglo\n reservaciones.push($(\"#nombre\").val());\n reservaciones.push($(\"#correo\").val());\n reservaciones.push($(\"#telefono\").val());\n reservaciones.push($(\"#cantPersonas\").val());\n reservaciones.push($(\"#lugarVisitar\").val());\n reservaciones.push($(\"#fechaVisita\").val());\n reservaciones.push($(\"#fechaSalida\").val());\n\n ///se alamcena el array reservaciones dentro del array allReservaciones\n allReservaciones.push(reservaciones);\n //se convierte el arreglo allReservaciones a tipo JSON\n arJson = JSON.stringify(allReservaciones);\n\n ///se almacenan los datos en el localstorage\n localStorage.setItem(\"frm\", arJson);\n limpiar();\n\n \n}", "function ini() {\n\n // --- Select empresa Mae ---- //\n $('#empresaMaeSelect') //select data from EmpresaMae\n\n $('#btnAddEmpresaMae') // add functions to btnEmpresaMae\n\n $('#nomeRefood') // inherit Data from Refood module DB\n\n\n //TODO $('#contactinput') --> a fazer pelo Ricardo Castro\n // Tudo neste grupo é feito com o plugIn Contacts.js do RCastro\n\n // $('contact')//\n\n\n\n\n // ---- Plugin HORÁRIO ---- // Insert PickUp Schedule\n\n $('#horarioInicio').clockpicker({\n placement: 'top',\n align: 'left',\n autoclose: true\n });\n }" ]
[ "0.57455534", "0.55376124", "0.5494633", "0.54797816", "0.5463521", "0.5416465", "0.5381371", "0.53647304", "0.53617036", "0.53605354", "0.530082", "0.52672094", "0.52382576", "0.5177155", "0.51687", "0.51684904", "0.5112521", "0.51118463", "0.5101741", "0.5083115", "0.5077671", "0.50730944", "0.50692964", "0.5064841", "0.50583524", "0.50503474", "0.5048204", "0.5044103", "0.5040989", "0.5030574", "0.5026097", "0.5019779", "0.499584", "0.4995453", "0.49912038", "0.49865246", "0.49854806", "0.49840474", "0.4974519", "0.496735", "0.49655473", "0.4961727", "0.49593955", "0.49579042", "0.49577868", "0.4955015", "0.49470288", "0.4945389", "0.49394658", "0.49382114", "0.49335632", "0.49319974", "0.49181616", "0.49096212", "0.49068442", "0.49042776", "0.48997784", "0.48980653", "0.48901695", "0.4887094", "0.48678714", "0.486529", "0.48567596", "0.48557967", "0.48546806", "0.48525032", "0.48523855", "0.4849799", "0.48422724", "0.48417768", "0.48362157", "0.48325723", "0.4829863", "0.48294902", "0.48273963", "0.48263565", "0.48190647", "0.4818273", "0.4815938", "0.48158115", "0.48065895", "0.47997656", "0.47966874", "0.47950855", "0.47910753", "0.4789051", "0.47808087", "0.47785297", "0.4777304", "0.477531", "0.47751868", "0.4772162", "0.47715265", "0.47679573", "0.47667316", "0.47655737", "0.47636226", "0.4761862", "0.4759441", "0.47547337", "0.4752984" ]
0.0
-1
type annotations are lightweight ways to record the intended contract of the function or variable greeter function is intended to be called with a single string paramter
function greeter2(person) { return "Aloha " + person + "!"; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function greeter(person : Person) { //Add a : string type annotation to the ‘person’\nfunction argument.\nreturn \"Hello, \" + person.firstName + \" \" + person.lastName;\n}", "function greeter (greet){\r\n greet('rahul');\r\n\r\n}", "function greeter() {\n\n}", "function greet(name, lastName) {\n console.log('Hello ' + name + ' ' + lastName);\n}//parameter", "function greet() {\r\n return \"string\";\r\n}", "function greet(name) { // name --> parameter\n console.log('Hello ' + name);\n}", "function message(Greet) {\n Greet();\n}", "function greet(name){\n console.log(\"Name is: \"+name);\n}", "function sayHello(param) {\n console.log(\"Hello\", param);\n // return can be any-type\n}", "function greet(text, value) {\n console.log(text);\n console.log(value);\n console.log(typeof value);\n}", "function greet(person) {\n console.log(`Hi ${person}`);\n}", "function greet(name, lastName) /* parameter */ {\n console.log('Hello ' + name + ' ' + lastName);\n}", "function greet(person){\n console.log('Our First Function'+ ' ' + person)\n}", "function sayHi(greetFn) {\n greetFn('Hi');\n }", "function greet(name){\r\n return \"hello \"+name;\r\n}", "function greet(name){\n return 'hi ' + name\n}", "function greetings() {\n\n \n}", "function greeter(person) {\n return \"Hello, \" + person;\n}", "function greet(name, lastName){\r\n console.log('Hello ' + name +' '+ lastName);\r\n}", "function greet(name){\r\n console.log(\"hello \" + name + \" :)\");\r\n}", "function greet(name, lastName) { // this function takes two parameters.\n console.log('Hello ' + name + ' ' + lastName);\n}", "function greet1(name) {\n console.log('Iam From Greet 1 ' + name);\n}", "function greet(person) {\n console.log(\"Hi \" + person.firstName + \"!\");\n}", "function greet(name) {\n console.log('hello ' + name);\n}", "function greet(name){\n console.log('Hello how are you '+ name + '?');\n}", "function sayBye(name) { // parameters\n console.log('good bye ',name);\n}", "function hello(name, greetings) {\n console.log(`${greetings} ${name}`);\n greeting('day');\n}", "function greet(name=\"hrithik\"){\r\n \r\n console.log(name + \" is learning web\")\r\n}", "function.greet(firstName, lastName) {\n console.log (\"Hello\" + firstName + \" \" + lastName);\n}", "function greetArgs(name) {\n console.log(\"hello \"+name+ \" , i am from greet function\");\n}", "function greet(parms){\n\tconsole.log(parms);\n}", "function greeter(name){\n return \"Hello, \" + name + \"!\";\n}", "function greet(person) {\n console.log('Hi ' + person.firstName);\n}", "function greet($greeting='Hello World'){\n console.log($greeting);\n}", "function greet ({ age, name:greeting='she' }) {\n console.log(`${greeting} is ${age} years old.`)\n}", "function greet(name, lastName) {\n //body of function\n console.log('Hello ' + name + ' ' + lastName);\n}", "function example(arg1: number, arg2: MyObject): Array<Object> {\n// ^ variable\n// ^ punctuation.type.flowtype\n// ^ support.type.builtin.primitive.flowtype\n// ^ variable\n// ^ support.type.class.flowtype\n// ^ punctuation.type.flowtype\n// ^ support.type.builtin.class.flowtype\n// ^ punctuation.flowtype\n// ^ support.type.builtin.class.flowtype\n// ^ punctuation.flowtype\n}", "function greet(name, lastName) {\n console.log(\"Hello \" + name + \" \" + lastName);\n}", "function greet(firstName, lastName){\n console.log (\"Hello \" + firstName + \" \" + lastName); \n //Inside of the function we have no idea what value firstName and lastName have \n\n}", "function greet(name) {\n return 'Hello ' + name\n}", "function greetFn1(name) {\n console.log(name+ \" iam from greetfn 1 function \");\n}", "enterTypeAnnotation(ctx) {\n }", "function greeter(person) {\n return \"Hi \" + person.firstName + \" \" + person.lastName;\n}", "function greet(name, lastname) {\r\n console.log('Hi ' + name + ' ' + lastname);\r\n}", "function greetings(personName){\n console.log(\"Welcome\" + personName);\n}", "function greet(person) {\n console.log(\"Hello, \" + person.firstName);\n}", "function greet(fname, lname) //parameters of 'greet' function\n{\n\n console.log('Hello ' + fname + \" \" + lname + \" !!\"); //concatenation of 2 strings\n\n}", "greet() {\n\n }", "function greet(name) {\n return 'Hello ' + name;\n}", "function greet(name) {\n\n return \"Hello, \" + name + \"!\";\n\n}", "function sayHello(){}", "function greet() {\n return 'Hello'\n}", "function sayHiTo(first) {\r\n return `hello ${first}`; // without passing parameters error\r\n}", "function greet(name)\n{\n return \"Hello \" + name + \"!\";\n}", "function greetings(personName){\n console.log(\"Welcome \" + personName);\n}", "function greeting(firstName){\n console.log('Hello '+firstName);\n}", "function potato(sweet, idaho){\n //does stuff\n}", "function greetArgs(name) {\n console.log(`Good Morning ${name}`);\n}", "function greet(firstName, lastName){\n return 'Hello ' + firstName + ' ' + lastName;\n}", "function AnnotateMe(name, age)\n {\n return 'Blah!';\n }", "function greet(text, value, value2) {\n console.log(text);\n console.log(value);\n console.log(value2);\n}", "function greet(firstName, lastName){\n if(typeof firstName === 'undefined'){firstName = 'John'}\n if(typeof lastName === 'undefined'){lastName = 'Doe'}\n return 'Hello ' + firstName + ' ' + lastName;\n}", "function example(fruit) {\r\n // function name\r\n // params (a.k.a. \"function signature\" -- this is where you name your params\r\n} // function body", "function greetArgs(name,age) {\n console.log(`Hello ${name} You are ${age} yrs Old`);\n}", "function greeter01(name) {\n return \"Hello, \" + name;\n}", "function greet(name) {\r\n console.log(`\"Hello ${name}\"`);\r\n}", "function greet({name, address}){\n\n // #2 always return a value.\n return `Hello, ${name}!, of ${address}`;\n}", "function myName(param) {\n console.log(typeof param);\n console.log(\"My name is \" + param); \n}", "function greet(){\n return \"hello world!\"\n}", "function greet(name) {\n return \"Hello, \" + name + \"!\";\n}", "function greet(who) {\n\tconsole.log(`Hello ${who}`);\n}", "function greetMe(name) {\n console.log(\"Oh, hi \" + name +\"!\" );\n}", "function greet(name){ //parameter\n console.log('Hello '+ name + \", My name is Hal.\");\n}// NOTE no semicolon", "function greetSpread(name, ...additionalParams){\n console.log(name);\n console.log(arguments);\n console.log(additionalParams);\n console.log('--------------');\n}", "function greetme(user) {\n return \"Hi \" + user;\n}", "function greet(name) {\n return 'Hello, ' + name;\n}", "function greet4(firstName, lastName){\n if(typeof firstName === 'undefined'){firstName = 'John'}\n if(typeof lastName === 'undefined'){lastName = 'Smith'} \n return 'Hello ' + firstName + ' ' + lastName;\n }", "function greeter(name, age) {\n console.log(`Hello my name is ${name}, and I am ${age} years old!`);\n}", "function sayHello(){\n console.log('Hello, from Declaration');\n}", "function greet(name, lastName) {\n console.log('Hello World' + name + ' ' + lastName);\n}", "function greet (name) {\n console.log ('Hello World')\n}", "function greet(Name){\n return 'Hello, ' + (Name) + '!';\n}", "function greeting(s) {\t\t\t\t\t// This is declaration. We create\n\tconsole.log('Hello, ' + s + '!');\t// a new function and name it greeting.\n}\t\t\t\t\t\t\t\t\t\t// This time, however, we change the ", "function greeter02(name) {\n return \"Hello, \" + name;\n}", "function greet(name, msg) {\n console.log(`${msg}! ${name}`);\n}", "function greet(name,lastname){\n console.log('hello ' + name + ' ' + lastname );\n\n}", "function greet1(name, formatter) {\n console.log(`Hello my name is ${formatter(name)}`);\n}", "function greet(person, msg = 'hey there', punc = '!'){\n console.log(`${msg}${punc} ${person}`);\n}", "function greeter(name){\n\treturn 'Hello ' + name + '!';\n}", "function greet(msg = 'hey there', person){\n console.log(`${msg}, ${person}`);\n}", "function greeting(name, age){\n console.log(\"jas sum \"+name+\" i imam\"+age+\" godini.\");\n}", "function sayHello(person){ \n console.log(\"Hello, \"+person); \n }", "function greetLessArgs(name , age) {\n console.log('Hello ' + name + ' You Are ' + age + ' Years Old!');\n}", "function greetLessArgs(name,age) {\n console.log(\"Hello \"+name+ \" you are \"+age+ \" yrs old\");\n}", "function greetHigher(greet, name){\n\n greet(name);\n}", "function sayHello1(name) {\n return name;\n}", "function greetMe(firstName) {\n console.log(`Hello ${firstName}!`);\n}", "function greet(greeter){\n this.greeting =\"My name is \";\n this.greeter = greeter;\n this.speak = function(){\n console.log(this.greeting + this.greeter);\n }\n}", "function greet(firstName, lastName){\r\n if(typeof firstName === 'undefined'){firstName = 'John'}\r\n if(typeof lastName === 'undefined'){lastName = 'Doe'}\r\n return 'Hello' + firstName + ' ' + lastName;\r\n} // for es5", "function sayHello(who){\n console.log(`Hello, ${who}`);\n}" ]
[ "0.80055207", "0.67024595", "0.644239", "0.6374436", "0.6356985", "0.632011", "0.6272257", "0.6238279", "0.6236282", "0.6218666", "0.62115026", "0.62011826", "0.62010825", "0.6199973", "0.61892587", "0.61494905", "0.6123342", "0.6065464", "0.60530645", "0.6045796", "0.6044738", "0.6041753", "0.60349184", "0.60313517", "0.6004688", "0.5997727", "0.5997302", "0.5987367", "0.5986185", "0.59743637", "0.59648544", "0.596331", "0.5954974", "0.5954339", "0.5952084", "0.5945541", "0.59397835", "0.59188753", "0.590656", "0.5906321", "0.5898353", "0.5896741", "0.5894968", "0.5889872", "0.5881634", "0.5881071", "0.587974", "0.5876456", "0.5875942", "0.58691597", "0.5848934", "0.5848679", "0.5846601", "0.5843882", "0.5841356", "0.5840235", "0.58402336", "0.5837668", "0.5835394", "0.581861", "0.580455", "0.580377", "0.57996166", "0.57961583", "0.5786613", "0.5774568", "0.577281", "0.5768454", "0.57649004", "0.5749942", "0.57474387", "0.57431376", "0.5742969", "0.57426083", "0.57406884", "0.57373846", "0.57291645", "0.57280946", "0.57253945", "0.5712948", "0.57122356", "0.5709348", "0.57066685", "0.570599", "0.56969917", "0.5688977", "0.5678877", "0.5677808", "0.56685394", "0.5665604", "0.5654788", "0.56440526", "0.56433237", "0.56417656", "0.5640925", "0.56372494", "0.5632229", "0.56273836", "0.5624283", "0.56237364" ]
0.60077864
24
Query for the latest bio, else fall back to redux bio
componentDidMount() { const { bio, username, id:context_id } = this.props.user.info client.query({ query: QUERY_PROFILE, variables: { username, context_id } }) .then(res => { if(res.data.user.bio) this.setState({ bio: res.data.user.bio }) else this.setState({ bio }) }) }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "static findArticleMostRecent() {\n return articleModelHereInService.find({}).sort({_id:-1}).limit(1)\n .then(\n (whatIGot) => {\n // resolved\n console.log('Most Recent Article - whatIGot ', whatIGot);\n /*\n {\n _id: 5af746cea7008520ae732e2c,\n articlePhotos: [ '\"justsomestring\"' ],\n articleUrl: 'myhttp',\n articleTitle: 'Trump’s WAYZO Gots to go 3345 Twice BAZZhhhhARRO We Love The Donald older Ye Olde Edite HONESTLY REALLY CRAZY VERY INEFFICIENT Fuel Efficiency Rollbacks Will Hurt Drivers',\n __v: 0\n}\n */\n\n return whatIGot;\n },\n (problemo) => {\n // rejected\n console.log('Data Service findArticleMostRecent() problemo: ', problemo);\n }\n )\n .catch((err) => console.log('Data Service findArticleMostRecent() CATCH err ', err));\n }", "async getLatest() {\n const result = await this.ctx.model.Card.findOne({\n order: [[\"CreateTime\", 'DESC']]\n });\n return result;\n }", "async _primeLastMessage() {\n try {\n console.log(\"Getting latest message\");\n let lastMessage = await this.connection\n .from('message')\n .orderBy('date', 'DESC')\n .limit(1)\n\n console.log(\"FETCHING MESSAGE\", lastMessage);\n this.lastRetreivedMessage = lastMessage[0].date;\n } catch (e) {\n console.error(e)\n }\n }", "setCandidatesBio(state, payload){\n state.bio = payload;\n state.currentBio = state.bio.find(x => x.name == \"Ingrida Šimonytė\");\n }", "binanceLastMessage(){\n let query = `select * from binancemessages order by id desc limit 1`;\n \n return new Promise((resolve, reject) => {\n db.query(query, (err, data) => {\n if (err)\n reject(new errModel(err.code, err));\n else\n resolve(data)\n })\n })\n }", "function getLatest() {\n Paste.find({}).sort('-createdAt').limit(10).exec(function(err, result) {\n if (err) throw err;\n latest_pastes = result;\n //console.log('Scraped succesfully')\n //res.send(result);\n\t})\n}", "getSelfAssignedName(id) {\n const queryOpts = {\n reverse: true,\n limit: 1,\n query: [{\n $filter: {\n value: {\n author: id,\n content: {\n type: 'about',\n about: id,\n name: { $is: 'string' }\n }\n }\n }\n },\n {\n $map: {\n name: ['value', 'content', 'name']\n }\n }]\n }\n const backlinksOpts = {\n reverse: true,\n limit: 1,\n query: [{\n $filter: {\n dest: id,\n value: {\n author: id,\n content: {\n type: 'about',\n about: id,\n name: { $is: 'string' }\n }\n }\n }\n },\n {\n $map: {\n name: ['value', 'content', 'name']\n }\n }]\n }\n return new Promise((resolve, reject) => {\n pull(\n this.sbot.backlinks ? this.sbot.backlinks.read(backlinksOpts) : this.sbot.query.read(queryOpts),\n collect((err, data) => {\n if (err) {\n reject(err);\n } else {\n if (data.length > 0) {\n resolve(data[0].name)\n } else {\n reject('the user hasn\\'t assigned a name to themself yet');\n }\n }\n })\n )\n })\n }", "function fetchLatestInfo(req, res, next) {\n\t\tconsole.log(\"Latest Info fetch\");\n\t\tif (req.query.latestInfo) {\n\n\t\t\tArticle.find({\n\t\t\t\tstatus: 'active'\n\t\t\t}, {}, {\n\t\t\t\tlimit: 3,\n\t\t\t\tskip: 0,\n\t\t\t\tsort: {\n\t\t\t\t\tcreatedDate: -1\n\t\t\t\t}\n\t\t\t}).exec(function (err, recent) {\n\n\t\t\t\tif (err) {\n\t\t\t\t\tres.json(err);\n\t\t\t\t} else {\n\t\t\t\t\tArticle.find({}, {}, {\n\t\t\t\t\t\tlimit: 3,\n\t\t\t\t\t\tskip: 0,\n\t\t\t\t\t\tsort: {\n\t\t\t\t\t\t\tviewCount: -1\n\t\t\t\t\t\t}\n\t\t\t\t\t}).exec(function (err, mostViewed) {\n\t\t\t\t\t\tif (err) {\n\t\t\t\t\t\t\tres.json(err);\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tres.json({\n\t\t\t\t\t\t\t\tlatest: recent,\n\t\t\t\t\t\t\t\tmostViewed: mostViewed\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}", "async getLastReading(sensorId) {\n const reading = await knex('readings')\n .select('value')\n .where({ sensor_id: sensorId })\n .orderBy('time', \"desc\")\n .limit(1);\n const result = (reading[0] === undefined) ? { value: \"none\" } : reading[0];\n return result;\n }", "get bio() {\n return this._bio || User.defaults.bio;\n }", "async poll() {\n let qual = Object.values(this.all).\n filter(follow => !this.updating.includes(follow) && isOutOfDate(follow, this.fetched))\n if (qual.length > 0) {\n let oldest = qual.reduce((old, follow) =>\n (fetchedAt(this.fetched, old.id) || 0) > (fetchedAt(this.fetched, follow.id) || 0) ? follow : old)\n if (oldest) {\n let lastFetch = this.fetched[oldest.id]\n this.updating.push(oldest)\n console.log(`Updating ${oldest.title || oldest.actualTitle}`)\n await feedycat(this, oldest, lastFetch)\n this.markFetched(oldest)\n this.updating = this.updating.filter(follow => follow != oldest)\n if (lastFetch.status != 304) {\n this.update({op: 'replace', path: `/all/${oldest.id}`, value: oldest})\n this.write({update: false, follows: [oldest.id]})\n }\n }\n }\n }", "function getrecent(info) {\n return info[info.length - 1]\n}", "ethereumLastMessage(){\n let query = `select * from ethereummessages order by id desc limit 1`;\n\n return new Promise((resolve, reject) => {\n db.query(query, (err, data) => {\n if (err)\n reject(new errModel(err.code, err));\n else\n resolve(data)\n })\n })\n }", "static async getJobsDescend() {\n try {\n const response = await db.any(\n `SELECT * FROM jobs ORDER BY date_posted DESC`\n );\n // Dev test\n console.log(response);\n return response;\n } catch (error) {\n // dev test\n console.error(\"ERROR: \", error);\n return error;\n }\n }", "function findMostRecentWorkout(res, cb){\n db.Workout.findOne({}).sort({day:-1}) \n .then((data)=>{\n // cb(data);\n res.json(data);\n })\n}", "getBio() {\n let likesString = this.likes.join(\", \");\n return `Meow meow mmeeeowww mrroww! (${this.fullName} loves ${likesString}!)`\n }", "static async findRecent(query) {\n let baseQuery = `SELECT p.post_id, p.title, p.data, p.time, p.votes, p.blog_id, p.user_id, u.username, b.title AS blog_title\n FROM posts AS p\n FULL JOIN blogs AS b ON p.blog_id=b.blog_id\n INNER JOIN users AS u ON p.user_id=u.user_id`;\n\n let whereExpressions = [];\n let queryValues = [];\n\n // For each possible search term, add to whereExpressions and\n // queryValues so we can generate the right SQL\n\n if (query) {\n if (query.search) {\n queryValues.push(`%${query.search}%`);\n whereExpressions.push(`p.title ILIKE $${queryValues.length}`);\n } else if (query.filter) {\n queryValues.push(`%${query.filter}%`);\n whereExpressions.push(`username ILIKE $${queryValues.length}`);\n }\n }\n\n if (whereExpressions.length > 0) {\n baseQuery += \" WHERE \";\n }\n\n // Finalize query and return results\n\n let finalQuery = baseQuery + whereExpressions.join(\" AND \") + \" ORDER BY p.post_id DESC\";\n const result = await db.query(finalQuery, queryValues);\n return result.rows;\n }", "function Latest(callback){\n callback({\"err\": \"not implemented by chain.\"}, null);\n }", "getCandidatesBio({commit}){\n\n const docRef = fireDb.collection(\"candidates\").orderBy('name');\n docRef.get().then( callback => {\n // console.log(\"Candidates collection data: \", callback);\n const cand = [];\n callback.docs.forEach( doc => {\n cand.push(doc.data())\n })\n commit('setCandidatesBio', cand);\n\n }).catch(error => {\n console.log(\"Error getting document:\", error);\n });\n }", "function getTop5Toxic(message){\n //SELECT amount FROM mytable ORDER BY amount DESC LIMIT 5\n con.query(\"SELECT * FROM user ORDER BY toxic DESC LIMIT 5\", function (err, result) {\n if (err) throw err;\n if (result == null || result.length == 0)\n {\n console.log(\"null in getTop5Toxic\");\n userInfo = null;\n }\n else\n userInfo = result;\n\n if(userInfo == null)\n message.channel.send(\"No results\");\n else{\n var ans = \"Top 5 Toxic Users:\\n\";\n for(var i=0; i<userInfo.length;i++){\n ans+=\"#\"+(i+1)+\" - \"+userInfo[i][\"name\"]+\" Toxic: \"+userInfo[i][\"toxic\"]+\"\\n\";\n }\n message.channel.send(ans);\n }\n });\n}", "function readLatestMessage() {\n messenger.fetchChatMessages(selectedChatId)\n .then(function (messages) {\n if (messages.length > 0) {\n messenger.chatMessageRead(selectedChatId, messages[messages.length - 1].messageId);\n }\n });\n}", "function SponsoredBio(props) {\n return (\n <Col sm=\"7\" lg=\"8\" className=\"my-4\">\n <h2 className=\"font-weight-bold\">{props.kid.first_name} {props.kid.last_name}</h2>\n <h5><span className=\"font-weight-bold\">Age: </span>{calculateAge(props.kid.birth_date, todayDate)}</h5>\n <h5><span className=\"font-weight-bold\">Grade: </span>{props.kid.grade} </h5>\n <h5><span className=\"font-weight-bold\">Location: </span>{props.kid.location}</h5>\n <h5 className=\"text-uppercase mt-4\">About {props.kid.first_name}</h5>\n <p>{props.kid.kid_bio}</p>\n <h5 className=\"text-uppercase mt-4\">Latest messages</h5>\n <div>\n {props.notes.map(note => (\n <div key={note.id}>\n <span className=\"small font-italic\">{moment(note.createdAt).format(\"MMMM D, YYYY\")}</span>\n <p>{note.kid_notes}</p>\n <hr />\n </div>\n ))}\n </div>\n </Col>\n );\n}", "function getMostAuthorsInitial () {\n // Get all DB data which includes author buckets.\n $.get('/search')\n .done(function (data) {\n $('#authorList')\n .append(\n \"<label class='author' for='authors'>Authors</label>\"\n );\n // Create checkboxes and append them at the end of the filter list.\n $.each(data.aggs.authors.buckets, function (index, value) {\n $('#authorList')\n .append(\n \"<div class='form-check'>\" +\n \"<label class='form-check-label'>\" +\n \"<input class='form-check-input author' type='checkbox' name='authors' value='\" + value.key + \"'>\" +\n value.key + \"<span class='counters'> (\" + value.doc_count + ') </span>' +\n '</label>' +\n '</div>'\n );\n });\n });\n}", "async function GetProfile(msg) {\n await CheckUserExistence(msg.author.id);\n\n var cardCount = await client.query(`SELECT card_id FROM ${userInv} WHERE user_id = $1`, [msg.author.id])\n .catch(e => console.log(e));\n\n var profile = await client.query(SelectUser(msg.author.id));\n var fav = null; \n\n if(profile.rows[0].favourite_card != null){\n await client.query(`SELECT * FROM ${saveDb} WHERE card_id = $1`, [profile.rows[0].favourite_card]) \n .then(r => fav = r);\n }\n\n return embd.ProfileEmbed(msg.author, cardCount.rows, profile.rows[0].gold, fav);\n}", "function getLatestInfo() {\n\t\t\treturn $http.get('http://localhost:4000/articles?latestInfo=true').success(function (res) {\n\t\t\t\treturn res;\n\t\t\t});\n\t\t}", "function currentBio(crp_id, First_Name, Last_Name, State, Party, Gender, Term_Start, Term_End, Chamber, Title, Twitter_Handle, bioguide_id) {\n this.crp_ID = crp_id;\n this.First_Name = First_Name;\n this.Last_Name = Last_Name;\n this.State = State;\n this.Party = Party;\n this.Gender = Gender;\n this.Term_Start = Term_Start;\n this.Term_End = Term_End;\n this.Chamber = Chamber;\n this.Title = Title;\n this.Twitter_Handle = Twitter_Handle;\n this.Bioguide_ID = bioguide_id;\n }", "getMostRecentMitosis() {\n let results = this.getObservationsWithObservationCodeChronologicalOrder('7041004'); // code for mitosis observations\n if (!results || results.length === 0) return null;\n return results.pop();\n }", "function getTopAnime() {\n console.log('getting top anime');\n fetch(generalApi + 'top/anime/'+1+'/bypopularity')\n .then(res => res.json())\n .then(data => {\n console.log(data.top);\n createCards(data.top, true, trendingAnimeEl);\n });\n}", "async getRecentBills(state) {\n await firebase.auth().onAuthStateChanged((user) => {});\n /*\n const user = firebase.auth().currentUser;\n if (user == null) {\n throw 'accessing bills while currentUser for Firebase is null';\n }\n const ref = firebase.database().ref(`users/${user.uid}/subtopics`);\n // Reads value 'once', without listening for future changes to database\n return ref.once('value').then(async (snapshot) => {\n const subtopics = snapshot.val().map(subtopic => subtopic.replace(/ /g, '_'));\n console.log('subtopics:', subtopics);\n const base_url = 'http://www.wethepeople.tech/api/v1/get_newsfeed_bills?';\n const state_str = `state=${state}`;\n const query = `&topic=${subtopics.join('&topic=')}`;\n const url = base_url + state_str + query;\n */\n const url = 'http://www.wethepeople.tech/api/v1/get_newsfeed_bills?topic=Health';\n const response = await fetch(url);\n const bills = await response.json();\n return bills;\n // });\n }", "async latest (req, res) {\n const queries = req.user.queries\n const ads = await Ad\n .find({query: {'$in': queries}})\n .sort({date: 'desc'})\n return res.send(ads)\n }", "function fetchFave (email, cb) {\n\tserver.connection.query('select Bands from favorite where User = \"'+email+'\"',\n\tfunction(err, rows) {\n\t\tif (err) cb(err, null);\n\t\telse if (typeof rows[0] === 'undefined') cb(null, \"\");\n\t\telse cb(null, rows[0].Bands);\n\t});\n}", "async getPrebuiltAvatars({ commit, state, rootState }) {\n axios.get(`/api/avatar/defaults`, {\n headers: {\n Authorization: `Bearer ${rootState.chat.token}`,\n }\n })\n .then((response) => {\n const avatarsDefaults = [];\n const avatars = get(response, 'data', []);\n\n forEach(avatars, (avatar, key) => {\n //let avatarObject = fromPairs(avatar.split(',').map(s => s.split('=')));\n //avatarObject['gender'] = avatar.gender === 'm' ? 'man' : 'woman';\n avatar['gender'] = avatar.gender === 'm' ? 'man' : 'woman';\n avatarsDefaults.push(avatar)\n //avatarsDefaults.push(avatarObject)\n });\n\n\n // console.log(avatarsDefaults);\n // commit.PUSH_AVATAR_COMPONENT(store.state, {\n // key: 'built',\n // label: 'Choose a prebuilt avatar',\n // weight: 9,\n // man: filter(avatarsDefaults, ['gender', 'man']),\n // woman: filter(avatarsDefaults, ['gender', 'man'])\n // });\n\n const gender = rootState.chat.user.gender === 'm' ? 'man' : 'woman';\n commit(\"SET_AVATAR_DEFAULTS\", filter(avatarsDefaults, ['gender', gender]));\n })\n .catch((response) => {\n console.log(response);\n });\n }", "function getMostRecentChats(callback){\n\t\tChatRoom.find({}, {dateModified:1, title:1}).sort({'dateModified': -1}).limit(10).exec(function(err, docs){\n\t\t\trecentChats = docs;\n\t\t\tcallback(recentChats);\n\t\t});\n\t}", "render() {\n return (\n <div className=\"content-area\">\n <h1>What's On Draft</h1>\n <div className=\"results-container\">\n <Query query={this.beerDBQuery}>\n {({ loading, error, data }) => {\n if (loading) return <p>Loading...</p>;\n if (error) return <p>Error!</p>;\n if (error) console.log(error);\n\n return data.beers\n .filter(beer => beer.tapped)\n .slice(0, 50) // max of 50 beers for now so we don't kill the page (would add multiple pages or lazy load with more time)\n .map(dbBeerData => (\n <BeerCard\n beerData={dbBeerData}\n tapped={dbBeerData.tapped}\n showDraftButton={false}\n clicked={this.clicked}\n key={dbBeerData._id}\n />\n ));\n }}\n </Query>\n </div>\n </div>\n );\n }", "static async findLastOne() {\n\t\tparams.ScanIndexForward = false\n\t\tparams.Limit = 1\n\t\ttry {\n\t\t\tlet result = await docClient.scan(params).promise();\n\t\t\treturn result\n\t\t} catch (err) {\n\t\t\tconsole.error(\"There was a problem recovering : \", err)\n\t\t}\n\t}", "retrieveYoungestUsers() {\n /* \n An array of users that are queried by:\n - sorting age in ascending order\n - filtering for users with valid phone numbers\n - limiting array size to 5\n */\n let youngestUsersArray = Object.keys(this.state.users)\n .sort( (a, b) => {\n // Sort by age\n const userAge1 = this.state.users[a].age;\n const userAge2 = this.state.users[b].age;\n return userAge1 - userAge2;\n })\n .filter( key => {\n // Filter by valid telephone number\n // Format: 555-555-5555\n const number = this.state.users[key].number;\n return (number !== \"\") && (/^[0-9]{3}[-][0-9]{3}[-][0-9]{4}$/.test(number));\n })\n .slice(0, 5);\n\n youngestUsersArray.forEach( id => {\n const sortedUsers = {...this.state.sortedUsers};\n sortedUsers[id] = this.state.users[id];\n this.setState({ sortedUsers })\n });\n }", "fetchRichest ({ commit }) {\n Vue.axios.get('https://forbes400.herokuapp.com/api/forbes400?limit=10')\n .then((response) => {\n // console.log(response.data)\n commit('fetchRequest', response.data)\n })\n .catch(error => {\n console.log(error)\n })\n }", "async function getName(nameOfGerm) {\n\n //find reference to the part of database containing germs\n let con = firebase.database().ref(\"germs\");\n\n //takes a slice of this data based upon the parameters (name) and only the first one\n let snap = await con.orderByChild(\"name\").limitToFirst(1).equalTo(nameOfGerm).once('value');\n\n //takes the value of that slice and return it\n let germ = snap.val();\n\n //if there is a firebase object that exist, get the key, and return an object\n if(germ) {\n\n let index = Object.keys(germ)[0]\n let finalGerm = germ[index]\n return finalGerm;\n\n }\n // if nothing exists, just returns a message that states that\n else {\n\n return \"Nothing here\"\n }\n\n}", "function findLastArticle(author){\n let authorArticles = articles.filter(el =>el.author.toUpperCase() === author.toUpperCase());\n authorArticles.sort((a,b) => new Date(b.published_at).getTime() - new Date(a.published_at).getTime());\n return authorArticles[0];\n}", "recipeDetail({ commit, state }, payload) {\n return new Promise(function(resolve, reject) {\n axios\n .get(config.API_URL + \"recipeDetail/\" + payload.slug)\n .then(function(response) {\n return resolve(response.data)\n })\n .catch(function(error) {\n return reject(error);\n });\n });\n }", "function getAuthor(my) { return my.author || first(my.maintainers); }", "async function getLatestComic() {\n let url = new URL('https://xkcd.com/info.0.json');\n return await getJson(url);\n}", "function fetch(request, response, type, err, contents)\n{\n \"use strict\";\n var query = \"SELECT * FROM Book \"+\n \"LEFT JOIN Author ON Author.code = Book.author \"+\n \"WHERE Book.genre = 'poetry' \"+\n \"AND Author.dob >= \"+goldenAgeStart+\" \"+\n \"AND Author.dob <= \"+goldenAgeEnd+\" \"+\n \"ORDER BY surname, yearPublished, title;\";\n\n db.all(query, ready);\n\n function ready(err, data)\n {\n if(err) throw err;\n begin(response, type, err, contents, data);\n }\n}", "fetchCards(filter) {\n filter = filter || getFilters();\n const {states} = filter.getState();\n const db = new Dexie('issues');\n db.version(DB_DATA['issues'].dbVersion / 10 /*Dexie multiplies everything by 10 bc IE*/).stores({'issues': 'id, state'});\n return db.open().then(function() {\n const cards = [];\n let query;\n if (states.length === 1) {\n query = db.issues.where('state').equals('open');\n } else if (states.length === 2 /* [open, closed] */) {\n query = db.issues;\n }\n return query.each((value) => {\n const {repoOwner, repoName, issue, pr, status} = value;\n const number = issue.number;\n cards.push(IssueStore.issueNumberToCard(repoOwner, repoName, number, issue, pr, status));\n }).then(() => {\n return filterCardsByFilter(cards, filter);\n });\n });\n\n // // Alternative Method using leveDB (slow)\n // const cards = [];\n // return new Promise((resolve, reject) => {\n // const start = Date.now();\n // this._dbs['issues'].actualDb.createReadStream()\n // .on('data', ({key, value}) => {\n // const {repoOwner, repoName, issue} = value;\n // const number = issue.number;\n // cards.push(new Card(repoOwner, repoName, number, IssueStore.getGraph(), issue));\n // })\n // .on('end', () => {\n // console.log((Date.now() - start) / 1000);\n // resolve(cards);\n // });\n // });\n }", "function getUserByCustnumber (custnumber, callback) {\n var sql =\n `SELECT \n autoid,\n custnumber,\n altnum,\n momcustnum,\n title,\n firstname,\n lastname,\n company,\n address1,\n address2,\n city,\n LTRIM(RTRIM(state)) AS state,\n zip,\n mailinglist_om.country AS country_code,\n country.country AS country_name,\n email,\n password,\n password2,\n password_nodejs,\n phone,\n extension,\n phone2,\n extension2,\n paymentmethod,\n comment,\n specialinstructions,\n norent,\n nomail,\n emailnewsletter,\n emailnewsletter2,\n plaintextversion,\n emailnewslettergallery,\n shipvia,\n oldshipvia,\n tpshipacct,\n showcase,\n hint,\n deleteaddress,\n username,\n auctionname,\n auction18,\n auctionagreement,\n auctionemail,\n reviewerclass,\n permissions,\n datechanged,\n lastnlsent,\n nlcounter,\n lastnl2sent,\n nl2counter,\n noemailnewsletter,\n noemailnewsletter_ga,\n temppasswordsent,\n logins,\n loginsfailed,\n booklistdownloads,\n booklistlastdownloaddate,\n odr_date,\n temppwd,\n visualserver,\n reencrypted,\n guide_super_admin,\n indexsuperadmin,\n sitelinklogin,\n sitelinkpassword,\n bademailid,\n exempt,\n auctionadmin\n FROM mailinglist_om LEFT JOIN country ON mailinglist_om.country = country.countrycode\n WHERE \n custnumber = :custnumber OR altnum = :custnumber`;\n\n var params = { custnumber: custnumber };\n\n photoeye\n .query(sql, { replacements: params })\n .spread(function(results, metadata) {\n callback(misc.getAddressInfo(results[0]));\n });\n}", "async readData() {\n // \"await\" says do not continue until this command has been fully executed\n let data = await Fire.shared.PullUserInfo('vnX0Jux5a6p2yQXKv58a');\n this.setState({\n name: { first: data.profile.nameFirst, last: data.profile.nameLast },\n locationCurrent: data.profile.locationCurrent,\n graduatingClass: data.profile.gradClass,\n major: data.profile.major,\n content: data.profile.objective,\n list: data.profile.qualifications,\n projectsData: data.profile.projects,\n experienceData: data.profile.experience,\n avatar: data.profile.avatar,\n type: data.type,\n });\n }", "async function queryAuditLog () {\n // Select the query to run\n let queryRunner\n if (cursor) {\n queryRunner = () => requestEntries(graphqlWithAuth, org, limit, cursor)\n } else {\n queryRunner = () => requestEntries(graphqlWithAuth, org, limit)\n }\n\n // Run the query and store the most recent cursor\n const { data, newestCursorId } = await queryRunner()\n const entries = data\n if (newestCursorId) fs.writeFileSync('.last-cursor-update', newestCursorId)\n\n // Return the data\n if (pretty === true) {\n return JSON.stringify(entries, null, 4)\n } else {\n return JSON.stringify(entries)\n }\n}", "function getMostPopular() {\r\n var url = 'https://api.nytimes.com/svc/mostpopular/v2/mostemailed/Magazine/30.json';\r\n let params = {\r\n q: 'query',\r\n 'api-key': '85b2939e3df349dd8502775e8623d350'\r\n }\r\n url += '?' + $.param(params)\r\n $.ajax({\r\n url: url, \r\n method: 'GET',\r\n }).done(function(result) {\r\n console.log(result);\r\n // Define which results will be displayed and display them\r\n var article_url = results.url;\r\n var title = results.title;\r\n $('#results').append(\"<li><h3>\" + title + \r\n \"</h3>\" + article_url + \"</li>\");\r\n }).fail(function(err) {\r\n throw err;\r\n });\r\n }", "renderBio() {\n // console.log(\"Render bio!!!\");\n const draftBio = this.state.draftBio;\n // console.log(\"This is my draftBio:\", draftBio);\n // console.log(\"Bio state is \", this.state.bio);\n const bio = this.state.bio;\n console.log (\"Rendering: bio is\", bio);\n if (this.state.textAreaVisible) {\n return(\n <div>\n <textarea value={this.state.draftBio} onChange={this.handleChange}/>\n <button onClick={this.clickToSave}>Save</button>\n <button>Cancel</button>\n </div>\n );\n } else {\n if(bio != null && bio.length>0){\n return(\n <div>\n <p className='anzColor'>{bio}</p>\n <button className=\"glow-on-hover\" onClick={this.clickToEdit}>Edit bio</button>\n </div>\n \n );\n }\n else {\n return(\n <button className=\"glow-on-hover\" onClick={this.clickToEdit}>Add bio</button>\n );\n }\n }\n\n }", "async function getMostRecentConn(name, portNum, reqState, invKey = \"\") {\n let connections = \"\";\n try {\n connections = await fetch(\"http://localhost:\" + portNum + \"/connections\");\n } catch (err) {\n console.error(err);\n return \"empty\";\n }\n let data = await connections.json();\n\n // does some behind the scenes thing where request is auto accepted\n // so when we check it may still be in the request state\n // this just combines the steps of receiving a connection invite \n // and accepting a connection invite which is fine for this purpose\n let filtered = \"\";\n if (invKey !== \"\") {\n filtered = data.results.filter(function (entry) {\n return (\n entry.state === reqState\n && entry.their_label.toLowerCase().includes(name.toLowerCase())\n && entry.invitation_key === invKey\n );\n });\n } else {\n filtered = data.results.filter(function (entry) {\n return (\n entry.state === reqState\n && entry.their_label.toLowerCase().includes(name.toLowerCase())\n );\n });\n }\n if (filtered.length == 0) return \"empty\";\n\n let mostRecent = filtered[filtered.length - 1];\n\n return mostRecent;\n}", "function getBiomes() {\n //Connect the translations to the biome_metadata\n var data = _translationsBiome__WEBPACK_IMPORTED_MODULE_7__[\"default\"][language]['categories'];\n biome_metadata.forEach(function (d) {\n d.label = data[data.map(function (b) {\n return b.id;\n }).indexOf(d.id)].label;\n }); //Get the biomes\n\n biomes = nodes.filter(function (d) {\n return d.group === 'biome';\n }); //9 biomes\n\n biomes.forEach(function (d) {\n d.meta = biome_metadata[biome_ids.indexOf(d.id)];\n d.title = d.meta.label;\n d.count = 0;\n biome_by_id[d.id] = d; //Load the icon\n\n d.img = new Image();\n d.img_loaded = false; //Load the SVG and then turn its fill color into the right one\n\n d3__WEBPACK_IMPORTED_MODULE_6__[\"xml\"]('/static/icons/' + d.meta.file).then(function (xml) {\n var imported_svg = new XMLSerializer().serializeToString(xml.documentElement);\n var svg_recolor = imported_svg.replace('#000000', d.meta.color).replace(/#/g, '%23');\n d.img.src = 'data:image/svg+xml;charset=utf-8,' + svg_recolor;\n }); //d3.xml\n\n d.img.onload = function () {\n d.img_loaded = true; //Draw the image if the radius of the biome is known\n\n if (d.r) {\n var radius = d.r - d.stroke_width * 1.5;\n drawImage(ctx_nodes, d, d.r * 0.7, radius);\n } //if\n\n }; //onload\n\n }); //forEach\n //Sort them by the id defined above\n\n biomes = biomes.sort(function (a, b) {\n return biome_ids.indexOf(a.id) - biome_ids.indexOf(b.id);\n }); // console.log(biomes)\n } //function getBiomes", "async findOne(filter) {\n if (filter.id && lodash__WEBPACK_IMPORTED_MODULE_0___default.a.keys(filter).length === 1) return await (await this.db.collection(this.config.collection).doc(filter.id).get()).data();\n let profiles = await this.find(filter);\n let profile = profiles.find(profile => lodash__WEBPACK_IMPORTED_MODULE_0___default.a.isMatch(profile, filter));\n return profile;\n }", "loadMostPopular(fireRef, callback) {\n var playlist = new Playlist(\"Popular\");\n\n fireRef.child('Recitations').orderByChild('plays').limitToLast(15).once('value').then((snapshot)=> {\n /* Go through each recitation that the user has. If the array of recitations does not contain\n that recitation, then add it. */\n snapshot.forEach((rO) => {\n // Make a recitation object and add it to the playlist.\n var recObj = new Recitation( rO.val().id,\n rO.val().uploaderID,\n rO.val().uploaderName,\n rO.val().image,\n rO.val().title,\n rO.val().author,\n rO.val().recited_by,\n rO.val().published,\n rO.val().genre,\n rO.val().description,\n rO.val().likes,\n rO.val().plays,\n rO.val().favorites,\n rO.val().text,\n rO.val().audio,\n rO.val().timestamp,\n rO.val().timestamp,\n playlist,\n rO.val().year);\n playlist.add(recObj);\n\n\n playlist.recitations.sort( (a, b) => {\n return b.plays - a.plays;\n });\n });\n\n this.setState({\n popularPlaylist: playlist\n });\n callback(playlist);\n });\n }", "componentDidUpdate(prevProps){\n const query = this.props.query\n const value = this.props.value\n if (query !== prevProps.query || value !== prevProps.value){\n if (value === \"1\"){\n this.fetcher(dateURL, query, tag)\n } else {\n this.fetcher(URL, query, tag)\n }\n }\n }", "function fetchRecent() {\n addAbout() \n fetchProjects(numRecentResponses, addProjectsToPage);\n if (includeBlogPosts) {\n fetchPosts(numRecentResponses, addPostsToPage);\n }\n}", "fetchByName(name) {\n // Name should be unique. Return first match or null if undefined.\n return this.data.filter(fruit => fruit.name === name)[0] || null;\n }", "getBreeds() {\n return this.state.api.retrieve()\n }", "function handlePeopleRetrieved(state, action) {\n if (action.error) {\n return {\n ...state,\n people: null,\n error: getErrorDescription(action.payload)\n };\n }\n\n return {\n ...state,\n people: action.payload,\n error: null\n };\n}", "getBio() {\n return `${this.firstName} ${this.lastName} is a(n) ${this.position}.`\n }", "getLegislator(bioguide_id) {\n /* Potential performance improvement by fetching all legislator info at once,\n then storing in AsyncStorage:\n */\n /*\n const members = KeyValueStore.get('congress_members');\n if (members == null) {\n fetch(url, this.header)\n .then((response) => response.json())\n .then((responseJson) => {\n const result = responseJson['results']['members'];\n KeyValueStore.set('congress_members', result);\n }\n }\n */\n const url = `https://api.propublica.org/congress/v1/members/${\n bioguide_id}.json`;\n return fetch(url, this.propublicaHeader)\n .then(response => response.json())\n .then(response => response.results[0])\n .catch((error) => {\n console.log(`There was a problem fetching legislator: ${url}`);\n console.log(error);\n });\n }", "async fetch ({state, getters, commit}) {\n if (state.isLoading === true) {\n // console.log('FETCH CANCELED AS THERE IS SOMETHING LOADING...')\n return\n }\n commit('setLoading', true)\n\n // return current data if query is the same like the last one\n const queryHash = getters.getCurrentQueryHash\n if (!_.isEmpty(queryHash) && queryHash === state.lastQueryHash && state.contributions.length) {\n // console.log('#LOAD FROM CACHE')\n setTimeout(() => {\n commit('setLoading', false)\n }, 150)\n return state.contributions\n }\n\n const query = getters.getCurrentQuery\n\n commit('setLastQueryHash', queryHash)\n\n try {\n const res = await this.app.$api.service('contributions').find({query})\n commit('addContributions', res.data)\n\n setTimeout(() => {\n const lastItemNum = res.data.length + res.skip\n commit('setHasNext', lastItemNum < res.total)\n setTimeout(() => {\n commit('setLoading', false)\n }, 150)\n }, 500)\n } catch (err) {\n commit('setLoading', false)\n throw new Error(500, err.message)\n }\n }", "async function get_info_from_babepedia(actor_name, settings) {\r\n $log(\"[AMDX] MSG: START BabePedia Data Extraction\");\r\n let result = {\r\n 'id': 'babepedia',\r\n 'img_urls': []\r\n };\r\n // Extract Actor aliases and up to two images from BabePedia\r\n const bpedia_profile_url = `https://www.babepedia.com/babe/${actor_name.replace(/ /g, \"_\")}`;\r\n const bpedia_response = (await $axios.get(bpedia_profile_url, { validateStatus: false }));\r\n if (bpedia_response.status == 200) {\r\n const bpedia_page_content = bpedia_response.data;\r\n const bpedia_cheerio = $cheerio.load(bpedia_page_content);\r\n const raw_aliases = bpedia_cheerio(\"#bioarea h2\").html()\r\n // Sometimes there's an extra space in the Aliases section\r\n if (raw_aliases !== null && (raw_aliases.startsWith(\"aka \") || raw_aliases.startsWith(\"aka \"))) {\r\n // Split aliases by a slash into a list\r\n const alias_list = raw_aliases.replace(\"aka \", \"\").replace(\"aka \", \"\").split(\" / \");\r\n result[\"alias_list\"] = alias_list;\r\n } else {\r\n $log(\"[AMDX] ERR: BabePedia No alias found for actor\");\r\n }\r\n // This specific URL usually works great as an alternate thumbnail\r\n const bpedia_thumb_url = bpedia_cheerio(\"#profimg a\").attr(\"href\");\r\n const bpedia_altthumb_element = bpedia_cheerio(\".prof a\")[0];\r\n if (bpedia_altthumb_element) {\r\n const bpedia_altthumb_url = \"https://www.babepedia.com\" + bpedia_altthumb_element[\"attribs\"][\"href\"];\r\n result[\"img_urls\"].push(bpedia_altthumb_url);\r\n }\r\n else {\r\n $log(\"[AMDX] ERR: BabePedia First image NOT found for actor\");\r\n }\r\n // This specific URL usually works great as the primary thumbnail\r\n if (bpedia_thumb_url !== undefined && !bpedia_thumb_url.startsWith(\"javascript:alert\")) {\r\n const bpedia_thumbnail_url = \"https://www.babepedia.com\" + bpedia_thumb_url;\r\n result[\"img_urls\"].push(bpedia_thumbnail_url);\r\n } else {\r\n $log(\"[AMDX] ERR: BabePedia Second image NOT found for actor\");\r\n }\r\n }\r\n $log(\"[AMDX] MSG: END BabePedia Data Extraction\");\r\n return result;\r\n }", "function getLatest(req, res, next) {\n Model.find({ userId: req.userId }).\n limit(5).sort({ createdAt: -1 }).\n then((doc) => {\n const resObj = new ResponseObject(\n resMessage.successMessage,\n doc\n );\n res.json(resObj);\n }).\n catch((err) => {// connection errors\n res.statusCode = 500;\n err.message = resMessage.connectionError;\n next(err);\n })\n}", "function getLastCaseId() {\n return Case.query()\n .select(\"case_id\")\n .orderBy(\"case_id\", \"desc\")\n .limit(1)\n .then(response => {\n console.log(response == true);\n if (response) {\n return response;\n } else {\n return false;\n }\n });\n}", "handleChangeBio(event) {\n this.setState({\n bio: event.target.value,\n hasChanged: true,\n });\n }", "function getLatestGoalFromLog(worker) {\n var logEntries = datastore.readLogEntriesByAction(\"goal_selected\");\n\n if (logEntries && logEntries.length > 0) {\n worker.port.emit(\"LatestActiveGoalLoaded\", logEntries[0]);\n }\n}", "getOneProfileMatch() {\n let roleSelection;\n if(this.props.profile.role === 'Mentor') {\n roleSelection = 'Mentee';\n } else {\n roleSelection = 'Mentor';\n }\n\n request.get(`/api/members?interested_tech=${this.props.profile.interested_tech}&role=${roleSelection}`)\n .then((match) => {\n this.setState({ match: match.body });\n })\n }", "async getLatest (userid) {\n try {\n return await Conversation.find({ participants: userid }).sort({\"updatedAt\": -1}).populate({path: 'participants latestMessage'});\n } catch (err) {\n throw err;\n }\n }", "async getBacklogItems(query) {\n const backlogItems = await dbContext.BacklogItems.find(query).populate('creator', 'name picture')\n return backlogItems\n }", "async CheckLatestDR(ctx) {\n //Check the id of the latest DR\n const result = await ctx.stub.getState('latestDR');\n return result.toString();\n }", "function retrieveCardByName(name){\n return agent.card.where({name: name})\n .then( result =>{\n var card = result[0];\n var i = 0;\n while (i < result.length){\n if (!card)\n {break;}\n if (card.rarity == \"Special\" && result.length > i +1){\n card = result[i+1];\n }else {break;}\n i++;\n }\n return card;\n })\n .catch(function(error){\n console.log(\"Error: \" + error);\n });\n}", "function lastCommit(userName) {\n return fetch(`https://api.github.com/users/${userName}/events`, {\n headers: {'Authorization': `token ${GITHUB_API_KEY}`}\n }).then(response => response.json())\n .then(events => {\n return events.filter(event => event.type === 'PushEvent')[0].created_at;\n });\n}", "function retrieveBrief() {\n\tif (domElements.inputUrl.el.val()) {\n\t\tvar customContent = getQueryPairs(\n\t\t\tdomElements.inputUrl.el\n\t\t\t\t.val()\n\t\t\t\t.split('?')[1]\n\t\t\t\t.split('&')\n\t\t);\n\t\tif (customContent.content) {\n\t\t\tsnippetsCodes = atob(decodeURIComponent(customContent.content)).split(',');\n\t\t\tloadSelectSnippets(snippetsCodes);\n\t\t}\n\t\tif (customContent.summary) {\n\t\t\tsummaryCode = atob(decodeURIComponent(customContent.summary));\n\t\t\tloadSelectSummary(summaryCode);\n\t\t}\n\t}\n}", "determineCurator() {\n //console.log(\"content:\",this.state.content);\n //console.log(user.id);\n //console.log(\"boardDetails:\",this.state.boardDetails);\n if (isset(this.state.content) && (this.state.content.type === \"Board\")\n && isset(this.state.content.owner.id) && (user.id === this.state.content.owner.id)) {\n return \"Board Owner Header\"\n }\n else if (isset(this.state.content) && this.state.content.type === \"Board\") {\n return \"Board Header\"\n }\n else if (isset(this.state.content) && this.state.content.type === \"Persona\") {\n return \"Persona Header\"\n }\n else if (isset(this.state.boardDetails) && isset(this.state.boardDetails.saved_by)\n && (user.id === this.state.boardDetails.saved_by.id)) {\n return \"Current User\";\n }\n else if (isset(this.state.boardDetails) && isset(this.state.boardDetails.saved_by)) {\n return \"Saved By Collaborator\";\n }\n else if (isset(this.state.boardDetails) && isset(this.state.boardDetails.relevance)) {\n return \"Recommended\";\n }\n else {\n return \"Discovered\";\n }\n }", "static getMostRecentBoardItem(board_id) {\n return Requests.httpGETRequest('/v1/clipboard/' + board_id + '?type=most_recent')\n }", "determineLatestIdToFetch(wallet) {\n let latestIdToFetch = false;\n let priorWallet = this.checkForWalletWithPriorLoadedData(wallet);\n if (priorWallet !== false) {\n if (priorWallet.hasAllDataLoaded('steem')) {\n latestIdToFetch = priorWallet.latestTransactionIdLoaded('steem');\n } else {\n latestIdToFetch = 'load';\n }\n }\n return latestIdToFetch;\n }", "componentDidMount() {\n API.getRandomUser().then((res) => {\n console.log(res.data.results);\n // mapping to get only relevant data from the call\n const mappedRes = res.data.results.map((apiData) => ({\n first: apiData.name.first,\n last: apiData.name.last,\n thumbnail: apiData.picture.large,\n email: apiData.email,\n phone: apiData.phone,\n dob: formatDate(apiData.dob.date),\n }));\n this.setState({\n results: mappedRes,\n filtered: mappedRes,\n });\n });\n }", "async function queryOne() {\n const courses = await Course.find({\n isPublished: true,\n tags: 'backend',\n })\n .sort('-name')\n .select('name author isPublished price');\n console.log(courses);\n}", "function getMovieInfo() {\n // if no movie entered, default to \"Mr. Nobody\"\n if (userQuery === undefined) {\n userQuery = \"Mr. Nobody\";\n }\n\n axios.get(`http://www.omdbapi.com/?t=${userQuery}&y=&plot=short&apikey=trilogy`)\n .then(function (response) {\n displayMovieInfo(response)\n })\n}", "async function getPostBasedOnSuburb(req, res) { \n try {\n const user = await User.findOne({ _id: req.params.user_id })\n Post.find({ \"Suburb\": user.Suburb }).sort({ createdAt: -1 }).limit(6).then(post => res.json(post))\n } catch (err) {\n console.log(err)\n res.json({\n message: err\n })\n }\n}", "function getInfofromDB(){\n\tvar newData = new dataJs({\n\t\tid : ' ',\n\t\ttime : ' '\n\t\t});\n\tnewData.get('517',function(err,data){\n\t\tlast_id = data.id;\n\t\tconsole.log(last_id);\n\t\tgetJSON();\n\t});\n}", "function loadLastResult() {\n \n request(\"http://introtoapps.com/datastore.php?action=load&appid=215242834&objectid=result-\" + username, \"GET\", \"json\", \"#quiz-list_error\", function(data) {\n \n selectObject(data, data[\"quiz-id\"], quizList);\n \n });\n}", "function getUserByEmail (email, callback) {\n var sql =\n `SELECT \n autoid,\n custnumber,\n altnum,\n momcustnum,\n title,\n firstname,\n lastname,\n company,\n address1,\n address2,\n city,\n LTRIM(RTRIM(state)) AS state,\n zip,\n mailinglist_om.country AS country_code,\n country.country AS country_name,\n email,\n password,\n password2,\n password_nodejs,\n phone,\n extension,\n phone2,\n extension2,\n paymentmethod,\n comment,\n specialinstructions,\n norent,\n nomail,\n emailnewsletter,\n emailnewsletter2,\n plaintextversion,\n emailnewslettergallery,\n shipvia,\n oldshipvia,\n tpshipacct,\n showcase,\n hint,\n deleteaddress,\n username,\n auctionname,\n auction18,\n auctionagreement,\n auctionemail,\n reviewerclass,\n permissions,\n datechanged,\n lastnlsent,\n nlcounter,\n lastnl2sent,\n nl2counter,\n noemailnewsletter,\n noemailnewsletter_ga,\n temppasswordsent,\n logins,\n loginsfailed,\n booklistdownloads,\n booklistlastdownloaddate,\n odr_date,\n temppwd,\n visualserver,\n reencrypted,\n guide_super_admin,\n indexsuperadmin,\n sitelinklogin,\n sitelinkpassword,\n bademailid,\n exempt,\n auctionadmin\n FROM mailinglist_om LEFT JOIN country ON mailinglist_om.country = country.countrycode\n WHERE \n email = :email`;\n\n var params = { email: email };\n\n photoeye\n .query(sql, { replacements: params })\n .spread(function(results, metadata) {\n callback(misc.getAddressInfo(results[0]));\n });\n}", "function fetchUserInfo(requestedBy , requestedFor , cb){\n\n user\n .findOne({_id : requestedFor},{\n display_name: 1,\n profile_pic_1: 1,\n profile_pic_2: 1,\n profile_status: 1,\n balance: 1,\n level: 1,\n country_id: 1,\n profile_views: 1,\n matches_plays: 1,\n matches_won: 1,\n coins_won: 1,\n games :1,\n privacy_policy:1,\n \"friends.buddies\":1,\n \"lp_user_contacts.user_id\" :1\n })\n .populate('lp_user_contacts.user_id','display_name balance level profile_pic_1')\n .populate('friends.buddies.user_id','display_name balance level profile_pic_1')\n .exec(function (err, queryOutput) {\n //console.log(\"Query Output : \",queryOutput);\n\n if (err) {\n return cb(err,null);\n }\n else {\n if (!queryOutput) {\n return cb(null, null);\n }\n else {\n if (requestedBy != requestedFor) {\n queryOutput.profile_views++;\n logger.info(\"User1 is different from user2 . Profile views will be updated.\");\n cb(null, queryOutput);\n updateProfileView(queryOutput._id, 1);\n //return cb(null, queryOutput);\n\n } else {\n logger.info(\"User1 is same as User2. Not updating profile view .\");\n return cb(null, queryOutput);\n }\n }\n }\n });\n\n}", "async updateLastReads () {\n\t\tif (!this.team) { return; }\n\t\tawait new LastReadsUpdater({\n\t\t\tdata: this.data,\n\t\t\tuser: this.user,\n\t\t\tstream: this.stream,\n\t\t\tteam: this.team,\n\t\t\tpreviousPostSeqNum: this.attributes.seqNum - 1,\n\t\t\tlogger: this\n\t\t}).updateLastReads();\n\t}", "function getAuthorById() {\n\tvar snippet = {\n\t\tquery: {\"id\": \"-K_W_cxqkjGVo8zEfLUc\"},\n\t\tfields: \"name,about,thumbnail,facebook\"\n\t}\n\trimer.author.findOne(snippet, function(error, value) {\n\t\tif(error) {\n\t\t\tconsole.log(error)\n\t\t}\n\t\telse {\n\t\t\tconsole.log(value)\n\t\t}\n\t})\n}", "static async getJobsAscend() {\n try {\n const response = await db.any(\n `SELECT * FROM jobs ORDER BY date_posted ASC`\n );\n // for dev testing -- remove when prod\n console.log(response);\n return response;\n } catch (error) {\n // dev testing purposes\n console.error(\"ERROR: \", error);\n return error;\n }\n }", "function APILatest(){\n return fetch(\"https://api.exchangeratesapi.io/latest\")\n .then(response => response.json());\n}", "async updateBreed() {\n if (!this.state.filtered) {\n wrapper.getBreed().then(response => {\n this.setState({\n maxPage:\n Math.floor(response[\"num_results\"] / 20) +\n (response[\"num_results\"] % 20 ? 1 : 0),\n breedList: response[\"objects\"],\n info_loaded: true\n });\n });\n } else {\n this.filter(this.state.currentPage);\n }\n }", "getBio() {\n let bio = `${this.firstName} is ${this.age}.`;\n this.likes.forEach((like) => {\n bio += ` ${this.firstName} likes ${like}.`;\n });\n return bio;\n }", "function getLastIntent() {\n return new Promise((resolve, reject) => {\n historyDataset.get('LastIntent', function(err, data) {\n if (err) { reject(err); return; }\n resolve(data);\n });\n });\n}", "async function lastMeasurement() {\n const result = await database.execute(\"SELECT * FROM SensorData ORDER BY id DESC LIMIT 0, 1\");\n\n // Result is the second item in a tuple\n const reading = result[0][0]\n \n // Return result in proper json format\n return {prevTemperature:reading.temperature, prevHumidity:reading.humidity, timestamp:reading.timestamp};\n}", "hasBiome() {\n let biome = {\n 1: 'Meadows',\n 2: 'Meadows',\n 3: 'Meadows',\n 4: 'Forest',\n 5: 'Forest',\n 6: 'Meadows',\n 7: 'Meadows',\n 8: 'Meadows',\n 9: 'Water',\n 10: 'Meadows',\n 11: 'Forest',\n 12: 'Forest',\n 13: 'Forest',\n 14: 'Forest',\n 15: 'Forest',\n 16: 'Meadows',\n 17: 'Meadows',\n 18: 'Meadows',\n 19: 'Meadows',\n 20: 'Forest',\n 21: 'Forest',\n 22: 'Forest',\n 23: 'Forest',\n 24: 'Water',\n 25: 'Water',\n 26: 'Water',\n 27: 'Water',\n 28: 'Water',\n 29: 'Water',\n 30: 'Water',\n 31: 'Dessert',\n 32: 'Dessert',\n 33: 'Dessert',\n 34: 'Dessert',\n 35: 'Dessert'\n };\n\n if (biome.hasOwnProperty(this.props.currentTile)) {\n return biome[this.props.currentTile];\n } else {\n return false;\n }\n }", "getbio() {\n let bio = `${this.firstName} is ${this.age}`;\n this.likes.forEach((like) => {\n bio = bio + ` ${this.firstName} likes ${like} `;\n });\n return bio;\n }", "getCurrentInternship(internshipID){\n const internship = this.state.InternshipData.find(internship=> internship.id === internshipID);\n return internship;\n }", "function findMostRecentGame(game) {\n return game.status !== \"future\"\n}", "async function getCrawl(db, o) {\n var o = o||{};\n if(o.log) console.log('-getCrawl:');\n var whr = '\"status\" = 0', ord = '\"priority\" DESC, \"references\" DESC';\n var row = await db.get(`SELECT * FROM \"pages\" WHERE ${whr} ORDER BY ${ord} LIMIT 1`);\n if(o.log) console.log(' .row', row);\n return row;\n}", "async function get_info_from_tpdb(actor_name, settings) {\r\n $log(\"[AMDX] MSG: START TPDB Data Extraction\");\r\n let result = {\r\n 'id': 'tpdb',\r\n 'img_urls': [],\r\n 'bio': new Set()\r\n };\r\n const tpdb_perf_search_url = `https://master.metadataapi.net/api/performers?q=${encodeURI(actor_name)}`;\r\n const tpdb_perf_search_response = (await $axios.get(tpdb_perf_search_url, { validateStatus: false }));\r\n if (tpdb_perf_search_response.status != 200 || tpdb_perf_search_response.data === undefined) {\r\n $log(\"[AMDX] ERR: TPDB API query failed\");\r\n return result;\r\n }\r\n const tpdb_perf_search_content = tpdb_perf_search_response.data;\r\n // TPDB returns fuzzy matches if actor name does not match\r\n // Ensure the correct result is selected if user requested an exact match.\r\n // Else pick the first result that appears in the response.\r\n let correct_perf_idx = -1;\r\n if (tpdb_perf_search_content.data.length == 1 && !settings.extract_only_if_source_matches_name_exactly) {\r\n correct_perf_idx = 0;\r\n }\r\n if (tpdb_perf_search_content.data.length >= 1 && settings.extract_only_if_source_matches_name_exactly) {\r\n for (let idx = 0; idx < tpdb_perf_search_content.data.length; idx++) {\r\n const element = tpdb_perf_search_content.data[idx];\r\n if (element.name === actor_name) {\r\n correct_perf_idx = idx;\r\n break;\r\n }\r\n }\r\n }\r\n if (correct_perf_idx == -1) {\r\n $log(\"[AMDX] ERR: TPDB Could NOT find correct actor info\");\r\n return result;\r\n }\r\n const tpdb_perf_search_data = tpdb_perf_search_content.data[correct_perf_idx];\r\n // Get initial Bio from search result\r\n if (tpdb_perf_search_data.bio !== \"\") {\r\n result['bio'].add(tpdb_perf_search_data.bio);\r\n }\r\n // Get Image and Thumbnail from search result\r\n result['img_urls'].push(tpdb_perf_search_data.image);\r\n result['img_urls'].push(tpdb_perf_search_data.thumbnail);\r\n const tpdb_perf_url = `https://master.metadataapi.net/api/performers/${tpdb_perf_search_data.id}`;\r\n const tpdb_perf_response = (await $axios.get(tpdb_perf_url, { validateStatus: false }));\r\n if (tpdb_perf_response.status != 200 || tpdb_perf_response.data === undefined) {\r\n $log(\"[AMDX] ERR: TPDB Direct Actor Information Access Failed\");\r\n return result;\r\n }\r\n const perf_data = tpdb_perf_response.data.data;\r\n if (perf_data === undefined) {\r\n $log(\"[AMDX] ERR: TPDB Could NOT read actor information\");\r\n return result;\r\n }\r\n // Add actor bio if user requested all bio\r\n if (perf_data.bio !== \"\" && settings.get_all_bios) {\r\n result['bio'].add(perf_data.bio);\r\n }\r\n // Add all extra from TPDB to extra_info for Custom Field processing later\r\n result['extra_info'] = perf_data.extras;\r\n result['alias_list'] = perf_data.aliases;\r\n // Ensure duplicate URLs are not added\r\n // w/ TPDB it's usually the same image everywhere :/\r\n if (!result['img_urls'].includes(perf_data.image)) {\r\n result['img_urls'].push(perf_data.image);\r\n }\r\n if (!result['img_urls'].includes(perf_data.thumbnail)) {\r\n result['img_urls'].push(perf_data.thumbnail);\r\n }\r\n // Read poster URLs\r\n perf_data.posters.forEach(element => {\r\n if (!result['img_urls'].includes(element['url'])) {\r\n result['img_urls'].push(element['url']);\r\n }\r\n });\r\n // Get all bios and image URLs if requested by user\r\n if (settings.get_all_bios || settings.get_all_images) {\r\n perf_data.site_performers.forEach(element => {\r\n if (settings.get_all_bios && element.bio !== \"\") {\r\n result['bio'].add(element.bio);\r\n }\r\n if (settings.get_all_images && !result['img_urls'].includes(element.image)) {\r\n result['img_urls'].push(element.image);\r\n }\r\n if (settings.get_all_images && !result['img_urls'].includes(element.thumbnail)) {\r\n result['img_urls'].push(element.thumbnail);\r\n }\r\n });\r\n }\r\n $log(\"[AMDX] MSG: END TPDB Data Extraction\");\r\n return result;\r\n }", "function emblBreadcumbLookup(termName) {\n // @todo: if a UUID meta property is set, use that\n\n // if it's UUID match we use that\n termObject = emblBreadcumbLookupByUuid(termName);\n if (typeof termObject != \"undefined\") {\n return; //exit\n }\n\n // We prefer profiles\n Array.prototype.forEach.call(Object.keys(emblTaxonomy.terms), function (termId) {\n var term = emblTaxonomy.terms[termId];\n if (term.type == \"profile\") {\n if (term.name === termName) {\n termObject = term;\n return; //exit\n }\n }\n });\n\n // If no profile found, match other types of taxonomy entries\n if (typeof termObject === \"undefined\") {\n Array.prototype.forEach.call(Object.keys(emblTaxonomy.terms), function (termId) {\n var term = emblTaxonomy.terms[termId];\n if (term.type != \"profile\") {\n if (term.name === termName) {\n termObject = term;\n return; //exit\n }\n }\n });\n }\n\n // If there's still no match, see if we can find a matching display name\n // @todo: this is an easy win but creates messy matching, but maybe that's ok if you're not using UUID\n // There's a risk of multiple \"training\" entries\n\n // We prefer profiles\n Array.prototype.forEach.call(Object.keys(emblTaxonomy.terms), function (termId) {\n var term = emblTaxonomy.terms[termId];\n if (term.type == \"profile\") {\n if (term.name_display === termName) {\n termObject = term;\n return; //exit\n }\n }\n });\n\n // If no profile found, match other types of taxonomy entries\n if (typeof termObject === \"undefined\") {\n Array.prototype.forEach.call(Object.keys(emblTaxonomy.terms), function (termId) {\n var term = emblTaxonomy.terms[termId];\n if (term.type != \"profile\") {\n if (term.name_display === termName) {\n termObject = term;\n return; //exit\n }\n }\n });\n }\n }", "getMostRecent(req, res) {\n // SQL for most recent projects.\n // TODO - factor out KpiProjects, we're not using it now.\n /*\n let sql = \"select id, title, description, startAt, ProjectUpdated, \" +\n \" greatest(ProjectUpdated, COALESCE(TUdate, '2000-01-01'), \" +\n \" COALESCE(TCdate, '2000-01-01'), COALESCE(KUdate, '2000-01-01'), \" +\n \" COALESCE(KCdate, '2000-01-01')) as MostRecent from \" +\n \" (select P.id as id, P.title, P.description, P.startAt, P.updatedAt as ProjectUpdated , \" +\n \" (select max(T.updatedAt) from Tasks T where T.projectId = P.id) as TUdate, \" +\n \" (select max(T.createdAt) from Tasks T where T.projectId = P.id) as TCdate, \" +\n \" (select max(K.updatedAt) from Kpis K, KpiProjects KP where K.id = KP.kpiId \" +\n \" and P.id = KP.projectId) as KUdate, \" +\n \" (select max(K.createdAt) from Kpis K, KpiProjects KP where K.id = KP.kpiId \" +\n \" and P.id = KP.projectId) as KCdate \" +\n \" from Projects P) as Proj \"; */\n let sql = \"\";\n return models.sequelize\n .query(sql,\n {\n type: models.sequelize.QueryTypes.SELECT,\n limit: 3,\n order: [[\"MostRecent\", \"DESC\"]]\n }\n )\n .then(projects => {\n res.status(200).send(projects);\n })\n .catch(error => {\n logger.error(error.stack);\n res.status(400).send(error);\n });\n }" ]
[ "0.545689", "0.53354096", "0.520763", "0.5181373", "0.5155195", "0.5141333", "0.5138552", "0.51321214", "0.5122252", "0.51066303", "0.51021", "0.5084579", "0.49787682", "0.49219683", "0.49174976", "0.4917266", "0.49101198", "0.4909505", "0.49082303", "0.4872711", "0.48624122", "0.48477542", "0.48430243", "0.48269048", "0.48212355", "0.4815357", "0.48091647", "0.47839376", "0.47788516", "0.4771068", "0.47685176", "0.47505602", "0.47473672", "0.47178963", "0.47014686", "0.47002864", "0.4681827", "0.4681558", "0.46804076", "0.46652907", "0.46597236", "0.4655415", "0.46486226", "0.46459183", "0.4620604", "0.4618098", "0.46156007", "0.46154854", "0.4608676", "0.4608669", "0.45990855", "0.45940387", "0.45909527", "0.4578855", "0.45786294", "0.45777357", "0.45691454", "0.4565967", "0.45615715", "0.45605612", "0.45564246", "0.4551758", "0.45505765", "0.45483285", "0.45476753", "0.45464072", "0.45439073", "0.45431608", "0.45404541", "0.45402142", "0.4539488", "0.45379472", "0.4532486", "0.45271358", "0.45262402", "0.4524084", "0.4522172", "0.4519709", "0.45191365", "0.45177618", "0.45176154", "0.451335", "0.45100272", "0.450864", "0.4506057", "0.45059264", "0.45045638", "0.45024553", "0.45007613", "0.4500551", "0.44893554", "0.44886026", "0.44876716", "0.44857544", "0.4485323", "0.448518", "0.44846103", "0.44829306", "0.44808286", "0.44784778" ]
0.57881284
0
can uncomment for opacity(while drawing there will be less opacity)
draw(){ ctx.beginPath() ctx.arc(this.x,this.y,this.size,0,Math.PI * 2,false) ctx.fillStyle = '#8C5523'; ctx.fill(); //ctx.globalAlpha=0.3; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function fadeIn() {\n\n if (ctx.globalAlpha < 1) {\n ctx.globalAlpha += 0.001;\n paint(); }\n }", "drawFog(opacity) {\n if (opacity > 0) {\n let fogColor = this.p.color(255,255,255,opacity);\n this.p.strokeWeight(10);\n this.p.stroke(fogColor);\n this.p.fill(fogColor);\n this.p.rect(0,0,this.myWidth,this.myHeight);\n }\n }", "function opacityChanged(){\n\n\tscribble_canvas.alpha = document.getElementById(\"opacitybtn\").value/100;\n\tscribble_canvas.UpdateSize( true );\n\tscribble_canvas.redraw();\n \n}", "function mouseClicked() {\n background(0);\n if (myalpha > backFade) {\n myalpha = backFade;\n lineStroke = 20;\n } else { \n myalpha = 255;\n lineStroke = 120;\n }\n}", "function bug_workaround(canvas) {\n canvas.style.opacity = 0.99;\n setTimeout(function() {\n canvas.style.opacity = 1;\n }, 1);\n}", "update() {\n if (this.alpha < 0.9) {\n this.alpha += 0.1\n }\n }", "function grayOut() {\r\n that.surface.createRect({\r\n x: 0, y: 0, width: that.width, height: that.height\r\n }).setFill([255, 255, 255, 0.4]);\r\n }", "function opacityUp() {\n for (let ii = 0; ii < props.activeLayers.length; ii++) {\n let ind = props.activeLayers[ii];\n if (props.mainComp.layers[ind].opacity < 0.9) {\n props.mainComp.layers[ind].opacity += 0.1;\n } else {\n props.mainComp.layers[ind].opacity = 1.0;\n }\n }\n props.changeOneTimeEvent(\"redrawCanvas\");\n }", "draw() {\n\t\tnoStroke();\n\t\tfill('rgba(255,255,255,0.5)');\n\t\tcircle(this.pos.x, this.pos.y, this.size);\n\t}", "function markeropacity(e) {\n if (e){\n markeropa.setOpacity(0.45);\n }\n else {\n markeropa.setOpacity(1);\n }\n }", "function changeOpacity() {\n heatmap.set(\"opacity\", heatmap.get(\"opacity\") ? null : 0.2);\n }", "'transparent'(callback) {\n\t\tthis.style('opacity', 0, callback);\n\t}", "function draw() {\n background(204, 153, 0);\n}", "function draw(){\r\n background(\"white\");\r\n \r\n \r\n \r\n}", "function eraserFigureDraw()\n {\n figureCanvas.setAttribute(\"style\", \"opacity:0; height: 0;\");\n display.ds_01.setAttribute(\"style\", \"opacity:0;\");\n display.ds_02.setAttribute(\"style\", \"opacity:0;\");\n display.ds_03.setAttribute(\"style\", \"opacity:0;\");\n display.ds_04.setAttribute(\"style\", \"opacity:0;\");\n setTimeout(() =>\n {\n figureSplash.splash01.setAttribute(\"style\", \"opacity:0; margin-left: -300px;\");\n figureSplash.splash02.setAttribute(\"style\", \"opacity:0; margin-left: -300px;\");\n figureSplash.splash03.setAttribute(\"style\", \"opacity:0; margin-left: -300px;\");\n figureSplash.splash04.setAttribute(\"style\", \"opacity:0; margin-left: -300px;\");\n }, 300\n );\n }", "draw() {\n\t\tnoStroke();\n\t\tfill(\"rgba(255, 255, 255, 0.1)\");\n\t\tcircle(this.pos.x, this.pos.y, this.size);\n\t}", "getOpacity(){return this.__opacity}", "changeOpacity() {\n this.heatmap.set('opacity', this.heatmap.get('opacity') ? null : 0.2);\n }", "function redeffect(pixels) {\n for (let i = 0; i < pixels.data.length; i = i + 4) {\n pixels.data[i + 0] = pixels.data[i + 0] + 100;\n pixels.data[i + 1] = pixels.data[i + 1] - 50;\n pixels.data[i + 2] = pixels.data[i + 2] * 0.4\n// pixels[i+3]=pixels[i+3]*0.4 //we have set global alpha kind of opacity so we didnt alter pixels[i+3] in line(37)\n \n\n }\n return pixels; //then returning pixels \n\n}", "function pixelNormal(){\n\tcontext.lineWidth=1;\n}", "function drawTransition(){\n ctx.globalAlpha = transitionAlpha;\n ctx.drawImage(transitionBg, 0, 0);\n if(transitionAlpha < 1){\n transitionAlpha += 0.02;\n }\n else{\n ctx.globalAlpha = 1;\n changeGameState(1);\n transitionAlpha = 0;\n }\n \n}", "function draw() {\n background(220);\n}", "function levelThree() {\n canDraw.level = 3;\n gridColor(\"transparent\");\n}", "drawCanvas(ctx, opacity) {\n\t\tctx.globalAlpha = this.boundedOpacity(opacity);\n\t\tctx.fillStyle = this.color;\n\t\tctx.strokeStyle = this.color;\n\t\tctx.beginPath();\n\t\tctx.moveTo(this.p1.x, this.p1.y);\n\t\tctx.lineTo(this.p2.x, this.p2.y);\n\t\tctx.lineTo(this.p3.x, this.p3.y);\n\t\tctx.closePath();\n\t\tctx.stroke();\n\t\tctx.fill();\n\t}", "function ChangeOpacity(value) {\n guiData.opacity = value;\n p.getBubbleDrawer().adjustOpacity(value);\n if (!isPlaying)\n refreshDisplay();\n}", "function updateOpacity(delta) {\n for(let linePoint of linePoints) {\n linePoint.opacity -= delta * opacityDecrement;\n }\n // this filter routine might need a modification to solve TODO .1\n linePoints = linePoints.filter((e, i) => { \n\n // if(e.opacity < -0.2 && omncesaf === 0) {\n // console.log(linePoints[0] === e);\n // console.log(e);\n // omncesaf = 1;\n // }\n\n // we can't delete an element if the successor still has some opacity left, this can cause little artifacts \n // if we move lines really fast\n if(linePoints.length > (i+1)) {\n return e.opacity > -0.2 || linePoints[i+1].opacity > -0.2;\n }\n\n return e.opacity > -0.2;\n });\n\n\n for(let sparkle of sparkles) {\n sparkle.opacity -= delta * opacityDecrement * 1.54;\n }\n // this filter routine might need a modification to solve TODO .1\n sparkles = sparkles.filter((e) => e.opacity > 0);\n\n\n for(let lightShaft of lightShafts) {\n lightShaft.opacity -= delta * 1.385;\n }\n // this filter routine might need a modification to solve TODO .1\n lightShafts = lightShafts.filter((e) => e.opacity > 0);\n}", "opacity(value) {\n this._opacity = value;\n }", "function connect() {\r\n let opacityValue = 1;\r\n for (let a = 0; a < particleArray.length; a++) {\r\n for (let b = a; b < particleArray.length; b++) {\r\n let distance = Math.sqrt(((particleArray[a].x - particleArray[b].x) * (particleArray[a].x - particleArray[b].x)) +\r\n ((particleArray[a].y - particleArray[b].y) * (particleArray[a].y - particleArray[b].y)));\r\n if (distance < 110) {\r\n opacityValue = 1 - (distance / 100);\r\n ctx.strokeStyle = 'rgba(0,0,0,' + opacityValue + ')';\r\n ctx.beginPath();\r\n ctx.lineWidth = 2;\r\n ctx.moveTo(particleArray[a].x, particleArray[a].y);\r\n ctx.lineTo(particleArray[b].x, particleArray[b].y);\r\n ctx.stroke();\r\n\r\n }\r\n }\r\n }\r\n }", "function rect_mouseover() {\n\t\t\tpercentText.style(\"opacity\", 1)\n\t\t\tapproveText.style(\"opacity\", 1)\n\t\t\tfocusDate.style(\"opacity\", 1)\n\t\t}", "function xAniOpacity(xa, o, tt, at, qc, oed, oea, oef)\r\n{\r\n var a = xa.init(xa.e, at, qc, tt, onRun, onRun, oed, oea, oef);\r\n a.x1 = xOpacity(a.e); // start opacity\r\n a.x2 = o; // end opacity\r\n if (a.as) a.start();\r\n return a;\r\n function onRun(o) { xOpacity(o.e, o.x); }\r\n // (o.x == 1) ? 0.9999 : o.x; // for Gecko bug?\r\n}", "function TransparencyData(alphaPen,alphaBrush,blendMode){this.alphaPen=alphaPen;this.alphaBrush=alphaBrush;this.blendMode=blendMode;}", "function draw() {\n background(204, 231, 227)\n checkState();\n}", "_drawStepCanvas(color, opacity, x, y, canvas) {\r\n const that = this;\r\n if (that.squareWidth) {\r\n that.lineWidth = that.squareWidth;\r\n that.lineHeight = that.squareWidth;\r\n }\r\n let ctx = canvas.getContext('2d');\r\n ctx.beginPath();\r\n ctx.globalAlpha = opacity;\r\n ctx.strokeStyle = color;\r\n ctx.fillStyle = color;\r\n ctx.rect(x, y, that.lineWidth, that.lineHeight);\r\n ctx.fill();\r\n }", "changeOpacity(selector, opacity) {\n const targets = document.querySelectorAll(selector);\n [].forEach.call(targets, (path) => {\n path.setAttribute(\"stroke-opacity\", opacity);\n path.setAttribute(\"fill-opacity\", opacity);\n });\n }", "function setOpacity(elm, // @param Node:\r\n opacity, // @param Number: float(from 0.0 to 1.0)\r\n diff) { // @param Boolean(= false):\r\n if (diff) {\r\n opacity += _float(elm.style.opacity || _runstyle(elm, \"\").opacity);\r\n }\r\n elm.style.opacity = (opacity > 0.999) ? 1\r\n : (opacity < 0.001) ? 0 : opacity;\r\n}", "function whiteout()\n {\n $('.square').css({'opacity':'1','background-color':'#FFF'});\n }", "function fillarea(){\r\n if(this.checked){\r\n letter2.selectAll(\"rect\") \r\n .style(\"opacity\", .2)\r\n }\r\n else{\r\n letter2.selectAll(\"rect\") \r\n .style(\"opacity\", 0)\r\n }\r\n }", "function brush() {\n var actives = vm.genes.filter(function(p) { return !y[p].brush.empty(); }),\n extents = actives.map(function(p) { return y[p].brush.extent(); });\n foreground.classed(\"fade\", function(d) {\n return !actives.every(function(p, i) {\n return extents[i][0] <= d[p] && d[p] <= extents[i][1];\n });\n });\n }", "function connect()\n{\n let opacityValue = 1;\n for (let a = 0; a < particlesArray.length; a++)\n {\n for (let b = a; b < particlesArray.length; b++)\n {\n let distance = ((particlesArray[a].x - particlesArray[b].x) * (particlesArray[a].x - particlesArray[b].x)) + ((particlesArray[a].y - particlesArray[b].y) * (particlesArray[a].y - particlesArray[b].y));\n if (distance < (canvas.width/7) * (canvas.height/7))\n {\n opacityValue = 1 - (distance/20000);\n ctx.strokeStyle = 'rgba(130,226,11,'+ opacityValue + ')';\n ctx.lineWidht = 1;\n ctx.beginPath();\n ctx.moveTo(particlesArray[a].x, particlesArray[a].y);\n ctx.lineTo(particlesArray[b].x, particlesArray[b].y);\n ctx.stroke();\n }\n }\n }\n}", "function myfunc() {\n\tchangeBrush();\n\tval_col = getsliderval();\n\tctx.strokeStyle = val_col;// \n\tctx.globalAlpha = Ax;\n\tctx.lineWidth = lthick;\n\tctx2.fillStyle = val_col;\n\tctx2.fill();\n}", "function makevisible(cur,which){\r\nstrength=(which==0)? 1 : 0.6\r\n\r\nif (cur.style.MozOpacity)\r\ncur.style.MozOpacity=strength\r\nelse if (cur.filters)\r\ncur.filters.alpha.opacity=strength*100\r\n}", "show() {\n fill(this.fill, this.alpha);\n strokeWeight(4);\n stroke(255);\n ellipse(this.x, this.y, (this.r * 2));\n }", "function draw() {\n // We slowly clear each frame\n const opacity = 0.05;\n background(0, 0, 0, opacity * 255);\n\n if (!active) {\n const dim = min(width, height);\n noStroke();\n fill(255);\n polygon(width / 2, height / 2, dim * 0.05, 3);\n }\n}", "show(){\n push();\n\n colorMode(RGB, 255)\n fill(this.color);\n noStroke();\n\n ellipse(this.x, this.y, DOT_SIZE);\n\n pop();\n }", "setAlphas() {\n this.room2_map.alpha = 0.0;\n this.room2_notebook.alpha = 0.0;\n this.room2_activityLocked.alpha = 0.0;\n this.room2_E_KeyImg.alpha = 0.0;\n this.room2_help_menu.alpha = 0.0;\n this.hideActivities();\n this.room2_hole_activity.alpha = 0.0;\n this.room2_hole_nextRoom.alpha = 0.0;\n this.leftArrow.alpha = 0;\n this.rightArrow.alpha = 0;\n\t this.returnDoor.alpha = 1;\n this.countCoin.alpha = 0.0;\n this.coin0.alpha = 0.0;\n this.coinHead.alpha = 0.0;\n this.profile.alpha = 0.0;\n }", "function paint() {\n\t//clear()\n\tnoFill()\n\tsystem.show();\n}", "function overlay() {\n sketch.strokeWeight(1);\n sketch.stroke(0, 0, 255, 75);\n sketch.fill(0, 0, 255, 75);\n sketch.rectMode(sketch.CENTER);\n sketch.rect(sketch.mouseX, sketch.mouseY, 100, 100);\n }", "function setOpacity(){\n\tvar red = document.getElementById('red');\n\tvar green = document.getElementById('green');\n\tvar blue = document.getElementById('blue');\n\tvar darkorange = document.getElementById('darkorange');\n\tvar orangered = document.getElementById('orangered');\n\tvar tomato = document.getElementById('tomato');\n\tvar orange = document.getElementById('orange');\n\tvar yellow = document.getElementById('yellow');\n\tvar pink = document.getElementById('pink');\n\tvar black = document.getElementById('black');\n\tvar brown = document.getElementById('brown');\n\tvar palevioletred = document.getElementById('palevioletred');\n\tvar darkred = document.getElementById('darkred');\n\tvar indianred = document.getElementById('indianred');\n\tvar crimson = document.getElementById('crimson');\n\tvar firebrick = document.getElementById('firebrick');\n\tvar maroon = document.getElementById('maroon');\n\tvar chocolate = document.getElementById('chocolate');\n\tvar sienna = document.getElementById('sienna');\n\tvar saddlebrown = document.getElementById('saddlebrown');\n\tvar burlywood = document.getElementById('burlywood');\n\tvar peru = document.getElementById('peru');\n\tvar rosybrown = document.getElementById('rosybrown');\n\tvar sandybrown = document.getElementById('sandybrown');\n\tvar coral = document.getElementById('coral');\n\tvar darksalmon = document.getElementById('darksalmon');\n\tvar lightcoral = document.getElementById('lightcoral');\n\tvar lightsalmon = document.getElementById('lightsalmon');\n\tvar navy = document.getElementById('navy');\n\tvar darkblue = document.getElementById('darkblue');\n\tvar cornflowerblue = document.getElementById('cornflowerblue');\n\tvar blueviolet = document.getElementById('blueviolet');\n\tvar royalblue = document.getElementById('royalblue');\n\tvar cadetblue = document.getElementById('cadetblue');\n\tvar darkcyan = document.getElementById('darkcyan');\n\tvar darkslateblue = document.getElementById('darkslateblue');\n\tvar dimgray = document.getElementById('dimgray');\n\tvar darkslategray = document.getElementById('darkslategrey');\n\tvar mediumblue = document.getElementById('mediumblue');\n\tvar mediumslateblue = document.getElementById('mediumslateblue');\n\tvar midnightblue = document.getElementById('midnightblue');\n\tvar lightblue = document.getElementById('lightblue');\n\tvar deepskyblue = document.getElementById('deepskyblue');\n\tvar mediumturquoise = document.getElementById('mediumturquoise');\n\tvar dodgerblue = document.getElementById('dodgerblue');\n\tvar lightskyblue = document.getElementById('lightskyblue');\n\tvar lightsteelblue = document.getElementById('lightsteelblue');\n\tvar powderblue = document.getElementById('powderblue');\n\tvar skyblue = document.getElementById('skyblue');\n\tvar slateblue = document.getElementById('slateblue');\n\tvar steelblue = document.getElementById('steelblue');\n\tvar teal = document.getElementById('teal');\n\tvar darkturquoise = document.getElementById('darkturquoise');\n\tvar aqua = document.getElementById('aqua');\n\tvar aquamarine = document.getElementById('aquamarine');\n\tvar mediumaquamarine = document.getElementById('mediumaquamarine');\n\tvar cyan = document.getElementById('cyan');\n\tvar turquoise = document.getElementById('turquoise');\n\tvar paleturquoise = document.getElementById('paleturquoise');\n\tvar darkseagreen = document.getElementById('darkseagreen');\n\tvar lightseagreen = document.getElementById('lightseagreen');\n\tvar mediumspringgreen = document.getElementById('mediumspringgreen');\n\tvar mediumseagreen = document.getElementById('mediumseagreen');\n\tvar springgreen = document.getElementById('springgreen');\n\tvar palegreen = document.getElementById('palegreen');\n\tvar lightgreen = document.getElementById('lightgreen');\n\tvar darkkhaki = document.getElementById('darkkhaki');\n\tvar darkgray = document.getElementById('darkgray');\n\tvar gray = document.getElementById('gray');\n\tvar slategray = document.getElementById('slategray');\n\tvar lightslategray = document.getElementById('lightslategray');\n\tvar darkgreen = document.getElementById('darkgreen');\n\tvar chartreuse = document.getElementById('chartreuse');\n\tvar darkolivegreen = document.getElementById('darkolivegreen');\n\tvar olive = document.getElementById('olive');\n\tvar olivedrab = document.getElementById('olivedrab');\n\tvar lime = document.getElementById('lime');\n\tvar lawngreen = document.getElementById('lawngreen');\n\tvar forestgreen = document.getElementById('forestgreen');\n\tvar limegreen = document.getElementById('limegreen');\n\tvar seagreen = document.getElementById('seagreen');\n\tvar greenyellow = document.getElementById('greenyellow');\n\tvar yellowgreen = document.getElementById('yellowgreen');\n\tvar gold = document.getElementById('gold');\n\tvar darkgoldenrod = document.getElementById('darkgoldenrod');\n\tvar goldenrod = document.getElementById('goldenrod');\n\tvar mediumpurple = document.getElementById('mediumpurple');\n\tvar orchid = document.getElementById('orchid');\n\tvar plum = document.getElementById('plum');\n\tvar purple = document.getElementById('purple');\n\tvar salmon = document.getElementById('salmon');\n\tvar tan = document.getElementById('tan');\n\tvar thistle = document.getElementById('thistle');\n\tvar violet = document.getElementById('violet');\n\tvar mediumvioletred = document.getElementById('mediumvioletred');\n\tvar magenta = document.getElementById('magenta');\n\tvar fuchsia = document.getElementById('fuchsia');\n\tvar darkviolet = document.getElementById('darkviolet');\n\tvar deeppink = document.getElementById('deeppink');\n\tvar hotpink = document.getElementById('hotpink');\n\tvar indigo = document.getElementById('indigo');\n\tvar darkmagenta = document.getElementById('darkmagenta');\n\tvar darkorchid = document.getElementById('darkorchid');\n\tvar mediumorchid = document.getElementById('mediumorchid');\n\tvar lightpink = document.getElementById('lightpink');\n\tvar gainsboro = document.getElementById('gainsboro');\n\tvar ghostwhite = document.getElementById('lightpink');\n\tvar white = document.getElementById('gainsboro');\n\tvar whitesmoke = document.getElementById('whitesmoke');\n\tvar antiquewhite = document.getElementById('antiquewhite');\n\tvar cornsilk = document.getElementById('cornsilk');\n\tvar silver = document.getElementById('silver');\n\tvar floralwhite = document.getElementById('floralwhite');\n\tvar aliceblue = document.getElementById('aliceblue');\n\tvar azure = document.getElementById('azure');\n\tvar beige = document.getElementById('beige');\n\tvar bisque = document.getElementById('bisque');\n\tvar blanchedalmond = document.getElementById('blanchedalmond');\n\tvar wheat = document.getElementById('wheat');\n\tvar honeydew = document.getElementById('honeydew');\n\tvar lightyellow = document.getElementById('lightyellow');\n\tvar ivory = document.getElementById('ivory');\n\tvar lavender = document.getElementById('lavender');\n\tvar lavenderblush = document.getElementById('lavenderblush');\n\tvar lemonchiffon = document.getElementById('lemonchiffon');\n\tvar snow = document.getElementById('snow');\n\tvar seashell = document.getElementById('seashell');\n\tvar papayawhip = document.getElementById('papayawhip');\n\tvar palegoldenrod = document.getElementById('palegoldenrod');\n\tvar oldlace = document.getElementById('oldlace');\n\tvar mintcream = document.getElementById('mintcream');\n\tvar mistyrose = document.getElementById('mistyrose');\n\tvar moccasin = document.getElementById('moccasin');\n\tvar peachpuff = document.getElementById('peachpuff');\n\tvar navajowhite = document.getElementById('navajowhite');\n\tvar lightgray = document.getElementById('lightgray');\n\tvar lightgoldenrodyellow = document.getElementById('lightgoldenrodyellow');\n\tvar lightcyan = document.getElementById('lightcyan');\n\tvar linen = document.getElementById('linen');\n\tvar khaki = document.getElementById('khaki');\n\tvar gunmetal = document.getElementById('#2C3539');\n\tvar midnight = document.getElementById('#2B1B17');\n\tvar charcoal = document.getElementById('#34282C');\n\tvar blackcat = document.getElementById('#413839');\n\tvar blackeel = document.getElementById('#463E3F');\n\tvar blackcow = document.getElementById('#4C4646');\n\tvar oil = document.getElementById('#3B3131');\n\tvar graywolf = document.getElementById('#504A4B');\n\tvar vampiregray = document.getElementById('#565051');\n\tvar graydolphin = document.getElementById('#5C5858');\n\tvar carbongray = document.getElementById('#625D5D');\n\tvar ashgray = document.getElementById('#666362');\n\tvar cloudygray = document.getElementById('#6D6968');\n\tvar smokeygray = document.getElementById('#726E6D');\n\tvar granite = document.getElementById('#837E7C');\n\tvar battleshipgray = document.getElementById('#848482');\n\tvar blossumpink = document.getElementById('#F9B7FF');\n\tvar blushpink = document.getElementById('#E6A9EC');\n\tvar bronze = document.getElementById('#CD7F32');\n\tvar tigerorange = document.getElementById('#C88141');\n\tvar caramel = document.getElementById('#C68E17');\n\tvar darkcaramel = document.getElementById('#AF6114');\n\tvar darktigerorange = document.getElementById('#C37528');\n\tvar darkbronze = document.getElementById('#D7893C');\n\tvar redwine = document.getElementById('#990012');\n\tvar burgundy = document.getElementById('#8C001A');\n\tvar cranberry = document.getElementById('#9F000F');\n\tvar chillipepper = document.getElementById('#C11B17');\n\tvar mangoorange = document.getElementById('#FF8040');\n\tvar pumpkinorange = document.getElementById('#F87217');\n\tvar constructionconeorange = document.getElementById('#F87431');\n\tvar halloweenorange = document.getElementById('#E66C2C');\n\tvar mahogany = document.getElementById('#C04000');\n\tvar lavared = document.getElementById('#E42217');\n\tvar lovered = document.getElementById('#E41B17');\n\tvar rubyred = document.getElementById('#F62217');\n\tvar scarlett = document.getElementById('#F70D1A');\n\tvar grapefruit = document.getElementById('#DC381F');\n\tvar bluelotus = document.getElementById('#6960EC');\n\tvar bluewhale = document.getElementById('#342D7E');\n\tvar lapisblue = document.getElementById('#15317E');\n\tvar blueberryblue = document.getElementById('#0041C2');\n\tvar silkblue = document.getElementById('#488AC7');\n\tvar iceberg = document.getElementById('#56A5EC');\n\tvar robineggblue = document.getElementById('#BDEDFF');\n\tvar sand = document.getElementById('#C2B280');\n\tvar lightkhaki = document.getElementById('#A39F64');\n\tvar palekhaki = document.getElementById('#99955A');\n\tvar lightolive = document.getElementById('#858146');\n\tvar darkolive = document.getElementById('#767600');\n\tvar lightolivedrab = document.getElementById('#765900');\n\tvar paleolive = document.getElementById('#8a6800');\n\tvar darkolivedrab = document.getElementById('#8a7f00');\n\tvar darkforrestgreen = document.getElementById('#254117');\n\tvar junglegreen = document.getElementById('#347C2C');\n\tvar shamrockgreen = document.getElementById('#347C17');\n\tvar greenonion = document.getElementById('#6AA121');\n\tvar aliengreen = document.getElementById('#6CC417');\n\tvar zombiegreen = document.getElementById('#54C571');\n\tvar froggreen = document.getElementById('#99C68E');\n\tvar greenpeas = document.getElementById('#89C35C');\n\tvar iguanagreen = document.getElementById('#9CB071');\n\tvar slimegreen = document.getElementById('#BCE954');\n\tvar teagreen = document.getElementById('#CCFB5D');\n\tvar rubberduckyyellow = document.getElementById('#FFD801');\n\tvar brightgold = document.getElementById('#FDD017');\n\tvar saffron = document.getElementById('#FBB917');\n\tvar beer = document.getElementById('#FBB117');\n\tvar beeyellow = document.getElementById('#E9AB17');\n\tvar sunyellow = document.getElementById('#FFE87C');\n\t\n\t\n\tred.style.opacity = \"1\";\n\tgreen.style.opacity = \"1\";\n\tblue.style.opacity = \"1\";\n\tdarkorange.style.opacity = \"1\";\n\torangered.style.opacity = \"1\";\n\ttomato.style.opacity = \"1\";\n\torange.style.opacity = \"1\";\n\tyellow.style.opacity = \"1\";\n\tpink.style.opacity = \"1\";\n\tblack.style.opacity = \"1\";\n\tbrown.style.opacity = \"1\";\n\tpalevioletred.style.opacity = \"1\";\n\tdarkred.style.opacity = \"1\";\n\tindianred.style.opacity = \"1\";\n\tcrimson.style.opacity = \"1\";\n\tfirebrick.style.opacity = \"1\";\n\tmaroon.style.opacity = \"1\";\n\tchocolate.style.opacity = \"1\";\n\tsienna.style.opacity = \"1\";\n\tsaddlebrown.style.opacity = \"1\";\n\tburlywood.style.opacity = \"1\";\n\tperu.style.opacity = \"1\";\n\trosybrown.style.opacity = \"1\";\n\tsandybrown.style.opacity = \"1\";\n\tcoral.style.opacity = \"1\";\n\tdarksalmon.style.opacity = \"1\";\n\tlightcoral.style.opacity = \"1\";\n\tlightsalmon.style.opacity = \"1\";\n\tnavy.style.opacity = \"1\";\n\tdarkblue.style.opacity = \"1\";\n\tcornflowerblue.style.opacity = \"1\";\n\tblueviolet.style.opacity = \"1\";\n\troyalblue.style.opacity = \"1\";\n\tcadetblue.style.opacity = \"1\";\n\tdarkcyan.style.opacity = \"1\";\n\tdarkslateblue.style.opacity = \"1\";\n\tdimgray.style.opacity = \"1\";\n\tdarkslategray.style.opacity = \"1\";\n\tmediumblue.style.opacity = \"1\";\n\tmediumslateblue.style.opacity = \"1\";\n\tmidnightblue.style.opacity = \"1\";\n\tlightblue.style.opacity = \"1\";\n\tdeepskyblue.style.opacity = \"1\";\n\tmediumturquoise.style.opacity = \"1\";\n\tdodgerblue.style.opacity = \"1\";\n\tlightskyblue.style.opacity = \"1\";\n\tlightsteelblue.style.opacity = \"1\";\n\tpowderblue.style.opacity = \"1\";\n\tskyblue.style.opacity = \"1\";\n\tslateblue.style.opacity = \"1\";\n\tsteelblue.style.opacity = \"1\";\n\tteal.style.opacity = \"1\";\n\tdarkturquoise.style.opacity = \"1\";\n\taqua.style.opacity = \"1\";\n\taquamarine.style.opacity = \"1\";\n\tmediumaquamarine.style.opacity = \"1\";\n\tcyan.style.opacity = \"1\";\n\tturquoise.style.opacity = \"1\";\n\tpaleturquoise.style.opacity = \"1\";\n\tdarkseagreen.style.opacity = \"1\";\n\tlightseagreen.style.opacity = \"1\";\n\tmediumspringgreen.style.opacity = \"1\";\n\tmediumseagreen.style.opacity = \"1\";\n\tspringgreen.style.opacity = \"1\";\n\tpalegreen.style.opacity = \"1\";\n\tlightgreen.style.opacity = \"1\";\n\tdarkkhaki.style.opacity = \"1\";\n\tdarkgray.style.opacity = \"1\";\n\tgray.style.opacity = \"1\";\n\tslategray.style.opacity = \"1\";\n\tlightslategray.style.opacity = \"1\";\n\tdarkgreen.style.opacity = \"1\";\n\tchartreuse.style.opacity = \"1\";\n\tdarkolivegreen.style.opacity = \"1\";\n\tolive.style.opacity = \"1\";\n\tolivedrab.style.opacity = \"1\";\n\tlime.style.opacity = \"1\";\n\tlawngreen.style.opacity = \"1\";\n\tforestgreen.style.opacity = \"1\";\n\tlimegreen.style.opacity = \"1\";\n\tseagreen.style.opacity = \"1\";\n\tgreenyellow.style.opacity = \"1\";\n\tyellowgreen.style.opacity = \"1\";\n\tgold.style.opacity = \"1\";\n\tdarkgoldenrod.style.opacity = \"1\";\n\tgoldenrod.style.opacity = \"1\";\n\tmediumpurple.style.opacity = \"1\";\n\torchid.style.opacity = \"1\";\n\tplum.style.opacity = \"1\";\n\tpurple.style.opacity = \"1\";\n\tsalmon.style.opacity = \"1\";\n\ttan.style.opacity = \"1\";\n\tthistle.style.opacity = \"1\";\n\tviolet.style.opacity = \"1\";\n\tmediumvioletred.style.opacity = \"1\";\n\tmagenta.style.opacity = \"1\";\n\tfuchsia.style.opacity = \"1\";\n\tdarkviolet.style.opacity = \"1\";\n\tdeeppink.style.opacity = \"1\";\n\thotpink.style.opacity = \"1\";\n\tindigo.style.opacity = \"1\";\n\tdarkmagenta.style.opacity = \"1\";\n\tdarkorchid.style.opacity = \"1\";\n\tmediumorchid.style.opacity = \"1\";\n\tlightpink.style.opacity = \"1\";\n\tgainsboro.style.opacity = \"1\";\n\tghostwhite.style.opacity = \"1\";\n\twhite.style.opacity = \"1\";\n\twhitesmoke.style.opacity = \"1\";\n\tantiquewhite.style.opacity = \"1\";\n\tcornsilk.style.opacity = \"1\";\n\tsilver.style.opacity = \"1\";\n\tfloralwhite.style.opacity = \"1\";\n\taliceblue.style.opacity = \"1\";\n\tazure.style.opacity = \"1\";\n\tbeige.style.opacity = \"1\";\n\tbisque.style.opacity = \"1\";\n\tblanchedalmond.style.opacity = \"1\";\n\twheat.style.opacity = \"1\";\n\thoneydew.style.opacity = \"1\";\n\tlightyellow.style.opacity = \"1\";\n\tivory.style.opacity = \"1\";\n\tlavender.style.opacity = \"1\";\n\tlavenderblush.style.opacity = \"1\";\n\tlemonchiffon.style.opacity = \"1\";\n\tsnow.style.opacity = \"1\";\n\tseashell.style.opacity = \"1\";\n\tpapayawhip.style.opacity = \"1\";\n\tpalegoldenrod.style.opacity = \"1\";\n\toldlace.style.opacity = \"1\";\n\tmintcream.style.opacity = \"1\";\n\tmistyrose.style.opacity = \"1\";\n\tmoccasin.style.opacity = \"1\";\n\tpeachpuff.style.opacity = \"1\";\n\tnavajowhite.style.opacity = \"1\";\n\tlightgray.style.opacity = \"1\";\n\tlightgoldenrodyellow.style.opacity = \"1\";\n\tlightcyan.style.opacity = \"1\";\n\tlinen.style.opacity = \"1\";\n\tkhaki.style.opacity = \"1\";\n\tgunmetal.style.opacity = \"1\";\n\tmidnight.style.opacity = \"1\";\n\tcharcoal.style.opacity = \"1\";\n\tblackcat.style.opacity = \"1\";\n\tblackeel.style.opacity = \"1\";\n\tblackcow.style.opacity = \"1\";\n\toil.style.opacity = \"1\";\n\tgraywolf.style.opacity = \"1\";\n\tvampiregray.style.opacity = \"1\";\n\tgraydolphin.style.opacity = \"1\";\n\tcarbongray.style.opacity = \"1\";\n\tashgray.style.opacity = \"1\";\n\tcloudygray.style.opacity = \"1\";\n\tsmokeygray.style.opacity = \"1\";\n\tgranite.style.opacity = \"1\";\n\tbattleshipgray.style.opacity = \"1\";\n\tblossumpink.style.opacity = \"1\";\n\tblushpink.style.opacity = \"1\";\n\tbronze.style.opacity = \"1\";\n\ttigerorange.style.opacity = \"1\";\n\tcaramel.style.opacity = \"1\";\n\tdarkcaramel.style.opacity = \"1\";\n\tdarktigerorange.style.opacity = \"1\";\n\tdarkbronze.style.opacity = \"1\";\n\tredwine.style.opacity = \"1\";\n\tburgundy.style.opacity = \"1\";\n\tcranberry.style.opacity = \"1\";\n\tchillipepper.style.opacity = \"1\";\n\tmangoorange.style.opacity = \"1\";\n\tpumpkinorange.style.opacity = \"1\";\n\tconstructionconeorange.style.opacity = \"1\";\n\thalloweenorange.style.opacity = \"1\";\n\tmahogany.style.opacity = \"1\";\n\tlavared.style.opacity = \"1\";\n\tlovered.style.opacity = \"1\";\n\trubyred.style.opacity = \"1\";\n\tscarlett.style.opacity = \"1\";\n\tgrapefruit.style.opacity = \"1\";\n\tbluelotus.style.opacity = \"1\";\n\tbluewhale.style.opacity = \"1\";\n\tlapisblue.style.opacity = \"1\";\n\tblueberryblue.style.opacity = \"1\";\n\tsilkblue.style.opacity = \"1\";\n\ticeberg.style.opacity = \"1\";\n\trobineggblue.style.opacity = \"1\";\n\tsand.style.opacity = \"1\";\n\tlightkhaki.style.opacity = \"1\";\n\tpalekhaki.style.opacity = \"1\";\n\tlightolive.style.opacity = \"1\";\n\tdarkolive.style.opacity = \"1\";\n\tlightolivedrab.style.opacity = \"1\";\n\tpaleolive.style.opacity = \"1\";\n\tdarkolivedrab.style.opacity = \"1\";\n\tdarkforrestgreen.style.opacity = \"1\";\n\tjunglegreen.style.opacity = \"1\";\n\tshamrockgreen.style.opacity = \"1\";\n\tgreenonion.style.opacity = \"1\";\n\taliengreen.style.opacity = \"1\";\n\tzombiegreen.style.opacity = \"1\";\n\tfroggreen.style.opacity = \"1\";\n\tgreenpeas.style.opacity = \"1\";\n\tiguanagreen.style.opacity = \"1\";\n\tslimegreen.style.opacity = \"1\";\n\tteagreen.style.opacity = \"1\";\n\trubberduckyyellow.style.opacity = \"1\";\n\tbrightgold.style.opacity = \"1\";\n\tsaffron.style.opacity = \"1\";\n\tbeer.style.opacity = \"1\";\n\tbeeyellow.style.opacity = \"1\";\n\tsunyellow.style.opacity = \"1\";\n\n}", "function mouseOverCircle() {\n $(this).css(\"opacity\", \"0.5\");\n }", "drawTrail(){\n let opacity = 0;\n\n for (let trail of this.trailPositions) {\n ctx.strokeStyle = `rgba(255,255,255,${opacity})`;\n ctx.beginPath();\n ctx.arc(trail.x, trail.y, 1, this.theta, this.theta - 0.1, true);\n ctx.stroke();\n opacity += 0.5 / this.trailLength;\n }\n }", "function opacity(e) {\n let currentLevel = Number(this.style.opacity);\n if (currentLevel == 1) return;\n this.style.opacity = currentLevel += 0.1;\n}", "function updateColor() {\n bOpts['color'] = ('rgba(' + parseInt(r) + ', ' + parseInt(g) + ', '\n + parseInt(b) + ', ' + bOpts['opacity'] + ')');\n }", "function disable_vertices(){\n all_pts_circle.attr('stroke-opacity', '0.1').attr('fill', 'none');\n all_pts_txt.attr('style', 'display:none;');\n}", "function draw() {\n background(\"#222831\");\n}", "function stripAlpha(d)\n{\n var i;\n for (i = 0; i < (d.width * d.height * 4); i += 4)\n d.data[i + 3] = 255;\n}", "display() {\n\t\tvar alpha = 255;\n\t\tif (this.hover()) {\n\t\t\talpha = 150;\n\t\t} else {\n\t\t\talpha = 255;\n\t\t}\n\t\t// stroke(255);\n\t\t// for (var i = 1; i < interval - 1; i++) {\n\t\t// \tline(0,0, width, 0);\n\t\t// }\n\t\tnoStroke();\n\t\tfill(this.col, alpha);\n\t\tellipseMode(CENTER);\n\t\tellipse(this.x, this.y, this.size, this.size);\n\t\tfill(150, alpha);\n\t\trectMode(CENTER);\n\t\trect(this.x, this.y, this.size/4, this.size/4);\n\t}", "function opacityMod(){\n if(mouseIsPressed && mouseX >= 665 && mouseX <= 670){\n if(mouseY >= 400 && mouseY <= 570){\n opacityConst = mouseY\n return opacityConst\n } else{\n return opacityConst\n }\n } else{\n return opacityConst\n }\n}", "function opacity(id, opacStart, opacEnd, millisec) {\r\n\t //speed for each frame\r\n\t var speed = Math.round(millisec / 100);\r\n\t var timer = 0;\r\n\t //determine the direction for the blending, if start and end are the same nothing happens\r\n\t if(opacStart > opacEnd) {\r\n\t for(i = opacStart; i >= opacEnd; i--) {\r\n\t setTimeout(opacity_change,(timer * speed),i,id);\r\n\t timer++;\r\n\t }\r\n\t }\r\n\t\telse if(opacStart < opacEnd) {\r\n\t for(i = opacStart; i <= opacEnd; i++) {\r\n\t setTimeout(opacity_change,(timer * speed),i,id);\r\n\t timer++;\r\n\t }\r\n\t }\r\n\t}", "paint() {\r\n }", "shiftOpacity() {\n\t\tconst shift = (Math.random() - 0.5) * this.opacityVar;\n\t\tthis.opacity = shift;\n\t}", "function defaultOpacity() {\n ionInstance.update({from: 1});\n censusblockLyr.opacity = 1;\n }", "function toggleTransparency() {\n enableTransparency = !enableTransparency;\n}", "drawOffscreen() { }", "function mouseover(d) {\n // Change element opacity to 0.2\n d3.select(this).style('opacity', 0.2);\n }", "function transparentDiagram() {\n let i;\n let wires = document.getElementsByClassName('wire');\n for (i = 0; i < wires.length; i++) {\n wires[i].setAttribute('opacity', '0.2');\n }\n let texts = document.getElementsByClassName('textOnWire');\n for (i = 0; i < texts.length; i++) {\n texts[i].setAttribute('opacity', '0.2');\n }\n let circles = document.getElementsByTagName('circle');\n for (i = 0; i < circles.length; i++) {\n if (!$(circles[i]).hasClass('dataCircle')) {\n circles[i].setAttribute('opacity', '0.2');\n }\n }\n let uses = document.getElementsByTagName('use');\n for (i = 0; i < uses.length; i++) {\n if (!$(uses[i]).hasClass('transparent')) {\n uses[i].setAttribute('opacity', '0.2');\n }\n }\n $('#instructionTable').css('opacity', '0.2');\n $('#registerTable').css('opacity', '0.2');\n $('#memoryTable').css('opacity', '0.2')\n}", "background(lib){\n lib.moveTo(lib.width/2,lib.height/2);\n lib.penColor(\"black\");\n lib.dot(500);\n }", "setOpacity(opacity) {\n this.setStyle({\n opacity: opacity,\n });\n }", "function draw() {\n background(0);\n checkState();\n}", "function updateTransp(e) {\n\t\t\ttra = Number(e.target.value) / 100;\t\t\t\t\t\t\t\t\t/*the function stores the input value in tra. 100 devision because opacity range is 0.0-1.0*/\n\t\t\tbodyId.style.opacity = tra;\t\t\t\t\t\t\t\t\t\t\t\t\t/*the body opacity receives the velue in type of number!!!*/\n\t\t}", "function connect() {\n let opacityValue = 1;\n for (let a = 0; a < particlesArray.length; a++) {\n for (let b = a; b < particlesArray.length; b++) {\n let distance = ((particlesArray[a].x - particlesArray[b].x) * (particlesArray[a].x - particlesArray[b].x)) + ((particlesArray[a].y - particlesArray[b].y) * (particlesArray[a].y - particlesArray[b].y));\n if (distance < (particles.width / 7) * (particles.height / 7)) {\n opacityValue = 1 - (distance / 20000);\n ctx.strokeStyle = 'rgba(255,255,255,' + opacityValue + ')'; //line opacity is 1 when close, slowly get invisible as particles spread further apart\n ctx.lineWidth = 1;\n ctx.beginPath();\n ctx.moveTo(particlesArray[a].x, particlesArray[a].y);\n ctx.lineTo(particlesArray[b].x, particlesArray[b].y);\n ctx.stroke();\n }\n }\n }\n}", "draw() {\n\n // only display the dirt if it is visible... \n if (this.visible){\n\n ctxDATA.fillStyle = this.color; \n ctxDATA.fillRect(this.x, this.y, this.w, this.h);\n \n // end of visibility check \n }\n\n // end of the draw method for the Dirt \n }", "function draw(e) {\n e.target.style.backgroundColor = \"rgb(0,0,0)\";\n}", "function mouseover() {\nfocus.style(\"opacity\", 1)\nfocusText.style(\"opacity\",1)\n}", "draw() {\n s.globalCompositeOperation = \"lighter\";\n s.lineWidth = 2;\n s.strokeStyle = `hsla(${this.hue}, 100%, 50%, ${this.a})`;\n s.strokeRect(\n this.x - this.size / 2,\n this.y - this.size / 2,\n this.size,\n this.size\n );\n this.update();\n }", "removeHighlight(teamName) {\n this.changeOpacity(\".curve\", Canvas.normalOpacity);\n }", "function Dot (x : float, y : float, col : Color32)\n\t\t{\n\t\tif (m_alpha >= 0) col.a = Mathf.Clamp01(m_alpha) * 255;\n\t\t\n\t\tvar px = (x-m_viewArea.x)*m_scaleX;\n\t\tvar py = (y-m_viewArea.y)*m_scaleY;\n\n\t\tTexSetPixel(px, py-1, col);\n\t\tTexSetPixel(px-1, py, col);\n\t\tTexSetPixel(px, py, col);\n\t\tTexSetPixel(px+1, py, col);\n\t\tTexSetPixel(px, py+1, col);\t\t\n\t\t\n\t\tm_changed = true;\t\t\n\t\t}", "function onFrame(event){\n\tif(mouse){\n\t\tcount += 1\n\t\timage.opacity = (count/90)\n\t\ttext1.opacity = (count/120)\n\t\ttext2.opacity = (count/150)\n\t\tteaser.opacity = 1 - (count/90)\n\t} else {\n\t\tteaser.opacity = 1;\n\t\timage.opacity = 0;\n\t\ttext1.opacity = 0;\n\t\ttext2.opacity = 0;\n\t}\n}", "function brush() {\n var actives = traits.filter(function(p) { return !y[p].brush.empty(); }),\n extents = actives.map(function(p) { return y[p].brush.extent(); });\n foreground.classed(\"fade\", function(d) {\n return !actives.every(function(p, i) {\n return extents[i][0] <= d[p] && d[p] <= extents[i][1];\n });\n });\n }", "kill() {\n this.segments.forEach(s => s.el.style.opacity = '0.5');\n }", "function dragenter(ev) {\n ev.target.style.opacity = \"0.4\";\n}", "show()\n {\n fill(this.brightness, 127);\n stroke(255);\n strokeWeight(2);\n\n ellipse(this.x, this.y, this.r*2);\n }", "function novel_setAlpha(domRef, alpha)\n{\n if (alpha != 1.0)\n {\n domRef.style.filter = \"alpha(opacity=\" +\n Math.floor(alpha*100) + \")\";\n domRef.style.opacity = alpha;\n }\n else\n {\n domRef.style.filter = null;\n domRef.style.opacity = null;\n }\n}", "draw() { }", "draw() { }", "draw() { }", "display() {\n push();\n // Filter goes from transparent to more opaque\n this.fill.alpha += this.fill.alphaChangeRate;\n this.fill.alpha = constrain(this.fill.alpha, 0, this.fill.finalAlpha);\n // Draw a rectangle\n rectMode(CORNER);\n fill(this.fill.r, this.fill.g, this.fill.b, this.fill.alpha);\n rect(this.x, this.y, this.length, this.height);\n pop();\n }", "display(){\n\n fill(255)\n ellipse(this.pos.x, this.pos.y, this.size);\n }", "function controlVectorDisplay( parent, opacity) {\n\t\tfor(var i = 0; i < parent.getNumChildren(); i++) {\n\t\t\tparent.getChildAt(i).setAlpha( opacity );\n\t\t}\n\t\t//game.magneticFieldLbl.setAlpha( opacity );\n\t\tgame.magneticFieldLbl.setAlpha( opacity );\n\t\t//console.log(game.magneticFieldLbl);\n\t}", "function node_set_opacity(node, opacity){\n var tween = new Kinetic.Tween({\n node: node,\n duration: 1,\n opacity: Math.abs(opacity)\n });\n tween.play();\n}", "show() {\r\n if (this.life === 0) {\r\n this.shade = 50;\r\n }else{\r\n this.shade = 200;\r\n }\r\n fill(this.shade);\r\n rect(this.x, this.y, res, res);\r\n }", "function paintSquare(e) {\n let opacity = e.target.style.opacity;\n switch(currentMode) {\n case (\"normal\"):\n e.target.style.opacity = '1.0';\n e.target.style.backgroundColor = 'rgb(112, 80, 80)';\n break;\n\n case (\"eraser\"):\n e.target.style.opacity = '1.0';\n e.target.style.backgroundColor = 'rgb(228, 166, 125)';\n break;\n\n case (\"random\"):\n e.target.style.opacity = '1.0';\n e.target.style.backgroundColor = getRandomRGB();\n break;\n\n // The shader works by taking the initial value of the event.target (either 0.0 or 1.0)\n // and continously adding 0.1 to it until it reaches 1.0. \n case (\"shader\"):\n if(opacity == 1) {\n return\n } else {\n e.target.style.opacity = Number(Math.min(e.target.style.opacity) + 0.1, 1.0);\n e.target.style.backgroundColor = 'rgb(112, 80, 80)';\n }\n break;\n }\n}", "function pixelMinus(){\n\tif(context.lineWidth>1){\n\t\tcontext.lineWidth=context.lineWidth-1;\n\t}\n}", "setOpacity(valueNew){let t=e.ValueConverter.toNumber(valueNew);null===t&&(t=this.getAttributeDefaultValueInternal(\"Opacity\")),t!==this.__opacity&&(this.__opacity=t,e.EventProvider.raise(this.__id+\".onPropertyChanged\",{propertyName:\"Opacity\"}),this.__processOpacity())}", "show() {\n\t\tfill(255);\n ellipse(this.x, this.y, this.r*2)\n\t}", "function fade(opacity) {\n return d => { node.style('stroke-opacity', function (o) {\n var thisOpacity = isConnected(d, o) ? 1 : opacity;\n this.setAttribute('fill-opacity', thisOpacity);\n return thisOpacity;\n });\n link.style('stroke-opacity', o => (o.source === d || o.target === d ? 1 : opacity))\n .filter(function(d){\n return d.weight == 0;\n })\n .remove();\n };\n }", "draw() {}", "draw() {}", "draw() {}", "draw() {}", "function dummyRectAlphaSettings() {\n\tcurrent_output_unit_rect_dummy.alpha = detector_rect_dummy.alpha = material_holder_rect_dummy.alpha = polariser_rect_dummy.alpha = emitter_rect_dummy.alpha = 0.01;\n}" ]
[ "0.71784806", "0.69692457", "0.6931019", "0.67437196", "0.67002857", "0.66661453", "0.6625178", "0.65745527", "0.65667194", "0.6476568", "0.6420502", "0.63987", "0.6358985", "0.63525265", "0.6339134", "0.63257086", "0.6319367", "0.6318983", "0.63057137", "0.6291062", "0.6284746", "0.6243438", "0.6229604", "0.62254804", "0.621021", "0.62011135", "0.61959845", "0.61884046", "0.6176287", "0.61762273", "0.6172404", "0.616888", "0.6168396", "0.6165011", "0.61577684", "0.6146321", "0.6121731", "0.61102796", "0.6106557", "0.6095201", "0.60877275", "0.60813653", "0.60727894", "0.6070082", "0.6063335", "0.60631746", "0.6056665", "0.60546684", "0.6052545", "0.60497606", "0.60494816", "0.60285926", "0.60281974", "0.6024407", "0.6022713", "0.60188395", "0.59968626", "0.59942836", "0.5989321", "0.598756", "0.5986884", "0.5979625", "0.59756356", "0.59753865", "0.59747154", "0.59698635", "0.5969183", "0.5962443", "0.5958908", "0.5958784", "0.59544224", "0.59540415", "0.59523785", "0.5948403", "0.59454", "0.5940941", "0.5932234", "0.59286773", "0.59276444", "0.59203506", "0.5920056", "0.5918106", "0.5914967", "0.5914967", "0.5914967", "0.59060454", "0.5905081", "0.5902833", "0.5898347", "0.58938605", "0.58764154", "0.58724666", "0.58650076", "0.58570844", "0.5856649", "0.584915", "0.584915", "0.584915", "0.584915", "0.5847283" ]
0.67179745
4
this method is called when your extension is deactivated
function deactivate() { }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function deactivate() {\n\tconsole.log('关闭扩展')\n}", "function deactivate() {\n example.deactivate();\n console.log(`Extension(${example.name}) is deactivated.`);\n}", "function deactivateExtension() {\n Privly.options.setInjectionEnabled(false);\n updateActivateStatus(false);\n}", "function deactivate() {\n extension.nbLine = null;\n extension.editor = null;\n extension.deco.clear();\n extension.deco = null;\n cache_manager_1.default.clearCache();\n}", "function deactivate() {\n console.log(\"deactivating HL7Tools extension\");\n exports.deactivate = deactivate;\n}", "OnDeactivated() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}", "function deactivate() {}" ]
[ "0.8010152", "0.7814612", "0.7767457", "0.76131374", "0.7569654", "0.7544456", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906", "0.73420906" ]
0.73547006
51
"05/Jul/2021:05:28:18 +0000" to "20210630T01:33:25Z"
function s3TimeFormateChange(inputTime) { if (inputTime == null) return null; var date = inputTime.substring(0, 11).split("/"); var months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep', 'Oct', 'Nov', 'Dec']; for (var j = 0; j < months.length; j++) { if (date[1] == months[j]) { date[1] = String(months.indexOf(months[j]) + 1); } } if (Number(date[1]) < 10) { date[1] = '0' + date[1]; } var formattedDate = date[2] + '-' + date[1] + '-' + date[0] + 'T' + inputTime.substring(12, 20) + 'Z'; return formattedDate; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function cut_date(register_date){\n let register_date_string = register_date.toISOString();\n let split_date = register_date_string.split(\"T\")[1];\n let split_time = split_date.split(\".\")[0];\n return split_time;\n}", "function convertTimetoDate(date) {\r\n var dateString = date.toString();\r\n return dateString.substring(0, dateString.indexOf(\":\") - 3); //might have to replace with regex\r\n}", "function transformDateAndTime(datetime) {\n\t//console.log(\"Date Initial: \" + datetime);\n\tdatetime = datetime.replace(/[^0-9]/g, '');\n\t//console.log(\"Date First: \" + datetime);\n\tdatetime = datetime.substring(4,8) + datetime.substring(2, 4) + datetime.substring(0, 2) + \"T\" \n\t\t\t\t+ datetime.substring(8,14) + \"Z\";\n\treturn datetime;\n}", "formatDate(str) {\n let string = str.slice(0, str.lastIndexOf('T'))\n let fields = string.split('-');\n let finalString = fields[2] + '-' + fields[1] + '-' + fields[0]\n return finalString\n }", "formatDate(str) {\n let string = str.slice(0, str.lastIndexOf('T'))\n let fields = string.split('-');\n let finalString = fields[2] + '-' + fields[1] + '-' + fields[0]\n return finalString\n }", "function formatDate(date) {\n const event = new Date(date).toISOString().split('T');\n const yyyymmdd = event[0].split('-').join('');\n const hhmmss = event[1].split('.')[0].split(':').join('');\n\n return `${yyyymmdd}T${hhmmss}Z`;\n }", "extractDateFormat() {\n const isoString = '2018-12-31T12:00:00.000Z' // example date\n\n const intlString = this.props.intl.formatDate(isoString) // generate a formatted date\n const dateParts = isoString.split('T')[0].split('-') // prepare to replace with pattern parts\n\n return intlString\n .replace(dateParts[2], 'dd')\n .replace(dateParts[1], 'MM')\n .replace(dateParts[0], 'yyyy')\n }", "toFinnishTime(date) {\n //var date = new Date();\n date.setHours(date.getHours()+2);\n return date.toJSON().replace(/T/, ' ').replace(/\\..+/, '');\n }", "function dateConverter(date){\r\n dateF = date.trim();\r\n let d = dateF.substring(0, 2);\r\n let m = dateF.substring(3,5);\r\n let y = dateF.substring(6,10);\r\n return(y +\"-\"+m+\"-\"+d);\r\n}", "function convertTimestamp(str) { // TODO: rename\n\tvar components = str.match(/(\\w+) (\\d+) (\\d+):(\\d+):(\\d+) \\+\\d+ (\\d+)/);\n\treturn new Date(components[6], convertShortMonth(components[1]), components[2],\n\t\tcomponents[3], components[4], components[5]);\n}", "function formatDateTime(toConvert){\n\tif (toConvert == null) { return null; }\n let datetimeArray = toConvert.split(\" \");\n let date = moment(datetimeArray[0] + \" \" + datetimeArray[1]);\n return date.format('l LT');\n}", "function formatDate(inputStr) {\n var dateandTime = inputStr.split('T');\n var date = dateandTime[0].split('-');\n return date[1] + \"/\" + date[2] + \"/\" + date[0];\n}", "function _fmtdatetime(str) {\r\n return str.replace('T', ' ').replace('Z', '');\r\n}", "function converteDataParaUTC(data) {\r\n el = data.split('/');\r\n if (el[0].length < 2) el[0] = '0' + el[0];\r\n if (el[1].length < 2) el[1] = '0' + (el[1] - 1);\r\n return el[2] + '-' + el[1] + '-' + el[0] + 'T00:00:00-03:00';\r\n}", "function formatDateInZform(originalDate)\n{\n\tvar formatedDate=\"\";\n\tvar dateComponants=[];\n\t//Check if at least it is timedate format\n\tvar dateCorrected=\"\";\n\tif(originalDate.includes(\"T\")==false)\n\t{\n\t\tdateCorrected=originalDate.replace(\" \",\"T\");\n\t\t//console.log(\"date: \"+originalDate);\n\t}\n\telse\n\t{\n\t\tdateCorrected=originalDate;\n\t}\n\t\n\t//console.log(\"Date :\"+dateCorrected);\n\tif(dateCorrected.includes(\"+\"))\n\t{\n\t\tvar dateComponants=dateCorrected.split(\"+\");\n\t\tif(dateComponants.length>0)\n\t\t{\n\t\t\tformatedDate=dateComponants[0];//+\"+00:00\"\n\t\t\t//formatedDate+=\"+00:00\";\n\t\t\tif(formatedDate.includes(\"Z\")||formatedDate.includes(\"z\"))\n\t\t\t{\n\t\t\t\tvar dateComponant2=formatedDate.split(\"Z\");\n\t\t\t\tformatedDate=dateComponant2[0];\n\t\t\t}\n\t\t}\n\t}\n\telse\n\t{\n\t\t//add the timestamp part \n\t\t//console.log(dateCorrected+\"T00:00:00.000+01:00\");\n\t\tformatedDate=dateCorrected+\"T00:00:00.000\";\n\t}\n\t\n\treturn formatedDate+manifest.typeZone;\n}", "dateString2Json(str)\n\t{\n\t\treturn {\n\t\t\td: str.substring(0,2),\n\t\t\tm: str.substring(3,5),\n\t\t\ty: str.substring(6,10)\n\t\t};\n\t}", "function formatDateTime(inputStr) {\n var dateandTime = inputStr.split('T');\n var date = dateandTime[0].split('-');\n var time = dateandTime[1].split(':');\n return date[1] + \"/\" + date[2] + \"/\" + date[0] + \" \" + time[0] + \":\" + time[1];\n}", "function convertDate(date) {\n let day = date.substr(8, 2);\n let month = date.substr(5, 2);\n let year = date.substr(0, 4);\n date = day + \"/\" + month + \"/\" + year;\n return date;\n }", "function fixTimestamp(timestamp) {\n return timestamp.split(' ').join('T');\n}", "function convertStringToUnixTime(theDateAndTimeAsString){ // WORKS\n var convertedDate = moment(theDateAndTimeAsString).format(\"X\");\n return convertedDate;\n }", "function myformat(date, string) {\n\tlet TZ = '';\n\tconst match = date.toString().match(/(\\(.+\\))/);\n\tif (match) {\n\t\tTZ = match[1];\n\t}\n\treturn format(date, string.replace(/\\bZZZ\\b/g, '|||')).replace(/\\|\\|\\|/g, TZ);\n}", "getFormattedDate(event) {\n console.log(event[\"startDate\"]);\n let arr = event[\"startDate\"].split(' ');\n let arr2 = arr[0].split('-');\n let arr3 = arr[1].split(':');\n let date = new Date(arr2[0] + '-' + arr2[1] + '-' + arr2[2] + 'T' + arr3[0] + ':' + arr3[1] + '-05:00');\n return date;\n }", "function ParseDate(date) {\n return date.substring(0, date.indexOf('.')).replace('T', ' ')\n }", "function transformTimestamp(bbrTimestamp) {\n if(!bbrTimestamp) {\n return null;\n }\n var match = TIMESTAMP_REGEX.exec(bbrTimestamp);\n\n if(match) {\n var datePart = match[1];\n var timePart = match[2];\n var milliPart = match[4];\n if(!milliPart) {\n milliPart = '000';\n }\n while(milliPart.length < 3) {\n milliPart = milliPart + '0';\n }\n return datePart + 'T' + timePart + '.' + milliPart;\n }\n\n logger.error('unexpected timestamp, trying moment', {bbrTimestampWithoutTz: bbrTimestamp});\n return moment.utc(bbrTimestamp).format('YYYY-MM-DDTHH:mm:ss.SSS');\n}", "function parseDate (date) {\n var d = '';\n var t = date.indexOf('T');\n let index = date.indexOf('-');\n \n if(index === -1 && t === 8){\n d += date.substring(0, 4) + '-';\n d += date.substring(4, 6) + '-';\n d += date.substring(6, 8) + date.substr(8);\n } else if (index > -1 && t === 10) {\n return date;\n } else {\n console.error('invalid date');\n return null;\n }\n return d;\n }", "function base64toDate(base64) {\n\t\tvar year = BASE64_STRING.indexOf(base64[0]) + 2010\n\t\tvar month = '0' + BASE64_STRING.indexOf(base64[1])\n\t\tvar day = '0' + BASE64_STRING.indexOf(base64[2])\n\t\tvar hour = '0' + BASE64_STRING.indexOf(base64[3])\n\t\tvar minute = '0' + BASE64_STRING.indexOf(base64[4])\n\t\tvar second = '0' + BASE64_STRING.indexOf(base64[5])\n\t\tvar result = year + '-' + month.substr(-2) + '-' + day.substr(-2) + ' ' + hour.substr(-2) + ':' + minute.substr(-2) + ':' + second.substr(-2)\n\t\treturn result\n\t}", "function convertDate(date) {\n let day = date.substring(8);\n let month = date.substring(5, 7);\n let year = date.substring(2,4);\n let newDate = `${month} /${day} /${year}`;\n return newDate;\n}", "function createdOnParser(data) {\n let str = data.split('T');\n let date = str[0];\n let time = str[1].split('.')[0];\n return `${ date } at ${ time }`;\n }", "function tConvert(time) {\n // Check correct time format and split into components\n time = time.toString().match(/^([01]\\d|2[0-3])(:)([0-5]\\d)(:[0-5]\\d)?$/) || [\n time,\n ];\n\n if (time.length > 1) {\n // If time format correct\n time = time.slice(1); // Remove full string match value\n time[5] = +time[0] < 12 ? \"AM\" : \"PM\"; // Set AM/PM\n time[0] = +time[0] % 12 || 12; // Adjust hours\n }\n //my added part to get rid of last two 00's (Ethan W)\n time.splice(1, 3);\n time.splice(2, 0, \" \");\n // return adjusted time or original string\n return time.join(\"\");\n}", "function convertDateToLocal(tstamp, format=null, separator=null){\n if(tstamp){\n\tvar a = new Date(tstamp * 1000);\n }else{\n\tvar a = new Date();\n }\n \n var year = a.getFullYear();\n var months = ['Jan','Feb','Mar','Apr','May','Jun','Jul','Aug','Sep','Oct','Nov','Dec'];\n var months2 = ['January','February','March','April','May','June','July','August','September','October','November','December'];\n\tvar mon = a.getMonth();\n var mon2 = mon;\n if(mon2 < 10){\n mon2 = \"0\"+mon;\n }\n\tvar date = a.getDate();\n var date2 = date;\n if(date2 < 10){\n date2 = \"0\"+date;\n }\n \n var time = \"\";\n if(format && separator){\n var arrForm = format.split(separator);\n /*\n\t\td = 1-31\n\t\tdd = 01-31\n\t\tm = 1-12\n\t\tmm = 01-12\n\t\tM = Jan, Feb\n\t\tMM = January, February\n\t\tyyyy = 1993\n */\n var arrRes = [];\n var i = 0;\n \n switch(arrForm[i]){\n case 'd':\n arrRes.push(date);\n break;\n case 'dd':\n arrRes.push(date2);\n break;\n case 'm':\n arrRes.push(mon);\n break;\n case 'mm':\n arrRes.push(mon2);\n break;\n case 'M':\n arrRes.push(months[mon]);\n break;\n case 'MM':\n arrRes.push(months2[mon]);\n break;\n case 'yyyy':\n arrRes.push(year);\n break;\n }\n i++;\n switch(arrForm[i]){\n case 'd':\n arrRes.push(date);\n break;\n case 'dd':\n arrRes.push(date2);\n break;\n case 'm':\n arrRes.push(mon);\n break;\n case 'mm':\n arrRes.push(mon2);\n break;\n case 'M':\n arrRes.push(months[mon]);\n break;\n case 'MM':\n arrRes.push(months2[mon]);\n break;\n case 'yyyy':\n arrRes.push(year);\n break;\n }\n i++;\n switch(arrForm[i]){\n case 'd':\n arrRes.push(date);\n break;\n case 'dd':\n arrRes.push(date2);\n break;\n case 'm':\n arrRes.push(mon);\n break;\n case 'mm':\n arrRes.push(mon2);\n break;\n case 'M':\n arrRes.push(months[mon]);\n break;\n case 'MM':\n arrRes.push(months2[mon]);\n break;\n case 'yyyy':\n arrRes.push(year);\n break;\n }\n \n var result = arrRes.join(separator);\n return result;\n }\n}", "stringFormatDate(date) {\n let dateFormat = date.split(\"-\").reverse().join(\"-\");\n return dateFormat;\n }", "function translateDate(date){\n\tvar ori = date.split(\"/\");\n\tvar temp1 = ori[2];\n\tvar temp2 = ori[1];\n\tori[1] = ori[0];\n\tori[0] = temp1;\n\t\n\tori[2] = temp2;\n\treturn ori.join()\n\n}", "function convertDate(date) {\n var dateString = date.toString();\n // console.log(dateString);\n var dateArray = dateString.split(\" \");\n const month = dateArray[1] === \"Jan\" ? \"01\" : dateArray[1] === \"Feb\" ? \"02\" : dateArray[1] === \"Mar\" ? \"03\" : dateArray[1] === \"Apr\" ? \"04\" : dateArray[1] === \"May\" ? \"05\" : dateArray[1] === \"Jun\" ? \"06\" : dateArray[1] === \"Jul\" ? \"07\" : dateArray[1] === \"Aug\" ? \"08\" : dateArray[1] === \"Sep\" ? \"09\" : dateArray[1] === \"Oct\" ? \"10\" : dateArray[1] === \"Nov\" ? \"11\" : \"12\";\n const day = dateArray[2];\n const year = dateArray[3];\n var newDateString = `${month}\\/${day}\\/${year}`;\n // console.log(\"new date is \" + newDateString);\n return newDateString;\n}", "function toYYYYMMDD (n) {\n const d = new Date(n)\n return d.toISOString().split('T')[0]\n }", "function convertDate(dateIn)\n{\n let dateYear = dateIn.charAt(0);\n dateYear += dateIn.charAt(1);\n dateYear += dateIn.charAt(2);\n dateYear += dateIn.charAt(3);\n\n let dateMonth = dateIn.charAt(5) + dateIn.charAt(6);\n let dateDay = dateIn.charAt(8) + dateIn.charAt(9);\n\n let dateOut = dateDay + '-' + dateMonth + '-' + dateYear;\n return dateOut;\n}", "dateTimeReviver(key, value) {\n var a;\n if (typeof value === 'string') {\n a = /\\/Date\\(([\\d\\+]*)\\)\\//.exec(value);\n if (a) {\n return new Date(parseInt(a[1])).toLocaleDateString(navigator.language ? navigator.language : \"en-GB\");\n }\n }\n return value;\n }", "function tConvert (time) {\n // Check correct time format and split into components\n time = time.toString ().match (/^([01]\\d|2[0-3])(:)([0-5]\\d)(:[0-5]\\d)?$/) || [time];\n console.log(\"TIME: \" + time);\n\n if (time.length > 1) { // If time format correct\n time = time.slice (1); // Remove full string match value\n time[5] =+ time[0] < 12 ? ' AM' : ' PM'; // Set AM/PM\n time[0] =+ time[0] % 12 || 12; // Adjust hours\n }\n return time.join(''); // return adjusted time or original string\n}", "function formatDateToISO(date) {\n return date.toISOString().split('T')[0];\n}", "reformatDate(dateFromApi) {\n const date = new Date(dateFromApi);\n return `${date.toLocaleDateString()} ${date.toLocaleTimeString()}`;\n }", "function normalizeTimeOffset(timestamp) {\n if (timestamp && (timestamp[timestamp.length - 5] === '-' || timestamp[timestamp.length - 5] === '+')) {\n return timestamp.slice(0, timestamp.length - 2).concat(':', timestamp.slice(-2));\n }\n\n return timestamp;\n }", "function changeFormate(x) {\n var year = x.substring(0, 4);\n var month = x.substring(5, 7);\n var day = x.substring(8, 10);\n var nd = year + \"/\" + month + \"/\" + day;\n return nd\n}", "function dateConverter(date) {\n const timeArr = [];\n const merid = [];\n const dateArr = date.split('-');\n const month = dateArr[1];\n const day = dateArr[2][0] + dateArr[2][1];\n const year = dateArr[0];\n timeArr.push(dateArr[2][3] + dateArr[2][4]);\n timeArr.push(dateArr[2][6] + dateArr[2][7]);\n if(timeArr[0] == 0) {\n timeArr[0] = 12;\n merid.push('AM');\n }\n else if(timeArr[0] >= 13) {\n timeArr[0] -= 12;\n merid.push('PM');\n }\n else if(timeArr[0] == 12) {\n merid.push('PM');\n }\n else{merid.push('AM')};\n const mdy = [month, day, year];\n const datetime = String(mdy.join(\"/\")) + \" \" + String(timeArr.join(\":\")) + \" \" + merid.pop();\n return datetime;\n}", "function bucketToDate(bucket) {\n const [date, time] = bucket.split('@');\n const [y,m,d] = date.split('-');\n const [h,min,s] = time.split(':');\n\n\n const dateObj = new Date(Date.UTC(y, m, d, h, min, s));\n\n return dateObj;\n}", "function replaceDate(hebDate) {\n return hebDate.replace(/(\\d{2})\\/(\\d{2})\\/(\\d{2})/, \"$2/$1/$3\");\n}", "formatDate(date) {\n return date.toISOString().replaceAll(\"-\", \"\").substring(0, 8);\n }", "function convertSqlTimestampToLocalObject(timestamp) {\n // string modifications\n timestamp = timestamp.replace(\"T\", \" \");\n timestamp = timestamp.substring(0, timestamp.length - 5);\n // split into year, month, day, etc\n var t = timestamp.split(/[- :]/);\n // create the date objects\n var date = new Date(Date.UTC(t[0], t[1]-1, t[2], t[3], t[4], t[5]));\n return date;\n}", "function dateconversion(vdate) {\r\n\tvar y = vdate.substr(5,8);\r\n\tvar m = vdate.substr(1,3);\r\n\tvar mSTR = 'JANFEBMARAPRMAYJUNJULAUGSEPOCTNOVDEC';\r\n\tvar mNumber = mSTR.indexOf(m) / 3 + 1;\r\n\t\r\n\treturn y + '-' + pad(nNumber,2);\r\n}", "function TS_GR_TO_AK(obj) {\n return moment(obj).utc().format(\"YYYYMMDDTHHmmss.SSSSSSSSS\");\n}", "function tConvert (time) {\n // Check correct time format and split into components\n time = time.toString ().match (/^([01]\\d|2[0-3])(:)([0-5]\\d)(:[0-5]\\d)?$/) || [time];\n if (time.length > 1) { // If time format correct\n time = time.slice (1); // Remove full string match value\n time[5] = +time[0] < 12 ? 'AM' : 'PM'; // Set AM/PM\n time[0] = +time[0] % 12 || 12; // Adjust hours\n }\n return time.join (''); // return adjusted time or original string\n}", "function formatDate(dateStr) {\n var year, month, day, hour, minute, dateUTC, date, ampm, d, time;\n var iso = (dateStr.indexOf(' ') == -1 && dateStr.substr(4, 1) == '-' && dateStr.substr(7, 1) == '-' && dateStr.substr(10, 1) == 'T') ? true : false;\n\n if (iso) {\n year = dateStr.substr(0, 4);\n month = parseInt((dateStr.substr(5, 1) == '0') ? dateStr.substr(6, 1) : dateStr.substr(5, 2)) - 1;\n day = dateStr.substr(8, 2);\n hour = dateStr.substr(11, 2);\n minute = dateStr.substr(14, 2);\n dateUTC = Date.UTC(year, month, day, hour, minute);\n date = new Date(dateUTC);\n } else {\n d = dateStr.split(' ');\n if (d.length != 6 || d[4] != 'at')\n return dateStr;\n time = d[5].split(':');\n ampm = time[1].substr(2);\n minute = time[1].substr(0, 2);\n hour = parseInt(time[0]);\n if (ampm == 'pm') hour += 12;\n date = new Date(d[1] + ' ' + d[2] + ' ' + d[3] + ' ' + hour + ':' + minute);\n date.setTime(date.getTime() - (1000 * 60 * 60 * 7));\n }\n day = (date.getDate() < 10) ? '0' + date.getDate() : date.getDate();\n month = date.getMonth() + 1;\n month = (month < 10) ? '0' + month : month;\n hour = date.getHours();\n minute = (date.getMinutes() < 10) ? '0' + date.getMinutes() : date.getMinutes();\n if (o.timeConversion == 12) {\n ampm = (hour < 12) ? 'am' : 'pm';\n if (hour == 0) hour == 12;\n else if (hour > 12) hour = hour - 12;\n if (hour < 10) hour = '0' + hour;\n return day + '.' + month + '.' + date.getFullYear() + ' at ' + hour + ':' + minute + ' ' + ampm;\n }\n return day + '.' + month + '.' + date.getFullYear() + ' ' + o.translateAt + ' ' + hour + ':' + minute;\n }", "function convert_date(str){var tmp=str.split(\".\");return new Date(tmp[1]+\"/\"+tmp[0]+\"/\"+tmp[2])}", "function jsonStringToDate(string) { // 19023\n var match; // 19024\n if (match = string.match(R_ISO8601_STR)) { // 19025\n var date = new Date(0), // 19026\n tzHour = 0, // 19027\n tzMin = 0, // 19028\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear, // 19029\n timeSetter = match[8] ? date.setUTCHours : date.setHours; // 19030\n // 19031\n if (match[9]) { // 19032\n tzHour = toInt(match[9] + match[10]); // 19033\n tzMin = toInt(match[9] + match[11]); // 19034\n } // 19035\n dateSetter.call(date, toInt(match[1]), toInt(match[2]) - 1, toInt(match[3])); // 19036\n var h = toInt(match[4] || 0) - tzHour; // 19037\n var m = toInt(match[5] || 0) - tzMin; // 19038\n var s = toInt(match[6] || 0); // 19039\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000); // 19040\n timeSetter.call(date, h, m, s, ms); // 19041\n return date; // 19042\n } // 19043\n return string; // 19044\n } // 19045", "makeDateRFC3339(date) {\n var ret = this.dateStrings(date)\n return ret.year + \"-\" + ret.month + \"-\" + ret.day\n }", "function _formatTime(time) {\n var timeFormatted = time.toISOString();\n if (timeFormatted.indexOf(\"T\") > 0)\n timeFormatted = timeFormatted.split('T')[1];\n if (timeFormatted.length > 8)\n timeFormatted = timeFormatted.substr(0, 8);\n return timeFormatted;\n}", "function getTime(time) {\n time = time.toString().split(' ');\n var month = new Date(Date.parse(time[1] +\" 1, 2000\")).getMonth()+1\n var hms = time[4].split(':');\n var new_time = time[3] + '-' + (\"00\" + month).slice(-2) + '-' + time[2] + 'T' + hms[0] + ':' + hms[1] + ':' + hms[2] + '.000Z';\n return new_time;\n }", "function isoToFormattedDate(timestamp) {\n\tvar date = new Date(timestamp);\n\treturn (date.getMonth() + 1) + '/' + date.getDate() + '/' + date.getFullYear();\n}", "function _dateCoerce(obj) {\n return obj.toISOString();\n}", "function transformDate(timestamp) {\n let datetime = new Date(timestamp)\n return datetime.toLocaleString();\n}", "function convertBritishToISO(date) {\r\n dateF = date.trim();\r\n let d = dateF.substring(0, 2);\r\n let m = dateF.substring(3,5);\r\n let y = dateF.substring(6,10);\r\n return(y +\"/\"+m+\"/\"+d);\r\n}", "parse(value) {\n return +moment.utc(value, 'YYYY-MM-DD', true);\n }", "function convertTime(time) {\n\n \t\tvar time = time.toString();\n\t\tstrArray = time.split(\"\");\n\t\tnewString = \"\";\n\t\tfor (var i = 0; i < strArray.length; i++) {\n\t\t\tif ( i === strArray.length - 2) {\n\t\t\t\tnewString += \":\";\n\t\t\t}\n\t\t\tnewString += strArray[i]\n\t\t};\n\n\t\treturn newString;\n\t}", "function tConvert(time) {\n // Check correct time format and split into components\n time = time.toString().match(/^([01]\\d|2[0-3])(:)([0-5]\\d)(:[0-5]\\d)?$/) || [time];\n\n if (time.length > 1) { // If time format correct\n time = time.slice(1); // Remove full string match value\n time[5] = +time[0] < 12 ? 'am' : 'pm'; // Set AM/PM\n time[0] = +time[0] % 12 || 12; // Adjust hours\n }\n return time.join(''); // return adjusted time or original string\n}", "function convertDateFormat(dt){\r\n\t\tif(dt == \"\"){\r\n\t\t\treturn \"\"\r\n\t\t}\r\n\t\tv1 = dt.substring(0,2);\r\n\t\tv2 = dt.substring(3,5);\r\n\t\tv3 = dt.substring(6,10);\r\n\t\treturn v2 + \"/\" + v1 + \"/\" + v3;\r\n\t}", "function timeStampConvert(time){\n let date = new Date(time*1000);\n let hours = date.getHours();\n let mins = \"0\"+date.getMinutes();\n return hours+\":\"+mins.substr(-2);\n}", "function convertDate(dt) {\n var createdDate = new Date(dt);\n var months = ['01', '02', '03', '04', '05', '06', '07', '08', '09', '10', '11', '12'];\n var year = createdDate.getFullYear();\n var month = months[createdDate.getMonth()];\n var date = createdDate.getDate();\n var hour = createdDate.getHours();\n var min = createdDate.getMinutes();\n var sec = createdDate.getSeconds();\n var time = month + '/' + date + '/ ' + year + ' ' + hour + ':' + min + ':' + sec;\n var toConvert = new Date(time).toLocaleTimeString().replace(/([\\d]+:[\\d]{2})(:[\\d]{2})(.*)(:[\\d]{2})/, \"$1$3\");\n return month + '/' + date + '/' + year + \" \" + toConvert;\n}", "function datestr (date) {\n const local = new Date(date);\n local.setMinutes(date.getMinutes() - date.getTimezoneOffset());\n return local.toJSON().slice(0, 10);\n}", "function convert_to_mysql(jsontime) {\n return jsontime ? jsontime.replace(/^.*T/, '') : jsontime;\n}", "_stringify(date){\n date = date.toLocaleDateString();\n return date;\n }", "format(value) {\n return moment.utc(value).format('YYYY-MM-DD');\n }", "function GetDateTime() {\n return new Date().toISOString()\n .replace(/T/, ' ') // replace T with a space \n .replace(/\\..+/, ''); // delete the dot and everything after\n}", "function date_ymd2dmy(val)\r\n{\r\n\tval = trim(val);\r\n\tif (val == '') return val;\r\n\tvar date_arr = val.split('-');\r\n\tif (date_arr.length != 3) return '';\r\n\tif (date_arr[1].length < 2) date_arr[1] = \"0\" + date_arr[1];\r\n\tif (date_arr[2].length < 2) date_arr[2] = \"0\" + date_arr[2];\r\n\treturn date_arr[2]+\"-\"+date_arr[1]+\"-\"+date_arr[0];\r\n}", "function amzDate(date, short) {\n const result = date.toISOString().replace(/[:\\-]|\\.\\d{3}/g, '').substr(0, 17)\n if (short) {\n return result.substr(0, 8)\n }\n return result\n}", "_convertStringToDateObj(str, obj) {\n\n let arr = str.split(\"-\", 3);\n // only override properties: day, month, year\n if (arr.length === 3) {\n obj.day = Number(arr[2]);\n obj.month = Number(arr[1]);\n obj.year = Number(arr[0]);\n }\n return obj;\n }", "normalize(str) {\n if (str && !CommonUtils.isDate(str)) {\n var match = str.match(/^(\\d{1,2})\\/(\\d{1,2})\\/(\\d{4})$/);\n if (match) {\n return new Date(match[3], match[2] - 1, match[1]);\n }\n match = str.match(/^(\\d{4})-(\\d{1,2})-(\\d{1,2})$/);\n if (match) {\n return new Date(match[1], match[2] - 1, match[3]);\n }\n }\n }", "function timeConversion(s) {\n let amOrpm = s.substring(s.length-2,s.length);\n console.log(amOrpm);\n let arr = s.split(':');\n if(amOrpm == 'PM'){\n if(arr[0] == '12'){\n arr[0] = '12';\n }\n else{\n arr[0] = parseInt(arr[0]) + 12;\n }\n arr[arr.length-1] = arr[arr.length-1].substring(0,2);\n }else if(amOrpm == 'AM'){\n arr[arr.length-1] = arr[arr.length-1].substring(0,2);\n if(arr[0] == '12'){\n arr[0] = '00';\n }\n }\n return arr.join(':')\n \n\n}", "function formatDate(date) {\n\treturn new Date(date.split(' ').join('T'))\n}", "function convertDate(d){\n var p = d.split(\"-\")\n return +(p[0]+p[1]+p[2])\n}", "function toGmtStr(dateStr) {\n // Does not matter if GMT or IST - just calculating before and after\n // Thu Jul 11 00:27:16 IST 2019\n // 04 Dec 1995 00:12:00 GMT\n var parts = dateStr.split(' ')\n\n var d = parts[2] // Always has a 0 before single digit\n\n // var m = months.indexOf(parts[1])\n // var mStr = (\"0\" + m).slice(-2);\n var m = parts[1]\n\n var y = parts[5]\n\n var t = parts[3]\n // var tParts = t.split(':')\n // var h = tParts[0]\n // var min = tParts[1]\n // var s = tParts[2]\n var gmtStr = d + ' ' + m + ' ' + y + ' ' + t + ' GMT'\n\n // console.log(y + ' ' + m + ' ' + d + ' ' + h + ' ' + min + ' ' + s)\n // var date = new Date(y,m,d,h,min,s)\n // date.setUTCDate(d)\n // date.setUTCHours(h)\n // var isoFormat = y + '-' + mStr + '-' + dStr + 'T' + t\n return gmtStr\n}", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4]||0) - tzHour;\n var m = int(match[5]||0) - tzMin;\n var s = int(match[6]||0);\n var ms = Math.round(parseFloat('0.' + (match[7]||0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function convert2Date(value) {\n var dateTime = moment(value);\n if (dateTime.isValid()) {\n return dateTime.format(\"YYYY-MM-DD HH:mm:ss\");\n } else {\n return \"\";\n }\n}", "function jsonStringToDate(string){var match;if(match=string.match(R_ISO8601_STR)){var date=new Date(0),tzHour=0,tzMin=0,dateSetter=match[8]?date.setUTCFullYear:date.setFullYear,timeSetter=match[8]?date.setUTCHours:date.setHours;if(match[9]){tzHour=toInt(match[9]+match[10]);tzMin=toInt(match[9]+match[11]);}dateSetter.call(date,toInt(match[1]),toInt(match[2])-1,toInt(match[3]));var h=toInt(match[4]||0)-tzHour;var m=toInt(match[5]||0)-tzMin;var s=toInt(match[6]||0);var ms=Math.round(parseFloat('0.'+(match[7]||0))*1000);timeSetter.call(date,h,m,s,ms);return date;}return string;}", "function jsonStringToDate(string){var match;if(match=string.match(R_ISO8601_STR)){var date=new Date(0),tzHour=0,tzMin=0,dateSetter=match[8]?date.setUTCFullYear:date.setFullYear,timeSetter=match[8]?date.setUTCHours:date.setHours;if(match[9]){tzHour=toInt(match[9]+match[10]);tzMin=toInt(match[9]+match[11]);}dateSetter.call(date,toInt(match[1]),toInt(match[2])-1,toInt(match[3]));var h=toInt(match[4]||0)-tzHour;var m=toInt(match[5]||0)-tzMin;var s=toInt(match[6]||0);var ms=Math.round(parseFloat('0.'+(match[7]||0))*1000);timeSetter.call(date,h,m,s,ms);return date;}return string;}", "function getDateFromInput(str) {\n var dateParts = null;\n var targetDate = null;\n str = can.trim(str);\n //var offsetHours = moment.duration(1, 'h');\n if (str.indexOf('-') !== -1 && moment.utc(str, \"YYYY-MM-DD\").isValid()) {\n targetDate = moment.utc(str, \"YYYY-MM-DD\").toDate();\n /*\n dateParts = str.split('-');\n // Date takes in yyyy, mm, dd force to 1 oclcok\n targetDate = new Date(Date.UTC(dateParts[0], parseInt(dateParts[1]) - 1, parseInt(dateParts[2]), 0, 0, 0));\n\n if (parseInt(dateParts[1]) - 1 > 11) { return null; }\n if (parseInt(dateParts[2]) > 31) { return null; }*/\n } else if (str.indexOf('/') !== -1 && moment.utc(str, \"DD/MM/YYYY\").isValid()) {\n // Force to 1 oclock\n targetDate = moment.utc(str, \"DD/MM/YYYY\").toDate();\n /*\n dateParts = str.split('/');\n targetDate = new Date(Date.UTC(dateParts[2], parseInt(dateParts[1]) - 1, parseInt(dateParts[0]), 0, 0, 0));\n if (parseInt(dateParts[1]) - 1 > 11) { return null; }\n if (parseInt(dateParts[0]) > 31) { return null; }*/\n }\n //alert(JSON.stringify(targetDate));\n return targetDate;\n}", "function stringToDate(s) {\n s = s.split(/[-: ]/);\n return new Date(s[0], s[1] - 1, s[2], s[3], s[4], s[5]);\n }", "function jsonStringToDate(string) {\n\t\t\tvar match;\n\t\t\tif (match = string.match(R_ISO8601_STR)) {\n\t\t\t\tvar date = new Date(0),\n\t\t\t\t\ttzHour = 0,\n\t\t\t\t\ttzMin = 0,\n\t\t\t\t\tdateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n\t\t\t\t\ttimeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n\t\t\t\tif (match[9]) {\n\t\t\t\t\ttzHour = int(match[9] + match[10]);\n\t\t\t\t\ttzMin = int(match[9] + match[11]);\n\t\t\t\t}\n\t\t\t\tdateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n\t\t\t\tvar h = int(match[4] || 0) - tzHour;\n\t\t\t\tvar m = int(match[5] || 0) - tzMin;\n\t\t\t\tvar s = int(match[6] || 0);\n\t\t\t\tvar ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n\t\t\t\ttimeSetter.call(date, h, m, s, ms);\n\t\t\t\treturn date;\n\t\t\t}\n\t\t\treturn string;\n\t\t}", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4] || 0) - tzHour;\n var m = int(match[5] || 0) - tzMin;\n var s = int(match[6] || 0);\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4] || 0) - tzHour;\n var m = int(match[5] || 0) - tzMin;\n var s = int(match[6] || 0);\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4] || 0) - tzHour;\n var m = int(match[5] || 0) - tzMin;\n var s = int(match[6] || 0);\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4] || 0) - tzHour;\n var m = int(match[5] || 0) - tzMin;\n var s = int(match[6] || 0);\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function jsonStringToDate(string) {\n var match;\n if (match = string.match(R_ISO8601_STR)) {\n var date = new Date(0),\n tzHour = 0,\n tzMin = 0,\n dateSetter = match[8] ? date.setUTCFullYear : date.setFullYear,\n timeSetter = match[8] ? date.setUTCHours : date.setHours;\n\n if (match[9]) {\n tzHour = int(match[9] + match[10]);\n tzMin = int(match[9] + match[11]);\n }\n dateSetter.call(date, int(match[1]), int(match[2]) - 1, int(match[3]));\n var h = int(match[4] || 0) - tzHour;\n var m = int(match[5] || 0) - tzMin;\n var s = int(match[6] || 0);\n var ms = Math.round(parseFloat('0.' + (match[7] || 0)) * 1000);\n timeSetter.call(date, h, m, s, ms);\n return date;\n }\n return string;\n }", "function stringToDate(_date, _format, _delimiter) {\n let arr = _date.split(\"T\");\n let dateWithOutTime = arr[0];\n var formatLowerCase = _format.toLowerCase();\n var formatItems = formatLowerCase.split(_delimiter);\n var dateItems = dateWithOutTime.split(_delimiter);\n var monthIndex = formatItems.indexOf(\"mm\");\n var dayIndex = formatItems.indexOf(\"dd\");\n var yearIndex = formatItems.indexOf(\"yyyy\");\n var month = parseInt(dateItems[monthIndex]);\n month -= 1;\n var formatedDate = new Date(\n dateItems[yearIndex],\n month,\n dateItems[dayIndex]\n );\n // console.log(formatedDate);\n return formatedDate;\n }", "function toUTCtime(dateStr) {\n //Date(1381243615503+0530),1381243615503,(1381243615503+0800)\n \n dateStr += \"\";\n var utcPrefix = 0;\n var offset = 0;\n var dateFormatString = \"yyyy-MM-dd hh:mm:ss\";\n var utcTimeString = \"\";\n var totalMiliseconds = 0;\n\n var regMatchNums = /\\d+/gi;\n var regSign = /[\\+|\\-]/gi;\n var arrNums = dateStr.match(regMatchNums);\n utcPrefix = parseInt(arrNums[0]);\n if (arrNums.length > 1) {\n offset = arrNums[1];\n offsetHour = offset.substring(0, 2);\n offsetMin = offset.substring(2, 4);\n offset = parseInt(offsetHour) * 60 * 60 * 1000 + parseInt(offsetMin) * 60 * 1000;\n }\n if(dateStr.lastIndexOf(\"+\")>-1){\n totalMiliseconds= utcPrefix - offset;\n } else if (dateStr.lastIndexOf(\"-\") > -1) {\n totalMiliseconds = utcPrefix + offset;\n }\n\n utcTimeString = new Date(totalMiliseconds).format(dateFormatString);\n return utcTimeString;\n}", "function timeConversion(s) {\r\n let r = '';\r\n let rn = 0;\r\n // Apague o AM das horas entre 1:00AM e 11:59AM\r\n let hn = parseInt(s.slice(0, 2)); // hora no formato numerico\r\n let t = s.slice(8); // turno: AM ou PM\r\n if (hn >= 1 && hn <= 11 && t == 'AM') {\r\n r = s.slice(0, 8);\r\n }\r\n // Deixe o horario do meio-dia igual e simplesmente remova o PM\r\n if (hn == 12) {\r\n r = s.slice(0, 8);\r\n }\r\n // Some 12 horas ao periodo entre 1:00 PM e 11:59 PM e apague o PM\r\n if (hn >= 1 && hn <= 11 && t == 'PM') {\r\n rn = hn + 12;\r\n r = rn + s.slice(2, 8);\r\n }\r\n // Substitua o '12' por '00' ao periodo entre \"12:00 AM\" e \"12:59 AM\" e apague o AM\r\n if (hn == 12 && t == 'AM') {\r\n r = '00' + s.slice(2, 8);\r\n } \r\n return r;\r\n}", "decompose(timestamp, timezone = this.timezone) {\n const timestampDiff = timezone === this.timezone ? this.timezoneDiff : timezoneOffset(timezone)\n return new Date(timestamp + timestampDiff).toISOString().match(ISO_STRING_REGEXP).slice(1)\n }" ]
[ "0.637267", "0.6173369", "0.61296993", "0.6066576", "0.6066576", "0.5916167", "0.5866732", "0.5843187", "0.5809004", "0.5800765", "0.57520044", "0.57410496", "0.5729844", "0.57193863", "0.56496894", "0.5638596", "0.56297755", "0.56196105", "0.5619133", "0.56026405", "0.557016", "0.55503553", "0.5547567", "0.5543869", "0.5503303", "0.55009955", "0.5487053", "0.5468584", "0.54576945", "0.5448339", "0.54428256", "0.5431182", "0.5405507", "0.5402977", "0.5398966", "0.53961116", "0.53918725", "0.53778356", "0.53689146", "0.5356974", "0.5347777", "0.5339358", "0.5332179", "0.53217196", "0.53054976", "0.5299354", "0.5297487", "0.52961415", "0.528372", "0.52830446", "0.5282741", "0.5272523", "0.52724314", "0.5268834", "0.526627", "0.5264524", "0.5263639", "0.526106", "0.52596915", "0.5255108", "0.52478194", "0.5243832", "0.5240854", "0.5231548", "0.5230315", "0.52260345", "0.5220652", "0.52149403", "0.5210899", "0.52103335", "0.52088624", "0.52069163", "0.52044666", "0.5202065", "0.5197058", "0.5191733", "0.51909226", "0.5186602", "0.5177588", "0.5177588", "0.5177588", "0.5177588", "0.5177588", "0.5177588", "0.5177588", "0.51766056", "0.5174986", "0.5174986", "0.5169418", "0.51679665", "0.5167803", "0.51663226", "0.51663226", "0.51663226", "0.51663226", "0.51663226", "0.5165938", "0.5165515", "0.5164673", "0.5160087" ]
0.5975904
5
zips two arrays together, sorts increasing
function zip(a, b) { const zipped = []; // zip for (let i = 0; i < a.length; i += 1) { zipped.push({ a: a[i], b: b[i] }); } zipped.sort((x, y) => ((x.a < y.a) ? -1 : 1)); const c = []; const d = []; for (let i = 0; i < zipped.length; i += 1) { c[i] = zipped[i].a; d[i] = zipped[i].b; } return [c, d]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function zip(a, b) {\n var accum = [],\n i;\n \n for(i = 0; i < Math.min(a.length, b.length); i++) {\n accum.push([a[i], b[i]]);\n }\n \n return accum;\n }", "function zip(a, b) {\n return a.map((a, idx) => [a, b[idx]]);\n}", "function zip(a, b) {\n var zipped = [];\n for (var i = 0, l = a.length; i < l; i++) {\n zipped.push([a[i], b[i]]);\n }\n return zipped;\n}", "function sortCombineArrays(arr1, arr2) {\n let arr = [];\n while (arr1.length && arr2.length) {\n if (arr1[0][0] < arr2[0][0]) { // since using shift can continually check for the first element\n arr.push(arr1.shift());\n } else {\n arr.push(arr2.shift());\n }\n }\n return arr.concat(arr1.slice().concat(arr2.slice()));\n}", "function zip(a, b) {\n var zipped = [],\n length = a.length < b.length ? a.length : b.length,\n i;\n \n for (i = 0; i < length; i++) {\n zipped[i] = [a[i], b[i]];\n }\n \n return zipped;\n}", "function mergedArraysA(arr1, arr2) {\n return [...arr1, ...arr2].sort((a,b) => a-b)\n}", "function zipIt(arrA, arrB) {\n let zipped = [];\n if(arrA.length > arrB.length) {\n var big = arrA;\n var small = arrB;\n } else {\n var big = arrB;\n var small = arrA;\n }\n for(let i=0; i<big.length; i++) {\n if(i >= small.length){\n zipped.push(big[i])\n } else {\n zipped.push(arrA[i]);\n zipped.push(arrB[i]);\n }\n }\n return zipped\n}", "function zip(first, second) {\n var newArr = [];\n for (let i = 0; i < first.length; i++) {\n for (let j = 0; j < second.length; j++) {\n if (i === j) {\n var pairArr = [];\n pairArr.push(first[i], second[i]);\n newArr.push(pairArr);\n }\n }\n }\n return newArr;\n}", "function zip(array1, array2) {\n var zippedArray = [];\n var counter = 0;\n if (array1.length > array2.length) {\n counter = array1.length;\n } else {\n counter = array2.length;\n }\n //make an for loop that goes through the number of times that there are longest array items\n for (var i = 0; i < counter; i++) {\n var shifted1 = array1.shift();\n var shifted2 = array2.shift();\n if (shifted2 !== undefined && shifted1 !== undefined) {\n zippedArray.push(shifted1);\n zippedArray.push(shifted2);\n }\n }\n //take array1, run shift, put shifted item in new array\n //take array2, run shift, put shifted item in new array\n console.log(zippedArray);\n}", "function sortCombined(arr1, arr2) {\n let newArray = [...arr1, ...arr2];\n newArray.sort(function(a, b) {\n return a - b;\n });\n return newArray;\n}", "function union (arr1, arr2) {\n var result = [];\n var i = 0;\n var j = 0;\n\n while (i < arr1.length && j < arr2.length) {\n var item1 = arr1[i];\n var item2 = arr2[j];\n\n if (item1 < item2) {\n result.push(item1);\n i += 1;\n } else if (item2 < item1) {\n result.push(item2);\n j += 1;\n } else {\n result.push(item2);\n i += 1;\n j += 1;\n }\n }\n\n while (i < arr1.length) {\n result.push(arr1[i]);\n i += 1;\n }\n\n while (j < arr2.length) {\n result.push(arr2[j]);\n j += 1;\n }\n\n return result;\n }", "function mergeSortedArrays3(arr1, arr2) {\n return [...arr1, ...arr2].sort((a, b) => a - b);\n}", "function zip_with(f, xs, ys) {\n var match = xs.length < ys.length;\n var l = match ? xs.length : ys.length;\n var result = /* array */[];\n for(var i = 0 ,i_finish = l - 1 | 0; i <= i_finish; ++i){\n result.push(_2(f, caml_array_get(xs, i), caml_array_get(ys, i)));\n }\n return result;\n }", "function mergeSorted(arr1, arr2) {\n let result = []\n let i = 0\n let j = 0\n while (arr1.length !=0 && arr2.length !=0) {\n if (arr1[0]<=arr2[0]) {\n result.push(arr1.shift())\n } else {\n result.push(arr2.shift())\n }\n }\n return result.concat(arr1).concat(arr2)\n}", "function zip(a, b) {\n var arr = [];\n for (var ch in a) arr.push([a[ch], b[ch]]);\n return arr;\n}", "function zip(a, b) {\n var arr = [];\n for (var ch in a) arr.push([a[ch], b[ch]]);\n return arr;\n}", "function zip(a, b) {\n var arr = [];\n for (var ch in a) arr.push([a[ch], b[ch]]);\n return arr;\n}", "function zip(a, b) {\n var arr = [];\n for (var ch in a) arr.push([a[ch], b[ch]]);\n return arr;\n}", "function mergeSortedArrays2(a, b) {\n // first create an empty array\n const sortedArray = [];\n\n // then do a while loop as long as a or b have any length\n // we will be using the shift method. this method removes the\n // first element of an array and returns it. therefor we only need to check for the elements\n // at [0] as they will always be different once we shift the array\n while (a.length && b.length) {\n if (a[0] < b[0]) {\n sortedArray.push(a.shift());\n } else {\n sortedArray.push(b.shift());\n }\n }\n\n // eventually one array will have no more elements. In that case we will push the remaining\n // elements from the other array into the combined array\n if (a.length) {\n sortedArray.push(...a);\n } else {\n sortedArray.push(...b);\n }\n\n return sortedArray;\n}", "function zip(a, b) {\n var arr = [];\n\n for (var ch in a) {\n arr.push([a[ch], b[ch]]);\n }\n\n return arr;\n}", "function zip(array_1, array_2) {\n const length =\n array_1.length > array_2.length ? array_1.length : array_2.length; // Get the longest array length to loop\n let zipped_array = [];\n for (let i = 0; i < length; ++i) {\n zipped_array.push({\n first: array_1[i] || null,\n second: array_2[i] || null\n });\n }\n return zipped_array;\n}", "function zip(a, b) {\n var arr = [];\n\n for (var ch in a) arr.push([a[ch], b[ch]]);\n\n return arr;\n}", "function zip2(a, b) {\n return zipWith(function(x, y) {\n return [x, y];\n }, a, b);\n}", "function mergeSortArray(arr1, arr2) {\n return arr1.concat(arr2).sort((x, z) => x- z);\n}", "function zip () {\n const arrays = [].slice.call(arguments, 0);\n const result = [];\n var i = -1;\n // Find length of shortest array\n var len = Math.min.apply(Math, arrays.map(arr => arr.length));\n while (++i < len)\n result.push(arrays.map(array => array[i]));\n return result;\n}", "function mergeSortedArrays(arr1, arr2) {\n var len1 = arr1.length,\n len2 = arr2.length;\n var combinedLength = len1 + len2 - 1;\n\n for (var i = combinedLength; i >= 0; i--) {\n if (arr1[len1 - 1] >= arr2[len2 - 1]) {\n arr1[i] = arr1[len1 - 1];\n len1--;\n } else if (arr1[len1 - 1] < arr2[len2 - 1]) {\n arr1[i] = arr2[len2 - 1];\n len2--;\n }\n if (len1 == 0) {\n if (len2 == 0) {\n break;\n }\n arr1[i - 1] = arr2[len2 - 1];\n len2--;\n }\n }\n return arr1;\n}", "function mergeSorted(array1, array2) {\n let res = [];\n let i = 0;\n let j = 0;\n while (i < array1.length && j < array2.length) {\n if (array1[i] <= array2[j]) {\n res.push(array1[i]);\n i++\n } else {\n res.push(array2[j]);\n j++;\n }\n }\n return res.concat(array1.slice(i)).concat(array2.slice(j));\n}", "function mergeSortedArrays(arr1, arr2) {\n let sort = [];\n\n while (arr1.length && arr2.length) {\n if (arr1[0] < arr2[0]) {\n // shift pops from the front, not ideal.\n sort.push(arr1.shift());\n } else {\n sort.push(arr2.shift());\n }\n }\n\n // takes remainders and squashes them together in cases with one array\n return sort.concat(arr1.slice().concat(arr2.slice()));\n}", "function zip(arrays) {\n\t return arrays[0].map(function(_,i){\n\t return arrays.map(function(array){return array[i]})\n\t });\n\t}", "function cheaterMerge(arr1, arr2){\n let merged = arr1.concat(arr2)\n return merged.sort(function(a, b){return a-b});\n}", "function mergeArrays(arr1, arr2) {\n\n\tlet i = arr1.length - 1;\n\tlet j = arr2.length - 1;\n\tlet k = i - j - 1;\n\t\n\twhile (j >= 0 && k >= 0) {\n\t\t\n\t\tif (arr1[k] > arr2[j]) {\n\t\t\t\n\t\t\tarr1[i--] = arr1[k--];\n\t\t} else {\n\t\t\t\n\t\t\tarr1[i--] = arr2[j--];\n\t\t}\n\t}\n\t\n\twhile (j >= 0) {\n\t\n\t\tarr1[i--] = arr2[j--];\n\t}\n\t\n\tconsole.log(arr1);\n}", "function zip(arrays) {\n return arrays[0].map(function(_,i){\n return arrays.map(function(array){return array[i]})\n });\n}", "function merge(a, b){\n var arr = [];\n while (a.length && b.length) {\n if (a[0] < b[0]) {\n arr.push(a.shift());\n } else {\n arr.push(b.shift());\n }\n }\n while (a.length) {\n arr.push(a.shift());\n }\n while (b.length) {\n arr.push(b.shift());\n }\n return arr;\n}", "function mergeUnsortedArrays(arr, arr2) {\n let concatArr = arr.concat(arr2)\n\n return concatArr.sort((a, b) => {\n return a - b;\n})\n}", "function merge(a,b){\n\tvar sorted = [];\n\tvar i = 0;\n\tvar j = 0;\n\tvar aPointer = a[i];\n\tvar bPointer = b[j];\n\n\twhile (sorted.length !== (a.length+b.length)){\n\t\tif (aPointer<bPointer || j===b.length){\n\t\t\tsorted.push(aPointer);\n\t\t\ti++;\n\t\t\taPointer=a[i];\n\t\t}\n\t\telse{\n\t\t\tsorted.push(bPointer);\n\t\t\tj++;\n\t\t\tbPointer = b[j];\n\t\t}\n\t}\n\treturn sorted;\n}", "function mergesorted(a, b) {\n var r = [];\n while(a.length && b.length){\n if(a[0] < b[0]) r.push(a.shift());\n else r.push(b.shift());\n }\n return r.concat(a).concat(b);\n}", "function zip(arrays) {\r\n\t\t\t\treturn arrays[0].map(function(_,i){\r\n\t\t\t\t\treturn arrays.map(function(array){return array[i]})\r\n\t\t\t\t});\r\n\t\t\t}", "function joinArrayInSortedWay(ar1, ar2) {\n let resArray = [];\n\n while (true) {\n if (ar1[0] > ar2[0]) {\n resArray.push(ar2.shift())\n } else if (ar1[0] < ar2[0]) {\n resArray.push(ar1.shift())\n } else if (ar1[0] === ar2[0]){\n resArray.push(ar2.shift())\n resArray.push(ar1.shift())\n }\n\n if (!ar2.length) {\n return resArray.concat(ar1) \n } else if (!ar1.length){\n return resArray.concat(ar2) \n }\n }\n}", "function merge(arr1, arr2) {\n let merged = [...arr1, ...arr2];\n return merged.sort((a, b) => a - b);\n}", "function mergeTwo(arr1, arr2) {\n let output = [];\n let i = 0;\n let j = 0;\n let current = 0;\n\n while (current < (arr1.length + arr2.length)) {\n\n if (arr1[i] < arr2[j]) {\n output[current] = arr1[i];\n i++;\n } else {\n output[current] = arr2[j];\n j++;\n }\n current++;\n }\n return output;\n}", "function union (arr1,arr2) {\n var input1 = arr1\n var input2 = arr2\n\n var output = []\n var combine = input1.concat(input2)\n var combineSort = combine.sort(function(a,b){return a-b})\n\n\n for (var i = 0 ; i < combineSort.length ; i++) {\n if (combineSort[i] !== combineSort[i+1] )\n output.push(combineSort[i])\n }\n\n return(output)\n\n}", "function merge(arr1, arr2) {\n var result = [];\n\n while (arr1.length && arr2.length) {\n if(arr1[0] <= arr2[0]) {\n result.push(arr1.shift());\n } else {\n result.push(arr2.shift());\n }\n }\n\n return result.concat(arr1, arr2);\n}", "function mergeSortedArrays2(arr1, arr2) {\n return arr1.concat(arr2).sort(function (a, b) {\n if (a > b) {\n return 1;\n }\n if (a < b) {\n return -1;\n }\n return 0;\n });\n}", "function zipWith(fn, a, b) {\n var zipped = [],\n length = a.length < b.length ? a.length : b.length,\n i;\n \n for (i = 0; i < length; i++) {\n zipped[i] = fn(a[i], b[i]);\n }\n \n return zipped;\n}", "function merge(array1, array2) {\n let newArray = [];\n\n const lengths = array1.length + array2.length;\n\n for (let i = 0; i < lengths; i++) {\n (array1[0] > array2[0]) ? newArray.push(array2.shift()) : newArray.push(array1.shift());\n }\n\n return newArray;\n}", "function zip (lista, lista2) {\n return lconcat = lista.concat(lista2);\n}", "function merge(arr1,arr2){\n var output = []\n //run loop while arr1 & arr2 have a length\n while(arr1.length && arr2.length){\n //if arr1[x] is less than arr2[x] push to output list\n output.push(arr1[0] < arr2[0] ? arr1.shift() : arr2.shift())\n }\n while(arr1.length){\n output.push(arr1.shift())\n }\n while(arr2.length){\n output.push(arr2.shift())\n }\n console.log(output)\n return output\n\n}", "function merge(arr1, arr2) {\n let res = [];\n while (arr1.length && arr2.length) {\n if (arr1[0] > arr2[0]) {\n res.push(arr2.shift());\n } else {\n res.push(arr1.shift());\n }\n }\n return (res.concat(arr1.concat(arr2)));\n}", "function merge(arr1, arr2) {\n let results = [],\n i = 0,\n j = 0;\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] >= arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j])\n j++;\n }\n return results;\n}", "function merge(arr1, arr2) {\n let results = [];\n let i = 0;\n let j = 0;\n while (i < arr1.length) {\n if (arr2[j] >= arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n while ( i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while ( j < arr2.length) {\n results.push(arr2[j]);\n j++;\n}\n return results;\n}", "function merge(arr1, arr2) {\n for (let i=0; i<arr2.length; i++) {\n arr1.push(arr2[i])\n }\n return arr1.sort((a,b) => a - b)\n}", "function merge(a, b) {\n var sorted = [], indexA = 0, indexB = 0;\n while (indexA < a.length && indexB < b.length) {\n if (sortFn(a[indexA], b[indexB]) > 0) {\n sorted.push(b[indexB++]);\n } else {\n sorted.push(a[indexA++]);\n }\n }\n if (indexB < b.length) {\n sorted = sorted.concat(b.slice(indexB));\n } else {\n sorted = sorted.concat(a.slice(indexA));\n }\n return sorted;\n}", "function twistArrays(firstArray, secondArray) {\n var combinedArray = [];\n var arraysLength = firstArray.length + secondArray.length;\n for (var i = 0, j = 0; j < arraysLength; i++) {\n if (i < firstArray.length) {\n combinedArray[j] = firstArray[i];\n j++\n }\n\n if (i < secondArray.length) {\n combinedArray[j] = secondArray[i];\n j++\n }\n }\n\n return combinedArray;\n}", "function sortMerge(A, B){\n //k is the index the last int of buffer Array A \n let k = A.length + B.length - 1;\n // i is the index of the last int in array A\n let i = A.length - 1;\n // j is the index of the last int in array B\n let j = B.length - 1;\n // while there is still number in array B\n while(j >= 0){\n //if there's also number in array A, and last int of A is larger than last int of B\n if(i >= 0 && A[i] > B[j]){\n //move last int of A to the last index position in buffer A\n A[k] = A[i];\n // decrease last int of A by 1\n i--;\n }else{\n //if last int of A is smaller than last int of B, then set last int of buffer A equal to last int of B\n A[k] = B[j];\n //decrease last int of B by 1\n j--;\n }\n //decrease last int of buffer A by 1\n k--;\n }\n //return array A\n return A;\n}", "function mergeSortedArray(a, b){\n /////// empty array to push the sorted arrays into\n var merged = [];\n /////// starting at the [0] index of the existing first array\n var aElement = a[0];\n /////// starting at the [0] index of the existing second array\n var bElement = b[0];\n /////// for iterating to the next index of the existing arrays\n var i = 1;\n var j = 1;\n /////// While it is either a or b\n while(aElement || bElement) {\n /////// (if this a number and not b number) or (a number is less than b number)\n if((aElement && !bElement) || aElement < bElement) {\n //////// push a number into the merged array\n merged.push(aElement);\n //////// then iterate to the next number in a\n aElement = a[i++];\n } else {\n ////// else push the b number\n merged.push(bElement);\n //// then iterate to the next number in b\n bElement = b[j++];\n }\n }\n return merged; //// returns the new merged number\n}", "function mergesorted(a, b) {\n var aCount = 0;\n var bCount = 0;\n var aLen = a.length;\n var bLen = b.length;\n var result = [];\n \n while (aCount < aLen && bCount < bLen) {\n if (a[aCount] < b[bCount]) {\n result.push(a[aCount])\n aCount++;\n } else {\n result.push(b[bCount])\n bCount++;\n }\n }\n \n if (aCount === aLen) {result = result.concat(b.slice(bCount));}\n if (bCount === bLen) {result = result.concat(a.slice(aCount));}\n \n return result;\n}", "function zipArrays(arr1, arr2) {\n var newObject = {};\n for (var x = 0; x < arr1.length; x++) {\n var key = arr1[x];\n var value = arr2[x];\n newObject[key] = value\n }\n return (newObject)\n}", "function merge(arr1, arr2) {\n let results = []\n let i = 0\n let j = 0\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] > arr1[i]) {\n results.push(arr1[i])\n i++\n } else {\n results.push(arr2[j])\n j++\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i])\n i++\n }\n while (j < arr2.length) {\n results.push(arr2[j])\n j++\n }\n return results\n}", "function merge(arr1, arr2) {\n let arr1copy = arr1.slice();\n let arr2copy = arr2.slice();\n let results = [];\n\n while (arr1copy.length > 0 && arr2copy.length > 0) {\n results.push(copy1[0] <= copy2[0] ? copy1.shift() : copy2.shift());\n }\n\n console.log(result.concat(copy1.length === 0 ? copy2 : copy1));\n}", "function sortArr(a, b){\n return a - b ;\n }", "function merge(a, b) {\n\n var i;\n var j;\n var k;\n var c = [];\n\n for (i = 0, j = 0, k = 0; i < a.length && j < b.length; k++) {\n\n if (a[i] < b[j]) {\n c[k] = a[i];\n i++;\n } else {\n c[k] = b[j];\n j++;\n }\n\n }\n\n if (i == a.length) {\n for (; j < b.length; j++) { // izbegava se inicalizacija j\n c[k] = b[j];\n k++;\n }\n }\n\n else {\n for (; i < a.length; i++) {\n c[k] = a[i];\n k++;\n }\n }\n\n return c;\n\n}", "function merge(arr1, arr2) {\n let finalArr = [];\n\n while (arr1.length && arr2.length) {\n if (arr1[0] > arr2[0]) {\n finalArr.push(arr2.shift());\n } else {\n finalArr.push(arr1.shift());\n }\n }\n\n for (let i = 0; i < arr1.length; i++) {\n finalArr.push(arr1[i]);\n }\n for (let i = 0; i < arr2.length; i++) {\n finalArr.push(arr2[i]);\n }\n\n return finalArr;\n}", "function mergeSortedArray(a,b){\n var tempArray = [];\n var currentPos = {\n a: 0,\n b: 0\n }\n while(currentPos.a < a.length || currentPos.b < b.length) {\n if(typeof a[currentPos.a] === 'undefined') {\n tempArray.push(b[currentPos.b++]);\n } else if(a[currentPos.a] > b[currentPos.b]){\n tempArray.push(b[currentPos.b++]);\n } else {\n tempArray.push(a[currentPos.a++]);\n }\n }\n return tempArray;\n}", "function mergeOrderedArrays(sortedA,sortedB)\n{\n var merged=[];\n var a=0;\n var b=0;\n var n=sortedA.length+sortedB.length;\n for(var i=0;i<n;i++)\n {\n if(sortedA[a]<sortedB[b] || b==sortedB.length)\n merged[i]=sortedA[a++];\n else if(sortedA[a]>=sortedB[b] || a==sortedA.length)\n merged[i]=sortedB[b++];\n }\n return merged;\n}", "function interleave1(arrA,arrB) {\n var shorter = arrA;\n var longer = arrB;\n if (longer.length < shorter.length) {\n\tshorter = arrB;\n\tlonger = arrA;\n }\n\n var result = [];\n for (var i = 0; i<shorter.length; i++) {\n\tresult.push(arrA[i]);\n\tresult.push(arrB[i]);\n }\n // push remainder:\n for ( ; i<longer.length; i++) {\n\tresult.push(longer[i]);\n }\n // OR:\n //result = result.concat(longer.slice(i));\n}", "function mergeSortedArray(arr1, arr2) {\n let pointer1 = 0, pointer2 = 0;\n const answer = [];\n\n while(answer.length < arr1.length + arr2.length) {\n let el1 = arr1[pointer1], el2 = arr2[pointer2];\n\n if (!el1 || el1 > el2) {\n answer.push(el2);\n pointer2++;\n } else {\n answer.push(el1);\n pointer1++;\n }\n }\n\n return answer;\n}", "function mergeArrays(arr1, arr2) {\n let index2 = 0;\n let newArr = [];\n for (let i = 0; i < arr1.length; i++){\n if (index2 < arr2.length) {\n while(arr2[index2] < arr1[i]){\n newArr.push(arr2[index2]);\n index2++;\n if(index2 >= arr2.length){\n break;\n }\n }\n }\n newArr.push(arr1[i]);\n }\n return newArr;\n}", "function merge(arr1, arr2) {\n var results = [], i = 0, j = 0;\n while (i < arr1.length && j < arr2.length) {\n if (arr1[i] < arr2[j] ) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j]);\n j++;\n }\n return results;\n}", "function merger(arr1, arr2) {\n let i = 0, j = 0, mergedArr = [];\n while (i < arr1.length && j < arr2.length) {\n if (arr1[i] > arr2[j]) mergedArr.push(arr2[j++]);\n else mergedArr.push(arr1[i++]);\n }\n while (i < arr1.length) {\n mergedArr.push(arr1[i++]);\n }\n while (j < arr2.length) {\n mergedArr.push(arr2[j++]);\n }\n return mergedArr;\n}", "function zip(arr, brr) {\n return [].concat.apply([], arr.map(function(a) {\n return brr.map(function(b) {\n return [a, b];\n });\n }));\n}", "function zipWith(f) {\n return function(xs) {\n return function(ys) {\n var result = [];\n var len = Math.min (xs.length, ys.length);\n for (var idx = 0; idx < len; idx += 1) {\n result.push (f (xs[idx]) (ys[idx]));\n }\n return result;\n };\n };\n }", "function merge(arr1, arr2) {\n let results = [];\n let i = 0;\n let j = 0;\n\n while (i < arr1.length && j < arr2.length) {\n if (arr1[i] < arr2[j]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j]);\n j++;\n }\n return results;\n}", "function mergeAndSort(firstArray,secondArray){\n\t\t\n\t\tvar mergedArray = [], i = 0, j = 0;\n\n\t\tfor(i = 0; i < firstArray.length; i++){\n\t\t\tfor(j = j; j < secondArray.length; j++){\n\n\t\t\t\tif(firstArray[i] < secondArray[j]){ // if number from first array is less than number of second array\n\t\t\t\t\tmergedArray.push(firstArray[i]);\t\t\t\t\t\t\t\t\t\t\n\t\t\t\t\tbreak;\n\t\t\t\t}else{ // if number of second array is less than number of first array\n\t\t\t\t\tmergedArray.push(secondArray[j]);\n\t\t\t\t}\n\n\t\t\t} // end of for\n\n\t\t\t/*\n\t\t\t\tThe below condition executes when \n\t\t\t\tlength of first array is greater than second array\n\t\t\t*/\n\t\t\tif(j >= secondArray.length){\n\t\t\t\tmergedArray.push(firstArray[i]);\n\t\t\t}\n\t\t} // end of for\n\n\t\t/*\n\t\t\tIf length of second array is greater than\n\t\t\tfirst array\n\t\t*/\n\t\tfor(j = j; j < secondArray.length;j++){\n\t\t\tmergedArray.push(secondArray[j])\n\t\t}\n\n\t\treturn mergedArray;\t \n\t}", "function mergeArrayAlt(x, y) {\n\tvar temp = [];\n\tvar finalArray = [];\n\t\n\tif (x.length<y.length) { z = y.length}\n\t\telse { z = x.length}\n\tfor (var i = 0; i <= z; i++) {\n\t\t\n\t\t(temp.push(x[i]) && temp.push(y[i]))\n\t\n\t}\n\tfor (var i = 0; i <= temp.length; i++) {\n\t\ttemp[i] && finalArray.push(temp[i]);\n\t};\n\n\t\tconsole.log(finalArray);\n}", "function sortArrayByLength(a, b){\n\t\t return b.length - a.length;\n\t\t}", "function mergeArray(array1,array2){\n let newarray=[...array1,...array2];\n \n return newarray.sort(function(a,b){return a-b;});\n\n}", "function merge (arr1, arr2) {\n const newArr = [];\n let i1 = 0;\n let i2 = 0;\n\n while (i1 < arr1.length && i2 < arr2.length) {\n if (arr1[i1] < arr2[i2]) {\n newArr.push(arr1[i1]);\n i1 += 1;\n } else {\n newArr.push(arr2[i2]);\n i2 += 1;\n }\n }\n\n return newArr.concat(arr1.slice(i1)).concat(arr2.slice(i2));\n}", "function merge(arr1, arr2) {\n let results = [];\n let i = 0;\n let j = 0;\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] > arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j])\n j++;\n }\n }\n\n while (i < arr1.length) {\n results.push(arr1[i])\n i++;\n }\n\n while (j < arr2.length) {\n results.push(arr2[j])\n j++;\n }\n\n return results;\n}", "function merge(arr1, arr2) {\n let results = []\n let p1 = 0\n let p2 = 0\n while (p1 < arr1.length && p2 < arr2.length) {\n if (arr2[p2] > arr1[p1]) {\n results.push(arr1[p1])\n p1++\n } else {\n results.push(arr2[p2])\n p2++\n }\n }\n\n while (p1 < arr1.length) {\n results.push(arr1[p1])\n p1++\n }\n while (p2 < arr2.length) {\n results.push(arr2[p2])\n p2++\n }\n return results\n}", "function mergeSort(left, right) {\n // get a empty array for sorting purposes\n // starting left index variable\n // starting right index variable\n \n // while left index is less than left array length &&\n // right index is less than right array length \n \n // if left index value is lesser than right index, push left index value and increase left index \n \n // else push right index value and increase right index \n \n // combine sorted array with left over of left array and right array\n // return sortedArr;\n }", "function merge(arr1, arr2) {\n let combined = [];\n let i = 0;\n let j = 0;\n while (i < arr1.length && j < arr2.length) {\n if (arr1[i] < arr2[j]) {\n combined.push(arr1[i]);\n i++;\n } else {\n combined.push(arr2[j]);\n j++;\n }\n }\n\n while (i < arr1.length) {\n combined.push(arr1[i]);\n }\n\n while (i < arr2.length) {\n combined.push(arr2[i]);\n }\n\n return combined;\n}", "function mergedArraysB(arr1, arr2) {\n let merged = []\n let i = 0\n let j = 0\n while ((i < arr1.length) && (j < arr2.length)) {\n if (arr1[i] < arr2[j]) {\n merged.push(arr1[i]);\n i++;\n } else {\n merged.push(arr2[j]);\n j++;\n }\n };\n if (i <= (arr1.length - 1)) {\n arr1.splice(0, i)\n merged = merged.concat(arr1);\n } else if (j <= (arr2.length - 1)) {\n arr2.splice(0,j)\n merged = merged.concat(arr2)\n };\n return merged;\n}", "function merge (arr1, arr2) {\n\t\tlet results = [];\n\n\t\t// while there's anything left in both arrays, compare the first el of each array\n\t\twhile (arr1.length > 0 && arr2.length > 0) {\n\t\t\tif (arr1[0] <= arr2[0]) {\n\t\t\t\tresults.push(arr1.shift());\n\t\t\t} else {\n\t\t\t\tresults.push(arr2.shift());\n\t\t\t}\n\t\t}\n\n\t\t// a slightly fancy way of saying 'concatenate whatever is left in arr1 and arr2'\n\t\treturn [].concat(results, arr1, arr2);\n\t}", "function Zip(arr1, arr2){\n var obj = {}\n for(var i = 0; i < arr1.length; i++){\n obj[arr1[i]] = arr2[i];\n }\n return obj;\n }", "function merge(arr1, arr2) {\n let merged = new Array();\n while (arr1.length > 0 && arr2.length > 0) {\n (arr1[arr1.length - 1] > arr2[arr2.length - 1]) ? merged.unshift(arr1.pop()) : merged.unshift(arr2.pop());\n (arr1.length == 0) ? Array.prototype.unshift.apply(merged, arr2) :\n ((arr2.length == 0) ? Array.prototype.unshift.apply(merged, arr1) : null);\n };\n return merged;\n}", "function merge(arr1, arr2){\n let sorted = [];\n let in1 = 0, in2 =0;\n\n while (in1 < arr1.length || in2 < arr2.length) {\n\n if(in1 >= arr1.length){\n sorted = sorted.concat(arr2.slice(in2));\n break;\n } else if (in2 >= arr2.length){\n sorted = sorted.concat(arr1.slice(in1));\n break;\n } else {\n if (arr1[in1] <= arr2[in2]) {\n sorted.push(arr1[in1]);\n in1++;\n } else {\n sorted.push(arr2[in2]);\n in2++;\n }\n }\n }\n\n return sorted;\n}", "function merge(arr1, arr2) {\n let results = [];\n let i = 0;\n let j = 0;\n\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] > arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n\n while (i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j]);\n j++;\n }\n\n return results;\n}", "function mergeSorted2(arr1, arr2) {\n if(arr1.length===0 || arr2.length===0) {\n console.log(\"Please enter both the arrays.\");\n }\n\n for(let i = 0; i < arr2.length; i++) {\n arr1.push(arr2[i])\n }\n\n arr1.sort(function(a, b){ return a - b})\n console.log(arr1.join(', '))\n\n}", "function merge(arr1, arr2){\n let output = [];\n let i = 0;\n let j = 0;\n while(i < arr1.length && j < arr2.length){\n if(arr1[i] < arr2[j]){\n output.push(arr1[i]);\n i++;\n }else{\n output.push(arr2[j]);\n j++;\n }\n }\n while(i < arr1.length){\n output.push(arr1[i]);\n i++;\n }\n while(j < arr2.length){\n output.push(arr2[j]);\n j++;\n }\n return output;\n}", "function merge(arr1, arr2) {\n let results = [];\n let i = 0;\n let j = 0;\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] > arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j])\n j++;\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i])\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j])\n j++;\n }\n return results;\n}", "function mergeSortedArray(arr1, arr2) {\n if (arr1.length === 0) {\n return arr2;\n }\n if (arr2.length === 0) {\n return arr1;\n }\n //Idea: keep a pointer with arr1 and arr2\n //result arr is concatenation of 2 given array\n var i = 0,\n j = 0,\n mergedArr = []; //result array\n //continue to loop to finish the array\n while (i < arr1.length || j < arr2.length) {\n if (arr1[i] <= arr2[j]) { //arr1 has smaller value\n mergedArr.push(arr1[i]);\n i++;\n } else { //if arr2 has smaller value\n mergedArr.push(arr2[j]);\n j++;\n }\n }\n return mergedArr;\n}", "function merge(arr1, arr2) {\n\n let results = [];\n\n let i = 0;\n let j = 0;\n\n while (i < arr1.length && j < arr2.length) {\n if (arr2[j] > arr1[i]) {\n results.push(arr1[i]);\n i++;\n } else {\n results.push(arr2[j]);\n j++;\n }\n }\n while (i < arr1.length) {\n results.push(arr1[i]);\n i++;\n }\n while (j < arr2.length) {\n results.push(arr2[j]);\n j++;\n }\n\n return results;\n}", "function mergeSortedArrays(arr1, arr2) {\n // if one array is empty return the other one\n if (arr1.length == 0) {\n return arr2\n }\n if (arr2.length == 0) {\n return arr1\n }\n\n const mergedArray = []\n let i = 1\n let j = 1\n\n let item1 = arr1[0]\n let item2 = arr2[0]\n\n while (item1 || item2) {\n if (item2 === undefined || item1 < item2) {\n mergedArray.push(item1)\n item1 = arr1[i]\n i++\n } else {\n mergedArray.push(item2)\n item2 = arr2[j]\n j++\n }\n }\n\n return mergedArray\n}", "function numericalArraySortAscending(a, b)\n{\n return (a-b);\n}", "function compareTriples(a,b){\n //Almacenar puntos\n let Alice = 0;\n let Bob = 0;\n a.map((element, index) => {\n if(element > b[index]){\n Alice +=1;\n }\n if(element < b[index]){\n Bob +=1;\n }\n })\n return [Alice, Bob];\n}", "function merge(arrayOne, arrayTwo){\n var merged = [];\n //while either arary is not empty\n while(arrayOne.length > 0 && arrayTwo.length > 0){\n //add the smaller of the first elements into merged\n if (arrayOne[0] < arrayTwo[0] ){\n merged.push(arrayOne[0]);\n arrayOne.shift();\n } else {\n merged.push(arrayTwo[0]);\n arrayTwo.shift();\n }\n }\n\n merged = merged.concat(arrayOne).concat(arrayTwo);\n return merged;\n}", "function zip(arr){\n\t var len = arr ? max(map(arguments, getLength)) : 0,\n\t results = [],\n\t i = -1;\n\t while (++i < len) {\n\t // jshint loopfunc: true\n\t results.push(map(arguments, function(item) {\n\t return item == null ? undefined : item[i];\n\t }));\n\t }\n\n\t return results;\n\t }", "function union(arrayOne, arrayTwo){\n\tvar combinedArray = arrayOne.concat(arrayTwo);\n\treturn combinedArray.sort();\n\n\n}", "function zipLeft_(a, b) {\n return core.zipWith_(a, b, a => a);\n}", "function merge(a, b) {\n const combinedLen = a.length + b.length\n const merged = []\n let idxA = 0\n let idxB = 0\n\n while (merged.length < combinedLen) {\n if (idxB === b.length || a[idxA] < b[idxB]) {\n merged.push(a[idxA++]) // eslint-disable-line\n } else {\n merged.push(b[idxB++]) // eslint-disable-line\n }\n }\n return merged\n}" ]
[ "0.75506026", "0.7063241", "0.6986505", "0.69250214", "0.68778336", "0.68696404", "0.68549687", "0.6846757", "0.6795448", "0.67870754", "0.67861366", "0.67619133", "0.6749479", "0.67341113", "0.67252505", "0.67252505", "0.67252505", "0.67252505", "0.67123944", "0.6709975", "0.6707669", "0.66918594", "0.66889167", "0.6679378", "0.6573232", "0.6572396", "0.6570221", "0.6558866", "0.65508443", "0.65493584", "0.65443194", "0.65282774", "0.6522188", "0.65218484", "0.6496567", "0.6484193", "0.647779", "0.6466248", "0.6455368", "0.64482147", "0.64380974", "0.6437256", "0.6430973", "0.6414919", "0.6404585", "0.6398234", "0.63685215", "0.6355885", "0.6337976", "0.63328195", "0.6331318", "0.6330064", "0.63224846", "0.63069826", "0.62919164", "0.628964", "0.628733", "0.62854266", "0.62652564", "0.6237688", "0.6236545", "0.62351125", "0.622998", "0.6225766", "0.6221579", "0.622124", "0.62159437", "0.6215578", "0.6211719", "0.62104577", "0.6205388", "0.61944413", "0.6189069", "0.6187708", "0.61816823", "0.61771303", "0.6167799", "0.6167083", "0.616205", "0.6158561", "0.615673", "0.6150326", "0.6148338", "0.6148117", "0.6142909", "0.6132898", "0.6132671", "0.61296934", "0.61294186", "0.612778", "0.6127409", "0.61258525", "0.61252475", "0.61252284", "0.6107673", "0.60998243", "0.6097093", "0.609235", "0.6091583", "0.609123" ]
0.7396034
1
a function to show all the p elements on the page
function show_class(pclass) { var p = document.getElementsByClassName(pclass); for ( var i = 0; i < p.length; i++ ) { p[i].style.display = 'block'; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getAllParagraphs() {\n return document.querySelectorAll(\"#myPage > p\")\n}", "function displayAll(all) {\n showAllNode.innerHTML = all.map(person => `<p>${person.name}</p>`).join(\"\")\n}", "foldParagraphs(foldPar) {\n var paragraphs = document.getElementsByClassName(\"paragraph\")\n var parName = document.getElementsByClassName(\"parName\")\n // if argument foldPar is false, show everything as inline-block\n if (!foldPar) {\n for (var i=0; i<paragraphs.length; i++) {\n paragraphs[i].style.display = \"inline-block\"\n }\n\n // if argument foldPar is true, show only non repeting paragraphs\n } else {\n var seenParNames = []\n // list every paragraphs\n for (var i=0; i<paragraphs.length; i++) {\n var Seen = false\n // list through already seen paragraphs\n for (var j=0; j<seenParNames.length; j++) {\n\n // if paragraph was seen before\n if (parName[i].textContent == seenParNames[j].textContent) {\n paragraphs[i].style.display = \"none\"\n break\n }\n }\n // add paragraph name to seen paragraphs\n seenParNames.push(parName[i])\n }\n }\n }", "function renderAllPatrimonios(){\n $('.padraoPatrimonios').show();\n}", "function changePcontent(){\n let parapgraphs = document.querySelectorAll('div p') \n for (let i = 0; i < parapgraphs.length; i++) {\n parapgraphs[i].innerText = 'Paragraph text changed using the changePcontent function'\n }\n }", "function showElements(arrList, pageNum) {\n // call function to hide all elements\n hideElements();\n // numbers of elements in an array\n let numberOfElements = arrList.length;\n // calculate ending point of the loop\n let range = numOfElementsOnPage * pageNum;\n // calculate starting point of the loop\n let i = range - numOfElementsOnPage;\n \n for (i; i < range; i++) {\n /* \n if i is greater of equals to number of elements in the array passed as argument\n break the loop\n \n it helps us to break the loop if there is less elements on the page\n */\n if (i >= numberOfElements)\n break;\n else\n // otherwise, remove inline style\n arrList[i].style.display = '';\n }\n \n}", "function printAll() {\r\n var nWrap = document.getElementById('notesWrapperDiv');\r\n var allNotesHTML = '';\r\n for (var i = 0; i < allNotes.length; i++) {\r\n allNotesHTML +=\r\n '<div class=\"note\" id=\"' + i + '\" onclick=\"selectNote(this);\">';\r\n allNotesHTML += allNotes[i] + '</div>';\r\n }\r\n nWrap.innerHTML = allNotesHTML;\r\n nWrap.style.display = 'block';\r\n if (allNotes.length == 0) {\r\n nWrap.style.display = 'none';\r\n }\r\n allNotesHTML = '';\r\n}", "function printQuestions(){\n\t\t//Access div on page to hold the questions\n\t\tquestionEl = document.getElementById(\"questionEl\");\n\t\t//start with a blank question area each time the game is played\n\t\tquestionEl.innerHTML = \"\";\n\t\tfor(var i = 0; i < questions.length; i++){\n\t\t\t//Put the question on the page\n\t\t\tquestionEl.innerHTML += '<h3>Question ' + (i + 1)+ ': ' + questions[i] + '</h3>';\n\t\t}\n\t}", "function showPapers(paperlist) {\n let container = document.querySelector('.container'), subcontainer, preview;\n let line, comment;\n for (let i = paperlist.revisions.length - 1; i >= 0; i--) {\n subcontainer = document.createElement('div');\n subcontainer.classList.add('subcontainer');\n subcontainer.classList.add('last');\n preview = document.createElement('embed');\n preview.src = '/' + paperlist.revisions[i].url;\n preview.type = 'application/pdf';\n subcontainer.appendChild(preview);\n let modi = document.createElement('div');\n modi.classList.add('modification');\n for (let j = paperlist.revisions[i].feedback.length - 1; j >= 0; j--) {\n comment = document.createElement('div');\n comment.classList.add('pcomment');\n comment.innerHTML = paperlist.revisions[i].feedback[j].feedback;\n modi.appendChild(comment);\n }\n subcontainer.appendChild(modi);\n container.appendChild(subcontainer);\n if (i != 0) {\n subcontainer.classList.remove('last');\n line = document.createElement('div');\n line.classList.add('line-break');\n container.appendChild(line);\n }\n }\n return paperlist\n}", "function showAll(element){\n element.each(function(){/*percorre os elementos e os mostra*/\n $(this).show();\n });\n }", "function showall()\n {\n var para=document.getElementById(\"showbook\");\n para.innerHTML=\"\";\n for(var i=0;i<allBooks.length;i++)\n {\n ShowBook(allBooks[i],para);\n\n }\n\n }", "showText($paragraphs) {\n let $self = $(`#${this.idDOM}`);\n let $content = $self.children('.article-big-content');\n\n articlesBigContainer.selectedArticle = this;\n\n let $textContainer = $(`<div class=\"article-big-text\"></div>`).appendTo($content);\n let $bottomBar = $(`<div class=\"article-big-bottom-bar\"></div>`).appendTo($content);\n\n $paragraphs.map(row => $(`<p>${row}</p>`).appendTo($textContainer));\n\n $('<button class=\"article-big-collapse-button\" type=\"button\">⮝</button>')\n .appendTo($bottomBar)\n .click(() => this.hideContent());\n\n $('<button class=\"button-fill\" type=\"button\">Show comments</button>')\n .appendTo($bottomBar)\n .click((event) => {\n this.showComments();\n event.target.remove();\n });\n\n this.contentShown = true;\n\n this.scrollToTitle(); // Scroll animation\n }", "function show() {\n best.html(population.pop[0].genes);\n averageFitness.html(population.averageFitness);\n generationNum.html(gNum);\n phrases.html(\"\");\n\n var phrs = \"\";\n\n for (let i = 1; i < population.pop.length && i < nPhrases.val(); i++) {\n phrs += '<span>' + population.pop[i].genes.join(\"\") + '</span>';\n }\n\n phrases.html(phrs);\n }", "function pWarn() {\n var allPtag = document.getElementsByTagName(\"p\");\n var length = allPtag.length;\n var text = [];\n\n\n\n for (var i = 0; i < length; i++) {\n if(allPtag[i].innerHTML.indexOf(\"&gt\") !== -1) {\n text[i] = transformClass(allPtag[i].innerHTML);\n allPtag[i].outerHTML = text[i];\n }\n }\n }", "function paragraphFunction(p_tags) {\n var html = '<div id=\"paragraphs\">';\n html += '<h1>' + \"Thanks for stopping by! Here are a few quotes :)\" + '</h1>';\n html += '<p>' + 'They say a person needs just three things to be truly happy in this world: Someone to love, something to do, and something to hope for.' + '</p>';\n html += '<p>' + \"It's so hard to forget pain, but it's even harder to remember sweetness. We have no scar to show for happiness. We learn so little from peace.\" + '</p>';\n html += '<p>' + \"It isn't what you have or who you are or where you are or what you are doing that makes you happy or unhappy. It is what you think about it.\" + '</p>';\n html += '</div>';\n\n return html;\n }", "function showAnswer(){\n $('div.nD p').css('visibility','visible');\n}", "function displayPages() {\n // Retrieve the page div.\n var $pageDiv = $('#pageDiv');\n \n // Clear the contents of the div.\n $pageDiv.empty();\n \n // Iterate through all of the page objects.\n for (var i = 0; i < pages.length; i++)\n displayPage(pages[i]);\n}", "function teste4(){\r\n\tvar str = \"\";\r\n\tvar p = document.getElementById('p1');\r\n\t//for(var x in p){\r\n\t//\tstr = str + x + \" : \" + p[x] + \"<br>\"; \r\n\t//}\r\n\t//document.write(str);\r\n\talert(p.innerHTML);\r\n}", "function findText()\n{\n\t$( \"p\" ).each(function( index ) {\n\t\tvar paragraph = $( this ).text();\n\t\tif (wordCount($( this ).text()) > 20)\n\t\t{\n\t\t\ttextNodes.push($( this ).text());\n\t\t}\n\t});\n\n\tpickWords();\n}", "function readParagraphs() \n{\n if ((xhrContent.readyState === 4) && (xhrContent.status === 200)) \n {\n let MyContent = JSON.parse(xhrContent.responseText);\n let paragraphs = MyContent.paragraphs;\n paragraphs.forEach(function (paragraph) \n {\n let paragraphElements = document.getElementById(paragraph.id);\n \n if(paragraphElements) \n {\n paragraphElements.innerHTML = paragraph.content;\n } \n }, this);\n }\n}", "function show_all() {\n $(\"#meta-info\").show()\n $(\"#progress_bar\").show()\n $(\"#arrived-late\").show()\n $(\"#punctual\").show()\n $(\"#left-early\").show()\n $(\"#punctual-day-chart\").show()\n $(\"#breakdown p\").show()\n $(\"#punctual-table-wrapper\").show()\n $('#punctual-table-wrapper').collapse(\"show\")\n}", "function showHideDetails() {\n var paragraphs, p, images, i;\n /* jshint -W040 */\n //paragraphs = this.parentNode.getElementsByTagName(\"p\");\n paragraphs = $(this).parent().find(\"p\");\n /* jshint +W040 */\n for (p = 0; p < paragraphs.length; p += 1) {\n if (paragraphs[p].style.display === \"none\") {\n paragraphs[p].style.display = \"block\";\n } else {\n paragraphs[p].style.display = \"none\";\n }\n }\n /* jshint -W040 */\n //images = this.parentNode.getElementsByTagName(\"img\");\n images = $(this).parent().find(\"img\");\n /* jshint +W040 */\n for (i = 0; i < images.length; i += 1) {\n if (images[i].style.display === \"none\") {\n images[i].style.display = \"block\";\n } else {\n images[i].style.display = \"none\";\n }\n }\n }", "show() {\n for (var organism of this.organisms)\n organism.show(this.p);\n }", "function printPage(elem) {\n\t\tpopup(jQuery(elem).html(), elem);\n\t}", "function showSelectPartiePage(){\n //Nieuwe pagina word geladen\n document.getElementById(\"stellingPage\").style.display = \"none\";\n document.getElementById(\"importantContainer\").style.display = \"block\";\n\n //De partijen worden op volgorde gezet met de meeste punten\n parties.sort(function(a,b){\n return b.points - a.points;\n });\n \n //De partijen worden getoond \n parties.forEach(party => {\n var par = document.createElement(\"p\");\n par.innerHTML = party.long;\n document.getElementById(\"partyOrder\").appendChild(par);\n });\n}", "function print() {\n let questionText = document.getElementById(\"question_text\");\n let answerText = document.querySelectorAll(\".button\");\n questionText.innerHTML = questionsList[questionCount].question;\n let count = 0;\n for (let answer of questionsList[questionCount].answer) {\n answerText[count].innerText = (answer.questionText)\n count += 1\n }\n\n}", "function filterPageDisplayAll() {\n $record_lines.show();\n $no_record_lines.hide();\n }", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function showParagraph(){\n \ndocument.getElementById(\"p0\").style.display=\"inline\";\ndocument.getElementById(\"button\").style.display=\"inline\";\ndocument.getElementById(\"txtCommentOutput\").style.display=\"inline\";\ndocument.frmAddComment.style.display='none';\n\n}", "displayPokemons(arr){\n const htmlString = arr.map(pokemon => \n `\n <article>\n <p>#${pokemon.id}</p>\n <p>${pokemon.name}</p>\n <span class=\"types\">${pokemon.types.map( type => `<p class=\"${type}\">${type}</p>`).join(\" \")}</span>\n <p><img src=\"${pokemon.sprite}\"></p>\n </article>\n `\n )\n .join('');\n\n this.main.innerHTML = htmlString;\n }", "function displayDOM(){\r\n\t\tvar str = '';\r\n\t\tcontainer.getChildren().each(function(item){\r\n\t\t\tstr += '<div style=\"' + item.style.cssText + '\">' + item.get('text') + '</div>\\n';\r\n\t\t});\r\n\t\tdocument.id('output').set('text', str);\r\n\t}", "function show(el){\r\n el = getList(el);\r\n\r\n for(var i = 0; i<el.length; i++){\r\n el[i].style.display = 'block';\r\n }\r\n return el;\r\n }", "function show(el){\r\n el = getList(el);\r\n\r\n for(var i = 0; i<el.length; i++){\r\n el[i].style.display = 'block';\r\n }\r\n return el;\r\n }", "function runAllParagraphs() {\n noteSelf.paragraphs[0].run(noteSelf.paragraphs.slice(1, noteSelf.paragraphs.length));\n }", "function showALL() {\n\tshowEP();\n\t showStatics();\n}", "function showEverything() {\n // ARIA: Show all the things\n var children = document.body.children;\n for (var i = 0; i < children.length; i++) {\n var child = children[i];\n // Restore the previous aria-hidden value\n child.setAttribute('aria-hidden', child._previousAriaHidden || 'false');\n }\n }", "function display()\n\t\t{\n\t\t\tvar i;\n\t\t\tvar arr = [];\n\t\t\tfor(i=1;i<dd.value;i++)\n\t\t\t{\n\t\t\t\tif(prime(i))\n\t\t\t\t\tarr[arr.length] = \" \"+i+\" \";\n\t\t\t}\n\t\t\tdocument.getElementById(\"demo\").innerHTML = arr;\n\t\t}", "function displayPoem(string, container) {\n container.append(\"<p>\"+string+\"</p>\");\n}", "function showAll() {\n\tvar result = document.getElementsByClassName('search-result-panel');\n\tfor ( var ePanel in result) {\n\t\tif (ePanel.match(\"\\\\d+\") == null) {\n\t\t} else {\n\t\t\tvar eDivs = result[ePanel].getElementsByTagName('div');\n\t\t\tfor ( var eDiv in eDivs) {\n\t\t\t\tif (eDiv.match(\"\\\\d+\") == null) {\n\t\t\t\t} else {\n\t\t\t\t\teDivs[eDiv].style.display = 'block';\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}", "function displayElementsPlayers(){\n\tdisplayPlayers();\n}", "function showRuns()\n{\n var range = Selection_get();\n var paragraph = Text_analyseParagraph(range.start);\n var runs = paragraph.runs;\n var lines = new Array();\n for (var i = 0; i < runs.length; i++) {\n\n var elementNames = new Array();\n for (var anc = runs[i].node.parentNode; anc != paragraph.node; anc = anc.parentNode) {\n elementNames.push(anc.nodeName+\" \");\n }\n\n lines.push(\"Run \"+i+\" (\"+runs[i].start+\"): \"+\n elementNames.reverse().join(\"\")+\n JSON.stringify(runs[i].node.nodeValue));\n }\n lines.push(\"\");\n lines.push(\"Text: \"+JSON.stringify(paragraph.text));\n return lines.join(\"\\n\");\n}", "function printList() {\n\tdocument.getElementById('mainContent').innerHTML = '';\n\tshowPrintList(); //This removes the buttons from the list\n\twindow.print();\n}", "function displayQs() {\n\tfor (i = 1; i <=10; i++) {\t\n\t\t$(\"#displayQ\" + i).html(\"<h2>\" + trivia[currentQuestion].question + \"</h2>\");\n\t\tcurrentQuestion++;\n\t}\n}", "function PrintElem(elem){\n Popup($(elem).html());\n}", "function questionContent() {\n\t\t// a for loop would be cool here...\n \t$(\"#gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function questionContent() {\n\t\t// a for loop would be cool here...\n \t$(\"#gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function showResultPage() {\n //Hier word een alert gegeven als geen van de knoppen is ingedrukt\n if (topParties.length === 0) {\n return alert(\"Klik op een van de onderstaande knoppen s.v.p.\");\n }\n partyPage.style.display = \"none\";\n resultSection.style.display = \"block\";\n\n //De top 3 partijen worden laten zien en voegt de waarde toe aan de array\n firstPlace.innerHTML += topParties[0].name;\n secondPlace.innerHTML += topParties[1].name;\n thirdPlace.innerHTML += topParties[2].name;\n}", "show() {\n for (let node of this.nodes) {\n node.show();\n node.showLinks();\n }\n }", "function show_all_droppable_elements() {\n\t$('.statement_area').css('visibility', 'visible');\n}", "function qdisplay() {\n\t\t$('#main').html(\"<p>\" + test[count].b + \"</p>\");\n\t\tconsole.log(\"test[count].b\" + test[count].b)\n\t}", "function showAllPosts() {\n\tfor(var i = 0; i < allPosts.length; i++) {\n\t\tallPosts[i].style.display = \"initial\";\n\t}\n}", "function paragraphs(document)\n{\n return document.querySelectorAll(\"p\").length;\n}", "function printContent(area,title){\r\n\t$(\"#\"+area).printThis({\r\n\t\t pageTitle: title\r\n\t});\r\n}", "function showProps()\n{\n var oOutput = document.getElementsById('propertyList');\n if (oOutput)\n {\n var newElem;\n var newText;\n for (var i in window)\n {\n newElem = document.createElement('li');\n newElem.className = 'objProperty';\n newText = document.createTextNode('window.' + i + ' = ' + window[i]);\n\n // insert the text node into the new paragraph\n newElem.appendChild(newText);\n\n // insert the completed paragraph into propertyList\n oOutput.appendChild(newElem);\n }\n }\n}", "function hideAllPages() {\n let pages = $(\".page\");\n for (let p of pages) {\n $(p).removeClass('show');\n $(p).addClass('hidden')\n }\n}", "function print() {\n message += \"<h2>\" + parkList[pick].name + \"</h2>\" + parkList[pick].picture + \"<p>\" + parkList[pick].description + \"</p>\";\n document.write(message);\n}", "function myDOM4() {\n var x = document.querySelectorAll(\"p.demo17\");\n document.getElementById(\"demo16\").innerHTML =\n \"The first paragraph(index 0) with class='demo17': \" + x[0].innerHTML;\n}", "function show(el) {\n el = getList(el);\n\n for (var i = 0; i < el.length; i++) {\n el[i].style.display = 'block';\n }\n\n return el;\n }", "function chooseCharSubset(s) {\n var l = document.getElementById('specialchars').getElementsByTagName('p');\n for (var i = 0; i < l.length ; i++) {\n l[i].style.display = i == s ? 'inline' : 'none';\n l[i].style.visibility = i == s ? 'visible' : 'hidden';\n }\n}", "function writeParagraphs() {\n //clear text in box first\n document.getElementById(\"loremIpsumBox\").innerHTML = (\"\"); // empty the div\n \n var rP = randomStart; // temp var to hold the random starting point\n\n for (var x = 0; x < numberSelect; x++) {\n var tempData = globalJsonVar[movieIndex].paragraphs[rP];\n console.log (\"rP = \" + rP); // testing random variable\n tempData = tempData.join(\" \"); // remove the commas from the output \n document.getElementById(\"loremIpsumBox\").innerHTML += (\"<p>\" + tempData + \"</p>\"); // puts the words in the div\n rP++; //increment rP to keep the loop going\n }\n \n document.getElementById(\"copyButton\").style.display = \"block\";\n}", "function showPage (list , page){\n\n \n const pageNum = parseInt (page);\n const upperIndex = (page*listNum);\n const lowerIndex = (page*listNum)-listNum;\n\n for (let i=0;i<list.length;i++){\n\n if (i >= lowerIndex && i< upperIndex){\n list[i].style.display = '';\n }; \n\n if(i < lowerIndex || i >= upperIndex ){\n\n list[i].style.display = 'none';\n };\n };\n \n \n}", "function showOrder(){\n var result = '';\n var itemType = askPreference();\n var total = getCount();\n \n for (var i = 0; i < total; i++){\n result = result + '<p>' + itemType + '</p>';\n }\n \n return document.write(result);\n }", "function showPage(page,list) {\r\n const startIndex = (page * itemsPerPage) - itemsPerPage;\r\n const endIndex = page * itemsPerPage;\r\n //loop over the student list, print 10 student according the index position\r\n for(let i = 0; i < list.length; i++){\r\n if( i >= startIndex && i < endIndex){\r\n list[i].style.display = 'block';\r\n } else {\r\n list[i].style.display = 'none';\r\n }\r\n }\r\n }", "function node_page_pageshow() {\n try {\n // Grab some recent content and display it.\n views_datasource_get_view_result(\n 'drupalgap/views_datasource/drupalgap_content', {\n success: function(content) {\n // Extract the nodes into items, then drop them in the list.\n var items = [];\n for (var index in content.nodes) {\n if (!content.nodes.hasOwnProperty(index)) { continue; }\n var object = content.nodes[index];\n items.push(l(object.node.title, 'node/' + object.node.nid));\n }\n drupalgap_item_list_populate('#node_listing_items', items);\n }\n }\n );\n }\n catch (error) { console.log('node_page_pageshow - ' + error); }\n}", "function printScreen() {\n /* Get list items */\n var list = document.getElementsByClassName('list_item');\n /* Create print screen */\n var print_window = window.open();\n /* Print Title */\n print_window.document.write('<p style=\"font-size: 16px; color:black;\"><b>List:</b></p>');\n /* Print each list item */\n /* Couldn't figure out how to apply CSS separately */\n for (var i = 0; i<list.length; i++){\n print_window.document.write('<p style=\"font-size:14px; color:black; margin: 0 0 0 20px;\"><b>' + list[i].textContent.slice(0,-1) + '</b></p>');\n }\n print_window.document.close();\n print_window.focus();\n /* Display print screen */\n print_window.print();\n /* Close the window */\n //print_window.close();\n}", "function showPage(list,page){ // 1- receives list of elements and page number as arguments\n\n// 2- calculate start/end index according to the page \nlet startIndex = (page * liPerPage) -liPerPage; //i.e. (2*10)-10 = 10.. start index is 10 on second page\nlet endIndex = page * liPerPage; // i.e. 2*10 = 20.. Gets items from 10 to 20 on second page\n\n// 4- iterare trough list and display items within the range of StartIndex-EndIndex \nfor (i = 0; i< list.length; i++) { \n\n if( (i >= startIndex) && (i<endIndex)) {\n\nlist[i].style.display = 'block';\n\n }\n// 5- Hide the remaining items 'none'\n else {\n \n list[i].style.display = 'none';\n \n }\n }\n\n\n}", "function showall(){\n document.getElementById(\"card0\").style.display = \"none\"; /* start page with options */\n\n for (var c=1;c<karten+1;c++) {\n pre = \"<div class='plugin__flashcards_fp_border'><div class='plugin__flashcards_fp_header'>\" + \"Karte \" + c + \"</div>\";\n document.getElementById(\"card\"+c).innerHTML = pre + document.getElementById(\"card\"+c).innerHTML + \"</div>\";\n\n document.getElementById(\"card\"+c).style.display = \"block\";\n document.getElementById(\"card\"+c).style.minHeight = 0;\n }\n}", "function displayPerson(p){\n\n\tvar v = p.current_vitals;\n\t\n\t//create elements on screen\n\t//opacity\n\t//start point this.x, this.y\n\n\t//create info bubble\n\t//or update vitals section divs\n\n\t$('#selected_name').text(p.name);\n\t$('#selected_bp').text(v.bp);\n\t$('#selected_rr').text(v.rr);\n\t$('#selected_pr').text(v.pr);\n\t$('#selected_other').text(v.other);\n\t\n}", "print(){\n var str = \"\";\n for(var i = 0; i < this.items.length; i++){\n str += this.items[i].element + \" \";\n }\n return str; \n }", "function displayPages() {\r\n // Retrieve the the pages div element.\r\n var $pageDiv = $(\"#pageDiv\");\r\n \r\n // Clear the page div.\r\n while ($pageDiv[0].firstChild)\r\n $pageDiv[0].removeChild($pageDiv[0].firstChild);\r\n \r\n // Iterate through all of the pages in the pagesList.\r\n for (var i = 0; i < pageList.length; i++) {\r\n var page = pageList[i];\r\n \r\n // Create a new image element to represent the page.\r\n var img = document.createElement(\"IMG\");\r\n img.onload = function() {\r\n $(this).hide().pageToggle();\r\n };\r\n img.src = \"/ShowAndTellProject/\" + page.audio;\r\n img.id = \"pageThumbnail\";\r\n \r\n // Add highlight functionality to the image element.\r\n highlight(img);\r\n \r\n // Add the image to the pages div.\r\n $pageDiv.append(img); \r\n }\r\n}", "function completarPuntuaciones() {\n let puntuacionesHtml = \"\";\n puntuaciones.forEach(puntuacion => {\n puntuacionesHtml += `<div>\n <h4>${puntuacion.seccion}</h4>\n ${dibujarElementos(puntuacion.elementos)}\n </div>`\n })\n $(\"#puntuaciones\").html(puntuacionesHtml);\n}", "print() {\n const self = this;\n this.forEveryLine(TOP_TO_DOWN, (line) => {\n let lineStr = '';\n\n self.forEveryColumn(LEFT_TO_RIGHT, (column) => {\n let elm = self.getElement(new Position(line, column));\n lineStr = `${lineStr}\\t${elm.value}`; \n });\n console.log(lineStr + '\\t\\t\\t\\t' + Math.random());\n });\n console.log('-------------------------');\n }", "function showWords(){\n return profanities;\n }", "function printTextOfDiv(){\n var div=document.getElementsByTagName(\"div\");\n var html=document.getElementById(\"result\");;\n for(var i=0; i<div.length; i++){\n if(div[i].innerText!=\"\"){\n html.innerHTML+='<li>'+div[i].innerText+'</li>';\n } \n }\n }", "function listPrimeNumbers(number){\n const aqui = document.querySelector('.primos');\n const para = document.createElement('p');\n aqui.appendChild(para);\n const dentro = document.querySelector('p');\n dentro.id = \"dentro\";\n for(let i= number; i>1 ; i--){\n \n //const dentro= document.querySelector('.pimos);\n if (isPrime(i)){\n console.log(i);\n \n dentro.textContent += \" \"+i;\n \n \n }\n } \n}", "function printResults() {\n print.classList.add('active');\n inputWindow.classList.add('disappear');\n songInfo.classList.add('active');\n\n print.innerHTML = `\n I see ${inputs[0].value} of ${inputs[1].value}, ${inputs[2].value} ${inputs[3].value}, too.\n <br>\n I see ${inputs[4].value} for me and you.\n <br>\n And I think to myself, what a ${inputs[5].value} world.\n `\n}", "function changePcontent(){\n let selectPofDivs = document.querySelector(\"div p\")\n selectPofDivs.innerText = \"This is a short Lorem Ipsummmmmmmmmm... who cares :) !\"\n }", "function showItems(arr) {\r\n document.write('your to list has :\\n');\r\n for (let i = 0; i < arr.length; i++) {\r\n document.write(`${arr[i]} \\n`);\r\n }\r\n}", "function print(e){\n \n let text = e.innerText;\n let out = document.getElementById(\"visor\");\n \n out.innerText+=text;\n\n displayContent += text;\n \n}", "function showPrintingDiagnostics() {\n showPrintingCropMarks();\n showPrintingDescription();\n showPrintingRulers();\n}", "function showArray(elements, customText = \"\"){ \n document.write(\"<h1>Content of array \"+customText+\"</hl>\"); \n document.write(\"<ul>\"); \n elements.forEach((element, index) => { \n document.write(\"<li>\"+element+\"</li><br/>\"); \n }); \n document.write(\"</ul>\"); \n}", "function questionContent() {\n \t$(\".gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function showPages() {\n\tvar pages = getPages();\n\tvar formHTML = \"<ul>\";\n\tfor (var i = 0; i < pages.length; i++)\n\t{\n\t\tformHTML = formHTML + '<li id=\"li_' + i +'\">' + pages[i].title + ' <button id=\"bt_' + i + '\" onclick=\"selectPage(' + i + ')\">Edit</button></li>';\n\t}\n\tformHTML = formHTML + \"</ul>\";\n\t$( \"div#pagesList\" ).html(formHTML);\n}", "function showButtons()\n{\n\tpageNavButton.style.display = 'inherit';\n\tpageNavButton.style.display = 'inline-block';\n\t\n\tinformationButton.style.display = 'inherit';\n\tinformationButton.style.display = 'inline-block';\n\t\n\tfor(var i = 0; i < collectionOfButtons.length; i++)\n\t{\n\t\tcollectionOfButtons[i].style.display = 'inherit';\n\t\tcollectionOfButtons[i].style.display = 'inline-block';\n\t}\n\t\n\tfor(var k = 0; k < collectionOfButtons2.length; k++)\n\t{\n\t\tcollectionOfButtons2[k].style.display = 'inherit';\n\t\tcollectionOfButtons2[k].style.display = 'inline-block';\n\t}\n}", "function main() {\n\t// 1st <p> tag surrounds the article's main image. So, add 1 to the # of\n\t// paragraphs you want.\n var maxNumParagraphs = 3;\n\n\n jQ(\".post .entry-content\").each(function (i) {\n // Get the full article's address\n var more = jQ(this).find('a.read_more').attr('href');\n\n // From that address, get the first few <p> tags.\n var query = more + ' .entry-content p:lt(' + maxNumParagraphs.toString() + ')';\n\n jQ(this).load(query, function () {\n\t\t\t// Then, after the content has been fetched and inserted,\n\t\t\t// append the [Read more] link again, since we lost it.\n jQ(this).append('<a href=\"' + more + '\" class=\"read_more\">[Read more]</a>');\n });\n\n });\n}", "function showAll() {\n\n}", "function getParagraphs(node) {\n let paragraphs = [];\n\n walk(node, function(n) {\n if (isParagraph(n)) paragraphs.push(n);\n });\n \n return paragraphs;\n}", "function ShowPage(list, page) {\n for (let i = 0; i < list.length; i++) {\n if (i >= (page-1)*maxEntriesPerPage && i < page*maxEntriesPerPage) {\n list[i].style.display = \"block\";\n }\n else {\n list[i].style.display = \"none\";\n }\n }\n}", "function visualizza(p1,p2){\n\t\t\n\t\t//console.log(p1);\n\t\t//console.log(p2);\n\t\t\t\t\n\t\t$(p1).hide();\n\t\t$(p2).show();\n\t\t\n\t\t\n\t}", "function displayParagraph(receivedText) {\n myParagraph.innerHTML = receivedText;\n}", "function pagehtml(){\treturn pageholder();}", "function para(args) {\n var p;\n \n p = node(\"p\");\n p.className = args.className||\"\";\n p.innerHTML = args.text||\"\";\n\n return p; \n }", "display() {\n document.querySelector(\"#question\").innerHTML = this.question;\n for (let i = 0; i < 4; i++)\n showAnswer = selectValue(showAnswer, 4);\n answer1.innerHTML = this.answers[showAnswer[0]];\n answer2.innerHTML = this.answers[showAnswer[1]];\n answer3.innerHTML = this.answers[showAnswer[2]];\n answer4.innerHTML = this.answers[showAnswer[3]];\n }", "function showChildren(number) {\n\t$(\"#p\" + number).toggle();\n\tif($(\"#p\" + number).is(':visible')) {\n\t\tthis.innerHtml = \"Collapse\";\n\t} else {\n\t\tthis.innerHtml = \"Expand\";\n\t}\n}", "function showAll (text) {\n\n\tasciify.getFonts(function (err, fonts) {\n\t\tif (err) { return console.error(err); }\n\n\t\tvar padSize = ('' + fonts.length).length;\n\n\t\tfonts.forEach(function(font, index) {\n\t\t\tvar opts = {\n\t\t\t\tfont: font,\n\t\t\t\tcolor: argv.color\n\t\t\t};\n\n\t\t\tasciify(exampleText, opts, function (err, result) {\n\t\t\t\tconsole.log(pad(padSize, index+1, '0') + ': ' + font);\n\t\t\t\tconsole.log(result);\n\t\t\t\tconsole.log('');\n\t\t\t});\n\t\t});\n\t});\n}", "function readMoreInParagraph() {\n var sentence = ' Try to think about paragraphs in terms of thematic unity: a paragraph is a sentence or a group of sentences that supports one central, unified idea. Paragraphs add one idea at a time to your broader argument.';\n document.getElementsByTagName('a')[0].innerHTML = '';\n document.getElementsByTagName('p')[0].innerText += sentence;\n }", "function printMore(){\n\n\n console.log(\"Print out more text\");\n\n }", "function print(div,answers) {\n $(div).append(answers);\n }" ]
[ "0.67331165", "0.6394075", "0.6226105", "0.62141275", "0.61899644", "0.6141632", "0.61242473", "0.6112232", "0.609766", "0.60297877", "0.60215074", "0.59958583", "0.5959423", "0.5937156", "0.5930275", "0.58801657", "0.58632696", "0.5838379", "0.58186734", "0.5817152", "0.5815445", "0.58107233", "0.579574", "0.578593", "0.5764975", "0.5737071", "0.5708518", "0.5707646", "0.5707646", "0.5707646", "0.57046145", "0.5687674", "0.5686109", "0.56774914", "0.56774914", "0.5667867", "0.56619596", "0.56513476", "0.56512386", "0.5650789", "0.5638693", "0.5637103", "0.563704", "0.5630965", "0.5559523", "0.5555443", "0.55548674", "0.55548674", "0.555236", "0.5548561", "0.554803", "0.5547359", "0.5545359", "0.5540568", "0.5538417", "0.5537245", "0.5525268", "0.5510302", "0.5508171", "0.5501032", "0.5499241", "0.5489292", "0.5475065", "0.54708827", "0.5467948", "0.5463679", "0.54622895", "0.5455922", "0.5455706", "0.54544914", "0.5451753", "0.5450387", "0.5448965", "0.54460406", "0.54348016", "0.5432303", "0.5431038", "0.54278857", "0.5427773", "0.54236585", "0.5418624", "0.54167235", "0.5414159", "0.5407715", "0.53998125", "0.53970116", "0.53962135", "0.5393519", "0.538678", "0.5385497", "0.5382466", "0.5381496", "0.53805697", "0.53797936", "0.5367235", "0.536716", "0.5366505", "0.5366444", "0.53592825", "0.5354628" ]
0.6107555
8
a function to show all the p elements on the page
function show_element(pid) { var p = document.getElementById(pid); if (p) { p.style.display = 'block'; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getAllParagraphs() {\n return document.querySelectorAll(\"#myPage > p\")\n}", "function displayAll(all) {\n showAllNode.innerHTML = all.map(person => `<p>${person.name}</p>`).join(\"\")\n}", "foldParagraphs(foldPar) {\n var paragraphs = document.getElementsByClassName(\"paragraph\")\n var parName = document.getElementsByClassName(\"parName\")\n // if argument foldPar is false, show everything as inline-block\n if (!foldPar) {\n for (var i=0; i<paragraphs.length; i++) {\n paragraphs[i].style.display = \"inline-block\"\n }\n\n // if argument foldPar is true, show only non repeting paragraphs\n } else {\n var seenParNames = []\n // list every paragraphs\n for (var i=0; i<paragraphs.length; i++) {\n var Seen = false\n // list through already seen paragraphs\n for (var j=0; j<seenParNames.length; j++) {\n\n // if paragraph was seen before\n if (parName[i].textContent == seenParNames[j].textContent) {\n paragraphs[i].style.display = \"none\"\n break\n }\n }\n // add paragraph name to seen paragraphs\n seenParNames.push(parName[i])\n }\n }\n }", "function renderAllPatrimonios(){\n $('.padraoPatrimonios').show();\n}", "function changePcontent(){\n let parapgraphs = document.querySelectorAll('div p') \n for (let i = 0; i < parapgraphs.length; i++) {\n parapgraphs[i].innerText = 'Paragraph text changed using the changePcontent function'\n }\n }", "function showElements(arrList, pageNum) {\n // call function to hide all elements\n hideElements();\n // numbers of elements in an array\n let numberOfElements = arrList.length;\n // calculate ending point of the loop\n let range = numOfElementsOnPage * pageNum;\n // calculate starting point of the loop\n let i = range - numOfElementsOnPage;\n \n for (i; i < range; i++) {\n /* \n if i is greater of equals to number of elements in the array passed as argument\n break the loop\n \n it helps us to break the loop if there is less elements on the page\n */\n if (i >= numberOfElements)\n break;\n else\n // otherwise, remove inline style\n arrList[i].style.display = '';\n }\n \n}", "function printAll() {\r\n var nWrap = document.getElementById('notesWrapperDiv');\r\n var allNotesHTML = '';\r\n for (var i = 0; i < allNotes.length; i++) {\r\n allNotesHTML +=\r\n '<div class=\"note\" id=\"' + i + '\" onclick=\"selectNote(this);\">';\r\n allNotesHTML += allNotes[i] + '</div>';\r\n }\r\n nWrap.innerHTML = allNotesHTML;\r\n nWrap.style.display = 'block';\r\n if (allNotes.length == 0) {\r\n nWrap.style.display = 'none';\r\n }\r\n allNotesHTML = '';\r\n}", "function printQuestions(){\n\t\t//Access div on page to hold the questions\n\t\tquestionEl = document.getElementById(\"questionEl\");\n\t\t//start with a blank question area each time the game is played\n\t\tquestionEl.innerHTML = \"\";\n\t\tfor(var i = 0; i < questions.length; i++){\n\t\t\t//Put the question on the page\n\t\t\tquestionEl.innerHTML += '<h3>Question ' + (i + 1)+ ': ' + questions[i] + '</h3>';\n\t\t}\n\t}", "function show_class(pclass) {\n var p = document.getElementsByClassName(pclass);\n for ( var i = 0; i < p.length; i++ ) {\n p[i].style.display = 'block';\n }\n}", "function showPapers(paperlist) {\n let container = document.querySelector('.container'), subcontainer, preview;\n let line, comment;\n for (let i = paperlist.revisions.length - 1; i >= 0; i--) {\n subcontainer = document.createElement('div');\n subcontainer.classList.add('subcontainer');\n subcontainer.classList.add('last');\n preview = document.createElement('embed');\n preview.src = '/' + paperlist.revisions[i].url;\n preview.type = 'application/pdf';\n subcontainer.appendChild(preview);\n let modi = document.createElement('div');\n modi.classList.add('modification');\n for (let j = paperlist.revisions[i].feedback.length - 1; j >= 0; j--) {\n comment = document.createElement('div');\n comment.classList.add('pcomment');\n comment.innerHTML = paperlist.revisions[i].feedback[j].feedback;\n modi.appendChild(comment);\n }\n subcontainer.appendChild(modi);\n container.appendChild(subcontainer);\n if (i != 0) {\n subcontainer.classList.remove('last');\n line = document.createElement('div');\n line.classList.add('line-break');\n container.appendChild(line);\n }\n }\n return paperlist\n}", "function showAll(element){\n element.each(function(){/*percorre os elementos e os mostra*/\n $(this).show();\n });\n }", "function showall()\n {\n var para=document.getElementById(\"showbook\");\n para.innerHTML=\"\";\n for(var i=0;i<allBooks.length;i++)\n {\n ShowBook(allBooks[i],para);\n\n }\n\n }", "showText($paragraphs) {\n let $self = $(`#${this.idDOM}`);\n let $content = $self.children('.article-big-content');\n\n articlesBigContainer.selectedArticle = this;\n\n let $textContainer = $(`<div class=\"article-big-text\"></div>`).appendTo($content);\n let $bottomBar = $(`<div class=\"article-big-bottom-bar\"></div>`).appendTo($content);\n\n $paragraphs.map(row => $(`<p>${row}</p>`).appendTo($textContainer));\n\n $('<button class=\"article-big-collapse-button\" type=\"button\">⮝</button>')\n .appendTo($bottomBar)\n .click(() => this.hideContent());\n\n $('<button class=\"button-fill\" type=\"button\">Show comments</button>')\n .appendTo($bottomBar)\n .click((event) => {\n this.showComments();\n event.target.remove();\n });\n\n this.contentShown = true;\n\n this.scrollToTitle(); // Scroll animation\n }", "function show() {\n best.html(population.pop[0].genes);\n averageFitness.html(population.averageFitness);\n generationNum.html(gNum);\n phrases.html(\"\");\n\n var phrs = \"\";\n\n for (let i = 1; i < population.pop.length && i < nPhrases.val(); i++) {\n phrs += '<span>' + population.pop[i].genes.join(\"\") + '</span>';\n }\n\n phrases.html(phrs);\n }", "function pWarn() {\n var allPtag = document.getElementsByTagName(\"p\");\n var length = allPtag.length;\n var text = [];\n\n\n\n for (var i = 0; i < length; i++) {\n if(allPtag[i].innerHTML.indexOf(\"&gt\") !== -1) {\n text[i] = transformClass(allPtag[i].innerHTML);\n allPtag[i].outerHTML = text[i];\n }\n }\n }", "function paragraphFunction(p_tags) {\n var html = '<div id=\"paragraphs\">';\n html += '<h1>' + \"Thanks for stopping by! Here are a few quotes :)\" + '</h1>';\n html += '<p>' + 'They say a person needs just three things to be truly happy in this world: Someone to love, something to do, and something to hope for.' + '</p>';\n html += '<p>' + \"It's so hard to forget pain, but it's even harder to remember sweetness. We have no scar to show for happiness. We learn so little from peace.\" + '</p>';\n html += '<p>' + \"It isn't what you have or who you are or where you are or what you are doing that makes you happy or unhappy. It is what you think about it.\" + '</p>';\n html += '</div>';\n\n return html;\n }", "function showAnswer(){\n $('div.nD p').css('visibility','visible');\n}", "function displayPages() {\n // Retrieve the page div.\n var $pageDiv = $('#pageDiv');\n \n // Clear the contents of the div.\n $pageDiv.empty();\n \n // Iterate through all of the page objects.\n for (var i = 0; i < pages.length; i++)\n displayPage(pages[i]);\n}", "function teste4(){\r\n\tvar str = \"\";\r\n\tvar p = document.getElementById('p1');\r\n\t//for(var x in p){\r\n\t//\tstr = str + x + \" : \" + p[x] + \"<br>\"; \r\n\t//}\r\n\t//document.write(str);\r\n\talert(p.innerHTML);\r\n}", "function findText()\n{\n\t$( \"p\" ).each(function( index ) {\n\t\tvar paragraph = $( this ).text();\n\t\tif (wordCount($( this ).text()) > 20)\n\t\t{\n\t\t\ttextNodes.push($( this ).text());\n\t\t}\n\t});\n\n\tpickWords();\n}", "function readParagraphs() \n{\n if ((xhrContent.readyState === 4) && (xhrContent.status === 200)) \n {\n let MyContent = JSON.parse(xhrContent.responseText);\n let paragraphs = MyContent.paragraphs;\n paragraphs.forEach(function (paragraph) \n {\n let paragraphElements = document.getElementById(paragraph.id);\n \n if(paragraphElements) \n {\n paragraphElements.innerHTML = paragraph.content;\n } \n }, this);\n }\n}", "function show_all() {\n $(\"#meta-info\").show()\n $(\"#progress_bar\").show()\n $(\"#arrived-late\").show()\n $(\"#punctual\").show()\n $(\"#left-early\").show()\n $(\"#punctual-day-chart\").show()\n $(\"#breakdown p\").show()\n $(\"#punctual-table-wrapper\").show()\n $('#punctual-table-wrapper').collapse(\"show\")\n}", "function showHideDetails() {\n var paragraphs, p, images, i;\n /* jshint -W040 */\n //paragraphs = this.parentNode.getElementsByTagName(\"p\");\n paragraphs = $(this).parent().find(\"p\");\n /* jshint +W040 */\n for (p = 0; p < paragraphs.length; p += 1) {\n if (paragraphs[p].style.display === \"none\") {\n paragraphs[p].style.display = \"block\";\n } else {\n paragraphs[p].style.display = \"none\";\n }\n }\n /* jshint -W040 */\n //images = this.parentNode.getElementsByTagName(\"img\");\n images = $(this).parent().find(\"img\");\n /* jshint +W040 */\n for (i = 0; i < images.length; i += 1) {\n if (images[i].style.display === \"none\") {\n images[i].style.display = \"block\";\n } else {\n images[i].style.display = \"none\";\n }\n }\n }", "show() {\n for (var organism of this.organisms)\n organism.show(this.p);\n }", "function printPage(elem) {\n\t\tpopup(jQuery(elem).html(), elem);\n\t}", "function showSelectPartiePage(){\n //Nieuwe pagina word geladen\n document.getElementById(\"stellingPage\").style.display = \"none\";\n document.getElementById(\"importantContainer\").style.display = \"block\";\n\n //De partijen worden op volgorde gezet met de meeste punten\n parties.sort(function(a,b){\n return b.points - a.points;\n });\n \n //De partijen worden getoond \n parties.forEach(party => {\n var par = document.createElement(\"p\");\n par.innerHTML = party.long;\n document.getElementById(\"partyOrder\").appendChild(par);\n });\n}", "function print() {\n let questionText = document.getElementById(\"question_text\");\n let answerText = document.querySelectorAll(\".button\");\n questionText.innerHTML = questionsList[questionCount].question;\n let count = 0;\n for (let answer of questionsList[questionCount].answer) {\n answerText[count].innerText = (answer.questionText)\n count += 1\n }\n\n}", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function show(el){\n el = getList(el);\n\n for(var i = 0; i<el.length; i++){\n el[i].style.display = 'block';\n }\n return el;\n }", "function filterPageDisplayAll() {\n $record_lines.show();\n $no_record_lines.hide();\n }", "function showParagraph(){\n \ndocument.getElementById(\"p0\").style.display=\"inline\";\ndocument.getElementById(\"button\").style.display=\"inline\";\ndocument.getElementById(\"txtCommentOutput\").style.display=\"inline\";\ndocument.frmAddComment.style.display='none';\n\n}", "displayPokemons(arr){\n const htmlString = arr.map(pokemon => \n `\n <article>\n <p>#${pokemon.id}</p>\n <p>${pokemon.name}</p>\n <span class=\"types\">${pokemon.types.map( type => `<p class=\"${type}\">${type}</p>`).join(\" \")}</span>\n <p><img src=\"${pokemon.sprite}\"></p>\n </article>\n `\n )\n .join('');\n\n this.main.innerHTML = htmlString;\n }", "function displayDOM(){\r\n\t\tvar str = '';\r\n\t\tcontainer.getChildren().each(function(item){\r\n\t\t\tstr += '<div style=\"' + item.style.cssText + '\">' + item.get('text') + '</div>\\n';\r\n\t\t});\r\n\t\tdocument.id('output').set('text', str);\r\n\t}", "function show(el){\r\n el = getList(el);\r\n\r\n for(var i = 0; i<el.length; i++){\r\n el[i].style.display = 'block';\r\n }\r\n return el;\r\n }", "function show(el){\r\n el = getList(el);\r\n\r\n for(var i = 0; i<el.length; i++){\r\n el[i].style.display = 'block';\r\n }\r\n return el;\r\n }", "function runAllParagraphs() {\n noteSelf.paragraphs[0].run(noteSelf.paragraphs.slice(1, noteSelf.paragraphs.length));\n }", "function showALL() {\n\tshowEP();\n\t showStatics();\n}", "function showEverything() {\n // ARIA: Show all the things\n var children = document.body.children;\n for (var i = 0; i < children.length; i++) {\n var child = children[i];\n // Restore the previous aria-hidden value\n child.setAttribute('aria-hidden', child._previousAriaHidden || 'false');\n }\n }", "function display()\n\t\t{\n\t\t\tvar i;\n\t\t\tvar arr = [];\n\t\t\tfor(i=1;i<dd.value;i++)\n\t\t\t{\n\t\t\t\tif(prime(i))\n\t\t\t\t\tarr[arr.length] = \" \"+i+\" \";\n\t\t\t}\n\t\t\tdocument.getElementById(\"demo\").innerHTML = arr;\n\t\t}", "function displayPoem(string, container) {\n container.append(\"<p>\"+string+\"</p>\");\n}", "function showAll() {\n\tvar result = document.getElementsByClassName('search-result-panel');\n\tfor ( var ePanel in result) {\n\t\tif (ePanel.match(\"\\\\d+\") == null) {\n\t\t} else {\n\t\t\tvar eDivs = result[ePanel].getElementsByTagName('div');\n\t\t\tfor ( var eDiv in eDivs) {\n\t\t\t\tif (eDiv.match(\"\\\\d+\") == null) {\n\t\t\t\t} else {\n\t\t\t\t\teDivs[eDiv].style.display = 'block';\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}", "function displayElementsPlayers(){\n\tdisplayPlayers();\n}", "function showRuns()\n{\n var range = Selection_get();\n var paragraph = Text_analyseParagraph(range.start);\n var runs = paragraph.runs;\n var lines = new Array();\n for (var i = 0; i < runs.length; i++) {\n\n var elementNames = new Array();\n for (var anc = runs[i].node.parentNode; anc != paragraph.node; anc = anc.parentNode) {\n elementNames.push(anc.nodeName+\" \");\n }\n\n lines.push(\"Run \"+i+\" (\"+runs[i].start+\"): \"+\n elementNames.reverse().join(\"\")+\n JSON.stringify(runs[i].node.nodeValue));\n }\n lines.push(\"\");\n lines.push(\"Text: \"+JSON.stringify(paragraph.text));\n return lines.join(\"\\n\");\n}", "function printList() {\n\tdocument.getElementById('mainContent').innerHTML = '';\n\tshowPrintList(); //This removes the buttons from the list\n\twindow.print();\n}", "function displayQs() {\n\tfor (i = 1; i <=10; i++) {\t\n\t\t$(\"#displayQ\" + i).html(\"<h2>\" + trivia[currentQuestion].question + \"</h2>\");\n\t\tcurrentQuestion++;\n\t}\n}", "function questionContent() {\n\t\t// a for loop would be cool here...\n \t$(\"#gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function questionContent() {\n\t\t// a for loop would be cool here...\n \t$(\"#gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function PrintElem(elem){\n Popup($(elem).html());\n}", "function showResultPage() {\n //Hier word een alert gegeven als geen van de knoppen is ingedrukt\n if (topParties.length === 0) {\n return alert(\"Klik op een van de onderstaande knoppen s.v.p.\");\n }\n partyPage.style.display = \"none\";\n resultSection.style.display = \"block\";\n\n //De top 3 partijen worden laten zien en voegt de waarde toe aan de array\n firstPlace.innerHTML += topParties[0].name;\n secondPlace.innerHTML += topParties[1].name;\n thirdPlace.innerHTML += topParties[2].name;\n}", "show() {\n for (let node of this.nodes) {\n node.show();\n node.showLinks();\n }\n }", "function show_all_droppable_elements() {\n\t$('.statement_area').css('visibility', 'visible');\n}", "function qdisplay() {\n\t\t$('#main').html(\"<p>\" + test[count].b + \"</p>\");\n\t\tconsole.log(\"test[count].b\" + test[count].b)\n\t}", "function showAllPosts() {\n\tfor(var i = 0; i < allPosts.length; i++) {\n\t\tallPosts[i].style.display = \"initial\";\n\t}\n}", "function paragraphs(document)\n{\n return document.querySelectorAll(\"p\").length;\n}", "function showProps()\n{\n var oOutput = document.getElementsById('propertyList');\n if (oOutput)\n {\n var newElem;\n var newText;\n for (var i in window)\n {\n newElem = document.createElement('li');\n newElem.className = 'objProperty';\n newText = document.createTextNode('window.' + i + ' = ' + window[i]);\n\n // insert the text node into the new paragraph\n newElem.appendChild(newText);\n\n // insert the completed paragraph into propertyList\n oOutput.appendChild(newElem);\n }\n }\n}", "function printContent(area,title){\r\n\t$(\"#\"+area).printThis({\r\n\t\t pageTitle: title\r\n\t});\r\n}", "function hideAllPages() {\n let pages = $(\".page\");\n for (let p of pages) {\n $(p).removeClass('show');\n $(p).addClass('hidden')\n }\n}", "function print() {\n message += \"<h2>\" + parkList[pick].name + \"</h2>\" + parkList[pick].picture + \"<p>\" + parkList[pick].description + \"</p>\";\n document.write(message);\n}", "function myDOM4() {\n var x = document.querySelectorAll(\"p.demo17\");\n document.getElementById(\"demo16\").innerHTML =\n \"The first paragraph(index 0) with class='demo17': \" + x[0].innerHTML;\n}", "function show(el) {\n el = getList(el);\n\n for (var i = 0; i < el.length; i++) {\n el[i].style.display = 'block';\n }\n\n return el;\n }", "function chooseCharSubset(s) {\n var l = document.getElementById('specialchars').getElementsByTagName('p');\n for (var i = 0; i < l.length ; i++) {\n l[i].style.display = i == s ? 'inline' : 'none';\n l[i].style.visibility = i == s ? 'visible' : 'hidden';\n }\n}", "function writeParagraphs() {\n //clear text in box first\n document.getElementById(\"loremIpsumBox\").innerHTML = (\"\"); // empty the div\n \n var rP = randomStart; // temp var to hold the random starting point\n\n for (var x = 0; x < numberSelect; x++) {\n var tempData = globalJsonVar[movieIndex].paragraphs[rP];\n console.log (\"rP = \" + rP); // testing random variable\n tempData = tempData.join(\" \"); // remove the commas from the output \n document.getElementById(\"loremIpsumBox\").innerHTML += (\"<p>\" + tempData + \"</p>\"); // puts the words in the div\n rP++; //increment rP to keep the loop going\n }\n \n document.getElementById(\"copyButton\").style.display = \"block\";\n}", "function showPage (list , page){\n\n \n const pageNum = parseInt (page);\n const upperIndex = (page*listNum);\n const lowerIndex = (page*listNum)-listNum;\n\n for (let i=0;i<list.length;i++){\n\n if (i >= lowerIndex && i< upperIndex){\n list[i].style.display = '';\n }; \n\n if(i < lowerIndex || i >= upperIndex ){\n\n list[i].style.display = 'none';\n };\n };\n \n \n}", "function showOrder(){\n var result = '';\n var itemType = askPreference();\n var total = getCount();\n \n for (var i = 0; i < total; i++){\n result = result + '<p>' + itemType + '</p>';\n }\n \n return document.write(result);\n }", "function showPage(page,list) {\r\n const startIndex = (page * itemsPerPage) - itemsPerPage;\r\n const endIndex = page * itemsPerPage;\r\n //loop over the student list, print 10 student according the index position\r\n for(let i = 0; i < list.length; i++){\r\n if( i >= startIndex && i < endIndex){\r\n list[i].style.display = 'block';\r\n } else {\r\n list[i].style.display = 'none';\r\n }\r\n }\r\n }", "function node_page_pageshow() {\n try {\n // Grab some recent content and display it.\n views_datasource_get_view_result(\n 'drupalgap/views_datasource/drupalgap_content', {\n success: function(content) {\n // Extract the nodes into items, then drop them in the list.\n var items = [];\n for (var index in content.nodes) {\n if (!content.nodes.hasOwnProperty(index)) { continue; }\n var object = content.nodes[index];\n items.push(l(object.node.title, 'node/' + object.node.nid));\n }\n drupalgap_item_list_populate('#node_listing_items', items);\n }\n }\n );\n }\n catch (error) { console.log('node_page_pageshow - ' + error); }\n}", "function printScreen() {\n /* Get list items */\n var list = document.getElementsByClassName('list_item');\n /* Create print screen */\n var print_window = window.open();\n /* Print Title */\n print_window.document.write('<p style=\"font-size: 16px; color:black;\"><b>List:</b></p>');\n /* Print each list item */\n /* Couldn't figure out how to apply CSS separately */\n for (var i = 0; i<list.length; i++){\n print_window.document.write('<p style=\"font-size:14px; color:black; margin: 0 0 0 20px;\"><b>' + list[i].textContent.slice(0,-1) + '</b></p>');\n }\n print_window.document.close();\n print_window.focus();\n /* Display print screen */\n print_window.print();\n /* Close the window */\n //print_window.close();\n}", "function showall(){\n document.getElementById(\"card0\").style.display = \"none\"; /* start page with options */\n\n for (var c=1;c<karten+1;c++) {\n pre = \"<div class='plugin__flashcards_fp_border'><div class='plugin__flashcards_fp_header'>\" + \"Karte \" + c + \"</div>\";\n document.getElementById(\"card\"+c).innerHTML = pre + document.getElementById(\"card\"+c).innerHTML + \"</div>\";\n\n document.getElementById(\"card\"+c).style.display = \"block\";\n document.getElementById(\"card\"+c).style.minHeight = 0;\n }\n}", "function displayPerson(p){\n\n\tvar v = p.current_vitals;\n\t\n\t//create elements on screen\n\t//opacity\n\t//start point this.x, this.y\n\n\t//create info bubble\n\t//or update vitals section divs\n\n\t$('#selected_name').text(p.name);\n\t$('#selected_bp').text(v.bp);\n\t$('#selected_rr').text(v.rr);\n\t$('#selected_pr').text(v.pr);\n\t$('#selected_other').text(v.other);\n\t\n}", "function showPage(list,page){ // 1- receives list of elements and page number as arguments\n\n// 2- calculate start/end index according to the page \nlet startIndex = (page * liPerPage) -liPerPage; //i.e. (2*10)-10 = 10.. start index is 10 on second page\nlet endIndex = page * liPerPage; // i.e. 2*10 = 20.. Gets items from 10 to 20 on second page\n\n// 4- iterare trough list and display items within the range of StartIndex-EndIndex \nfor (i = 0; i< list.length; i++) { \n\n if( (i >= startIndex) && (i<endIndex)) {\n\nlist[i].style.display = 'block';\n\n }\n// 5- Hide the remaining items 'none'\n else {\n \n list[i].style.display = 'none';\n \n }\n }\n\n\n}", "print(){\n var str = \"\";\n for(var i = 0; i < this.items.length; i++){\n str += this.items[i].element + \" \";\n }\n return str; \n }", "function displayPages() {\r\n // Retrieve the the pages div element.\r\n var $pageDiv = $(\"#pageDiv\");\r\n \r\n // Clear the page div.\r\n while ($pageDiv[0].firstChild)\r\n $pageDiv[0].removeChild($pageDiv[0].firstChild);\r\n \r\n // Iterate through all of the pages in the pagesList.\r\n for (var i = 0; i < pageList.length; i++) {\r\n var page = pageList[i];\r\n \r\n // Create a new image element to represent the page.\r\n var img = document.createElement(\"IMG\");\r\n img.onload = function() {\r\n $(this).hide().pageToggle();\r\n };\r\n img.src = \"/ShowAndTellProject/\" + page.audio;\r\n img.id = \"pageThumbnail\";\r\n \r\n // Add highlight functionality to the image element.\r\n highlight(img);\r\n \r\n // Add the image to the pages div.\r\n $pageDiv.append(img); \r\n }\r\n}", "function completarPuntuaciones() {\n let puntuacionesHtml = \"\";\n puntuaciones.forEach(puntuacion => {\n puntuacionesHtml += `<div>\n <h4>${puntuacion.seccion}</h4>\n ${dibujarElementos(puntuacion.elementos)}\n </div>`\n })\n $(\"#puntuaciones\").html(puntuacionesHtml);\n}", "print() {\n const self = this;\n this.forEveryLine(TOP_TO_DOWN, (line) => {\n let lineStr = '';\n\n self.forEveryColumn(LEFT_TO_RIGHT, (column) => {\n let elm = self.getElement(new Position(line, column));\n lineStr = `${lineStr}\\t${elm.value}`; \n });\n console.log(lineStr + '\\t\\t\\t\\t' + Math.random());\n });\n console.log('-------------------------');\n }", "function showWords(){\n return profanities;\n }", "function listPrimeNumbers(number){\n const aqui = document.querySelector('.primos');\n const para = document.createElement('p');\n aqui.appendChild(para);\n const dentro = document.querySelector('p');\n dentro.id = \"dentro\";\n for(let i= number; i>1 ; i--){\n \n //const dentro= document.querySelector('.pimos);\n if (isPrime(i)){\n console.log(i);\n \n dentro.textContent += \" \"+i;\n \n \n }\n } \n}", "function printTextOfDiv(){\n var div=document.getElementsByTagName(\"div\");\n var html=document.getElementById(\"result\");;\n for(var i=0; i<div.length; i++){\n if(div[i].innerText!=\"\"){\n html.innerHTML+='<li>'+div[i].innerText+'</li>';\n } \n }\n }", "function changePcontent(){\n let selectPofDivs = document.querySelector(\"div p\")\n selectPofDivs.innerText = \"This is a short Lorem Ipsummmmmmmmmm... who cares :) !\"\n }", "function printResults() {\n print.classList.add('active');\n inputWindow.classList.add('disappear');\n songInfo.classList.add('active');\n\n print.innerHTML = `\n I see ${inputs[0].value} of ${inputs[1].value}, ${inputs[2].value} ${inputs[3].value}, too.\n <br>\n I see ${inputs[4].value} for me and you.\n <br>\n And I think to myself, what a ${inputs[5].value} world.\n `\n}", "function showItems(arr) {\r\n document.write('your to list has :\\n');\r\n for (let i = 0; i < arr.length; i++) {\r\n document.write(`${arr[i]} \\n`);\r\n }\r\n}", "function print(e){\n \n let text = e.innerText;\n let out = document.getElementById(\"visor\");\n \n out.innerText+=text;\n\n displayContent += text;\n \n}", "function showPrintingDiagnostics() {\n showPrintingCropMarks();\n showPrintingDescription();\n showPrintingRulers();\n}", "function showArray(elements, customText = \"\"){ \n document.write(\"<h1>Content of array \"+customText+\"</hl>\"); \n document.write(\"<ul>\"); \n elements.forEach((element, index) => { \n document.write(\"<li>\"+element+\"</li><br/>\"); \n }); \n document.write(\"</ul>\"); \n}", "function questionContent() {\n \t$(\".gameScreen\").append(\"<p><strong>\" + \n \t\tquestions[questionCounter].question + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[0] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[1] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[2] + \n \t\t\"</p><p class='choices'>\" + \n \t\tquestions[questionCounter].choices[3] + \n \t\t\"</strong></p>\");\n\t}", "function showPages() {\n\tvar pages = getPages();\n\tvar formHTML = \"<ul>\";\n\tfor (var i = 0; i < pages.length; i++)\n\t{\n\t\tformHTML = formHTML + '<li id=\"li_' + i +'\">' + pages[i].title + ' <button id=\"bt_' + i + '\" onclick=\"selectPage(' + i + ')\">Edit</button></li>';\n\t}\n\tformHTML = formHTML + \"</ul>\";\n\t$( \"div#pagesList\" ).html(formHTML);\n}", "function showButtons()\n{\n\tpageNavButton.style.display = 'inherit';\n\tpageNavButton.style.display = 'inline-block';\n\t\n\tinformationButton.style.display = 'inherit';\n\tinformationButton.style.display = 'inline-block';\n\t\n\tfor(var i = 0; i < collectionOfButtons.length; i++)\n\t{\n\t\tcollectionOfButtons[i].style.display = 'inherit';\n\t\tcollectionOfButtons[i].style.display = 'inline-block';\n\t}\n\t\n\tfor(var k = 0; k < collectionOfButtons2.length; k++)\n\t{\n\t\tcollectionOfButtons2[k].style.display = 'inherit';\n\t\tcollectionOfButtons2[k].style.display = 'inline-block';\n\t}\n}", "function main() {\n\t// 1st <p> tag surrounds the article's main image. So, add 1 to the # of\n\t// paragraphs you want.\n var maxNumParagraphs = 3;\n\n\n jQ(\".post .entry-content\").each(function (i) {\n // Get the full article's address\n var more = jQ(this).find('a.read_more').attr('href');\n\n // From that address, get the first few <p> tags.\n var query = more + ' .entry-content p:lt(' + maxNumParagraphs.toString() + ')';\n\n jQ(this).load(query, function () {\n\t\t\t// Then, after the content has been fetched and inserted,\n\t\t\t// append the [Read more] link again, since we lost it.\n jQ(this).append('<a href=\"' + more + '\" class=\"read_more\">[Read more]</a>');\n });\n\n });\n}", "function showAll() {\n\n}", "function ShowPage(list, page) {\n for (let i = 0; i < list.length; i++) {\n if (i >= (page-1)*maxEntriesPerPage && i < page*maxEntriesPerPage) {\n list[i].style.display = \"block\";\n }\n else {\n list[i].style.display = \"none\";\n }\n }\n}", "function getParagraphs(node) {\n let paragraphs = [];\n\n walk(node, function(n) {\n if (isParagraph(n)) paragraphs.push(n);\n });\n \n return paragraphs;\n}", "function visualizza(p1,p2){\n\t\t\n\t\t//console.log(p1);\n\t\t//console.log(p2);\n\t\t\t\t\n\t\t$(p1).hide();\n\t\t$(p2).show();\n\t\t\n\t\t\n\t}", "function pagehtml(){\treturn pageholder();}", "function displayParagraph(receivedText) {\n myParagraph.innerHTML = receivedText;\n}", "function para(args) {\n var p;\n \n p = node(\"p\");\n p.className = args.className||\"\";\n p.innerHTML = args.text||\"\";\n\n return p; \n }", "function showChildren(number) {\n\t$(\"#p\" + number).toggle();\n\tif($(\"#p\" + number).is(':visible')) {\n\t\tthis.innerHtml = \"Collapse\";\n\t} else {\n\t\tthis.innerHtml = \"Expand\";\n\t}\n}", "display() {\n document.querySelector(\"#question\").innerHTML = this.question;\n for (let i = 0; i < 4; i++)\n showAnswer = selectValue(showAnswer, 4);\n answer1.innerHTML = this.answers[showAnswer[0]];\n answer2.innerHTML = this.answers[showAnswer[1]];\n answer3.innerHTML = this.answers[showAnswer[2]];\n answer4.innerHTML = this.answers[showAnswer[3]];\n }", "function showAll (text) {\n\n\tasciify.getFonts(function (err, fonts) {\n\t\tif (err) { return console.error(err); }\n\n\t\tvar padSize = ('' + fonts.length).length;\n\n\t\tfonts.forEach(function(font, index) {\n\t\t\tvar opts = {\n\t\t\t\tfont: font,\n\t\t\t\tcolor: argv.color\n\t\t\t};\n\n\t\t\tasciify(exampleText, opts, function (err, result) {\n\t\t\t\tconsole.log(pad(padSize, index+1, '0') + ': ' + font);\n\t\t\t\tconsole.log(result);\n\t\t\t\tconsole.log('');\n\t\t\t});\n\t\t});\n\t});\n}", "function readMoreInParagraph() {\n var sentence = ' Try to think about paragraphs in terms of thematic unity: a paragraph is a sentence or a group of sentences that supports one central, unified idea. Paragraphs add one idea at a time to your broader argument.';\n document.getElementsByTagName('a')[0].innerHTML = '';\n document.getElementsByTagName('p')[0].innerText += sentence;\n }", "function printMore(){\n\n\n console.log(\"Print out more text\");\n\n }", "function print(div,answers) {\n $(div).append(answers);\n }" ]
[ "0.6732204", "0.63942236", "0.6224832", "0.6214068", "0.61897475", "0.6141673", "0.6123351", "0.61128664", "0.6108888", "0.6097224", "0.60300666", "0.60213983", "0.59956807", "0.5959911", "0.5937106", "0.5930002", "0.5879669", "0.58628637", "0.58392334", "0.58180547", "0.5816156", "0.5815698", "0.5810835", "0.5796972", "0.5785275", "0.57653314", "0.5737177", "0.5708333", "0.5708333", "0.5708333", "0.57082415", "0.5704851", "0.56876504", "0.5686503", "0.56782556", "0.56782556", "0.56665665", "0.5663096", "0.56525517", "0.5651102", "0.56489986", "0.56385523", "0.5637025", "0.5636398", "0.56311655", "0.55595237", "0.5555474", "0.5555474", "0.5554629", "0.555231", "0.55498666", "0.5548299", "0.5547714", "0.55458176", "0.55402255", "0.5538027", "0.55373853", "0.5525443", "0.55106854", "0.55089766", "0.55017596", "0.54990715", "0.5489502", "0.547519", "0.54716676", "0.5468177", "0.546437", "0.54618454", "0.54562247", "0.54555583", "0.5455516", "0.54516846", "0.54507375", "0.5449109", "0.54461926", "0.5433784", "0.54308707", "0.54308146", "0.5428042", "0.54273343", "0.5423953", "0.54183835", "0.5416347", "0.5413946", "0.5408314", "0.54005533", "0.53986883", "0.5396377", "0.53936106", "0.53859913", "0.5384889", "0.5382987", "0.53804505", "0.5379707", "0.5379116", "0.5368025", "0.5367679", "0.53661174", "0.53660804", "0.53587925", "0.5353519" ]
0.0
-1
called during core init
function init(instance) { dataSourcesEndpoint = instance.opts().core.dataSourcesEndpoint; reset(); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function init() {\n\t \t\n\t }", "function _init() {\n }", "function init() {\r\n }", "function init() {\n }", "function init() {\r\n\r\n }", "function init() {\n\n }", "function init() {\n\n }", "function init() {\n //UH HUH, THIS MY SHIT!\n }", "function init() {\n\n\n\n\t}", "function init() { }", "function init() { }", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "function init() {}", "init() { }", "init() { }", "init() { }", "init() { }", "init() { }", "initialize() {}", "initialize() {}", "initialize() {}", "initialize() {}", "initialize() {}", "initialize() {}", "init() {\n }", "function init () {\n // Here below all inits you need\n }", "function init() {\n\n }", "function init() {\n\t//TODO\n}", "init () {}", "init () {}", "function _init() {\n }", "function _init() {\n }", "function _init() {\n }", "function init(){\n\n }", "initialise () {}", "initialize() {\n //\n }", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "init() {}", "function init() {\n\n }", "_initialize() {\n\n }", "init () {\n }", "initialize()\n {\n }", "init() {\n }", "init() {\n }", "init() {\n }", "init() {\n //todo: other init stuff here\n }", "function init () {\n}", "initialize() {\n // Needs to be implemented by derived classes.\n }", "__previnit(){}", "function initialize() {}", "function init () {\n\n}", "function init(){}", "function initialize() {\n }", "function initialize() {\r\n\r\n \t}", "init() {\n\n }", "init() {\n\n }", "function init() {\n}", "function init() {\n}", "init () {\n\n }", "__init9() {this._hasInitializedCoreListeners = false;}", "function init() {\n \n}", "function init() {\n \n}", "init() {\n\n }", "init() {\n\n }", "init () {\n }", "function init() {\n\n}", "function init() {\n\n}", "function init()\n{}", "init() {\n }", "init() {\n }", "onInitialize() {}", "function init() {\n \n\n}", "function _setup () {\n }", "initialize() {\n\n }", "_initializeProperties(){}// prevent user code in connected from running", "async init () {\r\n debug.log('called init');\r\n return;\r\n }", "function init() {\n // NOTE nothing to do here\n}", "init () {\n\t\treturn null;\n\t}", "async init () {\r\n return;\r\n }", "init(){\n\n\n }", "init() {\n\t\tconsole.log(\"No special init\");\n\t}", "init() {\n\t\tDebug.success(`${this.name} initialized`);\n\t}" ]
[ "0.7797522", "0.76345694", "0.7562256", "0.7551669", "0.75325817", "0.7481664", "0.7481664", "0.74562395", "0.745452", "0.7423444", "0.7423444", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7381396", "0.7378306", "0.7378306", "0.7378306", "0.7378306", "0.7378306", "0.73586917", "0.73586917", "0.73586917", "0.73586917", "0.73586917", "0.73586917", "0.73454946", "0.7309552", "0.730251", "0.7283844", "0.7278279", "0.7278279", "0.7275632", "0.7275632", "0.7275632", "0.72456753", "0.7245076", "0.72212464", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.7170937", "0.71513504", "0.71449405", "0.71046096", "0.70770764", "0.7064333", "0.7064333", "0.7064333", "0.70621455", "0.705613", "0.7027765", "0.7013808", "0.69612914", "0.69550955", "0.6945404", "0.69435084", "0.6929733", "0.69038814", "0.69038814", "0.68974805", "0.68974805", "0.688681", "0.6874106", "0.6861867", "0.6861867", "0.68614936", "0.68614936", "0.6829973", "0.68127394", "0.68127394", "0.6809557", "0.6808681", "0.6808681", "0.6805572", "0.67986524", "0.6779599", "0.6754352", "0.671503", "0.6707583", "0.6682002", "0.6681227", "0.66805637", "0.6676275", "0.6675023", "0.66659003" ]
0.0
-1
Asynchronously load data sources
function getDataSources(callback) { if (dataCache) { callback(dataCache); return; } if (dataCallbacks) { dataCallbacks.push(callback); return; } function finish(data) { dataCache = data.length ? data : [{ id: "", uri: "", path: "", name: "Not Found", structure: {} }]; _.each(dataCallbacks, function (callback) { callback(dataCache); }); dataCallbacks = null; } dataCallbacks = [callback]; if (dataSourcesEndpoint) { if (_.isString(dataSourcesEndpoint)) { $.ajax({ type: 'GET', url: dataSourcesEndpoint, dataType: 'json', success: finish, error: function (jqXHR, errorType, exc) { finish([]); window.console.log(util.formatExc(exc || errorType)); }, data: {} }); } else { dataSourcesEndpoint(finish); } } else { finish([]); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function loadDataSources(that) {\n function finish(data) {\n that.cache = {sources: data.length ? data : [{\n id: \"\",\n uri: \"\",\n path: \"\",\n name: gettext(\"Not Found\"),\n structure: {}\n }]};\n that.loading = false;\n that.fire(\"change\");\n }\n\n function onError(jqXHR, errorType, error) {\n that.fire({\n type: \"error\",\n xhr: jqXHR,\n errorType: errorType,\n error: error,\n });\n window.console.log(util.formatExc(error || errorType));\n if (that.retryTimeout < 8001) { // 8000 = 4 retries\n // exponential backoff retry\n setTimeout(function () {\n loadDataSources(that);\n }, that.retryTimeout);\n that.retryTimeout = that.retryTimeout * 2;\n }\n }\n\n if (that.endpoint) {\n if (_.isString(that.endpoint)) {\n that.loading = true;\n $.ajax({\n type: 'GET',\n url: that.endpoint,\n dataType: 'json',\n success: finish,\n error: onError,\n data: {}\n });\n } else {\n that.endpoint(finish);\n }\n } else {\n finish([]);\n }\n }", "_bindDataSources () {\n // concurrently, for each data source run 'bindDataSource'\n return Promise.all(Object.keys(this._dataSources).map(source => {\n return this._bindDataSource(source)\n }));\n }", "async function loadSources() {\n let res = await fetch(\"./sources.json\");\n let json = await res.json();\n return json;\n}", "async initializeDataLoad() {\n }", "async loadData() {\n if (!this.load_data) throw new Error('no load data callback provided');\n\n return await Q.nfcall(this.load_data);\n }", "async _loadBothAsyncAndLegacyDataSources(dataSources) {\n const legacyDataSources = this.__filterLegacyDataSources(dataSources)\n const asyncDataSources = this.__filterAsyncDataSources(dataSources)\n let legacyVM = {}\n let asyncVM = {}\n if (legacyDataSources.length) {\n legacyVM = this._loadLegacyDataSources(legacyDataSources)\n }\n if (asyncDataSources.length) {\n asyncVM = await this.loadAsyncDataSources(asyncDataSources)\n }\n return { ...legacyVM, ...asyncVM }\n }", "async loadItems() {\n const keys = await AsyncStorage.getAllKeys();\n const values = await AsyncStorage.multiGet(keys);\n\n this.data = this.data.set('source', fromJS(values));\n }", "function loadAsync() {\n\t\t\tvar funcs = [getScriptsFunc(scriptsToLoad), getImagesFunc(imagesToLoad)];\n\t\t\tasync.parallelLimit(funcs, maxThreads, function(err, result) {\n\t\t\t\tif (onDone) onDone(err);\n\t\t\t});\n\t\t}", "[loadAllSource]() {\n let ret = [];\n let test = {};\n // dump static html files\n let sopt = this[config].format({\n flag: false,\n dir: 'DIR_SOURCE',\n sub: 'DIR_SOURCE_SUB'\n });\n ret.push(...this[loadSource](sopt,test));\n // dump server template files\n let topt = this[config].format({\n flag: true,\n dir: 'DIR_SOURCE_TP',\n sub: 'DIR_SOURCE_TP_SUB'\n });\n ret.push(...this[loadSource](topt,test));\n // ensure all resource loaded\n Promise.all(ret).then(() => {\n this.emit('done');\n });\n }", "async load () {}", "async function loadData() {\n //initialize() will return either\n //multiple resolved promises of AJAX calls for initializing database or\n //Already Initialized\n const result = await initialize();\n\n //if result is array we have array of resolved promises\n //which they are data which is initialized to database\n if(Array.isArray(result)) {\n //so we just display this data without making additional AJAX call to database\n displayData(result);\n return;\n }\n\n //if data is already initialized we make AJAX request to get it\n const request = {\n method: 'GET',\n headers: {\n authorization: 'Kinvey ' + authToken,\n 'Content-Type': 'application/json',\n },\n };\n\n const response = await fetch(baseUrl, request)\n .then(handler)\n .catch(console.log);\n\n displayData(response);\n}", "function getData(urls) {\n\tconst RDWDatasets = urls.map(url => fetch(url));\n return Promise.all(RDWDatasets);\n}", "async function loadScripts() {\n await getDisplayData();\n}", "async load(){\n this.getStudentData();\n this.getStudentCertificates();\n }", "function loadDates(){\n var rest_request_dates = \"/stream/getstreamdates?streamid=\"+streamId;\n queue()\n .defer(d3.json, rest_request_dates)\n .awaitAll(loadDateRangePicker);\n}", "function fetchData() {\n var requests = [];\n\n var datasets = App.manifest.get('data') || [];\n\n datasets.forEach(function(data) {\n var filename = data.src.slice(0, -5),\n model = new StormData();\n\n model.url = App.bundleManager.getResourceUrl('bundle/data/' + data.src);\n\n App.data[filename] = model;\n requests.push(model.fetch());\n });\n\n return $.when.apply($, requests);\n}", "async function loadData() {\n await store.dispatch(getSettings());\n await store.dispatch(getAccounts());\n await store.dispatch(getTransactions());\n await store.dispatch(getSubscriptions());\n await store.dispatch(setDataIsLoaded());\n}", "function loadContents(urls, language, endCallback) {\n\n var tasks = _.map(urls, function(url){ return function(callback){ loadContent(url, language, callback);}; });\n\n async.parallel(tasks, function(error, results){\n endCallback(error, results);\n });\n}", "preloadJSON(paths, callback) {\n\t\tif (!Array.isArray(paths)) paths = [paths];\n\n\t\tPromise.all(paths.map(url => {\n\t\t\treturn fetch(url)\n\t\t\t.then(response => {\n\t\t\t\treturn response.json();\n\t\t\t});\n\t\t}))\n\t\t.then(data => {\n\t\t\tfor (let i = 0; i < data.length; i++) {\n\t\t\t\tthis.data[paths[i]] = data[i];\n\t\t\t}\n\t\t\tcallback();\n\t\t});\n\t}", "load( resolver ) {\n const nextToLoad = this.layers.find( ( { isready } ) => !isready );\n if( nextToLoad ) {\n const loader = Promise.all( nextToLoad.prop.use.map( ({ type = \"url\", ...use }) =>\n type === \"url\" ? Loader.default.obtain( use ) : this.get( use.path )\n ));\n loader.then(( packs ) => {\n packs.map( (pkj, index) => {\n const { type = \"url\" } = nextToLoad.prop.use[index];\n if(type === \"url\") {\n this.appendData( pkj, nextToLoad.src );\n }\n else {\n this.merge( pkj, true );\n }\n } );\n nextToLoad.isready = true;\n this.load( resolver );\n });\n }\n else {\n resolver( this );\n }\n }", "async loadData() {\n this.setState({\n data: await get()\n })\n }", "async function fetchData() {\n\n // get the datasets.json data\n const url = withPrefix('/data/datasets.json')\n const resp = await fetch(url)\n const datasets = await resp.json()\n\n // sort the datasets by added date, descending\n datasets.sort((a, b) => new Date(b.added) - new Date(a.added))\n\n // update the display with latest data\n setDatasets(datasets)\n setFiltered(datasets.map(d => d.slug))\n setSubjects(getSubjects(datasets))\n setStart(getEarliestDate(datasets))\n }", "function fetchData() {\n console.log('IMonData: [Old API] Fetching...');\n var store = new Store();\n\n var baseUrl = 'https://thenetmonitor.org/v1/';\n\n var futures = [];\n\n ['datum_sources', 'countries', 'regions'].forEach(function(type) {\n var fut = HTTP.get.future()(baseUrl + type, { timeout: Settings.timeout });\n futures.push(fut);\n var results = fut.wait();\n store.sync(results.data);\n });\n\n Future.wait(futures);\n\n console.log('IMonData: [Old API] Inserting...');\n\n _.each(store.findAll('regions'), insertRegion);\n _.each(store.findAll('countries'), insertCountry);\n _.each(store.findAll('datum_sources'), insertIndicator);\n\n console.log('IMonData: [Old API] Inserted.');\n\n}", "async function loadCoreData() {\n await Promise.all([\n loadExercises(),\n loadCategories(),\n loadSessions(),\n ]);\n}", "function loadData() {\n system.isLoading = true;\n\n $.ajax({\n url: system.apiURL,\n dataType: 'jsonp',\n success: onLoadData\n });\n\n }", "function loadData() {\n\n d3.queue()\n .defer(d3.csv, './data/data.csv')\n .await(processData); \n\n }", "function getDataSets (mapSource, dataSource) {\n queue()\n .defer(d3.json, mapSource)\n .defer(d3.csv, dataSource)\n .await(ready);\n }", "function loadData() {\n loadJson('am');\n loadJson('pm');\n}", "function loadAll(){\n\tchangeSeason()\n\tgetAnimeData()\n\tgetCharacterData()\n\tgetEpisodeData()\n\tgetImageData()\n\tgetVideoData()\n}", "function refreshSourceDatas() {\n sourceDataService.findSourceData(\"\").then(\n // Success\n function(response) {\n sourceDatas = response.sourceDatas;\n refreshSourceDataTable();\n });\n }", "function LoadData(){\n\tLoadDataFiles();\n\tExtractDataFromFiles();\n}", "function loadData(applicationName) {\n console.log(\"Loading \" + applicationName + \" options, mappings and tabs...\")\n\n var promises = [\"options\", \"mappings\", \"tabs\"].map(function(objectName) {\n return requestJSON(applicationName, objectName);\n });\n\n $q.all(promises).then(function(data) {\n console.log(\"All data loaded\")\n dataManager.initializeDataStructuresIfAllLoaded();\n })\n\n }", "loadAll(callback) {\n let scope = this;\n $.get(this.databaseFile, function (data) {\n scope.extractTLE(data, function (name, id, tle) {\n scope.database[id] = tle;\n });\n\n callback();\n });\n }", "async function getData() {\n await fetchingData(\n endP({ courseId }).getCourse,\n setCourse,\n setIsFetching\n );\n\n await fetchingData(\n endP({ courseId }).getGroups,\n setGroups,\n setIsFetching\n );\n }", "function loadRecordsAsync()\n {\n /*debug*/log('loadRecordsAsync');\n\n directoryData = getCachedDirectoryData();\n\n isCached = false;\n setFound(MemberDirectoryListRenderer.labels.serverLoadingStarted);\n\n notifyGadgetChanged();\n \n /*\n var match = document.body.id.match(/pageid_(\\d+)/i);\n \n if (match != null) \n {\n\t var pageId = match[1];\n } \n */\n\n var formData = { 'formId' : MemberDirectoryListRenderer.FormId };\n\n if (MemberDirectoryListRenderer.VersionData)\n {\n formData.pageId = MemberDirectoryListRenderer.VersionData.pageId;\n formData.versionId = MemberDirectoryListRenderer.VersionData.versionId;\n formData.componentId = MemberDirectoryListRenderer.VersionData.componentId;\n }\n\n // AJAX call\n WA.Ajax({\n url : MemberDirectoryListRenderer.MemberDirectoryListWebServiceUrl_LoadMembers,\n data : formData,\n type : 'POST',\n success : loadRecordsCallback,\n error : loadRecordsErrorCallback\n });\n }", "load(src=[],opts={}){\n\t\t// files loaded\n\t\twindow.trs.loadedScript = window.trs.loadedScript || [] \n\t\treturn new Promise((resolve,reject)=>{\n\t\t\t//options\n\t\t\tlet opt=opts\n\t\t\topt.async=opts.async||false\n\t\t\topt.once=opts.once||false\n\n\t\t\tfor(let file of src){\n\t\t\t\t// script\n\t\t\t\tlet sc=document.createElement('script')\n\t\t\t\tsc.src=file\n\t\t\t\t// attributes\n\t\t\t\tif(opt.async) sc.setAttribute('async','')\n\n\t\t\t\t// mark as loaded by lazy loader func\n\t\t\t\tif(opt.once) {\n\t\t\t\t\tif (window.trs.loadedScript.indexOf(file) == -1 ) {\n\t\t\t\t\t\twindow.trs.loadedScript.push(file)\n\t\t\t\t\t}else{\n\t\t\t\t\t\treturn 0;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t// load\n\t\t\t\tif(opt.module) sc.setAttribute('type','module')\n\t\t\t\tsc.setAttribute('lazy-loaded','')\n\t\t\t\tdocument.body.appendChild(sc)\n\t\t\t\tresolve(sc)\n\t\t\t\t\t\t\t\t\n\t\t\t}\n\t\t})\n\t}", "async function init() {\n await downloadFromServer();\n let response = await JSON.parse(backend.getItem('tasks')) || [];\n allTasks = response;\n console.log(allTasks)\n updateTasks();\n}", "function getData() {\n fetch(baseURL)\n .then((response) => response.json())\n .then((data) => {\n dataSet.push(...data);\n init();\n })\n .catch((error) => {\n container__top.innerHTML = `${NO_DATA_FOUND} ${error}`;\n });\n getData2();\n getData3();\n }", "function loadSync(viewer, sources, pathSolver, callback) {\n loadResourceSync(viewer, callback, pathSolver, sources, 0, sources.length, new Date());\n }", "loadAll(...data) {\n // create dir if not exist\n return (0, checkNonEmptyString_1.default)(\"initAll/directory\", this.directory).then(() => {\n return (0, promises_1.mkdir)(this.directory, {\n \"recursive\": true\n }).then(() => {\n return (0, checkAbsoluteDirectory_1.default)(\"initAll/directory\", this.directory);\n });\n // create dir if not exist\n }).then(() => {\n return (0, checkNonEmptyString_1.default)(\"initAll/externalRessourcesDirectory\", this.externalRessourcesDirectory).then(() => {\n return (0, promises_1.mkdir)(this.externalRessourcesDirectory, {\n \"recursive\": true\n }).then(() => {\n return (0, checkAbsoluteDirectory_1.default)(\"initAll/externalRessourcesDirectory\", this.externalRessourcesDirectory);\n });\n });\n // ensure loop\n }).then(() => {\n return new Promise((resolve) => {\n setImmediate(resolve);\n });\n // execute _beforeLoadAll\n }).then(() => {\n return \"function\" !== typeof this._beforeLoadAll ? Promise.resolve() : new Promise((resolve, reject) => {\n const fn = this._beforeLoadAll(...data);\n if (!(fn instanceof Promise)) {\n resolve();\n }\n else {\n fn.then(resolve).catch(reject);\n }\n });\n // init plugins\n }).then(() => {\n return (0, promises_1.readdir)(this.directory);\n // load all\n }).then((files) => {\n return (0, loadSortedPlugins_1.default)(this.directory, this.externalRessourcesDirectory, files, this.plugins, this._orderedPluginsNames, this.emit.bind(this), this._logger, ...data);\n // sort plugins\n }).then(() => {\n this.plugins.sort((a, b) => {\n if (a.name < b.name) {\n return -1;\n }\n else if (a.name > b.name) {\n return 1;\n }\n else {\n return 0;\n }\n });\n return Promise.resolve();\n // end\n }).then(() => {\n this.emit(\"allloaded\", ...data);\n return Promise.resolve();\n });\n }", "async function loadObjects(){\n\n\t// get data from backend\n\tawait fetch(url + '/allObjects', { method: 'GET'})\n\t// get response as json\n\t.then(response => response.json())\n\t// response in data\n\t.then(data => {\n\n // load every object in data\n\t\tfor(let k = 0; k < data.length; k++){\n\t\t\tloadObject(data[k]);\n\t\t}\n\n\t\t// set camera on loaded objects\n\t\tlookAtScene();\n\n // update status\n\t\tstatus = 'Objekte geladen';\n\n\t})\n\t.catch(error => {\n\n\t\t// update status\n\t\tstatus = 'Fehler beim Laden der Objekte';\n\n\t});\n }", "load(imageSources) {\n return __awaiter(this, void 0, void 0, function* () {\n for (const imageName in imageSources) {\n this.images.set(imageName, yield loadImage(imageSources[imageName]));\n }\n });\n }", "function loadExternalData() {\n var loadFileParam = $location.search().loadfile;\n if (loadFileParam) {\n // block gui for long calls\n blockGui(true);\n Rest.callOther(\"loadableServerDataFiles\", \"loadFromFile\" + \"/\" + loadFileParam, initFromResponse);\n }\n }", "function loadData() {\r\n\r\n queue()\r\n .defer(d3.csv, \"data/hpi_sa.csv\")\r\n .defer(d3.csv, \"data/hpi_nsa.csv\")\r\n .await(function (error, sa, nsa) {\r\n\r\n if (error) throw error;\r\n\r\n sa.forEach(function (d) {\r\n d.YEAR = parseDate(d.YEAR);\r\n\r\n d.USA = +d.USA;\r\n d.USA = Math.round(d.USA); \r\n });\r\n\r\n nsa.forEach(function (d) {\r\n d.YEAR = parseDate(d.YEAR);\r\n\r\n d.USA = +d.USA;\r\n d.USA = Math.round(d.USA); \r\n });\r\n\r\n saData = sa;\r\n nsaData = nsa;\r\n\r\n updateVisualization();\r\n\r\n });\r\n}", "function loadData(data) {\r\n // returns a promise\r\n }", "async function loadData() {\n try {\n // Loading data, setting options.\n setOptions(await props.loadData());\n } catch {\n // Something went wrong, we have to update the state.\n setHasError(true);\n } finally {\n // It's time to hide the loading indicator.\n setIsLoading(false);\n }\n }", "async function requiredSources(config) {\n return new Promise((resolve, reject) => {\n Profiler.required_sources(config, (err, sources) => {\n err ? reject(err) : resolve(sources);\n });\n });\n}", "async function fetchData() {\n // tutorials().then((resTutorials) => {\n // resTutorials.forEach((elem) => {\n // idVideo = elem.ttr_src.substring(30, elem.ttr_src.length);\n // menuFilter = auxTreeTutorial.filter((e) => e.title == elem.application_display_name);\n // if (auxTreeTutorial.filter((e) => e.title == elem.application_display_name).length > 0) {\n // menuFilter[0].videos.push({ title: elem.ttr_title, idVideo, description: elem.ttr_description });\n // } else {\n // auxTreeTutorial.push({ title: elem.application_display_name, videos: [{ title: elem.ttr_title, idVideo, description: elem.ttr_description }] });\n // }\n // });\n // // setVideoOnDisplay({ tutorial: response.data[0].application_display_name, video: response.data[0].ttr_title });\n // setIdPlayer('0');\n // });\n }", "function fetchCountries(){\n console.log('IMonData: [Countries] Fetching data..');\n var store = new Store();\n var futures = [];\n var baseUrl = 'https://thenetmonitor.org/v2/countries';\n\n var fut = HTTP.get.future()(baseUrl, { timeout: Settings.timeout*3 });\n futures.push(fut);\n var results = fut.wait();\n store.sync(results.data);\n _.each(results.data.data, function(d){\n store.sync(d.relationships.data_points);\n });\n\n console.log('IMonData: [Countries] Data fetched.');\n Future.wait(futures);\n\n var insert = function(){\n console.log('IMonData: [Countries] Inserting...');\n _.each(store.findAll('countries'), insertCountryData);\n console.log('IMonData: [Countries] Inserted.');\n };\n\n Future.task(insert);\n\n}", "function dataMaps(){\n\td3.queue()\n\t.defer(d3.json, \"QoLI.json\")\n\t.awaitAll(makeMap)\n}", "function load() {\n loadJSONfromServer()\n .then(function (result) {\n console.log('Laden erfolgreich!', result);\n myJSON = JSON.parse(result);\n for (let i = 0; i < myJSON.length; i++) {\n docsList[i] = myJSON[i];\n }\n displayDocsImages();\n Profiles();\n })\n .catch(function (error) {\n console.error('Fehler beim laden!', error);\n });\n}", "initialize() {\n for (const ds of this.dataSources) {\n ds.visit((node) => node.initialize());\n }\n }", "_getData() {\n\t\tconsole.log('_getData');\n\t\tvar that = this,\n\t\t\tdfd_array = [],\n\t\t\tdfd_sources = [\n\t\t\t\t{ id : 'heroes', path : 'src/json/heroes.json' },\n\t\t\t\t{ id : 'organizations', path : 'src/json/orgs.json' }\n\t\t\t],\n\t\t\tobjData = {\n\t\t\t\tinitialized: false\n\t\t\t};\n\n\n\t\t$.each( dfd_sources, function( index, value ) {\n\t\t\tvar myIndex = index,\n\t\t\t\tmyValue = value;\n\n\t\t\tvar dfd_temp = $.Deferred();\n\t\t\tdfd_array.push(dfd_temp);\n\n\t\t\t/*\n\t\t\tIf I wanted to do something when each individual thingy resolves, then I would do that here. This done() \n\t\t\tfunction will fire whenever this deferred object is resolved.\n\t\t\tdfd_temp.done(function() {\n\t\t\t\t// Do stuff.\n\t\t\t\tconsole.log('-- Done with dfd ' + myIndex);\n\t\t\t});\n\t\t\t*/\n\n\t\t\t$.ajax({\n\t\t\t\turl: myValue.path,\n\t\t\t\tdataType: \"json\"\n\t\t\t}).done(function(data) {\n\n\t\t\t\t/* The data structure is straight from Google, so we still need to drill down into it to get our array. */\n\t\t\t\t//APP.data[key] = data.feed.entry;\n\n\t\t\t\tconsole.log(['++ Inside the done function of dfd ' + myIndex, data]);\n\n\t\t\t\tobjData[myValue.id] = data;\n\t\t\t\t/* All done with this JSON file, so we'll resolve its Deferred object. */\n\t\t\t\tdfd_temp.resolve();\n\t\t\t});\n\t\t});\n\n\n\t\t/* http://stackoverflow.com/questions/5627284/pass-in-an-array-of-deferreds-to-when */\n\t\t/* \n\t\tSort the entries by their sortkey, which is basically a date. We're not picky about events with the same sortkey value. \n\t\tOnce that's done, we set the 'initialized' property to true for objData. We then pass this object into the app state. The \n\t\tinitialized property is used elsewhere to see if the app has data. If that property is true, then we have our sorted \n\t\tentries, sources, etc.\n\t\t*/\n\t\t$.when.apply(null, dfd_array).done(function() {\n\t\t\tconsole.log([\"All of the ajax calls are complete. Length is \", objData]);\n\n\t\t\tobjData.initialized = true;\n\t\t\tthat.setState(objData);\n\t\t\t//that._addListeners();\n\t\t});\n\n\t\tthat.setState(objData);\n\t}", "async onLoad() {}", "function loadRemoteData() {\n \ttagService.getTags().then(\n function( tags ) {\n applyRemoteData( tags );\n });\n }", "async componentDidMount() {\n for (const source of this.props.sources) {\n if (!this.state.computed.sources[source.name]) {\n if (source.options.versions) {\n if (Object.keys(source.options.versions).length > 0) {\n await this.loadVersionsFromSource(source);\n }\n }\n }\n }\n }", "function fetchPlayerData() {\n var results = [];\n var requests = 0;\n\n $.each(SERVERS, function(server) {\n $.get('fetch.php', {'server': server, 'data_url': SERVERS[server]['data_url']}, function(data) {\n // Throw away data if the page is broken or if no players are on\n if (isJSON(data, server)) {\n $.merge(results, JSON.parse(data));\n }\n\n // These GETs are all async. Proceed only once they're all finished\n // TODO: Promises\n requests += 1;\n if (requests === Object.keys(SERVERS).length) {\n formatData(results);\n }\n });\n });\n}", "async function loadData() {\n console.log('loadData() called');\n await downloadFromServer();\n console.log('Downloaded data from server');\n messages = JSON.parse(backend.getItem('message')) || [];\n // users = JSON.parse(backend.getItem('user_img')) || [];\n\n\n}", "function loadAPIConnectionDataAsync( ) {\n\n\t// create promise\n\tvar lacdaEmitter = new EventEmitter( 'loadAPIConnectionDataAsyncEnded' );\n\n\tStorage.read( at_file ).\n\t\tthen(\n\n\t\t\t// success\n\t\t\tfunction( data ) {\n\n\t\t\t\tdata = JSON.parse( data );\n\n\t\t\t\tif ( ( 'undefined' !== data.token ) && ( 'undefined' !== data.baseurl ) ) {\n\n\t\t\t\t\tAccessToken = data.token;\n\t\t\t\t\tBASE_URL = data.baseurl;\n\n\t\t\t\t\tlacdaEmitter.emit( 'loadAPIConnectionDataAsyncEnded', 'ok' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlacdaEmitter.emit( 'loadAPIConnectionDataAsyncEnded', 'API connection data not correctly read from storage.' );\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\t// error reading file data\n\t\t\tfunction( error ) {\n\t\t\t\tlacdaEmitter.emit( 'loadAPIConnectionDataAsyncEnded', 'error ' + JSON.stringify( error ) );\n\t\t\t}\n\n\t);\n\n\treturn lacdaEmitter.promiseOf( 'loadAPIConnectionDataAsyncEnded' );\n\n}", "async function loadData() {\n // Get the health of the connection\n let health = await connection.checkConnection();\n\n // Check the status of the connection\n if (health.statusCode === 200) {\n // Delete index\n await connection.deleteIndex().catch((err) => {\n console.log(err);\n });\n // Create Index\n await connection.createIndex().catch((err) => {\n console.log(err);\n });\n // If index exists\n if (await connection.indexExists()) {\n const parents = await rest.getRequest(rest.FlaskUrl + \"/N\");\n // If parents has the property containing the files\n if (parents.hasOwnProperty(\"data\")) {\n //Retrieve the parent list\n let parrentArray = parents.data;\n\n // Get amount of parents\n NumberOfParents = parrentArray.length;\n console.log(\"Number of parents to upload: \" + NumberOfParents);\n // Each function call to upload a JSON object to the index\n // delayed by 50ms\n parrentArray.forEach(delayedFunctionLoop(uploadParentToES, 50));\n }\n }\n } else {\n console.log(\"The connection failed\");\n }\n}", "function loadAreasData() {\n\tvar loadDataQueue = d3.queue();\n\tfor (var year = 2007; year <= 2015; year++) {\n\t\tloadDataQueue.defer(function(year, callback) {\n\t\t\td3.json(\"Areas\" + year + \".json\", function(data) {\n\t\t\t\tareasData[year - 2007] = data;\n\t\t\t\tif (year == 2015) {\n\t\t\t\t\tdrawSunburst(areasData[year - 2007]);\n\t\t\t\t\tgenSlider();\n\t\t\t\t}\n\t\t\t});\n\t\t}, year);\n\t}\n\tloadDataQueue.awaitAll(function() {});\n}", "LoadAllAssetsAsync() {}", "initializeRemotePackagesAndSources() {\n return __awaiter(this, void 0, void 0, function* () {\n if (this.remoteSourcesAndPackages.initializedRemoteSourceFiles) {\n return;\n }\n if (!this.remoteSourcesAndPackages.initializingRemoteSourceFiles) {\n try {\n yield this.remoteSourcesAndPackages.initializeRemotePackagesAndSources(this.delve);\n }\n catch (error) {\n log(`Failing to initialize remote sources: ${error}`);\n }\n return;\n }\n if (this.remoteSourcesAndPackages.initializingRemoteSourceFiles) {\n try {\n yield new Promise((resolve) => {\n this.remoteSourcesAndPackages.on(RemoteSourcesAndPackages.INITIALIZED, () => {\n resolve();\n });\n });\n }\n catch (error) {\n log(`Failing to initialize remote sources: ${error}`);\n }\n }\n });\n }", "function loadData() {\n return Promise.all(Object.keys(DATA).map(filename => {\n return new Promise(resolve => {\n var req = new XMLHttpRequest();\n req.responseType = 'blob';\n req.onload = () => {\n DATA[filename] = req.response;\n resolve();\n };\n req.open(\n 'GET', '../../../chrome/test/data/chromeos/file_manager/' + filename);\n req.send();\n });\n }));\n}", "load() {\n return __awaiter(this, undefined, undefined, function* () {\n yield Promise.all([\n this._strings.load(),\n this._pedal.load(),\n this._keybed.load(),\n this._harmonics.load(),\n ]);\n this._loaded = true;\n });\n }", "async function fetchData() {\n const response = await API.get(\"findTask/\");\n\n setTasks(response.data);\n console.log(\"👉 Returned data:\", response);\n }", "fetchData() {\n this.initLoading();\n\n this.setFilters(this.qs_url, this.generateBaseFilters());\n this.data.filters = this.getFilters(this.qs_url);\n\n let qs = this.setQuerySet(this.view, this.qs_url).filter(this.getFiltersPrepared(this.qs_url)).prefetch();\n this.setQuerySet(this.view, this.qs_url, qs);\n\n this.getInstancesList(this.view, this.qs_url).then(instances => {\n this.setLoadingSuccessful();\n\n this.setInstancesToData(instances);\n\n if(this.view.schema.autoupdate) {\n this.startAutoUpdate();\n }\n\n }).catch(error => {\n this.setLoadingError(error);\n });\n\n this.getParentInstancesForPath();\n }", "function initData(url) {\n // wrap this in a promise, so we know we have it before continuing on to remaining initialize steps\n return new Promise(function(resolve, reject) {\n $.get(url, function(data) {\n resolve(data);\n });\n });\n}", "loadAll (context) {\n const list = [\n {\n name: 'Ingame Events',\n source: '/cached/gameevents.json'\n },\n {\n name: 'Ingame Content Configures',\n source: '/cached/config.json'\n },\n {\n name: 'FullDatabase CN',\n source: '/cached/master.json',\n database: {\n name: 'master',\n singletable: false\n }\n },\n {\n name: 'unit_promotion JP',\n source: '/cached/ng_master/unit_promotion.json',\n database: {\n name: 'ng',\n singletable: true,\n table: 'unit_promotion'\n }\n }\n ].map(x => {\n const loader = new FileLoader(x.source)\n return loader.loadAsync().then(resp => {\n if (x.database) {\n if (x.database.singletable) {\n context.commit('updateDatabase', { key: x.database.table, value: resp, database: x.database.name })\n } else {\n context.commit('updateDatabase', { key: x.database.name, value: resp })\n }\n } else {\n switch (x.name) {\n case 'Ingame Events':\n context.commit('updateState', { key: 'events', value: resp })\n break\n case 'Ingame Content Configures':\n for (const [key, val] of Object.entries(resp)) {\n context.commit('updateState', { key: key, value: val })\n }\n break\n default:\n break\n }\n }\n })\n })\n Promise.all(list).then(() => {\n context.commit('updateState', { key: 'loaded', value: true })\n })\n }", "async fetchInitialData() {\n try {\n let tasks = await Helpers.fetch('/api/tasks', {\n method: 'GET'\n });\n this.setState({tasks: tasks});\n\n let tags = await Helpers.fetch('/api/tags', {\n method: 'GET'\n });\n this.setState({tags: tags, draftTags: tags, loaded: true});\n } catch (error) {\n if (error.response.status === 401) {\n this.props.history.replace('/login');\n } else if (error.response.status === 400) {\n // error in response, display could not load error message\n this.setState({error: error});\n }\n }\n }", "async function showSources() {\n try {\n const sourceObject = await networkApi('GET', baseApiKey + 'news/sources');\n if (sourceObject.Error != null) {\n errorMsg(sourceObject.Error);\n errorMsg('Error Loading Sources', $('#asideSources'));\n $('#sourcesList').html('<select><option>Not Loaded</option></select>');\n return;\n }\n const htmlString = getSourceHtml(sourceObject);\n $('#asideSources').html(htmlString);\n generateSourceList(sourceObject);\n }\n catch (err) {\n return errorMsg('Error retrieving sources from server.');\n }\n}", "function getDBs() {\n\n $(\"#loading\").hide();\n\n $.get(\"/ia/loadDb\", function(data) {\n populateCollectionList(data);\n });\n\n\n}", "async refreshDatasets () {\r\n window.clearTimeout(this._refreshDatasetPollTimeout);\r\n const newDatasetLookup = {};\r\n this.datasetList = (await d3.json('/datasets')).map((info, index) => {\r\n let linkedState;\r\n // If we already had a linkedState for this dataset, pass it as an\r\n // option to the new linkedState (so we can take over its event listeners,\r\n // handle any of its pending event callbacks, and preserve state like its\r\n // current view layout + selection)\r\n const priorLinkedState = this.datasetList[this.datasetLookup[info.datasetId]];\r\n if (info.sourceFiles.some(d => d.fileType === 'otf2')) {\r\n linkedState = new TracedLinkedState({ info, priorLinkedState });\r\n } else {\r\n linkedState = new LinkedState({ info, priorLinkedState });\r\n }\r\n newDatasetLookup[linkedState.info.datasetId] = index;\r\n\r\n if (linkedState.isBundling) {\r\n // If any of the datasets are still loading something, call this\r\n // function again in 30 seconds\r\n this._refreshDatasetPollTimeout = window.setTimeout(() => {\r\n this.refreshDatasets();\r\n }, 30000);\r\n }\r\n return linkedState;\r\n });\r\n this.datasetLookup = newDatasetLookup;\r\n if (!this.attemptedAutoHashOpen) {\r\n // The first time we load the page, do a check to see if the URL is\r\n // telling us to navigate to a specific one, or if there's only one\r\n // dataset that exists\r\n this.attemptedAutoHashOpen = true;\r\n const hash = window.decodeURIComponent(window.location.hash).substring(1);\r\n if (this.datasetLookup[hash] !== undefined) {\r\n this.currentDatasetId = hash;\r\n } else if (this.datasetList.length === 1) {\r\n this.currentDatasetId = this.datasetList[0].info.datasetId;\r\n } else {\r\n // Auto-expand the menu if we aren't starting with a dataset open\r\n this.menuView.expanded = true;\r\n }\r\n }\r\n await this.render();\r\n }", "function fetchData() {\n return new Promise(resolve =>\n resolve(initData)\n );\n}", "function delayLoad() {\n loadJSON(url, loaded, 'jsonp');\n }", "function asyncLoadDb(url) {\n var deferred = $.Deferred();\n var xhr = new XMLHttpRequest();\n xhr.open('GET', url, true);\n xhr.responseType = 'arraybuffer';\n\n xhr.onload = function(e) {\n var array = new Uint8Array(this.response);\n var db = new SQL.Database(array);\n deferred.resolve(db);\n };\n xhr.send();\n\n return deferred;\n}", "function loadData() {\n $http.get('data/content.json').then(function(result) {\n service.text = result.data;\n });\n $http.get('data/langs.json').then(function(result) {\n service.langs = result.data;\n });\n }", "async function getData() {\n var res = await get_all_reports();\n await SetEventReports(res.data.data);\n $(\"#eventReportTable\").dataTable();\n }", "function init() {\n fetchData();\n}", "async loadData(url) {\r\n let promise = await fetch(url)\r\n return promise;\r\n }", "loadDataset(url, callback, extraheaders) {\n // Load DDS.\n this.proxyUrl(\n url + \".dds\",\n dds => {\n let dataset = new ddsParser(dds).parse();\n\n // Load DAS.\n this.proxyUrl(\n url + \".das\",\n function(das) {\n dataset = new dasParser(das, dataset).parse();\n callback(dataset);\n },\n false,\n extraheaders\n );\n },\n false,\n extraheaders\n );\n }", "function _loadRemoteData() {\n $scope.isLoading = true;\n\n QueryService.getAvailableQueries(\"offers\")\n .then(function(result) {\n serveResult(result);\n })\n .catch(function(error) {\n console.log(error);\n alert('wystąpil błąd...');\n })\n .finally(function() {\n $scope.isLoading = false;\n });\n }", "function fetch() {\n // Fetch, scrape & update all data (external source -> data/providers/*)\n let jobs = [];\n if (!argv.provider) {\n // Gather unique provider jobs\n jobs = config.sites[domain].jobs || []; // mind site-specific options\n } else {\n // Commandline-supplied provider(s) override\n argv.provider.split(/[, ]+/).forEach(prov => {\n jobs.push({\n provider: prov,\n options: config.providers[prov] || {}\n });\n });\n }\n return mergeStream(\n jobs.map(job => {\n return srcProvider(job)\n .pipe(gulp.dest('data/providers/' + job.provider))\n .on('error', onError);\n })\n );\n}", "async function fetchRepositories() {\n console.log('Fetching repository data');\n\n // Fake a GET request\n var repos = await new Promise((resolve) => setTimeout(() => {\n return resolve(repositoryData);\n }, 1000));\n console.log('Finished fetching repository data.');\n return repos;\n}", "onLoad(options) {\n this.fetchWeather();\n this.fetchMovies();\n }", "async function getData(source) {\n\ttry {\n\t\tlet res = await fetch(source);\n\t\treturn await res.json();\n\t} catch (error) {\n\t\tconsole.log(error);\n\t\tlet res = await fetch(sampleUrl);\n\t\treturn await res.json();\n\t}\n}", "function fetch_data() {\n\n function on_data_received(data) {\n\t load_data_into_table(data);\n\n if (refresh_rate != 0) {\n\t setTimeout(fetch_data, refresh_rate * 1000);\n\t }\n }\n \n $.ajax({\n url: dataurl,\n method: 'GET',\n dataType: 'json',\n success: on_data_received\n });\n }", "loadResources(callback) {\n\t\tthis.manager = new RC.LoadingManager();\n\t\tthis.objLoader = new RC.ObjLoader(this.manager);\n\t\tthis.imageLoader = new RC.ImageLoader(this.manager);\n\n\t\tlet urls = [];\n\t\t/*for(var x = 1; x <= 14; x++) {\n\t\t\turls.push(\"data/models/mitos/mito_\"+x+\"_out.obj\");\n\t\t}*/\n\t\t// Mitochondrias\n\t\tfor(var x = 1; x <= 15; x++) {\n\t\t\turls.push(\"data/models/mito_new/structure_id_\"+x+\".obj\");\n\t\t}\n\t\t// Endolysosomes\n\t\tvar end = 'structure_id_405.obj,structure_id_334.obj,structure_id_336.obj,structure_id_333.obj,structure_id_535.obj,structure_id_395.obj,structure_id_502.obj,structure_id_375.obj,structure_id_390.obj,structure_id_660.obj,structure_id_703.obj,structure_id_623.obj,structure_id_359.obj,structure_id_608.obj,structure_id_618.obj,structure_id_595.obj,structure_id_552.obj'\n\t\tfor (var s of end.split(\",\")) {\n\t\t\turls.push(\"data/models/endolysosomes_new/\"+s)\n\t\t}\n\t\t// Fusiform Vesicles\n\t\tvar fv = 'structure_id_816.obj,structure_id_815.obj,structure_id_818.obj,structure_id_822.obj,structure_id_820.obj,structure_id_821.obj'\n\t\tfor (var s of fv.split(\",\")) {\n\t\t\turls.push(\"data/models/fusiform_vesicles_new/\"+s)\n\t\t}\n\n\t\tconst makeRepeated = (arr, repeats) =>\n\t\t\t[].concat(...Array.from({ length: repeats }, () => arr));\n\n\t\tlet augmented_dataset = makeRepeated(urls, 5)\n\n\t\tfunction shuffleArray(array) {\n\t\t\tfor (var i = array.length - 1; i > 0; i--) {\n\t\t\t\tvar j = Math.floor(Math.random() * (i + 1));\n\t\t\t\tvar temp = array[i];\n\t\t\t\tarray[i] = array[j];\n\t\t\t\tarray[j] = temp;\n\t\t\t}\n\t\t}\n\t\tshuffleArray(urls)\n\t\tshuffleArray(augmented_dataset)\n\n\t\tthis.augmented_three_d_model_count = augmented_dataset.length;\n\t\tthis.three_d_model_count = urls.length;\n\t\tthis.resources = [];\n\n\t\t/*for (let i = 0; i < urls.length; ++i) {\n\t\t\tthis.resources[i] = false;\n\t\t\tthis.objLoader.load(urls[i], (obj) => {\n\t\t\t\tthis.resources[i] = obj;\n\n\t\t\t});\n\t\t}*/\n\n\t\tfor (let i = 0; i < augmented_dataset.length; ++i) {\n\t\t\tthis.resources[i] = false;\n\t\t\tthis.objLoader.load(augmented_dataset[i], (obj) => {\n\t\t\t\tthis.resources[i] = obj;\n\n\t\t\t});\n\t\t}\n\n\t\tlet wait = (function() {\n\t\t\tif (this.resources.every((el) => { return el !== false; })) {\n\t\t\t\tthis.setupObjectsInHemiSphere();\n\t\t\t\tcallback();\n\t\t\t} else {\n\t\t\t\tsetTimeout(wait, 500);\n\t\t\t}\n\t\t}).bind(this);\n\t\twait();\n\t}", "async getCsvData() {\n await this.emptyIfFull();\n await this.runPython();\n await this.fetchScrapedData();\n await this.setPortData();\n await this.setAirfieldData();\n Meteor.call('setTimeofScrape');\n this.setState({ loading: false });\n }", "async function loadJSON(){\n await Promise.all([fetch(\"https://petlatkea.dk/2021/hogwarts/students.json\")\n .then((res) => res.json()), fetch(\"https://petlatkea.dk/2021/hogwarts/families.json\")\n .then((res) => res.json())])\n .then((jsonData) => {\n // When loaded, prepare data objects\n prepareObjects(jsonData[0], jsonData[1]); \n });\n // const respons = await fetch(\"https://petlatkea.dk/2021/hogwarts/students.json\");\n // const jsonData = await respons.json();\n\n}", "fetchInitialData(args) {\n return Promise.all([\n makeRequest(\"browse/new-releases\"),\n makeRequest(\"browse/featured-playlists\"),\n makeRequest(\"browse/categories\"),\n ]);\n }", "async function setupAndStart() {\n showLoadingView();\n\n const categoryIds = await getCategoryIds();\n\n const categoriesPromises = categoryIds.map(async (categoryId) => {\n return await getCategory(categoryId.id);\n });\n const categories = await Promise.all(categoriesPromises);\n\n setTimeout(() => {\n fillTable(categories);\n hideLoadingView();\n }, 1500);\n}", "async componentWillMount() {\r\n await this.loadWeb3()\r\n await this.loadBlockchainData()\r\n await this.retEvents()\r\n }", "async populateSensorList() {\n\n let url = \"http://air.eng.utah.edu/dbapi/api/liveSensors/\"+this.sensorSource;\n if(this.sensorSource == \"airu\"){\n url = \"http://air.eng.utah.edu/dbapi/api/liveSensors/airU\";\n }\n //let url = \"http://air.eng.utah.edu/dbapi/api/sensorsAtTime/airU&2019-01-04T22:00:00Z\"\n let req = fetch(url)\n console.log(\"INSIDE OF POPULATE!!!\",this.sensorList)\n /* Adds each sensor to this.sensorList */\n req.then((response) => {\n return response.text();\n })\n .then((myJSON) => {\n myJSON = JSON.parse(myJSON);\n let sensors = [];\n for (let i = 0; i < myJSON.length; i++) {\n let val = {\n id: myJSON[i].ID,\n lat: myJSON[i].Latitude,\n long: myJSON[i].Longitude\n };\n sensors.push(val)\n }\n\n this.sensorList = sensors;\n });\n }", "function loadURLs(urls, fDone, individualClasses) {\n var fNext = function() {\n if (urls.length > 0) {\n var url = urls.shift();\n if (url.search(/http/) == 0) {\n // For coursews data\n \tExhibit.importers[\"application/jsonp\"].load(\n url, \n window.database, \n fNext, \n function(json) {\n return processOfficialData(json, individualClasses);\n });\n } else { loadStaticData(url, window.database, fNext); }\n } else { fDone(); }\n };\n fNext();\n}", "function queueData() {\n\n queue()\n //.defer(d3.csv, 'data/merged7daysSinglePoints.csv', parse)\n .defer(d3.csv, 'data/merged7days.csv', parse)\n //.defer(d3.csv,'data/Merge3.csv',parse)\n .await(dataLoaded);\n}", "async function loadData() {\n if (initialRender.current) {\n initialRender.current = false;\n\n }\n else {\n\n let tempArray = []\n\n for (let i = 0; i < imageKeys.length; i++) {\n\n if (!imageKeys[i].Key.endsWith('/')) {\n let url = \"https://manhuapointin.s3.amazonaws.com/\" + imageKeys[i].Key\n tempArray.push(url)\n }\n }\n setImageUrl(tempArray)\n }\n }", "_unbindDataSources () {\n // concurrently, for each data source run 'unbindDataSource'\n return Promise.all(Object.keys(this._dataSources).map(source => {\n return this._unbindDataSource(source)\n }));\n }", "async function hentData() {\n const response1 = await fetch(endpoint1);\n const response2 = await fetch(endpoint2);\n const response3 = await fetch(endpoint3);\n const response4 = await fetch(endpoint4);\n const response5 = await fetch(endpoint5);\n\n\n slide1 = await response1.json();\n slide2 = await response2.json();\n slide3 = await response3.json();\n slide4 = await response4.json();\n slide5 = await response5.json();\n visData();\n}", "function initDataSources() {\n vm.init = true;\n\n try {\n var type = REST_URI.TEIID_SERVICE;\n\n RepoRestService.getConnections(type).then(\n function (newDataSources) {\n RepoRestService.copy(newDataSources, vm.datasources);\n vm.init = false;\n },\n function (response) {\n // Some kind of error has occurred\n vm.datasources = [];\n vm.init = false;\n DialogService.basicInfoMsg(\"Failed to initialse connections from teiid.\\n\" + RepoRestService.responseMessage(response),\n \"Failure to retrieve connections\");\n });\n } catch (error) {\n vm.datasources = [];\n vm.init = false;\n DialogService.basicInfoMsg(\"Failed to initialse connections from teiid.\\n\" + RepoRestService.responseMessage(error),\n \"Failure to retrieve connections\");\n }\n\n // Removes any outdated datasource\n vm.datasource = null;\n }" ]
[ "0.7127069", "0.6899211", "0.6839496", "0.6695394", "0.66247904", "0.65926445", "0.65847456", "0.65440774", "0.6462988", "0.6433133", "0.6396836", "0.631346", "0.6300828", "0.625859", "0.61906356", "0.61864", "0.6179132", "0.61172473", "0.6096777", "0.6091079", "0.60758674", "0.6074518", "0.606665", "0.606038", "0.60491014", "0.6043624", "0.6038675", "0.597315", "0.59555024", "0.5949145", "0.5947806", "0.5936216", "0.59242713", "0.59242004", "0.5919319", "0.5915249", "0.5904344", "0.589387", "0.5891309", "0.5890609", "0.5871353", "0.58700436", "0.5851782", "0.584571", "0.5837881", "0.58339685", "0.58307594", "0.58212185", "0.5820794", "0.5802578", "0.5792977", "0.5789527", "0.57848054", "0.57723886", "0.5763476", "0.57586086", "0.57546085", "0.5754145", "0.5752738", "0.57469517", "0.57373035", "0.5735923", "0.5720277", "0.56989074", "0.5690331", "0.5684035", "0.5674309", "0.5667004", "0.5666079", "0.5664764", "0.56624395", "0.56572115", "0.56500745", "0.5649679", "0.56434214", "0.56391793", "0.56367856", "0.56315726", "0.5630789", "0.56274796", "0.562649", "0.56247395", "0.56186867", "0.56167746", "0.5611397", "0.56067944", "0.56013215", "0.559929", "0.5593623", "0.5589777", "0.55860066", "0.55812865", "0.5575647", "0.5566874", "0.55667937", "0.5562363", "0.5560527", "0.55590963", "0.5547419", "0.5546553" ]
0.66162
5
Prints all the document of a collection passed as an argument
function printDocuments(collection) { cursor = db[collection].find(); while(cursor.hasNext()){ printjson(cursor.next()); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "async printAll() {\n if (!this.isConnected) {\n await this.connect();\n }\n const cursor = await this.coll.find();\n while( await cursor.hasNext()) {\n const result = await cursor.next();\n console.log('Word: ' + result.word + '; Definition: ' + result.def);\n }\n }", "function printCounter(collection) {\n value = db[collection].count();\n print(\"Number of documents: \" + value);\n}", "function print() {\n java.print(docs.length);\n}", "function printDatabase() {\n db.find({}, (err, data) => {\n if (err) console.error(\"There's a problem with the database: \", err);\n else if (data) console.log(data);\n });\n}", "print() {\n console.log(_(this).collection);\n return this;\n }", "print() {\n console.log(_(this).collection);\n return this;\n }", "function printAll() {\n printAllPathToIdMappings();\n printAllFiles();\n printAllDirectories()\n}", "function showCollection(){\n// - Console.log the number of items in the array.\n console.log( 'Collection:', collection.length );\n//- Loop over the array and console.log each album's information formatted like: `TITLE by ARTIST, published in YEAR`.\n for (let i = 0; i < collection.length; i++) {\n const record = collection[i];\n console.log( record.title,'by ' + record.artist + ' published in ' + record.yearPublished);\n }\n}", "function getAllDocuments (req, res) {\n Documents.query().then(data => res.json(data));\n\n}", "getAll(req, res) {\n const { page, limit } = req.params;\n\n return Document.find({})\n .skip((page - 1) * limit)\n .limit(limit)\n .then((documents) => res.json(documents))\n .catch((err) => res.send(err));\n }", "function print(ast) {\n return visit(ast, printDocASTReducer);\n}", "print() {\n if (this.contacts.length < 1) {\n console.log(\"No contacts.\");\n return;\n }\n for (let index in this.contacts) {\n console.log(`${index}. ${this.contacts[index].print()}`);\n }\n }", "function showCollection(array){\n // - Console.log the number of items in the array.\n console.log(array);\n // - Loop over the array and console.log each album's information formatted like: `TITLE by ARTIST, published in YEAR`.\n for (let i = 0; i < array.length; i++){\n console.log(`${array[i].title} by: ${array[i].artist}, Published: ${array[i].yearPublished}`);\n\n } // end of foor loop\n } // end of of showCollection", "function showCollection( array ){\n// - Console.log the number of items in the array.\nconsole.log( 'The number of records in the collection is:', recordCollection.length );\nfor( let i = 0; i<recordCollection.length; i++ ){\n// - Loop over the array and console.log each album's information formatted like: `TITLE by ARTIST, published in YEAR`.\n console.log( recordCollection[i].title, 'by', recordCollection[i].artist, 'published in', recordCollection[i].year ); \n} //end function\n\n} //end showCollection", "async function example4() {\n try {\n const result = await userCollection.find({department: 'c'});\n await result.forEach(doc => console.log(doc));\n } catch (err) {\n console.error(err);\n }\n}", "function printFindAll(req, res, next) {\n findAll(req.params.resultId, req.params.questionId)\n .then((answerResults) => {\n res.status(200).json(answerResults);\n })\n // Errors.\n .catch(next);\n}", "function printarray()\n {\nfor(let contact of Books){\n console.log(`[${contact.title}\\t${contact.author}\\t${contact.price}\\t${contact.rating}]`)\n}\nconsole.log('Array will be printed');\n }", "function iterateFunc(doc){cov_20g0dos6ux().f[0]++;cov_20g0dos6ux().s[9]++;console.log(JSON.stringify(doc,null,4));}", "function printFindAll(req, res, next) {\n findAll(req.params.questionId, req.params.quizId)\n .then((answers) => {\n res.status(200).json(answers);\n })\n // Errors.\n .catch(next);\n}", "function consoleLogPaintings() {\n console.log(\"consoleLogPaintings()\");\n //this is your empty array from earlier\n collection.forEach((painting) => {\n console.log(\"Painting:\", painting);\n });\n}", "print() {\n if (!this.rangeCollection.length) return console.log('()')\n return console.log(this.rangeCollection.map(element => element.toString()).join(' '))\n }", "function displayShops() {\n db.collection(\"shops\") //go to the shops collection\n .get() //get whole collection\n .then(function (snap) {\n snap.forEach(function (doc) { //cycle thru collection to get docs\n\n var n = doc.data().name; //extract the name field\n //console.log (n);\n\n //create a new div, with name field, attach it to the right slot\n item = document.createElement(\"div\");\n item.innerText = n;\n $(\"#shops\").append(item);\n\n });\n })\n}", "function callComposers(coll, header) {\n\n // Use the header parameter to pass in the compHead variable on output.\n header;\n\n // Create a forEach loop to iterate through the composers collection passed in as a parameter.\n coll.forEach((composer) => {\n console.log('Last Name: ' + composer.lastName + ', Genre: ' + composer.genre + ', Rating: ' + composer.rating);\n });\n}", "printAll() {\n if (!this.root) return;\n \n this.traverseBF((item) => {\n console.log(item);\n })\n }", "printAll() {\n if (!this.root) return;\n \n this.traverseBF((item) => {\n console.log(item);\n })\n }", "function readCollection(attrs) {\n debug('read collection', cName);\n res.send(collection.toJSON());\n }", "function showTodos() {\n db.allDocs( { include_docs: true, descending: false } ).then( doc => {\n // redrawTodosUI( doc.rows );\n // console.log(doc.rows);\n doc.rows.forEach( register => {\n console.log(register);\n });\n console.log('--------');\n });\n}", "async all(collection) {\n let results = {};\n const querySnapshot = await this.api\n .collection(collection)\n .get();\n querySnapshot.forEach(doc => {\n results[doc.id] = doc.data();\n });\n return results;\n }", "show(req, res) {\n User.find({})\n .then(docs => {\n res.json(docs)\n }).catch(err => {\n res.json(err)\n })\n }", "function printAll(args) {\n args.forEach(function (element) { return console.log(element); });\n}", "function findObj() {\n var search = db.collection('search');\n search.find({\n }, {\n \"_id\" : 1,\n \"link\" : 1,\n \"id\" : 1,\n \"title\" : 1\n }).limit(pagNum).toArray(function(err, results) {\n if (err) throw err;\n console.log(\"Returned #\" + results.length + \" documents\");\n res.send({results});\n });\n } // end: find documents in mongodb", "function QueryCollection() {\n\t\t}", "function each(collection, callback){\n if(collection.length){\n for(var i = 0; i < collection.length; i++){\n callback(collection[i]);\n }\n } \n else if(typeof collection === 'object'){\n for(var key in collection){\n callback(collection[key]);\n }\n }\n else {\n console.log('first parameter is not a collection');\n }\n}", "get(req, res) {\n const { id } = req.params;\n\n return Document.find({ _id: id })\n .then((documents) => res.json(documents))\n .catch((err) => res.send(err));\n }", "function print(ast) {\n return (0, visitor.visit)(ast, { leave: printDocASTReducer });\n }", "async function getAllGames()\n{\n\n try\n {\n await client.connect();\n\n const db = client.db(dbname);\n const games = db.collection('games');\n\n const cursor = games.find({});\n console.log(\"async\");\n for await (const doc of cursor)\n {\n console.log(doc);\n }\n await cursor.close();\n } finally\n {\n await client.close();\n }\n}", "function indexDump() {\n\tconst indexes = {};\n\tfor (const collection of db.getCollectionNames()) {\n\t\tindexes[collection] = db.getCollection(collection).getIndexes();\n\t}\n\tprintjson(indexes);\n}", "function displayAll() {\n\n\t// get information\n\tvar firstCorpus = getFirstCorpus();\n\tvar firstAlignType = getFirstAlignType();\n\tif (firstCorpus === 'error') console.log(\"[Error] 存取文獻集名稱錯誤,系統上已無文本。\");\n\tif (firstAlignType === 'error') console.log(\"[Error] 存取段落對讀設定錯誤,系統上已無文本。\");\n\n\t// para setting\n\t_para['metadata'] = 'filename';\n\t_para['aligntype'] = firstAlignType;\n\t_para['corpus'] = firstCorpus;\n\t_para['mode'] = 'DocOrder';\n\n\t// display\n\tdisplayDocuManager();\n\tdisplayMetadataList(_para['metadata']);\n\tdisplayAlignTypeList(_para['aligntype']);\n\tdisplaySearchCorpus(_para['corpus']);\n\tdisplaySearchMode(_para['mode']);\n\tdisplayCompareContent(_para['metadata'], _para['aligntype']);\n}", "function print(ast) {\n\t\t return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n\t\t}", "function print(ast) {\n return (0, visitor.visit)(ast, { leave: printDocASTReducer });\n}", "print() {\n for (let row of this._field) {\n console.log(row.join(' '));\n }\n }", "function viewAll() {\n connection.query(\"SELECT * FROM products\",\n function (err, res) {\n if (err) throw err;\n console.table(res);\n connection.end();\n }\n );\n}", "print(){\n var str = \"\";\n for(var i = 0; i < this.items.length; i++){\n str += this.items[i].element + \" \";\n }\n return str; \n }", "function outputAllItems(items) {\n for (const item of items) {\n console.log(item);\n }\n}", "function renderCollFormat(cards, attrib) {\n var output = '// ' + attrib + '\\r\\n' + _.reduce(cards, function (memo, card) {\n return memo += card.count + ' ' + card.title + ' [' + my.sets[card.set.toUpperCase()].name + ']\\r\\n';\n }, '');\n return output;\n }", "function printBooks(){\n let result = '';\n myBooks.forEach(function(book){\n\n \n //create an article with book title, description, \n //image, price, authors, and preview link\n result += \n `<article>\n <h4>Title: ${book.title}</h4>\n <p>\n <img src=\"${book.smallThumbnail}\" align=\"left\">\n ${book.description}\n </p>\n \n <p>Price: ${book.amount}</p>\n <p>Authors: ${book.authors}</p>\n\n <p>\n Preview Link: \n <a href=\"${book.previewLink}\" target=\"_blank\">${book.previewLink}</a>\n </p>\n </article>\n </br>` \n });\n \n document.querySelector('#g_books').innerHTML = result;\n}", "function showAll() {\r\n\t\r\n\tObject.keys(this.datastore).sort().forEach((key)=>\r\n\t{\r\n\t\tconsole.log(key + \" -> \" + this.datastore[key]);\r\n\t});\r\n}", "function print(ast) {\n\t return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n\t}", "function print(ast) {\n\t return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n\t}", "function print(ast) {\n\t return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n\t}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, { leave: printDocASTReducer });\n}", "getAllFriendly(request, response, next) {\n this.model.findSorted({}, (err, data) => {\n // this.model.find({}, (err, data) => { // vanilla find\n // this.model.find2({}, { firstName: 1, lastName: 1, _id: 0 }, (err, data) => { // set projection here\n if (err) {\n return next(err);\n }\n else if (data.length) {\n response.render('costumers', { costumers: data });\n }\n else {\n response.send('No documents found');\n }\n });\n }", "findAll(collection) {\n return this.db.get(collection).value();\n }", "print() {\n if (this._isEdge) {\n return this._printEdgeFriendly();\n }\n\n this._openGroup();\n\n this._logs.forEach((logDetails) => {\n this._printLogDetails(logDetails);\n });\n\n this._childGroups.forEach((group) => {\n group.print();\n });\n\n this._closeGroup();\n }", "function print(ast) {\n return visit(ast, {\n leave: printDocASTReducer\n });\n } // TODO: provide better type coverage in future", "function goToCollection() {\n var links = $scope.response.links || $scope.schema.links;\n links.forEach(function (link) {\n if (link.rel === 'schema/rel/collection') {\n $location.url('/view?res=' + normalizeUrl(link.href));\n }\n });\n }", "function printer() {\n print(this);\n for (var i=0; i < arguments.length; i++) print(arguments[i]);\n}", "async function getDocument(req, res, next){\n\n document.findAll({ attributes: ['name'] })\n .then(document => {\n res.status(200).send(document)\n })\n .catch(err => {\n res.status(400).send(e);\n })\n}", "function printMovieItems() {\n seanBeanMovies.forEach(function(movie) {\n console.log(movie);\n });\n}", "function prettyPrint(completeResults, fullText, author) {\r\n print(\"----------\")\r\n print(author) // author\r\n print(fullText) // excerpt text\r\n print(completeResults.length) // number of facts\r\n\r\n // for each fact\r\n foreach(completeResults, function(identifiedFact) {\r\n print(identifiedFact.fact) // fact\r\n print(identifiedFact.rating) // 1-10 rating of lie-truth of fact\r\n print(identifiedFact.sources.length) // number sources corresponding to fact\r\n\r\n // for each source\r\n foreach(identifiedFact.sources, function(source) {\r\n print(source[0]) // link\r\n print(source[1]) // prove or disprove string: Prove, Disprove\r\n print(source[2]) // notes\r\n print(source[3]) // 1-10 rating\r\n\r\n })\r\n })\r\n print(\"----------\")\r\n}", "function getMovies() {\n MovieService.movies().then(res => {\nconsole.log(res.data.rows)\n let movies = res.data.rows;\n movies = movies.map((obj) => obj.doc);\n displayMovies(movies)\n })\n .catch((err) => {\n console.error(err);\n });\n\n}", "all() {\r\n return Object.keys(this._documents).map(key => this._documents[key]);\r\n }", "all() {\r\n return Object.keys(this._documents).map(key => this._documents[key]);\r\n }", "function getOverview() {\n db.collection(\"overview_visitor\")\n .get()\n .then(function(querySnapshot) {\n querySnapshot.forEach(function(doc) {\n // doc.data() is never undefined for query doc snapshots\n console.log(\"Your document data is: \", doc.data());\n overview = doc.data();\n displayRecentDonors();\n displayTopDonors();\n });\n })\n .catch(function(error) {\n console.log(\"Error getting documents: \", error);\n });\n}", "function viewAll() {\n connection.query(\"SELECT * FROM products\", function (err, results) {\n if (err) throw err;\n for (let i = 0; i < results.length; i++) {\n console.log(\"Item \" + results[i].item_id + \"| Dept Name: \" + results[i].department_name + \"| Product Name: \" + results[i].product_name + \"| Price: \" + results[i].price + \"| In Stock: \" + results[i].stock_quantity);\n }\n connection.end();\n });\n}", "async function DB_getDocumentsFromCollection(collection) {\n const snapshot = db.collection(collection);\n const doc = await snapshot.get();\n return doc.docs.map((doc) => doc.data());\n }", "function print(ast) {\n return (0, _visitor.visit)(ast, {\n leave: printDocASTReducer\n });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, {\n leave: printDocASTReducer\n });\n}", "function print(ast) {\n return (0, _visitor.visit)(ast, {\n leave: printDocASTReducer\n });\n}", "function displayAll(all) {\n showAllNode.innerHTML = all.map(person => `<p>${person.name}</p>`).join(\"\")\n}", "function printAllItems(arrayOfItems) {\n arrayOfItems.forEach(item => console.log(item))\n}", "function findAll(callback){\r\n\t\r\n\tmongodb.connect(urlCnx, function(err,db){\r\n\t\t\r\n\t\tvar collection = db.collection('hotels');\r\n\t\tcollection.find({},{\"_id\" : true,\"fields.nom_commercial\" : true,\"fields.code_postal\" : true,\"fields.commune\" : true,\"fields.classement\" : true}).toArray(function(err,data){\r\n\t\t\t\r\n//\t\t\tconsole.log(data);\r\n\t\t\t\r\n\t\t\tvar records = [];\r\n\t\t\t\r\n\t\t\tfor (var record of data) {\r\n//\t\t\t\tconsole.log(record);\r\n\t\t\t\tvar obj = {};\r\n\t\t\t\tobj.id = record._id;\r\n\t\t\t\tobj.nom = record.fields.nom_commercial;\r\n\t\t\t\tobj.codepostal = record.fields.code_postal;\r\n\t\t\t\tobj.ville = record.fields.commune;\r\n\t\t\t\tobj.nbStar = record.fields.classement;\r\n\t\t\t\trecords.push(obj);\r\n\t\t\t}\r\n\t\t\t\r\n//\t\t\tconsole.log(records);\r\n\t\t\tcallback(records);\r\n\t\t});\r\n\t\t\r\n\t\tif (err){\r\n\t\t\treturn console.log(err);\r\n\t\t}\r\n\t});\r\n\r\n}", "function gebruikers(req, res, next) {\n collection.find().toArray(done)\n\n function done(err, data) {\n if (err) {\n next(err)\n } else {\n res.render('login.ejs', {data: data})\n }\n }\n}", "function printCategory(cat){\n var i;\n //check that |cat| is not null\n if(areReqdArgsNull(cat)){\n\treturn;\n }\n document.write(\"Category: name = \" + cat.name + \"; Options: [\" +cat.options[0]);\n for(i=1; i<cat.options.length; i++){\n\tdocument.write(\", \" + cat.options[i]);\n }\n\n document.write(\"]; Type: \" + cat.type + \"</br>\");\n}", "function print(ast) {\n return visit(ast, {\n leave: printDocASTReducer\n });\n} // TODO: provide better type coverage in future", "getAll(req, res){\n console.log(\"getAll method executed\");\n\n //if you pass in no arguments, it finds everything\n Joke.find()\n .then( (jokes) => {\n res.json(jokes);\n })\n .catch( (err) => {\n res.json(err);\n })\n }", "function displayAlldept() {\n // let query = \"SELECT * FROM department\";\n connection.query(\"SELECT * FROM department\", (err, res) => {\n if (err) throw err;\n\n console.log(\"\\n\\n ** Full Department list ** \\n\");\n printTable(res);\n });\n}", "function displayDoctors() {\n\n // Reading Doctors file.\n var d = readFromJson('doc');\n\n // For loop to run till all the doctor's are printed.\n for (var i = 0; i < d.doctors.length; i++) {\n\n // Printing doctor's id, name & speciality.\n console.log(d.doctors[i].id + \". \" + d.doctors[i].name + \" (\" + d.doctors[i].special + \")\");\n }\n}", "function printAll(array) {\n\t\tconsole.log(\"prints...\");\n\t\tarray.forEach(function(string) {\n\t\t\tconsole.log(string);\n\t\t});\n\t}", "function getAllTiles(db, callback) {\n\n // Get the tiles collection\n var collection = db.collection('tiles');\n\n collection.find({}).toArray(function (err, docs) {\n\n console.log(docs);\n\n callback();\n\n });\n\n}", "function getAll(uid) {\n return collection.find({ _id: ObjectId(uid) }, { projection: { enrolled: 1 } }).toArray();\n // return collection.find().toArray();\n}", "function collect(title, collection, div){\n // Div for the collection with title\n const box = makeDiv(collection, 'collection');\n if (collection ==='Responsibilities'){\n tag('h5', collection, box);\n }else{\n tag('h3', collection, box);\n }\n\n // Div for the data elements\n const data = makeDiv('data', 'set container');\n recurse(title, data);\n\n // Append things\n box.appendChild(data);\n div.appendChild(box);\n\n}", "function all() {\r\n return new Promise((resolve, reject) => {\r\n const customers = db\r\n .collection(\"users\")\r\n .find({})\r\n .toArray(function (err, docs) {\r\n err ? reject(err) : resolve(docs);\r\n });\r\n });\r\n}", "async function example6() {\n try {\n const pipeline = [\n { $unwind: '$scores' },\n {\n $match: {\n 'scores.type': 'homework'\n }\n },\n {\n $sort: {\n 'scores.score': 1\n }\n }\n ]\n const res = studentCollection.aggregate(pipeline)\n await res.forEach(student => {\n console.log(`${student.name}`);\n });\n }\n catch (e) {\n console.log(e);\n }\n}", "exportPrint() {\n this.sortContests();\n let outputs = [];\n\n // Go through each print sections\n let sections = this.get('print');\n if (!sections) {\n debug('No print sections found');\n return;\n }\n\n _.each(sections, section => {\n let now = moment();\n let subset = this.filterContests(section.where);\n let outputPath = [\n 'print',\n now.format('YYYYMMDD-HHmmss'),\n section.filename\n ? section.filename.toUpperCase() +\n '_' +\n now.format('DDMMYY') +\n '_' +\n now.format('HHmm') +\n '.txt'\n : 'saxo-elections-' +\n utility.urlSafe(utility.makeID(section.title)) +\n '.txt'\n ];\n outputs.push(outputPath);\n\n this.export(print(subset, section), ...outputPath);\n });\n\n return outputs;\n }", "function writeWords(array, container) {\n array.forEach(function(i) {\n container.append(\"<p>\" + i + \"</p>\");\n });\n}", "function renderDogsToPage(dogs){\n dogs.map(renderSingleDogToPage).join('')\n }" ]
[ "0.7319243", "0.6750045", "0.63230485", "0.6304748", "0.6303451", "0.6303451", "0.6199746", "0.6084598", "0.6018444", "0.5873616", "0.5773327", "0.5696856", "0.56820786", "0.5678354", "0.56591433", "0.5649957", "0.5644764", "0.56389946", "0.5622865", "0.5547564", "0.55140364", "0.55118483", "0.5491298", "0.5465003", "0.5465003", "0.5441859", "0.54373354", "0.5435947", "0.5384891", "0.5376096", "0.53744054", "0.5371547", "0.5365978", "0.53524214", "0.5332985", "0.5306401", "0.5304308", "0.53029835", "0.5302668", "0.52975345", "0.5291475", "0.5270901", "0.5253434", "0.5233555", "0.5228438", "0.52238995", "0.5223274", "0.5213051", "0.5213051", "0.5213051", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5206415", "0.5204646", "0.5186019", "0.5182969", "0.5179722", "0.51786673", "0.5160502", "0.515932", "0.5158211", "0.5152349", "0.51510733", "0.5149026", "0.5149026", "0.5146896", "0.5140455", "0.51391995", "0.51314765", "0.51314765", "0.51314765", "0.5120662", "0.51178473", "0.51158994", "0.511129", "0.511113", "0.5101488", "0.5095653", "0.509367", "0.50883204", "0.5074829", "0.50655913", "0.50598717", "0.5056467", "0.5049456", "0.5047924", "0.5047516", "0.50437915", "0.5043251" ]
0.80881166
0
Prints the number of documents of a collection passed as an argument
function printCounter(collection) { value = db[collection].count(); print("Number of documents: " + value); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function count(aCallback) {\n var myCollection;\n MongoClient.connect(murl, function(err, db) {\n assert.equal(err, null);\n myCollection = db.collection(mcoll);\n myCollection.find().count(function(err, count) {\n console.log('count error:'+err);\n console.log(\"count:\"+count);\n aCallback(err, db, myCollection);\n })\n });\n}", "function size(collection) {\n return collection.length;\n}", "async function getReviewCount(){\n const results = await Review\n .find()\n .countDocuments();\n console.log(`Number of total documents: ${results}`);\n}", "function printDocuments(collection) {\n cursor = db[collection].find();\n while(cursor.hasNext()){\n printjson(cursor.next());\n }\n}", "async countDocuments (uuid, state) {\n return 200\n }", "function displayCounter() {\n db.collection('veggies').doc('carrot')\n .get()\n .then(function (doc) {\n let counter = doc.data().counter\n console.log('doc', doc.data().counter)\n $(\"#item-number-goes-here\").append('<p><span id=\"counterID\">' + counter + '</span> items in your cart</p>')\n })\n}", "async countDocuments (uuid, state) {\n return 200\n }", "async countDocuments (uuid, state) {\n return 200\n }", "async function getCountOfCourses() {\n const coursesCount = await Course\n //.find({ author: 'Mosh', isPublished: true })\n .find()\n .countDocuments();\n console.log(coursesCount);\n}", "function countAll() {\n return global.conn.collection('customers').countDocuments();\n}", "async function countCourses() {\n const count = await Course\n .find({name: \"NodeJS Course\"})\n .countDocuments();\n console.log(`Data points which match your query: ${count}`);\n}", "function mongooseCollCount(req, cb) {\n\tvar query = req.options.query();\n\n\tif (req.query[\"query\"]) {\n\t\t// Cache query operator\n\t\tif (!req._queryOperator) {\n\t\t\treq._queryOperator = queryHelpers.create(req.query[\"query\"]);\n\t\t}\n\n\t\tquery = query.find(req._queryOperator);\n\t}\n\n\tquery.count(function(err, count) { cb(err, count); });\n}", "function get_num_profiles(){\n var dbo = db.db(\"we-eat\");\n return dbo.collection(\"profiles\").count();\n}", "function totalReviews (arg) {\n return arg.length.toString()\n}", "function getCount(ref) {\n // Sum the count of each shard in the subcollection\n return ref.collection('shards').get().then((snapshot) => {\n let total_count = 0;\n snapshot.forEach((doc) => {\n total_count += doc.data().count;\n });\n\n return total_count;\n });\n}", "get collections_length(){\r\n\t\tvar c = (this.collections || {})\r\n\t\treturn MAIN_COLLECTION_TITLE in c ? \r\n\t\t\tObject.keys(c).length - 1\r\n\t\t\t: Object.keys(c).length }", "function getProdCount(){\n\n Mongoclient.connect(connectionUrl,{useUnifiedTopology:true},(error,client)=>{\n\n //if connection failes then return a error message\n if(error)\n {\n return console.log(\"Cannot connect to the Mongo DB\");\n }\n\n //creating a database for our data\n let db=client.db(databaseName);\n \n db.collection('category').find({}).toArray((error,response)=>{\n\n if(response.length==0){\n console.log(`Category list is empty`);\n }\n else\n {\n //console.log('Category \\t\\t Count of Products')\n console.log('\\n');\n response.forEach((category)=>{\n db.collection('products').find({category:category.name}).toArray((error,res)=>{\n if(error)\n return console.log('Data cannot be retrieved');\n \n console.log(+res.length+' products are present under category: '+category.name);\n })\n })\n }\n }) \n })\n}", "size() { return this.collection.length }", "function howManyMovies(collection){\n var filterMovies;\n if(collection === undefined || collection.length === 0){\n return undefined;\n }\n else{\n filterMovies = collection.filter(function(movie){\n return (movie.genre.includes(\"Drama\") && movie.director.includes(\"Steven Spielberg\"));\n });\n var numberOfMovies;\n if (filterMovies.length === 0){\n numberOfMovies = 0;\n }\n else{\n numberOfMovies = filterMovies.length;\n }\n var msg = \"Steven Spielberg directed \"+ numberOfMovies +\" drama movies!\"\n return msg;\n }\n}", "function countProperties(collection)\r\n{\r\n\tvar total = 0;\r\n\tfor (var property in collection)\r\n\t{\r\n\t\ttotal ++;\r\n\t}\r\n\treturn total;\r\n}", "function count(query, callback) {\n self.emit('count')\n\n auth(function (error, token) {\n if (error) return callback(error)\n\n var opts =\n { timeout: options.timeout\n , json: true\n , headers: { Authorization: 'Bearer ' + token }\n , url: options.appUrl\n , method: 'GET'\n }\n\n request(opts, function (error, res) {\n if (error) return callback(error)\n if (res.statusCode !== 200) return callback(new Error('Count failed'), null, res)\n\n var ugCount = res.body.entities[0].metadata.collections[collection].count\n\n self.emit('received', ugCount)\n\n callback(undefined, ugCount)\n })\n })\n }", "function countProductsOnPage() {\n $('.displayed__localCount').html(document.querySelectorAll('.collection__item').length + ' of');\n}", "count (ngram, options) {\n let matchingDocs = this.findDocs(ngram, options)\n return matchingDocs.length\n }", "getCollectionHits(config) {\n\t\tlet collectionHits = -1;\n\t\tif(config && config.collectionStats) {\n\t\t\tlet stats = config.collectionStats;\n\t\t\tif(stats && stats.collection_statistics && stats.collection_statistics.document_types) {\n\t\t\t\tlet docTypes = stats.collection_statistics.document_types;\n\t\t\t\tif(docTypes.length > 0) {\n\t\t\t\t\tcollectionHits = docTypes[0].doc_count;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn collectionHits;\n\t}", "size() {\n return this.collection.length\n }", "size() {\n return this.collection.length\n }", "function GetNumberOfCalls(){\n\n const calls = useSelector(state => state.calls.calls);\n const dispatch = useDispatch();\n\n // query the DB for changes\n useFirestoreCollection({\n query: () => getCallsFromDB(),\n data: calls => dispatch(loadData(calls)),\n deps: [dispatch]\n });\n\n return calls.length;\n\n}", "function print() {\n java.print(docs.length);\n}", "size() {\n return this.collection.length;\n }", "function countLinks() {\n var transaction = db.transaction([collection], \"readonly\"),\n store = transaction.objectStore(collection),\n count = store.count();\n\n count.onsuccess = function( event ) {\n var number = event.target.result;\n pageElements.linksCount.innerHTML = \"Status: <strong>\" + number + \n \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\"</strong> articles available.\"\n return number;\n }\n }", "size() {\n return this.collection.length;\n }", "function count(cb){\n Clz\n .find()\n .exec()\n .then(result => {\n const count = result.length+101\n console.log(count);\n return cb('Class'+count);\n })\n .catch(err => {\n console.log(err);\n })\n}", "function count(){\r\n\r\n\tvar n=0;\r\n\tObject.keys(this.datastore).forEach((key)=>\r\n\t{\r\n\t\t++n;\r\n\t});\r\n\treturn n;\r\n}", "function count(container) {\n if (!isObject(container)) {\n throw new Error(ERR_NOT_OBJECT);\n }\n\n // Check if ES6 collection \"count\" function is available\n if (typeof container.count === 'function') {\n return container.count();\n }\n\n // Check if ES6 collection \"size\" attribute is set\n if (Number.isFinite(container.size)) {\n return container.size;\n }\n\n // Check if array length attribute is set\n // Note: checking this last since some ES6 collections (Immutable.js)\n // emit profuse warnings when trying to access `length` attribute\n if (Number.isFinite(container.length)) {\n return container.length;\n }\n\n // Note that getting the count of an object is O(N)\n if (isPlainObject(container)) {\n var counter = 0;\n for (var key in container) {\n // eslint-disable-line\n counter++;\n }\n return counter;\n }\n\n throw new Error(ERR_NOT_CONTAINER);\n}", "getPageCount() {\n return this.doc.pages.length;\n }", "itemCount() {\n return this.collection.length\n }", "getStoreInfo() {\n db.collection('/Employees')\n .get()\n .then((employees) => {\n console.log(\"Nombre d'employées : \", employees.size);\n });\n db.collection('/Services')\n .get()\n .then((services) => {\n console.log('\\nnombre de services :', services.size);\n services.forEach((service) => {\n service.ref\n .collection('Posts')\n .get()\n .then((postes) => {\n console.log(\n '\\n',\n service.data().serviceName,\n ' : ',\n postes.size,\n ' postes'\n );\n this.tempNbPosts = this.tempNbPosts + postes.size;\n });\n });\n });\n }", "countsCollection(collection, value) {\n let count = 0;\n collection.forEach(entry => {\n count += entry.data.message === value ? 1 : 0;\n });\n return count;\n }", "function dbDocumentSize(doc) {\r\n var value;\r\n if (doc.document) {\r\n value = doc.document;\r\n }\r\n else if (doc.unknownDocument) {\r\n value = doc.unknownDocument;\r\n }\r\n else if (doc.noDocument) {\r\n value = doc.noDocument;\r\n }\r\n else {\r\n throw fail('Unknown remote document type');\r\n }\r\n return JSON.stringify(value).length;\r\n}", "function dbDocumentSize(doc) {\r\n var value;\r\n if (doc.document) {\r\n value = doc.document;\r\n }\r\n else if (doc.unknownDocument) {\r\n value = doc.unknownDocument;\r\n }\r\n else if (doc.noDocument) {\r\n value = doc.noDocument;\r\n }\r\n else {\r\n throw fail('Unknown remote document type');\r\n }\r\n return JSON.stringify(value).length;\r\n}", "function dbDocumentSize(doc) {\r\n var value;\r\n if (doc.document) {\r\n value = doc.document;\r\n }\r\n else if (doc.unknownDocument) {\r\n value = doc.unknownDocument;\r\n }\r\n else if (doc.noDocument) {\r\n value = doc.noDocument;\r\n }\r\n else {\r\n throw fail('Unknown remote document type');\r\n }\r\n return JSON.stringify(value).length;\r\n}", "function dbDocumentSize(doc) {\n var value;\n if (doc.document) {\n value = doc.document;\n }\n else if (doc.unknownDocument) {\n value = doc.unknownDocument;\n }\n else if (doc.noDocument) {\n value = doc.noDocument;\n }\n else {\n throw fail('Unknown remote document type');\n }\n return JSON.stringify(value).length;\n}", "get size() {\n return _(this).collection.length;\n }", "get size() {\n return _(this).collection.length;\n }", "function dbDocumentSize(doc) {\n var value;\n\n if (doc.document) {\n value = doc.document;\n } else if (doc.unknownDocument) {\n value = doc.unknownDocument;\n } else if (doc.noDocument) {\n value = doc.noDocument;\n } else {\n throw fail('Unknown remote document type');\n }\n\n return JSON.stringify(value).length;\n}", "function dbDocumentSize(doc) {\n var value;\n\n if (doc.document) {\n value = doc.document;\n } else if (doc.unknownDocument) {\n value = doc.unknownDocument;\n } else if (doc.noDocument) {\n value = doc.noDocument;\n } else {\n throw fail('Unknown remote document type');\n }\n\n return JSON.stringify(value).length;\n }", "static async getUsersQtd() {\n const qtd = await user_model.collection.estimatedDocumentCount()\n return qtd \n }", "paginateDocs(req, res) {\n Document.findAndCountAll({\n where: {\n access: 'public',\n },\n limit: req.query.limit,\n offset: req.query.offset,\n order: [['id', 'ASC']],\n })\n .then((document) => {\n if (document.rows.length === 0) {\n res.send({ message: 'There are no documents here yet. Create one.' });\n } else {\n res.status(200).send(document);\n }\n });\n }", "function calculateNumber() {\n ShipElementModel.find({}, (err, arr) => {\n number = arr.length\n })\n}", "function getCount() {\n return count;\n}", "function nbrCoups(){\n coups++;\n counter.innerHTML =\"Coups : \" + coups;\n }", "function getTotalBooksCount(books) \n{\n return books.length;\n}", "count() {}", "function iterateFunc(doc){cov_20g0dos6ux().f[0]++;cov_20g0dos6ux().s[9]++;console.log(JSON.stringify(doc,null,4));}", "getTotalCount() {\n return this.db.get('books').size().value();\n }", "function getAllMoviesCount(cb) {\n Movie.find({}, (err, mlist) => {\n if(err) {\n cb(err, null);\n return;\n }\n cb(null, mlist.length);\n });\n}", "function UpdateCounts(collectionName, counterName, isDelete){\n console.log('called function UpdateDocumentCounts')\n var getCurrentMetadataPromise = db.doc('metadata/PpmSaO7W089QJuMBY9Md').get()\n return getCurrentMetadataPromise.then((snap)=>{\n var curCount = snap.data()[counterName];\n console.log('get curCount ',curCount)\n if(curCount==-1){\n var getCurrentDocumentsRef= db.collection(collectionName)\n getCurrentDocumentsRef.get().then((snap2)=>{\n var newCount = snap2.docs.length\n var item={};\n item[counterName] = newCount;\n snap.ref.set(item, {merge:true})\n });\n }\n else{\n if(isDelete)curCount=curCount-1;\n else curCount=curCount+=1;\n var item={};\n item[counterName] = curCount;\n snap.ref.set(item, {merge:true})\n }\n })\n}", "get length() {\n\t\t\t\treturn _collection.length;\n\t\t\t}", "function renderResourceCount(count) {\n var text = document.getElementById('resource_list_count');\n\n text.innerHTML = count.toString() + ' records found';\n}", "function getNumOfParagraphs(){\n return fetch('https://diligen-node.herokuapp.com/getNumOfParagraphs')\n .then(res=>res.json())\n .then(json=>json[0].count);\n}", "function count(){\n\t\t\tcallCount++;\n\t\t\t$('#count').text(callCount);\n\t \t\tif(callCount == completionCount){\n\t \t\t\tconsole.log(\"all done\");\n\t \t\t\t$('#loading').remove();\n\n\t\t\t\tfor (var k=0; k<objectives.length; k++){\n\t\t\t\t\tcreateOrganizedDataDetails(objectives[k]);\n\t\t\t\t}\n\n\t\t\t\tif (FLAG=='list'){\n\t\t\t\t\tprintSpecificObjectives();\n\t\t\t\t}else{\n\t \t\t\t\tprintToScreen();\n\t \t\t\t}\n\t \t\t}\n\t\t}", "GetItemCount() {}", "static count() {\n return User.find({})\n .then((users)=>{\n return users.length;\n });\n }", "function count_noncounter_nonterms_DocGenerator(pString) {\n\t//----Debugging------------------------------------------\n\t// The following alert-Command is useful for debugging \n\t//alert(\"docgenerator.js:count_noncounter_nonterms(pString)-Call\")\n\t//----Create Object/Instance of DocGenerator----\n\t// var vMyInstance = new DocGenerator();\n\t// vMyInstance.count_noncounter_nonterms(pString);\n\t//-------------------------------------------------------\n\tvar vCount = 0;\n\tvar vNONTERM = \"\";\n\tfor (var i=0; i<this.aFoundNonterms.length;i++) {\n\t\tvNONTERM = this.aFoundNonterms[i];\n\t\tif (vNONTERM.indexOf(\"COUNT_\")!=0) {\n\t\t\tvCount++;\n\t\t}\n\t}\n return vCount;\n\n}", "function count()\n {\n var count = 0;\n for(var t in templates){\n count += templates[t].count();\n }\n return count;\n }", "static count(options) {\n var _options = extend({\n offset: null,\n limit: null,\n count: true\n }, options);\n\n return this.query(_options);\n }", "bufferedCount() {\n return this[kDocuments].length;\n }", "function adPageViewCount(req, res) {\n req.session.count = req.session.count || 0;\n var n = req.session.count++;\n res.send('viewed ' + n + ' times\\n');\n}", "function getTotalBooksCount(books) {\n return books.length\n}", "get count() {}", "function getImageCount(db = database){\n return db('images').count('id', {as : 'count'})\n}", "function numberOfViews(book) {\n\treturn book.turn('pages') / 2 + 1;\n}", "function numberOfViews(book) {\n\treturn book.turn('pages') / 2 + 1;\n}", "function getTotalBooksCount(books) {\n return books.length;\n}", "function getCount(req, res, next) {\n db.query(\"SELECT COUNT(*) FROM entreprises\", function (errors, results, fields) {\n if (errors) {\n console.log(errors)\n res.status(500)\n .json({\n status: \"ko\",\n data: \"error\"\n })\n }\n res.status(200)\n .json({\n status: \"ok\",\n data: results[0]\n })\n });\n}", "function getCountOfFinishedTutorialsForAllProjects(req, res) {\n\t// Extract studentID\n\tconst {studentID} = req.params;\n\t// Create query to get count via aggregation\n\tProgress.aggregate([\n\t\t{\n\t\t\t$match: {\"studentID\": new mongoose.Types.ObjectId(studentID)}\n\t\t},\n\t\t{\n\t\t\t$group: {\n\t\t\t\t_id: '$projectID',\n\t\t\t\tcount: {$sum: 1}\n\t\t\t}\n\t\t}\n\t]).then((counts) => {\n\t\tres.status(200).json(counts)\n\t}).catch((err) => {\n\t\tconsole.log(err);\n\t})\n}", "function count() {\n var n=0; \n for (var key in this.dataStore) {\n ++n;\n }\n return n;\n}", "function showCollection(){\n// - Console.log the number of items in the array.\n console.log( 'Collection:', collection.length );\n//- Loop over the array and console.log each album's information formatted like: `TITLE by ARTIST, published in YEAR`.\n for (let i = 0; i < collection.length; i++) {\n const record = collection[i];\n console.log( record.title,'by ' + record.artist + ' published in ' + record.yearPublished);\n }\n}", "function countView(callback) {\n\tvar count = 0;\n\tvar lastTimeStamp = 0;\n\tvar status;\n\tdb.view(\"design1\", \"countView\", {\"group\": true, \"reduce\": true}, function(err, body) {\n\t\tif (err) {\n\t\t\tlogger.error(err);\n\t\t\tstatus = {'error': err};\n\t\t} else {\n\t\t\t//logger.debug(\"countview() body:\", body);\n\t\t\tbody.rows.forEach(function(doc) {\n\t\t\t\tcount = doc.value;\n\t\t\t});\n\t\t\tdb.view(\"design1\", \"lastTimeView\", {\"limit\": 1, \"descending\": true}, function(err, body) {\n\t\t\t\tif (err) {\n\t\t\t\t\tlogger.error(err);\n\t\t\t\t\tstatus = {'error': err};\n\t\t\t\t} else {\n\t\t\t\t\t//logger.debug(countview() body-2:\", body);\n\t\t\t\t\tbody.rows.forEach(function(doc) {\n\t\t\t\t\t\t//logger.debug(\"countview() doc:\", doc);\n\t\t\t\t\t\tvar date = new Date(parseInt(doc.key));\n\t\t\t\t\t\tstatus = {'count': count, 'lasttimestamp': date};\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tcallback(status);\n\t\t\t}\n\t\t);}\n\t});\n}", "function _i(t) {\n var e;\n if (t.document) e = t.document; else if (t.unknownDocument) e = t.unknownDocument; else {\n if (!t.noDocument) throw x();\n e = t.noDocument;\n }\n return JSON.stringify(e).length;\n}", "size_of_list() {\n console.log(_size);\n }", "function countLinks() {\n var x = document.links.length;\n document.getElementById('count').innerHTML = x;\n}", "function displayStats(data) {\n let dataArr = data.comics;\n let totalPagesRead = 0;\n for (index in dataArr) {\n let pagesRead = parseInt(dataArr[index].pagesRead);\n totalPagesRead += pagesRead;\n }\n $('main').append(`\n <p>You've read <b>${totalPagesRead}</b> pages of comics!</p>\n `);\n}", "count(req, res, next) {\n let { success, code } = checkValidation(req, paramValidation.count)\n if (!success) {\n return res.status(422).send(responseCreator(code))\n }\n req.query = convertData(req.query, dataConverts.count)\n next();\n }", "function getPageNums() {\n totalResults = parseInt($('.container h1').text(), 10);\n totalPages = Math.ceil(totalResults / 10); //20\n console.log(totalResults + \" results found, \"+totalPages+\" page(s) to scave!\\n \");\n\n getAllSearchResults();\n}", "async count(query) {\n const res = await this._schema.find(query).count()\n return res || 0\n }", "size()\r\n {\r\n return this.#count;\r\n }", "function uu(t) {\n var n;\n if (t.document) n = t.document; else if (t.unknownDocument) n = t.unknownDocument; else {\n if (!t.noDocument) throw Gn(\"Unknown remote document type\");\n n = t.noDocument;\n }\n return JSON.stringify(n).length;\n}", "async function getTotalCount(){\n\n return dbConnection.collection(collection.log).aggregate(\n [\n {\n $group :\n {\n _id : \"$conversation_id\",\n conversations: { $push: \"$$ROOT\" }\n }\n },\n {$unwind: \"$conversations\"},\n {$group: {\n _id: \"$_id\",\n firstItem: { $first: \"$conversations\"},\n lastItem: { $last: \"$conversations\"},\n countItem: { \"$sum\": 1 }\n }},\n\n { \"$project\": {\n\n \"minutes\": {\n \"$divide\": [{ \"$subtract\": [ \"$lastItem.date\", \"$firstItem.date\" ] }, 1000*60]\n },\n \"counter\": \"$lastItem.context.system.dialog_request_counter\"\n },\n },\n {\n \"$match\": { \"counter\": {$gt: 1 } }\n },\n {\n $count: \"total_doc\"\n }\n ],\n {\n cursor: {\n batchSize: 10000\n },\n allowDiskUse: true,\n explain: false\n }, null)\n .toArray()\n .then((total_doc) => total_doc)\n}", "function getCount(input){\n\tvar output = _.mapValues(input, (d) => {\n return _.size(d); })\n\treturn output\n}", "function validateCollection(collectionName, fields) {\n if (collectionCounts[collectionName]) {\n _.times(collectionCounts[collectionName], n => {\n Object.keys(fields).forEach(key => {\n validateDefinition(key, fields[key], n + 1)\n })\n })\n return\n }\n throw new Error(`Collection count for collection ${collectionName} is not defined`)\n}", "function getTotalBooksCount(books) {\n let total = books.length\n return total;\n}", "function printCollected(collected) {\n for(l=0; l < collected.length; l++){\n for(m=0; m < collected[l].length; m++){\n var newImg = $('<img class=\"collected\">');\n newImg.attr('src', collected[l][m][0])\n newImg.attr('style', collected[l][m][1]) \n newImg.appendTo(\"#collection\"); \n }\n }\n // count children of div#collection and write the count to span#crystalCount\n var crystalcount = $(\"#collection\").children('img').length;\n $(\"#crystalCount\").text(crystalcount);\n \n }", "async loadCount()\n {\n const qParams = this._cache.queryParams;\n if (!qParams)\n {\n throw new Meteor.Error('Calling .loadCount() while query params are not ready');\n }\n\n return this.getEntity().getCount(qParams.filter || {});\n }", "function countBooks(format, ascending, offset, limit, callback) {\n\n var aggregations = [];\n\n if (typeof(format) == 'object' && format.length) {\n // If format is an array, match only the books which format is one of the formats in the array.\n aggregations.push({\n $match: {\n format: { $in: format }\n }\n });\n } else if (format) {\n // If format is a string, match only the books with that format.\n aggregations.push({\n $match: {\n format: format\n }\n });\n }\n\n // Count the number of books by publisher ID.\n aggregations.push({\n $group: {\n _id: '$publisher',\n total: { $sum: 1 }\n }\n });\n\n // Sort by total.\n aggregations.push({\n $sort: {\n total: ascending ? 1 : -1\n }\n });\n\n // Skip results.\n aggregations.push({\n $skip: offset\n });\n\n // Limit number of results.\n aggregations.push({\n $limit: limit\n });\n\n // Run the aggregations.\n Book.aggregate(aggregations, function(err, bookCounts) {\n if (err) {\n callback(err);\n return;\n }\n\n callback(undefined, bookCounts);\n });\n}", "useCount( self ){\n return Articles.find({ topic:self._id }).count();\n }", "function countTwos(num) {\n \n\n}", "function count() {\r\n\r\n \ttargetCount++\r\n \tscoreBox.text(targetCount);\r\n }", "size() {\n let output = 0;\n this.traverse((currentNode) => {\n output++;\n });\n return output;\n }", "listUserDocs(req, res) {\n const user = req.decoded;\n\n Document.findAndCountAll({\n where: {\n userId: user.id,\n },\n limit: req.query.limit,\n offset: req.query.offset,\n order: [['id', 'ASC']],\n })\n .then((document) => {\n if (document.length === 0) {\n res.status(200).send({ message: 'You haven\\'t created any documents yet.' });\n } else {\n res.status(200).send(document);\n }\n });\n }" ]
[ "0.6732243", "0.66944766", "0.6683817", "0.66784406", "0.6676438", "0.66642666", "0.66292316", "0.66292316", "0.6543373", "0.6509397", "0.64897543", "0.64101887", "0.63649243", "0.6314267", "0.62618184", "0.6259407", "0.6205728", "0.6190529", "0.6054872", "0.6053026", "0.6038802", "0.6037243", "0.60234416", "0.60218704", "0.59744114", "0.59744114", "0.59218085", "0.59022725", "0.58897865", "0.5819175", "0.580146", "0.57947373", "0.57864964", "0.5745684", "0.57456243", "0.57315636", "0.57290614", "0.57051116", "0.5704823", "0.5704823", "0.5704823", "0.56790507", "0.5670833", "0.5670833", "0.5657817", "0.5653945", "0.5599957", "0.5535377", "0.5533821", "0.5531729", "0.55265576", "0.5509747", "0.5502647", "0.5499699", "0.54986334", "0.54949987", "0.5494534", "0.54864717", "0.5476934", "0.5471681", "0.5457904", "0.5432349", "0.539984", "0.5398837", "0.53926486", "0.5379128", "0.53767174", "0.53741115", "0.53652185", "0.5340484", "0.5328605", "0.53217477", "0.53217477", "0.5317811", "0.53085715", "0.53035676", "0.52961355", "0.52870166", "0.5285466", "0.52793354", "0.5277607", "0.5268756", "0.5259253", "0.5256329", "0.52416384", "0.52386856", "0.52231103", "0.5204334", "0.5200631", "0.51899", "0.5187658", "0.51875657", "0.51809084", "0.51789784", "0.5173667", "0.5170619", "0.5166753", "0.51590806", "0.51583433", "0.51564795" ]
0.8904745
0
trackUrl = [' ' '
function playPause() { setTimeout(function () { if (audio.paused) { audio_play() } else { audio_pause() } }, 300); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function addTracks(urls) {\n tdInstance.addTracks(urls);\n playerParameters.urls = tdInstance.playlist();\n\n return playerParameters.urls;\n }", "track() {\n return this.reference('href');\n }", "function changeTrack(url) {\n\t// Remove any existing instances of the Stratus player\n\t$('#stratus').remove();\n\n\t// Create a new Stratus player using the clicked song's permalink URL\n\t$.stratus({\n key: \"b3179c0738764e846066975c2571aebb\",\n auto_play: true,\n align: \"bottom\",\n links: url\n });\n}", "function changeTrack(url) {\r\n\t// Remove any existing instances of the Stratus player\r\n\t$('#stratus').remove();\r\n\r\n\t// Create a new Stratus player using the clicked song's permalink URL\r\n\t$.stratus({\r\n key: \"b3179c0738764e846066975c2571aebb\",\r\n auto_play: true,\r\n align: \"bottom\",\r\n links: url\r\n });\r\n}", "function changeTrack(url) {\r\n\t// Remove any existing instances of the Stratus player\r\n\t$('#stratus').remove();\r\n\r\n\t// Create a new Stratus player using the clicked song's permalink URL\r\n\t$.stratus({\r\n key: \"b3179c0738764e846066975c2571aebb\",\r\n auto_play: true,\r\n align: \"bottom\",\r\n links: url\r\n });\r\n}", "function changeTrack(url) {\n\t// Remove any existing instances of the Stratus player\n $('#stratus').remove();\n\n\t// Create a new Stratus player using the clicked song's permalink URL\n\t$.stratus({\n key: \"b3179c0738764e846066975c2571aebb\",\n auto_play: true,\n align: \"bottom\",\n links: url\n });\n}", "function changeTrack(url) {\r\n\t// Remove any existing instances of the Stratus player\r\n\t$('#stratus').remove();\r\n\r\n\t// Create a new Stratus player using the clicked song's permalink URL\r\n\t$.stratus({\r\n\t\tkey: \"b3179c0738764e846066975c2571aebb\",\r\n\t\tauto_play: true,\r\n\t\talign: \"bottom\",\r\n\t\tlinks: url\r\n\t});\r\n}", "function changeTrack(url) {\r\n\t// Remove any existing instances of the Stratus player\r\n\t$('#stratus').remove();\r\n\r\n\t// Create a new Stratus player using the clicked song's permalink URL\r\n\t$.stratus({\r\n key: \"b3179c0738764e846066975c2571aebb\",\r\n auto_play: true,\r\n align: \"bottom\",\r\n links: search[url].permalink_url\r\n });\r\n}", "setTrackingURL(trackingURL) {\n this.trackingURL = trackingURL;\n }", "addTrack(track){\r\n this.tracks.push(track);\r\n \r\n }", "function createTrackUri(trackId) {\n return 'spotify:track:' + trackId;\n}", "function getTrackUri(playerId){\n\t\treturn mPlayers[playerId].trackUri;\n\t}", "sendTracking(video_obj){\n if (video_obj) {\n\n var eventLabel = video_obj.video_url.split('/');\n eventLabel = eventLabel[3] + ' - ' + video_obj.start_local; //+ eventLabel[4]; // EG. snapper-rocks - 2018-02-04\n\n // console.log(eventLabel);\n\n setTimeout(() => {\n window.ga('send', 'event', 'Replays', 'Surfcam replay thumbnail clicked', eventLabel, {\n nonInteraction: true\n });\n }, 10);\n }\n }", "function uriTrack(uris){\n \tif (uris.length > 1) {\n return false;\n }\n const uri = uris[0];\n const uriObj = Spicetify.URI.fromString(uri);\n if (uriObj.type === Spicetify.URI.Type.TRACK) \n return true;\n return false;\n }", "add(url, track) {\n this.queue.push(url);\n this.trackInfo.push(track);\n return this.emit('song added', url, track);\n }", "function linkTrack(zn,vl) {\r\nif ((typeof(vl)!=\"string\")||(typeof(zn)!= \"string\")||(typeof s_account!='string'))return false;\r\nvl = _oChr(vl.substring(0,200));\r\nvar s_time = s_gi(s_account);\r\ns_time.linkTrackVars = \"events,eVar12,products,list2\";\r\ns_time.linkTrackEvents = s_time.events = \"event12\";\r\ns_time.eVar12 = zn+\" | \"+vl;\r\ns_time.products = \";\"+s_time.getTimeParting(\"h\",\"-5\",s_time.tiiGetFullYear());\r\nif(/^premium\\:/i.test(vl)){s_time.linkTrackEvents = s_time.events = \"event12,event30\";s_time.list2 = s_time.eVar12;}\r\ns_time.tl(this,\"o\",\"LinkTrack:\"+zn);\r\ns_time.eVar12 = s_time.list2 = s_time.events = \"\";\r\ns_time.linkTrackVars = s_time.linkTrackEvents = \"None\";\r\n}", "function Track() {}", "function omniTrackEv(omniStr,omniStr2) {\r\nif ((typeof(omniStr)!='string')||(typeof s_account!='string'))return 0;\r\nvar s_time = s_gi(s_account);\r\ns_time.linkTrackVars='events,eVar43,prop13,prop14,prop17';\r\nvar aEvent='event43';\r\nvar aList = [['comment','event44'],['love-it','event48'],['leave-it','event49'],['fb-like','event43'],['fb-share','event43'],['google+1','event43'],['twitter','event43']]\r\nfor (i=0; i < aList.length; i++) {\r\n\tif(omniStr.toLowerCase()==aList[i][0]){aEvent = s_time.apl(aEvent,aList[i][1],',','1');}\r\n}\r\ns_time.linkTrackEvents = s_time.events = aEvent;\r\ns_time.user_action = omniStr;\r\ns_time.prop14 = s_time.pageName;\r\ns_time.prop17;\r\nif((omniStr == 'comment') && typeof(omniStr2)!='undefined'){\r\ns_time.screen_name = omniStr2;\r\ns_time.linkTrackVars+=',eVar41';\r\n}\r\ns_time.tl(true,'o','Event:'+omniStr);\r\ns_time.linkTrackVars = s_time.linkTrackEvents = 'None';\r\ns_time.user_action = s_time.eVar43 = s_time.eVar41 = s_time.prop13 = s_time.prop14 = s_time.prop17 = s_time.events = ''; \r\n}", "addTracks() {\n let { playlistId, tracks } = this.state;\n spotifyApi.addTracksToPlaylist(playlistId, tracks);\n }", "isCurrentTrack() {\n return this.playTarget.getAttribute('href').replace('.mp3', '') === document.location.pathname\n }", "function utilsCreateTrack(track) {\n\t\tvar track = utilsSanitizeObj(track);\n\t\treturn `<li ${ (track.id && track.id.innerHTML !== '') ? `id='${track.id.innerHTML}'` : \"\"} data-track-url=\"${track.url.innerHTML}\" ${ (track.album && track.album.innerHTML !== '') ? `data-album='${track.album.innerHTML}'` : \"\"} onclick=\"Apls.play(this)\">\n\t\t ${ (track.artist && track.artist.innerHTML !== '') ? `<span class=\"artist\">${track.artist.innerHTML}</span>` : \"\"} ${ (track.song && track.song.innerHTML !== '') ? ` | <span class=\"song\">${track.song.innerHTML}</span>` : \"\"}\n\t\t\t\t </li>`\n\t}", "function s_control_click(vLinkTrackVars, vLinkTrackEvents, vLinkTrackValues, vType, vTypeName) {\n //For galaxy note4\n var omni_url = document.URL;\n var omni_split_url;\n var site_cd = \"\";\n try {\n omni_split_url = omni_url.split(\"/\");\n site_cd = omni_split_url[3];\n } catch (e) {\n\n }\n var vSplitLinkTrackVars = vLinkTrackVars.split(',');\n var vSplitLinkTrackValues = vLinkTrackValues.split(',');\n var tempProducts = \"\";\n if (typeof (vLinkTrackValues) != \"string\") vSplitLinkTrackValues = vLinkTrackValues;\n else vSplitLinkTrackValues = vLinkTrackValues.split(',');\n s.linkTrackVars = vLinkTrackVars;\n s.linkTrackEvents = vLinkTrackEvents;\n for (var xFI = 0; xFI < vSplitLinkTrackVars.length; xFI++) {\n if (vSplitLinkTrackVars[xFI] == \"products\") {\n tempProducts = vSplitLinkTrackValues[xFI].replace(\";\", \"\");\n if (tempProducts.indexOf(\":\") != -1) {\n s[vSplitLinkTrackVars[xFI]] = \";\" + tempProducts.split(\":\")[1];\n } else {\n s[vSplitLinkTrackVars[xFI]] = \";\" + tempProducts;\n }\n } else {\n if (vSplitLinkTrackValues[xFI].indexOf(\"note4hub\") != -1) {\n s[vSplitLinkTrackVars[xFI]] = site_cd + \":\" + vSplitLinkTrackValues[xFI].trim();\n } else {\n s[vSplitLinkTrackVars[xFI]] = vSplitLinkTrackValues[xFI].trim();\n }\n }\n }\n s.tl(this, vType, vTypeName);\n s.linkTrackVars = 'none';\n s.linkTrackEvents = 'none';\n}", "savePlaylist() {\n let trackURIs = this.state.playlistTracks.map( track => track.uri);\n //console.log(trackURIs);\n spotify.savePlaylistToSpotify(this.state.playlistName, trackURIs);\n this.setState({\n playlistTracks: [],\n playlistName: 'New Playlist'\n });\n }", "scTrack(url, props) {\n return scRequest(`/resolve?url=${url}`)\n .then(raw => {\n if (raw.kind === 'track' && raw.streamable) {\n return Item.fromApi(ITEM_TYPE.SOUNDCLOUD, merge(raw, props));\n }\n throw 'Soundcloud url is not streamable or isnt a track';\n });\n }", "function track(what){\n try{pageTracker._trackPageview(''+GASTUB+'/'+what+'/')}catch(x){}; try{_pageTracker._trackPageview(''+GASTUB+'/'+what+'/')}catch(x){}\n\n}", "function addTracks(peer){\n localstream.getTracks().forEach(track => {\n //console.log(userName);\n peer.addTrack(track,localstream);\n });\n }", "function trackDownload(txt) {\n var s = s_gi(s_account);\n s.linkTrackVars='prop18,eVar18,event17';\n s.linkTrackEvents='event17';\n s.eVar18=s.prop18=txt;\n s.events='event17';\n s.tl(this,'d',prop18);\n}", "function playTracks(url) {\n\tif (!document.getElementById('frame-songs')) {\n\t\tvar songDiv = document.createElement('div')\n\t\tvar songFrame = document.createElement('IFRAME')\n\t\tsongDiv.id = 'frame-songs'\n\t\tsongFrame.src = url\n\t\tsongDiv.appendChild(songFrame)\n\t\tcontainer.appendChild(songDiv)\n\t}\n\n\telse {\n\t\tvar songDiv = document.getElementById('frame-songs')\n\t\tsongDiv.innerHTML = ''\n\t\tvar songFrame = document.createElement('IFRAME')\n\t\tsongFrame.src = url\n\t\tsongDiv.appendChild(songFrame)\n\n\t}\n}", "sendMusic (state,obj){\n state.tracks.tracks=[obj];\n }", "function loadTracksFromURL () {\n var params = window.location.search.replace(\"?\",\"\").split(\"&\");\n tracks = {};\n\n for (var i = 0; i < params.length; i++) {\n var track = params[i].split(\",\"),\n color = track[1],\n range;\n\n if (!track[0] || track[0] == \"all\") {\n range = [\"2015-03-25\", moment().format(\"YYYY-MM-DD\")];\n } else {\n range = parseDateRange(track[0]);\n }\n\n moment.range(range).by(\"days\", function(date) {\n tracks[date.format(\"YYYY-MM-DD\")] = {\n file: \"gpx/\" + date.format(\"YYYY-MM-DD\") + \".gpx\",\n color: \"#\" + (color || randomColor({luminosity: \"dark\"})),\n };\n });\n }\n }", "function getAllAudioInfo(){\n let obj = track_collection.track;\n for(let i = 0; i < obj.length; i++) {\n audio_utility.audio_general_info.push([...obj[i].url]);\n }\n}", "function goTrackHandler() {\n $('#sf_go').click(() => {\n \n chrome.extension.sendMessage({\n action: 'track_uri',\n track_uri: $('.sf_id').html(),\n track_name: $('.sf_value').html(),\n playlist_id: $('#sf_playlists').val(),\n playlist_name: $('#sf_playlists option:selected').text(),\n image: $('.sf_track_result img').attr('src')\n });\n \n closeOverlay();\n });\n}", "function getButtonSrc(){\n\ttrack.buttonSrc = document.getElementById('ayy');\n}", "handlePlay(uri){\n this.props.playTrack(spotifyApi,uri);\n }", "function showTracks(url) {\n if (url === null) { //return if the url is null\n return;\n }\n $.ajax({ //get track info\n url: url,\n headers: {\n 'Authorization': 'Bearer ' + access_token\n },\n success: function (tracks) {\n document.getElementById('headinfo').innerText = \"Playlist - \" + tracks.items.length + \" songs\";\n var trackList = new Array(0);\n for (var i = 0; i < tracks.items.length; i++) {\n trackList.push(tracks.items[i].track); //add track object to list from playlist track object\n }\n displayTracks(trackList);\n }\n });\n\n}", "function geniusRef(artist, track) {\n\n const ajaxUrl = \"http://localhost:3000/api/tracks?track=\" + track + \"&artist=\" + artist;\n \n sendAjaxRequest(\"GET\", ajaxUrl, handleResponseGeniusRef);\n\n}", "function loadTracks() {\n numPlayers = Math.min(audioTags.length, allTracks.length);\n var tracksAdded = 0;\n var i = 0;\n\n while (tracksAdded < numPlayers) {\n var thisTrack = allTracks.pop();\n if (thisTrack.streamable === true) {\n console.log(thisTrack);\n var audio = audioTags[tracksAdded];\n audio.attr(\"src\", thisTrack.stream_url + \"?client_id=\"+client_id[tracksAdded%2]);\n audio[0].volume = 0;\n audio[0].play();\n\n $(h2s[tracksAdded]).append(\"<a href='\" + thisTrack.permalink_url + \"' target='_blank'>\" + thisTrack.title + \"</a>\");\n\n if (thisTrack.artwork_url) { \n imgs[tracksAdded].src = thisTrack.artwork_url.replace(\"large\", \"t500x500\");\n } else {\n imgs[tracksAdded].src = \"images/default.png\";\n }\n tracksAdded++;\n }\n i++;\n }\n }", "addTrack(albumName, params) {\n let aTrack = new track.Track( params.name, params.duration, params.genres);\n let aAlbum = this.getAlbumByName(albumName);\n aAlbum.tracks.push( aTrack );\n /* El objeto track creado debe soportar (al menos) las propiedades:\n name (string),\n duration (number),\n genres (lista de strings)\n */\n }", "function prevTrack(){\n\t\t$scope.currentTrack = $scope.tracks[$scope.currentTrackIndex - 1]\n\t\tvar trackUri = $scope.tracks[$scope.currentTrackIndex - 1].uri;\n\t\twidget.load(trackUri, { auto_play: true });\n\t\t$scope.currentTrackIndex = $scope.currentTrackIndex - 1;\n\t\t$scope.artworkUrl = $scope.currentTrack.artwork_url\n\t\t// .replace(\"large\", \"t300x300\");\n\t}", "function addTracksSC( url, playnow ){\n\t//var hardUrl = '/deep-house-amsterdam/jay-west-deep-house-amsterdam';\n\t//scplayer.add_tracks(hardUrl);\n\tvar found_at_index = scplayer.add_tracks(url);\n\t\n\tif ( found_at_index == 'current_track'){\n\t\t//alert(\"it's the current track!\");\n\t}\n\t\n\tif ( found_at_index != 'current_track'){\n\n\t\tvar $pl = $(\"#playlist\");\t\t\n\t\t\n\t\tif ( found_at_index > 0 ){\n\t\t\t$pl.find( 'li:nth-child(' + ( found_at_index + 1 ) + ')' ).remove();\n\t\t}\n\t\t//if ( found_at_index == 0 ) {\n\t\t\t//var x=0;\n\t\t\tvar playlist = scplayer.playlist();\n\t\t\tvar l= playlist.length;\n\t\t\tl = l-1;\n\n\t\t\tvar $li = jQuery(\"<li/>\", {\"html\": \"<span>loading..</span>\"}).data('index', l).appendTo($pl);\n\n\t\t\t//lookup the track info\n\t\t\tscplayer.track_info(l).done(function(track){\n\t\t\t\t//console.log(track);\n\t\t\t\t$li.html('<span><div class=\"playlist-track-wrapper\"><img class=\\\"playlist_artwork\\\" src=\\\"' + track.artwork_url + '\\\"/>' + track.title + '</span><a href=\"' + track.permalink_url + '\" target=\"_blank\" class=\"soundcloud-logo-small\">View on Soundcloud</a></div>');\n\t\t\t\t//scplayer.goto(jQuery(this).data('index', l) ).play();\n\t\t\t\t//scplayer.goto(jQuery(this).data('index', l)).play();\n\t\t\t});\n\t\t//}\n\n\t\t//else {\n\t\t\t/* Remove n-th li (where the track was found, since we append to the end )*/\n\t\t\t//$pl.find( 'li:nth-child(' + ( found_at_index + 1 ) + ')').clone().appendTo($pl);\n\t\t\t//$pl.find( 'li:nth-child(' + ( found_at_index + 1 ) + ')' ).remove();\n\t\t//}\n\n\t\tif ( playnow == true ){\n\t\t\t$(\"#playlist li:last\").find('span').click();\n\t\t\t//alert('clicked');\n\t\t\t//var track = scplayer.current_track;\n\t\t\t//$(\"#now_playing\").html(track.title);\n\t\t}\t\n\t}\n}", "getSongURI(hostname){\n \n if(this.activeSong !== undefined){\n\n return hostname + this.activeSong.filepath;\n }\n else{\n console.log(hostname + encodeURIComponent(\"countdown\" + (new Date().getTime())+ \".mp3\"))\n return hostname + encodeURIComponent(\"countdown\" + (new Date().getTime())+ \".mp3\");// + (new Date().getTime()));\n }\n\n }", "function formatTrack(title, artist, waveform, link, badge, dl, buy, genre, comment) {\n\tvar formatted = \"<a href=\\\"#\\\" class=\\\"tLink\\\" id=\\\"\" + waveform + \",\" + link + \",\" + badge + \",\" + dl + \",\" + buy + \",\" + genre + \",\" + comment + \"\\\">\" + title + \" by \" + artist + \"</a>\";\n\treturn formatted;\n}", "function addTrack(track) {\n\ttracks[nextFreeIndexTracks] = track;\n\tnextFreeIndexTracks++;\n\t// Refresh the dropdownMenu\n\tgenerateDropdownMenu();\n}", "savePlaylist() {\n const trackUris = this.state.playlistTracks.map(track => track.uri);\n Spotify.savePlaylist(this.state.playlistName, trackUris).then(() => {\n this.setState({ \n playlistName: 'New playlist',\n playlistTracks: []\n })\n })\n }", "static receiveTracks(data) {\n return {\n type: this.FETCH_TRACKS,\n status: 'success',\n tracks: data.tracks || []\n };\n }", "function handleAddTrack(e) {\n console.log(\"handleAddTrack\");\n // remoteVideoRef.current.srcObject = e.streams[0]\n }", "function getTrack(trackTitle) {\n var url = 'http://localhost:54941/Track/GetTrack?trackTitle=' + trackTitle;;\n $.ajaxSetup({ cache: false }); //to prevent cache\n $.getJSON(url, function (data) { // lấy dữ liệu từ CSDL\n timeStart = data.TimeStart;\n duration = data.Duration;\n title = data.AudioTitle;\n answer = data.Answer;\n });\n}", "function listPush(url, sampUrl)\n{\n if(url == null || urls.indexOf(url) != -1 || url.length === 0) // avoid duplicates and nulls\n return;\n if(sampUrl == null)\n sampUrl = url;\n urls.push(url);\n sample_urls.push(sampUrl);\n urls_downloaded.push(false);\n}", "function parseGetTrackId(track_response) {\n let track_id_list = []\n for (let i = 0; i < track_response.items.length; i++) {\n track_id_list.push(track_response.items[i].track.id);\n }\n return track_id_list;\n }", "function trackEvent(properties, eventType) {\r\n /*\r\n for (var property in properties) {\r\n if (properties.hasOwnProperty(property)) {\r\n var eventValue = properties[property];\r\n\t s[property] = eventValue;\r\n\t}\r\n }\r\n\r\n s.linkTrackVars = Object.keys(properties).join(\",\");\r\n s.linkTrackEvents = eventType;\r\n s.events = eventType;\r\n s.tl(this, eventType === \"download\" ? \"d\" : \"o\");\r\n */\r\n}", "getTracks(){\r\n return this.tracks;\r\n }", "function onPlayerTrackChanged(event){\n\t\tClientSocket.sendJSON({ \"propertyName\": \"artist\", \"propertyValue\": event.artist });\n\t\tClientSocket.sendJSON({ \"propertyName\": \"artistUri\", \"propertyValue\": event.artistUri });\n\t\tClientSocket.sendJSON({ \"propertyName\": \"track\", \"propertyValue\": event.track });\n\t\tClientSocket.sendJSON({ \"propertyName\": \"trackUri\", \"propertyValue\": event.trackUri });\t\t\n\t}", "addTrack(track) {\n/* if (!this.state.playlistTracks.includes(track)) { // Step 41\n this.setState({playlistTracks: this.state.playlistTracks.splice(this.state.playlistTracks.count,0,track.id)}); //add a track at the end of the playlist\n*/\n if (this.state.playlistTracks.indexOf(track) === -1) {\n const newPlayList = this.state.playlistTracks;\n newPlayList.push(track);\n this.setState({playListTracks: newPlayList})\n // this.setState({playlistTracks: this.state.playlistTracks.push(track)});\n }\n }", "function addTagToTrack(...tag) {\n trackTagsArray.push(...tag);\n}", "function buildList(url) {\n item = document.createElement('li');\n item.innerHTML = '<a href=\"'+url+'\" target=\"_blank\" class=\"track\">' + url + '</a>';\n result.htmlList.appendChild(item);\n }", "getArtistsFromTrack() {\n let arrayOfArtists = [];\n const artists = this.props.info.artists;\n\n artists.forEach(artist => {\n if (arrayOfArtists.length !== 0) {\n arrayOfArtists.push(\", \" + artist.name);\n } else {\n arrayOfArtists.push(artist.name);\n }\n });\n return arrayOfArtists;\n }", "function addTrack(ID) {\n var query = \" SELECT concat('file://','/', u.rpath)\";\n query += \" FROM tracks t, urls u\";\n query += \" where t.id=\"+ID;\n query += \" and t.url=u.id\";\n var result = sql(query);\n Amarok.Playlist.addMedia(new QUrl(result[0]));\n}", "function _trackPageViewGA(url) {\r\n if (typeof _gaq != 'undefined') {\r\n _gaq.push(['_trackPageview', url]);\r\n }\r\n}", "function loadTrack(index){\n\t $scope.currentTrackIndex = index;\n\t $scope.currentTrack = $scope.tracks[index]\n\t var trackUri = $scope.tracks[index].uri\n\t $scope.artworkUrl = $scope.currentTrack.artwork_url\n\t // .replace(\"large\", \"t300x300\");\n\t\t\twidget.load(trackUri, { auto_play: true });\n\t}", "function handleTrackEvent(event) {\n log(\"*** Track event\");\n document.getElementById(\"remoteVideo\").srcObject = event.streams[0];\n // document.getElementById(\"hangup-button\").disabled = false;\n }", "function cancelTrack(){\r\n window.arguments[1].action = \"q\";\r\n return true;\r\n}", "makeURLList(){\r\n \r\n this.urls.length = 0;\r\n this.urls.push('https://cors-anywhere.herokuapp.com/http://sandipbgt.com/theastrologer/api/horoscope/' + this.sign.toLowerCase()+'/today/');\r\n this.urls.push('https://cors-anywhere.herokuapp.com/http://horoscope-api.herokuapp.com/horoscope/today/' + this.sign);\r\n this.urls.push('https://cors-anywhere.herokuapp.com/http://widgets.fabulously40.com/horoscope.json?sign=' + this.sign.toLowerCase());\r\n this.urls.push('https://cors-anywhere.herokuapp.com/http://ohmanda.com/api/horoscope/' + this.sign.toLowerCase());\r\n \r\n //calling the search function\r\n this.search();\r\n }", "getCurrentTrack() {\n this.mopidyCall('playback','getCurrentTrack',{},(d) => {\n this.currentTrack = d;\n this.title = d.name;\n });\n }", "savePlaylist() {\n\t\tlet trackURIs = [];\n\t\tfor(let i = 0; i < this.state.playlistTracks.length; i++) {\n\t\t\ttrackURIs.push(this.state.playlistTracks[i].uri);\n\t\t}\n\t\tSpotify.savePlaylist(this.state.playlistName, trackURIs);\n\t\tthis.setState({playlistName: 'New Playlist', playlistTracks: []});\n\t}", "function hasTrack2(trackData) {\n\n\n var i = trackData.indexOf(\";\");\n return (i >= 0 && trackData.indexOf(\"?\", i + 1) >= 0);\n\n}", "get url() {\n return `https://www.youtube.com/watch?v=${this.video.id}&lc=${this.id}`;\n }", "pushTrack() {\n console.log('pushing a song to the local DB')\n }", "opt() {\n return {\n store_url: this.qs_url.replace(/^\\/|\\/$/g, \"\"),\n };\n }", "savePlaylist() {\n const playlistUris = this.state.playlistTracks.map(track => track.uri);\n Spotify.savePlaylist(this.state.playlistName, playlistUris).then(response => {\n if (response) {\n this.setState({ playlistName: \"New Playlist\",\n playlistTracks : [] });\n }});\n }", "async getPlaylistTracks(trackURL) {\n const accessToken = this.accessToken || this.getAccessToken();\n const headers = { Authorization: `Bearer ${accessToken}` };\n // GET method\n try {\n const response = await fetch(trackURL, { headers: headers });\n if (response.ok) {\n const jsonResponse = await response.json();\n if (jsonResponse && jsonResponse !== {}) {\n return jsonResponse.items.map(track => {\n return {\n id: track.track.id,\n name: track.track.name,\n artist: track.track.artists[0].name,\n album: track.track.album.name,\n uri: track.track.uri,\n preview: track.track.preview_url,\n };\n });\n }\n } else {\n throw new Error('Request to GET Top Tracks Failed!');\n }\n } catch (err) {\n this.authFailed();\n console.log(err);\n }\n }", "savePlaylist(){\n // new array to hold the uris for each track provided from Spotify\n let trackURIs=[];\n\n // add each uri to the trackURIs array\n for (let i=0; i < this.state.playlistTracks.length; i++){\n trackURIs.push(this.state.playlistTracks[i].uri);\n }\n\n // call the savePlaylist function to save the playlist\n Spotify.savePlaylist(this.state.playlistName, trackURIs).then(() => {\n\n // reset the state back to defaults\n this.setState({\n playlistName: \"New Playlist\",\n playlistTracks: [],\n });\n });\n }", "_changeUrl(url) {\n this.rawUrl = url;\n }", "displayTracks(album) {\n var route = {\n albumId: album.id,\n title: album.title,\n scene: 1\n }\n this.props.navigator.push(route);\n }", "function getTracks(playlist,offset)\n{\n $.ajax({\n url: \"https://api.spotify.com/v1/playlists/\"+playlist+\"/\"+\n \"tracks?market=ES&fields=items(added_by.id%2Ctrack(name%2Cid%2Chref%2Calbum(name%2Chref)))\"+\n \"&limit=100&offset=\"+offset,\n type: \"GET\",\n async: false,\n beforeSend: function(xhr){xhr.setRequestHeader('Authorization', 'Bearer ' + _token );},\n success: function(data) { \n console.log(data);\n for(var i = 0; i < data.items.length; i++)\n {\n tracks.push(data.items[i].track.id);\n trackNames.push(data.items[i].track.name);\n }\n numTracks = data.items.length;\n }\n }); \n}", "function showTrackList(genre) {\n SC.get('/tracks', { genres: genre }, function(tracks) {\n tracks.forEach(function(track, index) {\n results.innerHTML = results.innerHTML + '<li onclick=\"playTrack('+track.id+')\"><img src=\"'+track.artwork_url+'\" /><p>'+track.title+'</p> </li>';\n playlist.push(track.id);\n });\n });\n}", "function MasterTrack() {}", "function iv_doTracking (trackStr, url, prop, linkType, linkName, gs, el ) {\r\n if (linkType == null || linkType == \"\") { linkType = \"o\"; }\r\n if (linkName == null || linkName == \"\") { linkName = \"Downloaded File\"; }\r\n \r\n if (prop != null && prop != \"\"){\r\n prop=prop.replace(/s_prop/, \"s_iv.prop\"); \r\n }\r\n\r\n if (prop == null || prop == \"\") { prop = \"s_iv.eVar13\"; } else if (prop == \"s.prop30\" || prop == \"s_prop30\") { prop = \"s_iv.eVar13\"; } \r\n\r\n if (s_account == \"nbcuglobal\") { s_account = \"nbcuivsites\";}\r\n var s_iv=s_gi(s_account);\r\n\r\n // Lets check if this is exit link or not\r\n var is_exit_link = true;\r\n if(typeof s_iv.linkInternalFilters != \"undefined\" && typeof el != \"undefined\"){\r\n target_anchor = null;\r\n if(el.tagName == \"A\"){\r\n target_anchor = el;\r\n }else{\r\n tmp_parent_element = (window.event) ? el.parentElement : el.parentNode;\r\n target_anchor = (tmp_parent_element.tagName == \"A\") ? tmp_parent_element : null;\r\n }\r\n\r\n if(target_anchor != null && typeof target_anchor.href != \"undefined\"){\r\n var iv_internal_links = s_iv.linkInternalFilters.split(\",\");\r\n for(int_link_count=0; int_link_count < iv_internal_links.length; int_link_count++){\r\n if(target_anchor.href.indexOf(iv_internal_links[int_link_count]) >= 0){\r\n is_exit_link = false;\r\n break;\r\n }\r\n }\r\n }\r\n }else{\r\n is_exit_link = false;\r\n }\r\n\r\n s_iv.eVar13 = trackStr;\r\n if(!is_exit_link){\r\n s_iv.tl(this,linkType,linkName);\r\n }\r\n\r\n redirectUrl = url;\r\n if (url != null && url != \"\") { \r\n setTimeout(\"document.location.replace(redirectUrl)\", 1000 );\r\n }\r\n return true;\r\n}", "function getSong(track) {\n // If there is no track listed display the default of \"The Sign, by Ace of Base\"\n if (track === \"\" || track === undefined || track === null) {\n var defaultTrack = \"The Sign\";\n spotify.search({ type: \"track\", query: defaultTrack, limit: 10 }, function (err, response) {\n if (err) {\n return console.log('It seems you have an error:: ' + err);\n }\n //the default was displaying The Sign by Ty Dolla Sign so I just hard coded the default\n console.log('---------------------------------------------\\nArtist: \"' + \"Ace of Base\" +\n '\"\\nTrack: \"' + \"The Sign\" +\n '\"\\nAlbum: \"' + \"The Sign (US Album) [Remastered]\" +\n '\"\\nLink: \"' + \"https://p.scdn.co/mp3-preview/4c463359f67dd3546db7294d236dd0ae991882ff?cid=731f3e4c779047e89b0f836152cd61cc\" + '\"\\n');\n });\n }\n else {\n //run if a track is listed\n spotify.search({ type: \"track\", query: track, limit: 3 }, function (err, response) {\n if (err) {\n return console.log('It seems you have an error:: ' + err);\n }\n for (i = 0; i < response.tracks.items.length; i+=1) {\n // if there is no preview default a link\n if (response.tracks.items[i].preview_url === null) {\n console.log('---------------------------------------------\\nArtist: \"' + response.tracks.items[i].album.artists[0].name +\n '\"\\nTrack: \"' + response.tracks.items[i].name +\n '\"\\nAlbum: \"' + response.tracks.items[i].album.name +\n '\"\\nLink: \"' + response.tracks.items[i].album.external_urls.spotify + '');\n }\n else {\n console.log('---------------------------------------------\\nArtist: \"' + response.tracks.items[i].album.artists[0].name +\n '\"\\nTrack: \"' + response.tracks.items[i].name +\n '\"\\nAlbum: \"' + response.tracks.items[i].album.name +\n '\"\\nLink: \"' + response.tracks.items[i].preview_url + '\"');\n }\n }\n });\n }\n}", "function populateBackTrack() {\n\tbacktrackDirs.firstChild.nodeValue = route.join(\", \");\n\tbacktrackCount.firstChild.nodeValue=route.length;\n}", "function prevTrack() {\n if(track_index > 0) track_index -= 1;\n else track_index = track_list.length - 1;\n\n // Load and play the new track\n loadTrack(track_index);\n playTrack();\n}", "function customLinksConf() {\n $(\".tracklink\").each(function () {\n if (this) {\n var linkId = $(this).attr('data-analytics-id');\n if (typeof linkId != \"undefined\" && linkId != \"\" && linkId != null) {\n createObjClickFunction(this, linkId);\n } else if (this.id) {\n createObjClickFunction(this, this.id);\n } else if (this.title) {\n createObjClickFunction(this, this.title);\n }\n }\n });\n\n /*Custom track of Add to Cart button \n Looks for the button Add to Cart and adds the customTrack Tag on the onclick function. */\n $(\".trackAddToCart\").each(function () {\n createObjClickFunction(this, \"addToCartBtn\");\n });\n }", "function showTrack(peroid){\n\tvar position=JSON.parse(httpGet(beaconPosiSourcePlus+peroid)); //Target URL Two dimensional json array\n\t \n\tfor(var i=0;i<position.length;i++){\n\t\tvar list=new Array();\n\t\tfor(var j=0;j<position[i].length;j++){\n\t\t list.push(new beaconMarker(position[i][j]));\n\t\t}\n\t\tvar flightPath = new google.maps.Polyline({\n\t\t\tpath: list,\n\t\t\tgeodesic: true,\n\t\t\tstrokeColor: '#FF0000',\n\t\t\tstrokeOpacity: 1.0,\n\t\t\tstrokeWeight: 2,\n\t\t\tmap:map\n\t\t});\n\t\tmarkerlist.push(list);\n\t}\n}", "function nextTrack(){\n\t\t$scope.currentTrack = $scope.tracks[$scope.currentTrackIndex + 1]\n\t\tvar trackUri = $scope.tracks[$scope.currentTrackIndex + 1].uri;\n\t\twidget.load(trackUri, { auto_play: true });\n\t\t$scope.currentTrackIndex = $scope.currentTrackIndex + 1;\n\t\t$scope.artworkUrl = $scope.currentTrack.artwork_url\n\t\t// .replace(\"large\", \"t300x300\");\n\t}", "function searchTrack() {\n if (searchQuery.length === 0) {\n searchQuery = \"The Sign Ace of Base\"\n }\n spotify.search({ type: 'track', query: searchQuery }, function (err, data) {\n if (err) {\n return console.log('Error: ' + err);\n }\n console.log(`Artist: ${data.tracks.items[0].artists[0].name}`);\n console.log(`Song: ${data.tracks.items[0].name}`);\n console.log(`Album: ${data.tracks.items[0].album.name}`);\n console.log(`Preview Link: ${data.tracks.items[0].preview_url}`);\n });\n}", "function getTracks(city){\n\t\t$http.get('playlist/' + city)\n\t\t.success(function(data){\n\t\t\t$scope.tracks = data.slice(0,7);\n\t\t})\n\t}", "function spotifyTrack(track) {\n\n console.log(track);\n var songQuery = track || \"'The Sign' by Ace of Base\"\n spotify.search({type: 'track', query: songQuery }, function(err,response){\n if (err) {\n return console.log('Error occurred: ' +err);\n }\n\n for (var i = 0; i < 5; i++) {\n\n var divider = \"\\n--------------------------------------------------\\n\\n\"\n var jsonData = response.tracks;\n //console.log(jsonData);\n\n var albumData = [\n \"Artist(s): \" + jsonData.items[i].artists[0].name,\n \"Song Name: \" + jsonData.items[i].name,\n \"Preview: \" + jsonData.items[i].album.name,\n \"Album: \" + jsonData.items[i].preview_url,\n ].join(\"\\n\\n\");\n \n fs.appendFile(\"log.txt\", albumData + divider, function(err) {\n if(err) throw err;\n console.log(divider + albumData);\n });\n\n console.log(divider + albumData + \"\\n\");\n } \n })\n\n}", "function chooseTrack(track) {\n setPlayingTrack(track)\n }", "function getTrackArt( url, rand ){\n\t//alert( rand );\n\n\tvar $art = jQuery( '#' + rand );\n\tvar $title = jQuery( '#' + 'title-' + rand );\n\tvar $download = jQuery ( '#' + 'download-' +rand );\n\t//alert( rand_b );\n\n\tscplayer.track_info(url).done(function(track){\n\n\t\tvar the_artwork_url = '';\n\t\t//alert( track.artwork_url );\n\t\tif ( track.artwork_url != null ){\n\t\t\tthe_artwork_url = track.artwork_url;\n\t\t}\n\t\telse{\n\t\t\tthe_artwork_url = '/wp-content/themes/nest/js/images/nest-placeholder-art.jpg';\n\t\t}\n\n\t\t$art.html( '<img src=\"' + the_artwork_url + '\" />');\n\t\t$title.html( track.title );\n\n\t\tif ( track.downloadable == true){\n\t\t\t/* \tTemporary solution - need to request stream for d/load url to work, possibly, \n\t\t\t\tso need to write another function to add track to playlist, start download (then delete?) \n\t\t\t*/\n\n\t\t\t//$download.html( '<form action=http://'+window.location.hostname+'/html/wp-content/themes/nest/force-download.php method=\"POST\" id=\"track_download\"><input type=hidden name=path value=-1><a class=\"download\" href=\"' + track.download_url + '?client_id=f18fec54bc96c697f0caf6aedc92f666' + '\" target=\"_blank\">Download</a></form>');\n\t\t\t$download.html( '<a class=\"download\" href=\"' + track.download_url + '?client_id=f18fec54bc96c697f0caf6aedc92f666' + '\" target=\"_blank\">Download</a>');\n\t\t}\n\n\t\t//alert( track.title );\n\t});\n}", "function recordLink(category, action) {\n\t try {\n //var myTracker=_gaq._getTrackerByName();\n _gaq.push(['_trackEvent', category, action]);\n }catch(err){}\n}", "addTrack(track) {\n\t\tconst addingTrack = (track) => this.setState({playlistTracks: [...this.state.playlistTracks, track]});\n\t\taddingTrack(track);\n\t\tthis.removeTrack(track, false);\n\t}", "function getTrackInfo(){\r\n\tvar feedback;\r\n\tif ((us_getTempData(\"artist\")!=0) || (us_getTempData(\"track\")!=0)) {\r\n\t\tfeedback = \"found\";\r\n\t} else {\r\n\t\t//Retrive trackinformation from database\r\n\t\tif (getDatabaseData()==true) {\r\n\t\t\tfeedback = \"found\";\r\n\t\t\ttrackInfoFromDB = true;\r\n\t\t} else {\r\n\t\t\t//New detection of trackinformation\r\n\t\t\tif (location.href.indexOf(\"youtube.com/user/\") != -1) {\r\n\t\t\t\tif (document.getElementById(\"playnav-curvideo-title\")) {\r\n\t\t\t\t\tvar titleContent = document.getElementById(\"playnav-curvideo-title\").getElementsByTagName(\"a\")[0].textContent;\r\n\t\t\t\t} else if (document.getElementsByClassName(\"channels-featured-video-details tile\")[0]) {\r\n\t\t\t\t\tvar titleContent = document.getElementsByClassName(\"channels-featured-video-details tile\")[0].getElementsByTagName(\"a\")[0].textContent;\r\n\t\t\t\t}\r\n\t\t\t} else {\r\n\t\t\t\t//Feather check\r\n\t\t\t\tif (document.getElementById(\"eow-title\")) {\r\n\t\t\t\t\tvar titleContentOriginal = document.getElementById(\"eow-title\").textContent;\r\n\t\t\t\t} else if (document.getElementById(\"watch-headline-title\")) {\r\n\t\t\t\t\tvar titleContentOriginal = document.getElementById(\"watch-headline-title\").textContent;\r\n\t\t\t\t} else if (document.getElementById(\"vt\")) {\r\n\t\t\t\t\tvar titleContentOriginal = document.getElementById(\"vt\").textContent;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t//remove (*) and/or [*] to remove unimportant data\r\n\t\t\tvar titleContent = titleContentOriginal.replace(/ *\\([^)]*\\) */g, '');\r\n\t\t\ttitleContent = titleContent.replace(/ *\\[[^)]*\\] */g, '');\r\n\t\t\t\r\n\t\t\t//remove stupid HD info\r\n\t\t\ttitleContent = titleContent.replace(/\\W* HD( \\W*)?/, '');\r\n\t\t\t\r\n\t\t\t//get remix info\r\n\t\t\tvar remixInfo = titleContentOriginal.match(/\\([^)]*(?:remix|mix|cover|version|edit|booty?leg)\\)/i);\r\n\t\t\t\t\t\r\n\t\t\t//\r\n\t\t\t\r\n\t\t\tvar musicInfo = titleContent.split(\" - \");\r\n\t\t\tif (musicInfo.length == 1) {\r\n\t\t\t\tmusicInfo = titleContent.split(\"-\");\r\n\t\t\t}\r\n\t\t\tif (musicInfo.length == 1) {\r\n\t\t\t\tmusicInfo = titleContent.split(\":\");\r\n\t\t\t}\r\n\t\t\tif (musicInfo.length == 1) {\r\n\t\t\t\tmusicInfo = titleContent.split(' \"');\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t//remove \" and ' from musicInfo\r\n\t\t\tfor (var i=0;i<musicInfo.length;i++) {\r\n\t\t\t\tmusicInfo[i] = musicInfo[i].replace(/^\\s*\"|\"\\s*$/g, '');\r\n\t\t\t\tmusicInfo[i] = musicInfo[i].replace(/^\\s*'|'\\s*$/g, '');\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t//remove feat. info\r\n\t\t\tfor (var i=0;i<musicInfo.length;i++) {\r\n\t\t\t\tmusicInfo[i] = musicInfo[i].replace(/ feat.* .*/, '');\r\n\t\t\t\tmusicInfo[i] = musicInfo[i].replace(/ feat.* .*/, '');\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif ((musicInfo.length == 1)||(musicInfo[0] == false) || (musicInfo[1] == false)) {\r\n\t\t\t\tmusicInfo[0] = \"\";\r\n\t\t\t\tmusicInfo[1] = \"\";\r\n\t\t\t\tfeedback = \"notFound\";\r\n\t\t\t} else {\r\n\t\t\t\t//delete spaces\r\n\t\t\t\tmusicInfo[0] = \" \" + musicInfo[0] + \" \";\r\n\t\t\t\tmusicInfo[0] = musicInfo[0].replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');\r\n\t\t\t\tmusicInfo[1] = musicInfo[1].replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');\r\n\t\t\t\t\r\n\t\t\t\t//add remix info\r\n\t\t\t\tif(remixInfo && remixInfo.length == 1){\r\n\t\t\t\t musicInfo[1] += \" \" + remixInfo[0];\r\n\t\t\t\t}\r\n\t\t\t\t\r\n\t\t\t\tfeedback = \"found\";\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif (us_getValue(\"us_autoscrobble_active\", 0) == 1) {\r\n\t\t\t\tif ((musicInfo.length != 2)) {\r\n\t\t\t\t\tfeedback = \"bad\";\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t\r\n\t\t\tif (!us_getTempData(\"artist\")) {\r\n\t\t\t\tus_saveTempData(\"artist\", encodeURIComponent(musicInfo[0]));\r\n\t\t\t}\r\n\t\t\tif (!us_getTempData(\"track\")) {\r\n\t\t\t\tus_saveTempData(\"track\", encodeURIComponent(musicInfo[1]));\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn feedback;\r\n}", "startTracking() {\n HyperTrack.onTrackingStart();\n }", "function SetlistFromURI(uri){\n\t\ttrackList = new Array();\n\t\ttrackInfo = new Array(); \n\t\tmodels.Playlist.fromURI(uri)\n\t\t\t.load(['name','tracks'])\n\t\t\t.done(function(pl){\n\t\t\t\tplaylist = pl;\n\t\t\t\tvar list = List.forPlaylist(pl);\n\t\t\t\tpl.tracks.snapshot()\n\t\t\t\t\t.done(function(t){\n\t\t\t\t\t\ttrackList = t.toArray();\n\t\t\t\t\t\tlist.init();\n\n\t\t\t\t\t\t$('#setlist_tracklist').html('<h2>' + pl.name + '</h2>').append(list.node);\n\t\t\t\t\t\t$('.sp-list-heading.sp-list-cell-album').html('Tempo / Key');\n\n\t\t\t\t\t\tfor (var i = 0; i < trackList.length; i++) {\n\t\t\t\t\t\t\tFetchTrackInfo(i, trackList[i].uri, function(status, info, trackUri) {\n\t\t\t\t\t\t\t\tvar element = $('[data-uri=\"' + trackUri + '\"]');\n\t\t\t\t\t\t\t\tif (status != 5){\n\t\t\t\t\t\t\t\t\telement.children('.sp-list-cell-album').html(Math.round(info.tempo) + ' / ' + keys[info.key]).css('text-overflow','clip');\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\telse{\n\t\t\t\t\t\t\t\t\telement.children('.sp-list-cell-album').html('N/A').css('text-overflow','clip');\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t});\n\t\t}", "function trackRealtidbits(type,url) {\n var s = s_gi(s_account);\n s.eVar1= type+\" :content article: \"+url;\n s.trackExternalLinks = false;\n s.linkTrackEvents = s.events = 'event11';\n s.linkTrackVars = 'eVar1,events';\n s.tl(this, 'o', s.eVar1);\n}", "function trackclick(aid,agg) {\n\tvar now = new Date();\n\tvar random = now.getTime();\n\tvar ref \t = \"&r=\" + escape(document.location);\n\t\tref = ref.split('/').join('%2F');\n\t\tref = ref.split('.').join('%2E');\n\t\tref = ref.split('%').join('$');\t\t\n\tvar origin = document.location.toString().substring(7); /* convert location to string, trim http:// */\n\t\torigin = origin.substring(0,origin.indexOf('/')); /* pull subdomain only */\n\t\taid = aid + \"-\" + origin;\n\tvar lnk = \"&p=http://www.ignlinktrack.com/\" + aid;\n\t\tlnk = lnk.split('/').join('%2F');\n\t\tlnk = lnk.split('.').join('%2E');\n\t\tlnk = lnk.split('%').join('$');\n\tvar pt = \"&pagetype=\";\n\t\tptstring = ataxscript.substr(ataxscript.indexOf('pagetype=')+9);\n\t\tpt = pt + ptstring.substr(0,ptstring.indexOf('&'));\t\t\n\tvar aggval = \"\"; if (agg!=null) aggval = \"&aggregate=\"+agg;\n i = new Image();\n i.src = \"http://atax.ign.com/network=ign&size=1x1\" + lnk + ref + pt + aggval + \"&name=ATAtracker?\"+ random + \"\\\" height=\\\"1\\\" width=\\\"1\\\" style=\\\"position: absolute; visibility: hidden\";\n}", "function trackEnd(){\n}", "loadTracker() {\n return [];\n }", "function setTrackers(){\n g.trackers={};\n $.each(g.profiles,function(baseName,uaSArray){\n g.trackers[baseName]=[]; // holds dynamically created tracker names. e.g., ['main0.','main1.',etc]\n $.each(g.profiles[baseName],function(iter,uaNum){\n var name=baseName+iter+'.'; // create the tracker name\n g.trackers[baseName].push(name) // add it to the array of tracker names\n _gaq.push([name+'_setAccount', uaNum]); // set each account\n if(s.ga_gwo.debugQueue) s.ga_gwo.debugQueue.push([name+'_setAccount', uaNum]); // push them on the debug array\n })\n });\n }", "function resolveURL(userTrackURL) {\n console.log(userTrackURL);\n var apiCall = new XMLHttpRequest();\n client_id1 = \"&client_id=\" + clientAPIKey;\n var apiResolve = \"https://api.soundcloud.com/resolve?url=\" + userTrackURL + client_id1;\n console.log(apiResolve);\n apiCall.open(\"GET\", apiResolve, true);\n apiCall.onload = function() {\n var response1 = JSON.parse(apiCall.responseText);\n var linkObj = function() {\n this.permLink = response1.permalink_url;\n this.apiLink = response1.uri;\n }\n var linkJSON = new linkObj();\n var linkString = JSON.stringify(linkJSON);\n chrome.runtime.sendMessage(linkString);\n $('#loaded').html(\"Loaded! Press play.\");\n }\n apiCall.send(); \n }", "function save_options() {\n var url = elements.url.value;\n storage.sync.set({\n serverUrl: url\n }, showSaveTimedMessage);\n }", "function getPlaylistTracks(access_token, allCallSongs, request_url, playListTracks){\n var url = request_url || 'https://api.spotify.com/v1/playlists/' + $('select option:selected').val() + '/tracks'\n var playListTracks = (playListTracks || []);\n $.ajax({\n url: url,\n headers: {\n 'Authorization':'Bearer ' + access_token\n },\n success: function(response) {\n var tracks = generateTrackList(response.items, allCallSongs);\n console.log(tracks);\n tracks.map(function(track){\n playListTracks.push(track);\n })\n console.log(playListTracks);\n if(response.next) {\n getPlaylistTracks(access_token, allCallSongs, response.next, playListTracks);\n } else {\n console.log('done making spotify api requests for this playlist');\n $(\"#sortPane\").show();\n $(\"#controlPanel\").show();\n $('#playlistSwitcher').show();\n initNativePlays(playListTracks);\n writePlayListToPanel(playListTracks);\n initializePlayListControl(playListTracks);\n\n }\n }\n });\n}" ]
[ "0.6552086", "0.64480066", "0.6355298", "0.6342881", "0.6342881", "0.63337845", "0.6322104", "0.62709725", "0.6264465", "0.61757827", "0.61103684", "0.61069524", "0.6053508", "0.60440016", "0.60175276", "0.5945934", "0.58786166", "0.58644557", "0.58071077", "0.58067507", "0.57989746", "0.57781", "0.574479", "0.5739406", "0.57272995", "0.5687858", "0.56836903", "0.56802344", "0.5668205", "0.56681144", "0.56613255", "0.5650409", "0.56434005", "0.56394106", "0.56047404", "0.55997336", "0.5591464", "0.55781704", "0.5576149", "0.5563961", "0.5542715", "0.5506352", "0.549541", "0.5495046", "0.5491847", "0.5485296", "0.54760176", "0.5461535", "0.545752", "0.5449419", "0.54492843", "0.5447398", "0.54398733", "0.5433021", "0.5431923", "0.5426641", "0.5423587", "0.54230785", "0.5414715", "0.5414073", "0.54003555", "0.5397224", "0.53912", "0.5382425", "0.53813714", "0.53810006", "0.537721", "0.536929", "0.53565097", "0.5352302", "0.5350505", "0.5342557", "0.53416634", "0.5334436", "0.53305143", "0.5329078", "0.5300142", "0.5284369", "0.52769524", "0.52766144", "0.5274593", "0.52741337", "0.5273947", "0.52733356", "0.52640563", "0.5242027", "0.52371204", "0.52363604", "0.52362746", "0.52334005", "0.522551", "0.5221287", "0.5220277", "0.5219807", "0.52187234", "0.5216153", "0.52139884", "0.521293", "0.52096725", "0.5208552", "0.52080333" ]
0.0
-1
PRINT AND CLEAN TOOLTIP
function printResult(id,name, deputies){ cleanResult() let result = provincesVotes.find(province => +province.province_code == +id); if(result){ d3.selectAll(".geo-map .provinces-cover path").style("opacity", 1) d3.select(".geo-map .provinces-cover #p" + id).style("opacity", 0) tooltip.classed(" over", true) tooltip.select('.tooltip-province').html(name) tooltip.select('.tooltip-deputies').html(deputies) let turnOut = '-'; let oldTurnOut = parseFloat(totalProvinceVotesOld.find(p => +p.id == id).turnout); let differenceTurnOut = '-'; if(+result.voters_percentage > 0){ turnOut = +result.voters_percentage / 100; differenceTurnOut = Math.floor(turnOut) - Math.floor(oldTurnOut); if(differenceTurnOut > 0)differenceTurnOut = '+' + differenceTurnOut; } tooltip.select('.tooltip-turnout .turnout').html(turnOut + "%") tooltip.select('.tooltip-turnout .old-turnout').html("(" + differenceTurnOut + "%)") if(deputiesByProvince[id]) { deputiesByProvince[id].map(dep => { let row = tooltip.select('.tooltip-results') .append('div') .attr('class', 'tooltip-row') let keyColor = row .append('div') .attr('id','tooltip-color') .attr('class', dep.party) let f = newPartiesList.find(party => party.party == dep.party); if(f) keyColor.style('background-color', '#' + f.color) row .append('div') .attr('class','tooltip-party') .html(dep.party) row .append('div') .attr('class','tooltip-deputies') .html(dep.deputies) }) } d3.selectAll(".cartogram-wrapper .cartogram path").style('fill-opacity',1) d3.select(".cartogram-wrapper .cartogram #p" + id).style('fill-opacity',0) } else{ tooltip.select('.tooltip-province').html(name) tooltip.select('.tooltip-deputies').html(deputies) tooltip.select('.tooltip-turnout .turnout').html("-%") tooltip.select('.tooltip-turnout .old-turnout').html("(-%)") tooltip.classed(" over", true) } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function ksfCanvas_toolText(msg)\n{\n\tif (tool_popover !== null)\n\t{\n\t\ttool_popover.text(msg);\n\t}\n}", "function toolTipHTML() {\n return \"100\";\n }", "function printChangelog() {\n tooltip('confirm', null, 'update', '\\\n<br><b class=\"AutoEggs\">3/7-3/9 v2.1.6.5 </b><b style=\"background-color:#32CD32\"> New:</B> Save/Reload Profiles in Import/Export. Magmamancer graph. Magmite/Magma Spam disableable.<br> This is the <a target=\\'#\\' href=\\'https://genbtc.github.io/AutoTrimps-stable\\'>Stable Repository</a> for the faint of heart. \\\n<br><b>3/4 v2.1.6.4 </b> Basic Analytics are now being collected. Read about it in the tooltip of the new button on the Import/Export tab . Overkill Graph fixed for Liquification. Setting Max Explorers to infinity as they are not that useless anymore. Update battlecalc for Fluffy & Ice on Autostance2.\\\n<br><b>3/1 v2.1.6.3 </b> AutoPerks: Capable/Curious/Cunning, BaseDamageCalc: C2,StillRowing,Strength in Health,Ice,Fluffy,Magmamancer - Fix bugs in autoperks around capable/fluffy allocating looting + more bugs\\\n<br><u>Report any bugs/problems please!<br You can find me on Discord: <span style=\"background-color:#ddd;color:#222\">genr8_#8163 </span>\\\n<a href=\"https://discord.gg/0VbWe0dxB9kIfV2C\"> @ AT Discord Channel</a></u>\\\n<br><a href=\"https://github.com/genBTC/AutoTrimps/commits/gh-pages\" target=\"#\">Check the commit history</a> (if you want)\\\n', 'cancelTooltip()', 'Script Update Notice<br>' + ATversion);\n}", "function toolTipHTML(data) {\r\n\r\n \t\tvar tip = '<h6 class=\"card-title\">'+data.data.prop+'</h6>'\r\n \t\ttip += '<p class=\"card-text\">'+data.data.expression+'</p>';\r\n\r\n return tip;\r\n }", "function setupToolTips(id, msg) {\n let newID = id + 'tip';\n document.getElementById(newID).innerHTML = msg;\n document.getElementById(newID).style.visibility = \"hidden\";\n\n}", "function ksfCanvas_toolDescription(msg)\n{\n\tvar tool_description = $(TOOL_DESCRIPTION);\n\tif(tool_description !== null)\n\t{\n\t\ttool_description.text(msg);\n\t}\n}", "function showHelpStrip() {\n // loadInputControls();\n helpTip = $(document).tooltip({ disabled: false });\n helpTip = $(document).tooltip({ track: true });\n}", "function Tip() {\n tt_Tip(arguments, null);\n}", "function getDescription(){\n\t\tvar str = \"Select Tool\";\n\n\t\treturn str;\n\t}", "function clearResultTooltips()\n {\n my.html.speed.title = ''\n my.html.error.title = ''\n }", "get tooltip() {}", "function tooltipText(){\n var text = \"<div id='torpedoWarning'> \\\n <img id='torpedoWarningImage' src='\"+chrome.extension.getURL(\"img/warning.png\")+\"'> \\\n <p id='torpedoWarningText'></p>\\\n </div>\\\n <div><a href='\"+torpedo.url+\"' id='torpedoURL''></a></div> \\\n <div style='display:none' id='torpedoContextMenu'>\\\n <ul>\\\n <li id='torpedoMarkTrusted'></li>\\\n <li id='torpedoGoogle'></li>\\\n <li id='torpedoOpenSettings'></li>\\\n <li id='torpedoOpenTutorial'></li>\\\n </ul>\\\n </div>\\\n <div><p id='torpedoSecurityStatus'></p></div> \\\n <div id='torpedoAdvice'> \\\n <img id='torpedoAdviceImage' src='\"+chrome.extension.getURL(\"img/advice.png\")+\"'> \\\n <p id='torpedoAdviceText'></p> \\\n </div> \\\n <div id='torpedoInfo'> \\\n <img id='torpedoInfoImage' src='\"+chrome.extension.getURL(\"img/info.png\")+\"'> \\\n <p id='torpedoInfoText'></p> \\\n </div>\\\n <div id='torpedoInfoDiv'><p id='torpedoMoreInfo'></p></div> \\\n <div><button id='torpedoMoreInfoButton' type='button'></button></div> \\\n <div><button id='torpedoRedirectButton' type='button''></button></div> \\\n <div><p id='torpedoLinkDelay'></p></div> \\\n <p id='torpedoTimer'></p>\";\n return text;\n}", "function hideCountryName() {\n toolTip.innerHTML = message;\n}", "function showToolTip(aTipType) {\n\t\n\tfunction showStr(aStr) {\n\t\tbpgToolTip(aStr);\n\t}\n\t\n\tswitch (aTipType) {\n\t\t\n\t\tcase \"_aligned_length\":\n\t\t\tshowStr(\"Number of residues in the BLAST aligned region\");\n\t\t\tbreak;\n\t\tcase \"_biocyc\":\n\t\t\tshowStr(\"Links to the BioCyc collection of metabolic pathways databases\");\n\t\t\tbreak;\n\t\tcase \"biocyc\":\n\t\t\tshowStr(\"<em>Click for BioCyc metabolic pathway page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_blast_alignment\":\n\t\t\tshowStr(\"Links to pairwise BLAST alignments of subject sequence with query sequence\");\n\t\t\tbreak;\n\t\tcase \"blast_alignment\":\n\t\t\tshowStr(\"<em>Click to view pairwise BLAST alignment of this subject sequence with query sequence...</em>\");\n\t\t\tbreak;\n\t\tcase \"_blast_score\":\n\t\t\tshowStr(\"BLAST score of the highest-scoring aligned region for each sequence\");\n\t\t\tbreak;\n\t\tcase \"_book\":\n\t\t\tshowStr(\"Links to PhyloFacts protein family books\");\n\t\t\tbreak;\n\t\tcase \"book\":\n\t\t\tshowStr(\"<em>Click for PhyloFacts protein family book...</em>\");\n\t\t\tbreak;\n\t\tcase \"_book_type\":\n\t\t\tshowStr(\"Alignment type &ndash; global or local\");\n\t\t\tbreak;\n\t\tcase \"book_type\":\n\t\t\tshowStr(\"Alignment type\");\n\t\t\tbreak;\n\t\tcase \"_description\":\n\t\t\tshowStr(\"Protein description\");\n\t\t\tbreak;\n\t\tcase \"description\":\n\t\t\tshowStr(\"Protein description\");\n\t\t\tbreak;\n\t\tcase \"dip\":\n\t\t\tshowStr(\"<em>Links to the Database of Interacting Proteins </em>\");\n\t\t\tbreak;\n\t\tcase \"_dip\":\n\t\t\tshowStr(\"<em>Click for DIP source page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_e_value\":\n\t\t\tshowStr(\"BLAST E-value &ndash; the number of hits like this one expected at random in a database of this size\");\n\t\t\tbreak;\n\t\tcase \"_ec\":\n\t\t\tshowStr(\"Links to the Enzyme Commission classification\");\n\t\t\tbreak;\n\t\tcase \"ec\":\n\t\t\tshowStr(\"<em>Click for Enzyme Commission page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_experimental_evidence\":\n\t\t\tshowStr(\"Links to Gene Ontology experimental evidence for biological process, molecular function and cellular component\");\n\t\t\tbreak;\n\t\tcase \"experimental_evidence\":\n\t\t\tshowStr(\"<em>Click for Gene Onotology evidence page...</em>\");\n\t\t\tbreak;\n\t\tcase \"full_tree\":\n\t\t\tshowStr(\"<em>Click to view the full family tree...</em>\");\n\t\t\tbreak;\n\t\tcase \"_gene\": \n\t\t\tshowStr(\"Gene ID/accession linked to the UniProt page\");\n\t\t\tbreak;\n\t\tcase \"gene\": \n\t\t\tshowStr(\"<em>Click for UniProt page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_go_evidence\": \n\t\t\tshowStr(\"Gene Ontology evidence for biological process, molecular function and cellular component\");\n\t\t\tbreak;\n\t\tcase \"go_evidence\":\n\t\t\tshowStr(\"<em>Click for UniProt GO evidence page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_in_swissprot\":\n\t\t\tshowStr(\"Links for SwissProt curated sequences\");\n\t\t\tbreak;\n\t\tcase \"in_swissprot\":\n\t\t\tshowStr(\"<em>Click for SwissProt entry...</em>\");\n\t\t\tbreak;\n\t\tcase \"_kegg\":\n\t\t\tshowStr(\"Links to the Kyoto Encyclopedia of Genes and Genomes\");\n\t\t\tbreak;\n\t\tcase \"kegg\":\n\t\t\tshowStr(\"<em>Click for KEGG page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_literature\":\n\t\t\tshowStr(\"Links to UniProt literature references\");\n\t\t\tbreak;\n\t\tcase \"literature\":\n\t\t\tshowStr(\"<em>Click for UniProt literature references...</em>\");\n\t\t\tbreak;\n\t\tcase \"ncbi\": \n\t\t\tshowStr(\"<em>Click for NCBI page...</em>\");\n\t\t\tbreak;\n\t case \"netscope\":\n\t\t showStr(\"Following this link will open our PHOG PPI resource, with a graphical display of<ul><li>observed interacting partners (currently taken from UCLA's Database of Interacting Proteins), and</li><br ><li>predicted interacting partners, found by interolog analysis using the PHOG algorithm.</li></ul>\");\n\t\t\tbreak;\n\t\tcase \"_num_seqs\":\n\t\t\tshowStr(\"Number of non-redundant sequences\");\n\t\t\tbreak;\n\t\tcase \"_orthologs\":\n\t\t\tshowStr(\"Links to the PhyloFacts Orthology Group pages listing orthologs of these sequences\");\n\t\t\tbreak;\n\t\tcase \"orthologs\":\n\t\t\tshowStr(\"<em>Click to view the PhyloFacts Orthology Group page listing orthologs for this sequence...</em>\");\n\t\t\tbreak;\n\t\tcase \"_percent_cover\":\n\t\t\tshowStr(\"Percent coverage\");\n\t\t\tbreak;\n\t\tcase \"_percent_id\":\n\t\t\tshowStr(\"Percent identity of amino acid residues with query sequence over the aligned region\");\n\t\t\tbreak;\n\t\tcase \"_pfam\":\n\t\t\tshowStr(\"Pfam designation of domains found in sequence linked to the Pfam page\");\n\t\t\tbreak;\n\t\tcase \"pfam\":\n\t\t\tshowStr(\"<em>Click for Pfam page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_phog\":\n\t\t\tshowStr(\"Links to PhyloFacts Orthology Group pages\");\n\t\t\tbreak;\n\t\tcase \"phog\":\n\t\t\tshowStr(\"<em>Click for PHOG page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_phog_threshold\":\n\t\t\tshowStr(\"Larger thresholds increase sensitivity, but can take more time.\");\n\t\t\tbreak;\n\t\tcase \"_phog_tree\":\n\t\t\tshowStr(\"Links to PhyloFacts trees for the full family and for the PhyloFacts Orthology Group\");\n\t\t\tbreak;\n\t\tcase \"phog_tree\":\n\t\t\tshowStr(\"<em>Click to view PHOG tree...</em>\");\n\t\t\tbreak;\n\t\tcase \"phyloscope\":\n\t\t\tshowStr(\"<em>Click to view tree with PhyloScope...</em>\");\n\t\t\tbreak;\n\t\tcase \"_ppi\":\n\t\t\tshowStr(\"Links to information on Protein-Protein Interactions\");\n\t\t\tbreak;\n\t\tcase \"ppi\":\n\t\t\tshowStr(\"<em>Click for ...</em>\");\n\t\t\tbreak;\n\t\tcase \"_species\":\n\t\t\tshowStr(\"Scientific (and common) name linked to UniProt taxonomy page\");\n\t\t\tbreak;\n\t\tcase \"species\":\n\t\t\tshowStr(\"<em>Click for UniProt taxonomy page...</em>\");\n\t\t\tbreak;\n\t\tcase \"_uniprot_id\":\n\t\t\tshowStr(\"UniProt ID\");\n\t\t\tbreak;\n\t\tcase \"uniprot_id\":\n\t\t\tshowStr(\"UniProt ID\");\n\t\t\tbreak;\n\t\tcase \"uniprot_id\":\n\t\t\tshowStr(\"UniProt accession\");\n\t\t\tbreak;\n\t\tdefault: bpgToolTip(\"'\" + aTipType + \"' is not a defined tool tip type\"); // For debugging; not normally called\n\t}\n}", "function pickHelp(context) {\n var helpMessage = \"\";\n helpMessage = \"<p>Click on UI elements to find out more about them.<br>Click <b>?</b> to hide this pane.<br>Go <a href='changelog.html' >here</a> to see the list of changes and coming features.</p>\";\n return helpMessage;\n }", "static get defaultTitle() { return 'Tool'; }", "function removeTooltip() {\t\t\t\r\n\t\t\t$('.popover').each(function() { $(this).remove(); });\r\n\t\t\treturn;\r\n\r\n\t\t}//end function removeTooltip ", "function TipMenu()\n{\n\tm_tt_Tip(arguments, null);\n}", "function browserDisplayTip(){\n\tvar szTip = \"\";\n\tvar szClassName = getElementById2('browserDisplay').className;\n\tif (szClassName == 'browserDisplay'){\n\t\tszTip = '<div style=\"width:400px\">This page is currently displayed in <b>JSU SITE</b><BR/><BR/>' +\n\t 'Click this button to show this page with<BR/><b>FULL SIZE in a dedicated Browser Window</b>' + \n\t '</div>';\n\t}else {\n\t\tszTip = '<div style=\"width:400px\">This page is currently displayed in <b>a dedicated Browser Windows</b><BR/><BR/>' +\n\t 'Click the button on the right to show this page <b>in the JSU SITE</b>' + \n\t '</div>';\n\t}\n Tip (szTip); \t\n}", "function updateToolTip(charData) {\n h = charData[\"name\"] + \"<br>\"\n + charData['title'] + \"<br>\"\n + charData['composure'] + \"<br>\"\n return h\n}", "getTooltipText(){\n\t\t\n\t\tconst isConsumable = this.isConsumable(),\n\t\t\tisBreakable = ~this.slots.indexOf(Asset.Slots.upperBody) || ~this.slots.indexOf(Asset.Slots.lowerBody)\n\t\t;\n\t\tlet html = '';\n\t\t// Usable items shows the action tooltip instead\n\t\tif( isConsumable && !this.iuad )\n\t\t\treturn this.use_action.getTooltipText(true, this.rarity);\n\n\t\tlet apCost = this.equipped ? Game.UNEQUIP_COST : Game.EQUIP_COST;\n\n\n\t\thtml += '<strong class=\"'+(Asset.RarityNames[this.rarity])+'\">'+esc(this.name)+'</strong><br />';\n\t\t// Low level indicator (only affects upper/lowerbody since they're the only ones that give protection\n\t\tif( \n\t\t\tthis.isLowLevel() && \n\t\t\t(this.slots.includes(Asset.Slots.upperBody) || this.slots.includes(Asset.Slots.lowerBody)) \n\t\t){\n\n\t\t\tif( this.durability )\n\t\t\t\thtml += '<em style=\"color:#FAA\">Low level, armor reduced</em><br />';\n\t\t\telse\n\t\t\t\thtml += '<em style=\"color:#FAA\">Broken!</em><br />';\n\n\t\t}\n\t\t\n\t\thtml += '<em class=\"sub\">';\n\t\tif( game.battle_active && this.parent )\n\t\t\thtml += '[<span style=\"color:'+(this.parent.ap >= apCost ? '#DFD' : '#FDD')+'\">'+\n\t\t\t\tapCost+' AP to '+(this.equipped ? 'take off' : 'equip')+\n\t\t\t'</span>]<br />';\n\n\t\tif( this.equippable() ){\n\n\t\t\tlet lv = this.getLevel() || 0;\n\t\t\tif( lv < 0 )\n\t\t\t\tlv = game.getAveragePlayerLevel()+Math.abs(lv)-1;\n\t\t\t\n\t\t\thtml += 'Lv '+lv+' | ';\n\t\t\t\n\t\t\tif( this.isDamageable() )\n\t\t\t\thtml += (+this.durability)+'/'+this.getMaxDurability()+' Durability | ';\n\n\t\t}\n\t\thtml += this.getWeightReadable()+' ';\n\t\tif( this.equippable() ){\n\t\t\thtml += '| ';\n\t\t\tif(this.slots.length && !this.equipped)\n\t\t\t\thtml+= '<strong>'+this.slots.map(el => el.toUpperCase()).join(' + ')+'</strong>';\n\t\t\telse if(this.slots.length)\n\t\t\t\thtml+= 'Equipped <strong>'+this.slots.map(el => el.toUpperCase()).join(' + ')+'</strong>';\n\t\t}\n\t\thtml += '</em><br />';\n\n\t\t\n\t\t// Special tags:\n\t\t/*\n\t\t\t%TOD - Approximate time of day\n\t\t*/\n\t\tlet aDesc = this.description\n\t\t\t.split('%TOD').join(game.getApproxTimeOfDay())\n\t\t;\n\t\t\n\t\thtml += esc(aDesc);\n\n\t\thtml += '<div class=\"assetWrappers\">';\n\t\tfor( let wrapper of this.wrappers ){\n\n\t\t\tif( wrapper.description ){\n\t\t\t\t\n\t\t\t\tlet color = '#FAA';\n\t\t\t\tif( wrapper.rarity > 0 )\n\t\t\t\t\tcolor = Asset.RarityColors[wrapper.rarity];\n\t\t\t\tlet desc = wrapper.description;\n\n\t\t\t\thtml += '<br /><span style=\"color:'+color+'\">'+esc(desc)+'</span>';\n\n\t\t\t}\n\t\t}\n\t\thtml += '</div>';\n\n\t\treturn html;\n\t}", "function toolTips(el,help) {\n\t\t$(el).on('mouseenter', function() {\n\t\t\t$(help).show();\n\t\t\t$(el).on('click', function() {\n\t\t\t\t$(help).hide();\n\t\t\t});\n\t\t\t$(el).on('mouseleave', function() {\n\t\t\t\t$(help).hide();\n\t\t\t});\n\t\t});\n\t}", "function updateTips(t) {\n\t\ttips.text(t)\n\t}", "function setTooltip(uniqueID){\n\t\tvar tempObject = $fp.courseObject[uniqueID];\t\t\n\t\tvar courseID = tempObject.courseID;\n\t\tvar uniqueID = tempObject.uniqueID;\n\t\tvar courseNo = tempObject.courseNo;\n\t\tvar department = tempObject.department;\n\t\tvar name = tempObject.name;\n\t\tvar description = tempObject.description;\n\t\tvar noCredits = tempObject.noCredits;\n\t\tvar gradeOption = tempObject.gradeOption;\n\t\tvar prerequisites = tempObject.prerequisites;\n\t\tvar corequisites = tempObject.corequisites;\n\t\tvar countsAs = tempObject.countsAs;\n\t\tvar title = \"<div style='max-height: 150px; overflow: auto; position: relative;'>\";\n\t\t\n\t\ttitle += \"<b>Name:</b> <span class='editable' contenteditable='true' id='tooltip_name_\" + uniqueID + \"'>\" + name + \"</span><br>\";\n\t\ttitle += \"<b>Department & Course No:</b> <span class='editable' contenteditable='true' id='tooltip_department_course_\" + uniqueID + \"'>\" + department + \" \" + courseNo + \"</span><br>\";\n\t\ttitle += \"<b>Counts As:</b> <span class='editable' contenteditable='true' id='tooltip_countsAs_\" + uniqueID + \"'>\" + countsAs + \"</span><br>\";\n\t\ttitle += \"<b>Description:</b> <span class='editable' contenteditable='true' id='tooltip_description_\" + uniqueID + \"'>\" + description + \"</span><br>\";\n\t\ttitle += \"<b>No. Credits:</b> <span class='editable' contenteditable='true' id='tooltip_noCredits_\" + uniqueID + \"'>\" + noCredits + \"</span><br>\";\n\t\ttitle += \"<b>Grade Option:</b> <span class='editable' contenteditable='true' id='tooltip_gradeOption_\" + uniqueID + \"'>\";\n\t\tswitch (gradeOption){\n\t\t\tcase \"S\":\n\t\t\t\ttitle += \"(S)atisfactory/No Credit</span><br>\";\n\t\t\t\tbreak;\n\t\t\t\t\n\t\t\tcase \"L\":\n\t\t\t\ttitle += \"(L)etter Grade</span><br>\";\n\t\t\t\tbreak;\n\t\t\t\t\n\t\t\tcase \"B\":\n\t\t\t\ttitle += \"(B)oth S/NC or Letter Grade</span><br>\";\n\t\t\t\tbreak;\t\n\t\t\t\n\t\t\tcase \"O\":\n\t\t\t\ttitle += \"(O)ther</span><br>\";\n\t\t\t\tbreak;\n\t\t\t\n\t\t\tdefault:\n\t\t\t\ttitle += \"</span><br>\";\n\t\t\t\tbreak;\n\t\t}\n\t\t \n\t\ttitle += \"<b>Prerequisites:</b> <span class='editable' contenteditable='true' id='tooltip_prerequisites_\" + uniqueID + \"'>\" + prerequisites + \"</span><br>\";\n\t\ttitle += \"<b>Corequisites:</b> <span class='editable' contenteditable='true' id='tooltip_corequisites_\" + uniqueID + \"'>\" + corequisites + \"</span><br>\";\n\t\ttitle += \"<br></div>\";\n\t\t \n\t\t//updates the courseObject subobject for the unique course to reflect the correct data (replaces old object)\n\t\t\t\t\t\t\t\t\n\t\t$('#' + uniqueID).prop(\"title\",title);\n\t\t\n\t\t$('#' + uniqueID).tooltip({\n\t\t\tposition: \t'top center',\n\t\t\toffset:\t\t[10, 50],\n\t\t\ttipClass:\t'tooltip',\n\t\t\tevents: \t{\n\t\t\t\tdef:\t\t'click, mouseout mousedown'\t\n\t\t\t},\n\t\t\tonBeforeShow: function(){\n\t\t\t\tvar item = this.getTrigger();\n\t\t\t\t$(item).toggleClass('selected',true);\n\t\t\t},\n\t\t\t\n\t\t\tonHide: function(){\n\t\t\t\tvar item = this.getTrigger();\n\t\t\t\t$(item).toggleClass('selected',false);\n\t\t\t}\n\t\t});\n\t\t\n\t\t//function for editing\n\t\t$('[contenteditable]').live('focus', function() {\n \t\tvar $this = $(this);\n \t\t\t$this.data('before', $this.html());\n\t\t\t\n\t\t\tvar idArray = $this.attr(\"id\").split(\"_\");\n\t\t\t\t\n\t\t\tvar type = idArray[1];\n\t\t\tvar uniqueID = idArray[2];\n\t\t\t\n\t\t\tif (type == \"countsAs\"){\n\t\t\t\t$fp.courseObject[uniqueID].previousCountsAs = $this.html();\t\n\t\t\t}\n\t\t\t\n\t\t\treturn $this;\n\t\t}).live('blur keyup paste', function(event) {\n\t\t\tvar $this = $(this);\n \t\tif ($this.data('before') !== $this.html()) {\n \t\t\t\t\t\t\t\n\t\t\t\t$this.data('before', $this.html());\n\t\t\t\t\n\t\t\t\tvar change = jQuery.Event(\"change\");\n\t\t\t\t\n\t\t\t\t//**********<event_handling>**********//\n\t\t\t\t\t\n\t\t\t\tvar idArray = $this.attr(\"id\").split(\"_\");\n\t\t\t\t\n\t\t\t\tvar type = idArray[1];\n\t\t\t\tvar uniqueID = idArray[2];\n\t\t\t\tvar selector = \"#\" + uniqueID;\n\t\t\t\t\t\t\t\t\n\t\t\t\tif (type != \"corequisites\" && type != \"prerequisites\" && type != \"countsAs\"){\n\t\t\t\t\t$fp.courseObject[uniqueID][type] = $this.html();\t\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\telse if (type == \"countsAs\"){\n\t\t\t\t\t$fp.courseObject[uniqueID][type] = $this.html();\n\t\t\t\t\tvalidateOnCourse(uniqueID);\n\t\t\t\t\t$fp.courseObject[uniqueID].previousCountsAs = $this.html();\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\telse{\n\t\t\t\t\tvar tempString = $this.text();\n\t\t\t\t\tvar tempArray = tempString.split(\",\");\n\t\t\t\t\tfor (var req in tempArray){\n\t\t\t\t\t\tvar temp = tempArray[req].toUpperCase();\n\t\t\t\t\t\ttempArray[req] = trim(temp);\n\t\t\t\t\t}\n\t\t\t\t\t$fp.courseObject[uniqueID][type] = tempArray; \n\t\t\t\t\t\n\t\t\t\t\tvar currentLocation = $(selector).closest('ul').attr('id');\n\t\t\t\t\tvalidateCourse(uniqueID, currentLocation);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tif ($this.text() == \"\"){\n\t\t\t\t\tvar blankFieldTimeout = setTimeout(function(){\n\t\t\t\t\t\tif ($this.text() == \"\") $this.text(\"n/a\");\n\t\t\t\t\t},1000);\n\t\t\t\t}\n\t\t\t\t \n\t\t\t\telse{\n\t\t\t\t\tif (window.blankFieldTimeout){\n\t\t\t\t\t\tclearTimeout(blankFieldTimeout);\t\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t//**********</event_handling>**********//\n \t\t}\n \t\t return $this;\n\t\t});\n}", "function tt_MkTipContent(a) {\n if (tt_t2t) {\n if (tt_aV[COPYCONTENT])\n tt_sContent = tt_t2t.innerHTML;\n else\n tt_sContent = \"\";\n }\n else\n tt_sContent = a[0];\n tt_ExtCallFncs(0, \"CreateContentString\");\n}", "componentDidUpdate() {\n toolTips.hoverText();\n toolTips.hoverRadios();\n toolTips.write();\n }", "function ShowHelp() {\n $('img').tooltip('show');\n}", "function showInstructions() {\n\t\t\tclear();\n\t\t\tdiv.update('<span style=\"color: grey; font-style: italic;\">' + lang.instructions + '</span>');\n\t\t}", "set tooltip(value) {}", "clearTip() {\n if (this.tip) {\n this.tip.remove();\n }\n }", "function showTips(opt) //SHHHHHHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOWWW TIIIIIIIIIIIIIIIIIIIPPPPSSS\n{\n\n\ttip1=[\"Es bueno dedicar tiempo en soledar, pero procura tratar un poco más a tus compañeros de la vida diaria.\", \"Siempre ten en cuenta que no todo el mundo tiene la energía que tú tienes, intenta ser comprensivo con los demás.\"]; // I - E\n\ttip2=[\"Tus sentidos te pueden ayudar a comprender el mundo, pero trata de dedicar un poco más de tiempo a analizar aquello que \\\"no se ve\\\".\", \"Recuerda siempre que tu intuición aunque funcione la mayoría de las veces no es siempre la verdad. Trata de analizar la información desde distintos ángulos.\"]; // S - I\n\ttip3=[\"Las decisiones tomadas a base de emociones pueden ser a veces un poco precipitadas. No significa que sea incorrecto, solo ejerce precaución.\", \"No siempre la respuesta se encuentra tras un proceso sistemático, siempre ten en cuenta tus emociones y las de los demás.\"]; // F - T\n\ttip4=[\"Procura salir un poco de tu zona de confort y quizá encuentres un lado muy distinto de la moneda.\", \"Es muy bueno abrise a todo tipo de situaciones, pero siempre ten en cuenta el riesgo que puede implicar y a los demás.\"]; // J - P\n\n\tarea = document.getElementById(\"interactArea2\");\n\tswitch (opt) \n\t{\n\t\tcase 1:\n\t\t\tarea.innerHTML = '<h1>Inspector</h1>' +\n\t\t\t'<h2>Introvertido, Sensorial, Racional (Thinking), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 2:\n\t\t\tarea.innerHTML = '<h1>Protector</h1>' +\n\t\t\t'<h2>Introvertido, Sensorial, Emocional (Feeling), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 3:\n\t\t\tarea.innerHTML = '<h1>Artesano</h1>' +\n\t\t\t'<h2>Introvertido, Sensorial, Racional (Thinking), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 4:\n\t\t\tarea.innerHTML = '<h1>Compositor</h1>' +\n\t\t\t'<h2>Introvertido, Sensorial, Emocional (Feeling), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 5:\n\t\t\tarea.innerHTML = '<h1>Promotor</h1>' +\n\t\t\t'<h2>Extrovertido, Sensorial, Racional (Thinking), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 6:\n\t\t\tarea.innerHTML = '<h1>Actor</h1>' +\n\t\t\t'<h2>Extrovertido, Sensorial, Emocional (Feeling), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 7:\n\t\t\tarea.innerHTML = '<h1>Supervisor</h1>' +\n\t\t\t'<h2>Extrovertido, Sensorial, Racional (Thinking), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 8:\n\t\t\tarea.innerHTML = '<h1>Proveedor</h1>' +\n\t\t\t'<h2>Extrovertido, Sensorial, Emocional (Feeling), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[0] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 9:\n\t\t\tarea.innerHTML = '<h1>Consejero</h1>' +\n\t\t\t'<h2>Introvertido, Intuitivo (iNtuition), Emocional (Feeling), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 10:\n\t\t\tarea.innerHTML = '<h1>Mente Maestra</h1>' +\n\t\t\t'<h2>Introvertido, Intuitivo (iNtuition), Racional (Thinking), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 11:\n\t\t\tarea.innerHTML = '<h1>Sanador</h1>' +\n\t\t\t'<h2>Introvertido, Intuitivo (iNtuition), Emocional (Feeling), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 12:\n\t\t\tarea.innerHTML = '<h1>Arquitecto</h1>' +\n\t\t\t'<h2>Introvertido, Intuitivo (iNtuition), Racional (Thinking), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[0] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 13:\n\t\t\tarea.innerHTML = '<h1>Campeón</h1>' +\n\t\t\t'<h2>Extrovertido, Intuitivo (iNtuition), Emocional (Feeling), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 14:\n\t\t\tarea.innerHTML = '<h1>Inventor</h1>' +\n\t\t\t'<h2>Extrovertido, Intuitivo (iNtuition), Racional (Thinking), Perceptivo</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[1] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 15:\n\t\t\tarea.innerHTML = '<h1>Maestro</h1>' +\n\t\t\t'<h2>Extrovertido, Intuitivo (iNtuition), Emocional (Feeling), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[0] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tcase 16:\n\t\t\tarea.innerHTML = '<h1>Mariscal de campo</h1>' +\n\t\t\t'<h2>Extrovertido, Intuitivo (iNtuition), Racional (Thinking), Calificador (Judging)</h2>' +\n\t\t\t'<ul>' +\n\t\t\t\t'<li>' + tip1[1] + '</li>' +\n\t\t\t\t'<li>' + tip2[1] + '</li>' +\n\t\t\t\t'<li>' + tip3[1] + '</li>' +\n\t\t\t\t'<li>' + tip4[0] + '</li>' +\n\t\t\t'</ul>' +\n\t\t\t'<button onclick=\"displayBriggs(' + opt + ')\">Desplegar información</button>' +\n\t\t\t'<button onclick=\"initTest()\" class=\"closeBriggs\">X</button>';\n\t\tbreak;\n\t\tdefault:\n\t\t\tarea.innerHTML = 'ERROR';\n\t\tbreak\n\t}\n}", "function hideHelpStrip() {\n if (helpTip) {\n $(document).tooltip('close');\n $(document).tooltip({ disabled: true });\n }\n}", "function outFunc() {\n\tvar tooltip = document.getElementById(\"myTooltip\");\n\ttooltip.innerHTML = \"Copy to clipboard\";\n }", "function zoto_widget_tips(options) {\n\tthis.$uber(options);\n\tthis.type = 'zoto_widget_tips';\n\tthis.set_title('quick tips');\n}", "function tooltip(){\r\n\t\ttry{\r\n\t\t\tvar tooltips = document.getElementsByClassName(\"inew-tooltiptext\");\r\n\t\t\tfor (var i = tooltips.length - 1; i >= 0; --i) {\r\n\t\t\t\tvar tooltipCount = tooltips[i].innerHTML.length;\r\n\t\t\t\tif (tooltipCount > 22){\r\n\t\t\t\t\ttooltips[i].className = \"inew-tooltiptext inew-tooltipLarge\";\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}catch (e){}\t\r\n\t}", "function updateTips(tip, location) \n\t\t\t\t\t{\n\t\t\t\t\t\t//Show error fields\n\t\t\t\t\t\trevealErrors(location);\n\t\t\t\t\t\t\n\t\t\t\t\t\t//Display errors\n\t\t\t\t\t\ttips.text(tip);\t\t\t\t\n\t\t\t\t\t}", "function help_menu() {\n console.log('Please use one of the following commands:')\n console.log('Summary: ./pandlss.sh -s <date> <time>')\n console.log('Breakdown: ./pandlss.sh -b <date> <time> <increment>')\n console.log('Breakdown one stock: ./pandlss.sh -b-os <stock> <date> <time> <increment>')\n}", "function cwrite(str,title) {\n var ce = $('#console');\n var sg = \"<p>\";\n if(typeof title !=='undefined') sg = sg+\"<em>\"+title+\"</em> \";\n sg = sg+str+\"</p>\";\n ce.prepend(sg);\n //if(ce.children(\"p\").length>6) ce.children(\"p\").first().remove();\n}", "function ToolTips(){\n\tif(PlayerPrefs.GetInt(\"ToolTips\")==0){\n\t\tPlayerPrefs.SetInt(\"ToolTips\",1);\n\t\ttooltipstext.GetComponent (Text).text = \"on\";\n\t}\n\telse if(PlayerPrefs.GetInt(\"ToolTips\")==1){\n\t\tPlayerPrefs.SetInt(\"ToolTips\",0);\n\t\ttooltipstext.GetComponent (Text).text = \"off\";\n\t}\n}", "function siteDisplayTip(){\n\tvar szTip = \"\";\n\tvar szClassName = getElementById2('siteDisplay').className;\n\tif (szClassName == 'siteDisplay'){\n\t\tszTip = '<div style=\"width:400px\">This page is currently displayed in <b>a dedicated Browser Windows</b><BR/><BR/>' +\n\t 'Click this button to show this page <b>in the JSU SITE</b>' + \n\t '</div>';\n\t}else {\n\t\tszTip = '<div style=\"width:400px\">This page is currently displayed in <b>JSU SITE</b><BR/><BR/>' +\n\t\t 'Click the button on the left to show this page with<BR/><b>FULL SIZE in a dedicated Browser Window</b>' + \n\t\t '</div>';\n\t}\n Tip (szTip); \t\n}", "function removeToolTip() {\n preventTooltipHiding = !preventTooltipHiding;\n if (!preventTooltipHiding) {\n if (toolTipText == \"\") {\n hideToolTip();\n } else {\n showToolTip(toolTipText);\n preventTooltipHiding = !preventTooltipHiding;\n }\n }\n}", "function gen_equip_tips_html(equipid, equip_name, equip_desc, equip_type_desc, big_img_root, equip_face_img, pet_skill_url){\t\n\tvar template = get_tips_template($(\"equip_tips_template\").innerHTML);\n\tvar result = template.format(equipid, big_img_root, equip_face_img, equip_name, equip_type_desc, equip_desc);\n\treturn result;\n}", "function e(t){var e,i;this.qTipTitle=null,this.qTipText=null,this.qTipInnerHTML=null,null!=(i=/^\\(tooltip: ?(.+)\\|(.+)(?=\\))\\)$/.exec(t.text()))&&3==i.length?(this.qTipTitle=i[1],this.qTipText=i[2],e=/^(.+)\\|/,this.qTipInnerHTML=(i[1]+\"|\"+i[2]).replace(e,\"\")):null!=(i=/^(.+)\\|(.+)$/.exec(t.text()))&&3==i.length?(this.qTipTitle=i[1],this.qTipText=i[2],e=/^(.+)\\|/,this.qTipInnerHTML=t.html().replace(e,\"\")):(this.qTipText=t.text(),this.qTipInnerHTML=t.html())}", "function help() {\n printLine('The following commands work. Hover them for more information.');\n printLine('' +\n ' <span class=\"yellow\" title=\"Explain the list of commands\">help</span>,' +\n ' <span class=\"yellow\" title=\"Clear the screen for freshness\">clear</span>,' +\n ' <span class=\"yellow\" title=\"List all the files in this directory\">ls</span>,' +\n ' <span class=\"yellow\" title=\"List all links on the website\">tree</span>,' +\n ' <span class=\"yellow\" title=\"Change directory to `dirname`\">cd </span>' +\n '<span class=\"blue\" title=\"Change directory to `dirname`\"><em>dirname</em></span>,' +\n ' <span class=\"yellow\" title=\"Show the contents of `filename`\">cat </span>' +\n '<span class=\"green\" title=\"Show the contents of `filename`\"><em>filename</em></span>'\n );\n printLine('<br>');\n printLine('You can also use the' +\n ' <kbd class=\"cyan\">Up</kbd> and' +\n ' <kbd class=\"cyan\">Down</kbd>' +\n ' keys to navigate through your command history.'\n );\n printLine('You can click on tree nodes if CLI is not your thing.' +\n ' You\\'ll still need to hit <kbd class=\"cyan\">Enter</kbd>.'\n );\n}", "static splash_screen_tutorial_options_html(){\n let result = \"\"\n let labels = persistent_get(\"splash_screen_tutorial_labels\") //might have checkmarks in them.\n for(let name_and_tooltip of this.splash_screen_tutorial_names_and_tooltips){\n let name = name_and_tooltip[0]\n let label = null\n for(let a_label of labels) {\n if(a_label.endsWith(name)){\n label = a_label //might have a checkmark\n break;\n }\n }\n if(!label) { label = \"&nbsp;&nbsp;&nbsp;\" + name } //default is no checkmark\n result += \"<option class='splash_screen_item' \" +\n \"title='\" + name_and_tooltip[1] +\n \"' style='cursor:pointer;'>\" +\n label + \"</option>\\n\"\n }\n return result\n }", "function mouseOverHelp(i) {\n return function() {\n target.innerHTML = helperTags[i].tooltip\n };\n }", "printHelp(obj){\n console.log();\n this.terminal.green(\"Usage: %s [options]\\n\", obj.cmd ? obj.cmd : \"\");\n if( obj.desc ){\n this.terminal.brightBlack(\"\\t%s\\n\", obj.desc);\n }\n if( obj.opts && obj.opts.length > 0 ){\n this.terminal.black(\"\\nOptions:\\n\");\n let opt;\n for( let i = 0; i < obj.opts.length; i++ ){\n opt = obj.opts[i];\n if( !opt.cmd )\n continue;\n\n this.terminal.green(\"%s\\t%s\\n\", opt.cmd, opt.desc ? opt.desc : \"\");\n }\n }\n }", "function buildToolTip(cssElement, title, html_list)\n{\n//\tjQuery(function()\t\t \t\n//\t{\n\t\tvar $element = jQuery(cssElement);\n\t\t$element.qtip(\n\t {\n\t show: 'click',\n\t hide: 'click', \n\t content:\n\t {\n\t text: html_list,\n\t title: title,\n\t \n\t },\n\t style:\n\t {\n\t classes: 'qtip-blue qtip-shadow',\n\t },\n\t position:\n\t {\n\t my: 'top left',\n\t at: 'bottom center'\n\t }\n\t }); \n// \t});\n}", "function outFunc() {\n var tooltip = $(\"#myTooltip\");\n tooltip.html(\"Copy to clipboard\");\n}", "function showCountryName() {\n toolTip.innerHTML = event.target.getAttribute('title');\n}", "static get description() { return 'Base class of all tool dialogs.'; }", "function getDescription(){\n\t\tvar str = \"Draw Tool\";\n\n\t\treturn str;\n\t}", "function jsuGoogleAnalFreeTip (event){\n\tvar szTip='<div style=\"width:300px;\" align=\"left\">Click to show <b>Google Analytics Page</b><BR/>' + \n 'with the <b>Number of JSU downloads</b></div>';\n\tTip (szTip);\n}", "function toolTip(x, y, long, tall, text) {\n c.fillStyle = 'white';\n c.fillRect(x, y, long, tall);\n c.font = '20px Arial';\n c.fillStyle = 'black';\n c.fillText(text, x + 5, y + 25);\n }", "function toolTipHTML(data) {\n\n\t\t\t\tvar tip = '',\n\t\t\t\t\ti = 0;\n\n\t\t\t\tfor (var key in data.data) {\n\n\t\t\t\t\t// if value is a number, format it as a percentage\n\t\t\t\t\tvar value = /*(!isNaN(parseFloat(data.data[key]))) ? percentFormat(data.data[key]) :*/ data.data[key];\n\n\t\t\t\t\t// leave off 'dy' attr for first tspan so the 'dy' attr on text element works. The 'dy' attr on\n\t\t\t\t\t// tspan effectively imitates a line break.\n\t\t\t\t\tif (i === 0) tip += '<tspan x=\"0\">' + key + ': ' + value + '</tspan>';\n\t\t\t\t\telse tip += '<tspan x=\"0\" dy=\"1.2em\">' + key + ': ' + value + '</tspan>';\n\t\t\t\t\ti++;\n\t\t\t\t}\n\n\t\t\t\treturn tip;\n\t\t\t}", "function showTooltips(frame) {\n\n var tools = frame.tools;\n\n for (var i = 0; i < tools.length; i++) {\n var tool = tools[i];\n drawTip(tool, \"tool \" + i);\n saveTip(tool, i);\n }\n\n}", "function _buildToolBar(){\n\t\tvar i, \n\t\tlen = tools.length,\n\t\ttool=\"\";\n\t\tfor(i=0; i < len;i+=1) {\n\t\t\ttool += \"<li data-toggle='tooltip' data-placement='right' data-original-title='\" + tools[i] + \"' class='sprite \" + tools[i] + \"'></li>\"; \n\t\t}\n\t\t\n\t\treturn \"<ul class='toolbar'>\" + tool + \"</ul>\";\n\t}", "function msg(ctr,rec){\r\n return\"<div class='tooltipcontent'><li><span>Country : \"+ctr+\"</span></li><li><span>Records : \"+rec+\"</span></li></div>\";\r\n }", "function showHelpTooltip() {\n $('#tooltip_help').show();\n}", "function formRegionsGridToolTip(rawObject) {\n return 'title=\"Name ' + rawObject.name + ' , Type ' + rawObject.type + ' , '\n + jQuery.i18n.prop('pulse-entrycount-custom') + ' '\n + rawObject.entryCount + ' , Scope ' + rawObject.scope\n + ' , Disk Store Name ' + rawObject.diskStoreName\n + ' , Disk Synchronous ' + rawObject.diskSynchronous + ' , '\n + jQuery.i18n.prop('pulse-entrysize-custom') + ' ' + rawObject.entrySize\n + '\"';\n}", "removeAllTooltips() {\n if (!this.activeToolTips?.length) {\n return;\n }\n for (let i = this.activeToolTips.length - 1; i > -1; i--) {\n this.activeToolTips[i].destroy();\n this.activeToolTips.splice(i, 1);\n }\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function m_tt_MkTipContent(a)\n{\n\tif(m_tt_t2t)\n\t{\n\t\tif(m_tt_aV[COPYCONTENT])\n\t\t\tm_tt_sContent = m_tt_t2t.innerHTML;\n\t\telse\n\t\t\tm_tt_sContent = \"\";\n\t}\n\telse\n\t\tm_tt_sContent = a[0];\n\tm_tt_ExtCallFncs(0, \"CreateContentString\");\n}", "function enableToolTipForHeader(){\r\n\t$('#merchantUpload').tooltip({title: \"Upload new set of images for an application.\", animation: true,placement: \"auto\"});\r\n\t$('[href=\"/search\"]').tooltip({title: \"Search existing or previously uploaded application from the system.\", animation: true,placement: \"auto\"});\r\n\t$('[href=\"/followup\"]').tooltip({title: \"Search applications for document followup from Head office.\", animation: true,placement: \"auto\"});\r\n\t$('[href=\"/signup\"]').tooltip({title: \"Register new merchant promoter or staff in Online Submission Application.\", animation: true,placement: \"auto\"});\r\n\t$('[href=\"#logout\"]').tooltip({title: \"Logout to OSA-PH.\", animation: true,placement: \"auto\"});\r\n}", "nameTooltip_html(set) {\n let typeStr = \"\";\n if(this.type == \"USD_MSRP\") \n typeStr = \"Dollars\"\n else \n typeStr = this.type\n let text = \"<div class='nameTooltip'>\"\n text += \"<h2>\" + set.Name + \"</h2>\";\n text += \"<h2>\" + set[this.type] + \" \" + typeStr + \"</h2>\";\n \n text += \"</div>\"\n return text;\n }", "function searchUILoaded() { if (MyOptions) MyOptions.resetToolTips(); }", "function prepareTooltip() {\n\t ttScope.title = attrs[prefix + 'Title'];\n\t if (contentParse) {\n\t ttScope.content = contentParse(scope);\n\t } else {\n\t ttScope.content = attrs[ttType];\n\t }\n\n\t ttScope.popupClass = attrs[prefix + 'Class'];\n\t ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n\t var placement = $position.parsePlacement(ttScope.placement);\n\t lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n\t var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n\t var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n\t ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n\t ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n\t }", "function toolTipHTML(d) {\n\n var tip = '',\n i = 0;\n\n for (var key in d.data) {\n\n var value = d.data[key];\n var million = (key==\"Order method type\" ? '' : 'M');\n if (i === 0) tip += '<tspan x=\"0\">' + key + ': ' + value + '</tspan>'; //first line \n else tip += '<tspan x=\"0\" dy=\"1.2em\">' + key + ': ' + value + million +'</tspan>'; //second and next lines, dy position them below\n i++;\n }\n\n return tip;\n }", "function showTips() {\n $(\"#start-screen\").hide();\n $(\"#what-to-expect\").hide();\n $(\"#tips\").show();\n $(\"#question-display\").hide();\n $(\"#question-result-display\").hide();\n $(\"#test-result-display\").hide();\n }", "function showTip(element, message)\r\n{\r\n var tipMarkup = \"<div class=\\\"tip\\\"><div class=\\\"pointer\\\"></div>\" + message + \"</div>\";\r\n element.first().append(tipMarkup);\r\n}", "generateTooltipContent(tip, data) {\n const\n me = this,\n { valid } = data;\n\n Object.assign(data, {\n fromText : data.source.name,\n toText : data.target ? data.target.name : '',\n fromSide : data.sourceTerminal.dataset.side,\n toSide : data.targetTerminal ? data.targetTerminal.dataset.side : ''\n });\n\n let tipTitleIconClsSuffix,\n tipTitleText;\n\n // Promise, when using engine\n if (ObjectHelper.isPromise(valid)) {\n tip.element.classList.remove('b-invalid');\n tip.element.classList.add('b-checking');\n tipTitleIconClsSuffix = 'checking';\n tipTitleText = me.L('L{Dependencies.Checking}');\n\n return new Promise(resolve => valid.then(valid => {\n data.valid = valid;\n\n if (!tip.isDestroyed) {\n resolve(me.generateTooltipContent(tip, data));\n }\n }));\n }\n // Valid\n else if (valid === true) {\n tip.element.classList.remove('b-invalid');\n tip.element.classList.remove('b-checking');\n tipTitleIconClsSuffix = 'valid';\n tipTitleText = me.L('L{Dependencies.valid}');\n }\n // Invalid\n else {\n tip.element.classList.remove('b-checking');\n tip.element.classList.add('b-invalid');\n tipTitleIconClsSuffix = 'invalid';\n tipTitleText = me.L('L{Dependencies.invalid}');\n }\n\n tip.title = `<i class=\"b-icon b-icon-${tipTitleIconClsSuffix}\"></i>${tipTitleText}`;\n\n return `<table class=\"b-sch-dependency-creation-tooltip\">\n <tr><td>${me.L('L{Dependencies.from}')}: </td><td>${data.fromText}</td><td><div class=\"b-sch-box b-${data.fromSide}\"></div></td></tr>\n <tr><td>${me.L('L{Dependencies.to}')}: </td><td>${data.toText}</td><td><div class=\"b-sch-box b-${data.toSide}\"></div></td></tr>\n </table>`;\n }", "static get category() { return ToolDlg.CATEGORY_HELPER; }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function prepareTooltip() {\n ttScope.title = attrs[prefix + 'Title'];\n if (contentParse) {\n ttScope.content = contentParse(scope);\n } else {\n ttScope.content = attrs[ttType];\n }\n\n ttScope.popupClass = attrs[prefix + 'Class'];\n ttScope.placement = angular.isDefined(attrs[prefix + 'Placement']) ? attrs[prefix + 'Placement'] : options.placement;\n var placement = $position.parsePlacement(ttScope.placement);\n lastPlacement = placement[1] ? placement[0] + '-' + placement[1] : placement[0];\n\n var delay = parseInt(attrs[prefix + 'PopupDelay'], 10);\n var closeDelay = parseInt(attrs[prefix + 'PopupCloseDelay'], 10);\n ttScope.popupDelay = !isNaN(delay) ? delay : options.popupDelay;\n ttScope.popupCloseDelay = !isNaN(closeDelay) ? closeDelay : options.popupCloseDelay;\n }", "function tooltip(title) {\n if (!renamedHeadingToOrigField.has(title)) return '';\n return `title=\"${renamedHeadingToOrigField.get(title)}\"`;\n }", "function updateProgressTooltip()\n {\n my.html.progress.title =\n 'This lesson contains ' + my.current.subunitText.length +\n ' characters.'\n }", "function generateTip() {\n\t\tvar tipIndex = generateNumber();\n\t\tvar tip = tipsArray[tipIndex];\n\n\t\t$('.tip-index').html(tipIndex + 1);\n\t\t$('.js-tip').html(tip);\n\n\t\tif (count === 1) {\n\t\t\t$('.plural').html('');\n\t\t} else {\n\t\t\t$('.plural').html('s');\n\t\t}\n\t\t$('.status').html(count);\n\t}", "function help() {\r\n a = \"Dicas de uso: \\nPara inserir uma intrução na unidade escolha as instruções a serem utilizadas e seus respectivos registradores, então clique em 'CONFIRMAR' para executar os dados ou 'RESET' para limpar os campos\\n\\nO botão 'Próximo' avançará para o proximo ciclo e o botão 'Resultado' apresenta o resultado final da execução do algoritmo\";\r\n alert(a);\r\n }", "function help(){\n var fieldId = $(this).prev('input').attr('id');\n var format = getActiveOptionOn(fieldId);\n $.notify(helpFor(format));\n }", "function tp(poTag, psSelector)\n{\n\n if(psSelector)\n {\n var sHTML = \"\"+$(psSelector).html();\n sHTML = sHTML.split('\"').join(\"'\");\n\n $(poTag).attr('title', sHTML);\n }\n\n\n $(poTag).tooltip(\n {content: function()\n {\n if(!$(this).attr('title'))\n $(this).attr('title', $(this).text());\n\n return $(this).attr('title');\n }\n }).blur().mouseenter();\n\n return true;\n}", "function doTooltip(d, i) {\n\tvar commonname = toTitleCase(d['Common names (Eng)'].split(',')[0]);\n\tif (commonname=='') {\n\t\tcommonname = toTitleCase(d.Genus)+ \" \" +d.Species;\n\t//ttsciname.text(' ');\n \t//ttspecieslabel.text(toTitleCase(d.Genus)+ \" \" +d.Species);\n \t//ttthreatlabel.text(threatdict[d['Red List status']].toUpperCase())\n\t} \n\t\n\tttspecieslabel.text(commonname);\n \tttthreatlabel.text(threatdict[d['Red List status']].toUpperCase())\n\twordlen=Math.max(commonname.length, threatdict[d['Red List status']].length)\n\t\n\ttooltip\n\t\t.style(\"left\", getFocusXFromGenus(d[\"genus-order\"])-13+\"px\")//+focuswidth+8+\"px\")\n\t\t.style(\"top\", tooltipy0+\"px\")//(getSpeciesFocusY(d)+(classdata[currclassindex].focusheight/2.0))+\"px\")\n\t\t.style(\"display\", \"block\")\n\t\t//.style(\"width\", 10*wordlen+\"px\")\n}", "function tooltipTextConverter(person) {\n let str = \"当前设备数据信息\";\n return str;\n }", "function action_help_texts(section) {\n\t$('div.step1details div.tips').hide();\n\tvar open_section = $('div#sideinfo-'+ section);\n\topen_section.show();\n}", "function enableTooltip() {\n\tvar hoverMsg = ( _sessLang == SESS_LANG_CHN ) ? \"如果選擇列表中沒有,選擇任何稱謂然後用“更改”的方式去更正!\" : \"If not found in the dropdown selection list, select any and then use Edit to correct it!\";\n\t$(document).tooltip({content: hoverMsg});\n\t$(document).tooltip(\"enable\");\n} // enableTooltip()", "function hideToolTip(d, i) {\n tooltip.style({\n \"height\": 0,\n \"width\": 0,\n \"opacity\": 0\n }).html(\"\");\n }", "generateTooltipContent(tip, data) {\n const me = this,\n {\n valid\n } = data;\n Object.assign(data, {\n fromText: data.source.name,\n toText: data.target ? data.target.name : '',\n fromSide: data.sourceTerminal.dataset.side,\n toSide: data.targetTerminal ? data.targetTerminal.dataset.side : ''\n });\n let tipTitleIconClsSuffix, tipTitleText; // Promise, when using engine\n\n if (ObjectHelper.isPromise(valid)) {\n tip.element.classList.remove('b-invalid');\n tip.element.classList.add('b-checking');\n tipTitleIconClsSuffix = 'checking';\n tipTitleText = me.L('L{Dependencies.Checking}');\n return new Promise(resolve => valid.then(valid => {\n data.valid = valid;\n\n if (!tip.isDestroyed) {\n resolve(me.generateTooltipContent(tip, data));\n }\n }));\n } // Valid\n else if (valid === true) {\n tip.element.classList.remove('b-invalid');\n tip.element.classList.remove('b-checking');\n tipTitleIconClsSuffix = 'valid';\n tipTitleText = me.L('L{Dependencies.valid}');\n } // Invalid\n else {\n tip.element.classList.remove('b-checking');\n tip.element.classList.add('b-invalid');\n tipTitleIconClsSuffix = 'invalid';\n tipTitleText = me.L('L{Dependencies.invalid}');\n }\n\n tip.title = `<i class=\"b-icon b-icon-${tipTitleIconClsSuffix}\"></i>${tipTitleText}`;\n return `<table class=\"b-sch-dependency-creation-tooltip\">\n <tr><td>${me.L('L{Dependencies.from}')}: </td><td>${data.fromText}</td><td><div class=\"b-sch-box b-${data.fromSide}\"></div></td></tr>\n <tr><td>${me.L('L{Dependencies.to}')}: </td><td>${data.toText}</td><td><div class=\"b-sch-box b-${data.toSide}\"></div></td></tr>\n </table>`;\n }", "tooltip_render(tooltip_data) {\n let text = \"<h4 class =\" +'tooltip-' + tooltip_data['aff_name'] + \" >\" + tooltip_data['aff_name'] + \"</h4>\";\n text += \"<h5 class =\" +'tooltip-' + tooltip_data['aff_name'] + \" >\" +'Co-publication:' + tooltip_data['copub'] + \"</h5>\";\n return text;\n }" ]
[ "0.6766756", "0.67304325", "0.65058076", "0.6462109", "0.6432384", "0.63450307", "0.6287515", "0.62103486", "0.6155731", "0.6138171", "0.6114418", "0.60889626", "0.6057724", "0.5979105", "0.597626", "0.5962229", "0.59608567", "0.5947792", "0.5941769", "0.59346986", "0.5921159", "0.5908367", "0.59053296", "0.5903308", "0.58841705", "0.585473", "0.5854628", "0.58294874", "0.58252037", "0.581462", "0.5807252", "0.5807154", "0.5781278", "0.5780283", "0.5779768", "0.57728213", "0.576326", "0.57339644", "0.5727246", "0.57210684", "0.57169336", "0.5715395", "0.57091427", "0.5707391", "0.5706123", "0.5700175", "0.56935465", "0.5686949", "0.56811416", "0.5677085", "0.56749415", "0.5673294", "0.5672284", "0.56650853", "0.5657278", "0.5653957", "0.56447405", "0.5639377", "0.5636632", "0.5630682", "0.56249934", "0.5622848", "0.5613252", "0.56113756", "0.5611158", "0.5606751", "0.5604333", "0.56024235", "0.5601299", "0.5589226", "0.55872816", "0.5580081", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55749136", "0.55735046", "0.5570755", "0.55611104", "0.5557805", "0.5556558", "0.55444974", "0.55351657", "0.552913", "0.55286866", "0.55260426", "0.5524845", "0.5523821", "0.5519348" ]
0.0
-1
mutable function decoration Different from function expression: hoisted to the top of the scope.
function doIt() { console.log('doIt') }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function AttributeDecorator$1() {}", "function AttributeDecorator$1() {}", "function AttributeDecorator$1() {}", "function AttributeDecorator$1(){}", "function hoistingFunc()\n{ \n console.log('hoisting ordinary fufunc')\n \n}", "function AttributeDecorator$1() { }", "function AttributeDecorator$1() { }", "function functionDeclarationHoisted() {\n function bar() { return 1; }\n function bar() { return 2; }\n return bar();\n}", "function shadowFunc() {\n let myFuncExp = function() {\n // console.log(myInt);\n let myInt = 5;\n console.log(myInt);\n };\n myFuncExp();\n}", "function helloWorld(){ //get copied and hoisted to the top of the scope\n console.log('Hello World!'); //allowing us to call the function before it's declaration\n}", "function hello(){\n console.log(\"Function Declaration\")\n} // function declaration hoistinga uchraydi", "function functionDeclarationHoisting() {\n function bar() { return 1; }\n return bar();\n function bar() { return 2; }\n}", "FunctionDeclaration() {\n pushContext();\n }", "function hoistedFunction(){ \n console.log(\" Hello world! \");\n}", "function hoistedFunction() {\n console.log('I work, even if they call me before my definition.');\n}", "function functionExpressionHoisting() {\n var bar = function() { return 1; }\n return bar();\n var bar = function() { return 2; }\n}", "function FunctionOwnershipVisitor() {\r\n}", "function baz() {}", "function magic() { // 'magic()' also gets hoisted to the top\n var foo; // here 'foo' is declared within 'magic()' and gets hoisted\n foo = \"hello world\"; // we assign a value to our function scoped 'foo'\n console.log(foo); // we log it as 'hello world'\n}", "function magic() {\n\t// 'magic()' also gets hoisted to the top\n\tvar foo; // here 'foo' is declared within 'magic()' and gets hoisted to the top of its scope\n\tfoo = \"hello world\"; // we assign a value to our function scoped 'foo'\n\tconsole.log(foo); // we log it as 'hello world'\n}", "function functionDeclaration() {}", "function hoist() {\n console.log('hoisted to the top');\n}", "function StackFunctionSupport() {\r\n}", "function outerFunc() {\n let a = 1;\n return function gimmeTwo() {\n return a += 1;\n };\n }", "function something(){ //let can shadow var \n var newVar=\"function scope\";\n {\n let newVar=\"local\";\n console.log(newVar);\n }\n console.log(newVar);\n}", "function aaa(){\n \"use strict\";\n {\n function fn(){return 10;}\n console.log(fn()); \n {\n \n function fn(){return 2;}\n function fn2(){return 3;} //try to rename in fn\n console.log(fn());\n }\n console.log(fn());\n }\n}", "function foo()\n{\n console.log('Function Declaration');\n}", "function foo(){\n function bar(){\n console.log(\"hello\");\n }\n}", "function person() {\n return function () {\n console.log('hello friend');\n }\n}", "function myFunction() {\n console.log(\"Hoisting\");\n}", "function foo() {\n\n}", "function getOriginalFunction(func) {\n return func.__sentry_original__;\n}", "function markFunctionWrapped(wrapped, original) {\n\t const proto = original.prototype || {};\n\t wrapped.prototype = original.prototype = proto;\n\t addNonEnumerableProperty(wrapped, '__sentry_original__', original);\n\t}", "function foo() {\r\n}", "function exposeTracer(f) {\n return (0, _managed.managedApply)(new _primitives.ITracer(tracer => f(tracer).effect));\n}", "function foo (){\n foo()\n}", "function Decorator(node, print) {\n\t this.push(\"@\");\n\t print.plain(node.expression);\n\t this.newline();\n\t}", "function Decorator(node, print) {\n\t this.push(\"@\");\n\t print.plain(node.expression);\n\t this.newline();\n\t}", "addClosureInformation (f) {\n f.hasLivelyClosure = true;\n f.livelyClosure = this;\n return f;\n }", "function a() {}", "function a() {}", "function a() {}", "function foo(){\n return \"I am function statement/definition/declaration\";\n}", "function g() { return function h () { return 1+1; };}", "function markFunctionWrapped(wrapped, original) {\n const proto = original.prototype || {};\n wrapped.prototype = original.prototype = proto;\n addNonEnumerableProperty(wrapped, '__sentry_original__', original);\n }", "function getOriginalFunction(func) {\n return func.__sentry_original__;\n }", "function foo() {...}", "function foo () { }", "function Decorator(node, print) {\n this.push(\"@\");\n print.plain(node.expression);\n this.newline();\n}", "function markFunctionWrapped(wrapped, original) {\n const proto = original.prototype || {};\n wrapped.prototype = original.prototype = proto;\n addNonEnumerableProperty(wrapped, '__sentry_original__', original);\n}", "function getOriginalFunction(func) {\n\t return func.__sentry_original__;\n\t}", "function f(){\n}", "function foo() {}", "function foo() {}", "function foo() {}", "function foo() {}", "function foo() {}", "function foo() {}", "function marksFunction() {\n console.log('This is as parameterless function');\n}", "function foo() {\n}", "function aCoolFunction() {\n const aCoolWord = \"wow\"\n return function wowMe() {\n console.log(aCoolWord);\n }\n}", "function baz() {\n ;\n}", "__init2() {this.noAnonFunctionType = false}", "function g(){return function(){}}", "function hoge() {}", "function AttributeDecorator() { }", "function AttributeDecorator() { }", "function f() {\n}", "function f() {\n}", "function __func(){}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function f() {}", "function declaration() {\n console.log('I am a function declaration.');\n}", "function bar() {\n // Local function scope of bar\n }", "function nonewFun() {}", "function upfrontFoo(x,y) {\n var sum = x + y;\n return function() { return sum }\n}", "function f2()\n{\n}", "function F() { }", "function Attribute$1() {}", "function Attribute$1() {}", "function Attribute$1() {}", "function f(){}", "function F() {}", "function F() {}", "function F() {}", "function F() {}", "function F() {}", "function F() {}", "function F() {}" ]
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0.0
-1
Create a function that takes two numbers as arguments (num, length) and returns an array of multiples of num up to length. First create function and function parameters Second create a variable for the multiples that accepts an array third create a for loop so that the code can be run through the array create the argument you want the for loop to execute set the var of i for index at zero This means that the index is used as an offset. The first element of the array is exactly contained in the memory location that array refers (0 elements away), so it should be denoted as array[0]. Most programming languages have been designed this way, so indexing from 0 is pretty much inherent to the language the next piece of the argument states that as long as i is less than the length of numbers in an array add 2
function multiplesOf(numbers, number) { // add second argument var multiples = []; // change to array (so that we can store multiple numbers - not just one multiple) for (var i = 0; i < numbers.length; i++) { if (numbers[i] % number === 0) { // divide by the number multiples.push(numbers[i]); // add the current multiple found to the multiples array } } return multiples; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function arrayOfMultiples (num, length) {\n let bucket = [];\n for(let i = 1; i<=length;i++){\n bucket.push(num * i);\n }\n return bucket;\n}", "function multiples (n,m){\n const multArr = new Array(n)\n //numbers increase from 1*m to n*m\n return multArr\n\n}", "function multiples(num1, num2) {\n let new_array = [];\n for (let i = 1; i <= 100; i++) {\n if (i % num1 === 0 && i % num2 === 0) {\n new_array.push(i);\n }\n } //end of for\n return new_array;\n } //end of multiples", "function multiplyArray (array){ //function multipleArray return array \n let multiply = 1 //let multiply return value higher than 1\n for (i = 0; i <array.length; i++) { \n multiply *= array[i] // multiple each number in the index and provide the total\n }\n \n return (multiply) //return the total of each number in the index to multiply\n}", "function multiplesOf(numbers, number) { // add second argument\n var multiples = []; // change to array (so that we can store multiple numbers - not just one multiple)\n for (var i = 0; i < numbers.length; i++) {\n if (numbers[i] % number === 0) { // divide by the number\n multiples.push(numbers[i]); // add the current multiple found to the multiples array\n }\n }\n return multiples;\n }", "function multiples(number) {\n let i = 0;\n let array = new Array(number);\n while (i < number) {\n if (number % 3 == 0 || number % 5 == 0) {\n array.push(number);\n }\n i++;\n }\n}", "function makeArray(){\n\t\tfor(i=number-1; i>0; i--){\n\t\t\tif(i % 3 === 0 || i % 5 === 0){\n\t\t \tmultiplesArray.push(i);\n\t\t \t};\n\t\t};\n\n\t}", "function multiplyByTwo(array) {\n let newArray = []\n\n for(const number of array) {\n newArray.push(number * 2)\n }\n\n return newArray\n}", "function double(arr) {\n let newArr = [];\n // one new arr\n for (let i = 0; i < arr.length; i++) {\n newArr.push(2 * arr[i]);\n // multiples each item and pushes it to the new array\n }\n return newArr;\n}", "function double(arr){\n newArr = []\n for (let i = 0; i < arr.length; i++){\n newArr.push(arr[i]*2)\n }\n return newArr\n}", "function multiplesOfThree(arr) {\n let result = [];\n each(arr, function(num) {\n num % 3 === 0 ? result.push(num) : undefined;\n });\n return result;\n}", "function multiples(m, n){\n let answerArray = [n]\n let multiple = n\n for(let i = 0; i < m-1; i++ ){\n answerArray.push(multiple += n)\n }\n return answerArray;\n}", "function multipleOfIndex(array){\n\n// loop through the imput array with filter()\n// for each element, check to see if the modulus % of each element's INDEX, divided by itself, is == 0.\n// if it is, push that element into a new array.\n\nreturn array.filter((e, i) => e % i === 0)\n\n}", "function newArr (firstnum, secondnum){\n return firstnum * secondnum;\n}", "function oddArrayMultipliedWithLength(arr) {\n let odds = arr.filter(elem => elem % 2 !== 0);\n let len = odds.length;\n let newArr = odds.map(elem => elem * len);\n return newArr;\n}", "function multiplyByTwo(arr) {\n let newArray = [];\n for (let i = 0; i < arr.length; i++) {\n newArray.push(arr[i] * 2);\n }\n return newArray;\n}", "function solution(number){\n\n\tvar multiplesArray = [];\n\n\n\t//make an array of every multiple of 3 or 5\n\tfunction makeArray(){\n\t\tfor(i=number-1; i>0; i--){\n\t\t\tif(i % 3 === 0 || i % 5 === 0){\n\t\t \tmultiplesArray.push(i);\n\t\t \t};\n\t\t};\n\n\t};\n\t makeArray(number);\n\n\t //add them all together and return the value\n\t return multiplesArray.reduce((a, b) => a + b, 0);\n\t\n}", "function mult3(arr){\n var newArray = []\n for(let i=0;i<arr.length;i++){\n newArray.push(arr[i] * 3)\n }\n return newArray\n}", "function multTwo(array){\n return array.map((value) => value *2)\n }", "function thisLength(num1, num2) {\n var arr = []\n for (i = 0; i < num1; i++) {\n arr.push(num2)\n }\n return arr\n}", "function mysteryFunc(arr, n){\n let arrB = [];\n for (var i in arr){\n arrB[i] = arr[i]%n;\n }\n return arrB;\n}", "function ArrayOfNumbers(array, action) {\n for(var i=0; i < array.length; i ++) {\n action(array[i]);\n }\n}", "function multiplyArray(array, number) {\n var multArray = array.map(function(i){\n return i*number;\n })\n return multArray\n}", "function double(array) {\n var returnArray;\n for (index = 0; index < a.length; ++index) {\n returnArray[0] = array[0]*2;\n }\n return returnArray;\n}", "function myQ6(arry, num) {\r\n\tvar result = [];\r\n\tvar j = 0;\r\n\tfor (var i = 0; i < arry.length; i++) {\r\n\t\tif ((arry[i] != 0) && (arry[i] % num == 0)) {\r\n\t\t\tresult[j] = i;\r\n\t\t\tj++;\r\n\t\t}\r\n\t}\r\n\r\n\t//result = num;\r\n\treturn result;\r\n}", "function indexMultiple (a1) {\n let newArray = []\n a1.forEach((item, i) => {if(item%i===0){newArray.push(item)}});\n return newArray\n}", "function double(arr) {\n let results = []\n for (let i = 0; i < arr.length; i++) {\n results.push(arr[i]*2)\n }\n return results\n }", "function looper (len) {\n\tvar results = [];\n\tfor (var i = 0; i < len -1; i+=2){\n\t\tresults.push(i);\n\t};\n\treturn results.map(function(element){\n\t\treturn element * 3;\n\t})\n}", "function findMultiples(int,limit){\n let result = []\n \n for (let i = int; i<=limit ; i+=int)\n result.push(i)\n \n return result\n}", "function multipleOfIndex(array) {\n return array.filter((a, b) => {return a % b == 0});\n}", "function double(arr){\n var newArr = [];\n for(var i = 0; i < arr.length; i ++){\n newArr.push(arr[i]*2);\n }\n return newArr;\n}", "function multi(n){\nvar result = 1\nvar i = 1\nwhile(i<=n){\n\tresult*= i\ni++\n}\n return result\n}", "function reSieve(multiple, array) {\n\n let funVariable = multiple + multiple;\n\n let max = array.length+2;\n\n while (funVariable < max) {\n let position = array.indexOf(funVariable);\n array[position] = false;\n funVariable = funVariable + multiple;\n }\n\n return array;\n\n // return array.map(num => {\n // if (num <= multiple || num % multiple !== 0) {\n // return num;\n // } else {\n // return false;\n // }\n // });\n}", "function DouV(arr){\n var newarr = [];\n for(var i = 0; i < arr.length; i++){\n newarr.push(arr[i] * 2);\n }\n console.log(newarr);\n}", "function multipleOfIndex(array) {\n return array.filter((el, idx) => el % idx === 0);\n // good luck\n }", "function makeArray(arrayLength)\n{\n //Solution goes here.\n}", "function multiplyBy2(base, ...numbers) {\n // creates a new array with the result of calling a function for each array element\n return numbers.map(number => number * 2 + base)\n}", "function MiaFunzione (array, a, b) {\n var arrayNuovo = [];\n for (i = a; i < b; i++) {\n arrayNuovo.push(array[i]);\n }\n return arrayNuovo;\n}", "function createArray() {     \n var sum = 0; \n var i = 1     \n    for (i = 0; i <= 1000; i+=2) {        \n     sum+=i;     \n }     \n return sum; \n }", "function findMultiples(integer, limit) {\r\n //your code here\r\n\r\n //\r\n let output = []\r\n for (let i = 1; (integer * i) <= limit; i++) {\r\n if ((integer * i) - limit <= 0) {\r\n output.push(integer*i)\r\n }\r\n }\r\n return output\r\n}", "function evenMult(array) {\r\n return filter(array, function (num, i) {\r\n return ((num % 2 === 0) && (i % 2 === 0))\r\n })\r\n\r\n}", "function makeMultipleLister(num) {\n return () => {\n for (let multiple = num; multiple < 100; multiple += num) {\n console.log(multiple);\n }\n };\n}", "function double(arr) {\n let newArr = [];\n for(let i = 0; i < arr.length; i++) {\n newArr.push(2 * arr[i]);\n }\n return newArr;\n}", "function powersOfTwo(n){\n let array = [] \n for(let i = 0; i <= n; i++){\n array.push(Math.pow(2, i))\n}\n return array\n }", "function double(arr) {\n let newArr = [];\n for(let i = 0; i < arr.length; i++) {\n newArr.push(2 * arr[i]);\n }\n\n return newArr;\n}", "function multiplesOfThree(limit) {\n for (var i = 1; i <= limit; i++) {\n console.log(3 * i);\n }\n}", "function multiplier(arr, num) {\n for (var i = 0; i < arr.length; ++i) {\n arr[i] *= num;\n }\n console.log(arr);\n}", "function arrDiv(nums) {\n for (i=0; i < nums.length; i++) {\n let val = nums[i] / 2;\n console.log(val);\n }\n }", "function nine(arr){\n for(var i = 0; i < arr.length; i++){\n arr[i] = arr[i] * arr[i]; \n }\n return arr;\n}", "function double(arr){\n for (i=0; i<arr.length; i++){\n arr[i] = arr[i]*2\n }\n return arr\n}", "times(n) {\n return (f) => {\n Array(n).fill().map((_, i) => f(i));\n }\n }", "function elementsTimesTwo(element){\n //returns an array with each value multiplied by 2\n var newElement = [];//note, believe this isn't needed, could just return element w/out need to push\n for (let i = 0; i < element.length; i++) {\n element[i] *= 2;\n newElement.push(element[i]);\n }\n return newElement;\n}", "function squares(array) {\n for (let i = 0; i < array.length; i++) {\n array[i] = array[i] * array[i];\n \n }\n return array;\n}", "function multipleOf3() {\r\n let multiples = [];\r\n for (const index of lostNumbers) {\r\n if (index % 3 === 0) {\r\n multiples.push(index);\r\n }\r\n }\r\n console.log('Números múltiplos de 3 son: ' + multiples);\r\n return multiples;\r\n}", "function double(arr) {\n let newArr = [];\n for (let i = 0; i < arr.length; i++) {\n newArr.push(2 * arr[i]);\n }\n return newArr;\n}", "function createArray() {     \n var sum = 0; \n var i = 1     \n    for (i = 1; i <= 5000; i+=2) {        \n     sum+=i;     \n }     \n return sum; \n }", "function getmultiplied(arr)\r\n{\r\n for (let i = 0; i < arr.length; i++)\r\n arr[i]=arr[i]*2\r\n return arr;\r\n}", "function pares(...numbers){\n\tconst resultado = []\n\tconst length = numbers.length\n\tfor(let i=0; i < length; i++){\n\t\tconst number = numbers[i]\n\t\tif(number % 2 == 0){\n\t\t\tresultado.push(number)\n\t\t}\n\t}\n\treturn resultado\n}", "function arrayReturn(array) {\n let returnArry = [];\n for (let i = 0; i < array.length; i++) {\n const element = array[i];\n if (element%2 !== 0) {\n let getOddDouble = element*2;\n returnArry.push(getOddDouble);\n }\n }return returnArry;\n}", "function square(array){\n for (var i = 0; i < 3; i++){ // 3 or constant\n array[i] = array[i] * array[i]; // 1\n }\n return array; // 1\n}", "function oddArray(){\n var arr = [];\n for (var x = 1; x < 50; x+=2){\n arr.push(x);\n }\n return arr;\n}", "function getMultiples23() {\n\n\tvar numbers = [];\n\tvar result = 0;\n\tfor (var i=0; i<=500; i+=23) {\n\t\t\tnumbers.push(i);\n\t\t\tresult += i;\n\t}\n\tconsole.log(\"Elements : \" + numbers)\n\tconsole.log(\"Sum : \" + result)\n\n}", "function multiples(number) {\n let sum = 0;\n for (let i = 0; i < number; i++) {\n\n if (i % 3 === 0 || i % 5 === 0) {\n sum += i;\n }\n }\n return sum;\n}", "function squareEachNumber(numbers) {\n var newArray =[];\n for (var i=0; i<numbers.length; i++){\n var multiplied = numbers[i]*numbers[i];\n newArray.push(multiplied);\n }\n console.log(newArray);\nreturn newArray;\n}", "function multiplies(array) {\n var newArray = []\n for (var i = 0; i < array.length; i++) {\n if (array[i] <= 0) {\n newArray[i] = array[i]\n } else {\n newArray[i] = array[i] * 2\n }\n }\n return newArray\n}", "function ArrayNotByThree (param){\n let total = []\n for (let i = 0; i < param.length; i++){\n if (param[i] % 3 > 0){\n total.push(param[i])\n }\n } return total \n}", "function f(array){\n let sum = 0;\n for(let i = 0; i < array.length;i++){\n if(array[i]%2 === 0){\n sum+= array[i];\n }}\n return sum;\n}", "function evenNumerics(numbers) {\n\n }", "function divisibleFactory(z){\nreturn function() {\n return arr.filter((numberFromArray) =>{\nreturn numberFromArray % z ==0;\n });\n} \nreturn function(n){\n return arr.filter((test) =>{\n return test +n ;\n })\n\n}\n}", "function forLoopTwoToThe(arr) {\n arr.forEach(function (item, index) {\n arr[index] = 2 ** item;\n });\n return arr;\n}", "function doublenum() {\n let x = numArray.map(Element => Element * 2);\n return x;\n }", "function myfunction(array, n) {\n var x = prompt(\"Enter the size of the array\");\n for (i = 0; i <= x; i++) {\n\n }\n if (array == null)\n return void 0;\n if (n == null)\n return array[0];\n if (n < 0)\n return [];\n return array.slice(0, n);\n}", "function divideNums (number){\n return number.map(x => x / 2)\n}", "function divisors (number) {\n let divarray = [];\n for (i = 1; i <= number; i++) {\n // console.log(i) will print 1 - 15 (use for number count!)\n // console.log(number) will print \"15\", 15 times\n let num = i;\n if (number % num === 0) {\n divarray.push(num);\n }\n }\n return divarray;\n}", "function func7(){\n var result=[];\n for(var i=1; i<=50; i++){\n if(i%2===1){\n result.push(i);\n }\n }\n return result;\n}", "function arr(num){\n for(var i = 2; i <= num; i++) {\n numArr.push(i)\n }\n}", "function createArray(){\n\tvar array = [];\n\tfor(var i = 0; i < 20; i++){\n\tarray[i] = i*5;\n\t}\n\treturn(array);\n}", "function oddArray() {\n var arr = [];\n for (var x = 1; x < 50; x += 2) {\n arr.push(x);\n }\n return arr;\n}", "function multiply(myNumbers, number) {\n let result = [];\n\n for (let ind = 0; ind < myNumbers.length; ind += 1) {\n result.push(myNumbers[ind] * number);\n }\n\n return result;\n}", "function oddNumbers(){\n var newArray=[];\n for (var i=1;i<50;i++){\n if(i%2===1){\n newArray.push(i);\n }\n }\n return newArray;\n}", "function oddNumbers(array) {\n var array = [];\n for(var i = 1; i < array.length; i++){\n if(i % 2 !== 0){\n array.push(i);\n }\n }\n return array;\n}", "function divisibleBy(numbers, divisor) {\n // create a variable for results\n const result = [];\n // loop over numbers\n for (const n of numbers) {\n // check if current number is divisible by divisor\n if (n % divisor === 0) {\n // if yes save it into results variable\n result.push(n);\n }\n }\n // return results\n return result;\n }", "function even(array) {\n\tvar array = [];\n\treturn array.length * 2;\n}", "function double(array) {\r\n\tfor (var i = 0; i < array.length; i++) {\r\n\t\tarray[i] *= 2;\r\n\t}\r\n}", "function evenNum (numbers) {\n var arr = [];\n for(var i = 0; i < numbers.length; i++) {\n if(numbers[i] % 2 === 0) {\n arr.push(numbers[i]); //.push(); - pushes a number to the top of an array\n }\n }\n return arr;\n}", "function seven(){\n var newArray = [];\n for(var i = 1; i < 50; i+=2){\n newArray.push(i);\n }\n return newArray;\n}", "function showMultiples(num, numMultiples) {\n let stringArray = [];\n for (var i = 1; i < numMultiples; i++) { stringArray.push(num * i); }\n return stringArray;\n}", "function func6(inputArray){\n var result=0;\n for(var i=0; i<inputArray.length; i++){\n result+=inputArray[i];\n }\n return result/inputArray.length;\n}", "function double(arr) {\n\tlet newArr = [];\n\tfor(let i=0; i< arr.length; i++) {\n\t\tnewArr.push( 2 * (arr[i] ));\n\t}\n\treturn newArr;\n}", "function squares(arr){\n for(var i = 0; i < arr.length; i++){\n arr[i] = arr[i]*arr[i];\n }\n return arr;\n}", "function generateArray(number){\n niz = [];\n for (let i = 0; i < number; i++){\n addNewNumber();\n }\n}", "function squares(array) {\n return array.map(num => num ** 2);\n}", "function rollMultipleD10(amount){\r\nvar result = [];\r\nfor(var rollNumber = 0; rollNumber < amount; rollNumber++){\t\r\n\t result.push(rollD10());\r\n };\r\nreturn result;\r\n}", "function multirand(n){\n return arr.push(rand10(10))\n}", "function multiply(numbers, multiplier) {\n let multipliedNums = [];\n\n for (let idx = 0; idx < numbers.length; idx++) {\n multipliedNums.push(numbers[idx] * multiplier);\n }\n\n return multipliedNums;\n}", "function numbers(start, length, step) {\n if (step === undefined) {\n step = 1;\n }\n var result = [];\n var entry = start;\n for (var i = 0; i < length; i++) {\n result.push(entry);\n entry += step;\n }\n return result;\n}", "function doubleVision(arr){\n var newArr = []\n for(var i = 0; i < arr.length; i++){\n newArr.push(arr[i] * 2)\n }\n return newArr\n}", "function doubleNumbers(arr){\n return arr.map(function (num){\n return num * 2\n }) \n}", "function looper() {\n let i = 0,\n max,\n myarray = [];\n for (i = 0,max = myarray.length; i < max; i ++){\n // do sth\n }\n}", "multiplyMany(...numbers) {\n\n }" ]
[ "0.7472785", "0.74714166", "0.719265", "0.71251386", "0.7119598", "0.69330776", "0.6841261", "0.6680275", "0.66229427", "0.6536431", "0.64888954", "0.6477222", "0.64769095", "0.64718276", "0.64585555", "0.6404505", "0.640343", "0.63995576", "0.6383326", "0.63754416", "0.63698596", "0.63616943", "0.6352803", "0.6318684", "0.63145626", "0.62950295", "0.62837", "0.6283644", "0.6281515", "0.62755114", "0.6264567", "0.6257058", "0.6227141", "0.6226969", "0.62177205", "0.6215518", "0.6210438", "0.62004536", "0.6182853", "0.61714906", "0.6165177", "0.6159446", "0.6158752", "0.6152443", "0.6138313", "0.6134483", "0.6130252", "0.6127417", "0.6126888", "0.6124726", "0.6118029", "0.61173046", "0.6110592", "0.6100485", "0.6097243", "0.608832", "0.6084311", "0.6074637", "0.6074458", "0.6061497", "0.60424405", "0.6041544", "0.6039062", "0.6026751", "0.6022457", "0.60171115", "0.6010894", "0.6009291", "0.60061455", "0.5998057", "0.5992773", "0.59909785", "0.5988956", "0.5984032", "0.5972655", "0.59719515", "0.5971019", "0.5968876", "0.5968101", "0.5965269", "0.59614813", "0.59518725", "0.59495366", "0.59443283", "0.5939202", "0.59362507", "0.59290516", "0.59284306", "0.59255224", "0.59190774", "0.59160495", "0.5914004", "0.5899519", "0.58920264", "0.58916324", "0.58897173", "0.5887424", "0.588312", "0.5878001", "0.5876435" ]
0.7050108
5
Output: [4, 6, 8 Given a total due and an array representing the amount of change in your pocket, determine whether or not you are able to pay for the item. Change will always be represented in the following order: quarters, dimes, nickels, pennies. To illustrate: changeEnough([25, 20, 5, 0], 4.25) should yield true, since having 25 quarters, 20 dimes, 5 nickels and 0 pennies gives you 6.25 + 2 + .25 + 0 = 8.50 create a function called changeEnough Takes in two arguments amount of change and amount due create variables to identify the amount of change create a variable that contains change variable create if condition argues change versus amount due create else if argument that states false if you don't have enough change
function changeEnough(change, amountDue) { var quart = change[0]*0.25; var dimes = change[1]*0.10; var nickel = change[2]*0.05; var pennies = change[3]*0.01; var result = quart+dimes+nickel+pennies; if(result >= amountDue){ return true; } else if(result < amountDue){ return false; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function changeEnough(change, amountDue) {\n\t// break down change\n let quarters = change[0] * 0.25;\n let dimes = change[1] * 0.10;\n let nickels = change[2] * 0.05;\n let pennies = change[3] * 0.01;\n let total = quarters + dimes + nickels + pennies\n // console.log(total);\n return (total-amountDue >= 0)? true : false\n}", "function changeEnough(change, amountDue) {\n let changeValueArray = [.25, .10, .05, .01];\n let totalInPocket = 0;\n totalInPocket += changeValueArray[0]*change[0];\n totalInPocket += changeValueArray[1]*change[1];\n totalInPocket += changeValueArray[2]*change[2];\n totalInPocket += changeValueArray[3]*change[3];\n return totalInPocket >= amountDue;\n}", "function makeChange(totalDue, tillArray) {\n let remainingDue = totalDue;\n let changeToReturn = [];\n let currencyDict = {\n PENNY: 0.01,\n NICKEL: 0.05,\n DIME: 0.1,\n QUARTER: 0.25,\n ONE: 1,\n FIVE: 5,\n TEN: 10,\n TWENTY: 20,\n 'ONE HUNDRED': 100,\n };\n\n // reverse the order of the till array to cycle from largest currency to smallest\n tillArray = tillArray.reverse();\n changeToReturn = [];\n tillArray.forEach((currency) => {\n let runningCurrencyTotal = 0;\n let canMakeChange = true;\n while (canMakeChange) {\n //all this must be true to use the current currency to make change:\n //1.the remaining Due must be >0\n //2.the total in the till for the current currency must be able to be incremented down by the currency decrement\n //3. the remainingDue - the current curency decrement must be >= 0\n\n if (\n remainingDue > 0 &&\n currency[1] - currencyDict[currency[0]] >= 0 &&\n remainingDue - currencyDict[currency[0]] >= 0\n ) {\n //reduce currency by proper increment\n currency[1] -= currencyDict[currency[0]];\n //reduce remaining due by decrement amount\n remainingDue -= currencyDict[currency[0]];\n //fix the penny off issue by always making remaining due be two decimal places\n remainingDue = parseFloat(remainingDue.toFixed(2));\n // add that increment to the running total\n runningCurrencyTotal += currencyDict[currency[0]];\n } else {\n // if none of the above are true exit the while loop\n canMakeChange = false;\n }\n }\n\n //to avoid adding currencies with a zero value only push those with a running total greater than 0\n if (!runningCurrencyTotal <= 0) {\n let curencyArray = [currency[0], runningCurrencyTotal];\n changeToReturn.push(curencyArray);\n }\n });\n\n //final check for insufficient funds (if after attempting to make change we still have a remaining due)\n if (!remainingDue == 0) {\n registerResponse.status = 'INSUFFICIENT_FUNDS';\n changeToReturn = [];\n //reset till to original state\n till = tillBackup.slice(\"\");\n }\n\n return changeToReturn;\n }", "function changeEnough(change, amountDue) {\n let q = change[0] / 4;\n let d = change[1] / 10;\n let n = change[2] / 20;\n let p = change[3] / 100;\n return q + d + n + p >= amountDue;\n}", "function changeEnough(change, amountDue) {\n var sum = change[0]*0.25 + change[1]*0.1 + change[2]*0.05 + change[3]*0.01; //this will represent coins like quarters, nickles, etc\n return sum >= amountDue; //return the sum if it's greater than or equal to amountDue\n}", "function changeEnough(change, amountDue) {\n var quart = change[0]*0.25;\n var dimes = change[1]*0.10;\n var nickel = change[2]*0.05;\n var pennies = change[3]*0.01;\n\n var result = quart+dimes+nickel+pennies;\n\n if(result >= amountDue){\n return true;\n }\n else if(result < amountDue){\n return false;\n }\n}", "function makeChange(total, coinsArr) {\n if (total <= 0) { return []; }\n\n for (let i = 0; i < coinsArr.length; i++) {\n if (total >= coinsArr[i]) {\n total -= coinsArr[i];\n return [coinsArr[i]].concat(makeChange(total, coinsArr.slice(i, coinsArr.length)));\n }\n }\n}", "function checkCashRegister(price, cash, cid) {\n let cost = price;\n let givinCash = cash;\n let allCash = 0;\n for(let i = 0; i < cid.length; i++){\n allCash += cid[i][1];\n }\n allCash = allCash.toFixed(2);\n console.log(allCash);\n let fund = givinCash - cost;\n // First Condition: \n if(fund > allCash){\n return {\n status: \"INSUFFICIENT_FUNDS\",\n change: []\n }\n }\n let standard = [[\"PENNY\", 0.01], [\"NICKEL\", 0.05], [\"DIME\", 0.1], [\"QUARTER\", 0.25], [\"ONE\", 1], [\"FIVE\", 5], [\"TEN\", 10], [\"TWENTY\", 20], [\"ONE HUNDRED\", 100]];\n\n fund = fund.toFixed(2);\n console.log(fund);\n if(fund === allCash){\n return {\n status: \"CLOSED\",\n change: cid\n }\n }\nlet change = [];\n for(let x = 8; x >= 0; x--){\n if(fund > standard[x][1]){\n if(fund >= cid[x][1]){\n change.push([cid[x][0],cid[x][1]]);\n fund = (fund - cid[x][1]).toFixed(2);\n }else if(fund < cid[x][1]){\n let available = (fund - (fund % standard[x][1])).toFixed(2);\n fund = (fund % standard[x][1]).toFixed(2)\n console.log(fund);\n change.push([cid[x][0], parseFloat(available)]);\n }\n }\n }\n\n let finalCheck = 0;\n for(let j = 0; j < change.length; j++){\n finalCheck += change[j][1];\n }\n finalCheck = finalCheck.toFixed(2);\n fund = givinCash - cost;\n if(finalCheck != fund){\n return {\n status: \"INSUFFICIENT_FUNDS\",\n change: []\n }\n }\n return {\n status: \"OPEN\",\n change: change\n }\n\n}", "function checkCashRegister(price, cash, cid) {\n //all money values are multiplied by 100 to deal with precision errors involved with decimals\n const denomination = [10000, 2000, 1000, 500, 100, 25, 10, 5, 1];\n\n function transaction(price, cash, cid) {\n let changeNeeded = (cash - price) * 100;\n //money will be pushed to the second value in each array\n let moneyProvided = [\n [\"ONE HUNDRED\", 0],\n [\"TWENTY\", 0],\n [\"TEN\", 0],\n [\"FIVE\", 0],\n [\"ONE\", 0],\n [\"QUARTER\", 0],\n [\"DIME\", 0],\n [\"NICKEL\", 0],\n [\"PENNY\", 0],\n ];\n //take the cid, reverse it (like in Roman Numerals exercise), multiply values by 100\n let availCash = [...cid].reverse().map((el) => [el[0], el[1] * 100]);\n //get the total sum of all cash and divide by 100\n let sumOfCash = availCash.reduce((a, b) => a + b[1], 0) / 100;\n //if sumOfCash is exact change needed return\n if (sumOfCash === changeNeeded / 100) {\n return { status: \"CLOSED\", change: [...cid] };\n }\n //else, run this function\n else {\n for (let i = 0; i < availCash.length; i++) {\n //if denomination values are less than changeNeeded and availableCash values are greater than 0, run the while loop\n while (denomination[i] <= changeNeeded && availCash[i][1] > 0) {\n //1. moneyProvided array is increased by denomination value\n moneyProvided[i][1] += denomination[i];\n //2. changeNeeded is decreased by same denomination value\n changeNeeded -= denomination[i];\n //3. availCash is also decreased by same denomination value\n availCash[i][1] -= denomination[i];\n }\n }\n\n //clean up the moneyProvided array by\n let change = moneyProvided\n //1. resetting the money values by dividing by 100\n .map((el) => [el[0], el[1] / 100])\n //2. filtering out all non-empty dollar and value arrays\n .filter((el) => el[1] !== 0);\n //calculate the total of the change array\n let changeTotal = change.reduce((a, b) => a + b[1], 0);\n //if the total change is less than the change needed\n if (changeTotal < changeNeeded) {\n return { status: \"INSUFFICIENT_FUNDS\", change: [] };\n }\n return { status: \"OPEN\", change };\n }\n }\n\n //this is where the transaction function is called\n let answer = transaction(price, cash, cid);\n //here the final answer is provided if the 2 if statements don't catch it first\n console.log(answer);\n}", "function checkCashRegister(price, cash, cid) {\n var change;\n // Here is your change, ma'am.\n var currency = cash - price;\n var total = 0;\n\n var value = [\"ONE HUNDRED\", \"TWENTY\", \"TEN\", \"FIVE\", \"ONE\", \"QUARTER\", \"DIME\", \"NICKEL\", \"PENNY\"],\n coinAndBills = [100, 20, 10, 5, 1, 0.25, 0.10, 0.05, 0.01],\n newArr = [],\n money = [];\n\n\n for (var i = cid.length - 1; i >= 0; i--) {\n newArr.push(cid[i][1]);\n }\n\n\n newArr.map(function (number, i) {\n var lap = 0,\n name,\n sum = 0;\n\n while (currency >= coinAndBills[i] && number > 0) {\n\n lap += 1;\n name = value[i];\n sum = coinAndBills[i] * lap;\n currency -= coinAndBills[i];\n currency = Math.round(currency * 100) / 100;\n number -= coinAndBills[i];\n\n }\n\n if (name !== undefined && sum > currency) {\n money.push([name, sum]);\n }\n\n total = Math.round(((total += number) * 100) / 100);\n\n });\n\n\n if (total < currency || money == 0) {\n change = \"Insufficient Funds\";\n } else if (total == currency) {\n change = \"Closed\";\n } else {\n return money;\n }\n\n return change;\n\n}", "function checkCashRegister(price, cash, cid) {\n var denominations = [\n {'name': 'ONE HUNDRED' , value: 100.00},\n {'name': 'TWENTY' , value: 20.00},\n {'name': 'TEN' , value: 10.00},\n {'name': 'FIVE' , value: 5.00},\n {'name': 'ONE' , value: 1.00},\n {'name': 'QUARTER' , value: 0.25},\n {'name': 'DIME' , value: 0.10},\n {'name': 'NICKEL' , value: 0.05},\n {'name': 'PENNY' , value: 0.01}\n ];\n var totalCashInDrawer = 0.0;\n for (var j = 0; j < cid.length; j++) {\n totalCashInDrawer += cid[j][1];\n }\n\n var changeDue = cash - price;\n\n if(totalCashInDrawer < changeDue){\n console.log(\"Insufficient Funds\");\n return \"Insufficient Funds\";\n }else if(totalCashInDrawer === changeDue){\n console.log(\"Closed\");\n return \"Closed\";\n }\n\n var result = [];\n cid = cid.reverse();\n for(var i=0; i<denominations.length; i++){\n var value = 0.0;\n if(changeDue >= denominations[i].value){\n while (changeDue >= denominations[i].value && cid[i][1] >= denominations[i].value) {\n value += denominations[i].value;\n changeDue -= denominations[i].value;\n changeDue = Math.round(changeDue * 100)/100;\n cid[i][1] -= denominations[i].value;\n }\n result.push([denominations[i].name, value]);\n }\n }\n\n\n return changeDue === 0 ? result : \"Insufficient Funds\";\n\n}", "function coinChangeDP(coins, amount) {\n var array = [];\n var row = 0;\n var col = 0;\n\n //creating rows of an 1D array\n //if amount = 0, there is zero way to choose the number of coins\n for (; row <= coins.length; row++) {\n array.push([0]);\n }\n //creating a 2D array\n for (; row < array.length; row++) {\n for (; col < amount; col++) {\n array[row][col] = 0;\n }\n }\n //if amount = 0, there is zero way to choose the number of coins\n for (let row = 0; row <= coins.length; row++) {\n array[row][0] = 0;\n }\n //if there are no denominations and the amount is positive, there is no solution, so for convenience the result\n //can be infinite, in this case: assume 100 in this case\n for (let col = 1; col <= amount; col++) {\n array[0][col] = 100;\n }\n //choosing min num of ways for each amount (0 to 6)\n for (row = 1; row <= coins.length; row++) {\n //declaring the current coin\n let current_coin = coins[row - 1];\n for (col = 1; col <= amount; col++) {\n //if the denomination is less than the amount to be paid, then we consider two options, the option that requires fewer\n //will be choosen\n if (current_coin <= col) {\n array[row][col] = Math.min(\n array[row - 1][col],\n array[row][col - current_coin] + 1\n );\n }\n //if the amount to be paid is smaller than the highest denomination, then the denomination can be discarded\n else {\n array[row][col] = array[row - 1][col];\n }\n }\n }\n //console.log(array);\n return array[coins.length][amount];\n}", "function checkCashRegister(price, cash, cid) {\n var result = [];\n // Corresponding order amout of currency\n var curr = [0.01, 0.05, 0.1, 0.25, 1, 5, 10, 20, 100];\n // toFixed method would return a string representing the number, '+' sign would convert string into number type\n var change = +(cash - price).toFixed(2);\n // Here is your change, ma'am.\n var sum = 0;\n cid.forEach(function(arr) {\n sum += arr[1];\n });\n sum = +sum.toFixed(2);\n if (sum === change) {\n return \"Closed\";\n } else if (sum < change) {\n return \"Insufficient Funds\";\n } else {\n for (var i = cid.length - 1; i >= 0; i--) {\n var currAmount = cid[i][1].toFixed(2);\n var numOfOrder = Math.floor(change / curr[i]);\n if (numOfOrder > 0) {\n if (numOfOrder > currAmount / curr[i]) {\n change = (change - currAmount).toFixed(2);\n result.push([cid[i][0], +currAmount]);\n } else {\n change = (change - curr[i] * numOfOrder).toFixed(2);\n result.push([cid[i][0], +(curr[i] * numOfOrder).toFixed(2)]);\n }\n }\n }\n if (change > 0) {\n return \"Insufficient Funds\";\n } else {\n return result;\n }\n }\n}", "function handleClickEvent(){\n\n var amountReceived = document.getElementById(\"amount-received\").value;\n var amountDue = document.getElementById(\"amount-due\").value; \n var calculateChange = amountReceived - amountDue;\n console.log(calculateChange)\n \n// Write the code to display the messages shown for each change amount due. \n\nif (amountReceived == amountDue){\n \n alert('No Change Needed.');\n \n} else if (amountReceived < amountDue){\n \n alert ('Need More Money');\n} else {\n \n// Targeting dollar bills Only \nvar dollars = Math.floor(calculateChange);\ndocument.getElementById('dollars-output').innerHTML = dollars;\n\n\n// figure out how to seperate the change from whole number (decimal value) \nvar change = calculateChange % 1;\n console.log(change)\n\n\n// Targeting quarters only \nvar quarters = Math.floor(change/.25);\n \ndocument.getElementById('quarters-output').innerHTML = quarters;\nchange = change % .25;\n console.log(change)\n\n// Targeting dimes only \nvar dimes = Math.floor(change/.10);\nchange = change % .10;\ndocument.getElementById('dimes-output').innerHTML = dimes;\nconsole.log(change)\n\n\n// Targeting nickels only\nvar nickels = Math.floor(change/.05);\nchange = change % .05;\ndocument.getElementById('nickels-output').innerHTML = nickels;\nconsole.log(nickels)\n\n// Targeting pennies only \nvar pennies = Math.round(change/0.01);\nchange = change % .01;\ndocument.getElementById('pennies-output').innerHTML = pennies;\nconsole.log(pennies)\n\n}\n}", "function checkCashRegister(price, cash, cid) {\n\n // create a var to keep track of teh change to return\n let changeToReturn = (cash - price);\n // create a cipher that corresponds to the format of cash in drawer input so we can see if the value fits in our change to give\n const changeCipher = [.01, .05, .10, .25, 1, 5, 10, 20, 100];\n\n // find amount in drawer that can be used as change (demoniations less than or equal to then what we need to return) and correct for float decimal fragments\n let amount = cid.filter( (cidAmount , i) => {\n return changeCipher[i] <= changeToReturn;\n })\n .reduce( (accu, curr) => {\n return accu += curr[1];\n }, 0).toFixed(2);\n\n // if we can end this quick we will...\n // check teh amount if drawer can sustain the change to return\n if (changeToReturn > amount) {\n return 'Insufficient Funds';\n // and check to see if we are closing out the register with this amount of change\n } else if (amount - changeToReturn === 0) {\n return 'Closed';\n }\n\n // otherwise, lets build our return amount\n // create a var filled with change amounts we are giving back\n let change = [];\n\n // iterate through the money in the drawer backwards to find the largest values we can give them back first\n for (let i = changeCipher.length - 1; i >= 0; i--) {\n\n // create a temproary variable that will indicate if we are giving back any money from the drawer for this amount (.01,...,100)\n let amount = 0;\n\n // while the change in drawer is not empty for this amount AND the value can fit into the change we have left to return\n while (cid[i][1] !== 0 && (changeToReturn - changeCipher[i]).toFixed(2) >= 0) {\n\n // remove the current amount from the cash in drawer\n cid[i][1] -= changeCipher[i];\n // remove the curret amount from the change we have left to return\n changeToReturn -= changeCipher[i];\n // increment the amount of cash to give back at this value\n amount += changeCipher[i];\n \n }\n\n // if we are giving back change in this amount add it to the array of change we are returning\n if (amount > 0) {\n change.push([cid[i][0], amount]);\n } \n }\n\n return change;\n}", "function tickets(peopleInLine) {\n\n let change = {\n \"25\": 0,\n \"50\": 0,\n \"100\": 0\n };\n\n for (let i = 0; i < peopleInLine.length; i++) {\n let payment = peopleInLine[i];\n\n switch (payment) {\n case 25:\n change[\"25\"] += 1;\n break;\n case 50:\n if (change[\"25\"] <= 0) {\n return \"NO\";\n }\n change[\"25\"] -= 1;\n change[\"50\"] += 1;\n break;\n case 100:\n change[\"50\"] >= 1 ? change[\"50\"] -= 1 : change[\"25\"] -= 2;\n change[\"25\"] -= 1;\n if (change[\"25\"] < 0 || change[\"50\"] < 0) {\n return \"NO\";\n }\n break;\n }\n }\n return \"YES\";\n}", "function computeChange(coins, amount) {\n var i = 0; var creminder = AMOUNT; var ccoin; \n\n while( i < COINS.length )\n {\n while ( COINS[i] <= creminder )\n {\n creminder = creminder - COINS[i];\n ccoin = coincount [i] ;\n ccoin += 1;\n coincount [i] = ccoin ;\n\n }\n\n i++;\n }\n\n return coincount;\n}", "function checkout(){\r\n reset();\r\n let totalPrice = parseFloat(document.getElementById(\"price\").value); //price\r\n let cashPaid = parseFloat(document.getElementById(\"cashPaid\").value); //cash\r\n let checkoutArr = [\r\n [\"PENNY\",parseInt(document.getElementById(\"penny\").value)*0.01], //penny\r\n [\"NICKEL\",parseInt(document.getElementById(\"nickel\").value)*0.05], //nickel\r\n [\"DIME\",parseInt(document.getElementById(\"dime\").value)*0.1], //dime\r\n [\"QUARTER\",parseInt(document.getElementById(\"quarter\").value)*0.25], //quarter\r\n [\"ONE\",parseInt(document.getElementById(\"one\").value)], //one\r\n [\"FIVE\",parseInt(document.getElementById(\"five\").value)*5], //five\r\n [\"TEN\",parseInt(document.getElementById(\"ten\").value)*10], //ten\r\n [\"TWENTY\",parseInt(document.getElementById(\"twenty\").value)*20], //twenty\r\n [\"ONE HUNDRED\",parseInt(document.getElementById(\"oneHundred\").value)*100] //oneHundred\r\n ]\r\n console.log(checkoutArr);\r\n\r\n let result = checkCashRegister(totalPrice, cashPaid, checkoutArr);\r\n //document.getElementById(\"pOutput\").innerHTML = `${result['status']} ... ${result['change']}`;\r\n let newArr = [...checkoutArr];\r\n\r\n console.log(result);\r\n\r\n //Update new values into a temporary string\r\n if(result['change'].length > 0){\r\n for(let i = 0; i < result['change'].length; i++){\r\n for(let j = 0; j < newArr.length; j++){\r\n if(result.change[i][0] == newArr[j][0]){\r\n newArr[j][1] = newArr[j][1] - result.change[i][1];\r\n }\r\n }\r\n }\r\n }\r\n\r\n console.log(newArr);\r\n\r\n displayResult(result,newArr);\r\n}", "function checkChange(value) {\n if (Math.abs(changeAmountDue) >= machineCoinInventory[value].value) {\n changeCoinsDue[value].stock = Math.floor(changeAmountDue / machineCoinInventory[value].value);\n changeAmountDue -=\n machineCoinInventory[value].value *\n Math.floor(changeAmountDue / machineCoinInventory[value].value);\n } else {\n changeCoinsDue[value].stock = 0;\n }\n }", "function getChange(chg) {\n let change = chg * 100 // 2047\n let rem;\n let nums = []\n let noOfBills = 0;\n\n for (let i = 0; i < hieracy.length; i++) {\n let m = hieracy[i]\n // console.log(m, change)\n if (change > values[m]) {\n rem = change % values[m]\n noOfBills = (change - rem) / values[m] \n if (noOfBills <= cashReg[m]) { // if the count of bill is enough in cash reg\n nums.push({[m]: noOfBills }) \n change = rem\n } else {\n nums.push({[m]: cashReg[m] }) \n change = change - (cashReg[m] * 100)\n }\n }\n \n }\n return nums\n}", "function change(name,items,payment){\n let sumOfBuy = 0;\n for(let i = 0; i < items.length; i++){\n sumOfBuy += items[i];\n }\n let change = payment - sumOfBuy;\n if(name === \"John\"){\n if(change > 0){\n let fraction = change - Math.floor(change);\n change += fraction;\n } else {\n change = 0;\n }\n }\n return Math.round(change * 100) / 100;\n}", "function checkCashRegister(price, cash, cid) {\n let change = cash - price;\n let totalChange = 0;\n let ret = [];\n\n const table = [['PENNY', 0.01],\n ['NICKEL', 0.05],\n ['DIME', 0.10],\n ['QUARTER', 0.25],\n ['ONE', 1],\n ['FIVE', 5],\n ['TEN', 10],\n ['TWENTY', 20],\n ['ONE HUNDRED', 100]];\n\n let leftCid = cid.map((v, i) => {\n totalChange = +(totalChange + v[1]).toFixed(2);\n console.log(table[i]);\n return [v[0], +(v[1] / table[i][1]).toFixed(2)];\n });\n\n for(let i=8; i > -1; i--){\n if(change < table[i][1]) continue;\n let num = 0;\n while(change >= table[i][1] && leftCid[i][1] > 0 && totalChange > 0){\n leftCid[i][1] = +(leftCid[i][1]-1).toFixed(2);\n change = +(change - table[i][1]).toFixed(2);\n totalChange = +(totalChange - table[i][1]).toFixed(2);\n num++;\n }\n ret.push([table[i][0], +(table[i][1] * num).toFixed(2)]);\n if(change === 0) break;\n }\n if(change > 0) return 'Insufficient Funds';\n if(totalChange === 0) return 'Closed';\n return ret;\n}", "computeChange(denominations, amount) {\n const coinCount = [];\n //sorting denominations in descending order\n denominations.sort((a, b) => {\n return b - a;\n });\n denominations.forEach((denomination) => {\n if (amount >= denomination) {\n const remainder = amount % denomination;\n if (remainder === 0) {\n coinCount.push(amount / denomination);\n }\n else {\n amount = amount - remainder;\n coinCount.push(amount / denomination);\n }\n amount = remainder;\n }\n else {\n coinCount.push(0);\n }\n });\n return coinCount;\n }", "function main() {\n const cost = {\n 'bronze': 1, 'silver': 2, 'gold': 4\n };\n const coins = {\n 1 : 0,\n 2: 0,\n 4: 0\n }\n let valid = true;\n const cases = parseInt(readline());\n for (let i = 0; i < cases; i++) {\n const coin = cost[readline()];\n coins[coin] += 1;\n let change = coin - 1;\n // console.log('required change', change); \n while (change > 1 && coins[2] > 0) {\n change -= 2;\n coins[2] -= 1;\n // console.log('returning silver');\n }\n\n while (change > 0 && coins[1] > 0) {\n change -= 1;\n coins[1] -= 1;\n // console.log('returning bronze');\n }\n // console.log('change value ', change);\n valid = change === 0;\n\n if (!valid) break;\n }\n\n console.log(valid ? 'YES': 'NO');\n}", "calulatingChange(change, price, cost) {\n let amountOwned = cost - price;\n if (amountOwned === 0) {\n return 0;\n }\n const valueOfCoin = [\n { name: \"TOONIES\", value: 2.0 },\n { name: \"LOONIES\", value: 1.0 },\n { name: \"QUARTERS\", value: 0.25 }\n ];\n const changeReturned = change.reduce((received, currency) => {\n received[currency[0]] = currency[1]; //compare value received to current value\n return received;\n }, {});\n const amountOfCoin = valueOfCoin.reduce((received, currency) => {\n let amount = 0;\n\n while (currency.value <= amountOwned && amountOwned !== 0) {\n amountOwned -= currency.value;\n changeReturned[currency.name] -= currency.value;\n amount++;\n }\n if (amount > 0) {\n received.push([currency.name, amount]);\n }\n return received;\n }, []);\n change.forEach(asset => {\n asset[1] = changeReturned[asset[0]];\n return amountOfCoin;\n });\n }", "function tickets(peopleInLine) {\n var cashRegister = 0;\n var ticketPrice = 25;\n for (var i=0; i<peopleInLine.length; i++) {\n var isChangeNeeded = peopleInLine[i] - ticketPrice > 0;\n var changeToGive = peopleInLine[i] - ticketPrice;\n cashRegister = cashRegister + ticketPrice;\n if (isChangeNeeded) {\n cashRegister = cashRegister - changeToGive;\n if (cashRegister < 0) {\n return 'NO';\n }\n }\n }\n return 'YES';\n}", "function checkCashRegister2(price, cash, cid) {\n // All amounts are multiplied by 100 until the final result to avoid errors with floating point math\n const denominations = { \"PENNY\": 1, \"NICKEL\": 5, \"DIME\": 10, \"QUARTER\": 25, \"ONE\": 100, \"FIVE\": 500, \"TEN\": 1000, \"TWENTY\": 2000, \"ONE HUNDRED\": 10000 }\n let changeDue = (cash * 100 - price * 100);\n const register = cid.reverse().map(el => [el[0], Math.round(el[1]*100)]);\n const registerTotal = register.reduce((sum, elem) => (sum + elem[1]), 0);\n \n if (changeDue > registerTotal ) return \"Insufficient Funds\";\n if (changeDue === registerTotal ) return \"Closed\";\n\n let partial;\n let change = register.reduce((acc, elem) => {\n // for each denomination calculate the lesser of (a) the amount that could be paid with that\n // denomination without going over the amount owed, and (b) the actual amount of that denomination in \n // the register. Denominations not used to make change are excluded from the resulting array.\n partial = Math.min(elem[1], Math.floor(changeDue / denominations[elem[0]]) * denominations[elem[0]]);\n if ( partial > 0 ) {\n changeDue -= partial;\n acc.push([elem[0], partial / 100]);\n } return acc;\n }, [])\n \n // If the correct change could not be made from what was in the register.\n if (changeDue > 0 ) return \"Insufficient Funds\"\n\n return change;\n}", "function coinsChangeWays(coins, amount) {\n var array = [];\n var row = 0;\n var col = 0;\n\n //creating rows of an 1D array\n for (let j = 0; j <= coins.length; j++) {\n array.push([0]);\n }\n //creating a 2D array\n for (let i = 0; i < array.length; i++) {\n for (let j = 0; j < 6; j++) {\n array[i][j] = 0;\n }\n }\n //if amount = 0, there is only 1 way to choose the number of coins\n for (let row = 0; row <= coins.length; row++) {\n array[row][0] = 1;\n }\n\n for (row = 1; row <= coins.length; row++) {\n for (col = 1; col <= amount; col++) {\n let coin = coins[row - 1];\n // array[row][col] = array[row][col-1]+1;\n if (coin <= col) {\n array[row][col] = array[row - 1][col] + array[row][col - coin];\n } else {\n array[row][col] = array[row - 1][col];\n }\n }\n }\n\n //console.log('Ways to choose the amount', array[coins.length][amount]);\n //console.log(array.length);\n}", "function nbMonths(startPriceOld, startPriceNew, savingperMonth, percentLossByMonth){\n \n // Case 1 : the old man has enough money\n \n // We return 0 for the number of month and the difference between the two prices\n if(startPriceOld >= startPriceNew) {return [0, Math.round(startPriceOld - startPriceNew)];}\n \n \n // Case 2 : the old man doesn't have enough money\n \n // We initiate two variables, months for the number of months he's been waiting\n // and total for the total money he has\n var months = 0, total = startPriceOld;\n \n // As long as the old man doesn't have enough money, we loop again for a new month\n while(total < startPriceNew) {\n // We add the savingperMonth for the new month\n total += savingperMonth;\n \n // We adjust the price of the old car\n total -= startPriceOld * percentLossByMonth / 100;\n \n \n // Applying the interest rate on the new car price and \n startPriceNew -= startPriceNew * percentLossByMonth / 100;\n startPriceOld -= startPriceOld * percentLossByMonth / 100;\n \n // We increase the month counter\n months++;\n \n // Increasing the rate for all the even months (we use the increased rate immediately after month 1)\n // So each time the numbers of passed months is odd, we increase the rate\n months % 2 !== 0 ? percentLossByMonth += 0.5 : percentLossByMonth;\n \n } // end while\n \n // Returning the number of months and what the old man has left after the purchase (rounded to units)\n return [months, Math.round(total - startPriceNew)];\n \n}", "function checkCashRegister(price, cash, cid) {\n // Initialise result\n let result = {\n status: null,\n change: []\n };\n\n // Calculate total change in the register\n let changeInRegister = 0.0;\n for (let i = 0; i < cid.length; i++) {\n changeInRegister += cid[i][1];\n }\n changeInRegister = Math.round(changeInRegister * 100) / 100;\n console.log(\"Total change in register at start: \" + changeInRegister);\n\n // Change owed is the cash provided less the price\n let changeOwed = cash - price;\n console.log(\"Change owed: \" + changeOwed);\n\n // Handle case where change in register is exactly what is owed\n if (changeInRegister === changeOwed) {\n result.status = \"CLOSED\";\n result.change = cid;\n return result;\n }\n\n // Handle insufficient total change value in the register\n if (changeInRegister < changeOwed) {\n result.status = \"INSUFFICIENT_FUNDS\";\n result.change = [];\n return result;\n }\n\n // Attempt to provide exact change\n let solutionFound = false;\n for (let i = 0; i < denominations.length; i++) {\n let nameOfThisDenomination = denominations[i][\"name\"]\n let valueOfThisDenomination = denominations[i][\"value\"];\n\n // If handing out even one of these is more than we owe, try next denom.\n if (valueOfThisDenomination > changeOwed) {\n console.log(\"Skipping \" + nameOfThisDenomination)\n continue;\n }\n\n let availableInThisDenomination = cid\n .filter( c => { return c[0] === nameOfThisDenomination })[0][1];\n console.log(\"Available in \" + nameOfThisDenomination \n + \" is: $\" + availableInThisDenomination\n + \" which are each worth $\" + valueOfThisDenomination);\n\n if (availableInThisDenomination === 0.0) {\n console.log(\"We don't have any of these.\");\n continue;\n }\n\n let thisDenominationGiven = 0;\n while (availableInThisDenomination > 0 \n && changeOwed > 0\n && changeOwed >= valueOfThisDenomination) {\n console.log(\"Allocating a: \" + nameOfThisDenomination);\n changeOwed -= valueOfThisDenomination;\n changeOwed = Math.round(changeOwed * 100) / 100;\n availableInThisDenomination -= valueOfThisDenomination;\n thisDenominationGiven++;\n }\n\n if (thisDenominationGiven > 0) {\n result.change.push([nameOfThisDenomination, \n thisDenominationGiven * valueOfThisDenomination]);\n \n console.log(\"Change so far is: \" + result.change \n + \". Still owe:\" + changeOwed);\n }\n\n if (Math.round(changeOwed * 100) / 100 == 0) {\n console.log(\"Solution found.\")\n solutionFound = true;\n break;\n }\n }\n \n if (solutionFound) {\n result.status = \"OPEN\";\n console.log(result);\n return result;\n } else {\n // Handle situation where we don't have the right change\n result.status = \"INSUFFICIENT_FUNDS\";\n result.change = [];\n return result;\n }\n}", "function calculateCoin(product) {\n productListData.forEach(productCheck => {\n if (product == productCheck.name) {\n let productPrice = parseInt(productCheck.price);\n if (productPrice <= totalCoin) {\n change = totalCoin - productPrice;\n while (change > 0) {\n let coinValue = [10, 5, 2, 1];\n coinValue.some((coin, index) => {\n if (change >= coin) {\n change -= coin;\n changeCoin[index]++\n return true\n }\n });\n }\n \n // Edit display in Modal to display change\n document.getElementById(\"productModalContent\").innerHTML = `\n <img class=\"mt-4 w-50 mx-auto\" src=\"/images/youGotModal.svg\" alt=\"\">\n <img src=\"${productCheck.image}\" alt=\"\" class=\"mx-auto mt-4\" style=\"width: 45%; border-radius: 5%\">\n <h5 class=\"mx-auto mt-4 modalFontColor\">${productCheck.name}: ${productCheck.price} Baht</h5>\n <h5 class=\"mx-auto mt-2 modalFontColor\">Change:</h5>\n <div class=\"d-flex mx-auto\">\n <h5 class=\" mt-2 modalFontColor mr-3\">10 ฿ x ${changeCoin[0]}</h5>\n <h5 class=\" mt-2 modalFontColor ml-3\">5 ฿ x ${changeCoin[1]}</h5>\n </div>\n <div class=\"d-flex mx-auto\">\n <h5 class=\" mt-2 modalFontColor mr-3\">2 ฿ x ${changeCoin[2]}</h5>\n <h5 class=\" mt-2 modalFontColor ml-3\">1 ฿ x ${changeCoin[3]}</h5>\n </div>\n `;\n resetCoin()\n }\n else\n {\n // Edit Modal when not enough coins to buy the product\n document.getElementById(\"productModalContent\").innerHTML = `\n <img src=\"/images/coin.svg\" alt=\"\" class=\"mx-auto mt-5\" style=\"width: 45%; border-radius: 5%\">\n <h5 class=\"mx-auto mt-5 modalFontColor\">Not enough coins</h5>\n <h5 class=\"mx-auto mt-5 w-100 text-center modalFontColor\">Please insert coins <br> according to the product price.</h5>\n `;\n }\n }\n });\n}", "function coinChange2 (coins, amount) {\r\n\tif (amount === 0) return 0;\r\n\tlet dp = [],\r\n\t\t\tsum = 1;\r\n\tdp[0] = 0;\r\n\twhile (sum <= amount) {\r\n\t\tfor (let i = 0; i < coins.length; i ++) {\r\n\t\t\tlet before = dp[sum - coins[i]] + 1;\r\n\t\t\tif (sum >= coins[i] && before > 0) {\r\n\t\t\t\tif (typeof dp[sum] === \"undefined\") {\r\n\t\t\t\t\tdp[sum] = before;\r\n\t\t\t\t} else {\r\n\t\t\t\t\tdp[sum] = Math.min(dp[sum], before);\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\t\tsum ++;\r\n\t}\r\n\treturn dp[amount] || -1;\r\n}", "function numberOfWaysToMakeChange(n, denoms) {\n // Write your code here.\n // make an array to store a min number of ways to make change between 0 and n\n //each index will represent a specific amount of money and will go up to the target amount(n)\n //every value at each idx will be the min number of ways that we have to make\n //change using the denominations to make change for the amount that is represented by idx\n\n //the value at idx 0 will always be 1 (because there's only 1 way to make 0 => NOT TO MAKE ANY CHANGE)\n\n //Iterate through denominations array\n //for each denomination iterate through all the amounts of ways and update the number of ways\n //in order to make that amount(target amount ===curIdx)\n //compare the denomination with a target amount\n\n //EX: the number of ways to make 2 by using only 1$ coins === 1 (adding 1$+1$)\n\n let ways = new Array(n + 1).fill(0); //n+1 because we add 0 at the beginning\n ways[0] = 1; //the value at idx 0 will always be 1 (because there's only 1 way to make 0\n // => NOT TO MAKE ANY CHANGE)\n\n for (let coin of denoms) {\n for (let amount = 1; amount < n + 1; amount++) {\n //can we use a current coin(from denom to make change to the current amount(idx))\n if (coin <= amount) {\n ways[amount] += ways[amount - coin];\n }\n }\n }\n return ways[ways.length - 1];\n}", "function coin_change(coins, amount)\r\n{\r\n const dp = new Array(amount+1);\r\n\r\n dp.fill(12);\r\n\r\n dp[0] = 0;\r\n for(let i=0;i<=amount;i++){\r\n for(let j=0;j<coins.length;j++){\r\n if(coins[j] <= i){\r\n \r\n let temp = i-coins[j];\r\n console.log(\"dp[i-coins[j]\",i,temp,coins[j],dp[temp]);\r\n let val = 1+ dp[temp];\r\n console.log(\"val\",val);\r\n dp[i] = Math.min(dp[i],val);\r\n console.log(\"dp value\",dp[i]);\r\n }\r\n }\r\n }\r\n console.log(\"dp[amount\",dp[amount]);\r\n return dp[amount] > amount ? -1 : dp[amount];\r\n\r\n}", "function Buy(i) {\n //checking if there is enough gold to buy resource\n if (goldAmount >= prices[i]) {\n //increasing amount of resource\n amounts[i]++;\n //decreasing amount of gold by price\n goldAmount -= prices[i];\n }\n else\n {\n //no money alert\n alert(\"You don't have money\");\n }\n}", "function haveEnough() {\n var totalPrice = applePrice * apples + breadPrice * bread;\n var total = money >= totalPrice;\n\n return total;\n}", "function changeMaker(coins, val){\n let remainingAmount = val\n\n\n let coinsUsed = {\n numberOfCoins: 0\n }\n\n\n for(const item of coins){\n const count = Math.floor(remainingAmount / item);\n // this creates the key-value pair inside the coinsUsed object \n coinsUsed[item] = count\n remainingAmount = remainingAmount - (item * count)\n coinsUsed.numberOfCoins += count\n }\n return coinsUsed;\n}", "vendingMachine(amount){\n var notes_arr = [1000, 500, 100, 50, 20, 10, 5, 2, 1];\n var notes_counters =[];\n\n for (let i = 0; i < 9; i++) {\n if (amount>=notes_arr[i]) {\n notes_counters[i] = Math.floor(amount/notes_arr[i]);\n if (notes_counters[i]!=0) {\n console.log('Number of notes of ', notes_arr[i], 'RS are ', notes_counters[i]);\n }\n amount = amount - (notes_counters[i] * notes_arr[i]); \n }\n \n }\n }", "getChangeAmounts(availableValues) {\n let remainingIncome = this.getIncome();\n const sortedValues = [...availableValues].sort((a, b) => b - a);\n const result = new Map();\n sortedValues.forEach((currencyValue) => {\n while (remainingIncome > currencyValue) {\n if (!result.has(currencyValue)) {\n result.set(currencyValue, 1);\n } else {\n result.set(currencyValue, result.get(currencyValue) + 1);\n }\n remainingIncome -= currencyValue;\n }\n });\n return result;\n }", "function addChange(cashArr) {\n let total = 0;\n for (let x = 0; x < cashArr.length; x++) {\n total = total + cashArr[x][1];\n }\n return total;\n }", "function checkCashRegister(price, cash, drawer) {\n // using only cents to calculate change\n var change = 100 * (cash - price);\n var moneyUnits = [1, 5, 10, 25, 100, 500, 1000, 2000, 10000];\n // record of amount taken out of drawer\n var amtToReturn = [];\n\n for (var i = drawer.length - 1; i >= 0; i--){\n var amtFromDrawer = 0;\n // find largest unit denominator && is there enough in drawer && was all change given to customer?\n while (moneyUnits[i] <= change && drawer[i][1] > 0 && change > 0){\n // reduce amount in drawer\n drawer[i][1] -= moneyUnits[i]/100;\n // reduce amount from change\n change -= moneyUnits[i];\n // money taken out of drawer\n amtFromDrawer += moneyUnits[i]/100; \n }\n if (amtFromDrawer !== 0){\n // [money unit name, amount]\n amtToReturn.push([drawer[i][0], amtFromDrawer]);\n }\n }\n\n // if there is still some change left over\n if (change !== 0){\n return \"Insufficient Funds\";\n }\n\n // if there is any money left in drawer\n for (var j = 0; j < drawer.length; j++){\n if (drawer[j][1] > 0){\n return amtToReturn;\n }\n }\n\n // if register is empty\n return \"Closed\";\n}", "function tickets(peopleInLine){\r\n\r\n var bills = [100, 50, 25]\r\n , canSell = \"YES\"\r\n , bank = {\"100\": 0, \"50\": 0, \"25\": 0}\r\n , change = 0\r\n ;\r\n\r\n peopleInLine.forEach(function(person){\r\n bank[person]++;\r\n change = person - 25;\r\n bills.forEach(function(bill){\r\n while (bank[bill] && change > 0 && change >= bill) {\r\n change = change - bill;\r\n bank[bill]--;\r\n }\r\n });\r\n if (change > 0) canSell = \"NO\";\r\n });\r\n \r\n return canSell;\r\n}", "function coinChangeOptimizedDP(coins, amount) {\n var array = [];\n var row = 0;\n var col = 0;\n\n //creating rows of an 1D array\n for (; col <= amount; col++) {\n array.push(0);\n }\n //if there are no denominations and the amount is positive, there is no solution, so for convenience the result\n //can be infinite, in this case: assume 100 in this case\n for (let col = 1; col <= amount; col++) {\n array[col] = 100;\n }\n for (let i = 1; i <= coins.length; i++) {\n //declaring the current coin\n let current_coin = coins[i - 1];\n for (let col = current_coin; col <= amount; col++) {\n array[col] = Math.min(array[col], array[col - current_coin] + 1);\n }\n }\n console.log(array);\n return array[amount];\n}", "function drawer(price, cash, cid) {\n\t//Avoids floating point inaccuracies by converting to cents\n\tprice = convert100(price);\n\tcash = convert100(cash);\n\tcid = cid.map(function(val) {\n\t\treturn [val[0], convert100(val[1])];\n\t});\n\tvar denom = [1, 5, 10, 25, 100, 500, 1000, 2000, 10000];\n\tvar change = cash - price;\n\t//Calculates total cash in drawer\n\tvar cidTotal = cid.reduce(function(a, b) {\n\t\treturn a + b[1];\n\t}, 0);\n\tif (change > cidTotal) {\n\t\treturn \"Insufficient Funds\";\n\t} else if (change === cidTotal) {\n\t\treturn \"Closed\";\n\t} else {\n\t\tvar returned = [];\n\t\tfor (var i = cid.length - 1; i >= 0; i--) {\n\t\t\tif (denom[i] < change) {\n\t\t\t\tconsole.log('Change is payable from ' + cid[i][0]);\n\t\t\t\tvar thisDenom = [cid[i][0], 0];\n\t\t\t\twhile (change - denom[i] >= 0 && cid[i][1] > 0) {\n\t\t\t\t\tconsole.log('Change: ' + change)\n\t\t\t\t\tconsole.log('Cash: ' + cid[i][1]);\n\t\t\t\t\tcid[i][1] -= denom[i];\n\t\t\t\t\tchange -= denom[i];\n\t\t\t\t\tthisDenom[1] += denom[i];\n\t\t\t\t}\n\t\t\t\tconsole.log('final change: ' + change);\n\t\t\t\tthisDenom[1] = convertToDec(thisDenom[1]);\n\t\t\t\treturned.push(thisDenom);\n\t\t\t}\n\t\t}\n\t\treturn returned;\n\t}\n}", "function ones(x){\n\n if (x / 1 >= 1) {\n\n let dollars = Math.floor(x / 1);\n new_amount = new_amount - (dollars * 1);\n change_machine.push(dollars);\n } else {\n change_machine.push(0);\n }\n\n }", "function depositProfit(deposit, rate, threshold) {\n let yearsToMature = 0\n let rateOfReturn = rate / 100\n while (deposit < threshold) {\n deposit += (deposit * rateOfReturn)\n yearsToMature++\n }\n return yearsToMature\n}", "function profitGenerated(days,clicks,rClick,renewingCost)\r\n{\r\n var nbo_generated = clicks * rClick;\r\n var nbo_eachDayCosts = ( (100-discountObtained()) * renewingCost / 100 ) / 30;\r\n var nbo_expenses = nbo_eachDayCosts * days;\r\n return (nbo_generated - nbo_expenses);\r\n}", "function coinsChange(input) {\n change = Number(input);\n let changeCoins = change * 100;\n let coins = 0;\n\n while(changeCoins >= 1) {\n switch(true) {\n case (changeCoins >= 200):\n coins++;\n changeCoins -= 200;\n break;\n case (changeCoins >= 100):\n coins++;\n changeCoins -= 100;\n break;\n case (changeCoins >= 50):\n coins++;\n changeCoins -= 50;\n break;\n case (changeCoins >= 20):\n coins++;\n changeCoins -= 20;\n break;\n case (changeCoins >= 10):\n coins++;\n changeCoins -= 10;\n break;\n case (changeCoins >= 5):\n coins++;\n changeCoins -= 5;\n break;\n case (changeCoins >= 2):\n coins++;\n changeCoins -= 2;\n break;\n case (changeCoins >= 1):\n coins++;\n changeCoins -= 1;\n break;\n }\n }\n\n console.log(coins);\n\n}", "function makeChange() {\n //initialize a var for each coin, get the amount we're converting, and turn it into cents\n var quarters = 0;\n var dimes = 0;\n var nickels = 0;\n var pennies = 0;\n var total = $('#totalInField').val();\n total *= 100;\n\n //Use floor with division to get the total amount of a coin,\n // then use mod to get the remainder change minus the amount converted\n quarters = Math.floor(total / 25);\n total = total % 25;\n dimes = Math.floor(total / 10);\n total = total % 10;\n nickels = Math.floor(total / 5);\n total = total % 5;\n pennies = Math.floor(total);\n\n //Converts to a human readable message by checking if it needs a plural name, commas etc. \n var message = \"\";\n if (quarters !== 0) {\n message += quarters;\n if (quarters > 1) {\n message += \" Quarters\";\n } else {\n message += \" Quarter\";\n }\n } \n if (dimes !== 0) {\n \n if (message !== \"\") {\n message+= \", \";\n }\n message +=dimes;\n if (dimes > 1) {\n message += \" Dimes\";\n } else {\n message += \" Dime\";\n }\n }\n if (nickels !== 0) {\n if (message !== \"\") {\n message+= \", \";\n }\n message += nickels;\n if (nickels > 1) {\n message += \" Nickels\";\n } else {\n message += \" Nickel\";\n }\n }\n if (pennies !== 0) {\n if (message !== \"\") {\n message+= \", \";\n }\n message += pennies;\n if (pennies > 1) {\n message += \" Pennies\";\n } else {\n message += \" Penny\";\n }\n }\n if (message === \"\" ) {\n message += \"No Change\";\n }\n $('#changeBox').val(message);\n clear();\n}", "function change(money){\n coin_change = {\n 'quarter': 0,\n 'dime': 0,\n 'nickel': 0,\n 'penny' : 0\n }\n\n while (money > 0) {\n if(money / 25 >= 1){\n money -= 25;\n coin_change['quarter']++;\n }\n else if(money / 10 >= 1){\n money -= 10;\n coin_change['dime']++;\n }\n else if(money / 5 >= 1){\n money -= 5;\n coin_change['nickel']++;\n }\n else if(money > 0){\n money -= 1;\n coin_change['penny']++;\n }\n }\n return coin_change;\n}", "function changeCalc() {\r\n let input = document.getElementById('inputChange').value;\r\n let output = document.getElementById('changeGiven');\r\n\r\n input *= 100;\r\n \r\n let qNbr = 0;\r\n let dNbr = 0;\r\n let nNbr = 0;\r\n let pNbr = 0;\r\n \r\n if (input >= 25) {\r\n do {\r\n qNbr++;\r\n input -= 25;\r\n } while (input >= 25);\r\n }\r\n if (input >= 10) {\r\n do {\r\n dNbr++;\r\n input -= 10;\r\n } while (input >= 10);\r\n }\r\n if (input >= 5) {\r\n do {\r\n nNbr++;\r\n input -= 5;\r\n } while (input >= 5);\r\n } \r\n if (input > 1) {\r\n do {\r\n pNbr++;\r\n input -= 1;\r\n } while (input >= 1);\r\n } \r\n output.textContent = \"Change: \"+qNbr + \" quarters \" + dNbr + \" dimes \" + nNbr + \" nickels \" + pNbr + \" pennies\";\r\n}", "function checkOweing(value) {\n if (changeAmountDue >= machineCoinInventory[value].value) {\n changeCoinsDue[value].stock = Math.floor(changeAmountDue / machineCoinInventory[value].value);\n changeAmountDue -=\n machineCoinInventory[value].value *\n Math.floor(changeAmountDue / machineCoinInventory[value].value);\n } else {\n changeCoinsDue[value].stock = 0;\n }\n }", "function unitChange(units,changeRequired){//recursive unit change could use further refactoring\n let changeCounter=0; //counter for a particular unit\n while(true){\n const nextIncrementTest = (changeCounter+1)*units[0][1]\n const changeFullfilled = nextIncrementTest > changeRequired;\n const availableReached = nextIncrementTest > units[0][2];\n if(changeFullfilled||availableReached){\n if(changeCounter*units[0][1]!=0){\n builtChange.push([units[0][0],changeCounter*units[0][1]]);\n }\n //compute change remaining after allocating previous unit\n let changeRemaining = fullChangeRequired -registerTotal(builtChange);\n changeRemaining=Math.round(changeRemaining*100)/100;\n if(changeRemaining>0){//still more change required\n const newUnits = [...units];\n newUnits.shift();//remove active unit and go to next\n return unitChange(newUnits,changeRemaining);//call recursive function again\n }\n else{//no more change required\n break;\n }\n }\n else{//more room to collect the unit change\n changeCounter++;\n }\n }\n }", "function checkCashRegister2(price, cash, cid) {\n\n const denominations = [\n {name: 'ONE HUNDRED', value: 100},\n {name: 'TWENTY', value: 20},\n {name: 'TEN', value: 10},\n {name: 'FIVE', value: 5},\n {name: 'ONE', value: 1},\n {name: 'QUARTER', value: 0.25},\n {name: 'DIME', value: 0.10},\n {name: 'NICKEL', value: 0.05},\n {name: 'PENNY', value: 0.01}\n ];\n\n let change = +(cash - price).toFixed(2);\n\n const register = cid.reduce(function(acc, curr) {\n acc.total += curr[1];\n acc.total = +acc.total.toFixed(2);\n acc[curr[0]] = curr[1];\n return acc;\n }, {total: 0});\n\n const returnChange = denominations.reduce((acc, curr) => {\n let value = 0;\n while(register[curr.name] > 0 && change >= curr.value) {\n change -= curr.value;\n register[curr.name] -= curr.value;\n value += curr.value;\n\n change = Math.round(change * 100) / 100;\n }\n\n if(value > 0) {\n acc.push([curr.name, value]);\n }\n\n return acc;\n\n }, []);\n\n if (register.total < change) {\n return \"Insufficient Funds\";\n } else if(register.total === change) {\n return \"Closed\";\n } else {\n return returnChange;\n }\n\n}", "function main(desiredProfit, cocktailsAndAmount) {\n\tlet cocktailName;\n\tlet clubProfit = 0;\n\n\twhile (cocktailsAndAmount !== undefined) {\n\t\t//let numOfCocktails = Number(cocktailOrCommandAndNumOfCocktails.shift());\n\t\tcocktailName = cocktailsAndAmount.shift();\n\n\t\tif (cocktailName != \"Party!\" && clubProfit < desiredProfit) {\n\t\t\tlet numberOfCocktails = Number(cocktailsAndAmount.shift());\n\t\t\tlet cocktailPrice = cocktailName.length;\n\t\t\tlet totalTab = numberOfCocktails * cocktailPrice;\n\n\t\t\tif (totalTab % 2 != 0) {\n\t\t\t\t//this is if the number is odd\n\t\t\t\ttotalTab -= totalTab * 0.25;\n\t\t\t\t//totalTab = totalTab - (totalTab * 0.25)\n\t\t\t\t//0.25 -> 25%\n\t\t\t}\n clubProfit += totalTab;\n\t //clubProfit = clubProfit + totalTab\n\t\t\n } else if (cocktailName == \"Party!\" && clubProfit < desiredProfit) {\n\t\t\tlet moneyNeeded = (desiredProfit - clubProfit).toFixed(2);\n\t\t\tconsole.log(`We need ${moneyNeeded} dollars more.`);\n\t\t\tconsole.log(`Club income - ${clubProfit.toFixed(2)} dollars.`);\n\t\t\tbreak;\n\t\t\t//if this statement is true then it breaks here and ends the code\n\t\t\n } else if (clubProfit >= desiredProfit) {\n\t\t\tconsole.log(`Target acquired.`);\n\t\t\tconsole.log(`Club income - ${clubProfit.toFixed(2)} dollars.`);\n\t\t\tbreak;\n\t\t\t//if this statement is true then it breaks here and ends the code\n\t\t}\n\t}\n}", "function calcSupply(value) {\r\n var arr =[];\r\n arr[0] = arguments[0];\r\n arr[1] = arguments[1];\r\n arr[2] = arguments[2];\r\n arr[3] = arguments[3];\r\n console.log((arr[1]-arr[0])*365*arr[2]+'kg of '+ arr[3]+' would be enough until I am ' + arr[1]+' years old.');\r\n\r\n}", "function divadeThanAdd(arrToChange) {\n var newArrBig = [];\n for (var i = 0; i < arrToChange.length; i++) {\n if (arrToChange[i] == 0) {\n arrToChange[i] = 20;\n newArrBig = arrToChange;\n } else {\n arrToChange[i] = ((arrToChange[i] / 2) + 5);\n newArrBig = arrToChange;\n }\n } return newArrBig;\n}", "function fives(x){\n\n if (x / 5 >= 1) {\n\n let dollars = Math.floor(x / 5);\n new_amount = new_amount - (dollars * 5);\n change_machine.push(dollars);\n } else {\n change_machine.push(0);\n }\n\n }", "function returnChange (money) {\n\n// use MOD it gives you the remainer\n\n var change = {\n twenties : 0,\n tens : 0,\n fives : 0,\n ones : 0,\n quarters : 0,\n dimes : 0,\n nickels : 0,\n pennies : 0\n };\n var moneyAfter = {\n div : 0,\n rem : 0\n };\n var changeKind = [2000, 1000, 500, 100, 25, 10, 5, 1];\n var lookup = {\n twenties : 2000,\n tens : 1000,\n fives : 500,\n ones : 100,\n quarters : 25,\n dimes : 10,\n nickels : 5,\n pennies : 1\n };\n\n moneyAfter.rem = money*100; // get into no decimal cents\n\n// moneyAfter = domination(money, 2000);\n// change.twenties = moneyAfter.div;\n// moneyAfter = domination(moneyAfter.rem, 1000);\n// change.tens = moneyAfter.div;\n\n for (var units in lookup) {\n moneyAfter = domination(moneyAfter.rem, lookup[units]);\n change[units] = moneyAfter.div;\n }\n\n return change;\n\n}", "function coinChange(amount, setsize, coins, usedcoins){\n\n if (amount == 0) {\n console.log(usedcoins); //print the s\n return 1;\n }\n\n if (amount < 0 || setsize == 0 && amount >= 0) {\n return 0;\n }\n\n let used2 = usedcoins.slice(0);\n let branch2 = coinChange(amount, setsize-1, coins, used2);\n\n let used1 = usedcoins.slice(0);\n used1[setsize-1] = used1[setsize-1] + 1;\n let branch1 = coinChange(amount-coins[setsize-1], setsize, coins, used1);\n\n var result = branch1 + branch2;\n return result;\n}", "function nonConstructibleChange(coins) {\n coins.sort((a,b)=>a-b);\n\tlet change = 0;\n\tfor (let i = 0; i < coins.length; i++ ) {\n\t\tif (change+1 < coins[i]) {\n\t\t\treturn change + 1\n\t\t} else change += coins[i]\n\t}\n \treturn change + 1;\n}", "function tickets(peopleInLine) {\r\n\r\n var ticket = 25\r\n ,change = 0\r\n ,bills = []\r\n ,drawer = 0\r\n ;\r\n\r\n if (peopleInLine[0] > ticket) return \"NO\";\r\n\r\n for (var i = 0; i < peopleInLine.length; i++) {\r\n change = peopleInLine[i] - ticket;\r\n if (peopleInLine[i] > ticket) {\r\n //figure out the change\r\n if (change === 75) {\r\n //if there's a 50 and a 25 use that\r\n //else if there are three 25's use them\r\n //else return no\r\n if (bills.indexOf(50) !== -1 && bills.indexOf(25) !== -1) {\r\n bills.splice(bills.indexOf(50),1);\r\n bills.splice(bills.indexOf(25),1);\r\n } else if (bills[2] === 25) {\r\n bills.splice(0,3);\r\n } else {\r\n return 'NO';\r\n }\r\n }\r\n if (change === 50) {\r\n //if there's a 50 use it\r\n //else if there's two 25's use them\r\n //else return no\r\n if (bills.indexOf(50) !== -1) {\r\n bills.splice(bills.indexOf(50),1);\r\n } else if (bills[1] === 25) {\r\n bills.splice(0,2);\r\n } else {\r\n return 'NO';\r\n }\r\n }\r\n if (change === 25) {\r\n //use a 25, if there is no 25 then return 'NO'\r\n if (bills[0] === 25) {\r\n bills.splice(0,1);\r\n } else {\r\n return 'NO';\r\n }\r\n }\r\n }\r\n bills.push(peopleInLine[i]);\r\n bills.sort((a,b) => a-b);\r\n drawer = bills.reduce((a, b) => a + b); \r\n }\r\n return 'YES';\r\n}", "function spareChange(money){\n if(money > 100){\n return true;\n }else{\n return false;\n }\n}", "function calculateBuy() {\n var bestTotalIndexBuy = -1;\n var bestMonthlyIndexBuy = -1;\n var bestTotalIndexLease = -1;\n var bestMonthlyIndexLease = -1;\n\n var iterLease = 0;\n var iterBuy = 0;\n\n //Process the Lease Modules in the array\n leaseModules.forEach(function(element) {\n //Initialize Parameters\n var monthlyPayment = 0;\n var total = 0;\n var downPayment = 0;\n\n //If there is no monthly payment, dont bother calculating\n if (element.monthlyPaymentInput.value == \"\") {\n element.total.innerHTML = \"-\";\n element.monthlyPayment.innerHTML = \"-\";\n return;\n }\n\n //Get monthly payment\n monthlyPayment = parseFloat(element.monthlyPaymentInput.value);\n\n //If theres a payment length, calculate the total and subtract the discounts\n if (element.paymentLength.value != \"\") {\n var total = parseFloat(element.monthlyPaymentInput.value) * parseFloat(element.paymentLength.value);\n //Subtract the discounts\n element.discounts.forEach(function(element1) {\n if (element1.value != \"\") {\n total = total - parseFloat(element1.value);\n }\n });\n\n //Check if total is negative, show an error if true\n if (total < 0) {\n element.discounts.forEach(function(element1) {\n element1.style.backgroundColor = \"LightCoral\";\n });\n element.total.innerHTML = \"Error: Discounts can't be more than total\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.discounts.forEach(function(element1) {\n element1.style.backgroundColor = \"white\";\n });\n }\n\n //If there is a downPayment, process it\n if (element.downPayment.value != \"\") {\n\n //If downpayment is in money\n if (element.downMoney.checked) {\n downPayment = parseFloat(element.downPayment.value);\n if ((total - downPayment) < 0) {\n element.downPayment.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Down Payment more than MSRP - Discounts\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.downPayment.style.backgroundColor = \"white\";\n }\n\n }\n\n //If downpayment is in percent of total\n else {\n if (parseFloat(element.downPayment.value) > 100) {\n element.downPayment.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Down Payment cannot be more than 100%\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.downPayment.style.backgroundColor = \"white\";\n }\n downPayment = total / 100 * parseFloat(element.downPayment.value);\n }\n }\n\n //If the three mile parameters are filled, process that\n if (element.allotedMiles.value != \"\" && element.mileCost.value != \"\" && element.averageMiles.value != \"\") {\n if (parseFloat(element.allotedMiles.value) < parseFloat(element.averageMiles.value)) {\n total = total + ((parseFloat(element.averageMiles.value) - parseFloat(element.allotedMiles.value)) * parseFloat(element.mileCost.value));\n }\n }\n\n //Calculate the monthly payment given the total and the paymentLength (instead of just monthly payment parameter)\n var monthlyPayment = total / parseFloat(element.paymentLength.value);\n }\n element.total.style.color = \"black\";\n element.monthlyPayment.style.color = \"black\";\n\n //If the total or monthlyPayment isn't 0, print it out (note total includes the down-payment where as the monthly payment does not)\n total = total + downPayment;\n if (total != 0) {\n element.total.innerHTML = \"$\" + total.toFixed(2).toString().replace(/\\B(?=(\\d{3})+(?!\\d))/g, \",\");\n } else {\n element.total.innerHTML = \"-\";\n }\n if (monthlyPayment != 0) {\n element.monthlyPayment.innerHTML = \"$\" + monthlyPayment.toFixed(2).toString().replace(/\\B(?=(\\d{3})+(?!\\d))/g, \",\");\n } else {\n element.monthlyPayment.innerHTML = \"-\";\n }\n\n //Determine if the current module now has the lowest total and/or monthly payment compared to other lease modules\n //If it is, store the index\n if (total != 0) {\n if (bestTotalIndexLease == -1) {\n bestTotalIndexLease = iterLease;\n } else if (total < parseFloat(leaseModules[bestTotalIndexLease].total.innerHTML.replace('$', '').replace('-', 0).replace(',', ''))) {\n bestTotalIndexLease = iterLease;\n }\n }\n if (monthlyPayment != 0) {\n if (bestMonthlyIndexLease == -1) {\n bestMonthlyIndexLease = iterLease;\n } else if (monthlyPayment < parseFloat(leaseModules[bestMonthlyIndexLease].monthlyPayment.innerHTML.replace('$', '').replace('-', 0).replace(',', ''))) {\n bestMonthlyIndexLease = iterLease;\n }\n }\n\n iterLease = iterLease + 1;\n\n });\n\n\n //Process all BUY modules\n buyModules.forEach(function(element) {\n //Initialize variables\n var total = 0.0;\n var monthlyPayment = 0.0;\n var downPayment = 0.0;\n var interest = 0.0;\n\n //If the MSRP is blank, dont bother calculating\n if (element.MSRP.value == \"\") {\n element.total.innerHTML = \"-\";\n element.monthlyPayment.innerHTML = \"-\";\n return;\n }\n\n //Get the MSRP\n var total = parseFloat(element.MSRP.value);\n\n //Subtract the discounts\n element.discounts.forEach(function(element1) {\n if (element1.value != \"\") {\n total = total - parseFloat(element1.value);\n }\n });\n\n //Check if total is negative, if it is show an error\n if (total < 0) {\n element.discounts.forEach(function(element1) {\n element1.style.backgroundColor = \"LightCoral\";\n });\n element.total.innerHTML = \"Error: Discounts can't be more than total\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.discounts.forEach(function(element1) {\n element1.style.backgroundColor = \"white\";\n });\n }\n\n //If there is a downpayment\n if (element.downPayment.value != \"\") {\n //If downpayment is in money\n if (element.downMoney.checked) {\n downPayment = parseFloat(element.downPayment.value);\n if ((total - downPayment) < 0) {\n element.downPayment.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Down Payment more than MSRP - Discounts\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.downPayment.style.backgroundColor = \"white\";\n }\n\n }\n //If downpayment is in percent of total\n else {\n if (parseFloat(element.downPayment.value) > 100) {\n element.downPayment.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Down Payment cannot be more than 100%\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n element.downPayment.style.backgroundColor = \"white\";\n }\n downPayment = total / 100 * parseFloat(element.downPayment.value);\n }\n }\n\n //If there is interest, calculate the amount of interest based on the total\n if (element.interest.value != \"\") {\n if (parseFloat(element.interest.value) > 100) {\n element.interest.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Interest cannot be more than 100%\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n }\n element.interest.style.backgroundColor = \"white\";\n interest = (total / 100 * parseFloat(element.interest.value));\n }\n\n //Add the interst to the total\n total = total + interest;\n\n //If there is a payment length, calcualte the monthly payment\n if (element.paymentLength.value != \"\") {\n if (parseFloat(element.paymentLength.value) == 0) {\n element.paymentLength.style.backgroundColor = \"LightCoral\";\n element.total.innerHTML = \"Error: Payment length cannot be 0\";\n element.total.style.color = \"darkred\";\n element.monthlyPayment.innerHTML = \"-\";\n element.monthlyPayment.style.color = \"darkred\";\n return;\n } else {\n monthlyPayment = (total - downPayment) / parseFloat(element.paymentLength.value);\n }\n }\n element.total.style.color = \"black\";\n element.monthlyPayment.style.color = \"black\";\n\n //If total/monthly payment isnt 0, display it\n if (total != 0) {\n element.total.innerHTML = \"$\" + total.toFixed(2).toString().replace(/\\B(?=(\\d{3})+(?!\\d))/g, \",\");\n } else {\n element.total.innerHTML = \"-\";\n }\n if (monthlyPayment != 0) {\n element.monthlyPayment.innerHTML = \"$\" + monthlyPayment.toFixed(2).toString().replace(/\\B(?=(\\d{3})+(?!\\d))/g, \",\");\n } else {\n element.monthlyPayment.innerHTML = \"-\";\n }\n\n //Compare total and monthly payment to see if it is the cheapest in the buy group\n if (total != 0) {\n if (bestTotalIndexBuy == -1) {\n bestTotalIndexBuy = iterBuy;\n } else if (total < parseFloat(buyModules[bestTotalIndexBuy].total.innerHTML.replace('$', '').replace('-', 0).replace(',', ''))) {\n bestTotalIndexBuy = iterBuy;\n }\n }\n if (monthlyPayment != 0) {\n if (bestMonthlyIndexBuy == -1) {\n bestMonthlyIndexBuy = iterBuy;\n } else if (monthlyPayment < parseFloat(buyModules[bestMonthlyIndexBuy].monthlyPayment.innerHTML.replace('$', '').replace('-', 0).replace(',', ''))) {\n bestMonthlyIndexBuy = iterBuy;\n }\n }\n\n iterBuy = iterBuy + 1;\n\n });\n //Determine if the lease or buy index is the smallest and set it to green\n //It will independently set the total and monthly payment to limegreen\n\n //Set to max int\n var bestTotalBuy = 9007199254740992;\n var bestTotalLease = 9007199254740992;\n var bestMonthlyBuy = 9007199254740992;\n var bestMonthlyLease = 9007199254740992;\n if (bestTotalIndexBuy != -1) {\n bestTotalBuy = parseFloat(buyModules[bestTotalIndexBuy].total.innerHTML.replace('$', '').replace('-', 0).replace(',', ''));\n }\n if (bestTotalIndexLease != -1) {\n bestTotalLease = parseFloat(leaseModules[bestTotalIndexLease].total.innerHTML.replace('$', '').replace('-', 0).replace(',', ''));\n }\n if (bestMonthlyIndexBuy != -1) {\n bestMonthlyBuy = parseFloat(buyModules[bestMonthlyIndexBuy].monthlyPayment.innerHTML.replace('$', '').replace('-', 0).replace(',', ''));\n }\n if (bestMonthlyIndexLease != -1) {\n bestMonthlyLease = parseFloat(leaseModules[bestMonthlyIndexLease].monthlyPayment.innerHTML.replace('$', '').replace('-', 0).replace(',', ''));\n }\n\n if (bestTotalLease < bestTotalBuy) {\n if (bestTotalIndexLease != -1) {\n leaseModules[bestTotalIndexLease].total.style.color = \"limegreen\";\n }\n } else {\n if (bestTotalIndexBuy != -1) {\n buyModules[bestTotalIndexBuy].total.style.color = \"limegreen\";\n }\n }\n\n if (bestMonthlyLease < bestMonthlyBuy) {\n if (bestMonthlyIndexLease != -1) {\n leaseModules[bestMonthlyIndexLease].monthlyPayment.style.color = \"limegreen\";\n }\n } else {\n if (bestMonthlyIndexBuy != -1) {\n buyModules[bestMonthlyIndexBuy].monthlyPayment.style.color = \"limegreen\";\n }\n }\n\n\n}", "function changeCalculator(bill, tendered) {\n let changeAmt = tendered - bill;\n changeAmt = changeAmt.toFixed(2);\n const dollarBill = 1;\n const quarter = 0.25;\n const dime = 0.1;\n const nickel = 0.05;\n const penny = 0.01;\n\n let countBills = Math.floor(changeAmt / dollarBill);\n\n if (countBills > 0) {\n changeAmt -= countBills;\n changeAmt = changeAmt.toFixed(2);\n }\n let countQuarters = Math.floor(changeAmt / quarter);\n if (countQuarters > 0) {\n changeAmt -= (countQuarters * quarter);\n changeAmt = changeAmt.toFixed(2);\n }\n let countDimes = Math.floor(changeAmt / dime);\n if (countDimes > 0) {\n changeAmt -= (countDimes * dime);\n changeAmt = changeAmt.toFixed(2);\n }\n let countNickels = Math.floor(changeAmt / nickel);\n if (countNickels > 0) {\n changeAmt -= (countNickels * nickel);\n changeAmt = changeAmt.toFixed(2);\n }\n let countPennies = Math.floor(changeAmt / penny);\n if (countPennies > 0) {\n changeAmt -= (countPennies * penny);\n changeAmt = changeAmt.toFixed(2);\n }\n\n let rtn = 'Dollar bills: ' + countBills + ' Quarters: ' +\n countQuarters + ' Dimes: ' + countDimes + ' Nickels: ' +\n countNickels + ' Pennies: ' + countPennies;\n\n return rtn;\n}", "function make_change(change_types, value) {\n // change_Types should be a list of available coins, like [1, 5, 10, 25, 50]\n // ehh, this is almost identical to the step-jumping problem...\n}", "function calculateCashLeftOverEachWeek(){\n var cashLeftoverEachWeek = weeklyIncome-weeklyExpenses; \n console.log(\"You will have $\"+cashLeftoverEachWeek+\" left over per week\");\n}", "function giveChange(num) {\n const bills = [100, 50, 20, 10, 5, 1];\n let arr = [];\n for (let i = 0; i < 6; i++) {\n let billsDiv = Math.floor(num / bills[i]);\n arr.push(billsDiv);\n num -= bills[i] * billsDiv;\n }\n return arr.reverse();\n}", "compareProfitOnPriceChange(amount) {\n let report = {};\n this._monthNames.map((element, index) => {\n const days = this.getDaysInMonth(index + 1);\n const previousRate = this.totalProduction() * days;\n const newRate = this.totalProduction(amount) * this.getDaysInMonth(index + 1);\n const difference = newRate - previousRate;\n const profitOrLoss = difference > 0 ? 'Profit' : 'Loss';\n report[element] = {\n previousRate,\n newRate,\n profitOrLoss\n };\n });\n return report;\n }", "function change(amount, coins) {\n \n if (amount == 0) return 1;\n let currentValue = coins[coins.length - 1];\n let totalCombinations = 0;\n for(let i = 0; i * currentValue <= amount; i++){\n totalCombinations += change(amount - i * currentValue, coins.slice(0, -1)) \n };\n return totalCombinations\n}", "function showCredits(){\n //Checking if the balance is correct for cans\n if (choice == 0 && balance < 75 || choice == 1 && balance <75 || choice == 2 && balance < 75){\n\n console.log(\"You do not have enough credit for a can please top-up in the main menu Balance: \" + balance);\n }\n //updating for chocolate and the balance after purchase\n if (choice == 0 && balance >= 75 || choice == 1 && balance >=75 || choice == 2 && balance >= 75){\n balance = balance - cans;\n console.log(\"Your remaining credits are: \" + balance);\n }\n //Checking if the balance is correct for chocolate\n if (choice == 3 && balance < 150|| choice == 4 && balance < 150 || choice == 5 && balance < 150){\n\n console.log(\"You do not have enough credit for a chocolate please top-up in the main menu Balance: \" + balance);\n }\n //updating for chocolate and the balance after purchase\n if (choice == 3 && balance >= 150|| choice == 4 && balance >= 150 || choice == 5 && balance >= 150){\n balance = balance - chocolate;\n console.log(\"Your remaining credits are: \" + balance);\n }\n //Checking if the balance is correct for crisps\n if (choice == 6 && balance < 100 || choice == 7 && balance < 100 || choice == 8 && balance < 100){\n\n console.log(\"You do not have enough credit for a bag of crisps please top-up in the main menu Balance: \" + balance);\n }\n //updating for chocolate and the balance after purchase\n if (choice == 6 && balance >= 100 || choice == 7 && balance >= 100 || choice == 8 && balance >= 100){\n balance = balance - crisps;\n console.log(\"Your remaining credits are: \" + balance);\n }\n\n}", "function coinChange(amount, denom) {\n let table = Array.from({ length: amount + 1 }, () => 0);\n table[0] = 1;\n for (let i = 0; i < denom.length; i++) {\n for (let j = denom[i]; j < table.length; j++) {\n table[j] += table[j - denom[i]]\n }\n }\n return table[amount];\n}", "function twenties(x){\n\n // Check to see if the value passed in is divisible by 20\n if (x / 20 >= 1) {\n\n // Round down the number to a whole number.\n let dollars = Math.floor(x / 20);\n\n // Determine how much money you have left after removing the # of 20s.\n new_amount = amount - (dollars * 20);\n\n // Add the # of 20s to the empty array.\n change_machine.push(dollars);\n } else {\n\n // Push a zero value if it is not divisible\n change_machine.push(0);\n }\n\n }", "function generateCoinChange(num)\n{\n var quarter = 0;\n var dime = 0;\n var nickel = 0;\n var penny = 0;\n\n while(num >= 25)\n {\n num -= 25;\n quarter++;\n }\n\n console.log('Quarter: ' + quarter);\n\n while(num >= 10)\n {\n num -= 10;\n dime++;\n }\n\n console.log('Dime: ' + dime);\n\n while(num >= 5)\n {\n num -= 5;\n nickel++;\n }\n\n console.log('Nickel: ' + nickel);\n\n while(num >= 1)\n {\n num -= 1;\n penny++;\n }\n\n console.log('Pennies: ' + penny);\n}", "function deliveryCost(numberPices) {\n const forFIrst100Pice = 100;\n const forSecond100pice = 80;\n const forRestpice = 50;\n if (numberPices <= 100) {\n const count = numberPices * forFIrst100Pice;\n return count;\n }\n else if (numberPices > 100 && numberPices <= 200) {\n const firstDelivary = 100 * forFIrst100Pice;\n const restPices = numberPices - 100;\n const secondDelivary = restPices * forSecond100pice;\n const totalDelivaryCost = firstDelivary + secondDelivary;\n return totalDelivaryCost;\n }\n else {\n const firstDelivary = 100 * forFIrst100Pice;\n const secondDelivary = 100 * forSecond100pice;\n const restPices = numberPices - 200;\n const RestDelivary = restPices * forRestpice;\n const totalDelivaryCost = firstDelivary + secondDelivary + RestDelivary;\n return totalDelivaryCost;\n }\n}", "isPaymentSufficient() {\n if (this.cashTendered >= this.amountDue) {\n console.log(\"Payment complete\")\n\n } else {\n this.insertCoin(type);\n }\n }", "function changePossibilities(amount, denominations) {\r\n\r\n // Initalize a new array of zeros with indices that add up to amount\r\n const waysOfDoingNCents = new Array(amount + 1).fill(0);\r\n waysOfDoingNCents[0] = 1;\r\n \r\n denominations.forEach(denom => {\r\n for(let higherAmount = coin; higherAmount <= amount; higherAmount++) {\r\n const higherAmountRemainder = higherAmount - coin;\r\n waysOfDoingNCents[higherAmount] += waysOfDoingNCents[higherAmountRemainder];\r\n }\r\n })\r\n \r\n return waysOfDoingNCents[amount];\r\n\r\n}", "function money(yourCash, request) {\n let moneyLeft\n if (yourCash<request) {\n console.log(\"Not enough money\")\n }\n\n else {\n moneyLeft= yourCash-request;\n console.log(\"Ammount withdrawn:\", request)\n console.log(\"Money left:\",moneyLeft)\n }\n return moneyLeft;\n\n}", "function tickets(peopleInLine){\n let m25 = 0\n let m50 = 0 \n //let n100 = 0 no need to use it as you will see in the code. \n\n for (let i = 0; i <peopleInLine.length; i++ ){\n switch (peopleInLine[i]){\n case 25:\n m25++;\n break;\n case 50:\n m25 > 0 ? m25-- : m25 = -1; // if we have 25 dollar bills available, give them change of one 25 dollar bill. if not, subtract 1 point. \n m50++;\n break;\n case 100:\n m25 > 0 && m50 >0 ? m50-- : (m25 > 2 ? m25 -= 2 : m25 = -1);\n m25--;\n break;\n }\n }\n\n return m25 < 0 ? \"NO\" : \"YES\"\n}", "function maxProfit (prices) {\n let buyPrice = 0\n let profits = 0\n let state = 'sold'\n for (let i = 0; i < prices.length; i++) {\n if (prices[i + 1] > prices[i] && state !== 'holding') {\n buyPrice = prices[i]\n state = 'holding'\n } else if (state === 'holding') {\n if ((prices[i + 1] < prices[i]) || (!prices[i + 1] && prices[i] > buyPrice)) {\n state = 'sold'\n profits += prices[i] - buyPrice\n }\n }\n }\n return profits\n}", "function sol13(total = 5, coins = [1, 2, 3]) {\n const dp = [];\n for (let i = 0; i <= coins.length; i++) {\n const row = [];\n for (let j = 0; j <= total; j++) {\n row.push(null);\n }\n dp.push(row);\n }\n dp[0].fill(0);\n for (let i = 1; i < dp.length; i++) {\n dp[i][0] = 1;\n }\n\n for (let i = 1; i <= coins.length; i++) {\n for (let j = 1; j <= total; j++) {\n if (coins[i - 1] > j) {\n dp[i][j] = dp[i - 1][j];\n } else {\n dp[i][j] = dp[i - 1][j] + dp[i][j - coins[i - 1]];\n }\n }\n }\n\n return dp;\n}", "function findMinimumChange(denominationsLeft, amountLeft) {\n if(amountLeft === 0)\n return 1\n\n if(amountLeft < 0)\n return 0\n\n if(denominationsLeft.length === 0)\n return 0\n\n var numPossibilities = 0\n\n var currentCoin = denominationsLeft[0]\n var restOfCoins = denominationsLeft.slice(1)\n\n while(amountLeft >= 0) {\n numPossibilities += findMinimumChange(restOfCoins, amountLeft)\n amountLeft -= currentCoin\n }\n return numPossibilities\n}", "function makeChange(cents) {\r\n // Initialize the coins object\r\n var coins = {};\r\n // store the number of quarts as the dividend of the argument value divided by 25\r\n coins.quarters = Math.floor(cents / 25);\r\n // store the remainder as the new value we're going to be calculating coin counts off ot\r\n cents = cents % 25;\r\n // repeat for dimes, nickels and finally pennies\r\n coins.dimes = Math.floor(cents / 10);\r\n cents = cents % 10;\r\n coins.nickels = Math.floor(cents / 5);\r\n coins.pennies = cents % 5;\r\n // return the final coins object\r\n return coins;\r\n}", "function amountToCoins(amount, coins) {\n let leftAmount = amount;\n coins = coins.sort(function(a, b){return b - a}); //just in case it is not sorted\n loop:\n while(leftAmount > 0)\n {\n for (let i = 0; i < coins.length; i++) {\n if(leftAmount >= coins[i])\n {\n leftAmount -= coins[i];\n console.log(coins[i]);\n continue loop;\n }\n }\n\n }\n}", "function calculateChange(change) {\n\n const notes = [2000, 500, 100, 20, 10, 5, 1];\n\n if (change > 0) {\n\n for (let i = 0; i < notes.length; i++) {\n\n if (change >= notes[i]) {\n let notesCount = Math.floor(change / notes[i]);\n\n tableCells[i].innerText = notesCount;\n\n change -= notes[i] * notesCount;\n\n calculateChange(change);\n break;\n }\n }\n }\n}", "function calculateCashLeftOverEachWeek(weeklyIncome, weeklyExpenses){\n // weeklyIncome & weeklyExpenses are 'bound' to the body of the calculateCashLeftOverEachWeek function\n var cashLeftoverEachWeek = weeklyIncome-weeklyExpenses; \n console.log(\"You will have $\"+cashLeftoverEachWeek+\" left over per week\");\n}", "function tipCalculator(billA, billB, billC) {\n\n var bill = [billA, billB, billC];\n var tip = [];\n var paidAmount = [];\n\n for (var i = 0; i < bill.length; i++) {\n if (bill[i] < 50) {\n tip.push((bill[i] * 0.20));\n } else if (bill[i] >= 50 && bill[i] < 200) {\n tip.push((bill[i] * 0.15));\n } else {\n tip.push((bill[i] * 0.10));\n }\n }\n\n for (var j = 0; j < tip.length; j++) {\n paidAmount.push(bill[j] + tip[j]);\n }\n\n console.log(tip);\n console.log(paidAmount);\n}", "function haveEnough(money, apples, bread, applePrice, breadPrice) {\n var totalPrice = applePrice * apples + breadPrice * bread;\n var total = money >= totalPrice;\n\n return total;\n}", "function haveEnough(money, apples, bread, applePrice, breadPrice) {\n var totalPrice = applePrice * apples + breadPrice * bread;\n var total = money >= totalPrice;\n\n return total;\n}", "function particularCashOutJuridicalPersons(item, cashOutJuridical) {\n let commission = 0;\n if (item.operation && item.operation.amount && item.operation.currency === \"EUR\" && item.operation.currency === cashOutJuridical.min.currency) {\n let amount = parseFloat(item.operation.amount);\n let percents = parseFloat(cashOutJuridical.percents);\n // Not less than 0.50 EUR for operation\n if (parseFloat(item.operation.amount) > parseFloat(cashOutJuridical.min.amount)) {\n // example 0.023 should return 0.03\n commission = roundUp(((amount / 100) * percents), 2).toFixed(2);\n } else {\n console.error(\"Less than 0.50 EUR\");\n }\n } else {\n console.error(\" Some this Wrong \");\n\n }\n return commission;\n\n}", "function MinCoinChange(coins) { //class that stores coins, cache, and makeChange method\n\n var cache = {};\n\n this.makeChange = function(amount) { //recursive function that solves the problem\n var me = this; //preserves context\n if (!amount) { //if amount is not positive, return empty array\n return [];\n }\n if (cache[amount]) { //if result is already cached for the given amount, return the cached result\n return cache[amount];\n }\n var min = [];\n var newMin;\n var newAmount;\n\n for (var i=0; i<coins.length; i++) { //traverse through donominations of coins\n var coin = coins[i];\n newAmount = amount - coin; //difference between amount and coin is newAmount\n if (newAmount >= 0) {\n newMin = me.makeChange(newAmount); //recursion here, will have a variation for every coin if coin <= amount\n }\n if (\n newAmount >= 0 && //test if newAmount is valid\n (newMin.length < min.length-1 || !min.length) && //test if newMin is the best result\n (newMin.length || !newAmount) //test if newMin and newAmount are valid values\n ) {\n min = [coin].concat(newMin); //if tests pass, we have a better result than the previous one\n console.log('new Min ' + min + ' for ' + amount);\n }\n }\n return (cache[amount] = min); //return final result\n };\n}", "function calculDeductible () {\n for (var i = 0; i < deliveries.length; i++) {\n if (deliveries[i].options.deductibleReduction == true) {\n deliveries[i].price += deliveries[i].volume\n deliveries[i].commission.convargo += deliveries[i].volume\n }\n }\n}", "static change(array) {\n let change = [];\n array.reduce(function (accumulator, currentValue, currentIndex, array) {\n if (currentIndex === 0) {\n accumulator = currentValue;\n }\n change.push(currentValue - accumulator);\n return currentValue;\n }, array[0]);\n return change;\n }", "function purchase(choice){\n if (choice == 0 && balance >= 75){\n console.log(\"You have purchased Dr Pepper\");\n }\n if (choice == 1 && balance >= 75){\n console.log(\"You have purchased Coke\");\n }\n if (choice == 2 && balance >= 75){\n console.log(\"You have purchased Pepsi\");\n }\n if (choice == 3 && balance >= 150){\n console.log(\"You have purchased Flake\");\n }\n if (choice == 4 && balance >= 150){\n console.log(\"You have purchased KitKat\");\n }\n if (choice == 5 && balance >= 150){\n console.log(\"You have purchased Daim\");\n }\n if (choice == 6 && balance >= 100){\n console.log(\"You have purchased Skips\");\n }\n if (choice == 7 && balance >= 100){\n console.log(\"You have purchased Monster Munch\");\n }\n if (choice == 8 && balance >= 100){\n console.log(\"You have purchased McCoys\");\n }\n\n}", "function ticket(arr){\n var kasir = 0\n // console.log(kasir)\n for (let i = 0; i<arr.length; i++){\n if(arr[i] === 25){\n kasir += 25\n }else if (arr[i] === 50 && kasir >= 50){\n kasir += arr[i]\n kasir -= 25\n }else if (arr[i] === 100){\n kasir -= 75\n }\n }\n if (kasir < 75 && kasir != 0){\n return ('NO')\n }else{\n return ('YES')\n }\n}", "function particularCashOutNaturalPersons(weeklyOperation, cashoutnatural) {\n let commission = 0.00;\n let commintionFee = [];\n totalAmountPerWeek = 0;\n\n // Check Weekly operation First index limit is greaterthen weekly limit\n if (weeklyOperation[0].operation.amount > cashoutnatural.week_limit.amount) {\n weeklyOperation.forEach((item, index) => {\n if (item.operation && item.operation.currency === cashoutnatural.week_limit.currency) {\n if (index === 0) {\n commission = null;\n // If total cash out amount is exceeded - commission is calculated only from exceeded amount\n let firstIndexAmount = parseFloat(item.operation.amount) - parseFloat(cashoutnatural.week_limit.amount);\n let amount = parseFloat(firstIndexAmount);\n let percents = parseFloat(cashoutnatural.percents);\n commission = roundUp(((amount / 100) * percents), 2).toFixed(2);\n commintionFee.push(commission);\n console.log(commission);\n\n } else {\n commission = null;\n let amount = parseFloat(item.operation.amount);\n let percents = parseFloat(cashoutnatural.percents);\n commission = roundUp(((amount / 100) * percents), 2).toFixed(2);\n commintionFee.push(commission);\n console.log(commission);\n }\n }\n });\n\n }\n \n return commintionFee;\n\n}", "function findChangePossibilities(n, index = 0, total = 0, coins = [1, 5, 10, 25, 50, 100]) {\n if (n === 0) {\n return 1;\n } else if (n > 0) {\n for (var i = index; i < coins.length; i++) {\n total += findChangePossibilities(n - coins[i], i);\n }\n }\n return total;\n}", "function budgetCalculator(quantityOfWatch, quantityOfPhone, quantityOfLaptop){\n if(quantityOfWatch > 0 && quantityOfPhone > 0 && quantityOfLaptop >0){\n var costOfWatch = quantityOfWatch * 50; //each watch is of 50$\n var costOfPhone = quantityOfPhone * 100; //each phone is of 50$\n var costOfLaptop = quantityOfLaptop * 500; //each laptop is of 50$\n var totalCost = costOfWatch + costOfPhone + costOfLaptop;\n return totalCost;\n }else{\n return \"Error: Quantity of electronics cannot be negative or others!\";\n }\n}", "function coinCombo(cents) {\n const coinValues = [25, 10, 5, 1];\n // array for the output filled with zeros\n const coins = Array(coinValues.length).fill(0);\n \n let currentCents = cents;\n\n // loop over the coins\n for (const coin of coinValues) {\n // this will run if there are coins left\n while (currentCents >= coin) {\n // find out how many cents are left\n const remainder = currentCents % coin;\n // find how many times the current coins fit into the current cents\n const increaseBy = (currentCents - remainder) / coin;\n currentCents = currentCents % coin;\n const index = coinValues.length - 1 - coinValues.indexOf(coin);\n coins[index] += increaseBy;\n }\n }\n return coins;\n}", "function checkForChanges(someArray) {\n let changeRequest = prompt(\"Do you wish to make changes? (y/n)\");\n if (changeRequest === 'y') {\n // Destination\n let answer = prompt(\"Do you wish to change \" + someArray[0] + \"? (y/n)\")\n if (answer === 'y') {\n someArray[0] = rndArrayElemSelector(destinationArray, destinationArray.length);\n }\n // Transportation\n answer = prompt(\"Do you wish to change \" + someArray[1] + \"? (y/n)\")\n if (answer === 'y') {\n someArray[1] = rndArrayElemSelector(transportationArray, transportationArray.length);\n }\n // Restaurant Dining\n answer = prompt(\"Do you wish to change \" + someArray[2] + \"? (y/n)\")\n if (answer === 'y') {\n someArray[2] = rndArrayElemSelector(restaurantArray, restaurantArray.length);\n }\n // Entertainment\n answer = prompt(\"Do you wish to change \" + someArray[3] + \"? (y/n)\")\n if (answer === 'y') {\n someArray[3] = rndArrayElemSelector(entertainmentArray, entertainmentArray.length);\n }\n return true;\n } else {\n console.log(\"\\nEnjoy your Trip!\");\n return false;\n }\n}" ]
[ "0.79614675", "0.7939603", "0.78931963", "0.78454757", "0.766848", "0.7569568", "0.67033964", "0.6545843", "0.6532362", "0.6437237", "0.64333165", "0.6384033", "0.63759595", "0.6371515", "0.6282403", "0.6269616", "0.62280524", "0.6210637", "0.6175757", "0.61547", "0.61405134", "0.61281", "0.61202645", "0.61012983", "0.60789543", "0.6011446", "0.59945995", "0.59889156", "0.5970764", "0.5938865", "0.58967334", "0.5895781", "0.58849263", "0.5847458", "0.5845235", "0.58396846", "0.5774323", "0.5749134", "0.5748989", "0.57485497", "0.5719117", "0.57060343", "0.5699101", "0.5698818", "0.56804085", "0.56777024", "0.56636196", "0.5650111", "0.56478155", "0.5646886", "0.564075", "0.56398404", "0.561511", "0.56018186", "0.55902493", "0.5589345", "0.5580106", "0.55754006", "0.557158", "0.5564981", "0.5563086", "0.55578476", "0.55576503", "0.5555671", "0.5553649", "0.5548959", "0.5529473", "0.55215055", "0.55212235", "0.5521086", "0.55112696", "0.5496716", "0.5490242", "0.5486245", "0.5482896", "0.5459334", "0.54567504", "0.5443776", "0.5439107", "0.54314077", "0.5428848", "0.54209", "0.54027355", "0.53869164", "0.5378323", "0.5368291", "0.53659296", "0.5363639", "0.5363639", "0.5359009", "0.53570086", "0.53469926", "0.53463197", "0.5345245", "0.5337544", "0.53351706", "0.5334174", "0.5330406", "0.5326786", "0.53247344" ]
0.7641733
5
output 268.5 /TODO Problem 2 'Remove String Spaces' from Code Wars Simple, remove the spaces from the string, then return the resultant string.
function noSpace(x) { let xArray = x.split(""); let returnArray = []; console.log(xArray); for (let i = 0; i < xArray.length; i++) { if (xArray[i] !== "") { returnArray.push(xArray[i]); } } return returnArray.join(""); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function removeSpaces(string) \n{\n return string.split(' ').join('');\n}", "function removeSpaces(string) \n{\n return string.split(' ').join('');\n}", "function removeSpaces(string){\r\n return string.split(' ').join('');\r\n}", "static removeSpaces(inputStr) {\r\n return inputStr.toString().replace(/\\s+/g, '');\r\n }", "function removeSpaces(string) {\n return string.replace(/\\s+/g, \"\"); \n}", "function remove_spaces(instr) {\n\t\tvar i;\n\t\tvar outstr = \"\";\n\t\tfor(i=0; i<instr.length; i++) {\n\t\tif ( instr.charAt(i) != \" \" )\n\t\t\t // not a space, include it\n\t\t\t outstr += instr.charAt(i);\n\t\t}\n\t\treturn outstr;\n\t}", "function removeSpaces(string) {\n return string.split(' ').join('');\n}", "function squeeze(string) {\n return string.replace(/\\s+/g, ' ');\n }", "function unspace(string) {\n return string.replace(/\\r\\n|\\n| /g, '')\n}", "function removeSpaces (string) {\n return string.split(' ').join('')\n}", "function squeeze(string) {\n\t\treturn string.replace(/\\s+/g, ' ');\n\t}", "function reduceDoubleSpaces( string ) {\n\tstring = string.replace( \" \", \" \" );\n\tif ( string.search( \" \" ) > 0 ) {\n\t\treturn reduceDoubleSpaces( string );\n\t}\n\treturn string;\n}", "function RemoveSpaces(str){\n var newstr = \"\";\n for( var i = 0; i < str.length; i++){\n if(str[i !== \" \"]){\n newstr+= str[i];\n }\n }\n }", "function elimineSpaces(str) {\n\tvar s = str.replace(/\\s+/g, '');\n\ts = s.replace(/\\t+/g, '');\n\treturn s;\n}", "function removeSpaces(str) {\r\n //code di sini\r\n let temp = ''\r\n for (let index = 0; index < str.length; index++) {\r\n if (str[index] !== ' ') {\r\n temp += str[index]\r\n }\r\n }\r\n return temp\r\n}", "function deleteSpaces(nStr)\r\n{\r\n\t\r\n\tfor(var i=0;i<10;i++)\r\n\t\tnStr=nStr.replace(' ','');\r\n\treturn nStr;\r\n}", "function removeSpaces(string) {\n var newString = '';\n for (var i = 0; i < string.length; i++) {\n if (string.charAt(i) != ' ') newString += string.charAt(i);\n }\n return newString;\n}", "function stripSpaces(theStr) {\r if (!theStr) theStr = \"\"; //ensure its not null\r theStr = theStr.replace(/^\\s*/,\"\"); //strip leading\r theStr = theStr.replace(/\\s*$/,\"\"); //strip trailing\r return theStr;\r}", "function removeSpaces(str) {\n var spacesRemoved = str.replace(/\\s+/g, '');\n return spacesRemoved;\n }", "function removeWhiteSpaces(str) {\r\n\tvar subStrings = str.split(\" \");\r\n\tvar newStr = \"\";\r\n\tfor(var i=0; i < subStrings.length; i++) {\r\n\t\tnewStr += subStrings[i].trim();\r\n\t}\r\n\treturn newStr;\r\n}", "function trimAllSpace(str) \r\n{ \r\n var str1 = ''; \r\n var i = 0; \r\n while(i != str.length) \r\n { \r\n if(str.charAt(i) != ' ') \r\n str1 = str1 + str.charAt(i); i ++; \r\n } \r\n return str1; \r\n}", "function cleanspace(str){return str.replace(/[^\\w\\s]/gi, ' '); }", "function trimSpace(str) {\n str = str.toLowerCase();\n return str.replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');\n}", "function removeExtraSpaces(str) {\n const trimmed = str.trim()\n const chars = trimmed.split(' ')\n const filtered = chars.filter( (c) => c !== '' )\n return filtered.join(' ')\n}", "function removeSpaces(string) {\n stringfixed = string.split(' ').join('-');\n stringfixed = stringfixed.toLowerCase();\n return stringfixed; \n }", "function replaceSpace(str) {\n return str.replace(/^(\\s|\\u00A0)+/, '').replace(/(\\s|\\u00A0)+$/, '')\n}", "function noSpace(x) {\n return x.replace(/[ ]/g, '');\n}", "function removeSpaces(input)\n{\n var units = input.split(\" \");\n var inputNospaces = \"\";\n for (var unit of units){\n unit.trim();\n inputNospaces += unit;\n }\n return inputNospaces;\n}", "function remove_whitespace(input)\n{\n\ttry\n\t{\n\t\tif (input == null ||typeof(input) != \"string\")\n\t\t\treturn \"\";\n\t\treturn input.replace(/\\s/g, '');\n\t}\n\tcatch (err)\n\t{\n\t\treturn \"\";\n\t}\n}", "function noSpace(x){\n return x.replace(/\\s/g,\"\");\n}", "function RemoveSpaces(strString)\r\n{\r\n\treturn strString.replace(/\\s*/g, \"\");\r\n}", "function sanitizeString(string) {\n string = string.replace(/\\s\\s+/g, ' '); // removes multiple occurencies of whitespaces, might be too agressive..\n // string = string.replace(/ +/g, ' '); // same as above, but only spaces\n string = string.trim();\n return string;\n}", "function trimWithSingleSpace(string) {\n return string.replace(/^[ \\t\\xA0]{2,}/, ' ').\n replace(/[ \\t\\xA0]{2,}$/, ' ').replace(/^\\s+$/, '');\n}", "function trimWithSingleSpace(string) {\n return string.replace(/^[ \\t\\xA0]{2,}/, ' ').\n replace(/[ \\t\\xA0]{2,}$/, ' ').replace(/^\\s+$/, '');\n}", "function SupprEspaceString(str){\n\tvar result6 = str.trim();\n\treturn result6;\n }", "function removeSpaces(word){\n var newString = word.split(' ').join('_');\n return newString;\n}", "function trimSpacesFromValue(str){\r\n\tif (str && str.length > 0 && str.indexOf(\" \") != -1){\r\n\t\tvar tmp = str.replace(/(^\\s*)|(\\s*$)/g, \"\");\r\n\t\treturn tmp;\r\n\t}\r\n\treturn str;\r\n}", "static keepSingleSpace(inputStr) {\r\n return inputStr.toString().trim().replace(/\\s+/g, ' ');\r\n }", "function fixSpaces(string) {\n if (string.charAt(0) == \" \") string = nbsp + string.slice(1);\n return string.replace(/\\t/g, function(){return makeWhiteSpace(indentUnit);})\n .replace(/[ \\u00a0]{2,}/g, function(s) {return makeWhiteSpace(s.length);});\n}", "function removeWhitespace(str) {\n return str.replace(/\\s/, '');\n}", "function noSpace(test){\r\n return test.replace(/\\s+/g,\"\");\r\n \r\n }", "function removeSpace(str) {\n\tstr = str.replace(/\\s+/g, '-');\n\tstr = str.replace(/&/g, '');\n\tstr = str.replace(/\\./g,'').toLowerCase();\n\treturn str;\n}//removeSpace", "function TrimSpaces (sMyString)\n{\n\treturn (Trim (sMyString, \" \"));\n} // trimspaces", "function trimSpaces(string) {\n return string.trim(\"\");\n}", "removeSpace() {\n\t}", "function elimine2Spaces(str) {\n\tvar s = str.replace(/\\t+/g, ' ');\n\ts = s.replace(/\\s\\s+/g, ' ');\n\treturn s;\n}", "function trimSpaces(str) {\n if (str) {\n return str.split(\" \").join(\"\");\n }\n}", "function noSpace(x){\n return x.split(\"\").filter(el => {return el!==\" \"}).join(\"\")\n }", "function imtrim(s) \n{\n s = s.replace(/(^\\s*)|(\\s*$)/gi,\"\");\n s = s.replace(/[ ]{2,}/gi,\" \");\n s = s.replace(/\\n /,\"\\n\");\n return s;\n}", "function String_Trim()\n{\n\treturn this.replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');\n}", "function qctrim(s) {\r\n\ts = s.replace(/(^\\s*)|(\\s*$)/gi,\"\");\r\n\ts = s.replace(/[ ]{2,}/gi,\" \");\r\n\ts = s.replace(/\\n /,\"\\n\");\r\n\treturn s;\r\n}", "function whiteSpaceRemove(str) {\n return str.replace(/^\\s+|\\s+$/gm, '');\n }", "function RTrimSpaces(strString)\r\n{\r\n\treturn strString.replace(/\\s*$/, \"\");\r\n}", "function trimWhiteSpace(str) {\n str = str.replace(/^\\s+/, '');\n for (var i = str.length - 1; i >= 0; i--) {\n if (/\\S/.test(str.charAt(i))) {\n str = str.substring(0, i + 1);\n break;\n }\n }\n return str;\n }", "function removeWhitespace(str) {\n\tstr = str.replace(/\\s/gi, '');\n\treturn str;\n}", "function noSpace(x) {\n let newStr = x.split(\" \").join(\"\");\n return newStr;\n}", "function LTrimSpaces(strString)\r\n{\r\n\treturn strString.replace(/^\\s*/, \"\");\r\n}", "function cleanString(str) {\n return str.replace(/\\s\\s+/g, ' ');\n}", "function stripWhitespace (s)\r\n\r\n{ return stripCharsInBag (s, whitespace)\r\n}", "function stripWhitespace (s)\r\n\r\n{ return stripCharsInBag (s, whitespace)\r\n}", "function TrimSpaces(stringValue) {\n\t // Checks the first occurance of spaces and removes them\n\t for(i = 0; i < stringValue.length; i++) {\n\t\t if(stringValue.charAt(i) != \" \") {\n\t\t\t break;\n\t\t }\n\t }\n\t if(i > 0) {\n\t\t stringValue = stringValue.substring(i);\n\t }\n\t\n\t // Checks the last occurance of spaces and removes them\n\t strLength = stringValue.length - 1;\n\t for(i = strLength; i >= 0; i--) {\n\t\t if(stringValue.charAt(i) != \" \") {\n\t\t\t break;\n\t\t }\n\t }\n\t if(i < strLength) {\n\t\t stringValue = stringValue.substring(0, i + 1);\n\t }\n\t\n\t // Returns the string after removing leading and trailing spaces.\n\t return stringValue;\n}", "function trim(string) { return string.replace(/^\\s+|\\s+$/g , ''); }", "function trim(string) {\n return string.replace(/(^\\s*|\\s*$)/g, \"\").replace(spaceRegex, \" \");\n }", "function formatSpaces (str) {\n return str.trim().replace(/ +/g, \" \");\n}", "function stripWhitespace(str) {\n return str.trim().replace(/\\s*\\n\\s*/g, ' ');\n}", "function di_trim(s) {\n var temp = s;\n return temp.replace(/^\\s+/,'').replace(/\\s+$/,'');\n}", "function uutriminner(source) { // @param String: \" diet inner space \"\r\n // @return String: \"diet inner space\"\r\n return source.replace(uutrim._TRIM, \"\").replace(uutrim._SPACES, \" \");\r\n}", "static strip(string) {\n return Stopwords.importantWords(string).join(' ');\n }", "function removeSpaces(str) {\n if (str === null) {\n return;\n }\n str = str.trim();\n for (let i = 0; i < str.length; i++)\n if (str[i] === \" \") {\n var leftStr = str.slice(0, i);\n var rightStr = str.slice(i + 1,);\n str = leftStr + \"%20\" + rightStr;\n }\n return str;\n}", "function removeSpacesb(string) {\nstringfixed = string.split(' ').join('-');\nstringfixed = stringfixed.toLowerCase();\nvar r = stringfixed;\nr = r.replace(new RegExp(\"[àáâãäå]\", 'g'),\"a\");\nr = r.replace(new RegExp(\"æ\", 'g'),\"ae\");\nr = r.replace(new RegExp(\"ç\", 'g'),\"c\");\nr = r.replace(new RegExp(\"[èéêë]\", 'g'),\"e\");\nr = r.replace(new RegExp(\"[ìíîï]\", 'g'),\"i\");\nr = r.replace(new RegExp(\"ñ\", 'g'),\"n\"); \nr = r.replace(new RegExp(\"[òóôõö]\", 'g'),\"o\");\nr = r.replace(new RegExp(\"œ\", 'g'),\"oe\");\nr = r.replace(new RegExp(\"[ùúûü]\", 'g'),\"u\");\nr = r.replace(new RegExp(\"[ýÿ]\", 'g'),\"y\");\nr = r.replace(new RegExp(\"[!¡¿?]\", 'g'),\"\");\nreturn r;\n\n }", "function trim(inputString) {\n // Removes leading and trailing spaces from the passed string. Also removes\n // consecutive spaces and replaces it with one space. If something besides\n // a string is passed in (null, custom object, etc.) then return the input.\n if (typeof inputString != \"string\") {\n return inputString;\n }\n var retValue = inputString;\n var ch = retValue.substring(0, 1);\n while (ch == \" \") { // Check for spaces at the beginning of the string\n retValue = retValue.substring(1, retValue.length);\n ch = retValue.substring(0, 1);\n }\n ch = retValue.substring(retValue.length-1, retValue.length);\n while (ch == \" \") { // Check for spaces at the end of the string\n retValue = retValue.substring(0, retValue.length-1);\n ch = retValue.substring(retValue.length-1, retValue.length);\n }\n while (retValue.indexOf(\" \") != -1) { // Note that there are two spaces in the string - look for multiple spaces within the string\n retValue = retValue.substring(0, retValue.indexOf(\" \")) + retValue.substring(retValue.indexOf(\" \")+1, retValue.length); // Again, there are two spaces in each of the strings\n }\n return retValue; // Return the trimmed string back to the user\n} // Ends the \"trim\" function", "function trim(s) { return s.replace(/^\\s+|\\s+$/g, ''); }", "function lpTrimSpaces(stringToTrim) {\n\treturn stringToTrim.replace(/^\\s+|\\s+$/g,'');\n}", "function StringTrim(str) { // @param String: \" space \"\r\n // @return String: \"space\"\r\n return this.replace(_TRIM, \"\");\r\n}", "function stripWhitespace(s){ \n\treturn stripCharsInBag(s, whitespace);\n}", "function strim(s) {\n return s.trim()\n}", "function LTrim(str) {\r\n for (var i=0; str.charAt(i)==\" \"; i++);\r\n return str.substring(i,str.length);\r\n }", "function strip(s) {\n\t\treturn s.replace(/^\\s+|\\s+$/g,'');\n\t}", "function trim(str){\treturn str.replace(/^\\s\\s*/, '').replace(/\\s\\s*$/, '');}", "function replaceSpace(x){\n var array = x.split('');\n for(i=0;i<=array.length;i++){\n if (array[i] == ' ') {\n array.splice(i,1,'%20');\n }\n }\n return array.join('');\n}", "function TrimSpaces(strString)\r\n{\r\n\treturn LTrimSpaces(RTrimSpaces(strString))\r\n}", "function ui_trim (str_string){\n\tvar exp_Space_head \t= /^(\\s+)(\\S?.*)$/ ; //define exp pattern, all space at header\n\tvar exp_Space_tail \t\t= /^(.*\\S+)(\\s+)$/ ; //define exp pattern, all space at tail\n\tstr_string = str_string.replace(exp_Space_head, \"$2\"); // remove the space at the header\n\tstr_string = str_string.replace(exp_Space_tail, \"$1\"); // remove the space at the tail\n\treturn str_string;\n}", "function formatCode(input) {\n input = input.trim()\n input = input.replace(/\\t/g, ' ')\n return input\n}", "function xTrim(s) {\r\n return s.replace(/^\\s+|\\s+$/g, '');\r\n}", "function cleanWhitespace(str) {\r\n\t\treturn str.replace(/(\\n|\\r|\\t|\\s\\s)/gi, \"\");\r\n\t}", "function removeBlanksTwo(str){\n if(typeof str !== \"string\"){\n return 0;\n }\n var arr = [];\n for(var idx = 0; idx < str.length; idx++){\n if(str[idx] != \" \"){\n arr.push(str[idx]);\n }\n }\n return arr.join(\"\");\n}", "function replaceSpace(input) \n{\n if (input.indexOf(\" \")) \n {\n input.replace(\" \", \"%20\"); \n }\n return input;\n}", "function trim(strInput)\r\n{\r\n\tvar iLoop = 0;\r\n\tvar iLoop2 = -1;\r\n\tvar strChr;\r\n\tif((strInput == null)||(strInput == \"<NULL>\")) return \"\";\r\n\tif(strInput)\r\n\t{\r\n\t\tfor(iLoop=0;iLoop<strInput.length-1;iLoop++)\r\n\t\t{\r\n\t\t\tstrChr=strInput.charAt(iLoop);\r\n\t\t\tif(strChr!=' ')\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t\tfor(iLoop2=strInput.length-1;iLoop2>=0;iLoop2--)\r\n\t\t{\r\n\t\t\tstrChr=strInput.charAt(iLoop2);\r\n\t\t\tif(strChr!=' ')\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tif(iLoop<=iLoop2)\r\n\t{\r\n\t\treturn strInput.substring(iLoop,iLoop2+1);\r\n\t}\r\n\telse\r\n\t{\r\n\t\treturn \"\";\r\n\t}\r\n}", "function String_SpaceToNonBreakingSpace()\n{\n\t//replace them\n\treturn this.replace(/\\b {2}/g, \" &nbsp;\").replace(/ {2}\\b/g, \"&nbsp; \").replace(/ {2}/g, \"&nbsp;&nbsp;\");\n}", "function trimTrailingSpaces(s) {\n return s.replace (/[ ]+$/gm, '');\n }", "function customTrim (str)\n{\n var trimmedStr = '';\n for(var i = 0; i < str.length; i++)\n {\n if(str[i] !== ' ')\n {\n trimmedStr += str[i];\n }\n }\n return trimmedStr;\n}", "function replaceSpaces(str){\n var result = str.replace(/ /g, '');\n\n document.getElementById('content').innerHTML =result;\n }", "function normalizeString(s) {\n s = s.replace(whtSpMult, \" \"); // Collapse any multiple whites space.\n s = s.replace(whtSpEnds, \"\"); // Remove leading or trailing white space.\n return (s);\n}", "function space(str) {\n return str.split('').join(' ');\n}", "function skipSpace(string) {\n const first = string.search(/\\S/);\n if (first === -1) return \"\";\n return string.slice(first);\n}", "function stripNSB (code) {\n return code.replace(nonSpacingRegex, '');\n}", "function myspace(str) {\n\n var fuse=str.split('');\n for( let x=0;x<fuse.length;x++){\n if(fuse[x]==='a'){\n fuse[x]=4\n }else if(fuse[x]==='e'){\n fuse[x]=3\n }else if(fuse[x]==='i'){\n fuse[x]=1\n }else if(fuse[x]==='o'){\n fuse[x]=0\n }else if(fuse[x]==='s'){\n fuse[x]=5\n }\n }\n\n return fuse.join('')\n\n}", "function trimfield(str) \r\n{ \r\n return str.replace(/^\\s+|\\s+$/g,''); \r\n}", "function cleanUp(str) {\n let regex = /[^a-z]/gi;\n let words = str.replace(regex, ' ').split(' ');\n words = words.filter(word => word !== '');\n return words.join(' ');\n}", "function strTrim(str){\n return str.replace(/^\\s+/,'').replace(/\\s+$/,'')\n}", "function trim(value) {\n var temp = value;\n var obj = /^(\\s*)([\\W\\w]*)(\\b\\s*$)/;\n if (obj.test(temp)) { temp = temp.replace(obj, '$2'); }\n var obj = / /g;\n while (temp.match(obj)) { temp = temp.replace(obj, \" \"); }\n return temp;\n}" ]
[ "0.7607478", "0.7607478", "0.759777", "0.75191176", "0.74900717", "0.74199635", "0.7357378", "0.73561156", "0.7330382", "0.7307749", "0.7291807", "0.7291221", "0.72690344", "0.7204152", "0.7183955", "0.7155151", "0.7155003", "0.7138312", "0.7114083", "0.710529", "0.70795745", "0.70754236", "0.70613664", "0.7008356", "0.70014465", "0.69663113", "0.6940246", "0.6935932", "0.69146544", "0.6913056", "0.6912601", "0.69060946", "0.6890604", "0.6890604", "0.6889831", "0.6886724", "0.68853265", "0.6882718", "0.6857161", "0.6856959", "0.68513554", "0.6832548", "0.6800716", "0.6794893", "0.67739695", "0.6772837", "0.6765779", "0.67654735", "0.6763536", "0.6736706", "0.67350274", "0.6733023", "0.672515", "0.6723229", "0.67203957", "0.671854", "0.67158264", "0.6709346", "0.6701135", "0.6701135", "0.6688946", "0.667875", "0.6657329", "0.66546875", "0.6628233", "0.6621895", "0.6614259", "0.6613376", "0.66110945", "0.66043484", "0.6581542", "0.6580021", "0.65792876", "0.6576725", "0.65748554", "0.6558593", "0.6556916", "0.6551531", "0.6548773", "0.65408397", "0.65350574", "0.6529847", "0.6520406", "0.6508451", "0.6495702", "0.64770806", "0.6465206", "0.6445754", "0.6433279", "0.6430974", "0.6429081", "0.6425748", "0.64207053", "0.64141154", "0.6396625", "0.6395828", "0.6386221", "0.63861036", "0.63835615", "0.63806814", "0.6376646" ]
0.0
-1
updates model and figure (and creates if none)
function model8media_upcreate() { stdMod.media_upcreate(); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function updateModel(model_name) {\n\tinjection.config.model_name = model_name;\n\tinjection.config.model_path = injection.config.model_dir + \"/\" + model_name;\n\n\tinjection.refreshModel();\n\n\tgui.__folders['Geometric Properties'].updateDisplay()\n}", "function update() {\n\t\t// plot options\n\t\tvar options = {\n\t\t\tgrid: {clickable: true},\n\t\t\txaxis: {min: -1, max: 1},\n\t\t\tyaxis: {min: -1, max: 1}\n\t\t};\n\n\t\t// Add data points to plot data\n\t\tvar series = [{\n\t\t\tdata: xyData,\n\t\t\tpoints: {show: true},\n\t\t\tcolor: \"blue\"\n\t\t}];\n\n\t\t// add llmse fit line if it exists\n\t\tif (llmseFit) {\n\t\t\tvar fitData = getFitPlotData(llmseFit);\n\t\t\tseries.push({\n\t\t\t\tdata: fitData,\n\t\t\t\tlines: {show: true},\n\t\t\t\tcolor: \"red\",\n\t\t\t\tlabel: \"LMSE fit\"\n\t\t\t});\n\t\t}\n\n\t\t// add descent fit line if it exists\n\t\tif (descent.getNumObservations() > 0) {\n\t\t\tvar fitData = getFitPlotData(descent.getTheta());\n\t\t\tseries.push({\n\t\t\t\tdata: fitData,\n\t\t\t\tlines: {show: true},\n\t\t\t\tcolor: \"orange\",\n\t\t\t\tlabel: \"model fit\"\n\t\t\t});\n\t\t}\n\n\t\tthePlot = plot(series, options);\n\t\thuds.forEach(function(hud){hud.update()});\n\t\treturn thePlot;\n\t}", "function updateGameModel(model) {\r\n initializeModel(model);\r\n}", "function updateGraphFromCurrentModel(){\n // console.log('updateGraphFromCurrentModel');\n var model=app.models[app.currentScope];\n // latency\n if (app.currentScope===0){\n var latency= new Date()-model.data[model.data.length-1][0];\n latency=(latency/1000).toFixed(2);\n $('#home .latency').text(latency+'s');\n } else {\n $('#home .latency').text('');\n }\n \n var opts = $.extend({}, { \n labels:model.labels,\n file: model.data ,\n colors: model.colors ,\n stackedGraph: true,\n includeZero: false\n },model.options);\n app.graph.updateOptions( opts );\n\n // NON-Standard: Invoke updateRaw\n updateRaw();\n}", "function modelChanged(newModel){\n let modelImg = d3.select('#model');\n modelImg.html('');\n\n for (object of machineLearningModel){\n if (object.model === newModel){\n modelImg.attr('src', object.src) \n }};\n}", "function newModel() {\r\n\tclearModel();\r\n}", "initial_draw_models() {\n for(var i=0; i<models.length; ++i) {\n this.draw_model(models[i]);\n }\n }", "function initial_draw_models() {\n for(var i=0; i<models.length; ++i) {\n draw_model(models[i]);\n }\n}", "function refresh() {\n\tstate = Engine.new_scenario();\n\tEngine.update_min_weight_val();\n\tPlotError.update_error_line();\n\tPlotError.update_true_weight_line();\n PlotData.update_target_line();\n PlotData.update_hypothesis_line();\n\tPlotData.update_training_circles();\n\tupdate_sliders();\n\treset_sgd();\n\tPlotError.update_batch_error_line();\n}", "function viewNewModel(modelURL, textureURL) {\n\n app.removeAll();\n\n // returns true if the urls were valid\n if (model.loadNewModel(modelURL, textureURL, OnModelLoaded)) {\n // Do something here \n }\n}", "function showInsertModelWindow(pt) {\n\tExt.Msg.prompt('Insert Insight Maker Model', 'Enter the URL for the Insight Maker model you wish to insert (e.g. <i>' + base_path + '/insight/1234</i>). This model will be inserted as a component into your current model.', function(btn, url) {\n\t\tif (btn == 'ok') {\n\t\t\tvar progress = Ext.MessageBox.wait(getText(\"Inserting Model...\"), undefined, {\n\t\t\t\ticon: 'run-icon',\n\t\t\t\twidth: 300,\n\t\t\t\tclosable: false,\n\t\t\t\tmodal: true,\n\t\t\t\tprogress: true,\n\t\t\t\tprogressText: ' '\n\t\t\t});\n\t\t\t$.ajax({\n\t\t\t\turl: url,\n\t\t\t\tdataType: \"html\",\n\t\t\t\tsuccess: function(txt) {\n\t\t\t\t\tvar matches = txt.match(/var graph_source_data = (\".*?\");\\n/);\n\n\t\t\t\t\tif ((!matches) || matches[1].trim() == \"\") {\n\t\t\t\t\t\tmxUtils.alert(\"Model could not be inserted. Please ensure the model URL is correct.\");\n\t\t\t\t\t\tprogress.close();\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvar data = JSON.parse(matches[1]);\n\n\t\t\t\t\t\tvar title = JSON.parse(txt.match(/var graph_title = (\".*?\");\\n/)[1]);\n\t\t\t\t\t\tvar description = JSON.parse(txt.match(/var graph_description = (\".*?\");\\n/)[1]);\n\n\t\t\t\t\t\tvar doc = mxUtils.parseXml(data);\n\t\t\t\t\t\tvar dec = new mxCodec(doc);\n\n\t\t\t\t\t\tvar model = dec.decode(doc.documentElement);\n\n\t\t\t\t\t\tvar cells = model.cells;\n\t\t\t\t\t\t\n\n\t\t\t\t\t\tgraph.getModel().beginUpdate();\n\n\t\t\t\t\t\tvar folder = createPrimitive(title, \"Folder\", [pt.x, pt.y], [100, 100]);\n\n\t\t\t\t\t\tcells = cells[1].children;\n\n\t\t\t\t\t\tcells = excludeType(cells, \"Setting\");\n\t\t\t\t\t\tcells = excludeType(cells, \"Display\");\n\n\t\t\t\t\t\tvar getEdgeValidationError = graph.getEdgeValidationError;\n\t\t\t\t\t\tgraph.getEdgeValidationError = function(){\n\t\t\t\t\t\t\treturn mxGraph.prototype.getEdgeValidationError.apply(this, arguments);\n\t\t\t\t\t\t};\n\t\t\t\t\t\tgraph.importCells(cells, 0, 0, folder);\n\t\t\t\t\t\tgraph.getEdgeValidationError = getEdgeValidationError;\n\n\n\t\t\t\t\t\t\n\t\t\t\t\t\tsetImage(folder, \"Plugin\");\n\t\t\t\t\t\tsetNote(folder, description);\n\n\t\t\t\t\t\tvar geo = folder.geometry;\n\t\t\t\t\t\tgeo.alternateBounds = new mxRectangle(0, 0, 128, 128);\n\t\t\t\t\t\tgraph.getModel().setGeometry(folder, geo);\n\n\t\t\t\t\t\tcollapseFolder(folder);\n\t\t\t\t\t\tfolder.setAttribute(\"LabelPosition\", \"Bottom\");\n\t\t\t\t\t\tsetLabelPosition(folder);\n\n\t\t\t\t\t\t//Converter and agent population rewire\n\n\t\t\t\t\t\tgraph.getModel().endUpdate();\n\n\n\t\t\t\t\t\tclearPrimitiveCache();\n\t\t\t\t\t\tsetAllConnectable();\n\n\t\t\t\t\t\tprogress.close();\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\terror: function() {\n\t\t\t\t\tmxUtils.alert(\"Model could not be inserted. Please ensure the morel URL is correct.\");\n\t\t\t\t\tprogress.close();\n\t\t\t\t}\n\t\t\t})\n\t\t}\n\t})\n}", "function update() {\n\t\t\n\t\t// Call measure each time before we update to make sure all our our layout properties are set correctly\n\t\tmeasure();\n\t\t\n\t\t// Layout all of our primary SVG d3.elements.\n\t\tsvg.attr(\"width\", size.measuredWidth).attr(\"height\", size.measuredHeight);\n\t\tbackground.attr(\"width\", size.measuredWidth).attr(\"height\", size.measuredHeight);\n\t\tplot.attr('transform','translate(' + size.left + ',' + size.top + ')')\n\t\t\n\t\tscope.dispatch.apply('updated', viz);\n\t\t\n\t}", "function model_upcreate()\n {\n //==========================\n //:at landing, copies study-model-pars from config to app model\n if( !ns.h( ssD, 'EPSILON' ) ) {\n ssD.EPSILON = sconf.EPSILON;\n ssD.delta_fraction = sconf.DELTA_FRACTION;\n }\n //==========================\n //:study-pars\n var EPSILON = ssD.EPSILON; //curve params\n var delta_fraction = ssD.delta_fraction;\n var limDemo = mat.limDemo = mat.limDemo || {};\n if( !limDemo.instance ) {\n //.recall: beats_sample is a result of execution of the data generator\n //.beats_sample = prepareBeatData()\n var ww = limDemo.dataSamples.beats_sample;\n ww.SVG_XAXIS_LEN = 800;\n ww.SVG_XAXIS_START = 100;\n\n ww.SVG_YAXIS_LEN = 800;\n ww.SVG_YAXIS_START = 50;\n limDemo.instance = limDemo.setDemo( ww );\n\n modelPaths = limDemo.instance.model_2_media(\n stdMod.mmedia\n );\n toreg( 'modelPaths' )( 'modelPaths', modelPaths );\n }\n var lim = limDemo.dataSamples.beats_sample.lim;\n var modE = toreg( 'point-E' )( 'pos', [-0.06,lim + EPSILON] )( 'pos' );\n //ccc('upcr: modE.posY=' + rg['point-E']['pos'][1] );\n ///full interval of epsilon range\n toreg( 'eps_Neighb' )( 'eps_Neighb',\n [\n [ modE[0], 2*lim - modE[1] ],\n [ modE[0], modE[1] ]\n ]\n );\n ///upper half of epsilon strip\n toreg( 'eps_NeighbUp' )( 'eps_NeighbUp',\n [\n [ modE[0], lim ],\n [ modE[0], EPSILON + lim ]\n ]\n );\n\n //-----------------------------------------\n // //\\\\ finds gamma-neighbourhood\n //-----------------------------------------\n var absVariation = modelPaths.absVariation;\n var neighbIx = 0;\n absVariation.forEach( (abs, ix) => {\n if( EPSILON > abs ) {\n neighbIx = ix;\n }\n });\n var xNeighb= modelPaths.xArray[ neighbIx ];\n var yNeighb= modelPaths.absVariation[ neighbIx ];\n\n var neighbIxChosen = 1;\n var ww = delta_fraction * xNeighb;\n modelPaths.modelLowPath.forEach( (point, ix) => {\n if( point[0] <= ww && ix ) {\n neighbIxChosen = ix;\n }\n });\n toreg( 'neighbIxChosen' )( 'neighbIxChosen', neighbIxChosen );\n\n //ccc( neighbIx, xNeighb, yNeighb );\n var modD = toreg( 'point-D' )( 'pos', [delta_fraction * xNeighb, 0] )( 'pos' );\n\n toreg( 'yNeighbUpper' )( 'yNeighbUpper',\n {\n upperLine :\n [\n [ 0, lim+yNeighb ],\n [ xNeighb, lim+yNeighb ]\n ],\n lowerLine :\n [\n [ 0, lim-yNeighb ],\n [ xNeighb, lim-yNeighb ]\n ]\n }\n );\n toreg( 'neighbVertical' )( 'neighbVertical',\n [\n [ xNeighb, lim+yNeighb ],\n [ xNeighb, 0 ]\n ]\n );\n ///permitted delta range:\n toreg( 'neighbHor' )( 'neighbHor',\n [\n [ 0, 0 ],\n [ xNeighb, 0 ]\n ]\n );\n ///permitted delta range:\n toreg( 'chosenDelta' )( 'chosenDelta',\n [\n [ 0, 0 ],\n [ modD[0], modD[1] ]\n ]\n );\n //-----------------------------------------\n // \\\\// finds gamma-neighbourhood\n //-----------------------------------------\n }", "function updatePlot() {\n if (!$scope.isReady) return;\n var plot = $scope.plot;\n var lines = prepLines();\n plot.setData(lines);\n // Since the axes don't change, we don't need to call plot.setupGrid()\n plot.draw();\n }", "function refreshDisplay(){\n env.disp.render() ;\n env.plot.render() ;\n}", "function doUpdate() {\n\n\t\t//console.log(myDoc.defaultView);\n\t\tif (myDoc.defaultView === null) {\n\t\t\talert(\"Window is closed!\");\n\t\t\treturn 0;\n\t\t}\n\n\t\tvar noview = 0,\n\t\t\tnoshape = 0,\n\t\t\tnodim = 0,\n\t\t\tcurrview = {};\n\n\t\t// Put all data from JSON editor to theObj\n\t\ttheObj = editor.get();\n\t\t// Check if PART or ASSY object\n\t\tif (theObj.Header.Type === \"part\") {\n\t\t\t// no active now. Waiting coding for assy\n\t\t}\n\t\t// replace parameters by value and evaluate formula\n\t\ttheObj = doDeparam(theObj);\n\t\t// put all coordinates in cartesian\n\t\ttheObj = doCoordonate(theObj);\n\n\t\tdoHatchpattern();\n\n\t\t// Create containers for each view or empty them if exist\n\t\tvar gview = [];\n\t\tfor (noview = 0; noview <= theObj.Views.length - 1; noview += 1) {\n\t\t\tvar svgg = theSvgElement.getElementById('view' + noview);\n\t\t\tif (svgg === null) {\n\t\t\t\tgview.push(document.createElementNS(NSSVG, \"g\"));\n\t\t\t\tgview[gview.length - 1].setAttributeNS(null, \"id\", \"view\" + noview);\n\t\t\t\tgview[gview.length - 1].setAttributeNS(null, \"class\", \"basicview\");\n\t\t\t\ttheSvgElement.appendChild(gview[gview.length - 1]);\n\t\t\t} else {\n\t\t\t\twhile (svgg.firstChild) {\n\t\t\t\t\tsvgg.removeChild(svgg.firstChild);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// draw shape (with fillet at corner if specified)\n\t\tfor (noview = 0; noview <= theObj.Views.length - 1; noview += 1) {\n\t\t\tcurrview = theObj.Views[noview];\n\t\t\tfor (noshape = 0; noshape <= currview.Shapes.length - 1; noshape += 1) {\n\t\t\t\tShape(noshape, currview.Shapes[noshape].Points,\n\t\t\t\t\ttheObj.Header.Scale,\n\t\t\t\t\tcurrview.Header.Origine,\n\t\t\t\t\tcurrview.Shapes[noshape].Fill,\n\t\t\t\t\tnoview,\n\t\t\t\t\ttheObj.Format,\n\t\t\t\t\ttheSvgElement);\n\t\t\t}\n\t\t}\n\n\n\t\t// draw Lines from theSvgElement and view #\n\t\tfor (noview = 0; noview <= theObj.Views.length - 1; noview += 1) {\n\t\t\tdrawLine(noview, theSvgElement, theObj);\n\t\t}\n\n\t\t// draw dimension from the SvgElement (after remove old ones)\n\t\tsvgg = theSvgElement.getElementById('dimension');\n\t\twhile (svgg.firstChild) {\n\t\t\tsvgg.removeChild(svgg.firstChild);\n\t\t}\n\t\tfor (nodim = 0; nodim <= theObj.Dimensions.length - 1; nodim += 1) {\n\t\t\tdrawDimension(theSvgElement, theObj, theObj.Dimensions[nodim]);\n\t\t} // for\n\n\t\t// Change Format (mainly linked with CSS)\n\t\tchangeClasscolor('dim', theObj.Format.Dimensions_color, theObj.Format.shape_thick);\n\n\t\t// draw origin point for each view\n\t\tdrawOrigin();\n\t\tdisplayClassToggle('ptsfillet');\n\t\tdisplayClassToggle('squeleton');\n\n\t\tdisplayNodesinfo();\n\n\t\tpanZoomInstance = svgPanZoom(theSvgElement, {\n\t\t\tzoomEnabled: true,\n\t\t\tcontrolIconsEnabled: false\n\t\t});\n\n\t\treturn 0;\n\t}", "async function updateSurface(model, x, y) {\n const surface = tfvis.visor().surface({\n name: \"Epoch\",\n tab: 'Epoch'\n });\n\n // Training des Modells\n await model.fit(x, y, {\n epochs: 10000,\n batchSize: 5,\n validationData: [x, y],\n callbacks: {\n\n onEpochEnd: async (epoch, logs) => {\n surface.drawArea.innerHTML = \"Aktuelle Epoche: <b>\" + epoch + \"</b>\";\n surface.label.innerHTML = \"Epoch: \" + epoch;\n predictAndDraw(x, model);\n\n $(\"#epochs\").html(\"<span>Epoch: \" + epoch + \"</span>\");\n $(\"#loss\").html(\"<span>Loss: \" + logs.loss + \"</span>\");\n\n await tf.nextFrame();\n }\n }\n });\n}", "function setup() {\n createCanvas(windowWidth, windowHeight);\n\n scaleInput = createInput();\n scaleInput.position(30, 30);\n scaleInput.value(scale);\n\n scaleButton = createButton(\"Set Scale\");\n scaleButton.position(scaleInput.x + scaleInput.width + 10, 30);\n scaleButton.mousePressed(setScale);\n\n addModelButton = createButton(\"Add Model\");\n addModelButton.position(windowWidth - 150, 30);\n addModelButton.mousePressed(addModel);\n\n grid = new Grid();\n\n models = new Array();\n models.push(new Model(0, nextPos, dimension, alfa, accuracy, true));\n currentModel = models[0];\n\n nextPos += 200;\n\n textAlign(CENTER, CENTER);\n}", "function showModel() {\n document.getElementById(\"mySavedModel\").textContent = myDiagram.model.toJson();\n }", "function modelReady() {\n createDiv(\"Model ist geladen\")\n console.log(\"Model Geladen\");\n}", "function updateAndShow(src,forceFit) {\n om.root.removeComputed();\n om.root.deepUpdate(om.overrides);\n if (forceFit) draw.mainCanvas.fitContents();\n draw.refresh();\n if (src!=\"tree\") tree.initShapeTreeWidget();\n }", "function save() {\n document.getElementById(\"mySavedModel\").value = myDiagram.model.toJson();\n myDiagram.isModified = false;\n }", "function save() {\n\t\tdocument.getElementById(\"mySavedModel\").value = myDiagram.model.toJson();\n\t\tmyDiagram.isModified = false;\n\t}", "function addModel(){\n models.push(new Model(0, nextPos, dimension, alfa, accuracy, false));\n nextPos += 200;\n}", "function save() {\r\n document.getElementById('mySavedModel').value = myDiagram.model.toJson();\r\n myDiagram.isModified = false;\r\n}", "function update() {\n redrawView(evalContainer, evalVis, evalData);\n redrawView(detailContainer, detailVis, detailData);\n redrawView(messageContainer, messageVis, messageData);\n }", "function update_model_view() {\r\n\tlet mv = mult(rotateZ(thetas[2]), mult(rotateY(thetas[1]), rotateX(thetas[0])));\r\n\tmv = mult(translate(position[0], position[1], position[2]), mv);\r\n\tmv = mult(scalem(cur_scale, cur_scale, cur_scale), mv);\r\n\tgl.uniformMatrix4fv(model_view_loc, false, flatten(mv));\r\n}", "function setupDiagram() {\n myFullDiagram.model = go.Model.fromJson(document.getElementById(\"mySavedModel\").value);\n}", "_updateModel () {\n mat4.identity(this._modelMatrix);\n\n mat4.fromQuat(this._modelMatrix, this.rotation);\n mat4.scale(this._modelMatrix, this._modelMatrix, this.scale);\n mat4.translate(this._modelMatrix, this._modelMatrix, this.position);\n\n mat4.invert(this._inverseModelMatrix, this._modelMatrix);\n }", "function updatePlot() {\n let data = [];\n\n let x3 = 1;\n let y3 = 1;\n\n data = computeBasis(x3, y3);\n Plotly.animate(\n 'graph-holder',\n {data: data},\n {\n fromcurrent: true,\n transition: {duration: 0,},\n frame: {duration: 0, redraw: false,},\n mode: \"immediate\"\n }\n );\n }", "setModel(input) {\n if (input) {\n const isInitModel = this.initModel(input);\n this.data.push(isInitModel);\n }\n }", "function onLoadModelSuccess(model) {\n viewer.loadExtension(\"markup3d\");\n viewer.addEventListener(Autodesk.Viewing.GEOMETRY_LOADED_EVENT, onGeometryLoadedHandler);\n\n console.log('onLoadModelSuccess()!');\n console.log('Validate model loaded: ' + (viewer.model === model));\n console.log(model);\n}", "function modelLoaded() {\n select('#status').html('Model Loaded');\n getPitch();\n}", "function run(){\n initPara();\n\n colors = [0,0,0];\n while(colors.length<21*3){\n colors.push( Math.round( (Math.random()*255 + colors[colors.length-3]) / 2 ) );\n }\n\n let index = modelLoaded.indexOf(modelName);\n if(index === -1) { \n showModel.innerHTML = 'Model loading...';\n createFileFromUrl(modelName, modelName, compute, modelState);\n modelLoaded.push(modelName);\n } else{\n modelLoaded.innerHTML = `${modelName} has been loaded before.`;\n compute();\n };\n}", "refreshToPhysics() {}", "refreshToPhysics() {}", "draw(opts) {\n for (const model of this.getModels()) {\n model.draw(opts);\n }\n }", "async update () {\n\t\tif (this.dontSaveIfExists) {\n\t\t\t// or don't bother if the derived class says so\n\t\t\tthis.model = this.existingModel;\n\t\t\treturn;\n\t\t}\n\t\tawait this.determineChanges();\n\t\tawait this.doUpdate();\n\t}", "function loadModel() {\n this.model = DiagramService.get();\n }", "function modelReady() {\n canvas.show();\n // sketchRNN will begin when the mouse is released\n canvas.mouseReleased(startSketchRNN);\n select('#status').html('model ready - sketchRNN will begin after you draw with the mouse');\n}", "modelLoadDone(model){\n this.fitCamera(model);\n }", "function modelLoaded()\n{\n console.log('model loaded');\n pitch.getPitch(gotPitch);\n}", "run() {\n this.chart.drawChart();\n this.demographicsChart.drawChart(this.createCurrentStats().sum());\n this.model.setupCommunity();\n this.model.run();\n this.reset();\n }", "function renderChart() {\n\n if($scope.currentChartModel==null) {\n $scope.app.getObject($element.find('div'), $scope.currentChart).then(function(model) {\n $scope.currentChartModel = model;\n });\n }\n else {\n $scope.currentChartModel.enigmaModel.endSelections(true)\n .then(destroyObject)\n .then(\n function() {\n $scope.app.getObject($element.find('div'), $scope.currentChart)\n .then(function(model) {\n $scope.currentChartModel = model;\n });\n });\n }\n\n }", "refreshFromPhysics() {}", "refreshFromPhysics() {}", "function updateView(){\n gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n loadRotation();\n loadViewMatrix();\n loadProjectionMatrix();\n loadPhongModel();\n var l = points.length;\n gl.uniform1i(textureLoc, material);\n gl.drawArrays( gl.TRIANGLES, 0, l);\n\n updateUIContent();\n}", "function update() {\n updateImageCoordinates();\n\n // No need for a nested selection as all images are already bound to the correct data items.\n // Just need to let d3 know it should reapply x, y because the data items have been updated.\n d3.select(modelView.node).selectAll('.image-container image')\n .attr('transform', transform);\n }", "function update() {\r\n\r\n interactive_plot.setData([getRandomData()]);\r\n\r\n // Since the axes don't change, we don't need to call plot.setupGrid()\r\n interactive_plot.draw();\r\n if (realtime === \"on\")\r\n setTimeout(update, updateInterval);\r\n}", "function manageGraph() {\n updateKeys();\n\n if ($(objectGraph + \" svg\").length > 0) {\n updateGraph();\n } else {\n addGraph();\n updateGraph();\n arrangeLabels();\n }\n\n}", "function updateShapes() {\n\trebuildLines();\t\n}", "function modelReady() {\n\n sketchrnn_model.reset();\n sketchrnn_model.generate(gotSketch);\n}", "update () {\r\n\t\tvar svg = d3.select(this.element);\r\n\t\tsvg.selectAll('*').remove();\r\n\t\tthis.drawChart();\r\n\t}", "update () {\n this.render();\n }", "function addModel(origami) {\n\n //var texture = THREE.ImageUtils.loadTexture('textures/paper.png'); \n\n // instantiate a loader\n // var loader = new THREE.TextureLoader();\n // loader.load('textures/paper.png', function(texture){\n\n\n // }); \n\n var materials = [\n new THREE.MeshPhongMaterial({\n color: 0x996633,\n specular: 0x050505,\n shininess: 10,\n emssion: 0x666666,\n // map: texture,\n side: THREE.DoubleSide\n }),\n new THREE.MeshBasicMaterial({\n color: 0x000000,\n wireframe: true,\n wireframeLinewidth: 0.4\n })\n ];\n\n origami.mesh = new THREE.Mesh(origami.geometry, materials[0]);\n origami.edges = new THREE.Mesh(origami.geometry, materials[1]);\n origami.mesh.name = origami.name + '_mesh';\n origami.edges.name = origami.name + '_edges';\n\n // model view matrix\n var mvm = new THREE.Matrix4();\n\n //mvm.setPosition(origami.translation);\n mvm.makeRotationAxis(origami.rotation_axis, origami.rotation_angle);\n //mvm.setPosition(origami.translation);\n\n origami.mesh.matrix = mvm.clone();\n origami.edges.matrix = mvm.clone();\n origami.mesh.matrixAutoUpdate = false;\n origami.edges.matrixAutoUpdate = false;\n // origami.mesh.position = origami.translation.clone();\n // origami.edges.position = origami.translation.clone();\n\n scene.add(origami.mesh);\n scene.add(origami.edges);\n}", "update () {\n \tthis.modelMatrix.set();\n this.modelMatrix.scale(this.scale);\n this.modelMatrix.rotate(this.orientation);\n this.modelMatrix.translate(this.position);\n\n this.modelMatrixInverse = this.modelMatrix.clone().invert();\n }", "function update() {\n plot.setData([getRandomData()]);\n // Since the axes don't change, we don't need to call plot.setupGrid()\n plot.draw();\n setTimeout(update, updateInterval);\n }", "function setModel(model) { \n initializeBoard();\n switchModel(model);\n \n var presets = {\n linear: [\n [1,1],\n [5,3]\n ],\n quadratic: [\n [1,0.2],\n [3,1.8],\n [5,5.0]\n ],\n cubic: [\n [1,0.2],\n [3,1.8],\n [5,5.0],\n [7,12.0]\n ],\n quartic: [\n [1,0.2],\n [3,1.8],\n [5,5.0],\n [7,12.0],\n [9,64.0]\n ],\n exponential: [\n ],\n logistic: [\n ],\n logarithmic: [\n ],\n step: [\n ],\n gaussian: [\n ],\n interpolated: [\n [1,7],\n [3,5],\n [5,4],\n [7,3],\n [9,1]\n ],\n polynomial: [\n [1,7],\n [3,5],\n [5,4],\n [7,3],\n [9,1]\n ]\n };\n \n var initial_points = $.map(presets[model], function(o,i) {\n return [[\n o[0] * Math.exp( (optimalApp.xLogRange-1) * Math.LN10 ), \n o[1] * Math.exp( (optimalApp.yLogRange-1) * Math.LN10 )\n ]];\n });\n importPoints(initial_points);\n centerBoard();\n}", "async function run() {\n await init();\n updatePlot();\n}", "function modelReady() \n{\n print(\"Model REady\");\n loadData(); \n}", "updateHubblePlot() {\n this.updatePoints();\n this.addEventListeners();\n }", "function updateModelview() {\n\t\t// update LocalModelview() {\n\t\tif(!this.localModelviewUpToDate) {\n\n\t\t\t// Calculate local modelview.\n\t\t\tmat4.identity(this.localModelview);\n\n\t\t\t// Translate last, thus include the code first.\n\t\t\tmat4.translate(this.localModelview, this.transformation.translate);\n\n\t\t\t// Calculate and store the rotation separately, because it is used for normals.\n\t\t\t// Mind the this is not commutative, thus only the rotation applied last (x)\n\t\t\t// will work as expected. Rotation around z will always turn the original (not rotated) model.\n\t\t\tmat4.identity(this.localRotation);\n\t\t\tmat4.rotateX(this.localRotation, this.transformation.rotate[0]);\n\t\t\tmat4.rotateY(this.localRotation, this.transformation.rotate[1]);\n\t\t\tmat4.rotateZ(this.localRotation, this.transformation.rotate[2]);\n\t\t\t// Include rotation.\n\t\t\tmat4.multiply(this.localModelview, this.localRotation, this.localModelview);\n\n\t\t\t// Include scaling.\n\t\t\tmat4.scale(this.localModelview, this.transformation.scale);\n\n\t\t\t// BEGIN exercise Shear\n\t\t\t// Include shearing.\n\t\t\t// Modify the matrix this.localShear (see mat4.translate for matrix data structure).\n\n\t\t\t// END exercise Shear\n\n\t\t\t// Locally we are up to date, but we have to adjust world MV.\n\t\t\tthis.localModelviewUpToDate = true;\n\t\t\tthis.worldModelviewUpToDate = false;\n\t\t}\n\t\t// Update WorldModelview and worldRotation.\n\t\tif(!this.worldModelviewUpToDate) {\n\t\t\tmat4.identity(this.worldModelview);\n\t\t\tmat4.identity(this.worldRotation);\n\t\t\t// Include transformation of parent node.\n\t\t\tif(this.parent !== null) {\n\t\t\t\tvar PWMV = this.parent.updateModelview();\n\t\t\t\tvar PWR = this.parent.updateRotation();\n\t\t\t\tmat4.multiply(this.worldModelview, PWMV, this.worldModelview);\n\t\t\t\tmat4.multiply(this.worldRotation, PWR, this.worldRotation);\n\t\t\t}\n\t\t\t// Combine world of parents with local to this world.\n\t\t\tmat4.multiply(this.worldModelview, this.localModelview, this.worldModelview);\n\t\t\tmat4.multiply(this.worldRotation, this.localRotation, this.worldRotation);\n\t\t\tthis.worldModelviewUpToDate = true;\n\t\t}\n\t\treturn this.worldModelview;\n\t}", "refreshModel() {\n this.refresh();\n }", "function draw() {\n clear();\n\n updateEquations();\n secondaryFunction.update(equation);\n\n examplePlot.plotDraw();\n}", "function save() {\n saveDiagramProperties();\t// do this first, before writing to JSON\n document.getElementById(\"mySavedModel\").value = myDiagram.model.toJson();\n myDiagram.isModified = false;\n}", "function updateCanvas() {\n clearGraph();\n\n updatePoints();\n}", "function updateChart() {\n if(hasChartBeenMade === false) {\n makeChart();\n } else {\n myChart.data.labels = chartLabels;\n myChart.data.datasets[0].data = chartValues;\n }\n}", "async function runModel() {\n showLoadingScreen();\n\n model = await tf.loadGraphModel(modelURL);\n\n tf.tidy(() => model.predict(fetchInputImage())); // warmup\n\n modelChange = false;\n\n while (!modelChange) {\n const saliencyMap = predictSaliency();\n\n await tf.browser.toPixels(saliencyMap, canvas);\n\n saliencyMap.dispose();\n\n await tf.nextFrame();\n }\n\n model.dispose();\n\n runModel();\n}", "function update(slide) {\n title(slide);\n axes(slide,defaultYear);\n legend(slide);\n lines(slide);\n cars(slide,defaultYear);\n annotation(slide);\n text(slide);\n}", "function draw() {\n background(250);\n grid.draw();\n \n for (let i = 0; i < models.length; i++)\n models[i].draw();\n\n text(\"Press \\\"P\\\" to add a point.\", windowWidth - 150, 80);\n}", "function rerender_model_fits(json, element) {\n $(element).empty();\n render_model_fits(json, element);\n}", "function modelLoaded() {\r\n console.log(\"Model loaded\");\r\n}", "function Model() {\n this._listeners = {\n 'status-change': [],\n 'mode-change': [],\n '2d-scene-change': [],\n '2d-scene-needs-recoloring': [],\n '3d-scene-change': [],\n 'intensities-change': [],\n };\n this._mode = Model.Mode.UNDEFINED;\n this._mesh = null;\n this._spots = null;\n this._mapping = null;\n this._measures = null;\n this._image = null;\n this._activeMeasure = null;\n this._color = new THREE.Color('#001eb2');\n this._backgroundColor = new THREE.Color('black');\n this._colorMap = new JetColorMap();\n this._scale = Model.Scale.LOG;\n this._hotspotQuantile = 0.995;\n this._spotBorder = 0.05;\n\n // 3D scene\n this._scene = new THREE.Scene();\n this._material = new THREE.MeshLambertMaterial({\n vertexColors: THREE.VertexColors,\n transparent: true,\n opacity: 0.9,\n shininess: 3,\n shading: THREE.SmoothShading\n });\n this._light1 = new THREE.PointLight(0xffffff, 1, 0);\n this._light1.position.set(-100, 100, 500);\n this._light2 = new THREE.DirectionalLight(0xffffff, 0.8);\n this._light2.position.set(0, 1, 0);\n this._light3 = new THREE.DirectionalLight(0xffffff, 1);\n this._light3.position.set(0, -1, 0);\n this._scene.add(this._light1);\n this._scene.add(this._light2);\n this._scene.add(this._light3);\n this._scene.add(new THREE.AxisHelper(20));\n\n this._status = '';\n this._tasks = {};\n}", "function setup() {\n var newStrokeWidth;\n\n if (!model.properties.showVDWLines) {\n removeContainerAndSprites();\n return;\n }\n\n // Some interactives' scripts call repaint a lot, which calls this method. However, if there\n // is a container and the model dimensions have not changed, there is no setup to do. The\n // update method will ensure that the correct VdW lines are added or removed.\n newStrokeWidth = modelView.model2canvas(0.02);\n if (newStrokeWidth !== strokeWidth) {\n strokeWidth = newStrokeWidth;\n\n texture = getLineTexture(strokeWidth);\n removeContainerAndSprites();\n createContainerAndSprites();\n }\n\n if (!container) {\n createContainerAndSprites();\n }\n\n update();\n }", "update() {\r\n // Entity data\r\n const el = this.el;\r\n const object3D = el.object3D;\r\n const options = this.data;\r\n\r\n if (options.csv) {\r\n /* Plot data from CSV */\r\n d3.csv(options.csv, data => {\r\n plotData(data, el, object3D, options);\r\n });\r\n }\r\n\r\n if (options.frameID) {\r\n getFrameDataFromh2o3(el, object3D, options)\r\n }\r\n }", "function update_and_publish() {\n model.update(A, B, C, D, xmax, y, z, logd);\n $.publish(channel + \"ra\", [model.radii.lumen]);\n $.publish(channel + \"rb\", [model.radii.mucosal]);\n $.publish(channel + \"rc\", [model.radii.sub_mucosal]);\n $.publish(channel + \"rd\", [model.radii.asm]);\n }", "function updateViz() {\n background(\"seashell\");\n\n loadImage(\"USVizLegend.png\", displayLegend);\n if (stateArray.length > 0) {\n for (let i = 1; i < stateArray.length; i++) {\n stateArray[i].display();\n }\n }\n else { //handles error if stateArray does not contain data\n text(\"Waiting to load data files...\", width / 2, height / 2);\n }\n}", "function modelLoaded() {\n console.log('model loaded!');\n}", "function update() {\n // Update size of the vis\n vis.width(window.innerWidth)\n .height(window.innerHeight);\n\n // Update size of the vis container and redraw\n d3.select('.pv-vis-demo')\n .attr('width', window.innerWidth)\n .attr('height', window.innerHeight)\n .datum(data)\n .call(vis);\n }", "setModel(model) {\n // Do nothing. Use Callback instead of BaseCallback to track the model.\n }", "function setModel(tegel, model){\n tegel.setAttribute(\"gltf-model\", model)\n }", "function updateGUI() {\n\tvar dataLayer = $(\"#dataTypeSelect\").val();\t\n\tshowHideScenarioButtons(dataLayer);\n\tupdateTimePeriodLabels(dataLayer);\n\tupdateStoryWindow();\n\t\n\tif(dataLayer === \"maxSWE\") {\n\t\tmakeChartWindow();\n\t} else {\n\t\t$(\"#chartWindow\").remove();\n\t\t$(\"#showChartButton\").hide();\n\t}\n\tupdateSidebarLayout();\n}", "function updateAllTheGeometry() {\n\n if (config.enableSelection) {\n\n toggleVisibility(HaloBranch,config.showPaths, 0.5);\n toggleVisibility(HaloSelect,config.showHalos, 0.05);\n } else{\n displayHaloData();\n }\n\n\n}", "_mutateModel() {\n let model = this.get('model');\n let layerProperties = this.get('getLayerProperties')();\n\n for (let attr of Object.keys(layerProperties)) {\n model.set(attr, layerProperties[attr]);\n }\n }", "function addModel(data) {\n modelHash = Math.random().toString(36).substring(2, 9);\n loadModelEvent.data = {\n file: data,\n modelHash: modelHash\n }\n selectors.closeModel[order].setAttribute('data-hash', modelHash);\n selectors.selectModel[order].setAttribute('data-hash', modelHash);\n document.dispatchEvent(loadModelEvent);\n resetSelectors();\n}", "setupMain() {\n const stats = this.createCurrentStats();\n this.model = new Model(\n this.numCommunities, // TODO determine the number of communities\n this.agentView,\n this.width,\n this.height,\n stats,\n this.receiveNewStatsAndUpdateChart.bind(this),\n this.updateDemographicChart.bind(this),\n this.updateTimeline.bind(this),\n this.borderCtx\n );\n }", "update() {\r\n this.draw();\r\n inputChange();\r\n }", "updateWebGl () {\n if (this.isInitialized) {\n this.getPlotElDim();\n\n this.camera.left = this.plotElDim.width / -2;\n this.camera.right = this.plotElDim.width / 2;\n this.camera.top = this.plotElDim.height / 2;\n this.camera.bottom = this.plotElDim.height / -2;\n\n this.cameraPosOrgX = (this.plotElDim.width / 2);\n this.cameraPosOrgY = MARGIN_TOP - (this.plotElDim.height / 2);\n\n this.camera.position.x = this.cameraPosOrgX;\n this.camera.position.y = this.cameraPosOrgY;\n this.scrollLimitTop = this.cameraPosOrgY;\n\n this.camera.updateProjectionMatrix();\n\n this.renderer.setSize(this.plotElDim.width, this.plotElDim.height);\n\n // Rerender\n this.updateRendering({\n grid: true,\n layout: true,\n scrollLimit: true\n });\n }\n }", "function setGraphModelNew(model, resultData) {\n if (model === 'bar') {\n\n if (resultData.col === 1) {\n\n } else if (resultData.col === 2) {\n ecGraph.barOption.legend.data = resultData.legendData;\n ecGraph.barOption.xAxis[0].data = resultData.xAxis;\n ecGraph.barOption.series[0].name = resultData.legendData[0];\n ecGraph.barOption.series[0].data = resultData.series1;\n ecGraph.barOption.series[1].name = resultData.legendData[1];\n ecGraph.barOption.series[1].data = resultData.series2;\n\n ecGraph.mainViewer.setOption(ecGraph.barOption, {notMerger: true});\n $('#logic-text').html('');\n }\n }\n }", "function updateFactory(model){\n new update(model)\n}", "function onInitModel(gltf) {\n const model = gltf.scene;\n model.position.set( 1, 2, -3 )\n model.scale.set( 0.01, 0.01, 0.01 )\n model.traverse( function ( child ) {\n if ( envMap && child.isMesh ) child.material.envMap = envMap\n } )\n\n scene.add( model )\n\n mixer = new THREE.AnimationMixer( model )\n mixer.clipAction( gltf.animations[ 0 ] ).play()\n\n animate() \n}", "function model_upcreate()\n {\n baseParams_2_extendedParams();\n var {D,G,AA} = calculateConicPoint_algo( rg.g.value );\n setRgPoint( 'D', D );\n setRgPoint( 'G', G );\n setRgPoint( 'AA', AA );\n\n\n //decorations:\n var N = [\n rg.gN.value*Math.cos( rg.gamma.value ) + rg.H.pos[0],\n -rg.gN.value*Math.sin(rg.gamma.value) + rg.H.pos[1]\n ];\n setRgPoint( 'N', N );\n }", "function update() {\n updateLinks();\n updateDummyLinks();\n updateNodes(); \n\n // sets the graph in motion\n force\n .nodes(dataset.nodes)\n .force(\"link\").links(dataset.edges);\n\n force.alphaTarget(0.3).restart();\n}", "function update_and_publish() {\n model.update(defaults.A, defaults.B, defaults.C, defaults.D, x, y, z, logd);\n $.publish(channel + \"radii\", [model.radii.lumen, model.radii.mucosal, model.radii.sub_mucosal, model.radii.asm]);\n $.publish(channel + \"AR\", [model.resistance()]);\n $.publish(channel + \"ASM_short\", [100*model.shortening(logd)]);\n }", "function loadModel() {\n if (g.object.type === 'Group') {\n g.object.traverse( function ( child ) {\n if ( child.isMesh ) {\n child.material.map = g.mat.map;\n child.material.normalMap = g.mat.normalMap;\n //child.material.roughnessMap = g.mat.roughnessMap;\n //child.material.displacementMap = g.mat.displacementMap;\n child.material.normalMap = g.mat.normalMap;\n child.material.shininess = 2000;\n }\n } );\n }\n\t}", "initializeNewModel() {\n\n }", "function updateModelView(modelView) {\n gl.uniformMatrix4fv(locations.modelView, false, flatten(modelView));\n gl.uniformMatrix4fv(locations.normalLocation, false, flatten(modelView));\n}", "function displayMetrics(response) {\n if (response[0] == \"ERROR\") {\n document.getElementById('ErrorMessage').style.display = 'block';\n document.getElementById('Page1').style = 'display:block';\n document.location.href=\"#ModelSelection\";\n $('body').addClass('loaded');\n }\n else {\n // generate side buttons for reselection\n var modelButton1 = document.getElementById('selectedModel1');\n modelButton1.innerHTML = list_models[0];\n listenSelectedModel(1);\n var modelButton2 = document.getElementById('selectedModel2');\n modelButton2.innerHTML = list_models[1];\n listenSelectedModel(2);\n var modelButton3 = document.getElementById('selectedModel3');\n modelButton3.innerHTML = list_models[2];\n listenSelectedModel(3);\n var modelButton4 = document.getElementById('selectedModel4');\n modelButton4.innerHTML = list_models[3];\n listenSelectedModel(4);\n var modelButton5 = document.getElementById('selectedModel5');\n modelButton5.innerHTML = list_models[4];\n listenSelectedModel(5);\n\n // display model name\n var modelNameLabel = document.getElementById('modelName');\n modelNameLabel.innerHTML = sel_model;\n\n // display model heading\n var modelLabel = document.getElementById('modelHeading');\n modelLabel.innerHTML = sel_model;\n\n // display model accuracy\n var scoreLabel = document.getElementById('modelAccuracy');\n scoreLabel.innerHTML = response[0];\n\n // plot graphs\n document.getElementById('plot1').src = '../output/plot1.jpg';\n document.getElementById('plot2').src = '../output/plot2.jpg';\n\n // output code snippet\n document.getElementById('codeSnippet').value = response[1];\n\n for (var f = 0; f < sel_features.length; f++) {\n var labelFeature = document.createElement(\"Label\");\n var inputFeature = document.createElement(\"input\");\n var br1 = document.createElement(\"br\");\n var br2 = document.createElement(\"br\");\n var br3 = document.createElement(\"br\");\n\n inputFeature.id = \"inputF\" + f;\n labelFeature.id = \"labelF\" + f;\n labelFeature.innerHTML = sel_features[f];\n labelFeature.style.fontSize = \"1.5em\";\n document.getElementById('PredictionInputs').appendChild(labelFeature);\n document.getElementById('PredictionInputs').appendChild(br1);\n document.getElementById('PredictionInputs').appendChild(inputFeature);\n document.getElementById('PredictionInputs').appendChild(br2);\n document.getElementById('PredictionInputs').appendChild(br3);\n }\n\n // create prediction button\n var oldPredButton = document.getElementById('PredictButton');\n if (oldPredButton != null) oldPredButton.parentNode.removeChild(oldPredButton);\n\n var predictButton = document.createElement(\"button\");\n predictButton.id = \"PredictButton\"\n predictButton.className = 'btn btn-primary btn-xl';\n predictButton.innerHTML = \"Predict\";\n document.getElementById('PredictionButton').appendChild(predictButton);\n setupListeners(\"predictButton\");\n\n clearTimeout(model_status);\n //train_time = 0.0;\n $('body').addClass('loaded');\n document.getElementById('PageR').style = 'display:block';\n }\n }", "async function addNoteModel() {\n const noteModel = document.querySelector('.note-model');\n noteModel.style.display = \"block\";\n}", "function save() {\r\n\t\tvar str = myDiagram.model.toJson();\r\n\t\tdocument.getElementById(\"mySavedModel\").value = str;\r\n\t }", "function updatedata(id) {\n getPlot(id);\n}" ]
[ "0.6850339", "0.6493416", "0.6404807", "0.63306355", "0.62900954", "0.62272", "0.62049437", "0.62040603", "0.6184184", "0.6158762", "0.60592324", "0.6033745", "0.6026013", "0.59360355", "0.59049445", "0.58925897", "0.5883638", "0.58557564", "0.58343536", "0.58331335", "0.5827909", "0.58165157", "0.5803033", "0.5779304", "0.5772114", "0.5763978", "0.5723698", "0.5714757", "0.5706186", "0.56899565", "0.56568116", "0.5632841", "0.56276244", "0.5617042", "0.561164", "0.561164", "0.55842406", "0.5569407", "0.55565876", "0.5552802", "0.55465144", "0.55436164", "0.55325943", "0.5526316", "0.55238307", "0.55238307", "0.551962", "0.5512358", "0.5498215", "0.5498067", "0.5495055", "0.5488512", "0.5487267", "0.5483072", "0.5482587", "0.5479002", "0.54782665", "0.5474803", "0.54685736", "0.5466331", "0.5462356", "0.546226", "0.5459282", "0.5457469", "0.5457083", "0.5450985", "0.54488754", "0.5446634", "0.5444262", "0.54435855", "0.54366404", "0.542912", "0.542814", "0.54179573", "0.5408826", "0.5405899", "0.5398837", "0.53987825", "0.5397915", "0.53889775", "0.5388204", "0.53870946", "0.5382311", "0.5373059", "0.5369427", "0.53693694", "0.5368535", "0.53681487", "0.5364625", "0.53606325", "0.5359434", "0.5358741", "0.5352222", "0.5345139", "0.5338585", "0.53382015", "0.53372276", "0.53352004", "0.5330813", "0.5326245", "0.53255016" ]
0.0
-1
put this in 3script later
function setEvents() { var transformTime = 1500; //var button = document.getElementById( 'page' ); //button.addEventListener( 'click', function ( event ) {transform(currentPage.WGLobjects, currentPage.targets.page, transformTime, transformTime, false, currentPage);}, false ); //var button = document.getElementById( 'button1' ); //button.addEventListener( 'click', function ( event ) {getPage('Home');}, false ); window.addEventListener( 'resize', onWindowResize, false ); var mousewheelevt = (/Firefox/i.test(navigator.userAgent)) ? "DOMMouseScroll" : "mousewheel"; //FF doesn't recognize mousewheel as of FF3.x $(window).bind(mousewheelevt, function(event) { var delta = extractDelta(event); if (delta <= 0) VScroll(true); else VScroll(false); }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "__init3() {this._finished = false;}", "__init3() {this._finished = false;}", "__init3() {this._finished = false;}", "function main() {\r\n\t// Init the myGM functions.\r\n\tmyGM.init();\r\n\r\n\t// If the script was already executed, do nothing.\r\n\tif(myGM.$('#' + myGM.prefix + 'alreadyExecutedScript'))\treturn;\r\n\r\n\t// Add the hint, that the script was already executed.\r\n\tvar alreadyExecuted\t\t= myGM.addElement('input', myGM.$('#container'), 'alreadyExecutedScript');\r\n\talreadyExecuted.type\t= 'hidden';\r\n\r\n\t// Init the language.\r\n\tLanguage.init();\r\n\r\n\t// Init the script.\r\n\tGeneral.init();\r\n\r\n\t// Call the function to check for updates.\r\n\tUpdater.init();\r\n\r\n\t// Call the function to enhance the view.\r\n\tEnhancedView.init();\r\n}", "transient protected internal function m189() {}", "leftBuild () {\n admin.prototype.scriptCallLeft();\n }", "transient final protected internal function m174() {}", "function Script() {}", "function init() {\n //UH HUH, THIS MY SHIT!\n }", "transient private internal function m185() {}", "__previnit(){}", "function asiCallOnload(){\n var SDM_noasci = ['meinauto'];\n var asi_p = 'IpZElE,Rdkg7V,NkqpjZ,acWaVx,RmJKxA,BnG7vD,oeu2b6,foY3mB'; //Produktion\n var asiPqTag = false; //Initialisierung, Antwort setzt auf true\n try {\n if ((sdm_vers >= 1) && !SDM_head.isinarray(SDM_noasci, SDM_resource)) {\n fXm_Head.create.twin(escape('//pq-direct.revsci.net/pql?placementIdList=' + asi_p), SDM_head.prep.asigmd, true);\n }\n } catch (ignore) {}\n\n // Audience Science Data Sharing\n if (!SDM_head.isinarray(SDM_noasci, SDM_resource)) {\n fXm_Head.create.script('//js.revsci.net/gateway/gw.js?csid=F09828&auto=t&bpid=Stroer');\n }\n}", "transient private protected internal function m182() {}", "function _____SHARED_functions_____(){}", "_reflow() {\n this._init();\n }", "function ProceduralRenderer3() { }", "function ProceduralRenderer3() { }", "function threeDmoSketch(){ //start script\n app.beginUndoGroup(\"Prep for 3D Motion Sketch\");\n\n //if(parseFloat(app.version) >= 10.5){\n var theComp = app.project.activeItem; //only selected\n\n // check if comp is selected\n if (theComp == null || !(theComp instanceof CompItem)){\n // if no comp selected, display an alert\n alert(\"Please establish a comp as the active item and run the script again.\");\n } else { \n var moNull = theComp.layers.addNull();\n moNull.name=\"mosketch_ctl\";\n\n var zSlider = moNull.property(\"Effects\").addProperty(\"Slider Control\");\n zSlider.name = \"z axis\";\n \n var expr = \"var p = transform.position;\" + \"\\r\" +\n \"var z = effect(\\\"z axis\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"[p[0],p[1],z];\";\n moNull.property(\"Position\").expression = expr;\n }\n \n app.endUndoGroup();\n} //end script", "private internal function m248() {}", "static async manage() {\n if (!!!_PROPERTIES_.get(this))\n _PROPERTIES_.set(this, Object.create(null))\n\n // document.currentScript still works when called from a non-module script.\n let script = _PROPERTIES_.get(this).script = document.currentScript;\n\n await this.template;\n\n let tag = this.is;\n if (script.hasAttribute('tagname'))\n tag = script.getAttribute('tagname') || tag;\n\n customElements.define(tag, this);\n\n }", "function ProceduralRenderer3() {}", "function ProceduralRenderer3() {}", "function ProceduralRenderer3() {}", "function charJawFront(){ //start script\n app.beginUndoGroup(\"Create Character Jaw Rig Front\");\n\n //if(parseFloat(app.version) >= 10.5){\n var theComp = app.project.activeItem; //only selected\n\n // check if comp is selected\n if (theComp == null || !(theComp instanceof CompItem)){\n // if no comp selected, display an alert\n alert(\"Please establish a comp as the active item and run the script again.\");\n } else {\n var theLayers = theComp.selectedLayers;\n if(theLayers.length==0){\n alert(\"Please select a precomp and run the script again.\");\n }else{\n // otherwise, loop through each selected layer in the selected comp\n for (var i = 0; i < theLayers.length; i++){\n // define the layer in the loop we're currently looking at\n var curLayer = theLayers[i];\n // Select layer to add expression to\n if (curLayer.matchName == \"ADBE AV Layer\"){\n //first check if this is a footage layer\n //next check if this is a comp.\n var myLayer = theComp.selectedLayers[0];\n if(myLayer.source.numLayers==null){\n //not a comp; send alert.\n alert(\"This only works on precomp layers.\");\n }else{\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n //myLayer is indeed a precomp. OK to do stuff.\n var slider = myLayer.property(\"Effects\").addProperty(\"Slider Control\");\n slider.name = \"jaw front control\"\n var headNull = myLayer.source.layers.addNull();\n //var upperJawNull = myLayer.source.layers.addNull();\n var lowerJawNull = myLayer.source.layers.addNull();\n headNull.name = \"head placeholder\";\n //upperJawNull.name = \"upper jaw placeholder\";\n lowerJawNull.name = \"lower jaw placeholder\";\n //when asset replaces null, anchor point will be centered.\n headNull.transform.anchorPoint.setValue([50,50]);\n //upperJawNull.transform.anchorPoint.setValue([50,50]);\n lowerJawNull.transform.anchorPoint.setValue([50,50]);\n headNull.property(\"Opacity\").setValue(100);\n //upperJawNull.property(\"Opacity\").setValue(100);\n lowerJawNull.property(\"Opacity\").setValue(100);\n //parenting jaws to head\n //upperJawNull.parent = headNull;\n lowerJawNull.parent = headNull;\n //expressions\n //headNullExprPos;\n //headNullExprRot;\n //headNullExprScale;\n //headNull.property(\"Position\").expression = headNullExprPos;\n //headNull.property(\"Rotation\").expression = headNullExprRot;\n //headNull.property(\"Scale\").expression = headNullExprScale;\n //--\n //upperJawNullExprPos;\n //upperJawNullExprRot;\n //upperJawNullExprScale;\n //upperJawNull.property(\"Position\").expression = upperJawNullExprPos;\n //upperJawNull.property(\"Rotation\").expression = upperJawNullExprRot;\n //upperJawNull.property(\"Scale\").expression = upperJawNullExprScale;\n //--\n lowerJawNullExprPos = \"var scaler = 1.0;\" + \"\\r\" +\n \"var x = transform.position[0];\" + \"\\r\" +\n \"var y = transform.position[1];\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"[x, y+(s*scaler)];\";\n //lowerJawNullExprRot;\n lowerJawNullExprScale = \"var scaler = 1.0;\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"var x = transform.scale[0];\" + \"\\r\" +\n \"var y = transform.scale[1];\" + \"\\r\" +\n \"[x,y+(s*scaler)];\"; \n lowerJawNull.property(\"Position\").expression = lowerJawNullExprPos;\n //lowerJawNull.property(\"Rotation\").expression = lowerJawNullExprRot;\n lowerJawNull.property(\"Scale\").expression = lowerJawNullExprScale;\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n }\n }else{\n //not a footage layer; send alert.\n alert(\"This only works on precomp layers.\");\n }\n }\n }\n }\n \n app.endUndoGroup();\n} //end script", "function novel_pushScript()\n{\n novel.scriptStack.push(novel_script);\n novel.scriptStack.push(novel.frame);\n}", "function JFather() {\r\n\t}", "private public function m246() {}", "function init() {\n\n\n}", "transient private public function m183() {}", "start() {// [3]\n }", "function loadNextScript() {\n var scriptTagOne = $document[0].createElement('script');\n scriptTagOne.type = 'text/javascript';\n scriptTagOne.async = true;\n scriptTagOne.src = 'http://d3js.org/d3.hexbin.v0.min.js';\n scriptTagOne.onreadystatechange = function() {\n if(this.readyState == 'complete') onScriptLoad();\n }\n var s = $document[0].getElementsByTagName('body')[0];\n s.appendChild(scriptTagOne);\n }", "protected internal function m252() {}", "function init() {\n\n\n\n\t}", "function init() {\n\t \t\n\t }", "function runScript(){\n\tregisterTab();\t\n\tcurrentQueuePoll();\n\tregisterMsgListener();\n\tinsertAddToQueueOptionOnVideos();\n\tinsertQTubeMastHead();\n\tload(false);\n}", "function three () {}", "function charJawSide(){ //start script\n app.beginUndoGroup(\"Create Character Jaw Rig Side\");\n\n //if(parseFloat(app.version) >= 10.5){\n var theComp = app.project.activeItem; //only selected\n\n // check if comp is selected\n if (theComp == null || !(theComp instanceof CompItem)){\n // if no comp selected, display an alert\n alert(\"Please establish a comp as the active item and run the script again.\");\n } else {\n var theLayers = theComp.selectedLayers;\n if(theLayers.length==0){\n alert(\"Please select a precomp and run the script again.\");\n }else{\n // otherwise, loop through each selected layer in the selected comp\n for (var i = 0; i < theLayers.length; i++){\n // define the layer in the loop we're currently looking at\n var curLayer = theLayers[i];\n // Select layer to add expression to\n if (curLayer.matchName == \"ADBE AV Layer\"){\n //first check if this is a footage layer\n //next check if this is a comp.\n var myLayer = theComp.selectedLayers[0];\n if(myLayer.source.numLayers==null){\n //not a comp; send alert.\n alert(\"This only works on precomp layers.\");\n }else{\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n //myLayer is indeed a precomp. OK to do stuff.\n var slider = myLayer.property(\"Effects\").addProperty(\"Slider Control\");\n slider.name = \"jaw side control\"\n var headNull = myLayer.source.layers.addNull();\n var upperJawNull = myLayer.source.layers.addNull();\n var lowerJawNull = myLayer.source.layers.addNull();\n headNull.name = \"head placeholder\";\n upperJawNull.name = \"upper jaw placeholder\";\n lowerJawNull.name = \"lower jaw placeholder\";\n //when asset replaces null, anchor point will be centered.\n headNull.transform.anchorPoint.setValue([50,50]);\n upperJawNull.transform.anchorPoint.setValue([50,50]);\n lowerJawNull.transform.anchorPoint.setValue([50,50]);\n headNull.property(\"Opacity\").setValue(100);\n upperJawNull.property(\"Opacity\").setValue(100);\n lowerJawNull.property(\"Opacity\").setValue(100);\n //parenting jaws to head\n upperJawNull.parent = headNull;\n lowerJawNull.parent = headNull;\n //expressions\n //headNullExprPos;\n //headNullExprRot;\n headNullExprScale = \"var x = transform.scale[0];\" + \"\\r\" +\n \"var y = transform.scale[1];\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"[x,y+(s/-4)];\";\n //headNull.property(\"Position\").expression = headNullExprPos;\n //headNull.property(\"Rotation\").expression = headNullExprRot;\n headNull.property(\"Scale\").expression = headNullExprScale;\n //--\n upperJawNullExprPos = \"var x = transform.position[0];\" + \"\\r\" +\n \"var y = transform.position[1];\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"var scaler = -0.2;\" + \"\\r\" +\n \"[x, y+(s*scaler)];\";\n upperJawNullExprRot = \"var r = transform.rotation;\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"var scaler = 0.2;\" + \"\\r\" +\n \"r+(s*scaler);\";\n //upperJawNullExprScale;\n upperJawNull.property(\"Position\").expression = upperJawNullExprPos;\n upperJawNull.property(\"Rotation\").expression = upperJawNullExprRot;\n //upperJawNull.property(\"Scale\").expression = upperJawNullExprScale;\n //--\n lowerJawNullExprPos = \"var x = transform.position[0];\" + \"\\r\" +\n \"var y = transform.position[1];\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"var scaler = 2;\" + \"\\r\" +\n \"[x, y+(s*scaler)];\";\n lowerJawNullExprRot = \"var r = transform.rotation;\" + \"\\r\" +\n \"var s = comp(\\\"\" + theComp.name + \"\\\").layer(\\\"\" + myLayer.name + \"\\\").effect(\\\"\" + slider.name + \"\\\")(\\\"Slider\\\");\" + \"\\r\" +\n \"var scaler = -1.0;\" + \"\\r\" +\n \"r+(s*scaler);\";\n //lowerJawNullExprScale; \n lowerJawNull.property(\"Position\").expression = lowerJawNullExprPos;\n lowerJawNull.property(\"Rotation\").expression = lowerJawNullExprRot;\n //lowerJawNull.property(\"Scale\").expression = lowerJawNullExprScale;\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n }\n }else{\n //not a footage layer; send alert.\n alert(\"This only works on precomp layers.\");\n }\n }\n }\n }\n \n app.endUndoGroup();\n} //end script", "onLoad() { }", "function ScriptCreatedHook(script) {}", "onLoad() {}", "onLoad () {}", "function scriptLoader()\n{\n addJavascript(\"phoneticMapper.js\", \"head\");\n addJavascript(\"vedatype.js\", \"head\");\n addJavascript(\"slp01.js\", \"head\"); \n}", "function startinteractive () \n{\n\tcorporal.on('load', corporal.loop);\n}", "function init () {\n\n}", "transient final private protected internal function m167() {}", "function ExternalScripts() {\r\n BaseObject.apply(this,arguments);\r\n }", "function ProceduralRenderer3(){}", "function main_script(meta_wgl){\rapp.beginUndoGroup(\"wihihihiggle\");\r\r meta_wgl.unique_num = randomNum();\r meta_wgl.unique_ctrlname = meta_wgl.ctrlname +(\"_\"+ String(meta_wgl.unique_num));\r\r if(meta_wgl.ctrlExists == true ){\r\r meta_wgl.unique_ctrlname = meta_wgl.ctrlname ;\r };\r\r var curComp = app.project.activeItem;\r\r if (!curComp || !(curComp instanceof CompItem))\r {\r alert(\"Please select a Composition.\");\r return;\r };\r\r var theExpression = buildExpression(meta_wgl);\r var props = new Array();\r\r\r app.beginSuppressDialogs();// dont want any warnings\r\r var myLayers = curComp.selectedLayers;\r if(myLayers.length > 0){\r \rfor (var i = 0; i < myLayers.length; i++){\r \r var lprops = myLayers[i].selectedProperties;\r\r for(var j = 0; j < lprops.length; j++){\r props.push(lprops[j]);\r };\r };\r\rif((!meta_wgl.ctrlExists)&&(meta_wgl.simple == false)) createController(curComp, meta_wgl);\r\rif((meta_wgl.simple==true)&&(meta_wgl.add_simple_ctrl==true)) createController(curComp, meta_wgl);\r\rfor (var i = props.length - 1; i >= 0; i--) {\r p = props[i];\r\r if(p.canSetExpression == true){\r\r try{\r p.expression = theExpression.join(\"\\n\");\r p.expressionEnabled = true;\r }catch(e){\r p.expressionEnabled = false;\r alert(\"There is an error in the expression.\\nI will disable it. Sry mate.\");\r };\r };\r\r};\r\r\r app.endSuppressDialogs(false);\r\r\r\r}else{\r\r if((!meta_wgl.ctrlExists)&&(meta_wgl.simple == false)) createController(curComp, meta_wgl);\r\r // alert(\"Please select at least one layer.\");\r\r return;\r };\rapp.endUndoGroup();\r}", "transient private protected public internal function m181() {}", "function onLoad()\n{}", "function lgm_addInitAction() {\n lgm_initScript(null);\n}", "onLoad() { \n\n }", "function init(){\n\n}", "function init(){\n\n}", "addScript(script) { \n this.scripts.push(script);\n }", "function callScripts() {\n\t\"use strict\";\n\tjsReady = true;\n\tsetTotalSlides();\n\tsetPreviousSlideNumber();\n\tsetCurrentSceneNumber();\n\tsetCurrentSceneSlideNumber();\n\tsetCurrentSlideNumber();\n}", "function preload()\n{\n\t\n}", "function ZooT_3DInit() {\n __zoot_c3d__process_DOM();\n}", "function init() {\n\n}", "function init() {\n\n}", "function init() {\n \n}", "function init() {\n \n}", "enterA3(ctx) {\n\t}", "function init() {\n \n\n}", "function wa(){}", "function execScript(script, turntable,material, arg0, arg1, arg2, arg3, arg4, arg5){\n\t\t\t\tupdateStatus(\"Loading..\")\n\n\t\t\t\t//remove loaded model if it alredy exists\n\t\t\t\tgroup.remove( loadedmodel );\n\t\t\t\t//create group for assesories.\n\t\t\t\tloadedmodel = new THREE.Mesh();\n\t\t\t\t//this fucnction send a jsnop request to server. \n\t\t\t\t//The adressse to generate the 3D model.\n\t\t\t\tvar serversdresse = server+\"modelGEN.php?timtest=\"+Math.floor((Math.random()*100)+1)+\"&TOKEN=\"+ACCESSTOKEN+\"&script=\"+script+\"&material=\"+material+\"&turntable=\"+turntable+\"&arg0=\"+arg0+\"&arg1=\"+arg1+\"&arg2=\"+arg2+\"&arg3=\"+arg3+\"&arg4=\"+arg4+\"&arg5=\"+arg5;\n\t\t\t\tconsole.log(serversdresse);\n\t\t\t\t//abort any previous ajax.\n\t\t\t\t if(xhr && xhr.readystate != 4){\n\t\t\t\t\t xhr.abort();\n\t\t\t\t }\n\t\t\t\t ///////////////////////////Call CLoud 3D///////////////////////\n\t\t\t\t\t//send request to create text.\n\t\t\t\t\tconsole.log(\"Creating Jewelry..\");\n\t\t\t\t\t xhr = $.ajax({\n\t\t\t\t\t url: serversdresse,\n\t\t\t\t\t type: 'GET',\n\t\t\t\t\t timeout:50000,\n\t\t\t\t\t async: true,\n\t\t\t\t\t cache: false,\n\t\t\t\t\t dataType: \"jsonp\",\n\t\t\t\t\t contentType: \"text/javascript\",\n\t\t\t\t\t crossDomain: true,\n\t\t\t\t\t \n\t\t\t\t });\n\t\t\t\t\n\t\t\t\t\n\t\t\t}", "function ie(){Z.apply(this,arguments),this._timer=null,this._input=null}", "static transient final private protected public internal function m39() {}", "onLoad () {\n\n }", "onload() {\n this.init();\n }", "function Chimera_OnAddOrOnLoad()\n{\n CommonChimera_OnAddOrOnLoad();\n}", "function init2() {\n load_ing_init(init);\n}", "function PostFX(){\r\n}", "__init3() {this._numProcessing = 0;}", "__init3() {this._numProcessing = 0;}", "__init3() {this._numProcessing = 0;}", "function init(){\n\n }", "function preload() {\r\n\r\n}", "function myCreativeInit () {\n\n // Code away!!!\n}", "function main() {\n landingPageEffects();\n introSlideShow();\n}", "function Awake () {\n\n\t}", "function Awake () {\n\n\t}", "function init()\n{\n}", "function init()\n{\n}", "function init()\n{\n}", "transient final private protected public internal function m166() {}", "function init() {\r\n\r\n }", "function preload(that) {\n\t\t$(that.controlbox).append(that.settings.preloadHtml);\n\t\tif (that.settings.preloadCallback) {\n\t\t\t(that.settings.preloadCallback).call(that);\n\t\t}\n\t}", "init() {\n this.addAdditionnalScripts();\n }", "function preload() {}", "function beetle_lvl3() {}", "function BaixarOrdemInternet_elementsExtraJS() {\n // screen (BaixarOrdemInternet) extra code\n\n }", "function execute(script){\n\t\t\t\tcode = new Function('args','window',script['code']);\n\t\t\t\tkillHander = code(script['args'],window);\n\t\t\t\tthis.killfct = killHander;\n\t\t}", "function preload(){\n\n\n\n}", "function bindJavascript() {\n\tpjs = Processing.getInstanceById('devarcs');\n\tif(pjs!=null) {\n\t\tpjs.bindJavascript(this);\n\t\tbound = true; }\n\t\tif(!bound) setTimeout(bindJavascript, 250);\n}", "function init() {\n \n // popeye dom setup\n //--------------------------------------------------------------\n \n // add css \n ppyPlaceholder.css(cssPlaceholder);\n $self.css(cssSelf);\n \n // wrap popeye in placeholder \n $self.wrap(ppyPlaceholder);\n \n // wrap stage in container for extra styling (e.g. loading gfx)\n ppyStageWrap = ppyStage.wrap(ppyStageWrap).parent();\n \n // wrap caption contents in wrapper (can't use wrap() here...)\n ppyCaptionWrap = ppyCaption.wrapInner(ppyCaptionWrap).children().eq(0);\n \n // display first image\n showThumb();\n \n // add event handlers\n //--------------------------------------------------------------\n // hover behaviour for navigation\n if(opts.navigation == 'hover') {\n hideNav();\n $self.hover(\n function(){\n showNav();\n },\n function(){\n hideNav();\n }\n );\n ppyNav.hover(\n function(){\n showNav();\n },\n function(){\n hideNav();\n }\n );\n }\n if(!singleImageMode) {\n \n // previous image button\n ppyPrev.click(function(e){\n e.stopPropagation();\n previous();\n });\n \n // next image button\n ppyNext.click(function(e){\n e.stopPropagation();\n next();\n });\n \n }\n else {\n $self.addClass(sclass);\n ppyPrev.remove();\n ppyNext.remove();\n ppyPlay.remove();\n ppyPause.remove();\n ppyCounter.remove();\n }\n \n // hover behaviour for caption\n if(opts.caption == 'hover') {\n hideCaption();\n $self.hover(\n function(){\n showCaption(cap[cur]);\n },\n function(){\n hideCaption(true);\n }\n );\n }\n \n // enlarge image button\n ppySwitchEnlarge.click(function(e){\n e.stopPropagation();\n showImage();\n return false;\n });\n \n // compact image button \n ppySwitchCompact.click(function(e){\n e.stopPropagation();\n showThumb(cur);\n return false;\n });\n \n ppyStage.click(function(){\n if(enlarged) {\n showThumb(cur);\n }\n else {\n showImage();\n }\n \n });\n \n //play button\n ppyPlay.click(function(e){\n e.stopPropagation();\n \n // switch buttons\n ppyPause.removeClass('ppy-hidden');\n ppyPlay.addClass('ppy-hidden');\n \n // initiate Slideshow\n slideshow = window.setInterval( function(){\n next();\n }, opts.slidespeed);\n return false;\n });\n \n //pause button\n ppyPause.click(function(e){\n e.stopPropagation();\n \n // switch buttons\n ppyPlay.removeClass('ppy-hidden');\n ppyPause.addClass('ppy-hidden');\n \n // stop Slideshow\n window.clearInterval(slideshow);\n return false;\n });\n \n // mouseover flag\n $self.mouseenter(function(){\n ismouseover = true;\n }).mouseleave(function(){\n ismouseover = false;\n });\n \n // start autoslide\n if(opts.autoslide) {\n ppyPlay.trigger('click');\n }\n\n }", "function execPluginCityGmlCode(){\n\n // Get parameters\n var url = document.getElementById(\"cityUrl\").value;\n var alt = document.getElementById(\"cityAltitude\").value;\n var citylat = document.getElementById(\"cityLatPos\").value;\n var citylon = document.getElementById(\"cityLonPos\").value;\n var cityalt = document.getElementById(\"cityAltPos\").value;\n\n // Get ptolemy references\n ptapplet = document.getElementById(\"pTolemy3D\").getSubApplet();\n ptolemy = ptapplet.getPtolemy();\n scene = ptolemy.getScene();\n canvas = ptapplet.getCanvas();\n camera = canvas.getCameraMovement();\n\n // Create icon plugin\n cityPlugin = ptolemy.createInstance(\"org.ptolemy3d.plugin.CityGmlPlugin\");\n cityPlugin.setFileUrl(url);\n cityPlugin.setAltitude(alt);\n\n // Add plugin to the scene.\n scene.getPlugins().addPlugin(cityPlugin);\n\n // Fly to city coordinates\n camera.flyTo(citylat, citylon, cityalt);\n}", "static final private protected internal function m103() {}", "function initScript(){\n getMunTorreviejaData();\n insertImagesInCalendar();\n }", "function on_load(){\n\n\tmouse.init(three.getCamera());\n\n\tcontrol.init(three.getScene(),three.getCamera(),three.getControl());\n\n}", "function scriptOnLoad() { \n if (script.readyState && script.readyState !== \"loaded\" && \n script.readyState !== \"complete\") { return; }\n script.onreadystatechange = script.onload = null;\n // next iteration\n if (thisObj.scriptConcatenatorURL) {\n loadNext();\n } else {\n thisObj.loadScript(srcSetObj, iteration);\n }\n }" ]
[ "0.597845", "0.597845", "0.597845", "0.5918781", "0.58501816", "0.58137774", "0.5801317", "0.5781132", "0.5755013", "0.5739902", "0.57389426", "0.5690522", "0.5667462", "0.56396294", "0.5622309", "0.5620828", "0.5620828", "0.56021893", "0.55864114", "0.5547694", "0.5540793", "0.5540793", "0.5540793", "0.55340064", "0.55228746", "0.55221045", "0.55099887", "0.5506811", "0.55064344", "0.5499976", "0.5490859", "0.54842085", "0.5465647", "0.54652464", "0.54514396", "0.54508907", "0.54501766", "0.54423", "0.5415548", "0.5400366", "0.5393779", "0.53874254", "0.5386103", "0.5383382", "0.5380478", "0.5377244", "0.53608197", "0.5347018", "0.5335889", "0.53335834", "0.53290653", "0.53288376", "0.5325638", "0.5325638", "0.5311141", "0.5306456", "0.52968806", "0.52875865", "0.5287229", "0.5287229", "0.5278266", "0.5278266", "0.5266977", "0.5255715", "0.5252613", "0.52519417", "0.525001", "0.5247276", "0.5238036", "0.52346885", "0.52319485", "0.5229794", "0.5227853", "0.52249897", "0.52249897", "0.52249897", "0.52210075", "0.5215251", "0.5215137", "0.5212883", "0.5208605", "0.5208605", "0.52076954", "0.52076954", "0.52076954", "0.52057785", "0.5205261", "0.5202169", "0.51973325", "0.51888", "0.5182637", "0.51810807", "0.5180664", "0.51757157", "0.51737547", "0.5170099", "0.51694906", "0.5154954", "0.51549315", "0.515491", "0.51544535" ]
0.0
-1
one time it was to create state
constructor(props) { super(props); this.state = { a: 1, }; console.log("constructor was called"); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function State() {\n\n }", "prepareState() {\n /* ... */\n }", "static ready(){\n return new State(this.generate(), 0, 0, [], 5, 0, 0, 0)\n }", "started () { this.state = Command.STATE.CREATE; }", "function State() { }", "prepareNextState() {\n this.gameOrchestrator.changeState(new CheckGameOverState(this.gameOrchestrator));\n }", "function State() {\n\n }", "function touchState() {\n count += 1;\n let fileName = \"state/in/state\" + count + \".json\";\n exec(\"touch \" + fileName);\n\n genGridState(state => {\n exec(\"echo \" + JSON.stringify(state) + \" > \" + fileName);\n });\n}", "async addState(state) {\n let key = this.ctx.stub.createCompositeKey(this.name, [state.getKey()]);\n let data = Utils.serialize(state);\n await this.ctx.stub.putState(key, data);\n }", "during_setup(e) {\n\t\tlet state = e.state;\n\t\tif (state === undefined) state = this.old_state;\n\t\tthis.enter(state);\n\t}", "constructor() { \r\n super();\r\n this.state = {};\r\n }", "syncState() {\n }", "initTempState(){\n this._tempState = {};\n }", "state(s){if (s) this.memory.state = s; return this.memory.state;}", "constructor(){\n super();\n this.state = {\n elapsed:0,\n spriteCount: 0,\n createNewSprite: false,\n\n }\n }", "async init(){\n this.state = await this.genClassif(this.state);\n this.state = await this.genPlanets(this.state);\n this.state = await this.getPlanetIDs(this.state);\n this.state = await this.genPlanetoids(this.state);\n this.state = await this.getPlanetoidIDs(this.state);\n this.save();\n }", "setLastState(state) {\n this.lastState = state;\n }", "handleNewGraph() {\n this.setState((prevState, props) => {\n prevState.points = {};\n prevState.links = {};\n prevState.tooltips = {};\n prevState.currentHistoryName = null;\n return prevState;\n });\n }", "constructor(){ \n super()\n this.state= { \n counter : 0 \n }\n }", "function createState() {\n var state;\n\n state = $filter('randomString')(16);\n\n Cache.put(stateKey, state);\n\n return state;\n }", "setupNewGame() {\n this.gameState = {\n board: this.creatArr(this.board),\n score: 0,\n won: false,\n over: false\n }\n }", "_createState(route, options){\n\n\t}", "increment (state) {\n state.count++;\n }", "static createState(start = 0) {\n return {count: start};\n }", "updateCreate (state, payload) {\n // like update, but creates the object at location if it doesn't exist\n // basically like create w/o the checker\n // USE THIS SPARINGLY, most likely a state obj doesn't exist b/c of typo or race condition\n // if(!silent)\n // debug('Store.updateCreate', 'Creating', payload, state)\n console.log('UPDATECREATE', payload)\n\n // iterator \n Object.keys(payload).map((name, i) => {\n // const value = Object.values(payload)[0]\n // preserve things like functions, not just data w/ object.create\n state[name] = payload[name]\n })\n\n // single object\n // const name = Object.keys(payload)[0]\n // const value = Object.values(payload)[0]\n // state[name] = value\n }", "refresh() {\n this.stateCounter(this.stateCounter() + 1);\n }", "runOneStepForwards() {\n this.stateHistory.nextState();\n }", "onLoad() {\n set(this, 'state', 'done');\n }", "setNew() {\n this.currentState = pointState.New;\n }", "LoadSourceState() {\n\n }", "function helper() {\n numStates--;\n if (numStates >= 0) {\n if(objects[numStates][1]) {\n // Force Creation is true\n adapter.setObject(objects[numStates][0], {type:'state', common:objects[numStates][2], native: {}}, function(err, obj) {\n if (!err && obj) adapter.log.debug('Object created (force:true): ' + objects[numStates][0]);\n setImmediate(helper); // we call function again. We use node.js setImmediate() to avoid stack overflows.\n });\n } else {\n // Force Creation is false\n adapter.setObjectNotExists(objects[numStates][0], {type:'state', common:objects[numStates][2], native: {}}, function(err, obj) {\n if (!err && obj) adapter.log.debug('Object created (force:false): ' + objects[numStates][0]);\n setImmediate(helper); // we call function again. We use node.js setImmediate() to avoid stack overflows.\n });\n }\n } else {\n // All objects processed\n return callback();\n }\n }", "createNewEpochOnDropedpPosition(position){\r\nconsole.log(this.state.setupRules)\r\n let prevRule = this.state.setupRules;\r\n let count = prevRule.length+1\r\n let epochInfo = this.getEpochConfigJSON();\r\n epochInfo.name = \"Epoch\"+count;\r\n epochInfo.description = \"\";\r\n epochInfo.during_status = \"\";\r\n epochInfo.ending_status = \"\";\r\n epochInfo.drop_from = \"\";\r\n epochInfo.nodeKey = \"epoch_\"+Common.getRandomNumber();//10 digit alphanumeric value\r\n epochInfo.position = position\r\n prevRule.push(epochInfo);\r\n this.setState(prevRule);\r\n }", "SaveSourceState() {\n\n }", "get state() { return this._state; }", "stateChange(state){\n\t\tLogger.info(`Ably realtime state changed to: ${state.current}`);\n\t}", "async function resetCreationState() {\n setCreationState(\"\");\n }", "constructor() {\n super()\n this.state = intialState\n }", "constructor() {\n super();\n this.state = {};\n }", "thingCreatedHandler(thing) {\n // alert(thing.name)\n const updatedThings = this.state.things;\n updatedThings.push({name:thing.name, type:\"tool\", id:Math.floor(Math.random() * 1000)})\n this.setState({\n things : updatedThings,\n latestThing : thing, \n \n })\n }", "if (newFirstUpdate === null) {\n // This is the first skipped update. It will be the first update in\n // the new list.\n newFirstUpdate = update;\n // Since this is the first update that was skipped, the current result\n // is the new base state.\n newBaseState = resultState;\n }", "createLog(){\n this.setState(\n prevState => ({\n application:{\n ...prevState.application,\n log_state: {\n ...prevState.application.log_state,\n current_log: Object.create(Objects.new_log),\n created_edited: true\n }\n }\n })\n ,\n () => {\n this.openEditor();\n }\n );\n }", "function updateState() {\n //create our state object and notify our listener\n var state = {\n currentUniverseTime: new Date(currentUniverseTime)\n };\n\n fireStateChanged(state);\n\n // call update() again in a certain number of milliseconds\n updateStateTimeout = setTimeout(function () {\n updateState();\n }, timeBetweenStateUpdatesMs);\n }", "createState(context) {\n const that = this;\n const body = context.data.payload;\n if (this.runningJob === null && !body.hasOwnProperty('executionId')) {\n context.emit('error', that.cementHelper.brickName, new Error('Creating State failed: no job currently running'));\n } else {\n const statePayload = _.pick(body, ['status', 'message', 'executionId', 'testSuiteId', 'testId']);\n if (!statePayload.hasOwnProperty('executionId') || statePayload.executionId === undefined) {\n statePayload.executionId = this.runningJob.executionId;\n }\n const finishedStates = ['finished', 'canceled', 'acked', 'timeout'];\n if (finishedStates.indexOf(statePayload.status) !== -1) {\n if (this.runningJob !== null) {\n statePayload.index = this.runningJob.currentIndex;\n this.runningJob.active = false;\n } else {\n statePayload.index = 0;\n }\n }\n statePayload.ip = SystemDetails.ip;\n // statePayload.hostname = SystemDetails.hostname;\n statePayload.hostname = SystemDetails.getHostnameAsIS();\n statePayload.timestamp = Date.now();\n const messageJob = {\n nature: {\n type: 'messages',\n quality: 'produce',\n },\n payload: {\n nature: {\n type: 'states',\n quality: 'create',\n },\n payload: statePayload,\n },\n };\n this.cementHelper.createContext(messageJob)\n .on('done', function(brickname, response) {\n context.emit('done', that.cementHelper.brickName, response);\n })\n .publish();\n }\n }", "startCreation() {\n ActionsForCreator.create(this.state); //**! Place Action Method Here and pass the state of the component */\n }", "pushState(state) {\n var now = Date.now()\n var expiration = now - ReferenceFrame.OPTIONS.expires\n\n // make a deep clone\n var s = JSON.parse(JSON.stringify(state))\n s.timestamp = state.timestamp || now\n\n this.states.unshift(s)\n\n while (this.states.length > 0 &&\n this.states[this.states.length-1].timestamp < expiration &&\n this.states.length > ReferenceFrame.OPTIONS.maxStates) {\n this.states.pop()\n }\n\n this._emit('pushState', s)\n\n if (ARGON.isManager && ReferenceFrame.subscribers[this.id]) {\n ReferenceFrame.emitStateToSubscribers(this)\n }\n }", "function newState(state) {\n alert(\"This functionality is yet to be implemented!\");\n }", "changeState(state) {\r\n for (let key in this.states){\r\n // console.log(this.states[key])\r\n if (key==state) {\r\n this.statesStack.append(this.state);\r\n this.state=state;\r\n this.undoStack.clear();\r\n return this;\r\n }\r\n } \r\n throw new Error();\r\n }", "changeLopperState(state, data){\n state.looperState = data\n }", "async updateState(state) {\n let key = this.ctx.stub.createCompositeKey(this.name, [state.getKey()]);\n let data = Utils.serialize(state);\n await this.ctx.stub.putState(key, data);\n }", "function generate_state() {\n var state = parseInt(Math.random()* 1000000000000).toString() + \n parseInt(Math.random()* 1000000000000).toString();\n saveState(state);\n return state;\n}", "reset() {\n state = createGameState();\n notifyListeners();\n }", "setupNewGame() {\n let newGame = new Game(this.size);\n this.gameState = {\n board: newGame.gameState.board,\n score: 0,\n won: false,\n over: false\n }\n }", "setupNewGame() {\n\t\tthis.gameState = {\n\t\t\tboard: this.addRandomTile(\n\t\t\t\tthis.addRandomTile(new Array(this.size * this.size).fill(0))\n\t\t\t),\n\t\t\tscore: 0,\n\t\t\twon: false,\n\t\t\tover: false\n\t\t};\n\t\tthis.totalmoves = 0;\n\t\tthis.validmoves = this.getHints().length;\n\t}", "enterState(oldState){}", "reset_techInfo_State(some){\r\n\t\t//this.setState(this.initialState);\r\n\t\t//alert(\"resetting\");\r\n\t\t//alert(\"this.baseState-> \" + this.baseState );\r\n\t\tthis.setState({ //sets new value to state //setState is an async function\r\n techInfoState: this.state.baseState\r\n }); \r\n\t}", "constructor(){\n super();\n this.state={date:new Date()} //state ga boshlangich qiymat(vaqt) beramiz\n}", "if (newFirstCapturedUpdate === null) {\n // This is the first skipped captured update. It will be the first\n // update in the new list.\n newFirstCapturedUpdate = update;\n // If this is the first update that was skipped, the current result is\n // the new base state.\n if (newFirstUpdate === null) {\n newBaseState = resultState;\n }\n }", "function _makeState ( game ) {\n game.State = {\n focus : true,\n control: false,\n running: false,\n loading: false,\n loaded: false,\n paused: false,\n dialog: false,\n perf : {\n tx: 65,\n dist_min: 600,\n dist_max: 1840\n },\n\n txt:{},\n flags:{}\n };\n }", "_onChangeState() {\n\n\n }", "enterState (state = this.Data) {\n this.State = state;\n }", "stateChanged(state) { }", "constructor(){\n super();\n this.state = {\n value: '',\n running: 0,\n history: []\n }\n }", "get state(){return this._state;}", "get state(){return this._state;}", "get state(){return this._state;}", "saveNewBlockData() {\n this.editPost();\n this.state.last_state = {};\n this.infoChanged();\n }", "stunned() {\n this.setState(2);\n this.scene.time.delayedCall(1000, () => {\n this.setState(0);\n }, null, this); \n }", "async start() {\n const { config, emitter, states } = this;\n\n let curr;\n\n if(config.initial) {\n curr = config.initial;\n } else {\n curr = Object.keys(config.states)[0];\n }\n\n const details = {\n curr : states.get(curr),\n };\n\n await emitter.emit(`enter`, details);\n await emitter.emitSerial(`enter:${curr}`, details);\n\n this.state = curr;\n }", "onTransitionStart() {\n this.seed = Math.random() * 45000;\n }", "handle() {\n if(!this.enabled)\n return;\n\n Object.assign(this.previousState, this.state); // Save the previous state\n this.update(); // Update the current state\n this.notify();\n }", "initializeState() {\n const attrs = this.state.attributes;\n attrs.x = 0;\n attrs.y = 0;\n }", "function updateState() {\n gState.push({\n board: copyMat(gBoard),\n shownCount: gGame.shownCount,\n markedCount: gGame.markedCount,\n lives: gGame.lives,\n safeClick: gGame.safeClick,\n hints: gGame.hints,\n manualMode: gGame.isManualOn,\n gManualMode: gManualMode.isManualOn\n });\n}", "restart(){\n this.setState({\n //gets a random number between 0 and 4\n prizeLocation: Math.floor(Math.random() * 3) + 1,\n firstChoice: 0,\n doorToOpen1: 0,\n doorToOpen2: 0,\n doorToOpen3: 0,\n choiceCount: 0,\n status: \"\"\n })\n }", "runGame() {\n this.setState({\n universe: this.state.universe.addGeneration()\n })\n }", "changeState(state) {\r\n if (!this.states[state]) {\r\n throw new Error(\"This state doesn't exist.\");\r\n }\r\n this.statesDone.push(state);\r\n this.statesUndone.clear();\r\n }", "async addPrivateState(state) {\n let key = this.ctx.stub.createCompositeKey(this.name, state.getSplitKey());\n let data = State.serialize(state);\n await this.ctx.stub.putPrivateData(this.collectionName, key, data);\n return true;\n }", "start () {\n this.stateLoop();\n }", "stateMachine() {\n switch (this.state) {\n case 'START':\n this.start();\n break;\n case 'UPDATE_CONFIGS':\n this.update_Configs();\n break;\n case 'WAIT_AP_RESPONSE':\n this.wait_AssertPlayers_response();\n break;\n case 'PROCESS_PIECE':\n this.client.requestCurrentPlayerBot();\n if(this.newTimer){\n this.newTimer = false;\n this.view.startTimer();\n }\n this.state = 'WAIT_CPB_RESPONSE';\n break;\n case 'WAIT_CPB_RESPONSE':\n this.checkOverTime();\n this.wait_CurrentPlayerBot_response();\n break;\n case 'REQUEST_VALID_CELLS':\n this.request_validCells();\n this.checkOverTime();\n break;\n case 'WAIT_VP_RESPONSE':\n this.wait_validCells_response();\n break;\n case 'SELECT_CELL':\n this.checkOverTime();\n this.selectCell();\n break;\n case 'REQUEST_PLAY_P':\n this.client.requestPlay([this.view.board.selectedCell.column, this.view.board.selectedCell.line, this.selectedPiece.color])\n this.state = 'WAIT_PP_RESPONSE';\n break;\n case 'REQUEST_PLAY_B':\n this.client.requestBotPlay(this.model.level);\n this.state = 'WAIT_PB_RESPONSE';\n break;\n case 'WAIT_PP_RESPONSE':\n this.wait_HumanPlay_response();\n break;\n case 'WAIT_PB_RESPONSE':\n this.wait_BotPlay_response();\n this.checkOverTime();\n break;\n case 'WAIT_ANIMATION_END':\n this.view.stopTimer();\n this.wait_AnimationEnd();\n break;\n case 'WAIT_UNDO':\n this.wait_Undo();\n break;\n case 'WAIT_SP_RESPONSE':\n this.wait_SwitchPlayers_response();\n break;\n case 'WAIT_SP_TIMER':\n this.wait_SwitchPlayers_timer();\n break;\n case 'CHANGE_PLAYER':\n this.view.marker.switchPlayer();\n this.scene.update_CameraRotation();\n this.newTimer = true;\n this.state = 'PROCESS_PIECE';\n this.check_Reset();\n break;\n case 'GAME_OVER':\n this.check_GameMovie();\n this.check_Reset();\n break;\n case 'GAME_MOVIE' :\n this.view_GameMovie();\n break;\n case 'WAIT_GM_1st_ANIMATION_END' :\n this.wait_GM_1st_AnimationEnd();\n break;\n case 'WAIT_GM_ANIMATION_END' :\n this.wait_GM_AnimationEnd();\n break;\n case 'WAIT_GM_CAMERA_ANIMATION_END' :\n this.wait_GM_Camera_AnimationEnd();\n break;\n case 'SMALL_WAIT':\n this.small_Wait();\n break;\n }\n\n }", "stateChanged(_state) { }", "function Handler() {\n\t\t\t\tthis.state = 0;\n\t\t\t}", "setFirstLoad(state, val = true){\n state.firstLoad = false;\n }", "__previnit(){}", "constructor(props) {\n super(props);\n this.state= {flag:0};\n }", "addS(state){\n state.name = state.name + \"s\";\n }", "handleSetName() {\n let name = this.state.input_name;\n if (name === '') name = null;\n if (name === this.state.name) return;\n let storageName = 'timerState';\n if (name) storageName += ':' + name;\n this.storageName = storageName;\n let loadedState = this.loadState(storageName);\n if (loadedState) {\n this.setState(prevState => {\n let newState = Object.assign(loadedState, {\n input_name: prevState.input_name\n });\n // recreate timeout\n clearTimeout(this.timeout);\n if (newState.started && !(newState.ended || newState.paused)) {\n setImmediate(() => this.update());\n }\n return newState;\n });\n } else this.setState({ name });\n }", "updateState() {\n\t\tthis.trigger(this.state);\n\t}", "newSetup() {\n\t\tthis.restartGame();\n\t\tlet playerIcons = [];\n\t\tfor (let i=0; i < this.state.numPlayers.value; i++) {\n\t\t playerIcons.push(i);\n\t\t}\n\t\tthis.setState({\n\t\t\tplayerIcons: playerIcons.slice(),\n\t\t\tgameStarted: false,\n\t\t});\n\t}", "setup() {\n let validStateCount = 0;\n // For each row, allocate a clickable object\n for( let i = 0; i < this.statesTable.getRowCount(); i++ ) {\n let className = this.statesTable.getString(i, 'ClassName');\n \n // if we have an image, we will call setImage() to load that image into that p5.clickable\n if( className === \"\" ) {\n print(\"empty className field in line #\" + i + \" of states file\");\n return false; \n }\n \n // this is the allocator itself\n this.states[validStateCount] = eval(\"new \" + className);\n \n // store name of the state in the PNGRoom\n this.states[validStateCount].setName(this.statesTable.getString(i, 'StateName'));\n\n // All classes (for now) have a PNGFilename, could add a blank room\n this.states[validStateCount].setup( this.statesTable.getString(i, 'PNGFilename'),\n this.statesTable.getString(i, 'CollisionFilename'));\n \n this.states[validStateCount].preload();\n\n validStateCount++;\n }\n \n if( validStateCount > 0 ) {\n this.hasValidStates = true;\n this.currentStateName = this.statesTable.getString(0, 'StateName');\n this.changeState(this.currentStateName,true);\n }\n else {\n this.hasValidStates = false;\n }\n\n return this.hasValidStates;\n }", "updateCreate (state, payload) {\n // like update, but creates the object at location if it doesn't exist\n // basically like create w/o the checker\n // USE THIS SPARINGLY, most likely a state obj doesn't exist b/c of typo or race condition\n // if(!silent)\n // debug('Store.updateCreate', 'Creating', payload, state)\n // console.log('UPDATECREATE', payload)\n\n // iterator \n Object.keys(payload).map((name) => {\n // const value = Object.values(payload)[0]\n // preserve things like functions, not just data w/ object.create\n state[name] = payload[name]\n })\n\n // single object\n // const name = Object.keys(payload)[0]\n // const value = Object.values(payload)[0]\n // state[name] = value\n }", "setToPregameState() {\n this.state = ROOM_PREGAME;\n this.unreadyPlayers();\n // maybe not the best but hopefully game will be garbage collected?\n delete this.game;\n\n // let players see pregame lobby again\n io.to(this.uniqueName).emit('room_state_update', {\n state: this.state,\n })\n\n // let player see other player's status\n io.to(this.uniqueName).emit('room_player_update', this.playerInfo())\n\n // let player see self is unready again\n Object.values(this.players).forEach(socket => {\n const userData = getUserData(socket)\n socket.emit('self_info', userData)\n })\n\n // let lobby know what's going on\n io.to('lobby').emit('lobby_room_update', this.basicInfo())\n\n\n }", "constructor() {\n super();\n this.state = { \n //Initializing local state by assigning an object to this.state - thats why I needed the constructor\n quotesList: quotes,\n random: 0 \n }\n }", "stateUpdate() {\n this.handlestateVariable();\n this.handlestateVariable2();\n this.handleCChange();\n this.handleAChange();\n this.handleidCapture();\n this.handleimgCapture();\n this.handleConfigChange();\n this.idcaptureVal();\n this.imgcaptureVal();\n }", "reset() {\r\n return this.state = \"normal\";\r\n }", "regrow()\n {\n this.timer += 1; \n\n if(this.timer > 50 && this.state < 5) \n {\n this.state++;\n this.timer = 25;\n }\n }", "constructor() {\n super();\n this.state = {\n randerNumber: \"\",\n opreation: [],\n }\n }", "initInteractionState() {\n this.dirty = false;\n this.prefilled = !this._isEmpty();\n }", "setupNewGame() {\n var board = [];\n for (var i = 0; i < this.numTiles; i++) {\n board[i] = 0;\n }\n\n this.gameState = {\n board: board,\n score: 0,\n won: false,\n over: false\n }\n this.addRandomTile();\n this.addRandomTile();\n return;\n }", "get isStarted () { return this.state == Command.STATE.CREATE; }", "changeState(state)\r\n {\r\n if(state==\"hungry\"||state==\"busy\"||state==\"normal\"||state==\"sleeping\")\r\n {\r\n this.usteps.push(this.initial);\r\n this.rsteps=[];\r\n this.initial=state;\r\n }\r\n else\r\n {\r\n throw new Error();\r\n }\r\n }", "function InstructionState() { }", "function stateCalled(e){\r\n hideSharePopUp();\r\n\r\n // update current slide number with history state slide number value\r\n presentSlideNumber = setSlideNumberFromURL();\r\n\r\n // using scene go slide since we update state in our go method\r\n window.scene.goSlide( presentSlideNumber );\r\n\r\n updateState();\r\n updateGUI();\r\n }" ]
[ "0.6866818", "0.6813287", "0.6762741", "0.66180056", "0.65569496", "0.6503315", "0.64608103", "0.64178175", "0.63991636", "0.6364399", "0.63581026", "0.63492525", "0.632512", "0.62827075", "0.6278656", "0.62097", "0.62072283", "0.61953396", "0.618546", "0.61401165", "0.6139725", "0.61387515", "0.6127067", "0.61257523", "0.61220634", "0.61028457", "0.6067983", "0.6047269", "0.6046024", "0.6032436", "0.6028382", "0.6008837", "0.6007774", "0.60017353", "0.5994945", "0.59922534", "0.5989152", "0.5988728", "0.5986613", "0.59849733", "0.598203", "0.5980515", "0.5975316", "0.5972964", "0.5958125", "0.5949582", "0.5944388", "0.5937227", "0.59197736", "0.5919283", "0.591734", "0.591065", "0.590729", "0.59058625", "0.589828", "0.5897398", "0.5892171", "0.5891227", "0.5885351", "0.5883428", "0.5881752", "0.58734095", "0.58713263", "0.58713263", "0.58713263", "0.5857697", "0.58463967", "0.5836093", "0.5829846", "0.5829294", "0.58258927", "0.5822554", "0.5821912", "0.5817601", "0.58148766", "0.58148736", "0.58116", "0.58091414", "0.580528", "0.5803987", "0.58003026", "0.5800116", "0.57976246", "0.57954127", "0.5784201", "0.57841575", "0.5778421", "0.5768253", "0.5765095", "0.57594275", "0.5749965", "0.5749916", "0.5749588", "0.5747943", "0.57408047", "0.57396954", "0.5735943", "0.57265097", "0.5726339", "0.5723477", "0.571948" ]
0.0
-1
route middleware to ensure user is logged in
function isLoggedIn(req, res, next) { if (req.isAuthenticated()) { return next(); } res.redirect('/login'); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function isLoggedIn(req, res, next) {\n\tconsole.log('isLoggedIn middleware');\n if (req.isAuthenticated()) {\n \treturn next();\n } else {\n \tres.redirect('/users');\n }\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) return next();\n else res.redirect('/signin');\n }", "function isLoggedIn(req, res, next){\n if (req.isAuthenticated())\n return next();\n res.redirect('/signin');\n }", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n }", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated()) {\r\n return next();\r\n }\r\n res.redirect('/');\r\n}", "function isLoggedIn(request, response, next){\n // If they are authenticated, carry on\n if(request.isAuthenticated()){ return next();}\n // If they aren't, redirect them to the home page\n response.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) return next();\n res.redirect('/');\n}", "function isLoggedIn(req,res,next){\n\n //if user is authenticated, go on\n if(req.isAuthenticated()){\n console.log(\"User is authenticated\")\n return next();\n }\n else{ //if not authenticated, redirect to homepage\n res.redirect(\"/\");\n }\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()){\n next();\n }else{\n res.redirect('/');\n }\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/#/');\n }", "function isLoggedIn(req,res,next){\n if(req.isAuthenticated()) return next()\n res.redirect('/')\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n \n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.user) return next();\n res.redirect('/');\n}", "function isLoggedIn(req,res,next){\n if(req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated())\r\n return next();\r\n\r\n res.redirect('/');\r\n}", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated())\r\n return next();\r\n\r\n res.redirect('/');\r\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) \n return next();\n \n res.redirect('/');\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()) {\n return next();\n } else {\n res.redirect('/signin');\n }\n }", "function isloggedIn(req,res,next){\n if (req.isAuthenticated()) return next();\n res.redirect('/users/login');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n\n if (req.isAuthenticated()) {\n return next();\n }\n\n res.redirect('/');\n\n}", "function isLoggedIn(req, res, next) {\n // if the user is authenticated, proceed to the request route\n if (req.isAuthenticated()) return next()\n // Otherwise, return them to the login page\n res.redirect('/users/login');\n}", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated()) {\r\n return next();\r\n } else {\r\n res.redirect(\"/\");\r\n }\r\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) \n \n return next();\n\n res.redirect(\"/\");\n }", "function isLoggedIn(req, res, next) {\n\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(request, response, next) {\n // if user is authenticated in the session, carry on\n if (request.isAuthenticated())\n return next();\n // if they aren't redirect them to the starting page\n response.redirect('/');\n}", "function loggedIn(req, res, next) {\n if (req.isAuthenticated()) {\n return next();\n }\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated()) {\r\n return next();\r\n }\r\n res.redirect('/');\r\n }", "function isLoggedIn(req, res, next){\r\n //if user is authenticated, carry on\r\n if (req.isAuthenticated()){\r\n return next();\r\n } else {\r\n req.flash('info', 'Please log in.')\r\n res.redirect('/login');\r\n }\r\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n \n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/signin');\n}", "isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) return next();\n res.redirect(\"/login\");\n }", "function isLoggedIn (req, res, next) {\n if (req.isAuthenticated()) return next()\n res.redirect('/')\n}", "function isLoggedIn(req, res, next){\n \n if(req.isAuthenticated()){\n \n return next();\n }\n \n res.redirect(\"/login\");\n }", "function isLoggedIn(req, res, next){\r\n if(req.isAuthenticated()){\r\n return next();\r\n }\r\n res.redirect(\"/login\");\r\n}", "function isLoggedIn(req, res, next) {\n console.log('000');\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n\n // if user is authenticated in the session, carry on \n if (req.isAuthenticated())\n return next();\n\n // if they aren't redirect them to the home page\n res.redirect('/');\n \n \n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) {\n return next();\n }\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n console.log(\"Show User: \", req.isAuthenticated())\n\n // if user is authenticated in the session, carry on\n if (req.isAuthenticated())\n return next();\n\n // if they aren't redirect them to the home page\n res.redirect('/');\n\n}", "function loggedIn(req, res, next) {\n if (req.user) {\n next();\n } else {\n res.redirect('/login');\n }\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n console.log('isLoggedIn middleware'); \n if (req.isAuthenticated()) {\n console.log(\"successful login!\")\n return next(); \n } else { \n console.log(\"BAD LOGIN\")\n res.redirect('/');\n }\n}", "function isLoggedIn(req, res, next) {\n\n if (req.isAuthenticated())\n\n return next();\n\n res.redirect('/signin');\n\n }", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n //res.redirect('/');\n return next();\n}", "function isLoggedIn(req, res, next) {\n\n // if user is authenticated in the session, carry on\n if (req.isAuthenticated())\n return next();\n\n // if they aren't redirect them to the home page\n res.redirect('/voting_app');\n}", "function isLoggedIn(req, res, next) {\n\n // if user is authenticated in the session, carry on\n if (req.isAuthenticated())\n return next();\n\n // if they aren't redirect them to the home page\n res.redirect('/');\n\n}// end isLoggedIn()", "function isLoggedIn(req, res, next) {\n\n // if user is authenticated in the session, carry on\n if (req.isAuthenticated())\n return next();\n\n // if they aren't redirect them to the home page\n res.redirect('/');\n }", "function isLoggedIn(req,res,next)\r\n {\r\n if(req.isAuthenticated()){\r\n return next();\r\n }\r\n res.redirect('/');\r\n }", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n }", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n res.redirect('/');\n }", "function isLoggedIn(req, res, next) { //Pull this out into a function!!\n if (req.isAuthenticated()) return next();\n\n res.redirect('/');\n }", "function isLoggedIn(req, res, next) {\n\n if (req.isAuthenticated())\n\n return next();\n\n res.redirect('/login');\n\n }", "function isLoggedIn (req, res, next) {\n\t\tif (req.isAuthenticated()) {\n\t\t\treturn next();\n\t\t} else {\n\t\t\tres.redirect('/');\n\t\t}\n\t}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next)\n{\n if(req.isAuthenticated()){\n return next();\n }\n \n res.redirect(\"/login\");\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\")\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isLoggedIn(req, res, next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated()) {\n return next();\n }\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\r\n if (req.isAuthenticated()) {\r\n return next();\r\n } else {\r\n res.redirect('/user/entervault');\r\n }\r\n}", "function isLoggedIn(req, res, next) {\n if (req.isAuthenticated())\n return next();\n\n res.redirect('/');\n}", "function isLoggedIn(req, res, next) {\n \n // if user is authenticated in the session, carry on \n if (req.isAuthenticated())\n return next();\n \n // if they aren't redirect them to the home page\n res.redirect('/');\n }", "function isLoggedIn(req, res, next){\n if (req.isAuthenticated()){\n next();\n }else{\n res.redirect(\"/login\");\n }\n}", "function isloggedin(req,res,next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isLoggedIn(req,res,next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isLoggedIn(req,res,next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/login\");\n}", "function isloggedin(req,res,next){\n if(req.isAuthenticated()){\n return next();\n }\n res.redirect(\"/users/login\");\n}" ]
[ "0.7831373", "0.7822147", "0.78101355", "0.7780875", "0.77712095", "0.77668047", "0.77625537", "0.7753358", "0.77517694", "0.7751471", "0.77503526", "0.77441454", "0.7740882", "0.773574", "0.773362", "0.773362", "0.7731166", "0.7725637", "0.77249", "0.77154326", "0.77154326", "0.77154326", "0.77154326", "0.77134806", "0.77056307", "0.7705096", "0.7703584", "0.77006304", "0.77006304", "0.770011", "0.769716", "0.7696668", "0.7696668", "0.7689363", "0.7688051", "0.76826316", "0.76812977", "0.76811093", "0.7681085", "0.7677631", "0.7675235", "0.76710296", "0.7668811", "0.76678455", "0.76665145", "0.7651021", "0.76502025", "0.76489735", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7648823", "0.7646394", "0.7644858", "0.7644432", "0.76402634", "0.76396275", "0.7634099", "0.7633741", "0.7633399", "0.76325357", "0.7630939", "0.7627499", "0.7625517", "0.76204896", "0.76193035", "0.7619107", "0.76159316", "0.76159316", "0.76159316", "0.7613477", "0.7612041", "0.76118237", "0.76117635", "0.76111835", "0.7609816", "0.76088744", "0.76088744", "0.7603212" ]
0.0
-1
setting rate and barrel for bomb
function newBomb() { shield_Mp3.play({volume: 0.3}); rate = Math.floor(Math.random() * 100 + 10) bomb.destroy(); bombX = 690; barrel = Math.floor(Math.random() * 5) bomb = this.physics.add.image(bombX, bombY[barrel], 'bomb'); shoot = this.physics.add.image(bombX - 15, bombY[barrel] - 5, 'shoot').setScale(0.85);//new smoke = this.physics.add.image(bombX + 45, bombY[barrel] - 5, 'smoke').setScale(0.75).setAlpha(0.6);//new cleanEffect = this.time.addEvent({ delay: 100, callback: Effect, callbackScope: this, loop: false });//new bombVal = 0; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "burningRate() {\n let m = this.mass / (0.888 * Math.PI * Math.pow(this.diameterMax(), 2) * this.durationFireBallCombustion())\n return m\n }", "function updateNumBombs() {\n if ((!dead) && (!win) && (openRemaining) && ((maxNumBombs-bombsFlagged) == 0)) {\n document.bomb1s.src = movesDigits0.src;\n document.bomb10s.src = movesDigits0.src;\n document.bomb100s.src = movesDigits0.src; }\n else {\n digit = Math.abs(maxNumBombs-bombsFlagged) % 10;\n document.bomb1s.src = timeDigits[digit].src;\n digit = Math.floor(Math.abs(maxNumBombs-bombsFlagged) / 10 % 10);\n document.bomb10s.src = timeDigits[digit].src;\n digit = Math.floor(Math.abs(maxNumBombs-bombsFlagged) / 100 % 10);\n document.bomb100s.src = timeDigits[digit].src;\n if (maxNumBombs < bombsFlagged)\n document.bomb100s.src = timeNeg.src; } }", "function boat(x,y, des_speed, ox, oy, width, height, max_speed, image_index, reward_fame, mine_drop)\r\n{\r\n\tthis.x \t\t\t\t= x;//current x coordinate\r\n\tthis.y \t\t\t\t= y;//current y coordinate\r\n\tthis.vx \t\t\t= 0.0;//current x component of the velocity\r\n\tthis.vy \t\t\t= 0.0;//current y component of the velocity\r\n\tthis.sprite_rot \t= 0.0;//sprite rotation\r\n\tthis.des_speed \t\t= des_speed;//desired horizontal speed\r\n\tthis.ox \t\t\t= ox;//origin x coordinate\r\n\tthis.oy \t\t\t= oy;//origin y coordinate\r\n\tthis.width \t\t\t= width;\r\n\tthis.height \t\t= height;\r\n\tthis.capsized \t\t= false;\r\n\tthis.max_speed \t\t= max_speed;\r\n\tthis.image_index \t= image_index;\r\n\tthis.in_the_air \t= false;\r\n\tthis.spin \t\t\t= 0.0;\r\n\tthis.reward_mass \t= width * height;\r\n\tthis.reward_fame \t= reward_fame;\r\n\tthis.inactive \t\t= false;\r\n\tthis.hit_by_monster\t= false;\r\n\tthis.mine_drop\t\t= mine_drop || -1;\r\n\tthis.mine_delay\t\t= 300;\r\n}", "coolDownBomb(bomb, anim) {\n\t\tbomb.setAnim(anim);\n\t\tthis.commit();\n\t}", "function bomb() {\n \t\t// Create the end crash sample from a dump of about 1MB of Atari Falcon 030 low memory!!\n sampleWave = new RIFFWAVE();\n sampleWave.header.numChannels = 2;\t\t\t// Sample is stereo\n sampleWave.header.bitsPerSample = 8;\t\t// ... 8 bit\n sampleWave.header.sampleRate = 25*1024;\t\t// ... 25KHz\n // Copy the binary dump into an array of sample data for the sample player\n var sampleLength = 65536*8;\n var sampleDataSrc = new Uint8Array(endSample, 0, sampleLength);\n var sampleData = new Array();\n for (var i = 0; i<sampleLength; i++)\n \tsampleData[i] = sampleDataSrc[i];\n // Now make the sample player from the sample data, and hook it up to the HTML5 AUdio.\n sampleWave.Make(sampleData);\n samplePlayer = new Audio(sampleWave.dataURI);\n // Now play the \"crash\" sample.\n samplePlayer.play();\n // Now to plot Atari TOS bombs on the screen!\n\t \tvar bomber = new SeniorDads.Bomb();\n\t\t\tbomber.bombCanvas(copperScreen, 14);\t\t// 14 bombs = \"Format error\". (Obvious joke)\n\t demoWindow.WaitVbl(100, end);\t\t\t\t// Wait a bit before ending\n \t}", "function ManaBurst(mpd){\n\tthis.damage = mpd;\n\tthis.lifetime = fps*0.3;\n\tthis.radius = 0;\n\tthis.end = false;\n\tthis.dr = 700/this.lifetime;\n\tthis.action = function(){\n\t\tthis.radius+=this.dr;\n\t\t--this.lifetime;\n\t\tif(this.lifetime ==0){\n\t\t\tthis.end = true;\n\t\t\tthis.action = function(){}\n\t\t\tthis.draw = function(){}\n\t\t\tshaman.hp-=this.damage*3;\n\t\t\tfor(var j=0; j<Enemies.length; j++){\n\t\t\t\tEnemies[j].hp-=this.damage*3;\n\t\t\t}\n\t\t}\n\t}\n\tthis.draw = function(){\n\t\tctx.beginPath();\n\t\tctx.arc(400, 465, this.radius, 0, Math.PI*2);\n\t\tctx.fillStyle = \"rgba(20, 120, 255, 0.8)\";\n\t\tctx.fill();\n\t}\n}", "function bomb() {\n\t//picks a random number between 0 and 5 (includes decimal spaces). If the number is less than one\n\t// the function returns 0 (meaning there is a bomb in this tile). Otherwise it returns 0 (meaning\n\t// there is no bomb). the chances of a bomb are 1/8, statistically their are two bombs per row.\n\t//difficulty goes down each completion\n\tvar b = random(0, difficulty);\n\tif (b > 1) {\n\t\tb = 0;\n\t} else {\n\t\tbombs += 1;\n\t\tb = 1;\n\t}\n\treturn b;\n}", "function increaseBallSpeed()\n{\n\tballSpeed = ballSpeed + (2 / numBlocks);\n}", "rate(time, balance) {\n this.mortgage_rate = this.opts.mortgage_rate();\n this.bought = time; // rate is for 5 years\n\n // Has part of the mortgage been paid up?\n if (balance) {\n this.mortgage = balance;\n this.mortgage_term -= 5;\n }\n }", "function updatePlayerDragonBreath() {\n\tvar breath = document.getElementById('breath1');\n\tif (rf == false && breath.value < 100) {\n\t\t\tbreath.value += 5;\n\t\t}\n\t\tif (rf == true && breath.value > 0) {\n\t\t\tbreath.value -= 5;\n\t\t}\n\t\tif (breath.value == 100 ) {\n\t\t\trf = true;\n\t\t}\n\t\tif (breath.value == 0) {\n\t\t\trf = false;\n\t\t}\n\t}", "bowlGutterGame() {\n this.newGame()\n this.bowlMany(0, 20);\n this.getScore();\n }", "function eatBerries()\n\t\t\t{\n\t\t\t\tberryBank -= 1;\n\t\t\t\tif (berryBank == 0)\n\t\t\t\t{\n\t\t\t\t\tdocument.querySelector(\".eatBerries\").disabled = true;\n\t\t\t\t}\n\t\t\t\tstamina = (stamina * 10 + 5) /10;\n\t\t\t\tif (stamina > 10)\n\t\t\t\t{\n\t\t\t\t\tstamina = 10;\n\t\t\t\t}\n\t\t\t\thunger = (hunger * 10 + 5) / 10;\n\t\t\t\tif (hunger > 10)\n\t\t\t\t{\n\t\t\t\t\thunger = 10;\n\t\t\t\t}\n\t\t\t\tthirst = (thirst * 10 - 1 ) / 10;\n\t\t\t\tif (thirst < 0)\n\t\t\t\t{\n\t\t\t\t\thealth = ((health * 10) + (thirst * 10)) / 10;\n\t\t\t\t\tthirst = 0;\n\t\t\t\t}\n\t\t\t\tadvanceTime();\n\t\t\t\tupdateDisp();\n\t\t\t}", "static set updateRate(value) {}", "moraleBuff () {\n\n this.statReset();\n\n if (morale === 120) {\n\n this.atk += 10;\n this.def += 10;\n // this.spd += this.tile;\n\n } else if (morale >= 100) {\n\n this.atk += 8;\n this.def += 3;\n // this.spd += this.tile;\n\n } else if (morale >= 80) {\n\n this.atk += 5;\n this.def += 3;\n // this.spd += this.tile;\n\n\n } else if (morale >= 40 || morale <= 40) {\n\n this.def += 8;\n this.atk -= 4;\n this.spd += 1;\n\n }\n this.spd += this.tile;\n }", "function turboSpeed() {\r\n\t \tdelta = 500;\r\n\t}", "function bombJuggler(numBombs) {\n\n}", "bombCountDown(bomb) {\n\t\tif (bomb.isIgnited()) return; //already ignited\n\t\tbomb.decCountDown(0.5);\n\t\tthis.gameMap.setTile(bomb.x, bomb.y, c.ITEM_BOMB);\n\t\tthis.makeNoise(c.SOUND_KEY_TICK);\n\t\tif (bomb.getCountDown() > 0) {\n\t\t\tsetTimeout(this.bombCountDown.bind(this), c.TIME_FACTOR * 500, bomb);\n\t\t}\n\t\tthis.commit();\n\t}", "function applyBpm(bpm) {\n var d = document.getElementById(\"heart\")\n var bpmdiv = document.getElementById(\"bpm\")\n bpmdiv.innerHTML = bpm\n var size = 45\n //d.removeAttribute('animation');\n if (bpm < 60) {\n size *= 1.5\n }\n if (bpm >= 60 && bpm < 70) {\n size *= 1.8\n }\n if (bpm >= 70 && bpm < 80) {\n size *= 2.5\n }\n if (bpm >= 80 && bpm < 120) {\n size *= 2.8\n }\n if (bpm >= 120) {\n size *= 3\n }\n d.style.fontSize = size + \"px\"\n setTimeout(() => {\n d.style.fontSize = \"45px\"\n }, 100)\n }", "updateBPM() {\n // 40 lowest bpm on slider, slide increments by 4\n bpm = _beatSlider.value * 4 + 40;\n // displays BPM rate on UI\n _beats.innerHTML = bpm;\n }", "speedBoost(delta, hero){\n hero.speed += 100 * delta;\n this.heroPickup = true;\n }", "function Bomb(side, damage, lifetime, damageRadius, pos) {\n\tPlayerItem.call(this, side);\n\tTimeItem.call(this, lifetime);\n\n\tthis.damage = damage;\n\tthis.radius = damageRadius;\n\tthis.pos = pos;\n this.kind = 'bomb';\n\n\t// Initialize all values\n\tfunction init() {\n\t\tthis.kind = 'bomb';\n\t}\n\tthis.init = init;\n\n\tfunction update() {\n\t\tvar res = this.increaseTurn();\n\t\treturn res;\n\t}\n\tthis.update = update;\n\n\tthis.init();\n}", "function Bonus(box) { this.box = box; this.life = 40;}", "function set_speed() {\r\n frameRate(speed_box.value * 1);\r\n}", "boredIncrease() {\n\t\tif(this.timeSpan % 10 === 0) {\n\t\t\tthis.currentPet.boredom += 1;\n\t\t}\n\t}", "function brewBeer() {\n if (gameData.grain >= 1) {\n gameData.beer += gameData.beerPerClick\n gameData.grain = (gameData.grain - 1)\n showGameData();\n }\n}", "function speedBoostTime(){\r\n if(speedBoostOn) if(speedCD < 3){\r\n speedCD++;\r\n }else{\r\n clase.maxSpeed = clase.resetSpeed;\r\n speedCD = 0;\r\n }\r\n}", "dragonKill() {\n this.expCounter += 100;\n }", "updateGrowthRate() {\n // TODO\n return 0;\n }", "function showBomb(){\n\tfor(let i = 0; i < myplayer.bombArray.length; i++){\t\t\n\t\tmyplayer.bombArray[i].drawBomb();\n\t\tvar dateFirst = myplayer.bombArray[i].dateCreation.getTime();\t\n\t\tvar result = new Date().getTime() - dateFirst;\t\t\n\t\t\n\t\tif(result > 7000) {\n\t\t\t//remove somethings of list\n\t\t\tmyplayer.bombArray.splice(i, 1);\n\t\t} else if(result > 5000) {\n\t\t\t//change just the image of the bomb. dont call to draw a new img\n\t\t\tmyplayer.bombArray[i].imageBomb= bombExplodingImg;\t\n\t\t\tmyplayer.bombArray[i].bombExploding= true;\n\t\t\tmyplayer.bombArray[i].width = 200;\t\t\t\n\t\t}\n\t}\n}", "function spellBomb () {\n\n for (var i = 0; i < 21; i++) { newBullet(i * 18, mouse.X, mouse.Y); }\n\n playerList[0].MP -= playerList[0].special_MP_cost;\n playerList[0].specialCooldown = playerList[0].MAX_SPECIAL_COOLDOWN;\n}", "updateBombCount(amount) {\n this.amountBombs += amount;\n\n if (this.id === this.game.id) {\n // set counter of your bombs in the browser\n document.getElementById(\"amountBombs\").innerText = this.amountBombs;\n }\n }", "function updateBrie(item) {\n item.sell_in = item.sell_in - 1;\n item.quality = item.quality + 2;\n item.quality = Math.min(50, item.quality);\n return item;\n}", "function hitBomb(player, bomb){\nvie = --vie;\n\nvieText.setText('PV: '+vie);\n\t\n\tif(vie===0){\n\t\tthis.physics.pause();\n\t\tplayer.setTint(0xff0000);\n\t\tplayer.anims.play('turn');\n\t\tgameOver=true;\n\t}\n}", "canBomb() {\n\n //check not an over bomb \n if (map.grounds[this.y][this.x].bomb) {\n return;\n }\n else if (this.attributes.attribut.actuelBomb == this.attributes.attribut.maxBombs){\n return;\n \n }\n else {\n this.putBomb();\n }\n\n //check max bomb\n \n }", "putBomb() {\n if (this.bombs.length < this.maxBombs) {\n this.bombs.push(new Bomb(this.ctx, this.tileCoord.col, this.tileCoord.row, this.tileSize))\n }\n }", "function Blaster(shots, type, spread, rate, dir){\n\t\tthis.shotNumber = shots;\n\t\tthis.type = type;\n\t\tthis.spread = spread;\n\t\tthis.rate = rate;\n\t\tthis.reload = 0;\n\t\tthis.ready = true;\n\t\tthis.dir = dir;\n\t}", "function aiSpinningBobbing() {\n var spd = 0.025;\n var bobspeed = 350;\n //var bobsize = 100;\n this.aimAngleRadians = this.aimAngleRadians + spd;\n validateRotation.call(this); // stay in 0..360 deg\n // up and down like a doom weapon\n this.bobbingFactor = (Math.floor(((Math.cos(performance.now()/bobspeed)+1)/2) * 15.0))/15;\n //this.renderOffset.y = ((Math.cos(performance.now()/bobspeed)+1)/2)*bobsize;\n}", "burrowEfficiency(speed, depth) {\n return (speed * depth);\n }", "hurt(dmg){\n this.life = this.life - dmg;\n }", "function hitBomb(player, bomb)\n{\n //game pauses\n this.physics.pause();\n //player turns red as if dead\n player.setTint(0xff0000);\n //last image of player when dead is the turn animation\n player.anims.play('turn');\n //gameOver is true as a result\n gameOver = true;\n}", "bounceBall(){\n\n // if (me.x+20>=this.x && me.y-20>=this.y &&me.y+20<=this.y){\n if (me.x>=this.x && me.x<=this.x+10 && me.y-20<=this.y+35&&this.hit==false&&me.y+20>=this.y){\n this.speed=this.speed;\n this.hit=true;\n me.alive=false;\n\n // if (score>highscore){\n \t\t\t// \t\tlocalStorage.setItem(\"maxscore\",score)\n // }\n }\n }", "function addSpeed(player, fruits)\n{\n fruits.disableBody(true, true);\n activateFruit = true;\n}", "updateBB() {\n this.lastBB = this.BB;\n this.BB = new BoundingBox(this.x + 15, this.y, 45, 85);\n if (this.attackWindow) {\n let xOff = 0;\n switch (this.weapon) {\n case 0:\n ASSET_MANAGER.playAsset(\"./audio/kick.mp3\")\n if (this.facing === 0) xOff = 55;\n this.ABB = new BoundingBox(this.x + xOff, this.y + 50, 40, 20);\n break;\n case 1:\n ASSET_MANAGER.playAsset(\"./audio/sword_swing.mp3\");\n this.facing === 0 ? xOff = 40 : xOff = -60;\n this.ABB = new BoundingBox(this.x + xOff, this.y + 30, 85, 60);\n break;\n case 2:\n if (this.bowTime < 0.6 && this.bowTime > .4) {\n if (this.arrowFlag) {\n this.game.addEntity(new Arrow(this.game, this.x, this.y,\n this.facing === 1, true, this.hasIceArrow));\n this.hasIceArrow = false\n ASSET_MANAGER.playAsset(\"./audio/arrow_whoosh.mp3\")\n this.arrowFlag = false;\n }\n } else {\n this.bowTime = 0;\n }\n break;\n }\n } else {\n this.ABB = new BoundingBox(0, 0, 0, 0);\n }\n\n }", "putBomb() {\n\n // search position of player\n let left = this.x * widthCase;\n let top = this.y * widthCase;\n\n //create bomb\n let id = \"bomb\" + this.bombs.length;\n const bomb = document.createElement('div');\n bomb.style.position = \"absolute\";\n bomb.className = 'bomb';\n bomb.setAttribute(\"id\", id);\n bomb.style.width = widthCase + \"px\"; // A changer si changment dans scss\n bomb.style.height = widthCase + \"px\";\n bomb.style.left = left + \"px\";\n bomb.style.top = top + \"px\";\n bomb.style.backgroundImage = 'url(\"../pictures/bomb.png\")';\n bomb.style.backgroundSize = \"cover\";\n\n const caseBomb = document.querySelector(`[row=\"${top/widthCase}\"][column=\"${left/widthCase}\"]`);\n caseBomb.appendChild(bomb);\n this.attributes.attribut.actuelBomb++;\n this.sizeArray++\n\n //update map.grounds and coordinate\n let x = this.x;\n let y = this.y;\n let b = {\n x: x,\n y: y,\n bomb: bomb,\n id: id\n }\n map.grounds[y][x].bomb = b;\n\n this.bombs.push(b);\n //trigger detonate\n this.triggerDetonate(b);\n \n this.escapeDetonate(x, y)\n \n }", "function roboteggCollectorOn () {\n if (gameData.roboteggcollectorNum >= 0 && gameData.cash >= gameData.roboteggcollectorCost) {\n gameData.roboteggcollectorNum++;\n gameData.cash -= gameData.roboteggcollectorCost;\n gameData.roboteggcollectorCost = 10 * Math.pow(1.2, gameData.roboteggcollectorNum + 1); \n duckUpdate();\n }\n}", "function ent_Bomb() {\n\tEntity.call(this);\n\tthis.name = 'Bomb';\n\tthis.primeTime = 1200;\n\tthis.areaOfEffect = 48;\n\tthis.damage = 1;\n\tthis.sprite = new Animation(resources['ent_frames_bomb_primed'], 100);\n\n\t//Bombs don't give a shit\n\tthis.knockback = $.noop;\n\n\tthis.update = function(entities, delta) {\n\t\tthis.applyForce(0, 0, delta);\n\t\tthis.sprite.update(delta); //It's an animation, remember.\n\t};\n\n\tvar bomb = this;\n\tvar id = setInterval(function() { bomb.explode(); }, bomb.primeTime);\n\tthis.explode = function() {\n\t\tclearInterval(id);\n\t\tthis.sprite = new Animation(resources['ent_frames_bomb_boom'], 100);\n\t\tbomb.update = function(entities, delta) {\n\t\t\t//PROCEED TO DEAL AOE DAMAGE\n\t\t\t$.each(entities, function(i, e) {\n\t\t\t\tif(e == bomb) return;\n\t\t\t\tvar dist = Distance2D(e, bomb);\n\t\t\t\tif(dist <= bomb.areaOfEffect) { \n\t\t\t\t\te.takeDamage(bomb, bomb.damage);\n\t\t\t\t}\t\t\t\n\t\t\t});\n\t\t\tbomb.update = function(entities, delta){this.sprite.update(delta);};\n\t\t};\n\n\t\tbomb.sprite.onCompletion = function() {\n\t\t\tbomb.sprite = resources['ent_sprite_bomb'];\n\t\t\tbomb.dead = true;\n\t\t};\n\t}\n\n}", "function updateBombPos() {\n for(let r = 0; r < numberofbombs; r++) {\n bombvelocity[r] += bombacceleration[r];\n bombposY[r] += bombvelocity[r]\n \n hit = collidePointCircle(mouseX, mouseY - duck.height * duckScalar / 2, bombposX[r], bombposY[r], bombSize);\n}\n \n if (hit) {\n endGame();\n }\n \n //Resetting bombs to top of screen\n if (time > fallTime) {\n initbombpos();\n time = 0;\n }\n}", "function Ammo(game, powerUpSprite , theX, theY, bUp, bDown, bLeft, bRight, bNW, bSW, bSE, bNE, scale, name, frate) { \r\n this.x = theX;\r\n this.y = theY;\r\n this.game = game;\r\n this.ctx = game.ctx;\r\n this.PowerUpAnimation = new Animation(powerUpSprite, 64, 64, 64, 1, 1, true, 1);\r\n this.hitBox = {x: theX, y: theY, width: 64, height: 64};\r\n this.name = name;\r\n this.BulletUp = bUp;\r\n this.BulletDown = bDown;\r\n this.BulletLeft = bLeft;\r\n this.BulletRight = bRight;\r\n this.bNW = bNW;\r\n this.bSW = bSW;\r\n this.bSE = bSE;\r\n this.bNE = bNE;\r\n this.scaleUp = scale;\r\n this.frateUpgrade = frate;\r\n \r\n}", "set bendFactor(value) {}", "function c_burn(met, bmr, minutes) {\n\treturn met * (bmr / 1440) * minutes;\n}", "function buyBrig() {\r\n if(player.gold.num >= player.brig.price && player.influence >= player.brig.infMin) {\r\n player.brig.num++;\r\n player.gold.num -= player.brig.price;\r\n player.influence += player.brig.influence;\r\n player.brig.income = player.brig.num * player.brig.gain;\r\n gameLog('A bigger boat, fit for bigger plans!');\r\n } else {\r\n gameLog('Ye be too poor, Cap\\'n.');\r\n };\r\n player.brig.price = Math.floor(135 * Math.pow(1.30, player.brig.num));\r\n document.getElementById('brigCost').innerHTML = player.brig.price;\r\n document.getElementById('brigNum').innerHTML = player.brig.num;\r\n document.getElementById('brigGain').innerHTML = player.brig.income;\r\n document.getElementById('brigInf').innerHTML = player.brig.influence;\r\n document.getElementById('gold').innerHTML = player.gold.num;\r\n document.getElementById('influence').innerHTML = player.influence;\r\n}", "constructor(game, x, y, type, prize) {\n Object.assign(this, {\n game, x, y, prize, type,\n });\n\n this.bounce = false;\n\n this.velocity = 0;\n\n this.startTime = 0;\n\n this.animation = [];\n\n this.animation.push(null);\n this.animation.push(new Animator(ASSET_MANAGER.getAsset('./sprites/bricks.png'), 16, 0, 16, 16, 1, 0.33, 0, false, true));\n this.animation.push(new Animator(ASSET_MANAGER.getAsset('./sprites/coins.png'), 0, 80, 16, 16, 4, 1 / 8, 0, false, true));\n this.animation.push(new Animator(ASSET_MANAGER.getAsset('./sprites/bricks.png'), 48, 0, 16, 16, 1, 1, 0, false, true));\n\n this.BB = new BoundingBox(this.x + PARAMS.BLOCKWIDTH / 8, this.y, (PARAMS.BLOCKWIDTH * 3) / 4, PARAMS.BLOCKWIDTH);\n this.leftBB = new BoundingBox(this.x, this.y, PARAMS.BLOCKWIDTH / 2, PARAMS.BLOCKWIDTH);\n this.rightBB = new BoundingBox(this.x + PARAMS.BLOCKWIDTH / 2, this.y, PARAMS.BLOCKWIDTH / 2, PARAMS.BLOCKWIDTH);\n this.topBB = new BoundingBox(this.x, this.y, PARAMS.BLOCKWIDTH, PARAMS.BLOCKWIDTH / 2);\n this.bottomBB = new BoundingBox(this.x, this.y + PARAMS.BLOCKWIDTH / 2, PARAMS.BLOCKWIDTH, PARAMS.BLOCKWIDTH / 2);\n }", "plantBomb() {\n\n // if there's enough bombs left\n if (this.amountBombs > 0) {\n\n // place bomb inside your game\n this.game.bombs.push(new Bomb({x: this.position.x, y: this.position.y}, 1500, 2, this.assets, this.gridSize, this.game));\n\n this.updateBombCount(-1);\n\n this.game.playMusic(SETBOMBMUSIC);\n\n // send position of your bomb to all enemies\n let bombDetails = {id: this.id, x: this.position.x, y: this.position.y, amountBombs: this.amountBombs};\n let playerDetails = {id: this.id, amountWalls: this.amountWalls, amountBombs: this.amountBombs, health: this.health};\n\n this.game.broadcastBomb(bombDetails);\n this.game.broadcastInventory(playerDetails);\n }\n }", "function maxHealthBoost(tempHealth) {\n maxHealth += tempHealth; \n currentHealth = maxHealth;\n maxHealthUpdate();\n parseHealthBarAnimate();\n}", "addBowlerAnimation(){\n\t\tthis.bowler= this.add.sprite(config.width * 0.55, config.height * 0.39,'bowlerSprite').setScale(0.4);\n\t\tthis.bowlerAnimation = this.anims.create({\n\t\t\tkey: \"BowlerAnim\",\n\t\t\tframes: this.anims.generateFrameNumbers(\"bowlerSprite\"),\n\t\t\tframeRate: 15,\n\t\t});\n\t}", "slowDown() {\n this.mag -= 1;\n }", "function calculateBolus(bs, carbs, protein, active, activity) {\n var bolusObj = {\n bolus: 0,\n correction: 0,\n active: 0,\n basalOffset: 0,\n total: 0,\n lowFlag: false,\n lowBs: 0,\n carbCorrection: 0,\n time: 0\n };\n bolusObj.bolus = carbs / stats.ic + protein / stats.ip;\n // modifier accounting for dehydration due to high blood sugar\n var hyperMod = 1;\n if (bs >= 130) {\n hyperMod = bs * .0015 + .806151;\n }\n bolusObj.correction = (bs - 90) / stats.cf * hyperMod;\n bolusObj.active = active;\n\n // calc basal offset \n // 12am 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12am 1 2 3\n var rates = [.9916, .9916, 1.0846, 1.1001, 1.1466, 1.1776, 1.224, 1.255, 1.2395, 1.1931, 1.1311, 1.0691, .9452, .8677, .8367, .8367, .8367, .8212, .8212, .8367, .8677, .8677, .9142, .9452, .9916, .9916, 1.0846, 1.1001];\n var time = new Date();\n var hour = time.getHours();\n if (time.getMinutes() > 30) {\n hour++;\n }\n console.log(\"current hour: \" + hour);\n var offset = 0;\n for (let i = 0; i < 4; i++) {\n console.log(hour);\n offset += rates[hour] - 1;\n console.log(offset)\n hour++;\n }\n console.log(\"hourly offset: \" + offset);\n bolusObj.basalOffset = parseFloat(stats.weight * 0.453592 * stats.sensCo / 2) / 24 * offset;\n console.log(\"basal offset: \" + bolusObj.basalOffset.toFixed(4));\n\n // calc total bolus\n bolusObj.total = Math.round((bolusObj.bolus + bolusObj.correction - bolusObj.active / activity) * activity + bolusObj.basalOffset);\n\n // check if lowblood sugar is predicted\n if (bolusObj.total < 0) {\n var low = 90 + bolusObj.total * stats.cf;\n if (low < 80) {\n bolusObj.lowFlag = true;\n bolusObj.lowBs = low;\n bolusObj.carbCorrection = (90 - low) / stats.raise;\n }\n }\n // calculate dosage time\n let desiredActive = 1 - (bolusObj.correction * activity) / (bolusObj.total + bolusObj.active);\n let increment = desiredActive <= 1 ? 5 / 60 : -5 / 60;\n bolusObj.time = findTime(desiredActive, increment, 0, null);\n return bolusObj;\n}", "function Update () {\r\n bomb_life -= Time.deltaTime;\r\n\r\n if(bomb_life <= 0){\r\n Explode();\r\n }\r\n\t}", "bhv_flank() {\n if (this.bhv_time == 1) {\n console.log(\"flank\");\n this.dash_dist = Math.abs(this.pos[0] - playerInstance.pos[0]);\n }\n this.accel = this.dash_dist * 0.03;\n\n\n if (this.bhv_time >= 17) {\n this.behavior = this.bhv_normal;\n this.bhv_time = Math.floor( 31 + Math.random() * 10 );\n }\n }", "function setSatisfactionBarValue(){\n\n // only animate the bar if the satifaction value has changed\n if(satisfactionLastRate != satisfactionRate){\n satisfactionBar.animate(satisfactionRate);\n satisfactionLastRate = satisfactionRate;\n }\n\n if(satisfactionRate == 0)\n gameOver(\"fired\");\n}", "function bendLimbs(bendNum) {\n for (var i = 0; i < 2; i++) {\n if (legAngles[i] < 40) {\n legAngles[i] += 1;\n armAngles[i] = -bendNum * legAngles[i];\n legAngles[i + 2] -= 1.5;\n }\n }\n\n if (humanCoordinates[1] > -0.5) {\n humanCoordinates[1] -= 0.005;\n }\n}", "constructor(bustabit, initialDeposit) {\n\n super()\n this.bustabit = bustabit\n this.stopped = false\n\n this.currentBet = 0\n this.targetCoeff = 0\n\n this.deposit = initialDeposit || 0\n this.minDeposit = Infinity\n this.maxDeposit = -Infinity\n }", "function Start () {\n\thealth = 60;\n\tcurrHealth = 60;\n\thealthRate = 7;\n}", "function setSpeed() {\n\tvar baseSpeed = 25;\n\tvar raceMod = 0;\n\tif (race !== \"Gnome\" && race !== \"Halfling\" && race !== \"Dwarf\")\n\t\traceMod += 5;\n\tif (subrace + race == \"Wood Elf\")\n\t\traceMod += 5;\n\tspeed = baseSpeed + raceMod;\n\treturn \"Speed: \" + speed;\n}", "function Burst () {\n\tbursting = true;\n\tfor(var bur : int = 0; bur < 3; bur++){\n\t\tFire ();\n\t\tyield WaitForSeconds (srate);\n\t}\n\tyield WaitForSeconds (.1);\n\tbursting = false;\n}", "upgrade() {\n if (this.towerLevel < 3 && this.user.balance >= this.upgradeCost) {\n this.towerLevel++;\n this.user.decreaseBalance(this.upgradeCost);\n this.cost += this.upgradeCost;\n\n if (this.towerLevel == 2) {\n this.HP = Shotgun.maxHP2;\n this.fireRate = Shotgun.fireRate2;\n this.shootingRadius = Shotgun.shootingRadius2 * this.scale; \n this.damage = Shotgun.damage2; \n this.upgradeCost = Shotgun.cost3;\n\n this.frameHeight = 41;\n this.yOffset = this.frameHeight * this.scale - 5 * this.scale;\n } else {\n this.HP = Shotgun.maxHP3;\n this.fireRate = Shotgun.fireRate3;\n this.shootingRadius = Shotgun.shootingRadius3 * this.scale; \n this.damage = Shotgun.damage3; \n\n this.frameHeight = 44;\n this.yOffset = this.frameHeight * this.scale - 5 * this.scale;\n }\n\n this.animations = [];\n var i;\n for (i = 0; i < 8; i++) {\n this.animations.push(\n new Animator(\n this.spritesheet[this.towerLevel - 1],\n this.frameWidth * i,\n 0,\n this.frameWidth,\n this.frameHeight,\n 1,\n 1,\n 0,\n false,\n true\n )\n );\n }\n }\n }", "function Betting (){\n\t\tthis.maxCashToStart = 1500;\n\t\tthis.cashLeftOver = undefined;\n\t\tthis.playerWager = 0;\n\t}", "function haveFullBronzeBonus() {\n return getBronze() >= 196;\n}", "ricochet() {\n\t\tif (this.bulletSpecial != 0){\n\t\t\tthis.bulletSpecial--;\n\t\t\tthis.velocity = this.velocity.scale(-1);\n\t\t};\n\t}", "function totalBilled() {\n total = months * rate\n return total;\n}", "function moveBombs()\n{\n //for each bomb\n balloonAmmo.forEach(oneBomb =>\n {\n //if bomb has been fired\n if (oneBomb.fired)\n {\n //move bomb down according to gravity\n oneBomb.y += 0.98 * oneBomb.speed;\n oneBomb.speed++;\n //console.log(bombIndex);\n }\n //if bomb hasn't been fired\n else\n {\n if (keys !== null)\n {\n //move bomb up with balloon when \"w\" or \"arrow up\" pressed\n if (keys[38] || keys[87])\n {\n oneBomb.velY -= 1.5;\n }\n //move bomb up with balloon when \"s\" or \"arrow down\" pressed\n if (keys[40] || keys[83])\n {\n oneBomb.velY += 3;\n }\n //move bomb up with balloon when \"a\" or \"arrow left\" pressed\n if (keys[37] || keys[65])\n {\n oneBomb.velX -= 2;\n }\n //move bomb up with balloon when \"d\" or \"arrow right\" pressed\n if (keys[39] || keys[68])\n {\n oneBomb.velX += 1.5;\n }\n }\n\n //decceleration based on drag coefficient\n oneBomb.velX *= oneBomb.drag;\n oneBomb.velY *= oneBomb.drag;\n\n //position change based on velocity change\n oneBomb.x += oneBomb.velX;\n oneBomb.y += oneBomb.velY;\n\n player.yPos + (player.ySize - 25)\n\n //in bounds x axis\n if (oneBomb.x > WIDTH - player.xSize / 2 - 15)\n {\n oneBomb.x = WIDTH - player.xSize / 2 - 15;\n }\n else if (oneBomb.x < (player.xSize / 2 - 15))\n {\n oneBomb.x = player.xSize / 2 - 15;\n }\n\n //in bounds y axis\n if (oneBomb.y > HEIGHT - balloonGround - player.ySize + 95)\n {\n oneBomb.y = HEIGHT - balloonGround - player.ySize + 95;\n }\n else if (oneBomb.y < (player.ySize - 25))\n {\n oneBomb.y = (player.ySize - 25);\n }\n }\n })\n}", "function init(){\n\ttime = score = red = 0;\n\tgreen = 255;\n\tbonusbar = document.getElementById('bonusbar');\n\tbonusbar.style.background = \"#00FF00\";\n\tbonusbar.style.height = \"5px\";\n\tcolorGap = 255 / barDecriment;\n\tdefaultTimeBarLength = timeBarLength = bonusbar.offsetWidth;\n\tbarDecriment = defaultTimeBarLength / barDecriment;\n}", "bhv_normal() {\n if (Math.abs(playerInstance.pos[0] - this.pos[0]) < 200) {\n if (this.bhv_time == 20) {\n if (playerInstance.dir != this.dir && Math.random() >= 0.5) {\n this.behavior = this.bhv_flank;\n this.bhv_time = 0;\n }\n }\n if (this.bhv_time == 60) {\n this.behavior = this.bhv_stab;\n this.bhv_time = 0;\n }\n }\n let dist = playerInstance.pos[0] - this.pos[0];\n if (Math.abs(dist) < 400) {\n this.dir = Math.sign(dist);\n if (Math.abs(dist) < 70) { //retreat\n this.accel -= 0.1;\n }\n if (Math.abs(dist) > 90 && this.accel < 1.0) { //approach\n this.accel += 0.2;\n }\n this.bhv_time = this.bhv_time % 60;\n\n }\n }", "function initbombpos() {\n for (let i =0; i < numberofbombs; i++) {\n bombacceleration[i] = random(0.02, 0.03);\n bombvelocity[i] = random(5, 10);\n bombposX[i] = random(0.5, width);\n bombposY[i] = random(-20, -0.5);\n }\n}", "actualizar(){ \n\n this.sellIn--;\n if(this.sellIn < 0){\n this.quality -= 4 \n } else {\n this.quality-=2\n }\n if(this.quality > 50){\n this.quality = 50\n }\n }", "function changeBpm(bpm) {\n // play/pause btn display\n gui.bpmPlayPause.innerHTML = bpm\n // var holder for bpm number\n beat.bpmCalc = bpm\n console.log(bpm)\n // range slider\n gui.bpmSlider.value = bpm\n}", "function calculateBaseRate(typeOfShoot) {\n\n\tvar hourlyRate;\n\t// switch between shooting options with different rates \n\t switch(typeOfShoot)\n\t{\n\tcase 'individual', 'kids', 'ceremony', 'lovestory':\n\t hourlyRate = 120;\n\t break;\n\t \n\t case 'mitzvahs', 'birthdays':\n\t hourlyRate = 125;\n\t break;\n\t \n\tcase 'family', 'bothparts':\n\t hourlyRate = 150;\n\t break;\n\t \n\tdefault:\n\t hourlyRate = 120;\n\t} \n\treturn hourlyRate;\n }", "function createBombs()\n{\n switch (numBalloonAmmo)\n {\n case (10):\n for (let i = 9; i > 7; i--)\n {\n let bomb = new Ammo(player.xPos + (player.xSize / 2 - 15), player.yPos + (player.ySize - 25), 270, false, 1);\n balloonAmmo.push(bomb);\n }\n case (8):\n for (let i = 7; i > 6; i--)\n {\n let bomb = new Ammo(player.xPos + (player.xSize / 2 - 15), player.yPos + (player.ySize - 25), 270, false, 1);\n balloonAmmo.push(bomb);\n }\n case (7):\n for (let i = 6; i > 4; i--)\n {\n let bomb = new Ammo(player.xPos + (player.xSize / 2 - 15), player.yPos + (player.ySize - 25), 270, false, 1);\n balloonAmmo.push(bomb);\n }\n case (5):\n for (let i = 4; i >= 0; i--)\n {\n let bomb = new Ammo(player.xPos + (player.xSize / 2 - 15), player.yPos + (player.ySize - 25), 270, false, 1);\n balloonAmmo.push(bomb);\n }\n break;\n default:\n console.log(\"ERROR: INVALID NUMBER OF BOMBS\");\n console.log(numBalloonAmmo);\n break;\n }\n}", "setBitcoinSpeed(speed) {\r\n // if (this.config.debug) console.log(\"WalletBF setBitcoinSpeed=\"+speed);\r\n this.config.blockchainSpeed = speed;\r\n return this.config.storage.setToPromise(\r\n this.config.PERSISTENT, \"blockchainSpeed\", speed);\r\n }", "setBombArea(pos) {\n if (this.canSetBomb(pos)) {\n this._nextState.map[pos.x][pos.y] = elements.empty;\n this._nextState.bombArea.push({x : pos.x, y: pos.y});\n this.bombKillEnemy(pos);\n }\n }", "tick() {\n (this._HEALTH_LEVEL += 6), (this._BLOOD_LEVEL += 6);\n if (this._HEALTH_LEVEL >= 100) this._HEALTH_LEVEL = 100;\n if (this._BLOOD_LEVEL >= 100) this._BLOOD_LEVEL = 100;\n }", "function bombCheck(value){\n if (bomb.value == value){\n bomb.count += 1;\n } else{\n bomb.value = value;\n bomb.count = 0;\n }\n if (bomb.count >= 3){\n pile.length = 0;\n bomb.count = 0;\n bomb.value = -1;\n console.log(\"pile:\",pile.length);\n }\n}", "constructor(myBody){\n\t\tthis.body = myBody;\n \tthis.glucoseAbsorbed_ = 0;\n this.bAAToGlutamine_ = 0;\n this.lipolysisRate_ = 0;\n this.fat = (this.body.fatFraction_)*(this.body.bodyWeight_)*1000.0;\n\t}", "function bounce() {\n ball.body.velocity.x = 400;\n if (ball.body.velocity.y > 0) {\n ball.body.velocity.y = Math.random() * 750\n }\n else {\n ball.body.velocity.y = -Math.random() * 750\n }\n ball.body.velocity.x = ball.body.velocity.x + 10\n this.counter++;\n }", "set animationRate(v) {\n this._animationRate = v > 0 ? v : 1;\n }", "setTargetRate() {\n\t\t// Do nothing.\n\t}", "function t_burn(met, bmr, cals){\n\treturn cals / (met * (bmr / 1440));\n}", "get bending() {\n return {\n position: { max: 4.0 },\n angularVelocity: { percent: 0.0 },\n angleLocal: { percent: 0.0 }\n };\n }", "bouncey() {\r\n this.sy = -this.sy;\r\n }", "function generate_bomb() \n{\n for (var i = 0; i < rows; i++) \n {\n for (var j = 0; j < cols; j++) \n {\n var ratio = bombCount / (rows * cols);\n if (rdm(0, 1) < ratio) \n {\n $cell[(i * cols) + j].classList.add('cell-bomb');\n $cell[(i * cols) + j].classList.add('x' + j);\n $cell[(i * cols) + j].classList.add('y' + i);\n bombs.posX[(i * cols) + j] = j;\n bombs.posY[(i * cols) + j] = i;\n }\n }\n }\n}", "function _draw(context) {\n if (game.bombsOn) {\n var x;\n var y;\n var w;\n var h;\n var strokeWidth;\n var fill;\n var stroke;\n var squareX;\n var squareY;\n\n if (_isPrimed) {\n w = _rect.w * _PRIMED_SIZE_RATIO;\n h = _rect.h * _PRIMED_SIZE_RATIO;\n x = _rect.x - (w - _rect.w) / 2;\n y = _rect.y - (h - _rect.h) / 2;\n strokeWidth = _PRIMED_STROKE_WIDTH;\n fill = game.MEDIUM_COLORS[2].str;\n stroke = game.LIGHT_COLORS[2].str;\n } else {\n x = _rect.x;\n y = _rect.y;\n w = _rect.w;\n h = _rect.h;\n strokeWidth = _NORMAL_STROKE_WIDTH;\n fill = game.DEFAULT_FILL.str;\n stroke = game.DEFAULT_STROKE.str;\n }\n\n // Draw the background and the border\n context.beginPath();\n context.lineWidth = strokeWidth;\n context.fillStyle = fill;\n context.strokeStyle = stroke;\n context.rect(x, y, w, h);\n context.fill();\n context.stroke();\n\n // Draw the square representing the bomb\n squareX = x + w * 0.45 - gameWindow.squarePixelSize;\n squareY = y + h * 0.5 - gameWindow.squarePixelSize * 0.5;\n Block.prototype.drawSquare(context, 7 + _bombType, squareX, squareY, 0);\n\n // Draw the text representing how many bombs are left\n x = x + w * 0.5;\n y = squareY + gameWindow.squarePixelSize;\n context.fillStyle = 'white';\n context.font = _fontString;\n context.fillText('x' + _bombCount, x, y);\n }\n }", "usePotion(){\n if(this.healingItem > 0){\n this.healingItem -= 1;\n this.hp += 10;\n }\n }", "function setMag (response) {\n mag = parseInt(response.status) || 100;\n // directions that balls travel upon explosion\n directions = [\n [mag, 0], \n [mag, mag],\n [0, mag],\n [mag, -mag],\n [-mag, mag],\n [-mag, 0],\n [0, -mag],\n [-mag, -mag]\n ];\n }", "function Bomb(x,y,width,height){\n\tthis.y=y;\n\tthis.x=x;\n\tthis.width=width;\n\tthis.height=height;\n\tthis.imageBomb = bombImg;\n\tthis.dateCreation= new Date();\n\tthis.bombExploding= false;\n\tthis.drawBomb = function(){\n\t\tctx.drawImage(this.imageBomb, this.x, this.y, this.width, this.height);\n\t}\n}", "static calcReward(berryType, amount) {\n const { harvestTime } = BerryList[berryType];\n const avgBerriesPerHarvest = 2.5;\n const plotsAvailable = player.plotList.filter(plot => plot().isUnlocked()).length;\n return Math.ceil((amount / avgBerriesPerHarvest) * (harvestTime / Math.max(4, plotsAvailable)));\n }", "static set BoneCount(value) {}", "fear() {\n\t\tthis.mentalScore--;\n\t\tif (this.mentalScore < 0) {\n\t\t\tthis.mentalScore = 0;\n\t\t}\n\t}", "function BossBlue(player){\n Boss.call(this, player, \"enemy2\", 0x00bfff, BossNamespace.Color.blue);\n const boss = this;\n this.behaviors = [\n // Entry behavior\n {\n time : 0,\n beginPosition : function() {return new THREE.Vector2(-14.0, 20);},\n begin : function(){\n boss.bulletProps.speed = 7.5;\n boss.bulletProps.angleAperture = 180;\n boss.bulletProps.number = 40;\n boss.shotTimer.goalTime = 3.0;\n boss.shotTimer.running = true;\n },\n play : function(){\n boss.position.x = Math.cos(this.time + Math.PI) * 14;\n if(boss.player.pivot != undefined){\n boss.facePoint = boss.player.pivot.position;\n }\n this.time += Game.delta * 1.25;\n }\n },\n // Magic circle beavior\n {\n time : 0,\n beginPosition : function(){\n if(boss.player != undefined){\n return boss.player.position.clone().add(new THREE.Vector2(-1.0, 0.0).multiplyScalar(this.radius));\n }\n return new THREE.Vector2();\n },//new THREE.Vector2(0.0, 0.0),\n speed : -2.2,//-1.2\n radius : 10,\n rotator : new THREE.Vector2(1.0, 0.0),\n begin : function(){\n const _this = this;\n boss.bulletProps.speed = 10.5;//5.5\n boss.bulletProps.angleAperture = 30;\n boss.bulletProps.number = 1;\n boss.shotTimer.goalTime = 0.1;//0.35\n boss.shotTimer.retrigger();\n },\n play : function(){\n //\n this.time += Game.delta;\n this.rotator.set(1.0, 0.0);\n this.rotator.rotateAround(new THREE.Vector2(), this.time * this.speed+ Math.PI);\n // TODO ease position...\n if(boss.player.pivot != undefined){\n boss.position = boss.player.position.clone().add(this.rotator.clone().multiplyScalar(this.radius));\n boss.facePoint = boss.player.pivot.position;\n boss.facePoint.add(new THREE.Vector2(-20.0, 0.0));\n }\n },\n end : function(){\n }\n },\n // spread behavior\n {\n time : 0,\n speed : 1,\n beginPosition : function(){ return new THREE.Vector2(0.0, 0.0);},\n begin : function(){\n boss.bulletProps.speed = 4.0;\n boss.bulletProps.angleAperture = 360;\n boss.bulletProps.number = 11;\n boss.shotTimer.goalTime = 1.0;\n boss.shotTimer.retrigger();\n boss.facePoint.x = Math.cos(this.time * this.speed + Math.PI + 2.0);\n boss.facePoint.y = Math.sin(this.time * this.speed + Math.PI + 2.0);\n },\n play : function(){\n boss.facePoint.x = Math.cos(this.time * this.speed + Math.PI + 2.0);\n boss.facePoint.y = Math.sin(this.time * this.speed + Math.PI + 2.0);\n this.time += Game.delta;\n }\n },\n // line behavior\n {\n speed : 1.5, //1.4\n beginPosition : function(){ \n if(boss.player != undefined){\n return new THREE.Vector2(boss.player.position.x, 25.0);\n }\n return new THREE.Vector2();\n },\n begin : function(){\n boss.bulletProps.speed = 8.0;\n boss.bulletProps.angleAperture = 180;\n boss.bulletProps.number = 50;\n boss.shotTimer.goalTime = 1.2;\n boss.shotTimer.retrigger();\n },\n play : function(){\n if(boss.player != undefined){\n boss.position.x = boss.player.position.x;\n }\n boss.facePoint.x = boss.position.x;\n boss.facePoint.y = boss.position.y - 1.0;\n }\n },\n // DVD behavior\n {\n timer : null,\n beginPosition : function() {return new THREE.Vector2(10.0, 10.0);},\n force : new THREE.Vector2(),\n speed : 11,\n faceAngleVector : new THREE.Vector2(1.0, 0.0),\n begin : function(){\n const _this = this;\n boss.bulletProps.speed = 2;\n boss.bulletProps.angleAperture = 240;\n boss.bulletProps.number = 1;\n boss.shotTimer.goalTime = 0.3;\n boss.shotTimer.retrigger();\n this.timer = boss.addTimer(0.2, function(){\n //const facePoint = boss.position.clone();\n _this.faceAngleVector.rotateAround(new THREE.Vector2(), Math.random() * Math.PI * 2);\n //boss.facePoint.set(boss.position.x + Math.random() - 0.5, boss.position.y + Math.random() - 0.5);\n }, true);\n this.timer.retrigger();\n //\n this.force.x = 1.0; //Math.random() > 0.5? 1.0 : -1.0;\n this.force.y = 1.0; //Math.random() > 0.5? 1.0 : -1.0;\n },\n play : function(){\n if(Math.abs(boss.position.x) >= boss.widthLimit){\n boss.position.x -= Math.sign(this.force.x) * this.speed / 20;\n this.force.x *= -1;\n }\n if(Math.abs(boss.position.y) >= boss.heightLimit - 2.5){\n boss.position.y -= Math.sign(this.force.y) * this.speed / 20;\n this.force.y *= -1;\n }\n boss.position.add(this.force.clone().multiplyScalar(Game.delta * this.speed));\n boss.facePoint = boss.position.clone().add(this.faceAngleVector);\n },\n end : function(){\n timer.toRemove();\n }\n }\n ];\n}", "function setWeight(){\n\t //remove the old event listenner;\n\t if (window.removeEventListener) {\n\t\t\twindow.removeEventListener('click',clickHandler);\n\t }\t\n\t else if (window.detachEvent) {\n\t\t\twindow.detachEvent('click',clickHandler);\n\t }\n\t\n\t //restart the game;\n\t if(myStartBt.isStart)\n\t\tmyGameArea.stop();\n\t startGame();\n\t \n\t myBucket.weight=Number(document.getElementById(\"bucket\").value);\n\t mySlider.weight=Number(document.getElementById(\"slider\").value);\n\t myGameArea.frictionFactor=Number(document.getElementById(\"frictionFactor\").value);\n\t mySlider.gravity=myGameArea.frictionFactor*0.03;\n\t myBucket.gravity=(myBucket.weight-myGameArea.frictionFactor*mySlider.weight)/(myBucket.weight+mySlider.weight)*0.05;\n\t output.a=(myBucket.weight-myGameArea.frictionFactor*mySlider.weight)/(myBucket.weight+mySlider.weight)*output.g;\n\t //the animation will run very fast if myBucket.gravity==output.a\n}", "function burn() { }" ]
[ "0.6791281", "0.65499467", "0.6380807", "0.6336071", "0.63199914", "0.62900513", "0.62318814", "0.618858", "0.6181933", "0.61189085", "0.61073506", "0.6090827", "0.608696", "0.60732114", "0.6063373", "0.6060647", "0.6039574", "0.60270125", "0.6024401", "0.60059035", "0.59824604", "0.5964981", "0.5933562", "0.59242785", "0.59056073", "0.5887159", "0.5883382", "0.58827823", "0.58815295", "0.58741903", "0.5863357", "0.58569455", "0.5843845", "0.584128", "0.5840021", "0.58300376", "0.58176523", "0.58083075", "0.5806446", "0.58033866", "0.58015096", "0.5754822", "0.5750791", "0.57471323", "0.57460415", "0.57404566", "0.57365066", "0.57342947", "0.57016885", "0.5691809", "0.5664372", "0.5654523", "0.5638549", "0.5638202", "0.56344587", "0.56289846", "0.5621916", "0.56184524", "0.56029886", "0.5601203", "0.5600762", "0.5598452", "0.55846566", "0.558337", "0.55783606", "0.5576696", "0.5568227", "0.5567728", "0.5551412", "0.55470544", "0.5544392", "0.5541901", "0.55417174", "0.5535737", "0.55352414", "0.553503", "0.5534572", "0.5524432", "0.55243146", "0.5521211", "0.55155104", "0.5512806", "0.55123436", "0.5508499", "0.55074483", "0.5502739", "0.5502397", "0.5500648", "0.54932374", "0.54930043", "0.5492315", "0.5489252", "0.5481095", "0.54800045", "0.5475247", "0.5469654", "0.5468315", "0.546763", "0.5462083", "0.54609764" ]
0.63768035
3
bomb hit the house
function destroyHouse() { life--; bombVal = 0; if (life === 3) { destruction_Mp3.play({volume: 0.2}); house1.destroy(); house2.destroy(); house3.destroy(); house4.destroy(); house1 = this.physics.add.sprite(20, 55, 'house2').setScale(0.85); house2 = this.physics.add.sprite(40, 155, 'house2'); house3 = this.physics.add.sprite(45, 270, 'house2').setScale(0.8); house4 = this.physics.add.sprite(0, 375, 'house2'); } if (life === 1) { destruction_Mp3.play({volume: 0.2}); house1.destroy(); house2.destroy(); house3.destroy(); house4.destroy(); house1 = this.physics.add.sprite(20, 55, 'house3').setScale(0.85); house2 = this.physics.add.sprite(40, 155, 'house3'); house3 = this.physics.add.sprite(45, 270, 'house3').setScale(0.8); house4 = this.physics.add.sprite(0, 375, 'house3'); } if (life === 0) { large_destruction_Mp3.play({volume: 0.15}); house1.destroy(); house2.destroy(); house3.destroy(); house4.destroy(); timeEvent.destroy(); bombTimeEvent.destroy(); RestartBtn.setVisible(true); ResultBtn.setVisible(true); local.destroy();//Leon's part bgm_Mp3.stop(); } explotion01 = this.physics.add.sprite(20, 55, 'explotion01').setScale(0.85);//new explotion02 = this.physics.add.sprite(45, 205, 'explotion02').setScale(0.85);//new explotion03 = this.physics.add.sprite(40, 350, 'explotion03').setScale(0.85);//new rate = Math.floor(Math.random() * 100 + 10) bomb.destroy(); bombX = 690; barrel = Math.floor(Math.random() * 5); bomb = this.physics.add.image(bombX, bombY[barrel], 'bomb'); shoot = this.physics.add.image(bombX - 15, bombY[barrel] - 5, 'shoot').setScale(0.85);//new smoke = this.physics.add.image(bombX + 45, bombY[barrel] - 5, 'smoke').setScale(0.75).setAlpha(0.6);//new cleanEffect = this.time.addEvent({ delay: 100, callback: Effect, callbackScope: this, loop: false });//new }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function bombCheck() {\n\tif (x==1 && y==2 || x==18 && y==3 || x==18 && y==9 || x==13 && y==2 || x==3 && y==7 || x==14 && y==6 || x==17 && y==7) {\n\t\tconst position = getPosition();\n\t\tposition.append(bombImg);\n\t\talert('You hit the bomb!')\n\t\thealth -= 10;\n\t}\n}", "function isRocket_Clash_Bomb() {\r\n for (let i in stages.bomb) {\r\n if (\r\n stages.bomb[i].y >= rocket1.y &&\r\n stages.bomb[i].y <= rocket1.y + rocket1.height &&\r\n stages.bomb[i].x - rocket1.width <= rocket1.x &&\r\n stages.bomb[i].x >= rocket1.x\r\n ) {\r\n stages.bomb[i].x = -200;\r\n soundDestroy();\r\n drawBlast(\r\n imageBlast,\r\n rocket1.x,\r\n rocket1.y - 10,\r\n rocket1.width + 10,\r\n rocket1.height + 10\r\n );\r\n rocket1.x = 0;\r\n lives -= 1;\r\n }\r\n }\r\n }", "function hitBomb(player, bomb)\n{\n //game pauses\n this.physics.pause();\n //player turns red as if dead\n player.setTint(0xff0000);\n //last image of player when dead is the turn animation\n player.anims.play('turn');\n //gameOver is true as a result\n gameOver = true;\n}", "function diffuseTheBomb() { return true }", "function detect(e) \n{\n var bombAround = 0;\n // Lose\n if (this.classList.contains('cell-bomb')) \n {\n \talert('perdu !');\n reset();\n generate_bomb();\n pre_detect();\n }\n // Other possibilities\n else \n {\n _index = parseInt(this.getAttribute('data-index')) - 1;\n // There's nothing around\n if (_index + 1 <= $cell.length - 1) \t if ($cell[_index + 1].classList.contains('cell-bomb')) bombAround++;\n if (_index - 1 >= 0)\t\t\t\t\t if ($cell[_index - 1].classList.contains('cell-bomb')) bombAround++;\n if (_index - cols >= 0)\t\t\t\t\t if ($cell[(_index - cols)].classList.contains('cell-bomb')) bombAround++;\n if (_index - cols + 1 >= 0)\t\t\t\t if ($cell[(_index - cols) + 1].classList.contains('cell-bomb')) bombAround++;\n if (_index - cols - 1 >= 0)\t\t\t\t if ($cell[(_index - cols) - 1].classList.contains('cell-bomb')) bombAround++;\n if (_index + cols <= $cell.length - 1)\t if ($cell[(_index + cols)].classList.contains('cell-bomb')) bombAround++;\n if (_index + cols + 1 <= $cell.length - 1)if ($cell[(_index + cols) + 1].classList.contains('cell-bomb')) bombAround++;\n if (_index + cols - 1 <= $cell.length - 1)if ($cell[(_index + cols) - 1].classList.contains('cell-bomb')) bombAround++;\n\t// if there st around we write the value\n\tif (bombAround > 0) {\n $bomb.innerHTML = bombAround;\n this.innerHTML = bombAround;\n this.classList.add('secure');\n }\n // if there nt around we only reveal\n if (bombAround == 0) reveal(_index);\n }\n }", "function BombBoom(bomb) \n\t{\n\t\tvar explosion = document.createElement('div');\n\t\texplosion.className = 'explosion';\n\t\tdocument.body.appendChild(explosion);\n\t\texplosion.style.top = bomb.offsetTop + 'px';\n\t\texplosion.style.left = bomb.offsetLeft + 'px';\n\t\n\t\tconsole.log(\"kool222\")\n\t\tif (ElementCollide(hooman, explosion))\n\t\t{\n\t\t\tconsole.log(\"kool\")\n\t\t\thoomanHit = true; //sets player collision to true \n\t\t\thooman.classList.add('hit'); \t//plays human's animation when hit\n\t\t\tHP--; //decrease one health point\n\t\t\tlife[0].remove(); //removes life from top left of the screen\n\t\t\tif (HP == 0) //if all 3 lives are gone call die function\n\t\t\t{\n\t\t\t\tDie();\n\t\t\t} \n\t\t\tsetTimeout(function () \n\t\t\t{\n\t\t\t\thoomanHit = false; //sets player's state to normal\n\t\t\t\thooman.classList.remove('hit');\t//also removes the hit animation\n\t\t\t}, 1000);\n\t\t} \n\t\telse\n\t\t{\n\t\t\thigh.innerHTML = 'Points:' + Points;\n\t\t\tPoints = Points + 5; //if player didnt get hit increment score points\n\t\t\tPlayTime++;\t//increment play time\n\t\t}\n\t\tsetTimeout(function () \n\t\t{\n\t\t\texplosion.remove(); //explosion is removed after 100ms\n\t\t}, 100);\n\t}", "canBomb() {\n\n //check not an over bomb \n if (map.grounds[this.y][this.x].bomb) {\n return;\n }\n else if (this.attributes.attribut.actuelBomb == this.attributes.attribut.maxBombs){\n return;\n \n }\n else {\n this.putBomb();\n }\n\n //check max bomb\n \n }", "bombCountDown(bomb) {\n\t\tif (bomb.isIgnited()) return; //already ignited\n\t\tbomb.decCountDown(0.5);\n\t\tthis.gameMap.setTile(bomb.x, bomb.y, c.ITEM_BOMB);\n\t\tthis.makeNoise(c.SOUND_KEY_TICK);\n\t\tif (bomb.getCountDown() > 0) {\n\t\t\tsetTimeout(this.bombCountDown.bind(this), c.TIME_FACTOR * 500, bomb);\n\t\t}\n\t\tthis.commit();\n\t}", "function bomb()\n{\n\talert(\"Sorry, you click the mine! Restart Again!\");\n\tfor(var i=0; i<Mine_row; i++)\n\t{\n\t\tfor(var j=0; j<Mine_col; j++)\n\t\t{\n\t\t\tmines[i*Mine_col + j] = -2;\n\t\t}\n\t}\n\tfirstOpen(mines);\n\tGameState.IsLocking=false;\n}", "function blowUpBomb(bomb) {\n\n // bomb has already exploded so don't blow up again\n if (!bomb.alive) return;\n\n bomb.alive = false;\n\n // remove bomb from grid\n cells[bomb.row][bomb.col] = null;\n\n // explode bomb outward by size\n const dirs = [{\n // up\n row: -1,\n col: 0\n }, {\n // down\n row: 1,\n col: 0\n }, {\n // left\n row: 0,\n col: -1\n }, {\n // right\n row: 0,\n col: 1\n }];\n dirs.forEach((dir) => {\n for (let i = 0; i < bomb.size; i++) {\n const row = bomb.row + dir.row * i;\n const col = bomb.col + dir.col * i;\n const cell = cells[row][col];\n\n // stop the explosion if it hit a wall\n if (cell === types.wall) {\n return;\n }\n\n // center of the explosion is the first iteration of the loop\n entities.push(new Explosion(row, col, dir, i === 0 ? true : false));\n cells[row][col] = null;\n\n // bomb hit another bomb so blow that one up too\n if (cell === types.bomb) {\n\n // find the bomb that was hit by comparing positions\n const nextBomb = entities.find((entity) => {\n return (\n entity.type === types.bomb &&\n entity.row === row && entity.col === col\n );\n });\n blowUpBomb(nextBomb);\n }\n\n // stop the explosion if hit anything\n if (cell) {\n return;\n }\n }\n });\n}", "function pre_detect()\n{\n for (var i = 0; i < $cell.length; i++)\n {\n \tvar bombAround = 0;\n // There's nothing around\n if (i + 1 <= $cell.length-1) \t\tif ($cell[i + 1].classList.contains('cell-bomb')) bombAround++;\n if (i - 1 >= 0 ) \t\t\t \t\tif ($cell[i - 1].classList.contains('cell-bomb')) bombAround++;\n\tif (i - cols>= 0 ) \t\t\t \t\tif ($cell[(i - cols)].classList.contains('cell-bomb')) bombAround++;\n \tif (i - cols + 1 >= 0) \t\t \t\tif ($cell[(i - cols) + 1].classList.contains('cell-bomb')) bombAround++;\n if (i - cols - 1 >= 0) \t\t\t\tif ($cell[(i - cols) - 1].classList.contains('cell-bomb')) bombAround++;\n if (i + cols <= $cell.length-1)\t\tif ($cell[(i + cols)].classList.contains('cell-bomb')) bombAround++;\n if (i + cols + 1 <= $cell.length-1) if ($cell[(i + cols) + 1].classList.contains('cell-bomb')) bombAround++;\n if (i + cols - 1 <= $cell.length-1) if ($cell[(i + cols) - 1].classList.contains('cell-bomb')) bombAround++;\n bombArounds[i] = bombAround;\n }\n}", "function hitBomb(player, bomb){\nvie = --vie;\n\nvieText.setText('PV: '+vie);\n\t\n\tif(vie===0){\n\t\tthis.physics.pause();\n\t\tplayer.setTint(0xff0000);\n\t\tplayer.anims.play('turn');\n\t\tgameOver=true;\n\t}\n}", "function bombJuggler(numBombs) {\n\n}", "checkForBomb(x, y) {\n\t\t// Vorfilterung um nicht jedes Mal die Liste durchzuiterieren\n\t\tif (!this.gameMap.isBombAtPosition(x, y)) {\n\t\t\treturn;\n\t\t}\n\t\tfor (var index in this.bombs) {\n\t\t\t// ist notwendig, aber warum? Trotzdem kann this.bombs[index] noch null sein.\n\t\t\tif (this.bombs.hasOwnProperty(index)) {\n\t\t\t\tvar bomb = this.bombs[index];\n\t\t\t\tif ((bomb != null) && (bomb.getXPosition() == x) && (bomb.getYPosition()) == y) {\n\t\t\t\t\twinston.info(\"[backend] bome sparked by another bomb!\");\n\t\t\t\t\tthis.bombIgnition(bomb);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}", "function bombFired()\n{\n let oneBomb = balloonAmmo[bombIndex];\n if (oneBomb !== undefined && oneBomb !== null)\n {\n oneBomb.fired = true;\n bombIndex++;\n bombsLeft--;\n }\n else\n {\n console.log(\"You are out of bombs!!\");\n }\n}", "function bomb() {\n\t//picks a random number between 0 and 5 (includes decimal spaces). If the number is less than one\n\t// the function returns 0 (meaning there is a bomb in this tile). Otherwise it returns 0 (meaning\n\t// there is no bomb). the chances of a bomb are 1/8, statistically their are two bombs per row.\n\t//difficulty goes down each completion\n\tvar b = random(0, difficulty);\n\tif (b > 1) {\n\t\tb = 0;\n\t} else {\n\t\tbombs += 1;\n\t\tb = 1;\n\t}\n\treturn b;\n}", "function bomb() {\n \t\t// Create the end crash sample from a dump of about 1MB of Atari Falcon 030 low memory!!\n sampleWave = new RIFFWAVE();\n sampleWave.header.numChannels = 2;\t\t\t// Sample is stereo\n sampleWave.header.bitsPerSample = 8;\t\t// ... 8 bit\n sampleWave.header.sampleRate = 25*1024;\t\t// ... 25KHz\n // Copy the binary dump into an array of sample data for the sample player\n var sampleLength = 65536*8;\n var sampleDataSrc = new Uint8Array(endSample, 0, sampleLength);\n var sampleData = new Array();\n for (var i = 0; i<sampleLength; i++)\n \tsampleData[i] = sampleDataSrc[i];\n // Now make the sample player from the sample data, and hook it up to the HTML5 AUdio.\n sampleWave.Make(sampleData);\n samplePlayer = new Audio(sampleWave.dataURI);\n // Now play the \"crash\" sample.\n samplePlayer.play();\n // Now to plot Atari TOS bombs on the screen!\n\t \tvar bomber = new SeniorDads.Bomb();\n\t\t\tbomber.bombCanvas(copperScreen, 14);\t\t// 14 bombs = \"Format error\". (Obvious joke)\n\t demoWindow.WaitVbl(100, end);\t\t\t\t// Wait a bit before ending\n \t}", "function killGoomba(me, big) {\n if(!me.alive) return;\n if(!big) {\n var squash = new Thing(DeadGoomba);\n addThing(squash, me.left, me.bottom - squash.height * unitsize);\n TimeHandler.addEvent(killNormal, 21, squash);\n killNormal(me);\n }\n else killFlip(me);\n}", "function _primeBomb() {\n if (_bombCount > 0) {\n if (_isPrimed) {\n sound.playSfx('unableToMove');\n } else {\n sound.playSfx('bombPrimed');\n }\n\n // Un-prime the other bomb window\n game.unPrimeBomb();\n\n game.primedWindowIndex = game.keyboardControlOn ? 0 : 4;\n game.primedBombType = _bombType;\n _isPrimed = true;\n input.selectedKeyboardBlock = null;\n return true;\n } else {\n return false;\n }\n }", "function bombCheck(value){\n if (bomb.value == value){\n bomb.count += 1;\n } else{\n bomb.value = value;\n bomb.count = 0;\n }\n if (bomb.count >= 3){\n pile.length = 0;\n bomb.count = 0;\n bomb.value = -1;\n console.log(\"pile:\",pile.length);\n }\n}", "function isBomb(index){\r\n\tvar flag = 0;\r\n\tfor(var i = 0;i<9;i++){\r\n\t\tif(index==bomb[i]){\r\n\t\t\tflag = 1;\r\n\t\t}\r\n\t}\r\n\tif(flag==1){\r\n\t\treturn true;\r\n\t}\r\n\telse{\r\n\t\treturn false;\r\n\t}\r\n}", "function bombCountClick() {\n closeAllMenus();\n if ((!dead) && (!win) && (openRemaining) && ((maxNumBombs-bombsFlagged) == 0)) {\n clockStop();\n numMoves++;\n openRemainingUsed = true;\n if (openAll()) {\n winShowWindow(); \n updateNumBombs(); }\n else {\n dead = true;\n updateNumBombs();\n document.face.src = faceDead.src; } }\n forceFocus();\n return false; }", "checkForKill(x, y, bomb) {\n\t\t// Vorfilterung um nicht jedes Mal die Liste durch zu iterieren\n\t\tif (!(this.gameMap.isPlayerAtPosition(x, y)) && !(this.gameMap.isBombAtPosition(x, y))) {\n\t\t\treturn;\n\t\t}\n\t\tfor (var manId in this.men) {\n\t\t\tvar man = this.men[manId];\n\t\t\tif (man.indest == false && Math.abs(man.getXPosition() - x) < 0.7 && Math.abs(man.getYPosition() - y) < 0.7) {\n\t\t\t\tif (bomb.getBomberId() in this.men)\n\t\t\t\t\tthis.men[bomb.getBomberId()].addScore((Object.keys(this.men).length - 1) * (c.SCORE_KILL + Math.round((man.getScore() * c.SCORE_KILLP) / 100)));\n\t\t\t\tman.setAction(c.DIES);\n\t\t\t\tthis.makeNoise(c.SOUND_KEY_DIES, -1);\n\t\t\t\tman.setDirection(c.MOVE_DOWN);\n\t\t\t\tthis.gameMap.cleansPlayerFromMap(man.getId());\n\t\t\t\tfor (var i = 1; i < 6; i++) {\n\t\t\t\t\tsetTimeout(this.setAnim.bind(this), c.TIME_FACTOR * (500 + i * 200), i, man);\n\t\t\t\t}\n\t\t\t\tsetTimeout(this.deletePlayer.bind(this), c.TIME_FACTOR * 1700, manId);\n\t\t\t\tif (this.men.hasOwnProperty(bomb.getBomberId())) {\n\t\t\t\t\tthis.chat(man.getName() + \" killed by \" + (this.men[bomb.getBomberId()].name == man.getName() ? \"him/herself\" : this.men[bomb.getBomberId()].name) + \"!\");\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tthis.chat(man.getName() + \" killed by unknown!\");\n\t\t\t\t}\n\t\t\t\twinston.info(\"[player] '%s' killed\", man.getName());\n\t\t\t\tthis.commit();\n\t\t\t}\n\t\t}\n\t}", "function noBomb(x){\n squares[x].classList.remove(\"hidden\")\n squares[x].classList.remove(\"flag\")\n let newArround = arround\n //look at the squares arround taking into account if it's in a border\n if(x === 0){\n newArround = upLeftArround\n } else if ( x === 9){\n newArround = upRightArround\n } else if (x === 90){\n newArround = downLeftArround\n } else if (x === 99){\n newArround = downRightArround\n } else if (x<9){\n newArround = upArround\n } else if (x>90){\n newArround = downArround\n } else if (x%10 === 0){\n newArround = leftArround\n } else if ((x+1)%10 ===0){\n newArround = rightArround\n }\n\n //count the bombs arround the square\n let bombs = newArround.reduce(function(accum, square) {\n if(squares[x+square].classList.contains('bomb')){\n return accum + 1\n } else { return accum}\n }, 0)\n //if there are no bombs we repeat the accion with the squares arround it\n if(bombs===0){\n newArround.forEach(y => {if(squares[y+x].classList.contains(\"hidden\")){noBomb(y+x)}})\n } else {\n //write in the square the number of bombs arround\n squares[x].innerHTML = bombs;\n switch(bombs){\n case 1: \n squares[x].style.color = \"blue\";\n break;\n case 2:\n squares[x].style.color = \"rgb(17, 82, 17)\"\n break;\n case 3:\n squares[x].style.color = \"rgb(161, 23, 23)\";\n break;\n case 4:\n squares[x].style.color = \"rgb(56, 22, 90)\";\n break; \n case 5:\n squares[x].style.color = \"rgb(185, 125, 13)\";\n break; \n case 6:\n squares[x].style.color = \"rgb(5, 96, 119)\";\n break; \n case 7:\n squares[x].style.color = \"rgb(80, 35, 23)\";\n break; \n }\n }\n}", "function displayBombs() {\n fill(ballColour);\n \n for (let b = 0; b < numberofbombs; b++) {\n circle(bombposX[b], bombposY[b], bombSize)\n \n hit = collidePointCircle(mouseX, mouseY - duck.height * duckScalar / 2, bombposX[b], bombposY[b], bombSize);\n \n if (hit) {\n endGame();\n }\n }\n}", "function showBomb(){\n\tfor(let i = 0; i < myplayer.bombArray.length; i++){\t\t\n\t\tmyplayer.bombArray[i].drawBomb();\n\t\tvar dateFirst = myplayer.bombArray[i].dateCreation.getTime();\t\n\t\tvar result = new Date().getTime() - dateFirst;\t\t\n\t\t\n\t\tif(result > 7000) {\n\t\t\t//remove somethings of list\n\t\t\tmyplayer.bombArray.splice(i, 1);\n\t\t} else if(result > 5000) {\n\t\t\t//change just the image of the bomb. dont call to draw a new img\n\t\t\tmyplayer.bombArray[i].imageBomb= bombExplodingImg;\t\n\t\t\tmyplayer.bombArray[i].bombExploding= true;\n\t\t\tmyplayer.bombArray[i].width = 200;\t\t\t\n\t\t}\n\t}\n}", "function berekenBuren(paramX, paramY) {\n let celRechts = paramY + 1;\n let celLinks = paramY - 1;\n let celBoven = paramX - 1;\n let celOnder = paramX + 1;\n if (checkbomb(paramX, celRechts)) {\n bombCount++;\n }\n if (checkbomb(paramX, celLinks)) {\n bombCount++;\n }\n if (checkbomb(celBoven, paramY)) {\n bombCount++;\n }\n if (checkbomb(celOnder, paramY)) {\n bombCount++;\n }\n //Rechts Boven\n if (checkbomb(celBoven, celRechts)) {\n bombCount++;\n }\n //Rechts Onder\n if (checkbomb(celOnder, celRechts)) {\n bombCount++;\n }\n //Links Boven\n if (checkbomb(celBoven, celLinks)) {\n bombCount++;\n }\n //Links Onder\n if (checkbomb(celOnder, celLinks)) {\n bombCount++;\n }\n return bombCount;\n }", "function generate_bomb() \n{\n for (var i = 0; i < rows; i++) \n {\n for (var j = 0; j < cols; j++) \n {\n var ratio = bombCount / (rows * cols);\n if (rdm(0, 1) < ratio) \n {\n $cell[(i * cols) + j].classList.add('cell-bomb');\n $cell[(i * cols) + j].classList.add('x' + j);\n $cell[(i * cols) + j].classList.add('y' + i);\n bombs.posX[(i * cols) + j] = j;\n bombs.posY[(i * cols) + j] = i;\n }\n }\n }\n}", "function hitBomb (player, bomb){\n this.physics.pause();\n\n player.setTint(0xff0000);\n\n player.anims.play('turn');\n\n gameOver = true;\n\n if(gameOver){\n this.tittle_text = this.add.text(this.scale.width/2, this.scale.height/2, 'Game Over!', { fontSize: '40px', fill: '#000' });\n this.tittle_text.setOrigin(0.5);\n //this.sound = this.sound.add('themMusic');\n //Restart.setText(\"Restart\");\n this.restartGameButton = new UiButton(\n this, \n this.scale.width / 2, \n this.scale.height * 0.65, \n 'btn_play_down', \n 'btn_play_over', \n 'Restart', \n startScene.bind(this, 'GameScene')\n );\n \n \n /*\n this.input.once('pointerup', function (event) {\n //this.scene.start('game');\n location.reload();\n }, this);\n */\n }\n\n}", "function bombPlayerOne() {\n if (playerOneBombs.length < playerOnePowerUps.bombs) {\n let ss = new createjs.SpriteSheet(game.q.getResult('bomb'));\n let temp = new createjs.Sprite(ss, \"bombIt\");\n temp.width = 59;\n temp.height = 59;\n temp.x = playerOne.x;\n temp.y = playerOne.y;\n game.stage.addChild(temp);\n playerOneBombs.push(temp);\n console.log(\"player one placed a bomb\");\n setTimeout(function () {\n explosion(temp);\n playerOneBombs.pop();\n }, bombTimer);\n }\n}", "function attackHitTestBlastSpecial(obj1, obj2) {\n\t/* app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition.x,obj1.attackPosition.y);\n app.main.ctx.fillStyle = \"Red\";\n app.main.ctx.fillRect(0,0,obj1.attackSize.x, obj1.attackSize.y);\n app.main.ctx.restore(); */\n\t/* app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition2.x,obj1.attackPosition2.y);\n app.main.ctx.fillStyle = \"Blue\";\n app.main.ctx.fillRect(0,0,obj1.attackSize2.x, obj1.attackSize2.y);\n app.main.ctx.restore(); */\n\tif (obj1.attackPosition2.x < obj2.position.x + obj2.size.x && obj1.attackPosition2.x + obj1.attackSize2.x > obj2.position.x && obj1.attackPosition2.y < obj2.position.y + obj2.size.y && obj1.attackSize2.y + obj1.attackPosition2.y > obj2.position.y) {\n\t\treturn true;\n\t}\n}", "putBomb() {\n\n // search position of player\n let left = this.x * widthCase;\n let top = this.y * widthCase;\n\n //create bomb\n let id = \"bomb\" + this.bombs.length;\n const bomb = document.createElement('div');\n bomb.style.position = \"absolute\";\n bomb.className = 'bomb';\n bomb.setAttribute(\"id\", id);\n bomb.style.width = widthCase + \"px\"; // A changer si changment dans scss\n bomb.style.height = widthCase + \"px\";\n bomb.style.left = left + \"px\";\n bomb.style.top = top + \"px\";\n bomb.style.backgroundImage = 'url(\"../pictures/bomb.png\")';\n bomb.style.backgroundSize = \"cover\";\n\n const caseBomb = document.querySelector(`[row=\"${top/widthCase}\"][column=\"${left/widthCase}\"]`);\n caseBomb.appendChild(bomb);\n this.attributes.attribut.actuelBomb++;\n this.sizeArray++\n\n //update map.grounds and coordinate\n let x = this.x;\n let y = this.y;\n let b = {\n x: x,\n y: y,\n bomb: bomb,\n id: id\n }\n map.grounds[y][x].bomb = b;\n\n this.bombs.push(b);\n //trigger detonate\n this.triggerDetonate(b);\n \n this.escapeDetonate(x, y)\n \n }", "function bombAppear() {\n const randomNum = Math.floor(Math.random() * currentAlienPositions.length)\n const alienToDropBomb = currentAlienPositions[randomNum]\n const bombStartPosition = alienToDropBomb + width\n if (cells[bombStartPosition].classList.contains('alien')) {\n return bombAppear()\n }\n const bombId = Math.random() * Math.random() * 100\n bombTimers[bombId] = { timerId: bombId, position: bombStartPosition }\n const bombCurrentPosition = bombTimers[bombId].position\n const bombTimer = bombTimers[bombId].timerId\n cells[bombStartPosition].classList.add('bomb')\n bombDrop(bombTimer, bombCurrentPosition)\n}", "function bombBlow(bombX,bombY){\n for(var i=0,j=0;i<bombHurtArr.length;i++){\n var tmp1=bombHurtArr[i].style.left;\n var currentX=parseInt(tmp1.substring(0,tmp1.length-2)); \n\n var tmp2=bombHurtArr[i].style.top;\n var currentY=parseInt(tmp2.substring(0,tmp1.length-2));\n console.log(bombHurtArr[i].style.left);\n\n if(Math.abs(bombX-currentX)<100&&Math.abs(bombY-currentY)<100){\n bombHurtArr[i].style.display=\"none\";\n if(doraemon.style.display==\"none\"){\n doraemon.style.display=\"block\";\n doraemon.style.width=\"100px\";\n doraemon.style.height=\"71px\";\n doraemon.style.background=\"url(images/doraemon_die.png) no-repeat center\";\n window.removeEventListener('keydown',gamepadder,false);\n }\n }\n }\n }", "function CheckIfOver() {\n if((bike2.crashB2(trail2)===true) ||\n (bike2.crashWithBorderB2(trail2)===true)||\n (bike1.crashB1(trail)===true)||\n (bike1.crashWithBorderB1(trail)===true)||\n (bike1.crashB1WithTrail2(trail2)===true)||\n (bike2.crashB2WithTrail(trail) ===true)||\n (bike1.inCaseOfDraw()===true)||\n (bike2.inCaseOfDraw()===true)){\n setTimeout(() => {\n gameArea.clear();\n }, 0);\n } \n}", "makesBombsExplode() {\n\n GameElements.bombs.forEach(bomb => {\n if (bomb.isInsideElement(bomb.xPos, bomb.yPos, this)) {\n bomb.time = 1;//Deja la bomba a punto de explotar\n }\n this.flames.forEach(flame => {\n if (bomb.isInsideElement(bomb.xPos, bomb.yPos, flame)) {\n bomb.time = 1;//Deja la bomba a punto de explotar\n }\n });\n });\n\n }", "function cannonCollision(entity, cannonball) {\n\t//Direct hit causes 20 damage to the player, and insta kills NPCs\n\tif (cannonball.exploded === 0) {\n\t\tcannonball.explode();\n\t\t//Player takes 20 damage per hit\n\t\tif (entity === this.player){\n\t\t\tthis.player.HP -= 20;\n\t\t\tif (this.player.HP <= 0) this.player.die();\n\t\t} else {\n\t\t\t//NPC's are killed immedeatily, and nearby NPCs react.\n\t\t\tlet nearest = Map.nearest(this.player, 4, 1024);\n\t\t\tlet numWitnesses = Math.floor(Math.random() * nearest.length);\n\t\t\tif (numWitnesses === 0 && nearest.length > 0) numWitnesses = nearest.length;\n\t\t\tlet witnesses = Sampling.sample_from_array(nearest, numWitnesses, false);\n\t\n\t\t\tif (!witnesses) return;\n\t\t\twitnesses.forEach(function(p, i) {\n\t\t\t\tif (p[0].state !== 'dead') {\n\t\t\t\t\tlet witness = p[0];\n\t\t\t\t\tlet dialogue = ['Oh no!', 'Run!', 'Invasion!', 'Pirate attack!', 'Duck!'];\n\t\t\t\t\tlet n = Math.floor(Math.random() * dialogue.length);\n\t\t\t\t\tif (witness !== entity) witness.converse(dialogue[n]);\n\t\t\t\t\telse witness.converse('Ahhh!');\n\t\t\t\t\twitness.wander(this.navMesh, new Phaser.Point(0, 0), new Phaser.Point(game.world.width, game.world.height));\n\t\t\t\t}\n\t\t\t}, this);\n\t\t\tr = Math.floor(Math.random() * 2);\n\t\t\tif (r == 1) {\n\t\t\t\tr = Math.floor(Math.random() * 4);\n\t\t\t\tlet k = '';\n\t\t\t\tif (r == 0) k = 'Carrot';\n\t\t\t\tif (r == 1) k = 'Apple';\n\t\t\t\tif (r == 2) k = 'Pear';\n\t\t\t\tif (r == 3) k = 'Mutton';\n\t\t\t\tlet i = new Item(entity.x + (entity.width / 2), entity.y + (entity.height / 2), k, 'food');\n\t\t\t\tthis.itemGroup.add(i);\n\t\t\t}\n\t\t\tentity.body.enable = false;\n\t\t\tentity.die();\n\t\t}\n\t} else {\n\t\t//Colliding with explosion hurts a little bit.\n\t\tentity.HP -= 0.1;\n\t\tif (entity.HP <= 0){\n\t\t\tentity.body.enable = false;\n\t\t\tentity.die();\n\t\t}\n\t}\n}", "function deathShowBombs() {\n for (i=0; i<=maxX; i++) {\n for (j=0; j<=maxY; j++) {\n with (cellArray[arrayIndexOf(i,j)]) {\n if (!isExposed) {\n if ((isBomb) && (!isFlagged)) {\n document.images[imageIndexOf(i,j)].src = bombRevealed.src; }\n else {\n if ((!isBomb) && (isFlagged)) {\n document.images[imageIndexOf(i,j)].src = bombMisFlagged.src;\n } } } } } } }", "function renderBombs()\n{\n //for each bomb\n balloonAmmo.forEach(oneBomb =>\n {\n //if bomb has exploded\n if (oneBomb.exploded)\n {\n ctx.drawImage(explodedBombImage, oneBomb.x, oneBomb.y, bombSize, bombSize); \n }\n //if bomb has been fired\n else if (oneBomb.fired)\n {\n //draw the bomb\n ctx.drawImage(bombImage, oneBomb.x, oneBomb.y, bombSize, bombSize);\n \n //help determine hitbox for bombs\n //insert painted hitboxes here if needed\n }\n });\n}", "putBomb() {\n if (this.bombs.length < this.maxBombs) {\n this.bombs.push(new Bomb(this.ctx, this.tileCoord.col, this.tileCoord.row, this.tileSize))\n }\n }", "addBombs(numberBombs)\n {\n let bombLoop = 0;\n\n while(bombLoop < numberBombs)\n {\n let bombX = Math.floor(Math.random() * this.xSize);\n let bombY = Math.floor(Math.random() * this.ySize);\n if (!this.isBomb(bombX, bombY))\n {\n this.gameState[bombX][bombY].bomb = true;\n\n bombLoop++;\n }\n } \n }", "explodeBomb(bomb, r) {\n\t\tvar x = bomb.getXPosition();\n\t\tvar y = bomb.getYPosition();\n\t\tbomb.setAnim(3);\n\t\tthis.makeNoise(c.SOUND_KEY_EXPL, -1);\n\t\tthis.checkForKill(x, y, bomb);\n\t\tthis.gameMap.setTile(x, y, c.FILTER_BOMB | c.MAP_BOMB_CENTER);\n\t\tvar i = 1;\n\t\tif (r == 0) {\n\t\t\tthis.commit();\n\t\t\treturn;\n\t\t}\n\t\t// explode right\n\t\t// stop if next tile is already unbreakable\n\t\tif (this.gameMap.isDestroyable(x + 1, y)) {\n\t\t\twhile ((i < (r + 1)) && (this.gameMap.isDestroyable(x + i, y)) && (x + i < this.width) && bomb.compareMax('r', i)) {\n\t\t\t\tif (bomb.isNotStrong() && this.gameMap.isRemoveable(x + i, y)) bomb.setMax('r', i);\n\t\t\t\tif (i == r) this.destroys(x + i, y, c.MAP_BOMB_HORI, bomb);\n\t\t\t\tthis.gameMap.setTile(x + i - 1, y, c.FILTER_BOMB | c.MAP_BOMB_HORI);\n\t\t\t\ti++;\n\t\t\t}\n\t\t\t//this.destroys(x + i - 1, y, c.MAP_BOMB_ENDR, bomb);\n\t\t\tif (this.gameMap.isExplostionAtPosition(x + i - 1, y))\n\t\t\t\tthis.gameMap.setTile(x + i - 1, y, c.FILTER_BOMB | c.MAP_BOMB_ENDR);\n\t\t}\n\t\tbomb.setIgn('r', i - 1);\n\t\ti = 1;\n\t\t// explode left\n\t\tif (this.gameMap.isDestroyable(x - 1, y)) {\n\t\t\twhile (i < (r + 1) && (this.gameMap.isDestroyable(x - i, y)) && (x - i > 0) && bomb.compareMax('l', i)) {\n\t\t\t\tif (bomb.isNotStrong() && this.gameMap.isRemoveable(x - i, y)) bomb.setMax('l', i);\n\t\t\t\tif (i == r) this.destroys(x - i, y, c.MAP_BOMB_HORI, bomb);\n\t\t\t\tthis.gameMap.setTile(x - i + 1, y, c.FILTER_BOMB | c.MAP_BOMB_HORI);\n\t\t\t\ti++;\n\t\t\t}\n\t\t\t//this.destroys(x - i + 1, y, c.MAP_BOMB_ENDL, bomb);\n\t\t\tif (this.gameMap.isExplostionAtPosition(x - i + 1, y))\n\t\t\t\tthis.gameMap.setTile(x - i + 1, y, c.FILTER_BOMB | c.MAP_BOMB_ENDL);\n\t\t}\n\t\tbomb.setIgn('l', i - 1);\n\t\ti = 1;\n\t\t// explode top\n\t\tif (this.gameMap.isDestroyable(x, y + 1)) {\n\t\t\twhile (i < (r + 1) && (this.gameMap.isDestroyable(x, y + i)) && (y + i < this.height) && bomb.compareMax('b', i)) {\n\t\t\t\tif (bomb.isNotStrong() && this.gameMap.isRemoveable(x, y + i)) bomb.setMax('b', i);\n\t\t\t\tif (i == r) this.destroys(x, y + i, c.MAP_BOMB_VERT, bomb);\n\t\t\t\tthis.gameMap.setTile(x, y + i - 1, c.FILTER_BOMB | c.MAP_BOMB_VERT);\n\t\t\t\ti++;\n\t\t\t}\n\t\t\t//this.destroys(x, y + i - 1, c.MAP_BOMB_ENDB, bomb);\n\t\t\tif (this.gameMap.isExplostionAtPosition(x, y + i - 1))\n\t\t\t\tthis.gameMap.setTile(x, y + i - 1, c.FILTER_BOMB | c.MAP_BOMB_ENDB);\n\t\t}\n\t\tbomb.setIgn('b', i - 1);\n\t\ti = 1;\n\t\t// explode bottom\n\t\tif (this.gameMap.isDestroyable(x, y - 1)) {\n\t\t\twhile (i < (r + 1) && (this.gameMap.isDestroyable(x, y - i)) && (y - i > 0) && bomb.compareMax('t', i)) {\n\t\t\t\tif (bomb.isNotStrong() && this.gameMap.isRemoveable(x, y - i)) bomb.setMax('t', i);\n\t\t\t\tif (i == r) this.destroys(x, y - i, c.MAP_BOMB_VERT, bomb);\n\t\t\t\tthis.gameMap.setTile(x, y - i + 1, c.FILTER_BOMB | c.MAP_BOMB_VERT);\n\t\t\t\ti++;\n\t\t\t}\n\t\t\t//this.destroys(x, y - i + 1, c.MAP_BOMB_ENDT, bomb);\n\t\t\tif (this.gameMap.isExplostionAtPosition(x, y - i + 1))\n\t\t\t\tthis.gameMap.setTile(x, y - i + 1, c.FILTER_BOMB | c.MAP_BOMB_ENDT);\n\t\t}\n\t\tbomb.setIgn('t', i - 1);\n\t\tthis.commit(true);\n\t}", "minedRendering(bomb_loc, mined_loc) {\n for (let i = 0; i < 12; i++) {\n for (let j = 0; j < 18; j++) {\n if (mined_loc[i][j] !== null && !\"GOAL\".includes(mined_loc[i][j])) {\n mined_loc[i][j] = this.countBombs(bomb_loc, [i, j]);\n }\n }\n }\n\n return mined_loc;\n }", "fire(Enemy){\n\n if(this.difficulty==1){\n\n let hitFound=false;\n\n while(hitFound!=true){\n\n let col = Math.floor((Math.random()*8)+0);\n let row= Math.floor((Math.random()*8)+0);\n console.log(\"attmepting to hit col: \" + col + \" row: \" + row )\n if(Enemy.boatBoard.hasBeenHit[row][col]!=true){\n Enemy.hitBoard.attempt[row][col]=true;\n Enemy.boatBoard.hasBeenHit[row][col]=true;\n Enemy.hitBoard.hit[row][col]=true;\n hitFound=true;\n\n }\n }\n }\n\n if(this.difficulty==2){\n //set orthogonal fire once it hits\n if(this.difficulty==2){\n //set orthogonal fire once it hits\n let hitFound=false;\n \n \n while(hitFound!=true){\n\n let col = Math.floor((Math.random()*8)+0);\n let row= Math.floor((Math.random()*8)+0);\n let tempCol=col;\n let tempRow=row; \n \n if(Enemy.boatBoard.hasBeenHit[row][col]!=true){\n Enemy.boatBoard.hasBeenHit[row][col]=true;\n if(Enemy.boatBoard.isAHit(col,row)){\n \n //after hit is found, checks for spaces to the left\n tempCol+1;\n while(Enemy.boatBoard.isAHit(tempCol,row))\n {\n Enemy.boatBoard.hasBeenHit[row][tempCol]=true;\n Enemy.hitBoard.hit[row][tempCol]=true;\n tempCol+1;\n }\n \n //then it checks for spaces to the right of hit\n tempCol=col-1;\n while(Enemy.boatBoard.isAHit(tempCol,row))\n {\n Enemy.boatBoard.hasBeenHit[row][tempCol]=true;\n Enemy.hitBoard.hit[row][tempCol]=true;\n tempCol-1;\n }\n \n //checks for spaces above hit\n tempRow=row+1;\n while(Enemy.boatBoard.isAHit(col,tempRow))\n {\n Enemy.boatBoard.hasBeenHit[tempRow][col]=true;\n Enemy.hitBoard.hit[tempRow][col]=true;\n tempRow+1;\n }\n \n //checks for spaces below hit\n tempRow=row-1;\n \n while(Enemy.boatBoard.isAHit(col,tempRow))\n {\n Enemy.boatBoard.hasBeenHit[tempRow][col]=true;\n Enemy.hitBoard.hit[tempRow][col]=true;\n tempRow-1;\n } \n } \n Enemy.hitBoard.hit[row][col]=true;\n hitFound=true;\n }\n } \n \n \n\n }\n }\n\n if(this.difficulty==3){\n \n let hitFound=false;\n \n for(let row = 0; row<9; row++){\n for(let col =0; col<9; col++){\n\n if(Enemy.boatBoard.hasBeenHit[row][col]!=true){\n //in isAHit col and row are flipped since that's how it used for p1 and p2 in application.js\n if(Enemy.boatBoard.isAHit(col,row)===true){\n Enemy.boatBoard.hasBeenHit[row][col]=true;\n Enemy.hitBoard.attempt[row][col]=true;\n Enemy.hitBoard.hit[row][col]=true;\n\t\t\t\t\t\t\t\tEnemy.boatCount--;\n hitFound=true;\n }\n }\n if(hitFound===true){\n break;\n }\n }\n if(hitFound===true){\n break;\n }\n }\n \n }\n }", "remoteBombsGoodieIsOver(man) {\n\t\tif (man !== undefined) {\n\t\t\twinston.info(\"[player] %s has longer remote bombs\", man.getName()); //.getName()\n\t\t\tman.disableRemoteBomb();\n\t\t\tthis.commit();\n\t\t}\n\t}", "function killBowser(me, big) {\n if(big) {\n me.nofall = false;\n return killFlip(me);\n }\n \n if(++me.deathcount == 5) {\n me.yvel = me.speed = me.movement = 0;\n killFlip(me, 350);\n score(me, 5000);\n }\n}", "function boom(b){\n musicBoom.play();\n\n var fireSprites = [];\n var x = getTileCoord(b).x;\n var y = getTileCoord(b).y;\n var hitTiles = [new Phaser.Point(x,y), new Phaser.Point(x+1,y), new Phaser.Point(x-1,y), new Phaser.Point(x,y+1),new Phaser.Point(x, y-1)];\n for(var i = 0; i<5; ++i){\n fireSprites.push(game.add.sprite(hitTiles[i].x * 32 + 16, hitTiles[i].y * 32 + 16, 'explosion', 0));\n fireSprites[i].anchor.set(0.5);\n fireSprites[i].scale.set(.40, .30); \n fireSprites[i].animations.add('left',[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25],10,true);\n fireSprites[i].animations.play('left');\n }\n \t\n setTimeout(function(){\n fireSprites.forEach(function(s){\n s.destroy();\n });\n }, 2000);\n \n for(var x = 0; x < 5; x++) {\n setTimeout(function(){\n fireSprites.forEach(function(s){\n fallout(b);\n });\n }, x * 400);\n setTimeout(function(){\n fireSprites.forEach(function(s){\n fallout(b);\n });\n }, x * 400 + 200);\n }\t\n }", "function momBabyCollison() {\r\n if (data.fruitNum > 0 && !data.gameOver) {\r\n var l = calLength2(mom.x, mom.y, baby.x, baby.y);\r\n if (l < 900) {\r\n baby.babyBodyCount = 0;\r\n mom.momBodyCount = 0;\r\n data.addScore();\r\n halo.born(baby.x,baby.y)\r\n }\r\n }\r\n}", "function blastHitTestBlast(obj1, obj2) {\n\t/* app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition.x,obj1.attackPosition.y);\n app.main.ctx.fillStyle = \"Red\";\n app.main.ctx.fillRect(0,0,obj1.attackSize.x, obj1.attackSize.y);\n app.main.ctx.restore(); */\n\tif (obj1.attackPosition.x < obj2.attackPosition.x + obj2.attackSize.x && obj1.attackPosition.x + obj1.attackSize.x > obj2.attackPosition.x && obj1.attackPosition.y < obj2.attackPosition.y + obj2.attackSize.y && obj1.attackSize.y + obj1.attackPosition.y > obj2.attackPosition.y) {\n\t\treturn true;\n\t}\n}", "function spellBomb () {\n\n for (var i = 0; i < 21; i++) { newBullet(i * 18, mouse.X, mouse.Y); }\n\n playerList[0].MP -= playerList[0].special_MP_cost;\n playerList[0].specialCooldown = playerList[0].MAX_SPECIAL_COOLDOWN;\n}", "hits(b){\n\n //check if sprite (b) is in between the zone from top of gap to top of screeen and bottom of gap to bot of screen (Y axis)\n if (b.y < this.top || b.y > height-this.bottom){\n\n //check if sprite (b) is ALSO in between the width of the pipe (X axis)\n if(b.x > this.x && b.x < this.x + this.w){\n \n return true;\n \n }\n }\n }", "function OnHit()\n{\n\n\t// if a regular brick\n\tif(type == BlockType.BREAKABLE)\n\t{\n\t\t// if player is too small\n\t\tif(pm != null && pm.health < 2)\n\t\t{\n\t\t\tif(!shaking)\n\t\t\t{\n\t\t\t\tKillAbove();\n\t\t\t\tBounce();\n\t\t\t\t\n\t\t\t\t// play bounce sound\n\t\t\t\tAudioSource.PlayClipAtPoint(nopeSound, transform.position);\n\t\t\t}\n\t\t\treturn;\n\t\t}\n\t\n\t\t// explode and destroy\n\t\tExplode();\n\t\treturn;\n\t}\n\t\n\t// if block is dead\n\tif(dead)\n\t\treturn;\n\t\n\t// if a coin block (releases coin(s) when hit)\n\telse if(type == BlockType.COIN)\n\t{\n\t\t// use the block\n\t\tUse(BlockType.COIN);\n\t}\n\t\n\t// block releases a prize item\n\telse if(type == BlockType.PRIZE)\n\t{\n\t\t// use the block\n\t\tUse(BlockType.PRIZE);\n\t}\n\t\n\t\n\t// if block isn't shaking\n\tif(!shaking)\n\t{\n\t\t// bounce the block\n\t\tBounce();\n\t}\n\t\n\t// kill enemies above\n\tKillAbove();\n\t\n\t// lose another use\n\tuses--;\n\t\n\t// kill the block if no more uses\n\tif(uses <= 0)\n\t{\n\t\tDie();\n\t}\n\t\n}", "function genrandom(){\r\n\r\nfor(var i = 0;i<9; i++){\r\n\tbomb[i] = Math.floor(Math.random() * 81);\r\n}\r\n}", "function isRocket_Clash_obstacle() {\r\n for (let j in stages.obstacles) {\r\n if (\r\n stages.obstacles[j].x - rocket1.width / 1.2 <= rocket1.x &&\r\n stages.obstacles[j].x >= rocket1.x &&\r\n stages.obstacles[j].y >= rocket1.y - rocket1.height &&\r\n stages.obstacles[j].y <= rocket1.y + rocket1.height\r\n ) {\r\n stages.obstacles[j].x = -200;\r\n soundDestroy();\r\n drawBlast(\r\n imageBlast,\r\n rocket1.x,\r\n rocket1.y - 10,\r\n rocket1.width + 10,\r\n rocket1.height + 10\r\n );\r\n rocket1.x = 0;\r\n lives -= 1;\r\n }\r\n }\r\n }", "placeBombs(numberOfBombs){\n let tileCount = this.rows*this.cols;\n let bombIndices = [];\n while(bombIndices.length < numberOfBombs){\n let randomIndex = Math.floor(Math.random()*tileCount);\n if(bombIndices.indexOf(randomIndex) > -1) continue;\n bombIndices[bombIndices.length] = randomIndex;\n }\n\n for(let bombIndex of bombIndices){\n let j = Math.floor(bombIndex/this.rows);\n let i = bombIndex % this.rows;\n this.grid[i][j].isBomb = true;\n }\n }", "function bombField(bomb) {\r\n // Utilizzo il ciclo while per generare 16 numeri da includere successivamente in bomb.array\r\n while (bomb.length < 16) {\r\n var numberBomb = randomNumber(1, maxNumber)\r\n // Ora devo evitare che il numero venga duplicato due volte utilizzando la funzione includes\r\n // Utilizzando il not controllo se il numero non è incluso\r\n if (!bomb.includes(numberBomb)) {\r\n // Utilizzando il push lo metto nell'array\r\n bomb.push(numberBomb)\r\n }\r\n }\r\n return bomb;\r\n}", "function plantBombs() {\n console.log('---------------[ PLANTING BOMBS ]---------------');\n var cells = document.getElementsByClassName('cell');\n while (game.bombsOnBoard < game.flagsAvaliable) {\n var cell = cells[[Math.floor(Math.random()*cells.length)]];\n if (cell.getAttribute('isBomb') !== \"true\") {\n cell.setAttribute('isBomb', 'true');\n game.bombsOnBoard++;\n\n console.log('Planted Bomb at ' + cell.id);\n }\n }\n console.log('---------------[ PLANTED BOMBS ]---------------');\n\n}", "showBomb() {\n return this.hasBomb && this.isRevealed;\n }", "function updateBombPos() {\n for(let r = 0; r < numberofbombs; r++) {\n bombvelocity[r] += bombacceleration[r];\n bombposY[r] += bombvelocity[r]\n \n hit = collidePointCircle(mouseX, mouseY - duck.height * duckScalar / 2, bombposX[r], bombposY[r], bombSize);\n}\n \n if (hit) {\n endGame();\n }\n \n //Resetting bombs to top of screen\n if (time > fallTime) {\n initbombpos();\n time = 0;\n }\n}", "function moveBombs()\n{\n //for each bomb\n balloonAmmo.forEach(oneBomb =>\n {\n //if bomb has been fired\n if (oneBomb.fired)\n {\n //move bomb down according to gravity\n oneBomb.y += 0.98 * oneBomb.speed;\n oneBomb.speed++;\n //console.log(bombIndex);\n }\n //if bomb hasn't been fired\n else\n {\n if (keys !== null)\n {\n //move bomb up with balloon when \"w\" or \"arrow up\" pressed\n if (keys[38] || keys[87])\n {\n oneBomb.velY -= 1.5;\n }\n //move bomb up with balloon when \"s\" or \"arrow down\" pressed\n if (keys[40] || keys[83])\n {\n oneBomb.velY += 3;\n }\n //move bomb up with balloon when \"a\" or \"arrow left\" pressed\n if (keys[37] || keys[65])\n {\n oneBomb.velX -= 2;\n }\n //move bomb up with balloon when \"d\" or \"arrow right\" pressed\n if (keys[39] || keys[68])\n {\n oneBomb.velX += 1.5;\n }\n }\n\n //decceleration based on drag coefficient\n oneBomb.velX *= oneBomb.drag;\n oneBomb.velY *= oneBomb.drag;\n\n //position change based on velocity change\n oneBomb.x += oneBomb.velX;\n oneBomb.y += oneBomb.velY;\n\n player.yPos + (player.ySize - 25)\n\n //in bounds x axis\n if (oneBomb.x > WIDTH - player.xSize / 2 - 15)\n {\n oneBomb.x = WIDTH - player.xSize / 2 - 15;\n }\n else if (oneBomb.x < (player.xSize / 2 - 15))\n {\n oneBomb.x = player.xSize / 2 - 15;\n }\n\n //in bounds y axis\n if (oneBomb.y > HEIGHT - balloonGround - player.ySize + 95)\n {\n oneBomb.y = HEIGHT - balloonGround - player.ySize + 95;\n }\n else if (oneBomb.y < (player.ySize - 25))\n {\n oneBomb.y = (player.ySize - 25);\n }\n }\n })\n}", "function genBomb(totCells,totBombs) {\n const bombs = [];\n // continuo finche la lunghezza di bombs non è minore al totale\n while(bombs.length <totBombs){\n //genero numero random con la mia funzione\n const bomb = randNum(1,totCells)\n\n //Controllo che il numero sia univoco\n if(!bombs.includes(bomb)){\n bombs.push(bomb);\n }\n }\n return bombs;\n }", "function dodgeEnemies()\r\n{\r\n /* Change the players turn */\r\n isPlayersTurn = false ;\r\n\r\n /* If its random go do random hit */\r\n if(isRandom)\r\n {\r\n var rNum = getRandomNumber();\r\n var x = Math.floor(rNum/10) ;\r\n var y = rNum%10 ;\r\n if(checkIfMessileDropped(x,y,isPlayersTurn))\r\n {\r\n /* if messile was already dropped there then i'll try again */\r\n dodgeEnemies();\r\n }\r\n else\r\n {\r\n var isHit = checkHitOrMiss(x,y,isPlayersTurn) ;\r\n /*I'll now check if its a hit.. If miss then go random again. */\r\n if(isHit)\r\n {\r\n // Drop the bomb since it is a HIT. \r\n // This will only be a first hit.. so never vessel sinks\r\n board1[x][y] = 0 ;\r\n\r\n // Next time dont go on random shots.\r\n isRandom = false ;\r\n\r\n // Create proximity for the next attack\r\n establishProximity(x,y) ;\r\n \r\n /* Put this as the base of order*/\r\n order = [[x,y]] ;\r\n\r\n /* Safety purpose got order is false */\r\n gotOrder = false; \r\n\r\n // Say fire in the hole\r\n statusMessage = \"Fire in the hole.\" ;\r\n updateStatusMessage(statusMessage, 2) ;\r\n }\r\n /* I missed it. */\r\n else\r\n {\r\n // Its a miss.. still update..and go merry on random ..\r\n board1[x][y] = 0 ;\r\n // alert(\"Its a miss\") ;\r\n // emptyStatusMessage(2) ;\r\n }\r\n /* Update the arena. If hit, then red else cross. */\r\n updateArena(isHit, isPlayersTurn, x, y );\r\n }\r\n }\r\n else\r\n {\r\n if(gotOrder)\r\n {\r\n var orderLastIndex = order.length - 1;\r\n var dx = order[orderLastIndex][0] - order[orderLastIndex -1 ][0] ;\r\n var dy = order[orderLastIndex][1] - order[orderLastIndex -1 ][1] ;\r\n \r\n if(dx == 0 && dy == 0 )\r\n {\r\n /* Coding flaw .. */\r\n isRandom = true;\r\n\r\n dodgeEnemies();\r\n return ; \r\n }\r\n /* xy is the next \"predicted\" target. If xy doesn't exist in board?*/\r\n x = order[orderLastIndex][0] + dx;\r\n y = order[orderLastIndex][1] + dy;\r\n if(x<0 || x>9 || y<0 || y>9 || checkIfMessileDropped(x,y,isPlayersTurn))\r\n {\r\n /* The order point is invalid. Increase the proximity and run again */\r\n proximityIndex++ ;\r\n\r\n /* Now, since the predicted is not present/already hit then\r\n * declare order is lost. and revert back the order to base element. */\r\n gotOrder = false ;\r\n \r\n /* Order has now the base element only. */\r\n order = [order[0]];\r\n \r\n /* Next point comes in recursion */\r\n dodgeEnemies();\r\n }\r\n /* Prediction point is un touched */\r\n else\r\n {\r\n /* Check if the prediction hits */\r\n isHit = checkHitOrMiss(x,y,isPlayersTurn) ;\r\n if(isHit)\r\n {\r\n /* hit mein bhi update the board */\r\n board1[x][y] = 0 ;\r\n \r\n statusMessage = \"Fire in the hole\";\r\n updateStatusMessage(statusMessage, 2) ;\r\n \r\n var sunk = checkIfVesselSunk(x,y,isPlayersTurn) ;\r\n if(sunk)\r\n {\r\n statusMessage = \"Enemy desroyed our \"+sunk;\r\n updateStatusMessage(statusMessage, 1) ;\r\n \r\n /* Vessel is sunk. Our prediction completed. Go back to random mode. */\r\n isRandom = true ; \r\n }\r\n else\r\n {\r\n /* our prediction resulted in a hit but didn't sink up the ship.\r\n * So, add it to the successfull order lists */\r\n order.push([x,y]);\r\n }\r\n }\r\n /* Missed the prediction shot. prediction is wrong.*/\r\n else\r\n {\r\n /* Miss mein bhi update the board */\r\n board1[x][y] = 0 ;\r\n\r\n /* Next element of proximity array will be my next target. */\r\n proximityIndex++ ;\r\n\r\n /* I haven't found order of ship yet. */\r\n gotOrder = false ;\r\n\r\n /* Order has now the base element only. */\r\n order = [order[0]];\r\n }\r\n /* Hit ho ya miss.. update the arena.. */\r\n updateArena(isHit, isPlayersTurn, x, y );\r\n }\r\n }\r\n else\r\n {\r\n x = proximitiy[proximityIndex][0] ;\r\n y = proximitiy[proximityIndex][1] ;\r\n\r\n /* Check if the point is outside the boundaries */\r\n /* Or by some random shot we already touched this [x,y] */\r\n if(x<0 || x>9 || y<0 || y>9 || checkIfMessileDropped(x,y,isPlayersTurn))\r\n {\r\n /* The proximity point is invalid. Move on to next point. */\r\n proximityIndex++ ;\r\n \r\n /* Next point comes in recursion */\r\n dodgeEnemies();\r\n }\r\n isHit = checkHitOrMiss(x,y,isPlayersTurn) ;\r\n if(isHit)\r\n {\r\n \r\n statusMessage = \"Fire in the hole\";\r\n updateStatusMessage(statusMessage, 2) ;\r\n\r\n board1[x][y] = 0 ;\r\n sunk = checkIfVesselSunk(x,y,isPlayersTurn) ; \r\n if(sunk)\r\n {\r\n // alert(\"Vessel destroyed \") ;\r\n /* Vessel has sunk */\r\n statusMessage = \"Enemy desroyed our \"+sunk;\r\n updateStatusMessage(statusMessage, 1) ;\r\n\r\n /* check if game over. */\r\n if(checkIfGameOver(isPlayersTurn))\r\n {\r\n statusMessage = \"I win.. \" ;\r\n isGameEnded = true ;\r\n updateStatusMessage(statusMessage, 2) ;\r\n return ; \r\n }\r\n else\r\n {\r\n /* Vessel sunk but game is not over. So, go back to random mode. */\r\n isRandom = true ;\r\n }\r\n }\r\n /*Vessel is not sunk and it's a hit => I've got the order. */\r\n else\r\n {\r\n /* Hit pe hit.. => order is known. */\r\n gotOrder = true ;\r\n \r\n /* Order will now have the order of successfull hits. */\r\n order.push(proximitiy[proximityIndex]);\r\n } \r\n }\r\n /* Missed from the proximity shot. => go for the next shot of proximity*/\r\n else\r\n {\r\n /* Miss mein bhi update the board */\r\n board1[x][y] = 0 ;\r\n \r\n /* Next element of proximity array will be my next target. */\r\n proximityIndex++ ;\r\n\r\n /* I haven't found order of ship yet. */\r\n gotOrder = false ;\r\n }\r\n \r\n /* Hit ho ya miss.. update the arena.. */ \r\n updateArena(isHit, isPlayersTurn, x, y ); \r\n }\r\n /**/\r\n }\r\n}", "kill() {\n //calc size of hitbox (- a treshold)\n let mx_left = this.position.pix_x + 0.25 * tileSize;\n let mx_right = mx_left + tileSize - 0.25 * tileSize;\n let my_up = this.position.pix_y + 0.25 * tileSize;\n let my_down = my_up + tileSize - 0.25 * tileSize;\n\n //same for players\n let px_left;\n let px_right;\n let py_up;\n let py_down;\n board.players.forEach(player => {\n px_left = player.position.pix_x + 0.25 * tileSize;\n px_right = px_left + tileSize - 0.25 * tileSize;\n py_up = player.position.pix_y + 0.25 * tileSize;\n py_down = py_up + tileSize - 0.25 * tileSize;\n\n //check if hitboxes overlap\n //When monsters left edge is to the left of players right side\n //and at the same time the monsters right side is not totaly left of players left side\n //When at the same time the montsters upper bond is below the player's lower bound\n //but the monsters lower bound is higher than the players upper bound, then they overlap\n if (mx_left < px_right && mx_right > px_left &&\n my_up < py_down && my_down > py_up) {\n player.die();\n }\n });\n }", "function attackHitTestBlast(obj1, obj2) {\n\t/* app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition.x,obj1.attackPosition.y);\n app.main.ctx.fillStyle = \"Red\";\n app.main.ctx.fillRect(0,0,obj1.attackSize.x, obj1.attackSize.y);\n app.main.ctx.restore(); */\n\t/* if((obj1.type == 7 && obj1.turnTrigger == true) || obj1.type == 1){\n app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition2.x,obj1.attackPosition2.y);\n app.main.ctx.fillStyle = \"Blue\";\n app.main.ctx.fillRect(0,0,obj1.attackSize2.x, obj1.attackSize2.y);\n app.main.ctx.restore(); \t\n } */\n\tif (obj1.attackPosition.x < obj2.position.x + obj2.size.x && obj1.attackPosition.x + obj1.attackSize.x > obj2.position.x && obj1.attackPosition.y < obj2.position.y + obj2.size.y && obj1.attackSize.y + obj1.attackPosition.y > obj2.position.y) {\n\t\treturn true;\n\t}\n\tif (obj1.type == 7) {\n\t\tif (obj1.attackPosition2.x < obj2.position.x + obj2.size.x && obj1.attackPosition2.x + obj1.attackSize2.x > obj2.position.x && obj1.attackPosition2.y < obj2.position.y + obj2.size.y && obj1.attackSize2.y + obj1.attackPosition2.y > obj2.position.y) {\n\t\t\treturn true;\n\t\t}\n\t}\n}", "strongerBombsGoodieIsOver(man) {\n\t\tif (man !== undefined) {\n\t\t\twinston.info(\"[player] %s has longer stronger bombs\", man.getName()); //.getName()\n\t\t\tman.disableStrongBomb();\n\t\t\tthis.commit();\n\t\t}\n\t}", "remoteBombsGoodieCountDown(man) {\n\t\tif (man !== undefined) {\n\t\t\tman.decRemoteBomb();\n\t\t\tif (!man.hasRemoteBomb()) {\n\t\t\t\tthis.remoteBombsGoodieIsOver(man);\n\t\t\t}\n\t\t\telse {\n\t\t\t\tsetTimeout(this.remoteBombsGoodieCountDown.bind(this), c.TIME_FACTOR * 1000, man);\n\t\t\t}\n\t\t\tthis.commit();\n\t\t}\n\t}", "eatGhost() {\n if (this.ghostEatenScore < 1600) {\n this.ghostEatenScore *= 2;\n this.score += this.ghostEatenScore;\n }\n }", "checkCollisionBottleEndboss() {\n this.throwableObjects.forEach((bottle) => {\n if (this.isCollidingBottle(bottle)) {\n this.endBoss.hitEndboss();\n this.endBoss.endbossBar.setPercentage(this.endBoss.energyEndboss);\n }\n })\n }", "function attackClick(){\n let bossKey = gameSettings.currentBoss\n let currentBoss = bosses.find(element => Object.keys(element)[0] == bossKey)\n if(isHit(bossKey)){\n let damage = totalDamClick()\n damage = totalDmgTaken(bossKey, damage)\n updateBossHealth(damage)\n }\n}", "function elfAndBush(hitBush) {\n var point1 = new createjs.Point();\n var point2 = new createjs.Point();\n\n //var bush: Bush = new Bush();\n //bush = hitBush;\n point1.x = elf.image.x;\n point1.y = elf.image.y;\n point2.x = hitBush.image.x;\n point2.y = hitBush.image.y;\n if (distance(point1, point2) < ((elf.width * 0.5) + (hitBush.width * 0.5))) {\n createjs.Sound.play(\"leafHit\"); //the bush thud\n scoreboard.lives -= 1;\n hitBush.reset();\n }\n}", "function bomb() {\n throw 'boom!';\n}", "function newBomb() {\r\n shield_Mp3.play({volume: 0.3});\r\n rate = Math.floor(Math.random() * 100 + 10)\r\n bomb.destroy();\r\n bombX = 690;\r\n barrel = Math.floor(Math.random() * 5)\r\n bomb = this.physics.add.image(bombX, bombY[barrel], 'bomb');\r\n shoot = this.physics.add.image(bombX - 15, bombY[barrel] - 5, 'shoot').setScale(0.85);//new\r\n smoke = this.physics.add.image(bombX + 45, bombY[barrel] - 5, 'smoke').setScale(0.75).setAlpha(0.6);//new\r\n cleanEffect = this.time.addEvent({ delay: 100, callback: Effect, callbackScope: this, loop: false });//new\r\n bombVal = 0;\r\n}", "function checkTooBad() {\n\n if (xPosition === xZombiePos && yPosition === yZombiePos) {\n gameOver();\n }\n}", "hit() {\n\n //if 1 splash occurs add a splash\n if(splash = 1) {\n splash++;\n }\n \n\n //if it reaches 10 splashes reset to 0, and add blue color into the ground. \n if(splash = 10) {\n \n splash = 0;\n this.blue = this.blue + 2;\n\n \n\n console.log(\"hit\");\n\n }\n\n }", "coolDownBomb(bomb, anim) {\n\t\tbomb.setAnim(anim);\n\t\tthis.commit();\n\t}", "strongerBombsGoodieCountDown(man) {\n\t\tif (man !== undefined) {\n\t\t\tman.decStrongBomb();\n\t\t\tif (!man.hasStrongBomb()) {\n\t\t\t\tthis.strongerBombsGoodieIsOver(man);\n\t\t\t}\n\t\t\telse {\n\t\t\t\tsetTimeout(this.strongerBombsGoodieCountDown.bind(this), c.TIME_FACTOR * 1000, man);\n\t\t\t}\n\t\t\tthis.commit();\n\t\t}\n\t}", "function hit(e) {\n\n if (BlackJack['isStand'] === false) {\n BlackJack['turnsOver'] = false;\n let card = randomCards();\n showCard(YOU, card);\n updateResult(YOU, card);\n showCount(YOU);\n BlackJack[\"isHit\"] = true;\n }\n\n}", "function isBullet_Clash_obstacle() {\r\n for (let j in stages.obstacles) {\r\n for (let i in rocket1.bullet) {\r\n if (\r\n rocket1.bullet[i].y >= stages.obstacles[j].y &&\r\n rocket1.bullet[i].y <=\r\n stages.obstacles[j].y + stages.obstacles[j].height &&\r\n rocket1.bullet[i].x + 40 >= stages.obstacles[j].x &&\r\n rocket1.bullet[i].x <= stages.obstacles[j].x\r\n ) {\r\n soundDestroy();\r\n drawBlast(\r\n imageBlast,\r\n stages.obstacles[j].x + 10,\r\n stages.obstacles[j].y,\r\n stages.obstacles[j].width + 20,\r\n stages.obstacles[j].height + 20\r\n );\r\n stages.obstacles[j].x = -100;\r\n rocket1.bullet[i].x = context1.width + 10;\r\n score += 10;\r\n }\r\n }\r\n }\r\n }", "function placeBomb(x,y) {\n with (cellArray[arrayIndexOf(x,y)]) {\n if ((! isBomb) && (! isExposed)) {\n isBomb = true;\n for (i=x-1; i<=x+1; i++) {\n for (j=y-1; j<=y+1; j++) {\n addNeighbor(i,j); } } \n return true;} \n else\n return false; } }", "function countBomb(i, j) {\n return minefield[i-1][j-1] + minefield[i-1][j] + minefield[i-1][j+1] +\n minefield[i][j-1] + minefield[i][j+1] +\n minefield[i+1][j-1] + minefield[i+1][j] + minefield[i+1][j+1];\n\n }", "function elfAndBunny(hitBunny) {\n var point1 = new createjs.Point();\n var point2 = new createjs.Point();\n\n point1.x = elf.image.x;\n point1.y = elf.image.y;\n point2.x = hitBunny.image.x;\n point2.y = hitBunny.image.y;\n if (distance(point1, point2) < ((elf.width * 0.5) + (hitBunny.width * 0.5))) {\n createjs.Sound.play(\"thud\");\n scoreboard.lives -= 1;\n scoreboard.score -= 50;\n hitBunny.reset();\n }\n}", "function zombieAttack() {\n for (let i = 0; i < zombies.length; i++) {\n zombies[i].detectObject();\n }\n}", "static clickAttack() {\n if (!this.enemyPokemon().isAlive()) {\n return;\n }\n OakItemRunner.use(GameConstants.OakItem.Poison_Barb);\n GameHelper.incrementObservable(player.statistics.clicks);\n this.enemyPokemon().damage(player.calculateClickAttack());\n if (!this.enemyPokemon().isAlive()) {\n this.defeatPokemon();\n }\n }", "function showAllBombs() {\n for (var i = 0; i < gBoard.length; i++) {\n for (var j = 0; j < gBoard[0].length; j++) {\n var cell = gBoard[i][j];\n if (cell.isBomb) {\n colorCell(i, j, 'red');\n }\n }\n }\n}", "function generateRandom(){\n let r=0;\n while(length<10){\n r=Math.floor(Math.random()* (81)+1); \n // if(bomb.indexOf(r)==-1){\n // }\n while(bomb.includes(r)){\n r=Math.floor(Math.random()* (81)+1);\n }\n bomb.push(r);\n length++;\n }\n for(let i=0; i<bomb.length; i++){\n bombArray[bomb[i]]=1;\n random[i]=bomb[i];\n }\n //alert(random);\n }", "plantBomb() {\n\n // if there's enough bombs left\n if (this.amountBombs > 0) {\n\n // place bomb inside your game\n this.game.bombs.push(new Bomb({x: this.position.x, y: this.position.y}, 1500, 2, this.assets, this.gridSize, this.game));\n\n this.updateBombCount(-1);\n\n this.game.playMusic(SETBOMBMUSIC);\n\n // send position of your bomb to all enemies\n let bombDetails = {id: this.id, x: this.position.x, y: this.position.y, amountBombs: this.amountBombs};\n let playerDetails = {id: this.id, amountWalls: this.amountWalls, amountBombs: this.amountBombs, health: this.health};\n\n this.game.broadcastBomb(bombDetails);\n this.game.broadcastInventory(playerDetails);\n }\n }", "function spawnkaboom (p) {\r\n const obj = add([sprite('hit-enemigo'), pos(p), 'hit-enemigo'])\r\n wait(0.2, () => {\r\n destroy(obj)\r\n })\r\n }", "crashed() {\r\n if (this.actual.top === 0 || this.actual.top === 1) {\r\n this.onGameOver();\r\n return;\r\n }\r\n\r\n this.score.piece(this.actual.drop);\r\n const lines = this.actual.addElements();\r\n if (lines) {\r\n this.sounds.play(\"line\");\r\n this.score.line(lines);\r\n }\r\n this.sounds.play(\"crash\");\r\n this.dropNext();\r\n }", "onHit(e) {\n if (this.isDead()) {\n alert(\"You have survived: \" + this.seconds + \" seconds! Better luck next time...\");\n this.end();\n this.reset();\n } else {\n alert(\"You got hit! :(\");\n this.lives -= 1;\n gui.lives(this.lives);\n this.placeObjects();\n }\n }", "hit() {\n\t\tthis.sprite.anims.play(\"enemy-die\", true);\n\n\t\t//if the CrocBossEnemy is not dead, spawn 2x additional clones at\n\t\t//center screen\n\t\tif (this.health != 0) {\n\t\t\tif (!this.enemySpawned) {\n\t\t\t\tfor (var i = 0; i < 2; i++) {\n\t\t\t\t\tvar { width, height } = this.scene.sys.game.config;\n\t\t\t\t\tvar xSpawn = width / 2;\n\n\t\t\t\t\t//spawn clones facing different directions\n\t\t\t\t\tvar tempDirection = 1;\n\t\t\t\t\tif (i % 2 == 0) {\n\t\t\t\t\t\ttempDirection = 1; \n\t\t\t\t\t} else {\n\t\t\t\t\t\ttempDirection = -1; \n\t\t\t\t\t}\n\n\t\t\t\t\tvar tempEnemy = new CrocBossEnemy(\n\t\t\t\t\t\tthis.scene,\n\t\t\t\t\t\txSpawn,\n\t\t\t\t\t\theight*0.1, \n\t\t\t\t\t\t\"clone\",\n\t\t\t\t\t\tthis.sprite.scaleX-0.5,\n\t\t\t\t\t\tthis.health-1,\n\t\t\t\t\t\ttempDirection);\n\n\t\t\t\t\tthis.scene.enemyManager.add(tempEnemy);\n\t\t\t\t\tthis.scene.physics.world.addCollider(tempEnemy.sprite, this.scene.worldLayer);\n\t\t\t\t}\n\t\t\t\tthis.enemySpawned = true;\n\t\t\t}\n\t\t}\n\n\t}", "function hit(ball, brick)\n{\n brick.kill();\n // update the score\n score += scoreIncrement;\n scoreText.setText('Points: ' + score);\n\n // check if all the bricks are destroyed\n var count_alive = 0;\n for (i = 0; i < bricks.children.length; i++)\n {\n if (bricks.children[i].alive == true)\n {\n count_alive++;\n }\n }\n if (count_alive == 0) //all the bricks are destroyed\n {\n showDialog();\n }\n}", "function hitBlock(ball, block) {\n\n //Remove some health from the brick\n block.health--;\n\n //If brick has received too many hits, remove from game and add score\n if (block.health <= 0) {\n engine.remove(block);\n score.points += block.score;\n\n /*\n Keep track of how many bricks there are left.\n When there aren't any left, end the game\n */\n blocks.size--;\n if (blocks.size <= 0) {\n ball.body.static = true;\n engine.add(youWinText);\n }\n }\n\n block.setTextureKey(block.hitImg);\n}", "function endGame() {\n console.log(\"BOOM\");\n console.log(\"GAME OVER\");\n renderAllCells(\"bomb-cell\");\n renderAllCells(\"isRevealed\");\n toggleBombPanel(\"hide\");\n}", "function hitDeath (bala, ovni){\n \n ovni.disableBody(true, true);\n bala.disableBody(true, true);\n inimigos -= 1;\n if(inimigos == 0){\n player.disableBody(true, true);\n vidas = 0\n }\n /*kabum.disableBody(true,true);\n player.anims.play('turn');\n gameOver = true;*/\n\n}", "function checkForGoody(x, y, self){\n\t\tswitch (brick_array[x][y]) {\n\t\t\tcase 10: // Speedup\n\t\t\t\tself.attr({speed: self.speed+1.0});\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 11: //Bombup\n\t\t\t\tself.attr({maxBombs: self.maxBombs+1.0});\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 12: //Fireup\n\t\t\t\tself.attr({fireRange: self.fireRange+1.0});\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 13: //Timefuze\n\t\t\t\tself.attr({timeFuze: true});\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 14: //DeathSkull\n\t\t\t\tself.xDeath = goody_array[x][y].x;\n\t\t\t\tself.yDeath = goody_array[x][y].y;\n\t\t\t\tself.trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 15: //Disease\n\t\t\t\tif(self.timeTillExplode > 1){\n\t\t\t\t\tself.attr({timeTillExplode: self.timeTillExplode - 2});\n\t\t\t\t}\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\n\t\t\t\tbreak;\n\t\t\tcase 16: //Invincible\n\t\t\t\tbrick_array[x][y] = 0;\n\t\t\t\tgoody_array[x][y].trigger(\"explode\");\t\n\t\t\t\tself.invincible = true;\n\t\t\t\tself.addComponent(\"Invincible\");\n\t\t\t\tself.setInvincibleAnimation(self.PLAYER);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tbreak;\n\t\t}\n\t}", "function whackYagoo(position) {\n despawnYagoo(position, (whack = true))\n}", "function attackHitTestSmog(attackPosition, attackSize) {\n\t/* app.main.ctx.save();\n app.main.ctx.translate(obj1.attackPosition.x,obj1.attackPosition.y);\n app.main.ctx.fillStyle = \"Red\";\n app.main.ctx.fillRect(0,0,obj1.attackSize.x, obj1.attackSize.y);\n app.main.ctx.restore(); */\n\tfor (var i = 0; i < app.main.environment.smogCount; i++) {\n\t\tif (attackPosition.x + 35 < app.main.environment.smogPos[i].x + app.main.environment.smogSize[i].x - 10 && attackPosition.x + 35 + attackSize.x - 70 > app.main.environment.smogPos[i].x && attackPosition.y + 35 < app.main.environment.smogPos[i].y + app.main.environment.smogSize[i].y - 10 && attackSize.y - 70 + attackPosition.y + 35 > app.main.environment.smogPos[i].y) {\n\t\t\tapp.main.environment.smogTarget = i;\n\t\t\treturn true;\n\t\t}\n\t}\n}", "function pacKill(ghost){\n console.log('can pac kill')\n for( let i=0; i<16; i++) {\n clearInterval(caughtIdOne)\n clearInterval(caughtIdTwo)\n clearInterval(caughtIdThree)\n clearInterval(caughtIdFour)\n }\n // so pacMan can kill ghost\n if(gridSquare[pacIndex] === gridSquare[ghost.ghostIndex]) {\n scoreNumber = scoreNumber + 200\n infoBox.innerHTML = 'Ghost \\n +200 Points'\n gridSquare[ghost.ghostIndex].classList.remove('ghostFlee')\n gridSquare[ghost.ghostIndex].classList.remove(ghost.ghostClass)\n gridSquare[ghost.ghostIndex].classList.remove('ghostDead')\n ghost.lastDirection = -ghost.lastDirection\n gridSquare[ghost.ghostIndex].classList.remove('ghostDead')\n ghost.ghostIndex = ghost.ghostIndex - ghost.directionMove\n gridSquare[ghost.ghostIndex].classList.add('ghostDead')\n ghost.bias = 3\n }\n }", "hitBottom() {\n var rockbottom = 750; // Change this value\n if (this.y + this.height > rockbottom) {\n //this.y = 0;\n obstacles.splice(0,1);\n if(this.type === \"branch\"){\n $('#branch_left').addClass('hidden');\n branchLeftOnScreen = false;\n }\n else if(this.type===\"chickfila\"){\n $('#chickfila_left').addClass('hidden');\n chickfilaLeftOnScreen = false;\n }\n else if(this.type===\"acorn\"){\n $('#acorn_left').addClass('hidden');\n acornLeftOnScreen = false;\n }\n else if(this.type===\"gold_acorn\"){\n $('#gold_acorn_left').addClass('hidden');\n goldAcornLeftOnScreen = false;\n }\n else if(this.type === \"cone\"){\n $('#cone_left').addClass('hidden');\n coneLeftOnScreen = false;\n }\n else if(this.type === \"hawk\"){\n $('#hawk_left').addClass('hidden');\n hawkLeftOnScreen = false;\n }\n }\n }", "static wonderingFightBack(/*Unit*/ unit, /*Grid*/ grid, /*Unit*/ theHero, /*Array<Unit>*/ allies) {\n\n /*Hex[]*/\n let possibleMoves = grid.getMovableHexes(unit, 1);\n\n if (possibleMoves.length) {\n\n //If Helene is near, most likely attack!\n for (let hex of possibleMoves) {\n if (hex.content === theHero) {\n if (Math.random() > 0.36) {\n grid.goTo(hex, unit);\n return;\n }\n }\n }\n\n //maybe do nothing?\n if (Math.random() > 0.50) {\n return;\n }\n\n //else lets get rolling\n let randomMove = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];\n if (randomMove.content && allies.indexOf(randomMove.content) !== -1) {\n //maybe do nothing?\n if (Math.random() > 0.50) {\n return;\n }\n //lets give him a chance, or else! (rerandom - perhaps we will not kick an ally!)\n return possibleMoves[Math.floor(Math.random() * possibleMoves.length)];\n\n }\n return randomMove;\n\n }\n }", "hitBottom() {\n var rockbottom = 750; // Change this value\n if (this.y + this.height > rockbottom) {\n obstacles.splice(0,1);\n if(this.type === \"branch\"){\n $('#branch_right').addClass('hidden');\n branchRightOnScreen = false;\n }\n else if(this.type===\"chickfila\"){\n $('#chickfila_right').addClass('hidden');\n chickfilaRightOnScreen = false;\n }\n else if(this.type===\"acorn\"){\n $('#acorn_right').addClass('hidden');\n acornRightOnScreen = false;\n }\n else if(this.type===\"gold_acorn\"){\n $('#gold_acorn_right').addClass('hidden');\n goldAcornRightOnScreen = false;\n }\n else if(this.type === \"cone\"){\n $('#cone_right').addClass('hidden');\n coneRightOnScreen = false;\n }\n else if(this.type === \"hawk\"){\n $('#hawk_right').addClass('hidden');\n hawkRightOnScreen = false;\n }\n }\n }" ]
[ "0.72723436", "0.72489184", "0.7183812", "0.71146554", "0.710473", "0.7044973", "0.700718", "0.6945576", "0.6880386", "0.68363243", "0.68337053", "0.6820359", "0.6801865", "0.6761326", "0.6743098", "0.674006", "0.6721241", "0.6667772", "0.6663437", "0.66438985", "0.6640028", "0.6601771", "0.6594665", "0.6586496", "0.65586865", "0.65404415", "0.6510484", "0.64713013", "0.6467193", "0.6437869", "0.64302", "0.64023316", "0.63865316", "0.63862205", "0.63855106", "0.63850415", "0.6373933", "0.63644594", "0.6361407", "0.6322924", "0.631973", "0.63103175", "0.6309772", "0.6299011", "0.626988", "0.6259051", "0.6256954", "0.6222208", "0.6201764", "0.61841446", "0.61707866", "0.6170671", "0.6168693", "0.6168327", "0.6161488", "0.61498106", "0.6148314", "0.6141443", "0.61388093", "0.6131168", "0.61269736", "0.61223197", "0.61180407", "0.6117453", "0.61167884", "0.60913926", "0.6086701", "0.60764", "0.6076204", "0.6072973", "0.60724187", "0.6070438", "0.6070263", "0.60682714", "0.606653", "0.6059409", "0.60557", "0.6050766", "0.603829", "0.60367495", "0.6028954", "0.60228264", "0.6021994", "0.6013106", "0.6007214", "0.6000853", "0.5996085", "0.5993889", "0.5988047", "0.5981612", "0.5970411", "0.59676445", "0.5961115", "0.5961026", "0.5958117", "0.59566164", "0.5955504", "0.595247", "0.5944878", "0.593935", "0.5936876" ]
0.0
-1
zum Anlegen von neuen Tabellenreihen (sprich tr): insertRow() zum Anlegen von neuen Zellen in den Reihen (sprich td): insertCell()
function renderTodos1(todos) { for (var _i = 0, todos_1 = todos; _i < todos_1.length; _i++) { var todo = todos_1[_i]; // let newRow: HTMLTableRowElement = (<HTMLTableElement>document.querySelector('tcontent'))!.insertRow(); // liefert null, #todo var newRow = document.getElementById('tcontent').insertRow(); newRow.insertCell().innerText = String(todo.id); newRow.insertCell().innerText = String(todo.userId); newRow.insertCell().innerText = String(todo.title); newRow.insertCell().innerText = String(todo.completed); if (todo.completed) { newRow.style.textDecoration = 'line-through'; } } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function addCells(row,tidx,tend,textLines,change){if(tidx < tend){row.appendChild(telt(\"th\",(tidx + 1).toString()));row.appendChild(ctelt(\"td\",change,textLines[tidx].replace(/\\t/g,'    ')));return tidx + 1;}else {row.appendChild(document.createElement(\"th\"));row.appendChild(celt(\"td\",\"empty\"));return tidx;}}", "function addRow(table) {\n row = table.insertRow(-1)\n cell1 = row.insertCell(0)\n cell1.style = \"border:solid\"\n cell2 = row.insertCell(1)\n cell2.style=\"border:solid\"\n cell3 = row.insertCell(2)\n cell3.style=\"border:solid\"\n cell4 = row.insertCell(3)\n cell4.style=\"border:solid\"\n cell5 = row.insertCell(4)\n cell5.style=\"border:solid\"\n cell6 = row.insertCell(5)\n cell6.style=\"border:solid\"\n}", "function addRow(tabObj,colNum,sorPos,targPos,Hidden){ \n var nTR = tabObj.insertRow(tabObj.rows.length-targPos); // Insert a new row into appointed table on the \n //appointed position. \n var TRs = tabObj.getElementsByTagName('TR'); // Get TRs collection from the appointed table \n var sorTR = TRs[sorPos]; // Positioned the sorTR \n var TDs = sorTR.getElementsByTagName('TD'); // Get TDs collection from the appointed row \n if(colNum==0 || colNum==undefined || colNum==isNaN){ \n colNum=tabObj.rows[0].cells.length; \n } \n\n var lastRow = tabObj.rows.length;\n var iteration = lastRow-3;\n var ntd = new Array(); // Create a new TDs array \n for(var i=0; i< colNum; i++){ // Traverl the TDs in row \n ntd[i] = nTR.insertCell(); // Create new cell \n ntd[i].id = TDs[0].id; // copy the TD's id to new cell. | Attention! The TDs's \n //suffix must be appointed \n ntd[i].innerHTML = TDs[i].innerHTML; // copy the value in ntd[i]'s innerHTML from corresponding TDs \n\n //第一列为序号列。\n if(i==0){\n var textNode = document.createTextNode(iteration);\n ntd[i].appendChild(textNode);\n }\n\n }\n var std = iteration;//给HiddenField(隐藏控件)赋值\n Hidden.value=std;\n\n}", "function insert_Row() {\n const newRow = document.getElementById(\"sampleTable\").insertRow(0);\n const newCell = newRow.insertCell(0);\n const newCell2 = newRow.insertCell(1);\n newCell.innerHTML = \"New Cell1\";\n newCell2.innerHTML = \"New Cell2\";\n}", "function addTR(table, arrayOfData){\n //takes the first row of the table\n var row =table.tBodies[0].insertRow(0);\n //looping through the data and creating as many TD and give them the data\n for(var i=0;i<arrayOfData.length;i++){\n row.insertCell(i).innerHTML=arrayOfData[i];\n }\n}", "function addRow () {\r\n var td; var tr = thisTable.document.createElement('tr');\r\n var t = thisTable.document.getElementById('tabulated_data');\r\n // create the td nodes for the new row\r\n // for each td node add the object variable like ?v0\r\n for (var i=0; i<numCols; i++) {\r\n if (symbolRC (1, i)) {\r\n td = createSymbolTD();\r\n td.v = qps[i].object;\r\n tabulator.log.msg('FOR COLUMN '+i+' v IS '+td.v);\r\n }\r\n else if (literalRC(1, i)) {\r\n td = createLiteralTD(); \r\n td.v = qps[i].object\r\n tabulator.log.msg('FOR COLUMN '+i+' v IS '+td.v);\r\n }\r\n else if (bnodeRC(1, i)) {\r\n td = createBNodeTD();\r\n td.v = qps[i].object\r\n tabulator.log.msg('FOR COLUMN '+i+' v IS '+td.v);\r\n }\r\n else {tabulator.log.warn('addRow problem')} \r\n tr.appendChild(td);\r\n }\r\n t.appendChild(tr);\r\n // highlight the td in the first column of the new row\r\n numRows = t.childNodes.length;\r\n clearSelected(selTD);\r\n newRow = numRows-1;\r\n newCol = 0;\r\n selTD = getTDNode(newRow, newCol); // first td of the row\r\n setSelected(selTD);\r\n // clone the qps array and attach a pointer to the clone on the first td of the row\r\n tabulator.log.msg('CREATING A CLONE OF QPS: ' + qps);\r\n var qpsClone = [];\r\n for (var i = 0; i<qps.length; i++) {\r\n var stat = qps[i];\r\n var newStat = new tabulator.rdf.Statement(stat.subject, stat.predicate, stat.object, stat.why);\r\n qpsClone[i] = newStat;\r\n }\r\n selTD.qpsClone = qpsClone; // remember that right now selTD is the first td of the row, qpsClone is not a 100% clone\r\n } //addRow", "function add_tr(obj) {\n var type = $('.left')[0];\n var table = $('table')[0];\n var parent = obj.parentNode;\n\n var stringValue;\n var can_add_row = false;\n\n if (type.value == 'Integer') {\n stringValue = $('.input_data')[0].value;\n if (!isNaN(parseInt(stringValue))) {\n can_add_row = true;\n }\n } else if (type.value == 'String') {\n stringValue = $('.input_data')[0].value;\n if (stringValue != '')\n can_add_row = true;\n } else if (type.value == 'From List') {\n var input_label = $('#right')[0];\n stringValue = input_label.childNodes[1].value;\n if (stringValue != '')\n can_add_row = true;\n }\n\n if (can_add_row) {\n var row = table.insertRow(parent.rowIndex);\n var cell1 = row.insertCell(0);\n cell1.className = 'cell';\n cell1.innerHTML = type.value;\n\n var cell2 = row.insertCell(1);\n cell2.className = 'cell';\n cell2.innerHTML = stringValue;\n\n var cell3 = row.insertCell(2);\n cell3.className = 'delete';\n cell3.innerHTML = 'Delete';\n\n var cell4 = row.insertCell(3);\n cell4.className = 'edit';\n cell4.innerHTML = 'Edit';\n }\n\n type.value = 'Integer';\n type_changed();\n upload();\n rowIndex = -1;\n}", "function addCells(row, tidx, tend, textLines, change) {\n if (tidx < tend) {\n row.appendChild(telt(\"th\", (tidx + 1).toString()));\n row.appendChild(ctelt(\"td\", change, textLines[tidx].replace(/\\t/g, \"\\u00a0\\u00a0\\u00a0\\u00a0\")));\n return tidx + 1;\n } else {\n row.appendChild(document.createElement(\"th\"));\n row.appendChild(celt(\"td\", \"empty\"));\n return tidx;\n }\n }", "addToTable() {\n let tr = document.createElement('tr')\n tr.classList.add('padding')\n\n tr.innerHTML =\n this.createCell(\"name\") +\n this.createCell(\"breed\") +\n this.createCell(\"sex\") +\n this.editButtonWithID()\n\n tableBody().appendChild(tr)\n }", "function creq()\r\n{\r\n\tvar tabla = document.getElementById('tabla_eq');\r\n\tvar oRow = tabla.insertRow(-1);\r\n\tvar oCell = oRow.insertCell(-1);\r\n\tvar oCell.innerHTML = 'funciona';\r\n}", "_addRow() {\n const indicativeRow = this._hoveredCell.closest('TR');\n let index = this._getHoveredSideOfContainer();\n\n if (index === 1) {\n index = indicativeRow.sectionRowIndex;\n // if inserting after hovered cell\n index = index + this._isBottomOrRight();\n }\n\n this._table.addRow(index);\n }", "insertRowBefore() {\n this.insertRow();\n }", "function appendUpRow(x)\n{\n\tvar tb1 = document.getElementById('qis');\n\tvar row = tb1.insertRow(x); //localizar el ultimo renglon de la tabla para añadir uno nuevo\n\tvar i = 0;\n\tfor(i = 0; i < tb1.rows[0].cells.length; i++)//conocer cuantas celdas hay en los renglones para añadirlos al nuevo renglon.\n\t{\n\t\tcreateCell(row.insertCell(i),i,0);\n\t}\n}", "function addRow(table) {\n var row = table.insertRow(table.rows.length);\n var cell = null;\n for (var i = 0; i < 5; i++) {\n cell = row.insertCell(i);\n if (i == 0) {\n cell.innerHTML = table.rows.length - 1;\n } else {\n cell.setAttribute(\"contenteditable\", \"true\");\n }\n }\n }", "addRow () {\n const bottomRow = document.getElementById(\"bottomRow\")\n const numChildren = bottomRow.getElementsByTagName('th').length\n const newRow = document.createElement('tr')\n newRow.innerHTML =\n '<th class=\"redips-mark\">' + '<td></td>'.repeat(numChildren-1)\n bottomRow.parentNode.insertBefore(newRow, bottomRow)\n }", "function addCell(row, text) {\r\n\tvar newCell = row.insertCell();\r\n\tvar newText = document.createTextNode(text);\r\n\tnewCell.appendChild(newText);\r\n}", "function insertRow() {\n clearTables();\n var tablesArea = document.getElementsByClassName(\"tables-container\")[0];\n tables.map(createTableRow);\n function createTableRow(t, index) {\n var tableRow = document.createElement(\"div\");\n tableRow.classList.add(\"table\");\n var rowContent = `\n <h4>Table ${index}</h4>\n <button class=\"edit\">Look</button>\n `;\n tableRow.innerHTML = rowContent;\n tablesArea.append(tableRow);\n }\n}", "function addNewDataRow() {\n\n var rowCount = $('#mp-data-tb tr').length;\n // set maximum number of rows as 3\n if (rowCount > 3)\n return;\n\n rowtext = \"\";\n $('#mp-data-tb tr:last td').map(function() {\n rowtext += $(this).text();\n })\n\n if (rowtext.trim() == \"\") {\n return;\n } else {\n totalDataNum += 1;\n dataNumLast = totalDataNum - 1;\n \n $('#mp-data-tb tr:last').after(\"<tr style='height:20px;'><td onclick='addDataCellByEditor(\\\"evRelationship\\\",\" + dataNumLast + \", true);'></td><td onclick='addDataCellByEditor(\\\"participants\\\",\" + dataNumLast + \", true);'> </td><td onclick='addDataCellByEditor(\\\"dose1\\\",\" + dataNumLast + \", true);'> </td><td onclick='addDataCellByEditor(\\\"dose2\\\",\" + dataNumLast + \", true);'></td><td onclick='addDataCellByEditor(\\\"auc\\\",\" + dataNumLast + \", true);'></td><td onclick='addDataCellByEditor(\\\"cmax\\\",\" + dataNumLast + \", true);'></td><td onclick='addDataCellByEditor(\\\"clearance\\\",\" + dataNumLast + \", true);'></td><td onclick='addDataCellByEditor(\\\"halflife\\\",\" + dataNumLast + \", true);'><td onclick='addDataCellByEditor(\\\"studytype\\\",\" + dataNumLast + \", true);'></td></tr>\");\n }\n}", "function insert_cell(rowObject,cell_number,cell_data){\n var cell_id = rowObject.insertCell(cell_number);\n cell_id.innerHTML = cell_data;\n}", "function tableDisplay() { \r\n\r\n tbl = document.getElementById('table1');\r\n var ptr;\r\n var tr;\r\n var td;\r\n // row 1 - top row\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box ai' id='box ai'><label id='testStuff'></label> \" +\r\n \"<label id='testStuff2'></label><label id='helpText'>?</label> </div>\" ); \r\n \r\n td.setAttribute('id', 'row1_Cell1') \r\n td.setAttribute('colspan', '4') \r\n \r\n // row 2\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box a' id='box a'><br>\" +\r\n \"<label id=readerBookLabel>Reader / Book </label>\" +\r\n \"<select id='selectReader'></select> </div>\" ); \r\n td.setAttribute('id', 'row2_Cell1') \r\n td.setAttribute('colspan', '2') \r\n // cell 2\r\n td = addCell (tr, \"\" ); \r\n td.setAttribute('id', 'textSpace') \r\n td.setAttribute('colspan', '2')\r\n td.setAttribute('rowspan', '5')\r\n\r\n \r\n // row 3\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box c' selectChapterSpace>Chapter <br>\" +\r\n \"<select id='selectChapter'> </select> </div>\" ); \r\n td.setAttribute('id', 'row3_Cell1') \r\n td.setAttribute('colspan', '2') \r\n \r\n // row 4\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box d' id='selectPlayModeSpace'> Play Mode <br>\" +\r\n \"<select id='selectPlayMode' name='myDropDn3'></select></div>\" ); \r\n td.setAttribute('id', 'row4_Cell1') \r\n td.setAttribute('colspan', '2') \r\n\r\n // row 5\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box e' id='startVerseSpace'>Start<br>\" +\r\n \"<select id='startVerseList' name='myDropDn1'> </select> </div>\"); \r\n td.setAttribute('id', 'row5_Cell1') \r\n // cell 2\r\n td = addCell (tr, \"<div class='box f' id='endVerseSpace'>End<br>\" +\r\n \"<select id='endVerseList' name='myDropDn2'></select></div>\"); \r\n td.setAttribute('id', 'row5_Cell2') \r\n\r\n // row 6\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box g' id='includeTextSpace'>\" +\r\n \"<input id='includeText' type='checkbox' name='text?' checked>Display Text?</div>\"); \r\n td.setAttribute('id', 'row6_Cell1') \r\n // cell 2 \r\n td = addCell (tr, \"<div class='box k' d='box k'></div>\" +\r\n \"<label id='fontLabel'>font<br></label>\" +\r\n \"<select id='fontFamilies' name='myDropDn3'></select>\" +\r\n \"<button id='fontUp'><img src='../images/fontSzUp.png' width='17px'></button>\" +\r\n \"<button id='fontDown'><img src='../images/fontSzDn.png' width='17px'></button>\"); \r\n td.setAttribute('id', 'row6_Cell2') \r\n\r\n // row 7\r\n tr = document.createElement('tr');\r\n tbl.appendChild(tr)\r\n // cell 1\r\n td = addCell (tr, \"<div class='box i' id='box i'>\" + \r\n \"<button id='scrColBtn' type='submit'>screen colours</button> <br>\" +\r\n \"<span id='myLogo'>by TLD</span></div></div>\"); \r\n td.setAttribute('id', 'row7_Cell1')\r\n td.setAttribute('colspan', '2') \r\n // cell 2\r\n \r\n \r\n // cell 3\r\n td = addCell (tr, \"<div class='box j' id='myControls'>\" +\r\n \"<button id='repeatBtn'><img id='repeatPassageImage' src='../images/repeatBtn.png'></img></button>\" +\r\n \"<button id='previousVerse'><img id='previousVerseImage' src='../images/previousVerse.png'></button>\" +\r\n \r\n \"<audio id='audioID' controls controlslist='nodownload'><source id='aS' src='' type='audio/mpeg'></audio>\" +\r\n \r\n \"<button id='playPauseBtn' ><img id='playImage' src='../images/playBtn.png'></img> </button>\" +\r\n \"<button id='nextVerse'><img id='nextVerseImage' src='../images/nextVerse.png'></button>\" +\r\n \"<button id='lastVerse'><img id='lastVerseImage' src='../images/lastVerseBtn.png'></img></button>\" +\r\n \"<label id='curTimeLabel' >0.0 / 0.0</label>\" +\r\n \"<button id='volBtn'><img id='muteBtnImage' src='../images/unMuteBtn.png'></button>\" +\r\n \"<input id='volCtrlSlider' type='range' min='0' max='100' value='40' step='1'></input>\");\r\n\r\n td.setAttribute('id', 'audioCtrlsCell') \r\n td.setAttribute('colspan', '2')\r\n\r\n // end of table \r\n \r\n // turn off audio controls\r\n audioID.controls = false;\r\n\r\n // Load the controls.js file after the page is all loaded\r\n var tag = document.createElement(\"script\");\r\n tag.src = \"./scripts/controls.js\";\r\n document.getElementsByTagName(\"head\")[0].appendChild(tag);\r\n\r\n }", "function add_row(from, to, result) {\n var row = table.insertRow()\n var return_table_cell1 = row.insertCell(0)\n var return_table_cell2 = row.insertCell(1)\n var return_table_cell3 = row.insertCell(2)\n\n return_table_cell1.innerHTML = from\n return_table_cell2.innerHTML = to\n return_table_cell3.innerHTML = result\n}", "function addExtraRow(){\n var table = document.getElementById(\"tbl1\")\n cl(table.insertRow(0));\n}", "function addToTable(t) {\n \"use strict\";\n var row = table.insertRow(1),\n lNameCell = row.insertCell(0),\n fNameCell = row.insertCell(1),\n sNameCell = row.insertCell(2),\n numSharesCell = row.insertCell(3),\n priceSharesCell = row.insertCell(4),\n commissionCell = row.insertCell(5),\n priceCell = row.insertCell(6);\n \n lNameCell.innerHTML = getLastNameForTable();\n fNameCell.innerHTML = getFirstNameForTable();\n sNameCell.innerHTML = getShareNameForTable();\n numSharesCell.innerHTML = numShares;\n priceSharesCell.innerHTML = priceShares.toLocaleString('en', {style: 'currency', currency: 'USD'});\n commissionCell.innerHTML = commission.toLocaleString('en', {style: 'percent', maximumSignificantDigits: 1});\n priceCell.innerHTML = t.toLocaleString('en', {style: 'currency', currency: 'USD'});\n \n if (t < 0) {\n priceCell.style.backgroundColor = \"#7c0a02\";\n } \n \n else {\n priceCell.style.backgroundColor = \"green\";\n }\n}", "function insert_row(data, table) {\n let table_row = $(`<tr>`).append(create_transaction_row(data[0]));\n table.prepend(table_row);\n}", "function createRow(date, value){\r\n\tvar table = document.getElementById(\"mytablerows\");\r\n\tvar row = table.insertRow(1);\r\n\tvar cell1 = row.insertCell(0);\r\n\tvar cell2 = row.insertCell(1);\r\n\tvar cell3 = row.insertCell(2);\r\n\tcell1.innerHTML = date;\r\n\tcell2.innerHTML = value;\r\n\tcell3.innerHTML = \"$ \" + bank;\r\n}", "function insertRow(table, line, lineNb, statement)\n{\n var row = table.insertRow(table.rows.length);\n\n // Statement\n cell = row.insertCell(0);\n cell.className = \"cellitem\";\n stat = document.createTextNode(line[1] + \" \" + line[2] + \" \" + line[3]);\n cell.appendChild(stat);\n\n // Actions\n cell = row.insertCell(1);\n cell.className = \"cellaction\";\n // Delete statement\n cfglink = document.createElement(\"a\");\n cfglink.setAttribute(\"href\", \"/command/delete_event_line/?id=\" + eventId + \"&linenb=\" + lineNb);\n cfglink.onclick = function() {return confirm(\"Delete line?\");};\n cfglink.setAttribute(\"alt\", \"delete\");\n cfglink.style.pointer = \"cursor\";\n cell.appendChild(cfglink);\n img = document.createElement(\"img\");\n img.setAttribute(\"src\",\"/lagarto/images/delete.png\");\n img.title = \"delete\";\n cfglink.appendChild(img);\n // Edit event\n cell = row.insertCell(2);\n cell.className = \"cellaction\";\n cfglink = document.createElement(\"a\");\n cfglink.setAttribute(\"href\", \"/edit_\" + statement + \".html/?id=\" + eventId + \"&linenb=\" + lineNb);\n cell.appendChild(cfglink);\n img = document.createElement(\"img\");\n img.setAttribute(\"src\",\"/lagarto/images/edit.png\");\n img.title = \"edit\";\n cfglink.appendChild(img);\n}", "function tdtr(a) {\n $(row).append(a)\n }", "function insertRow(tblId, current_field, edit_question, is_last, moveToRowAfter, section_header, delete_row) {\r\n\t\t\r\n\t// Remove easter egg field types from drop-down, if field was an easter egg field type\r\n\tvar selectbox = document.getElementById('field_type');\r\n\tfor (var i=selectbox.options.length-1; i>=0; i--) {\r\n\t\tif (selectbox.options[i].value == 'sql' || selectbox.options[i].value == 'advcheckbox') {\r\n\t\t\tsetTimeout(\"document.getElementById('field_type').remove(\"+i+\");\",10);\r\n\t\t}\r\n\t}\r\n\t\r\n\tvar txtIndex = document.getElementById('this_sq_id').value;\r\n\tif (section_header) {\r\n\t\tif (edit_question) {\r\n\t\t\tcurrent_field = document.getElementById('sq_id').value;\r\n\t\t\ttxtIndex = current_field + '-sh';\r\n\t\t} else {\r\n\t\t\tcurrent_field = document.getElementById('this_sq_id').value;\r\n\t\t\ttxtIndex = current_field;\r\n\t\t}\r\n\t}\r\n\tvar tbl = document.getElementById(tblId);\r\n\tvar rows = tbl.tBodies[0].rows; //getElementsByTagName(\"tr\")\t\r\n\t\r\n\t//Remove a table row, if needed\r\n\t// if (deleteRowIndex != null) {\r\n\t\t// for (var i=0; i<rows.length; i++) {\r\n\t\t\t// if (rows[i].getAttribute(\"id\") == delete_row+\"-tr\") {\r\n\t\t\t\t// document.getElementById('draggable').deleteRow(i);\r\n\t\t\t// }\r\n\t\t// }\t\t\r\n\t// }\r\n\t\r\n\t//Determine node index for inserting into table\r\n\tif (is_last) {\r\n\t\t//Add as last at very bottom\r\n\t\tvar rowIndex = rows.length-1;\r\n\t} else {\r\n\t\t//Get index somewhere in middle of table\r\n\t\tfor (var i=0; i<rows.length; i++) {\r\n\t\t\tif (rows[i].getAttribute(\"id\") == txtIndex+\"-tr\") {\r\n\t\t\t\tvar rowIndex = i;\r\n\t\t\t}\r\n\t\t}\r\n\t\t//If flag is set, place the new row after the original (rather than before it)\r\n\t\tif (moveToRowAfter) rowIndex++;\r\n\t}\r\n\tif (document.getElementById('add_form_name') != null && $('#add_form_name').val() != '') {\r\n\t\twindow.location.href = app_path_webroot+\"Design/online_designer.php?pid=\"+pid+\"&page=\"+form_name;\r\n\t} else {\r\n\t\t$('#add_form_name').val('');\r\n\t}\r\n\t//Add cell in row. Obtain html to insert into table for the current field being added/edited.\t\r\n\t$.get(app_path_webroot+\"Design/online_designer_render_fields.php\", { pid: pid, page: form_name, field_name: current_field, edit_question: edit_question, section_header: section_header },\r\n\t\tfunction(data) {\r\n\t\t\t//If editing existing question, replace it with itself in table\r\n\t\t\tif (edit_question) {\r\n\t\t\t\tdocument.getElementById('draggable').deleteRow(rowIndex);\r\n\t\t\t}\r\n\t\t\t//Add new row\r\n\t\t\tif (section_header) current_field += '-sh';\r\n\t\t\tvar newRow = tbl.insertRow(rowIndex);\r\n\t\t\tnewRow.setAttribute(\"id\",current_field+\"-tr\");\r\n\t\t\tnewRow.setAttribute(\"sq_id\",current_field);\r\n\t\t\tvar cell = document.createElement(\"td\");\r\n\t\t\tcell.innerHTML = \"<td>\" + data + \"</td>\";\t\r\n\t\t\tnewRow.appendChild(cell);\r\n\t\t\t//Reset and close popup\r\n\t\t\tresetAddQuesForm();\r\n\t\t\t// Initialize all jQuery widgets, etc.\r\n\t\t\tinitWidgets();\r\n\t\t\t//Highlight table row for emphasis of changes\r\n\t\t\tif (section_header == 0) highlightTable('design-'+current_field,2000);\r\n\t\t\t//Set table as draggable again\r\n\t\t\tAddTableDrag();\r\n\t\t}\r\n\t);\r\n}", "function CreateTblRow(tblName, field_setting, data_dict) {\n //console.log(\"========= CreateTblRow =========\", tblName);\n //console.log(\" data_dict\", data_dict);\n\n const field_names = field_setting.field_names;\n const field_tags = field_setting.field_tags;\n const filter_tags = field_setting.filter_tags;\n const field_align = field_setting.field_align;\n const field_width = field_setting.field_width;\n const column_count = field_names.length;\n\n const map_id = (data_dict.mapid) ? data_dict.mapid : null;\n\n// --- lookup index where this row must be inserted\n const ob1 = (data_dict.sb_code) ? data_dict.sb_code : \"\";\n const ob2 = (data_dict.username) ? data_dict.username : \"\";\n\n const row_index = b_recursive_tblRow_lookup(tblBody_datatable, setting_dict.user_lang, ob1, ob2);\n\n// --- insert tblRow into tblBody at row_index\n const tblRow = tblBody_datatable.insertRow(row_index);\n tblRow.id = map_id\n\n// --- add data attributes to tblRow\n tblRow.setAttribute(\"data-pk\", data_dict.id);\n if (!data_dict.is_active){\n tblRow.setAttribute(\"data-inactive\", \"1\");\n };\n\n// --- add data-sortby attribute to tblRow, for ordering new rows\n tblRow.setAttribute(\"data-ob1\", ob1);\n tblRow.setAttribute(\"data-ob2\", ob2);\n // NIU: tblRow.setAttribute(\"data-ob3\", ---);\n\n// --- add EventListener to tblRow\n tblRow.addEventListener(\"click\", function() {HandleTblRowClicked(tblRow)}, false);\n\n// +++ insert td's into tblRow\n for (let j = 0; j < column_count; j++) {\n const field_name = field_names[j];\n\n // - skip column if field_name in columns_hidden;\n const hide_column = columns_hidden.includes(field_name);\n if (!hide_column){\n const field_tag = field_tags[j];\n const class_width = \"tw_\" + field_width[j];\n const class_align = \"ta_\" + field_align[j];\n\n // --- insert td element,\n let td = tblRow.insertCell(-1);\n\n // --- create element with tag from field_tags\n let el = document.createElement(field_tag);\n\n // --- add data-field attribute\n el.setAttribute(\"data-field\", field_name);\n\n // --- add text_align\n el.classList.add(class_width, class_align);\n\n // --- append element\n td.appendChild(el);\n\n // --- add data-field Attribute when input element\n if (field_tag === \"input\") {\n el.setAttribute(\"type\", \"text\")\n el.setAttribute(\"autocomplete\", \"off\");\n el.setAttribute(\"ondragstart\", \"return false;\");\n el.setAttribute(\"ondrop\", \"return false;\");\n // --- add class 'input_text' and text_align\n // class 'input_text' contains 'width: 100%', necessary to keep input field within td width\n el.classList.add(\"input_text\");\n }\n\n // --- add EventListener to td\n if (field_name === \"select\") {\n // select multiple users option added PR2023-04-12\n } else if (field_name === \"username\"){\n if(tblName ===\"userallowed\"){\n el.addEventListener(\"click\", function() {MUPS_Open(el)}, false)\n } else {\n el.addEventListener(\"click\", function() {MUA_Open(\"update\", el)}, false)\n };\n el.classList.add(\"pointer_show\");\n add_hover(el);\n\n } else if ([\"sb_code\", \"school_abbrev\", \"username\", \"last_name\", \"email\"].includes(field_name)){\n el.addEventListener(\"click\", function() {MUA_Open(\"update\", el)}, false)\n el.classList.add(\"pointer_show\");\n add_hover(el);\n\n } else if ([\"role\", \"page\"].includes(field_name)){\n el.addEventListener(\"click\", function() {MUPM_Open(\"update\", el)}, false)\n el.classList.add(\"pointer_show\");\n add_hover(el);\n\n } else if ([\"role\", \"page\", \"action\", \"sequence\"].includes(field_name)){\n el.addEventListener(\"change\", function(){HandleInputChange(el)});\n\n } else if (field_name.slice(0, 5) === \"group\") {\n // attach eventlistener and hover to td, not to el. No need to add icon_class here\n td.addEventListener(\"click\", function() {UploadToggleMultiple(el)}, false)\n add_hover(td);\n\n } else if (field_name.includes(\"allowed\")) {\n if (field_name === \"allowed_clusters\") {\n if (permit_dict.permit_crud && permit_dict.requsr_same_school) {\n td.addEventListener(\"click\", function() {MSM_Open(el)}, false);\n add_hover(td);\n };\n } else {\n // users may always view allowed_sections\n el.addEventListener(\"click\", function() {MUPS_Open(el)}, false);\n add_hover(td);\n };\n\n } else if (field_name === \"activated\") {\n el.addEventListener(\"click\", function() {ModConfirmOpen(\"user\", \"send_activation_email\", el)}, false)\n\n } else if (field_name === \"is_active\") {\n el.addEventListener(\"click\", function() {ModConfirmOpen(\"user\", \"is_active\", el)}, false)\n el.classList.add(\"inactive_0_2\")\n add_hover(el);\n\n } else if ( field_name === \"last_login\") {\n // pass\n };\n\n// --- put value in field\n UpdateField(el, data_dict);\n\n } // if (!columns_hidden.includes(field_name))\n } // for (let j = 0; j < 8; j++)\n\n return tblRow;\n }", "function addCell(row, text) {\n\tvar newCell = row.insertCell();\n\tvar newText = document.createTextNode(text);\n\tnewCell.appendChild(newText);\n}", "static fillRows(table, data, headers) {\n data.forEach(elem => {\n let row = table.insertRow(-1)\n let tds = []\n headers.forEach(el => {\n tds.push(row.insertCell(-1))\n tds[tds.length - 1].innerHTML = elem[el] ? elem[el] : ''\n tds[tds.length - 1].id = el\n })\n })\n }", "commitAddedRows() {\n var d = new latte.DataSet();\n var indexes = [];\n this.endCellEdit();\n // Add dataset columns\n //d.columns.addCollection(this.columns);\n for (var i = 0; i < this.columns.count; i++) {\n d.columns.add(this.columns.item(i));\n }\n // Collect new row indexes\n this.table.find('tr.insertable-row').each(function () {\n var tr = $(this);\n // Remove * symbol\n tr.find('th').text(tr.data('rowIndex') + 1);\n // push index into array\n indexes.push(tr.data('rowIndex'));\n // Remove insertable-row class\n tr.removeClass('insertable-row').addClass('pendent pendent-insert');\n });\n for (var i = 0; i < indexes.length; i++) {\n d.rows.add(this.rows.item(indexes[i]));\n }\n // Notify added rows\n this.onRowsAdded(d);\n }", "function createTable() {\r\n $tbody.innerHTML = \"\";\r\n \r\n var sighting, sightingKeys;\r\n var dom;\r\n var columnValue;\r\n \r\n for (var i = 0; i < ufoData.length; i++) {\r\n sighting = ufoData[i];\r\n sightingKeys = Object.keys(sighting);\r\n\t\r\n $dom = $tbody.insertRow(i);\r\n\t/* insert the column values: 0=date, 1=city, 2=state, 3=country, 4=shape, 5=duration, 6=comments*/\t\r\n for (var j = 0; j < sightingKeys.length; j++) {\r\n columnValue = sightingKeys[j];\r\n $dom.insertCell(j).innerText = sighting[columnValue];\r\n }\r\n }\r\n}", "function addRowTop(tableID) {\n var table = document.getElementById(tableID);\n var rowCount = table.rows.length;\n var row = table.insertRow(1);\n var colCount = table.rows[0].cells.length;\n for(var i=0; i<colCount; i++) {\n var newcell = row.insertCell(i);\n newcell.innerHTML = table.rows[0].cells[i].innerHTML;\n }\n adjustSno(tableID);\n}", "function appendRow(data) {\n var tr = document.createElement(\"tr\"),\n phrase = makeTD(\"text\", data.from),\n replace = makeTD(\"text\", data.to),\n case_box = makeTD(\"checkbox\", null, data.ic),\n whole_box = makeTD(\"checkbox\", null, data.mw),\n moveup = makeSpan('moveup', '▲'),\n movetop = makeSpan('movetop', 'T'),\n delrow = makeSpan('delrow', '☓');\n moveup.style.float = 'right';\n movetop.style.float = 'right';\n delrow.style.float = 'right';\n whole_box.appendChild(delrow);\n whole_box.appendChild(movetop);\n whole_box.appendChild(moveup);\n tr.appendChild(phrase);\n tr.appendChild(replace);\n tr.appendChild(case_box);\n tr.appendChild(whole_box);\n table.appendChild(tr);\n attachDelRowListener(tr.querySelector(\".delrow\"));\n attachMoveTopListener(tr.querySelector(\".movetop\"));\n attachMoveUpListener(tr.querySelector(\".moveup\"));\n}", "function addRow() {\n var getNumberOfRow = document.querySelector(\"table\").rows.length;\n var getNumberOfColumn = document.querySelector(\"tr\").cells.length;\n\n var getTable = document.querySelector(\"table\");\n var row = getTable.insertRow(getNumberOfRow);\n for (var i = 0; i < column; i++) {\n //for (var i = 0; i < col; i++) {\n row.insertCell(i).innerHTML = '<div class=\"text-area\">&nbsp;</div>';\n row\n .querySelectorAll(\".text-area\")\n [i].setAttribute(\"contentEditable\", \"true\");\n }\n}", "function insertNewTableRow(tableid){\n\n\n\tvar table = document.getElementById(tableid);\n\t\n\tif ( !table ){\n\t\treturn;\n\t}\n\t\n\t\n\tvar tbody = table.getElementsByTagName('tbody');\n\tif (tbody.length==0){\n\t\treturn;\n\t}\n\t\n\t\n\ttbody = tbody[0];\n\trows = tbody.getElementsByTagName('tr');\n\t\n\t// hidden row that contains all of the widgets with default values.\n\tvar prototype_row = null;\n\t\n\tfor ( i=0; i<rows.length; i++){\n\t\tif ( rows[i].className == 'prototype' ) {\n\t\t\tprototype_row = rows[i];\n\t\t\tbreak;\n\t\t}\n\t}\n\t\n\tif ( prototype_row == null ){\n\t\treturn;\n\t}\n\t\n\t// create a copy of the prototype row with a new row\n\tvar new_row = prototype_row.cloneNode(true);\n\t\n\t// We need to get some information from the current last row\n\tvar last_row = rows[rows.length-1];\n\t\n\tvar name_pattern = /^([^\\[]+)\\[(\\d+)\\]\\[([^\\[]+)\\]$/;\n\tvar prototype_pattern = /^([^\\[]+)\\[prototype\\]\\[([^\\[]+)\\]$/;\n\t\n\t// now that we have our new row, we have to set the name of it\n\t\n\tvar new_cells = new_row.getElementsByTagName('td');\n\tif ( last_row ){\n\t\tvar last_cells = last_row.getElementsByTagName('td');\n\t} else {\n\t\tvar last_cells = new Array();\n\t}\n\t\n\tif ( new_cells.length != last_cells.length ){\n\t\treturn;\n\t}\n\t\n\t// For each cell in the new row, rename it to be the same as corresponding\n\t// cell of the last row, except we increment the index.\n\t// eg: addresses[2][line1] becomes addresses[3][line1]\n\tfor ( i=0; i<new_cells.length; i++ ){\n\t\tvar new_input = new_cells[i].firstChild;\n\t\tvar last_input = last_cells[i].firstChild;\n\t\t\n\t\tvar last_results = name_pattern.exec( last_input.getAttribute('name') );\n\t\tvar new_results = prototype_pattern.exec( new_input.getAttribute('name') );\n\t\t\n\t\t\n\t\t\n\t\tif ( last_results ){\n\t\t\t// get the last index and increment it\n\t\t\tvar index = parseInt(last_results[2]);\n\t\t\tindex++;\n\t\t\tnew_input.setAttribute('name', last_results[1]+'['+index.toString()+']['+last_results[3]+']');\n\t\t\t\n\t\t\t\n\t\t\n\t\t} else {\n\t\t\tnew_input.setAttribute('name', new_results[1]+'[0]['+new_results[2]+']');\n\t\t}\n\t\t\n\t\tvar delete_pattern = /__delete/;\n\t\tif ( delete_pattern.exec( new_input.getAttribute('name') ) ){\n\t\t\tnew_input.onclick = function(e){ deleteRow(e); }\n\t\t}\n\t\t\n\t\tnew_row.className = '';\n\t\tnew_row.style.display = '';\n\t\t\n\t\t\n\t}\n\t\n\t// now we add the new row\n\t\n\ttbody.appendChild( new_row );\n\t\n\t\t\t\t\n\n}", "insertRowAfter() {\n this.insertRow(1);\n }", "function CreateTblRow(tblName, field_setting, data_dict, col_hidden) {\n //console.log(\"========= CreateTblRow =========\", tblName);\n //console.log(\" data_dict\", data_dict);\n\n const field_names = field_setting.field_names;\n const field_tags = field_setting.field_tags;\n const filter_tags = field_setting.filter_tags;\n const field_align = field_setting.field_align;\n const field_width = field_setting.field_width;\n const column_count = field_names.length;\n\n const map_id = (data_dict.mapid) ? data_dict.mapid : null;\n\n// --- lookup index where this row must be inserted\n const ob1 = (data_dict.username) ? data_dict.username : \"\";\n const ob2 = (data_dict.subjbase_code) ? data_dict.subjbase_code : \"\";\n const ob3 = (data_dict.sb_code) ? data_dict.sb_code : \"\";\n\n const row_index = b_recursive_tblRow_lookup(tblBody_datatable, setting_dict.user_lang, ob1, ob2, ob3);\n\n// --- insert tblRow into tblBody at row_index\n const tblRow = tblBody_datatable.insertRow(row_index);\n tblRow.id = map_id;\n\n// --- add data attributes to tblRow\n tblRow.setAttribute(\"data-pk\", data_dict.uc_id);\n\n// --- add data-sortby attribute to tblRow, for ordering new rows\n tblRow.setAttribute(\"data-ob1\", ob1);\n tblRow.setAttribute(\"data-ob2\", ob2);\n tblRow.setAttribute(\"data-ob3\", ob3);\n\n// --- add EventListener to tblRow\n tblRow.addEventListener(\"click\", function() {HandleTblRowClicked(tblRow)}, false);\n\n// +++ insert td's into tblRow\n for (let j = 0; j < column_count; j++) {\n const field_name = field_names[j];\n\n // - skip column if field_name in col_hidden;\n if (!col_hidden.includes(field_name)){\n const field_tag = field_tags[j];\n const class_width = \"tw_\" + field_width[j];\n const class_align = \"ta_\" + field_align[j];\n\n // --- insert td element,\n let td = tblRow.insertCell(-1);\n\n // --- create element with tag from field_tags\n let el = document.createElement(field_tag);\n\n // --- add data-field attribute\n el.setAttribute(\"data-field\", field_name);\n\n // --- add text_align\n el.classList.add(class_width, class_align);\n\n // --- append element\n td.appendChild(el);\n\n // --- add data-field Attribute when input element\n if (field_tag === \"input\") {\n el.setAttribute(\"type\", \"text\")\n el.setAttribute(\"autocomplete\", \"off\");\n el.setAttribute(\"ondragstart\", \"return false;\");\n el.setAttribute(\"ondrop\", \"return false;\");\n // --- add class 'input_text' and text_align\n // class 'input_text' contains 'width: 100%', necessary to keep input field within td width\n el.classList.add(\"input_text\");\n }\n\n // --- add EventListener to td\n // only input fields are: \"uc_corr_amount\", \"uc_corr_meetings\"\n // only auth1 of auth2 vfrom role corrector may edit them\n if (field_tag === \"input\") {\n if (permit_dict.permit_make_corrections){\n el.addEventListener(\"change\", function() {UploadInputChange(el)}, false)\n add_hover(td);\n };\n el.readOnly = !permit_dict.permit_make_corrections;\n\n } else if (field_name === \"select\") {\n // TODO add select multiple users option PR2020-08-18\n\n } else if (field_name === \"uc_meetings\") {\n el.addEventListener(\"click\", function(){MCH_Open(td)});\n add_hover(td);\n } else if (field_name === \"uc_meetingsxx\") {\n // attach eventlistener and hover to td, not to el. No need to add icon_class here\n td.addEventListener(\"click\", function() {UploadToggle(el)}, false)\n add_hover(td);\n\n } else if (field_name === \"allowed_clusters\") {\n if (permit_dict.permit_crud && permit_dict.requsr_same_school) {\n td.addEventListener(\"click\", function() {MSM_Open(el)}, false);\n add_hover(td);\n };\n\n } else if (field_name === \"status\"){\n\n const is_published = (data_dict.uc_published_id) ? true : false;\n const has_comp = (!!data_dict.uc_amount || !!data_dict.uc_meetings);\n if(!is_published && has_comp && permit_dict.permit_approve_comp){\n td.addEventListener(\"click\", function() {UploadToggleStatus(el)}, false)\n add_hover(td);\n };\n\n } else if ([\"last_name\", \"idnumber\", \"cribnumber\", \"bankname\", \"bankaccount\", \"beneficiary\"].includes(field_name)){\n el.addEventListener(\"click\", function() {MUD_Open(el)}, false)\n el.classList.add(\"pointer_show\");\n add_hover(el);\n };\n// --- put value in field\n UpdateField(el, data_dict)\n };\n };\n return tblRow;\n }", "function drawTable() {\n var stat = getState(cm);\n _replaceSelection(cm, stat.table, insertTexts.table);\n}", "function createTR() {\n const bsInput = document.querySelector(\"#blood-sugar-level\").value;\n const comments = document.querySelector(\"#comments\").value;\n // selects the table element\n const table = document.getElementsByTagName(\"table\")[0];\n // creates new table row\n const newRow = table.insertRow(1);\n // inserts cells into row\n const cellOne = newRow.insertCell(0);\n const cellTwo = newRow.insertCell(1);\n\n // set cells to user entered data\n cellOne.innerHTML = bsInput;\n cellTwo.innerHTML = comments;\n}", "function addTableEntry(id,fname,lname,role,salary,tableID)\n{\n var table = document.getElementById(tableID);\n var row = table.insertRow(table.rows.length);\n \n for(i = 0; i < 5; i++)\n {\n var tmpCell = row.insertCell(i)\n switch(i)\n {\n case 0:\n tmpCell.innerHTML = id;\n break;\n case 1:\n tmpCell.innerHTML = fname;\n break;\n case 2:\n tmpCell.innerHTML = lname;\n break;\n case 3:\n tmpCell.innerHTML = role;\n break;\n case 4:\n tmpCell.innerHTML = salary;\n break;\n } \n }\n}", "function displayTable() {\n var table = getTable('tablekrakens')\n var table2 = getTable('tableautres')\n //table.push('titi')\n var t = document.getElementById('table')\n t.innerHTML = \"<tr><th>EQUIPE KRAKEN</th><th>EQUIPE APERO</th></tr>\"\n //console.log(table)\n var taille\n if (table.length > table2.length) {\n taille = table.length\n } else {\n taille = table2.length\n }\n for (var index = 0; index < taille; index++) {\n r = t.insertRow(-1)\n c1 = r.insertCell(0)\n c2 = r.insertCell(1)\n if (table[index]) {\n c1.innerHTML = table[index]\n }\n if (table2[index]) {\n c2.innerHTML = table2[index]\n }\n }\n}", "function createRow(table, phone) {\n 'use strict'\n var rows = table.rows;\n var row = table.insertRow(-1);\n\n // insert cells into inserted row\n var cellCheckbox = row.insertCell(0);\n cellCheckbox.setAttribute(\"width\", \"6%\")\n var cellCountryCode = row.insertCell(1);\n cellCountryCode.setAttribute(\"width\", \"5%\")\n var cellOpenBracket = row.insertCell(2);\n cellOpenBracket.setAttribute(\"width\", \"1%\")\n\n var cellOperatorCode = row.insertCell(3);\n cellOperatorCode.setAttribute(\"width\", \"3%\")\n\n var cellCloseBracket = row.insertCell(4);\n cellCloseBracket.setAttribute(\"width\", \"1%\")\n\n\n var cellPhoneNumber = row.insertCell(5);\n cellPhoneNumber.setAttribute(\"width\", \"15%\")\n\n var cellPhoneType = row.insertCell(6);\n cellPhoneType.setAttribute(\"width\", \"19%\")\n\n var cellPhoneComment = row.insertCell(7);\n cellPhoneComment.setAttribute(\"width\", \"50%\")\n cellPhoneComment.className = \"padding-left\";\n\n\n // ------------------add checkbox into cell[0]\n var checkbox = document.createElement(\"input\");\n checkbox.setAttribute(\"type\", \"checkbox\");\n cellCheckbox.appendChild(checkbox);\n checkbox.value = rows.length;\n checkbox.setAttribute(\"name\", \"phoneIsSelected\");\n\n cellCountryCode.innerHTML = phone.getCountryCode();\n cellCountryCode.setAttribute(\"name\", \"countryCode\");\n\n cellOpenBracket.innerHTML = \"(\";\n cellOpenBracket.setAttribute(\"align\", \"right\");\n\n cellOperatorCode.innerHTML += phone.getOperatorCode();\n cellOperatorCode.setAttribute(\"name\", \"operatorCode\");\n cellOperatorCode.setAttribute(\"align\", \"center\");\n\n cellCloseBracket.innerHTML = \")\";\n cellCloseBracket.setAttribute(\"align\", \"left\");\n\n\n cellPhoneNumber.innerHTML = phone.getPhoneNumber();\n cellPhoneNumber.setAttribute(\"name\", \"phoneNumber\");\n\n if (phone.getPhoneType() === \"MOBILE\") {\n cellPhoneType.innerHTML = \"Мобильный\";\n } else if (phone.getPhoneType() === \"HOME\") {\n cellPhoneType.innerHTML = \"Домашний\";\n } else {\n cellPhoneType.innerHTML = \"\";\n }\n\n cellPhoneType.setAttribute(\"name\", \"phoneType\");\n cellPhoneType.setAttribute(\"align\", \"center\");\n\n cellPhoneComment.setAttribute(\"name\", \"phoneComment\");\n cellPhoneComment.innerHTML = phone.getPhoneComment();\n\n}", "function addRow(table, col1, col2, col3) {\n\t\t\tvar tr = jQuery('<tr></tr>');\n\t\t\tvar td;\n\t\t\ttable.append(tr);\n\t\t\t// add column one \n\t\t\tif (col1 && col1 !== null) {\n\t\t\t\ttd = jQuery('<td></td>');\n\t\t\t\ttd.append(col1);\n\t\t\t\ttr.append(td);\n\t\t\t}\n\t\t\telse {\n\t\t\t\ttr.append('<td></td>');\n\t\t\t}\n\t\t\t// add column two\n\t\t\tif (col2 && col2 !== null) {\n\t\t\t\t// make col2 spanning two columns, \n\t\t\t\t// if col3 is null (not undefined)\n\t\t\t\tif (col3 === null) {\n\t\t\t\t\ttd = jQuery('<td colspan=\"2\"></td>'); \n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\ttd = jQuery('<td></td>');\n\t\t\t\t}\n\t\t\t\ttd.append(col2);\n\t\t\t\ttr.append(td);\n\t\t\t}\n\t\t\telse {\n\t\t\t\ttr.append('<td></td>');\n\t\t\t}\n\t\t\t// add column three\n\t\t\tif (col3 && col3 !== null) {\n\t\t\t\ttd = jQuery('<td></td>');\n\t\t\t\ttd.append(col3);\n\t\t\t\ttr.append(td);\n\t\t\t}\n\t\t\treturn tr;\n\t\t}", "function settable(title,fname,lname,Email,numOfAppointments,mobile,address)\n{\n t.row.add( [\n title,\n fname,\n lname,\n Email,\n numOfAppointments,\n mobile,\n address\n ] ).draw( false );\n \n\n}", "function appendDownRow(x)\n{\n\tvar tb1 = document.getElementById('qis');\n\tvar row = tb1.insertRow(x + 1); //localizar el ultimo renglon de la tabla para añadir uno nuevo\n\tvar i = 0;\n\tfor(i = 0; i < tb1.rows[0].cells.length; i++)//conocer cuantas celdas hay en los renglones para añadirlos al nuevo renglon.\n\t{\n\t\tcreateCell(row.insertCell(i),i,0);\n\t}\n}", "function addRow(name, interest, filename, rowNumber){\n\t/*\n\tvar NAME= name;\n\tvar INTEREST = interest;\n\tvar FILENAME = filename;\n\t\n\t\tvar ptable = document.getElementById('ptableQuestion');\n\t\tvar lastElement = ptable.rows.length;\n\t\tvar index = lastElement;\n\t\tvar row = ptable.insertRow(lastElement);\n\t\t\n\t\t\n\t\tvar tableName = concatenate(\"tableName\", rowNumber);\n\t\tvar tableInterest = concatenate(\"tableInterest\", rowNumber);\n\t\tvar tableImage = concatenate(\"tableImage\", rowNumber);\n\t\tvar sendMessageButtonId = concatenate(\"sendMessageButtonId\", rowNumber);\n\t\tvar viewProfileButtonId = concatenate(\"viewProfileButtonId\", rowNumber);\n\t\tvar tableUserIdHolder = concatenate(\"tableUserIdHolder\", rowNumber);\n\n\tvar cellLeft = row.insertCell(0);\n\t\tvar outerImageInterestDiv = document.createElement('div');\n\t\t\tvar outerImageDiv = document.createElement('div');\n\t\t\t\touterImageDiv.id=\"outerImageDivId\";\n\t\t\t\tvar image = document.createElement('img');\n\t\t\t\t\timage.id=tableImage;\n\t\t\t\t\timage.width='75';\n\t\t\t\t\timage.height='75';\n\t\t\touterImageDiv.appendChild(image);\n\t\t\tvar outerInterestDiv = document.createElement('div');\n\t\t\t\touterInterestDiv.id=\"outerInterestDivId\";\n\t\t\t\tvar interestWrapper = document.createElement('div');\n\t\t\t\tinterestWrapper.id='textInWell';\n\t\t\t\t\tvar name = document.createElement('div');\n\t\t\t\t\t\tname.id=tableName;\n\t\t\t\t\tvar interest =document.createElement('div');\n\t\t\t\t\t\tinterest.id=tableInterest;\n\t\t\t\tinterestWrapper.appendChild(name);\n\t\t\t\tinterestWrapper.appendChild(interest);\n\t\t\touterInterestDiv.appendChild(interestWrapper);\n\t\touterImageInterestDiv.appendChild(outerImageDiv);\n\t\touterImageInterestDiv.appendChild(outerInterestDiv);\n\tcellLeft.appendChild(outerImageInterestDiv);\n\n\tdojo.addClass(tableInterest,\"tableInterest\" );\n\tdojo.attr(tableInterest, 'innerHTML', INTEREST);\n\tdojo.attr(tableName, 'innerHTML', NAME);\n\tdojo.style('outerImageDivId', 'float', 'left');\n\tdojo.style('outerInterestDivId', 'float', 'left');\n\tdojo.byId(tableImage).src=formatImageString(FILENAME);\n\t\n\tvar cellRight = row.insertCell(1);\n\t\tvar uIdHolderDiv = document.createElement('div');\n\t\t\tuIdHolderDiv.id=tableUserIdHolder;\n\t\t\tuIdHolderDiv.value=rowNumber;\n\t\tvar sendMessageButton = document.createElement('button');\n\t\t\tsendMessageButton.id=sendMessageButtonId;\n\t\t\tsendMessageButton.type='button';\n\t\tvar viewProfileButton = document.createElement('button');\n\t\t\tviewProfileButton.id=viewProfileButtonId;\n\t\t\tviewProfileButton.type='button';\n\tcellRight.appendChild(uIdHolderDiv);\n\tcellRight.appendChild(sendMessageButton);\n\tcellRight.appendChild(viewProfileButton);\n\t\n\tdojo.addClass(sendMessageButtonId,\"btn btn-mini btn-primary\" );\n\tdojo.attr(sendMessageButtonId, 'innerHTML', 'Send Message');\n\tdojo.attr(sendMessageButtonId, 'onclick',showMessageModal(1));\n\t\n\t\n\tdojo.addClass(viewProfileButtonId,\"btn btn-link\" );\n\tdojo.attr(viewProfileButtonId, 'innerHTML', 'View Profile');\n\t\n\t//dojo.style('id_artworkPreviewContainer', 'display', 'inline');\n\t*/\n\t\n\t\t\n}", "function appendRow() {\n var tbl = document.getElementById('my-table'), // table reference\n row = tbl.insertRow(tbl.rows.length), // append table row\n i;\n // insert table cells to the new row\n for (i = 0; i < tbl.rows[0].cells.length; i++) {\n createCell(row.insertCell(i), i, 'row');\n }\n}", "function createRowTableTrilateration(macAdr, lat, lng, vendor, indoor) {\r\n var mark;\r\n var table = document.getElementById(\"dispositiviTrilaterati\");\r\n var row = table.insertRow(1);\r\n var cell1 = row.insertCell(0);\r\n var cell2 = row.insertCell(1);\r\n var cell3 = row.insertCell(2);\r\n var cell4 = row.insertCell(3);\r\n row.addEventListener('mouseover', function (e) {\r\n if (indoor == 1) {\r\n mark = createCustomMarker(\"\", lat, lng, phoneUrl, false, [50, 60], false).addTo(bigPhoneIndoor);\r\n bigPhoneIndoor.addTo(indoorMap);\r\n mark.bindTooltip(\"<strong>Indirizzo Mac:</strong> \" + macAdr + \" <br>\" + \"<strong>vendor:</strong> \" + vendor)\r\n mark.openTooltip();\r\n } else {\r\n mark = createCustomMarker(\"\", lat, lng, phoneUrl, false, [50, 60], false).addTo(bigPhone);\r\n bigPhone.addTo(leafletMap);\r\n mark.bindTooltip(\"<strong>Indirizzo Mac:</strong> \" + macAdr + \" <br>\" + \"<strong>vendor:</strong> \" + vendor)\r\n mark.openTooltip();\r\n }\r\n\r\n });\r\n row.addEventListener('mouseout', function (e) {\r\n if (indoor == 1) {\r\n bigPhoneIndoor.clearLayers();\r\n mark.closeTooltip();\r\n }\r\n else {\r\n bigPhone.clearLayers();\r\n mark.closeTooltip();\r\n }\r\n\r\n });\r\n cell1.innerHTML = macAdr;\r\n cell2.innerHTML = vendor;\r\n cell3.innerHTML = lat;\r\n cell4.innerHTML = lng;\r\n}", "function prepareTableCell(mon, ty, da) {\n var ddd = document.createElement(\"B\");\n var uuuu = document.createElement(\"U\")\n var nodee = document.createElement(\"p\");\n var noder = document.createElement(\"p\");\n var nodet = document.createElement(\"p\");\n var nodey = document.createElement(\"p\");\n var ea = document.createElement(\"p\");\n var node = document.createElement(\"br\");\n var nodehr = document.createElement(\"hr\");\n var textnode = document.createTextNode(\"\");\n var textnodehr = document.createTextNode(\"\");\n var easy = document.createElement(\"a\");\n var easy1 = document.createElement(\"a\");\n var easy2 = document.createElement(\"a\");\n var easy3 = document.createElement(\"a\");\n var easy4 = document.createElement(\"hr\");\n var buu = document.createElement(\"button\");\n\n\n nodee.appendChild(easy);\n noder.appendChild(easy1);\n nodet.appendChild(easy2);\n nodey.appendChild(easy3);\n var textnode1 = mon + \"$\";\n var textnode2 = \"Money:\" + mon + \"$\";\n var textnode3 = \"Type:\" + ty;\n var textnode4 = \"Date:\" + da;\n\n easy.append(textnode1);\n easy1.append(textnode2);\n easy2.append(textnode3);\n easy3.append(textnode4);\n nodehr.append(textnodehr);\n\n document.getElementById(\"output1\").appendChild(ddd);\n document.getElementById(\"output1\").appendChild(noder);\n document.getElementById(\"output1\").appendChild(nodet);\n document.getElementById(\"output1\").appendChild(nodey);\n document.getElementById(\"output1\").appendChild(easy4);\n\n}", "function add_row(obj) {\n var table = document.getElementById(\"annotationTable\"); \n var row = table.insertRow(-1);\n row.className = \"a_row\";\n row.id = \"row\"+obj.id;\n\n obj.keep = obj.keep ? \"Yes\" : \"no\";\n insert ='<td><a href=\"#\" title=\"remove this annotation\" name=\"'+ obj.id +\n '\" onclick=\"return remove_annotation(this);\"> \\\n <img src=\"../images/icons/trash_w.png\" height=\"15\" width=\"\" /></a></td>'+\n '<td class=\"feature_s\" ondblclick=\"return activate_row(this.parentNode, this);\">'+obj.feature + '</td>' + \n '<td class=\"ida\" ondblclick=\"return activate_row(this.parentNode, this);\">'+ obj.ida +'</td>' + \n '<td class=\"start\" ondblclick=\"return activate_row(this.parentNode, this);\">'+ obj.start +'</td>' +\n '<td class=\"end\" ondblclick=\"return activate_row(this.parentNode, this);\">'+ obj.end +'</td>' + \n '<td class=\"keep\" ondblclick=\"return activate_row(this.parentNode, this);\">'+ obj.keep +'</td>';\n\n row.innerHTML = insert;\n}", "function makeTableRow(row, mac, ip, time, longt, lat)\n{\n var table = document.getElementById(\"record\");\n var row = table.insertRow(row+1);\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n var cell3 = row.insertCell(2);\n var cell4 = row.insertCell(3);\n var cell5 = row.insertCell(4);\n \n cell1.innerHTML = mac;\n cell2.innerHTML = ip;\n cell3.innerHTML = time;\n cell4.innerHTML = Number(longt).toFixed(4);\n cell5.innerHTML = Number(lat).toFixed(4);\n}", "function insertValueTable(id, name, username) {\n\n var table = document.getElementById(\"tabela\");\n var row = table.insertRow(-1);\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n var cell3 = row.insertCell(2);\n\n cell1.innerHTML = id;\n cell2.innerHTML = name;\n cell3.innerHTML = username;\n}", "function addRow(table_id,columnName,columnIndex)\n{\n // each row of table_id has four columns\n var theTable=document.getElementById(table_id);\n var rowCount=theTable.rows.length; \n var tr =theTable.insertRow(rowCount);\n var td1 = tr.insertCell(0);// var td2 = tr.insertCell(1);\n //td1.width=\"200px\";\n td1.innerHTML = '<div id=\"'+columnIndex+'\" style=\"border:solid 1px red;\">'+columnName+'</div>';\n \n //td2.innerHTML = '<input type=\"button\" onClick=\"showColumn('+columnIndex+');\" value=\"Show\"/>';\n theTable.style.display=\"table\";\n}", "function customTableFromArray(tbl, map) {\r\n var rows = map.length;\r\n var rowCount = 0\r\n var columns = map[0].length;\r\n var cell;\r\n\r\n\r\n for(var r=rows - 1;r>=0;r--) { \r\n var x=document.getElementById(tbl).insertRow(rowCount);\r\n for(var c=0;c<parseInt(columns,10);c++) {\r\n cell = map[r][c];\r\n \r\n var y= x.insertCell(c); \r\n $(y).attr(\"data-row\", (rows - rowCount - 1));\r\n $(y).attr(\"data-col\", c);\r\n $(y).attr(\"data-djsteps\", cell.djSteps);\r\n //$(y).text(cell.djSteps);\r\n\r\n if(cell.onPath) {$(y).attr(\"class\", \"onpath\");}\r\n\r\n //\r\n if(cell.borderTop) {y.style.borderTop = \"1px solid black\";};\r\n if(cell.borderRight) {y.style.borderRight = \"1px solid black\";};\r\n if(cell.borderBottom) {y.style.borderBottom = \"1px solid black\";};\r\n if(cell.borderLeft) {y.style.borderLeft = \"1px solid black\";};\r\n\r\n if(cell.entrance) {\r\n $(y).attr(\"id\", \"entrance\");\r\n }else if(cell.exit) {\r\n $(y).attr(\"id\", \"exit\");\r\n };\r\n \r\n //debugger;\r\n };\r\n rowCount += 1;\r\n };\r\n}", "function lagTabell(kommuneinfo, antallMenn, antallKvinner, sysselatte, antallGrunnskole, antallVideregående, antallFagskole,\n antallUniversitet_kort, antallUniversitet_lang, antalluoppgitt, kommuneInputDiv) {\n\n //lager et Table element\n var x = document.createElement(\"TABLE\");\n x.setAttribute(\"id\", \"myTable\");\n document.body.appendChild(x);\n\n var y = document.createElement(\"TR\");\n y.setAttribute(\"id\", \"myTr\");\n document.getElementById(\"myTable\").appendChild(y);\n\n //Alle overskriftene som skal settes inn i table element.\n var overskrifter = [\"Årstall\", \"Total befolkning\", \"Antall sysselsatt\", \"Antall sysselsatt(%)\", \"Fullført Grunnskole\",\n \"Fullført Grunnskole(%)\", \"Fullført Videregående\", \"Fullført videregående(%)\", \"Fullført fagskole\", \"Fullført fagskole(%)\",\n \"Fullført kort universitet\", \"Fullført kort universitet(%)\", \"Fullført universitet lang\", \"Fullført universitet lang(%)\",\n \"uoppgitt\", \"uoppgitt(%)\"\n ];\n\n //Legger til alle overskriftene.\n for (var i = 0; i < overskrifter.length; i++) {\n var z = document.createElement(\"TD\");\n var t = document.createTextNode(overskrifter[i]);\n z.appendChild(t);\n document.getElementById(\"myTr\").appendChild(z);\n }\n\n //Looper gjennom 11 år, mest hensiktmessig i forhold til datasettet.\n for (var i = 0; i <= 11; i++) {\n\n var myTrId = \"myTr\" + i;\n\n var bortover = document.createElement(\"TR\");\n bortover.setAttribute(\"id\", myTrId);\n document.getElementById(\"myTable\").appendChild(bortover);\n\n var årstallTD = document.createElement(\"TD\");\n var årstallNode = document.createTextNode(2007 + i);\n årstallTD.appendChild(årstallNode);\n document.getElementById(myTrId).appendChild(årstallTD);\n\n var totalBefolkning = (antallMenn[i] + antallKvinner[i]);\n var antallSysselsatte = Math.round((sysselatte[i] * totalBefolkning) / 100);\n var antallSysselsatteProsent = sysselatte[i].toFixed(1);\n\n var grunnskole = Math.round(antallGrunnskole[i]);\n var grunnskoleProsent = ((antallGrunnskole[i] * 100) / totalBefolkning).toFixed(1);\n\n var videregående = Math.round(antallVideregående[i]);\n var videregåendeProsent = ((antallVideregående[i] * 100) / totalBefolkning).toFixed(1);\n\n var fagskole = Math.round(antallFagskole[i]);\n var fagskoleProsent = ((antallFagskole[i] * 100) / totalBefolkning).toFixed(1);\n\n var utdanningKort = Math.round(antallUniversitet_kort[i]);\n var utdanningKortProsent = ((antallUniversitet_kort[i] * 100) / totalBefolkning).toFixed(1);\n\n var utdanningLang = Math.round(antallUniversitet_lang[i]);\n var utdanningLangProsent = ((antallUniversitet_lang[i] * 100) / totalBefolkning).toFixed(1);\n\n var uoppgitt = Math.round(antalluoppgitt[i]);\n var uoppgittProsent = ((antalluoppgitt[i] * 100) / totalBefolkning).toFixed(1);\n\n //Lager et array av alle verdiene.\n var verdi = [totalBefolkning, antallSysselsatte, antallSysselsatteProsent, grunnskole, grunnskoleProsent,\n videregående, videregåendeProsent, fagskole, fagskoleProsent, utdanningKort,\n utdanningKortProsent, utdanningLang, utdanningLangProsent, uoppgitt, uoppgittProsent\n ];\n\n //looper gjennom alle verdiene og legger de til et TD element.\n for (var j = 0; j < verdi.length; j++) {\n\n var tdElement = document.createElement(\"TD\");\n var textNode = document.createTextNode(verdi[j]);\n tdElement.appendChild(textNode);\n document.getElementById(myTrId).appendChild(tdElement);\n }\n\n document.getElementById(kommuneInputDiv).appendChild(x);\n }\n}", "function grid(idTabla) {\n\n this.tbl = document.getElementById(idTabla);\n\n // añadir una fila a un objeto tabla\n this.AddRowTable = function(nFila) {\n\n var row = this.tbl.insertRow(this.tbl.rows.length);\n row.setAttribute('id', 'ofila' + nFila);\n //row.setAttribute('onclick', 'GetFila(this.id);');\n row.setAttribute('onMouseOver', 'FilaActiva(this.id);');\n row.setAttribute('onMouseOut', 'FilaDesactivar(this.id);');\n \n \n\n return row;\n\n };\n\n /*\n si a valorCell le pasamos un html como este le pasamos una imagen:\n '<img title=\"ver documento\" alt=\"ver documento\" src=\"img/search.png\">'\n */\n\n // la primera celda es la 0 la segunda la 1 etc.\n this.AddRowCellText = function(row, NumeroCell, ValorCell) {\n\n // ID \n var cellText = row.insertCell(NumeroCell); // 0\n var textNode = document.createTextNode(this.tbl.rows.length - 1);\n cellText.appendChild(textNode);\n cellText.innerHTML = ValorCell;\n\n return cellText;\n };\n\n // la primera celda es la 0 la segunda la 1 etc.\n this.AddRowCellNumber = function(row, NumeroCell, ValorCell) {\n\n // ID \n var cellText = row.insertCell(NumeroCell); // 0\n var textNode = document.createTextNode(this.tbl.rows.length - 1);\n cellText.appendChild(textNode);\n cellText.setAttribute('align', 'right');\n cellText.innerHTML = ValorCell;\n \n return cellText;\n\n };\n \n \n\n}", "function insertTable(editor, columns, rows, format) {\n var document = editor.getDocument();\n var fragment = document.createDocumentFragment();\n var table = document.createElement('table');\n fragment.appendChild(table);\n table.cellSpacing = '0';\n table.cellPadding = '1';\n for (var i = 0; i < rows; i++) {\n var tr = document.createElement('tr');\n table.appendChild(tr);\n for (var j = 0; j < columns; j++) {\n var td = document.createElement('td');\n tr.appendChild(td);\n td.appendChild(document.createElement('br'));\n td.style.width = getTableCellWidth(columns);\n }\n }\n editor.focus();\n editor.addUndoSnapshot(function () {\n var vtable = new roosterjs_editor_dom_1.VTable(table);\n vtable.applyFormat(format || {\n bgColorEven: '#FFF',\n bgColorOdd: '#FFF',\n topBorderColor: '#ABABAB',\n bottomBorderColor: '#ABABAB',\n verticalBorderColor: '#ABABAB',\n });\n vtable.writeBack();\n editor.insertNode(fragment);\n editor.runAsync(function () { return editor.select(new roosterjs_editor_dom_1.Position(table, 0 /* Begin */).normalize()); });\n }, \"Format\" /* Format */);\n}", "function insert_Row() {\n const table = document.getElementById('sampleTable');\n let rowNumber = table.children.length+1;\n \n const newElement = `\n <tr><td>Row${rowNumber} cell1</td>\n <td>Row${rowNumber} cell2</td></tr>`\n ;\n table.innerHTML += newElement;\n}", "function addtable() {\n tbody.html(\"\");\n console.log(`There are ${tableDatashape.length} records in this table.`);\n console.log(\"----------\");\n tableDatashape.forEach(function(sighting) {\n var row = tbody.append(\"tr\");\n Object.entries(sighting).forEach(function([key, value]) {\n var cell = row.append(\"td\");\n cell.text(value);\n });\n });\n }", "function addLigne()\r\n{\r\n var ligne = document.createElement(\"tr\");\r\n var node = document.createTextNode(\" \");\r\n ligne.appendChild(node);\r\n \r\n for(var j=0; j < size; j++)\r\n {\r\n var caseElem = document.createElement(\"td\");\r\n caseElem.appendChild(node);\r\n ligne.appendChild(caseElem);\r\n }\r\n\r\n var element = document.getElementById(\"jeu\");\r\n element.appendChild(ligne);\r\n}", "function addEncloRow(tableID) {\n\t\tvar table = document.getElementById(tableID);\n\n\t\tvar rowCount = table.rows.length;\n\t\tvar row = table.insertRow(rowCount);\n\n\t\tvar colCount = table.rows[0].cells.length;\n\n\t\tfor(var i=0; i<colCount; i++) {\n\n\t\t\tvar newcell\t= row.insertCell(i);\n\n\t\t\tnewcell.innerHTML = table.rows[1].cells[i].innerHTML;\n\t\t\t//alert(newcell.childNodes);\n\t\t\tswitch(newcell.childNodes[0].type) {\n\t\t\t\tcase \"checkbox\":\n\t\t\t\t\tnewcell.childNodes[0].checked = false;\n\t\t\t\t\tbreak;\t\n\t\t\t\tcase \"text\":\n\t\t\t\t\t\tnewcell.childNodes[0].value = \"\";\n\t\t\t\t\t\tbreak;\n\t\t\t\tcase \"file\":\n\t\t\t\t\t\tnewcell.childNodes[0].file = 0;\n\t\t\t\t\t\tbreak;\n\t\t\t\tcase \"select-one\":\n\t\t\t\t\tnewcell.childNodes[0].selectedIndex = 0;\n\t\t\t\t\tbreak;\t\t\n\t\t\t}\n\t\t}\t\n\t}", "function insertNewData(data){\n var table = document.getElementById(\"studentlist\").getElementsByTagName('tbody')[0];\n var newrow = table.insertRow(table.length);\n cell1 = newrow.insertCell(0);\n cell1.innerHTML = data.namamahasiswa;\n cell2 = newrow.insertCell(1);\n cell2.innerHTML = data.NomorInduk;\n cell3 = newrow.insertCell(2);\n cell3.innerHTML = data.Jurusan;\n cell4 = newrow.insertCell(3);\n cell4.innerHTML = data.Angkatan;\n cell4 = newrow.insertCell(4);\n cell4.innerHTML = `<button onClick=\"ModalEdit(this)\" class=\"editbutton\">Edit</button><br>\n <button onClick=\"Delete(this);alertDelete()\" class=\"deletebutton\">Delete</button>`;\n}", "function addDMRow(origin: number,\n flags: number,\n cmask: number,\n cfilter: number,\n tmask: number,\n tfilter: number,\n action: number,\n param: number) {\n\n let tableRef = tblDM.getElementsByTagName('tbody')[0];\n let row: any = tableRef.insertRow(-1);\n row.style.cursor = \"pointer\";\n\n let cellOrigin = row.insertCell(0);\n cellOrigin.innerHTML = origin;\n cellOrigin.style.width = \"225px\";\n cellOrigin.classList.add(\"ctext\");\n\n let cellFlag = row.insertCell(1);\n cellFlag.innerHTML = flags;\n cellFlag.style.width = \"12.5%\";\n cellFlag.classList.add(\"ctext\");\n\n let cellCMask = row.insertCell(2);\n cellCMask.innerHTML = cmask;\n cellCMask.style.width = \"12.5%\";\n cellCMask.classList.add(\"ctext\");\n\n let cellCFilter = row.insertCell(3);\n cellCFilter.innerHTML = cfilter;\n cellCFilter.style.width = \"12.5%\";\n cellCFilter.classList.add(\"ctext\");\n\n let cellTMask = row.insertCell(4);\n cellTMask.innerHTML = tmask;\n cellTMask.setAttribute(\"style\", \"width: 12.5%\");\n cellTMask.classList.add(\"ctext\");\n\n let cellTFilter = row.insertCell(5);\n cellTFilter.innerHTML = tfilter;\n cellTFilter.setAttribute(\"style\", \"width: 12.5%\");\n cellTFilter.classList.add(\"ctext\");\n\n let cellAction = row.insertCell(6);\n cellAction.innerHTML = action;\n cellAction.setAttribute(\"style\", \"width: 12.5%\");\n cellAction.classList.add(\"ctext\");\n\n let cellParam = row.insertCell(7);\n cellParam.innerHTML = param;\n cellParam.setAttribute(\"style\", \"width: 12.5%\");\n cellParam.classList.add(\"ctext\");\n\n adjustDMHeader();\n}", "function insertCells(state, dispatch, tableStart, rect, cells) {\n var table = tableStart ? state.doc.nodeAt(tableStart - 1) : state.doc, map = TableMap.get(table);\n var top = rect.top;\n var left = rect.left;\n var right = left + cells.width, bottom = top + cells.height;\n var tr = state.tr, mapFrom = 0;\n function recomp() {\n table = tableStart ? tr.doc.nodeAt(tableStart - 1) : tr.doc;\n map = TableMap.get(table);\n mapFrom = tr.mapping.maps.length;\n }\n // Prepare the table to be large enough and not have any cells\n // crossing the boundaries of the rectangle that we want to\n // insert into. If anything about it changes, recompute the table\n // map so that subsequent operations can see the current shape.\n if (growTable(tr, map, table, tableStart, right, bottom, mapFrom)) { recomp(); }\n if (isolateHorizontal(tr, map, table, tableStart, left, right, top, mapFrom)) { recomp(); }\n if (isolateHorizontal(tr, map, table, tableStart, left, right, bottom, mapFrom)) { recomp(); }\n if (isolateVertical(tr, map, table, tableStart, top, bottom, left, mapFrom)) { recomp(); }\n if (isolateVertical(tr, map, table, tableStart, top, bottom, right, mapFrom)) { recomp(); }\n\n for (var row = top; row < bottom; row++) {\n var from = map.positionAt(row, left, table), to = map.positionAt(row, right, table);\n tr.replace(tr.mapping.slice(mapFrom).map(from + tableStart), tr.mapping.slice(mapFrom).map(to + tableStart),\n new prosemirrorModel.Slice(cells.rows[row - top], 0, 0));\n }\n recomp();\n tr.setSelection(new CellSelection(tr.doc.resolve(tableStart + map.positionAt(top, left, table)),\n tr.doc.resolve(tableStart + map.positionAt(bottom - 1, right - 1, table))));\n dispatch(tr);\n}", "function addEntryToTable(json){\n // Create an empty <tr> element and add it to the 1st position of the table:\n var row = document.getElementById(\"table1\").insertRow(1);\n // Insert new cells (<td> elements) at the 1st and 2nd position of the \"new\" <tr> element:\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n var cell3 = row.insertCell(2);\n var cell4 = row.insertCell(3);\n var cell5 = row.insertCell(4);\n\n // Add some text to the new cells:\n cell1.innerHTML = json.anglername;\n cell2.innerHTML = json.fishtype;\n cell3.innerHTML = json.lineclass;\n cell4.innerHTML = json.fishweight;\n cell5.innerHTML = json.date;\n}", "function add_shortcut_to_table(i, sc, tg) {\n document.getElementById(\"sc_body\").insertAdjacentHTML('beforeend', `\n <tr id=\"sc_line\">\n <td>${i}</td>\n <td>${sc}</td>\n <td>${tg}</td>\n <td><input class=\"uk-checkbox\" type=\"checkbox\" name=\"sc_cb\"></td>\n </tr>\n `);\n}", "function generateTable(table, data) {\r\n for (let key in data) {\r\n console.log(\"in generate table\");\r\n let row = table.insertRow(); // a row inserted <tr>\r\n \r\n // splitting id and ques in dictionary values\r\n var str = data[key] // str is value in dictionary\r\n var x = str.split(\" \") \r\n var ques = x.slice(0, -2).join(\" \"); // join words to grab question\r\n console.log(\"question is\",ques)\r\n\r\n // last value in str - ques_ans_id\r\n console.log(x.length)\r\n row.id = x[x.length - 1]; // grab last word to get id\r\n console.log(data[key]);\r\n\r\n // second last value in str - point\r\n console.log(x.length)\r\n point = x[x.length - 2]; // grab last word to get id\r\n console.log(\"point\",point);\r\n\r\n let cell1 = row.insertCell(0);\r\n let text1 = document.createTextNode(key);\r\n cell1.appendChild(text1);\r\n\r\n let cell2 = row.insertCell();\r\n addPreTag(cell2,ques) // string is passed\r\n // //pre_ques = JSON.parse(pre_ques)\r\n // console.log(\"pre_ques\",pre_ques)\r\n // //let text2 = document.createTextNode(pre_ques); \r\n // let text2 = document.createTextNode(ques); // text2 is an object\r\n // cell2.appendChild(text2);\r\n console.log(\"cell2\",cell2)\r\n\r\n\r\n // call function to add pre tage\r\n // if pre tag is added in text area this is how th tags appear\r\n // <td>&amp;lt;pre&amp;gt;hello\r\n // &amp;lt;/pre&amp;gt;</td>\r\n \r\n // using code / pre tag\r\n // let cell2 = row.insertCell(1);\r\n // let pre = document.createElement(\"pre\");\r\n // pre.className = \"prettyprint\"\r\n // let text2 = document.createTextNode(ques); // question\r\n // pre.appendChild(text2);\r\n // console.log(\"My pre tag in ques\",pre)\r\n // cell2.appendChild(pre); \r\n\r\n let cell3 = row.insertCell(2);\r\n let text3;\r\n console.log(\"type of point\", typeof(point))\r\n if (point == '1'){\r\n text3 = document.createTextNode(\"[\"+ point + \"pt]\");\r\n }\r\n else{\r\n text3 = document.createTextNode(\"[\"+ point + \"pts]\");\r\n }\r\n \r\n cell3.appendChild(text3);\r\n\r\n //let cell3 = row.insertCell();\r\n //let text3 = document.createTextNode(style=\"font-size:150%;font-weight:bold;color:green;\">&#10004)\r\n }\r\n }", "function addRow() {\n var team = document.getElementById('team').value;\n var year = document.getElementById('year').value;\n var trophies = document.getElementById('trophies').value;\n if (team && year && trophies) {\n var table = document.getElementById('table');\n var row = table.insertRow(1);\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n var cell3 = row.insertCell(2);\n cell1.innerHTML = team;\n cell2.innerHTML = year;\n cell3.innerHTML = trophies;\n }\n else {\n alert('Please fill in all the text boxes.');\n }\n}", "function appendTableData(id, data){\r\n\r\nlet newRow = id.insertRow();\r\n//Check column doesn't contain the data\r\nfor(let i=0; i<id.rows.item(0).cells.length; i++){\r\n let cell = newRow.insertCell();\r\n if(i < data.length){\r\n cell.innerHTML = data[i];\r\n }\r\n}\r\n\r\n}", "function AdSelectedNumToTable()\n {\n selectedNumbersTable = document.getElementById(\"selectedNumbers\");\n var row = selectedNumbersTable.insertRow(displayRowIndex);\n displayRowIndex++;\n var cell = row.insertCell(0);\n cell.innerHTML = \"<h2>\" + resultDisplay + \"<h2>\";\n var cell = row.insertCell(1);\n cell.innerHTML = \"<h2>\\u05DE\\u05E1\\u05E4\\u05E8:\" + displayRowIndex + \" <h2>\";\n }", "function addRow() \n{\n\t//현재 달의 처음날짜계산 마지막 날짜 전체계산\n\tvar lastDate = new Date(today.getFullYear(), today.getMonth()+1, 0);\n\tvar startDate = new Date(today.getFullYear(), today.getMonth(), 1);\n\t\n\t//현재 달의 처음일, 마지막일\n\tvar startDay = startDate.getDate();\n\tvar lastDay = lastDate.getDate(); \n\t//요일\n\tvar weekStartDay = startDate.getDay();\n\tvar weekLastDay = lastDate.getDay(); \n\t\n\tvar tbl = document.getElementById(\"calendar\");\n\t\n\t//1개의 행을 추가\n\tvar newRow = tbl.insertRow();\n\t\n\tvar cnt = 0;\n\tvar newCell = null;\n\tfor(n=0; n<weekStartDay; n++) {\n\t\tnewCell = newRow.insertCell();\n\t\tcnt++;\n\t}\n\t\n\tfor(d=1; d<=lastDay+3; d++) {\n\t\t \n\t\tnewCell = newRow.insertCell();\n\t\tif (d>lastDay) {\n\t\t\tnewCell.innerHTML = \"\";\n\t\t}\n\t\telse if(d<=lastDay) {\n\t\t\tnewCell.innerHTML = d;\n\t\t}\n\t\tcnt++;\n\t\t\n\t\tif(cnt%7==0) {\n\t\t\tif (d>lastDay) {\n\t\t\t\tnewCell.innerHTML = \"\";\n\t\t\t}\n\t\t\telse {\n\t\t\t\t// 7개 열 추가 후 다음 행 추가\n\t\t\t\tnewRow = tbl.insertRow();\n\t\t\t\tnewCell.innerHTML = \"<span class='sat'>\"+d+\"<span>\";\n\t\t\t}\n\t\t}\n\t\tif(cnt%7==1) {\n\t\t\tif (d>lastDay) {\n\t\t\t\tnewCell.innerHTML = \"\";\n\t\t\t}\n\t\t\telse {\n\t\t\t\tnewCell.innerHTML = \"<span class='sun'>\"+d+\"<span>\";\n\t\t\t}\n\t\t}\n\t}\n}", "function updateScoreTable(nombrejugador , posicion){\n\t\n\t\n\t\n\tvar stable = document.getElementById(\"scoretable\")\n\t\n\n\tvar newestScoreRow = stable.insertRow(currentResultsRows)\n\t\t var nombrej = newestScoreRow.insertCell(0);\n\t\t var posicionj = newestScoreRow.insertCell(1);\n\t\t\n\t\t\tnombrej.innerHTML = nombrejugador\n\t\t\tposicionj.innerHTML = posicion\n\t\t\n\t\t\tcurrentResultsRows++\n}", "function addRowToHTMLTable(firstName, lastName, phoneNum, email, gender, age, id)\n{\n var newRow = insertNewHTMLRow(firstName,lastName,phoneNum,email,gender,age,id);\n\n $(\"id_element\").value = id;\n document.selectedRow = newRow;\n document.selectedIndex = newRow.rowIndex;\n document.selectedRow.style.backgroundColor = ROW_HOVER_COLOR;\n\n disableDeleteButton(false);\n disableSaveButton(true);\n disableClearButton(false);\n}", "function addDataToTable(companyUser, costNumber, discountUser) \n{\n let table = document.getElementById('t01');\n let rows = document.getElementById('t01').getElementsByTagName('tr').length;\n let row = table.insertRow(rows);\n let cell1 = row.insertCell(0);\n let cell2 = row.insertCell(1);\n let cell3 = row.insertCell(2);\n let cell4 = row.insertCell(3);\n let totalCost = costNumber - costNumber * (discountUser / 100);\n \n //Adding values into each cell\n cell1.innerText = companyUser;\n cell2.innerText = new Intl.NumberFormat('pl-PL', { style: 'currency', currency: 'PLN' }).format(costNumber);\n cell3.innerText = discountUser + \" %\";\n cell4.innerText = new Intl.NumberFormat('pl-PL', { style: 'currency', currency: 'PLN' }).format(totalCost);\n \n //Unselecting elements and cleaning form valueFromInvoice\n document.getElementById('companyName').getElementsByTagName('option')[0].selected = 'selected';\n document.getElementById('valueFromInvoice').value = \"\";\n document.getElementById('discountValue').getElementsByTagName('option')[0].selected = 'selected';\n\n //Putting empty values\n cell1 = 0;\n cell2 = 0;\n cell3 = 0;\n cell4 = 0;\n}", "function createTable_3() {\n let table = document.createElement('table');\n\n table.id = 'lampOUT';\n\n let parentTable = document.getElementById('tbl3');\n let myRow = document.createElement('tr');\n //console.log(myRow);\n let myCell = document.createElement('th');\n myCell.innerHTML = 'Дата';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'id <br>Лампы';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Наименование';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Прибор';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Кол-во';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Персонал';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Где лежит';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Примечания 1';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Примечания 2';\n myRow.appendChild(myCell);\n\n table.appendChild(myRow);\n parentTable.appendChild(table);\n\n}", "function insertTableRow(temp_conceptcode_id, temp_conceptcode_code, temp_conceptcode_name, temp_conceptcode_cs_name, temp_conceptcode_cs_vs_name, temp_conceptcode_valsets_ary){\n\tvar valset_string = \"\", temp_valset_key, temp_valset_name;\n\t\n\tfor(i in temp_conceptcode_valsets_ary){\n\t\tif (temp_conceptcode_valsets_ary.hasOwnProperty(i)) {\n\t\t\ttemp_valset_key = i;\n\t\t\ttemp_valset_name = temp_conceptcode_valsets_ary[i];\n\t\t\t\n\t\t\tvalset_string = valset_string + \"<div class='conceptcode-valset-record' data-conceptcode-valset-key='\" + i + \"' data-conceptcode-valsetcat-code='\" + temp_valset_name + \"' id='conceptcode_valset_data_\" + temp_conceptcode_id + \"_\" + temp_valset_key + \"'>\" +\n\t\t\t\"<span>\" + temp_valset_name + \"</span>\" + \"</div>\";\n\t\t\t\n\t\t}\n\t}\n\n\t$('table#current_conceptcodes_table > tbody').append(\"<tr class='conceptcode-record' data-conceptcode-cs-name='\" + temp_conceptcode_cs_name + \"' data-conceptcode-id='\" + temp_conceptcode_id + \"' data-conceptcode-cs-vs-name='\" + temp_conceptcode_cs_vs_name + \"' data-conceptcode-name='\" + temp_conceptcode_name + \"' data-conceptcode-code='\" + temp_conceptcode_code + \"'>\" +\n\t\t\t\"<td>\" +\n\t\t\t\t\"<span>\" +\n\t\t\t\t\t\"<span class='delete-record-trigger btn btn-danger btn-xs'>\" +\n\t\t\t\t\t\t\"<span class='fa fa-minus fa-white'></span>\" +\n\t\t\t\t\t\"</span>\" +\n\t\t\t\t\"</span>\" +\n\t\t\t\"</td>\" +\n\t\t\t\"<td>\" +\n\t\t\t\t\"<a href='conceptCode/edit/\" + temp_conceptcode_id + \"' >\" +\n\t\t\t\t\t\"<span>\" + temp_conceptcode_code + \"</span>\" +\n\t\t\t\t\"</a>\" +\n\t\t\t\"</td>\" +\n\t\t\t\"<td>\" + temp_conceptcode_name + \"</td>\" +\n\t\t\t\"<td>\" + valset_string + \"</td>\" +\n\t\t\t\"<td>\" + temp_conceptcode_cs_name + \" : \" + temp_conceptcode_cs_vs_name + \"</td>\" +\n\t\t\"</tr>\");\n\t\n}", "function insertContent(scorers) {\n\n for(var i = 0 ; i < 10; i++) {\n var tr = $('<tr>', {class: \"scorers\"});\n var td_position = $('<td>', {class: \"first_column\"}).text(i + 1);\n var td_fullname = $('<td>', {class: \"second_column\"});\n var td_goals = $('<td>', {class: \"third_column\"}).text(scorers[i].goals);\n var div_fullname = $('<div>', {class: \"border_space\"}).text(scorers[i].fullname);\n td_fullname.append(div_fullname);\n tr.append(td_position);\n tr.append(td_fullname);\n tr.append(td_goals);\n scorerTable.append(tr);\n };\n }", "function updateTable(start, end, length, rate, totalpay)\r\n{\r\n var table = document.getElementById(\"shiftTable\");\r\n var row = table.insertRow(1);\r\n var startcell = row.insertCell(0);\r\n var endcell = row.insertCell(1);\r\n var lengthcell = row.insertCell(2);\r\n var ratecell = row.insertCell(3);\r\n var totalpaycell = row.insertCell(4);\r\n\r\n // Set cells to display relevant information\r\n startcell.innerHTML = start;\r\n endcell.innerHTML = end;\r\n lengthcell.innerHTML = length;\r\n ratecell.innerHTML = rate;\r\n totalpaycell.innerHTML = totalpay;\r\n\r\n}", "function generateTable(table, data)\n{\n var i = 0;\n for (let element of data) {\n let row = table.insertRow();\n for (key in element)\n {\n let cell = row.insertCell();\n let text = document.createTextNode(element[key]);\n cell.innerHTML = text.textContent;\n // console.log(cell);\n }\n }\n}", "function addCell(text, row) {\n\t\tvar cell = document.createElement(\"td\");\n\t\tcell.appendChild(document.createTextNode(text));\n\t\trow.appendChild(cell);\n\t}", "function addRowDeclaratieTabel(){\n\tconsole.log(\"check in declaraties\");\n\ttable = document.getElementById(\"declaratieTabel\");\n var insertedRow = table.insertRow(2);\n insertedRow.className = \"declaratiesRow\";\n \n\tfor(var i = 1; i<7; i++){\n\t\t//maak cel aan\n\t\ttc = document.createElement(\"td\");\n\t\te = document.createElement(\"div\");\n\t\t\n\t\t// periode\n\t\tif(i == 1){\n\t\te = document.createElement(\"div\");\n\t\te.innerHTML = \"Maand\";\t\n\t\t}\n\t\t// inputvelden\n\t\tif(i == 2 || i == 4 || i == 5){\n\t\t\te = document.createElement(\"input\");\n\t\t}\n\t\t\n\t\tconsole.log(e);\n\t\t//geef cel unieke celid\n\t\te.id = declatctdid;\n\t\tconsole.log(declatctdid);\n\t\tdeclatctdid++;\n\n\t\t//voeg type in cel toe\n\t\ttc.appendChild(e);\n\t\tconsole.log(tc);\n\t\t//voeg cel in rij toe\n\t\tinsertedRow.appendChild(tc);\t\t\n\t}\n}", "function tableState(returnrows){\r\n\tfor (i=0; i<returnrows.length; i+=3){\r\n\t\tvar table = document.getElementById(\"mytablerows\");\r\n\t\tvar row = table.insertRow(1);\r\n\t\tvar cell1 = row.insertCell(0);\r\n\t\tvar cell2 = row.insertCell(1);\r\n\t\tvar cell3 = row.insertCell(2);\r\n\t\tcell1.innerHTML = returnrows[i];\r\n\t\tcell2.innerHTML = \"$ \" + returnrows[i+1];\r\n\t\tcell3.innerHTML = \"$ \" + returnrows[i+2]; \r\n\t\t}\r\n}", "function add_rows(table, row){\n const table_row = document.createElement('tr');\n const meteorite_name = document.createElement('td');\n const composition = document.createElement('td');\n const mass = document.createElement('td');\n const status = document.createElement('td');\n const geolocation = document.createElement('td');\n\n meteorite_name.innerHTML = row.name;\n composition.innerHTML = row.recclass;\n mass.innerHTML = parseFloat(row.mass).toFixed(2);\n status.innerHTML = row.fall; \n\n if (row.hasOwnProperty('geolocation')){\n let latitudeValue = row.geolocation.latitude;\n let longitudeValue = row.geolocation.longitude;\n geolocation.innerHTML = `(${latitudeValue}, ${longitudeValue})`;\n } else if (!row.hasOwnProperty('geolocation')) {\n geolocation.innerHTML = 'unknown';\n }\n\n table_row.appendChild(meteorite_name);\n table_row.appendChild(composition);\n table_row.appendChild(mass);\n table_row.appendChild(status);\n table_row.appendChild(geolocation);\n\n table.appendChild(table_row);\n}", "function addAthleticRow(row, tableId) {\n $('#'+tableId).append($('<tr>')\n .append($('<td>')\n .addClass('dbId')\n .html(row.id)\n .hide()\n )\n .append($('<td>')\n .addClass('gameDate')\n .html(row.date.slice(5))\n )\n .append($('<td>')\n .addClass('location')\n .html(row.location)\n )\n .append($('<td>')\n .addClass('league')\n .html(row.league)\n )\n .append($('<td>')\n .addClass('opponent')\n .html(row.opponent)\n )\n .append($('<td>')\n .addClass('matchScore')\n .html(row.score)\n )\n .append($('<td>')\n .addClass('result')\n .html(row.result)\n )\n .append($('<td>')\n .addClass('modify')\n .html(getEditDeleteButtons())\n )\n );\n\n $('.eBtn').on(\"click\", error_not_implemented);\n $('.dBtn').on(\"click\", error_not_implemented);\n}", "function createTable_2() {\n let table = document.createElement('table');\n\n table.id = 'lampIN';\n\n let parentTable = document.getElementById('tbl2');\n let myRow = document.createElement('tr');\n //console.log(myRow);\n let myCell = document.createElement('th');\n myCell.innerHTML = 'Дата';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'id <br>Лампы';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Наименование';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Прибор';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Кол-во';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Персонал';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Где лежит';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Примечания';\n myRow.appendChild(myCell);\n\n table.appendChild(myRow);\n parentTable.appendChild(table);\n\n}", "insertHourlyForecastrows(hourlyForecast) {\n const days = [\n \"Sunday\",\n \"Monday\",\n \"Tuesday\",\n \"Wednesday\",\n \"Thursday\",\n \"Friday\",\n \"Saturday\",\n ];\n const table = document.getElementById(\"hourly-forecast\");\n table.innerHTML = \"\"; // Clear any old rows\n hourlyForecast.periods.forEach(function (period) {\n const date = new Date(period.startTime);\n const newRow = table.insertRow(table.rows.length);\n\n const dayCell = newRow.insertCell(0);\n const dayText = document.createTextNode(days[date.getDay()]);\n dayCell.appendChild(dayText);\n\n let dateOptions = {\n hour: \"numeric\",\n minute: \"numeric\",\n hour12: true,\n };\n\n const timeCell = newRow.insertCell(1);\n const timeText = document.createTextNode(\n date.toLocaleString(\"en-US\", dateOptions)\n );\n timeCell.appendChild(timeText);\n\n const tempCell = newRow.insertCell(2);\n const tempText = document.createTextNode(\n period.temperature + \"\\u00B0\"\n );\n tempCell.appendChild(tempText);\n\n const forecastCell = newRow.insertCell(3);\n const forecastText = document.createTextNode(period.shortForecast);\n forecastCell.appendChild(forecastText);\n\n const precipcell = newRow.insertCell(4);\n const precipText = document.createTextNode(\n extractPrecip(period.icon) + \"%\"\n );\n precipcell.appendChild(precipText);\n\n const windCell = newRow.insertCell(5);\n const windText = document.createTextNode(\n `${period.windDirection} at ${period.windSpeed}`\n );\n windCell.appendChild(windText);\n });\n }", "function fill_in_table() {\n var row = 0;\n var col = 0;\n\n // CURRENTLY USING BACKGROUND IMAGES FOR THE SPECIAL SPACES.\n\n $('#scrabble_board tr').each(function() {\n col = 0;\n /**\n * Note, here \"$(this)\" refers to the given cell we are looking at currently.\n * This code goes through ALL cells in order, so that we can apply some properties to certain cells.\n */\n $(this).find('td').each(function() {\n\n // Add a unique id consisting of row#col# to the cell, where \"row#\" is the row number\n // and \"col#\" is the column number. Ex: row0col0 is the top left most cell in the table.\n // Helpful link: https://stackoverflow.com/questions/2176986/jquery-add-id-instead-of-class\n $(this).attr('id', 'row' + row + '_' + 'col' + col);\n col++;\n\n });\n row++;\n });\n}", "function insertLineToTable() {\n $(bindHandlerToLine(makeLine())).insertBefore($('#add-new-line'));\n}", "function make_table_for_external_dispatcher(id_of_table , row_class_name , state){\n let table_witch_contains_id = document.getElementById(id_of_table);\n let table_rows_with_class_name = document.getElementsByClassName(row_class_name);\n\n while (table_rows_with_class_name.length){ // delete all row of certain table\n table_rows_with_class_name[0].remove();\n }\n // generator html pre dani table\n for (let calendar = 0 ; calendar < gates.array_of_calendars.length; calendar++){\n for (let real_time = 0 ;real_time < gates.array_of_calendars[calendar].time_slots.length;real_time++){\n for (let certain_time_slot = 0; certain_time_slot < gates.array_of_calendars[calendar].time_slots[real_time].start_times.length ; certain_time_slot++) {\n // pokial je row prepared negenegrovat s rovnakim casom ak sa uz cas nachada v\n let row = table_witch_contains_id.insertRow();\n row.className = row_class_name;\n let cell1 = row.insertCell(0);\n let cell2 = row.insertCell(1);\n let cell3 = row.insertCell(2);\n let cell4 = row.insertCell(3);\n let cell5 = row.insertCell(4);\n let cell6 = row.insertCell(5);\n let cell7 = row.insertCell(6);\n let cell8 = row.insertCell(7);\n\n if (gates.array_of_calendars[calendar].time_slots[real_time].kamionists_2[certain_time_slot] !== null) {\n cell5.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].kamionists_1[certain_time_slot]\n + \"<br>\" + gates.array_of_calendars[calendar].time_slots[real_time].kamionists_2[certain_time_slot];\n } else {\n cell5.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].kamionists_1[certain_time_slot];\n }\n\n cell4.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].evcs[certain_time_slot];\n\n cell1.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].start_times[certain_time_slot].split(' ')[1];\n cell2.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].destinations[certain_time_slot];\n cell3.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].external_dispatchers[certain_time_slot];\n\n\n if (gates.array_of_calendars[calendar].time_slots[real_time].commoditys[certain_time_slot].length > 40){\n create_html_linked_text(gates.array_of_calendars[calendar].time_slots[real_time].commoditys[certain_time_slot],cell6)\n\n }else{\n cell6.innerHTML = gates.array_of_calendars[calendar].time_slots[real_time].commoditys[certain_time_slot];\n }\n\n cell7.innerHTML = gates.ids[calendar];\n\n let apply_button = document.createElement(\"BUTTON\")\n apply_button.className = \"btn btn-default bg-success only_one\";\n apply_button.onclick = function (){\n let index = gates.array_of_calendars[calendar].time_slots[real_time].ids[certain_time_slot];\n ajax_post_confirm(row,index);\n }\n apply_button.innerHTML = \"Confirm arrival\";\n cell8.className = \"td_flex_buttons\";\n cell8.appendChild(apply_button);\n }\n }\n }\n}", "function addRow(){\r\n $('#pixel_canvas').append('<tr></tr>');\r\n var newRow=$('#pixel_canvas').children().last();\r\n for(var i=0;i<column;i++){\r\n newRow.append('<td></td>');\r\n }\r\n row++;\r\n }", "function addRow() {\n $schedule.find('tbody').append('<tr><th><input type=\"text\" /></th><td></td><td></td><td></td><td></td><td></td></tr>');\n addRowUndoHighlight();\n addRowHighlight();\n return false;\n }", "function InsertDataToTable(currentTimeQuery, clientIp, utcTime, time, timeZone) {\n\n\n var utcDate = \"\";\n if (isNewTime == 1) {\n utcDate = new Date(utcTime.substring(0, utcTime.length - 1));\n }\n else {\n utcDate = new Date(utcTime);\n }\n var timeDate = new Date(time);\n var table = document.getElementById(\"dbTable\");\n var row = table.insertRow(1);\n row.setAttribute(\"class\", \"dataRows\");\n\n\n var formattedUtcTime = (utcDate.getUTCMonth() + 1) + '/' + utcDate.getUTCDate() + '/' + utcDate.getUTCFullYear() + \"&nbsp &nbsp &nbsp &nbsp &nbsp\" + FormatTime(utcDate);\n var formattedTime = (timeDate.getMonth() + 1) + '/' + timeDate.getDate() + '/' + timeDate.getFullYear() + \"&nbsp &nbsp &nbsp &nbsp &nbsp\" + FormatTime(timeDate);\n\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n var cell3 = row.insertCell(2);\n var cell4 = row.insertCell(3);\n var cell5 = row.insertCell(4);\n\n cell1.innerHTML = currentTimeQuery;\n cell2.innerHTML = formattedTime;\n cell3.innerHTML = timeZone;;\n cell4.innerHTML = clientIp;\n cell5.innerHTML = formattedUtcTime;\n\n}", "function createTable_1() {\n let table = document.createElement('table');\n\n table.id = 'lampStore';\n\n let parentTable = document.getElementById('tbl1');\n let myRow = document.createElement('tr');\n //console.log(myRow);\n let myCell = document.createElement('th');\n myCell.innerHTML = 'key';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'id <br>Лампы';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Наименование';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'PartNumber';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Прибор';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Время <br>службы';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Мощность';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Количество<br>на складе ';\n myRow.appendChild(myCell);\n myCell = document.createElement('th');\n myCell.innerHTML = 'Где лежит ';\n myRow.appendChild(myCell);\n\n table.appendChild(myRow);\n parentTable.appendChild(table);\n\n}", "function generateTable(){\n\tvar header = table.createTHead();\n\n\t\n\tvar row = header.insertRow(0);\n\tfor(var ii = 0; ii <= xEnd - xStart + 1; ii++){ //Fills row\n\t\tvar cell=row.insertCell(ii);\n\t\tif(ii ===0){\n\t\t\t$(cell).addClass(\"multiplier\");\n\t\t\tcell.innerHTML = \" x \";\n\t\t}else{\n\t\t\t$(cell).addClass(\"baseXValue\");\n\t\t\tcell.innerHTML = (xStart + ii - 1);\n\t\t}\n\t}\n\t\n\n\tfor(var i = 1; i <= yEnd - yStart + 1; i++){ //determines row\n\t\tvar row = header.insertRow(i);\n\t\t\n\t\t\n\t\t\tfor(var ii = 0; ii <= xEnd - xStart + 1; ii++){ //Fills row\n\t\t\t\tvar cell=row.insertCell(ii);\t\n\t\t\t\tif(ii === 0){\n\t\t\t\t\t$(cell).addClass(\"baseYValue\");\n\t\t\t\t\tcell.innerHTML = (yStart+ i - 1);\n\t\t\t\t}else{\n\t\t\t\t\tcell.innerHTML = (xStart + ii - 1) * (yStart+ i - 1);\n\t\t\t\t}\n\t\t\t}\n\t}\n\t\n}", "function createRowEntidad(targetTable,sourceForm) {\n\t//get table to append row\n\t var Table = opener.document.getElementById(targetTable);\n\t//get number of rows in the table\n\t var rows = Table.getElementsByTagName(\"tr\");\n\t if ((rows == 0) || (rows == null)) {\t \n\t }\n\t else {rows = rows.length - 1;}\n\t//append row at the last position\n\t var TR = Table.insertRow(rows + 1);//agrego 1 ya q tengo el titulo\n\t var cellValue;\n\t var cellName;\n\t var oldIdName;\n\t//get form with input fields\n\t var FormID = document.getElementsByName(sourceForm);\n\t//loop over all elements in the form\n\t\tfor (var i = 0; i < FormID[0].length; ++i) {\n\t//find text-fields in the form\n\t\t\tif ((FormID[0].elements[i].type == 'text') || (FormID[0].elements[i].type == 'select-one')) {\n\t//get value of the textfield\n\t\t\t\tcellValue = FormID[0].elements[i].value;\n\t\t\t\tcellText = FormID[0].elements[i].value;\n\t\t\t\tcellName = FormID[0].elements[i].name;\t\t\t\t\n\t\t\t\t\n\t\t\t\tif (cellName.indexOf('txt',0) < 0) { //Field Comun\n\t\t\t\t\tcellName = cellName;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tcellName = cellName.replace('txt','id');\n\t\t\t\t\tcellValue = document.getElementsByName(cellName)[0].value;\n\t\t\t\t\tcellName = cellName;\n\t\t\t\t}\n\t\t\t\tif (FormID[0].elements[i].type == 'select-one') {\n\t\t\t\t\tcellText = FormID[0].elements[i].options[FormID[0].elements[i].selectedIndex].text;\n//\t\t\t\t\talert(cellValue);\n//\t\t\t\t\tcellValue = FormID[0].elements[i].options[FormID[0].elements[i].selectedIndex].text;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tTR.appendChild(createCells(cellName,cellValue,cellText));\n\t\t\t}\n\t\t}\n\t//create new cellValue\n\t var TD5 = opener.document.createElement(\"td\");\n\t//get the created delete-button from the opener\n\t var Button = window.opener.getDeleteButton(targetTable);\n\t//set attributes\n\t Button.name = \"Delete\";\n\t var Image = opener.document.createElement(\"img\");\n\t Image.src = \"images/eliminar.gif\";\n\t//append created button\n\t\tButton.appendChild(Image);\n\t TD5.appendChild(Button);\t\n\t TR.appendChild(TD5);\n\t\tself.close();\n\t}", "function addRow(name, time) {\n var table = document.getElementById(\"myTable\");\n var rowCnt = table.rows.length; // GET TABLE ROW COUNT\n var row = table.insertRow(rowCnt);\n var cell1 = row.insertCell(0);\n var cell2 = row.insertCell(1);\n cell1.innerHTML = name;\n cell2.innerHTML = time;\n }", "function insertRows(dataInput) {\n dataInput.forEach((sightings) => {\n var row = tbody.append(\"tr\");\n Object.entries(sightings).forEach(([key, value]) => {\n var cell = row.append(\"td\");\n cell.text(value);\n });\n });\n}", "function addCell( tr, txt )\n{\n\tvar theCell = $J( '<td>' );\n\n\tif ( typeof( txt ) == \"string\" ) {\n\t\ttheCell.text( txt );\n\t} else {\n\t\ttheCell.append( txt );\n\t}\n\n\ttr.append( theCell );\n\treturn theCell;\n}", "function addCell (tr,val) {\n var td = document.createElement('td');\n td.innerHTML = val;\n\n tr.appendChild(td);\n}" ]
[ "0.69561976", "0.692739", "0.6786982", "0.6733226", "0.67132103", "0.6656992", "0.66520715", "0.6651602", "0.6649833", "0.6642285", "0.65608877", "0.65215933", "0.6481104", "0.6473639", "0.6437807", "0.6415401", "0.64136744", "0.64016753", "0.6397706", "0.6391321", "0.6387538", "0.6384219", "0.63789", "0.6367831", "0.6361034", "0.63590133", "0.63412464", "0.63240445", "0.6319197", "0.63090825", "0.6309", "0.6284126", "0.62687075", "0.6237011", "0.62232786", "0.6208527", "0.62065744", "0.61849654", "0.6178602", "0.6178496", "0.61665016", "0.61523664", "0.6150072", "0.6145036", "0.6142159", "0.6134951", "0.6131609", "0.61305803", "0.6129759", "0.61151123", "0.61138344", "0.6098457", "0.6098455", "0.60963666", "0.60831285", "0.6070519", "0.6069376", "0.60521746", "0.6046049", "0.6044115", "0.60307616", "0.60306823", "0.6028063", "0.6026296", "0.60214573", "0.60112154", "0.60063684", "0.59977376", "0.5997525", "0.5995694", "0.5994343", "0.59878653", "0.59871393", "0.59871167", "0.5974248", "0.5964542", "0.59614563", "0.59585166", "0.5944691", "0.5943582", "0.59423494", "0.5930171", "0.5920214", "0.5917547", "0.5913902", "0.59091717", "0.59000367", "0.5897269", "0.5893185", "0.5891677", "0.58818215", "0.587908", "0.5878037", "0.5876821", "0.58691734", "0.58671904", "0.58629113", "0.58619285", "0.5859008", "0.5849565", "0.5841501" ]
0.0
-1
function for querying the omdb API using ajax
function searchOMDBbyMovie(searchObject, searchKey) { var omdbApiKey = 'd20f646e'; // query URL for OMDB API var queryURL = 'https://www.omdbapi.com/?apikey=' + omdbApiKey + '&t=' + searchObject.query; // AJAX request $.ajax({ method: "GET", url: queryURL }).done(function(r){ console.log(r); if (r.Response !== "False") { // saves results in searchObject.results searchObject.results = r; // checks search history again using retrieved results to avoid rewriting the // same data to firebase, sending retrieved title as argument instead of query term if (!wasSearchedBefore(searchObject.results.Title, 'movie')) { // writes search results to firebase writeSearchData(searchObject, searchKey); // calls function which listens for firebase uploading to finish // before redirecting to 'search.html' afterLoadRedirectTo(searchObject, 'search.html'); } //recycles old search data else {reuseSearchData(searchObject.results.Title, 'movie');} } else{ // Materialize.toast(message, displayLength, className, completeCallback); Materialize.toast('Sorry, your search didnt yield any results.', 4000); } }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function movieinfo() {\n \n var queryURL = \"http://www.omdbapi.com/?t=rock&apikey=//!InsertKey\";\n // Creating an AJAX call for the specific movie \n $.ajax({\n url: queryURL,\n method: \"GET\"\n }).then(function(response) {\n console.log(response);\n }\n)}", "function OMDBquery(movie) {\n console.log(\"searching for movie: \" + movie);\n const queryURL =\n \"https://www.omdbapi.com/?t=\" + movie + \"=&plot=short&apikey=trilogy\";\n $.ajax({\n url: queryURL,\n method: \"GET\"\n })\n .then(function (response) {\n handleMovieResponse(response);\n })\n .catch(function (error) {\n // error case\n let message = `${movie} was not found in OMDB`;\n updateErrorDiv(message);\n });\n}", "function search() {\n \n var xhr = new XMLHttpRequest();\n var uri = encodeURI('http://www.omdbapi.com/?S='+ document.getElementById('search_value').value + '&y=&plot=short&r=json')\n\n xhr.open('GET', uri, true);\n \n xhr.onreadystatechange = function() {\n if (xhr.readyState == 4) {\n var json_parse = JSON.parse(xhr.response)\n search_works(json_parse)\n }\n }\n\n xhr.send(null);\n \n}", "function detail_action() {\n \n var xhr = new XMLHttpRequest();\n var uri = encodeURI('http://www.omdbapi.com/?i='+ this.attributes['data-imdbid'].value + '&y=&plot=long&r=json')\n\n xhr.open('GET', uri, true);\n xhr.onreadystatechange = function() {\n if (xhr.readyState == 4) {\n detail_result(JSON.parse(xhr.response))\n }\n }\n\n xhr.send(null);\n \n}", "function callOmdb() {\n request(\"http://www.omdbapi.com/?apikey=trilogy&t=\" + searchParams, function(error, response, body) {\n\n // If the request is successful (i.e. if the response status code is 200)\n if (!error && response.statusCode === 200) {\n var movieObj = JSON.parse(body);\n\n console.log(` -============= Movie Results =========================-\n The title of the movie is: ${movieObj.Title}\n This movie was released in: ${movieObj.Year}\n The IMDB Rating of the movie is: ${movieObj.imdbRating}\n The Rotten Tomatoes Rating of the movie is: ${movieObj.Ratings[1]}\n This movie was produced in: ${movieObj.Country}\n This movie is in: ${movieObj.Language}\n The plot of the movie is: ${movieObj.Plot}\n Actors: ${movieObj.Actors}\n -=====================================================-`);\n }\n});\n}", "function search() {\n\tevent.preventDefault();\n\tvar title = document.getElementById(\"title\");\n\tvar URL = \"http://www.omdbapi.com/?s=\" + title.value;\n\thttpRequest = createHttpRequestObject(); \n\thttpRequest.open(\"GET\", URL, true);\n\thttpRequest.send();\n\thttpRequest.onreadystatechange = display; \n}", "function searchOMDB (input) {\n // If nothing is searched, Mr. Nobody will be used.\n if (input == \"\") {\n input = \"Fantastic Mr. Fox\"\n };\n // OMDB request\n request(\"http://www.omdbapi.com/?t=\" + input + \"&y=&plot=shortnode&apikey=trilogy\", function (error, response, body) {\n if (error) {\n console.log(\"An error occured: \" + error)\n } else {\n console.log(\n \"Movie title: \" + JSON.parse(body).Title +\n \"\\nReleased: \" + JSON.parse(body).Year +\n \"\\nIMDB Rating: \" + JSON.parse(body).imdbRating +\n \"\\nRotten Tomatoes Rating: \" + JSON.parse(body).Ratings[1].Value +\n \"\\nThe movie was produced in: \" + JSON.parse(body).Country +\n \"\\nLanguage: \" + JSON.parse(body).Language +\n \"\\nThe Plot: \" + JSON.parse(body).Plot +\n \"\\nThe Actors: \" + JSON.parse(body).Actors\n );\n }\n })\n}", "function search() {\n\tevent.preventDefault();\n\tvar response_text;\n\tvar title = document.getElementById(\"title\").value;\n\tif (!title)\n\t\tdocument.getElementById(\"searchResults\").innerHTML = \"You must enter a title!\";\n\telse {\n\t\tvar URL = \"http://www.omdbapi.com/?s=\" + title;\n\t\tvar httpRequest = createHttpRequestObject(); \n\t\thttpRequest.onreadystatechange = function() {\n\t\t\tif (httpRequest.readyState != 4) {\n\t\t\t\treturn; \n\t\t\t}\n\t\t\tif (httpRequest.readyState === 4 && httpRequest.status === 200) {\n\t\t\t\tresponse_text = JSON.parse(httpRequest.responseText);\n\t\t\t\tdisplay(response_text);\n\t\t\t} else {\n\t\t\t\talert('There was a problem with the request.'); \n\t\t\t}\n\n\t\t}\n\t\thttpRequest.open(\"GET\", URL, true);\n\t\thttpRequest.send();\n\t}\n}", "function sendOmdbRequest(userdata, callback) {\n $.ajax({\n url: \"http://www.omdbapi.com/?\" + userdata,\n type: \"Get\",\n data: Text,\n processData: false\n }).done(function (data) {\n var movie = data;\n callback(movie);\n }).fail(function (error) {\n console.log(error.getAllResponseHeaders());\n });\n}", "function recallOMDB(movie) {\n var queryURL = \"https://www.omdbapi.com/?t=\" + movie + \"&apikey=trilogy\";\n $.ajax({\n url: queryURL,\n method: \"GET\",\n success: function (info) {\n renderMovie(info);\n },\n error: function (info) {\n console.log(info);\n },\n });\n}", "function getMovies(searchText) {\r\n getData('https://www.omdbapi.com/?s=' + searchText + '&apikey=' + OMDBAPIKEY, function(err,\r\n response) {\r\n if (err) {\r\n return;\r\n }\r\n if (response.Search) {\r\n response.Search.pop();\r\n var omdbData = response.Search;\r\n var output = '';\r\n $.each(omdbData, (index, movie) => {\r\n output += htmlWriteResults(movie);\r\n });\r\n\r\n $('#movies').html(output);\r\n } else {\r\n // If we can't find any results we give a nice error message.\r\n $('#movies').html(\r\n '<section><div class=\"col-md-12\"><div class=\"well text-center\"><br><i class=\"fa fa-exclamation-triangle fa-4x whiteheader\" style=\"color: rgba(243,156,18, 1)\"></i><h2 class=\"whiteheader\">Sorry, but <b>' +\r\n searchText +\r\n '</b> gave no results</h2><br><p class=\"whiteheader\">But we would <i class=\"fa fa-heart\" style=\"color: rgba(231,76,60, 1)\"> </i> for you to try something else.</p></div></div></section>'\r\n );\r\n }\r\n });\r\n}", "function do_search (page) {\n\tvar search_term = $(\"#search_term\").val();\n\tvar source = $(\"#source\").val();\n\tvar source_parameter, results_length, parameters, response_type;\n\tvar pagination_html, row_html;\n\n\t// Clear data of pagination and detail area.\n\tclear_detail_fields();\n\t$(\"#detail_area\").hide();\n\t$(\"#pagination\").html(\"\");\n\n\tif (search_term !== \"\") {\n\t\t// There is a search term.\n\n\t\t// Parameters of the API call:\n\t\t// \ts: search term\n\t\t// \tpage: page of results to retrieve\n\t\tparameters = \"&s=\" + encodeURIComponent(search_term) + \"&page=\" + encodeURIComponent(page);\n\n\t\t// Translate the source field value to the number needed by the API.\n\t\tswitch (source) {\n\t\t\tcase \"2\": source_parameter = \"movie\"; break;\n\t case \"3\": source_parameter = \"episode\"; break;\n\t case \"4\": source_parameter = \"series\"; break;\n\t\t\tdefault: source_parameter = \"\";\n\t\t}\n\n\t\tif (source_parameter !== \"\") {\n\t\t\t// There is a valid source parameter.\n\t\t\tparameters += \"&type=\" + source_parameter;\n\t\t}\n\n\t\t// Loading animation.\n\t\t$(\"#results_table\").html(\"<img src=\\\"img/loading.gif\\\" alt=\\\"Loading...\\\" class=\\\"js_img_loading\\\" />\");\n\n\t\t// AJAX call to OMDb API.\n\t\t$.ajax({\n\t\t\turl: \"https://www.omdbapi.com/?apikey=\" + omdb_api_key + parameters,\n\t\t\tdataType: \"json\",\n\n\t\t\tsuccess: function (response) {\n\t\t\t\t// Do this after successful response from the server.\n\n\t\t\t\tvar last_page;\n\n\t\t\t\t// Clear results area.\n\t\t\t\t$(\"#results_table\").html(\"\");\n\n\t\t\t\tif (response.Response === \"True\") {\n\t\t\t\t\t// There are valid results coming from OMDb.\n\n\t\t\t\t\t// If there are more results than those fetched, show pagination.\n\t\t\t\t\tif (response.totalResults > api_results_per_page) {\n\t\t\t\t\t\tlast_page = Math.ceil(response.totalResults / api_results_per_page);\n\t\t\t\t\t\tpagination_html = \"\";\n\t\t\t\t\t\tfor (i=1; i<=last_page; i++) {\n\t\t\t\t\t\t\tif (i.toString() !== page) {\n\t\t\t\t\t\t\t\t// Add link to page.\n\t\t\t\t\t\t\t\tpagination_html += \"<a href=\\\"javascript:void(0)\\\" class=\\\"pagination_link\\\">\" + i + \"</a>\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse {\n\t\t\t\t\t\t\t\t// Add current page without link.\n\t\t\t\t\t\t\t\tpagination_html += \"<span id=\\\"pagination_current\\\">\" + i + \"</span>\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t$(\"#pagination\").html(pagination_html);\n\t\t\t\t\t}\n\n\t\t\t\t\t// Set the message of the results area.\n\t\t\t\t\t$(\"#results_title\").html(response.totalResults + \" results for \\\"\" + search_term + \"\\\":\");\n\n\t\t\t\t\t// Fill in the results area.\n\t\t\t\t\t$.each(response.Search, function(index, element) {\n\n\t\t\t\t\t\t// Add a row in the results table for each retrieved element.\n\t\t\t\t\t\t// Ignore not available fields (value=\"N/A\").\n\n\t\t\t\t\t\trow_html = \"<tr class=\\\"results_row\\\" data-id=\\\"\" + element.imdbID + \"\\\">\";\n\t\t\t\t\t\t\trow_html += \"<td class=\\\"results_poster_cell\\\">\";\n\t\t\t\t\t\t\tif (element.Poster !== \"N/A\") {\n\t\t\t\t\t\t\t\trow_html += \"<img class=\\\"results_poster\\\" src=\\\"\" + element.Poster + \"\\\" alt=\\\"Poster of \" + element.Title + \"\\\" />\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\trow_html += \"</td>\";\n\t\t\t\t\t\t\trow_html += \"<td class=\\\"results_title_cell\\\">\" + element.Title + \" (\" + element.Year + \")</td>\";\n\n\t\t\t\t\t\t\t// Set uppercase for the retrieved \"Type\" string.\n\t\t\t\t\t\t\tif (element.Type !== \"\") {\n\t\t\t\t\t\t\t\tresponse_type = element.Type.charAt(0).toUpperCase() + element.Type.slice(1);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\trow_html += \"<td class=\\\"results_type_cell\\\">(\" + response_type + \")</td>\";\n\t\t\t\t\t\trow_html += \"</tr>\";\n\n\t\t\t\t\t\t$(\"#results_table\").append(row_html);\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\t// Results coming from OMDb are not valid.\n\t\t\t\t\t$(\"#results_title\").html(response.Error);\n\t\t\t\t}\n\t\t\t},\n\t\t\terror: function() {\n \t// Do this after error response from the server.\n\n\t\t\t\t// Show error message in results area.\n\t\t\t\t$(\"#results_title\").html(\"Couldn't connect to server.\");\n\t\t\t},\n\n complete: function() {\n \t// Do this after any response from the server.\n\n\t\t\t\t// Remove loading animation.\n\t\t\t\t$(\"#results_table .js_img_loading\").remove();\n\t\t\t}\n\t\t});\n\t}\n\telse {\n\t\t// No search term.\n $(\"#results_title\").html(\"Please enter your search.\");\n\t}\n}", "function getUserData2(displayFunction){\n var result = null;\n var xhr = new XMLHttpRequest(); \n var title = (document.getElementById('searchAll').value).split(' ').join('+')\n xhr.open('GET', 'https://www.omdbapi.com/?apikey=eae4ab59&s='+title);\n xhr.send()\n xhr.onload = function (){\n if(xhr.status == 200){\n result = JSON.parse(xhr.response);\n displayFunction(result);\n }\n else{\n console.log(\"Error Code is:\" + xhr.status);\n }\n } \n }", "function getResults(){\n\tvar api_endpt = \"http://en.wikipedia.org/w/api.php\";\n\t$.ajax({\n\t\turl: api_endpt,\n\t\tdata: { action: 'opensearch', search: $(\"input[name=search]\").val(), format: 'json' }, \n\t\tdataType: \"jsonp\",\n\t\ttype: \"GET\",\n\t\terror: function(){\n\t\t\tconsole.log(\"could not receive data\");\n\t\t},\n\t\tsuccess: printInfo\n\t});\n}", "function movieSearch(movie)\n{\n request(\"http://www.omdbapi.com/?t=\" + movie + \"&y=&plot=short&tomatoes=true&r=json\", function (error, response, body) {\n console.log('error:', error); // Print the error if one occurre\n console.log('statusCode:', response && response.statusCode); // Print the response status code if a response was received\n console.log('body:', body); // Print the HTML for the Google homepage.\n console.log(body.title);\n console.log(response.title);\n});\n}", "function getMovies(searchText) {\n\n input = searchText\n\n\n $.ajax({\n url: 'https://api.themoviedb.org/3/search/movie?',\n dataType: 'json',\n type: 'GET',\n data: {\n api_key: api_key,\n lang: lang,\n query: input,\n },\n\n // FUNCTION success: USED TO PRINT IN A HTML PAGE ALL THE DATA FROM API;\n success: function data(data) {\n displayMovie(data);\n },\n\n error: function(data) {\n let movies = data.results;\n\n }\n });\n}", "function doOMDB() {\n axios.get(\"http://www.omdbapi.com/?t=\" + Search + \"&y=&plot=short&apikey=trilogy\").then(function(response) {\n console.log(\"Title: \" + response.data.Title);\n console.log(\"Release Year: \" + response.data.Year);\n console.log(\"IMBD Rating: \" + response.data.imdbRating);\n console.log(\"Rotten Tomatos: \" + response.data.Ratings[1].Value);\n console.log(\"Country Produced in: \" + response.data.Country);\n console.log(\"Language: \" + response.data.Language);\n console.log(\"Plot: \" + response.data.Plot);\n console.log(\"Actors: \" + response.data.Actors);\n console.log(\"-----------------------------------\");\n });\n}", "function searchMovie(movie) {\n var queryURL = \"http://www.omdbapi.com/?t=\" + movie + \"&apikey=trilogy\";\n //console.log(queryURL);\n\n //searching for movie with omdb api\n request(queryURL, function (error, response, body) {\n //if error occurs\n if (error) {\n console.log(error);\n }\n\n //request processed successfully\n if (!error && response.statusCode === 200) {\n //console.log(JSON.parse(body));\n var result = JSON.parse(body);\n\n var title = result.Title;\n var year = result.Year;\n var rating1 = result.imdbRating;\n var rating2 = result.Ratings[1].Value;\n var country = result.Country;\n var language = result.Language;\n var plot = result.Plot;\n var actors = result.Actors;\n\n console.log(\"\\n\");\n console.log(\"Movie: \" + title);\n console.log(\"Year: \" + year);\n console.log(\"IMDB Rating: \" + rating1);\n console.log(\"Rotten Tomatos Rating: \" + rating2);\n console.log(\"Countries of production: \" + country);\n console.log(\"Language(s): \" + language);\n console.log(\"Plot: \" + plot);\n console.log(\"Actors: \" + actors);\n }\n });\n}", "function getMovies(searchText) {\n $.ajax({\n method: 'Get',\n url: 'http://www.omdbapi.com/?apikey=65a08387&s=' + searchText\n }).done(function (data) {\n let movies = data.Search;\n let output = '';\n $.each(movies, function(index, movie) {\n output += `\n <li>\n <a onclick=\"movieClicked('${movie.imdbID}')\" href=\"#\">\n <img src=\"${movie.Poster}\">\n <h2>${movie.Title}</h2>\n <p>Release Year: ${movie.Year}</p>\n </a>\n </li>\n `;\n });\n $('#movies').html(output).listview('refresh');\n });\n}", "function callAjaxMovies(value) {\n $.ajax(\n {\n \"url\": \"https://api.themoviedb.org/3/search/movie\",\n \"data\": {\n \"api_key\": \"639cb73214ae520200c0768191807286\",\n \"query\": value,\n \"language\": \"it-IT\"\n },\n \"method\": \"GET\",\n \"success\": function(data) {\n var risultatoFilm = data.results;\n renderMovie(risultatoFilm);\n },\n\n \"error\": function(errore) {\n alert(\"Errore\");\n }\n }\n );\n }", "function getMovieData(year) { \n \n // var movie = $(this).attr(\"data-name\");\n // var year = firstBrewed;\n var queryURL = \"https://www.omdbapi.com/?apikey=3f779744&t=beer&y=\" + year;\n \n $.ajax({\n url: queryURL,\n method: \"GET\",\n }).then(function(response) { \n // console.log(\"6\");\n // console.log(response);\n\n // showFoodData(response);\n showMovieData(response);\n });\n }", "function loadMovies(searchTerm){\n //console.log(loaderEl);\n loaderEl.classList.toggle(\"invisible\");\n //console.log(\"retrieving movie data request\");\n var requestURL = 'http://www.omdbapi.com/?s=' + searchTerm;\n var results = [];\n //Build an XHR request and then send it.\n //If you want a more structured approach, write an XHR constructor and call it here\n //Read this for more info: https://www.kirupa.com/html5/making_http_requests_js.htm\n var xhr = new XMLHttpRequest();\n xhr.open('GET', requestURL, true);\n xhr.send();\n xhr.onreadystatechange = processRequest();\n \n //This function keeps track of changes to the xhr request\n function processRequest() {\n console.log(xhr.readyState);\n if (xhr.readyState == XMLHttpRequest.DONE){\n console.log(\"xhr request DONE SON\");\n //console.log(xhr.response);\n //The result of the XHR will be a string that we need to turn into JSON\n var result = JSON.parse(xhr.response);\n results = result.Search;\n console.table(results);\n renderDOM(results);\n }\n //TODO: add error handling\n }\n}", "fetchMovieWithJQuery(title) {\n if (title === \"\") {\n this.setState({\n rows: []\n })\n return\n }\n const URLString = `https://api.themoviedb.org/3/search/movie?api_key=68ef98a4affa652b311088086fb922db&query=${title}`\n\n $.ajax({\n url: URLString,\n success: (searchResults) => {\n console.log('Fetched data successfully')\n const results = searchResults.results\n this.updateResults(results)\n },\n error: (xhr, status, error) => {\n console.error(\"Failed to fetch data\")\n }\n })\n }", "function getData() {\r\n fetch('http://www.omdbapi.com?s='+guardian+'&apikey=893a62a')\r\n .then(Response => Response.json())\r\n .then(data => {\r\n moviesData = data.Search\r\n console.log(moviesData);\r\n render(moviesData);\r\n })\r\n }", "function getRequest(searchItem) {\n // define search and data type parameters\n var params = {\n s: searchItem,\n r: 'json'\n };\n // define url of the server website\n url = 'http://www.omdbapi.com';\n // request to get results as JSON from server\n $.getJSON(url, params, function(data){\n showResults(data.Search);\n });\n }", "function getMovie(title) {\n return $.getJSON('https://omdbapi.com?t={title}&apikey=thewdb');\n}", "function OMDBKeywordQuery(keyword, apiKey) {\n var keywordURL =\n \"https://www.omdbapi.com/?s=\" + keyword + \"&apikey=\" + apiKey;\n\n //This code performs the ajax query call based on the URL and returns response object respKeywordMovie\n $.ajax({\n url: keywordURL,\n method: \"GET\",\n }).then(function (respKeywordMovie) {\n var countRowDiv3 = 0;\n var rowDiv3 = $(\"<div>\").attr(\"class\", \"row\");\n\n //if the object returns an error call noResultsFound function\n if (respKeywordMovie.Error === \"Movie not found!\") {\n noResultsFound($(\"#movieContent\"));\n }\n\n //this opens the collapsible div when the results are rendered\n instance.open(0);\n\n //badge count\n $(\"#MovieCount\").text(respKeywordMovie.Search.length);\n\n //execite a function for each index of respKeywordMovie.Search object\n $.each(respKeywordMovie.Search, function (index) {\n //The below if statement, else statement and code within's purpose is to render only four objects with col classes into a div with class row. Once four have been rendered a new row div is created.\n //this if statement runs the code within for the first four indexes (indexes: 0,1,2,3) of the response object.\n if (countRowDiv3 < 3) {\n var colDiv3 = $(\"<div>\").attr(\"class\", \"col s12 m6 l4\");\n\n rowDiv3.append(\n colDiv3.append(\n $(\"<p>\").text(\"Title: \" + respKeywordMovie.Search[index].Title)\n )\n );\n rowDiv3.append(\n colDiv3.append(\n $(\"<p>\").text(\"Type: \" + respKeywordMovie.Search[index].Type)\n )\n );\n rowDiv3.append(\n colDiv3.append(\n $(\"<p>\").text(\n \"Release year: \" + respKeywordMovie.Search[index].Year\n )\n )\n );\n rowDiv3.append(\n colDiv3.append(\n $(\"<img>\").attr({\n src: respKeywordMovie.Search[index].Poster,\n alt: \"Movie Poster\",\n })\n )\n );\n\n countRowDiv3++;\n //This else runs once the countRowDiv variable hits four.\n } else {\n $(\"#movieContent\").append(rowDiv3);\n rowDiv3 = $(\"<div>\").attr(\"class\", \"row\");\n countRowDiv3 = 0;\n }\n //This line of code exists here because if the response object returns a number of results that is not divisible by 4 a row is never completely filled and doesn't get appended to bookcontent div by else statment.\n $(\"#movieContent\").append(rowDiv3);\n });\n });\n}", "function runOMDB(query) {\n\n\n\n axios.get(\"http://www.omdbapi.com/?t=\" + query + \"&apikey=trilogy&\")\n .then(function (response) {\n\n var movie = response.data\n // response\n console.log(\"Movie Title: \", movie.Title);\n console.log(\"Reliease Year\", movie.Year);\n console.log(\"IMBD Rating:\", movie.imdbRating);\n console.log(\"Rotten Tomatoes Rating: \", movie.Ratings[0].Value);\n console.log(\"Country Produced \", movie.Country);\n console.log(\"Movie Lang :\", movie.Language);\n console.log(\"Plot: \", movie.Plot);\n console.log(\"Actors in Movie: \", movie.Actors);\n\n\n })\n .catch(function (error) {\n\n });\n}", "async function getMovies(e){\n e.preventDefault()\n page = 1\n if (!search.value.trim()){\n results.innerHTML = `Please Enter a movie keyword in the search box `\n return\n }\n const res = await fetch(`https://www.omdbapi.com/?apikey=1a241340&s=${search.value}&type=movie&page=${page}`)\n const data = await res.json()\n if (data.Response === 'False'){\n results.innerHTML = `There are no results for search ${search.value}`\n }\n else { displayMovies(data.Search, Number(data.totalResults))}\n \n}", "function getOmdb() {\n\n\tconst omdb = reqire(\"omdbapi\");\n\n\tvar omdb = new omdb({\n\t\tclient_id: keys.omdbKeys.client_id\n\t});\n\n\tomdb.search({\n\t search: \"game of thrones\", \n\t // optionnal ['series', 'episode', 'movie'] \n\t type: \"series\",\n\t year: \"2011\", \n\t // optionnal (1 to 100)\n\t page: \"1\" \n\t}).then(res => {\n\t console.log(\"got response:\", res);\n\t}).catch(console.error);\n\t \n\tomdb.get({\n\t title: \"Game of Thrones\", // optionnal (requires imdbid or title) \n\t season: 1, // optionnal \n\t episode: 1, // optionnal \n\t // optionnal ['series', 'episode', 'movie']\n\t type: \"series\",\n\t plot: \"full\", // optionnal (defaults to 'short') \n\t // optionnal (get rotten tomatoes ratings)\t \n\t tomatoes: true,\n\t year: \"2011\"\n\t}).then(res => {\n\t console.log('got response:', res);\n\t}).catch(console.error);\n}", "function omdb(input) {\n if (!input) {\n input = \"Mr. Nobody\";\n }\n input = input.replace(' ', '+');\n var queryUrl = \"http://www.omdbapi.com/?t=\" + input + \"&y=&plot=short&apikey=trilogy\";\n\n console.log(queryUrl);\n\n request(queryUrl, function (error, response, body) {\n var data = JSON.parse(body)\n var movie = [];\n // If the request is successful\n if (!error && response.statusCode === 200) {\n\n movie.push({\n \"Title\": data.Title,\n \"Release Year\": data.Year,\n \"IMDB Rating\": data.imdbRating,\n \"Rotten Tomatoes Rating\": data.Ratings[1].Value,\n \"Country\": data.Country,\n \"Language\": data.Language,\n \"Plot\": data.Plot,\n \"Actors\": data.Actors\n\n })\n\n console.log(\"Title: \" + data.Title)\n console.log(\"Release Year: \" + data.Year);\n console.log(\"IMDB Rating: \" + data.imdbRating);\n console.log(\"Rotten Tomatoes Rating: \" + data.Ratings[1].Value);\n console.log(\"Country: \" + data.Country);\n console.log(\"Language: \" + data.Language);\n console.log(\"Plot: \" + data.Plot);\n console.log(\"Actors: \" + data.Actors);\n\n logData(movie);\n\n }\n\n })\n}", "function searchFilm() {\n if (searchQuery.length === 0) {\n searchQuery = \"Mr. Nobody\"\n }\n request(`http://www.omdbapi.com/?t=${searchQuery}&plot=short&apikey=5d94fa00`, function (error, response, body) {\n if (!error && response.statusCode === 200) {\n console.log(`Movie: ${JSON.parse(body).Title}`);\n console.log(`Starring: ${JSON.parse(body).Actors}`);\n console.log(`Year: ${JSON.parse(body).Year}`);\n console.log(`Origin: ${JSON.parse(body).Country}`);\n console.log(`Language: ${JSON.parse(body).Language}`);\n console.log(`IMDB Rating: ${JSON.parse(body).imdbRating}`);\n console.log(`Tomato-meter: ${JSON.parse(body).Ratings[1].Value}`);\n console.log(`Synopsis: ${JSON.parse(body).Plot}`); \n }\n });\n}", "function fetchMovie(e){\n e.preventDefault();\n \n const searchText = document.querySelector('#search-text').value;\n searchText.replace(' ','+');\n const fetchUrl =`http://www.omdbapi.com/?i=tt3896198&apikey=3f6a0e17&s=${searchText}&type=movie&page=1`;\n\n axios.get(fetchUrl)\n .then(response => {\n var ms = response.data;\n if(ms.Response){\n showMovie(ms.Search);\n }else{\n alert(\"error\")\n }\n })\n .catch(error => {\n console.log(error);\n });\n}", "function displaySavedMovieResult(savedMovie){\n\n let movieResult = savedMovie.trim().split(' ').join('+');\n let recMovieURL = \"https://www.omdbapi.com/?t=\" + movieResult + \"&apikey=c88e35f9\";\n\n $.ajax({\n url: recMovieURL,\n method: \"GET\"\n }).then(function(responseResult) {\n //Call function to display the results\n movieResultSection(responseResult);\n \n });\n}", "function movieSearch() {\n var encodeName = encodeURI(searchName);\n request(\"http://www.omdbapi.com/?t=\" + encodeName + \"&y=&plot=short&r=json\", function(error, response, body) {\n\tif (!error && response.statusCode === 200) {\n\t //console.log(JSON.parse(body));\n\t console.log(\"Title: \" + JSON.parse(body).Title);\n\t // year\n\t console.log(\"Year Released: \" + JSON.parse(body).Year);\n\t // imdb rating\n\t console.log(\"IMDB Rating: \" + JSON.parse(body).imdbRating);\n\t // country produced\n\t console.log(\"Country: \" + JSON.parse(body).Country);\n\t // language of movie\n\t console.log(\"Language: \" + JSON.parse(body).Language);\n\t // plot\n\t console.log(\"Plot: \" + JSON.parse(body).Plot);\n\t // actors\n\t console.log(\"Actors: \" + JSON.parse(body).Actors);\n\t // rotten tomatoes rating\n\t console.log(\"Rotten Tomatoes Rating: \" + JSON.parse(body).Ratings[1].Value);\n\t // rotten tomotoes url\n\t console.log(\"Rotten Tomatoes: https://www.rottentomatoes.com/search/?search=\" + encodeName);\n\t} else {\n\t console.log(error);\n\t}\n });\n} // close movie search", "function ricercafilms(testoUtente) {\r\n $.ajax (\r\n { \"url\": \"https://api.themoviedb.org/3/search/movie\",\r\n \"data\": {\r\n \"api_key\": \"943e6e03b1c9ee8d9498785955588f72\",\r\n \"query\": testoUtente,\r\n \"language\": \"it-IT\"\r\n },\r\n \"method\": \"GET\",\r\n \"success\": function(data) {\r\n renderMovie(data.results);\r\n },\r\n \"error\": function (err) {\r\n alert(\"Errore!\");\r\n\r\n }\r\n }\r\n );\r\n}", "function searchFilmsByTitle(title) {\n let format = title.split(' ').join('+'); // replace spaces with plus\n $.ajax({\n url: `https://www.omdbapi.com/?apikey=ac155d96&s=${format}`,\n dataType: \"json\"\n }).done(function(resp) {\n if (resp.Search != null) {\n let respSize = resp.Search.length;\n for (let i = 0; i < respSize; i++) {\n if(resp.Search[i].Poster != 'N/A' && resp.Search[i].Type == 'movie') {\n let myHTML = \n `<div class=\"col-sm-6\">\n <a class=\"movie-select\" href=\"#\" id=\"${resp.Search[i].imdbID}\">\n <img class=\"movie-image\" src=\"${resp.Search[i].Poster}\">\n </a>\n </div>`;\n $(\"#movies\").append(myHTML);\n }\n }\n } else {\n let myHTML =\n `<div class=\"col-sm-12\">\n <div class=\"alert alert-primary col\" role=\"alert\">\n ${resp.Error}\n </div></div>`;\n $(\"#movies\").append(myHTML);\n }\n });\n }", "function getOmdb(){\n\n// If the user doesn't type a movie in, the program will output data for the movie 'Mr. Nobody.'\n\tif (userInput === undefined){\n\t\tuserInput = \"Mr. Nobody\"\n\t}\n\tvar movieName = userInput;\n\trequest(\"http://www.omdbapi.com/?t=\" + movieName + \"&y=&plot=short&apikey=trilogy\", function(error, response, body) {\n\n\t\tif (!error && response.statusCode === 200) {\n\t\t\tconsole.log(\"Title: \" + JSON.parse(body).Title);\n\t\t\tconsole.log(\"Year: \" + JSON.parse(body).Year);\n\t\t\tconsole.log(\"IMDB Rating: \" + JSON.parse(body).imdbRating);\n\t\t\tconsole.log(\"Rotten Tomatoes score: \" +JSON.parse(body).Ratings[1].Value);\n\t\t\tconsole.log(\"Country: \" + JSON.parse(body).Country);\n\t\t\tconsole.log(\"Language: \" + JSON.parse(body).Language);\n\t\t\tconsole.log(\"Plot: \" + JSON.parse(body).Plot);\n\t\t\tconsole.log(\"Actors: \" + JSON.parse(body).Actors);\n\t\t}\n\t});\n}", "function omdbThis(movieEntered) {\n // if no movie is entered, defaults to \"Mr. Nobody\"\n if (movieEntered === undefined || null) {\n movieEntered = \"Mr.Nobody\";\n console.log(\"If you haven't watched 'Mr. Nobody', then you should: \")\n console.log(\"It's on Netflix!\")\n }\n\n // request to omdb api with a movie\n var searchUrl = \"http://www.omdbapi.com/?t=\" + movieEntered + \"&y=&plot=short&apikey=trilogy\";\n\n console.log(searchUrl);\n\n request(searchUrl, function (error, response, body) {\n // if request is successful \n if (!error && response.statusCode === 200) {\n //json parse\n var movieData = JSON.parse(body);\n\n console.log(\"========================\");\n // title of movie\n console.log(\"Movie Title: \" + movieData.Title +\n // year released\n \"\\nYear Released: \" + movieData.Released +\n // IMDB rating\n \"\\nIMDB Rating: \" + movieData.imdbRating +\n // Rotten Tomatoes rating\n \"\\nRotten Tomatoes Rating: \" + movieData.Ratings[1].Value +\n // countries movie was produced\n \"\\nCountry Produced: \" + movieData.Country +\n // language \n \"\\nLanguage: \" + movieData.Language +\n // plot\n \"\\nPlot: \" + movieData.Plot +\n // actors\n \"\\nActors: \" + movieData.Actors +\n \"\\n========================\");\n \n };\n });\n}", "function discoverMovies(callback) {\n $.ajax({\n url: api.root + \"/discover/movie\",\n data: {\n api_key: api.token\n },\n success: function(response) {\n model.browseItems = response.results;\n callback(response);\n //console.log(response);\n }\n });\n}", "function queryRequest() {\n var keyWords = $(\"input[name=searchterms]\").val().trim();\n var recordsToRetrieve = $(\"input[name=recordnumber]\").val().trim();\n var startYear = $(\"input[name=startyear]\").val().trim();\n // console.log(startYear);\n var endYear = $(\"input[name=endyear]\").val().trim();\n // Set the NYTimes artcle search URL\n var queryURL = \"https://api.nytimes.com/svc/search/v2/articlesearch.json?\";\n\n queryParams.q = keyWords;\n\n // query params\n // start year\n if (startYear != \"\"){\n queryParams.begin_date = startYear + \"0101\";\n };\n\n // end year\n if (endYear != \"\"){\n queryParams.end_date = endYear + \"1231\";\n }\n\n // grabbing # records \n if (recordsToRetrieve != \"\"){\n numResults = parseInt(recordsToRetrieve);\n }\n\n if (numResults >= 10){\n numResults / 10;\n console.log(\"numResults remainder = \" + numResults);\n }\n \n if (pageNumber != \"\"){\n queryParams.page = pageNumber;\n }\n\n queryURL = queryURL + $.param(queryParams);\n console.log(queryURL);\n console.log(pageNumber);\n $.ajax({\n url: queryURL,\n method: \"GET\"\n })\n .then(function(response) {\n console.log(response.response.docs[0]);\n console.log(response.response.docs);\n console.log(response.response.offset);\n\n\n displayArticles(response.response.docs, numResults);\n })\n }", "function omdb(input) {\n if (!input) {\n input = \"Mr. Nobody\";\n };\n\n if (input === \"Mr. Nobody\") {\n console.log(\"*** If you haven't watched 'Mr. Nobody,' then you should: http://www.imdb.com/title/tt0485947/ ***\");\n console.log(\"*** It's on Netflix! ***\");\n };\n\n let queryURL = \"http://www.omdbapi.com/?t=\" + input + \"&apikey=trilogy&plot=short&tomatoes=true\";\n\n axios.get(queryURL).then(function(response) {\n console.log(divider + \"\\nTitle: \" + response.data.Title + \"\\nRelease Year: \" + response.data.Year + \"\\nIMDB Rating: \" + response.data.imdbRating\n + \"\\nRotten Tomatoes Rating: \" + response.data.Ratings[1].Value + \"\\nCountry: \" + response.data.Country + \"\\nLanguage: \" +\n response.data.Language + \"\\nPlot: \" + response.data.Plot + \"\\nActors: \" + response.data.Actors + divider);\n });\n}", "fetchmovieValue(moviename) \n {\n /*Cheking for the input movie name entered by the user. If it is null then border movie will be displayed as a default movie.*/\n let pathInput = \"\";\n if(moviename==\"\")\n {\n pathInput = \"border\"\n }\n else\n {\n pathInput = moviename;\n}\n /*Setting the api with the appropriate input movie name*/\n const path = 'http://www.omdbapi.com/?s='+ pathInput;\n this.setState({tb: true});\n $.ajax({\n \n url: path,\n type: \"GET\",\n crossDomain: true,\n dataType: 'JSON',\n\n success : function(msg){\n console.log(msg.Search); \n\n console.log(msg.Search);\n /*As the data is retrieved in the search array so setting the state with msg.search*/\n this.setState({movie:msg.Search});\n \n }.bind(this),\n error: function(err){\n console.log(\"Main-Error Fetching \");\n }\n });\n \n }", "function search() {\n var searchTerm = $(\"#searchTerm\").val();\n var numRecords = $(\"#articleRetrieve\").val();\n var startYear = $(\"#startYear\").val();\n var endYear = $(\"#endYear\").val();\n\n var queryURL = 'https://api.nytimes.com/svc/search/v2/articlesearch.json?api-key=gnonuSaxEo5iK92FxNJduzfDGBhhhehk&fq=source:(\"The New York Times\")&q='+searchTerm;\n if (startYear!==\"\") {\n queryURL += \"&begin_date=\"+startYear+\"0101\";\n }\n if (endYear!==\"\") {\n queryURL += \"&end_date=\"+endYear+\"1231\";\n }\n\n $.ajax({\n url: queryURL,\n method: \"GET\"\n })\n .then(function(response) {\n console.log(response);\n\n\n\n\n });\n\n }", "function search(query){\n\n\t$.ajax ({\n\t type: 'GET',\n\t dataType: 'jsonp',\n\t crossDomain: true,\n\t jsonp: 'json_callback',\n\t url: 'http://www.giantbomb.com/api/search/?format=jsonp&resources=game&api_key=' + apikey +'&query=' + encodeURI(query),\n\t complete: function() {\n\t console.log('ajax complete');\n\t },\n\t success: function(data) {\n\t searchCallback(data.results);\n\t console.log(\"Results Finished\");\n\n\t }\n\t});\n\n}", "function movie(b) {\n console.log(\"*******omdb*******\");\n\n var movieName = \"\";\n //if called from text function b will hold moviename else will be empty\n if (b == \"\") {\n // default movie\n if (term.length == 3)\n movieName = \"Mr. Nobody\";\n else {\n // get console song input\n for (var i = 2; i < term.length; i++) {\n if (i > 2 && i < term.length)\n movieName = movieName + \"+\" + term[i];\n }\n }\n } else\n movieName = b;\n\n // api call\n var url = \"http://www.omdbapi.com/?t=\" + movieName + \"&y=&plot=short&apikey=40e9cece\";\n\n request(url, function(error, response, body) {\n if (!error && response.statusCode === 200) {\n result = JSON.parse(body);\n //console.log(result);\n //Title\n console.log(\"Title: \" + result.Title);\n //Year\n console.log(\"Year: \" + result.Year);\n //IMDB Rating\n console.log(\"IMDB Rating: \" + result.Ratings[0].Value);\n //RT rating\n if (typeof result.Ratings[1] != \"undefined\")\n console.log(\"Rotten Tomatoes Rating: \" + result.Ratings[1].Value);\n else\n console.log(\"No Rotten Tomatoes Rating.\");\n //Country Produced\n console.log(\"Produced In: \" + result.Country);\n //Plot\n console.log(\"Plot: \" + result.Plot);\n //Actors\n console.log(\"Actors / Actresses: \" + result.Actors);\n\n console.log(\"*****end omdb*****\");\n }\n if (error) {\n console.log(error);\n }\n });\n} //end movie", "function getResults(p_oEvent){\n\t\tvar sUrl, sMovie;\n\t\tvar oData;\n\t p_oEvent.preventDefault();\n\t\tsMovie = $Form.find('#title').val();\n\t\tsUrl = 'https://api.themoviedb.org/3/search/movie?api_key=97058a18f3b899a2e57452cec18ee321&query=' + sMovie;\n\t $.ajax(sUrl, { \t\n\t complete: function(p_oXHR, p_sStatus){\n\t oData = $.parseJSON(p_oXHR.responseText);\n\t\t\t\tif (oData.Response === \"False\") {\n\t\t\t\t\t$Container.hide();\n\t\t\t\t}\n\t\t\t\telse{\n\t\t\t\t\tqResults = oData;\n\t\t\t\t\tif(qResults.results.length>0){\n\t\t\t\t\t\t$(\"#noResults\").hide();\n\t\t\t\t\t\tfillOutResults(0);\n\t\t\t\t\t}\n\t\t\t\t\telse{\n\t\t\t\t\t\t$(\"#noResults\").show();\n\t\t\t\t\t\t$Container.hide();\n\t\t\t\t\t}\n\t\t\t\t} \n\t }\n\t });\n\t}", "function getImdbInfo(imdbId, instant) {\n var url = \"http://www.omdbapi.com/?i=\" + imdbId + \"&plot=short&r=json\";\n\n //initiate XMLHttpRequest\n var xhr = new XMLHttpRequest();\n xhr.open(\"GET\", url, true);\n xhr.onreadystatechange = function() {\n if (xhr.readyState == 4) {\n imdbCallback(xhr.responseText, this.data);\n }\n }\n xhr.data = instant;\n xhr.send();\n}", "findMovie(movieName = \"Mr. Nobody\") {\n let query = [\n 'http://www.omdbapi.com/?',\n this.key,\n `t=${movieName}`,\n 'page=3',\n 'type=movie',\n 'r=json'\n ].join('&');\n\n console.log(`\\n=======\\nFinding the movie \"${movieName}\"`);\n this.request(query, (error, response, body) => {\n if (error) {\n console.log(\"ERROR: \", error);\n return;\n }\n\n const jsonObj = this.body2JSON(body);\n if (!jsonObj) return;\n\n console.log(`\\n=======\\nResult for the movie \"${movieName}\"`);\n this.printMovieInfo(jsonObj);\n });\n }", "function makeAPICall() {\n movieAndDinnerObject.queryURL = createUrl();\n // console.log(movieAndDinnerObject.queryURL);\n\n $.ajax({\n url: movieAndDinnerObject.queryURL,\n method: \"GET\"\n }).then(function (response) {\n buildMovieData(response);\n createTheaters();\n }).fail(function (error) {\n console.log(\"error: \" + error);\n\n });\n }", "function search(query){\n\n\t$.ajax ({\n\t type: 'GET',\n\t dataType: 'jsonp',\n\t crossDomain: true,\n\t jsonp: 'json_callback',\n\t url: 'http://www.giantbomb.com/api/search/?format=jsonp&resources=game&api_key=' + apikey +'&query=' + encodeURI(query),\n\t complete: function() {\n\t console.log('ajax complete');\n\t },\n\t success: function(data) {\n\t searchCallback(data.results);\n\t }\n\t});\n\n}", "function search(query){\n\n\t$.ajax ({\n\t type: 'GET',\n\t dataType: 'jsonp',\n\t crossDomain: true,\n\t jsonp: 'json_callback',\n\t url: 'http://www.giantbomb.com/api/search/?format=jsonp&resources=game&api_key=' + apikey +'&query=' + encodeURI(query),\n\t complete: function() {\n\t console.log('ajax complete');\n\t },\n\t success: function(data) {\n\t searchCallback(data.results);\n\t }\n\t});\n\n}", "function searchMovies(query, callback) {\n $.ajax({\n url: api.root + \"/search/movie\",\n data: {\n api_key: api.token,\n query: query\n },\n success: function(response) {\n model.browseItems = response.results;\n callback(response);\n }\n });\n}", "function imdb(title, callback){\n\trequest('http://www.omdbapi.com/?t=' + title, function (error, response, body) {\n\t if (!error && response.statusCode == 200) {\n\t\t//console.log(body) // Print the google web page.\n\t\tcallback(body);\n\t }\n\t})\n}", "function doSearch(query, searchPageDoc) {\n var url = \"http://movietrailers.apple.com/trailers/home/scripts/quickfind.php?q=\" + query.replace(\" \", \"+\");\n var req = new XMLHttpRequest();\n \n req.onreadystatechange = function() {\n if (req.readyState == 4) {\n resultsJSON = JSON.parse(req.responseText);\n showResults(resultsJSON, searchPageDoc);\n }\n }\n req.open(\"GET\", url, true);\n req.send();\n}", "function OMDBrequest(){\n request(\"https://www.omdbapi.com/?t=\" + fetch + \"&y=&plot=short&apikey=trilogy\", function(error, response, body) {\n if (!error && response.statusCode === 200) {\n console.log(\"The title of the movie is: \" + JSON.parse(body).Title);\n console.log(\"The year the movie was released is: \" + JSON.parse(body).Released);\n console.log(\"The movie's IMDB rating is: \" + JSON.parse(body).imdbRating);\n console.log(\"The Rotten Tomatoes rating of the movie is: \" + JSON.parse(body).Ratings[1].Value);\n console.log(\"The movie was produced in: \" + JSON.parse(body).Country);\n console.log(\"The language of the movie is: \" + JSON.parse(body).Language);\n console.log(\"The actors in the movie are: \" + JSON.parse(body).Actors);\n console.log(\"The plot of the movie is: \" + JSON.parse(body).Plot);\n }\n else {\n console.log(\"Uh-oh! An error has occured! Please try again later.\");\n }\n })\n}", "function movie_find_show_all(url_query, respond){\r\n respond.write(\"<script>document.getElementById('heading').innerHTML ='Movie search All';</script>\");\r\n \r\n var search_input ='<style>input[type=search] {width: 130px;box-sizing: border-box;border: 2px solid #ccc;border-radius: 4px;font-size: 16px;background-color: white; margin:2% auto 2% 40%;background-image:url(\"searchicon.png\");background-position: 10px 10px;background-repeat: no-repeat;padding: 12px 20px 12px 40px;-webkit-transition: width 0.4s ease-in-out;transition: width 0.4s ease-in-out;}input[type=search]:focus {width: 95%;margin:2% auto 2% auto;}/* #searh_input{margin:2% auto 2% 40%;width: 50%;} */</style><input type=\"search\" name=\"search\" placeholder=\"Search..\" id=\"search_input\" onsearch =\"call_db_search()\"><button onclick=\"call_db_search()\" style =\"width:4%; height:7.5%;font-size:2.3em;border-radius:0px;background-color:transparent;\" class=\"btn btn-info\"><i class=\"fas fa-search\"></i></button><br><div id style=\"width:100%;height:7%;background-color:white;color:black;font-size:1em;\"><a href=\"movie_find_show_all\" onclick =\"\">Show all stored movies</a><br><a href=\"delete_all\" onclick =\"\">Delete all stored movies</a></div><hr><script> function call_db_search(){ var search_query = document.getElementById(\"search_input\"); if(search_query.value == \"\"){ document.getElementById(\"heading\").innerHTML =\"Please feel data to be searched for\"; } else{ window.open(\"movie_find_search?\"+search_query.value, \"_self\"); } } </script>';\r\n\r\n\r\n respond.write(search_input);\r\n \r\n \r\n //get data from db\r\n my_sql_conn.connect(function(err){//doing mysql connection handshake aka test connectability\r\n if(err){\r\n // respond.write(\"<p style='width:100%;height:10%;overflow:auto;background-color:white;color:black'>connection error: \"+err+\"</p>\");\r\n //return respond.end();//ending here\r\n }\r\n else{\r\n // respond.write(\"<p>connected to db</p>\");\r\n //respond.end();//ending here\r\n }\r\n \r\n //get data from db\r\n var mysql_db_data_get = \"SELECT * FROM movie_table\"\r\n \r\n \r\n //connect to existing db\r\n \r\n my_sql_conn_db.query(mysql_db_data_get, function(err, results){\r\n \r\n if(err){\r\n // respond.write(\"<p style='width:100%;height:10%;overflow:auto;background-color:white;color:black'>Data adding err (serach) \"+err+\"</p>\");\r\n return ;//respond.end();//ending here\r\n }\r\n else{\r\n // respond.write(\"<p>Data added \"+JSON.stringify(results[0].m_producer)+\"</p>\");\r\n var result = results;\r\n if(results.length ==0){return respond.write(\"<p style='width:100%;height:10%;overflow:auto;background-color:white;color:black'>Could'nt find movie in db, please add some</p>\");}//if record match not found\r\n var extra_results = 1;//skip result duplicate\r\n var count = 0;\r\n for(var i =0; i<=result.length; i++){\r\n db_data_shower();//break if setup is not like this\r\n extra_results =i;//capture duplicate\r\n count = i;\r\n \r\n }\r\n \r\n\r\n \r\n //respond.end();//ending here\r\n }\r\n function db_data_shower(){\r\n if(extra_results==0){return} \r\n respond.write(\"<p style='width:100%;height:10%;overflow:auto;background-color:white;color:black'>Movie Title : \"+result[count].m_title+\" | Movie Director : \"+result[count].m_director+\" | Movie Producer : \"+result[count].m_producer+\" | Movie Producing Company : \"+result[count].m_production_company+\" | Movie filmed Country : \"+result[count].m_country+\" | Movie Starring : \"+result[count].m_actor+\" | Movie Genre : \"+result[count].m_genre+\" | Movie Synopsis : \"+result[count].m_description+\" | Movie Disclaimer : \"+result[count].m_disclaimer+\" | Movie Poster : \"+result[count].m_image+\"<br>\"+ \r\n '<input type=\"button\" style=\"width:40%;height:2em;margin:1% 1% 1% 1%\" onclick=\"window.open(\\'movie_update?'+result[count].movie_id+'\\',\\'_self\\')\" value=\"Update Movie\" class=\"btn btn-primary\"><input type=\"button\" style=\"width:40%;height:2em;margin:1% 1% 1% 1%\" onclick=\"window.open(\\'movie_delete?'+result[count].movie_id+'\\',\\'_self\\')\" value=\"Delete Movie\" class=\"btn btn-primary\"></p>');\r\n }\r\n }\r\n \r\n ); \r\n \r\n });\r\n \r\n}", "function allFilmsJSON(){\n console.log(\"allFilmsJSON Clicked\");\n insertAjaxResult(\"https://eloquent-yew-227217.appspot.com/GetAllFilms?format=json\", \"#results\", \"json\");\n}", "function movie(){request(\"http://www.omdbapi.com/?apikey=40e9cece&t=Mr.+Nobody\", function(error, response, body) {\n if (!error && response.statusCode === 200) {\n\n // Then log the body from the site!\n console.log(body);\n }\n});\n}", "function formSubmitted(event) {\n event.preventDefault();\n var url = \"https://omdbapi.com/?s=\" + $(\"#query\").val();\n $.get(url, resultsReceived);\n}", "async function omdb(x){\n return fetch(`http://omdbapi.com/?apikey=b643c3d7&t=${x}`).then(\n async response => response.json().then(async function (json){\n return json\n })\n )\n}", "function getResult() {\n\n //search again by Show ID\n var showId = this.value;\n console.log(\"Show ID is: \" + showId);\n\n var request = new XMLHttpRequest();\n request.addEventListener(\"load\", displaySelected);\n request.open(\"GET\", `http://api.tvmaze.com/shows/${showId}`);\n request.send();\n\n}", "function bringmovies(x){\n \n console.log(x);\n \n // ajax call para poner el ipa link\n \n $.ajax({\n \n /* b */ method: \"GET\",\n /* c */ url: \"http://www.omdbapi.com/?apikey=92da120d&s=\" + x,\n /* d */ dataType: \"json\"\n \n \n \n }).done(function(data){ //d this is the outcome of the whole request ajax \n // if the input field has something correct hide it\n // if the input field is empty show the alert double == para hacer comparacion no es con una. \n console.log(data);\n \n if(data.Response == \"False\"){ \n $('.alert').css('display', 'block');\n } else if(data.Response == \"True\"){ \n \n $('.alert').css('display', 'none');\n }\n var placeholder = '';\n // this is the array of movies\n var Arrayofmovies = data.Search;\n \n \n $.each(Arrayofmovies , function(index , movie){\n \n \n var id = movie.imdbID;\n console.log(id);\n \n if (movie.Poster == \"N/A\"){\n \n movie.Poster = \"img/posterno.jpg\";\n console.log(\"got nothing\");\n } \n placeholder+=` <a onclick=\"moviedetails('${id}')\"> <div class=\"custom-container\" data-toggle=\"modal\" data-target=\".m1\" >\n <img class=\"poster\" src=\"${movie.Poster}\"> \n <div class=\"overlay\">\n <div class=\"text\" >${movie.Title}</div>\n </div> \n </div> </a>`;\n \n $(\"#list\").html(placeholder);\n });\n \n \n \n });\n \n }", "static search(query, callback) {\n const path = `/?type=movie&s=${query}`;\n\n return makeOmdbRequest(path, (err, response) => {\n if(response) {\n // If there was no error, only return the movies array\n response = response.Search;\n }\n\n callback(err, response);\n });\n }", "function getMovies(myInput) {\n axios.get('https://www.omdbapi.com?s=' + myInput + '&apikey=5623718')\n .then((response) => {\n let movies = response.data.Search;\n let output = '';\n $.each(movies, (index, movie) => {\n output += `\n <a href=\"movieresult.html?${movie.imdbID}\" class=\"nav-link text-white\">\n <div class=\"movie_card\" style=\"width: 18rem;margin: 0 auto;>\n <div class=\"card h-100\">\n <img src=\"${movie.Poster}\" class=\"poster\">\n <div class=\"card-body\">\n <h5>${movie.Title}</h5>\n </div>\n </div>\n </div>\n </a>\n `;\n });\n $('#movies').html(output);\n })\n .catch((err) => {\n console.log(err);\n });\n}", "async function getSearch(){\n const res = await fetch(`https://www.omdbapi.com/?apikey=1a241340&s=${search.value}&type=movie&page=${page}`)\n const data = await res.json()\n if (data.Response === 'False'){\n results.innerHTML = `There is no results for search ${search.value}`\n }\n else { displayMovies(data.Search, Number(data.totalResults))}\n}", "function bookSearch(){\n ...\n\n $.AJAX({\n url: \"https://www.googleapis.com/books/v1/volumes?q=\" + search,\n dataType: \"json\",\n\n success: function(data) {\n console.log(data)\n },\n type: 'GET'\n });\n }", "function movieSearch(movie){\n if(!movie){\n var movieName = \"Mr. Nobody\";\n } else{\n movieName = movie;\n }\n let queryUrl = \"http://www.omdbapi.com/?t=\" + movieName + \"&y=&plot=short&apikey=trilogy\";\n\n request(queryUrl, function(err, response, body){\n\n if(!err && response.statusCode === 200){\n\n //need to look at responses from IMDB, responses seem to change based on the movie\n //also if possible add some input validation\n console.log(\"Movie title: \" + JSON.parse(body).Title);\n console.log(\"Release date: \" + JSON.parse(body).Year);\n console.log(\"Rating: \" + JSON.parse(body).imdbRating);\n //rotten tomatoes rating\n if(JSON.parse(body).Ratings[1]){\n console.log(\"Rotten tomatoes rating: \" + JSON.parse(body).Ratings[1].Value);\n }\n console.log(\"Produced in \" + JSON.parse(body).Country);\n console.log(\"Language: \" + JSON.parse(body).Language);\n console.log(\"Plot: \" + JSON.parse(body).Plot);\n console.log(\"Actors: \" + JSON.parse(body).Actors);\n \n } else{\n\n console.log(err);\n }\n\n\n });\n \n\n\n}", "function displayTopicInfo() {\n var topic = $(this).attr(\"data-name\");\n var queryURL = \"https://www.omdbapi.com/?t=\" && \"https://api.giphy.com/v1/gifs/search?q=\" + topic + \"&api_key=mAGrPIR6EkqS8JKrB22qgdxAZ5YBjzZS&limit=10\"; \n \n \n $.ajax({\n url: queryURL,\n method: \"GET\"\n }).then(function (response) {\n $(\"#topics-view\").text(JSON.stringify(response));\n });\n}", "function movieSearch(movieInput) { \n \n if (movieInput === \"\") {\n movieInput = \"Mr. Nobody\";\n }\n console.log(\"movie input: \" + movieInput);\n\n axios.get(\"http://www.omdbapi.com/?t=\" + movieInput + \"&y=&plot=short&apikey=trilogy\").then(\n function (response) {\n // console.log(response.data);\n console.log(\"Title: \" + response.data.Title);\n console.log(\"Release Year: \" + response.data.Year);\n console.log(\"IMdB Rating: \" + response.data.imdbRating);\n console.log(\"Country: \" + response.data.Country);\n console.log(\"Language: \" + response.data.Language);\n console.log(\"Rotten Tomatoes: \" + response.data.Ratings[0].Value);\n console.log(\"Plot: \" + response.data.Plot);\n console.log(\"Actors: \" + response.data.Actors);\n }\n );\n}", "function openMovie(query) {\n\n //kada otvorimo odredjeni film/seriju sakrijemo elemente koji su do sada bili prikazani i prikazemo div za film\n $(\"#content\").hide();\n $(\"#top-part\").hide();\n $(\"#movie-show\").show();\n\n //ukoliko prikazemo neki film pa se vratimo na pretragu i otvorimo novi, prikazali bi se rezultati oba filma u div-u movie-show\n //zbog toga pozivamo pomocnu funkciju cleanMovie() kako bi ispraznili sve elemente movie-showa ukoliko su vec bili popunjeni\n cleanMovie();\n\n //div series-season se koristi prilikom prikaza odredjene epizode i on nam nije potreban kada prikazujemo film ili seriju\n //iz tog razloga ga ispraznimo kako se ne bi prikazivao bez kad je potreban\n $('#series-season').empty();\n\n //ajax reuquest prema API-u gdje izvlacimo podatke o odredjenom filmu/seriji\n $.ajax({\n type: \"GET\",\n url: \"https://www.omdbapi.com/?apikey=39c93cf7&i=\" + query,\n success: (response) => {\n //pomocna funkcija koja popunjava elemente potrebne za prikaz filma/serije\n showMovie(response);\n }\n })\n}", "function nextResultSet()\n{\n //console.log('I am in nextResultSet'+startIndex) ;\n const settings =\n {\n url: 'https://developers.zomato.com/api/v2.1/search',\n /*url: 'https://developers.zomato.com/api/v2.1/collections',*/\n headers:\n {\n \"user-key\":'cba9c1eb99c74720b299dc97c499bacd'\n },\n data:\n {\n entity_id: `${cityId}`,\n entity_type:`${entity}`,\n count: 6,\n start:startIndex\n },\n dataType: 'json',\n type: 'GET',\n success: displayData\n }\n $.ajax(settings);\n }", "function getMovie() {\n\n var omdbApi = require('omdb-client');\n\n var params = {\n apiKey: 'XXXXXXX',\n title: 'Terminator',\n year: 2012\n }\n omdbApi.get(params, function (err, data) {\n // process response...\n });\n}", "performSearch(searchTerm) {\n console.log(\"Perform search using moviedb\"); \n const urlString = \"https://api.themoviedb.org/3/search/movie?api_key={keyomitted}}&language=en-US&page=1&include_adult=false&query=\" + searchTerm;\n \n // The API we are using is the one provided by imdb\n $.ajax({\n url: urlString,\n success: (searchResults) => {\n console.log(\"Fetched data successfully\")\n console.log(searchResults);\n const results = searchResults.results\n console.log(results[0])\n\n var movieRows = []\n\n // Loop through each row to later display customized results\n results.forEach((movie) => {\n movie.poster_src = \"https://image.tmdb.org/t/p/w185\" + movie.poster_path;\n const movieRow = <MovieRow movie={movie}/>\n movieRows.push(movieRow)\n })\n this.setState({rows: movieRows})\n },\n error: (xhr, status, error) => {\n console.log(\"Failed to fetch data\")\n }\n })\n }", "function getData(){\r\n\t\t// main entry point to web service\r\n\t\tconst SERVICE_URL = \"https://cors-anywhere.herokuapp.com/https://api.jikan.moe/v3/search/\"; // anime/?q=\";\r\n\t\t\r\n\t\t// No API Key required!\r\n let selection = document.querySelector(\"#selections\").value;\r\n \r\n let limit = document.querySelector(\"#limit\").value;\r\n\t\t\r\n\t\tlet currentstatus = document.querySelector(\"#currentstatus\").value;\r\n\t\t\r\n\t\tlet maturity = document.querySelector(\"#maturity\").value;\r\n\t\t\r\n\t\t// build up our URL string\r\n\t\tlet url = SERVICE_URL;\r\n\t\t\r\n\t\t// parse the user entered term we wish to search\r\n\t\tterm = document.querySelector(\"#searchterm\").value;\r\n\t\t\r\n\t\t// get rid of any leading and trailing spaces\r\n\t\tterm = term.trim();\r\n\t\t// encode spaces and special characters\r\n\t\tterm = encodeURIComponent(term);\r\n\t\t\r\n\t\t// if there's no term to search then bail out of the function (return does this)\r\n\t\tif(term.length < 1){\r\n\t\t\tdocument.querySelector(\"#debug\").innerHTML = \"<b>Enter a search term first!</b>\";\r\n\t\t\treturn;\r\n\t\t}\r\n \r\n url += selection + \"/\";\r\n\t\turl += \"?q=\" + term;\r\n url += \"&limit=\" + limit;\r\n url += \"&page=1\";\r\n\t\turl += \"?status=\" + currentstatus;\r\n\t\turl += \"&rated=\" + maturity;\r\n\t\turl += \"&genre=\";\r\n\t\t\r\n\t\t// Genre Selection\r\n\t\tlet genre = document.getElementsByName(\"genre[]\");\r\n\t\t\r\n\t\tfor (let i = 0; i<genre.length; i++) {\r\n\t\t\tif (genre[i].checked) \r\n\t\t\t{\r\n\t\t\t\turl += genre[i].value + \"%2C\";\r\n\t\t\t}\r\n\t\t}\r\n\t\t\r\n\t\t// update the UI\r\n\t\tdocument.querySelector(\"#debug\").innerHTML = `<b>Querying web service with:</b> <a href=\"${url}\" target=\"_blank\">${url}</a>`;\r\n\t\t\r\n\t\t// call the web service, and prepare to download the file\r\n\t\t$.ajax({\r\n\t\t dataType: \"json\",\r\n\t\t url: url,\r\n\t\t data: null,\r\n\t\t success: jsonLoaded\r\n\t\t});\r\n\t\t\r\n\t\t\r\n\t}", "function searchOmdb() {\n inquirer.prompt([\n {\n type: \"input\",\n name: \"query\",\n message: \"Search Imdb:\"\n }\n ]).then(function (input) {\n var query = input.query\n if(query == \"\") {\n query = \"Mr. Nobody\"\n }\n var queryURL = \"http://www.omdbapi.com/?t=\" + query + \"&y=&plot=short&apikey=trilogy\";\n request(queryURL, function(error, response, body) {\n if(error) {\n console.log(error)\n } \n var title = JSON.parse(body).Title;\n var year = JSON.parse(body).Year;\n var imdbRating = JSON.parse(body).Ratings[0].Value;\n var rottenRating = JSON.parse(body).Ratings[1].Value;\n var country = JSON.parse(body).Country;\n var language = JSON.parse(body).Language;\n var plot = JSON.parse(body).Plot;\n var actors = JSON.parse(body).Actors;\n\n console.log(\"~Siri~ Here is some information about \" + title + \"\")\n console.log(\"...\");\n console.log(\"Title: \" + title);\n console.log(\"Year: \" + year);\n console.log(\"imdb Rating: \" + imdbRating);\n console.log(\"Rotten Tomatoes Rating: \" + rottenRating);\n console.log(\"Country: \" + country);\n console.log(\"Language: \" + language);\n console.log(\"Plot: \" + plot);\n console.log(\"Actors: \" + actors);\n console.log(\"...\");\n logData(\"Searched Imdb for \" + title);\n })\n })\n}", "function getUserData(displayFunction){\n var result = null;\n var xhr = new XMLHttpRequest(); \n var title = (document.getElementById('title').value).split(' ').join('+')\n var type = document.getElementById('type').value\n xhr.open('GET', 'https://www.omdbapi.com/?apikey=eae4ab59&t='+title+'&type='+type);\n xhr.send()\n xhr.onload = function (){\n if(xhr.status == 200){\n result = JSON.parse(xhr.response);\n displayFunction(result);\n }\n else{\n console.log(\"Error Code is:\" + xhr.status);\n }\n } \n }", "function movieThis(movie) {\n\n var queryUrl = \"http://www.omdbapi.com/?t=\" + searchInput + \"&y=&plot=short&apikey=trilogy\";\n\n request(queryUrl, function (error, response, body) {\n\n if (!error && response.statusCode === 200) {\n var body = JSON.parse(body);\n\n console.log(\"\");\n console.log(\"Title: \" + body.Title);\n console.log(\"\");\n console.log(\"Release Year: \" + body.Year);\n console.log(\"\");\n console.log(\"IMDB Rating: \" + body.imdbRating);\n console.log(\"\");\n console.log(\"Rotten Tomatoes Rating: \" + body.Ratings[1].Value);\n console.log(\"\");\n console.log(\"Country: \" + body.Country);\n console.log(\"\");\n console.log(\"Language: \" + body.Language);\n console.log(\"\");\n console.log(\"Plot: \" + body.Plot);\n console.log(\"\");\n console.log(\"Actors: \" + body.Actors);\n console.log(\"\");\n }\n });\n}", "function movieData(movieSearch) {\n $.ajax({\n url: \"https://www.omdbapi.com/?apikey=e7dd88c3&t=\" + movieSearch,\n method: \"GET\",\n }).then(function (response) {\n console.log(\"I am the \", response);\n\n $(\".movie-card\").empty();\n\n //add to movie storage\n if (!moviePreviouslySearched.includes(movieSearch)) {\n moviePreviouslySearched.push(movieSearch);\n localStorage.setItem(\"movie\", JSON.stringify(moviePreviouslySearched));\n }\n $(\".movie-history\").empty();\n createMovieList(moviePreviouslySearched);\n\n //appending movie data to card\n\n var poster = $(\"<p>\").addClass(\"card-image\");\n var posterUrl = response.Poster;\n var iconHtml = $(\"<img>\").attr(\"src\", posterUrl);\n var title = $(\"<p>\").addClass(\"card-text\").text(response.Title);\n var actor = $(\"<p>\").addClass(\"card-text\").text(response.Actors);\n var year = $(\"<p>\").addClass(\"card-text\").text(response.Year);\n\n poster.append(iconHtml);\n $(\".movie-card\").append(poster, title, actor, year);\n });\n }", "function getMovies(searchText) {\n axios\n .get(\"https://www.omdbapi.com/?s=\" + searchText + \"&apikey=bfae7d3\")\n .then(res => {\n //Setting User Serach to Data From API\n let movies = res.data.Search;\n\n //Initial State\n let output = \"\";\n\n // Using jQuery 'each()' function to loop through movies data pulled from API.\n $.each(movies, (index, movie) => {\n output += `\n <div class=\"col-md-4 \">\n <div class=\"card mb-3\">\n <img class=\"card-img-top\" src=\"${\n movie.Poster\n }\" alt=\"Sorry Img Not Available At The Moment\" style=\"border-radius: 5px\">\n <div class=\"card-body\">\n <h5 class=\"card-title text-center\">${\n movie.Title\n }</h5>\n <a onclick=\"movieSelected('${\n movie.imdbID\n }')\" class=\"btn btn-primary d-flex text-center justify-content-center\" href=\"#\">Movie Deails</a>\n </div>\n </div>\n </div>\n `;\n });\n\n // Rendering to out Movies div\n $(\"#movies\").html(output);\n })\n //Checking for Any Error\n .catch(err => {\n console.log(err);\n });\n}", "function ajaxCall(query, number, displayObjects) {\n\t// Make an ajax call to the chroniclingamerica api and load results into an array\n\t$.ajax({\n\t\turl: 'https://chroniclingamerica.loc.gov/search/pages/results/',\n\t\tdataType: 'jsonp',\n\t\tdata: {\n\t\t\tandtext: 'chaplains ' + query,\n\t\t\tpage: number,\n\t\t\tformat: 'json'\n\t\t},\n\t\tsuccess: function(response) {\n\t\t\tresponse.items.forEach(function(e) {\n\t\t\t\t//only look for results that are from 1930 or later\n\t\t\t\tif (parseInt(e.date) > 19300000) {\n\t\t\t\t\tvar obj = {\n\t\t\t\t\t\ttitle: toTitleCase(e.title_normal), //title of the newspaper, journal, etc.\n\t\t\t\t\t\tlink: 'https://chroniclingamerica.loc.gov' + e.id, //link to the actual article\n\t\t\t\t\t\tlocation: e.place_of_publication, //location of publication\n\t\t\t\t\t\ttext: e.ocr_eng, //full text of the article\n\t\t\t\t\t\tdate: e.date.substring(0, 4) + '/' + e.date.substring(4, 6) + '/' + e.date.substring(6, 8) //date of publishing\n\t\t\t\t\t};\n\t\t\t\t\tdisplayObjects.push(obj); //add to the array\n\t\t\t\t}\n\t\t\t});\n\t\t\tdisplayResults(displayObjects); //display the results when we get them\n\t\t}\n\t});\n}", "function getAllAdminsData() //3aaaaaaaaaaaaaaa4\n{\n var queryString = \"select * from Admins;\";\n\n $.ajax({\n type: \"POST\",\n url: serviceLink + \"/getAllAdmins\",\n async: false,\n dataType: \"json\",\n contentType: \"application/json\",\n data: JSON.stringify({ queryString: queryString }),\n\n success: function (data) {\n\n if(data.d === \"databaseError\")\n {\n alert(\"خطأ فى قاعدة البيانات\");\n }\n else\n {\n openViewAdmins(data.d);\n }\n\n },\n error: function (er) {\n alert('error:' + JSON.stringify(er));\n }\n });\n} //done", "async function getMovieQuery(){\n clearFields(); \n const query = document.getElementById('searchbtn')\n const input = query.value; \n if(input === ''){\n showError('Enter a movie')\n }else { \n const QUERY_URL = `https://api.themoviedb.org/3/search/movie?query=${input}&api_key=xxxxxxxxxxxxx&language=en-US&page=1&include_adult=false`; \n const response = await fetch(`${QUERY_URL}`) \n const json = await response.json(); \n showQueryData(json); \n }\n}", "function Omdb(key) {\n // store key as part of base url\n this.url = \"http://www.omdbapi.com/?apikey=\" + key;\n\n this.search = function(title, callback) {\n // do a generic search against the api based on the title given\n request(this.url + \"&s=\" + title, function(error, response, body) {\n // send back parsed \"Search\" array\n callback(JSON.parse(body).Search);\n });\n };\n\n this.get = function(title, callback) {\n // do a specific search against the api\n request(this.url + \"&t=\" + title, function(error, response, body) {\n // send back the movie object\n callback(JSON.parse(body));\n });\n };\n}", "function retrieveMovie(address){\n\t\n $.ajax({\n url: address,\n success:\n function(text)\n {\n //Update other input fields\n $(\"#updateTitle\").val(text.title);\n $(\"#updateYear\").val(text.year);\n $(\"#updateDirector\").val(text.director);\n $(\"#updateStars\").val(text.stars);\n $(\"#updateReview\").val(text.review);\n }\n \n });\n}", "function getSimilar(id){\n \n var url = 'https://api.themoviedb.org/3/movie/' + id +'/similar?api_key=224dda2ca82558ef0e550aa711aae69c';\n jQuery.ajax({\n type: 'GET',\n url: url,\n async: false,\n contentType: \"application/json\",\n dataType: 'jsonp',\n success: function(json) {\n\n //Limit the results to 15.\n length = json.results.length;\n if(length > 15){\n length = 15;\n }\n for(var i = 0; i < length; i++)\n {\n jQuery(\"#results\").append(\"<tr><td>\" + json.results[i].original_title + \"</td><td>\"+ json.results[i].vote_average + \"</td></tr>\")\n }\n jQuery(\"#results\").show();\n jQuery(\".response\").slideDown(\"2000\");\n },\n error: function(e) {\n console.log(e.message);\n }\n });\n\n}", "getApi() {\n // Replaces spaces in input with plus signs for the URL.\n let movie = this.state.input.replace(\" \", \"+\")\n axios.get('https://www.omdbapi.com/?s=' + movie + '&apikey=fd538e58')\n .then((response) => {\n console.log(response.data.Search)\n this.setState({ searchResults: response.data.Search })\n })\n }", "function ajaxCall(searchParams) {\n var query = \"?\";\n\n $.each(searchParams, function(i, val) {\n if (val) {\n if (i === \"Year\") { \n searchParams.Year = val.replace(\"-\", \"–\");\n }\n \n query += i + \"=\" + val + \"&\";\n }\n });\n query = query.slice(0, -1);\n \n\n $.ajax({\n url: \"https://ancient-caverns-16784.herokuapp.com/movies\" + query,\n type: \"GET\",\n //data: searchParams,\n beforeSend: function() {\n $(\"body\").css('cursor', 'wait');\n },\n success: function (data) {\n document.body.style.cursor = 'context-menu';\n showResults(data.results);\n showPagination(data.pagination);\n\n },\n error: function (response) {\n alert(response)\n }\n });\n\n function showResults(data) {\n\n var movieList1 = $(\"#movieList\");\n movieList1.children().remove();\n\n $.each(data, function(i, val) {\n const html = document.createElement('a');\n html.setAttribute(\"class\", \"movie-item\");\n html.setAttribute(\"data-id\", val._id);\n html.setAttribute(\"href\", \"./movieDetails.html\");\n html.addEventListener(\"click\", () => updateLocalStorage(val._id));\n html.innerHTML =\n `<div class=\"poster-container\">\n <img src=${val.Poster}/>\n </div>\n <p class=\"movie-title\">${val.Title}</p>\n `;\n movieList1.append(html);\n });\n\n\n var results = $('#results');\n var template = '';\n results.empty();\n for (let i = 0; i < data.length; i++) {\n const el = data[i];\n template += '<div class=\"column\">';\n template += '<div class=\"content\">';\n template +='<picture><img src=\"'+ el.Poster +'\" style=\"width:auto; alt='+ el.Title +'\"></picture>';\n template +='<h4 style=\"width:250px;\">'+ el.Title + '</h4>';\n template += '<p>' + el.Genre +'</p>';\n template += '<p>' + el.Language +'</p>';\n template += '<p>' + el.Country +'</p>';\n template += '</div>';\n template += '</div>';\n }\n results.append(template);\n }\n\n}", "function getMovieData(inputValue){\n\tconsole.log(\"Getting Movie DB Data\");\n\tvar movieURL = \"https://api.themoviedb.org/3/search/movie?api_key=534eba42a6966339288ebfaa060f2883&query='\";\n var searchMovieURL = movieURL + inputValue;\n $.ajax({\n\t\turl: searchMovieURL,\n\t\ttype: 'GET',\n\t\tdataType: 'json',\n\t\terror: function(err){\n\t\t\tconsole.log(err);\n\t\t},\n\t\tsuccess: function(data){\n\t\t\tconsole.log(\"Got the data\");\n\t\t\tconsole.log(data);\n\t\t\tvar theMovieResults = data.results;\n\t\t\tconsole.log(theMovieResults);\n\n\t\t\t//Clear out the container\n\t\t\t$('#result').html(\"\");\n\n\t\t\t//loop through all of the movie objects and request gifs for each one\n\t\t\tfor (var i = 0; i < theMovieResults.length; i++){\n\t\t\t\tgetGIFdata(theMovieResults[i]);\n\t\t\t}\n\t\t}\n\t});\n\n}", "function search() {\n\tvar url = \"youtube?q=\"+$('#q').val()+\"&maxResults=\"+$('#maxResults').val();\n\tif ($('#q').val() != \"\") {\n\t\t$.ajax({\n\t\t\turl: url,\n\t\t\tdataType: \"json\",\n\t\t\ttimeout: 10000,\n\t\t\tsuccess: function (response) {\n\t\t\t\tconsole.log(response);\n\t\t\t\t$('#search-list').html(response.htmlBody);\n\t\t\t},\n\t\t\terror: function () {\n\t\t\t\talert(\"Error getting from server\")\n\t\t\t}\n\t\t}).done(function (resp) {\n\t\t\t\n\t\t});\n\t}\n}", "function getMovieList(callback){\n\tconst query = {\n\t\tapi_key: TMDB_API_AUTH.KEY,\n\t\tsort_by: \"release_date.desc\",\n\t\tpage: pageCounter\n\t};\n\t$.getJSON(TMDB_SEARCH_URL_MOVIES_LIST, query, callback);\n}", "function getRecipes () {\n\n $.ajax({\n\n method: 'GET',\n\n url: 'https://api.edamam.com/search',\n\n data: $('form').serialize(),\n\n dataType: 'json',\n\n success: renderModalSearchRecipe,\n\n error: function getApiRecipesError () {\n\n console.log('Get Recipes Error')\n\n }\n\n })\n\n}", "function getResult(e){\n\n\n const xhr = new XMLHttpRequest();\n\n xhr.open('GET',`https://api.themoviedb.org/3/search/movie?api_key=1110f193b789d3675a2ba137ac0b6b96&language=en-US&query=${e.target.value}&page=1&include_adult=false`,true);\n\n xhr.onload = function(){\n if(this.status === 200){\n // console.log(this.responseText);\n\n const result = JSON.parse(this.responseText);\n // console.log(result.results[0]);\n const movieName = result.results[0].original_title;\n const image = result.results[0].poster_path;\n id = result.results[0].id;\n movieId.setAttribute('value',id);\n outputArea.innerHTML = `<li class=\"movie-display\"><p class=\"movie-name\">${movieName}</p> <img class=\"poster\" src=\"https://image.tmdb.org/t/p/w500/${image}\"></li> `\n }\n else{\n if(e.target.value != '')alert('Something went wrong')\n }\n }\n xhr.send();\n}", "async fetchDataFromApi(movieIndex) {\n const res = await axios.get(\"http://www.omdbapi.com/\", {\n params: {\n apikey: \"b796d8f8\",\n s: `${movieIndex}`,\n },\n });\n if (res.data.Error) {\n return [];\n }\n return res.data.Search;\n }", "function findAllMovie(){\n $(\"#allMovies\").click(function(){\n url=\"../MovieCalender/index.php?route=CustomerCalender/showAllMovies\";\n $.get(url,function(data,status){\n data = JSON.parse(data);\n console.log(data);\n createList(data);\n })\n })\n}", "function findChineseMovie(){\n $(\"#ChineseMovies\").click(function(){\n url=\"../MovieCalender/index.php?route=CustomerCalender/showChineseMovies\";\n $.get(url,function(data,status){\n data = JSON.parse(data);\n //console.log(data);\n createList(data);\n })\n });\n}", "function OmdbThis(inputString) {\n axios.get(\"http://www.omdbapi.com/?t=\" + inputString + \"&y=&plot=short&apikey=trilogy\").then(\n function (response) {\n console.log(response.data); //console.log(\"Release Year: \" + response.data.Year);\n }\n );\n}", "function callAjaxSeries(value) {\n $.ajax(\n {\n \"url\": \"https://api.themoviedb.org/3/search/tv\",\n \"data\": {\n \"api_key\": \"639cb73214ae520200c0768191807286\",\n \"query\": value,\n \"language\": \"it-IT\"\n },\n \"method\": \"GET\",\n \"success\": function(data) {\n var risultatoSeries = data.results;\n renderSeries(risultatoSeries)\n },\n\n \"error\": function(errore) {\n alert(\"Errore\");\n }\n }\n );\n }", "function movieThis() {\n var movie = \"Mr. Nobody\";\n if (searchTerm) {\n var movie = searchTerm;\n };\n let movieUrl = \"http://www.omdbapi.com/?apikey=715b0924&t=\" + movie\n axios.get(movieUrl).then(response => {\n let data = response.data;\n console.log(\"Title: \" + data[\"Title\"] + \"\\nYear: \" + data[\"Year\"] + \"\\nIMDB Rating: \" + data[\"imdbRating\"] + \"\\nRotten Tomatoes Rating: \" + data[\"Ratings\"][1][\"Value\"] + \"\\nCountry of Production: \" + data[\"Country\"] + \"\\nLanguage: \" + data[\"Language\"] + \"\\nPlot: \" + data[\"Plot\"]\n + \"\\nActors: \" + data[\"Actors\"]);\n }).catch(error => {\n console.log(error);\n });\n}", "function getMovies(searchText) {\n $.get(\n baseURL + searchName + searchText + \"&type=movie\",\n (respuesta, estado) => {\n if (estado === \"success\") {\n let movies = respuesta.Search;\n let output = \"\";\n $.each(movies, (i, movie) => {\n output += `\n <div class=\"col-md-3\">\n <div class=\"well text-center\">\n <img class=\"imgSearch\" src=\"${movie.Poster}\">\n <h5>${movie.Title}</h5>\n <a onclick=\"selectedMovie('${movie.imdbID}')\" class=\"btn btn-info\" href=\"#\">Mas info</a>\n </div>\n </div>\n \n `;\n });\n\n result.html(output);\n }\n }\n );\n}" ]
[ "0.7411985", "0.74047583", "0.73416847", "0.72340554", "0.7232848", "0.7065926", "0.6962384", "0.6939269", "0.68587273", "0.68524325", "0.68369603", "0.68366295", "0.68091", "0.6760561", "0.6722207", "0.66940945", "0.668763", "0.66808337", "0.66689634", "0.6627593", "0.6625287", "0.66089886", "0.6606266", "0.66010815", "0.6585201", "0.65837353", "0.6582341", "0.6575779", "0.6565692", "0.6548966", "0.65271884", "0.6526264", "0.6523886", "0.65218323", "0.6516972", "0.6486306", "0.6467212", "0.6464828", "0.6418966", "0.64117783", "0.6402055", "0.6396826", "0.6384098", "0.6380836", "0.6373026", "0.63684267", "0.6349111", "0.63486314", "0.63450134", "0.633834", "0.6329833", "0.6329833", "0.63258994", "0.6310918", "0.62742203", "0.62699425", "0.62695956", "0.62655365", "0.62466764", "0.6243972", "0.6233946", "0.6227064", "0.6222205", "0.6203987", "0.62039816", "0.620351", "0.6193094", "0.6183995", "0.6180563", "0.61793846", "0.6173179", "0.6166584", "0.6163827", "0.616215", "0.6157769", "0.6154518", "0.61521816", "0.61374843", "0.61351913", "0.6132146", "0.6122285", "0.6121779", "0.6121595", "0.611983", "0.6115102", "0.6115016", "0.6104288", "0.61017203", "0.60977376", "0.6094817", "0.609378", "0.6091463", "0.60903686", "0.608656", "0.6081374", "0.607819", "0.60632235", "0.60602", "0.60578275", "0.60554034" ]
0.63661844
46
Toggle the field type back and forth.
function toggle_pw_field(e){ e.preventDefault(); var pw_field = document.getElementById('signup__password'); if( pw_field.type=='password' ){ pw_field.type = 'text'; } else { pw_field.type = 'password'; } return false; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "toggleType() {\n this.setState({ type: !this.state.type });\n if (this.state.formtype === \"Volunteer\") {\n this.setState({ formtype: \"Organization\" });\n } else {\n this.setState({ formtype: \"Volunteer\" });\n }\n \n }", "toggleTypeFields () {\n const prevElement = this.shadowRoot.querySelector('.fedex-ab-create__type > div:not(.fedex-hidden)');\n if (prevElement) {\n prevElement.classList.add('fedex-hidden');\n }\n this.shadowRoot.querySelector(`.fedex-ab-create__type > div.fedex-ab-create__${this.input.type.value}`).classList.remove('fedex-hidden');\n }", "toggleInputType() {\n\t\tconst inputType = this.state.inputType == PasswordFormInput.inputTypes.PASSWORD\n \t\t? PasswordFormInput.inputTypes.TEXT\n \t\t: PasswordFormInput.inputTypes.PASSWORD;\n \tthis.setState({inputType: inputType});\n\t}", "_toggleBlockType(blockType) {\n this.onChange(\n RichUtils.toggleBlockType(\n this.state.editorState,\n blockType\n )\n );\n }", "_changeType(to) {\n removeType(this, this.type);\n addType(this, to);\n }", "set_type(new_type){\n if(new_type){\n this.type = new_type;\n }\n else{\n this.invalid();\n }\n }", "cancelEditType() {\n this.type = this.editing;\n this.editing = '';\n }", "function handleToggleClick(e) {\n \tif ( this.checked ) {\n \tconsole.warn( \"Change input 'type' to: Text\");\n \tpassword.type = \"text\";\n \t} else {\n \tconsole.warn( \"Change input 'type' to: Password\");\n \tpassword.type = \"password\";\n \t}\n \t}", "statechangeforaccounttype() {\n if (this.firstForm.controls['fan'].value == true) {\n this.firstForm.controls['model'].setValue(false);\n this.firstForm.controls['signupaffiliate'].setValue(false);\n this.firstForm.controls['dancer'].setValue(false);\n this.firstForm.controls['musicians'].setValue(false);\n }\n if (this.firstForm.controls['musicians'].value == true || this.firstForm.controls['dancer'].value == true || this.firstForm.controls['model'].value == true) {\n this.firstForm.controls['signupaffiliate'].setValue(true);\n this.firstForm.controls['fan'].setValue(false);\n }\n }", "statechangeforaccounttype() {\n if (this.firstForm.controls['fan'].value == true) {\n this.firstForm.controls['model'].setValue(false);\n this.firstForm.controls['signupaffiliate'].setValue(false);\n this.firstForm.controls['dancer'].setValue(false);\n this.firstForm.controls['musicians'].setValue(false);\n }\n if (this.firstForm.controls['musicians'].value == true || this.firstForm.controls['dancer'].value == true || this.firstForm.controls['model'].value == true) {\n this.firstForm.controls['signupaffiliate'].setValue(true);\n this.firstForm.controls['fan'].setValue(false);\n }\n }", "function changeType( elem, type ) {\n try {\n elem.type = type;\n return true;\n } catch ( e ) {\n // You can't change input type in IE8 and below.\n return false;\n }\n }", "resetSearchType() {\n this.set('searchType.name', true);\n this.set('searchType.nameLF', true);\n this.set('searchType.date', true);\n this.set('searchType.ssn', true);\n this.set('searchType.prn', true);\n }", "function toggleBookingType(type) {\n\n var saveNeeded = false;\n if ($scope.bookingModel.url && !$scope.viaWebsite) {\n $scope.bookingModel.url = '';\n $scope.editBookingUrl = true;\n saveNeeded = true;\n }\n\n if ($scope.bookingModel.phone && !$scope.viaPhone) {\n $scope.bookingModel.phone = '';\n $scope.editBookingPhone = true;\n saveNeeded = true;\n }\n\n if ($scope.bookingModel.email && !$scope.viaEmail) {\n $scope.bookingModel.email = '';\n $scope.editBookingEmail = true;\n saveNeeded = true;\n }\n\n if (saveNeeded) {\n saveBookingType();\n }\n\n }", "function changeType(elem, type) {\n try {\n elem.type = type;\n return true;\n } catch (e) {\n // You can't change input type in IE8 and below\n return false;\n }\n }", "function togglePwdField() {\n\n console.log('change pwd field');\n var pwdField = document.getElementById('pwd-field');\n var value = pwdField.value;\n\n if (pwdField.type == 'password') {\n pwdField.type = 'text';\n } else {\n pwdField.type = 'password';\n }\n\n pwdField.value = value;\n\n}", "function switchType(data) {\n data.type = data.type == 'F' ? 'C' : 'F';\n decode(data);\n }", "function changeType(elem, type) {\n try {\n elem.type = type;\n return true;\n } catch (e) {\n // You can't change input type in IE8 and below\n return false;\n }\n }", "function changeType(elem, type) {\n try {\n elem.type = type;\n return true;\n } catch (e) {\n // You can't change input type in IE8 and below\n return false;\n }\n }", "function changeType(elem, type) {\n try {\n elem.type = type;\n return true;\n } catch (e) {\n // You can't change input type in IE8 and below\n return false;\n }\n }", "function changeType(elem, type) {\n try {\n elem.type = type;\n return true;\n } catch (e) {\n // You can't change input type in IE8 and below\n return false;\n }\n }", "function toggleField(field, flag){\n\t// toggle field\n\tfield.disabled = flag;\n\t// if (flag == true)\n\t\t// field.style.backgroundColor = 'white';\n}", "function passport_fields_toggle(tour_type){\n if(tour_type==\"International\"){\n $('input[name=\"txt_m_passport_no1\"],input[name=\"txt_m_passport_issue_date1\"], input[name=\"txt_m_passport_expiry_date1\"]').prop('disabled', false);\n }\n if(tour_type==\"Domestic\"){\n $('input[name=\"txt_m_passport_no1\"], input[name=\"txt_m_passport_issue_date1\"], input[name=\"txt_m_passport_expiry_date1\"]').prop('disabled', true);\n }\n}", "function toggleLeftRightField() {\n if (currentField === 'leftField') {\n setCurrentField('rightField');\n setCurrentFieldHover('rightField');\n } else {\n setCurrentField('leftField');\n setCurrentFieldHover('leftField');\n }\n }", "fillType() {\n\t\t\tif ($('#lifttypes').val() == 'addnew') {\n\t\t\t\tthis.newType = !this.newType;\n\t\t\t}\n\t\t}", "toggleSelectedFilterTypes (type) {\n const newState = this.state;\n newState.selectedFilterTypes[type] = !newState.selectedFilterTypes[type];\n this.setState(newState);\n }", "function togglePassword(obj, e) {\n\t\t\t\t//alert($(obj).html());\n\t\t\t\te.preventDefault();\n\t\t\t\t\n\t\t\t\t//var upass = document.getElementsByClassName('upass');\n\t\t\t\tvar field = $(obj).parent().parent().find(\".togglePassword\");\n\t\t\t\tvar type = field.attr('type');\n\t\t\t\t\n\t\t\t\t//alert('Type: '+type+'; Val: '+field.val());\n\t\t\t\t\n\t\t\t\tif(type == \"password\"){\n\t\t\t\t\t//field.type = \"text\";\n\t\t\t\t\tfield.attr('type', 'text');\n\t\t\t\t\t$(obj).html(\"Hide\");\n\t\t\t\t} else {\n\t\t\t\t\t//field.type = \"password\";\n\t\t\t\t\t$(obj).html(\"Show\");\n\t\t\t\t\tfield.attr('type', 'password');\n\t\t\t\t}\n\t\t\t}", "togglePostField() {\n this.setState({ toggleInput: !this.state.toggleInput });\n }", "togglePassword()\n {\n\n let passwordInputField = $('#password');\n\n if ( passwordInputField.attr('type') === 'password' )\n\n passwordInputField.attr('type', 'text');\n\n else\n\n passwordInputField.attr('type', 'password');\n\n }", "SET_TYPE(state, type) {\n state.type = type\n }", "function togglePassword()\n{\n var passwordField = document.getElementById('inputPassword');\n if(passwordField.type === \"password\")\n {\n passwordField.type = \"text\";\n }\n else\n {\n passwordField.type = \"password\";\n }\n}", "function toggleField(val) {\n var o = document.getElementById('otherPrimary');\n (val == 'Other') ? o.style.display = 'block' : o.style.display = 'none';\n\n var currentState = $(\"#CurrentState\").val();\n\n if ((currentState == 'FL' || !IsUnderwritingNonCompliantState(currentState)) && IsSpecialRelationship(val))\n $(\"#PrimaryBeneRelationshipDetails\").show();\n else {\n $(\"#PrimaryBeneRelationshipDetails\").hide();\n $(\"#PrimaryBeneRelationshipDetailsImmediateFamily\").hide();\n clearDivInputs('PrimaryBeneRelationshipDetails');\n clearDivInputs('PrimaryBeneRelationshipDetailsImmediateFamily');\n }\n \n }", "_applyModelType(value, old) {\n if (old) {\n this.getStateManager().setState(\"modelId\", 0);\n }\n // if (value) {\n // this.getStateManager().setState(\"modelType\", value);\n // } else {\n // this.getStateManager().removeState(\"modelType\");\n // }\n }", "onUntoggle() {\n const { onChangeToggle } = this.props;\n if (onChangeToggle) {\n onChangeToggle(null);\n }\n }", "editType(bool, id) {\n\t\tthis.state.formFields.map( (fieldItem, index) => {\n\t\t\tif (id === index) {\n\t\t\t\tfieldItem.isText = bool;\n\t\t\t}\n\t\t});\n\n\t\tthis.setState({\n\t\t\tformFields: this.state.formFields\n\t\t});\n\t}", "set type(type) {\n this._type = type;\n }", "function _switchLabel(field, type) {\n var $field = $(field);\n var $fieldId = \"#\" + $(field).attr(\"id\");\n var label = $fieldId + '-label';\n var $label = $(label);\n var $labelByName = $(\"label\",$fieldId);\n if (($label == undefined || $label.length == 0) && ($labelByName != undefined && $labelByName.length != 0)) {\n $label = $labelByName;\n }\n \n if ($field.attr(type) != undefined && $label != undefined) {\n $label.text($field.attr(type));\n }\n }", "setType(type) { }", "function toggleButtons(type, one) {\n if (one && one == 'Save') {\n self.enableButtonSave = type;\n } else if (one && one == 'Cancel') {\n self.enableButtonCancel = type;\n } else {\n self.enableButtonCancel = type;\n self.enableButtonSave = type;\n }\n }", "_setToEditingMode() {\n this._hasBeenEdited = true\n this._setUiEditing()\n }", "function setEntityType() {\n var new_type = $(this).attr('label')\n var edits = [];\n $(\".entity.ui-selected\").each(function() {\n var eid = this.id;\n edits.push({action:'change_entity_type', id:eid, old_type:entities[eid].type, new_type:new_type});\n });\n if (edits.length > 0) makeEdits(edits);\n return false;\n }", "function toggleInputMode() {\r\n\tif ( isInsertMode ) isInsertMode = false;\r\n\telse isInsertMode = true;\r\n}", "handleClickType(type){\n return (e)=> {\n this.setState(state => {\n const opposites = {\n up: 'down',\n down: 'up'\n }\n const deltas = {\n up: 0,\n down: 0,\n }\n let newCurrent = null\n if (state.current === type){ // Toggle Off\n deltas[type] = -1\n } else { // Turn on, check for shift from opposite\n newCurrent = type\n deltas[type] = 1\n if (state.current === opposites[type]){\n deltas[opposites[type]] = -1\n }\n }\n return ({\n current: newCurrent,\n selections: {\n up: state.selections.up + deltas['up'],\n down: state.selections.down + deltas['down'],\n }\n })})\n e.preventDefault()\n }\n }", "function manageTypeFilterState() {\n if (ratios.options[ratios.selectedIndex].value !== 'all') {\n\n // in case someone has changed the type filter, we'll remember what it\n // was. that way, we can replace that filter's state as needed in the\n // else block. because the originalTypeFilter variable is declared\n // outside the scope of this block, it's value will be maintained across\n // multiple calls to this method.\n\n originalTypeFilter = typeFilter.selectedIndex;\n typeFilter.selectedIndex = 1;\n typeFilter.disabled = true;\n } else {\n typeFilter.selectedIndex = originalTypeFilter;\n typeFilter.disabled = false;\n }\n }", "function toggleEditFields(e) {\n console.log(e);\n e.preventDefault();\n $('#email').toggle();\n $('#phone-num').toggle();\n $('#company').toggle();\n $('#notes').toggle();\n $('#edit-fields').toggle();\n $('#contactEvents').toggle();\n $('#toggleEditButton').toggle();\n}", "function togglePassword() {\n var input = document.getElementById(\"password\")\n if (input.type === \"password\") {\n input.type = \"text\"\n } else {\n input.type = \"password\"\n }\n}", "toggle(){this.off=!this.off}", "function resetFields() {\n $('.user .field-meele').removeClass('unselectable-row');\n $('.user .field-range').removeClass('unselectable-row');\n $('.user .field-super-renge').removeClass('unselectable-row');\n\n $('.user .field-for-cards').removeClass('grayscl');\n //$('.user .field-range').removeClass('grayscl');\n $('.user .field-for-cards').removeClass('swapable');\n}", "function toggle_password() {\n let x = $(\"#password\");\n if(x.attr(\"type\") === \"password\") {\n x.attr(\"type\",\"text\");\n } else {\n x.attr(\"type\",\"password\");\n }\n}", "setType(type) {\n\t\tthis.type = type;\n\t}", "function toggle() {\n setState(!state);\n }", "changeType(e){\n if(e.target.value === 'false') this.setState({water:'Spa'});\n else this.setState({water:'Pool'});\n }", "function toggleOpen(field) {\n field.open = !field.open\n}", "function toggleInput() {\n inputsLeft = !inputsLeft;\n if (inputsLeft) {\n unregisterInputsRight();\n registerInputsLeft();\n } else {\n unregisterInputsLeft();\n registerInputsRight();\n }\n\n //\n // Need to let the model know of the change so it can update the\n // text displayed for the user.\n model.notifyCommandToggle(inputsLeft);\n }", "function reset_fields(){\n $('.input').val('');\n $('#add-course').toggle();\n }", "function setType(type) {\n this.type = type;\n $(\"#slider\").hide();\n}", "function resetFields() {\n $(\"#show-order\").hide();\n $(\"input:radio\").attr(\"checked\", false);\n $(\"input:checkbox\").attr(\"checked\", false);\n}", "function toggleFieldsDisplay(display){\n timeCount.hidden = display;\n relToCount.hidden = display;\n sameOptions.hidden = !display;\n}", "function acf_ti_update_post_type( event ){\n\n event.preventDefault();\n\n var $input = jQuery('[name=\"acf_ti_post_type\"]')\n ,$old_input = jQuery('#acf_ti_post_id')\n ,url = 'http://' + window.location.hostname + window.location.pathname + '?' + insertParam( 'acf_ti_post_type', $input.val() )\n ,$loader = jQuery('.post-type-loader')\n ,$page_id = jQuery('#acf_ti_post_id');\n\n if($input){\n\n if($page_id.val() !== ''){\n url = url + '&acf_ti_post_id=' + $page_id.val();\n }\n\n $old_input.hide();\n $loader.show();\n\n jQuery.ajax({\n type: 'GET',\n url: url,\n success: function( data ){\n\n var $dom = jQuery( data )\n ,$new_section = jQuery('.acf-ti-relationship-builder',$dom) ;\n\n jQuery('.acf-ti-relationship-builder').replaceWith( $new_section );\n }\n });\n }\n}", "function toggleFenced(){\n if($(\"#fenced\").val()==\"yes\")\n $(\"#fence_type\").slideDown();\n else\n $(\"#fence_type\").hide();\n}", "function changeDataType(newDataType) {\n console.log('changeDataType: ' + DATATYPE_NAME[newDataType]);\n gDataType = parseInt(newDataType);\n\n // Enable or disable the 'lower case' checkbox based on new data type.\n var elem = $('#lower-case-checkbox input');\n if (newDataType == DATATYPE_STRING) {\n elem.removeAttr('disabled');\n } else {\n elem.attr('disabled', true);\n }\n\n // Change the placeholders to match the data type.\n changeControlPanelPlaceholders();\n\n // Clear out any of the old data.\n clearInputData();\n clearOutputData();\n\n // Build a new tree with the new data type.\n gTree = new BinarySearchTree();\n}", "handleFlip(root) {\n root.type(!root.type());\n this.showClear(false);\n }", "function toggleEdit(field) {\n $('#' + field).toggle();\n $('#' + field + '-edit').toggle();\n }", "onEventTypeChange({\n value\n }) {\n this.toggleEventType(value);\n }", "changeType(component, previousType, newType) {\n this.implementations[previousType].beforeRemove(component.entity, component);\n this.implementations[previousType].remove(component.entity, component.data);\n this._createImplementation(newType).reset(component, component.data);\n }", "handleToggle(type, cursorToEnd, oldState) {\n const { noteTracker, tr, markType } = this;\n const { $cursor, from, to } = tr.selection;\n\n if ($cursor) {\n const note = this.currentNote;\n if (note) {\n const { start, end } = note;\n return this.removeRanges([{ from: start, to: end }]);\n } else if (this.hasPlaceholder(oldState)) {\n return tr.removeStoredMark(markType);\n }\n return this.startNote(type);\n } else {\n const note = noteTracker.noteCoveringRange(from, to, true);\n if (note) {\n const { start, end, meta } = note;\n\n const notes = [];\n notes.push({\n from: start,\n to: from,\n meta: cloneDeep(meta),\n });\n\n // If this is a not of a different type then split add it in\n // the middle\n if (note.meta.type && note.meta.type !== type) {\n notes.push({\n from,\n to,\n meta: {\n type,\n },\n });\n }\n\n notes.push({\n from: to,\n to: end,\n meta: cloneDeep(meta),\n });\n\n return this.rebuildRange(\n {\n from: start,\n to: end,\n },\n notes\n );\n }\n return this.addNotes([{ from, to, meta: { type } }], cursorToEnd);\n }\n }", "onToggle() {\r\n this.toggle = !this.toggle;\r\n }", "set inputType(type) {\n this._inputType = type;\n }", "set inputType(type) {\n this._inputType = type;\n }", "_onEdit(type) {\n this.refs.screen.updateValues(type);\n this.refs.advanced.updateValues(type);\n this.refs.misc.updateValues(type);\n }", "toggleState() {\n\n // Update the state to the opposite of what it is currently\n this.state = !this.state;\n }", "function correctField(field){\n $(field).css(\"box-shadow\", \"0 0 5px rgb(0, 255, 63)\");\n $(field).removeClass(\"false\");\n $(field).addClass(\"true\");\n $(field).parent().find(\".feedback\").empty();\n }", "set type(value) {}", "function setType(id,type){\n\tdocument.getElementById(id).value = \"\";\n\tdocument.getElementById(id).type = type;\n}", "toggleElementFields () {\n const element = this.input.element_element.value;\n this.input.element_link.classList.toggle('fedex-hidden', element !== 'link');\n this.input.element_category.classList.toggle('fedex-hidden', element !== 'button');\n }", "handleTypeChange(e) {\n this.setState({\n newType: e.target.value\n })\n }", "function toggleFieldReadonly(field, flag){\n\t// toggle field\n\tfield.disabled = flag;\n\tfield.readOnly = flag;\n\t// if (flag == true)\n\t\t// field.style.backgroundColor = 'white';\n}", "toggleEditMode() {\n event.preventDefault();\n this.editMode = !this.editMode;\n }", "function setTypeToClear(){\n type = \"clear\";\n console.log(type);\n}", "function formatFieldSwitch(status) {\n var thisStatus = status ? true : false;\n\n thisStatus = status && formatbar.data(\"status\") ? true : false;\n\n if (thisStatus || !status)\n formatbar.data(\"status\", false).slideUp(200);\n else\n formatbar.data(\"status\", true).slideDown(200);\n }", "shiftDown() {\n for (let row = this.height - 1; row > 0; row--) {\n if (row % 2 === 0) {\n for (let col = 1; col < this.width; col++) {\n this.cells[row][col].setType(this.cells[row - 1][col - 1].type);\n }\n this.cells[row][0].setType(BeadType.default);\n } else {\n for (let col = 0; col < this.width - 1; col++) {\n this.cells[row][col].setType(this.cells[row - 1][col].type);\n }\n }\n }\n for (let col = 0; col < this.width; col++) {\n this.cells[0][col].setType(BeadType.default);\n }\n }", "toggleEdit() {\n this.editing = !this.editing;\n }", "dropdownTypeChanger(e) {\n\t\tthis.setState({currentTemplate: null});\n\t\tthis.setState({currentTemplatesType: model.getSettingKeysForType(($(e.currentTarget).val()))});\n\t\t//this.forceUpdate();\n\t}", "function tiendaHideBillingFields() {\n\t$('billingToggle_show').set('class', 'hidden');\n\n\t$('field-toggle').addEvent('change', function() {\n\t\t$$('#billingDefaultAddress', '#billingToggle_show', '#billingToggle_hide').toggleClass('hidden');\n\t});\n}", "set recordType(value) {\n this._recordType = value;\n }", "swapMode(event) {\r\n if (this.state == STATES.play) {\r\n this.mode = (this.mode == MODES.flag) ? MODES.dig : MODES.flag;\r\n event.target.value = this.mode;\r\n }\r\n }", "toggleInput() {\n this.setState({ toggle: !this.state.toggle });\n }", "function toggleEditFields(e) {\n console.log(e);\n e.preventDefault();\n $('#address').toggle();\n $('#website').toggle();\n $('#notes').toggle();\n $('#edit-fields').toggle();\n $('#activeJobs').toggle();\n $('#archivedJobs').toggle();\n $('#companyContacts').toggle();\n $('#toggleEditButton').toggle();\n}", "function changeGenderType() {\n var node = findNode(genderNodeKey, globalLogicData);\n if (changeGenderMale.checked)\n node.gender = \"male\"\n else if (changeGenderFemale.checked)\n node.gender = \"female\"\n else if (changeGenderBaby.checked)\n node.gender = \"baby\"\n else if (changeGenderUnknown.checked)\n node.gender = \"unknown\"\n reRender(genderNodeKey);\n}", "function SP_DisableClassToggle(fieldObj, flag)\n{\n\tvar fieldClass = fieldObj.className;\n\tvar IndexReadonly = fieldClass.indexOf(\" readonly\");\n\n\tif(flag)\n\t{\n\t\tif(IndexReadonly == -1)\n\t\tfieldObj.className = fieldObj.className + \" readonly\";\n\t}\n\telse\n\t{\n\t\tif(IndexReadonly != -1)\n\t\tfieldObj.className = fieldObj.className.slice(0,IndexReadonly);\n\t}\n}", "changeFormState(type) {\n if(type === 'edit') {\n this.postSubmit.textContent = 'Update Post';\n this.postSubmit.className = 'post-submit btn btn-warning btn-block';\n\n // Create cancel button\n const button = document.createElement('button');\n button.className = 'post-cancel btn btn-light btn-block';\n button.appendChild(document.createTextNode('Cancel Edit'));\n\n // Get parent\n const cardForm = document.querySelector('.card-form');\n // Get element to insert before\n const formEnd = document.querySelector('.form-end');\n // Insert cancel button\n cardForm.insertBefore(button, formEnd);\n } else {\n this.postSubmit.textContent = 'Post It';\n this.postSubmit.className = 'post-submit btn btn-primary btn-block';\n // Remove cancel btn if it is there\n if(document.querySelector('.post-cancel')) {\n document.querySelector('.post-cancel').remove();\n }\n // Clear ID from hidden field\n this.clearIdInput();\n // Clear text\n this.clearFields();\n }\n }", "toggleEditField() {\n let state = \"\";\n //determine if it is closed and set to open\n if (this.state.toggleEditField === \"\") {\n state = \"show\";\n }\n //set the state\n this.setState({\n toggleEditField: state,\n editFieldValue:\n this.state.selectedWidth + \"x\" + this.state.selectedHeight,\n });\n }", "function toggleTaskForm(type) {\n // clearing validate text and resetting required status\n validateText.innerHTML = ''\n createTaskForm.querySelector('input').removeAttribute('required')\n\n // check if its an update form if so, reword, and show corresponding buttons :)\n if (type == 'update') {\n createTaskForm.querySelector('h1').textContent = 'Edit task'\n createTaskForm.classList.add('update')\n } else {\n createTaskForm.querySelector('h1').textContent = 'Create new task'\n createTaskForm.classList.remove('update')\n }\n\n // check if we're closing or opening the form\n if (formVisible == false) {\n createTaskForm.classList.add('active')\n formVisible = true;\n modalBackground.style.display = 'flex'\n } else if (formVisible == true) {\n createTaskForm.classList.remove('active')\n formVisible = false;\n modalBackground.style.display = 'none'\n createTaskForm.reset()\n taskSaveButton.value = ''\n\n kanban.countCards()\n kanban.sortability()\n }\n}", "toggle() {\n this.checked = !this.checked;\n this._onChange(this.checked);\n }", "disable() {\n\t\tthis.toggle(false);\n\t}", "function _delayed_type_change() {\n try {\n if (n.type != \"text\") { \n n.type = \"text\";\n \n function _delayed_focus() {\n // XXX: this hack is needed for Safari, for some reason\n var n2 = document.getElementById(id);\n if (n2) {\n try {\n //n2.blur();\n n2.focus();\n n2.select(); // Safari\n //set_selection_range(n2, 0, n2.value.length);\n } catch(e) {\n ;\n }\n }\n\n // no longer active, stop blocking events\n __semihidden_replacement_active[id] = \"\";\n }\n setTimeout(_delayed_focus, 50);\n }\n } catch(e) {\n ;\n }\n }", "function getFieldTypeFromColumnType(colType)\n{\n return (dwscripts.isBooleanDBColumnType(colType)) ? CHECKBOX : TEXTFIELD;\n}", "toggleEditableFields() {\n this.setState({ openEditableFields: !this.state.openEditableFields })\n }", "cancelUpdate() {\n this.updatingType = false;\n this.type = {};\n this.form.$setUntouched();\n }", "function toggle(t) {\n\tt.reversed() ? t.play() : t.reverse();\n\t\n}", "function changeType(type){\r\n\tif(type === 'simple'){\r\n\t\t$(\"#simple\").show();\r\n\t\t$('#multiple').hide();\r\n\t}\r\n\tif(type === 'multiple'){\r\n\t\t$('#multiple').show();\r\n\t\t$(\"#simple\").hide();\r\n\t}\r\n}" ]
[ "0.6672684", "0.66385436", "0.6361669", "0.609716", "0.6081603", "0.58580524", "0.5798319", "0.5756548", "0.5703459", "0.5703459", "0.5695827", "0.5679417", "0.5653675", "0.55995554", "0.5571385", "0.55652505", "0.55613786", "0.55613786", "0.55613786", "0.55613786", "0.5512789", "0.54773325", "0.542978", "0.54295933", "0.5424369", "0.5421745", "0.5420732", "0.5403672", "0.53967386", "0.5375341", "0.53691113", "0.5365718", "0.53393567", "0.52937275", "0.52852434", "0.52776986", "0.52773803", "0.52522606", "0.5247009", "0.52409184", "0.52372223", "0.523527", "0.5230627", "0.5224832", "0.5224592", "0.5216914", "0.5206023", "0.51998055", "0.5199743", "0.5182206", "0.51752394", "0.5172489", "0.5159371", "0.51484823", "0.5139705", "0.5136635", "0.5133868", "0.51319826", "0.5126804", "0.51245826", "0.5123232", "0.5122575", "0.50996816", "0.50991315", "0.5093409", "0.50908303", "0.5088819", "0.5088819", "0.50876933", "0.50864035", "0.5076208", "0.50740546", "0.5068538", "0.5052841", "0.5052647", "0.50429124", "0.50342214", "0.50317365", "0.5023627", "0.5022988", "0.5017357", "0.50129926", "0.50042856", "0.4999911", "0.49979892", "0.49844393", "0.49817795", "0.49775997", "0.49764124", "0.49756792", "0.49719125", "0.4971761", "0.49716434", "0.4963228", "0.49606833", "0.49568495", "0.4952797", "0.493339", "0.49306792", "0.49205193" ]
0.5137131
55
this functions runs if any of the button clicked
nextPath(path?, e, selectedBlog) { const type = e.target && e.target.value; if (type) { switch (type) { case 'edit': this.setState({ selectedBlog }); localStorage.setItem('SelectedBlog', JSON.stringify(selectedBlog)); this.props.history.push(path); break; case 'remove': const updatedBlogs = this.remove(this.state.blogs, selectedBlog); this.setState({ blogs: updatedBlogs }); localStorage.clear(); localStorage.setItem('Blogs', JSON.stringify(updatedBlogs)); break; case 'add-blog': this.props.history.push(path); break; default: break; } } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function handleButtons () {\n handleStartButton();\n handleSubmitButton();\n handleNextButton();\n handleShowAllQandA();\n handleRestartButton();\n }", "function checkAndClickButtons() {\r\n existingButtons(classList).forEach(button => {\r\n // We want to make sure that we are only pressing the skip button when it\r\n // is visible on the screen, so that it is like an actual user is pressing\r\n // it. This also gives a user time to not-skip the ad in the future.\r\n if (!isBtnVisible(button)) {\r\n triggerClickWhenVisible(button);\r\n \r\n return;\r\n } \r\n\r\n triggerClick(button);\r\n })\r\n }", "function setupButtons(){\n //speak(quiz[currentquestion]['question'])\n\t\t$('.choice').on('click', function(){\n\t\tsynth.cancel();\n is_on = 0;\n\t\tpicked = $(this).attr('data-index');\n\t\tspeak(quiz[currentquestion]['choices'][picked], LINGUA_RISPOSTA);\n\t\tshow_button();\n\t\t// risposte in francese\n\t\t$('.choice').removeAttr('style').off('mouseout mouseover');\n\t\t$(this).css({'font-weight':'900', 'border-color':'#51a351', 'color':'#51a351', 'background' : 'gold'});\n\t\tif(submt){\n\t\t\t\tsubmt=false;\n\t\t\t\t$('#submitbutton').css({'color':'#fff','cursor':'pointer'}).on('click', function(){\n\t\t\t\t$('.choice').off('click');\n\t\t\t\t$(this).off('click');\n\t\t\t\tprocessQuestion(picked);\n //\n\t\t\t\t});\n\t\t\t}\n\t\t})\n\t}", "function clickCheck() {\r\n\t//if user has completed their entry, deactivates buttons and calls compare()\r\n\tif (userClicks.length === playList.length) { colorsActive = false; compare(); }\r\n}", "checkButton(button) \n {\n //check if any button is hit\n if(button.body.hit && !button.pressed)\n {\n button.pressed = true;\n AudioManager.playSound('open_door', 0.3);\n\n //open the door\n this.doors.forEach(this.openDoor, this);\n }\n }", "function handleButton() {\n // If the boxes are both filled, enable the button\n let $postButton = $(\"#postButton\");\n if ($('.verb').text() !== '' && $('.adj').text() !== '') {\n $(\"#postButton\").button('enable');\n }\n}", "function checkBtn(clickval){\r\n\tif (clickval == randBtnIndex[prevIndexClick]){\r\n\t\tprevIndexClick ++;\r\n\t\tconsole.log(\"Correct!\");\r\n\t\tif (prevIndexClick >= randBtns.length){\r\n\t\t\tconsole.log(\"-----Loading new set-----\");\r\n\t\t\tgenSet();\t//only call function when the index value the user has to click is greater than the randBtns array, signaling that the user has clicked all the buttons required\r\n\t\t}\r\n\t}else{\r\n\t\tprevIndexClick = -1;\r\n\t\tconsole.log(\"Wrong!\");\r\n\t}\r\n}", "function buttonNgayClick(emplement) {\n var $tem = $(emplement);\n $(\"#groupbuttondate button\").each(function (index) {\n $(this).removeClass('btn-primary');\n $(this).addClass('btn-white');\n });\n $tem.removeClass('btn-white');\n $tem.addClass('btn-primary');\n if ($tem.attr(\"name\") == \"other\") {\n $(\"#data_5\").css(\"display\", \"block\");\n }\n else\n $(\"#data_5\").css(\"display\", \"none\");\n //data_5\n // goi load lai form\n XayDungChuoiGiaTriSearch();\n}", "checkButton()\n {\n if(this.imeModel==\"\" || this.emailModel==\"\" || this.telefonModel==\"\")\n {\n this.butShow=false;\n }\n else\n {\n this.butShow=true;\n }\n }", "function setupButtons(){\r\n\t\t\t$('.choice').on('click', function(){\r\n\t\t\t\tpicked = $(this).attr('data-index');\r\n\t\t\t\t$('.choice').removeAttr('style').off('mouseout mouseover');\r\n\t\t\t\t$(this).css({'font-weight':'bold', 'border-color':'#51a351', 'color':'#51a351'});\r\n\t\t\t\tif(submt){\r\n\t\t\t\t\tsubmt=false;\r\n\t\t\t\t\t$('#submitbutton').css({'color':'#fff','cursor':'pointer'}).on('click', function(){\r\n\t\t\t\t\t\t$('.choice').off('click');\r\n\t\t\t\t\t\t$(this).off('click');\r\n\t\t\t\t\t\tprocessQuestion(picked);\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\t\t\t})\r\n\t\t}", "function onClick( event ) {\n for( var i = 0; i < _buttons.length; i++ ) {\n var button = _buttons[i];\n \n if( button.contains( event.layerX, event.layerY ) ) {\n actionPerformed( button.getActionCommand() );\n return;\n }\n }\n \n if( event.which == 1 ) {\n location.href = linkHref;\n }\n }", "function handleButtons(event) {\r\n // the button pressed in found in the click event under the value of event.target.dataset.value\r\n // using the data attribute included for this purpose in the HTML\r\n let buttonPressed = event.target.dataset.value;\r\n\r\n // trigger different functions based on the button pressed\r\n if(buttonPressed == \"ec\") {\r\n clearMainDisplay();\r\n }\r\n else if(buttonPressed == \"ac\") {\r\n clearMainDisplay(); \r\n clearChainDisplay();\r\n }\r\n else if(regexDigits.test(buttonPressed)) {\r\n displayDigit(buttonPressed);\r\n }\r\n else if(buttonPressed == \".\") {\r\n displayDecimalPoint();\r\n }\r\n else if(regexOperators.test(buttonPressed)) {\r\n displayOperator(buttonPressed);\r\n } \r\n else if(buttonPressed == \"=\") {\r\n displayResult();\r\n }\r\n else {\r\n fourOhFour();\r\n }\r\n}", "function PP3butClicked(e) {\n var button = this;\n\n switch (button.name[0]) {\n case \"1\":\n if (button.value.trim() == \"Chk All\") {\n button.value = \" UnChk All \";\n button.name += \"1\";\n var butt2 = document.getElementById('but2')\n butt2.value =\"UnChk All Mornings\";\n var butt3 = document.getElementById('but3')\n butt3.value =\"UnChk All Mid Days\";\n var butt4 = document.getElementById('but4')\n butt4.value =\"UnChk All Evenings\";\n } else if (button.value.trim() == \"UnChk All\") {\n button.value = \" Chk All \";\n button.name += \"0\";\n var butt2 = document.getElementById('but2')\n butt2.value =\"Chk All Mornings\";\n var butt3 = document.getElementById('but3')\n butt3.value =\"Chk All Mid Days\";\n var butt4 = document.getElementById('but4')\n butt4.value =\"Chk All Evenings\";\n }\n break;\n case \"2\":\n if (button.value.trim() == \"Chk All Mornings\") {\n button.value = \"UnChk All Mornings\";\n button.name += \"1\";\n } else if (button.value.trim() == \"UnChk All Mornings\") {\n button.value = \"Chk All Mornings\";\n button.name += \"0\";\n }\n break;\n case \"3\":\n if (button.value.trim() == \"Chk All Mid Days\") {\n button.value = \"UnChk All Mid Days\";\n button.name += \"1\";\n } else if (button.value.trim() == \"UnChk All Mid Days\") {\n button.value = \"Chk All Mid Days\";\n button.name += \"0\";\n }\n break;\n case \"4\":\n if (button.value.trim() == \"Chk All Evenings\") {\n button.value = \"UnChk All Evenings\";\n button.name += \"1\";\n } else if (button.value.trim() == \"UnChk All Evenings\") {\n button.value = \"Chk All Evenings\";\n button.name += \"0\";\n }\n break;\n default:\n }\n var butName = button.name[0];\n PP3serviceBtn(button.name)\n button.name = butName;\n}", "function buttons(click) {\r\n\r\n if (click == 'save') {\r\n\r\n //not added for while\r\n alert('Function not added')\r\n\r\n } else {\r\n\r\n //clear all\r\n document.getElementById('editor').textContent = ''\r\n\r\n } \r\n}", "function onSecondButtonPressed() {\n\t\t\t\t\t//do nothing\n\t\t\t\t}", "function buttons() {\n\t$('#cardForm').on('click', '#newGame', function() {\n\t\tevent.preventDefault();\n\t\tgetCard();\n\t\t$('#newGame').hide();\n $('#newCard').show();\n $('#prevCard').show();\n $('#btnRules').show();\n $('#answerBtn').show();\n\t\t$('#rules').hide();\n\t});\n\n\t$('#cardForm').on('click', '#newCard', function() {\n\t\tevent.preventDefault();\n\t\tflipped=false;\n\t\tgetCard();\n });\n \n $('#cardForm').on('click', '#prevCard', function() {\n\t\tevent.preventDefault();\n\t\tflipped=false;\n\t\tgetPrevCard();\n });\n \n $('#cardForm').on('click', '#answerBtn', function() {\n event.preventDefault();\n\t\tdisplayAnswer();\n\t});\n\n\t$('#cardForm').on('click', '#btnRules', function() {\n\t\tevent.preventDefault();\n\t\t$('#rules').toggle();\n\t});\n}", "clickHandler() {\n // Activate if not active\n if (this.active === 'safety') {\n // Button view press effect\n this.removeSafety();\n } else if (this.active === false) {\n // Button view press effect\n this.changeToActive();\n // Click action\n this.clickAction();\n }\n }", "function button0() {buttonAll(0, c0);}", "function delegateButtonClicks(evt, that, theSenderName, locObj) {\n\n if (!locObj.theTarget.disabled) {\n // console.log(\"delegateButtonClicks> evt: \" + evt + \" that: \" + that + \" theSenderName: \" + theSenderName + \"locObj.theTarget : \" + locObj.theTarget + \"locObj.theTargetType: \" + locObj.theTargetType);\n\n //var theSource = locObj.theTargetName;\n // The Image of Button\n //var str = locObj.theTarget.firstChild;\n\n switch (theSenderName) {\n case \"previous\":\n case \"next\":\n toggleSequence(theSenderName);\n break;\n case \"notesb\":\n handleNotes(theSenderName);\n break;\n case \"goBack\" :\n UpALevel();\n break;\n case \"audiopl\":\n case \"audiorew\":\n case \"audiofor\":\n handleAudio(theSenderName);\n break;\n case \"tapescr\":\n tapescriptShow(theSenderName);\n break;\n case \"checkB\" :\n case \"showB\" :\n case \"resetB\" :\n case \"showtext\" :\n case \"showjust\" :\n case \"showgrammar\" :\n case \"showLF\" :\n case \"showUE\" :\n case \"showCU\" :\n case \"videoB\" :\n case \"showaudio\" :\n assignFooterExtraTextButtons(locObj);\n break;\n\t\t\tcase \"showgrade\" :\n\t\t\t\t$(\"#grade\").toggle();\n\t\t\t\tbreak;\n default :\n }\n }\n}", "function allClick() {\n if (core || career || chosen) { // If any other tab is currently open, set them to false and show all courses\n setAll(true);\n setCore(false);\n setCareer(false);\n setChosen(false);\n }\n }", "function pressed(num){\n\tif (num == 1) {\n\t\teensButton.style.background = \"green\";\n\t\toneensButton.style.background = \"grey\";\n\t\thuidig = true;\n\t\tsubmitButton.style.display = \"inline-block\"\n\t}\n\telse if (num == 2) {\n\t\teensButton.style.background = \"grey\";\n\t\toneensButton.style.background = \"green\";\n\t\thuidig = false;\n\t\tsubmitButton.style.display = \"inline-block\"\n\t}\n\telse {\n\t\teensButton.style.background = \"grey\";\n\t\toneensButton.style.background = \"grey\";\n\t\thuidig = null;\n\t\tsubmitButton.style.display = \"none\"\n\t}\n}", "function checkClicked() {\n \n}", "function handleButtonClick(){\n // Don't allow clicks on already filled buttons\n if(this.hasAttribute('readonly')) return\n // Update the button's attributes\n updateButtonAttributes(this)\n // Reset the animation classes for every button\n for (let el of buttons) el.classList.remove('animate', 'row', 'column')\n // Create query selectors needed to check if corresponding rows, columns\n // and diagonals are entirely filled\n let setQs = buildQuerySelectors(this)\n // Calculate and fill the value with the query selectors\n fillSetValue(setQs)\n // Keep track of the amount of rolls\n roll++\n // Check if the game is finished\n if (roll == 25) finishGame()\n // If not finished, roll the dice again\n else rollDice()\n}", "function TXbtnClicked() {\n if (display.innerHTML.split(\" \")[0] == selectedWordData.frequency) {\n moduleDone()\n } else {\n wrongClick()\n }\n }", "function mousePressed() {\n\n CheckButtons(Buttons);\n CheckHover(Buttons);\n\n}", "function listenToButtons() {\n\t\tconst currentlyDisplayed = employeesData.find(isDisplayed);\n\t\tif (hasPrevious(currentlyDisplayed.id)) {\n\t\t\tpreviousButton.addEventListener('click', () => {\n\t\t\t\tupdateContactDetails(getAdjacentContactId('previous'));\n\t\t\t});\n\t\t}\n\t\tif (hasNext(currentlyDisplayed.id)) {\n\t\t\tnextButton.addEventListener('click', () => {\n\t\t\t\tupdateContactDetails(getAdjacentContactId('next'));\n\t\t\t});\n\t\t}\n\t}", "function markButton(event){\n// $(\"#qwerty button\").on(\"click\", (event) => {\nevent.target.disabled = true;\nevent.target.classList.add (\"chosen\")\n// if (event.target.tagName === \"BUTTON\")\napp.handleInteraction(event.target.innerHTML.toLowerCase());\n}", "handleButton() {}", "function gameButtonsLogic() {\n $(\"#bluegem\").click(function () {\n totalScore += bluegem;\n $(\"#butt1\").text(totalScore);\n gameLogic();\n \n });\n\n $(\"#glovegem\").on(\"click\", function () {\n totalScore += glovegem;\n $(\"#butt1\").text(totalScore);\n gameLogic();\n \n });\n\n $(\"#orangegem\").on(\"click\", function () {\n totalScore += orangegem;\n $(\"#butt1\").text(totalScore);\n gameLogic();\n \n });\n\n $(\"#guitargem\").on(\"click\", function () {\n totalScore += guitargem;\n $(\"#butt1\").text(totalScore);\n gameLogic();\n \n })}", "function whatCharacterIsClicked () {\n $ ('#stats0, #stats1, #stats2, #stats3').one ('click', function (e) {\n if (this.id === 'stats0') {\n console.log ('clicked geralt!');\n characters.geralt.isSelected = true;\n if (characters.geralt.isSelected) {\n $ ('#selected-character-id').html (\n \"<img id='selected-character-id' src='\" +\n characters.geralt.imageUrl +\n \"' />\"\n );\n $ ('#attack-btn').html (\n \"<button type='button' id='attack' class='btn btn-primary btn-lg'>Attack</button>\"\n );\n $('#game-actions').text(\"Slecect Defender Next!\");\n $ ('#main-actions').text ('You chose Geralt!');\n $ ('#geralt-wrap').hide ();\n $ ('.character-text').hide ();\n\n //$('geralt-img').hide();\n }\n onImgClick ();\n return characters.geralt;\n } else if (this.id === 'stats1') {\n console.log ('clicked ciri!');\n characters.ciri.isSelected = true;\n // checkIfcharacterIsChosen(characters.ciri);\n if (characters.ciri.isSelected) {\n $ ('#selected-character-id').html (\n \"<img src='\" + characters.ciri.imageUrl + \"' />\"\n );\n $ ('#attack-btn').html (\n \"<button type='button' id='attack' class='btn btn-primary btn-lg'>Attack</button>\"\n );\n $('#game-actions').text(\"Slecect Defender Next!\");\n $ ('#main-actions').text ('You chose Ciri!');\n $ ('#ciri-wrap').hide ();\n $ ('.character-text').hide ();\n }\n onImgClick ();\n return characters.ciri;\n } else if (this.id === 'stats2') {\n console.log ('clicked imleith!');\n characters.imlerith.isSelected = true;\n if (characters.imlerith.isSelected) {\n $ ('#selected-character-id').html (\n \"<img id='selected-character-id' src='\" +\n characters.imlerith.imageUrl +\n \"' />\"\n );\n $('#game-actions').text(\"Slecect Defender Next!\");\n $ ('#attack-btn').html (\n \"<button type='button' id='attack' class='btn btn-primary btn-lg'>Attack</button>\"\n );\n $ ('#main-actions').text ('You chose Imlerith!');\n $ ('#imlerith-wrap').hide ();\n $ ('.character-text').hide ();\n }\n\n onImgClick ();\n return characters.imlerith;\n } else if (this.id === 'stats3') {\n console.log ('clicked vesemir!');\n characters.vesemir.isSelected = true;\n if (characters.vesemir.isSelected) {\n $ ('#selected-character-id').html (\n \"<img id='selected-character-id' src='\" +\n characters.vesemir.imageUrl +\n \"' />\"\n );\n $ ('#attack-btn').html (\n \"<button type='button' id='attack' class='btn btn-primary btn-lg'>Attack</button>\"\n );\n $('#game-actions').text(\"Slecect Defender Next!\");\n $ ('#main-actions').text ('You chose Vesemir!');\n $ ('#vesemir-wrap').hide ();\n $ ('.character-text').hide ();\n }\n\n onImgClick ();\n return characters.vesemir;\n } else return;\n });\n }", "function runesPressed(){\r\n //draws the price and quantity buttons\r\n drawQuanpricesButtons();\r\n //if the neither button has been pressed then the runes are displayed on the left hand side of the canvas\r\n if (rBtPress == false && oreBtPress == false){\r\n rBtPress = true;\r\n for (var i = 0; i < 11; i++){\r\n if (i<7){\r\n drawItems(0,i,itemID[i],itemName[i]);\r\n } else {\r\n drawItems(400,i-7,itemID[i],itemName[i]);\r\n }\r\n }\r\n listState = 3;\r\n//if the ores button has been pressed then the runes will be drawn on the middle / right hand side of the canvas\r\n } else if (listState == 1) {\r\n rBtPress = true;\r\n for (var i = 0; i < 11; i++){\r\n if (i<7){\r\n drawItems(400,i,itemID[i],itemName[i]);\r\n } else {\r\n drawItems(800,i-7,itemID[i],itemName[i]);\r\n }\r\n }\r\n listState = 4;\r\n }\r\n }", "function buttons(button) {\n if (button == \"left-button\" && keyPressed != true && gameOver != true) {\n buttonPressed = true;\n p.moveLeft();\n } else if (button == \"rotate-button\" && keyPressed != true && gameOver != true) {\n buttonPressed = true;\n p.rotate();\n rotateSound.play();\n } else if (button == \"right-button\" && keyPressed != true && gameOver != true) {\n buttonPressed = true;\n p.moveRight();\n } else if (button == \"down-button\" && keyPressed != true && gameOver != true) {\n buttonPressed = true;\n p.moveDown();\n }\n }", "clickHandler(e) {\n // Only activate if there is a buttonHandler\n if (this.buttonHandler !== false) {\n // Activate if not active\n if (this.active === false) {\n // Button view press effect\n this.changeToActive();\n // Click action\n this.clickAction();\n }\n }\n }", "function buttonClick(event){\n //Conditional to limit click triggering to the buttons only\n if(event.target.tagName != \"BUTTON\"){\n return\n }\n //Conditional determining the behavior when the correct answer is selected\n else if (event.target.id === \"a\"){\n colorButtons();\n score++;\n // localStorage.setItem(\"score\", score);\n clearDelay()\n }\n //Conditional determining the behavior when the wrong answer is selected\n else if(event.target.id === \"f\"){\n colorButtons();\n score--; \n // localStorage.setItem(\"score\", score);\n secondsLeft -= 10;\n clearDelay();\n }\n}", "function listenForClick() {\n loopThroughGrid();\n clickTurnBtn();\n }", "clickHandler() {\n // Activate if not active\n if (this.active === false) {\n // Button view press effect\n this.changeToActive();\n // No click 'action' for input - text is removed in visualEffectOnActivation\n }\n }", "function color_button(event) {\n selectors.forEach(reset_buttons);\n if (event.target.className == \"LinBtn\") {\n ShowPage(0);\n selectors[0].style.background = \"black\";\n selectors[0].style.color = \"#dce1d5\";\n };\n if (event.target.className == \"IrrBtn\") {\n ShowPage(1);\n selectors[4].style.background = \"black\";\n selectors[4].style.color = \"#dce1d5\";\n };\n if (event.target.className == \"ClvBtn\") {\n ShowPage(2);\n selectors[8].style.background = \"black\";\n selectors[8].style.color = \"#dce1d5\";\n };\n\n}", "function events() {\r\n\taddition();\r\n\tcounter();\r\n\tcheckForm();\r\n}", "function buttonClick(event) {\n\n //Finds each button to give them variable names\n let firstButton = document.getElementById('btnOne');\n let secondButton = document.getElementById('btnTwo');\n\n //Checks if first button is clicked to add content\n if (event === firstButton) {\n $(\".pack-first\").html(`\n <p>€350 for one day hire<br>\n Drone and Pilot<br>\n Includes digital copies of all shots<br>\n Available nationwide\n </p>\n `);\n\n //Hides relevant button as not needed\n $('#btnOne').hide(1000);\n\n //Checks if second button clicked to add content\n } else if (event === secondButton) {\n $(\".pack-second\").html(`\n <p>€150 for one day hire<br>\n Drone only<br>\n Includes digital copies of all shots<br>\n Insurance included<br>\n Collection only\n </p>\n `);\n\n //Hides relevant button as not needed\n $('#btnTwo').hide(1000);\n }\n}", "function updateButtonStates() {\n // Less than three poitns are not lathe-able\n if (pointArray.length < 3) {\n $('#lathe').prop('disabled', true);\n } else {\n $('#lathe').prop('disabled', false);\n }\n\n // Preview mesh is required for an export\n if ( previewMesh ) {\n $('#exportstl').prop('disabled', false);\n } else {\n $('#exportstl').prop('disabled', true);\n }\n\n }", "function activateButtons()\r\n\t{ \t\r\n\r\n\t\t// B Button\r\n\t\tbButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tbButton.changeColor();\r\n\r\n\t\tbButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"63 Hz\", compareFrequency(63));\r\n\t\t});\r\n\r\n\t\t// C Button\r\n\t\tcButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tcButton.changeColor();\t\r\n\r\n\t\tcButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"125 Hz\", compareFrequency(125));\r\n\t\t});\r\n\r\n\t\t// D Button\r\n\t\tdButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tdButton.changeColor();\t\r\n\r\n\t\tdButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"250 Hz\", compareFrequency(250));\r\n\t\t});\r\n\r\n\t\t//E Button\r\n\t\teButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\teButton.changeColor();\r\n\r\n\t\teButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"500 Hz\", compareFrequency(500));\r\n\t\t});\t\r\n\t\t\r\n\t\t// F Button\r\n\t\tfButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tfButton.changeColor();\r\n\r\n\t\tfButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"1000 Hz\", compareFrequency(1000));\r\n\t\t});\r\n\t\t\r\n\t\t// G Button\r\n\t\tgButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tgButton.changeColor();\r\n\r\n\t\tgButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"2000 Hz\", compareFrequency(2000));\r\n\t\t});\r\n\t\t\r\n\t\t// H Button\r\n\t\thButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\thButton.changeColor();\r\n\r\n\t\thButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"4000 Hz\", compareFrequency(4000));\r\n\t\t});\r\n\r\n\t\t// I Button\r\n\t\tiButton.addListeners(\"rgba(64, 64, 64, 0.9)\");\r\n\t\tiButton.changeColor();\r\n\t\t\r\n\t\tiButton.newContainer.addEventListener(\"click\", function(event)\r\n\t\t{\r\n\t\t\tupdateFrequencyText(\"8000 Hz\", compareFrequency(8000));\r\n\t\t});\r\n\r\n\t}", "function processButton(param) {\n\n switch (param.element) {\n case \"조회\":\n {\n var args = {\n target: [{ id: \"frmOption\", focus: true }]\n };\n gw_com_module.objToggle(args);\n }\n break;\n case \"실행\":\n {\n processRetrieve({});\n }\n break;\n case \"닫기\":\n {\n processClose({});\n }\n break;\n }\n\n }", "function buttonActions() {\n\t\t$(\".button\").on(\"click\", function() {\n\t\t\tvar routeGiven = $(this).attr(\"id\");\n\t\t\tif ($(this).hasClass(\"clicked\")) {\n\t\t\t\t$(this).removeClass(\"clicked\");\n\t\t\t\troutes[routeGiven][\"vRefresh\"] = false;\n\t\t\t\t$(\".route_\" + routeGiven + \",\" + \".path_\" + routeGiven).css({\n\t\t\t\t\t\"visibility\": \"hidden\"\n\t\t\t\t});\n\t\t\t\t$(\"#\"+routeGiven).css({\n\t\t\t\t\t\"background-color\": \"#fff\",\n\t\t\t\t\t\"color\": \"#000\"\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\t$(this).addClass(\"clicked\");\n\t\t\t\troutes[routeGiven][\"vRefresh\"] = true;\n\t\t\t\t$(\".route_\" + routeGiven + \",\" + \".path_\" + routeGiven).css({\n\t\t\t\t\t\"visibility\": \"visible\"\n\t\t\t\t});\n\t\t\t\t$(\"#\"+routeGiven).css({\n\t\t\t\t\t\"background-color\": \"#\" + routes[routeGiven][\"color\"],\n\t\t\t\t\t\"color\": \"#fff\"\n\t\t\t\t});\n\t\t\t}\n\t\t\treturn false;\n\t\t});\n\t}", "function processBtn (event) {\n\n // event.target gives you the button that was clicked\n // <button data-type=\"num\">7</button>\n var button = event.target;\n\n // gives you the data type of each button element\n var type = button.dataset.type;\n\n // if statements direct each type of button to execute a specific function\n if (type === 'num') return processNum(button);\n if (type === 'opp') return processOpp(button);\n if (type === 'negative') return processNegative(button);\n if (type === 'equal') return processEqual(button);\n if (type === 'clear') return processClear(button);\n}", "function check_all_btn(){\n if($('#hotels').hasClass('active') &&\n $('#places').hasClass('active') &&\n $('#sbc').hasClass('active') &&\n $('#sao_paulo').hasClass('active'))\n $('#all').addClass('active');\n else\n $('#all').removeClass('active');\n }", "function buttonsClick(e) {\n var target = e.target;\n while (target.id != \"story_content\") {\n switch (target.className) {\n case \"top\":\n moveBlockUp(target);\n return;\n case \"bottom\":\n moveBlockDown(target);\n return;\n case \"delete\":\n deleteBlock(target);\n return;\n case \"addmarker\":\n setactiveMarker(target);\n return;\n case \"addmarkerArtifact\":\n setactiveMarker(target);\n return;\n case \"removemarker\":\n removeMarker(target);\n return;\n case \"image_story gallery\":\n galleryChangePicture(target);\n return;\n case \"block_story\":\n editBlock(target);\n return;\n }\n target = target.parentNode;\n }\n}", "buttonHandler(){\n\t\tvar items = this.props.hey.questions.present;\n\t\tlet conditions = this.props.hey.conditions.present;\n\t\tlet counter = this.props.hey.counter.present;\n\t\tconst action = this.props.action;\n\t\tconst increment = this.props.increment;\n\t\tconst hide = this.props.hideState;\n\t\tsendButtonHandler(items,conditions,counter,action,increment,hide);\n\t}", "showButtons(valutation, assignment) {\n\n let stateCurrentAssignment = '';\n //Set stateCurrentAssignment to the current state of the assignment\n this.state.assignments.forEach(assignment => {\n if (valutation.assignment_id === assignment.id) {\n stateCurrentAssignment = assignment.state;\n }\n })\n\n if (stateCurrentAssignment === 'Booked') {\n return (\n <div style={{ position: 'relative', right: '50px' }}>\n <CustomButton\n block\n bsStyle='success'\n onClick={\n () => {\n\n this.setState({\n operationToConfirm: 'Assegna incarico',\n selectedValutation: valutation,\n selectedAssignment: assignment,\n })\n\n this.setShowConfirm();\n\n\n }\n }\n >\n Assegna incarico\n </CustomButton>\n </div>\n )\n }\n else if (stateCurrentAssignment === 'Unassigned') {\n let showSendRequestButton = false;\n \n this.state.assignments.forEach(el => {\n \n if (el.id === assignment.id) {\n console.log('Ciao')\n if (el.student == null || el.student === '') {\n \n showSendRequestButton = true;\n }\n }\n })\n if (showSendRequestButton) {\n return (\n <div style={{ position: 'relative', right: '50px' }}>\n <CustomButton\n block\n bsStyle='success'\n onClick={\n () => {\n\n this.setState({\n operationToConfirm: 'Invia richiesta',\n selectedValutation: valutation,\n selectedAssignment: assignment,\n })\n\n this.setShowConfirm();\n\n\n }\n }\n\n >\n Invia richiesta\n </CustomButton>\n </div>\n )\n }\n else {\n return (\n <div style={{ position: 'relative', right: '50px' }}>\n <CustomButton\n block\n bsStyle='warning'\n disabled\n >\n Nessun operazione\n </CustomButton>\n </div>\n )\n }\n\n }\n else {\n return (\n <div style={{ position: 'relative', right: '50px' }}>\n <CustomButton\n block\n bsStyle='warning'\n disabled\n >\n Nessun operazione\n </CustomButton>\n </div>\n )\n }\n }", "function initButtons() {\n $('#wizard-next-button').click(nextPhase);\n $('#wizard-previous-button').click(previousPhase);\n $('.wizard-phase').hide();\n $('.wizard-phase-button').click(function () {\n setPhase($(this).attr('data-phase'));\n });\n $('#wizard-done-button').click(function () {\n doneCallbacks.every(function (callback) {\n return callback() !== false;\n });\n });\n }", "function setButtons() {\n if ($rootScope.currentUser.events.indexOf(parseInt($routeParams.eventid)) == -1) { // we haven't added the event yet\n $scope.addeventbutton = true;\n $scope.removeeventbutton = false;\n } else {\n $scope.removeeventbutton = true;\n $scope.addeventbutton = false;\n }\n }", "function buttonClickListener(event) {\n var element = event.target;\n\n // Pop up and alert to say which button was pressed.\n \t/*if (element.type && element.type === \"button\") {\n \t\talert(\"You clicked the \" + element.id + \" button with value \" + element.value);\n \t}\n\t*/\n\tif(element.value==3)\n\t{\n\t\t\n\t\tdoMandala();\n\t}\n\telse if(element.value==4)\n\t{\n\t\t\n\t\tdoPolygon();\n\t}\n\telse if(element.value==8)\n\t{\n\t\t\n\t\tdoOctagon();\n\t}\n \t //Call the generic event logging function\n \tlogDrawings( event );\n}", "function enableButtons()\n {\n //show buttons for updating and creating new workflow\n $(\"#perc-update-wf-save-cancel-block\").show();\n $(\"#perc-new-wf-save-cancel-block\").show();\n }", "function mouseEnterDataButton() {\n var id = $(this).attr('id');\n // console.log(\"inside mouseEnterDataButton()\");\n if (id == 'overviewButton') {\n overview();\n } else if (id == 'mapButton') {\n map();\n } else if (id == 'demographicsAButton') {\n demoAge();\n } else if (id == 'demographicsRButton') {\n demoRace();\n } else if (id == 'demographicsGButton') {\n demoGender();\n } else if (id == 'incomeButton') {\n income();\n } else if (id == 'homevaluesButton') {\n homeval();\n } else if (id == 'bachdegreesButton') {\n bachdeg();\n }\n}", "function buttonStatus() {\n\t/*Debe habilitarse el botón de búsqueda cuando se ingrese texto con una \n\tcantidad mayor a dos caracteres en el campo de búsqueda.*/\n\tif (search.value.length >= 2 ) {\n\t\tsubmit.disabled = false \n\t}else {\n\t\tsubmit.disabled = true\n\t\tfilterData = globalData\n\t\tpageFilter(filterData)\n\t}\n}", "function verificar(){\n if(respostas[0]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase); // tela 5\n }\nif(respostas[1]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase);// tela 2\n}\n\n if(respostas[2]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n if(respostas[3]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n if(respostas[4]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n\n if(respostas[5]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n if(respostas[6]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n\n if(respostas[7]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n if(respostas[8]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n if(respostas[9]==frase1){\n botaoMudar = createButton('Proxima');\n botaoMudar.position(140, 90);\n botaoMudar.mousePressed(mudarFase) //tela 6\n }\n \n //muda de fase\nfunction mudarFase(){\n //tela=2\n inp.value(\"\");\n botaoMudar.hide();//tela 5\n\nif(tela==5){\n tela=2\n}else{\n if(tela==2){\n tela=6\n }else{ \n if(tela==6){\n tela=7\n }\n else{\n if(tela==7){\n tela=8\n }\n else{\n if(tela==8){\n tela=9\n }\n else{\n if(tela==9){\n tela=10\n }\n else{\n if(tela==10){\n tela=11\n }\n else{\n if(tela==11){\n tela=12\n }\n else{\n if(tela==12){\n tela=13\n }\n else{\n if(tela==13){\n tela=14\n }\n }\n }\n }\n }\n }\n }\n }\n }\n}\n\n\n /*function mudarFase(){\n tela=6;\n inp.value(\"\");\n botaoMudar.hide();// tela 2\n}*/\n \n}\n}", "function watchButton() {\n //check for shannon button \n $('#js-section-one-button').on('click', event => {\n //prevent default form behavior\n event.preventDefault();\n //console.log($('#js-section-one-button').text());\n switchHTML('shannon', $('#js-section-one-button').text(), 'one');\n });\n \n //check for chris button\n $('#js-section-two-button').on('click', event => {\n //prevent default form behavior\n event.preventDefault();\n //console.log($('#js-section-one-button').text());\n switchHTML('chris', $('#js-section-two-button').text(), 'two');\n });\n\n //check for lindy button\n $('#js-section-three-button').on('click', event => {\n //prevent default form behavior\n event.preventDefault();\n //console.log($('#js-section-one-button').text());\n switchHTML('lindy', $('#js-section-three-button').text(), 'three');\n });\n\n //check for jennifer button\n $('#js-section-four-button').on('click', event => {\n //prevent default form behavior\n event.preventDefault();\n //console.log($('#js-section-one-button').text());\n switchHTML('jennifer', $('#js-section-four-button').text(), 'four');\n });\n}", "function clickFunc() {\n if (!isStart) {\n initStart();\n } else if (!isPlayerWon && !isComputerWon) {\n count++;\n updateComputerInput();\n addToPlayerHistory(playerGuess.value);\n addToComputerHistory(computerGuess.value);\n checkWon();\n showMessage();\n resetBtn();\n clearInput();\n } else {\n initialGame();\n renderPlayerList();\n renderComputerList();\n initBtn();\n clearComputerInput();\n }\n}", "function clickOn1(){if(goodAnswer == 1){ correctAnswerClick(1); }else{ badAnswerClick(1); }}", "function btnCheck(){\n if (cities.length === 0){\n btnGen();\n } else {\n for(i = 0; i < cities.length; i++){\n if(cities[i] === name){\n return;\n };\n };\n btnGen();\n };\n}", "function mainbuttonlistener() {\r\n\tmainbutton.visible = false;\r\n\tinformation.visible = true;\r\n\tipage.visible = false;\r\n\tif (custombg.visible == true) {\r\n\t\tcharacter.visible = false;\r\n\t\tflipcharacter.visible = false;\r\n\t\tball.visible = false;\r\n\t\tcustombg.visible = false;\r\n\t\tbackbutton.visible = false;\r\n\t\tpracticebutton.visible = true;\r\n\t\tstartbutton.visible = true;\r\n\t\tdispball.visible = false;\r\n\t\tdispchar.visible = false;\r\n\t}\r\n\tif (practicebutton.visible == false) {\r\n\t\tcharacter.visible = true;\r\n\t\tflipcharacter.visible = true;\r\n\t\tball.visible = true;\r\n\t\thomebutton.visible = true;\r\n\t}\r\n}", "function userButtonPressAction() {\n $(\".btn\").click(function() {\n if(!isClickPatternOrderedSubsetOfGamePattern()) {\n gameOver();\n return;\n }\n if(userClickPattern.length < gamePattern.length)\n return;\n\n /*if user gets to this point, then the clickPattern must equal the\n gamePattern. So, the user will go on to the next level*/\n userClickPattern = [];\n setTimeout(nextLevel, 1000);\n\n });\n}", "function click() {\n\n setName('Ram')\n setAge(21)\n // console.log(\"button clicked\")\n console.log(name,age)\n }", "function listenForButton() {\n\t\ttag.on('simpleKeyChange', function(left, right) {\n\t\t\t// if both buttons are pressed, disconnect:\n\t\t\tif (left && right) {\n\t\t\t\tconsole.log('both');\n\t\t\t\ttag.disconnect();\n\t\t\t} else\t\t\t\t// if left, send the left key\n\t\t\tif (left) {\n\t\t\t\tconsole.log('left: ' + left);\n\t\t\t\trunFile('left.scpt');\n\t\t\t} else\n\t\t\tif (right) {\t\t// if right, send the right key\n\t\t\t\tconsole.log('right: ' + right);\n\t\t\t\trunFile('right.scpt');\n\t\t\t}\n\t });\n\t}", "function onMouseClick()\r\n{\r\n\tfor (var i = 0; i < activeBtns.length; i++)\r\n\t{\r\n\t\tif (activeBtns[i].over == true)\r\n\t\t{\t\r\n\t\t\tactiveBtns[i].click();\r\n\t\t\tbreak;\r\n\t\t}\t\t\r\n\t}\r\n}", "function checkEnd() {\n var j;\n for (j = 0; j < cardClass.length; j++) {\n // Check if all cards are clicked\n if (!cardClass[j].style.cssText.includes(\"none\"))\n break;\n }\n\n // If all cards are clicked\n if (j == cardClass.length)\n createBtn();\n}", "function checkAllClicked() {\n\tvar buttons = document.getElementsByTagName(\"li\"),\n\t\tflag = 1;\n\n\tfor (var i = 0; i < buttons.length; i++) {\n\t\tif (buttons[i].className.indexOf(\"clicked\") == -1) {\n\t\t\tflag = 0;\n\t\t}\n\t}\n\n\treturn flag;\n}", "function mouseClicked() {\n if (start.start === false) {\n start.mouseClicked();\n } else {\n handler.mouseClicked();\n }\n if (handler.active === handler.warning && trigger.warning === false) {\n trigger.mouseClicked();\n }\n if (\n handler.active === handler.nameplate &&\n doorbell.ok === false &&\n doorbell.name.length >= 1\n ) {\n doorbell.mouseClicked();\n }\n if (\n handler.active === handler.decisionC1 ||\n handler.active === handler.decisionH3 ||\n handler.active === handler.decisionF1 ||\n handler.active === handler.decisionF3\n ) {\n decision1.mouseClicked();\n decision2.mouseClicked();\n }\n // red flags buttons\n if (handler.active === handler.annegretC1) {\n control.mouseClicked();\n }\n if (handler.active === handler.frankE6) {\n lie.mouseClicked();\n }\n if (handler.active === handler.monologueE3) {\n arm.mouseClicked();\n }\n if (handler.active === handler.annegretF8) {\n victim.mouseClicked();\n }\n if (handler.active === handler.monologueG2) {\n noise.mouseClicked();\n }\n if (handler.active === handler.monologueH8) {\n phone.mouseClicked();\n }\n\n if (handler.active === handler.end) {\n end.mouseClicked();\n }\n}", "_buttonClickHandler() { }", "async handleButtonClick() {\n // not_recording to recording\n if (\n this.collectionState === CollectionStates.NOT_RECORDING ||\n this.collectionState === CollectionStates.QC_ERROR\n ) {\n this.handleStartRecording();\n }\n\n // recording to before_upload\n else if (this.collectionState === CollectionStates.RECORDING) {\n this.handleEndRecording();\n }\n\n // before_upload to transition\n else if (this.collectionState === CollectionStates.BEFORE_UPLOAD) {\n this.handleUploadRecording(this.finishedAudio);\n }\n }", "function startButton(){\n hunger();\n happy();\n knowledge();\n \n}", "function buttons(){\n $('#ingredients').click(event => {\n $('#welcome').addClass('hidden')\n $('#recipe-search').removeClass('hidden')\n $('#recipe-search').prepend(`<p>What ingredients would you like to use? (i.e. 'gochujang, rice')</p>`)\n })\n $('#dishes').click(event => {\n $('#welcome').addClass('hidden')\n $('#recipe-search').removeClass('hidden')\n $('#recipe-search').prepend(`<p>What are we cooking? (i.e. 'carbonara')</p>`)\n })\n}", "function oneClick() {\n this.innerHTML = player\n if (player === \"x\") {\n player = \"o\"\n }\n\n else if (player === \"o\") {\n player = \"x\"\n }\n $(this).off(\"click\")\n \n // get all possibilities\n\n if (box1.innerHTML !== \" \" && box1.innerHTML === box2.innerHTML && box2.innerHTML === box3.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n } else if (box4.innerHTML !== \" \" && box4.innerHTML === box5.innerHTML && box4.innerHTML === box6.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n playerTwoScore++\n $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n } else if (box7.innerHTML !== \" \" && box7.innerHTML === box8.innerHTML && box7.innerHTML === box9.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n } else if (box1.innerHTML !== \" \" && box1.innerHTML === box4.innerHTML && box1.innerHTML === box7.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n } else if (box1.innerHTML !== \" \" && box1.innerHTML === box4.innerHTML && box1.innerHTML === box7.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n\n } else if (box2.innerHTML !== \" \" && box2.innerHTML === box5.innerHTML && box2.innerHTML === box8.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n\n } else if (box3.innerHTML !== \" \" && box3.innerHTML === box6.innerHTML && box3.innerHTML === box9.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n\n } else if (box1.innerHTML !== \" \" && box1.innerHTML === box5.innerHTML && box1.innerHTML === box9.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n\n } else if (box3.innerHTML !== \" \" && box3.innerHTML === box5.innerHTML && box3.innerHTML === box7.innerHTML) {\n if (player !== \"x\") {\n alert(\"x wins\");\n // playerOneScore++\n // $(\"#playerOne\").html(\"Player One: \" + playerOneScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n } else {\n alert(\"o wins\")\n // playerTwoScore++\n // $(\"#playerTwo\").html(\"Player Two: \" + playerTwoScore)\n for (i = 1; i < 10; i++) {\n box = $(\"#box\" + i)\n box.off(\"click\")\n }\n }\n } if (box1.innerHTML !== \" \" && box2.innerHTML !== \" \" && box3.innerHTML !== \" \" && box4.innerHTML !== \" \"\n && box5.innerHTML !== \" \" && box6.innerHTML !== \" \" && box7.innerHTML !== \" \" && box8.innerHTML !== \" \" && box9.innerHTML !== \" \") {\n alert(\"Tie\")\n \n }\n }", "function setButtFunks() {\r\n\t\t$(\"#gameFind\").click(searchGame);\r\n\t\t$(\"#addGameSave\").click(newGameObject);\r\n\t\t$(\"#helpBtn\").click(aboutInfoPop);\r\n\t\t$(\"#demoBtn\").click(populate);\r\n\t\t$(\"#deleteAllBtn\").click(delAllPopup);\r\n\t\t$(\"#search\").click(refreshSrchLV);\r\n\t\t$(\"#delGame\").click(refreshListView);\r\n\t\t$(\"#edtGame\").click(refreshEditLV);\r\n\t\t$(\"#dupBtn\").click(removeDups);\r\n\t\t$(\"#fbgnAdd\").click(getFBGNGames);\r\n\t\t//click on start page to go to main menu\r\n\t\t$('#start-page').click(function() {\r\n\t\twindow.location.href = \"#main-menu\";\r\n\t\tchkTheme();\r\n\t\t});\r\n\t\tchkTheme();\r\n\t}", "function setup() {\r\n $(\"#not\").click(doNot);\r\n $(\"#or\").click(doOr);\r\n $(\"#and\").click(doAnd);\r\n}", "function putButtonsEvents() {\n\t\tbutton_new_onglet.click(function() {\n\t\t\tnombreOnglets++;\n\t\t\tliste_onglets.append('<li> <a numOnglet=\"'+nombreOnglets+'\" class=\"linktohide\" href=\"onglet-'+nombreOnglets+'_agmk_chat\"> Onglet '+nombreOnglets+'</a></li>');\n\t\t\tonglets.append('<div class=\"hideable\" id=\"onglet-'+nombreOnglets+'_agmk_chat\"> </div>');\n\t\t\tongletsArray['onglet-'+nombreOnglets+'_agmk_chat'] = Array();\n\t\t\tongletsArray['onglet-'+nombreOnglets+'_agmk_chat']['content'] = jQuery('#onglet-'+nombreOnglets+'_agmk_chat');\n\t\t\tmakeCoolUI();\n\t\t});\n\t\t\n\t\t button_max_agmk_chat.click(function() {\n\t\t\t if (!isBig) {\n\t\t\t\t agmk_chat.css(\"width\",\"80%\");\n\t\t\t\t agmk_chat.css(\"height\", \"90%\");\n\t\t\t\t isBig = true;\n\t\t\t } else { \n\t\t\t\t agmk_chat.css(\"width\",\"300px\");\n\t\t\t\t agmk_chat.css(\"height\", \"400px\");\n\t\t\t\t isBig = false;\n\t\t\t }\n\t\t });\n\t\t\n\t\tbutton_close.click(function() {\n\t\t\tjQuery.ajax({\n\t\t\t\ttype: \"POST\",\n\t\t\t\turl: '/chats/close',\n\t\t\t\tdata: null,\n\t\t\t\tsuccess: function(data) {\n\t\t\t\t\tif (data.status!=\"ok\"){\n\t\t\t\t\t\talert('error chat');\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\tdataType: 'json'\n\t\t\t});\n\t\t\tagmk_chat.hide();\n\t\t\tagmk_chat_min.show();\n\t\t});\n\t\t\n\t\tagmk_chat_min.click(function() {\n\t\t\tjQuery.ajax({\n\t\t\t\ttype: \"POST\",\n\t\t\t\turl: '/chats/open',\n\t\t\t\tdata: null,\n\t\t\t\tsuccess: function(data) {\n\t\t\t\t\tif (data.status!=\"ok\"){\n\t\t\t\t\t\talert('error chat');\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\tdataType: 'json'\n\t\t\t});\n\t\t\tjQuery(this).hide();\n\t\t\tagmk_chat.show();\n\t\t});\n\t}", "function clickButton(e) {\n click++;\n for(let i=0; i<buttonArray.length; i++) {\n if (buttonArray[i].name == e.target.id){\n let tBut = buttonArray[i];\n\n // IS IT RIGHT\n if (tBut == pattern[click-1]){\n tBut.highlight(true);\n } else {\n tBut.highlight(false);\n if (useStrict) {\n gameOver();\n } else {\n showPattern();\n turn() \n }\n }\n \n // Is It End\n if (click == pattern.length && gameOn == true) {\n if(pattern.length >= 5) {\n gameWin();\n }\n console.log(pattern);\n document.getElementById('counter').innerText = pattern.length;\n whoseTurn = \"cpu\";\n turn();\n }\n }\n }\n}", "function ClickOnStartContinue()\n{\n if(Btn_Start_Continue.Exists)\n {\n Btn_Start_Continue.ClickButton()\n Log.Message(\"Clicked on Start Button on Quick CMC\")\n return true\n }\n else\n {\n Log.Message(\"Button Start doesn't exists\")\n return false\n }\n}", "function updateRunButton(event) {\r\n\r\n\tif (!$('isowner') || $('isowner').value != \"1\") {\r\n\t\treturn;\r\n\t}\r\n\tvar btn = $('launch_btn');\r\n\tvar btn_ind = $('launch_btn_ind');\r\n\tif (btn_ind.hasClassName('conIndicator_processing')) {\r\n\t\t//console.info('still processing..');\r\n\t\treturn;\r\n\t}\r\n\r\n\tvar cnt = 0;\r\n\t$$('input.conRadiobox_align').each(function(element) {\r\n\t if (element.checked == true) {\r\n\t\tcnt++;\r\n\t }\r\n\t});\r\n\r\n\tif (cnt) {\r\n\t\tbtn_ind.removeClassName('conIndicator_Rb_disabled');\r\n\t\tbtn_ind.removeClassName('conIndicator_error');\r\n\t\t//btn_ind.removeClassName('conIndicator_processing');\r\n\t\tbtn_ind.addClassName('conIndicator_not-processed');\r\n\t\tbtn.removeClassName('disabled');\r\n\t}\r\n\telse {\r\n\t\tbtn_ind.removeClassName('conIndicator_error');\r\n\t\tbtn_ind.removeClassName('conIndicator_not-processed');\r\n\t\t//btn_ind.removeClassName('conIndicator_processing');\r\n\t\tbtn_ind.addClassName('conIndicator_Rb_disabled');\r\n\t\tbtn.addClassName('disabled');\r\n\t}\r\n}", "function checkButtons()\r\n{\r\n\tfor (var i = 0; i < activeBtns.length; i++)\r\n\t{\r\n\t\tactiveBtns[i].over = false;\r\n\t\tif(!(mouse.x < activeBtns[i].x ||\r\n\t\t\t mouse.x > activeBtns[i].x+activeBtns[i].w ||\r\n\t\t\t mouse.y < activeBtns[i].y ||\r\n\t\t\t mouse.y > activeBtns[i].y+activeBtns[i].h))\r\n\t\t{\r\n\t\t\tactiveBtns[i].over = true; // If our mouse is inside the button box, flip the over flag to true.\r\n\t\t}\r\n\t}\r\n}", "function onClickEvent() {\n if (selectedElements.length == 0) {\n selectedElements.push($(this));\n $(selectedElements[0]).addClass('open show');\n $(selectedElements[0]).off('click');\n } else if (selectedElements.length == 1) {\n selectedElements.push($(this));\n matchingEngine();\n }\n}", "function buttons() {\n\t$('#cardForm').on('click', '#newGame', function() {\n\t\tevent.preventDefault();\n\t\tgetCard();\n\t\tif (!$('#rules').hasClass('hidden')) {\n\t\t\t$('#rules').addClass('hidden');\n\t\t}\n\t\t$('#newGame').addClass('hidden');\n $('#newCard').removeClass('hidden');\n $('#prevCard').removeClass('hidden');\n $('#btnRules').removeClass('hidden');\n $('#answerBtn').removeClass('hidden');\n\t});\n\n\t$('#cardForm').on('click', '#newCard', function() {\n\t\tevent.preventDefault();\n\t\tgetCard();\n });\n \n $('#cardForm').on('click', '#prevCard', function() {\n\t\tevent.preventDefault();\n\t\tgetPrevCard();\n });\n \n $('#cardForm').on('click', '#answerBtn', function() {\n event.preventDefault();\n let setCard = shuffledArray[cardNum];\n\t\tdisplayAnswer(setCard);\n\t});\n\n\t$('#cardForm').on('click', '#btnRules', function() {\n\t\tevent.preventDefault();\n\t\t$('#rules').toggleClass('hidden');\n\t});\n}", "function buttons(id, area) {\n var remove = document.getElementById('removeItem');\n var edit = document.getElementById('editItem');\n var input = document.getElementById('inputBox');\n var submit = document.getElementById('editSubmit');\n if (remove || edit || input || submit) {\n alert('You must complete current edit/remove first');\n } else {\n cancelBtn(id);\n editBtn(id);\n removeBtn(id, area);\n }\n}", "function listenForButton() {\n\t\ttag.on('simpleKeyChange', function(left, right) {\n\t\t\t// if both buttons are pressed, disconnect:\n\t\t\tif (left && right) {\n\t\t\t\tconsole.log('both');\n\t\t\t\ttag.disconnect();\n\t\t\t} else\t\t\t\t// if left, send the left key\n\t\t\tif (left) {\n\t\t\t\tconsole.log('left: ' + left);\n\t\t\t\trunFile('applescript/left.scpt');\n\t\t\t} else\n\t\t\tif (right) {\t\t// if right, send the right key\n\t\t\t\tconsole.log('right: ' + right);\n\t\t\t\trunFile('applescript/right.scpt');\n\t\t\t}\n\t });\n\t}", "handleInteraction(btn) {\r\n btn.disabled = true;\r\n const mc = document.querySelector(\".main-container\");\r\n\r\n if (this.activePhrase.checkLetter(btn.innerText)) {\r\n btn.classList.add(\"chosen\");\r\n this.activePhrase.showMatchedLetter(btn.innerText);\r\n mc.style.background=\"green\";\r\n if (this.checkForWin()) {\r\n this.gameOver(true);\r\n }\r\n } else {\r\n btn.classList.add(\"wrong\");\r\n mc.style.background=\"red\";\r\n this.removeLife();\r\n }\r\n }", "function afterClick() {\n let checkboxes = document.querySelectorAll('input[name=\"choice\"]:checked'); //ARRAY OF ALL THE SELECTED CHECKBOXES\n\n if (checkboxes.length === 0 || inputBox.value.length === 0) {\n resultsContainer.classList.add(\"hidden\");\n openModal();\n } else {\n // there are some checked checkboxes\n resultsContainer.classList.remove(\"hidden\");\n runAPI();\n }\n}", "function noCheat(){\n console.log(\"already clicked!\");\n }", "function clickHandler() {\n console.log(\"Button 2 Pressed\");\n }", "function addCompletedEvent() {\r\n let allCompleteBtn = Array.from(document.querySelectorAll(\".complete-btn\"));\r\n\r\n allCompleteBtn.forEach(button => {\r\n button.addEventListener(\"click\", function() {\r\n let index = allCompleteBtn.indexOf(button);\r\n\r\n if (myLibrary[index].read == \"no\") {\r\n myLibrary[index].read = \"yes\";\r\n button.style.backgroundColor = \"lightgray\";\r\n button.innerHTML = '<i class=\"fas fa-times\"></i>'\r\n }\r\n else {\r\n myLibrary[index].read = \"no\";\r\n button.style.backgroundColor = \"#5CA4A9\";\r\n button.innerHTML = '<i class=\"fas fa-check\"></i>';\r\n }\r\n\r\n showAllCards();\r\n })\r\n })\r\n}", "function eventHandlers () {\n $('button.js-start-button').click(function () {\n renderQuestionView();\n });\n\n $('form').on('submit', function () {\n event.preventDefault();\n renderFeedbackView();\n\n // var isChecked = $('input').is(':checked');\n // if (isChecked) {\n // renderFeedbackView();\n // } else {\n // alert('Please select one of the four possible answers before submitting.')\n // };\n });\n\n $('button.js-next-button').click(function () {\n if (questionNum < STORE.length) {\n renderQuestionView ();\n } else {\n renderFinalView ();\n }\n });\n\n $('button.js-replay-button').click(function () {\n replayQuiz();\n });\n}", "function handleQuizApp() {\n listenForContinueClick()\n listenForCheckClick()\n listenForRadioClick()\n listenForSubmitClick()\n listenForMoreClick()\n listenForResetClick()\n}", "function showAllBtn (fntOn) {\n\t\t\tonBtn ('btnCopy');\n\t\t\tonBtn ('btnDel');\n\t\t\tonBtn ('btnUp');\n\t\t\tonBtn ('btnDn');\n\t\t\tonBtn ('btnFlipH');\n\t\t\tonBtn ('btnFlipV');\n\t\t\tonBtn ('btnLock');\n\t\t\tonBtn ('sectEdit');\n\t\t\tonBtn ('colorelement');\t\n\t\t\t//Show Font Button\n\t\t\t//if (fntOn) {\n\t\t\t\tonBtn ('btnBold');\n\t\t\t\tonBtn ('btnItalic');\n\t\t\t\tonBtn ('fntLeft');\n\t\t\t\tonBtn ('fntCenter');\n\t\t\t\tonBtn ('fntRight');\n\t\t\t\tonBtn ('fontFamily');\n\t\t\t\tonBtn ('btnEditT');\n\t\t\t//}\n\n\t\t}", "function handleOnButtonClick(asBtn) {\r\n var oManuscriptList = new Array();\r\n switch (asBtn) {\r\n case 'DONE':\r\n var count = 0;\r\n first(selectManuscriptGrid1);\r\n while (!selectManuscriptGrid1.recordset.eof) {\r\n if (selectManuscriptGrid1.recordset(\"CSELECT_IND\").value == \"-1\") {\r\n oManuscriptList[count] = getObjectFromRecordset(selectManuscriptGrid1);\r\n count++;\r\n }\r\n next(selectManuscriptGrid1);\r\n }\r\n first(selectManuscriptGrid1);\r\n if (count == 0) {\r\n handleError(getMessage(\"pm.maintainManu.addManu.noSelection.error\"));\r\n }\r\n else {\r\n getReturnCtxOfDivPopUp().addManuscripts(oManuscriptList, true);\r\n commonOnButtonClick(\"CLOSE_RO_DIV\");\r\n }\r\n break;\r\n case 'CANCEL':\r\n commonOnButtonClick(\"CLOSE_RO_DIV\");\r\n break;\r\n }\r\n}", "function buttonEvents() {\n $(document).on(\"click\", \".isDistanced\", function () {\n isDistanced = $(this).is(':checked') ? 1 : 0; // replace with true value\n console.log(\"change made\");\n });\n\n\n $(document).on(\"click\", \".editBtn\", function () {\n mode = \"edit\";\n markSelected(this);\n $(\"#editDiv\").show();\n $(\"#editDiv :input\").prop(\"disabled\", false); // edit mode: enable all controls in the form\n\n populateFields(this.getAttribute('data-itemId')); // fill the form fields according to the selected row\n });\n\n $(document).on(\"click\", \".viewBtn\", function () {\n mode = \"view\";\n markSelected(this);\n $(\"#editDiv\").show();\n row.className = 'selected';\n $(\"#editDiv :input\").attr(\"disabled\", \"disabled\"); // view mode: disable all controls in the form\n populateFields(this.getAttribute('data-itemId'));\n });\n\n $(document).on(\"click\", \".deleteBtn\", function () {\n mode = \"delete\";\n markSelected(this);\n var itemId = this.getAttribute('data-itemId');\n swal({ // this will open a dialouge \n title: \"Are you sure ??\",\n text: \"\",\n icon: \"warning\",\n buttons: true,\n dangerMode: true\n })\n .then(function (willDelete) {\n if (willDelete) DeleteItem(itemId);\n else swal(\"Not Deleted!\");\n });\n });\n\n }", "function processButton(param) {\n\n switch (param.element) {\n case \"조회\":\n {\n var args = {\n target: [{ id: \"frmOption\", focus: true }]\n };\n gw_com_module.objToggle(args);\n }\n break;\n case \"닫기\":\n {\n processClose({});\n }\n break;\n case \"실행\":\n {\n processRetrieve({});\n }\n break;\n case \"취소\":\n {\n closeOption({});\n }\n break;\n }\n\n }", "function btnScrap_ClickCase15() {\n console.log(\"btnScrap_ClickCase15\");\n if($scope.WOExecutionStatus == \"Completed\"){\n btnScrap_ClickCase20();\n } else{\n btnScrap_ClickCase100();\n }\n\n }", "handleInteraction(button) {\n //(1) Disables the selected letter's onscreen keyboard button\n button.setAttribute('disabled', true);\n\n //if the button clicked by the player does match a letter in the phrase\n if (this.activePhrase.checkLetter(button.innerText) === true) {\n //the CHOSEN CSS class is added to the selected letter's keyboard button\n button.className = 'chosen';\n //the 'showMatchedLetter()' method is called on the phrase\n this.activePhrase.showMatchedLetter(button.innerText);\n\n //if the button clicked by the player does not match a letter in the phrase\n } else {\n //the 'removeLie()' method is called\n this.removeLife();\n //the WRONG CSS class is added to the selected letter's keyboard button\n button.className = 'wrong';\n }\n //if all letters in the phrase are set to show - win\n if (this.checkForWin()) {\n //the 'gameOver()' method is called\n this.gameOver(true);\n }\n }", "function __clickhandler() {\n buttonfunc(elemnode); return false;\n }", "function enableButtons() {\n\tbindClickEvents();\n}", "function checkEntered(e) {\r\n //to check that if the tags class list contain mustShow class\r\n if (e.target.classList.contains(\"mustShow\")) {\r\n //to check button with mustShow class we use display function\r\n display(e.target);\r\n //to check that if the button contain equal class\r\n } else if (\r\n e.target.classList.contains(\"equal\") &&\r\n displayResult.textContent != \"Error\"\r\n ) {\r\n /* if user clicks on equal button, the result will be replaced in users entered num and ops\r\n and user can use that result for next calculation */\r\n showResult(displayResult.textContent);\r\n //check that if the btn contain backspace class\r\n } else if (\r\n e.target.classList.contains(\"backspace\") ||\r\n e.target.parentElement.classList.contains(\"backspace\")\r\n ) {\r\n /* we have two btn that their classlist contain backspace\r\n one for remove just one char, and one for remove all the string in result section */\r\n // check if the button text content is C\r\n if (e.target.textContent == \"C\") {\r\n //remove all string in result section and live result section\r\n displayResult.textContent = \"\";\r\n displayLiveResult.textContent = \"\";\r\n } else {\r\n //this condition is for an other backSpace button that removes only one char from last of string\r\n //if result sections text content is Error, all string in result and live result section and check will be remove\r\n if (displayResult.textContent == \"Error\") {\r\n displayResult.textContent = \"\";\r\n displayLiveResult.textContent = \"\";\r\n check = \"\";\r\n } else {\r\n //else only one char from last of string will be removed\r\n displayResult.textContent = displayResult.textContent.substr(\r\n 0,\r\n displayResult.textContent.length - 1\r\n );\r\n check = check.substr(0, check.length - 1);\r\n /*show live result we send results to show live result function after each click\r\n on operators and numbers and backspace*/\r\n showLiveResult(displayResult.textContent);\r\n }\r\n }\r\n }\r\n}", "function buttonClick(clicked_id){\n\n if (clicked_id == \"1\"){\n $.get('/post', {command: '/relay', core: 'core', params: '1'});\n } \n\n if (clicked_id == \"2\"){\n $.get('/post', {command: '/relay', core: 'core', params: '0'});\n } \n\n}", "function processButton(param) {\n\n if (param.object == \"lyrMenu\") {\n switch (param.element) {\n case \"저장\":\n processSave();\n break;\n case \"닫기\":\n processClose();\n break;\n }\n }\n\n}" ]
[ "0.6622936", "0.64916813", "0.6414133", "0.6309024", "0.630142", "0.62840897", "0.6227632", "0.62051725", "0.6194751", "0.61883545", "0.61693525", "0.6159538", "0.61482644", "0.6130163", "0.61218166", "0.6117482", "0.61102784", "0.6104043", "0.60956836", "0.60908854", "0.6079149", "0.6069406", "0.60678726", "0.605049", "0.60493994", "0.6045691", "0.6042517", "0.60321236", "0.6024823", "0.6019525", "0.60150594", "0.60014105", "0.5996698", "0.5992314", "0.5992186", "0.59912056", "0.5980295", "0.59712106", "0.5968968", "0.5965914", "0.5948301", "0.59401166", "0.5933005", "0.5928559", "0.59285355", "0.5925114", "0.59228516", "0.5920594", "0.5910485", "0.5888068", "0.5883815", "0.58713573", "0.58711845", "0.5868584", "0.5866346", "0.5859638", "0.5856136", "0.5850891", "0.58503807", "0.58481437", "0.58271873", "0.5823301", "0.5816188", "0.5813636", "0.5812899", "0.580625", "0.58035463", "0.580233", "0.5795172", "0.5793435", "0.5792679", "0.5785255", "0.57829523", "0.5779995", "0.577899", "0.5778222", "0.57754993", "0.57746714", "0.57681066", "0.5767046", "0.57627517", "0.5761499", "0.5757897", "0.57558614", "0.5755586", "0.574193", "0.5740958", "0.5735705", "0.57349604", "0.57337755", "0.5732905", "0.5731178", "0.5727648", "0.5726497", "0.5719106", "0.57112646", "0.57051337", "0.5702739", "0.57014596", "0.5699596", "0.5698602" ]
0.0
-1
Multiply a 4 element vector by a 4x4 matrix and store the result in a 4 element column vector. In matrix notation: result = lhs x rhs
static multiplyMV(resultVector, resultVectorOffset, lhsMatrix, lhsMatrixOffset, rhsVector, rhsVectorOffset){ resultVector[resultVectorOffset + 0] = lhsMatrix[lhsMatrixOffset + 0] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 4] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 8] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 12] * rhsVector[rhsVectorOffset + 3]; resultVector[resultVectorOffset + 1] = lhsMatrix[lhsMatrixOffset + 1] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 5] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 9] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 13] * rhsVector[rhsVectorOffset + 3]; resultVector[resultVectorOffset + 2] = lhsMatrix[lhsMatrixOffset + 2] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 6] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 10] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 14] * rhsVector[rhsVectorOffset + 3]; resultVector[resultVectorOffset + 3] = lhsMatrix[lhsMatrixOffset + 3] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 7] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 11] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 15] * rhsVector[rhsVectorOffset + 3]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function mult4(mat, vec) {\n var result = [];\n for ( var i = 0; i < vec.length; ++i ) {\n var innerSum = 0;\n for (var j = 0; j < mat[i].length; ++j) {\n innerSum += vec[i] * mat[i][j];\n }\n result.push(innerSum);\n }\n return result;\n}", "function transformVector(matrix, vector4) {\n var transformed = new Array(4);\n\n for (var i = 0; i < 4; ++i) {\n transformed[i] = 0.0;\n\n for (var j = 0; j < 4; ++j) {\n transformed[i] += vector4[j] * matrix[j * 4 + i];\n }\n }\n\n return transformed;\n}", "function multiply(m, v)\r\n{\r\n var vv=vec4(\r\n m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2]+ m[0][3]*v[3],\r\n m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2]+ m[1][3]*v[3],\r\n m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2]+ m[2][3]*v[3],\r\n m[3][0]*v[0] + m[3][1]*v[1] + m[3][2]*v[2]+ m[3][3]*v[3]);\r\n return vv;\r\n}", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "multMatrixVector(m, v) {\n\t if (!(m instanceof p5.Matrix) || !(v instanceof p5.Vector)) {\n\t print('multMatrixVector : Invalid arguments');\n\t return;\n\t }\n\n\t var _dest = createVector();\n\t var mat = m.mat4;\n\n\t\t// Multiply in column major order.\n\t\t_dest.x = mat[0] * v.x + mat[4] * v.y + mat[8] * v.z + mat[12];\n\t\t_dest.y = mat[1] * v.x + mat[5] * v.y + mat[9] * v.z + mat[13];\n\t\t_dest.z = mat[2] * v.x + mat[6] * v.y + mat[10] * v.z + mat[14]; \n\t\tvar w = mat[3] * v.x + mat[7] * v.y + mat[11] * v.z + mat[15];\n\n\t\tif (Math.abs(w) > Number.EPSILON) {\n\t\t _dest.mult(1.0 / w);\n\t\t}\n\n\t\treturn _dest;\n\t}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function multiply_point(M,V){\n var result = new Array(4);\n //Go through M \n for (var i=0; i < 4; i++){\n var vec1 = M.slice(0+i*4,4+i*4);\n\n result[i]= dot(vec1,V);\n }\n return result;\n\n}", "function multMat4Vec4 (m, vec) {\n var tv = [];\n\n tv[0] = m[0][0] * vec[0] + m[0][1] * vec[1] + m[0][2] * vec[2] + m[0][3] * vec[3];\n tv[1] = m[1][0] * vec[0] + m[1][1] * vec[1] + m[1][2] * vec[2] + m[1][3] * vec[3];\n tv[2] = m[2][0] * vec[0] + m[2][1] * vec[1] + m[2][2] * vec[2] + m[2][3] * vec[3];\n tv[3] = m[3][0] * vec[0] + m[3][1] * vec[1] + m[3][2] * vec[2] + m[3][3] * vec[3];\n\n return tv;\n}", "function mat4Multiply(firstMatrix, secondMatrix){\n var resultMatrix = [];\n for(i = 0; i < 4; i++){\n for(j = 0; j < 4; j ++){\n var value = 0;\n for(k = 0; k < 4; k++){\n value += firstMatrix[i * 4 + k] * secondMatrix[k * 4 + j];\n }\n resultMatrix[i * 4 + j] = value;\n }\n }\n return resultMatrix;\n}", "function xformMatrix(m, v) {\n var out = [0, 0, 0, 0];\n var i, j;\n\n for(i = 0; i < 4; ++i) {\n for(j = 0; j < 4; ++j) {\n out[j] += m[4 * i + j] * v[i];\n }\n }\n\n return out;\n}", "function multiplyVect(vector, scalar) {\n return [ scalar * vector[0],\n scalar * vector[1],\n scalar * vector[2]\n ];\n}", "function mat_vector(m, v) {\n\tvar m11 = m[0], m12 = m[1], m13 = m[2], m21 = m[3], m22 = m[4], m23 = m[5];\n\tvar v11 = v[0], v21 = v[1];\n\treturn [m11*v11 + m12*v21 + m13,\n\t\t\tm21*v11 + m22*v21 + m23];\n}", "function multiplyMatrix4x4(...matricies) {\r\n return matricies.reduce((a, b) => {\r\n return [\r\n b[0] * a[0] + b[1] * a[4] + b[2] * a[8] + b[3] * a[12],\r\n b[0] * a[1] + b[1] * a[5] + b[2] * a[9] + b[3] * a[13],\r\n b[0] * a[2] + b[1] * a[6] + b[2] * a[10] + b[3] * a[14],\r\n b[0] * a[3] + b[1] * a[7] + b[2] * a[11] + b[3] * a[15],\r\n b[4] * a[0] + b[5] * a[4] + b[6] * a[8] + b[7] * a[12],\r\n b[4] * a[1] + b[5] * a[5] + b[6] * a[9] + b[7] * a[13],\r\n b[4] * a[2] + b[5] * a[6] + b[6] * a[10] + b[7] * a[14],\r\n b[4] * a[3] + b[5] * a[7] + b[6] * a[11] + b[7] * a[15],\r\n b[8] * a[0] + b[9] * a[4] + b[10] * a[8] + b[11] * a[12],\r\n b[8] * a[1] + b[9] * a[5] + b[10] * a[9] + b[11] * a[13],\r\n b[8] * a[2] + b[9] * a[6] + b[10] * a[10] + b[11] * a[14],\r\n b[8] * a[3] + b[9] * a[7] + b[10] * a[11] + b[11] * a[15],\r\n b[12] * a[0] + b[13] * a[4] + b[14] * a[8] + b[15] * a[12],\r\n b[12] * a[1] + b[13] * a[5] + b[14] * a[9] + b[15] * a[13],\r\n b[12] * a[2] + b[13] * a[6] + b[14] * a[10] + b[15] * a[14],\r\n b[12] * a[3] + b[13] * a[7] + b[14] * a[11] + b[15] * a[15],\r\n ];\r\n });\r\n}", "mulMat4v4(m, v, dest = math.vec4()) {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n dest[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12] * v3;\n dest[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13] * v3;\n dest[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14] * v3;\n dest[3] = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15] * v3;\n return dest;\n }", "function transformVector4(matrix, src, dest) {\n\tif (!dest)\n\t\tdest = new Float32Array(4);\n\n\tdest[0] = matrix[0] * src[0] + matrix[4] * src[1] + matrix[8] * src[2] + matrix[12] * src[3];\n\tdest[1] = matrix[1] * src[0] + matrix[5] * src[1] + matrix[9] * src[2] + matrix[13] * src[3];\n\tdest[2] = matrix[2] * src[0] + matrix[6] * src[1] + matrix[10] * src[2] + matrix[14] * src[3];\n\tdest[3] = matrix[3] * src[0] + matrix[7] * src[1] + matrix[11] * src[2] + matrix[15] * src[3];\n\n\treturn dest;\n}", "function multVector (vec1, multiplier) {\n return [vec1[X] * multiplier, vec1[Y] * multiplier];\n}", "function multMatVec(u, v) {\n for ( var i = 0; i < u.length; ++i ) {\n if ( u[i].length != v.length ) {\n throw \"mult(): trying to add matrices of different dimensions\";\n }\n }\n\n let result = [];\n for ( var i = 0; i < u.length; ++i ) {\n let sum = 0;\n for ( var j = 0; j < u[i].length; ++j ) {\n sum += u[i][j] * v[j];\n }\n result.push( sum );\n }\n\n return result;\n}", "function matmul(vec, mat) {\n const res = [];\n const m = vec.length;\n for (let col = 0; col < mat[0].length; ++col) {\n let tmp = 0;\n for (let row = 0; row < m; ++row) {\n tmp += vec[row] * mat[row][col];\n }\n res.push(tmp);\n }\n return res;\n}", "function MatrixMult( A, B )\r\n{\r\n\tvar C = [];\r\n\tfor ( var i=0; i<4; ++i ) \r\n\t{\r\n\t\tfor ( var j=0; j<4; ++j ) \r\n\t\t{\r\n\t\t\tvar v = 0;\r\n\t\t\tfor ( var k=0; k<4; ++k ) \r\n\t\t\t{\r\n\t\t\t\tv += A[j+4*k] * B[k+4*i];\r\n\t\t\t}\r\n\t\t\tC.push(v);\r\n\t\t}\r\n\t}\r\n\treturn C;\r\n}", "function matrice4x(...nc){\n\tvar A4x, B4x, C4x, D4x;\n\tmatrice3x(nc[5], nc[6], nc[7], nc[9], nc[10], nc[11], nc[13], nc[14], nc[15]);\n\tA4x = nc[0] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[9], nc[10], nc[11], nc[13], nc[14], nc[15]);\n\tB4x = nc[4] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[5], nc[6], nc[7], nc[13], nc[14], nc[15]);\n\tC4x = nc[8] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[5], nc[6], nc[7], nc[9], nc[10], nc[11]);\n\tD4x = nc[12] * result3x;\n\tresult4x = A4x - B4x + C4x - D4x;\n}", "transformVec4(m, v, dest) {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n dest = dest || math.vec4();\n dest[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12] * v3;\n dest[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13] * v3;\n dest[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14] * v3;\n dest[3] = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15] * v3;\n return dest;\n }", "function matrixMultiply(a, b) {\n matrix = [];\n \n matrix[ 0] = a[0 * 4 + 0] * b[0 * 4 + 0] + a[0 * 4 + 1] * b[1 * 4 + 0] + a[0 * 4 + 2] * b[2 * 4 + 0] + a[0 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 1] = a[0 * 4 + 0] * b[0 * 4 + 1] + a[0 * 4 + 1] * b[1 * 4 + 1] + a[0 * 4 + 2] * b[2 * 4 + 1] + a[0 * 4 + 3] * b[3 * 4 + 1];\n matrix[ 2] = a[0 * 4 + 0] * b[0 * 4 + 2] + a[0 * 4 + 1] * b[1 * 4 + 2] + a[0 * 4 + 2] * b[2 * 4 + 2] + a[0 * 4 + 3] * b[3 * 4 + 2];\n matrix[ 3] = a[0 * 4 + 0] * b[0 * 4 + 3] + a[0 * 4 + 1] * b[1 * 4 + 3] + a[0 * 4 + 2] * b[2 * 4 + 3] + a[0 * 4 + 3] * b[3 * 4 + 3];\n matrix[ 4] = a[1 * 4 + 0] * b[0 * 4 + 0] + a[1 * 4 + 1] * b[1 * 4 + 0] + a[1 * 4 + 2] * b[2 * 4 + 0] + a[1 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 5] = a[1 * 4 + 0] * b[0 * 4 + 1] + a[1 * 4 + 1] * b[1 * 4 + 1] + a[1 * 4 + 2] * b[2 * 4 + 1] + a[1 * 4 + 3] * b[3 * 4 + 1];\n matrix[ 6] = a[1 * 4 + 0] * b[0 * 4 + 2] + a[1 * 4 + 1] * b[1 * 4 + 2] + a[1 * 4 + 2] * b[2 * 4 + 2] + a[1 * 4 + 3] * b[3 * 4 + 2];\n matrix[ 7] = a[1 * 4 + 0] * b[0 * 4 + 3] + a[1 * 4 + 1] * b[1 * 4 + 3] + a[1 * 4 + 2] * b[2 * 4 + 3] + a[1 * 4 + 3] * b[3 * 4 + 3];\n matrix[ 8] = a[2 * 4 + 0] * b[0 * 4 + 0] + a[2 * 4 + 1] * b[1 * 4 + 0] + a[2 * 4 + 2] * b[2 * 4 + 0] + a[2 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 9] = a[2 * 4 + 0] * b[0 * 4 + 1] + a[2 * 4 + 1] * b[1 * 4 + 1] + a[2 * 4 + 2] * b[2 * 4 + 1] + a[2 * 4 + 3] * b[3 * 4 + 1];\n matrix[10] = a[2 * 4 + 0] * b[0 * 4 + 2] + a[2 * 4 + 1] * b[1 * 4 + 2] + a[2 * 4 + 2] * b[2 * 4 + 2] + a[2 * 4 + 3] * b[3 * 4 + 2];\n matrix[11] = a[2 * 4 + 0] * b[0 * 4 + 3] + a[2 * 4 + 1] * b[1 * 4 + 3] + a[2 * 4 + 2] * b[2 * 4 + 3] + a[2 * 4 + 3] * b[3 * 4 + 3];\n matrix[12] = a[3 * 4 + 0] * b[0 * 4 + 0] + a[3 * 4 + 1] * b[1 * 4 + 0] + a[3 * 4 + 2] * b[2 * 4 + 0] + a[3 * 4 + 3] * b[3 * 4 + 0];\n matrix[13] = a[3 * 4 + 0] * b[0 * 4 + 1] + a[3 * 4 + 1] * b[1 * 4 + 1] + a[3 * 4 + 2] * b[2 * 4 + 1] + a[3 * 4 + 3] * b[3 * 4 + 1];\n matrix[14] = a[3 * 4 + 0] * b[0 * 4 + 2] + a[3 * 4 + 1] * b[1 * 4 + 2] + a[3 * 4 + 2] * b[2 * 4 + 2] + a[3 * 4 + 3] * b[3 * 4 + 2];\n matrix[15] = a[3 * 4 + 0] * b[0 * 4 + 3] + a[3 * 4 + 1] * b[1 * 4 + 3] + a[3 * 4 + 2] * b[2 * 4 + 3] + a[3 * 4 + 3] * b[3 * 4 + 3];\n return matrix;\n}", "function mMulti(m,v){\n\tmMultiTest(m,v)\n\tconst newM = new Array(m.length)\n\tlet sum\n\tfor(let i=0;i<m.length;i++){\n\t\tnewM[i] = new Array()\n\t\tsum=0\n\t\tfor(let j=0;j<v.length;j++){\n\t\t\tsum += m[i][j] * v[j][0]\n\t\t}\n\t\tnewM[i][0] = sum\n\t}\n\n\treturn newM\n}", "function Matrixes4_multiply(matrix1, matrix2) {\n var a00 = matrix1[0 * 4 + 0];\n var a01 = matrix1[0 * 4 + 1];\n var a02 = matrix1[0 * 4 + 2];\n var a03 = matrix1[0 * 4 + 3];\n var a10 = matrix1[1 * 4 + 0];\n var a11 = matrix1[1 * 4 + 1];\n var a12 = matrix1[1 * 4 + 2];\n var a13 = matrix1[1 * 4 + 3];\n var a20 = matrix1[2 * 4 + 0];\n var a21 = matrix1[2 * 4 + 1];\n var a22 = matrix1[2 * 4 + 2];\n var a23 = matrix1[2 * 4 + 3];\n var a30 = matrix1[3 * 4 + 0];\n var a31 = matrix1[3 * 4 + 1];\n var a32 = matrix1[3 * 4 + 2];\n var a33 = matrix1[3 * 4 + 3];\n var b00 = matrix2[0 * 4 + 0];\n var b01 = matrix2[0 * 4 + 1];\n var b02 = matrix2[0 * 4 + 2];\n var b03 = matrix2[0 * 4 + 3];\n var b10 = matrix2[1 * 4 + 0];\n var b11 = matrix2[1 * 4 + 1];\n var b12 = matrix2[1 * 4 + 2];\n var b13 = matrix2[1 * 4 + 3];\n var b20 = matrix2[2 * 4 + 0];\n var b21 = matrix2[2 * 4 + 1];\n var b22 = matrix2[2 * 4 + 2];\n var b23 = matrix2[2 * 4 + 3];\n var b30 = matrix2[3 * 4 + 0];\n var b31 = matrix2[3 * 4 + 1];\n var b32 = matrix2[3 * 4 + 2];\n var b33 = matrix2[3 * 4 + 3];\n return [b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30, b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31, b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32, b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33, b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30, b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31, b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32, b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33, b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30, b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31, b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32, b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33, b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30, b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31, b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32, b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33];\n}", "function matrixMultiply(arrOne, arrTwo) {\n\n}", "function scale4(a, b, c) {\r\n\tconst result = mat4();\r\n\tresult[0][0] = a;\r\n\tresult[1][1] = b;\r\n\tresult[2][2] = c;\r\n\treturn result;\r\n}", "function scale4(a, b, c) {\r\n var result = mat4();\r\n result[0][0] = a;\r\n result[1][1] = b;\r\n result[2][2] = c;\r\n return result;\r\n}", "function scale4(a, b, c) {\n var result = mat4();\n result[0][0] = a;\n result[1][1] = b;\n result[2][2] = c;\n return result;\n}", "function multiply_matrix(M,N){\n var result = new Array(16);\n var index = 0;\n //Go through M \n for (var i=0; i < 4; i++){\n var vec1 = M.slice(0+i*4,4+i*4);\n vec1 = [ M[i], M[i+4], M[i+8], M[i+12]];\n //Go through N\n for (var j=0; j < 4; j++){\n var vec2 = [ N[j], N[j+4], N[j+8], N[j+12]];\n vec2 = N.slice(0+j*4,4+j*4);\n result[index]= dot(vec1,vec2);\n index++;\n }\n }\n return transpose(result);\n\n}", "function scale4(a, b, c) {\n var result = mat4();\n result[0][0] = a;\n result[1][1] = b;\n result[2][2] = c;\n return result;\n}", "function scale4(a, b, c) {\n var result = mat4();\n result[0][0] = a;\n result[1][1] = b;\n result[2][2] = c;\n return result;\n}", "multiply(matrix4) {\n let a00 = this._matrix[0 * 4 + 0];\n let a01 = this._matrix[0 * 4 + 1];\n let a02 = this._matrix[0 * 4 + 2];\n let a03 = this._matrix[0 * 4 + 3];\n let a10 = this._matrix[1 * 4 + 0];\n let a11 = this._matrix[1 * 4 + 1];\n let a12 = this._matrix[1 * 4 + 2];\n let a13 = this._matrix[1 * 4 + 3];\n let a20 = this._matrix[2 * 4 + 0];\n let a21 = this._matrix[2 * 4 + 1];\n let a22 = this._matrix[2 * 4 + 2];\n let a23 = this._matrix[2 * 4 + 3];\n let a30 = this._matrix[3 * 4 + 0];\n let a31 = this._matrix[3 * 4 + 1];\n let a32 = this._matrix[3 * 4 + 2];\n let a33 = this._matrix[3 * 4 + 3];\n\n let b00 = matrix4[0 * 4 + 0];\n let b01 = matrix4[0 * 4 + 1];\n let b02 = matrix4[0 * 4 + 2];\n let b03 = matrix4[0 * 4 + 3];\n let b10 = matrix4[1 * 4 + 0];\n let b11 = matrix4[1 * 4 + 1];\n let b12 = matrix4[1 * 4 + 2];\n let b13 = matrix4[1 * 4 + 3];\n let b20 = matrix4[2 * 4 + 0];\n let b21 = matrix4[2 * 4 + 1];\n let b22 = matrix4[2 * 4 + 2];\n let b23 = matrix4[2 * 4 + 3];\n let b30 = matrix4[3 * 4 + 0];\n let b31 = matrix4[3 * 4 + 1];\n let b32 = matrix4[3 * 4 + 2];\n let b33 = matrix4[3 * 4 + 3];\n\n this._matrix[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n this._matrix[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n this._matrix[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n this._matrix[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n this._matrix[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n this._matrix[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n this._matrix[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n this._matrix[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n this._matrix[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n this._matrix[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n this._matrix[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n this._matrix[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n this._matrix[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n this._matrix[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n this._matrix[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n this._matrix[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return this._matrix;\n }", "function scale4(a, b, c) {\n var result = mat4();\n result[0][0] = a;\n result[1][1] = b;\n result[2][2] = c;\n return result;\n}", "multiply(number) {\r\n return new Vector(...new Array(this.getDimensions()).fill(undefined).map((e, i) => this.values[i] * number));\r\n }", "function mulTranspose(val)\n{\n\tif(typeof val != typeof this)\n\t{\n\t\tthrow \"Incompatible types\";\n\t}\n\telse\n\t{\n\t\tif(this.size.x != val.size.y)\n\t\t{\n\t\t\tthrow \"Matrix cant be multiplied (check matrix size)\";\n\t\t}\n\n\t\tvar mat = new Matrix(this.size.y, val.size.x);\n\t\tfor(var i = 0; i < this.size.y; i++)\n\t\t{\n\t\t\tfor(var j = 0; j < val.size.x; j++)\n\t\t\t{\n\t\t\t\tvar sum = 0;\n\t\t\t\tfor(var k = 0; k < this.size.x; k++)\n\t\t\t\t{\n\t\t\t\t\tsum += this.matrix[k][i] * val.matrix[j][k];\n\t\t\t\t}\n\t\t\t\tmat.matrix[i][j] = sum;\n\t\t\t}\n\t\t}\n\n\t\tthis.matrix = mat.matrix;\n\t\tthis.size.x = mat.size.x;\n\t\tthis.size.y = mat.size.y;\n\t}\n}", "function mult4(i) {\n\treturn i*4;\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function matrix_vector( M, v){\n\t\t\n\t\tb = [0.0, 0.0, 0.0];\n\t\tfor(i=0; i<3; i++){\n\t\t\tfor(j=0; j<3; j++){\n\t\t\t\tb[i] = b[i] + M[i][j] * v[j];\n\t\t\t}\n\t\t}\n\t\t\n\t\treturn b;\n\t}", "Multiply(values) {\n let vec = new VecX(values);\n while (vec.size < this.size) {\n vec.values.push(vec.values[0]);\n }\n ;\n this.values = this.values.map((val, index) => val * vec.values[index]);\n return this;\n }", "testMul() {\n console.info('test Matrix4.mul()')\n const a = [\n 1, 2, 3, 4, \n 5, 6, 7, 8,\n 9, 10, 11, 12,\n 13, 14, 15, 16\n ]\n const b = [\n 17, 18, 19, 20,\n 21, 22, 23, 24,\n 25, 26, 27, 28,\n 29, 30, 31, 32\n ]\n const expected = [\n 250, 260, 270, 280,\n 618, 644, 670, 696,\n 986, 1028, 1070, 1112,\n 1354, 1412, 1470, 1528\n ]\n const m = new Matrix4(a)\n m.mul(b)\n const actual = m.elements\n this.assertIdentical(actual, expected)\n }", "function matrix_multiply(ae, be, res){\n var a11 = ae[0][0], a12 = ae[0][1], a13 = ae[0][2], a14 = ae[0][3]\n var a21 = ae[1][0], a22 = ae[1][1], a23 = ae[1][2], a24 = ae[1][3]\n var a31 = ae[2][0], a32 = ae[2][1], a33 = ae[2][2], a34 = ae[2][3]\n var a41 = ae[3][0], a42 = ae[3][1], a43 = ae[3][2], a44 = ae[3][3]\n\n var b11 = be[0][0], b12 = be[0][1], b13 = be[0][2], b14 = be[0][3]\n var b21 = be[1][0], b22 = be[1][1], b23 = be[1][2], b24 = be[1][3]\n var b31 = be[2][0], b32 = be[2][1], b33 = be[2][2], b34 = be[2][3]\n var b41 = be[3][0], b42 = be[3][1], b43 = be[3][2], b44 = be[3][3]\n\n res[0][0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41\n res[0][1] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42\n res[0][2] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43\n res[0][3] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44\n\n res[1][0] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41\n res[1][1] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42\n res[1][2] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43\n res[1][3] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44\n\n res[2][0] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41\n res[2][1] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42\n res[2][2] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43\n res[2][3] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44\n\n res[3][0] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41\n res[3][1] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42\n res[3][2] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43\n res[3][3] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44\n}", "transformPoint4(m, v, dest = math.vec4()) {\n dest[0] = m[0] * v[0] + m[4] * v[1] + m[8] * v[2] + m[12] * v[3];\n dest[1] = m[1] * v[0] + m[5] * v[1] + m[9] * v[2] + m[13] * v[3];\n dest[2] = m[2] * v[0] + m[6] * v[1] + m[10] * v[2] + m[14] * v[3];\n dest[3] = m[3] * v[0] + m[7] * v[1] + m[11] * v[2] + m[15] * v[3];\n\n return dest;\n }", "function setmulvec(dest, a, b){\n for(var i = a.length; i--;) dest[i] = a[i] * b[i];\n}", "function columnMajorMat4Multiplication(matA, matB){\n var e1 = matA.elements;\n var e2 = matB.elements;\n var result = new THREE.Matrix4();\n\n result.set(\n (e2[0] * e1[0]) + (e2[4] * e1[1]) + (e2[8] * e1[2]) + (e2[12] * e1[3]),\n (e2[0] * e1[4]) + (e2[4] * e1[5]) + (e2[8] * e1[6]) + (e2[12] * e1[7]),\n (e2[0] * e1[8]) + (e2[4] * e1[9]) + (e2[8] * e1[10]) + (e2[12] * e1[11]),\n (e2[0] * e1[12]) + (e2[4] * e1[13]) + (e2[8] * e1[14]) + (e2[12] * e1[15]),\n\n\n (e2[1] * e1[0]) + (e2[5] * e1[1]) + (e2[9] * e1[2]) + (e2[13] * e1[3]),\n (e2[1] * e1[4]) + (e2[5] * e1[5]) + (e2[9] * e1[6]) + (e2[13] * e1[7]),\n (e2[1] * e1[8]) + (e2[5] * e1[9]) + (e2[9] * e1[10]) + (e2[13] * e1[11]),\n (e2[1] * e1[12]) + (e2[5] * e1[13]) + (e2[9] * e1[14]) + (e2[13] * e1[15]),\n\n\n (e2[2] * e1[0]) + (e2[6] * e1[1]) + (e2[10] * e1[2]) + (e2[14] * e1[3]),\n (e2[2] * e1[4]) + (e2[6] * e1[5]) + (e2[10] * e1[6]) + (e2[14] * e1[7]),\n (e2[2] * e1[8]) + (e2[6] * e1[9]) + (e2[10] * e1[10]) + (e2[14] * e1[11]),\n (e2[2] * e1[12]) + (e2[6] * e1[13]) + (e2[10] * e1[14]) + (e2[14] * e1[15]),\n\n\n (e2[3] * e1[0]) + (e2[7] * e1[1]) + (e2[11] * e1[2]) + (e2[15] * e1[3]),\n (e2[3] * e1[4]) + (e2[7] * e1[5]) + (e2[11] * e1[6]) + (e2[15] * e1[7]),\n (e2[3] * e1[8]) + (e2[7] * e1[9]) + (e2[11] * e1[10]) + (e2[15] * e1[11]),\n (e2[3] * e1[12]) + (e2[7] * e1[13]) + (e2[11] * e1[14]) + (e2[15] * e1[15])\n );\n\n return result;\n}", "function mult4(i) {\r\n\treturn i*4;\r\n}", "function Vx(v,x){\r\n\tvar j=0;\r\n\tvar w = new Array();\r\n\tfor(j=0;j<v.length;j++){\r\n\t\tw[j] = v[j]*x;\r\n\t}\r\n\treturn w;\r\n}", "function multMatrix(m) {\n modelView = mult(modelView, m);\n}", "function multMatrix(m) {\n modelView = mult(modelView, m);\n}", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function MatrixMultiply (a, b)\n {\n\t // note most of matrix work should be done on the gpu where possible. - 16/03/2020 - not sure if this is right\n\t // http://www.intmath.com/matrices-determinants/matrix-multiplication-flash.php\n\n\t //\tm[0] m[4] m[ 8] m[12]\t\tnote the layout (column major -> its a bit weird really...).\n\t //\tm[1] m[5] m[ 9] m[13]\n\t //\tm[2] m[6] m[10] m[14]\n\t // \tm[3] m[7] m[11] m[15]\n\t\n\tvar tmp = new Array(16);\n\t\n\tvar r;\n\n\tvar c;\n\tvar i;\n\n\ti = 0;\n\tfor (r = 0; r < 4; r++)\n\t{\n\t\tfor (c = 0; c < 16; c += 4)\n\t\t{\n\t\t\ttmp[c+r] = (a[r] * b[c]) + (a[r+4]*b[c+1]) + (a[r+8]*b[c+2]) + (a[r+12]*b[c+3]);\n\t\t}\n\t}\n\n\treturn tmp;\n}", "function multRows(matrix, row, scalar){\n for (let i=0; i < matrix[row].length; i++){\n //matrix[row][i] *= scalar;\n matrix[row][i] = matrix[row][i].mul(scalar);\n }\n return matrix;\n}", "static multiplyMM(result, resultOffset, lhs, rhs){\n result[resultOffset + 0] = rhs[0] * lhs[0] + rhs[1] * lhs[4] + rhs[2] * lhs[8] + rhs[3] * lhs[12];\n result[resultOffset + 1] = rhs[0] * lhs[1] + rhs[1] * lhs[5] + rhs[2] * lhs[9] + rhs[3] * lhs[13];\n result[resultOffset + 2] = rhs[0] * lhs[2] + rhs[1] * lhs[6] + rhs[2] * lhs[10] + rhs[3] * lhs[14];\n result[resultOffset + 3] = rhs[0] * lhs[3] + rhs[1] * lhs[7] + rhs[2] * lhs[11] + rhs[3] * lhs[15];\n\n result[resultOffset + 4] = rhs[4] * lhs[0] + rhs[5] * lhs[4] + rhs[6] * lhs[8] + rhs[7] * lhs[12];\n result[resultOffset + 5] = rhs[4] * lhs[1] + rhs[5] * lhs[5] + rhs[6] * lhs[9] + rhs[7] * lhs[13];\n result[resultOffset + 6] = rhs[4] * lhs[2] + rhs[5] * lhs[6] + rhs[6] * lhs[10] + rhs[7] * lhs[14];\n result[resultOffset + 7] = rhs[4] * lhs[3] + rhs[5] * lhs[7] + rhs[6] * lhs[11] + rhs[7] * lhs[15];\n\n result[resultOffset + 8] = rhs[8] * lhs[0] + rhs[9] * lhs[4] + rhs[10] * lhs[8] + rhs[11] * lhs[12];\n result[resultOffset + 9] = rhs[8] * lhs[1] + rhs[9] * lhs[5] + rhs[10] * lhs[9] + rhs[11] * lhs[13];\n result[resultOffset + 10] = rhs[8] * lhs[2] + rhs[9] * lhs[6] + rhs[10] * lhs[10] + rhs[11] * lhs[14];\n result[resultOffset + 11] = rhs[8] * lhs[3] + rhs[9] * lhs[7] + rhs[10] * lhs[11] + rhs[11] * lhs[15];\n\n result[resultOffset + 12] = rhs[12] * lhs[0] + rhs[13] * lhs[4] + rhs[14] * lhs[8] + rhs[15] * lhs[12];\n result[resultOffset + 13] = rhs[12] * lhs[1] + rhs[13] * lhs[5] + rhs[14] * lhs[9] + rhs[15] * lhs[13];\n result[resultOffset + 14] = rhs[12] * lhs[2] + rhs[13] * lhs[6] + rhs[14] * lhs[10] + rhs[15] * lhs[14];\n result[resultOffset + 15] = rhs[12] * lhs[3] + rhs[13] * lhs[7] + rhs[14] * lhs[11] + rhs[15] * lhs[15];\n }", "function addmulvec(dest, a, b){\n for(var i = a.length; i--;) dest[i] += a[i] * b[i];\n}", "mulMat4(a, b, dest) {\n if (!dest) {\n dest = a;\n }\n\n // Cache the matrix values (makes for huge speed increases!)\n const a00 = a[0];\n\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[4];\n const a11 = a[5];\n const a12 = a[6];\n const a13 = a[7];\n const a20 = a[8];\n const a21 = a[9];\n const a22 = a[10];\n const a23 = a[11];\n const a30 = a[12];\n const a31 = a[13];\n const a32 = a[14];\n const a33 = a[15];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[4];\n const b11 = b[5];\n const b12 = b[6];\n const b13 = b[7];\n const b20 = b[8];\n const b21 = b[9];\n const b22 = b[10];\n const b23 = b[11];\n const b30 = b[12];\n const b31 = b[13];\n const b32 = b[14];\n const b33 = b[15];\n\n dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;\n dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;\n dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;\n dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;\n dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;\n dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;\n dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;\n dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;\n dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;\n dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;\n dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;\n dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;\n dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;\n dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;\n dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;\n dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;\n\n return dest;\n }", "translationMat4v(v, dest) {\n const m = dest || math.identityMat4();\n m[12] = v[0];\n m[13] = v[1];\n m[14] = v[2];\n return m;\n }", "function _vecInContext(v, m) {\n\t return [\n\t v[0] * m[0] + v[1] * m[4] + v[2] * m[8],\n\t v[0] * m[1] + v[1] * m[5] + v[2] * m[9],\n\t v[0] * m[2] + v[1] * m[6] + v[2] * m[10]\n\t ];\n\t }", "function _vecInContext(v, m) {\n return [\n v[0] * m[0] + v[1] * m[4] + v[2] * m[8],\n v[0] * m[1] + v[1] * m[5] + v[2] * m[9],\n v[0] * m[2] + v[1] * m[6] + v[2] * m[10]\n ];\n }", "scalingMat4v(v, m = math.identityMat4()) {\n m[0] = v[0];\n m[5] = v[1];\n m[10] = v[2];\n return m;\n }", "function multiply_matrix_by_matrix(matrix_a, matrix_b) {\n let product_of_matrices = [\n [0, 0],\n [0, 0]\n ]\n\n product_of_matrices[0][0] = matrix_a[0][0] * matrix_b[0][0]\n product_of_matrices[0][0] += matrix_a[0][1] * matrix_b[1][0]\n\n product_of_matrices[0][1] = matrix_a[0][0] * matrix_b[0][1]\n product_of_matrices[0][1] += matrix_a[0][1] * matrix_b[1][1]\n\n product_of_matrices[1][0] = matrix_a[1][0] * matrix_b[0][0]\n product_of_matrices[1][0] += matrix_a[1][1] * matrix_b[1][0]\n\n product_of_matrices[1][1] = matrix_a[1][0] * matrix_b[0][1]\n product_of_matrices[1][1] += matrix_a[1][1] * matrix_b[1][1]\n\n return product_of_matrices\n}", "function transformVector(matrix, vector) {\n var result = __WEBPACK_IMPORTED_MODULE_1_gl_vec4_transformMat4___default()([], vector, matrix);\n __WEBPACK_IMPORTED_MODULE_0_gl_vec4_scale___default()(result, result, 1 / result[3]);\n return result;\n}", "multiply(multiplier) {\n return new Vector(this.x * multiplier, this.y * multiplier);\n }", "function mulMatrixPoint(matrix, point)\n{\n return new THREE.Vector3(\n matrix.elements[0]*point.x + matrix.elements[4]*point.y + matrix.elements[8]*point.z + matrix.elements[12],\n matrix.elements[1]*point.x + matrix.elements[5]*point.y + matrix.elements[9]*point.z + matrix.elements[13],\n matrix.elements[2]*point.x + matrix.elements[6]*point.y + matrix.elements[10]*point.z + matrix.elements[14]\n );\n}", "multiply(mat) {\n const m00 = this.v[0] * mat.v[0] + this.v[4] * mat.v[1] + this.v[8] * mat.v[2] + this.v[12] * mat.v[3];\n const m01 = this.v[0] * mat.v[4] + this.v[4] * mat.v[5] + this.v[8] * mat.v[6] + this.v[12] * mat.v[7];\n const m02 = this.v[0] * mat.v[8] + this.v[4] * mat.v[9] + this.v[8] * mat.v[10] + this.v[12] * mat.v[11];\n const m03 = this.v[0] * mat.v[12] + this.v[4] * mat.v[13] + this.v[8] * mat.v[14] + this.v[12] * mat.v[15];\n const m10 = this.v[1] * mat.v[0] + this.v[5] * mat.v[1] + this.v[9] * mat.v[2] + this.v[13] * mat.v[3];\n const m11 = this.v[1] * mat.v[4] + this.v[5] * mat.v[5] + this.v[9] * mat.v[6] + this.v[13] * mat.v[7];\n const m12 = this.v[1] * mat.v[8] + this.v[5] * mat.v[9] + this.v[9] * mat.v[10] + this.v[13] * mat.v[11];\n const m13 = this.v[1] * mat.v[12] + this.v[5] * mat.v[13] + this.v[9] * mat.v[14] + this.v[13] * mat.v[15];\n const m20 = this.v[2] * mat.v[0] + this.v[6] * mat.v[1] + this.v[10] * mat.v[2] + this.v[14] * mat.v[3];\n const m21 = this.v[2] * mat.v[4] + this.v[6] * mat.v[5] + this.v[10] * mat.v[6] + this.v[14] * mat.v[7];\n const m22 = this.v[2] * mat.v[8] + this.v[6] * mat.v[9] + this.v[10] * mat.v[10] + this.v[14] * mat.v[11];\n const m23 = this.v[2] * mat.v[12] + this.v[6] * mat.v[13] + this.v[10] * mat.v[14] + this.v[14] * mat.v[15];\n const m30 = this.v[3] * mat.v[0] + this.v[7] * mat.v[1] + this.v[11] * mat.v[2] + this.v[15] * mat.v[3];\n const m31 = this.v[3] * mat.v[4] + this.v[7] * mat.v[5] + this.v[11] * mat.v[6] + this.v[15] * mat.v[7];\n const m32 = this.v[3] * mat.v[8] + this.v[7] * mat.v[9] + this.v[11] * mat.v[10] + this.v[15] * mat.v[11];\n const m33 = this.v[3] * mat.v[12] + this.v[7] * mat.v[13] + this.v[11] * mat.v[14] + this.v[15] * mat.v[15];\n return this.setComponents(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33);\n }", "function matmp(a,b){\n\tvar ret = new Array(6);\n\tfor(var i = 0; i < 3; i++){\n\t\tfor(var j = 0; j < 2; j++){\n\t\t\tvar val = 0;\n\t\t\tfor(var k = 0; k < 2; k++)\n\t\t\t\tval += a[k * 2 + j] * b[i * 2 + k];\n\t\t\tif(i === 2)\n\t\t\t\tval += a[2 * 2 + j];\n\t\t\tret[i * 2 + j] = val;\n\t\t}\n\t}\n\treturn ret;\n}", "static matrixMultiply(l, r, o) {\n // Work out the product directly\n var a = l.a * r.a + l.c * r.b;\n var b = l.b * r.a + l.d * r.b;\n var c = l.a * r.c + l.c * r.d;\n var d = l.b * r.c + l.d * r.d;\n var e = l.e + l.a * r.e + l.c * r.f;\n var f = l.f + l.b * r.e + l.d * r.f; // make sure to use local variables because l/r and o could be the same\n\n o.a = a;\n o.b = b;\n o.c = c;\n o.d = d;\n o.e = e;\n o.f = f;\n return o;\n }", "function Matrix4x4(param) {\n\t// Methods\n\tthis.toString = function() {\n\t\tvar s = \"Matrix4x4\\n\";\n\t\tfor (var r = 0; r < 4; r++) {\n\t\t\ts = s.concat('[');\n\t\t\tfor (var c = 0; c < 4; c++) {\n\t\t\t\ts = s.concat(this.m[c * 4 + r]);\n\t\t\t\tif (c < 3) s = s.concat(',');\n\t\t\t}\n\t\t\ts = s.concat(']');\n\t\t\ts = s.concat('\\n');\n\t\t}\n\t\treturn s;\n\t}\n\n\tthis.empty = function() {\n\t\tfor (var i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = 0;\n\t\t}\n\t}\n\n\tthis.identity = function() {\n\t\tthis.empty();\n\t\tthis.m[0] = this.m[5] = this.m[10] = this.m[15] = 1;\n\t}\n\n\tthis.set = function(a) {\n\t\tfor (var i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = a.m[i];\n\t\t}\n\t}\n\n\tthis.mul = function(a) {\n\t\tvar i;\n\t\tvar k;\n\n\t\tvar temp = new Array(16);\n\n\t\tfor (i = 0; i < 16; i++) {\n\t\t\ttemp[i] = 0.0;\n\n\t\t\tfor (k = 0; k < 4; k++) {\n\t\t\t\t//\t\t\t \t\trow column \t\t row column\n\t\t\t\ttemp[i] += this.m[(i % 4) + (k * 4)] * a.m[(k) + (div(i,4) * 4)];\n\t\t\t}\n\t\t}\n\n\t\tfor (i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = temp[i];\n\t\t}\n\t}\n\n\tthis.translate = function(x, y, z) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[12] = x;\n\t\tbuffer.m[13] = y;\n\t\tbuffer.m[14] = z;\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.scale = function(x, y, z) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[0] = x;\n\t\tbuffer.m[5] = y;\n\t\tbuffer.m[10] = z;\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.rotate = function(angle, axis) {\n\t\tangle = -angle;\n\t\tvar d2r = 0.0174532925199; /* PI / 180 */\n\t\tvar cos1 = [ 5, 0, 0 ];\n\t\tvar cos2 = [ 10, 10, 5 ];\n\t\tvar sin1 = [ 6, 2, 1 ];\n\t\tvar sin2 = [ 9, 8, 4 ];\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[cos1[axis]] = Math.cos(d2r * angle);\n\t\tbuffer.m[sin1[axis]] = -Math.sin(d2r * angle);\n\t\tbuffer.m[sin2[axis]] = -buffer.m[sin1[axis]];\n\t\tbuffer.m[cos2[axis]] = buffer.m[cos1[axis]];\n\t\tthis.mul(buffer);\n\t}\n\n\t// Fancy Methods\n\tthis.orthographicProjection = function(left, right, bottom, top, near, far) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[0] = 2 / (right - left);\n\t\tbuffer.m[5] = 2 / (top - bottom);\n\t\tbuffer.m[10] = -2 / (far - near);\n\t\tbuffer.m[12] = -(right + left) / (right - left);\n\t\tbuffer.m[13] = -(top + bottom) / (top - bottom);\n\t\tbuffer.m[14] = -(far + near) / (far - near);\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.lookAt = function(eyeX, eyeY, eyeZ, atX, atY, atZ, upX, upY, upZ) {\n\t\tvar forward = new Vector3(atX - eyeX, atY - eyeY, atZ - eyeZ);\n\t\tforward.normalize();\n\n\t\tvar up = new Vector3(upX, upY, upZ);\n\n\t\tvar side = Vector3_cross(forward, up);\n\t\tside.normalize();\n\n\t\tup = Vector3_cross(side, forward);\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.empty();\n\t\tbuffer.m[0] = side.x;\n\t\tbuffer.m[1] = up.x;\n\t\tbuffer.m[2] = -forward.x;\n\t\tbuffer.m[3] = 0.0;\n\t\tbuffer.m[4] = side.y;\n\t\tbuffer.m[5] = up.y;\n\t\tbuffer.m[6] = -forward.y;\n\t\tbuffer.m[7] = 0.0;\n\t\tbuffer.m[8] = side.z;\n\t\tbuffer.m[9] = up.z;\n\t\tbuffer.m[10] = -forward.z;\n\t\tbuffer.m[11] = 0.0;\n\t\tbuffer.m[12] = 0.0;\n\t\tbuffer.m[13] = 0.0;\n\t\tbuffer.m[14] = 0.0;\n\t\tbuffer.m[15] = 1.0;\n\n\t\tthis.mul(buffer);\n\t\tthis.translate(-eyeX, -eyeY, -eyeZ);\n\t}\n\n\tthis.perspective = function(fovyInDegrees, aspectRatio, zNear, zFar) {\n\t\tvar xmin, xmax, ymin, ymax;\n\n\t\tymax = (zNear * Math.tan(fovyInDegrees * Math.PI / 360.0));\n\t\tymin = -ymax;\n\t\txmin = ymin * aspectRatio;\n\t\txmax = ymax * aspectRatio;\n\n\t\tthis.frustum(xmin, xmax, ymin, ymax, zNear, zFar);\n\t}\n\n\tthis.frustum = function(left, right, bottom, top, near, far) {\n\t\tthis.m[0] = 2.0 * near / (right - left);\n\t\tthis.m[1] = 0.0;\n\t\tthis.m[2] = 0.0;\n\t\tthis.m[3] = 0.0;\n\t\tthis.m[4] = 0.0;\n\t\tthis.m[5] = 2.0 * near / (top - bottom);\n\t\tthis.m[6] = 0.0;\n\t\tthis.m[7] = 0.0;\n\t\tthis.m[8] = (right + left) / (right - left);\n\t\tthis.m[9] = (top + bottom) / (top - bottom);\n\t\tthis.m[10] = -(far + near) / (far - near);\n\t\tthis.m[11] = -1.0;\n\t\tthis.m[12] = 0.0;\n\t\tthis.m[13] = 0.0;\n\t\tthis.m[14] = -(2.0 * far * near) / (far - near);\n\t\tthis.m[15] = 0.0;\n\t}\n\t\n\t// Attributes\n\tthis.m = new Array(16); // column-major\n\t\n\t// Construct\n\tswitch(arguments.length) {\n\t\tcase 0:\n\t\t\t// Default Constructor\n\t\t\tthis.empty();\n\t\t\t\tbreak;\n\t\tcase 1:\n\t\t\t// Copy Constructor\n\t\t\tif(param instanceof Matrix4x4) {\n\t\t\t\tthis.set(param);\n\t\t\t} \n\t\t\t// Construct with an Array\n\t\t\telse if (param instanceof Array && param.length == 16) {\n\t\t\t\tfor (var i = 0; i < 16; i++) {\n\t\t\t\t\tthis.m[i] = param[i];\n\t\t\t\t}\n\t\t\t} \n\t\t\t// Error (unsupported type)\n\t\t\telse throw new E(\"ArgumentException\", \"Unsupported parameter type: \" + param);\n\t\t\tbreak;\n\t\tdefault:\n\t\t\t// Error (unssuppored arity)\n\t\t\tthrow new E(\"ArgumentException\", \"Unsupported parameter arity: \" + arguments.length);\n\t\t\tbreak;\n\t}\n}", "normalizeVec4(v, dest) {\n const f = 1.0 / math.lenVec4(v);\n return math.mulVec4Scalar(v, f, dest);\n }", "static prod(M1,M2) {\r\n if(!(M1 instanceof Matrix) || !(M2 instanceof Matrix)) {\r\n console.log(Matrix.wrong_type_error_message2());\r\n return null;\r\n }\r\n if(M1.cols != M2.rows) {\r\n console.log(Matrix.wrong_dim_error_message());\r\n return null;\r\n }\r\n let result = new Matrix(M1.rows,M2.cols);\r\n let helper = M2.transpose();\r\n result.data = result.data.map((rows,main_index) => {\r\n return rows.map((col,sub_index) => {\r\n return Matrix.array_mult(M1.data[main_index],helper.data[sub_index]);\r\n });\r\n });\r\n return result;\r\n }", "function multMatrix(A,H){\r\n\tvar M = [[0,0,0],[0,0,0],[0,0,0]];\r\n\tvar ic = 0;\r\n\tvar mc = 0;\r\n\tfor(mc=0;mc<3;mc++){\r\n\t\tfor(ic=0;ic<3;ic++){\r\n\t\t\tvar cell = 0;\r\n\t\t\tfor(cell=0;cell<3;cell++){\r\n\t\t\t\tM[mc][ic] = M[mc][ic] + A[cell][ic]*H[mc][cell];\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn M;\r\n}", "function mul(a,b) {\n if (b.length == 4) {\n let res = [0, 0, 0, 1];\n for (let i = 0; i < 4; i++) {\n res[i] = a[i] * b[0] + a[i+4] * b[1] + a[i+8] * b[2] + a[i+12] * b[3]\n }\n return res;\n }\n else{\n let res = Array(16);\n res.fill(0);\n for (let i = 0; i < 4; i++) {\n for (let j = 0; j < 4; j++) {\n res[j*4+i] += a[i]*b[j*4] + b[j*4+1]*a[i+4] + b[j*4+2]*a[i+8] + b[j*4+3]*a[i+12];\n }\n }\n return res;\n }\n}", "function mult4 (n1,n2,n3,n4) {\n alert(n1*n2*n3*n4)\n}", "transform( a ) {\r\n let result = [];\r\n\r\n for( let row = 0; row < 4; ++row ) {\r\n let rowObj = [];\r\n for( let col = 0; col < 4; ++col ) {\r\n let elem = 0;\r\n for( let i = 0; i < 4; ++i) {\r\n elem += a.matrix[row * 4 + i]\r\n * this.matrix[i * 4 + col];\r\n }\r\n rowObj.push(elem);\r\n }\r\n result = result.concat(rowObj);\r\n }\r\n this.matrix = result;\r\n return this;\r\n }", "function vector_product(a, b) {\n return a.x * b.y - a.y * b.x;\n}", "static prod(mats)\n\t{\n\t\tif (mats.length == 0) {\n\t\t\treturn Matrix.identity();\n\t\t}\n\t\tvar result = mats[0];\n\t\tfor (var i=1; i<mats.length; ++i) {\n\t\t\tresult = Matrix.mul(result, mats[i]);\n\t\t}\n\t\treturn result;\n\t}", "scale (vec, m) {\n return [vec[0] * m, vec[1] * m];\n }", "scale (vec, m) {\n return [vec[0] * m, vec[1] * m];\n }", "scale (vec, m) {\n return [vec[0] * m, vec[1] * m];\n }", "scale (vec, m) {\n return [vec[0] * m, vec[1] * m];\n }", "function multiply(a, b) {\n return [a[0] * b[0] + a[1] * b[3], a[0] * b[1] + a[1] * b[4], a[0] * b[2] + a[1] * b[5] + a[2], a[3] * b[0] + a[4] * b[3], a[3] * b[1] + a[4] * b[4], a[3] * b[2] + a[4] * b[5] + a[5]];\n}", "scaleMat4v(xyz, m) {\n\n const x = xyz[0];\n const y = xyz[1];\n const z = xyz[2];\n\n m[0] *= x;\n m[4] *= y;\n m[8] *= z;\n m[1] *= x;\n m[5] *= y;\n m[9] *= z;\n m[2] *= x;\n m[6] *= y;\n m[10] *= z;\n m[3] *= x;\n m[7] *= y;\n m[11] *= z;\n\n return m;\n }", "function scalar(u,v){\r\n\t\tvar i =0;\r\n\t\tvar res =0;\r\n\t\tfor(i=0;i<u.length;i++)\r\n\t\t\tres += u[i]*v[i];\r\n\t\treturn res;\r\n\t}", "static multiply(a, b) {\n if (a.cols !== b.rows) {\n console.log('Cols of A must match rows of B');\n return undefined;\n }\n let result = new Matrix(a.rows, b.cols);\n for (let i = 0; i < result.rows; i++) {\n for (let j = 0; j < result.cols; j++) {\n // Dot product of values in col\n let sum = 0;\n for (let k = 0; k < a.cols; k++) {\n sum += a.data[i][k] * b.data[k][j];\n }\n result.data[i][j] = sum;\n }\n }\n return result;\n }", "function matrixMult(m1, m2) {\n\tvar m00 = m1[0][0] * m2[0][0] + m1[0][1] * m2[1][0];\n\tvar m01 = m1[0][0] * m2[0][1] + m1[0][1] * m2[1][1];\n\tvar m10 = m1[1][0] * m2[0][0] + m1[1][1] * m2[1][0];\n\tvar m11 = m1[1][0] * m2[0][1] + m1[1][1] * m2[1][1];\n return [[m00, m01], [m10, m11]];\n}", "function matrixMultiply() {\n \"use strict\";\n\n var i;\n var j;\n var k;\n\n newComposite = new Array(composite.length);\n\n for (i = 0; i < newComposite.length; i += 1) {\n newComposite[i] = new Array(newTransform[i].length);\n for (j = 0; j < composite.length; j += 1) {\n newComposite[i][j] = 0; // initialise to 0\n for (k = 0; k < newTransform.length; k += 1) {\n newComposite[i][j] += composite[i][k] * newTransform[k][j]; // multiply matrices together\n }\n }\n }\n composite = newComposite;\n}", "times(b) {\r\n const len = b.length; // Usage: M.times(b) where b can be a scalar, a Vec, or another Mat. Returns a new Mat.\r\n if (typeof len === \"undefined\") return this.map(r => r.map(x => b * x)); // Mat * scalar case.\r\n const len2 = b[0].length;\r\n if (typeof len2 === \"undefined\") {\r\n let result = Vec.of(...new Array(this.length)); // Mat * Vec case.\r\n for (var r = 0; r < len; r++) result[r] = b.dot(this[r]);\r\n return result;\r\n }\r\n let result = Mat.from(new Array(this.length));\r\n for (let r = 0; r < this.length; r++) // Mat * Mat case.\r\n {\r\n result[r] = new Array(len2);\r\n for (let c = 0, sum = 0; c < len2; c++) {\r\n result[r][c] = 0;\r\n for (let r2 = 0; r2 < len; r2++)\r\n result[r][c] += this[r][r2] * b[r2][c];\r\n }\r\n }\r\n return result;\r\n }", "static mult(a, b) {\n let x = [];\n for (let row = 0; row < a.length; row++) {\n let y = [];\n for (let col = 0; col < b[0].length; col++) {\n let sum = 0;\n for (let k = 0; k < b.length; k++) {\n sum += a[row][k] * b[k][col];\n }\n y.push(sum);\n }\n x.push(y);\n }\n return x;\n }", "testMulIdentity() {\n console.info('test Matrix4.mul() by identity matrix')\n const a = [\n 1, 2, 3, 4, \n 5, 6, 7, 8,\n 9, 10, 11, 12,\n 13, 14, 15, 16\n ]\n const i = [\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1,\n ]\n const expected = a\n const m = new Matrix4(a)\n m.mul(i)\n const actual = m.elements\n this.assertIdentical(actual, expected)\n }", "function scalarProduct([a, b], [c, d]) {return a*c + b*d;}", "static multiplyScalar(v, s) {\n\t\treturn new vector(v.x*s, v.y*s);\n\t}", "function multiplyMatrix(mA, mB) {\n var result = new Float32Array(9);\n result[0] = mA[0] * mB[0] + mA[1] * mB[3] + mA[2] * mB[6];\n result[1] = mA[0] * mB[1] + mA[1] * mB[4] + mA[2] * mB[7];\n result[2] = mA[0] * mB[2] + mA[1] * mB[5] + mA[2] * mB[8];\n result[3] = mA[3] * mB[0] + mA[4] * mB[3] + mA[5] * mB[6];\n result[4] = mA[3] * mB[1] + mA[4] * mB[4] + mA[5] * mB[7];\n result[5] = mA[3] * mB[2] + mA[4] * mB[5] + mA[5] * mB[8];\n result[6] = mA[6] * mB[0] + mA[7] * mB[3] + mA[8] * mB[6];\n result[7] = mA[6] * mB[1] + mA[7] * mB[4] + mA[8] * mB[7];\n result[8] = mA[6] * mB[2] + mA[7] * mB[5] + mA[8] * mB[8];\n\n return result;\n}", "function permuteVector(v,n)\n{\n var newVector = [0,0,0,0];\n\n for(var i=0;i<4;i++)\n {\n newVector[i] = v[(i+n)%4];\n }\n return newVector;\n\n}", "function mult (n3, n4) {\n return mult = n3 * n4;\n }", "function multiplyScalar(matrix, scalar) {\n for (var i = 0; i < matrix.length; i++) {\n matrix[i] *= scalar;\n }\n\n return matrix;\n}", "function multiply(a, b) {\n return [\n a[0] * b[0] + a[1] * b[3],\n a[0] * b[1] + a[1] * b[4],\n a[0] * b[2] + a[1] * b[5] + a[2],\n a[3] * b[0] + a[4] * b[3],\n a[3] * b[1] + a[4] * b[4],\n a[3] * b[2] + a[4] * b[5] + a[5]\n ];\n}" ]
[ "0.76137066", "0.7456964", "0.7339412", "0.6977076", "0.6977076", "0.69541943", "0.6931232", "0.6931232", "0.6931232", "0.68774533", "0.68119115", "0.6808283", "0.6780396", "0.67721635", "0.67371315", "0.67256826", "0.6705133", "0.6532168", "0.6438566", "0.64153624", "0.6414909", "0.63411075", "0.63403946", "0.6318102", "0.6301745", "0.62221843", "0.6216583", "0.6189492", "0.61840737", "0.6144098", "0.61283284", "0.61225814", "0.60747176", "0.60747176", "0.6072347", "0.60677946", "0.6064409", "0.60636866", "0.6052371", "0.6021541", "0.6021541", "0.6021541", "0.6018409", "0.60162216", "0.6001689", "0.5988154", "0.5973757", "0.59557396", "0.59505767", "0.59408504", "0.59317565", "0.5930045", "0.5930045", "0.5903988", "0.5903988", "0.59019905", "0.59004533", "0.5899417", "0.5890736", "0.58383113", "0.5827838", "0.5825849", "0.5806727", "0.58049196", "0.5797544", "0.5770093", "0.5765745", "0.5762473", "0.575798", "0.57559216", "0.5728761", "0.57273364", "0.5707794", "0.5704521", "0.568469", "0.56711376", "0.56699586", "0.56593865", "0.565907", "0.56431556", "0.5638442", "0.5638442", "0.5638442", "0.5638442", "0.563269", "0.56288075", "0.5626127", "0.5611949", "0.5604533", "0.5599033", "0.5590011", "0.5575985", "0.5574231", "0.555314", "0.5552187", "0.5545477", "0.5543712", "0.5542241", "0.553526", "0.55072373" ]
0.6603601
17
Multiply two 4x4 matrices together and store the result in a third 4x4 matrix. In matrix notation: result = lhs x rhs. Due to the way matrix multiplication works, the result matrix will have the same effect as first multiplying by the rhs matrix, then multiplying by the lhs matrix.
static multiplyMM(result, resultOffset, lhs, rhs){ result[resultOffset + 0] = rhs[0] * lhs[0] + rhs[1] * lhs[4] + rhs[2] * lhs[8] + rhs[3] * lhs[12]; result[resultOffset + 1] = rhs[0] * lhs[1] + rhs[1] * lhs[5] + rhs[2] * lhs[9] + rhs[3] * lhs[13]; result[resultOffset + 2] = rhs[0] * lhs[2] + rhs[1] * lhs[6] + rhs[2] * lhs[10] + rhs[3] * lhs[14]; result[resultOffset + 3] = rhs[0] * lhs[3] + rhs[1] * lhs[7] + rhs[2] * lhs[11] + rhs[3] * lhs[15]; result[resultOffset + 4] = rhs[4] * lhs[0] + rhs[5] * lhs[4] + rhs[6] * lhs[8] + rhs[7] * lhs[12]; result[resultOffset + 5] = rhs[4] * lhs[1] + rhs[5] * lhs[5] + rhs[6] * lhs[9] + rhs[7] * lhs[13]; result[resultOffset + 6] = rhs[4] * lhs[2] + rhs[5] * lhs[6] + rhs[6] * lhs[10] + rhs[7] * lhs[14]; result[resultOffset + 7] = rhs[4] * lhs[3] + rhs[5] * lhs[7] + rhs[6] * lhs[11] + rhs[7] * lhs[15]; result[resultOffset + 8] = rhs[8] * lhs[0] + rhs[9] * lhs[4] + rhs[10] * lhs[8] + rhs[11] * lhs[12]; result[resultOffset + 9] = rhs[8] * lhs[1] + rhs[9] * lhs[5] + rhs[10] * lhs[9] + rhs[11] * lhs[13]; result[resultOffset + 10] = rhs[8] * lhs[2] + rhs[9] * lhs[6] + rhs[10] * lhs[10] + rhs[11] * lhs[14]; result[resultOffset + 11] = rhs[8] * lhs[3] + rhs[9] * lhs[7] + rhs[10] * lhs[11] + rhs[11] * lhs[15]; result[resultOffset + 12] = rhs[12] * lhs[0] + rhs[13] * lhs[4] + rhs[14] * lhs[8] + rhs[15] * lhs[12]; result[resultOffset + 13] = rhs[12] * lhs[1] + rhs[13] * lhs[5] + rhs[14] * lhs[9] + rhs[15] * lhs[13]; result[resultOffset + 14] = rhs[12] * lhs[2] + rhs[13] * lhs[6] + rhs[14] * lhs[10] + rhs[15] * lhs[14]; result[resultOffset + 15] = rhs[12] * lhs[3] + rhs[13] * lhs[7] + rhs[14] * lhs[11] + rhs[15] * lhs[15]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function mat4Multiply(firstMatrix, secondMatrix){\n var resultMatrix = [];\n for(i = 0; i < 4; i++){\n for(j = 0; j < 4; j ++){\n var value = 0;\n for(k = 0; k < 4; k++){\n value += firstMatrix[i * 4 + k] * secondMatrix[k * 4 + j];\n }\n resultMatrix[i * 4 + j] = value;\n }\n }\n return resultMatrix;\n}", "function multiply_matrix_by_matrix(matrix_a, matrix_b) {\n let product_of_matrices = [\n [0, 0],\n [0, 0]\n ]\n\n product_of_matrices[0][0] = matrix_a[0][0] * matrix_b[0][0]\n product_of_matrices[0][0] += matrix_a[0][1] * matrix_b[1][0]\n\n product_of_matrices[0][1] = matrix_a[0][0] * matrix_b[0][1]\n product_of_matrices[0][1] += matrix_a[0][1] * matrix_b[1][1]\n\n product_of_matrices[1][0] = matrix_a[1][0] * matrix_b[0][0]\n product_of_matrices[1][0] += matrix_a[1][1] * matrix_b[1][0]\n\n product_of_matrices[1][1] = matrix_a[1][0] * matrix_b[0][1]\n product_of_matrices[1][1] += matrix_a[1][1] * matrix_b[1][1]\n\n return product_of_matrices\n}", "function Matrixes4_multiply(matrix1, matrix2) {\n var a00 = matrix1[0 * 4 + 0];\n var a01 = matrix1[0 * 4 + 1];\n var a02 = matrix1[0 * 4 + 2];\n var a03 = matrix1[0 * 4 + 3];\n var a10 = matrix1[1 * 4 + 0];\n var a11 = matrix1[1 * 4 + 1];\n var a12 = matrix1[1 * 4 + 2];\n var a13 = matrix1[1 * 4 + 3];\n var a20 = matrix1[2 * 4 + 0];\n var a21 = matrix1[2 * 4 + 1];\n var a22 = matrix1[2 * 4 + 2];\n var a23 = matrix1[2 * 4 + 3];\n var a30 = matrix1[3 * 4 + 0];\n var a31 = matrix1[3 * 4 + 1];\n var a32 = matrix1[3 * 4 + 2];\n var a33 = matrix1[3 * 4 + 3];\n var b00 = matrix2[0 * 4 + 0];\n var b01 = matrix2[0 * 4 + 1];\n var b02 = matrix2[0 * 4 + 2];\n var b03 = matrix2[0 * 4 + 3];\n var b10 = matrix2[1 * 4 + 0];\n var b11 = matrix2[1 * 4 + 1];\n var b12 = matrix2[1 * 4 + 2];\n var b13 = matrix2[1 * 4 + 3];\n var b20 = matrix2[2 * 4 + 0];\n var b21 = matrix2[2 * 4 + 1];\n var b22 = matrix2[2 * 4 + 2];\n var b23 = matrix2[2 * 4 + 3];\n var b30 = matrix2[3 * 4 + 0];\n var b31 = matrix2[3 * 4 + 1];\n var b32 = matrix2[3 * 4 + 2];\n var b33 = matrix2[3 * 4 + 3];\n return [b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30, b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31, b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32, b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33, b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30, b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31, b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32, b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33, b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30, b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31, b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32, b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33, b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30, b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31, b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32, b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33];\n}", "function matrixMultiply(a, b) {\n matrix = [];\n \n matrix[ 0] = a[0 * 4 + 0] * b[0 * 4 + 0] + a[0 * 4 + 1] * b[1 * 4 + 0] + a[0 * 4 + 2] * b[2 * 4 + 0] + a[0 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 1] = a[0 * 4 + 0] * b[0 * 4 + 1] + a[0 * 4 + 1] * b[1 * 4 + 1] + a[0 * 4 + 2] * b[2 * 4 + 1] + a[0 * 4 + 3] * b[3 * 4 + 1];\n matrix[ 2] = a[0 * 4 + 0] * b[0 * 4 + 2] + a[0 * 4 + 1] * b[1 * 4 + 2] + a[0 * 4 + 2] * b[2 * 4 + 2] + a[0 * 4 + 3] * b[3 * 4 + 2];\n matrix[ 3] = a[0 * 4 + 0] * b[0 * 4 + 3] + a[0 * 4 + 1] * b[1 * 4 + 3] + a[0 * 4 + 2] * b[2 * 4 + 3] + a[0 * 4 + 3] * b[3 * 4 + 3];\n matrix[ 4] = a[1 * 4 + 0] * b[0 * 4 + 0] + a[1 * 4 + 1] * b[1 * 4 + 0] + a[1 * 4 + 2] * b[2 * 4 + 0] + a[1 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 5] = a[1 * 4 + 0] * b[0 * 4 + 1] + a[1 * 4 + 1] * b[1 * 4 + 1] + a[1 * 4 + 2] * b[2 * 4 + 1] + a[1 * 4 + 3] * b[3 * 4 + 1];\n matrix[ 6] = a[1 * 4 + 0] * b[0 * 4 + 2] + a[1 * 4 + 1] * b[1 * 4 + 2] + a[1 * 4 + 2] * b[2 * 4 + 2] + a[1 * 4 + 3] * b[3 * 4 + 2];\n matrix[ 7] = a[1 * 4 + 0] * b[0 * 4 + 3] + a[1 * 4 + 1] * b[1 * 4 + 3] + a[1 * 4 + 2] * b[2 * 4 + 3] + a[1 * 4 + 3] * b[3 * 4 + 3];\n matrix[ 8] = a[2 * 4 + 0] * b[0 * 4 + 0] + a[2 * 4 + 1] * b[1 * 4 + 0] + a[2 * 4 + 2] * b[2 * 4 + 0] + a[2 * 4 + 3] * b[3 * 4 + 0];\n matrix[ 9] = a[2 * 4 + 0] * b[0 * 4 + 1] + a[2 * 4 + 1] * b[1 * 4 + 1] + a[2 * 4 + 2] * b[2 * 4 + 1] + a[2 * 4 + 3] * b[3 * 4 + 1];\n matrix[10] = a[2 * 4 + 0] * b[0 * 4 + 2] + a[2 * 4 + 1] * b[1 * 4 + 2] + a[2 * 4 + 2] * b[2 * 4 + 2] + a[2 * 4 + 3] * b[3 * 4 + 2];\n matrix[11] = a[2 * 4 + 0] * b[0 * 4 + 3] + a[2 * 4 + 1] * b[1 * 4 + 3] + a[2 * 4 + 2] * b[2 * 4 + 3] + a[2 * 4 + 3] * b[3 * 4 + 3];\n matrix[12] = a[3 * 4 + 0] * b[0 * 4 + 0] + a[3 * 4 + 1] * b[1 * 4 + 0] + a[3 * 4 + 2] * b[2 * 4 + 0] + a[3 * 4 + 3] * b[3 * 4 + 0];\n matrix[13] = a[3 * 4 + 0] * b[0 * 4 + 1] + a[3 * 4 + 1] * b[1 * 4 + 1] + a[3 * 4 + 2] * b[2 * 4 + 1] + a[3 * 4 + 3] * b[3 * 4 + 1];\n matrix[14] = a[3 * 4 + 0] * b[0 * 4 + 2] + a[3 * 4 + 1] * b[1 * 4 + 2] + a[3 * 4 + 2] * b[2 * 4 + 2] + a[3 * 4 + 3] * b[3 * 4 + 2];\n matrix[15] = a[3 * 4 + 0] * b[0 * 4 + 3] + a[3 * 4 + 1] * b[1 * 4 + 3] + a[3 * 4 + 2] * b[2 * 4 + 3] + a[3 * 4 + 3] * b[3 * 4 + 3];\n return matrix;\n}", "function matrixMultiply(arrOne, arrTwo) {\n\n}", "function MatrixMultiply (a, b)\n {\n\t // note most of matrix work should be done on the gpu where possible. - 16/03/2020 - not sure if this is right\n\t // http://www.intmath.com/matrices-determinants/matrix-multiplication-flash.php\n\n\t //\tm[0] m[4] m[ 8] m[12]\t\tnote the layout (column major -> its a bit weird really...).\n\t //\tm[1] m[5] m[ 9] m[13]\n\t //\tm[2] m[6] m[10] m[14]\n\t // \tm[3] m[7] m[11] m[15]\n\t\n\tvar tmp = new Array(16);\n\t\n\tvar r;\n\n\tvar c;\n\tvar i;\n\n\ti = 0;\n\tfor (r = 0; r < 4; r++)\n\t{\n\t\tfor (c = 0; c < 16; c += 4)\n\t\t{\n\t\t\ttmp[c+r] = (a[r] * b[c]) + (a[r+4]*b[c+1]) + (a[r+8]*b[c+2]) + (a[r+12]*b[c+3]);\n\t\t}\n\t}\n\n\treturn tmp;\n}", "static multiply(a, b) {\n if (a.cols !== b.rows) {\n console.log('Cols of A must match rows of B');\n return undefined;\n }\n let result = new Matrix(a.rows, b.cols);\n for (let i = 0; i < result.rows; i++) {\n for (let j = 0; j < result.cols; j++) {\n // Dot product of values in col\n let sum = 0;\n for (let k = 0; k < a.cols; k++) {\n sum += a.data[i][k] * b.data[k][j];\n }\n result.data[i][j] = sum;\n }\n }\n return result;\n }", "function matrixMult(m1, m2) {\n\tvar m00 = m1[0][0] * m2[0][0] + m1[0][1] * m2[1][0];\n\tvar m01 = m1[0][0] * m2[0][1] + m1[0][1] * m2[1][1];\n\tvar m10 = m1[1][0] * m2[0][0] + m1[1][1] * m2[1][0];\n\tvar m11 = m1[1][0] * m2[0][1] + m1[1][1] * m2[1][1];\n return [[m00, m01], [m10, m11]];\n}", "function MatrixMult( A, B )\r\n{\r\n\tvar C = [];\r\n\tfor ( var i=0; i<4; ++i ) \r\n\t{\r\n\t\tfor ( var j=0; j<4; ++j ) \r\n\t\t{\r\n\t\t\tvar v = 0;\r\n\t\t\tfor ( var k=0; k<4; ++k ) \r\n\t\t\t{\r\n\t\t\t\tv += A[j+4*k] * B[k+4*i];\r\n\t\t\t}\r\n\t\t\tC.push(v);\r\n\t\t}\r\n\t}\r\n\treturn C;\r\n}", "function matrixMultiply(mat2, mat1) {\n return [mat1[0] * mat2[0] + mat1[1] * mat2[4] + mat1[2] * mat2[8] + mat1[3] * mat2[12], mat1[0] * mat2[1] + mat1[1] * mat2[5] + mat1[2] * mat2[9] + mat1[3] * mat2[13], mat1[0] * mat2[2] + mat1[1] * mat2[6] + mat1[2] * mat2[10] + mat1[3] * mat2[14], mat1[0] * mat2[3] + mat1[1] * mat2[7] + mat1[2] * mat2[11] + mat1[3] * mat2[15], mat1[4] * mat2[0] + mat1[5] * mat2[4] + mat1[6] * mat2[8] + mat1[7] * mat2[12], mat1[4] * mat2[1] + mat1[5] * mat2[5] + mat1[6] * mat2[9] + mat1[7] * mat2[13], mat1[4] * mat2[2] + mat1[5] * mat2[6] + mat1[6] * mat2[10] + mat1[7] * mat2[14], mat1[4] * mat2[3] + mat1[5] * mat2[7] + mat1[6] * mat2[11] + mat1[7] * mat2[15], mat1[8] * mat2[0] + mat1[9] * mat2[4] + mat1[10] * mat2[8] + mat1[11] * mat2[12], mat1[8] * mat2[1] + mat1[9] * mat2[5] + mat1[10] * mat2[9] + mat1[11] * mat2[13], mat1[8] * mat2[2] + mat1[9] * mat2[6] + mat1[10] * mat2[10] + mat1[11] * mat2[14], mat1[8] * mat2[3] + mat1[9] * mat2[7] + mat1[10] * mat2[11] + mat1[11] * mat2[15], mat1[12] * mat2[0] + mat1[13] * mat2[4] + mat1[14] * mat2[8] + mat1[15] * mat2[12], mat1[12] * mat2[1] + mat1[13] * mat2[5] + mat1[14] * mat2[9] + mat1[15] * mat2[13], mat1[12] * mat2[2] + mat1[13] * mat2[6] + mat1[14] * mat2[10] + mat1[15] * mat2[14], mat1[12] * mat2[3] + mat1[13] * mat2[7] + mat1[14] * mat2[11] + mat1[15] * mat2[15]];\n}", "function multiplyMatrix4x4(...matricies) {\r\n return matricies.reduce((a, b) => {\r\n return [\r\n b[0] * a[0] + b[1] * a[4] + b[2] * a[8] + b[3] * a[12],\r\n b[0] * a[1] + b[1] * a[5] + b[2] * a[9] + b[3] * a[13],\r\n b[0] * a[2] + b[1] * a[6] + b[2] * a[10] + b[3] * a[14],\r\n b[0] * a[3] + b[1] * a[7] + b[2] * a[11] + b[3] * a[15],\r\n b[4] * a[0] + b[5] * a[4] + b[6] * a[8] + b[7] * a[12],\r\n b[4] * a[1] + b[5] * a[5] + b[6] * a[9] + b[7] * a[13],\r\n b[4] * a[2] + b[5] * a[6] + b[6] * a[10] + b[7] * a[14],\r\n b[4] * a[3] + b[5] * a[7] + b[6] * a[11] + b[7] * a[15],\r\n b[8] * a[0] + b[9] * a[4] + b[10] * a[8] + b[11] * a[12],\r\n b[8] * a[1] + b[9] * a[5] + b[10] * a[9] + b[11] * a[13],\r\n b[8] * a[2] + b[9] * a[6] + b[10] * a[10] + b[11] * a[14],\r\n b[8] * a[3] + b[9] * a[7] + b[10] * a[11] + b[11] * a[15],\r\n b[12] * a[0] + b[13] * a[4] + b[14] * a[8] + b[15] * a[12],\r\n b[12] * a[1] + b[13] * a[5] + b[14] * a[9] + b[15] * a[13],\r\n b[12] * a[2] + b[13] * a[6] + b[14] * a[10] + b[15] * a[14],\r\n b[12] * a[3] + b[13] * a[7] + b[14] * a[11] + b[15] * a[15],\r\n ];\r\n });\r\n}", "function columnMajorMat4Multiplication(matA, matB){\n var e1 = matA.elements;\n var e2 = matB.elements;\n var result = new THREE.Matrix4();\n\n result.set(\n (e2[0] * e1[0]) + (e2[4] * e1[1]) + (e2[8] * e1[2]) + (e2[12] * e1[3]),\n (e2[0] * e1[4]) + (e2[4] * e1[5]) + (e2[8] * e1[6]) + (e2[12] * e1[7]),\n (e2[0] * e1[8]) + (e2[4] * e1[9]) + (e2[8] * e1[10]) + (e2[12] * e1[11]),\n (e2[0] * e1[12]) + (e2[4] * e1[13]) + (e2[8] * e1[14]) + (e2[12] * e1[15]),\n\n\n (e2[1] * e1[0]) + (e2[5] * e1[1]) + (e2[9] * e1[2]) + (e2[13] * e1[3]),\n (e2[1] * e1[4]) + (e2[5] * e1[5]) + (e2[9] * e1[6]) + (e2[13] * e1[7]),\n (e2[1] * e1[8]) + (e2[5] * e1[9]) + (e2[9] * e1[10]) + (e2[13] * e1[11]),\n (e2[1] * e1[12]) + (e2[5] * e1[13]) + (e2[9] * e1[14]) + (e2[13] * e1[15]),\n\n\n (e2[2] * e1[0]) + (e2[6] * e1[1]) + (e2[10] * e1[2]) + (e2[14] * e1[3]),\n (e2[2] * e1[4]) + (e2[6] * e1[5]) + (e2[10] * e1[6]) + (e2[14] * e1[7]),\n (e2[2] * e1[8]) + (e2[6] * e1[9]) + (e2[10] * e1[10]) + (e2[14] * e1[11]),\n (e2[2] * e1[12]) + (e2[6] * e1[13]) + (e2[10] * e1[14]) + (e2[14] * e1[15]),\n\n\n (e2[3] * e1[0]) + (e2[7] * e1[1]) + (e2[11] * e1[2]) + (e2[15] * e1[3]),\n (e2[3] * e1[4]) + (e2[7] * e1[5]) + (e2[11] * e1[6]) + (e2[15] * e1[7]),\n (e2[3] * e1[8]) + (e2[7] * e1[9]) + (e2[11] * e1[10]) + (e2[15] * e1[11]),\n (e2[3] * e1[12]) + (e2[7] * e1[13]) + (e2[11] * e1[14]) + (e2[15] * e1[15])\n );\n\n return result;\n}", "function matrixMultiply (array1, array2){\n \n var fistOperation = (array1[0][0] * array2[0][0]) + (array1[0][1] * array2[1][0] )\n var secondOperation = (array1[0][0] * array2[0][1]) + (array1[0][1] * array2[1][1])\n var thirdOperation = (array1[1][0] * array2[0][0]) + (array1[1][1] * array2[1][0])\n var lastOperation = (array1[1][0] * array2[0][1]) + (array1[1][1] * array2[1][1])\n\n return [[fistOperation, secondOperation], [thirdOperation, lastOperation]]\n}", "static multiply(mat1, mat2) {\n //check compatibility\n if (mat1.width !== mat2.height) {\n throw new Error('Incompatible matrices for multiplication.');\n }\n const height = mat1.height;\n const width = mat2.width;\n const result = new Matrix(height, width);\n for (let i = 0; i < height; i++) {\n for (let j = 0; j < width; j++) {\n let sum = 0;\n for (let k = 0; k < mat1.width; k++) {\n sum += mat1.get(i, k) * mat2.get(k, j);\n }\n result.set(i, j, _.round(sum, 5));\n }\n }\n return result;\n }", "function multiply(matrix1, matrix2) {\n var a00 = matrix1[0 * 3 + 0];\n var a01 = matrix1[0 * 3 + 1];\n var a02 = matrix1[0 * 3 + 2];\n var a10 = matrix1[1 * 3 + 0];\n var a11 = matrix1[1 * 3 + 1];\n var a12 = matrix1[1 * 3 + 2];\n var a20 = matrix1[2 * 3 + 0];\n var a21 = matrix1[2 * 3 + 1];\n var a22 = matrix1[2 * 3 + 2];\n var b00 = matrix2[0 * 3 + 0];\n var b01 = matrix2[0 * 3 + 1];\n var b02 = matrix2[0 * 3 + 2];\n var b10 = matrix2[1 * 3 + 0];\n var b11 = matrix2[1 * 3 + 1];\n var b12 = matrix2[1 * 3 + 2];\n var b20 = matrix2[2 * 3 + 0];\n var b21 = matrix2[2 * 3 + 1];\n var b22 = matrix2[2 * 3 + 2];\n return [b00 * a00 + b01 * a10 + b02 * a20, b00 * a01 + b01 * a11 + b02 * a21, b00 * a02 + b01 * a12 + b02 * a22, b10 * a00 + b11 * a10 + b12 * a20, b10 * a01 + b11 * a11 + b12 * a21, b10 * a02 + b11 * a12 + b12 * a22, b20 * a00 + b21 * a10 + b22 * a20, b20 * a01 + b21 * a11 + b22 * a21, b20 * a02 + b21 * a12 + b22 * a22];\n}", "static prod(M1,M2) {\r\n if(!(M1 instanceof Matrix) || !(M2 instanceof Matrix)) {\r\n console.log(Matrix.wrong_type_error_message2());\r\n return null;\r\n }\r\n if(M1.cols != M2.rows) {\r\n console.log(Matrix.wrong_dim_error_message());\r\n return null;\r\n }\r\n let result = new Matrix(M1.rows,M2.cols);\r\n let helper = M2.transpose();\r\n result.data = result.data.map((rows,main_index) => {\r\n return rows.map((col,sub_index) => {\r\n return Matrix.array_mult(M1.data[main_index],helper.data[sub_index]);\r\n });\r\n });\r\n return result;\r\n }", "function matrixMultiply (arrOne, arrTwo) {\n let arrOneDims1 = arrOne[0]\n let arrOneDims2 = arrOne[1]\n\n let arrTwoDims1 = arrTwo[0]\n let arrTwoDims2 = arrTwo[1]\n\n let returnArr = []\n let returnArrDims1 = []\n let returnArrDims2 = []\n\n returnArrDims1[0] = ((arrOneDims1[0] * arrTwoDims1[0]) + (arrOneDims1[1] * arrTwoDims2[0]))\n returnArrDims1[1] = ((arrOneDims1[0] * arrTwoDims1[1]) + (arrOneDims1[1] * arrTwoDims2[1]))\n\n returnArrDims2[0] = ((arrOneDims2[0] * arrTwoDims1[0]) + (arrOneDims2[1] * arrTwoDims2[0]))\n returnArrDims2[1] = ((arrOneDims2[0] * arrTwoDims1[1]) + (arrOneDims2[1] * arrTwoDims2[1]))\n\n returnArr[0] = returnArrDims1\n\n returnArr[1] = returnArrDims2\n return returnArr\n\n}", "mulMat4(a, b, dest) {\n if (!dest) {\n dest = a;\n }\n\n // Cache the matrix values (makes for huge speed increases!)\n const a00 = a[0];\n\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[4];\n const a11 = a[5];\n const a12 = a[6];\n const a13 = a[7];\n const a20 = a[8];\n const a21 = a[9];\n const a22 = a[10];\n const a23 = a[11];\n const a30 = a[12];\n const a31 = a[13];\n const a32 = a[14];\n const a33 = a[15];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b03 = b[3];\n const b10 = b[4];\n const b11 = b[5];\n const b12 = b[6];\n const b13 = b[7];\n const b20 = b[8];\n const b21 = b[9];\n const b22 = b[10];\n const b23 = b[11];\n const b30 = b[12];\n const b31 = b[13];\n const b32 = b[14];\n const b33 = b[15];\n\n dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;\n dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;\n dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;\n dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;\n dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;\n dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;\n dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;\n dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;\n dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;\n dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;\n dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;\n dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;\n dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;\n dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;\n dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;\n dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;\n\n return dest;\n }", "function matrixMultiply(matrix1, matrix2) {\n let newMatrix = [[], []];\n for (let i=0; i<matrix1.length; i++) {\n for (let j=0; j<matrix1[0].length; j++) {\n newMatrix[i].push(matrix1[i][0] * matrix2[0][j] + matrix1[i][1] * matrix2[1][j]);\n }\n }\n return newMatrix;\n}", "function matrix_multiply(m1, m2) {\n\n var mat = [];\n var i,j,k;\n for (i = 0; i < m1.length; i++){\n mat[i] = [];\n for (j = 0; j < m2[0].length; j++){\n mat[i][j] = 0;\n for (k = 0; k < m2.length; k++){\n mat[i][j] += m1[i][k]*m2[k][j];\n }\n }\n }\n\n return mat;\n}", "function matrix_multiply(m1,m2) {\n // returns 2D array that is the result of m1*m2\n\n var res = new Array(m1.length) // creating a placeholder\n\n for (i = 0; i < m1.length; i++){\n res[i] = new Array(m2[0].length)\n for (j = 0; j < m2[0].length; j++){\n var temp = 0\n for (k = 0; k < m2.length; k++){\n temp += m1[i][k] * m2[k][j]\n }\n res[i][j] = temp\n }\n }\n return res\n}", "function matrix_multiply(m1, m2) {\n var result = [];\n for (var i = 0; i < m1.length; i++) {\n result[i] = [];\n for (var j = 0; j < m2[0].length; j++) {\n var sum = 0;\n for (var k = 0; k < m1[0].length; k++) {\n sum += m1[i][k] * m2[k][j];\n }\n result[i][j] = sum;\n }\n }\n return result;\n}", "function multiply(MatA, MatB) {\n let MatA_Row = MatA.row;\n let MatA_Col = MatA.col;\n let MatB_Row = MatB.row;\n let MatB_Col = MatB.col;\n if (MatA_Col !== MatB_Row) {\n throw new Error('Number of cols in Mat1 is different from Mat2 rows');\n }\n let MatC = new Matrix(MatA_Row, MatB_Col);\n for (let i = 0; i < MatA_Row; i++) {\n for (let j = 0; j < MatB_Col; j++) {\n let sum = 0;\n for (let k = 0; k < MatB_Row; k++) {\n sum = sum + MatA.data[i][k] * MatB.data[k][j];\n }\n MatC.data[i][j] = sum;\n }\n }\n return MatC;\n}", "function multiplyMatrices(matrix1, matrix2) {\r\n const matrix1Dimensions = getMatrixDimensions(matrix1)\r\n const matrix2Dimensions = getMatrixDimensions(matrix2)\r\n\r\n // Check matrices are valid\r\n if (\r\n !checkMatrixValidity(matrix1)\r\n || !checkMatrixValidity(matrix2)\r\n // Check matrices multiplyable\r\n || !(matrix1Dimensions[0] === matrix2Dimensions[1] && matrix1Dimensions[1] === matrix2Dimensions[0])\r\n )\r\n {\r\n return null\r\n }\r\n\r\n let multiplyingRow = 0\r\n let productMatrix = []\r\n while (multiplyingRow < matrix1.length) {\r\n let productRow = []\r\n let multipliedColumn = 0\r\n while (multipliedColumn < matrix2[0].length) {\r\n let sum = 0\r\n let a = 0\r\n while (a < matrix2.length) {\r\n sum += matrix1[multiplyingRow][a] * matrix2[a][multipliedColumn]\r\n a++\r\n }\r\n productRow.push(sum)\r\n multipliedColumn++\r\n }\r\n productMatrix.push(productRow)\r\n multiplyingRow++\r\n }\r\n return productMatrix\r\n}", "function matrix_multiply(m1, m2) {\n \n let mat = [];\n for (let i = 0; i < m1.length; i++){\n mat[i] = [];\n for (let j = 0; j < m2[0].length; j++){\n mat[i][j] = 0;\n for (let k = 0; k < m2.length; k++)\n mat[i][j] += m1[i][k]*m2[k][j];\n }\n }\n\n return mat;\n}", "function multiplyMatrix (A, B) {\n var result = new Array(A.length).fill(0).map(row => new Array(B[0].length).fill(0));\n\n return result.map((row, i) => {\n return row.map((val, j) => {\n return A[i].reduce((sum, elm, k) => sum + (elm*B[k][j]) ,0)\n })\n })\n}", "function multiplyMatrix(mA, mB) {\n var result = new Float32Array(9);\n result[0] = mA[0] * mB[0] + mA[1] * mB[3] + mA[2] * mB[6];\n result[1] = mA[0] * mB[1] + mA[1] * mB[4] + mA[2] * mB[7];\n result[2] = mA[0] * mB[2] + mA[1] * mB[5] + mA[2] * mB[8];\n result[3] = mA[3] * mB[0] + mA[4] * mB[3] + mA[5] * mB[6];\n result[4] = mA[3] * mB[1] + mA[4] * mB[4] + mA[5] * mB[7];\n result[5] = mA[3] * mB[2] + mA[4] * mB[5] + mA[5] * mB[8];\n result[6] = mA[6] * mB[0] + mA[7] * mB[3] + mA[8] * mB[6];\n result[7] = mA[6] * mB[1] + mA[7] * mB[4] + mA[8] * mB[7];\n result[8] = mA[6] * mB[2] + mA[7] * mB[5] + mA[8] * mB[8];\n\n return result;\n}", "function matmp(a,b){\n\tvar ret = new Array(6);\n\tfor(var i = 0; i < 3; i++){\n\t\tfor(var j = 0; j < 2; j++){\n\t\t\tvar val = 0;\n\t\t\tfor(var k = 0; k < 2; k++)\n\t\t\t\tval += a[k * 2 + j] * b[i * 2 + k];\n\t\t\tif(i === 2)\n\t\t\t\tval += a[2 * 2 + j];\n\t\t\tret[i * 2 + j] = val;\n\t\t}\n\t}\n\treturn ret;\n}", "testMul() {\n console.info('test Matrix4.mul()')\n const a = [\n 1, 2, 3, 4, \n 5, 6, 7, 8,\n 9, 10, 11, 12,\n 13, 14, 15, 16\n ]\n const b = [\n 17, 18, 19, 20,\n 21, 22, 23, 24,\n 25, 26, 27, 28,\n 29, 30, 31, 32\n ]\n const expected = [\n 250, 260, 270, 280,\n 618, 644, 670, 696,\n 986, 1028, 1070, 1112,\n 1354, 1412, 1470, 1528\n ]\n const m = new Matrix4(a)\n m.mul(b)\n const actual = m.elements\n this.assertIdentical(actual, expected)\n }", "function matrix_multiply(ae, be, res){\n var a11 = ae[0][0], a12 = ae[0][1], a13 = ae[0][2], a14 = ae[0][3]\n var a21 = ae[1][0], a22 = ae[1][1], a23 = ae[1][2], a24 = ae[1][3]\n var a31 = ae[2][0], a32 = ae[2][1], a33 = ae[2][2], a34 = ae[2][3]\n var a41 = ae[3][0], a42 = ae[3][1], a43 = ae[3][2], a44 = ae[3][3]\n\n var b11 = be[0][0], b12 = be[0][1], b13 = be[0][2], b14 = be[0][3]\n var b21 = be[1][0], b22 = be[1][1], b23 = be[1][2], b24 = be[1][3]\n var b31 = be[2][0], b32 = be[2][1], b33 = be[2][2], b34 = be[2][3]\n var b41 = be[3][0], b42 = be[3][1], b43 = be[3][2], b44 = be[3][3]\n\n res[0][0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41\n res[0][1] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42\n res[0][2] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43\n res[0][3] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44\n\n res[1][0] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41\n res[1][1] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42\n res[1][2] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43\n res[1][3] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44\n\n res[2][0] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41\n res[2][1] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42\n res[2][2] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43\n res[2][3] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44\n\n res[3][0] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41\n res[3][1] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42\n res[3][2] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43\n res[3][3] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44\n}", "static mul(mat1, mat2)\n\t{\n\t\tvar result = [];\n\t\tfor (var row=0; row<4; ++row) { //row of result\n\t\t\tfor (var col=0; col<4; ++col) { //col of result\n\t\t\t\tresult.push(Matrix.mul_helper(row, col, mat1, mat2));\n\t\t\t}\n\t\t}\n\t\treturn new Float32Array(result);\n\t}", "function multiply(M1, M2) {\n // prep\n var M = [];\n var dims = [M1.length, M1[0].length, M2.length, M2[0].length];\n // work\n for (var r=0, c; r<dims[0]; r++) {\n M[r] = [];\n var _row = row(M1, r);\n for (c=0; c<dims[3]; c++) {\n var _col = col(M2,c);\n var reducer = (a,v,i) => a + _col[i]*v;\n M[r][c] = _row.reduce(reducer, 0);\n }\n }\n return M;\n}", "multiply(other) {\n if (this.values[0].length !== other.values.length) {\n throw new Error('Cannot multiply these two matrices!');\n }\n const m = this.values.length;\n const n = other.values.length;\n const k = other.values[0].length;\n // multiply\n const newMatrix = new Matrix(m, k);\n for (let i = 0; i < m; i++) {\n for (let j = 0; j < k; j++) {\n for (let t = 0; t < n; t++) {\n newMatrix.values[i][j] += this.values[i][t] * other.values[t][j];\n }\n }\n }\n return newMatrix;\n }", "function matrixMultiply(matrix_1, matrix_2) {\n var matrix_3 = [[],[]];\n console.log(matrix_1.length);\n for(var i = 0; i < matrix_1.length; i++) {\n for(var j = 0; j < matrix_1.length; j++) {\n matrix_3[i][j] = (matrix_1[i][0] * matrix_2[0][j]) + (matrix_1[i][1] * matrix_2[1][j]);\n }\n }\n return matrix_3;\n}", "function matrixMultiply() {\n \"use strict\";\n\n var i;\n var j;\n var k;\n\n newComposite = new Array(composite.length);\n\n for (i = 0; i < newComposite.length; i += 1) {\n newComposite[i] = new Array(newTransform[i].length);\n for (j = 0; j < composite.length; j += 1) {\n newComposite[i][j] = 0; // initialise to 0\n for (k = 0; k < newTransform.length; k += 1) {\n newComposite[i][j] += composite[i][k] * newTransform[k][j]; // multiply matrices together\n }\n }\n }\n composite = newComposite;\n}", "function mat_mult(mat1, mat2) {\n // returns the (i,j)-entry of the multiplication of matrices\n function ij_elem_mult(i, j) {\n // not using get_row and get_col bcs slightly diff here\n const row_of_mat1 = list_ref(mat1, i);\n const col_of_mat2 = map(rows => list_ref(rows, j), mat2);\n const multiplied = list_op((x, y) => x * y, row_of_mat1, col_of_mat2);\n return accumulate((x,y) => x + y, 0, multiplied);\n }\n const size1 = mat_size(mat1);\n const size2 = mat_size(mat2);\n if (tail(size1) !== head(size2)) {\n return undefined; // bcs you cant multiply these 2\n } else {\n return build_mat(head(size1), tail(size2), ij_elem_mult);\n }\n}", "function multiply(a, b) {\n return [a[0] * b[0] + a[1] * b[3], a[0] * b[1] + a[1] * b[4], a[0] * b[2] + a[1] * b[5] + a[2], a[3] * b[0] + a[4] * b[3], a[3] * b[1] + a[4] * b[4], a[3] * b[2] + a[4] * b[5] + a[5]];\n}", "static multiplyMV(resultVector, resultVectorOffset, lhsMatrix, lhsMatrixOffset, rhsVector, rhsVectorOffset){\n resultVector[resultVectorOffset + 0] = lhsMatrix[lhsMatrixOffset + 0] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 4] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 8] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 12] * rhsVector[rhsVectorOffset + 3];\n resultVector[resultVectorOffset + 1] = lhsMatrix[lhsMatrixOffset + 1] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 5] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 9] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 13] * rhsVector[rhsVectorOffset + 3];\n resultVector[resultVectorOffset + 2] = lhsMatrix[lhsMatrixOffset + 2] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 6] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 10] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 14] * rhsVector[rhsVectorOffset + 3];\n resultVector[resultVectorOffset + 3] = lhsMatrix[lhsMatrixOffset + 3] * rhsVector[rhsVectorOffset + 0] + lhsMatrix[lhsMatrixOffset + 7] * rhsVector[rhsVectorOffset + 1] + lhsMatrix[lhsMatrixOffset + 11] * rhsVector[rhsVectorOffset + 2] + lhsMatrix[lhsMatrixOffset + 15] * rhsVector[rhsVectorOffset + 3];\n }", "multiply(matrix4) {\n let a00 = this._matrix[0 * 4 + 0];\n let a01 = this._matrix[0 * 4 + 1];\n let a02 = this._matrix[0 * 4 + 2];\n let a03 = this._matrix[0 * 4 + 3];\n let a10 = this._matrix[1 * 4 + 0];\n let a11 = this._matrix[1 * 4 + 1];\n let a12 = this._matrix[1 * 4 + 2];\n let a13 = this._matrix[1 * 4 + 3];\n let a20 = this._matrix[2 * 4 + 0];\n let a21 = this._matrix[2 * 4 + 1];\n let a22 = this._matrix[2 * 4 + 2];\n let a23 = this._matrix[2 * 4 + 3];\n let a30 = this._matrix[3 * 4 + 0];\n let a31 = this._matrix[3 * 4 + 1];\n let a32 = this._matrix[3 * 4 + 2];\n let a33 = this._matrix[3 * 4 + 3];\n\n let b00 = matrix4[0 * 4 + 0];\n let b01 = matrix4[0 * 4 + 1];\n let b02 = matrix4[0 * 4 + 2];\n let b03 = matrix4[0 * 4 + 3];\n let b10 = matrix4[1 * 4 + 0];\n let b11 = matrix4[1 * 4 + 1];\n let b12 = matrix4[1 * 4 + 2];\n let b13 = matrix4[1 * 4 + 3];\n let b20 = matrix4[2 * 4 + 0];\n let b21 = matrix4[2 * 4 + 1];\n let b22 = matrix4[2 * 4 + 2];\n let b23 = matrix4[2 * 4 + 3];\n let b30 = matrix4[3 * 4 + 0];\n let b31 = matrix4[3 * 4 + 1];\n let b32 = matrix4[3 * 4 + 2];\n let b33 = matrix4[3 * 4 + 3];\n\n this._matrix[0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;\n this._matrix[1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;\n this._matrix[2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;\n this._matrix[3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;\n this._matrix[4] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;\n this._matrix[5] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;\n this._matrix[6] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;\n this._matrix[7] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;\n this._matrix[8] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;\n this._matrix[9] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;\n this._matrix[10] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;\n this._matrix[11] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;\n this._matrix[12] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;\n this._matrix[13] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;\n this._matrix[14] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;\n this._matrix[15] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;\n\n return this._matrix;\n }", "function multiplyMatrix(matrixInputLeft, matrixInputRight){\n var result = getEmpyMatrix(matrixInputLeft.length);\n var temp = 0;\n for(var k = 0; k < matrixInputLeft.length; k++){\n for(var i = 0; i < matrixInputLeft[0].length; i++){\n for(var j = 0; j < matrixInputRight[0].length; j++){\n temp += parseInt(matrixInputLeft[k][j]) * parseInt(matrixInputRight[j][i]);\n console.log(temp);\n }\n result[k][i] = temp;\n temp = 0;\n\n console.log(result);\n }\n }\n return result;\n }", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "function multiply(A, B){\n try{\n if(A.dimension === 3 && B.dimension === 3){\n var c0r0 = (A.col1.x * B.col1.x) + (A.col2.x * B.col1.y) + (A.col3.x * B.col1.z)\n var c1r0 = (A.col1.x * B.col2.x) + (A.col2.x * B.col2.y) + (A.col3.x * B.col2.z)\n var c2r0 = (A.col1.x * B.col3.x) + (A.col2.x * B.col3.y) + (A.col3.x * B.col3.z)\n \n var c0r1 = (A.col1.y * B.col1.x) + (A.col2.y * B.col1.y) + (A.col3.y * B.col1.z)\n var c1r1 = (A.col1.y * B.col2.x) + (A.col2.y * B.col2.y) + (A.col3.y * B.col2.z)\n var c2r1 = (A.col1.y * B.col3.x) + (A.col2.y * B.col3.y) + (A.col3.y * B.col3.z)\n \n var c0r2 = (A.col1.z * B.col1.x) + (A.col2.z * B.col1.y) + (A.col3.z * B.col1.z)\n var c1r2 = (A.col1.z * B.col2.x) + (A.col2.z * B.col2.y) + (A.col3.z * B.col2.z)\n var c2r2 = (A.col1.z * B.col3.x) + (A.col2.z * B.col3.y) + (A.col3.z * B.col3.z)\n return Mat3(Vec3(c0r0, c0r1, c0r2), Vec3(c1r0, c1r1, c1r2), Vec3(c2r0, c2r1, c2r2))\n }else{\n var c0r0 = (A.col1.x * B.col1.x) + (A.col2.x * B.col1.y) + (A.col3.x * B.col1.z) + (A.col4.x * B.col1.w)\n var c1r0 = (A.col1.x * B.col2.x) + (A.col2.x * B.col2.y) + (A.col3.x * B.col2.z) + (A.col4.x * B.col2.w)\n var c2r0 = (A.col1.x * B.col3.x) + (A.col2.x * B.col3.y) + (A.col3.x * B.col3.z) + (A.col4.x * B.col3.w)\n var c3r0 = (A.col1.x * B.col4.x) + (A.col2.x * B.col4.y) + (A.col3.x * B.col4.z) + (A.col4.x * B.col4.w)\n \n var c0r1 = (A.col1.y * B.col1.x) + (A.col2.y * B.col1.y) + (A.col3.y * B.col1.z) + (A.col4.x * B.col1.w)\n var c1r1 = (A.col1.y * B.col2.x) + (A.col2.y * B.col2.y) + (A.col3.y * B.col2.z) + (A.col4.x * B.col2.w)\n var c2r1 = (A.col1.y * B.col3.x) + (A.col2.y * B.col3.y) + (A.col3.y * B.col3.z) + (A.col4.x * B.col3.w)\n var c3r1 = (A.col1.y * B.col4.x) + (A.col2.y * B.col4.y) + (A.col3.y * B.col4.z) + (A.col4.x * B.col4.w)\n \n var c0r2 = (A.col1.z * B.col1.x) + (A.col2.z * B.col1.y) + (A.col3.z * B.col1.z) + (A.col4.x * B.col1.w)\n var c1r2 = (A.col1.z * B.col2.x) + (A.col2.z * B.col2.y) + (A.col3.z * B.col2.z) + (A.col4.x * B.col2.w)\n var c2r2 = (A.col1.z * B.col3.x) + (A.col2.z * B.col3.y) + (A.col3.z * B.col3.z) + (A.col4.x * B.col3.w)\n var c3r2 = (A.col1.z * B.col4.x) + (A.col2.z * B.col4.y) + (A.col3.z * B.col4.z) + (A.col4.x * B.col4.w)\n \n var c0r3 = (A.col1.w * B.col1.x) + (A.col2.w * B.col1.y) + (A.col3.w * B.col1.z) + (A.col4.w * B.col1.w)\n var c1r3 = (A.col1.w * B.col2.x) + (A.col2.w * B.col2.y) + (A.col3.w * B.col2.z) + (A.col4.w * B.col2.w)\n var c2r3 = (A.col1.w * B.col3.x) + (A.col2.w * B.col3.y) + (A.col3.w * B.col3.z) + (A.col4.w * B.col3.w)\n var c3r3 = (A.col1.w * B.col4.x) + (A.col2.w * B.col4.y) + (A.col3.w * B.col4.z) + (A.col4.w * B.col4.w)\n \n console.log(\"Hi\")\n \n return Mat4(Vec4(c0r0, c0r1, c0r2, c0r3), Vec4(c1r0, c1r1, c1r2, c1r3), Vec4(c2r0, c2r1, c2r2, c2r3), \n Vec4(c3r0, c3r1, c3r2, c3r3))\n }\n }\n catch(err){\n console.error(err)\n return null\n }\n }", "static createForm_A_dot_B_transposed(a, b) {\n let rows = a.length;\n let cols = b.length;\n \n let matrix = new Matrix(rows, cols);\n for (let row = 0; row < rows; ++row) {\n for (let col = 0; col < cols; ++col) {\n matrix.setValue(row, col, a[row] * b[col])\n }\n }\n return matrix;\n }", "function multMatrix(A,H){\r\n\tvar M = [[0,0,0],[0,0,0],[0,0,0]];\r\n\tvar ic = 0;\r\n\tvar mc = 0;\r\n\tfor(mc=0;mc<3;mc++){\r\n\t\tfor(ic=0;ic<3;ic++){\r\n\t\t\tvar cell = 0;\r\n\t\t\tfor(cell=0;cell<3;cell++){\r\n\t\t\t\tM[mc][ic] = M[mc][ic] + A[cell][ic]*H[mc][cell];\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\treturn M;\r\n}", "function multiply(a, b) {\n return [\n a[0] * b[0] + a[1] * b[3],\n a[0] * b[1] + a[1] * b[4],\n a[0] * b[2] + a[1] * b[5] + a[2],\n a[3] * b[0] + a[4] * b[3],\n a[3] * b[1] + a[4] * b[4],\n a[3] * b[2] + a[4] * b[5] + a[5]\n ];\n}", "function multiply(a, b) {\n return [\n a[0] * b[0] + a[1] * b[3],\n a[0] * b[1] + a[1] * b[4],\n a[0] * b[2] + a[1] * b[5] + a[2],\n a[3] * b[0] + a[4] * b[3],\n a[3] * b[1] + a[4] * b[4],\n a[3] * b[2] + a[4] * b[5] + a[5]\n ];\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "static mult(m1, m2) {\n return Matrix.opFunc((x1, x2) => x1 * x2, m1, m2);\n }", "function matrice4x(...nc){\n\tvar A4x, B4x, C4x, D4x;\n\tmatrice3x(nc[5], nc[6], nc[7], nc[9], nc[10], nc[11], nc[13], nc[14], nc[15]);\n\tA4x = nc[0] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[9], nc[10], nc[11], nc[13], nc[14], nc[15]);\n\tB4x = nc[4] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[5], nc[6], nc[7], nc[13], nc[14], nc[15]);\n\tC4x = nc[8] * result3x;\n\tmatrice3x(nc[1], nc[2], nc[3], nc[5], nc[6], nc[7], nc[9], nc[10], nc[11]);\n\tD4x = nc[12] * result3x;\n\tresult4x = A4x - B4x + C4x - D4x;\n}", "static mult(a, b) {\n let x = [];\n for (let row = 0; row < a.length; row++) {\n let y = [];\n for (let col = 0; col < b[0].length; col++) {\n let sum = 0;\n for (let k = 0; k < b.length; k++) {\n sum += a[row][k] * b[k][col];\n }\n y.push(sum);\n }\n x.push(y);\n }\n return x;\n }", "function blockMult(a, b, rows, cols) {\n // For small matrices, resort to naive multiplication.\n if (rows <= 512 || cols <= 512) {\n return a.mmul(b); // a is equivalent to this\n }\n\n // Apply dynamic padding.\n if (rows % 2 === 1 && cols % 2 === 1) {\n a = embed(a, rows + 1, cols + 1);\n b = embed(b, rows + 1, cols + 1);\n } else if (rows % 2 === 1) {\n a = embed(a, rows + 1, cols);\n b = embed(b, rows + 1, cols);\n } else if (cols % 2 === 1) {\n a = embed(a, rows, cols + 1);\n b = embed(b, rows, cols + 1);\n }\n\n let halfRows = parseInt(a.rows / 2, 10);\n let halfCols = parseInt(a.columns / 2, 10);\n // Subdivide input matrices.\n let a11 = a.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n let b11 = b.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n\n let a12 = a.subMatrix(0, halfRows - 1, halfCols, a.columns - 1);\n let b12 = b.subMatrix(0, halfRows - 1, halfCols, b.columns - 1);\n\n let a21 = a.subMatrix(halfRows, a.rows - 1, 0, halfCols - 1);\n let b21 = b.subMatrix(halfRows, b.rows - 1, 0, halfCols - 1);\n\n let a22 = a.subMatrix(halfRows, a.rows - 1, halfCols, a.columns - 1);\n let b22 = b.subMatrix(halfRows, b.rows - 1, halfCols, b.columns - 1);\n\n // Compute intermediate values.\n let m1 = blockMult(\n AbstractMatrix.add(a11, a22),\n AbstractMatrix.add(b11, b22),\n halfRows,\n halfCols,\n );\n let m2 = blockMult(AbstractMatrix.add(a21, a22), b11, halfRows, halfCols);\n let m3 = blockMult(a11, AbstractMatrix.sub(b12, b22), halfRows, halfCols);\n let m4 = blockMult(a22, AbstractMatrix.sub(b21, b11), halfRows, halfCols);\n let m5 = blockMult(AbstractMatrix.add(a11, a12), b22, halfRows, halfCols);\n let m6 = blockMult(\n AbstractMatrix.sub(a21, a11),\n AbstractMatrix.add(b11, b12),\n halfRows,\n halfCols,\n );\n let m7 = blockMult(\n AbstractMatrix.sub(a12, a22),\n AbstractMatrix.add(b21, b22),\n halfRows,\n halfCols,\n );\n\n // Combine intermediate values into the output.\n let c11 = AbstractMatrix.add(m1, m4);\n c11.sub(m5);\n c11.add(m7);\n let c12 = AbstractMatrix.add(m3, m5);\n let c21 = AbstractMatrix.add(m2, m4);\n let c22 = AbstractMatrix.sub(m1, m2);\n c22.add(m3);\n c22.add(m6);\n\n // Crop output to the desired size (undo dynamic padding).\n let resultat = AbstractMatrix.zeros(2 * c11.rows, 2 * c11.columns);\n resultat = resultat.setSubMatrix(c11, 0, 0);\n resultat = resultat.setSubMatrix(c12, c11.rows, 0);\n resultat = resultat.setSubMatrix(c21, 0, c11.columns);\n resultat = resultat.setSubMatrix(c22, c11.rows, c11.columns);\n return resultat.subMatrix(0, rows - 1, 0, cols - 1);\n }", "function blockMult(a, b, rows, cols) {\n // For small matrices, resort to naive multiplication.\n if (rows <= 512 || cols <= 512) {\n return a.mmul(b); // a is equivalent to this\n } // Apply dynamic padding.\n\n\n if (rows % 2 === 1 && cols % 2 === 1) {\n a = embed(a, rows + 1, cols + 1);\n b = embed(b, rows + 1, cols + 1);\n } else if (rows % 2 === 1) {\n a = embed(a, rows + 1, cols);\n b = embed(b, rows + 1, cols);\n } else if (cols % 2 === 1) {\n a = embed(a, rows, cols + 1);\n b = embed(b, rows, cols + 1);\n }\n\n var halfRows = parseInt(a.rows / 2);\n var halfCols = parseInt(a.columns / 2); // Subdivide input matrices.\n\n var a11 = a.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n var b11 = b.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n var a12 = a.subMatrix(0, halfRows - 1, halfCols, a.columns - 1);\n var b12 = b.subMatrix(0, halfRows - 1, halfCols, b.columns - 1);\n var a21 = a.subMatrix(halfRows, a.rows - 1, 0, halfCols - 1);\n var b21 = b.subMatrix(halfRows, b.rows - 1, 0, halfCols - 1);\n var a22 = a.subMatrix(halfRows, a.rows - 1, halfCols, a.columns - 1);\n var b22 = b.subMatrix(halfRows, b.rows - 1, halfCols, b.columns - 1); // Compute intermediate values.\n\n var m1 = blockMult(Matrix.add(a11, a22), Matrix.add(b11, b22), halfRows, halfCols);\n var m2 = blockMult(Matrix.add(a21, a22), b11, halfRows, halfCols);\n var m3 = blockMult(a11, Matrix.sub(b12, b22), halfRows, halfCols);\n var m4 = blockMult(a22, Matrix.sub(b21, b11), halfRows, halfCols);\n var m5 = blockMult(Matrix.add(a11, a12), b22, halfRows, halfCols);\n var m6 = blockMult(Matrix.sub(a21, a11), Matrix.add(b11, b12), halfRows, halfCols);\n var m7 = blockMult(Matrix.sub(a12, a22), Matrix.add(b21, b22), halfRows, halfCols); // Combine intermediate values into the output.\n\n var c11 = Matrix.add(m1, m4);\n c11.sub(m5);\n c11.add(m7);\n var c12 = Matrix.add(m3, m5);\n var c21 = Matrix.add(m2, m4);\n var c22 = Matrix.sub(m1, m2);\n c22.add(m3);\n c22.add(m6); //Crop output to the desired size (undo dynamic padding).\n\n var resultat = Matrix.zeros(2 * c11.rows, 2 * c11.columns);\n resultat = resultat.setSubMatrix(c11, 0, 0);\n resultat = resultat.setSubMatrix(c12, c11.rows, 0);\n resultat = resultat.setSubMatrix(c21, 0, c11.columns);\n resultat = resultat.setSubMatrix(c22, c11.rows, c11.columns);\n return resultat.subMatrix(0, rows - 1, 0, cols - 1);\n }", "mulMat3(a, b, dest) {\n if (!dest) {\n dest = new Float32Array(9);\n }\n\n const a11 = a[0];\n const a12 = a[3];\n const a13 = a[6];\n const a21 = a[1];\n const a22 = a[4];\n const a23 = a[7];\n const a31 = a[2];\n const a32 = a[5];\n const a33 = a[8];\n const b11 = b[0];\n const b12 = b[3];\n const b13 = b[6];\n const b21 = b[1];\n const b22 = b[4];\n const b23 = b[7];\n const b31 = b[2];\n const b32 = b[5];\n const b33 = b[8];\n\n dest[0] = a11 * b11 + a12 * b21 + a13 * b31;\n dest[3] = a11 * b12 + a12 * b22 + a13 * b32;\n dest[6] = a11 * b13 + a12 * b23 + a13 * b33;\n\n dest[1] = a21 * b11 + a22 * b21 + a23 * b31;\n dest[4] = a21 * b12 + a22 * b22 + a23 * b32;\n dest[7] = a21 * b13 + a22 * b23 + a23 * b33;\n\n dest[2] = a31 * b11 + a32 * b21 + a33 * b31;\n dest[5] = a31 * b12 + a32 * b22 + a33 * b32;\n dest[8] = a31 * b13 + a32 * b23 + a33 * b33;\n\n return dest;\n }", "function mulTranspose(val)\n{\n\tif(typeof val != typeof this)\n\t{\n\t\tthrow \"Incompatible types\";\n\t}\n\telse\n\t{\n\t\tif(this.size.x != val.size.y)\n\t\t{\n\t\t\tthrow \"Matrix cant be multiplied (check matrix size)\";\n\t\t}\n\n\t\tvar mat = new Matrix(this.size.y, val.size.x);\n\t\tfor(var i = 0; i < this.size.y; i++)\n\t\t{\n\t\t\tfor(var j = 0; j < val.size.x; j++)\n\t\t\t{\n\t\t\t\tvar sum = 0;\n\t\t\t\tfor(var k = 0; k < this.size.x; k++)\n\t\t\t\t{\n\t\t\t\t\tsum += this.matrix[k][i] * val.matrix[j][k];\n\t\t\t\t}\n\t\t\t\tmat.matrix[i][j] = sum;\n\t\t\t}\n\t\t}\n\n\t\tthis.matrix = mat.matrix;\n\t\tthis.size.x = mat.size.x;\n\t\tthis.size.y = mat.size.y;\n\t}\n}", "static prod(mats)\n\t{\n\t\tif (mats.length == 0) {\n\t\t\treturn Matrix.identity();\n\t\t}\n\t\tvar result = mats[0];\n\t\tfor (var i=1; i<mats.length; ++i) {\n\t\t\tresult = Matrix.mul(result, mats[i]);\n\t\t}\n\t\treturn result;\n\t}", "function blockMult(a, b, rows, cols) {\n // For small matrices, resort to naive multiplication.\n if (rows <= 512 || cols <= 512) {\n return a.mmul(b); // a is equivalent to this\n }\n\n // Apply dynamic padding.\n if (rows % 2 === 1 && cols % 2 === 1) {\n a = embed(a, rows + 1, cols + 1);\n b = embed(b, rows + 1, cols + 1);\n } else if (rows % 2 === 1) {\n a = embed(a, rows + 1, cols);\n b = embed(b, rows + 1, cols);\n } else if (cols % 2 === 1) {\n a = embed(a, rows, cols + 1);\n b = embed(b, rows, cols + 1);\n }\n\n var halfRows = parseInt(a.rows / 2);\n var halfCols = parseInt(a.columns / 2);\n // Subdivide input matrices.\n var a11 = a.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n var b11 = b.subMatrix(0, halfRows - 1, 0, halfCols - 1);\n\n var a12 = a.subMatrix(0, halfRows - 1, halfCols, a.columns - 1);\n var b12 = b.subMatrix(0, halfRows - 1, halfCols, b.columns - 1);\n\n var a21 = a.subMatrix(halfRows, a.rows - 1, 0, halfCols - 1);\n var b21 = b.subMatrix(halfRows, b.rows - 1, 0, halfCols - 1);\n\n var a22 = a.subMatrix(halfRows, a.rows - 1, halfCols, a.columns - 1);\n var b22 = b.subMatrix(halfRows, b.rows - 1, halfCols, b.columns - 1);\n\n // Compute intermediate values.\n var m1 = blockMult(Matrix.add(a11, a22), Matrix.add(b11, b22), halfRows, halfCols);\n var m2 = blockMult(Matrix.add(a21, a22), b11, halfRows, halfCols);\n var m3 = blockMult(a11, Matrix.sub(b12, b22), halfRows, halfCols);\n var m4 = blockMult(a22, Matrix.sub(b21, b11), halfRows, halfCols);\n var m5 = blockMult(Matrix.add(a11, a12), b22, halfRows, halfCols);\n var m6 = blockMult(Matrix.sub(a21, a11), Matrix.add(b11, b12), halfRows, halfCols);\n var m7 = blockMult(Matrix.sub(a12, a22), Matrix.add(b21, b22), halfRows, halfCols);\n\n // Combine intermediate values into the output.\n var c11 = Matrix.add(m1, m4);\n c11.sub(m5);\n c11.add(m7);\n var c12 = Matrix.add(m3, m5);\n var c21 = Matrix.add(m2, m4);\n var c22 = Matrix.sub(m1, m2);\n c22.add(m3);\n c22.add(m6);\n\n //Crop output to the desired size (undo dynamic padding).\n var resultat = Matrix.zeros(2 * c11.rows, 2 * c11.columns);\n resultat = resultat.setSubMatrix(c11, 0, 0);\n resultat = resultat.setSubMatrix(c12, c11.rows, 0);\n resultat = resultat.setSubMatrix(c21, 0, c11.columns);\n resultat = resultat.setSubMatrix(c22, c11.rows, c11.columns);\n return resultat.subMatrix(0, rows - 1, 0, cols - 1);\n }", "testMulIdentity() {\n console.info(\"Test: Matrix3.mul() -- Identity matrix\")\n const firstMatrix = [\n 1, 4, 8,\n 6, 4, 2,\n 7, 8, 0,\n ]\n\n const secondMatrix = [\n 1, 0, 0,\n 0, 1, 0,\n 0, 0, 1,\n ]\n\n const expected = [\n 1, 4, 8,\n 6, 4, 2,\n 7, 8, 0,\n ]\n\n const m = new Matrix3(firstMatrix)\n m.mul(secondMatrix)\n const actual = m.items\n this.assertIdentical(actual, expected)\n }", "mult(n) {\n if(n instanceof Matrix && this.cols === n.rows) {\n const result = new Matrix(this.rows, n.cols);\n for(let row = 0; row < result.rows; row++) { // resulting matrix will have dimensions of the 1st matrix's rows and the # of columns in the 2nd matrix\n for(let col = 0; col < result.cols; col++) {\n let sum = 0;\n for(let index = 0; index < this.cols; index++) {\n sum += this.matrix[row][index] * n.matrix[index][col];\n }\n result.matrix[row][col] = sum;\n }\n }\n this.matrix = result.matrix;\n } else {\n for(let row = 0; row < this.rows; row++) {\n for(let col = 0; col < this.cols; col++) {\n this.matrix[row][col] *= n;\n }\n }\n }\n this.print();\n return this;\n }", "function comp_prod(m1,m2){\n\t// multiply component-wise\n\tconst ret = m1.map((row,i)=> row.map((col,j)=> m1[i][j]*m2[i][j]));\n\treturn ret;\n}", "multiply(other) {\n other = binding.webIDL.dictionaries.DOMMatrixInit(other);\n\n const implReturnValue = this[_impl].multiply(other);\n // This is wrong; should be DOMMatrix. Hopefully good enough for now.\n return binding.webIDL.implsToWrappers.DOMMatrixReadOnly(implReturnValue);\n }", "function mulStoreMatrix(r, m, k) {\n m0 = m[0];\n m1 = m[1];\n m2 = m[2];\n m3 = m[3];\n m4 = m[4];\n m5 = m[5];\n m6 = m[6];\n m7 = m[7];\n m8 = m[8];\n m9 = m[9];\n m10 = m[10];\n m11 = m[11];\n m12 = m[12];\n m13 = m[13];\n m14 = m[14];\n m15 = m[15];\n k0 = k[0];\n k1 = k[1];\n k2 = k[2];\n k3 = k[3];\n k4 = k[4];\n k5 = k[5];\n k6 = k[6];\n k7 = k[7];\n k8 = k[8];\n k9 = k[9];\n k10 = k[10];\n k11 = k[11];\n k12 = k[12];\n k13 = k[13];\n k14 = k[14];\n k15 = k[15];\n\n a0 = k0 * m0 + k3 * m12 + k1 * m4 + k2 * m8;\n a4 = k4 * m0 + k7 * m12 + k5 * m4 + k6 * m8;\n a8 = k8 * m0 + k11 * m12 + k9 * m4 + k10 * m8;\n a12 = k12 * m0 + k15 * m12 + k13 * m4 + k14 * m8;\n\n a1 = k0 * m1 + k3 * m13 + k1 * m5 + k2 * m9;\n a5 = k4 * m1 + k7 * m13 + k5 * m5 + k6 * m9;\n a9 = k8 * m1 + k11 * m13 + k9 * m5 + k10 * m9;\n a13 = k12 * m1 + k15 * m13 + k13 * m5 + k14 * m9;\n\n a2 = k2 * m10 + k3 * m14 + k0 * m2 + k1 * m6;\n a6 = k6 * m10 + k7 * m14 + k4 * m2 + k5 * m6;\n a10 = k10 * m10 + k11 * m14 + k8 * m2 + k9 * m6;\n a14 = k14 * m10 + k15 * m14 + k12 * m2 + k13 * m6;\n\n a3 = k2 * m11 + k3 * m15 + k0 * m3 + k1 * m7;\n a7 = k6 * m11 + k7 * m15 + k4 * m3 + k5 * m7;\n a11 = k10 * m11 + k11 * m15 + k8 * m3 + k9 * m7;\n a15 = k14 * m11 + k15 * m15 + k12 * m3 + k13 * m7;\n\n r[0] = a0;\n r[1] = a1;\n r[2] = a2;\n r[3] = a3;\n r[4] = a4;\n r[5] = a5;\n r[6] = a6;\n r[7] = a7;\n r[8] = a8;\n r[9] = a9;\n r[10] = a10;\n r[11] = a11;\n r[12] = a12;\n r[13] = a13;\n r[14] = a14;\n r[15] = a15;\n}", "function multMatrix(mA, mB){\r\n let result = [0, 0, 0];\r\n let sum = 0;\r\n for(let i = 0; i < mA.length; ++i){\r\n for(let j = 0; j < 1; ++j){\r\n sum = 0;\r\n for(let k = 0; k < 1; ++k){\r\n sum = sum + mA[i + k] * mB[j + k]\r\n }\r\n result[j + i * 1] = sum;\r\n } \r\n }\r\n return result;\r\n}", "static matrixMultiply(l, r, o) {\n // Work out the product directly\n var a = l.a * r.a + l.c * r.b;\n var b = l.b * r.a + l.d * r.b;\n var c = l.a * r.c + l.c * r.d;\n var d = l.b * r.c + l.d * r.d;\n var e = l.e + l.a * r.e + l.c * r.f;\n var f = l.f + l.b * r.e + l.d * r.f; // make sure to use local variables because l/r and o could be the same\n\n o.a = a;\n o.b = b;\n o.c = c;\n o.d = d;\n o.e = e;\n o.f = f;\n return o;\n }", "function multiply_matrix(M,N){\n var result = new Array(16);\n var index = 0;\n //Go through M \n for (var i=0; i < 4; i++){\n var vec1 = M.slice(0+i*4,4+i*4);\n vec1 = [ M[i], M[i+4], M[i+8], M[i+12]];\n //Go through N\n for (var j=0; j < 4; j++){\n var vec2 = [ N[j], N[j+4], N[j+8], N[j+12]];\n vec2 = N.slice(0+j*4,4+j*4);\n result[index]= dot(vec1,vec2);\n index++;\n }\n }\n return transpose(result);\n\n}", "function combine(m1, m2) {\n return [\n m1[0] * m2[0] + m1[2] * m2[1],\n m1[1] * m2[0] + m1[3] * m2[1],\n m1[0] * m2[2] + m1[2] * m2[3],\n m1[1] * m2[2] + m1[3] * m2[3],\n m1[0] * m2[4] + m1[2] * m2[5] + m1[4],\n m1[1] * m2[4] + m1[3] * m2[5] + m1[5]\n ];\n}", "function multiplyElements(arr1, arr2) {\n for (let i = 0; i < arr1.length; i++) {\n for (let j = 0; j < arr1[0].length; j++) {\n arr1[i][j] *= arr2[i][j];\n }\n }\n return arr1\n}", "function mult(firstMatrix) {\n var matrices = [];\n for (var _i = 1; _i < arguments.length; _i++) {\n matrices[_i - 1] = arguments[_i];\n }\n return matrices.reduce(function (runningProduct, matrix) { return multiply(runningProduct, matrix); }, firstMatrix);\n}", "function mulMatrix(m, k) {\n mulStoreMatrix(m, m, k);\n}", "addMat4(a, b, dest) {\n if (!dest) {\n dest = a;\n }\n dest[0] = a[0] + b[0];\n dest[1] = a[1] + b[1];\n dest[2] = a[2] + b[2];\n dest[3] = a[3] + b[3];\n dest[4] = a[4] + b[4];\n dest[5] = a[5] + b[5];\n dest[6] = a[6] + b[6];\n dest[7] = a[7] + b[7];\n dest[8] = a[8] + b[8];\n dest[9] = a[9] + b[9];\n dest[10] = a[10] + b[10];\n dest[11] = a[11] + b[11];\n dest[12] = a[12] + b[12];\n dest[13] = a[13] + b[13];\n dest[14] = a[14] + b[14];\n dest[15] = a[15] + b[15];\n return dest;\n }", "multiply_xforms(other) { \n let [a, b, c, d] = this.coeffs;\n let [e, f, g, h] = other.coeffs;\n\n // Do the multiplications\n let results = [ \n a.mult(e).add(b.mult(g)),\n a.mult(f).add(b.mult(h)),\n c.mult(e).add(d.mult(g)),\n c.mult(f).add(d.mult(h))\n ];\n\n return new MobiusTransform(results); \n }", "function Vector2_multiply(matrix1, matrix2) {\n var a00 = matrix1[0 * 3 + 0];\n var a01 = matrix1[0 * 3 + 1];\n var a02 = matrix1[0 * 3 + 2];\n var a10 = matrix1[1 * 3 + 0];\n var a11 = matrix1[1 * 3 + 1];\n var a12 = matrix1[1 * 3 + 2];\n var b00 = matrix2[0 * 3 + 0];\n var b01 = matrix2[0 * 3 + 1];\n var b10 = matrix2[1 * 3 + 0];\n var b11 = matrix2[1 * 3 + 1];\n return [b00 * a00 + b01 * a10, b00 * a01 + b01 * a11, b00 * a02 + b01 * a12, b10 * a00 + b11 * a10, b10 * a01 + b11 * a11, b10 * a02 + b11 * a12];\n}", "testMulIdentity() {\n console.info('test Matrix4.mul() by identity matrix')\n const a = [\n 1, 2, 3, 4, \n 5, 6, 7, 8,\n 9, 10, 11, 12,\n 13, 14, 15, 16\n ]\n const i = [\n 1, 0, 0, 0,\n 0, 1, 0, 0,\n 0, 0, 1, 0,\n 0, 0, 0, 1,\n ]\n const expected = a\n const m = new Matrix4(a)\n m.mul(i)\n const actual = m.elements\n this.assertIdentical(actual, expected)\n }", "static dot(m1, m2) {\n let dim1 = m1.shape();\n let dim2 = m2.shape();\n if (dim1[1] != dim2[0]) {\n throw Matrix.dimError;\n }\n let newGrid = [];\n for (let i = 0; i < dim1[0]; i++) {\n let row = [];\n for (let j = 0; j < dim2[1]; j++) {\n let sum = 0;\n for (let k = 0; k < dim1[1]; k++) {\n sum += m1.grid[i][k] * m2.grid[k][j];\n }\n row.push(sum);\n }\n newGrid.push(row);\n }\n return new Matrix(newGrid);\n }", "function mul(A, B) {\n var len = Math.min(A.length, B.length);\n var out = new Float64Array(len);\n for (var t = 0; t < len; t++) {\n out[t] = A[t] * B[t];\n }\n return out;\n}", "function add(m1, m2) {\n if(typeof(m1) == 'object' && typeof(m2) == 'object') {\n var a = new Matrix(m1.rows, m1.cols);\n if (m1.rows == m2.rows && m1.cols == m2.cols) {\n for (let i = 0; i < m1.rows; i++) {\n for (let j = 0; j < m2.rows; j++) {\n a.data[i][j] = m1.data[i][j] + m2.data[i][j];\n }\n }\n return a;\n } else {\n //scalar product\n for (let i = 0; i < m1.rows; i++) {\n for (let j = 0; j < m2.rows; j++) {\n a.data[i][j] = m1.data[i][j] + m2;\n }\n }\n return a;\n }\n }\n}", "function multMatrix(m) {\n modelView = mult(modelView, m);\n}", "function multMatrix(m) {\n modelView = mult(modelView, m);\n}", "function mul(a,b) {\n if (b.length == 4) {\n let res = [0, 0, 0, 1];\n for (let i = 0; i < 4; i++) {\n res[i] = a[i] * b[0] + a[i+4] * b[1] + a[i+8] * b[2] + a[i+12] * b[3]\n }\n return res;\n }\n else{\n let res = Array(16);\n res.fill(0);\n for (let i = 0; i < 4; i++) {\n for (let j = 0; j < 4; j++) {\n res[j*4+i] += a[i]*b[j*4] + b[j*4+1]*a[i+4] + b[j*4+2]*a[i+8] + b[j*4+3]*a[i+12];\n }\n }\n return res;\n }\n}", "multiply(matrix3) {\n let a00 = this._matrix[0 * 3 + 0];\n let a01 = this._matrix[0 * 3 + 1];\n let a02 = this._matrix[0 * 3 + 2];\n let a10 = this._matrix[1 * 3 + 0];\n let a11 = this._matrix[1 * 3 + 1];\n let a12 = this._matrix[1 * 3 + 2];\n let a20 = this._matrix[2 * 3 + 0];\n let a21 = this._matrix[2 * 3 + 1];\n let a22 = this._matrix[2 * 3 + 2];\n\n let b00 = matrix3[0 * 3 + 0];\n let b01 = matrix3[0 * 3 + 1];\n let b02 = matrix3[0 * 3 + 2];\n let b10 = matrix3[1 * 3 + 0];\n let b11 = matrix3[1 * 3 + 1];\n let b12 = matrix3[1 * 3 + 2];\n let b20 = matrix3[2 * 3 + 0];\n let b21 = matrix3[2 * 3 + 1];\n let b22 = matrix3[2 * 3 + 2];\n\n this._matrix[0] = a00 * b00 + a01 * b10 + a02 * b20;\n this._matrix[1] = a00 * b01 + a01 * b11 + a02 * b21;\n this._matrix[2] = a00 * b02 + a01 * b12 + a02 * b22;\n this._matrix[3] = a10 * b00 + a11 * b10 + a12 * b20;\n this._matrix[4] = a10 * b01 + a11 * b11 + a12 * b21;\n this._matrix[5] = a10 * b02 + a11 * b12 + a12 * b22;\n this._matrix[6] = a20 * b00 + a21 * b10 + a22 * b20;\n this._matrix[7] = a20 * b01 + a21 * b11 + a22 * b21;\n this._matrix[8] = a20 * b02 + a21 * b12 + a22 * b22;\n\n return this._matrix;\n }", "transformationMatrix(source, destination) {\n let matrixA = this.findMapMatrix(source)\n let matrixB = this.findMapMatrix(destination)\n let matrixC = Algebra.dotMMsmall(matrixB, Algebra.inv(matrixA))\n return matrixC\n }", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "static dot(m0, m1) {\n\n if (m0.cols != m1.rows) {\n throw new Error(\"Matrices are not \\\"dot\\\" compatible!\");\n }\n let m = new Matrix(m0.rows, m1.cols);\n for (let i = 0; i < m.rows; i++) {\n for (let j = 0; j < m.cols; j++) {\n let sum = 0;\n for (let k = 0; k < m0.cols; k++) {\n sum += m0.data[i][k] * m1.data[k][j];\n }\n m.data[i][j] = sum;\n }\n }\n return m;\n }", "times(b) {\r\n const len = b.length; // Usage: M.times(b) where b can be a scalar, a Vec, or another Mat. Returns a new Mat.\r\n if (typeof len === \"undefined\") return this.map(r => r.map(x => b * x)); // Mat * scalar case.\r\n const len2 = b[0].length;\r\n if (typeof len2 === \"undefined\") {\r\n let result = Vec.of(...new Array(this.length)); // Mat * Vec case.\r\n for (var r = 0; r < len; r++) result[r] = b.dot(this[r]);\r\n return result;\r\n }\r\n let result = Mat.from(new Array(this.length));\r\n for (let r = 0; r < this.length; r++) // Mat * Mat case.\r\n {\r\n result[r] = new Array(len2);\r\n for (let c = 0, sum = 0; c < len2; c++) {\r\n result[r][c] = 0;\r\n for (let r2 = 0; r2 < len; r2++)\r\n result[r][c] += this[r][r2] * b[r2][c];\r\n }\r\n }\r\n return result;\r\n }", "function Matrix(mm) {\n\tvar\n\t\tself=this,\n\t\tM=mm;\n\t\t\n\tjQuery.extend(self,{\n\t\tmult: function(mm) {\n\t\t\tvar m=mm.M?mm.M:mm;\n\t\t\t\n\t\t\tvar result = new Array(4);\n\t\t\tfor (var i = 0; i<4;i++) {\n\t\t\t\tresult[i] = new Array(4);\n\t\t\t}\n\t\t\t\n\t\t\tfor(var i = 0; i < 4; i++){\n\t\t\t\tresult[i][0] = M[i][0] * m[0][0] + M[i][1] * m[1][0] + M[i][2] * m[2][0] + M[i][3] * m[3][0];\n\t\t\t\tresult[i][1] = M[i][0] * m[0][1] + M[i][1] * m[1][1] + M[i][2] * m[2][1] + M[i][3] * m[3][1];\n\t\t\t\tresult[i][2] = M[i][0] * m[0][2] + M[i][1] * m[1][2] + M[i][2] * m[2][2] + M[i][3] * m[3][2];\n\t\t\t\tresult[i][3] = M[i][0] * m[0][3] + M[i][1] * m[1][3] + M[i][2] * m[2][3] + M[i][3] * m[3][3];\n\t\t\t}\n\t\t\t\n\t\t\treturn new Matrix(result);\n\t\t},\n\t\t\n\t\tadd: function(mm) {\n\t\t\tvar m=mm.M?mm.M:mm;\n\t\t\t\n\t\t\tvar result = new Array(4);\n\t\t\tfor (var i = 0; i<4;i++) {\n\t\t\t\tresult[i] = new Array(4);\n\t\t\t}\n\t\t\t\n\t\t\tfor (var i=0; i<4; i++)\n\t\t\t\tfor (var j=0; j<4; j++)\n\t\t\t\t\tresult[i][j]=M[i][j]+m[i][j];\n\n\t\t\treturn new Matrix(result);\n\t\t},\n\t\t\n\t\t// the matrix\n\t\t'M': M\n\t});\n}", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function ij_elem_mult(i, j) {\n // not using get_row and get_col bcs slightly diff here\n const row_of_mat1 = list_ref(mat1, i);\n const col_of_mat2 = map(rows => list_ref(rows, j), mat2);\n const multiplied = list_op((x, y) => x * y, row_of_mat1, col_of_mat2);\n return accumulate((x,y) => x + y, 0, multiplied);\n }", "function mul( p0, p1 ) {\n return {x: p0.x * p1.x, y: p0.y * p1.y};\n}", "function setmulvec(dest, a, b){\n for(var i = a.length; i--;) dest[i] = a[i] * b[i];\n}", "function mul32(x, y) {\n var x1 = x >>> 16;\n var x2 = x & 0xFFFF;\n var x3 = x1 + x2;\n var y1 = y >>> 16;\n var y2 = y & 0xFFFF;\n var y3 = y1 + y2;\n\n var a = [0, x1 * y1];\n var b = [0, x2 * y2];\n var c;\n\n if (x3 > 0xFFFF || y3 > 0xFFFF) {\n /* too large, must recurse */\n c = mul32(x3, y3);\n } else {\n c = [0, x3 * y3];\n }\n\n c = sub64(c, a);\n c = sub64(c, b);\n\n /* basically, we need to merge this:\n * || (marked columns should always be empty)\n * aaaa\n * cccc\n * bbbb */\n\n b = add64(b, [(((c[0] & 0xFFFF) << 16)>>>0) + ((c[1] & 0xFFFF0000) >>> 16),\n ((c[1] & 0xFFFF) << 16)>>>0]);\n b = add64(b, [a[1], 0]);\n\n return b;\n }", "function cross(a, b){\n if(validateDimensions(a,b))\n return; // Dimensions do not agree\n\n return math.matrix([[a._data[1]*b._data[2]-a._data[2]*b._data[1]],\n [a._data[2]*b._data[0]-a._data[0]*b._data[2]],\n [a._data[0]*b._data[1]-a._data[2]*b._data[0]]]);\n}", "function mult4(mat, vec) {\n var result = [];\n for ( var i = 0; i < vec.length; ++i ) {\n var innerSum = 0;\n for (var j = 0; j < mat[i].length; ++j) {\n innerSum += vec[i] * mat[i][j];\n }\n result.push(innerSum);\n }\n return result;\n}", "function mult(x,y) {\n var ans=expand(x,x.length+y.length);\n mult_(ans,y);\n return trim(ans,1);\n }", "function mul2(first, second) {\n return _pushOperation(\"mul2\", [first, second]);\n}", "function addmulvec(dest, a, b){\n for(var i = a.length; i--;) dest[i] += a[i] * b[i];\n}" ]
[ "0.8152473", "0.748273", "0.73039186", "0.72943676", "0.7231567", "0.7196058", "0.7180313", "0.71118605", "0.7094867", "0.70778805", "0.7070514", "0.7066856", "0.7024693", "0.7022667", "0.7013569", "0.6937359", "0.6930247", "0.690107", "0.6833004", "0.67949265", "0.6749808", "0.6727786", "0.6716948", "0.6698558", "0.6688657", "0.668694", "0.6679838", "0.6659825", "0.66501683", "0.66357416", "0.6601521", "0.65720004", "0.6560061", "0.65576774", "0.65531147", "0.651577", "0.6418204", "0.64165205", "0.6403478", "0.63691765", "0.6340029", "0.6340029", "0.6305553", "0.630554", "0.63036174", "0.6299376", "0.6299376", "0.62809443", "0.62809443", "0.62809443", "0.6276737", "0.62584025", "0.62517565", "0.6238353", "0.6217663", "0.6208261", "0.6182377", "0.6164706", "0.61615217", "0.61366236", "0.6128173", "0.61247224", "0.6071509", "0.6035465", "0.60314196", "0.60271406", "0.6019822", "0.59954935", "0.59703815", "0.5943888", "0.59381473", "0.59201944", "0.5909148", "0.58786833", "0.58623576", "0.58588606", "0.5822603", "0.5815412", "0.58010226", "0.58010226", "0.579313", "0.5784603", "0.57554275", "0.57477325", "0.57477325", "0.57477325", "0.57128054", "0.56995666", "0.5696774", "0.5663951", "0.5663951", "0.5643521", "0.5638452", "0.5624582", "0.5613541", "0.56066024", "0.55985385", "0.556175", "0.555356", "0.55491674" ]
0.6807105
19
Create a visual representation of perspective projection that is used to convert a 3D point in the world coordinate space to the 2D point on the screen. Defined by a projection matrix in terms of six clip planes.
static frustumM(matrix, offset, left, right, bottom, top, near, far){ let r_width = 1.0 / (right - left); let r_height = 1.0 / (top - bottom); let r_depth = 1.0 / (near - far); let x = 2.0 * (near * r_width); let y = 2.0 * (near * r_height); let A = 2.0 * ((right + left) * r_width); let B = (top + bottom) * r_height; let C = (far + near) * r_depth; let D = 2.0 * (far * near * r_depth); matrix[offset + 0] = x; matrix[offset + 5] = y; matrix[offset + 8] = A; matrix[offset + 9] = B; matrix[offset + 10] = C; matrix[offset + 14] = D; matrix[offset + 11] = -1.0; matrix[offset + 1] = 0.0; matrix[offset + 2] = 0.0; matrix[offset + 3] = 0.0; matrix[offset + 4] = 0.0; matrix[offset + 6] = 0.0; matrix[offset + 7] = 0.0; matrix[offset + 12] = 0.0; matrix[offset + 13] = 0.0; matrix[offset + 15] = 0.0; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function makePerspectiveProjection(FOV, aspect, near, far){\n var f = 1.0 / Math.tan(Maths.degToRad(FOV)/2.0),\n d = far - near\n \n var col1 = Vec4(f/aspect, 0, 0, 0),\n col2 = Vec4(0, f, 0, 0),\n col3 = Vec4(0, 0, -(near + far)/d, -2 * near * far/d ),\n col4 = Vec4(0, 0, -1, 0)\n return Mat4(col1, col2, col3, col4)\n }", "function applyProjection(p, m) {\n\t var x = p.x,\n\t y = p.y,\n\t z = p.z;\n\t var e = m.elements;\n\t var w = e[3] * x + e[7] * y + e[11] * z + e[15];\n\t //This is the difference between this function and\n\t //the normal THREE.Vector3.applyProjection. We avoid\n\t //inverting the positions of points behind the camera,\n\t //otherwise our screen area computation can result in\n\t //boxes getting clipped out when they are in fact partially visible.\n\t if (w < 0) w = -w;\n\t var d = 1.0 / w;\n\t p.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * d;\n\t p.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * d;\n\t //We also don't need the Z\n\t //p.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;\n\t }", "function getPerspective() {\n P = [\n pn / pr, 0, 0, 0,\n 0, pn / pt, 0, 0,\n 0, 0, -(pf + pn) / (pf - pn), -1,\n 0, 0, -(2 * pf * pn) / (pf - pn), 0\n ];\n}", "function projectPoint(modelViewMatrix, projMatrix, viewport, src, dest) {\n\tif (!dest)\n\t\tdest = new Float32Array(3);\n\n\t_v0[0] = src[0]; _v0[1] = src[1]; _v0[2] = src[2]; _v0[3] = 1;\n\n\t// transform point from model space to clip space\n\ttransformVector4(modelViewMatrix, _v0, _v1);\n\ttransformVector4(projMatrix, _v1, _v0);\n\n\t/* to normalized device coordinates */\n\t_v0[0] /= _v0[3];\n\t_v0[1] /= _v0[3];\n\t_v0[2] /= _v0[3];\n\n\t/* to window coordinates */\n\tdest[0] = viewport[0] + 0.5 * (1 + _v0[0]) * viewport[2];\n\tdest[1] = -viewport[1] + 0.5 * (1 - _v0[1]) * viewport[3];\n\tdest[2] = 0.5 * (1 + _v0[2]);\n\n\treturn dest;\n}", "function perspective_project(vec, d) {\n var x = vec[0];\n var y = vec[1];\n var z = vec[2];\n if (z > 0) {\n return [x * d / z, -y * d / z];\n } else {\n return false;\n }\n}", "function generateProjectionMatrix(fov, aspect, near, far) {\n let mat = mat4.create();\n mat4.perspective(mat, (Math.PI / 180.0) * fov, aspect, near, far);\n\n return mat;\n}", "function generateProjectionMatrix(fov, aspect, near, far) {\n let mat = mat4.create();\n mat4.perspective(mat, (Math.PI / 180.0) * fov, aspect, near, far);\n\n return mat;\n}", "static perspective(viewRadians=Math.PI/4, aspect=1, near=0.1, far=1000.0)\n\t{\n\t\t\n\t}", "project(ax, ay, az, angles){\r\n var x = ax - this.camera_p.x;\r\n var y = ay - this.camera_p.y;\r\n var z = az - this.camera_p.z;\r\n \r\n var dx = angles.cy*(angles.sz*y + angles.cz*x) - angles.sy*z;\r\n var dy = angles.sx*(angles.cy*z + angles.sy*(angles.sz*y + angles.cz*x)) + angles.cx*(angles.cz*y - angles.sz*x);\r\n var dz = angles.cx*(angles.cy*z + angles.sy*(angles.sz*y + angles.cz*x)) - angles.sx*(angles.cz*y - angles.sz*x);\r\n return {x: (this.view_p.z*dx)/dz - this.view_p.x, y: (this.view_p.z*dy)/dz - this.view_p.y, dx:dx, dy:dy, dz:dz};\r\n }", "function update_projection() {\r\n\tlet p, w = gl.canvas.width, h = gl.canvas.height;\r\n\tif (show_perspective) {\r\n\t\tp = perspective(45, w/h, 0.01, 10);\r\n\t\t// Need to move the camera away from the origin and flip the z-axis\r\n\t\tp = mult(p, mult(translate(0, 0, -3), scalem(1, 1, -1)));\r\n\t} else {\r\n\t\tp = (w > h) ? ortho(-w/h, w/h, -1, 1, 10, -10) : ortho(-1, 1, -h/w, h/w, 10, -10);\r\n\t}\r\n\tgl.uniformMatrix4fv(projection_loc, false, flatten(p));\r\n}", "function displayViewProjectionMatrices() {\n\t\tdisplayMatrix(\"Projection\", projection, 10, 100);\n\t\tdisplayMatrix(\"Viewport\", viewport, 10, 200);\n\t\tdisplayMatrix(\"Projection-Viewport\", viewportProjection, 10, 300);\n\t}", "function getProjectionMatrix(_ref11) {\n var width = _ref11.width,\n height = _ref11.height,\n pitch = _ref11.pitch,\n altitude = _ref11.altitude,\n _ref11$farZMultiplier = _ref11.farZMultiplier,\n farZMultiplier = _ref11$farZMultiplier === undefined ? 10 : _ref11$farZMultiplier;\n\n var _getClippingPlanes = getClippingPlanes({ altitude: altitude, pitch: pitch }),\n nearZ = _getClippingPlanes.nearZ,\n farZ = _getClippingPlanes.farZ;\n\n var fov = getFov({ height: height, altitude: altitude });\n\n var projectionMatrix = __WEBPACK_IMPORTED_MODULE_2_gl_mat4_perspective___default()([], fov, // fov in radians\n width / height, // aspect ratio\n nearZ, // near plane\n farZ * farZMultiplier // far plane\n );\n\n return projectionMatrix;\n}", "static makeProjectionMatrix(fov, znear, zfar, aspectRatio){\n \n let t = 1/Math.tan(fov/2);\n \n return Matrix.make(\n [\n [(1/aspectRatio)*t, 0, 0, 0 ],\n \n [ 0, t, 0, 0 ],\n \n [ 0, 0, (-znear-zfar)/(znear-zfar), (2*znear*zfar)/(znear-zfar)],\n \n [ 0, 0, 1, 0 ]\n ]\n );\n}", "function UpdateProjectionMatrix()\r\n{\r\n\t// Parámetros para la matriz de perspectiva\r\n\tvar r = canvas.width / canvas.height;\r\n\tvar n = (transZ - 1.74);\r\n\r\n\tconst min_n = 0.001;\r\n\t\r\n\tif ( n < min_n ) n = min_n;\r\n\tvar f = (transZ + 1.74);;\r\n\tvar fov = 3.145 * 60 / 180;\r\n\tvar s = 1 / Math.tan( fov/2 );\r\n\r\n\t// Matriz de perspectiva\r\n\tperspectiveMatrix = [\r\n\t\ts/r, 0, 0, 0,\r\n\t\t0, s, 0, 0,\r\n\t\t0, 0, (n+f)/(f-n), 1,\r\n\t\t0, 0, -2*n*f/(f-n), 0\r\n\t];\r\n}", "function ProjectionPerspective(projectionMatrix) {\n var fovy = 100, aspect = 1, near = 0, far = 100;\n projectionMatrix = perspective(fovy, aspect, near, far);\n\n projectionMatrix = mult(projectionMatrix, translationMat2);\n gl.uniformMatrix4fv(gl.getUniformLocation(program, \"uProjectionMatrix\"),\n false, flatten(projectionMatrix));\n return projectionMatrix;\n}", "world2canvas(modelMatrix, viewMatrix, projectionMatrix) {\n // https://webglfundamentals.org/webgl/lessons/webgl-text-html.html\n // We just got through computing a matrix to draw our\n // F in 3D.\n\n // compute a clip space position\n // using the matrix we computed for the F\n const clipspace = vec4.create()\n\n // duplicate in programHelper\n const modelViewMatrix = mat4.create();\n mat4.multiply(modelViewMatrix, viewMatrix, modelMatrix);\n const mvpMatrix = mat4.create();\n mat4.multiply(mvpMatrix, projectionMatrix, modelViewMatrix);\n\n vec4.transformMat4(clipspace, [0.5, 0.5, 0.5, 1], mvpMatrix);\n\n if (clipspace[3] < 0)\n return null\n // divide X and Y by W just like the GPU does.\n clipspace[0] /= clipspace[3];\n clipspace[1] /= clipspace[3];\n\n // convert from clipspace to pixels\n var pixelX = (clipspace[0] * 0.5 + 0.5) * gl.canvas.width;\n var pixelY = (clipspace[1] * -0.5 + 0.5) * gl.canvas.height;\n\n if (pixelX < 0 || pixelX > gl.canvas.width)\n return null\n if (pixelY < 0 || pixelY > gl.canvas.height)\n return null\n\n // position the div\n // div.style.left = Math.floor(pixelX) + \"px\";\n //div.style.top = Math.floor(pixelY) + \"px\";\n //textNode.nodeValue = clock.toFixed(2);\n return { x: Math.floor(pixelX), y: Math.floor(pixelY), z: clipspace[3] }\n }", "function perspectiveProjection(matrix, d) {\n var projectionMatrix = [\n [1,0,0,0],\n [0,1,0,0],\n [0,0,0,0],\n [0,0,-1/d,1]\n ];\n var projected = multiplyMatrices(projectionMatrix, matrix);\n // now we scale\n for (var i = 0; i < projected.length - 2; i++) {\n for (var j = 0; j < projected[i].length; j++) {\n projected[i][j] = projected[i][j] / projected[i][3];\n }\n }\n return projected;\n}", "function setupWebGL(){\n gl.enable(gl.DEPTH_TEST);\n //set the clear color\n gl.clearColor(0.1, 0.1, 0.2, 1.0); \n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); \n\n gl.viewport(0, 0, canvas.width, canvas.height);\n\n // Matrix de Proyeccion Perspectiva\n\n mat4.perspective(projMatrix,45, canvas.width / canvas.height, 0.1, 100.0);\n mat4.identity(viewMatrix);\n mat4.translate(viewMatrix,viewMatrix, [0.0, 0.0, -5.0]);\n}", "function perspective(fieldOfViewInRadians, width, height, near, far) {\n var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);\n var rangeInv = 1.0 / (near - far);\n return [f / (width / height), 0, 0, 0, 0, f, 0, 0, 0, 0, (near + far) * rangeInv, -1, 0, 0, near * far * rangeInv * 2, 0];\n}", "function perspectiveMatrix(fovy, aspect, near, far) {\r\n var angle = fovy / 2,\r\n dz = far - near,\r\n sinAngle = Math.sin(angle),\r\n cot;\r\n\r\n if (dz === 0 || sinAngle === 0 || aspect === 0) {\r\n return false;\r\n }\r\n\r\n cot = Math.cos(angle) / sinAngle;\r\n return $M([[cot / aspect, 0, 0, 0],\r\n [0, cot, 0, 0],\r\n [0, 0, -(far + near) / dz, -1],\r\n [0, 0, -(2 * near * far) / dz, 0]]).transpose();\r\n }", "setProjectionMatrix() {\n\n if( this.projType === \"perspective\") {\n const aspect = this.width / this.height;\n mat4.perspective(this.projMatrix, glMatrix.toRadian(45.0), aspect, 0.1, 1000.0);\n }\n\n if( this.projType === \"orthographic\"){\n mat4.ortho(this.projMatrix, -(this.width/this.height), (this.width/this.height), -1,1,0.5,1000.0);\n }\n }", "function PerspectiveTransform( a11, a21, a31, a12, a22, a32, a13, a23, a33)\r\n{\r\n\tthis.a11 = a11;\r\n\tthis.a12 = a12;\r\n\tthis.a13 = a13;\r\n\tthis.a21 = a21;\r\n\tthis.a22 = a22;\r\n\tthis.a23 = a23;\r\n\tthis.a31 = a31;\r\n\tthis.a32 = a32;\r\n\tthis.a33 = a33;\r\n\tthis.transformPoints1=function( points)\r\n\t\t{\r\n\t\t\tvar max = points.length;\r\n\t\t\tvar a11 = this.a11;\r\n\t\t\tvar a12 = this.a12;\r\n\t\t\tvar a13 = this.a13;\r\n\t\t\tvar a21 = this.a21;\r\n\t\t\tvar a22 = this.a22;\r\n\t\t\tvar a23 = this.a23;\r\n\t\t\tvar a31 = this.a31;\r\n\t\t\tvar a32 = this.a32;\r\n\t\t\tvar a33 = this.a33;\r\n\t\t\tfor (var i = 0; i < max; i += 2)\r\n\t\t\t{\r\n\t\t\t\tvar x = points[i];\r\n\t\t\t\tvar y = points[i + 1];\r\n\t\t\t\tvar denominator = a13 * x + a23 * y + a33;\r\n\t\t\t\tpoints[i] = (a11 * x + a21 * y + a31) / denominator;\r\n\t\t\t\tpoints[i + 1] = (a12 * x + a22 * y + a32) / denominator;\r\n\t\t\t}\r\n\t\t}\r\n\tthis. transformPoints2=function(xValues, yValues)\r\n\t\t{\r\n\t\t\tvar n = xValues.length;\r\n\t\t\tfor (var i = 0; i < n; i++)\r\n\t\t\t{\r\n\t\t\t\tvar x = xValues[i];\r\n\t\t\t\tvar y = yValues[i];\r\n\t\t\t\tvar denominator = this.a13 * x + this.a23 * y + this.a33;\r\n\t\t\t\txValues[i] = (this.a11 * x + this.a21 * y + this.a31) / denominator;\r\n\t\t\t\tyValues[i] = (this.a12 * x + this.a22 * y + this.a32) / denominator;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\tthis.buildAdjoint=function()\r\n\t\t{\r\n\t\t\t// Adjoint is the transpose of the cofactor matrix:\r\n\t\t\treturn new PerspectiveTransform(this.a22 * this.a33 - this.a23 * this.a32, this.a23 * this.a31 - this.a21 * this.a33, this.a21 * this.a32 - this.a22 * this.a31, this.a13 * this.a32 - this.a12 * this.a33, this.a11 * this.a33 - this.a13 * this.a31, this.a12 * this.a31 - this.a11 * this.a32, this.a12 * this.a23 - this.a13 * this.a22, this.a13 * this.a21 - this.a11 * this.a23, this.a11 * this.a22 - this.a12 * this.a21);\r\n\t\t}\r\n\tthis.times=function( other)\r\n\t\t{\r\n\t\t\treturn new PerspectiveTransform(this.a11 * other.a11 + this.a21 * other.a12 + this.a31 * other.a13, this.a11 * other.a21 + this.a21 * other.a22 + this.a31 * other.a23, this.a11 * other.a31 + this.a21 * other.a32 + this.a31 * other.a33, this.a12 * other.a11 + this.a22 * other.a12 + this.a32 * other.a13, this.a12 * other.a21 + this.a22 * other.a22 + this.a32 * other.a23, this.a12 * other.a31 + this.a22 * other.a32 + this.a32 * other.a33, this.a13 * other.a11 + this.a23 * other.a12 +this.a33 * other.a13, this.a13 * other.a21 + this.a23 * other.a22 + this.a33 * other.a23, this.a13 * other.a31 + this.a23 * other.a32 + this.a33 * other.a33);\r\n\t\t}\r\n\r\n}", "function PerspectiveTransform( a11, a21, a31, a12, a22, a32, a13, a23, a33)\n{\n\tthis.a11 = a11;\n\tthis.a12 = a12;\n\tthis.a13 = a13;\n\tthis.a21 = a21;\n\tthis.a22 = a22;\n\tthis.a23 = a23;\n\tthis.a31 = a31;\n\tthis.a32 = a32;\n\tthis.a33 = a33;\n\tthis.transformPoints1=function( points)\n\t\t{\n\t\t\tvar max = points.length;\n\t\t\tvar a11 = this.a11;\n\t\t\tvar a12 = this.a12;\n\t\t\tvar a13 = this.a13;\n\t\t\tvar a21 = this.a21;\n\t\t\tvar a22 = this.a22;\n\t\t\tvar a23 = this.a23;\n\t\t\tvar a31 = this.a31;\n\t\t\tvar a32 = this.a32;\n\t\t\tvar a33 = this.a33;\n\t\t\tfor (var i = 0; i < max; i += 2)\n\t\t\t{\n\t\t\t\tvar x = points[i];\n\t\t\t\tvar y = points[i + 1];\n\t\t\t\tvar denominator = a13 * x + a23 * y + a33;\n\t\t\t\tpoints[i] = (a11 * x + a21 * y + a31) / denominator;\n\t\t\t\tpoints[i + 1] = (a12 * x + a22 * y + a32) / denominator;\n\t\t\t}\n\t\t}\n\tthis. transformPoints2=function(xValues, yValues)\n\t\t{\n\t\t\tvar n = xValues.length;\n\t\t\tfor (var i = 0; i < n; i++)\n\t\t\t{\n\t\t\t\tvar x = xValues[i];\n\t\t\t\tvar y = yValues[i];\n\t\t\t\tvar denominator = this.a13 * x + this.a23 * y + this.a33;\n\t\t\t\txValues[i] = (this.a11 * x + this.a21 * y + this.a31) / denominator;\n\t\t\t\tyValues[i] = (this.a12 * x + this.a22 * y + this.a32) / denominator;\n\t\t\t}\n\t\t}\n\n\tthis.buildAdjoint=function()\n\t\t{\n\t\t\t// Adjoint is the transpose of the cofactor matrix:\n\t\t\treturn new PerspectiveTransform(this.a22 * this.a33 - this.a23 * this.a32, this.a23 * this.a31 - this.a21 * this.a33, this.a21 * this.a32 - this.a22 * this.a31, this.a13 * this.a32 - this.a12 * this.a33, this.a11 * this.a33 - this.a13 * this.a31, this.a12 * this.a31 - this.a11 * this.a32, this.a12 * this.a23 - this.a13 * this.a22, this.a13 * this.a21 - this.a11 * this.a23, this.a11 * this.a22 - this.a12 * this.a21);\n\t\t}\n\tthis.times=function( other)\n\t\t{\n\t\t\treturn new PerspectiveTransform(this.a11 * other.a11 + this.a21 * other.a12 + this.a31 * other.a13, this.a11 * other.a21 + this.a21 * other.a22 + this.a31 * other.a23, this.a11 * other.a31 + this.a21 * other.a32 + this.a31 * other.a33, this.a12 * other.a11 + this.a22 * other.a12 + this.a32 * other.a13, this.a12 * other.a21 + this.a22 * other.a22 + this.a32 * other.a23, this.a12 * other.a31 + this.a22 * other.a32 + this.a32 * other.a33, this.a13 * other.a11 + this.a23 * other.a12 +this.a33 * other.a13, this.a13 * other.a21 + this.a23 * other.a22 + this.a33 * other.a23, this.a13 * other.a31 + this.a23 * other.a32 + this.a33 * other.a33);\n\t\t}\n\n}", "function camera_perspective_view() {\n camera.rotation.x += Math.PI/4;\n camera.position.x = -1;\n camera.position.z = 6;\n camera.position.y = -0.4;\n camera.lookAt(new THREE.Vector3(0,0,0))\n}", "function PerspectiveTransform(a11, a21, a31, a12, a22, a32, a13, a23, a33) {\n this.a11 = a11;\n this.a12 = a12;\n this.a13 = a13;\n this.a21 = a21;\n this.a22 = a22;\n this.a23 = a23;\n this.a31 = a31;\n this.a32 = a32;\n this.a33 = a33;\n }", "update(viewMatrix, projectionMatrix) {\n _math_Matrix44__WEBPACK_IMPORTED_MODULE_0__[\"default\"].multiplyTo(projectionMatrix, viewMatrix, this.__vp);\n this.zNear.x = this.__vp.m20 + this.__vp.m30;\n this.zNear.y = this.__vp.m21 + this.__vp.m31;\n this.zNear.z = this.__vp.m22 + this.__vp.m32;\n this.zNear.w = this.__vp.m23 + this.__vp.m33;\n this.zNear.normalize3();\n this.zFar.x = -this.__vp.m20 + this.__vp.m30;\n this.zFar.y = -this.__vp.m21 + this.__vp.m31;\n this.zFar.z = -this.__vp.m22 + this.__vp.m32;\n this.zFar.w = -this.__vp.m23 + this.__vp.m33;\n this.zFar.normalize3();\n this.bottom.x = this.__vp.m10 + this.__vp.m30;\n this.bottom.y = this.__vp.m11 + this.__vp.m31;\n this.bottom.z = this.__vp.m12 + this.__vp.m32;\n this.bottom.w = this.__vp.m13 + this.__vp.m33;\n this.bottom.normalize3();\n this.top.x = -this.__vp.m10 + this.__vp.m30;\n this.top.y = -this.__vp.m11 + this.__vp.m31;\n this.top.z = -this.__vp.m12 + this.__vp.m32;\n this.top.w = -this.__vp.m13 + this.__vp.m33;\n this.top.normalize3();\n this.left.x = this.__vp.m00 + this.__vp.m30;\n this.left.y = this.__vp.m01 + this.__vp.m31;\n this.left.z = this.__vp.m02 + this.__vp.m32;\n this.left.w = this.__vp.m03 + this.__vp.m33;\n this.left.normalize3();\n this.right.x = -this.__vp.m00 + this.__vp.m30;\n this.right.y = -this.__vp.m01 + this.__vp.m31;\n this.right.z = -this.__vp.m02 + this.__vp.m32;\n this.right.w = -this.__vp.m03 + this.__vp.m33;\n this.right.normalize3();\n }", "function Maths() {\n\tconst PI = 3.14;\n\t\n\t/**\n\t * Shifts angle into radian. \n\t */\n\tthis.toRadians = function(angle) {\n\t\treturn (angle / 180) * PI;\n\t}\n\t\n\t/**\n\t * Creates perspective transformation (projection) matrix from arguments.\n\t * \n\t * @param nearPlane - Vector4f-type object argument of nearest clipping plane\n\t * @param farPlane - Vector4f-type object argument of farthest clipping plane\n\t * @param FOV - Number-type argument of field of view\n\t * \n\t * @return Matrix4f-type object of projection Matrix\n\t */\n\tthis.createProjectionMatrix = function(nearPlane, farPlane, FOV) {\n\t\tvar projectionMatrix = new __WEBPACK_IMPORTED_MODULE_0__matrix_Matrix4f__[\"a\" /* Matrix4f */]();\n\t\tvar aspectRatio = __WEBPACK_IMPORTED_MODULE_2__index__[\"a\" /* gl */].viewportWidth / __WEBPACK_IMPORTED_MODULE_2__index__[\"a\" /* gl */].viewportHeight;\n\t\tvar yScale = 1 / Math.tan(Math.toRadians(FOV / 2));\n\t\tvar xScale = yScale / aspectRatio;\n\t\tvar frustumLength = farPlane - nearPlane;\n\t\t\n\t\tprojectionMatrix.setIdentity();\n\t\t\n\t\tprojectionMatrix.m[0][0] = xScale;\n\t\tprojectionMatrix.m[1][1] = yScale;\n\t\tprojectionMatrix.m[2][2] = -((farPlane + nearPlane) / frustumLength); \n\t\tprojectionMatrix.m[2][3] = -1;\n\t\tprojectionMatrix.m[3][2] = -((2 * nearPlane * farPlane) / frustumLength);\n\t\tprojectionMatrix.m[3][3] = 0; \n\t\t\n\t\treturn projectionMatrix;\n\t\t\n\t}\n\t\n\t/**\n\t * Creates camera view transformation (view) matrix from camera object.\n\t * \n\t * @param camera - Camera-type object argument\n\t * \n\t * @return Matrix4f-type object of view matrix\n\t */\n\tthis.createViewMatrix = function(camera) {\n\t\tvar viewMatrix = new __WEBPACK_IMPORTED_MODULE_0__matrix_Matrix4f__[\"a\" /* Matrix4f */]();\n\t\tviewMatrix.setIdentity();\n\t\tviewMatrix.rotate(Math.toRadians(camera.getPitch()), new __WEBPACK_IMPORTED_MODULE_1__vector_Vector3f__[\"a\" /* Vector3f */](1, 0, 0));\n\t\tviewMatrix.rotate(Math.toRadians(camera.getYaw()), new __WEBPACK_IMPORTED_MODULE_1__vector_Vector3f__[\"a\" /* Vector3f */](0, 1, 0));\n\t\tviewMatrix.rotate(Math.toRadians(camera.getRoll()), new __WEBPACK_IMPORTED_MODULE_1__vector_Vector3f__[\"a\" /* Vector3f */](0, 0, 1));\n\t\tvar negativeCameraPosition = new __WEBPACK_IMPORTED_MODULE_1__vector_Vector3f__[\"a\" /* Vector3f */](\n\t\t\t\t-camera.getPosition().x, -camera.getPosition().y, -camera.getPosition().z);\n\t\tviewMatrix.translate3f(negativeCameraPosition);\n\t\t\n\t\treturn viewMatrix;\n\t}\n\t\n\t\n}", "function setProjection() {\n\n // Set bounds for projection.\n viewerDist = length(subtract(e, a));\n pn = viewerDist - 6;\n pf = viewerDist + 64;\n\n // Perspecive projection bounds.\n pt = pn * Math.tan(Math.PI / 4);\n pb = -pt;\n pr = pt;\n pl = -pr;\n\n getPerspective();\n}", "camera({ viewportWidth, viewportHeight }) {\n const fovy = Math.PI / 2;\n const aspect = viewportWidth / viewportHeight;\n const near = 0.01;\n const f = 1.0 / Math.tan(fovy / 2);\n const out = [];\n const eps = 1.0;\n\n /*\n Note that we do not use a normal perspective matrix.\n\n This projection matrix below is basically this matrix\n https://github.com/stackgl/gl-mat4/blob/master/perspective.js\n Except that we've let 'far' go to infinity,\n and that we add an epsilon factor at some places\n\n It is basically the matrix given in equation (8) of this article:\n http://www.gamesustra.com/view/feature/131351/the_mechanics_of_robust_stencil_php.?print=1\n */\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = -1 + eps;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[14] = (eps - 2) * near;\n out[15] = 0;\n\n return mat4.multiply([], out, camera.view());\n }", "function perspective(focal_length, pos, depth) {\n return pos*focal_length/depth;\n }", "function extractFrustum()\n{\n var mat = mvpMatrix;\n var a = 0, b = 0, c = 0, d = 0;\n var frustum = [null, null, null, null, null, null];\n var mat1 = mat[0];\n var mat2 = mat[1];\n var mat3 = mat[2];\n var mat4 = mat[3];\n var mat5 = mat[4];\n var mat6 = mat[5];\n var mat7 = mat[6];\n var mat8 = mat[7];\n var mat9 = mat[8];\n var mat10 = mat[9];\n var mat11 = mat[10];\n var mat12 = mat[11];\n var mat13 = mat[12];\n var mat14 = mat[13];\n var mat15 = mat[14];\n var mat16 = mat[15];\n\n// Right plane\n a = mat4 - mat1;\n b = mat8 - mat5;\n c = mat12 - mat9;\n d = mat16 - mat13;\n frustum[0] = new Plane(a, b, c, d);\n frustum[0].normalize();\n\n// Left plane\n a = mat4 + mat1;\n b = mat8 + mat5;\n c = mat12 + mat9;\n d = mat16 + mat13;\n frustum[1] = new Plane(a, b, c, d);\n frustum[1].normalize();\n\n// Bottom plane\n a = mat4 + mat2;\n b = mat8 + mat6;\n c = mat12 + mat10;\n d = mat16 + mat14;\n frustum[2] = new Plane(a, b, c, d);\n frustum[2].normalize();\n\n// Top plane\n a = mat4 - mat2;\n b = mat8 - mat6;\n c = mat12 - mat10;\n d = mat16 - mat14;\n frustum[3] = new Plane(a, b, c, d);\n frustum[3].normalize();\n\n// Far plane\n a = mat4 - mat3;\n b = mat8 - mat7;\n c = mat12 - mat11;\n d = mat16 - mat15;\n frustum[4] = new Plane(a, b, c, d);\n frustum[4].normalize();\n\n// Near plane\n a = mat4 + mat3;\n b = mat8 + mat7;\n c = mat12 + mat11;\n d = mat16 + mat15;\n frustum[5] = new Plane(a, b, c, d);\n frustum[5].normalize();\n\n return frustum;\n}", "project(coord, transMat) {\n var point = BABYLON.Vector3.TransformCoordinates(coord, transMat);\n // The transformed coordinates will be based on coordinate system\n // starting on the center of the screen. But drawing on screen normally starts\n // from top left. We then need to transform them again to have x:0, y:0 on top left.\n var x = point.x * this.workingWidth + this.workingWidth / 2.0 >> 0; // >>0 二进制右移 相当于取整\n var y = -point.y * this.workingHeight + this.workingHeight / 2.0 >> 0;\n return (new BABYLON.Vector2(x, y));\n }", "getViewProjectionMatrix(gl) {\n mat4.lookAt(this._viewMatrix, this._eye, this._lookAtPoint, this._up);\n const aspectRatio = gl.canvas.clientWidth / gl.canvas.clientHeight;\n const projectionMatrix = mat4.create();\n mat4.perspective(projectionMatrix, this._fovY, aspectRatio, this._near, this._far);\n\n const vpMatrix = mat4.create();\n mat4.multiply(vpMatrix, projectionMatrix, this._viewMatrix);\n return vpMatrix;\n }", "function setProjection(matrix) {\n\t\tif(matrix) {\n\t\t\tmat4.set(matrix, projection);\n\t\t} else {\n\t\t\t// Set frustum to +- size of the canvas.\n\t\t\tvar r = ctx.width;\n\t\t\tvar t = ctx.height;\n\t\t\t// glMatrix has a bug. Set near to far to cancel the wrong transform in glMatrix.\n\t\t\t// mat4.ortho(-r, r, -t, t, 2, 0, projection);\n\t\t\t// Assume an orthogonal projection with a symmetric frustum.\n\t\t\t// Projection should be the unity matrix at this point.\n\t\t\t// See mat4.multiplyVec4 for indices.\n\t\t\tprojection[0] = 1.0 / r;\n\t\t\tprojection[5] = 1.0 / t;\n\t\t\t// We do not clip at the near or far plane,\n\t\t\t// thus we leave out scaling the z-coordinate.\n\t\t\t//projection[10] = //-2/f-n;\n\t\t\t//projection[11] = -(f+n)/(f-n);\n\t\t}\n\t}", "get viewProjectionMatrix$() {\n\t\treturn (this._vp.m || (this._vp.m = SpiderGL.Math.Mat4.mul(this.projectionMatrix$, this.viewMatrix$)));\n\t}", "get projectionMatrix() {\n\t\treturn this._p.matrix;\n\t}", "function projection(width, height) {\n return [2 / width, 0, 0, 0, 0, -2 / height, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n}", "function makeProjectionMatrixFromMercatorParams(_ref8) {\n var width = _ref8.width,\n height = _ref8.height,\n pitch = _ref8.pitch,\n altitude = _ref8.altitude,\n _ref8$farZMultiplier = _ref8.farZMultiplier,\n farZMultiplier = _ref8$farZMultiplier === undefined ? 10 : _ref8$farZMultiplier;\n\n var _getClippingPlanes = getClippingPlanes({ altitude: altitude, pitch: pitch }),\n nearZ = _getClippingPlanes.nearZ,\n farZ = _getClippingPlanes.farZ;\n\n var fov = getFov({ height: height, altitude: altitude });\n\n var projectionMatrix = __WEBPACK_IMPORTED_MODULE_0_gl_mat4_perspective___default()(createMat4(), fov, // fov in radians\n width / height, // aspect ratio\n nearZ, // near plane\n farZ * farZMultiplier // far plane\n );\n\n return projectionMatrix;\n}", "function updateProjectionMatrix() {\r\n let aspect = gl.canvas.width / gl.canvas.height;\r\n let p = mat4.perspective(mat4.create(), Math.PI / 4, aspect, 0.1, 10);\r\n gl.uniformMatrix4fv(gl.program.uProjectionMatrix, false, p);\r\n}", "function setUpProjectionMat() {\n let projectionMat = mat3.create();\n mat3.fromScaling(projectionMat, [2.0 / gl.drawingBufferWidth, 2.0 / gl.drawingBufferHeight]);\n gl.uniformMatrix3fv(context.uProjectionMatId, false, projectionMat);\n}", "function toScreen( position, camera, jqdiv ) {\n\n var pos = position.clone(); \n projScreenMat = new THREE.Matrix4();\n projScreenMat.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n pos.applyProjection(projScreenMat);\n\n return { x: ( pos.x + 1 ) * jqdiv.width() / 2 ,\n y: ( pos.y + 1 ) * jqdiv.height()/ 2 };\n\n // return pos;\n }", "function render() \n{ \n\tgl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );\n\t\n\t// projection matrix\n var p = perspective( theFovy, theAspect, theZNear, theZFar );\n\t\n // modelview matrix\n\tvar t = translate(0, 0, -256.0);\n\tvar s = scale(theScale, theScale, theScale);\n\tvar r = buildRotationMatrix(theCurtQuat);\n\tvar mv = mat4();\n\tmv = mult(mv, t);\n\tmv = mult(mv, s);\n\tmv = mult(mv, r);\n\t\n\t// drawn for reference\n\tvar cubeScale = scale(10, 10, 10);\n\tdrawCube(p, mult(mv, cubeScale));\n\t\n\tdrawPlanets(p, mv);\n}", "function CanvasProjectionOverlay(){}", "function makeProjectionMatrixFromMercatorParams(_ref10) {\n var width = _ref10.width,\n height = _ref10.height,\n pitch = _ref10.pitch,\n altitude = _ref10.altitude,\n _ref10$farZMultiplier = _ref10.farZMultiplier,\n farZMultiplier = _ref10$farZMultiplier === undefined ? 10 : _ref10$farZMultiplier;\n\n var _getClippingPlanes = getClippingPlanes({ altitude: altitude, pitch: pitch }),\n nearZ = _getClippingPlanes.nearZ,\n farZ = _getClippingPlanes.farZ;\n\n var fov = getFov({ height: height, altitude: altitude });\n\n var projectionMatrix = __WEBPACK_IMPORTED_MODULE_3_gl_mat4___default.a.perspective(Object(__WEBPACK_IMPORTED_MODULE_0__viewport__[\"a\" /* createMat4 */])(), fov, // fov in radians\n width / height, // aspect ratio\n nearZ, // near plane\n farZ * farZMultiplier // far plane\n );\n\n return projectionMatrix;\n}", "get viewProjectionMatrix() {\n\t\treturn SpiderGL.Math.Mat4.dup(this.viewProjectionMatrix$);\n\t}", "function makeOrthoProjection(left, right, bottom, top, near, far){\n if(left == right || bottom == top || near == far)\n throw \"Invalid parameters for ortho\"\n var w = (right - left), h = top - bottom, d = far - near\n var col1 = Vec4(2/w, 0, 0, 0), \n col2 = Vec4(0, 2/h, 0, 0),\n col3 = Vec4(0, 0, -2/d, 0),\n col4 = Vec4(-(left + right)/w, -(top + bottom)/h, -(far + near)/d, 1)\n return Mat4(col1, col2, col3, col4)\n }", "_getWorldCoords() {\n const corners = [\n tempCorner1.set(-1, 1, 0), // plane's top left corner\n tempCorner2.set(1, 1, 0), // plane's top right corner\n tempCorner3.set(1, -1, 0), // plane's bottom right corner\n tempCorner4.set(-1, -1, 0), // plane's bottom left corner\n ];\n\n // corners with model view projection matrix applied\n let mvpCorners = [];\n // eventual clipped corners\n let clippedCorners = [];\n\n // we are going to get our plane's four corners relative to our model view projection matrix\n for(let i = 0; i < corners.length; i++) {\n const mvpCorner = corners[i].applyMat4(this._matrices.modelViewProjection.matrix);\n mvpCorners.push(mvpCorner);\n\n // Z position is > 1 or < -1 means the corner is clipped\n if(Math.abs(mvpCorner.z) > 1) {\n clippedCorners.push(i);\n }\n }\n\n // near plane is clipping, get intersections between plane and near plane\n if(clippedCorners.length) {\n mvpCorners = this._getNearPlaneIntersections(corners, mvpCorners, clippedCorners);\n }\n\n // we need to check for the X and Y min and max values\n // use arbitrary integers that will be overriden anyway\n let minX = Infinity;\n let maxX = -Infinity;\n\n let minY = Infinity;\n let maxY = -Infinity;\n\n for(let i = 0; i < mvpCorners.length; i++) {\n const corner = mvpCorners[i];\n\n if(corner.x < minX) {\n minX = corner.x;\n }\n if(corner.x > maxX) {\n maxX = corner.x;\n }\n\n if(corner.y < minY) {\n minY = corner.y;\n }\n if(corner.y > maxY) {\n maxY = corner.y;\n }\n }\n\n return {\n top: maxY,\n right: maxX,\n bottom: minY,\n left: minX,\n };\n }", "worldToScreen(out, worldPos) {\n const cx = this._viewport.x * this._width;\n const cy = this._viewport.y * this._height;\n const cw = this._viewport.width * this._width;\n const ch = this._viewport.height * this._height;\n Vec3.transformMat4(out, worldPos, this.matViewProj);\n out.x = cx + (out.x + 1) * 0.5 * cw;\n out.y = cy + (out.y + 1) * 0.5 * ch;\n out.z = out.z * 0.5 + 0.5;\n return out;\n }", "project(mode) {\n this.mode = mode;\n let controlsOpts = this.controls;\n\n let aspect = this.aspect;\n //let frustumSize = controlsOpts.boxHeight;\n let distance = controlsOpts.distance;\n\n if (mode === 'perspective') {\n this._camera = new PerspectiveCamera(this.fov, this.aspect, this.near, this.far);\n //默认绘制的物体是贴近近裁面的,根据近裁面呈现高度为frustumSize的物体需要相机位置\n //let centerPosition = new Vector3(0, 0, (this.far - this.near)/2);\n\n\n // let vFOV = _Math.degToRad(this.fov); // convert vertical fov to radians\n\n // var dist = frustumSize / (2 * Math.tan(vFOV / 2));\n this._camera.position.set(0, 0, distance);\n\n\n\n } else {\n //给定一个大的投影空间,方便数据的计算\n //this._camera = new OrthographicCamera(frustumSize * aspect / -2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, this.near, this.far);\n this._camera = new OrthographicCamera(controlsOpts.boxWidth / -2, controlsOpts.boxWidth / 2, controlsOpts.boxHeight / 2, controlsOpts.boxHeight / - 2, this.near, this.far);\n this._camera.position.set(0, 0, distance);\n }\n\n // console.info(\"getVisableSize\", this.getVisableSize());\n\n }", "function proj(point) {\n // Shift the point by the camera's position.\n var shifted = [point[0] - camera[0], point[1] - camera[1], point[2] - camera[2]];\n // Rotate the point by the camera's rotation.\n var rotated = rotateX(\n rotateY(\n rotateZ(\n [shifted[0], shifted[1], shifted[2]],\n rotation[2]),\n rotation[1]),\n rotation[0]);\n if (rotated[2] <= 0 || rotated[2] > 100) {\n // Return false for points behind the camera or too far in front of it, which shouldn't be drawn.\n return false;\n }\n return [rotated[0] / rotated[2] * zoom, rotated[1] / rotated[2] * zoom];\n}", "function point_plane_proj(p,v,y) {\n // normalized direction from p to v\n var r = norm_vec(from_to_vec(p,v));\n // assumed: the plane is for any x,z value and fixed Y=y\n var normal = [0,1,0];\n // for linear algebra\n var on_plane = [0,y,0];\n // solution from the written homework, saying v' = len*r + p\n var len = dot_vec(normal, from_to_vec(p,on_plane))/dot_vec(normal, r)\n var v_out = add_vec(scale_vec(r,len),p);\n // can do a sanity check: v_out's y-component should be essentially y\n if(Math.abs(v_out[1]-y)>0.001){\n console.log('WARNING: point_plane_proj made a bad projection on inputs (p,v,y) = ('+p+', '+v+', '+y+')');\n }\n // now to avoid colliding with the plane, add 0.001 to the y coord\n return [v_out[0],y+0.001,v_out[2]];\n}", "projectPoint(xyz, w = 1.0) {\n if (this._worldToLocalPerspective)\n return this._worldToLocalPerspective.multiplyPoint3d(xyz, w);\n if (this._worldToLocalAffine)\n return this._worldToLocalAffine.multiplyXYZW(xyz.x, xyz.y, xyz.z, w);\n return Point4d_1.Point4d.createFromPointAndWeight(xyz, w);\n }", "get projectionMatrix$() {\n\t\treturn this._p.matrix$;\n\t}", "function uploadProjectionMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.pMatrixUniform,\r\n false, pMatrix);\r\n gl.uniformMatrix4fv(shaderProgram.inverseViewTransform, false, inverseViewTransform);\r\n}", "function setPerspective(){\n\n var cameraTemp = new THREE.PerspectiveCamera(75, canvasWidth / canvasHeight, 1, 1000);\n cameraTemp.position.x = 50;\n cameraTemp.position.y = 10;\n cameraTemp.position.z = 0;\n cameraTemp.lookAt(new THREE.Vector3(0, 10, 0));\n\n return cameraTemp;\n\n}", "function viewingInit(gl) {\n // Set up an orthographic projection matrix (parallel lines are always parallel)\n var left = 0;\n var right = gl.canvas.clientWidth;\n var bottom = gl.canvas.clientHeight;\n var top = 0;\n var near = 2000;\n var far = -2000;\n //var projectionMatrix = m4.orthographic(left, right, bottom, top, near, far);\n\n // Set up a perspective projection matrix (parallel lines meet at infinity)\n var fieldOfViewDegrees = 60;\n var fieldOfViewRadians = fieldOfViewDegrees * Math.PI / 180;\n var aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;\n var zNear = 1;\n var zFar = 2000;\n var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, zNear, zFar);\n \n // Set up the camera matrix\n // Create the cameraMatrix\n var cameraMatrix = m4.identity();\n cameraMatrix = m4.xRotate(cameraMatrix, cameraAngleRadians[0]);\n cameraMatrix = m4.yRotate(cameraMatrix, cameraAngleRadians[1]);\n cameraMatrix = m4.zRotate(cameraMatrix, cameraAngleRadians[2]);\n cameraMatrix = m4.translate(cameraMatrix, xCameraOffset, yCameraOffset, zCameraOffset + camRadius * 1.5);\n\n // Set up for the lookAt miatrix\n // get camera's position from the matrix\n var cameraPosition = [\n cameraMatrix[12],\n cameraMatrix[13],\n cameraMatrix[14],\n ];\n // get the vector for 'up' for computing normals\n var up = [0, 1, 0];\n\n // Pick some place to lookAt\n var target = [0, 250, 0];\n // Compute the camera's matrix to lookAt point\n var lookAtMatrix = m4.lookAt(cameraPosition, target, up);\n\n // Set up the view matrix, 'moves' the camera to the origin\n //var viewMatrix = m4.inverse(cameraMatrix);\n var viewMatrix = m4.inverse(lookAtMatrix);\n\n // view projection matrix\n var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);\n // Compute the world matrix\n var worldMatrix = m4.identity();\n var worldInverseMatrix = m4.inverse(worldMatrix);\n var worldInverseTransposeMatrix = m4.transpose(worldInverseMatrix);\n // worldViewProjectMatrix\n var worldViewProjectMatrix = m4.multiply(viewProjectionMatrix, worldInverseTransposeMatrix);\n\n // Put it into our main matrix\n //matrix = m4.multiply(matrix, viewProjectionMatrix);\n //matrix = m4.multiply(matrix, worldViewProjectMatrix);\n\n // Set the uniforms in the shaders\n gl.uniformMatrix4fv(programInfo.uniforms.worldViewProjection, false, worldViewProjectMatrix);\n gl.uniformMatrix4fv(programInfo.uniforms.worldInverseTranspose, \n false, \n worldInverseTransposeMatrix);\n gl.uniformMatrix4fv(programInfo.uniforms.world, false, worldMatrix);\n // set the camera/view position\n gl.uniform3fv(programInfo.uniforms.viewWorldPosition, cameraPosition);\n\n //var v = m4.transformPoint(worldMatrix, [20, 30, 50]);\n //gl.uniform3fv(programInfo.uniforms.lightWorldPosition, v);\n\n return worldViewProjectMatrix;\n}", "updateProjMat()\n {\n if ( this.proj_type_str == 'Perspective' )\n this.proj_mat = Mat4_Perspective( this.fovy_deg, this.viewport.ratio_yx, this.near, this.far )\n else if ( this.proj_type_str == 'Orthogonal' )\n {\n const near_adjust = 5.0 // this is used so the grid is not clipped\n this.proj_mat = Mat4_Orthogonal( this.viewport.ratio_yx, this.half_size_y, this.near-near_adjust, this.far ) \n }\n else \n throw new Error(`invalid string in 'proj_type'`)\n }", "unproject(winx, winy, winz, mat, viewport) {\n\t winz = 2 * winz - 1;\n\t var invMat = gl_matrix_1.mat4.create();\n\t gl_matrix_1.mat4.invert(invMat, mat);\n\t var n = gl_matrix_1.vec4.fromValues(winx, winy, winz, 1);\n\t gl_matrix_1.vec4.transformMat4(n, n, invMat);\n\t var n2 = gl_matrix_1.vec3.fromValues(n[0] / n[3], n[1] / n[3], n[2] / n[3]);\n\t return n2;\n\t }", "constructor(width, height, fov, znear, zfar) {\n\t this.matrix = gl_matrix_1.mat4.create();\n\t this.position = gl_matrix_1.mat4.create();\n\t this.perspectiveMatrix = gl_matrix_1.mat4.create();\n\t var vec = gl_matrix_1.vec3.fromValues(0, -2, -10);\n\t gl_matrix_1.mat4.translate(this.position, this.position, vec);\n\t gl_matrix_1.mat4.perspective(this.perspectiveMatrix, fov, width / height, znear, zfar);\n\t }", "async function perspectiveTransform(params) {\n const { template, artwork, out } = params;\n const [x1, y1, x2, y2, x3, y3, x4, y4] = params.coordinates;\n const [w, h] = await exec(\n `identify -format \"%w,%h\" ${artwork}`\n ).then(({ stdout }) => stdout.split(\",\").map((s) => parseInt(s)));\n\n const coordinates = [0, 0, x1, y1, 0, h, x2, y2, w, h, x3, y3, w, 0, x4, y4];\n\n const transform = `convert ${template} -alpha transparent \\\\( ${artwork} +distort perspective \"${coordinates.join()}\" \\\\) -background transparent -layers merge +repage ${out}`;\n await exec(transform);\n}", "function drawScene_3() {\t\n\tvar pMatrix;\t\n\tvar mvMatrix = mat4();\n\t\n\t// Clearing the frame-buffer and the depth-buffer\t\n\tgl_3.clear(gl_3.COLOR_BUFFER_BIT | gl_3.DEPTH_BUFFER_BIT);\n\t\n\t// Computing the Projection Matrix\t\n\tif( projectionType_3 == 0 ) {\n\t\tpMatrix = ortho( -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 );\t\n\t\tglobalTz_3 = 0.0;\n\t\t\n\t\t// The viewer is on the ZZ axis at an indefinite distance\n\t\tpos_Viewer_3[0] = pos_Viewer_3[1] = pos_Viewer_3[3] = 0.0;\n\t\tpos_Viewer_3[2] = 1.0; \n\t}\n\telse {\t\t\t\n\t\tpMatrix = perspective( 45, 1, 0.05, 15 );\n\t\tglobalTz_3 = -2.5;\n\n\t\t// The viewer is on (0,0,0)\t\t\n\t\tpos_Viewer_3[0] = pos_Viewer_3[1] = pos_Viewer_3[2] = 0.0;\t\t\n\t\tpos_Viewer_3[3] = 1.0; \n\t}\n\t\n\t// Passing the Projection Matrix to apply the current projection\t\n\tvar pUniform = gl_3.getUniformLocation(shaderProgram_3, \"uPMatrix\");\t\n\tgl_3.uniformMatrix4fv(pUniform, false, new Float32Array(flatten(pMatrix)));\n\t\n\t// Passing the viewer position to the vertex shader\n\tgl_3.uniform4fv( gl_3.getUniformLocation(shaderProgram_3, \"viewerPosition\"),\n flatten(pos_Viewer_3) );\n\t\n\t// GLOBAL TRANSFORMATION FOR THE WHOLE SCENE\t\n\tmvMatrix = mult(translationMatrix( 0, 0, globalTz_3),\n\tmult(mult(rotationXXMatrix( globalAngleXX_3 ), rotationYYMatrix( globalAngleYY_3 )),\n\t\t\t rotationZZMatrix( globalAngleZZ_3)));\n\n\t// Updating the position of the light sources, if required\n\tfor(var i = 0; i < lightSources.length; i++ )\n\t{\n\t\t// Animating the light source, if defined \n\t\tvar lightSourceMatrix = mat4();\n\t\tif( !lightSources[i].isOff() ) {\n\n\t\t\tif( lightSources[i].isRotYYOn() ) \n\t\t\t{\n\t\t\t\tlightSourceMatrix = mult( \n\t\t\t\t\t\tlightSourceMatrix, \n\t\t\t\t\t\trotationYYMatrix( lightSources[i].getRotAngleYY() ) );\n\t\t\t}\n\t\t}\n\t\t\n\t\t// Passing the Light Souree Matrix to apply\n\t\tvar lsmUniform = gl_3.getUniformLocation(shaderProgram_3, \"allLights[\"+ String(i) + \"].lightSourceMatrix\");\n\t\tgl_3.uniformMatrix4fv(lsmUniform, false, new Float32Array(flatten(lightSourceMatrix)));\n\t}\n\t\t\t\n\t// Instantianting all scene models\t\n\tfor(var i = 0; i < sceneModels_3.length; i++ )\n\t{ \n\t\tdrawModel_3( sceneModels_3[i],\n\t\t\t mvMatrix,\n\t primitiveType_3 );\n\t}\n}", "function reconstructProjectOnNormalDirection(p,points){\n //p to 3D on the floor plane\n var p3=Position3D(p);\n var dir=p3.add(DirectionalVector);\n var dir2D=threeDToScreenSpace(dir);\n dir2D.sub(p);\n dir2D.normalize();\n var n=points.length;\n var vertices=[];\n for(var i=0;i<n;i++){\n var toproject=points[i].clone().sub(p);\n var displacement=dir2D.clone().multiplyScalar(toproject.dot(dir2D));\n var v2d=p.clone().add(displacement);\n vertices.push(project2DToPlane(v2d,p3,new THREE.Vector3(0,1,0)));\n }\n var geometry=new THREE.Geometry();\n for(var i=0;i<vertices.length-1;i++){\n geometry.vertices.push(vertices[i],vertices[i+1]);\n }\n return [geometry,vertices];\n}", "function ProjectionOverlay() {\n\t\t\t}", "updateMatrices() {\n this.projection = perspective(this.fieldOfViewY, this.aspect, this.near, this.far);\n const up = vec3(0, 1, 0);\n this.view = lookAt(this.eye, this.at, up);\n this.viewProjection = mult(this.projection, this.view);\n }", "clone() {\n return new CameraPerspective(this.angle, this.constant);\n }", "function CubeCamera( near, far, cubeResolution ) {\n\n\t \tObject3D.call( this );\n\n\t \tthis.type = 'CubeCamera';\n\n\t \tvar fov = 90, aspect = 1;\n\n\t \tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraPX.up.set( 0, - 1, 0 );\n\t \tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t \tthis.add( cameraPX );\n\n\t \tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraNX.up.set( 0, - 1, 0 );\n\t \tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t \tthis.add( cameraNX );\n\n\t \tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraPY.up.set( 0, 0, 1 );\n\t \tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t \tthis.add( cameraPY );\n\n\t \tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraNY.up.set( 0, 0, - 1 );\n\t \tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t \tthis.add( cameraNY );\n\n\t \tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraPZ.up.set( 0, - 1, 0 );\n\t \tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t \tthis.add( cameraPZ );\n\n\t \tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t \tcameraNZ.up.set( 0, - 1, 0 );\n\t \tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t \tthis.add( cameraNZ );\n\n\t \tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\t \tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\n\t \tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t \t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t \t\tvar renderTarget = this.renderTarget;\n\t \t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t \t\trenderTarget.texture.generateMipmaps = false;\n\n\t \t\trenderTarget.activeCubeFace = 0;\n\t \t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t \t\trenderTarget.activeCubeFace = 1;\n\t \t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t \t\trenderTarget.activeCubeFace = 2;\n\t \t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t \t\trenderTarget.activeCubeFace = 3;\n\t \t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t \t\trenderTarget.activeCubeFace = 4;\n\t \t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t \t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t \t\trenderTarget.activeCubeFace = 5;\n\t \t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t \t\trenderer.setRenderTarget( null );\n\n\t \t};\n\n\t }", "function applyProjection(tView, lView, tProjectionNode) {\n var renderer = lView[RENDERER];\n var parentRNode = getParentRElement(tView, tProjectionNode, lView);\n var parentTNode = tProjectionNode.parent || lView[T_HOST];\n var beforeNode = getInsertInFrontOfRNode(parentTNode, tProjectionNode, lView);\n applyProjectionRecursive(renderer, 0\n /* Create */\n , lView, tProjectionNode, parentRNode, beforeNode);\n}", "static makeViewMatrix(cameraPos, target, cameraUp){\n // cameraForward\n let f = Vector.sub(cameraPos, target);\n Vector.normalize(f);\n \n // cameraRight\n let r = Vector.cross(cameraUp, f);\n Vector.normalize(r);\n \n // should be unit vector already\n let v = Vector.cross(f, r);\n \n let p = cameraPos;\n \n return Matrix.make(\n [\n [r[0], r[1], r[2], -r[0]*p[0]-r[1]*p[1]-r[2]*p[2] ],\n [v[0], v[1], v[2], -v[0]*p[0]-v[1]*p[1]-v[2]*p[2] ],\n [f[0], f[1], f[2], -f[0]*p[0]-f[1]*p[1]-f[2]*p[2] ],\n [ 0, 0, 0, 1 ]\n ]\n );\n}", "function drawScene() {\n\t\n\tvar pMatrix;\n\t\n\tvar mvMatrix = mat4();\n\t\n\t// Clearing the frame-buffer and the depth-buffer\n\t\n\tgl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\t\n\t// Computing the Projection Matrix\n\t\n\tif( projectionType == 0 ) {\n\t\t\n\t\t// For now, the default orthogonal view volume\n\t\t\n\t\tpMatrix = ortho( -1.0, 1.0, -1.0, 1.0, -1.0, 1.0 );\n\t\t\n\t\t// Global transformation !!\n\t\t\n\t\tglobalTz = 0.0;\n\t\t\n\t\t// NEW --- The viewer is on the ZZ axis at an indefinite distance\n\t\t\n\t\tpos_Viewer[0] = pos_Viewer[1] = pos_Viewer[3] = 0.0;\n\t\t\n\t\tpos_Viewer[2] = 1.0; \n\t\t\n\t\t// TO BE DONE !\n\t\t\n\t\t// Allow the user to control the size of the view volume\n\t}\n\telse {\t\n\n\t\t// A standard view volume.\n\t\t\n\t\t// Viewer is at (0,0,0)\n\t\t\n\t\t// Ensure that the model is \"inside\" the view volume\n\t\t\n\t\tpMatrix = perspective( 45, 1, 0.05, 15 );\n\t\t\n\t\t// Global transformation !!\n\t\t\n\t\tglobalTz = -3;\n\n\t\t// NEW --- The viewer is on (0,0,0)\n\t\t\n\t\tpos_Viewer[0] = pos_Viewer[1] = pos_Viewer[2] = 0.0;\n\t\t\n\t\tpos_Viewer[3] = 1.0; \n\t\t\n\t\t// TO BE DONE !\n\t\t\n\t\t// Allow the user to control the size of the view volume\n\t}\n\t\n\t// Passing the Projection Matrix to apply the current projection\n\t\n\tvar pUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n\t\n\tgl.uniformMatrix4fv(pUniform, false, new Float32Array(flatten(pMatrix)));\n\t\n\t// NEW --- Passing the viewer position to the vertex shader\n\t\n\tgl.uniform4fv( gl.getUniformLocation(shaderProgram, \"viewerPosition\"),\n flatten(pos_Viewer) );\n\t\n\t// GLOBAL TRANSFORMATION FOR THE WHOLE SCENE\n\t\n\tmvMatrix = mult(mvMatrix, translationMatrix( 0, 0, globalTz ));\n\tmvMatrix = mult(mvMatrix, rotationXXMatrix(-55));\n\tmvMatrix = mult(mvMatrix, rotationZZMatrix(globalAngleZZ));\n\n\t\n\t// NEW - Updating the position of the light sources, if required\n\t\n\t// FOR EACH LIGHT SOURCE\n\t \n\tfor(var i = 0; i < lightSources.length; i++ )\n\t{\n\t\t// Animating the light source, if defined\n\t\t \n\t\tvar lightSourceMatrix = mat4();\n\n\t\tif( !lightSources[i].isOff() ) {\n\t\t\t\t\n\t\t\t// COMPLETE THE CODE FOR THE OTHER ROTATION AXES\n\n\t\t\tif( lightSources[i].isRotYYOn() ) \n\t\t\t{\n\t\t\t\tlightSourceMatrix = mult( \n\t\t\t\t\t\tlightSourceMatrix, \n\t\t\t\t\t\trotationYYMatrix( lightSources[i].getRotAngleYY() ) );\n\t\t\t}\n\t\t}\n\t\t\n\t\t// NEW Passing the Light Souree Matrix to apply\n\t\n\t\tvar lsmUniform = gl.getUniformLocation(shaderProgram, \"allLights[\"+ String(i) + \"].lightSourceMatrix\");\n\t\n\t\tgl.uniformMatrix4fv(lsmUniform, false, new Float32Array(flatten(lightSourceMatrix)));\n\t}\n\t\t\t\n\t// Instantianting all scene models\n\tfor(var i = 0; i < sceneModels.length; i++ )\n\t{ \n\t\tdrawModel( sceneModels[i],\n\t\t\t mvMatrix,\n\t primitiveType );\n\t}\n\t \n\t// NEW - Counting the frames\n\t\n\tcountFrames();\n}", "decompose(_translate, _rotate, _scale, _skew, _perspective) {\n // Normalize the matrix.\n if (this.$matrix.m44 == 0)\n return false;\n\n // Gather the params\n let translate = (_translate == undefined || !(\"length\" in _translate)) ? new J3DIVector3 : _translate;\n let rotate = (_rotate == undefined || !(\"length\" in _rotate)) ? new J3DIVector3 : _rotate;\n let scale = (_scale == undefined || !(\"length\" in _scale)) ? new J3DIVector3 : _scale;\n let skew = (_skew == undefined || !(\"length\" in _skew)) ? new J3DIVector3 : _skew;\n let perspective = (_perspective == undefined || !(\"length\" in _perspective)) ? new Array(4) : _perspective;\n\n let matrix = new J3DIMatrix4(this);\n\n matrix.divide(matrix.$matrix.m44);\n\n // perspectiveMatrix is used to solve for perspective, but it also provides\n // an easy way to test for singularity of the upper 3x3 component.\n let perspectiveMatrix = new J3DIMatrix4(matrix);\n\n perspectiveMatrix.$matrix.m14 = 0;\n perspectiveMatrix.$matrix.m24 = 0;\n perspectiveMatrix.$matrix.m34 = 0;\n perspectiveMatrix.$matrix.m44 = 1;\n\n if (perspectiveMatrix._determinant4x4() == 0)\n return false;\n\n // First, isolate perspective.\n if (matrix.$matrix.m14 != 0 || matrix.$matrix.m24 != 0 || matrix.$matrix.m34 != 0) {\n // rightHandSide is the right hand side of the equation.\n let rightHandSide = [matrix.$matrix.m14, matrix.$matrix.m24, matrix.$matrix.m34, matrix.$matrix.m44];\n\n // Solve the equation by inverting perspectiveMatrix and multiplying\n // rightHandSide by the inverse.\n let inversePerspectiveMatrix = new J3DIMatrix4(perspectiveMatrix);\n inversePerspectiveMatrix.invert();\n let transposedInversePerspectiveMatrix = new J3DIMatrix4(inversePerspectiveMatrix);\n transposedInversePerspectiveMatrix.transpose();\n transposedInversePerspectiveMatrix.multVecMatrix(perspective, rightHandSide);\n\n // Clear the perspective partition\n matrix.$matrix.m14 = matrix.$matrix.m24 = matrix.$matrix.m34 = 0\n matrix.$matrix.m44 = 1;\n } else {\n // No perspective.\n perspective[0] = perspective[1] = perspective[2] = 0;\n perspective[3] = 1;\n }\n\n // Next take care of translation\n translate[0] = matrix.$matrix.m41\n matrix.$matrix.m41 = 0\n translate[1] = matrix.$matrix.m42\n matrix.$matrix.m42 = 0\n translate[2] = matrix.$matrix.m43\n matrix.$matrix.m43 = 0\n\n // Now get scale and shear. 'row' is a 3 element array of 3 component vectors\n let row0 = new J3DIVector3(matrix.$matrix.m11, matrix.$matrix.m12, matrix.$matrix.m13);\n let row1 = new J3DIVector3(matrix.$matrix.m21, matrix.$matrix.m22, matrix.$matrix.m23);\n let row2 = new J3DIVector3(matrix.$matrix.m31, matrix.$matrix.m32, matrix.$matrix.m33);\n\n // Compute X scale factor and normalize first row.\n scale[0] = row0.vectorLength();\n row0.divide(scale[0]);\n\n // Compute XY shear factor and make 2nd row orthogonal to 1st.\n skew[0] = row0.dot(row1);\n row1.combine(row0, 1.0, -skew[0]);\n\n // Now, compute Y scale and normalize 2nd row.\n scale[1] = row1.vectorLength();\n row1.divide(scale[1]);\n skew[0] /= scale[1];\n\n // Compute XZ and YZ shears, orthogonalize 3rd row\n skew[1] = row1.dot(row2);\n row2.combine(row0, 1.0, -skew[1]);\n skew[2] = row1.dot(row2);\n row2.combine(row1, 1.0, -skew[2]);\n\n // Next, get Z scale and normalize 3rd row.\n scale[2] = row2.vectorLength();\n row2.divide(scale[2]);\n skew[1] /= scale[2];\n skew[2] /= scale[2];\n\n // At this point, the matrix (in rows) is orthonormal.\n // Check for a coordinate system flip. If the determinant\n // is -1, then negate the matrix and the scaling factors.\n let pdum3 = new J3DIVector3(row1);\n pdum3.cross(row2);\n if (row0.dot(pdum3) < 0) {\n for (i = 0; i < 3; i++) {\n scale[i] *= -1;\n row[0][i] *= -1;\n row[1][i] *= -1;\n row[2][i] *= -1;\n }\n }\n\n // Now, get the rotations out\n rotate[1] = Math.asin(-row0[2]);\n if (Math.cos(rotate[1]) != 0) {\n rotate[0] = Math.atan2(row1[2], row2[2]);\n rotate[2] = Math.atan2(row0[1], row0[0]);\n } else {\n rotate[0] = Math.atan2(-row2[0], row1[1]);\n rotate[2] = 0;\n }\n\n // Convert rotations to degrees\n let rad2deg = 180 / Math.PI;\n rotate[0] *= rad2deg;\n rotate[1] *= rad2deg;\n rotate[2] *= rad2deg;\n\n return true;\n }", "perspectiveMat4(fovyrad, aspectratio, znear, zfar, m) {\n const pmin = [];\n const pmax = [];\n\n pmin[2] = znear;\n pmax[2] = zfar;\n\n pmax[1] = pmin[2] * Math.tan(fovyrad / 2.0);\n pmin[1] = -pmax[1];\n\n pmax[0] = pmax[1] * aspectratio;\n pmin[0] = -pmax[0];\n\n return math.frustumMat4v(pmin, pmax, m);\n }", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function applyProjection(tView, lView, tProjectionNode) {\n var renderer = lView[RENDERER];\n var parentRNode = getParentRElement(tView, tProjectionNode, lView);\n var parentTNode = tProjectionNode.parent || lView[T_HOST];\n var beforeNode = getInsertInFrontOfRNode(parentTNode, tProjectionNode, lView);\n applyProjectionRecursive(renderer, 0\n /* Create */\n , lView, tProjectionNode, parentRNode, beforeNode);\n }", "projectionOn(e3v) {\nreturn E3Vec.projectionV3(this.xyz, e3v.xyz);\n}", "getProjMatrix() {\nreturn this.projMat;\n}", "function PerspectiveCamera(_ref) {\n\t\tvar _ref$aspect = _ref.aspect,\n\t\t aspect = _ref$aspect === undefined ? 1 : _ref$aspect,\n\t\t _ref$near = _ref.near,\n\t\t near = _ref$near === undefined ? 0 : _ref$near,\n\t\t _ref$far = _ref.far,\n\t\t far = _ref$far === undefined ? 0 : _ref$far,\n\t\t _ref$fovy = _ref.fovy,\n\t\t fovy = _ref$fovy === undefined ? 0 : _ref$fovy,\n\t\t _ref$position = _ref.position,\n\t\t position = _ref$position === undefined ? new _Point3D.Point3D(0, 0, 0) : _ref$position,\n\t\t _ref$target = _ref.target,\n\t\t target = _ref$target === undefined ? new _Point3D.Point3D(0, 0, 0) : _ref$target,\n\t\t _ref$up = _ref.up,\n\t\t up = _ref$up === undefined ? new _Point3D.Point3D(0, 1, 0) : _ref$up;\n\n\t\t_classCallCheck(this, PerspectiveCamera);\n\n\t\tthis.__near = near;\n\t\tthis.__far = far;\n\t\tthis.__aspect = aspect;\n\t\tthis.__fovy = fovy;\n\t\tthis.__position = position;\n\t\tthis.__target = target;\n\t\tthis.__up = up;\n\t\tthis.__projection = _glMatrix.mat4.create();\n\t\tthis.__matrix = _glMatrix.mat4.create();\n\t\t_glMatrix.mat4.perspective(this.__projection, fovy, aspect, near, far);\n\t\t_glMatrix.mat4.lookAt(this.__matrix, [position.x, position.y, position.z], [target.x, target.y, target.y], [up.x, up.y, up.z]);\n\t\tthis.__listComponents = new _ComponentList.ComponentList();\n\t}", "function worldToScreen(pos, camera) {\n\t var v = pos.clone();\n\t v.project(camera);\n\t v.x = window.innerWidth / 2 + v.x * (window.innerWidth / 2);\n\t v.y = window.innerHeight / 2 - v.y * (window.innerHeight / 2);\n\t return v;\n\t }", "_setPerspectiveMatrix() {\n // update our matrix uniform if we actually have updated its values\n if(this.camera._shouldUpdate) {\n this.renderer.useProgram(this._program);\n this.gl.uniformMatrix4fv(this._matrices.projection.location, false, this._matrices.projection.matrix.elements);\n }\n\n // reset camera shouldUpdate flag\n this.camera.cancelUpdate();\n }", "project() {\r\n for (let j = 0; j < this.objs.length; j++) {\r\n let item = this.objs[j];\r\n for (let i = 0; i < item.vertexs.length && i < 3; i++) {\r\n if (item.changed[i]) { // if the drawable has moved position\r\n let fur = this.locate(item.vertexs[i]);\r\n let htheta = Math.atan(fur[2]/fur[0]); // verticle theta\r\n let vtheta = Math.atan(fur[1]/fur[0]); // horizontal theta\r\n\r\n //console.log('fur', fur, 'horiz theta', htheta, 'verticle theta', vtheta);\r\n\r\n if (Math.abs(htheta) < this.cam.fovHoriz && \r\n Math.abs(vtheta) < this.cam.fovVert) item._visible[i] = true;\r\n else item._visible[i] = false;\r\n\r\n // this could be changed to be xy scaled by distance?\r\n let w = this.cvs.width/2;\r\n let h = this.cvs.height/2;\r\n item.projected[i] = [\r\n w + (htheta/this.cam.fovHoriz * w), \r\n h - (vtheta/this.cam.fovVert * h), \r\n fur[2]\r\n ];\r\n \r\n //console.log('vertex visible', item._visible[i], item.projected[i]);\r\n }\r\n }\r\n \r\n }\r\n }", "function CubeCamera( near, far, cubeResolution ) {\n\t\n\t\t\tObject3D.call( this );\n\t\n\t\t\tthis.type = 'CubeCamera';\n\t\n\t\t\tvar fov = 90, aspect = 1;\n\t\n\t\t\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraPX.up.set( 0, - 1, 0 );\n\t\t\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\t\t\tthis.add( cameraPX );\n\t\n\t\t\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraNX.up.set( 0, - 1, 0 );\n\t\t\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\t\t\tthis.add( cameraNX );\n\t\n\t\t\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraPY.up.set( 0, 0, 1 );\n\t\t\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\t\t\tthis.add( cameraPY );\n\t\n\t\t\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraNY.up.set( 0, 0, - 1 );\n\t\t\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\t\t\tthis.add( cameraNY );\n\t\n\t\t\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraPZ.up.set( 0, - 1, 0 );\n\t\t\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\t\t\tthis.add( cameraPZ );\n\t\n\t\t\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\t\t\tcameraNZ.up.set( 0, - 1, 0 );\n\t\t\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\t\t\tthis.add( cameraNZ );\n\t\n\t\t\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\t\n\t\t\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\t\n\t\t\tthis.updateCubeMap = function ( renderer, scene ) {\n\t\n\t\t\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\t\n\t\t\t\tvar renderTarget = this.renderTarget;\n\t\t\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\t\n\t\t\t\trenderTarget.texture.generateMipmaps = false;\n\t\n\t\t\t\trenderTarget.activeCubeFace = 0;\n\t\t\t\trenderer.render( scene, cameraPX, renderTarget );\n\t\n\t\t\t\trenderTarget.activeCubeFace = 1;\n\t\t\t\trenderer.render( scene, cameraNX, renderTarget );\n\t\n\t\t\t\trenderTarget.activeCubeFace = 2;\n\t\t\t\trenderer.render( scene, cameraPY, renderTarget );\n\t\n\t\t\t\trenderTarget.activeCubeFace = 3;\n\t\t\t\trenderer.render( scene, cameraNY, renderTarget );\n\t\n\t\t\t\trenderTarget.activeCubeFace = 4;\n\t\t\t\trenderer.render( scene, cameraPZ, renderTarget );\n\t\n\t\t\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\t\n\t\t\t\trenderTarget.activeCubeFace = 5;\n\t\t\t\trenderer.render( scene, cameraNZ, renderTarget );\n\t\n\t\t\t\trenderer.setRenderTarget( null );\n\t\n\t\t\t};\n\t\n\t\t}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n\tthis.clear = function ( renderer, color, depth, stencil ) {\n\n\t\tvar renderTarget = this.renderTarget;\n\n\t\tfor ( var i = 0; i < 6; i ++ ) {\n\n\t\t\trenderTarget.activeCubeFace = i;\n\t\t\trenderer.setRenderTarget( renderTarget );\n\n\t\t\trenderer.clear( color, depth, stencil );\n\n\t\t}\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.updateCubeMap = function ( renderer, scene, forceClear ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget, forceClear );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget, forceClear );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget, forceClear );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget, forceClear );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget, forceClear );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget, forceClear );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function createPerspective (degrees, tileSize) {\n\tconst isometricAngle = degrees * (Math.PI / 180);\n\tconst _isometricCos = Math.cos(isometricAngle);\n\tconst _isometricSin = Math.sin(isometricAngle);\n\tconst _isometricTan = Math.tan(isometricAngle);\n\t// const _isometricDist = Math.sqrt(Math.pow(_isometricCos, 2) + Math.pow(_isometricSin, 2)); // pythagoras\n\n\tconst tileHeight = tileSize;\n\n\treturn {\n\t\ttileSize: tileSize,\n\t\ttoPixels: (x, y, z) => {\n\t\t\tconst cartX = (x + y) * _isometricCos,\n\t\t\t\tcartY = (x - y) * _isometricSin;\n\n\t\t\treturn [\n\t\t\t\tcartX * tileSize, // x\n\t\t\t\tcartY * tileSize - tileHeight * z // y\n\t\t\t];\n\t\t},\n\t\ttoCoords: (cartX, cartY) => {\n\t\t\tconst isoY = (_isometricTan * cartX + cartY),\n\t\t\t\tisoX = (cartY - isoY) / -_isometricSin - isoY;\n\n\t\t\t// this is good so far, b should be rescaled for tile size. as\n\t\t\treturn [\n\t\t\t\tisoX / tileSize,\n\t\t\t\tisoY / tileSize\n\t\t\t];\n\t\t}\n\t}\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function CubeCamera( near, far, cubeResolution ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tvar fov = 90, aspect = 1;\n\n\tvar cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tvar cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tvar cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tvar cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tvar cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tvar cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tvar options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };\n\n\tthis.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );\n\tthis.renderTarget.texture.name = \"CubeCamera\";\n\n\tthis.updateCubeMap = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tvar renderTarget = this.renderTarget;\n\t\tvar generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderTarget.activeCubeFace = 0;\n\t\trenderer.render( scene, cameraPX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 1;\n\t\trenderer.render( scene, cameraNX, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 2;\n\t\trenderer.render( scene, cameraPY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 3;\n\t\trenderer.render( scene, cameraNY, renderTarget );\n\n\t\trenderTarget.activeCubeFace = 4;\n\t\trenderer.render( scene, cameraPZ, renderTarget );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderTarget.activeCubeFace = 5;\n\t\trenderer.render( scene, cameraNZ, renderTarget );\n\n\t\trenderer.setRenderTarget( null );\n\n\t};\n\n}", "function projToggle() {\r\n var P = makeObject();\r\n drawFnormz = P.norm;\r\n normColor = P.normCo;\r\n vert = P.vertex;\r\n ind = P.index;\r\n var tempF = P.fcolor;\r\n var tempS = P.scolor;\r\n \r\n if(light1 === true && light2 === true){\r\n if (flatShaded){\r\n flatColor = addColors(flatColor, pointLighting(smoothNormz));\r\n }else{\r\n smoothColor = addColors(smoothColor, pointLighting(smoothNormz));\r\n }\r\n }else if(light1 === true){\r\n flatColor = tempF;\r\n smoothColor = tempS;\r\n }else if(light2 ===true){\r\n if (flatShaded){\r\n flatColor = pointLighting(smoothNormz);\r\n }else{\r\n smoothColor = pointLighting(smoothNormz);\r\n }\r\n }else if(light1 === false && light2 === false){\r\n flatColor = grayColors(tempF);\r\n smoothColor = grayColors(tempS);\r\n }\r\n \r\n if (orthoProj === true) {\r\n orthoProj = false;\r\n gl = main();\r\n if (buttonE){drawObjects();}\r\n else {drawSOR(gl); drawLights(gl);}\r\n }else if (orthoProj === false){\r\n orthoProj = true;\r\n gl = main();\r\n if (buttonE){drawObjects();}\r\n else {drawSOR(gl); drawLights(gl);}\r\n }\r\n flatColor = tempF;\r\n smoothColor = tempS;\r\n}", "function setupCamera() {\n camera = new PerspectiveCamera(60, config.Screen.RATIO, 0.1, 1000);\n //camera = new PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);\n //Officiel:x=90,y=40,z=30\n //plus pres:40,10,0\n //47,9,2\n camera.position.x = 90;\n camera.position.y = 40;\n camera.position.z = 30;\n camera.lookAt(new Vector3(0, 0, 0));\n console.log(\"Finished setting up Camera...\");\n scene.add(camera);\n}", "function setUpCamera() {\n \n // set up your projection\n // defualt is orthographic projection\n let projMatrix = glMatrix.mat4.create();\n //glMatrix.mat4.ortho(projMatrix, -5, 5, -5, 5, 1.0, 300.0);\n glMatrix.mat4.perspective(projMatrix, radians(60), 1, 5, 100);\n gl.uniformMatrix4fv (program.uProjT, false, projMatrix);\n\n \n // set up your view\n // defaut is at (0,0,-5) looking at the origin\n let viewMatrix = glMatrix.mat4.create();\n glMatrix.mat4.lookAt(viewMatrix, [0, 3, -11], [0, 0, 0], [0, 1, 0]);\n gl.uniformMatrix4fv (program.uViewT, false, viewMatrix);\n}", "static projection(v1, v2) {\n\t\tlet dp = vector.dot(v1, v2)\n\t\tlet v2Normalized = vector.normalize(v2)\n\n\t\treturn new vector(dp*v2.x, dp*v2.y)\n\t}", "get viewProjectionMatrixTranspose() {\n\t\treturn SpiderGL.Math.Mat4.dup(this.viewProjectionMatrixTranspose$);\n\t}", "setViewAndCameraMatrix() {\r\n let gl = glSys.get();\r\n // Step A1: Set up the viewport: area on canvas to be drawn\r\n gl.viewport(this.mViewport[0], // x position of bottom-left corner of the area to be drawn\r\n this.mViewport[1], // y position of bottom-left corner of the area to be drawn\r\n this.mViewport[2], // width of the area to be drawn\r\n this.mViewport[3]); // height of the area to be drawn\r\n // Step A2: set up the corresponding scissor area to limit the clear area\r\n gl.scissor(this.mScissorBound[0], // x position of bottom-left corner of the area to be drawn\r\n this.mScissorBound[1], // y position of bottom-left corner of the area to be drawn\r\n this.mScissorBound[2], // width of the area to be drawn\r\n this.mScissorBound[3]);// height of the area to be drawn\r\n\r\n // Step A3: set the color to be clear\r\n gl.clearColor(this.mBGColor[0], this.mBGColor[1], this.mBGColor[2], this.mBGColor[3]); // set the color to be cleared\r\n // Step A4: enable the scissor area, clear, and then disable the scissor area\r\n gl.enable(gl.SCISSOR_TEST);\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n gl.disable(gl.SCISSOR_TEST);\r\n\r\n // Step B: Compute the Camera Matrix\r\n let center = [];\r\n if (this.mCameraShake !== null) {\r\n center = this.mCameraShake.getCenter();\r\n } else {\r\n center = this.getWCCenter();\r\n }\r\n\r\n // Step B1: following the translation, scale to: (-1, -1) to (1, 1): a 2x2 square at origin\r\n mat4.scale(this.mCameraMatrix, mat4.create(), vec3.fromValues(2.0 / this.getWCWidth(), 2.0 / this.getWCHeight(), 1.0));\r\n\r\n // Step B2: first operation to perform is to translate camera center to the origin\r\n mat4.translate(this.mCameraMatrix, this.mCameraMatrix, vec3.fromValues(-center[0], -center[1], 0));\r\n }", "function updatePerspectiveOrigin() {\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\tif( nectarDOMInfo.winW > 690 ) {\r\n\t\t\t\t\t\t\t$('.posts-container[data-load-animation=\"perspective\"]').css('perspective-origin', '50% ' + (nectarDOMInfo.scrollTop + nectarDOMInfo.winH) + 'px');\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\trequestAnimationFrame(updatePerspectiveOrigin);\r\n\t\t\t\t\t\r\n\t\t\t\t}", "orthoMat4c(left, right, bottom, top, near, far, dest) {\n if (!dest) {\n dest = math.mat4();\n }\n const rl = (right - left);\n const tb = (top - bottom);\n const fn = (far - near);\n\n dest[0] = 2.0 / rl;\n dest[1] = 0.0;\n dest[2] = 0.0;\n dest[3] = 0.0;\n\n dest[4] = 0.0;\n dest[5] = 2.0 / tb;\n dest[6] = 0.0;\n dest[7] = 0.0;\n\n dest[8] = 0.0;\n dest[9] = 0.0;\n dest[10] = -2.0 / fn;\n dest[11] = 0.0;\n\n dest[12] = -(left + right) / rl;\n dest[13] = -(top + bottom) / tb;\n dest[14] = -(far + near) / fn;\n dest[15] = 1.0;\n\n return dest;\n }", "function applyProjection(tView, lView, tProjectionNode) {\n const renderer = lView[RENDERER];\n const parentRNode = getParentRElement(tView, tProjectionNode, lView);\n const parentTNode = tProjectionNode.parent || lView[T_HOST];\n let beforeNode = getInsertInFrontOfRNode(parentTNode, tProjectionNode, lView);\n applyProjectionRecursive(renderer, 0 /* Create */, lView, tProjectionNode, parentRNode, beforeNode);\n}" ]
[ "0.68281233", "0.67258394", "0.65790725", "0.6569108", "0.65094894", "0.6494573", "0.6494573", "0.6481157", "0.64752", "0.63827705", "0.63583344", "0.63512933", "0.6313356", "0.6295412", "0.62815857", "0.62706137", "0.62690985", "0.626053", "0.62214357", "0.61779475", "0.6159126", "0.61096966", "0.6089305", "0.6081642", "0.6081191", "0.60802317", "0.6031039", "0.6023955", "0.6005141", "0.5953772", "0.59406734", "0.59237194", "0.59138566", "0.5912026", "0.5901189", "0.5881048", "0.582566", "0.58046347", "0.57861525", "0.57666063", "0.5764807", "0.5759596", "0.5727955", "0.57245696", "0.5693827", "0.5666392", "0.5665565", "0.56481355", "0.5637743", "0.5605283", "0.5601628", "0.5593907", "0.5588051", "0.5584395", "0.557829", "0.55779827", "0.5576741", "0.55734974", "0.55564183", "0.5536145", "0.5530775", "0.55172485", "0.5506107", "0.5490101", "0.5483924", "0.54690546", "0.5461695", "0.5455731", "0.5451797", "0.54457563", "0.54266745", "0.54136074", "0.54136074", "0.54136074", "0.54118794", "0.5411449", "0.5394673", "0.5387797", "0.53708965", "0.536491", "0.53550196", "0.53418005", "0.5337905", "0.5337905", "0.5337905", "0.5337905", "0.5337905", "0.532982", "0.5325554", "0.5322636", "0.5322636", "0.5322636", "0.5307", "0.530673", "0.5298497", "0.5296678", "0.52942455", "0.5292652", "0.5286084", "0.5284384", "0.52790844" ]
0.0
-1
changed from "text" to "html" convert
function notify(message, fadeout = true) { if (fadeout) { $("#message").html(message).fadeTo(500, 1).delay(6000).fadeTo(500, 0); } else { $("#message").html(message).fadeTo(500, 1); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function htmlToText(e){return e.replace(/<\\/div>\\n/gi,\"\").replace(/<\\/p>/gi,\"\").replace(/<\\/span>/gi,\"\").replace(/<\\/div>/gi,\"\").replace(/<\\/ul>/gi,\"\").replace(/<\\/li>/gi,\"\").replace(/<\\/strong>/gi,\"\").replace(/<\\/center>/gi,\"\").replace(/<\\/pre>/gi,\"\").replace(/<\\s*p[^>]*>/gi,\"\").replace(/<\\s*span[^>]*>/gi,\"\").replace(/<\\s*div[^>]*>/gi,\"\").replace(/<\\s*ul[^>]*>/gi,\"\").replace(/<\\s*li[^>]*>/gi,\"\").replace(/<\\s*strong[^>]*>/gi,\"\").replace(/<\\s*center[^>]*>/gi,\"\").replace(/<\\s*pre[^>]*>/gi,\"\").replace(/<hr>/gi,\"\").replace(/<div><br>/gi,\"\\n\").replace(/<div>/gi,\"\").replace(/<\\s*br[^>]*>/gi,\"\\n\").replace(/<\\s*\\/li[^>]*>/gi,\"\").replace(/<\\s*script[^>]*>[\\s\\S]*?<\\/script>/gim,\"\").replace(/<\\s*style[^>]*>[\\s\\S]*?<\\/style>/gim,\"\").replace(/<!--.*?-->/gim,\"\").replace(/<\\s*a[^>]*href=['\"](.*?)['\"][^>]*>([\\s\\S]*?)<\\/\\s*a\\s*>/gi,\"$2 ($1)\").replace(/&([^;]+);/g,decodeHtmlEntity)}", "function convert() {\n let text = input.value;\n let converted = markConvert.makeHtml(text);\n myOutput.innerHTML = converted;\n}", "function convertHTML(str) {\n var temp = str.split(\"\");\n for(var i =0; i < temp.length; i++){\n switch(temp[i]){\n case \"<\":\n temp[i] = \"&lt;\";\n break;\n case \"&\":\n temp[i] = '&amp;'; \n break;\n case \">\":\n temp[i] = \"&gt;\";\n break;\n case '\"':\n temp[i] = \"&quot;\";\n break;\n case \"'\":\n temp[i] = \"&apos;\";\n break;\n }\n }\n temp = temp.join('');\n return temp;\n }", "function textContent(text) {\n text[that._html ? \"html\" : \"text\"](function (t) {\n return trimRight(t).replace(/&([^\\;&]*)/g, function (str, a) {\n return a === \"amp\" ? str : \"&amp;\".concat(a);\n }) // replaces all non-HTML ampersands with escaped entity\n .replace(/<([^A-z^/]+)/g, function (str, a) {\n return \"&lt;\".concat(a);\n }).replace(/<$/g, \"&lt;\") // replaces all non-HTML left angle brackets with escaped entity\n .replace(/(<[^>^\\/]+>)([^<^>]+)$/g, function (str, a, b) {\n return \"\".concat(a).concat(b).concat(a.replace(\"<\", \"</\"));\n }) // ands end tag to lines before mid-HTML break\n .replace(/^([^<^>]+)(<\\/[^>]+>)/g, function (str, a, b) {\n return \"\".concat(b.replace(\"</\", \"<\")).concat(a).concat(b);\n }) // ands start tag to lines after mid-HTML break\n .replace(/<([A-z]+)[^>]*>([^<^>]+)<\\/[^>]+>/g, function (str, a, b) {\n var tag = that._html[a] ? \"<tspan style=\\\"\".concat(that._html[a], \"\\\">\") : \"\";\n return \"\".concat(tag.length ? tag : \"\").concat(b).concat(tag.length ? \"</tspan>\" : \"\");\n });\n });\n }", "function convertHTML(str) {\n //turn the string into an array to iterate through it later\n let strArr = str.split(\"\");\n \n //iterate through it with a loop\n for(let i = 0, l = strArr.length; i < l; i++){\n //use switch to convert items when found\n switch(strArr[i]){\n case \"&\":\n strArr[i] = \"&amp;\";\n break;\n case \"<\":\n strArr[i] = \"&lt;\";\n break;\n case \">\":\n strArr[i] = \"&gt;\";\n break;\n case '\"':\n strArr[i] = \"&quot;\";\n break;\n case \"'\":\n strArr[i] = \"&apos;\";\n break;\n //use default to process all other letters and spaces\n default:\n break;\n }\n }\n //merge everything back together \n return strArr.join(\"\");\n}", "function textToHtml(text) {\n text = (text || '')\n .replace(/&/g, '&amp;')\n .replace(/</g, '&lt;')\n .replace(/>/g, '&gt;')\n .replace(/'/g, '&#39;')\n .replace(/\"/g, '&quot;')\n .replace(/^ /gm, '&nbsp;')\n .replace(/\\r/g, '');\n var lines = text.split('\\n');\n if (lines.length == 2) {\n text = \"<span>\" + lines[0] + \"<br></span><span>\" + lines[1] + \"</span>\";\n }\n else if (lines.length > 2) {\n text = '';\n var lineEnd_1 = roosterjs_editor_dom_1.Browser.isIEOrEdge ? ZERO_WIDTH_SPACE : '<br>';\n lines.forEach(function (line, i) {\n if (i == 0) {\n text += \"<span>\" + line + \"<br></span>\";\n }\n else if (i == lines.length - 1) {\n text += \"<span>\" + line + \"</span>\";\n }\n else {\n text += \"<div>\" + line + lineEnd_1 + \"</div>\";\n }\n });\n }\n text = text.replace(/ {2}/g, ' &nbsp;');\n return text;\n}", "function convertHTML(str) {\n return str.replace(/&/g, '&amp;').replace(/>/g, '&gt;').replace(/</g, '&lt;').replace(/'/g, '&apos;').replace(/\"/g, '&quot;');\n\n}", "convertToHTML(text) {\n var textHTML = marked(text, { sanitize: true });\n var markupHTML = {\n __html: textHTML\n };\n return markupHTML;\n }", "function specil2htm(str){\n\tif(typeof(str)!=\"string\")return str;\n\tstr=str.replace(/&gt;/g,'>');\n\tstr=str.replace(/&lt;/g,'<');\n\treturn str;\n}", "function convertHTML(str) {\n //turn the string into an array to iterate through it with map()\n let strArr = str.split(\"\").map(i => {\n //use switch to convert items when found\n switch(i){\n case \"&\":\n i = \"&amp;\";\n break;\n case \"<\":\n i = \"&lt;\";\n break;\n case \">\":\n i = \"&gt;\";\n break;\n case '\"':\n i = \"&quot;\";\n break;\n case \"'\":\n i = \"&apos;\";\n break;\n //use default to process all other letters and spaces\n default:\n break;\n }\n return i;\n //merge everything back together \n }).join(\"\");\n \n return strArr;\n}", "function textTransformToHtml(text)\n{\n var html = text;\n //html = html.replace(/&/gi, \"&amp;\");\n //html = html.replace(/</gi, \"&lt;\").replace(/>/gi, \"&gt;\");\n html = html.replace(/\\r\\n/gi, \"<br/>\").replace(/\\n/gi, \"<br/>\");\n html = html.replace(/\\[h(\\d)\\](.+?)\\[\\/h\\d\\]/gi, \"<h$1>$2</h$1>\");\n\n html = html.replace(/\\[q\\](.+?)\\[q\\]/g, '<i class=\"ttQuoted\">$1</i>');\n html = html.replace(/\\[f\\](.+?)\\[f\\]/g, '<b class=\"ttFilename\">$1</b>');\n html = html.replace(/\\[space=(.+?)\\]/g, '<span style=\"margin-right: $1\">&nbsp;</span>');\n html = html.replace(/\\[mdash\\]/g, '&mdash;');\n\n html = html.replace(/\\[img(.*?)\\](.+?)\\[\\/img\\]/g, '<img $1 src=\"$2\" />');\n html = html.replace(/\\[a(.*?)\\](.+?)\\[\\/a\\]/g, '<a $1 target=\"_blank\">$2</a>');\n\n html = html.replace(/<br\\/>(\\d)\\. /g, '<br/><b class=\"numlist\">$1.</b> ');\n\n // word-highliter\n var words = new Array();\n var rx = /\\[wh=([abcdefABCDEF0-9]+?)\\](.+?)\\[wh\\]/g;\n var match;\n while (match = rx.exec(html))\n {\n var color = match[1];\n var word = match[2];\n words[word] = color;\n }\n html = html.replace(/\\[wh=[abcdefABCDEF0-9]+?\\].+?\\[wh\\]/gi, \"\");\n for (word in words)\n {\n color = words[word];\n html = replaceTextNotBetween(html, \"[code\", \"[/code]\", word, '<span style=\"color: #' + color + '\">' + word + '</span>');\n }\n\n\n // prepare code for syntax highlighting\n html = html.replace(/\\[code (class=\"brush\\: .+?\")\\](.+?)\\[\\/code\\]/gi, \"<pre $1>$2</pre>\");\n html = replaceTextBetween(html, '<pre class=\"brush', \"</pre>\", \"<br/>\", \"\\n\");\n\n return html;\n}", "function convertHTML(str) {\n // &colon;&rpar;\n return str.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/\"/g, '&quot;').replace(/'/g, '&apos;');\n}", "function textToHtml(str) {\n return str.replace(pr_amp, '&amp;')\n .replace(pr_lt, '&lt;')\n .replace(pr_gt, '&gt;');\n }", "function textToHtml(str) {\n return str.replace(pr_amp, '&amp;')\n .replace(pr_lt, '&lt;')\n .replace(pr_gt, '&gt;');\n }", "function _htmlToText() {\n var text = this._str;\n\n text = text\n // Remove line breaks\n .replace(/(?:\\n|\\r\\n|\\r)/ig, \" \")\n // Remove content in script tags.\n .replace(/<\\s*script[^>]*>[\\s\\S]*?<\\/script>/mig, \"\")\n // Remove content in style tags.\n .replace(/<\\s*style[^>]*>[\\s\\S]*?<\\/style>/mig, \"\")\n // Remove content in comments.\n .replace(/<!--.*?-->/mig, \"\")\n // Remove !DOCTYPE\n .replace(/<!DOCTYPE.*?>/ig, \"\");\n\n /* I scanned http://en.wikipedia.org/wiki/HTML_element for all html tags.\n I put those tags that should affect plain text formatting in two categories:\n those that should be replaced with two newlines and those that should be\n replaced with one newline. */\n var doubleNewlineTags = ['p', 'h[1-6]', 'dl', 'dt', 'dd', 'ol', 'ul', 'dir', 'address', 'blockquote', 'center', 'div', 'hr', 'pre', 'form', 'textarea', 'table'];\n\n var singleNewlineTags = ['li', 'del', 'ins', 'fieldset', 'legend','tr', 'th', 'caption', 'thead', 'tbody', 'tfoot'];\n\n for (var i = 0; i < doubleNewlineTags.length; i++) {\n var r = RegExp('</?\\\\s*' + doubleNewlineTags[i] + '[^>]*>', 'ig');\n text = text.replace(r, ' ');\n }\n\n for (var i = 0; i < singleNewlineTags.length; i++) {\n var r = RegExp('<\\\\s*' + singleNewlineTags[i] + '[^>]*>', 'ig');\n text = text.replace(r, ' ');\n }\n\n // Replace <br> and <br/> with a single newline\n text = text.replace(/<\\s*br[^>]*\\/?\\s*>/ig, ' ');\n\n text = text\n // Remove all remaining tags.\n .replace(/(<([^>]+)>)/ig, \"\")\n // Trim rightmost whitespaces for all lines\n .replace(/([^\\n\\S]+)\\n/g, \" \")\n .replace(/([^\\n\\S]+)$/, \"\")\n // Make sure there are never more than two\n // consecutive linebreaks.\n .replace(/\\n{2,}/g, \" \")\n // Remove newlines at the beginning of the text.\n .replace(/^\\n+/, \"\")\n // Remove newlines at the end of the text.\n .replace(/\\n+$/, \"\")\n // Remove HTML entities.\n .replace(/&([^;]+);/g, ' ')\n //remove all tabs and replace them with whitespace\n .replace(/\\t/g, \" \")\n //remove whitespace > 2\n .replace(/ {2,}/g, \" \");\n\n this._str = text;\n }", "function decodeHTML(text)\r\n{\r\n\tvar ctom = /&lt;([^&]*)&gt;/g;\r\n return text.replace(ctom,\"<$1>\");\r\n}", "static convertHtml(str) {\n const HtmlConverter = {\n \"&\": \"&​amp;\",\n \"<\": \"&​lt;\", \n \">\": \"&​gt;\", \n '\"': \"&​quot;\",\n \"'\": \"&​apos;\"\n }\n return str.replace(/\\&|<|>|\\\"|\\'/g, specialChar => HtmlConverter[specialChar]);\n\n }", "function convertHTML(str) {\n // &colon;&rpar;\n str = str.replace(/&/g,\"&amp;\");\n str = str.replace(/</g, \"&lt;\");\n str = str.replace(/>/g, \"&gt;\");\n str = str.replace(/\"/g, \"&quot;\");\n str = str.replace(/'/g, \"&apos;\");\n return str;\n}", "function encodeHTML(text) {\n\t return String(text).replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/\"/g, '&quot;').replace(/'/g, '&#39;');\n\t }", "function convertHTML(str) {\n\tvar result = '';\n\n\t// work\n\tresult = str.replace(/&/g, \"&amp;\");\n\tresult = result.replace(/</g, \"&lt;\");\n\tresult = result.replace(/>/g, \"&gt;\");\n\tresult = result.replace(/\"/g, \"&quot;\");\n\tresult = result.replace(/'/g, \"&apos;\");\n \n return result;\n// return str;\n}", "function convertHTML(str) {\n\n let regex1 = /[&]/g, regex2 = /[<]/g, regex3 = /[>]/g, regex4 = /[\"]/g, regex5 = /[']/g; \n\n let html = {\n '&': '&amp;', \n '<': '&lt;', \n '>': '&gt;', \n '\\\"': '&quot;', \n '\\'': '&apos;'\n }; \n\n str = str.split('').map((entity) => {\n return html[entity]|| entity; \n }).join('');\n\n return str;\n}", "function convert() {\n\t\tlet result = mdTableToHTML(textarea.val())\n\t\tdivRenderOutput.html(result.html)\n\t\ttextareaHTMLOutput.val(result.htmlString)\n\t}", "function convertHTMLtoMarkdown() {\n\n}", "function htmlToText(x){\r\n\treturn x.replace(/<[^>]*>/gi, ' - ');\r\n}", "function autoEdHTMLtoWikitext(str) {\n // <b>, <strong>, <i>, and <em> tags\n str = str.replace(/<(B|STRONG)[ ]*>((?:[^<>]|<[a-z][^<>]*\\/>|<([a-z]+)(?:| [^<>]*)>[^<>]*<\\/\\3>)*?)<\\/\\1[ ]*>/gi, \"'''$2'''\");\n str = str.replace(/<(I|EM)[ ]*>((?:[^<>]|<[a-z][^<>]*\\/>|<([a-z]+)(?:| [^<>]*)>[^<>]*<\\/\\3>)*?)<\\/\\1[ ]*>/gi, \"''$2''\");\n // </br>, <\\br>, <br\\>, <BR />, ...\n str = str.replace(/<[\\\\\\/]+BR[\\\\\\/\\s]*>/gim, '<br />');\n str = str.replace(/<[\\\\\\/\\s]*BR[\\s]*[\\\\\\/]+[\\s]*>/gim, '<br />');\n // <.br>, <br.>, <Br>, ...\n str = str.replace(/<[\\s\\.]*BR[\\s\\.]*>/gim, '<br>');\n // <br>>, <<br />, <<br >> ...\n str = str.replace(/<[\\s]*(<br[\\s\\/]*>)/gim, '$1');\n str = str.replace(/(<br[\\s\\/]*>)[\\s]*>/gim, '$1');\n // <hr>\n str = str.replace(/([\\r\\n])[\\t ]*<[\\\\\\/\\. ]*HR[\\\\\\/\\. ]*>/gi, '$1----');\n str = str.replace(/(.)<[\\\\\\/\\. ]*HR[\\\\\\/\\. ]*>/gi, '$1\\n----');\n // Not really an HTML-to-wikitext fix, but close enough\n str = str.replace(/<[\\\\\\/\\s]*REFERENCES[\\\\\\/\\s]*>/gim, '<references />');\n // Repeated references tag\n str = str.replace(/(<references \\/>)[\\s]*\\1/gim, '$1');\n // Make sure <H1>, ..., <H6> is after a newline\n str = str.replace(/([^\\r\\n ])[\\t ]*(<H[1-6][^<>]*>)/gim, '$1\\n$2');\n // Make sure </H1>, ..., </H6> is before a newline\n str = str.replace(/(<\\/H[1-6][^<>]*>)[\\t ]*([^\\r\\n ])/gim, '$1\\n$2');\n // Remove newlines from inside <H1>, ..., <H6>\n var loopcount = 0;\n while( str.search( /<H([1-6])[^<>]*>(?:[^<>]|<\\/?[^\\/h\\r\\n][^<>]*>)*?<\\/H\\1[^<>]*>/gim ) >= 0 && loopcount <= 10 ) {\n str = str.replace(/(<H)([1-6])([^<>]*>(?:[^<>]|<\\/?[^\\/h\\r\\n][^<>]*>)*?)[\\r\\n]((?:[^<>]|<\\/?[^\\/h\\r\\n][^<>]*>)*?<\\/H)\\2([^<>]*>)/gim, '$1$2$3 $4$2$5');\n loopcount++;\n }\n // Replace <H1>, ..., <H6> with wikified section headings\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H1[^<>]*>([^\\r\\n]*?)<\\/H1[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1= $2 =$3');\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H2[^<>]*>([^\\r\\n]*?)<\\/H2[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1== $2 ==$3');\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H3[^<>]*>([^\\r\\n]*?)<\\/H3[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1=== $2 ===$3');\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H4[^<>]*>([^\\r\\n]*?)<\\/H4[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1==== $2 ====$3');\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H5[^<>]*>([^\\r\\n]*?)<\\/H5[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1===== $2 =====$3');\n str = str.replace(/(^|[\\r\\n])[\\t ]*<H6[^<>]*>([^\\r\\n]*?)<\\/H6[\\r\\n\\t ]*>[\\t ]*([\\r\\n]|$)/gim, '$1====== $2 ======$3');\n \n return str;\n}", "function convertToHTML(text) {\r\n var map = {\r\n \"<script>\": \"\",\r\n \"</script>\": \"\",\r\n \"javascript:\": \"\",\r\n \"<\": \"&#60;\",\r\n \">\": \"&#62;\"\r\n };\r\n return text.replace(/<script>|<\\/script>|javascript:|[<>]/gi, function(m) { return map[m]; });\r\n}", "function text2html(str)\n {\n // simple link parser (similar to rcube_string_replacer class in PHP)\n var utf_domain = '[^?&@\"\\'/\\\\(\\\\)\\\\s\\\\r\\\\t\\\\n]+\\\\.([^\\x00-\\x2f\\x3b-\\x40\\x5b-\\x60\\x7b-\\x7f]{2,}|xn--[a-z0-9]{2,})',\n url1 = '.:;,', url2 = 'a-z0-9%=#@+?&/_~\\\\[\\\\]-',\n link_pattern = new RegExp('([hf]t+ps?://|www.)('+utf_domain+'(['+url1+']?['+url2+']+)*)?', 'ig'),\n link_replace = function(matches, p1, p2) {\n var url = (p1 == 'www.' ? 'http://' : '') + p1 + p2;\n return '<a href=\"' + url + '\" class=\"x-templink\">' + p1 + p2 + '</a>';\n };\n\n return '<pre>' + Q(str).replace(link_pattern, link_replace) + '</pre>';\n }", "function htmlToText(html) {\n if (html == DEFAULT_CONTENTEDITABLE_HTML) {\n return ''\n }\n return unescapeHTML(brsToLinebreak(html))\n}", "function convertHTML(str) {\n str = str\n .replace(/&/g, '&amp;')\n .replace(/</g, '&lt;')\n .replace(/>/g, '&gt;')\n .replace(/\"/g, '&quot;')\n .replace(/'/g, '&apos;');\n return str;\n}", "function convertHTML(str) {\n let regEx = /[&<>\"']/g\n let match = str.match(regEx)\n\n return str.replace(regEx, function(match){\n if(match === \"&\"){\n return \"&amp;\"\n }else if(match === \"<\"){\n return \"&lt;\"\n }else if(match === \">\"){\n return \"&gt;\"\n }else if(match === \"'\"){\n return \"&apos;\"\n }else if(match === '\"'){\n return \"&quot;\"\n }\n })\n}", "function htmlToText(html) {\n return _HtmlEntities.reduce(function (pv, cv, i, a) {\n return pv.replace(cv[0], cv[1]);\n }, html.replace(/(<.+?>)/g, ''));\n}", "function wikitext_to_plain_text(wikitext) {\r\n\t\tif (!wikitext || !(wikitext = wikitext.trim())) {\r\n\t\t\t// 一般 template 中之 parameter 常有設定空值的狀況,因此首先篩選以加快速度。\r\n\t\t\treturn wikitext;\r\n\t\t}\r\n\t\t// TODO: \"《茶花女》维基百科词条'''(法语)'''\"\r\n\t\twikitext = wikitext\r\n\t\t// 去除註解 comments。\r\n\t\t// e.g., \"親会社<!-- リダイレクト先の「[[子会社]]」は、[[:en:Subsidiary]] とリンク -->\"\r\n\t\t// \"ロイ・トーマス<!-- 曖昧さ回避ページ -->\"\r\n\t\t.replace(/<\\!--[\\s\\S]*?-->/g, '')\r\n\t\t// 沒先處理的話,也會去除 <br />\r\n\t\t.replace(/<br(?:\\s[^<>]*)?>/ig, '\\n').replace(/<\\/?[a-z][^>]*>/g, '')\r\n\t\t// \"{{=}}\" → \"=\"\r\n\t\t.replace(/{{=\\s*}}/ig, '=')\r\n\t\t// e.g., remove \"{{En icon}}\"\r\n\t\t.replace(/{{[a-z\\s]+}}/ig, '')\r\n\t\t// e.g., \"[[link]]\" → \"link\"\r\n\t\t// 警告:應處理 \"[[ [[link]] ]]\" → \"[[ link ]]\" 之特殊情況\r\n\t\t// 警告:應處理 \"[[text | [[ link ]] ]]\", \"[[ link | a[1] ]]\" 之特殊情況\r\n\t\t.replace(\r\n\t\t\t\tPATTERN_wikilink_global,\r\n\t\t\t\tfunction(all_link, page_and_section, page_name, section_title,\r\n\t\t\t\t\t\tdisplayed_text) {\r\n\t\t\t\t\treturn displayed_text || page_and_section;\r\n\t\t\t\t})\r\n\t\t// e.g., \"ABC (英文)\" → \"ABC \"\r\n\t\t// e.g., \"ABC (英文)\" → \"ABC \"\r\n\t\t.replace(/[((][英中日德法西義韓諺俄独原][語语國国]?文?[名字]?[))]/g, '')\r\n\t\t// e.g., \"'''''title'''''\" → \" title \"\r\n\t\t// .remove_head_tail(): function remove_head_tail() @ CeL.data.native\r\n\t\t.remove_head_tail(\"'''\", 0, ' ').remove_head_tail(\"''\", 0, ' ')\r\n\t\t// 有時因為原先的文本有誤,還是會有 ''' 之類的東西留下來。\r\n\t\t.replace(/'{2,}/g, ' ').trim()\r\n\t\t// 此處之 space 應為中間之空白。\r\n\t\t.replace(/\\s{2,}/g, function(space) {\r\n\t\t\t// trim tail\r\n\t\t\treturn space.replace(/[^\\n]{2,}/g, ' ')\r\n\t\t\t// 避免連\\n都被刪掉。\r\n\t\t\t.replace(/[^\\n]+\\n/g, '\\n').replace(/\\n{3,}/g, '\\n\\n');\r\n\t\t}).replace(/[((] /g, '(').replace(/ [))]/g, ')');\r\n\r\n\t\treturn wikitext;\r\n\t}", "function ConvertToHtml(text) {\n\tlet md = GetMarkdownIt();\n\tlet body = md.render(text);\n\tlet view = {\n\t\tstyle: style,\n\t\tcontent: body\n\t};\n\t// Compile the template\n\treturn mustache.render(template, view);\n}", "function convertHTML(str) {\n let htmlEntities = {\n '&': '&amp;',\n '<': '&lt;',\n '>': '&gt;',\n '\"': '&quot;',\n \"'\": '&apos;'\n };\n let strArr = str.split(\"\");\n let newArr = strArr.map(x => {\n for(var entity in htmlEntities){\n if(x === entity){\n return htmlEntities[entity];\n }\n }\n return x;\n });\n return newArr.join(\"\");\n}", "function convertHTML (str) {\n return str.replace(/&/g, '&amp;')\n .replace(/</g, '&lt;')\n .replace(/>/g, '&gt;')\n .replace(/\"/g, '&quot;')\n .replace(/'/g, '&apos;');\n}", "function convertTextToHTML(s) {\n\t\ts = s.replace(/\\&/g, \"&amp;\").replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\").replace(/\\n/g, \"<BR>\");\n\t\twhile (/\\s\\s/.test(s))\n\t\t\ts = s.replace(/\\s\\s/, \"&nbsp; \");\n\t\treturn s.replace(/\\s/g, \" \");\n\t}", "function getPlainTextHTML(res){\n\t'use strict';\n\tres = res.replace(/<script\\b[^<]*(?:(?!<\\/script>)<[^<]*)*<\\/script>/gim,'');\n\tres = res.replace(/<style\\b[^<]*(?:(?!<\\/style>)<[^<]*)*<\\/style>/gim,'');\n\tres = res.replace(/<!--[\\s\\S]*?-->/gim,'');\n\tres = res.replace(/(<([^>]+)>)/gim, '');\n\tres = res.replace(/^\\s+$/gim, '');\n\tres = res.replace(/(&nbsp;)/gim, '');\n\treturn res;\n}", "function convertHTML(str) {\r\n let arr = str.split('');\r\n const entities = [\r\n {\r\n re : '&',\r\n ent : '&amp;'\r\n },\r\n {\r\n re : \"'\",\r\n ent : '&apos;'\r\n },\r\n {\r\n re : '\"',\r\n ent : '&quot;'\r\n },\r\n {\r\n re : '<',\r\n ent : '&lt;'\r\n },\r\n {\r\n re : '>',\r\n ent : '&gt;' \r\n }\r\n ];\r\n\r\n for (let i = 0; i < arr.length; i++) {\r\n for (let j = 0; j < entities.length; j++) {\r\n if (arr[i] === entities[j].re) {\r\n arr[i] = entities[j].ent;\r\n }\r\n }\r\n }\r\n\r\n return arr.join('');\r\n}", "function convertHTML(str) {\r\n var htmlEntities = {\r\n \"&\": \"&amp;\",\r\n \"<\": \"&lt;\",\r\n \">\": \"&gt;\",\r\n \"\\\"\": \"&quot;\",\r\n \"'\": \"&apos;\"\r\n };\r\n return str.split(\"\").map((entity) => htmlEntities[entity] || entity).join(\"\");\r\n}", "escapeHTML(text) {\n const replacers = {'<': '&lt;', '>': '&gt;', '&': '&amp;', '\"': '&quot;'};\n return String(text || '').replace(/[<>&\"]/g, (x) => { return replacers[x]; });\n }", "function convertHTML(str) {\n // &colon;&rpar;\n var emptyString = \"\";\n \n for (var i = 0; i < str.length; i++) { \n if (str[i] === \"&\") {\n emptyString += \"&amp;\";\n } else if (str[i] === \"<\") { \n emptyString += \"&lt;\";\n } else if (str[i] === \">\") { \n emptyString += \"&gt;\";\n } else if (str[i] === '\"') { \n emptyString += \"&quot;\";\n } else if (str[i] === \"'\") { \n emptyString += \"&apos;\";\n } else { \n emptyString += str[i];\n }\n }\n \n return emptyString;\n}", "function convertFromHTMLParagraph(data){\r\n\tdata = data.replace(/<\\/p><p>/g,'\\n').replace(/<p>/g,'').replace(/<\\/p>/g,'');\t\t\r\n\tdata = $('<div />').html(data).text();\r\n\treturn data;\r\n}", "function convertHtmlToText(value) {\n var d = document.createElement(\"div\");\n d.innerHTML = value;\n return d.innerText;\n}", "function format_html_input() {\r\n var text = String(this);\r\n\r\n var element = Element(\"body\");\r\n element.innerHTML = text;\r\n\r\n if (Prototype.Browser.Gecko || Prototype.Browser.WebKit) {\r\n element.select('strong').each(function(element) {\r\n element.replace('<span style=\"font-weight: bold;\">' + element.innerHTML + '</span>');\r\n });\r\n element.select('em').each(function(element) {\r\n element.replace('<span style=\"font-style: italic;\">' + element.innerHTML + '</span>');\r\n });\r\n element.select('u').each(function(element) {\r\n element.replace('<span style=\"text-decoration: underline;\">' + element.innerHTML + '</span>');\r\n });\r\n }\r\n\r\n if (Prototype.Browser.WebKit)\r\n element.select('span').each(function(span) {\r\n if (span.getStyle('fontWeight') == 'bold')\r\n span.addClassName('Apple-style-span');\r\n\r\n if (span.getStyle('fontStyle') == 'italic')\r\n span.addClassName('Apple-style-span');\r\n\r\n if (span.getStyle('textDecoration') == 'underline')\r\n span.addClassName('Apple-style-span');\r\n });\r\n\r\n text = element.innerHTML;\r\n text = text.tidy_xhtml();\r\n\r\n text = text.replace(/<\\/p>(\\n)*<p>/g, \"\\n\\n\");\r\n\r\n text = text.replace(/(\\n)?<br( \\/)?>(\\n)?/g, \"\\n\");\r\n\r\n text = text.replace(/^<p>/g, '');\r\n text = text.replace(/<\\/p>$/g, '');\r\n\r\n if (Prototype.Browser.Gecko) {\r\n text = text.replace(/\\n/g, \"<br>\");\r\n text = text + '<br>';\r\n } else if (Prototype.Browser.WebKit) {\r\n text = text.replace(/\\n/g, \"</div><div>\");\r\n text = '<div>' + text + '</div>';\r\n text = text.replace(/<div><\\/div>/g, \"<div><br></div>\");\r\n } else if (Prototype.Browser.IE || Prototype.Browser.Opera) {\r\n text = text.replace(/\\n/g, \"</p>\\n<p>\");\r\n text = '<p>' + text + '</p>';\r\n text = text.replace(/<p><\\/p>/g, \"<p>&nbsp;</p>\");\r\n text = text.replace(/(<p>&nbsp;<\\/p>)+$/g, \"\");\r\n }\r\n\r\n return text;\r\n }", "function textAsHTML(text) {\n _domTextAreaForHaxxors.textContent = text;\n return _domTextAreaForHaxxors.innerHTML;\n}", "function convertHTML(str) {\n //split string into character array\n var placeHolder = str.split(\"\");\n //itterate through character array\n for(var i=0; i<placeHolder.length; i++) {\n //check current value of character\n switch(placeHolder[i]) {\n //if case is met, replace with html entity\n case '&':\n placeHolder[i]='&amp;';\n break;\n case '<':\n placeHolder[i]='&lt;';\n break;\n case '>':\n placeHolder[i]='&gt;';\n break;\n case '\"':\n placeHolder[i]='&quot;';\n break;\n case \"'\":\n placeHolder[i]='&apos;';\n break;\n }\n }\n //join character array back into string\n str = placeHolder.join(\"\");\n return str;\n}", "function html_decode(text)\n{\n var tmp = document.createElement('textarea');\n tmp.innerHTML = text;\n return tmp.innerText;\n}", "function ConvertHtmlCodeToText(html) {\n var tmp = document.createElement(\"DIV\");\n tmp.innerHTML = html;\n return tmp.textContent || tmp.innerText;\n}", "function convertHTML(str) {\r\n\r\n let entities = {\r\n '&': '&amp;',\r\n '\\\"': '&quot;',\r\n '\\'': '&apos;',\r\n '<': '&lt;',\r\n '>': '&gt;'\r\n };\r\n\r\n return str.split('').map(function (char) {\r\n return entities[char] || char;\r\n }).join('');\r\n}", "function toText(html) {\n\n var $$ = cheerio.load(\"<body>\" + html + \"</body>\",{decodeEntities: false});\n\n return $$(\"body\").text();\n\n}", "function convertHTML(str) {\n const htmlValues = {\n \"&\": \"&amp;\",\n \"<\": \"&lt;\",\n \">\": \"&gt;\",\n '\\\"': \"&quot;\",\n \"\\'\": \"&apos;\",\n }\n return str.split(\"\").map(el => /[&<>\"']/.test(el) ? htmlValues[el] : el).join(\"\");\n}", "function convertHTML(str) {\n const entities = {\n \"&\": \"&amp;\",\n \"<\": \"&lt;\",\n \">\": \"&gt;\",\n \"''\": \"&quot;\",\n '\"': \"&quot;\",\n \"'\": \"&apos;\"\n }\n return str.split('').map(item => item.replace(item, entities[item] || item)).join('')\n}", "function convertHTML(str) {\n\tlet pairs = {\n\t\t'&': '&amp;',\n\t\t'<': '&lt;',\n\t\t'>': '&gt;',\n\t\t'\"': '&quot;',\n\t\t\"'\": '&apos;'\n\t};\n\t// return [...str].map(value => value.replace(value, pairs[value] || value)).join('');\n\n\treturn [...str].map(value => pairs[value] ? pairs[value] : value).join('');\n\n\tlet out = str;\n\t// for (let value of [...str]) {\n\t// \tif (pairs[value]) {\n\t// \t\tout = out.replace(value, pairs[value]);\n\t// \t}\n\t// }\n\treturn out;\n}", "function htmlToText(html) {\n var pos = html.indexOf('&');\n if (pos < 0) { return html; }\n // Handle numeric entities specially. We can't use functional substitution\n // since that doesn't work in older versions of Safari.\n // These should be rare since most browsers convert them to normal chars.\n for (--pos; (pos = html.indexOf('&#', pos + 1)) >= 0;) {\n var end = html.indexOf(';', pos);\n if (end >= 0) {\n var num = html.substring(pos + 3, end);\n var radix = 10;\n if (num && num.charAt(0) === 'x') {\n num = num.substring(1);\n radix = 16;\n }\n var codePoint = parseInt(num, radix);\n if (!isNaN(codePoint)) {\n html = (html.substring(0, pos) + String.fromCharCode(codePoint) +\n html.substring(end + 1));\n }\n }\n }\n\n return html.replace(pr_ltEnt, '<')\n .replace(pr_gtEnt, '>')\n .replace(pr_aposEnt, \"'\")\n .replace(pr_quotEnt, '\"')\n .replace(pr_nbspEnt, ' ')\n .replace(pr_ampEnt, '&');\n }", "function htmlToText(html) {\n var pos = html.indexOf('&');\n if (pos < 0) { return html; }\n // Handle numeric entities specially. We can't use functional substitution\n // since that doesn't work in older versions of Safari.\n // These should be rare since most browsers convert them to normal chars.\n for (--pos; (pos = html.indexOf('&#', pos + 1)) >= 0;) {\n var end = html.indexOf(';', pos);\n if (end >= 0) {\n var num = html.substring(pos + 3, end);\n var radix = 10;\n if (num && num.charAt(0) === 'x') {\n num = num.substring(1);\n radix = 16;\n }\n var codePoint = parseInt(num, radix);\n if (!isNaN(codePoint)) {\n html = (html.substring(0, pos) + String.fromCharCode(codePoint) +\n html.substring(end + 1));\n }\n }\n }\n\n return html.replace(pr_ltEnt, '<')\n .replace(pr_gtEnt, '>')\n .replace(pr_aposEnt, \"'\")\n .replace(pr_quotEnt, '\"')\n .replace(pr_nbspEnt, ' ')\n .replace(pr_ampEnt, '&');\n }", "function TML2HTML() {\n \n /* Constants */\n var startww = \"(^|\\\\s|\\\\()\";\n var endww = \"($|(?=[\\\\s\\\\,\\\\.\\\\;\\\\:\\\\!\\\\?\\\\)]))\";\n var PLINGWW =\n new RegExp(startww+\"!([\\\\w*=])\", \"gm\");\n var TWIKIVAR =\n new RegExp(\"^%(<nop(?:result| *\\\\/)?>)?([A-Z0-9_:]+)({.*})?$\", \"\");\n var MARKER =\n new RegExp(\"\\u0001([0-9]+)\\u0001\", \"\");\n var protocol = \"(file|ftp|gopher|https|http|irc|news|nntp|telnet|mailto)\";\n var ISLINK =\n new RegExp(\"^\"+protocol+\":|/\");\n var HEADINGDA =\n new RegExp('^---+(\\\\++|#+)(.*)$', \"m\");\n var HEADINGHT =\n new RegExp('^<h([1-6])>(.+?)</h\\\\1>', \"i\");\n var HEADINGNOTOC =\n new RegExp('(!!+|%NOTOC%)');\n var wikiword = \"[A-Z]+[a-z0-9]+[A-Z]+[a-zA-Z0-9]*\";\n var WIKIWORD =\n new RegExp(wikiword);\n var webname = \"[A-Z]+[A-Za-z0-9_]*(?:(?:[\\\\./][A-Z]+[A-Za-z0-9_]*)+)*\";\n var WEBNAME =\n new RegExp(webname);\n var anchor = \"#[A-Za-z_]+\";\n var ANCHOR =\n new RegExp(anchor);\n var abbrev = \"[A-Z]{3,}s?\\\\b\";\n var ABBREV =\n new RegExp(abbrev);\n var ISWIKILINK =\n new RegExp( \"^(?:(\"+webname+\")\\\\.)?(\"+wikiword+\")(\"+anchor+\")?\");\n var WW =\n new RegExp(startww+\"((?:(\"+webname+\")\\\\.)?(\"+wikiword+\"))\", \"gm\");\n var ITALICODE =\n new RegExp(startww+\"==(\\\\S+?|\\\\S[^\\\\n]*?\\\\S)==\"+endww, \"gm\");\n var BOLDI =\n new RegExp(startww+\"__(\\\\S+?|\\\\S[^\\\\n]*?\\\\S)__\"+endww, \"gm\");\n var CODE =\n new RegExp(startww+\"\\\\=(\\\\S+?|\\\\S[^\\\\n]*?\\\\S)\\\\=\"+endww, \"gm\");\n var ITALIC =\n new RegExp(startww+\"\\\\_(\\\\S+?|\\\\S[^\\\\n]*?\\\\S)\\\\_\"+endww, \"gm\");\n var BOLD =\n new RegExp(startww+\"\\\\*(\\\\S+?|\\\\S[^\\\\n]*?\\\\S)\\\\*\"+endww, \"gm\");\n var NOPWW =\n new RegExp(\"<nop(?: *\\/)?>(\"+wikiword+\"|\"+abbrev+\")\", \"g\");\n var URI =\n new RegExp(\"(^|[-*\\\\s(])(\"+protocol+\":([^\\\\s<>\\\"]+[^\\s*.,!?;:)<]))\");\n\n /*\n * Main entry point, and only external function. 'options' is an object\n * that must provide the following method:\n * getViewUrl(web,topic) -> url (where topic may include an anchor)\n * and may optionally provide\n * expandVarsInURL(url, options) -> url\n * getViewUrl must generate a URL for the given web and topic.\n * expandVarsinURL gives an opportunity for a caller to expand selected\n * Macros embedded in URLs\n */\n this.convert = function(content, options) {\n this.opts = options;\n\n content = content.replace(/\\\\\\n/g, \" \");\n \n content = content.replace(/\\u0000/g, \"!\");\t\n content = content.replace(/\\u0001/g, \"!\");\t\n content = content.replace(/\\u0002/g, \"!\");\t\n \n this.refs = new Array();\n\n // Render TML constructs to tagged HTML\n return this._getRenderedVersion(content);\n };\n \n this._liftOut = function(text) {\n index = '\\u0001' + this.refs.length + '\\u0001';\n this.refs.push(text);\n return index;\n }\n \n this._dropBack = function(text) {\n var match;\n \n while (match = MARKER.exec(text)) {\n var newtext = this.refs[match[1]];\n if (newtext != match[0]) {\n var i = match.index;\n var l = match[0].length;\n text = text.substr(0, match.index) +\n newtext +\n text.substr(match.index + match[0].length);\n }\n MARKER.lastIndex = 0;\n }\n return text;\n };\n \n // Parse twiki variables.\n //for InlineEdit, would like to not nest them, and to surround entire html entities where needed\n this._processTags = function(text) {\n \n var queue = text.split(/%/);\n var stack = new Array();\n var stackTop = '';\n var prev = '';\n \n while (queue.length) {\n var token = queue.shift();\n if (stackTop.substring(-1) == '}') {\n while (stack.length && !TWIKIVAR.match(stackTop)) {\n stackTop = stack.pop() + stackTop;\n }\n }\n \n var match = TWIKIVAR.exec(stackTop);\n if (match) {\n var nop = match[1];\n var args = match[3];\n if (!args)\n args = '';\n // You can always replace the %'s here with a construct e.g.\n // html spans; however be very careful of variables that are\n // used in the context of parameters to HTML tags e.g.\n // <img src=\"%ATTACHURL%...\">\n var tag = '%' + match[2] + args + '%';\n if (nop) {\n nop = nop.replace(/[<>]/g, '');\n tag = \"<span class='TML'\"+nop+\">\"+tag+\"</span>\";\n }\n stackTop = stack.pop() + this._liftOut(tag) + token;\n } else {\n stack.push(stackTop);\n stackTop = prev + token;\n }\n prev = '%';\n }\n // Run out of input. Gather up everything in the stack.\n while (stack.length) {\n stackTop = stack.pop(stack) + stackTop;\n }\n \n return stackTop;\n };\n \n this._makeLink = function(url, text) {\n if (!text || text == '')\n text = url;\n url = this._liftOut(url);\n return \"<a href='\"+url+\"'>\" + text + \"</a>\";\n };\n \n this._expandRef = function(ref) {\n if (this.opts['expandVarsInURL']) {\n var origtxt = this.refs[ref];\n var newtxt = this.opts['expandVarsInURL'](origtxt, this.opts);\n if (newTxt != origTxt)\n return newtxt;\n }\n return '\\u0001'+ref+'\\u0001';\n };\n \n this._expandURL = function(url) {\n if (this.opts['expandVarsInURL'])\n return this.opts['expandVarsInURL'](url, this.opts);\n return url;\n };\n \n this._makeSquab = function(url, text) {\n url = _sg(MARKER, url, function(match) {\n this._expandRef(match[1]);\n }, this);\n \n if (url.test(/[<>\\\"\\x00-\\x1f]/)) {\n // we didn't manage to expand some variables in the url\n // path. Give up.\n // If we can't completely expand the URL, then don't expand\n // *any* of it (hence save)\n return text ? \"[[save][text]]\" : \"[[save]]\";\n }\n \n if (!text) {\n // forced link [[Word]] or [[url]]\n text = url;\n if (url.test(ISLINK)) {\n var wurl = url;\n wurl.replace(/(^|)(.)/g,$2.toUpperCase());\n var match = wurl.exec(ISWEB);\n if (match) {\n url = this.opts['getViewUrl'](match[1], match[2] + match[3]);\n } else {\n url = this.opts['getViewUrl'](null, wurl);\n }\n }\n } else if (match = url.exec(ISWIKILINK)) {\n // Valid wikiword expression\n url = this.optsgetViewUrl(match[1], match[2]) + match[3];\n }\n \n text.replace(WW, \"$1<nop>$2\");\n \n return this._makeLink(url, text);\n };\n \n // Lifted straight out of DevelopBranch Render.pm\n this._getRenderedVersion = function(text, refs) {\n if (!text)\n return '';\n \n this.LIST = new Array();\n this.refs = new Array();\n \n // Initial cleanup\n text = text.replace(/\\r/g, \"\");\n text = text.replace(/^\\n+/, \"\");\n text = text.replace(/\\n+$/, \"\");\n\n var removed = new BlockSafe();\n \n text = removed.takeOut(text, 'verbatim', true);\n\n // Remove PRE to prevent TML interpretation of text inside it\n text = removed.takeOut(text, 'pre', false);\n \n // change !%XXX to %<nop>XXX\n text = text.replace(/!%([A-Za-z_]+(\\{|%))/g, \"%<nop>$1\");\n\n // change <nop>%XXX to %<nopresult>XXX. A nop before th % indicates\n // that the result of the tag expansion is to be nopped\n text = text.replace(/<nop>%(?=[A-Z]+(\\{|%))/g, \"%<nopresult>\");\n \n // Pull comments\n text = _sg(/(<!--.*?-->)/, text,\n function(match) {\n this._liftOut(match[1]);\n }, this);\n \n // Remove TML pseudo-tags so they don't get protected like HTML tags\n text = text.replace(/<(.?(noautolink|nop|nopresult).*?)>/gi,\n \"\\u0001($1)\\u0001\");\n \n // Expand selected TWiki variables in IMG tags so that images appear in the\n // editor as images\n text = _sg(/(<img [^>]*src=)([\\\"\\'])(.*?)\\2/i, text,\n function(match) {\n return match[1]+match[2]+this._expandURL(match[3])+match[2];\n }, this);\n \n // protect HTML tags by pulling them out\n text = _sg(/(<\\/?[a-z]+(\\s[^>]*)?>)/i, text,\n function(match) {\n return this._liftOut(match[1]);\n }, this);\n \n var pseud = new RegExp(\"\\u0001\\((.*?)\\)\\u0001\", \"g\");\n // Replace TML pseudo-tags\n text = text.replace(pseud, \"<$1>\");\n \n // Convert TWiki tags to spans outside parameters\n text = this._processTags(text);\n \n // Change ' !AnyWord' to ' <nop>AnyWord',\n text = text.replace(PLINGWW, \"$1<nop>$2\");\n \n text = text.replace(/\\\\\\n/g, \"\"); // Join lines ending in '\\'\n \n // Blockquoted email (indented with '> ')\n text = text.replace(/^>(.*?)/gm,\n '&gt;<cite class=TMLcite>$1<br /></cite>');\n \n // locate isolated < and > and translate to entities\n // Protect isolated <!-- and -->\n text = text.replace(/<!--/g, \"\\u0000{!--\");\n text = text.replace(/-->/g, \"--}\\u0000\");\n // SMELL: this next fragment is a frightful hack, to handle the\n // case where simple HTML tags (i.e. without values) are embedded\n // in the values provided to other tags. The only way to do this\n // correctly (i.e. handle HTML tags with values as well) is to\n // parse the HTML (bleagh!)\n text = text.replace(/<(\\/[A-Za-z]+)>/g, \"{\\u0000$1}\\u0000\");\n text = text.replace(/<([A-Za-z]+(\\s+\\/)?)>/g, \"{\\u0000$1}\\u0000\");\n text = text.replace(/<(\\S.*?)>/g, \"{\\u0000$1}\\u0000\");\n // entitify lone < and >, praying that we haven't screwed up :-(\n text = text.replace(/</g, \"&lt;\");\n text = text.replace(/>/g, \"&gt;\");\n text = text.replace(/{\\u0000/g, \"<\");\n text = text.replace(/}\\u0000/g, \">\");\n \n // standard URI\n text = _sg(URI, text,\n function(match) {\n return match[1] + this._makeLink(match[2],match[2]);\n }, this);\n \n // Headings\n // '----+++++++' rule\n text = _sg(HEADINGDA, text, function(match) {\n return this._makeHeading(match[2],match[1].length);\n }, this);\n \n // Horizontal rule\n var hr = \"<hr class='TMLhr' />\";\n text = text.replace(/^---+/gm, hr);\n \n // Now we really _do_ need a line loop, to process TML\n // line-oriented stuff.\n var isList = false;\t\t// True when within a list\n var insideTABLE = false;\n this.result = new Array();\n\n var lines = text.split(/\\n/);\n for (var i in lines) {\n var line = lines[i];\n // Table: | cell | cell |\n // allow trailing white space after the last |\n if (line.match(/^(\\s*\\|.*\\|\\s*)/)) {\n if (!insideTABLE) {\n result.push(\"<table border=1 cellpadding=0 cellspacing=1>\");\n }\n result.push(this._emitTR(match[1]));\n insideTABLE = true;\n continue;\n } else if (insideTABLE) {\n result.push(\"</table>\");\n insideTABLE = false;\n }\n // Lists and paragraphs\n if (line.match(/^\\s*$/)) {\n isList = false;\n line = \"<p />\";\n }\n else if (line.match(/^\\S+?/)) {\n isList = false;\n }\n else if (line.match(/^(\\t| )+\\S/)) {\n var match;\n if (match = line.match(/^((\\t| )+)\\$\\s(([^:]+|:[^\\s]+)+?):\\s(.*)$/)) {\n // Definition list\n line = \"<dt> \"+match[3]+\" </dt><dd> \"+match[5];\n this._addListItem('dl', 'dd', match[1]);\n isList = true;\n }\n else if (match = line.match(/^((\\t| )+)(\\S+?):\\s(.*)$/)) {\n // Definition list\n line = \"<dt> \"+match[3]+\" </dt><dd> \"+match[4];\n this._addListItem('dl', 'dd', match[1]);\n isList = true;\n }\n else if (match = line.match(/^((\\t| )+)\\* (.*)$/)) {\n // Unnumbered list\n line = \"<li> \"+match[3];\n this._addListItem('ul', 'li', match[1]);\n isList = true;\n }\n else if (match = line.match(/^((\\t| )+)([1AaIi]\\.|\\d+\\.?) ?/)) {\n // Numbered list\n var ot = $3;\n ot = ot.replace(/^(.).*/, \"$1\");\n if (!ot.match(/^\\d/)) {\n ot = ' type=\"'+ot+'\"';\n } else {\n ot = '';\n }\n line.replace(/^((\\t| )+)([1AaIi]\\.|\\d+\\.?) ?/,\n \"<li\"+ot+\"> \");\n this._addListItem('ol', 'li', match[1]);\n isList = true;\n }\n } else {\n isList = false;\n }\n \n // Finish the list\n if (!isList) {\n this._addListItem('', '', '');\n }\n \n this.result.push(line);\n }\n \n if (insideTABLE) {\n this.result.push('</table>');\n }\n this._addListItem('', '', '');\n \n text = this.result.join(\"\\n\");\n text = text.replace(ITALICODE, \"$1<b><code>$2</code></b>\")\n text = text.replace(BOLDI, \"$1<b><i>$2</i></b>\");\n text = text.replace(BOLD, \"$1<b>$2</b>\")\n text = text.replace(ITALIC, \"$1<i>$2</i>\")\n text = text.replace(CODE, \"$1<code>$2</code>\");\n \n // Handle [[][] and [[]] links\n text = text.replace(/(^|\\s)\\!\\[\\[/gm, \"$1[<nop>[\");\n \n // We _not_ support [[http://link text]] syntax\n \n // detect and escape nopped [[][]]\n text = text.replace(/\\[<nop(?: *\\/)?>(\\[.*?\\](?:\\[.*?\\])?)\\]/g,\n '[<span class=\"TMLnop\">$1</span>]');\n text.replace(/!\\[(\\[.*?\\])(\\[.*?\\])?\\]/g,\n '[<span class=\"TMLnop\">$1$2</span>]');\n \n // Spaced-out Wiki words with alternative link text\n // i.e. [[1][3]]\n\n text = _sg(/\\[\\[([^\\]]*)\\](?:\\[([^\\]]+)\\])?\\]/, text,\n function(match) {\n return this._makeSquab(match[1],match[2]);\n }, this);\n \n // Handle WikiWords\n text = removed.takeOut(text, 'noautolink', true);\n \n text = text.replace(NOPWW, '<span class=\"TMLnop\">$1</span>');\n \n text = _sg(WW, text,\n function(match) {\n var url = this.opts['getViewUrl'](match[3], match[4]);\n if (match[5])\n url += match[5];\n return match[1]+this._makeLink(url, match[2]);\n }, this);\n\n text = removed.putBack(text, 'noautolink', 'div');\n \n text = removed.putBack(text, 'pre');\n \n // replace verbatim with pre in the final output\n text = removed.putBack(text, 'verbatim', 'pre',\n function(text) {\n // use escape to URL encode, then JS encode\n return HTMLEncode(text);\n });\n \n // There shouldn't be any lingering <nopresult>s, but just\n // in case there are, convert them to <nop>s so they get removed.\n text = text.replace(/<nopresult>/g, \"<nop>\");\n \n return this._dropBack(text);\n }\n \n // Make the html for a heading\n this._makeHeading = function(heading, level) {\n var notoc = '';\n if (heading.match(HEADINGNOTOC)) {\n heading = heading.substring(0, match.index) +\n heading.substring(match.index + match[0].length);\n notoc = ' notoc';\n }\n return \"<h\"+level+\" class='TML\"+notoc+\"'>\"+heading+\"</h\"+level+\">\";\n };\n\n\n this._addListItem = function(type, tag, indent) {\n indent = indent.replace(/\\t/g, \" \");\n var depth = indent.length / 3;\n var size = this.LIST.length;\n\n if (size < depth) {\n var firstTime = true;\n while (size < depth) {\n var obj = new Object();\n obj['type'] = type;\n obj['tag'] = tag;\n this.LIST.push(obj);\n if (!firstTime)\n this.result.push(\"<\"+tag+\">\");\n this.result.push(\"<\"+type+\">\");\n firstTime = false;\n size++;\n }\n } else {\n while (size > depth) {\n var types = this.LIST.pop();\n this.result.push(\"</\"+types['tag']+\">\");\n this.result.push(\"</\"+types['type']+\">\");\n size--;\n }\n if (size) {\n this.result.push(\"</this.{LIST}.[size-1].{element}>\");\n }\n }\n \n if (size) {\n var oldt = this.LIST[size-1];\n if (oldt['type'] != type) {\n this.result.push(\"</\"+oldt['type']+\">\\n<type>\");\n this.LIST.pop();\n var obj = new Object();\n obj['type'] = type;\n obj['tag'] = tag;\n this.LIST.push(obj);\n }\n }\n }\n \n this._emitTR = function(row) {\n \n row.replace(/^(\\s*)\\|/, \"\");\n var pre = 1;\n \n var tr = new Array();\n \n while (match = row.match(/^(.*?)\\|/)) {\n row = row.substring(match[0].length);\n var cell = 1;\n \n if (cell == '') {\n cell = '%SPAN%';\n }\n \n var attr = new Attrs();\n \n my (left, right) = (0, 0);\n if (cell.match(/^(\\s*).*?(\\s*)/)) {\n left = length (1);\n right = length (2);\n }\n \n if (left > right) {\n attr.set('class', 'align-right');\n attr.set('style', 'text-align: right');\n } else if (left < right) {\n attr.set('class', 'align-left');\n attr.set('style', 'text-align: left');\n } else if (left > 1) {\n attr.set('class', 'align-center');\n attr.set('style', 'text-align: center');\n }\n \n // make sure there's something there in empty cells. Otherwise\n // the editor will compress it to (visual) nothing.\n cell.replace(/^\\s*/g, \"&nbsp;\");\n \n // Removed TH to avoid problems with handling table headers. TWiki\n // allows TH anywhere, but Kupu assumes top row only, mostly.\n // See Item1185\n tr.push(\"<td \"+attr+\"> \"+cell+\" </td>\");\n }\n return pre+\"<tr>\" + tr.join('')+\"</tr>\";\n }\n}", "function text2HTML(text) {\n var session_id = $(\"#session_id\").val();\n \n // 1: Plain Text Search\n var text = text.replace(/&/g, \"&amp;\").\n replace(/</g, \"&lt;\").\n replace(/>/g, \"&gt;\");\n\n // 2: Line Breaks\n text = text.replace(/\\r\\n?|\\n/g, \"<br>\");\n\n // 3: Paragraphs\n text = text.replace(/<br>\\s*<br>/g, \"</p><p>\");\n\n // 替换跳转页面\n text = text.replace(/@[\\w-.#Ü]+/g, function($0){ \n var page_code=$0.substr(1);\n return \" <span class='jump_color'> <a href='/wx/doct_init?session_id=\"+session_id+\"&page_code=\"+page_code.replace('#','%23')+\"'>\"+page_code+\"</a></span> \";\n });\n\n // 替换索引\n text = text.replace(/\\[[\\s\\w-*#§¶†‡•Ü|]+\\]/g, function($0){ \n var note_code=$0.substr(1,$0.length-2);\n var p = note_code.lastIndexOf('-');\n return \" <sup class='jump_color'><a onclick='note_click(\\\"\"+note_code+\"\\\")' href='#'>[\"+note_code.substr(p+1).replace('#','%23')+\"]</a></sup> \";\n });\n\n // 4: Wrap in Paragraph Tags\n text = \"<p>\" + text + \"</p>\";\n\n return text;\n}", "function decodeHtml(input) {\r\n if(input) {\r\n input = input.toString().replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\");\r\n }\r\n return input;\r\n}", "function tidy_xhtml() {\r\n var text = String(this);\r\n\r\n text = text.gsub(/\\r\\n?/, \"\\n\");\r\n\r\n text = text.gsub(/<([A-Z]+)([^>]*)>/, function(match) {\r\n return '<' + match[1].toLowerCase() + match[2] + '>';\r\n });\r\n\r\n text = text.gsub(/<\\/([A-Z]+)>/, function(match) {\r\n return '</' + match[1].toLowerCase() + '>';\r\n });\r\n\r\n text = text.replace(/<br>/g, \"<br />\");\r\n\r\n return text;\r\n }", "function convertHTML(str) {\n\treturn (str = str\n\t\t.replace(/&/g, '&amp;')\n\t\t.replace(/</g, '&lt;')\n\t\t.replace(/>/g, '&gt;')\n\t\t.replace(/\"/g, '&quot;')\n\t\t.replace(/'/g, '&apos;'));\n}", "function htmlDecode() {\n utilitymanager_1.um.utilityManager({\n utilType: utilitymanager_1.um.TIXUtilityType.utTransform,\n sp: utilitymanager_1.um.TIXSelPolicy.Line,\n }, function (up) {\n var d = document.createElement('div');\n d.innerHTML = up.intext;\n return d.textContent;\n });\n }", "function htmlEncode() {\n utilitymanager_1.um.utilityManager({\n utilType: utilitymanager_1.um.TIXUtilityType.utTransform,\n sp: utilitymanager_1.um.TIXSelPolicy.Line,\n }, function (up) {\n var d = document.createElement('div');\n d.textContent = up.intext;\n return d.innerHTML;\n });\n }", "function decodeHtml(input) {\r\n if(input) {\r\n input = input.toString().replace(/</g, \"&lt;\").replace(/>/g, \"&gt;\");\r\n }\r\n\r\n return input;\r\n}", "function convertHTML(str) {\n const chars = str.split(\"\");\n const string = chars.map((char) => {\n if (char === \"&\") {\n return \"&amp;\";\n } else if (char === \"<\") {\n return \"&lt;\";\n } else if (char === \">\") {\n return \"&gt;\";\n } else if (char === '\"') {\n return \"&quot;\";\n } else if (char === \"'\") {\n return \"&apos;\";\n } else {\n return char;\n }\n });\n const joinedStr = string.join(\"\");\n return joinedStr;\n}", "function htmlAsText(html) {\n _domTextAreaForHaxxors.innerHTML = html;\n return _domTextAreaForHaxxors.textContent;\n}", "function escapeHTML(text) {\n\t\t\treturn text.replace(/\\&/g,'&amp;').replace(/\\</g,'&lt;').replace(/\\>/g,'&gt;');\n\t\t}", "decode(text){\n return new DOMParser().parseFromString(text,\"text/html\").documentElement.textContent;\n }", "function escapeHTML(text) {\n return text.replace(/\\&/g, '&amp;').replace(/\\</g, '&lt;').replace(/\\>/g, '&gt;');\n }", "function format_html_output() {\r\n var text = String(this);\r\n text = text.tidy_xhtml();\r\n\r\n if (Prototype.Browser.WebKit) {\r\n text = text.replace(/(<div>)+/g, \"\\n\");\r\n text = text.replace(/(<\\/div>)+/g, \"\");\r\n\r\n text = text.replace(/<p>\\s*<\\/p>/g, \"\");\r\n\r\n text = text.replace(/<br \\/>(\\n)*/g, \"\\n\");\r\n } else if (Prototype.Browser.Gecko) {\r\n text = text.replace(/<p>/g, \"\");\r\n text = text.replace(/<\\/p>(\\n)?/g, \"\\n\");\r\n\r\n text = text.replace(/<br \\/>(\\n)*/g, \"\\n\");\r\n } else if (Prototype.Browser.IE || Prototype.Browser.Opera) {\r\n text = text.replace(/<p>(&nbsp;|&#160;|\\s)<\\/p>/g, \"<p></p>\");\r\n\r\n text = text.replace(/<br \\/>/g, \"\");\r\n\r\n text = text.replace(/<p>/g, '');\r\n\r\n text = text.replace(/&nbsp;/g, '');\r\n\r\n text = text.replace(/<\\/p>(\\n)?/g, \"\\n\");\r\n\r\n text = text.gsub(/^<p>/, '');\r\n text = text.gsub(/<\\/p>$/, '');\r\n }\r\n\r\n text = text.gsub(/<b>/, \"<strong>\");\r\n text = text.gsub(/<\\/b>/, \"</strong>\");\r\n\r\n text = text.gsub(/<i>/, \"<em>\");\r\n text = text.gsub(/<\\/i>/, \"</em>\");\r\n\r\n text = text.replace(/\\n\\n+/g, \"</p>\\n\\n<p>\");\r\n\r\n text = text.gsub(/(([^\\n])(\\n))(?=([^\\n]))/, \"#{2}<br />\\n\");\r\n\r\n text = '<p>' + text + '</p>';\r\n\r\n text = text.replace(/<p>\\s*/g, \"<p>\");\r\n text = text.replace(/\\s*<\\/p>/g, \"</p>\");\r\n\r\n var element = Element(\"body\");\r\n element.innerHTML = text;\r\n\r\n if (Prototype.Browser.WebKit || Prototype.Browser.Gecko) {\r\n var replaced;\r\n do {\r\n replaced = false;\r\n element.select('span').each(function(span) {\r\n if (span.hasClassName('Apple-style-span')) {\r\n span.removeClassName('Apple-style-span');\r\n if (span.className == '')\r\n span.removeAttribute('class');\r\n replaced = true;\r\n } else if (span.getStyle('fontWeight') == 'bold') {\r\n span.setStyle({fontWeight: ''});\r\n if (span.style.length == 0)\r\n span.removeAttribute('style');\r\n span.update('<strong>' + span.innerHTML + '</strong>');\r\n replaced = true;\r\n } else if (span.getStyle('fontStyle') == 'italic') {\r\n span.setStyle({fontStyle: ''});\r\n if (span.style.length == 0)\r\n span.removeAttribute('style');\r\n span.update('<em>' + span.innerHTML + '</em>');\r\n replaced = true;\r\n } else if (span.getStyle('textDecoration') == 'underline') {\r\n span.setStyle({textDecoration: ''});\r\n if (span.style.length == 0)\r\n span.removeAttribute('style');\r\n span.update('<u>' + span.innerHTML + '</u>');\r\n replaced = true;\r\n } else if (span.attributes.length == 0) {\r\n span.replace(span.innerHTML);\r\n replaced = true;\r\n }\r\n });\r\n } while (replaced);\r\n\r\n }\r\n\r\n for (var i = 0; i < element.descendants().length; i++) {\r\n var node = element.descendants()[i];\r\n if (node.innerHTML.blank() && node.nodeName != 'BR' && node.id != 'bookmark')\r\n node.remove();\r\n }\r\n\r\n text = element.innerHTML;\r\n text = text.tidy_xhtml();\r\n\r\n text = text.replace(/<br \\/>(\\n)*/g, \"<br />\\n\");\r\n text = text.replace(/<\\/p>\\n<p>/g, \"</p>\\n\\n<p>\");\r\n\r\n text = text.replace(/<p>\\s*<\\/p>/g, \"\");\r\n\r\n text = text.replace(/\\s*$/g, \"\");\r\n\r\n return text;\r\n }", "function htmlEncode(text){\n return (\n text.replace(/&/g,'&amp;')\n .replace(/</g,'&lt;')\n .replace(/</g,'&lt;')\n .replace(/ /g,'&nbsp;')\n .replace(/([^<>&]{10})/g,'$1<wbr>&shy;' + wbr)\n );\n }", "function jsonToHTML (data) {\n \n var html;\n \n \n \n return html;\n}", "function htmlify(text) {\n if (!text) {\n return \"\";\n }\n\n return $('<span />').text(text).html();\n }", "function _getRulaiHtml(content){\n\n}", "function escapeHTML(text) {\n return text.replace(/\\&/g,'&amp;').replace(/\\</g,'&lt;').replace(/\\>/g,'&gt;');\n }", "function transformText(text) {\n\t\t\tif (typeof text !== \"string\")\n\t\t\t\treturn text;\n\n\t\t\ttext = text.replace(/&Uuml;/g, 'Ü');\n\t\t\ttext = text.replace(/&uuml;/g, 'ü');\n\t\t\ttext = text.replace(/&Ouml;/g, 'Ö');\n\t\t\ttext = text.replace(/&ouml;/g, 'ö');\n\t\t\ttext = text.replace(/&Auml;/g, 'Ä');\n\t\t\ttext = text.replace(/&auml;/g, 'ä');\n\t\t\ttext = text.replace(/&szlig;/g, 'ß');\n\t\t\ttext = text.replace(/&nbsp;/g, ' ');\n\t\t\treturn text;\n\t\t}", "function htmlify(text) {\n\t\tif (!text) {\n\t\t\treturn \"\";\n\t\t}\n\n\t\treturn $('<span />').text(text).html();\n\t}", "function convertHTML(str) {\n // &colon;&rpar;\n const htmlEntities = {\n '&': 'amp',\n '<': 'lt',\n '>': 'gt',\n '\"': 'quot',\n \"'\": 'apos',\n };\n let charRegex = /&|<|>|\"|'/g;\n return str.replace(charRegex, match =>`&${htmlEntities[match]};`);\n}", "adjust(aData, aManipulationObject) {\n\t\t//console.log(\"wprr/manipulation/adjustfunctions/text/HtmlToText::adjust\");\n\t\t\n\t\tlet text = this.getInput(\"text\", aData, aManipulationObject);\n\t\tlet outputName = this.getInput(\"outputName\", aData, aManipulationObject);\n\t\t\n\t\tlet formattingElement = document.createElement(\"div\");\n\t\tformattingElement.innerHTML = text;\n\n\t\tlet returnText = formattingElement.innerText;\n\t\t\n\t\taData[outputName] = returnText;\n\t\t\n\t\treturn aData;\n\t}", "function htmlEncode(text) {\n\t return document.createElement('a').appendChild(document.createTextNode(text)).parentNode.innerHTML;\n\t}", "function toHtml(text) {\n text = text.replace(/\\n/g, \"</p><p>\")\n .replace(/ /g, \" &nbsp;\");\n return \"<p>\" + text + \"</p>\";\n }", "function prepareHTMLtext(text) {\n var result = \"<p>\" + text + \"</p>\";\n result = result.replace(/\\r\\n\\r\\n/g, \"</p><p>\").replace(/\\n\\n/g, \"</p><p>\");\n result = result.replace(/\\r\\n/g, \"<br />\").replace(/\\n/g, \"<br />\");\n\n return result;\n}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}", "textConverted() {\n\t\tvar _this3 = this;\n\n\t\treturn consumeBody.call(this).then(function (buffer) {\n\t\t\treturn convertBody(buffer, _this3.headers);\n\t\t});\n\t}" ]
[ "0.720038", "0.70108694", "0.6960722", "0.69568676", "0.6880651", "0.68673295", "0.68278974", "0.6823248", "0.6806994", "0.67993605", "0.6727833", "0.6722558", "0.66666967", "0.66666967", "0.66551614", "0.6641719", "0.66283953", "0.6621277", "0.66143477", "0.6613552", "0.6581482", "0.6559996", "0.65377545", "0.65347064", "0.6515483", "0.650506", "0.6494736", "0.6493787", "0.6483841", "0.64383763", "0.64201653", "0.6411442", "0.64102733", "0.63906175", "0.63825476", "0.6373559", "0.63643765", "0.6363035", "0.6352001", "0.6343355", "0.6342817", "0.6309541", "0.6307437", "0.6291561", "0.62886846", "0.6285531", "0.6283206", "0.6282641", "0.62818927", "0.62622035", "0.6250534", "0.6232224", "0.62209135", "0.62082297", "0.62082297", "0.62039983", "0.6184119", "0.6182147", "0.6180234", "0.61598486", "0.6153472", "0.61529255", "0.6148833", "0.6144195", "0.6138935", "0.6109853", "0.61011565", "0.6088013", "0.60866994", "0.6085344", "0.6054846", "0.6047041", "0.6044505", "0.6019021", "0.6014584", "0.6013454", "0.6012609", "0.6011681", "0.60113376", "0.59995824", "0.59979904", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265", "0.5994265" ]
0.0
-1
Convert message to html and make sure it can handle arrays if solution returns an array
function show_result(result) { var html_msg = "Deine Lösung ist:<br>" if (result.solution.constructor.name == "Array") { result.solution.forEach(function(m, index){ html_msg = html_msg + m + "<br>"; }); } else { html_msg = html_msg + result.solution + "<br>" } if (result.correct) { notify(html_msg + "Juhu, das war richtig!"); next_level(); } else { notify(html_msg + "Das ist leider falsch."); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function convertToListHtml(mensaje){\n if(Array.isArray(mensaje)){\n //console.log(\"es un arreglo\"+mensaje.length);\n if(mensaje.length>=1){\n var arrayMensaje = mensaje;\n var mensaje = \"<ul>\";\n for(var i = 0;i<arrayMensaje.length;i++){\n mensaje +='<li>'+arrayMensaje[i]+'</li>';\n }\n mensaje += '</ul>';\n }\n }else if(typeof mensaje === 'object'){\n var objectMensaje = mensaje;\n mensaje = \"<ul>\";\n $.each(objectMensaje,function(i,item){\n mensaje += \"<li>\"+item+\"</li>\";\n });\n mensaje += '</ul>';\n }\n return mensaje;\n }", "function emotesArraytoHTML(emotes){\n\tret_str = \"\"\n\tvar i;\n\tfor(i = 0; i < emotes.length; i++){\n\t\tif(emotes[i][0] != 'null'){\n\t\t\tif(LITE){\n\t\t\t\tret_str += '<p><b>\"' + emotes[i][1] + '</b>\": ' + emotes[i][2] + '</p>';\n\t\t\t}\n\t\t\telse{\n\t\t\t\tret_str += '<p><img src=\"' + IDtoImage(emotes[i][0]) + '\">: ' + emotes[i][2] + '</p>';\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn ret_str;\n}", "function formatMsg(data) {\r\n let fullmsg = \"\";\r\n data.message.message.map(msg => {\r\n fullmsg += msg.text;\r\n });\r\n return fullmsg.trim().replace(/ +/g, \" \");\r\n}", "function display_message(arr_msg){\t\r\n\tvar msg='Please review the following error message before continue:\\n';\r\n\tfor (var word in arr_msg){\r\n\t\tmsg+=\"*\\t\"+arr_msg[word]+'\\n';\r\n\t}\r\n\tmsg+=\"\\n\";\r\n\treturn msg;\r\n}", "function getAllMessages() {\n return [\n [\"Hey ho, Merio! We're finally living in the future! Through an internet browser! Using those new-fangled \\\"HTML\\\" and \\\"JavaScript\\\" doodads that those technical folks keep whining about. And look! The game doesn't lag anymore when you move around! Anyway, you'd better get going to progress on your adventure - I'm starting to get motion sickness from all the physics optimisations in this game engine...\"],\n [\"Watch the enemy's movements carefully and use the power of the arrow keys to outsmart them!\"],\n [\"To complete your haphazard quest to find happiness, you'll need to jump through these jiggling portals. This particular portal smells like kerosene. Mmmm...\"],\n\n [\"My cousins work here as moving platforms, so they'll give you a ride to wherever they feel like going.\"],\n [\"These snowmen are on strike for higher wages and better working conditions. Crush those lads like their corporate overlords would!\", \"But remember, if you try to jump on multiple stacks of snowmen, they can do a surprise attack that hurts you.\"],\n [\"Using the magical art of \\\"collision detection\\\", you can do a boosted jump when you get sandwiched by moving platforms. It's as if you're immune to the laws of physics!\"],\n\n [\"Y'see that pink space dust over there? Inhaling that stuff makes you all floaty and stuff!\", \"Remember, the effects of the space dust are only active when you're within the pink area, although you can extend its duration by jumping out of it.\"],\n [\"Cows? In space? I guess that's why they call our galaxy \\\"The Milky Way\\\"! Hah!\", \"Anyway, if you can make them fall asleep, you can pass by them without getting hurt.\"],\n [\"This next part of the level looks like a real doozy. You'll have to time your jumps and movements just right to make it over those cow-faced scoundrels.\"],\n [\"I'm going to be blunt with you, Merio - this guy is BIG. Bigger than those Poppin Fresh guys from the first game, I'm pretty sure. And it looks like it's willing to do everything in its power to stop you from finding happiness.\", \"But don't let its speed or size fool you. It appears to tire itself out every now and then, but tends to wake up randomly so you'll need to pick a good opportunity to run past it...\"],\n\n [\"GOOD DAY TO YOU, MERIO.\",\n \"Merio: Good day to me too.\",\n \"YOU HAVE COME TO SEEK ANSWERS TO YET ANOTHER ONE OF LIFE'S MANY QUESTIONS?\",\n \"Merio: Yeah, although now that I think about it, I could have just looked for answers on the Internet...\",\n \"WELL, SINCE YOU'RE HERE NOW, I MAY AS WELL TRY TO ANSWER YOUR QUESTION.\",\n \"Merio: Okay - How do I find happiness?\",\n \"AH, A FINE QUESTION INDEED. HAPPINESS IS FOUND IN ONE OF THE MOST UNEXPECTED WAYS.\",\n \"MANY PEOPLE HAVE SPENT YEARS TRYING TO FIND HAPPINESS, ONLY TO REGRET THEIR EFFORTS.\",\n \"ARE YOU PREPARED TO HAVE YOUR MIND BLOWN BY MY EPIC RESPONSE?\",\n \"BECAUSE WHAT I AM ABOUT TO TELL YOU CANNOT BE UNTOLD --\",\n \"Merio: Just tell the answer already, you blockhead.\",\n \"VERY WELL THEN.\",\n \"HAPPINESS IS FOUND BY KNOWING YOU HAVE COMPLETED THIS GAME.\",\n \"THERE, THE SECRET OF THE AGES HAS BEEN REVEALED TO YOU.\",\n \"I CAN SENSE YOU ARE NOW SLIGHTLY HAPPIER THAN USUAL.\",\n \"Merio: Well, I was kind of expecting to find more happiness...\",\n \"CORRECTIMUNDO, BUT YOU STILL FOUND SOME HAPPINESS NONETHELESS?\",\n \"Merio: ...\",\n \"...\",\n \"Merio: ...I suppose so.\",\n \"GOOD! MY JOB HERE IS DONE.\",\n \"Merio: Now that I've finished my adventure, what now?\",\n \"YOU COULD TRY AND ACHIEVE SOME OF YOUR OTHER LIFE GOALS?\",\n \"Merio: Life has MORE goals?! That implies there's yet another sequel in the works...\"],\n ];\n}", "function _arrayToHTML(a) {\n if (a.length === 0) {\n return \"\";\n }\n if (typeof(a[0]) != 'object') {\n return toHTML(_objectToOL(a));\n } else if (! _sameProperties(a[0], a[1])) {\n return toHTML(_objectToOL(a));\n } else {\n return _likeObjectsToHTML(function (f) {\n\ta.forEach(function(value, i) {\n\t f({index: i}, value, {});\n\t });}, null);\n }\n}", "function fullHTML(fullMsg){\n return (`<li>\n <div class=\"user-image\">\n <img src=${fullMsg.avatar} />\n </div>\n <div class=\"user-message\">\n <div class=\"user-name-time\">${fullMsg.username} <span>${new Date(fullMsg.timestamp).toLocaleString()}</span></div>\n <div class=\"message-text\">${fullMsg.text}</div>\n </div>\n </li>`);\n}", "getMessageHtml() {\n const htmlMessage = this.addContentToEmail(`\n <h1 style=\"margin: 0 0 25px 0; font-size: 25px; line-height: 30px; color: #333; font-weight: normal;\">\n New ${this.formConfig.label} Submission\n </h1>\n\n ${this.filteredFormFields\n .map(\n item => `\n <p>\n <b style=\"color: #61899b;\">${item.label}</b>\n <br>\n ${this.nl2br(item.value)}\n </p>\n `\n )\n .join(\"\")}\n `);\n\n return htmlMessage;\n }", "function structureMessage(reponse) {\n var ajouter = '';\n var tmp = JSON.parse(reponse.data.message);\n if (null !== tmp) {\n null !== tmp.destinataire ? tmp.destinataire = JSON.parse(tmp.destinataire) : tmp.destinataire;\n null !== tmp.emetteur ? tmp.emetteur = JSON.parse(tmp.emetteur) : tmp.emetteur;\n null !== tmp.parent ? tmp.parent = JSON.parse(tmp.parent) : tmp.parent;\n null !== tmp.post ? tmp.post = JSON.parse(tmp.post) : tmp.post;\n ajouter = \"<div class='well'>\"\n + \"<div class='row'>\"\n + \"<div class='col-md-2 hidden-xs'>\"\n + tools.structureAvatar(tmp.emetteur.avatar, 100)\n + \"</div>\"\n + \"<div class='col-md-10 col-xs-12'>\"\n + \"<span class='full-name'>\"\n + \"<a href='?action=profil&id=\" + tmp.emetteur.id + \"'\"\n + \"title='vers profil de \" + tmp.emetteur.prenom + ' ' + tmp.emetteur.nom + \"'>\"\n + tmp.emetteur.prenom + ' ' + tmp.emetteur.nom\n + \"</a>\"\n + \"</span>\"\n + \"<span class='date'>\" + tmp.post.date.date + \"</span>\";\n if (null !== tmp.destinataire && tmp.destinataire.id !== tmp.emetteur.id) {\n ajouter += \"<span class='destination'>Sur le mur de \"\n + \"<a href='?action=profil&id=\" + tmp.destinataire.id + \"'\"\n + \"title='vers profil de \" + tmp.destinataire.prenom + ' ' + tmp.destinataire.nom + \"'>\"\n + tmp.destinataire.prenom + ' ' + tmp.destinataire.nom\n + \"</a>\"\n + \"</span>\";\n }\n if (null !== tmp.parent) {\n ajouter += \"<span class='partage-de'>A partagé(e) de \"\n + \"<a href='?action=profil&id=\" + tmp.parent.id + \"'\"\n + \"title='vers profil de \" + tmp.parent.prenom + ' ' + tmp.parent.nom + \"'>\"\n + tmp.parent.prenom + ' ' + tmp.parent.nom\n + \"</a>\"\n + \"</span>\";\n }\n ajouter += \"<p class='flow-text'>\" + tmp.post.texte.sanitize() + \"</p>\";\n\n if (null !== tools.structureImgPost(tmp.post.image)) {\n ajouter += tools.structureImgPost(tmp.post.image);\n }\n ajouter += \"<span id='like-\" + tmp.post.id + \"' class='like'>\"\n + tmp.aime + \" \"\n + \"<i class='fa fa-heart' aria-hidden='true'></i>\"\n + \"</span>\"\n + \"<span id='partage-\" + tmp.post.id + \"' class='partage'>\"\n + \"<i class='fa fa-share' aria-hidden='true'></i>\"\n + \"Partager\" + \" \"\n + \"</span>\"\n + \"</div>\"\n + \"</div>\"\n + \"</div>\";\n\n $('#receive-ajax-message').prepend(ajouter);\n }\n }", "_createMessage() {\n let messageArr = ['абонент', 'абонента', 'абонентов'];\n\n function createMessage(number, startWord) {\n let endMessage = null;\n let startMessage = (number === 1) ? startWord : (startWord + \"o\");\n\n if(number === 1) {\n endMessage = messageArr[0];\n } else if (number == 12\n || number == 13\n || number == 14) {\n\n endMessage = messageArr[2];\n } else if( number.toString()[number.toString().length - 1] === '2'\n || number.toString()[number.toString().length - 1] === '3'\n || number.toString()[number.toString().length - 1] === '4') {\n\n endMessage = messageArr[1];\n } else {\n endMessage = messageArr[2];\n }\n\n return startMessage + \" \" + number + \" \" + endMessage;\n }\n\n noty({\n text: createMessage( (this._correctData.length), 'Загружен'),\n type: 'success',\n timeout: '3000'\n });\n\n if(this._inCorrectData.length) {\n noty({\n text: createMessage( (this._inCorrectData.length - 1), 'Не загружен'),\n type: 'error',\n timeout: '3000'\n });\n }\n }", "validateMessage (data) {\n\t\t// since we stored the original text and code, use those and add the escaped html we\n\t\t// expect to see in the email output\n\t\tthis.post.text = ESCAPED_HTML + this.originals.text;\n\t\tlet marker = this.post.markers[0];\n\t\tmarker.code = ESCAPED_HTML + this.originals.code;\n\t\tmarker.preContext = ESCAPED_HTML + this.originals.preContext;\n\t\tmarker.postContext = ESCAPED_HTML + this.originals.postContext;\n\t\treturn super.validateMessage(data);\n\t}", "function outputMesssages(input1) {\n\n //the input string of clothing type and fabric makeup\n var arr = input1.split(\" \");\n\n var clothingType;\n var clothingTypeWeight;\n\n\n //checks whether the type of item is one that is supported by the API\n if(!items.includes(arr[0])) {\n var message = document.getElementById(\"message\");\n message.innerHTML = \"\";\n\n //TODO something else prob goes here\n throw \"is not supported by this app\";\n\n } else {\n //sets the type of clothng and its weight\n clothingType = arr[0];\n var idx = items.indexOf(clothingType);\n clothingTypeWeight = items[idx];\n\n //removes the first element\n arr.shift();\n }\n\n\n var outputMessage;\n\n for (i = 0; i < arr.length; i++) {\n //checks whether the next element is a digit\n if (isNaN(arr[i])) {\n //TODO: check whether this is the correct thing to do!\n continue;\n } else {\n //check if it's included in the synthetic materials\n if (synthetics.includes(arr[i+1])) {\n if (arr[i+1] === \"polyester\") {\n outputMessage.concat(\"Your \" + clothingType + \" released \" + 15.5*clothingTypeWeight*arr[i] + \"lbs of CO2 into the atmosphere.\");\n } else if (arr[i+1] === \"nylon\") {\n\n //TODO: maybe change this message so it isn't as vague.\n outputMessage.concat(\"You have to keep this \" + clothingType + \" 62.5 times longer than linen fabric if you wanted to neutralize the carbon footprint choice of the nylon over time.\");\n } else {\n outputMessage.concat(\"Your \" + clothingType + \" is not biodegradable and relies on fossil fuel extraction.\");\n }\n\n //check whether it's an animal product\n } else if (animalMaterials.includes(arr+1)) {\n if (arr[i+1] === \"wool\") {\n outputMessage.concat(\"Your \" + clothingType + \" released \" + 23.5*clothingTypeWeight*arr[i] + \"lbs of CO2 into the atmosphere.\");\n } else if (arr[i+1] === \"leather\") {\n outputMessage.concat(\"Your \" + clothingType + \" was responsible for releasing 112kg of CO2 into the environment through its production.\");\n } else {\n outputMessage.concat(\"Your \" + clothingType + \" is responsible for a large amount of methane output.\");\n\n }\n\n //check whether it's cotton\n } else if (arr[i+1] === \"cotton\") {\n var waterUsage = arr[i]*5000*clothingTypeWeight; \n\n outputMessage.concat(\"Your \" + clothingType + \" used \" + waterUsage + \" liters of water in its production.\\n\");\n outputMessage.concat(\"That's enough water to last a person __\" + \" years.\\n\");\n \n\n\n //if it's not one of these types then it is not as bad for the environment!\n } else {\n outputMessage.concat(\"Your \" + clothingType + \" contributes a relatively small carbon footprint!\");\n }\n }\n }\n\n return outputMessage;\n\n\n}", "function render(data){\n var html = data.map(function(message,index){\n return(`\n <div class=\"message\">\n <strong>${message.nickname}</strong>\n <p>${message.text}</p>\n </div>\n `);\n }).join(' ');\n\n document.getElementById('messages').innerHTML = html;\n}", "function getRandomPhraseAsArray(arr){\n ul.textContent = \"\";\n const randomPhrase = arr[Math.floor(Math.random()*phrases.length)];\n message = randomPhrase;\n const phraseAsArray = randomPhrase.split(\"\");\n return phraseAsArray;\n }", "function arrayToHTML(json) {\n var output = '[<ul class=\"array collapsible\">';\n var hasContents = false;\n for (var prop in json) {\n hasContents = true;\n output += '<li>';\n output += valueToHTML(json[prop]);\n output += '</li>';\n }\n output += '</ul>]';\n\n if (!hasContents) {\n output = \"[ ]\";\n }\n\n return output;\n }", "function toHTML(translatedArray, language) {\n\t\tvar translatedHTML = `<p>${language} Translation:</p><p>${translatedArray}</p>`;\n\t\tcontainer.innerHTML = translatedHTML;\n\t\tconsole.log(\"HTML injected\");\n\t}", "function getBotResponseAsHTML(msg){\r\n\treturn \"<div class='custom-msg-wrapper'> \"+\r\n\t\t\t\t\t\t\" <div class='col-xs-10 p-r-0 '> \"+\r\n\t\t\t\t\t\t\t\" <span class='custom-text-wraper custom-response-boot'> \" + \r\n\t\t\t\t\t\t\t\t\tmsg +\r\n\t\t\t\t\t\t\" </div>\" +\r\n\t\t\t\t\t\t\" <div class='col-xs-2 p-l-0 p-r-0'> \"+\r\n\t\t\t\t\t\t\t\"<a href='#modal1' class='modal-trigger'> <img src='\"+BOT_ICON+\"' class=' img-responsive pull-right' alt='Bot' /></a> \" +\r\n\t\t\t\t\t\t\" </div> \"+\r\n\t\t\t\t\t\" </div>\";\r\n}", "function formToMessageContent(formData){\n //Compile content to be posted\n var content = formData.Question\n if (formData.Code)\n content += \"\\n```\" + `${formData.Language}\\n${formData.Code}\\n` + \"```\" \n if (formData.Error)\n content += \"\\nError Message:\\n```\" + `\\n${formData.Error}\\n` + \"```\"\n if (content.length > discordConstants.messageMaxLength)\n throw Error(`Your message (${content.length} chars) is too long (${discordConstants.messageMaxLength} max)`);\n\n return content;\n}", "function arrayToHtml() {\n let fullString = '';\n let tipsList = '';\n const startDiv = '<div>';\n const endDiv = '</div>';\n \n const lb = '<br>';\n let newTip = 0;\n let endTip = 2;\n const auth ='Submited By: ';\n const ti = 'Title: '\n \n for (i = 0; i < tips.length; i++)\n {\n if (i == newTip)\n { // start of new Tip add Div and author string\n fullString += startDiv + ti + tips[i] + lb;\n \n newTip += 3;\n } else if (i == endTip)\n { // end of Tip add text and close Div\n fullString += tips[i] + endDiv;\n endTip +=3;\n } else \n { // add Author data\n fullString += '<em>' + auth + tips[i] + '</em>' + lb + lb;\n }\n \n }\n \n document.getElementById(\"tipData\").innerHTML = fullString;\n // console.log(fullString);\n\n}", "get(srcMsg) {\n const html = this._i18nToHtml.convert(srcMsg);\n if (html.errors.length) {\n throw new Error(html.errors.join('\\n'));\n }\n return html.nodes;\n }", "get(srcMsg) {\n const html = this._i18nToHtml.convert(srcMsg);\n if (html.errors.length) {\n throw new Error(html.errors.join('\\n'));\n }\n return html.nodes;\n }", "get(srcMsg) {\n const html = this._i18nToHtml.convert(srcMsg);\n if (html.errors.length) {\n throw new Error(html.errors.join('\\n'));\n }\n return html.nodes;\n }", "get(srcMsg) {\n const html = this._i18nToHtml.convert(srcMsg);\n if (html.errors.length) {\n throw new Error(html.errors.join('\\n'));\n }\n return html.nodes;\n }", "function finalResponseHtml() {\n let finalResponseText = `<h1>${array[0]}</h1><br>\n <h2>You scored a ${score}0% with ${score} out of 10 answered correctly.</h2><br>\n <p>${array[1]} Click the restart button below to try again.</p>\n <button type=\"submit\" class=\"restartButtonEnd button\">Restart</button>`;\n\n return finalResponseText;\n}", "function procResultStringForEmail() {\n\t//Making this so code isnt duplicated.\n\tvar error = spiralError(5); \n\t\n\tvar res=document.getElementById('userInfo').value;\n\tres += \" \";\n\tres += \"RMS=\" + error[0] + \"±\" + error[1] + \" \" + error[2] + \" Hz=\" + \n\t\t\" mean_dr=\" + error[3] + \" mean_theta=\" + error[4] + \" mean_dr/dtheta=\" + error[5] + \" mean_dr/dtime=\" + error[6] + \n\t\t\" RMSself=\" + error[7] + \" 1S=\" + error[8] + \" 2S=\" + error[9] + \" 1X=\" + error[10] + \"% 2X=\" + error[11] + \"%\" +\n\t\t\" ISI=\" + error[12] + \"±\" + error[13]; \n\treturn(res);\n}", "transform(messages) {\n return messages.join(', ')\n }", "function understand(html) {\n\t\t\tif(Array.isArray(html)){\n\t\t var complex = html;\n\t\t\t\tvar complexResult = complex.map(understand);\n\t\t\t\treturn complexResult;\n\t\t\t}else {\n\t\t\t\tvar element = html;\n\t \t var textNodes = Array.from(element.childNodes).filter(f => f.nodeName === '#text');\n\t \t\treturn textNodes.reduce(concatTextNode, '');\n\t\t\t}\n \t}", "function understand(html) {\n\t\t\tif(Array.isArray(html)){\n\t\t var complex = html;\n\t\t\t\tvar complexResult = complex.map(understand);\n\t\t\t\treturn complexResult;\n\t\t\t}else {\n\t\t\t\tvar element = html;\n\t \t var textNodes = Array.from(element.childNodes).filter(f => f.nodeName === '#text');\n\t \t\treturn textNodes.reduce(concatTextNode, '');\n\t\t\t}\n \t}", "function _processResMsg(msgArr){\n return msgArr.map( r => {\n return {\n ...r,\n msgalign: r.author===localStorage.getItem('displayName') ? 'bs-popover-left float-right' : 'bs-popover-right',\n msgbgcolor: r.author===localStorage.getItem('displayName')? 'popover--msgauthor':'',\n mymessage: r.author===localStorage.getItem('displayName')\n }\n });\n}", "function generateResponse(arr_vanity_numbers) {\n\n var str_response = \"\";\n \n if (arr_vanity_numbers.length > 0) {\n\n \n str_response = \"<speak>The following vanity numbers were found for your phone number: \";\n\n var i;\n \n for (i = 0; i < arr_vanity_numbers.length; i++) {\n\n str_response += numToWord(i + 1) + \" Vanity Number: <say-as interpret-as='telephone'>\" + arr_vanity_numbers[i] + \"</say-as><break strength='medium' />\";\n\n }\n\n str_response += \"</speak>\";\n\n } else {\n\n str_response = \"<speak>No vanity numbers were found for your phone number.</speak>\";\n\n }\n\n return str_response;\n\n}", "renderAllMessages(submittedMessage) {\n const mainSection = document.querySelector(\"#main-section\")\n mainSection.innerHTML = \"\"\n const otherSection = document.querySelector(\"#other-section\")\n otherSection.innerHTML = \"\"\n for (let i=0; i<submittedMessage.length; i++) {\n mainSection.innerHTML += messagesDomContainer.allMessages(submittedMessage[i])\n }\n }", "function checkMessage(msg) {\n\t\tvar message = msg,\n\t\t\t\temojis = message.match(/\\[[a-z_]+\\]/g);\n\t\tif (message.indexOf('<') !== -1) {\n\t\t\tmessage = message.replace(/</g, '&lt;');\n\t\t}\n\t\tif (message.indexOf('>') !== -1) {\n\t\t\tmessage = message.replace(/>/g, '&gt;');\n\t\t}\n\t\tif (message.indexOf('\\n') !== -1 && message.match(/\\n/g).length === message.length) {\n\t\t\tmessage = message.replace(/\\n/g, '');\n\t\t}\n\t\tif (emojis !== null) {\n\t\t\tvar i = 0,\n\t\t\t\t\tlen = emojis.length,\n\t\t\t\t\temojiName;\n\t\t\tfor (; i < len; i++) {\n\t\t\t\temojiName = util.getEmojiName(emojis[i]);\n\t\t\t\tif (emoji.inputNames.indexOf(emojiName) !== -1) {\n\t\t\t\t\tmessage = message.replace(emojis[i], '<i class=\"em em-' + emojis[i].match(/[a-z_]+/g)[0] + '\"></i>');\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn message;\n\t}", "function getUserResponseAsHTML(msg){\r\n\treturn \"<div class='custom-msg-wrapper'> \"+\r\n\t\t\t\t\"<div class='col-xs-2 p-r-0 p-l-2'> \" +\r\n\t\t\t\t\t\" <img src='\"+USER_ICON+\"' class='img-responsive pull-left' alt='User' />\"+ \r\n\t\t\t\t\"</div> \"+ \r\n\t\t\t\t\"<div class='col-xs-10 p-l-0'> \" +\r\n\t\t\t\t\t\"<span class='custom-text-wraper custom-response-user bg-tiffanyblue'> \" \r\n\t\t\t\t\t +msg+ \r\n\t\t\t\t\t\"</span> \"\r\n\t\t\t\t+\"</div> \" + \r\n\t\t\t\" </div> \";\r\n}", "getMessageHTML() {\n const message = `\n <h1>Mission Complete</h1>\n <p>Time: ${this.currentTime} seconds</p>\n <p class=\"difficulty\">Difficulty: <span class=\"${this.difficulty}\">${\n this.difficulty\n }</p></p>\n ${this.rank ? this.celebrateMessage : ''}\n <button id=\"play-again\" class=\"play-again\">Play Again</button>\n ${this.insertDifficultyChanger()}\n `;\n return message;\n }", "function displayResultMessage(validObject, errorItemArray) {\n var validMessage = getValidMessage(validObject);\n var invalidMessage = getErrorMessage(errorItemArray);\n document.getElementById(\"resultMessage\").value = validMessage + '\\n' + invalidMessage;\n}", "function escapeHtml(value) {\n if (Array.isArray(value)) {\n return value.map(val => escapeHtml(val));\n }\n\n if (typeof value !== 'string') {\n return value;\n }\n\n return value.replace(/</g, '&lt;').replace(/>/g, '&gt;');\n }", "function stringifier (input) {\n \n var answer = [];\n\n // If not an array, it's a basic type. No need to call converter via test in that case\n // This if statement is a shortcut\n // CAN BE PLACED IN TEST BEFORE THE FOR LOOP\n\n if (Array.isArray(input) === false) {\n\n converter (input);\n }\n\n\n\n //CONVERTER\n // This function converts any type into a string and pushes it to an array\n function converter (part) {\n\n if (typeof(input) === 'undefined') {\n return undefined\n }\n \n if (typeof part == \"number\")\n {\n\n answer.push(part.toString());\n\n }\n\n \n if (typeof part == \"string\") {\n\n answer.push(\"\\\"\" + part.toString()+ \"\\\"\");\n }\n\n if (typeof part == \"function\") {\n\n return \"null\";\n }\n\n \n } \n\n \n \n //CALLER if array\n //Identifies the dimensions of the array and calls converter with each value of any array\n function test (input) {\n for (var i = 0; i < input.length; i++) {\n\n if (Array.isArray(input[i])) {\n\n stringifier (input[i]);\n\n }\n \n else {\n \n converter (input[i]);\n \n \n }\n\n }\n \n }\n\n\n var stringified = answer.join();\n return stringified;\n\n \n\n\n \n\n// -------- TESTS -------\n\n\n\n}", "static formatMessage (conversation, message, opts) {\n let msg = null\n\n if (message.attachment.type !== 'text' && message.attachment.type !== 'quickReplies') {\n let buttons = []\n msg = {\n recipient: { id: opts.senderId },\n message: {\n attachment: {\n type: String,\n payload: {},\n },\n },\n }\n\n if (message.attachment.type === 'picture') {\n msg.message.attachment.type = 'image'\n msg.message.attachment.payload.url = message.attachment.content\n } else if (message.attachment.type === 'video' || message.attachment.type === 'audio') {\n msg.message.attachment.type = message.attachment.type\n msg.message.attachment.payload.url = message.attachment.content\n } else if (message.attachment.type === 'card') {\n const elements = []\n msg.message.attachment.type = 'template'\n msg.message.attachment.payload.template_type = 'generic'\n message.attachment.content.buttons.forEach(e => {\n if (e.type === 'account_unlink') {\n buttons.push({ type: e.type })\n } else if (e.type === 'web_url' || e.type === 'account_link') {\n buttons.push({ type: e.type, title: e.title, url: e.value })\n } else if (e.type === 'postback' || e.type === 'phone_number' || e.type === 'element_share') {\n buttons.push({ type: e.type, title: e.title, payload: e.value })\n }\n })\n elements.push({\n title: message.attachment.content.title,\n item_url: message.attachment.content.itemUrl,\n image_url: message.attachment.content.imageUrl,\n subtitle: message.attachment.content.subtitle,\n buttons,\n })\n msg.message.attachment.payload.elements = elements\n } else if (message.attachment.type === 'carouselle') {\n\n const elements = []\n msg.message.attachment.type = 'template'\n msg.message.attachment.payload.template_type = 'generic'\n message.attachment.content.forEach(content => {\n buttons = []\n content.buttons.forEach(e => {\n if (e.type === 'web_url' || e.type === 'account_link') {\n buttons.push({ type: e.type, title: e.title, url: e.value })\n } else if (e.type === 'postback' || e.type === 'phone_number' || e.type === 'element_share') {\n buttons.push({ type: e.type, title: e.title, payload: e.value })\n }\n })\n elements.push({\n subtitle: content.subtitle,\n title: content.title,\n item_url: content.itemUrl,\n image_url: content.imageUrl,\n buttons,\n })\n })\n\n msg.message.attachment.payload.elements = elements\n }\n\n } else if (message.attachment.type === 'quickReplies') {\n msg = {\n recipient: { id: opts.senderId },\n message: {\n text: message.attachment.content.title,\n quick_replies: [],\n },\n }\n message.attachment.content.buttons.forEach(e => msg.message.quick_replies.push({ content_type: e.type ? e.type : 'text', title: e.title, payload: e.value }))\n } else {\n msg = {\n recipient: { id: opts.senderId },\n message: {\n text: message.attachment.content,\n },\n }\n }\n return msg\n }", "function gameMessage() {\n message = [\n `\\nCorrect!!!`,\n `\\nIncorrect!!!`,\n `\\nAlready Guessed!!!`,\n `\\nYes you got it!! The word is ${randomWord.toUpperCase()}\\n`,\n `\\nYou lost the game. Please try again later.\\nThe secret word was ${\n randomWord.toUpperCase().bold.green\n }\\n`,\n `Thank you for playing. See you later!!!`\n ];\n return message;\n}", "function buildMessageDomElements(newPayload, isUser) {\n var currentText = isUser ? newPayload.input.text : newPayload.output.text;\n if (Array.isArray(currentText)) {\n\t\t//currentText = currentText.join('<br/>');\n\t\t//FIX for empty string at UI\n\t\tcurrentText = currentText.filter(function (val) {return val;}).join('<br/>');\n }\n var messageArray = [];\n var summary = '&nbsp';\n if(typeof(newPayload.context) !== undefined && !isUser) {\n summary = newPayload.context.summary;\n }\n\n if (currentText) {\n var messageJson = {\n // <div class='segments'>\n 'tagName': 'div',\n 'classNames': ['segments'],\n 'children': [{\n // <div class='from-user/from-watson latest'>\n 'tagName': 'div',\n 'classNames': [(isUser ? 'from-user' : 'from-watson'), 'latest', ((messageArray.length === 0) ? 'top' : 'sub')],\n 'children': [{\n 'tagName': 'div',\n 'classNames': ['summary'],\n 'text': summary\n }, {\n // <div class='message-inner'>\n 'tagName': 'div',\n 'classNames': ['message-inner'],\n 'children': [{\n // <p>{messageText}</p>\n 'tagName': 'p',\n 'text': currentText\n }]\n }, {\n // <div class='message-time'>\n 'tagName': 'div',\n 'classNames': ['message-time'],\n 'children': [{\n // <p>{messageText}</p>\n 'tagName': 'span',\n 'text': '<i class=\"fa fa-clock-o\" aria-hidden=\"true\"></i> '+ $.format.date(new Date(), \"ddd, MMM D yyyy - h:MM\")\n }]\n }\n \n ]\n }]\n };\n messageArray.push(Common.buildDomElement(messageJson));\n }\n\n return messageArray;\n }", "makeMessage(item) {\n let count =\n item.count === \"1\" || item.count === \"\"\n ? \"\"\n : \"\\n\\n\" + item.count + \" مرات \";\n\n let reference = !item.reference ? \"\" : \"\\n\\n\" + \" رواة \" + item.reference;\n\n return (\n \"[ - \" + item.category + \" - ]\" + \"\\n\\n\" + item.zekr + count + reference\n );\n }", "function formatFeedback(){\n\tlet returnString=\"\";\n\n\tfor (let i = 0; i < feedbackList.length; i++) {\n\t\tlet stringToAdd;\n\t\tif (feedbackList[i].resultat == feedbackList[i].trueResultat) {\n\t\t\tstringToAdd = \"A la photo \\\"\" + feedbackList[i].type + \"\\\" vous avez correctement répondu \\n\";\n\t\t\treturnString += stringToAdd;\n\t\t}\n\t\telse{\n\t\t\tstringToAdd = \"A la photo \\\"\" + feedbackList[i].type + \"\\\" vous avez répondu : \" +feedbackList[i].resultat + \"(erreur) \\n\";\n\t\t\treturnString += stringToAdd;\n\t\t}\n\n\t\tfeedbackList[i]={trueResultat:feedbackList[i].trueResultat, resultat: feedbackList[i].resultat, feedback:stringToAdd};\n\t}\n\n\treturn returnString;\n}", "function createOutput(msg) {\n\n var rows = msg.length;\n var words = msg[0].length;\n var txt = '';\n var res = '';\n\n for (i=0; i < words; i++) {\n for (j=0; j < rows; j++) {\n if (msg[j][i] !== undefined) {\n txt += msg[j][i];\n }\n }\n res += txt + ' ';\n txt = '';\n }\n\n return res;\n\n}", "function deHTML(message) { return message.replace(/&/g, \"&amp;\").replace(/>/g, \"&gt;\").replace(/</g, \"&lt;\"); }", "function xcoffee_format_msg(msg)\r\n{\r\n var div = document.createElement('div');\r\n // toggle classname between msg_A and msg_B\r\n msg_classname = msg_classname == 'msg_A' ? 'msg_B' : 'msg_A';\r\n\r\n div.className = msg_classname;\r\n\r\n var div_content = document.createTextNode(JSON.stringify(msg));\r\n div.appendChild(div_content);\r\n return div;\r\n}", "function test (input) {\n for (var i = 0; i < input.length; i++) {\n\n if (Array.isArray(input[i])) {\n\n stringifier (input[i]);\n\n }\n \n else {\n \n converter (input[i]);\n \n \n }\n\n }\n \n }", "formatArray() {\n let formattedArray = this.manipulateString().map(y => {\n switch (y) {\n case '':\n return ''\n break;\n case ' ':\n return ' '\n break;\n case ',':\n return ','\n break;\n case \"!\":\n return y\n break;\n default:\n return `[${y}]`\n break;\n }\n }).join(' - ')\n\n return formattedArray\n }", "function getMsgSmall(issue){\r\n return new Promise(function(resolve, reject){\r\n var promise_set = [];\r\n\r\n var string_set = issue.issue.body.match(/[^.,;]+[.,;]*/g);\r\n\r\n for (var k in string_set){\r\n var string = func.simplifySentence(string_set[k]);\r\n promise_set.push(getTags(client,string));\r\n }\r\n\r\n Promise.all(promise_set).then(function(results){\r\n issue.msg = results;\r\n resolve(issue);\r\n });\r\n });\r\n }", "getHTMLString() {\n var HTMLString = \"\";\n \n for (var i = 0; i < this.feedbackList.length; i++) {\n HTMLString += `<p>` + this.feedbackList[i] + `</p>`\n }\n\n return HTMLString;\n }", "function format(answers) {\n const type = answers.type + ' ';\n const description = answers.subject.trim() + ',';\n const closesIssue = answers.closesIssue ? ' close' : '';\n const issueNumber = ' #' + answers.issueNumber;\n // console.log(type + description + closesIssue + issueNumber);\n return type + description + closesIssue + issueNumber;\n}", "function display_msg(data){\n var msg = \"\";\n\n if (data.m) {\n msg = data.m;\n } else {\n var blobs_copy = data.videos;\n if(blobs_copy && blobs_copy.length > 0){\n // for video element\n var video_str = \"\";\n var msg_content = \"\";\n var text = data.message;\n var index = 0;\n var orig_length = blobs_copy.length;\n \n text = text.split(\" \"); // Split everything into chars\n while(text.length > 0) {\n var chunk = text.shift();\n\n if (has_emotions(chunk, \"\")) {\n var emoji = extract_emoji(chunk);\n var blob = blobs_copy.shift();\n video_str += \"<div class='another_wrapper' style='width: 50px; height:50px; position:relative; display:inline-block'><div class='videmoji_wrapper' style='position: absolute; -webkit-mask: url(images/mask.svg); -webkit-mask-position: 50% 50%; -webkit-mask-size: 30%; -webkit-mask-repeat: no-repeat; width: 160px; height: 120px; display: inline-block; top:-25px; left:-45px;'>\"\n video_str += \"<video><source type='video/webm' src='\" + URL.createObjectURL(base64_to_blob(blob[0])) + \"'></source></video></div><div class='emoji_label' style='display:none; background-color:\" + data.c + \"; width: 15px; text-align: center;'>\" + emoji + \"</div></div>\";\n msg_content += \" \" + video_str + \" \";\n } else {\n msg_content += \"<span> \" + chunk + \" <span>\";\n }\n video_str = \"\";\n\n }\n msg = \"<span style='color: \" + data.c + \"; font-weight: 700;'>\" + data.username+\"</span>: \" + msg_content; \n\n } else{\n msg = \"<span style='color: \" + data.c + \"; font-weight: 700;'>\" + data.username+\"</span>: \" + data.message; \n }\n }\n \n\n\n $(\"#conversation\").append(\"<div class='msg'>\"+msg+\"</div>\");\n var conversation = document.getElementById('conversation');\n var video_obj = conversation.getElementsByTagName('video');\n for (var i=0; i<video_obj.length; i++) {\n console.log(video_obj);\n var curr_video = video_obj[i];\n console.log(\"here: \" + $(curr_video));\n\n\n curr_video.autoplay = true;\n curr_video.controls = false; // optional\n curr_video.loop = true;\n curr_video.width = WIDTH*0.4; //Shrunk down size\n curr_video.height = HEIGHT*0.4; // shrunk down size\n\n var emoji_wrapper_for_video = $(curr_video).parent(\".videmoji_wrapper\");\n emoji_wrapper_for_video.width(WIDTH*0.4);\n emoji_wrapper_for_video.height(HEIGHT*0.4);\n\n $(curr_video).hover(\n function() {\n //Display full size\n this.width = WIDTH;\n this.height = HEIGHT;\n\n $(this).parent(\".videmoji_wrapper\").parent(\".another_wrapper\").width(150);\n $(this).parent(\".videmoji_wrapper\").parent(\".another_wrapper\").height(100);\n $(this).parent(\".videmoji_wrapper\").width(WIDTH);\n $(this).parent(\".videmoji_wrapper\").height(HEIGHT);\n $(this).parent(\".videmoji_wrapper\").css( \"left\", \"-100px\" );\n $(this).parent(\".videmoji_wrapper\").css( \"top\", \"-80px\" );\n console.log(\"heeeey\");\n console.log($(this).parent(\".videmoji_wrapper\").siblings(\".emoji_label\").first());\n $(this).parent(\".videmoji_wrapper\").siblings(\".emoji_label\").first().css( \"display\", \"inline-block\");\n }, function() {\n //Shrink Again\n this.width = WIDTH*0.4;\n this.height = HEIGHT*0.4;\n\n $(this).parent(\".videmoji_wrapper\").parent(\".another_wrapper\").width(50);\n $(this).parent(\".videmoji_wrapper\").parent(\".another_wrapper\").height(50);\n $(this).parent(\".videmoji_wrapper\").width(WIDTH*0.4);\n $(this).parent(\".videmoji_wrapper\").height(HEIGHT*0.4);\n $(this).parent(\".videmoji_wrapper\").css( \"left\", \"-45px\" );\n $(this).parent(\".videmoji_wrapper\").css( \"top\", \"-20px\" );\n $(this).parent(\".videmoji_wrapper\").siblings(\".emoji_label\").first().css( \"display\", \"none\");\n\n }\n );\n }\n }", "function exibirMensagem(msg) {\n let msgStatus = document.getElementById(\"msgText\");\n msgStatus.innerHTML = '';\n\n var ul = document.createElement('ul');\n ul.className = 'msg-retorno';\n\n for (let i = 0; i < msg.length; i++) {\n var li = document.createElement('li');\n li.innerText = msg[i];\n\n ul.appendChild(li);\n\n }\n msgStatus.appendChild(ul);\n}", "function updateBodyStringDisplay() {\n let recipeDiv = document.getElementById(\"bodyRecipeArray\");\n if (bodyArray.length === 0) {\n recipeDiv.innerText = \"\";\n return;\n }\n\n let bodyString = \"[\";\n bodyArray.forEach((v, i) => {\n if (i !== 0) {\n bodyString += \", \";\n }\n bodyString += `<span class=\"${v.toLowerCase()}\">${v}</span>`;\n });\n\n bodyString += \"]\";\n\n recipeDiv.innerHTML = bodyString;\n }", "_chatElementToString(element) {\n let text;\n if (this._options.preserveHtml) {\n text = cheerio(element).html();\n }\n else {\n text = element.children.map((ele) => {\n if (ele.type === \"text\") {\n return cheerio(ele).text().trim();\n }\n else if (ele.type === \"tag\") {\n if (ele.name === \"img\") {\n if (ele.attribs.title) {\n return ele.attribs.title.trim();\n }\n else {\n return \":unknown_emote\";\n }\n }\n else {\n return this._chatElementToString(ele);\n }\n }\n else {\n return \"\";\n }\n }).filter(t => t !== \"\").join(\" \");\n }\n return text;\n }", "function convertMarkdownToHtml(data, string) {\r\n\t//convert markdown to html\r\n\tif (string === \"answer\") {\r\n\t\tvar converter = new showdown.Converter(),\r\n\t\t text = faqData[i].markdownAnswer,\r\n\t\t html = converter.makeHtml(text);\r\n\t\t return html\r\n\t} else {\r\n\t\tvar converter = new showdown.Converter(),\r\n\t\t text = faqData[i].markdownQuestion,\r\n\t\t html = converter.makeHtml(text);\r\n\t\t return html\r\n\t}\r\n}", "function renderChat() {\n try {\n var html = userfiltered.map(function (element) {\n return (\"<div class=\\\"chat\\\">\\n <div class=\\\"chat-header\\\" onclick=\\\"redirectBack()\\\">\\n <div class=\\\"profile\\\">\\n <div class=\\\"left\\\">\\n <img src=\\\"../Img_whatsapp/arrow.png\\\" class=\\\"arrow\\\">\\n <img src=\\\"\" + element.picture + \"\\\" class=\\\"pp\\\">\\n <h2>\" + element.name + \"</h2>\\n <span>Phone Number: \" + element.number + \"</span>\\n </div>\\n <div class=\\\"right\\\">\\n <img src=\\\"../Img_whatsapp/video.png\\\" class=\\\"icon\\\">\\n <img src=\\\"../Img_whatsapp/phone.png\\\" class=\\\"icon\\\">\\n </div>\\n </div>\\n </div>\\n <div class=\\\"chat-box\\\">\\n <div class=\\\"chat-r\\\">\\n <div class=\\\"sp\\\"></div>\\n <div class=\\\"mess mess-r\\\">\\n <p>\\n Sup bro?\\n </p>\\n \\n </div>\\n </div>\\n </div></div>\\n <div class=\\\"chat-footer\\\">\\n \\n <img src=\\\"../Img_whatsapp/emo.png\\\" class=\\\"emo\\\" id=\\\"emoji-button\\\">\\n <input type=\\\"text\\\" placeholder=\\\"Type a message\\\" id=\\\"input\\\"></input>\\n <div class=\\\"icons\\\">\\n <img src=\\\"../Img_whatsapp/attach file.png\\\">\\n <img src=\\\"../Img_whatsapp/camera.png\\\" id=\\\"buttonCam\\\">\\n </div>\\n \\n <img src=\\\"https://img.icons8.com/material-outlined/50/000000/send-comment.png\\\"/ id=\\\"sendButton\\\">\\n </div>\\n </div>\");\n }).join('');\n if (!html)\n throw new Error('An error happens when you want to render the user chat!');\n root.innerHTML = html;\n }\n catch (error) {\n console.error(error);\n }\n ;\n}", "function getAnswerHtml (arrAns) {\n\n let ansHtml = arrAns.map( function (item, ind) {\n return `\n <div class='qna_text answer'>\n <label class='custom_radio' for='${ind}'>\n <input type='radio' id='${ind}' name='answer' value='${ind}' required> \n ${item.text}\n </label>\n </div>`;\n });\n\n return `\n <form class='js-submit'>\n <fieldset name='AnswerOption'>\n ${ansHtml.join(\"\")}\n </fieldset>\n </form>`;\n \n}", "function replyMsg(msg){\n if(msg != ''){\n let ans = findTheAnswer(msg)\n let msg_item = ''\n console.log(jQuery.type(ans))\n if(jQuery.type(ans) == 'array'){\n ans.forEach(function(e){\n if(e != null)\n msg_item += `<li class=\"him\">${e}</li>`\n })\n }else if(msg == 'img'){\n msg_item = `<li class=\"him\">${ans}</li>`\n }else{\n msg_item = `<li class=\"him\">${ans}</li>`\n }\n \n $('#chat_zone').append(msg_item)\n\n jump('.him:last-child')\n\n $('#chat_input').val('')\n }else{\n return\n }\n}", "function formatToParts(els, locales, formatters, formats, values, \n // For debugging\n originalMessage) {\n // Hot path for straight simple msg translations\n if (els.length === 1 && isLiteralElement(els[0])) {\n return [\n {\n type: 0 /* literal */,\n value: els[0].value.replace(ESCAPE_HASH_REGEX, '#')\n }\n ];\n }\n var result = [];\n for (var _i = 0, els_1 = els; _i < els_1.length; _i++) {\n var el = els_1[_i];\n // Exit early for string parts.\n if (isLiteralElement(el)) {\n result.push({\n type: 0 /* literal */,\n value: el.value.replace(ESCAPE_HASH_REGEX, '#')\n });\n continue;\n }\n var varName = el.value;\n // Enforce that all required values are provided by the caller.\n if (!(values && varName in values)) {\n throw new FormatError(\"The intl string context variable \\\"\" + varName + \"\\\" was not provided to the string \\\"\" + originalMessage + \"\\\"\");\n }\n var value = values[varName];\n if (isArgumentElement(el)) {\n if (!value || typeof value === 'string' || typeof value === 'number') {\n result.push({\n type: 0 /* literal */,\n value: typeof value === 'string' || typeof value === 'number'\n ? String(value)\n : ''\n });\n }\n else {\n result.push({\n type: 1 /* argument */,\n value: value\n });\n }\n continue;\n }\n // Recursively format plural and select parts' option — which can be a\n // nested pattern structure. The choosing of the option to use is\n // abstracted-by and delegated-to the part helper object.\n if (isDateElement(el)) {\n var style = typeof el.style === 'string' ? formats.date[el.style] : undefined;\n result.push({\n type: 0 /* literal */,\n value: formatters\n .getDateTimeFormat(locales, style)\n .format(value)\n });\n continue;\n }\n if (isTimeElement(el)) {\n var style = typeof el.style === 'string' ? formats.time[el.style] : undefined;\n result.push({\n type: 0 /* literal */,\n value: formatters\n .getDateTimeFormat(locales, style)\n .format(value)\n });\n continue;\n }\n if (isNumberElement(el)) {\n var style = typeof el.style === 'string' ? formats.number[el.style] : undefined;\n result.push({\n type: 0 /* literal */,\n value: formatters\n .getNumberFormat(locales, style)\n .format(value)\n });\n continue;\n }\n if (isSelectElement(el)) {\n var opt = el.options[value] || el.options.other;\n if (!opt) {\n throw new RangeError(\"Invalid values for \\\"\" + el.value + \"\\\": \\\"\" + value + \"\\\". Options are \\\"\" + Object.keys(el.options).join('\", \"') + \"\\\"\");\n }\n result.push.apply(result, formatToParts(opt.value, locales, formatters, formats, values));\n continue;\n }\n if (isPluralElement(el)) {\n var opt = el.options[\"=\" + value];\n if (!opt) {\n var rule = formatters\n .getPluralRules(locales, { type: el.pluralType })\n .select(value - (el.offset || 0));\n opt = el.options[rule] || el.options.other;\n }\n if (!opt) {\n throw new RangeError(\"Invalid values for \\\"\" + el.value + \"\\\": \\\"\" + value + \"\\\". Options are \\\"\" + Object.keys(el.options).join('\", \"') + \"\\\"\");\n }\n result.push.apply(result, formatToParts(opt.value, locales, formatters, formats, values));\n continue;\n }\n }\n return mergeLiteral(result);\n }", "parseMessage(msg) {\n const data = msg.getData();\n let parsed_data;\n if (typeof data === 'string') {\n parsed_data = JSON.parse(data);\n } else {\n parsed_data = JSON.parse(data.toString('utf8'));\n }\n return parsed_data\n\n\n }", "function toReadableMessage(m, u, p) {\n\n // console.log(\"M: \", m);\n // console.log(\"U: \", u);\n // console.log(\"P: \", p);\n //GET USER DETAILS -> PROFILE\n const i = p.findIndex((t, i) => {\n return m.USER == u[i].UID;\n });\n // console.log(SENDERINDEX);\n\n //text: m.TEXTCONTENT, \n //image: m.IMGCONTENT,\n\n // console.log(\"Profile: \", p[i]);\n //SPLIT CONTENT\n return (i < 0 ? \n {\n _id: m.MID, \n createdAt: m.CREATEDAT, \n text: m.TEXTCONTENT,\n time: m.TIME,\n system: true,} \n : \n {\n _id: m.MID, \n createdAt: m.CREATEDAT,\n text: m.TEXTCONTENT,\n time: m.TIME,\n user: {\n _id: u[i].UID, \n name: p[i].FNAME + \" \" + p[i].LNAME,\n avatar: p[i].IMG\n }\n })\n}", "formatSolutions ( includeSlackVariables = false, mode = 0 ) {}", "makeRecipientList(recipients) {\n if (recipients === undefined || recipients.length == 0) {\n return (\n <div>\n <h3>You have decided to not invite anyone to connect.</h3>\n <h3>Please enter your email to so others can contact you to connect.</h3>\n </div>\n )\n } else {\n // format the recipient list\n let recipients_map = recipients.map((curr_rec, idx) => {\n if (idx == 0) return (<strong key={idx}>{curr_rec}</strong>);\n else if (idx > 0 && idx < recipients.length - 1) return (<strong key={idx}>, {curr_rec}</strong>);\n else {\n return (<t key={idx}><t>{recipients.length == 2 ? <strong> </strong> : <strong>, </strong>}</t>and <strong>{curr_rec}</strong></t>);\n }\n });\n\n return (\n <div>\n <h3>You are about to invite {recipients_map} to connect.</h3>\n <h3>Please enter your email to so others can contact you to connect.</h3>\n </div>\n )\n }\n }", "handleMessage(lastevent) {\n let event = this.webhookEvent;\n\n let responses;\n try {\n if (event.message) {\n let message = event.message;\n\n if (message.quick_reply) {\n responses = this.handleQuickReply();\n } else if (message.attachments) {\n responses = this.handleAttachmentMessage(lastevent);\n } else if (message.text) {\n responses = this.handleTextMessage(lastevent);\n }\n } else if (event.postback) {\n responses = this.handlePostback();\n } else if (event.referral) {\n responses = this.handleReferral();\n }\n } catch (error) {\n console.error(error);\n responses = {\n text: `An error has occured: '${error}'. We have been notified and \\\n will fix the issue shortly!`\n };\n }\n\n console.log(\"---------Este es el reponse a analizar--------\");\n console.log(responses);\n console.log(\"-------------------------------------\");\n\n if (Array.isArray(responses)) {\n console.log(\"Es un array de respuestas\");\n let delay = 0;\n for (let response of responses) {\n this.sendMessage(response, delay * 2000);\n console.log(\"Comprobamos\");\n if (response.text === i18n.__(\"fallback.wrong\")) {\n console.log(\"Asignando nulo\");\n responses = null;\n }\n if (response.payload === \"incorrect\") {\n console.log(\"Asignando nulo en No\");\n responses = null;\n }\n /*if (response.payload === \"no_data\") {\n console.log(\"Asignando nulo en No\");\n responses = null;\n }*/\n delay++;\n }\n } else {\n console.log(\"Es una respuesta individual no array\");\n let resultado = this.sendMessage(responses);\n console.log(\"Resultado send message:\");\n console.log(resultado);\n }\n\n return responses;\n }", "static processMessageContent(message) {\n message = message.trim()\n\n const urlRegex = /https?:\\/\\/(?:[a-z0-9-]+\\.)+[a-z]{2,}(?:\\/[a-z0-9-_#~@%&?+=,.]*[a-z0-9-_#~@%&?+=]+)*\\/?/ig\n\n let lastMatchEnd = 0\n let result = ''\n\n message.replace(urlRegex, (url, offset) => {\n\n // escape text in between urls\n result += _escape(message.slice(lastMatchEnd, offset))\n\n // create link\n result += `<a href=\"${url}\">${url.replace('&', '&amp;')}</a>`\n\n lastMatchEnd = offset + url.length\n })\n\n\n // add part from last match to the end\n if (lastMatchEnd < message.length)\n result += _escape(message.slice(lastMatchEnd))\n\n return result\n }", "getRawResolutiveMessage(message, settings) {\n if (settings.counter !== void 0) {\n const counter = Math.abs(settings.counter);\n if (counter === 0) {\n return message['@empty'] || message['@plural'];\n }\n else if (counter === 1) {\n return message['@singular'];\n }\n else if (counter > 1) {\n return message['@plural'];\n }\n }\n return void 0;\n }", "function msgStructure(botClass, botName, botMsgContent, botPicturePath) {\n let msgStructure = \n '<div class=\"' + botClass + '-msg\">' + \n '<p class=\"' + botClass + '-msg-name\">' + botName + '</p>' +\n '<div class=\"' + botClass + '-msg-chat-box\">' + \n '<p class=\"' + botClass + '-msg-text\">' + botMsgContent + '</p>' +\n '</div>' +\n '<img class=\"' + botClass + '-msg-profilepicture\" src=' + botPicturePath + '>' + \n '</div>';\n return msgStructure \n }", "function buildMessageDomElements(newPayload, isUser) {\n let textArray = isUser ? newPayload.input.text : newPayload.output.text;\n if (Object.prototype.toString.call(textArray) !== '[object Array]') {\n textArray = [textArray];\n }\n const messageArray = [];\n\n textArray.forEach((currentText) => {\n if (currentText) {\n const messageJson = {\n // <div class='segments'>\n tagName: 'div',\n classNames: ['segments'],\n children: [{\n // <div class='from-user/from-watson latest'>\n tagName: 'div',\n classNames: [(isUser ? 'from-user' : 'from-watson'), 'latest', ((messageArray.length === 0) ? 'top' : 'sub')],\n children: [{\n // <div class='message-inner'>\n tagName: 'div',\n classNames: ['message-inner'],\n children: [{\n // <p>{messageText}</p>\n tagName: 'p',\n text: currentText,\n }],\n }],\n }],\n };\n messageArray.push(Common.buildDomElement(messageJson));\n }\n });\n\n return messageArray;\n }", "function extract(msg_desc,msg_title,msg_url){\n var desc = [];\n var title = [];\n var url = [];\n desc = msg_desc;\n title = msg_title;\n url = msg_url;\n var tags = \"\";\n for(var x = 0; x < desc.length; x ++){\n tags += \"<h3>'\"+title[x]+\"'</h3><h4>'\"+desc[x]+\"'</h4><a href='\"+url[x]+\"'>Link</a><br>\"\n }\n return tags;\n }", "function normalize(obj) {\n return likeArray(obj) ? obj :\n isNodeLike(obj) ? [obj] :\n htmlRegex.exec(obj) ? htmlify(obj) :\n [];\n }", "renderErrors() {\n const { questionText, questionName, error } = this.state;\n const errors = [];\n let errorMessage;\n if (!questionText) {\n errors.push('Your Question');\n }\n if (!questionName) {\n errors.push('Your Nickname');\n }\n if (!this.verifyEmail()) {\n errors.push('Your Email');\n }\n if (error) {\n errorMessage = (\n <div className=\"error-message\">\n <h5>\n You must enter:\n <ul>\n {errors.map((errorEntry) => <li className=\"mandatory-field\">{errorEntry}</li>)}\n </ul>\n </h5>\n </div>\n );\n }\n return errorMessage;\n }", "getDisplayMessage() {\n return linkify(escapeHtml(this.message()));\n }", "function notesToHTML (notes) {\n console.log(notes)\n return notes.map(x => noteToHTML(x)).join('\\n')\n}", "function modifyMessage(message, results, decoding) {\n\n for (let i = 0; i < results.length; i++) {\n const url = results[i].url;\n const regex = new RegExp(\"\\(\\?\\<\\=\" + url + \"[\\\"|']\\.\\*>\" + \"\\)\\.\\*\\(\\?\\=</a>\\)\", \"gs\");\n\n const result = results[i].result;\n const matches = decoding.match(regex);\n\n if (result) {\n\n for (const match of matches) {\n decoding = decoding.replace(regex, \" [Blocked by Gmail URL Protector]\");\n\n const hrefRegex = new RegExp(\"\\(\\?\\<\\=href=\\(3D\\)\\?\\[\\\"\\|'\\]\\)\" + url + \"\\(\\?\\=\\[\\\"\\|'\\]\\)\", \"gs\");\n decoding = decoding.replace(hrefRegex, \"BLOCKED!\");\n }\n\n } else if (result === -1) {\n for (const match of matches) {\n decoding = decoding.replace(regex, \" [Gmail URL Protector could not analyze: \" + match + \"]\");\n }\n } else {\n for (const match of matches) {\n decoding = decoding.replace(regex, \"[Verified: \" + match + \"]\");\n }\n }\n //TODO: need to fix the case where same address appear several times in mail.\n }\n\n message.labelIds.push(extensionLabelId);\n message.raw = base64url_encode(decoding);\n return message;\n\n}", "function writeHTML(array) { \n return `\n <!DOCTYPE html>\n <html lang=\"en\">\n \n <head>\n <meta charset=\"UTF-8\">\n <meta name=\"viewport\" content=\"width=device-width, initial-scale=1.0\">\n <meta http-equiv=\"X-UA-Compatible\" content=\"ie=edge\">\n <title>Team Profile Generator</title>\n <link rel=\"stylesheet\" href=\"https://cdnjs.cloudflare.com/ajax/libs/font-awesome/5.15.2/css/all.min.css\" integrity=\"sha512-HK5fgLBL+xu6dm/Ii3z4xhlSUyZgTT9tuc/hSrtw6uzJOvgRr2a9jyxxT1ely+B+xFAmJKVSTbpM/CuL7qxO8w==\" crossorigin=\"anonymous\" />\n <link rel=\"stylesheet\" href=\"./dist/style.css\">\n </head>\n\n <body>\n <header>\n <h1>\n Team Profile \n </h1>\n </header>\n\n <main>\n <div class=\"main\">\n ${writeEmployees(array)}\n </div>\n </main>\n </body>\n `\n}", "function solution(data) {\n let output = \"\";\n return output;\n}", "function resultToHTML(parsedResult){\n\treturn '<li>(' + parsedResult.confidence.toFixed(3) + '): ' + parsedResult.transcript + '</li>';\n}", "function leaveWordMessageListToHTML(leaveProperties, printHRFlag, fromType,type){\n\tvar sysMsgStrBuffer = new StringBuffer();\n\tvar handleWin = getHandleWin(fromType);\n\tvar _keys = leaveProperties.keys();\n\tvar _length = _keys.size();\n\tfor(var j = 0; j < _length; j ++){\n\t\tvar key = _keys.get(j);\n\t\tvar msgList = leaveProperties.get(key);\n\t\tvar _msg = msgList.get(0);\n\t\tvar referenceId = _msg.referenceId;\n\t\tvar userHistoryMessageId = _msg.userHistoryMessageId;\n\t\tvar datetime = new Date(parseInt(_msg.creationDateTime, 10)).format(\"MM-dd HH:mm\");\n\t\tvar countStr = \"count\" + _msg.referenceId;\n\t\tvar tdStr = \"td\" + _msg.referenceId;\n\t\tvar timeStr = \"time\" + _msg.referenceId;\n\t\tvar deptNameSpan = \"deptNameSpan\"+_msg.referenceId;\n\t\tvar countSpan = getCtpTop().document.getElementById(countStr);\n\t\tvar content = _msg.content;\n\t\tvar deptName ='';\n\t\tvar label = handleWin.v3x.getMessage(\"V3XLang.leaveword\");\n\t\tif(type == 1){\n\t\t\tdeptName = getProjectName(referenceId);\n\t\t}\n\t\tif(type == 2){\n\t\t\tdeptName = getDepartmentName(referenceId);\t\n\t\t}\n\t\tif(type == 3){\n\t\t\tvar deptNameTemp = getEventName(referenceId);\n\t\t\tlabel = handleWin.v3x.getMessage(\"V3XLang.reply\");\n\t\t\tdeptName = \"&lt;\"+deptNameTemp+\"&gt;\";\n\t\t}\n\t\tif(type == 4){\n\t\t\tdeptName = getSpaceName(referenceId);\t\n\t\t}\n\t\tif(countSpan){\n\t\t\tvar tdObj = getCtpTop().document.getElementById(tdStr);\n\t\t\tvar timeObj = getCtpTop().document.getElementById(timeStr);\n\t\t\tvar deptNameObj = getCtpTop().document.getElementById(deptNameSpan);\n\t\t\tvar tt = parseInt(countSpan.getAttribute('title'))+msgList.size();\n\t\t\tcountSpan.innerHTML = tt;\n\t\t\tcountSpan.setAttribute('title',tt);\n\t\t\ttdObj.innerHTML = \"<div class='default-a' style='text-decoration: none;width:240px;white-space:nowrap;overflow:hidden;text-overflow:ellipsis;'>\"+content+\"</div>\";\n\t\t\ttimeObj.innerHTML = datetime;\n\t\t\tdeptNameObj.setAttribute('title',deptName);\n\t\t\tdeptNameObj.innerHTML = deptName;\n\t\t\t\n\t\t}else{\n\t\t\tsysMsgStrBuffer.append(\"<table width='100%' id='sysMsgTable\" + userHistoryMessageId+\"'\");\n\t\t\tif(_msg.messageLink){\n\t\t\t\tif(fromType == \"a8\"){\n\t\t\t\t\tsysMsgStrBuffer.append(\" class='hand' typeAttr='leaveWord' countAttrId='\"+referenceId+\"' onclick='getCtpTop().openDocument(\\\"\").append(_msg.messageLink).append(\"\\\", \\\"\").append(_msg.linkOpenType).append(\"\\\");getCtpTop().updateMessageState(\\\"\").append(userHistoryMessageId).append(\"\\\", this, \\\"\" + fromType + \"\\\");getCtpTop().afterClickMessage(\\\"\").append(userHistoryMessageId).append(\"\\\", \\\"\" + fromType + \"\\\")'\");\n\t\t\t\t}else{\n\t\t\t\t\tvar link = msgList[i].messageLink;\n\t\t\t\t\tvar strs = link.split(\"|\");\n\t\t\t\t\tvar linkType = messageLinkConstants.get(strs[0]);\n\t\t\t\t\tlinkType = linkType.substring(7, linkType.length);\n\t\t\t \tif(linkType){\n\t\t\t \t\tvar l = 1;\n\t\t\t\t\t\twhile(true){\n\t\t\t\t\t\t\tvar param = strs[l];\n\t\t\t\t\t\t\tif(!param){\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tvar regEx = eval(\"messageRegEx_\" + (l - 1));\n\t\t\t\t\t\t\tlinkType = linkType.replace(regEx, param);\n\t\t\t\t\t\t\tl ++;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tsysMsgStrBuffer.append(\" class='hand' onclick='openSysMessage(\\\"\").append(linkType).append(\"\\\");updateMessageState(\\\"\").append(userHistoryMessageId).append(\"\\\", this, \\\"\" + fromType + \"\\\");afterClickMessage(\\\"\").append(userHistoryMessageId).append(\"\\\", \\\"\" + fromType + \"\\\")'\");\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\tsysMsgStrBuffer.append(\"><input type='hidden' name='countMessages'/>\");\n\t\t\tsysMsgStrBuffer.append(\"<tr>\");\n\t\t\t\tsysMsgStrBuffer.append(\"<td class='default-a' style='text-decoration: none;font-weight: bold;'>\");\n//\t\t\t\tsysMsgStrBuffer.append(\"<span title='\"+deptName+\"' id='\"+deptNameSpan+\"'>\"+deptName.getLimitLength(20,'...')+\"</span>\");\n\t\t\t\tsysMsgStrBuffer.append(\"<span title='\"+deptName+\"' id='\"+deptNameSpan+\"'>\"+deptName+\"</span>\");\n\t\t\t\tsysMsgStrBuffer.append(label+\"(<span name='leavewordCount' id='\"+countStr+\"' title='\"+msgList.size()+\"'>\"+msgList.size()+\"</span>)\");\n\t\t\t\tsysMsgStrBuffer.append(\"</td>\");\n\t\t\t\tsysMsgStrBuffer.append(\"<td id='\"+timeStr+\"' align='right' nowrap='nowrap' class='default-a' style='text-decoration: none;'>\");\n\t\t\t\tsysMsgStrBuffer.append(datetime);\n\t\t\t\tsysMsgStrBuffer.append(\"</td>\");\n\t\t\tsysMsgStrBuffer.append(\"</tr>\");\n\t\t\tsysMsgStrBuffer.append(\"<tr>\");\n\t\t\tsysMsgStrBuffer.append(\"<td id='\"+tdStr+\"' colspan='2'><div class='default-a' style='text-decoration: none;width:240px;overflow:hidden;text-overflow:ellipsis;'>\");\n\t\t\tsysMsgStrBuffer.append(content);\n\t\t\tsysMsgStrBuffer.append(\"</div></td>\");\n\t\t\tsysMsgStrBuffer.append(\"</tr>\");\n\t\t\tsysMsgStrBuffer.append(\"</table>\");\n\t\t\tif(j < _length - 1 || printHRFlag){\n\t\t\t\tsysMsgStrBuffer.append(\"<hr size='1' class='border-top' style='padding-top:8px; border-left:0;border-right:0;' />\");\n\t\t\t}\n\t\t}\n\t}\n\t\n\tvar resultStr = sysMsgStrBuffer.toString();\n\tsysMsgStrBuffer.clear();\n\treturn resultStr;\n}", "function generateHtmlAlertError( error ){\r\n\tvar htmlError = \" \";\r\n\thtmlError += '<div class=\"alert alert-danger\"';\r\n\thtmlError += '<strong>Error! </strong>';\r\n\t$.each(error,function(keyName,valueName){\r\n\t\thtmlError += '<div class=\"item\">';\r\n\t\thtmlError += '<p>';\r\n\t\thtmlError += '<strong>'+keyName+'</strong>';\r\n\t\thtmlError += '</p>';\r\n\t\thtmlError += '<ul>';\r\n\r\n\t\t$.each(valueName,function(keyError,valueError){\r\n\t\t\tif(typeof(valueError) == 'object'){\r\n\t\t\t\thtmlError += '<p>';\r\n \t\t\thtmlError += '<strong>'+keyError+'</strong>';\r\n \t\t\thtmlError += '</p>';\r\n\t\t\t\t$.each(valueError,function(keyListImage,valueListImage){\r\n\t\t\t\t\thtmlError += '<li>';\r\n \t\t\t\thtmlError += valueListImage;\r\n \t\t\t\thtmlError += '</li>';\r\n\t\t\t\t});\r\n\t\t\t}else{\r\n\t\t\t\thtmlError += '<li>';\r\n\t\t\t\thtmlError += valueError;\r\n\t\t\t\thtmlError += '</li>';\r\n\t\t\t}\r\n\t\t});\r\n\t\thtmlError += '</ul>';\r\n\t});\r\n\thtmlError += '</div>';\r\n\treturn htmlError;\r\n}", "function noticeMessage(arrCat) {\n if (arrCat.length === 0) {\n const link = <a className=\"text-danger\" href=\"https://github.com/tjtanjin/todo_website/wiki/User-Guide\" target=\"_blank\" rel=\"noopener noreferrer\">here!</a>\n return <div>It's a good day to start on a task! If you are unsure how, look over to our guide {link}</div>\n } else if (arrCat.length === 1) {\n return <div>You only have {arrCat[0][0]} related tasks :( Do try out other stuffs in your free time!</div>\n } else if (arrCat[0][0].toUpperCase().includes(\"WORK\")) {\n return <div>Although you might have a lot of work, do spend some time to rest!</div>\n } else if (arrCat[0][0].toUpperCase().includes(\"SPORT\")) {\n return <div>You have a healthy lifestyle, keep it up!</div>\n } else {\n return <div>Do remember to take breaks every now and then as you strive to complete your tasks!</div>\n }\n}", "function createModifiedPassage()\n{\n\n\tfor(var i = 0; i < tokenizedPassage.length; i++)\n\t{\n\n\t\tfor(var j = 0; j < arrWordsReplaced.length; j++)\n\t\t{\n\t\t\tif(arrWordsReplaced[j] === i)\n\t\t\t{\n\t\t\t\tmodifiedPassage += arrWordsEntered[j];\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\telse if ((j === arrWordsReplaced.length-1) && arrWordsReplaced[j] !== i)\n\t\t\t{\n\t\t\t\tmodifiedPassage += tokenizedPassage[i];\n\t\t\t}\n\t\t\telse\n\t\t\t\tcontinue;\n\t\t}\n\t\t\n\n\t\t//punctuation check\n\t\tif (i+1 < tokenizedPassage.length)\n\t\t{\n\n\t\t\tvar tempWord = new RiString(tokenizedPassage[i+1]);\n\n\t\t\tif(tempWord.get('pos') === '.' || tempWord.get('pos') === ';' || tempWord.get('pos') === '?')\n\t\t\t{\n\t\t\t\tmodifiedPassage += tokenizedPassage[i+1] + \"\\n\";\n\t\t\t\ti++;\n\t\t\t}\n\t\t\telse if (tempWord.get('pos') === '-')\n\t\t\t{\n\t\t\t\tmodifiedPassage += \" -\\n\";\n\t\t\t\ti++;\n\t\t\t}\n\t\t\telse if(tempWord.get('pos') === '\"' || tempWord.get('pos') === \"'\")\n\t\t\t{\n\t\t\t\tmodifiedPassage += (\"\\\\\" + tempWord);\n\t\t\t\ti++\n\t\t\t}\n\t\t\telse if(tempWord.get('pos') === ',')\n\t\t\t{\n\t\t\t\tmodifiedPassage += \", \\n\";\n\t\t\t\ti++;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tmodifiedPassage += \" \";\n\t\t\t}\n\n\t\t}\n\t}\n\n\tconsole.log(modifiedPassage);\n\n\tdocument.getElementById('passage').innerHTML = modifiedPassage;\n\n}", "function retira_caracteres_indesejados(msg){\n if (msg.indexOf(\"[&quot;\") != -1 || msg.indexOf(\"&quot;]\") != -1) {\n msg = msg.replace(\"[&quot;\" , \"\").replace(\"&quot;]\" ,\"\");\n }\n return msg;\n}", "function sugar(result){\n return result.map((item)=>{\n return (item < 0) ? \n \"🌲\" : (\"🧔 \" + item +\"cm\")\n })\n}", "function beautifyResponse () {\n var responseText,\n responseLanguage;\n _.forEach($('.formatted-responses'), function (responseDiv) {\n responseDiv = $(responseDiv);\n responseText = responseDiv.text();\n responseLanguage = responseDiv.attr('data-lang');\n try {\n responseText = JSON.parse(responseText);\n responseText = JSON.stringify(responseText, null, 2);\n }\n catch (e) {\n }\n populateSnippet(responseDiv, responseText, responseLanguage);\n });\n}", "function getTemplateDenialMessage(id, email, message) {\n\n return new Promise(function (resolve, reject) {\n let body = `\n <div align=\"center\" class=\"button-container center \" style=\"padding-right: 10px; padding-left: 10px; padding-top:10px; padding-bottom:10px;\">\n <!--[if mso]><table width=\"100%\" cellpadding=\"0\" cellspacing=\"0\" border=\"0\" style=\"border-spacing: 0; border-collapse: collapse; mso-table-lspace:0pt; mso-table-rspace:0pt;\"><tr><td style=\"padding-right: 10px; padding-left: 10px; padding-top:10px; padding-bottom:10px;\" align=\"center\"><v:roundrect xmlns:v=\"urn:schemas-microsoft-com:vml\" xmlns:w=\"urn:schemas-microsoft-com:office:word\" href=\"http://138.68.19.227:7000/verification/${id + '/' }\" style=\"height:31pt; v-text-anchor:middle; width:150pt;\" arcsize=\"10%\" strokecolor=\"#D61A1A\" fillcolor=\"#D61A1A\"><w:anchorlock/><v:textbox inset=\"0,0,0,0\"><center style=\"color:#ffffff; font-family:Arial, 'Helvetica Neue', Helvetica, sans-serif; font-size:16px;\"><![endif]-->\n ${message}\n <!--[if mso]></center></v:textbox></v:roundrect></td></tr></table><![endif]-->\n </div>\n <!--[if (!mso)&(!IE)]><!--></div><!--<![endif]-->\n </div>\n </div>\n <!--[if (mso)|(IE)]></td></tr></table></td></tr></table><![endif]-->\n </div>\n </div>\n </div> <div style=\"background-color:transparent;\">\n <div style=\"Margin: 0 auto;min-width: 320px;max-width: 500px;overflow-wrap: break-word;word-wrap: break-word;word-break: break-word;background-color: transparent;\" class=\"block-grid \">\n <div style=\"border-collapse: collapse;display: table;width: 100%;background-color:transparent;\">\n <!--[if (mso)|(IE)]><table width=\"100%\" cellpadding=\"0\" cellspacing=\"0\" border=\"0\"><tr><td style=\"background-color:transparent;\" align=\"center\"><table cellpadding=\"0\" cellspacing=\"0\" border=\"0\" style=\"width: 500px;\"><tr class=\"layout-full-width\" style=\"background-color:transparent;\"><![endif]-->\n\n <!--[if (mso)|(IE)]><td align=\"center\" width=\"500\" style=\" width:500px; padding-right: 0px; padding-left: 0px; padding-top:5px; padding-bottom:5px; border-top: 0px solid transparent; border-left: 0px solid transparent; border-bottom: 0px solid transparent; border-right: 0px solid transparent;\" valign=\"top\"><![endif]-->\n <div class=\"col num12\" style=\"min-width: 320px;max-width: 500px;display: table-cell;vertical-align: top;\">\n <div style=\"background-color: transparent; width: 100% !important;\">\n <!--[if (!mso)&(!IE)]><!--><div style=\"border-top: 0px solid transparent; border-left: 0px solid transparent; border-bottom: 0px solid transparent; border-right: 0px solid transparent; padding-top:5px; padding-bottom:5px; padding-right: 0px; padding-left: 0px;\"><!--<![endif]-->\n\n \n <div class=\"\">\n <!--[if mso]><table width=\"100%\" cellpadding=\"0\" cellspacing=\"0\" border=\"0\"><tr><td style=\"padding-right: 10px; padding-left: 10px; padding-top: 10px; padding-bottom: 10px;\"><![endif]-->\n <div style=\"color:#555555;line-height:150%;font-family:Arial, 'Helvetica Neue', Helvetica, sans-serif; padding-right: 10px; padding-left: 10px; padding-top: 10px; padding-bottom: 10px;\">\t\n <div style=\"font-size:12px;line-height:18px;color:#555555;font-family:Arial, 'Helvetica Neue', Helvetica, sans-serif;text-align:left;\"><p style=\"margin: 0;font-size: 14px;line-height: 21px\"><span style=\"font-size: 15px; line-height: 22px;\">If there are any problems with the button, just copy and paste this link in your browser address bar:</span></p><p style=\"margin: 0;font-size: 14px;line-height: 21px\"><span style=\"font-size: 15px; line-height: 22px; color: rgb(0, 0, 255);\">https://platform.senorcoders.com/verification/${id + '/' }</span></p></div>\t\n </div>\n `;\n fs.readFile(\"./template_emails/verification_code_part1.html\", \"utf8\", function (err, data) {\n if (err) { return reject(err); }\n fs.readFile(\"./template_emails/verification_code_part2.html\", \"utf8\", function (err, data2) {\n if (err) { return reject(err); }\n resolve(data + body + data2);\n });\n });\n });\n}", "function emailListResponseHTML(data) {\n\n var responseString =\"<ul id='mailList' class='box'>\";\n\n responseString += \"<li><span>Recipient</span><span>Title</span><span>Time</span></li>\"\n\n for (var i = 0; i < data.length; i++) {\n\n var email = data[i];\n \n var emaiID = '\"';\n emaiID += email[\"_id\"];\n emaiID += '\"';\n\n responseString += \"<li><input type='checkbox'><div class='email-line' emailID = \"+emaiID+\" onclick='openMail(\"+emaiID+\")' ><span>\";\n responseString += email['recipient'];\n responseString +=\"</span><span>\";\n responseString += email['title'];\n responseString +=\"</span><span>\";\n responseString += email['time'];\n responseString +=\"</span></div>\";\n responseString += \"</li>\";\n }\n responseString += \"</ul>\"; \n return responseString;\n }", "function displayContentToArray(string){\n return string.split(\"\");\n}", "function add_msg(msg){\n siz=msg.length\n if(msg[siz-1]==\"t\")\n {\n const p = document.createElement('p');\n p.innerHTML = msg;\n p.style.color=\"white\";\n document.querySelector('.chat').append(p);\n }\n else\n {\n const div = document.createElement('div');\n div.className = \"container\";\n var x= differ(msg);\n console.log(x);\n const p2 = document.createElement('p');\n p2.innerHTML = x[0];\n p2.style.textShadow = \"2px 2px 5px red\";\n const p = document.createElement('p');\n p.innerHTML = x[1];\n p.style.color=\"white\";\n const span=document.createElement('span');\n span.innerHTML = x[2];\n span.style.display=\"block\"\n span.style.textAlign=\"right\";\n div.append(p2);\n div.append(p);\n div.append(span);\n document.querySelector('.chat').append(div);\n }\n}", "async buildTdlibInlineInputMessageContent(imc) {\n if ('message_text' in imc) {\n return {\n '@type': 'inputMessageText',\n text: await this.client._generateFormattedText(imc.message_text, imc.parse_mode),\n disable_web_page_preview: !!imc.disable_web_page_preview\n }\n } else if ('latitude' in imc && 'longitude' in imc && 'title' in imc && 'address' in imc) {\n let ret = {\n '@type': 'inputMessageVenue',\n venue: {\n location: {\n latitude: imc.latitude,\n longitude: imc.longitude\n },\n title: imc.title,\n address: imc.address,\n provider: 'foursquare',\n id: imc.foursquare_id\n }\n }\n return ret\n } else if ('latitude' in imc && 'longitude' in imc) {\n let ret = {\n '@type': 'inputMessageLocation',\n location: {\n latitude: imc.latitude,\n longitude: imc.longitude\n }\n }\n if (imc.live_period >= 60 && imc.live_period <= 86400) {\n ret.live_period = imc.live_period\n } else {\n ret.live_period = 0\n }\n return ret\n } else if ('phone_number' in imc && 'first_name' in imc) {\n return {\n '@type': 'inputMessageContact',\n contact: {\n phone_number: imc.phone_number,\n first_name: imc.first_name,\n last_name: imc.last_name || ''\n }\n }\n }\n }", "function buildEmailMessage(ruleVerifiedData) {\r\n return JSON.stringify(ruleVerified);\r\n}", "function arrayToHTML(json, path) {\n if (json.length === 0) {\n return '[ ]';\n }\n let output = '';\n for (let i = 0; i < json.length; i++) {\n const subPath = `${path}[${i}]`;\n output += '<li>' + valueToHTML(json[i], subPath);\n if (i < json.length - 1) {\n output += ',';\n }\n output += '</li>';\n }\n return (json.length === 0 ? '' : '<span class=\"collapser\"></span>') +\n `[<ul class=\"array collapsible\">${output}</ul>]`;\n }", "arrayToBulletList(arr) {\n var str = \"• \"+arr[0]+\" •\\n\";\n for(var i = 1; i < arr.length; i++) {\n str += arr[i]+\" •\\n\";\n }\n return str;\n }", "function printTodo(arrayInput){\n const htmlArray2 = arrayInput.map((value) =>\n `<p${\n (value.completed) ? 'class=\"done\"' :''}>\n ${value.priority}: ${value.content}\n </p>`)\n return htmlArray2\n}", "function buildMessageDomElements(newPayload, isUser) {\n var textArray;\n if (isUser) {\n textArray = newPayload.text;\n } else if (newPayload.message) {\n textArray = newPayload.message.text;\n }\n\n if (textArray && Object.prototype.toString.call( textArray ) !== '[object Array]') {\n textArray = [textArray];\n }\n var messageArray = [];\n\n // display text (from both user and Watson)\n if (textArray) {\n textArray.forEach(function(currentText) {\n if (currentText) {\n var messageJson = {\n // <div class='segments'>\n 'tagName': 'div',\n 'classNames': ['segments'],\n 'children': [{\n // <div class='from-user/from-watson latest'>\n 'tagName': 'div',\n 'classNames': [(isUser ? 'from-user' : 'from-watson'), 'latest', ((messageArray.length === 0) ? 'top' : 'sub')],\n 'children': [{\n // <div class='message-inner'>\n 'tagName': 'div',\n 'classNames': ['message-inner'],\n 'children': [{\n // <p>{messageText}</p>\n 'tagName': 'p',\n 'text': currentText\n }]\n }]\n }]\n };\n messageArray.push(Common.buildDomElement(messageJson));\n }\n });\n }\n\n if (!isUser)\n\n if (!isUser && newPayload.sender_action === 'typing_on') {\n // console.log(newPayload);\n var isTypingJson = {\n // <div class='segments'>\n 'tagName': 'div',\n 'attributes': [{\n name: 'id',\n value: 'typing-indicator',\n }],\n 'children': [\n { 'tagName': 'span' },\n { 'tagName': 'span' },\n { 'tagName': 'span' },\n ]\n };\n messageArray.push(Common.buildDomElement(isTypingJson));\n } else if (!isUser && !newPayload.sender_action){\n // remove isTyping indicator\n var isTypingElement = document.getElementById('typing-indicator');\n isTypingElement.parentNode.removeChild(isTypingElement);\n }\n\n\n if (!isUser && newPayload.message && newPayload.message.quick_replies) {\n // display buttons sent by Watson\n var buttonNames = newPayload.message.quick_replies.map(function (qr) {\n return qr.payload;\n });\n\n for (var i=0; i < buttonNames.length; ++i) {\n var buttonName = buttonNames[i];\n var buttonJson = {\n // <div class='segments'>\n 'tagName': 'div',\n 'classNames': ['segments'],\n 'children': [{\n // <div class='from-user/from-watson latest'>\n 'tagName': 'div',\n 'classNames': ['from-watson-button', 'latest'],\n 'children': [{\n // <div class='message-inner'>\n 'tagName': 'div',\n\n 'classNames': ['message-inner'],\n 'children': [{\n // <p>{messageText}</p>\n 'tagName': 'p',\n 'attributes': [{\n name: 'id',\n value: 'button',\n }],\n 'text': buttonName\n }]\n }]\n }]\n };\n messageArray.push(Common.buildDomElement(buttonJson));\n }\n }\n\n return messageArray;\n}", "function generateHtmlAlertError( error ){\r\n var htmlError = \" \";\r\n htmlError += '<div class=\"alert alert-danger\"';\r\n htmlError += '<strong>Error! </strong>';\r\n $.each(error,function(keyName,valueName){\r\n htmlError += '<div class=\"item\">';\r\n htmlError += '<p>';\r\n htmlError += '<strong>'+keyName+'</strong>';\r\n htmlError += '</p>';\r\n htmlError += '<ul>';\r\n\r\n $.each( valueName ,function( keyError , valueError){\r\n if(typeof(valueError) == 'object'){\r\n htmlError += '<p>';\r\n htmlError += '<strong>'+keyError+'</strong>';\r\n htmlError += '</p>';\r\n $.each(valueError,function( keyListImage , valueListImage ){\r\n htmlError += '<li>';\r\n htmlError += valueListImage;\r\n htmlError += '</li>';\r\n });\r\n }else{\r\n htmlError += '<li>';\r\n htmlError += escapeHtml ( valueError );\r\n htmlError += '</li>';\r\n }\r\n });\r\n htmlError += '</ul>';\r\n });\r\n htmlError += '</div>';\r\n return htmlError;\r\n}", "function trying (x, arr) {\n // Create an unordered list\n var ul = document.createElement(\"ul\");\n var li = \"\";\n x.appendChild(ul);\n arr.forEach(function(item) {\n // create a new list item\n var li = document.createElement('li');\n // append the text to the li\n li.textContent = item.msg; //correction: we use the property of the object to display\n // li.appendChild(document.createTextNode(item));\n // append the list item to the ul\n ul.appendChild(li);\n });\n}", "function generateHTML() {\n gameHTML = answerArray[questionCounter] +\"<p class='text-center msg'>\" + questionArray[questionCounter] + \"</p>\";\n $(\".mainDiv\").html(gameHTML);\n}", "nice_ifyer(title, image, content) {\n console.log(content);\n return (\n <div class=\"col-xl-12 col-md-12 mb-4\">\n <div class=\"card border-left-primary shadow h-100 py-2\">\n <div class=\"card-body\">\n <div class=\"row no-gutters align-items-center\">\n <div class=\"col mr-2\">\n <div class=\"h4 font-weight-bold text-primary text-uppercase mb-1\">\n {title}\n </div>\n <div class=\"h5 mb-0 font-weight-bold text-gray-300\">\n {image}\n </div>\n </div>\n <div class=\"col-auto text-gray-800 h5\">\n {typeof content === Array\n ? content.map((render, index) => {\n return render + \" \" + this.votes[index];\n })\n : content}\n </div>\n </div>\n </div>\n </div>\n </div>\n );\n }", "function getHtml( value ) {\n value = value || \"\";\n\n // No action required if the value is an element\n if ( value instanceof Element ) {\n return value;\n }\n\n if ( value instanceof Function ) {\n return getHtml( value() );\n }\n\n if (value instanceof Array) {\n // Return empty element if array is empty\n if ( !value.length ) {\n return getHtml();\n }\n\n // Appending each element to wrapper\n const el = document.createElement( \"div\" );\n value.map( arrEl => el.appendChild( getHtml( arrEl ) ) );\n\n return el;\n }\n\n // Create a text-node if content is string\n if ( value.constructor === String || value.constructor === Number ) {\n return document.createTextNode( value );\n }\n\n // Render modular elements\n if ( value instanceof Object ) {\n if ( value.__config__ && value.__config__.type !== \"modular-element\" ) {\n throw err( 2 );\n }\n\n return value.__config__.render();\n }\n\n throw err( 3 );\n }", "function makeString(msg) {\r\n var innerString = \"\";\r\n $('#newWord').append( document.createTextNode('[')); \r\n\r\n for (var key in msg){\r\n innerString += (key+':'+msg[key]+','); \r\n }\r\n innerString = innerString.substring(0,innerString.length-1);\r\n $('#newWord').append( document.createTextNode(innerString));\r\n $('#newWord').append( document.createTextNode(']'));\r\n}" ]
[ "0.66846085", "0.59723514", "0.57487047", "0.5737957", "0.5649218", "0.563605", "0.56011", "0.55586576", "0.5549059", "0.55333817", "0.54780626", "0.5438874", "0.54312557", "0.54105693", "0.54101115", "0.53957933", "0.5383609", "0.53787726", "0.5321919", "0.5304744", "0.5304744", "0.5304744", "0.5304744", "0.52976733", "0.52744836", "0.527418", "0.5261428", "0.5261428", "0.5258831", "0.5257545", "0.5255642", "0.52520657", "0.5211032", "0.52090585", "0.520669", "0.5200029", "0.5196107", "0.5174358", "0.517283", "0.51713985", "0.5165862", "0.5156765", "0.5152203", "0.51513326", "0.51419264", "0.5141774", "0.5123838", "0.51221406", "0.51158816", "0.5104901", "0.50974673", "0.5090867", "0.5080245", "0.5077052", "0.5076646", "0.50686115", "0.5062591", "0.50534374", "0.5050463", "0.5045943", "0.5037336", "0.50220513", "0.5021263", "0.5008138", "0.50058454", "0.5005657", "0.50042796", "0.5004025", "0.49990278", "0.49663296", "0.4965456", "0.49612218", "0.49569583", "0.49555257", "0.49443573", "0.49406108", "0.49352878", "0.49340385", "0.4929946", "0.492407", "0.49220216", "0.49219832", "0.49194473", "0.49185115", "0.49163693", "0.49142596", "0.49123147", "0.49120125", "0.49111366", "0.49003214", "0.48975536", "0.4896458", "0.48938373", "0.4892412", "0.48810783", "0.4875687", "0.48752606", "0.48711264", "0.48660448", "0.48651052" ]
0.51218224
48
Checks, if values in a list of numbers are already sorted.
function isSorted(arr) { for (let i = 1; i < arr.length; i++) { if (+arr[i - 1] > +arr[i]) { return false; } } return true; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function isSorted(list) {\n let n = list;\n let check = null;\n let tmp = [];\n while (n != null && n.next != null) {\n if (n.data <= n.next.data) {\n if (tmp != 0) {\n for (let i = 0; i < tmp.length; i++) {\n if (n.data < tmp[i]) {\n check = false;\n }\n }\n break;\n }\n check = true;\n } else {\n tmp.push(n.data);\n }\n n = n.next;\n }\n return check;\n}", "function isIncreasingNumberList(numberList) {\n if (!Array.isArray(numberList) || numberList.length < 2) return false;\n\n for (let index = 1; index < numberList.length; index++) {\n if (numberList[index] >= numberList[index - 1]) return false;\n }\n return true;\n}", "function checkSort(arr) {\n for (var i = 1; i < arr.length-1-count; i++) {\n if (arr[i] < arr[i-1]) {\n return false;\n }\n }\n return true;\n}", "function isSorted(input){\n if (input.length < 2){\n return true;\n }\n for (var i = 1; i < input.length; i++){\n if (input[i-1] > input[i]){\n return false;\n }\n }\n return true;\n}", "function isAscending(items) {\n for (var i = 0; i < items.length; i++) {\n if (items[i] > items[i+1] || items[i] == items[i+1]) {\n return false;\n }\n }\n return true;\n}", "function isSorted(arr){\n for(let i=0; i<arr.length - 1; i++){\n if(arr[i] >= arr[i+1]){\n return false;\n }\n }\n return true;\n}", "function isSorted(arr) {\n\tfor(var i = 0; i < arr.length - 1; i++) {\n\t\tif(arr[i+1] < arr[i]) {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\treturn true;\n}", "function isSorted(arr) {\n for(var i = 1; i < arr.length; i++) {\n if(arr[i-1] > arr[i]) {\n return false;\n }\n }\n return true;\n}", "function isSorted(arr) {\n for(var i = 1; i < arr.length; i++) {\n if(arr[i-1] > arr[i]) {\n return false;\n }\n }\n return true;\n}", "function isSorted(arr) {\n for(var i = 1; i < arr.length; i++) {\n if(arr[i-1] > arr[i]) {\n return false;\n }\n }\n return true;\n}", "function isSorted(itemsArray){\n if(Array.isArray(Array)) return null;\n if (Array.length > 2) return true;\n\n return itemsArray.every((val, i, arr) => i > 0 ? val >= arr[i - 1] : true);\n\n}", "function isSorted(arr) {\n if (arr.length < 2) { return true; }\n for (let i = 1; i < arr.length; i++) {\n if (arr[i - 1] > arr[i]) { return false; }\n }\n return true;\n}", "function order (array) {\n for (var i = 0; i < array.length - 1; i++) {\n if (array[i] > array[i + 1]) {\n return false; \n }\n }\n return true;\n}", "function isAscOrder(arr) {\n return arr.every((num, i) => i === 0 || num >= arr[i-1]);\n}", "function isSorted(array) {\n if (array.length <= 1) {\n return true;\n }\n for (let i = 0; i < array.length-1; i++){\n if (array[i] > array[i+1]) {\n return false;\n }\n }\n return true;\n}", "function checkSolvable(pList){\n //alert(\"checkSolvable called with : \" + pList);\n var inversions = 0;\n\n for(var i=0; i<pList.length;i++){\n for(var j=i+1; j<pList.length;j++){\n if(pList[j]>pList[i]){\n inversions++;\n }\n }\n }\n\n if(inversions%2 == 1){\n // alert(\"It's Unsolvable\");\n return false;\n }else{\n // alert(\"It's Solvable\");\n return true;\n }\n}", "function inAscOrder(arr) {\n for (let i = 0; i < arr.length - 1; i++) {\n if (arr[i] > arr[i + 1]) {\n return false;\n }\n }\n return true;\n}", "function isAscending(integers) {\n if (integers.length === 0 || integers.length === 1) return true;\n let prev = integers[0];\n\n for (let i = 1; i < integers.length; i++) {\n // previous int can not be greater than the current int\n if (integers[i] < prev || integers[i] === prev) return false;\n prev = integers[i];\n }\n // all integers are ascending\n return true;\n}", "function canBeSorted() {\n return true;\n }", "function numbers(num) {\n num[0] = random(1, 91);\n for (var i = 1; i < 5; i++) {\n do {\n num[i] = random(1, 91);\n var equal = false;\n for (var j = 0; j < i; j++) {\n if (num[i] == num[j]) {\n equal = true;\n }\n }\n\n }\n while (equal == true);\n }\n num.sort(sortNumber);\n console.log(num);\n}", "function inAscOrder(arr) {\n for (var i=0; i<arr.length; i++) {\n if (i === arr.length-1) {\n return true;\n } else if (arr[i]>arr[i+1]){\n return false;\n }\n }\n return true;\n}", "function isAscOrder(arr) {\n return arr.reduce((res, num, i) => {\n return (i === 0 || !res) ? res : num >= arr[i-1];\n }, true);\n}", "function mySort(list) {\n var listLength = list.length, currentlyCompared, indUnsort, indSort;\n\tfor(indUnsort = 1; indUnsort < listLength; indUnsort++) { // O(n)\n\t\tcurrentlyCompared = list[indUnsort]; // save current value as it can be shift later\n\t\tindSort = indUnsort - 1;\n\t // Whenever the value in the sorted section is greater than the value\n\t // in the unsorted section, shift all items in the sorted section over\n\t // by one. This creates space in which to insert the value.\n\t\twhile (indSort >= 0 && list[indSort] > currentlyCompared) { // O(n)\n\t\t\tlist[indSort + 1] = list[indSort];\n\t\t\tindSort--;\n\t\t}\n\t\tlist[indSort + 1] = currentlyCompared;\n\t}\n\treturn list;\n}", "function search(nums, start) {\n for (let i = start; i < nums.length; i++) {\n if (!list.length) {\n list.push(nums[i]);\n search(nums, i + 1);\n list.pop();\n };\n if (list.length === 1) {\n if (list[0] < nums[i]) {\n list.push(nums[i]);\n search(nums, i + 1);\n list.pop();\n }\n }\n if (list.length === 2) {\n if (list[1] > nums[i] && list[0] < nums[i]) {\n has132 = true;\n // res.push(JSON.parse(JSON.stringify(list.concat([nums[i]]))));\n }\n }\n }\n }", "function validateNumberList(numberList){\n\tvar status = true;\n\tfor(var number of numberList){\n\t\tif(number.value == null)\n\t\t\tstatus = false; \n\t\t}\n\treturn status;\n}", "function check(arr){\n // default sort is ascending - converts elements to strings, then compares via UTF-16 values\n // luckily, it will work for sorting from 1-9 without any issue\n return arr.sort()\n // filter is checking that we have unique elements from 1-9, otherwise it will return false\n // val = current element, index = index of current element\n .filter((val, index) => {\n return val === index + 1;\n })\n // finally, checking length\n .length === 9; // will return false if it fails validation at any point\n }", "function sort(numbers) {\n for (let j = 1; j < numbers.length; j++) {\n let flag = 0;\n\n for (let i = 0; i < numbers.length - j; i++) {\n if (numbers[i] > numbers[i + 1]) {\n [numbers[i], numbers[i + 1]] = [numbers[i + 1], numbers[i]];\n flag = 1;\n }\n }\n\n if (flag === 0) {\n break;\n }\n }\n\n return numbers;\n}", "function absoluteSorting(numbers){\n \n\tfunction compare(a, b) {\n\t\tif (a < 0) a*=(-1);\n\t\tif (b < 0) b*=(-1);\n\t\treturn a - b;\n\t}\n return numbers.sort(compare);\n}", "function areThereDuplicates (...args) {\n\tlet current = 0;\n\tlet next = 1;\n\n\targs.sort((a, b) => {\n\t\tif (a < b) {\n\t\t\treturn -1;\n\t\t}\n\t\tif (a > b) {\n\t\t\treturn 1;\n\t\t}\n\t\treturn 0;\n\t});\n\n\tconsole.log(args);\n\n\tfor (let i = 0; i < args.length - 1; i++) {\n\t\tif (args[current] === args[next]) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\tcurrent++;\n\t\t\tnext++;\n\t\t}\n\t}\n\treturn false;\n}", "function monkeySort(xs) {\r\n // this is an unoptimized version of monkeySort\r\n // it's better than random order generation but still bad\r\n // then again, monkeySort isn't the smartest sorting algorithm\r\n const isSorted = ([x, ...xs], prev) => x === undefined ? true : prev && x < prev ? false : isSorted(xs, x);\r\n\r\n return find(isSorted, allPermutations(xs));\r\n}", "function dimOrderValid(dim_order, expected_dim_length){\n if (dim_order.length!=expected_dim_length){\n return false;\n }\n \n // Check all values in dim order are between 1-dim_length+1\n // and that they all appear only once.\n var valid_range = numberRange(0, expected_dim_length);\n console.log(valid_range);\n var sorted_dim_order = dim_order.slice(0).sort(function (a,b) { return a-b;}); // this does numeric sort. for some reason sort() sorts alphabetically\n console.log(sorted_dim_order);\n for (i=0; i<dim_order.length; i++){\n if (sorted_dim_order[i]!=valid_range[i]){\n return false;\n }\n }\n\n return true;\n}", "function solution(nums){\n return Array.isArray(nums) ? nums.sort((a, b) => a - b) : [];\n}", "function countNumbers(numberList) {\n if (!Array.isArray(numberList) || numberList.length === 0) return 0;\n const newArray = [];\n for (let index = 1; index < numberList.length; index++) {\n if (numberList[index] < numberList[index - 1])\n newArray.push(numberList[index]);\n }\n return newArray.length;\n}", "function sortedList (coordinateList) {\n // Not implemented since delaunayMethod should outperform this\n}", "function sort(list, compareFn){\n for(var i=0; i<list.length-1; i++)\n for(var j=i+1; j<list.length; j++){\n var left = list[i],\n right = list[j];\n if (compareFn(left, right) > 0){\n list[i] = list[j];\n list[j] = left;\n }\n }\n }", "function isRowInOrder(arr) {\n var array = arr.sort();\n for (var i = 0; i < array.length - 1; i++) {\n if (array[i + 1] - 1 !== array[i]) {\n return false;\n }\n }\n return true;\n }", "function insertion_sort(numbers) { // La funcion recibe un arreglo en el siguiente formato para poder funcionar [1,2,3,4,5]\n let n = numbers.length; // n se vuelve el largo de el arreglo que se introduce \n for (let i = 1; i < n; i++) { // Mientras que i sea menor que el tamaño del arreglo entonces el loop for se ejecuta\n let current = numbers[i]; // Esta linea elije el segundo elemento del arreglo igualandolo a current, por la naturaleza de este arreglo se considera al segundo elemento del arrelgo como el punto de partida\n let j = i - 1; // J es igualado al primer elemento del arreglo es decir array[0]. Por la naturaleza del algortimo se considera que el primer elemento del arreglo ya esta en su posicion adecuada\n while ((j > -1) && (current < numbers[j])) { // Esta parte del while revisa que j no esta \"out of bounds\" es decir que i no sea el primer elemento del arreglo y tambien revisa que el valor del arreglo en la posicion j sea mayor al valor current\n // es decir que por ejemplo arreglo[2] < arreglo[1]. Lo que este while logra es \"abrir\" un elemento hacia la derecha para poder insertar el valor de \"current\". \n numbers[j + 1] = numbers[j]; // Lo que busca el codigo es abrir un espacio en el arreglo para poder insertar current, y esto se logra dado que cada vez que se cumplen las condiciones de el while el valor current se mueve hacia la derecha\n // el espacio de la izquierda se llena con un valor menor a current (no se llegaria a este paso si current fuese menor), y se regresa al while para nuevamente revisar si current es mayor al numero a su derecha. \n j--;\n }\n numbers[j + 1] = current; // Una vez que se determina que el valor de current o el valor de j no son menor al valor separado para insertar, se igual el valor de la derecha a current\n } // Es importante recordar que el while revisar todo el arreglo \"sorted\" que se encuentra en la izquierda cada vez que se itera el while \n return numbers; // Devuelve el arreglo original ordenado de menor a mayor numero\n}", "function checkList(list) {\n if (list.length < 4) {\n return false;\n }\n for (let i = 0; i < list.length - 3; i++) {\n let count = 1;\n for (j = i + 1; j < i + 4; j++) {\n if (list[i] !== list[j]) {\n break;\n }\n count++;\n }\n if (count === 4) {\n return list[i];\n }\n }\n return false;\n}", "function insertion_sort(numbers) {\n let l = numbers.length;\n for (let i = 1; i < l; i++) {\n let guardar = numbers[i];\n let j = i - 1;\n while (j >= 0 && guardar < numbers[j]) {\n numbers[j + 1] = numbers[j];\n j--;\n }\n numbers[j + 1] = guardar;\n }\n return numbers;\n}", "function a(x) {\n if (x[0] < x[1]) {\n return true;\n } else {\n return false;\n }\n}", "function insert_num (arr, val) {\n\n let sorted = arr.sort()\n\n let len = arr.length\n let max = len\n let min = 0\n let check = Math.floor(len / 2)\n\n let idxFind = (subArr, val) => {\n\n }\n\n // if (val < arr[check]){\n\n // }\n\n}", "function sortNums(numbers,desc=false) {\n numbers.sort(function(a, b){return a-b});\n numbers.sort(function(a, b){return b-a});\n }", "function swapAvailable(array) {\n for (let i = 0; i < array.length; i += 1) {\n if (array[i] > array[i + 1]) { return true };\n }\n return false;\n}", "function numbersDiffByOneOrLess(numbers) {\n const max = Math.max(...numbers)\n const min = Math.min(...numbers)\n\n const diff = max - min\n return diff === 1 || diff === 0\n}", "function numberSort (a, b) {\n if (a > b) {\n return -1;\n } else if (a < b) {\n return 1;\n }\n\n return 0;\n}", "function sortNums(numbers,desc=false) {\n console.log(numbers.sort((a, b) => a - b))\n console.log(numbers.sort((a, b) => b - a))\n }", "function isAllPossibilities(x) {\n if (!x || x.length < 1) {\n return false;\n }\n\n var dope = x.sort();\n\n for (let i = 0; i < dope.length; i++) {\n if (dope[i] != i) {\n return false;\n }\n }\n\n return true;\n}", "function sortList( list ) {\n let switched = true;\n while( switched ) {\n switched = false;\n if ( list.childElementCount ) {\n // for ( let i = 0; i < list.childElementCount - 1; i++ ) {\n for ( let i = 0; i < list.childElementCount; i++ ) {\n let item = list.children[i];\n let idNumber = item.id.match( /\\d+/ )[0];\n let nextItem = list.children[i+1];\n let nextIdNumber = nextItem ? nextItem.id.match( /\\d+/ )[0] : null;\n if ( nextIdNumber && idNumber > nextIdNumber ) {\n // console.log('idNumber:', idNumber, 'nextIdNumber:', nextIdNumber);\n list.insertBefore( nextItem, item );\n switched = true;\n }\n }\n }\n }\n }", "function sortNumbersAscending(a, b) {\n\t return a - b;\n\t}", "function sortList(a,b) {\n if (a.total < b.total)\n return -1;\n if (a.total > b.total)\n return 1;\n return 0;\n }", "function sortList(a,b) {\n if (a.total < b.total)\n return -1;\n if (a.total > b.total)\n return 1;\n return 0;\n }", "function hasOddNumberDivisibleBy3(numberList) {\n if (!Array.isArray(numberList)) return false;\n\n return numberList.some((x) => x % 3 === 0);\n}", "function areDuplicates(...args) {\n let start = 0;\n let next = 1;\n args.sort((a, b) => a > b);\n\n while (next < args.length) {\n if (args[start] === args[next]) return true;\n start++;\n next++;\n }\n return false;\n}", "function isUniform(listOfItems) {\n for (element = 1; element <= listOfItems.length - 1; element++) {\n if (listOfItems[0] !== listOfItems[element]) {\n return false;\n }\n }\n return true;\n}", "function hasDiffNumbers(input) {\n let diffNumbers = false;\n // checks the first digit in the number array against the rest of them:\n for (let i = 1; i < input.length; i++) {\n if (input[0] !== input[i]) {\n diffNumbers = true;\n }\n }\n return diffNumbers;\n}", "function numsort(a, b) {return (a - b);}", "function checkNumbers(pw)\n{\n const numbersCheck = [\"1\", \"2\", \"3\", \"4\", \"5\", \"6\", \"7\", \"8\", \"9\", \"0\"];\n for(let i = 0; i<numbersCheck.length; i++)\n {\n if(pw.includes(numbersCheck[i]))\n {\n return true;\n }\n }\n return false;\n}", "function areThereDuplicates3() {\n // Two pointers\n let args = [...arguments];\n // Two pointers;\n args.sort((a,b) => a - b); //NOTICE this is a - b NOT >\n let start = 0;\n let next = 1;\n while(next < args.length){\n if(args[start] === args[next]){\n return true\n }\n start++\n next++\n }\n return false\n \n \n }", "function selectionsort() {\n\tlet len = numbers.length,min;\n\t\tfor(let i = 0; i < len; i ++){\n\t\t\tmin = i; //set min val \n\t\t\tfor(let j = i+1; j < len; j ++){ //check to see if anything is smaller than min\n\t\t\t\tif(numbers[j] < numbers[min]){\n\t\t\t\t\tmin = j;\n\t\t\t\t}\n\t\t\t}\n\t\t\t//setTimeout(() => {\n\t\t\t\tif(i != min){\n\t\t\t\t\tswap(numbers, i, min);\n\t\t\t\t}\n\t\t\t//},1);\n\t\t\t//if min isnt in the position, swap\n\t}\n}", "function printList(numbers) {\n\tconsole.log(\"Printing sorted list of size \" + numbers.length + \".\");\n for (var i=0; i<numbers.length; i++) {\n console.log(\"Number \" + numbers[i] + \" at position \" + i + \".\");\n }\n}", "sort(arr) {\n function IsNumber(arr) {\n for (let i = 0; i < arr.length; i++) {\n\n if (typeof arr[i] === 'number') {\n return arr.sort(function (a, b) { return a - b });\n } else if (typeof arr[i] === 'string') {\n return arr.sort();\n } else {\n return [];\n }\n }\n }\n return IsNumber(arr);\n }", "function areThereDuplicatesCounter(...args) {\n // must sort args to use below method\n args.sort((a, b) => a > b); // default sort\n let start = 0;\n let next = 1;\n while (next < args.length) {\n if (args[start] === args[next]) {\n return true;\n }\n start++;\n next++;\n }\n return false;\n}", "function checkAlphaSort(members, order) {\n let previousName = '';\n let isCorrectlySorted = true;\n // Find first member which isn't correctly sorted\n members.forEach(member => {\n const name = getMemberName(member, context.getSourceCode());\n // Note: Not all members have names\n if (name) {\n if (naturalOutOfOrder(name, previousName, order)) {\n context.report({\n node: member,\n messageId: 'incorrectOrder',\n data: {\n member: name,\n beforeMember: previousName,\n },\n });\n isCorrectlySorted = false;\n }\n previousName = name;\n }\n });\n return isCorrectlySorted;\n }", "function isSorted(arr, index){\n if (index == 1) {\n return true\n }\n return arr[index - 1] <= arr[index - 2] ? false :isSorted(arr, index - 1)\n}", "function promtNumber(ynum) {\n for (var i = 0; i < 5; i++) {\n do {\n ynum[i] = prompt(i + 1 + \" szám amit tippelsz\");\n var equal = false;\n for (var j = 0; j < i; j++) {\n if (ynum[i] == ynum[j]) {\n equal = true;\n }\n }\n }\n while (ynum[i] < 1 || ynum[i] > 90 || isFinite(ynum[i]) == false||equal ==true)\n }\n ynum.sort(sortNumber);\n console.log(ynum);\n}", "function compareNumbers(x, y) {\n if (x < y) {\n return -1;\n }\n if (x > y) {\n return 1;\n }\n return 0;\n}", "function selectionSort(numbers) {\n var length = numbers.length;\n for (var index = 0; index < length; index++) {\n var smallestNumIndex = index;\n for (var nextNumIndex = index + 1; nextNumIndex < length; nextNumIndex++) {\n if (numbers[nextNumIndex] < numbers[smallestNumIndex]) {\n smallestNumIndex = nextNumIndex;\n }\n }\n if (smallestNumIndex != index) {\n var currentNumber = numbers[index];\n numbers[index] = numbers[smallestNumIndex];\n numbers[smallestNumIndex] = currentNumber;\n }\n }\n return numbers;\n}", "registerNumber(arr) {\n var registered = true;\n var checkForPairs = 0;\n //console.log(this.numbersUsed[arr[0]] + ' < ' + 2 + ' && ' + this.numbersUsed[arr[1]] + ' < ' + 2 + ' && ' + this.numbersUsed[arr[2]] + ' < ' + 2 + ' && ' + this.numbersUsed[arr[3]] + ' < ' + 2);\n\n if (this.numbersUsed[arr[0]] < 2 && this.numbersUsed[arr[1]] < 2 && this.numbersUsed[arr[2]] < 2 && this.numbersUsed[arr[3]] < 2) {\n arr.forEach((val, key) => {\n this.foundRows.every( (rowVal, rowKey) => {\n if (this.foundRows[rowKey].indexOf(val) > -1) {\n checkForPairs++;\n return true;\n }\n if (checkForPairs > 1) {\n registered = false;\n return false;\n }\n else {\n this.numbersUsed[val] = this.numbersUsed[val] + 1;\n }\n });\n });\n }\n else {\n registered = false;\n }\n return registered;\n }", "function bubbleSort(list) {\n let changesMade = true;\n\n while(changesMade) {\n\n let changeOccured = false;\n\n for(counter = 0; counter < list.length-1; counter++) {\n let currentNumber = list[counter]\n let nextNumber = list[counter + 1]\n\n if(currentNumber > nextNumber) {\n list[counter] = nextNumber\n list[counter + 1] = currentNumber\n changeOccured = true;\n }\n }\n\n if(changeOccured === false) {\n changesMade = false\n }\n }\n\n return list;\n}", "function areThereDuplicates(...args) {\n\t// first sorted the ...args array so that the multiplePointers will work\n\tlet sortedArgs = args.sort((a, b) => a - b);\n\tconsole.log(sortedArgs);\n\n\t// made start and next so that there are variables to be added to\n\tlet start = 0;\n\tlet next = 1;\n\n\t// while function that will run the entire array\n\twhile (next < args.length) {\n\t\tif (args[start] === args[next]) {\n\t\t\treturn true;\n\t\t}\n\n\t\t// this moves the pointers along the array by adding to the counters\n\t\tstart++;\n\t\tnext++;\n\t}\n\treturn false;\n}", "function isSorted(array, arrayLength){\n\n while(--arrayLength > 1){\n\n if(array[ arrayLength ] < array[ arrayLength - 1 ] ){\n\n console.log('false');\n return false;\n \n }\n else{\n\n console.log('true');\n return true;\n }\n }\n }", "function inList(val, list) {\n\treturn fold( function(v, acc) {\n\t\treturn acc || v == val;\n\t\t}, false, list);\n}", "function orderliness(a) {\n\tlet sum = 0\n\tfor (let i = 0; i < a.length - 1; i++) {\n\t\tlet x = a[i]\n\t\tlet y = a[i + 1]\n\t\tsum += x < y ? 1 : x > y ? -1 : 0\n\t}\n\n\treturn sum / (a.length - 1)\n}", "compareBy(a, b) {\n const { key, order } = this.state.sort;\n\n if (key && order) {\n if (a[key] < b[key]) return -1;\n if (a[key] > b[key]) return 1;\n return 0;\n }\n\n return false;\n }", "function validSequence(cards) {\n for (let i = 0; i < cards.length - 1; i++) {\n if (\n !(\n numbers.indexOf(cards[i + 1].number) -\n numbers.indexOf(cards[i].number) ===\n 1\n )\n ) {\n return false;\n }\n }\n return true;\n}", "function isSymmetricList(numberList) {\n if (!Array.isArray(numberList) || numberList.length === 0) return false;\n if (numberList.length === 1) return true;\n let first = 0;\n let end = numberList.length - 1;\n console.log(end);\n while (first < end) {\n if (numberList[first] !== numberList[end]) return false;\n // console.log(first, end);\n first++;\n end--;\n }\n return true;\n}", "function validateList(arr) {\n var res = true;\n \n arr.forEach(val => {\n if ( val != 0 && val != 1) {\n res = false;\n }\n });\n \n return res;\n}", "function areAllNumbers(array) {\n return myOwnEvery(array, isANumber);\n}", "function containsDuplicate(nums) {\n //a set to keep track of our numbers in nums\n let numbers = new Set();\n //create a variable for num to use in our for loop\n let num;\n //for each number in the nums array, if our numbers set has that number entry we return true, otherwise we add that number to the numbers set & continue iterating until either the set has it so true or it doesn't so false\n for (num of nums) {\n if (numbers.has(num)) {\n return true;\n } else {\n numbers.add(num);\n }\n }\n return false;\n}", "function orSort(a, b) {return !!(2147483647.5 - (a | b));}", "function areThereDuplicatesBonus(...args) {\n args.sort();\n let j = 1;\n let i = 0;\n while(j !== args.length){\n if(args[j] !== args[i]){\n i++;\n j++;\n } else {\n return true;\n }\n }\n return false;\n}", "function validate(array) {\n const sortedArr = array.sort((a, b) => a - b);\n return sortedArr.every((num, index) => num === validationArray[index]);\n }", "function bubleSort(arrayOfNumbers)\n\t{\n\t\t//this empty object will help terminate the loop once done by seting a bull\n\t\t//must be empty to alow the function to run\n\t\tvar sorted;\n\n\t\t//the do while loop will alow me to keep it going until sort changes\n\t\tdo{\n\t\t\t//starting the bull at false this will later change if still soritng or\n\t\t\t//stay false if done\n\t\t\tsorted = false;\n\n\t\t\t//im using a for loop to alow me to go through all the numbers in the array\n\t\t\t//inside will be a function that will alow the numbers to swap places after checking them\n\t\t\t//seting the length to -1 will alow me to stop it from checking the last number more then once\n\t\t\tfor (var j = 0; j < arrayOfNumbers.length-1; j++){\n\n\t\t\t\t//this if function will check the items at index i and i+1\n\t\t\t\tif (arrayOfNumbers[j] > arrayOfNumbers[j+1]){\n\t\t\t\t\t//this will serve as a place holder for when the switch happends for item at index j\n\t\t\t\t\tvar waiting = arrayOfNumbers[j];\n\t\t\t\t\t//the switch happends here\n\t\t\t\t\tarrayOfNumbers[j] = arrayOfNumbers[j+1];\n\t\t\t\t\tarrayOfNumbers[j+1] = waiting;\n\t\t\t\t\t//this bull alows the loop to continu\n\t\t\t\t\tsorted = true;\n\t\t\t\t}\n\t\t\t}\n\n\n\t\t} while(sorted);\n\n\tprintToPage (\"Numbers sorted \" + newArray);\n\t}", "function sortByDist(objects, check) {\n check ? objects.sort(compareDist) : objects.sort(compareDist).reverse();\n}", "function Numsort(a,b) { return a - b; }", "function validateSort(sort) {\n if (typeof sort !== 'string') {\n return false;\n }\n\n return sorts.includes(sort);\n}", "function three(nums, target) {\n // store count of how many times a triplet sum is less than target number\n // sort array\n // iterate through array stopping 2 numbers before end\n}", "isCoveredBy(ranges: Interval[]): boolean {\n var remaining = this.clone();\n for (var i = 0; i < ranges.length; i++) {\n var r = ranges[i];\n if (i && r.start < ranges[i - 1].start) {\n throw 'isCoveredBy must be called with sorted ranges';\n }\n if (r.start > remaining.start) {\n return false; // A position has been missed and there's no going back.\n }\n remaining.start = r.stop + 1;\n if (remaining.length() <= 0) {\n return true;\n }\n }\n return false;\n }", "function validSequence(cards){\n for(let i = 0; i < cards.length - 1; i++){\n if(!(numbers.indexOf(cards[i + 1].number) - numbers.indexOf(cards[i].number) === 1)){\n return false;\n }\n }\n return true;\n}", "function jortsort(array) {\n const clone = [...array].sort((a, b) => a - b);\n for (let i = 0; i < array.length; i++) {\n if (array[i] !== clone[i]) {\n return false;\n }\n }\n return true;\n}", "function checkValue(val) {//filtering function for smaller element in the list\n\t\t\t\t\t\treturn val[j] == mA1[i][j];\n\t\t\t\t\t}", "function numSort(a, b) {\n if (a > b) {\n return -1\n } else if (a < b) {\n return 1\n } else {\n return 0\n }\n}", "function sorting(arrNumber) {\n // code di sini\n var current = false\n while (current === false) {\n current = true\n for (var i = 1; i < arrNumber.length; i++) {\n if (arrNumber[i-1] > arrNumber[i]) {\n current = false\n var move = arrNumber[i-1]\n arrNumber[i-1] = arrNumber[i]\n arrNumber[i] = move\n }\n }\n }\n return arrNumber\n }", "function areThereDuplicates(...args) {\n args.sort();\n let i = 0, j = 1;\n while (i < args.length && j < args.length) {\n if (args[i] === args[j]) {\n return true;\n } else {\n i++;\n j++;\n }\n }\n return false;\n}", "sort() {\n for (let i = 0; i < this.values.length - 1; i++) {\n let min = i;\n for (let j = i + 1; j < this.values.length; j++) {\n if (this.values[j] < this.values[min]) min = j;\n }\n\n this.swap(i, min);\n }\n }", "function compareLists(a, b) {\n var i = 0;\n for (; i < a.length && i < b.length; i++) {\n if (a[i] < b[i])\n return -1;\n if (a[i] > b[i])\n return 1;\n }\n if (i == a.length && i < b.length)\n return -1;\n if (i < a.length && i == b.length)\n return 1;\n return 0;\n}", "function insertSort(items) {\n // start at the beginning of the array\n // placeholder to for items in unsorted list to the right\n var i;\n\n // placeholder for index number of items in the sorted section to the left\n\n var j;\n // move into a loop\n for (i = 0; i < items.length; i++) {\n \n // create a place holder for the item to be sorted during its comparison\n var value = items[i];\n // Starting at the element (items[i - 1])\n // before the current value (value, items[i]),\n // move left through the array (decrementing j)\n // and shift each value to the right\n // (move to items[j + 1]) if it is larger\n // than the current value.\n \n for (j = i - 1; j > -1 && items[j] > value; j--) {\n // Stop when you reach a value which is less than\n // or equal to the current value.\n items[j + 1] = items[j];\n }\n\n }\n \nreturn items;\n}", "function sortFunction(val){\n return val.sort();\n}", "function checkArguments(array){\n for (var element of array) {\n if (typeof element !== \"number\") return undefined;\n }\n return true;\n }", "function exercise3(numList) {\n return _.some(numList, function (val) {\n return val % 2 === 0;\n });\n}" ]
[ "0.69814163", "0.6798769", "0.62488157", "0.61865485", "0.61493444", "0.61099976", "0.601852", "0.5908682", "0.5908682", "0.5908682", "0.58729994", "0.58233446", "0.581172", "0.5798843", "0.5775462", "0.5769859", "0.5747283", "0.5727046", "0.56967735", "0.5681621", "0.56089365", "0.5548203", "0.55454254", "0.5521477", "0.5514168", "0.5497473", "0.5468988", "0.54396033", "0.54299426", "0.54257876", "0.5401253", "0.53558755", "0.5348961", "0.53097314", "0.5309636", "0.5302227", "0.52838284", "0.5282199", "0.5242443", "0.52047104", "0.5183278", "0.5182932", "0.51757634", "0.51699734", "0.5159791", "0.5158322", "0.5155652", "0.5142149", "0.5133632", "0.5129451", "0.5129451", "0.51222867", "0.51220804", "0.51187533", "0.5107167", "0.5105037", "0.5096842", "0.5095044", "0.5090865", "0.5084693", "0.5074071", "0.5069017", "0.50564444", "0.50552356", "0.50530124", "0.50422657", "0.50364804", "0.5035272", "0.50307983", "0.50238216", "0.50210345", "0.5020058", "0.50194913", "0.5012532", "0.50118464", "0.5008164", "0.49955094", "0.49936816", "0.4983537", "0.49799007", "0.49796623", "0.4978648", "0.49682796", "0.49663743", "0.4963226", "0.4959448", "0.4959275", "0.49578398", "0.49547976", "0.4950369", "0.49456218", "0.49429804", "0.49382487", "0.49331012", "0.49278343", "0.4926795", "0.49265388", "0.49185055", "0.49182194", "0.4912953" ]
0.62982816
2
Removes the disabled keyword from the passed string
function enable(val) { return val.replace(/ disabled/g, ''); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function disable(val) {\n if (val.search('disabled') === -1) val = val.concat(' disabled');\n return val;\n}", "function disabled() {}", "function disabled() {}", "setDisable() {\n const selection = window.getSelection();\n const string = selection.toString();\n this.isDisabled = string == \"\";\n }", "function disabled(){}", "function disabled(){}", "function disabled(){}", "function disabled(){}", "function setDisabled() {\n\t\t\t\tif (quickMenuObject.searchTerms.trim().indexOf(\" \") !== -1 || quickMenuObject.searchTerms.indexOf(\".\") === -1) {\n\t\t\t\t\ttile.dataset.disabled = true;\n\t\t\t\t} else {\n\t\t\t\t\ttile.dataset.disabled = false;\n\t\t\t\t}\n\t\t\t}", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }" ]
[ "0.6805087", "0.5944956", "0.5944956", "0.5926368", "0.58755493", "0.58755493", "0.58755493", "0.58755493", "0.5858057", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5835956", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791", "0.5709791" ]
0.734561
0
Concatinates the disabled keyword from the passed string
function disable(val) { if (val.search('disabled') === -1) val = val.concat(' disabled'); return val; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function enable(val) {\n return val.replace(/ disabled/g, '');\n}", "keywords_str_toggle(keywords_str, str) {\n let keywords = this.str_to_keywords(keywords_str)\n if (keywords.includes(str)) {\n _.pull(keywords, str)\n } else {\n keywords.push(str)\n }\n return keywords.join(\" \")\n }", "function disabled() {}", "function disabled() {}", "function disabled(){}", "function disabled(){}", "function disabled(){}", "function disabled(){}", "function keyword(str) {\n return \"<span class='keyword'>\" + str + \"</span>\"\n}", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function disabled() {\n }", "function setDisabled() {\n\t\t\t\tif (quickMenuObject.searchTerms.trim().indexOf(\" \") !== -1 || quickMenuObject.searchTerms.indexOf(\".\") === -1) {\n\t\t\t\t\ttile.dataset.disabled = true;\n\t\t\t\t} else {\n\t\t\t\t\ttile.dataset.disabled = false;\n\t\t\t\t}\n\t\t\t}", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }", "function disabled() {\n\t }" ]
[ "0.7213087", "0.57759476", "0.5744943", "0.5744943", "0.57102704", "0.57102704", "0.57102704", "0.57102704", "0.56106746", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.55394286", "0.54923", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694", "0.54650694" ]
0.7010106
1
Send back a 500 error
function handleError(res) { return function(error) { res.status(500).send({error: error.message}); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function erroHandler(err, request, response, next) {\n response.status(500).send(\"Server Error! Please Try again later!!\");\n}", "function sendThisError(err, req, res, next) {\n res.status(500).json({\n status: 'an error has occurred',\n message: err.message\n })\n}", "function error(err) {\n res.statusCode = err.status || 500;\n res.end(err.message);\n }", "static serverError(message, res) {\n res.writeHead(500, {'Content-Type': 'text/html'});\n res.write(message);\n res.end();\n }", "function errorHandler(error, request, response) {\n response.status(500).send(error);\n}", "function errorHandler(error, request, response) {\n response.status(500).send(error);\n}", "function sendErrorResponse(req, res) {\n res.writeHead(500, { 'Content-Type': 'text/plain' });\n return res.end();\n}", "function handle500(err, req, res) {\n res.status(err.status || 500);\n var csrftokenizer = (csrf())(req, res, function(err) {\n // error doesn't matter since we're sending an error page\n res.locals.csrftoken = req.csrfToken();\n var serverTime = moment().utc().format('YYYY MMMM D, h:mm:ss A ZZ');\n res.render('error', {\n errorMsg: err.message || 'Internal Server Error',\n serverTime: serverTime,\n browsePrefix: req.browsePrefix,\n user: req.user\n });\n });\n}", "function _500(err, req, res, next) {\n // treat as 404\n if (err.message\n && (~err.message.indexOf('not found')\n || (~err.message.indexOf('Cast to ObjectId failed')))) {\n return next();\n }\n\n console.error(err.stack);\n // error page\n res.status(500).render('500', { error: err.stack });\n}", "function handleError(res,err){\n return res.status(500).send(err);\n}", "function Error(error, response) {\n console.error(error);\n return response.status(500).send('Oops! Something went wrong! Please try again in 401');\n}", "function returnError(req, res) {\n res.writeHead(502, {'Content-Type': 'text/plain'});\n res.write('Bad Gateway for: ' + req.url);\n res.end();\n}", "handle (error, { response }) {\n return response.status(500).json({\n status : 'InternalServerError',\n data: null,\n error: 'Internal Server Error'\n })\n }", "function handleError(res, err) {\n return res.status(500).send(err);\n}", "function renderErrorPage(res, message) {\n // TODO make this fancier\n res.writeHead(500);\n res.write(message);\n res.end();\n}", "function devolverError(err) {\n res.header('Connection', 'close');\n res.status = 500;\n res.writeHead(500, { \"Content-Type\": \"application/json\" });\n res.write(JSON.stringify({ status: err.codError, descStatus: err.message }));\n res.end();\n }", "function handleError(res, err) {\n return res.send(500, err);\n}", "function handleError(res, err) {\n return res.send(500, err);\n}", "function errorHandler(err, req, res) {\n res.status(500).send(err);\n }", "function handleError(err, res) {\r\n console.error(err);\r\n if (res) res.status(500).send('⚠︎ So terriably sorry, something has gone very wrong and you should turn back. Now. ⚠');\r\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason)\n res.status(code || 500).json({\"error\": message})\n }", "function handleError(res,err) {\n return res.send(500,err);\n}", "function errorHandler(err, req, res) {\n res.status(err.status || 500).send(`\n <h1>${ err.message }</h1>\n <h2>${ err.status }</h2>\n <pre>${ err.stack }</pre>\n `);\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n }", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n }", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n }", "function handleError(res, reason, message, code) {\n console.log(`ERROR: ${reason}`);\n res.status(code || 500).json({ error: message });\n }", "function handleError(res, reason, message, code) {\r\n console.log(\"ERROR: \" + reason);\r\n res.status(code || 500).json({\"error\": message});\r\n}", "function handleError(res, reason, message, code) {\r\n console.log(\"ERROR: \" + reason);\r\n res.status(code || 500).json({\"error\": message});\r\n}", "function handleError(res, reason, message, code) {\n\n console.log(\"ERROR: \" + reason);\n\n res.status(code || 500).json({\n\n \"error\": message\n\n });\n\n }", "function handleError( res, reason, message, code ) {\n\tconsole.log( 'ERROR: ' + reason );\n\tres.status( code || 500 ).json({ error: message });\n}", "function responseHtmlError(response) {\n response.writeHead(400);\n response.end();\n}", "function handleError(res, reason, message, code){\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error \": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n debug(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({ \"success\": true, \"error\": message });\n}", "function handleError(res, reason, message, code)\n{\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\"error\": message});\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({ \"error\": message });\n}", "function sendError(res, err, code, debug) {\n res.json({\n 'success': false,\n 'error': err,\n 'debug': (process.env.DEBUG ? debug : undefined)\n }).status(code ? code : 500);\n}", "function handleError(res, reason, message,code) {\n\tconsole.log(\"ERROR: \" + reason);\n\tres.status(code || 500).json({\"error\": message});\n}", "function handleError(err, res) {\r\n console.error(err);\r\n if (res) res.status(500).send('Sorry, something went wrong');\r\n}", "errorPageHandler(err, req, res, next) {\n res.status(500);\n res.render('error', {error: err.stack});\n }", "function errorHandler(err, req, res, next) {\n res.status(500);\n res.render('error', { error: err });\n}", "function errorHandler(err, req, res, next) {\n res.status(500).send('Error!\\n\\n' + err.stack)\n}", "function handleError(res, reason, message, code) {\n\tconsole.log(\"ERROR: \" + reason);\n\tres.status(code || 500).json({ \"error\": message });\n}", "function HTTPError(response, statusCode, message) {\n \n /* function HTTPError\n * Writes HTTP reponse to the client\n */\n\n response.writeHead(statusCode, {\"Content-Type\": \"text/plain\"});\n response.write(message);\n response.end();\n\n }", "function sendError(res, err, status) {\n\tconsole.log('Error: ' + err);\n\tres.status(status).send({ msg: err });\n}", "function handelError(res) {\n return err => {\n //log error\n console.log(err)\n // let user know we messed up\n res.status(500).render(\"pages/error\", { err: err });\n };\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({ \"error\": message });\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({ \"error\": message });\n}", "function error( error, res ) {\n\tif ( error ) {\n\t\tres.status( 500 ).type( 'text/plain' );\n\t\tres.end( error.message );\n\t\tconsole.log( error.stackTrace );\n\t}\n}", "function error(msg) {\n response({ status: 'error', msg: msg });\n }", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({ error: message });\n}", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n res.status(code || 500).json({\n error: message\n });\n}", "_sendError(res, err) {\n // log method\n logger.log(3, '_sendError', `Sending ${err.code} error status: ${err.message}`);\n\n // return error status\n return res.status(err.code).send(err);\n }", "_sendError(res, err) {\n // log method\n logger.log(3, '_sendError', `Sending ${err.code} error status: ${err.message}`);\n\n // return error status\n return res.status(err.code).send(err);\n }", "_errorHandling(res, err){\n res.locals.message = err.message;\n res.locals.status = err.status || 500;\n \n res.status(err.status || 500);\n res.render('error');\n }", "function handleError(res, reason, message, code) {\n console.log('ERROR: ' + reason);\n res.status(code || 500).json({ error: message });\n}", "function handleError(res, reason, message, code) {\n console.log('ERROR: ' + reason);\n res.status(code || 500).json({ error: message });\n}", "function handleError(res, err) {\n console.error(err);\n return res.status(500).send(\"server error\");\n}", "function handleError(res, err) {\n console.error(err);\n return res.status(500).send(\"server error\");\n}", "function handleError(res, statusCode, reason, message) {\n console.log(\"ERROR: \" + reason + '\\n' + message)\n res.status(statusCode || 500).send(`${reason}\\n ${message}\\n`)\n}", "function handleError(res, reason, message, code) {\n console.log('ERROR: ' + reason);\n res.status(code || 500).json({\n error: message,\n });\n}", "function handleError(err, res) {\r\n console.error(err);\r\n if (res) res.status(500).send('sorry, something broke');\r\n}", "function sendError(errCode, errString, response) {\n response.writeHead(errCode, {\"Content-Type\": \"text/plain\"});\n response.write(errString + \"\\n\");\n response.end();\n return;\n}", "function respondErr(err){\r\n\t\tconsole.log(\"Handling error: \",err); //Print error info to console\r\n\t\t//Serve404 if ENOENT otherwise, responde 500 with error message\r\n\t\tif(err.code===\"ENOENT\")\r\n\t\t\tserve404();\r\n\t\telse\r\n\t\t\trespond(500,err.message);\r\n\t}", "function handleError(err, req, res, next) {\n console.error(err.stack)\n res.status(500).json({err: err.message})\n }", "function handleError(res, reason, message, code) {\n console.log(\"ERROR: \" + reason);\n return res.status(code || 500).json({ \"error\": message });\n\n}", "function handleError(res, message, code) {\n console.log(\"ERROR: \" + message);\n res.status(code || 500).json({\n \"error\": message\n });\n}", "function throwServerError(err, req, res, next) {\n\n\t\tlogger.logError(err.message + '\\n' + err.stack);\n\n\t\tvar DEFAULT_MESSAGE = i18n.get('server_generic_error');\n\n\t\tres.status(500);\n\t\terr.message = err.message || DEFAULT_MESSAGE;\n\t\tredirectError(err, req, res, next);\n\t}", "function error(err, context, status = 500) {\r\n context.log(err);\r\n context.res = {\r\n body: err,\r\n status: status\r\n }\r\n context.done();\r\n}", "function handleError(res, err, custommessage, code) {\n\t\tconsole.log(\"ERROR: \" + err.message);\n\t\tconsole.log(\"message: \" + custommessage);\n\t\tconsole.log(\"stack: \" + err.stack);\n\t\tres.status(code || 500).json({\"error\": err.message});\n\t}", "function handleError(res, err, custommessage, code) {\n\t\tconsole.log(\"ERROR: \" + err.message);\n\t\tconsole.log(\"message: \" + custommessage);\n\t\tconsole.log(\"stack: \" + err.stack);\n\t\tres.status(code || 500).json({\"error\": err.message});\n\t}", "function handleError(res, err, custommessage, code) {\n\t\tconsole.log(\"ERROR: \" + err.message);\n\t\tconsole.log(\"message: \" + custommessage);\n\t\tconsole.log(\"stack: \" + err.stack);\n\t\tres.status(code || 500).json({\"error\": err.message});\n\t}", "function sendError(errmsg) {\n\t\tsails.log.warn(errmsg);\n\t\tres.json({\n\t\t\terror: errmsg,\n\t\t\tsuccess: false\n\t\t});\n\t}", "function respondErr(err){\r\n\t\t\tconsole.log(\"Handling error: \",err);\r\n\t\t\tif(err.code===\"ENOENT\"){\r\n\t\t\t\tserve404();\r\n\t\t\t}else{\r\n\t\t\t\trespond(500,err.message);\r\n\t\t\t}\r\n\t\t}", "function sendError(code, req, res, args, ops){\n res.end(code)\n}", "function errorResponse (req, res, error, message) {\n const status = error.status || 500\n const headers = {'Content-Type': 'application/json'}\n const elapsed = req.responseTime && req.responseTime()\n if (elapsed) headers['X-Response-Time'] = elapsed\n if (req.requestId) headers['X-Request-ID'] = req.requestId\n const logLevel = (status === 500 ? 'error' : 'info')\n logger.log(logLevel, `errorResponse ${req.method} ${req.url} status=${status} elapsed=${elapsed} requestId=${req.requestId} message=${message}`, error)\n res.writeHead(status, headers)\n res.end(prettyJson(formatError(status, error)))\n if (status === 500 && process.env.BUGSNAG_API_KEY) {\n require('bugsnag').notify(error)\n }\n }", "function handleHTTPError(res) {\n return function(error) { res.send(500, {error: error.message}); }\n}" ]
[ "0.7885911", "0.7705261", "0.7585605", "0.75851536", "0.7549889", "0.7549889", "0.7542819", "0.73415375", "0.73302263", "0.73082733", "0.724817", "0.71868503", "0.71761656", "0.7160772", "0.71359825", "0.71271145", "0.71121943", "0.71121943", "0.71110517", "0.7104486", "0.70991206", "0.7092838", "0.70917624", "0.70691", "0.70691", "0.70691", "0.7019733", "0.70154065", "0.70154065", "0.70149547", "0.6985665", "0.69841284", "0.69835126", "0.6982807", "0.6982807", "0.6982807", "0.6982807", "0.69655794", "0.69649875", "0.6956667", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6955445", "0.6949501", "0.6942238", "0.69419837", "0.6940266", "0.69396436", "0.6939056", "0.6934731", "0.6929786", "0.69271505", "0.69268084", "0.6925985", "0.6925512", "0.6925512", "0.69166356", "0.69051045", "0.6887156", "0.68845975", "0.68825", "0.68825", "0.68766445", "0.68667936", "0.68667936", "0.6864121", "0.6864121", "0.6857615", "0.68520015", "0.68497247", "0.6822404", "0.6815793", "0.68125623", "0.6806553", "0.6802292", "0.6794997", "0.6783642", "0.6769457", "0.6769457", "0.6769457", "0.67655444", "0.674809", "0.6745503", "0.67306477", "0.67295027" ]
0.0
-1
install function executed by Vue.use()
function install(Vue, options) { if (install.installed) return; install.installed = true; var imgixClient = new ImgixClient({ //just a sample domain right now, in a real case scenario this should be retrieved somewhere domain: options.baseURL // Do not use signed URLs with `secureURLToken` on the client side, // as this would leak your token to the world. Signed URLs should // be generated on the server. }); Vue.prototype.$imgixClient = imgixClient; Vue.component('VueImgix', component); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function install(Vue, options) {\n if (install.installed) {\n return;\n }\n\n install.installed = true;\n Vue.component(\"flipt-evaluate\", _components_FliptEvaluate__WEBPACK_IMPORTED_MODULE_0__[/* default */ \"a\"]);\n Vue.component(\"FliptEvaluate\", _components_FliptEvaluate__WEBPACK_IMPORTED_MODULE_0__[/* default */ \"a\"]); // Lazy creation\n\n if (!Object.prototype.hasOwnProperty.call(Vue, \"$flipt\")) {\n Object.defineProperty(Vue.prototype, \"$flipt\", {\n get: function get() {\n if (!this.$_flipt) {\n this.$_flipt = new _dollar_flipt__WEBPACK_IMPORTED_MODULE_1__[/* DollarFlipt */ \"a\"](options);\n }\n\n return this.$_flipt;\n }\n });\n }\n} // Create module definition for Vue.use()", "function install(Vue) {\n if (install.installed) return;\n install.installed = true;\n Object.keys(VueResponsiveDash).forEach(function (name) {\n Vue.component(name, VueResponsiveDash[name]);\n });\n} // Create module definition for Vue.use()", "function install( Vue ) {\n\tif ( install.installed ) return\n\tinstall.installed = true\n\tVue.component( 'PonyUploader', component )\n}", "install(vue) {\n \n vue.prototype.$renderer = this;\n vue.prototype.$engine = this.engine;\n \n vue.prototype.$start = this.start.bind(this);\n vue.prototype.$stop = this.stop.bind(this);\n vue.prototype.$pipe = this.pipe.bind(this);\n vue.prototype.$unpipe = this.unpipe.bind(this);\n }", "function install(Vue) {\n \tif (install.installed) { return; }\n \tinstall.installed = true;\n \tVue.component('Lightbox', Lightbox);\n }", "function install(Vue) {\n \tif (install.installed) { return; }\n \tinstall.installed = true;\n \tVue.component('scroll-table', component);\n }", "install(vue) {\n /* globalize class */\n vue.prototype.$input = this;\n vue.prototype.$mouse = this.mouse;\n vue.prototype.$keyboard = this.keyboard;\n }", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('MultiSelectionBox', __vue_component__);\n }", "function install_install(Vue, args = {}) {\n if (install_install.installed) return;\n install_install.installed = true;\n\n if (external_commonjs_vue_commonjs2_vue_root_Vue_default.a !== Vue) {\n consoleError('Multiple instances of Vue detected\\nSee https://github.com/vuetifyjs/vuetify/issues/4068\\n\\nIf you\\'re seeing \"$attrs is readonly\", it\\'s caused by this');\n }\n\n const components = args.components || {};\n const directives = args.directives || {};\n\n for (const name in directives) {\n const directive = directives[name];\n Vue.directive(name, directive);\n }\n\n (function registerComponents(components) {\n if (components) {\n for (const key in components) {\n const component = components[key];\n\n if (component && !registerComponents(component.$_vuetify_subcomponents)) {\n Vue.component(key, component);\n }\n }\n\n return true;\n }\n\n return false;\n })(components); // Used to avoid multiple mixins being setup\n // when in dev mode and hot module reload\n // https://github.com/vuejs/vue/issues/5089#issuecomment-284260111\n\n\n if (Vue.$_vuetify_installed) return;\n Vue.$_vuetify_installed = true;\n Vue.mixin({\n beforeCreate() {\n const options = this.$options;\n\n if (options.vuetify) {\n options.vuetify.init(this, this.$ssrContext);\n this.$vuetify = Vue.observable(options.vuetify.framework);\n } else {\n this.$vuetify = options.parent && options.parent.$vuetify || this;\n }\n },\n\n beforeMount() {\n // @ts-ignore\n if (this.$options.vuetify && this.$el && this.$el.hasAttribute('data-server-rendered')) {\n // @ts-ignore\n this.$vuetify.isHydrating = true; // @ts-ignore\n\n this.$vuetify.breakpoint.update(true);\n }\n },\n\n mounted() {\n // @ts-ignore\n if (this.$options.vuetify && this.$vuetify.isHydrating) {\n // @ts-ignore\n this.$vuetify.isHydrating = false; // @ts-ignore\n\n this.$vuetify.breakpoint.update();\n }\n }\n\n });\n}", "function install(Vue) {\n if (install.installed) return;\n install.installed = true;\n Vue.component('vue-material-slider', _components_slider_vue__WEBPACK_IMPORTED_MODULE_0__[/* default */ \"a\"]);\n} // Create module definition for Vue.use()", "function install(Vue) {\n if (install.installed) return;\n install.installed = true;\n Vue.component('MyComponent', component);\n }", "function install(_Vue) {\n var Vue = _Vue;\n Vue.use(_hipsjs_shopify_draggable_vue__WEBPACK_IMPORTED_MODULE_0___default.a, {\n handle: '.flowy-drag-handle'\n });\n Vue.component('Flowy', _components_Flowy_vue__WEBPACK_IMPORTED_MODULE_1__[/* default */ \"a\"]);\n Vue.component('FlowyNode', _components_FlowyNode_vue__WEBPACK_IMPORTED_MODULE_2__[/* default */ \"a\"]);\n Vue.component('FlowyBlock', _components_FlowyBlock_vue__WEBPACK_IMPORTED_MODULE_3__[/* default */ \"a\"]);\n Vue.component('FlowyNewBlock', _components_FlowyNewBlock_vue__WEBPACK_IMPORTED_MODULE_4__[/* default */ \"a\"]);\n Vue.component('FlowyDragHandle', _components_FlowyDragHandle__WEBPACK_IMPORTED_MODULE_5__[/* default */ \"a\"]);\n} // Create module definition for Vue.use()", "function install(Vue) {\n\tif (install.installed) { return; }\n\tinstall.installed = true;\n\tVue.component('VueTradingView', component);\n}", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('media-library', __vue_component__$h);\n}", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('VueBootstrapSelect', component);\n }", "function install(Vue, args = {}) {\n if (install.installed) return;\n install.installed = true;\n\n if (external_Vue_default.a !== Vue) {\n consoleError('Multiple instances of Vue detected\\nSee https://github.com/vuetifyjs/vuetify/issues/4068\\n\\nIf you\\'re seeing \"$attrs is readonly\", it\\'s caused by this');\n }\n\n const components = args.components || {};\n const directives = args.directives || {};\n\n for (const name in directives) {\n const directive = directives[name];\n Vue.directive(name, directive);\n }\n\n (function registerComponents(components) {\n if (components) {\n for (const key in components) {\n const component = components[key];\n\n if (component && !registerComponents(component.$_vuetify_subcomponents)) {\n Vue.component(key, component);\n }\n }\n\n return true;\n }\n\n return false;\n })(components); // Used to avoid multiple mixins being setup\n // when in dev mode and hot module reload\n // https://github.com/vuejs/vue/issues/5089#issuecomment-284260111\n\n\n if (Vue.$_vuetify_installed) return;\n Vue.$_vuetify_installed = true;\n Vue.mixin({\n beforeCreate() {\n const options = this.$options;\n\n if (options.vuetify) {\n options.vuetify.init(this, options.ssrContext);\n this.$vuetify = Vue.observable(options.vuetify.framework);\n } else {\n this.$vuetify = options.parent && options.parent.$vuetify || this;\n }\n }\n\n });\n}", "install (Vue, options) {\r\n //ES6 way of const job = options.job\r\n //const { job } = options\r\n \r\n // Add $plugin instance method directly to Vue components\r\n //Vue.prototype.$myInfo = (name, age) => info(name, age, job)\r\n \r\n // Add $surname instance property directly to Vue components\r\n //Vue.prototype.$surname = 'Smith'\r\n\r\n Vue.prototype.$noti_warn = (text) => {\r\n Vue.prototype.$notify({\r\n \tgroup: 'common',\r\n /*title: 'Validation warnning',*/\r\n text: text,\r\n type: 'warn'\r\n });\r\n }\r\n\r\n Vue.prototype.$noti_succ = (text) => {\r\n Vue.prototype.$notify({\r\n \tgroup: 'common',\r\n /*title: 'Validation warnning',*/\r\n text: text,\r\n type: 'success'\r\n });\r\n }\r\n\r\n Vue.prototype.$noti_info = (text) => {\r\n Vue.prototype.$notify({\r\n \tgroup: 'common',\r\n /*title: 'Validation warnning',*/\r\n text: text,\r\n type: 'info'\r\n });\r\n }\r\n }", "function install(Vue) {\n\tif (install.installed) { return; }\n\tinstall.installed = true;\n\tVue.component('Lightbox', Lightbox);\n}", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('CdqaUI', component);\n}", "function install(Vue) {\n\tif (install.installed) return\n\tinstall.installed = true\n\tObject.keys(plugins).forEach(pluginName => {\n\t\tplugins[pluginName].install(Vue)\n\t})\n\tObject.keys(components).forEach(componentName => {\n\t\tVue.component(componentName, components[componentName])\n\t})\n\tObject.keys(directives).forEach(directiveName => {\n\t\tVue.directive(directiveName, directives[directiveName])\n\t})\n}", "function install(Vue) {\n\tVue.component('vuetiful-alert-box', AlertBox);\n\tVue.component('vuetiful-alert-pop-up', AlertPopUp);\n\tVue.component('vuetiful-checkbox', Checkbox);\n\tVue.component('vuetiful-input', Input);\n\tVue.component('vuetiful-nav-bar', NavBar);\n\tVue.component('vuetiful-pop-up', PopUp);\n\tVue.component('vuetiful-quick-peek', QuickPeek);\n\tVue.component('vuetiful-search-form', SearchForm);\n\tVue.component('vuetiful-select', Select);\n\tVue.component('vuetiful-side-bar', SideBar);\n\tVue.component('vuetiful-table', Table);\n}", "function install(Vue, args = {}) {\n if (install.installed) return;\n install.installed = true;\n\n if (external_commonjs_vue_commonjs2_vue_root_Vue_default.a !== Vue) {\n consoleError(`Multiple instances of Vue detected\nSee https://github.com/vuetifyjs/vuetify/issues/4068\n\nIf you're seeing \"$attrs is readonly\", it's caused by this`);\n }\n\n const components = args.components || {};\n const directives = args.directives || {};\n\n for (const name in directives) {\n const directive = directives[name];\n Vue.directive(name, directive);\n }\n\n (function registerComponents(components) {\n if (components) {\n for (const key in components) {\n const component = components[key];\n\n if (component && !registerComponents(component.$_vuetify_subcomponents)) {\n Vue.component(key, component);\n }\n }\n\n return true;\n }\n\n return false;\n })(components); // Used to avoid multiple mixins being setup\n // when in dev mode and hot module reload\n // https://github.com/vuejs/vue/issues/5089#issuecomment-284260111\n\n\n if (Vue.$_vuetify_installed) return;\n Vue.$_vuetify_installed = true;\n Vue.mixin({\n beforeCreate() {\n const options = this.$options;\n\n if (options.vuetify) {\n options.vuetify.init(this, this.$ssrContext);\n this.$vuetify = Vue.observable(options.vuetify.framework);\n } else {\n this.$vuetify = options.parent && options.parent.$vuetify || this;\n }\n },\n\n beforeMount() {\n // @ts-ignore\n if (this.$options.vuetify && this.$el && this.$el.hasAttribute('data-server-rendered')) {\n // @ts-ignore\n this.$vuetify.isHydrating = true; // @ts-ignore\n\n this.$vuetify.breakpoint.update(true);\n }\n },\n\n mounted() {\n // @ts-ignore\n if (this.$options.vuetify && this.$vuetify.isHydrating) {\n // @ts-ignore\n this.$vuetify.isHydrating = false; // @ts-ignore\n\n this.$vuetify.breakpoint.update();\n }\n }\n\n });\n}", "function install(Vue) {\n\t\tif (install.installed) { return; }\n\t\tinstall.installed = true;\n\t\tVue.component('VueCountable', component);\n\t}", "install(Vue, options) {\n Vue.VERSION = 'v0.0.1';\n\n let userOptions = {...defaultOptions, ...options};\n // console.log(userOptions)\n\n // create a mixin\n Vue.mixin({\n // created() {\n // console.log(Vue.VERSION);\n // },\n\n\n });\n Vue.prototype.$italicHTML = function (text) {\n return '<i>' + text + '</i>';\n }\n Vue.prototype.$boldHTML = function (text) {\n return '<b>' + text + '</b>';\n }\n\n // define a global filter\n Vue.filter('preview', (value) => {\n if (!value) {\n return '';\n }\n return value.substring(0, userOptions.cutoff) + '...';\n })\n\n Vue.filter('localname', (value) => {\n if (!value) {\n return '';\n }\n var ln = value;\n if(value!= undefined){\n if ( value.lastIndexOf(\"#\") != -1) { ln = value.substr(value.lastIndexOf(\"#\")).substr(1)}\n else{ ln = value.substr(value.lastIndexOf(\"/\")).substr(1) }\n ln = ln.length == 0 ? value : ln\n }\n return ln\n })\n\n // add a custom directive\n Vue.directive('focus', {\n // When the bound element is inserted into the DOM...\n inserted: function (el) {\n // Focus the element\n el.focus();\n }\n })\n\n }", "function install(Vue,options) { //这个就是写vue插件的方法,Vue.use()\n Vue.prototype.goBack = function (){//把返回上一步写在Vue的原型上,这样全局可用,不用重复import\n window.history.length>1?router.go(-1):router.push('/');\n };\n // Vue.component(popup.name,popup);//挂载全局组件,挂载多个就用 const components = [b,c]; components.map(component => {Vue.component(component.name, component);});\n}", "function install(Vue) {\n\tif (install.installed) { return; }\n\tinstall.installed = true;\n\tVue.component(__vue_component__.name, __vue_component__);\n}", "install (Vue, state) {\n // The install actually adds an instance property called $state\n // This can be used for multiple instances of our app\n // In our case, an instance of the app is created for every user\n // that connects to the app.\n // Additionally we initialize it by passing state to it.\n Object.defineProperty(Vue.prototype, '$state', {\n get: () => state\n })\n }", "function install(Vue, config) {\n if (install.installed) return\n\n install.installed = true\n\n Object.keys(components).forEach(componentName => {\n Vue.component(componentName, components[componentName])\n })\n\n setConfig(Vue, config)\n}", "function install(Vue) {\n\tif (install.installed) { return; }\n\tinstall.installed = true;\n\tVue.component('VueCookieAcceptDecline', component);\n}", "install() {\n\n }", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('VueShinyButton', component);\n }", "install (Vue,/* options*/) {\n Vue.tasks = []\n Vue.task = null\n // create a mixin\n Vue.mixin({\n created() {\n Vue.prototype.$createTask = async function(task){\n console.log(\"task\",task)\n await Task.create(task);\n }\n\n Vue.prototype.$getTasks = async function(containerUrl){\n let url = store.state.solid.storage+store.state.table.privacy+'/table/tasks/'\n console.log(\"task url\",url)\n return await Task.from(containerUrl).all();\n }\n\n },\n\n });\n\n }", "function install(Vue) {\n if (install.installed) { return }\n install.installed = true;\n Vue.component('VueTailwindPicker', __vue_component__);\n}", "install(Vue, options) {\n console.log(options);\n // We call Vue.mixin() here to inject functionality into all components.\n Vue.mixin({\n beforeCreate () {\n this.navigator = options;\n this.$router = {\n params: get(this.navigator, 'state.nav.routes', null) ? this.navigator.state.nav.routes[this.navigator.state.nav.index] : {},\n go: (goBack) => {\n if (!isNaN(goBack)) {\n goBack = Math.abs(goBack);\n while (goBack >0) {\n goBack--;\n this.navigator._navigation.goBack(null);\n }\n }\n },\n goBack: () => {\n this.navigator._navigation.goBack(null)\n },\n push: (routeName) => this.navigator._navigation.navigate(routeName)\n }\n }\n });\n }", "function install(Vue) {\n if (install.installed) { return; }\n install.installed = true;\n Vue.component('v-datetime-picker', component);\n Vue.use(Vuetify__default, {\n components: { VDialog: Vuetify.VDialog, VTextField: Vuetify.VTextField, VDatePicker: Vuetify.VDatePicker, VTimePicker: Vuetify.VTimePicker, VSpacer: Vuetify.VSpacer, VBtn: Vuetify.VBtn },\n directives: { Ripple: directives.Ripple }\n });\n}", "function install() {}", "function install() {}", "function install() {}", "function install() {}", "install() {\n this.installDependencies();\n }", "function install(Vue$$1) {\n\tif (install.installed) { return; }\n\tinstall.installed = true;\n\tVue$$1.component('VueSimpleContextMenu', component);\n}", "install (Vue) {\n // making our modal component global\n Vue.component('modal', ModalComponent)\n\n // exposing global $modal object with method show()\n // method show() takes object params as argument\n // inside this object we can have modal title, text, styles... and also our callback confirm function\n Vue.prototype.$modal = {\n show (params) {\n // if we use this.$modal.show(params) inside our original Vue instance\n // we will emit 'show' event with parameters 'params'\n events.$emit('showModal', params)\n },\n close () {\n // if we use this.$modal.show(params) inside our original Vue instance\n // we will emit 'show' event with parameters 'params'\n events.$emit('closeModal')\n }\n }\n }", "function install (Vue, options) {\n\n const config = options.appInsightsConfig || {};\n config.instrumentationKey = config.instrumentationKey || options.id;\n \n if (options.appInsights) {\n Vue.appInsights = options.appInsights\n } else {\n Vue.appInsights = new ApplicationInsights({ config })\n Vue.appInsights.loadAppInsights()\n if (typeof(options.onAfterScriptLoaded) === 'function') {\n options.onAfterScriptLoaded(Vue.appInsights)\n }\n }\n\n const router = options.router\n\n // Watch route event if router option is defined.\n if (router) {\n\n if (options.trackInitialPageView !== false) {\n setupPageTracking(options, Vue);\n } else {\n router.onReady(() => setupPageTracking(options, Vue))\n }\n\n }\n\n Object.defineProperty(Vue.prototype, '$appInsights', {\n get: () => Vue.appInsights\n })\n\n}", "function install(Vue) {\n if (install.installed) return\n install.installed = true\n Vue.component('NueBuildFields', component)\n}", "function install() {\n}", "async register (vuetalisk) {\n }", "install(Vue, options) {\n if (typeof options === 'undefined') {\n for (let c of components) {\n Vue.component(c.default.name, c.default);\n }\n } else {\n if (!(options instanceof Array)) {\n throw new TypeError('options must be an array');\n }\n\n for (let c of components) {\n // register only components specified in the options\n if (options.includes(c.default.name)) {\n Vue.component(c.default.name, c.default);\n }\n }\n }\n }", "install() {\n installed = true;\n }", "function initPlugins() {\n Vue.use(Vuex);\n Vue.use(VueRouter);\n Vue.use(VueI18n);\n Vue.use(DeviceHelper);\n Vue.use(VueMeta);\n Vue.use(SanitizePlugin);\n }", "function install(Vue, options) {\n var id = options.id;\n\n\n Vue.appInsights = _applicationinsightsJs.AppInsights;\n Vue.appInsights.downloadAndSetup({ instrumentationKey: id });\n\n var router = options.router;\n\n // Watch route event if router option is defined.\n if (router) {\n\n var basePath = options.basePath || '(Application Root)';\n\n var pathFormatter = function pathFormatter(path) {\n return basePath + '/' + path.substr(1);\n };\n\n router.beforeEach(function (route, from, next) {\n Vue.appInsights.startTrackPage(pathFormatter(route.fullPath));\n next();\n });\n\n router.afterEach(function (route) {\n Vue.appInsights.stopTrackPage(pathFormatter(route.fullPath), route.fullPath);\n });\n }\n\n Object.defineProperty(Vue.prototype, '$appInsights', {\n get: function get() {\n return Vue.appInsights;\n }\n });\n}", "function install(Vue) {\n Vue.component('AlertCOVID', AlertCOVID)\n Vue.component('AppCard', AppCard)\n Vue.component('AppView', AppView)\n Vue.component('ArticleCard', ArticleCard)\n Vue.component('ArticleView', ArticleView)\n Vue.component('BaseToolbar', BaseToolbar)\n Vue.component('DatasetCard', DatasetCard)\n Vue.component('DatasetView', DatasetView)\n Vue.component('Footer', Footer)\n}", "function install(Vue) {\n Vue.directive('badge', __WEBPACK_IMPORTED_MODULE_0__badge__[\"a\" /* default */]);\n Vue.directive('click-outside', __WEBPACK_IMPORTED_MODULE_1__click_outside__[\"a\" /* default */]);\n Vue.directive('ripple', __WEBPACK_IMPORTED_MODULE_3__ripple__[\"a\" /* default */]);\n Vue.directive('resize', __WEBPACK_IMPORTED_MODULE_2__resize__[\"a\" /* default */]);\n Vue.directive('scroll', __WEBPACK_IMPORTED_MODULE_4__scroll__[\"a\" /* default */]);\n Vue.directive('tooltip', __WEBPACK_IMPORTED_MODULE_5__tooltip__[\"a\" /* default */]);\n Vue.directive('touch', __WEBPACK_IMPORTED_MODULE_6__touch__[\"a\" /* default */]);\n}", "function install (Vue, options = {}) {\r\n const component = RecyclerView.default(Vue)\r\n Vue.component(component.name, component)\r\n return component\r\n}", "install(Vue, options) {\n\n /**\n * Create new Vue directive (v-mask)\n */\n Vue.directive('mask', {\n\n /**\n * Bind Masker.parse() on @input of attached v-mask $el\n */\n bind() {\n this.handler = function() {\n this.el.value = Masker.parse(this.el.value, this.expression);\n }.bind(this);\n\n this.el.addEventListener('input', this.handler);\n },\n\n /**\n * Remove Masker.parse() bind on @input of attached v-mask $el\n */\n unbind() { this.el.removeEventListener('input', this.handler); }\n });\n\n }", "function install(VueInstance) {\n if (nuxtContext.$jss && nuxtContext.$jss.trackingApi) {\n console.log('JSS Tracking API plugin already installed.', nuxtContext.$jss.trackingApi);\n return;\n }\n\n VueInstance.prototype.$jss = {\n // there may be other JSS plugins installed, merge existing properties\n ...VueInstance.prototype.$jss,\n trackingApi: createTrackingApiClient(jssConfig, nuxtContext.$jss.dataFetcher),\n };\n }", "install (Vue, options) {\n Vue.prototype.$format = {\n // money (num) {\n // return num.toLocaleString()\n // },\n precisionRound (number, precision) {\n var factor = Math.pow(10, precision)\n return Math.round(number * factor) / factor\n }\n }\n }", "install(Vue, globalOptions = {}) {\n\n // Mount quill directive for Vue global.\n Vue.directive('quill', quillEditor(globalOptions))\n }", "install(Vue) {\n Vue.mixin({\n components:{Test},\n props: {\n testingProp: {\n default: \"mixinTest: testingProp\"\n }\n },\n data() {\n return {\n testingData: \"mixinTest: testingData\"\n };\n },\n computed: {\n testingComputed() {\n return \"mixinTest: testingComputed\";\n }\n },\n methods: {\n testingMethod() {\n return \"mixinTest: testingMethod\";\n }\n }\n }); //end mixin\n\n Vue.prototype.$testProto = function (str) {\n return \"mixinTest: testingProto=\" + str;\n }; //end $testProto\n\n }", "install() {\r\n return this.clone(App, \"Install\").postCore();\r\n }", "extend(config, ctx) {\n config.resolve.alias['vue'] = 'vue/dist/vue.common'}", "setup() {\n this.viss.forEach(v => v.setup());\n }", "install (Vue) {\n Vue.filter('excludeZeroDecimals', excludeZeroDecimals)\n Vue.filter('booleanToYesNo', booleanToYesNo)\n Vue.filter('nullBooleanToYesNo', nullBooleanToYesNo)\n }", "extend(config, ctx) {\n config.resolve.alias.vue = 'vue/dist/vue.common';\n }", "extend(config, ctx) {\n config.resolve.alias[\"vue\"] = \"vue/dist/vue.common\";\n }", "function Install (Vue, options) {\n const property = options && options.property || '$confirm'\n function createDialogCmp (options) {\n return new Promise(resolve => {\n const cmp = new Vue(Object.assign(__WEBPACK_IMPORTED_MODULE_0__Confirm__[\"a\" /* default */], {\n destroyed: (c) => {\n document.body.removeChild(cmp.$el)\n resolve(cmp.value)\n }\n }))\n Object.assign(cmp, Vue.prototype.$confirm.options || {}, options)\n document.body.appendChild(cmp.$mount().$el)\n })\n }\n \n function show (message, options = {}) {\n options.message = message\n return createDialogCmp(options)\n }\n\n Vue.prototype[property] = show\n Vue.prototype[property].options = options || {}\n}", "function onInstall(event) {\n Plugins.init();\n \n onOpen(event);\n}", "extend(config, ctx) {\n config.resolve.alias.vue = 'vue/dist/vue.common'\n }", "function myVue(app){\n const myApp = createApp(app)\n \n //myApp.use(elementPlus)\n // 按需引入element plus组件\n for(let item of elementNeed){\n myApp.use(item)\n }\n\n // 注入到vue中\n myApp.config.globalProperties.$echarts = echarts;\n myApp.config.globalProperties.$api = api\n return myApp\n}", "function vuexInit() {\r\n var vm = this;\r\n var setup = vm.$options.setup;\r\n if (setup) {\r\n if (typeof setup !== 'function') {\r\n Vue.util.warn('The \"setup\" option should be a function that returns a object in component definitions.', vm);\r\n return;\r\n }\r\n var binding_1;\r\n try {\r\n setCurrentVM(vm);\r\n binding_1 = setup.call(vm, vm.$props);\r\n }\r\n catch (err) {\r\n {\r\n Vue.util.warn(\"there is an error occuring in \\\"setup\\\"\", vm);\r\n }\r\n console.log(err);\r\n }\r\n finally {\r\n setCurrentVM(null);\r\n }\r\n if (!binding_1)\r\n return;\r\n {\r\n assert(isPlainObject(binding_1), \"\\\"setup\\\" must return a \\\"Object\\\", get \\\"\" + Object.prototype.toString\r\n .call(binding_1)\r\n .slice(8, -1) + \"\\\"\");\r\n }\r\n Object.keys(binding_1).forEach(function (name) {\r\n var bindingValue = binding_1[name];\r\n if (isWrapper(bindingValue)) {\r\n bindingValue.setPropertyName(name);\r\n proxy(vm, name, function () { return bindingValue.value; }, function (val) {\r\n bindingValue.value = val;\r\n });\r\n }\r\n else {\r\n vm[name] = bindingValue;\r\n }\r\n });\r\n }\r\n }", "install() {\n this.listen(this.update.bind(this))\n }", "function initMixin(Vue) {\n Vue.prototype._init = function (options) {\n var vm = this;\n vm._uid = uid$2++;\n // mark\n /* istanbul ignore if */\n // if (undefined !== 'production' && config.performance && mark) {\n // startTag = `vue-perf-start:${vm._uid}`\n // endTag = `vue-perf-end:${vm._uid}`\n // mark(startTag)\n // }\n // a flag to avoid this being observed\n vm._isVue = true;\n // merge options\n if (options && options._isComponent) {\n // optimize internal component instantiation\n // since dynamic options merging is pretty slow, and none of the\n // internal component options needs special treatment.\n // 组件的$options = vm.constructor.options\n initInternalComponent(vm, options);\n }\n else {\n vm.$options = mergeOptions(resolveConstructorOptions(vm.constructor), options || {}, vm);\n }\n /* istanbul ignore else */\n {\n initProxy(vm);\n }\n // expose real self\n vm._self = vm;\n initLifecycle(vm);\n initEvents(vm);\n initRender(vm);\n callHook(vm, 'beforeCreate');\n // resolve injections before data/props\n initInjections(vm);\n initState(vm);\n // resolve provide after data/props\n initProvide(vm);\n callHook(vm, 'created');\n // mark\n /* istanbul ignore if */\n // if (undefined !== 'production' && config.performance && mark) {\n // vm._name = formatComponentName(vm, false)\n // mark(endTag)\n // measure(`vue ${vm._name} init`, startTag, endTag)\n // }\n console.log('vm.$options', vm.$options);\n if (vm.$options.el) {\n vm.$mount(vm.$options.el);\n }\n };\n }", "extend(config, ctx) {\n const vueLoader = config.module.rules.find((loader) => loader.loader === 'vue-loader')\n vueLoader.options.transformToRequire = {\n 'vue-h-zoom': ['image', 'image-full']\n }\n }", "ready() {\n this.vm = new Vue({\n el: 'body',\n components: {\n rootvue: require('./vue'),\n },\n });\n }", "function use(hooks) {\n plugin.use(hooks);\n }", "function use(hooks) {\n plugin.use(hooks);\n }", "mounted() {\n }", "function install (Vue, options) {\n console.error('Docservice.install()', options)\n if (_docservice) {\n console.error(\"Vue.use(Docservice) has already been called.\")\n return\n }\n let tmpvue = new Vue()\n let $content = tmpvue.$content\n if ( !$content) {\n console.error(\"$content not defined. Please register ContentService before calling Vue.use(Docservice).\")\n return\n }\n\n // _Vue = Vue\n\n // Create ourselves a Docservice Object\n _docservice = new Docservice(options)\n\n // const isDef = v => v !== undefined\n\n // Vue.mixin adds an additional 'beforeCreate' function to it's\n // list of functions to be called when new Vue is created. We'll\n // use it to look for new Vue({ Docservice }). If found, we'll\n // consider this to be the root. If it is not found, then we will\n // assume this is a child of the root, and create pointers back\n // to the root.\n //Vue.mixin({\n Vue.mixin({\n beforeCreate () {\n // console.log('vue-docservice: index.js - beforeCreate()')\n\n if (!this.$parent) {\n //if (isDef(this.$options.docservice)) {\n // console.error('Initializing ROOT *********')\n // This must be the root, since we found docservice in it's options.\n this._docserviceRoot = this\n this._docservice = _docservice\n // this._docservice.init(this)\n Vue.util.defineReactive(this, '_docservice', this.$docservice)\n // Vue.util.defineReactive(this, '_docservice', this._docservice.jwt)\n // Vue.util.defineReactive(this, '_docservice', this._docservice.fromCache)\n } else {\n //console.log('Initialise new child')\n this._docserviceRoot = this.$parent._docserviceRoot\n }\n },\n destroyed () {\n // registerInstance(this)\n }\n })\n\n // As described above, the Vue instances form a hierachy. The mixin\n // above ensures that each instance has an '_docserviceRoot' field\n // that points to the instance where 'docservice' was passed to new Vue({ }).\n // Note that it's _docserviceRoot might actually point to itself.\n Object.defineProperty(Vue.prototype, '$docservice', {\n get () { return this._docserviceRoot._docservice }\n })\n\n\n /*\n * Register our components with Contentservice\n */\n\n // Google Slides Widget\n $content.registerWidget(Vue, {\n name: 'google-slides',\n label: 'Slides',\n category: 'Google Docs',\n iconClass: 'fa fa-file-powerpoint-o',\n iconClass5: 'far fa-file-powerpoint',\n dragtype: 'component',\n\n // Register native Vue templates\n componentName: 'content-google-slides',\n component: ContentGoogleSlides,\n propertyComponent: ContentGoogleSlidesProps,\n\n // Identical structure to a CUT or COPY from edit mode.\n data: {\n type: \"contentservice.io\",\n version: \"1.0\",\n source: \"toolbox\",\n layout: {\n type: 'google-slides',\n //docId: '2PACX-1vT14-yIpiY4EbQN0XscNBhMuJDZ-k4n03-cWPEgK_kyCTP35ehchuWiPDrTq2TIGYl6nFToRGQRJXZl'\n }\n }\n })\n\n\n // Google Sheets Widget\n $content.registerWidget(Vue, {\n name: 'google-sheets',\n label: 'Sheets',\n category: 'Google Docs',\n iconClass: 'fa fa-file-excel-o',\n iconClass5: 'far fa-file-excel',\n dragtype: 'component',\n\n // Register native Vue templates\n componentName: 'content-google-sheets',\n component: ContentGoogleSheets,\n propertyComponent: ContentGoogleSheetsProps,\n\n // Identical structure to a CUT or COPY from edit mode.\n data: {\n type: \"contentservice.io\",\n version: \"1.0\",\n source: \"toolbox\",\n layout: {\n type: 'google-sheets',\n //docId: '2PACX-1vT14-yIpiY4EbQN0XscNBhMuJDZ-k4n03-cWPEgK_kyCTP35ehchuWiPDrTq2TIGYl6nFToRGQRJXZl'\n }\n }\n })\n\n\n // Google Doc Widget\n $content.registerWidget(Vue, {\n name: 'google-docs',\n label: 'Doc',\n category: 'Google Docs',\n iconClass: 'fa fa-file-word-o',\n iconClass5: 'far fa-file-word',\n dragtype: 'component',\n\n // Register native Vue templates\n componentName: 'content-google-docs',\n component: ContentGoogleDocs,\n propertyComponent: ContentGoogleDocsProps,\n\n // Identical structure to a CUT or COPY from edit mode.\n data: {\n type: \"contentservice.io\",\n version: \"1.0\",\n source: \"toolbox\",\n layout: {\n type: 'google-docs',\n //docId: '2PACX-1vT14-yIpiY4EbQN0XscNBhMuJDZ-k4n03-cWPEgK_kyCTP35ehchuWiPDrTq2TIGYl6nFToRGQRJXZl'\n }\n }\n })\n\n // $content.registerLayoutType(Vue, 'google-slides', 'content-google-slides', ContentGoogleSlides, ContentGoogleSlidesProps)\n // $content.registerLayoutType(Vue, 'google-sheets', 'content-google-sheets', ContentGoogleSheets, ContentGoogleSheetsProps)\n // $content.registerLayoutType(Vue, 'google-docs', 'content-google-docs', ContentGoogleDocs, ContentGoogleDocsProps)\n\n\n // Initialise the store\n Vue.use(Vuex)\n let store = new Vuex.Store(DocserviceStore);\n _docservice.store = store\n console.log(`YARP docservice has a new store`, store);\n\n return _docservice\n} //- install()", "function applyMixin (Vue) {\n var version = Number(Vue.version.split('.')[0]);\n \n if (version >= 2) {\n Vue.mixin({ beforeCreate: vuexInit });\n } else {\n // override init and inject vuex init procedure\n // for 1.x backwards compatibility.\n var _init = Vue.prototype._init;\n Vue.prototype._init = function (options) {\n if ( options === void 0 ) options = {};\n \n options.init = options.init\n ? [vuexInit].concat(options.init)\n : vuexInit;\n _init.call(this, options);\n };\n }\n \n /**\n * Vuex init hook, injected into each instances init hooks list.\n */\n \n function vuexInit () {\n var options = this.$options;\n // store injection\n if (options.store) {\n this.$store = typeof options.store === 'function'\n ? options.store()\n : options.store;\n } else if (options.parent && options.parent.$store) {\n this.$store = options.parent.$store;\n }\n }\n }", "mounted() {\n\n }", "async init(context) {\n if (!rollup) {\n throw new Error('Rollup not found! This plugin requires Rollup to be installed');\n }\n let rollupMajorVersion = (rollup.VERSION) ? rollup.VERSION.split('.')[0] : '';\n if (rollupMajorVersion.length) {\n rollupMajorVersion = Number(rollupMajorVersion);\n if (rollupMajorVersion < 1) {\n throw new Error(' This plugin requires Rollup >= 1');\n }\n }\n // we don't force any inline props into this plugin.\n // if the user marks the dependency as `inline: true` in the browser.json, it is available\n // to be packaged inline in whatever slot name that is defined\n // This can be accessed from `LassoPageResult`.\n if (!this.path) {\n throw new Error('\"path\" property is required');\n }\n\n if (!this.type || this.type !== DEPENDENCY_TYPE) {\n throw new Error('\"type\" property is required');\n }\n\n if (!this['rollup-config'] || typeof this['rollup-config'] !== 'object') {\n throw new Error('rollup-config must be specified as an object');\n }\n\n if (this['rollup-config']) {\n this.outputOptions = this['rollup-config'].output;\n this.plugins = [];\n this.pluginList = this['rollup-config'].plugins || {};\n if (Object.keys(this.pluginList).length) {\n Object.keys(this.pluginList).forEach(keyAsPluginName => {\n const pluginObj = tryRequire(keyAsPluginName);\n if(pluginObj) {\n const pluginConfig = this.pluginList[keyAsPluginName];\n // don't uglify if it is development.\n if (keyAsPluginName === 'rollup-plugin-uglify' && context.config.cacheProfile === 'development') {\n return;\n }\n // pluginObj has to be a function\n if (typeof pluginObj === 'function') {\n // this.plugins.push(pluginObj.bind(null, pluginConfig));\n this.plugins.push(pluginObj(pluginConfig));\n } else if (typeof pluginObj === 'object' && has(pluginConfig, 'initiator')) {\n // or an object. if an object, it uses the initiator as the root fn\n // this.plugins.push(pluginObj[pluginConfig.initiator].bind(null, pluginConfig.config));\n this.plugins.push(pluginObj[pluginConfig.initiator](pluginConfig.config));\n }\n }\n });\n }\n\n if (!has(this.outputOptions, 'format')) {\n this.outputOptions.format = 'umd';\n }\n if (!has(this.outputOptions, 'exports')) {\n this.outputOptions.exports = 'auto';\n }\n if (!has(this.outputOptions, 'name')) {\n throw new Error('rollup-config must specify \"output\" option with a \"name\"');\n }\n if ((this.outputOptions.format === 'amd' || this.outputOptions.format === 'umd') && !has(this.outputOptions, 'amd')) {\n throw new Error('if output format is \"amd\" or \"umd\", rollup-config must specify \"output\" option with \"amd\" property that contains a \"id\" prop');\n }\n // we don't write to disk with this file. This is just passed into rawOutputOptions, something that Rollup expects\n this.outputOptions.file = join(__dirname, '__tmp.js');\n this.outputOptions.sourcemap = (context.config.cacheProfile === 'development' ? 'inline' : false);\n }\n // NOTE: resolvePath can be used to resolve a provided relative path to a full path\n this.path = this.resolvePath(this.path);\n }", "function setup() {\n // Vue.use(ElementUI);\n\n // window.$app = new Vue({\n // el: '#app',\n // render: h => h(App)\n // })\n\n setupPaint()\n coreRun()\n}", "function install (mod) {\n mod.init(this)\n}", "function install (mod) {\n mod.init(this)\n}", "use(pluginFn, options) {\n this.plugins.push({\n fn: pluginFn,\n options,\n });\n return this;\n }", "function use(hooks) {\n\t plugin.use(hooks);\n\t }", "use(fn) {}", "__install ({ $dispatch }) {\n this.$dispatch = $dispatch\n window.meta = new window.track()\n window.meta.vol(0)\n\n window.meta.record = () => this.$dispatch({ action: REC_START })\n window.meta.stop = () => this.$dispatch({ action: REC_STOP })\n }", "get isVueMeta23() {\n return typeof this.vueMeta.addApp === 'function';\n }", "get isVueMeta23() {\n return typeof this.vueMeta.addApp === 'function';\n }", "get isVueMeta23() {\n return typeof this.vueMeta.addApp === 'function';\n }", "get isVueMeta23() {\n return typeof this.vueMeta.addApp === 'function';\n }", "get isVueMeta23() {\n return typeof this.vueMeta.addApp === 'function';\n }", "async install(level=\"local\") { throw new NotImplementedError(); }", "mounted() {\n\n }", "function initUse(SDK) {\n SDK.use = function (plugin) {\n const installedPlugins =\n this._installedPlugins || (this._installedPlugins = []);\n\n if (installedPlugins.indexOf(plugin) > -1) {\n return this;\n }\n\n const args = [].slice.call(arguments, 1);\n args.unshift(this);\n if (plugin && typeof plugin.install === 'function') {\n plugin.install.apply(plugin, args);\n } else if (typeof plugin === 'function') {\n plugin.apply(null, args);\n }\n installedPlugins.push(plugin);\n\n return this;\n };\n }", "function boxplot_install_install(registers) {\n registers.registerSeriesModel(BoxplotSeries);\n registers.registerChartView(boxplot_BoxplotView);\n registers.registerVisual(boxplotVisual);\n registers.registerLayout(boxplotLayout);\n registers.registerTransform(boxplotTransform);\n}", "extend(config, ctx) {\n ctx.loaders.less.javascriptEnabled = true\n config.resolve.alias.vue = 'vue/dist/vue.common'\n }", "function transform_install_install(registers) {\n registers.registerTransform(filterTransform);\n registers.registerTransform(sortTransform);\n}", "extend(config, ctx) {\n // if (process.server && process.browser) {\n if (ctx.isDev && ctx.isClient) {\n config.devtool = \"source-map\";\n // if (isDev && process.isClient) {\n config.plugins.push(\n new StylelintPlugin({\n files: [\"**/*.vue\", \"**/*.scss\"],\n })\n ),\n config.module.rules.push({\n enforce: \"pre\",\n test: /\\.(js|vue)$/,\n loader: \"eslint-loader\",\n exclude: /(node_modules)/,\n options: {\n formatter: require(\"eslint-friendly-formatter\"),\n },\n });\n if (ctx.isDev) {\n config.mode = \"development\";\n }\n }\n for (const rule of config.module.rules) {\n if (rule.use) {\n for (const use of rule.use) {\n if (use.loader === \"sass-loader\") {\n use.options = use.options || {};\n use.options.includePaths = [\n \"node_modules/foundation-sites/scss\",\n \"node_modules/motion-ui/src\",\n ];\n }\n }\n }\n }\n // vue-svg-inline-loader\n const vueRule = config.module.rules.find((rule) =>\n rule.test.test(\".vue\")\n );\n vueRule.use = [\n {\n loader: vueRule.loader,\n options: vueRule.options,\n },\n {\n loader: \"vue-svg-inline-loader\",\n },\n ];\n delete vueRule.loader;\n delete vueRule.options;\n }", "extend(config, ctx) {\n const vueLoader = config.module.rules.find(\n rule => rule.loader === \"vue-loader\"\n );\n vueLoader.options.transformToRequire = {\n img: \"src\",\n image: \"xlink:href\",\n \"b-img\": \"src\",\n \"b-img-lazy\": [\"src\", \"blank-src\"],\n \"b-card\": \"img-src\",\n \"b-card-img\": \"img-src\",\n \"b-carousel-slide\": \"img-src\",\n \"b-embed\": \"src\"\n };\n }" ]
[ "0.74306756", "0.73020726", "0.7283036", "0.7255539", "0.72352237", "0.7220672", "0.7167079", "0.71155155", "0.71138805", "0.708998", "0.7086176", "0.7022849", "0.700274", "0.69584286", "0.6948551", "0.6937374", "0.69344205", "0.6902679", "0.6887445", "0.6810457", "0.68036497", "0.6791393", "0.67653924", "0.67307705", "0.6720649", "0.6712247", "0.67096364", "0.6690741", "0.66849416", "0.66840196", "0.666014", "0.65948623", "0.65853256", "0.6574055", "0.6557992", "0.65575707", "0.65575707", "0.65575707", "0.65575707", "0.65561265", "0.650337", "0.64651024", "0.6448753", "0.6447702", "0.64390767", "0.64255065", "0.63886154", "0.63805336", "0.63619524", "0.63256675", "0.63032067", "0.6292439", "0.6223146", "0.6128179", "0.6097158", "0.605419", "0.6016902", "0.5939011", "0.5913969", "0.5850817", "0.5831608", "0.5828188", "0.5826518", "0.5803502", "0.5794271", "0.5768389", "0.5754887", "0.5753039", "0.5682887", "0.5680819", "0.5670327", "0.56633663", "0.566071", "0.5620876", "0.5620876", "0.5613891", "0.5585352", "0.55783486", "0.5564199", "0.5555684", "0.5554211", "0.554276", "0.554276", "0.55234784", "0.55145884", "0.55130064", "0.54988515", "0.5479276", "0.5479276", "0.5479276", "0.5479276", "0.5479276", "0.54737747", "0.54720145", "0.5471783", "0.5455911", "0.5455402", "0.54420817", "0.54268533", "0.5411619" ]
0.65346867
40
Custom findOrCreate since the default one is weird
findOrCreateOne(model, options = {}) { return model .findOne({ where: options.where, transaction: options.transaction, include: options.include || model.__associations || [{ all: true }] }) .then(m => { if (m) { return new Promise(resolve => resolve([m, false])); } return model .create(options.defaults, { transaction: options.transaction, include: options.include || model.__associations || [{ all: true }] }) .then(m => { return new Promise(resolve => resolve([m, true])); }); }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "updateOrCreateOne(model, options = {}) {\n options.trim = _.isBoolean(options.trim) ? options.trim : true;\n\n return model\n .findOne({\n where: options.where,\n transaction: options.transaction,\n include: options.include || model.__associations || [{ all: true }]\n })\n .then(m => {\n if (m) {\n // Update, allow to pick specific properties to update\n return m\n .update(\n options.pick\n ? _.pick(options.defaults, options.pick)\n : options.trim\n ? _.omitBy(options.defaults, _.isUndefined)\n : options.defaults,\n {\n transaction: options.transaction,\n include: options.include ||\n model.__associations || [{ all: true }]\n }\n )\n .then(u => [u, false]);\n }\n\n // Create new\n return model\n .create(options.defaults, {\n transaction: options.transaction,\n include: options.include || model.__associations || [{ all: true }]\n })\n .then(m => {\n return new Promise(resolve => resolve([m, true]));\n });\n });\n }", "async updateOrCreate(attributes, values) {\r\n if (_.isNil(attributes)) {\r\n throw new Exception('attributes should not empty', 1000);\r\n }\r\n\r\n const item = await this.Models().findOne({\r\n where: attributes\r\n });\r\n\r\n let result;\r\n\r\n if (item) {\r\n result = await item.update(values);\r\n } else {\r\n result = await this.Models().create(values);\r\n }\r\n return result;\r\n }", "static findOrCreateProfile(profile) {\n return this.findOrCreate({\n where: {\n oid: { [Op.eq]: profile.oid }\n },\n defaults: {\n oid: profile.oid,\n email: profile.upn,\n given_name: profile.name.givenName,\n family_name: profile.name.familyName\n }\n }).then(([user]) => {\n user.changed('updatedAt', true);\n return user.save();\n });\n }", "static findOrCreateProfile(profile) {\n return this.findOrCreate({\n where: {\n oid: { [Op.eq]: profile.oid },\n },\n defaults: {\n oid: profile.oid,\n email: profile.upn,\n given_name: profile.name.givenName,\n family_name: profile.name.familyName,\n },\n }).then(([user]) => {\n user.changed('updatedAt', true);\n return user.save();\n });\n }", "async createOrUpdate () {\n\t\tif (this.existingModel) {\n\t\t\tawait this.update();\n\t\t}\n\t\telse {\n\t\t\tawait this.create();\n\t\t}\n\t}", "getMatchOrCreate(bo) {\n return this.getMatching(bo).then(obj => {\n let matchingBo;\n try {\n matchingBo = obj.val();\n } catch (_err) {}\n if (matchingBo) {\n return Right(matchingBo);\n }\n return this.create(bo);\n });\n }", "createOrUpdate(body, res) {\n if (body.id !== undefined) {\n this.update(body, res)\n } else {\n this.create(body, res);\n }\n }", "async findOrCreate(user, role) {\n try {\n if (user.id && role) {\n var role_code = await Role_Controller.getCodeByName(role);\n var user_role = await User_Role.findOrCreate({\n where: {\n user_id: user.id,\n codigo_rol: role_code\n },\n defaults: {\n user_id: user.id,\n codigo_rol: role_code\n }\n });\n var registry = JSON.stringify(user_role)\n console.log(registry);\n return registry;\n } else {\n throw \"User ID o Role no definido\";\n }\n } catch (error) {\n console.log(error)\n }\n }", "function findOrCreate (user, cb) {\n console.log('IN FUNCTION FINDORCREATE' + JSON.stringify(user, null, 4));\n client.getUser(user.username, (err, usr) => {\n console.log('GET USER ERROR FINDORCREATE' + JSON.stringify(err, null, 4));\n console.log('GET USER FINDORCREATE' + JSON.stringify(usr, null, 4));\n if (err) {\n console.log('entro al if error')\n return client.saveUser(user, cb)\n }\n\n // llamando cb sin ningun error y le mando el user obtenido de la DB\n cb(null, usr)\n })\n }", "findOrCreateConversation(user1id, user2id) {\n return db.transaction(trx => {\n // First try to find an existing conversation\n trx('conversations')\n .where('user1id', 'in', [user1id, user2id])\n .andWhere('user2id', 'in', [user1id, user2id])\n .first()\n .then(conversation => {\n // If the conversation was found return it\n if(conversation) {\n return conversation;\n } else {\n // Otherwise create a new conversation and return it\n return trx('conversations')\n .insert({\n user1id,\n user2id\n })\n .returning('*')\n .then(([newConversation]) => { \n return newConversation;\n });\n }\n })\n .then(trx.commit)\n .catch(trx.rollback);\n });\n }", "findOne() {\n return this.collection.findOne.apply(this.collection, arguments);\n }", "async function creating () {\n try {\n const options = {\n where: {\n name: 'Dengar'\n },\n default: {\n client: 'Mercurial Swift',\n active: false\n }\n }\n const [hunters, created] = await db.hunters.findOrCreate(options)\n if(created === true) console.log(\"you got it!\");\n } catch (error) {\n console.log(error);\n }\n}", "findOne(query={}) {\n const record = this.populate(this.makeQuery(query)[0]);\n return Promise.resolve(record);\n }", "async function creating () {\n try {\n\n const options = {\n where: {\n name: 'Dengar',\n client: 'Mercurial Swift',\n active: false\n }\n }\n const [hunters, created] = await db.hunters.findOrCreate(options)\n if(created === true) console.log(\"you got it!\");\n } catch (error) {\n console.log(error);\n }\n}", "function findOrInsertUser(oauth2Info) {\n const { providerName, accessToken, refreshToken, profile, cb } = oauth2Info;\n const thirdUserId = profile.id;\n const query = {\n 'passports.providerName': providerName,\n 'passports.thirdUserId': thirdUserId,\n };\n const email = profile.emails[0].value.toLowerCase();\n const oauth2Passport = {\n providerName,\n thirdUserId,\n profile,\n };\n const userArgs = {\n email,\n password: genRandomPassword(),\n passports: [oauth2Passport],\n };\n const newUser = new User(userArgs);\n const update = { $setOnInsert: newUser };\n const opts = { new: true, upsert: true };\n return User.findOneAndUpdate(query, update, opts)\n .then(user => {\n cb(null, user);\n })\n .catch(err => {\n cb(err, null);\n });\n}", "findOne(condition, createIfNull, callback) {\n UserSchema.findOne(condition, function (err, object) {\n if (object) {\n message.setMessage( true, \"Get user successfully\", object, []);\n callback(message);\n }\n else {\n if (createIfNull) {\n this.save(condition, function (result) {\n callback(result);\n })\n }\n else {\n error.setError(200);\n message.setMessage( false, \"Get user failed\", null, [error]);\n callback(message);\n }\n }\n })\n }", "async getExistingModel () {\n\t\tconst queryData = this.checkExistingQuery();\n\t\tif (!queryData) {\n\t\t\t// derived class doesn't care\n\t\t\treturn;\n\t\t}\n\t\t// look for a matching document, according to the query\n\t\tconst options = {\n\t\t\thint: queryData.hint\n\t\t};\n\t\treturn this.collection.getOneByQuery(queryData.query, options);\n\t}", "findOne(options = {}) {\n return this.find(options).then((r) => r[0] || null);\n }", "async function createOrUpdate (user) {\n const cond = {\n where: {\n uuid: user.uuid\n }\n }\n\n const existingUser = await UserModel.findOne(cond)\n\n if (existingUser) {\n const updated = await UserModel.update(user, cond)\n return updated ? UserModel.findOne(cond) : existingUser\n }\n\n const result = await UserModel.create(user)\n return result.toJSON()\n }", "create({ user, body, body:{placeId, holiday} }, res) {\n if (user.id) {\n Promise.all([\n User.findById(user.id),\n placeId ? Location.findOrCreate({where:{placeId}}) : [null],\n Holiday.findById(holiday)\n ])\n .then( ( [u, [loc], h] )=> {\n if (!u || !(loc || h)) return Promise.reject();\n let bookmark = {\n userId: u.id,\n locationId: loc ? loc.id : null,\n holidayId: h ? h.id : null\n }\n return Bookmark.findOrCreate({where:bookmark})\n })\n .then( ([p])=> res.json(p) )\n .catch( (e)=> {\n console.log(e);\n res.sendStatus(400);\n } );\n } else {\n res.sendStatus(403)\n }\n\n\n }", "function findOrCreate(accessToken, refreshToken, profile, done, conn) {\n loadUser(profile.id, conn, function(user) {\n if (user) {\n console.log(\"user exists with id \" + user.facebook_id);\n user.profile = profile;\n user.access_token = accessToken;\n user.refresh_token = refreshToken\n storeUser(user, conn, function(result) {\n done(null, user);\n });\n } else {\n console.log(\"user with id \" + profile.id + \" does not exist, make new\");\n createUser(accessToken, refreshToken, profile, done, conn);\n }\n });\n}", "async function findOrCreate(profile) {\r\n let res = await request\r\n .post(reqURL(config.routes.user.findOrCreate))\r\n .withCredentials()\r\n .send({\r\n username: profile.id,\r\n password: profile.password,\r\n provider: profile.provider,\r\n familyName: profile.familyName,\r\n givenName: profile.givenName,\r\n middleName: profile.middleName,\r\n gender: profile.gender,\r\n birthday: profile.birthday,\r\n gravatar: profile.gravatar,\r\n displayPicture: profile.displayPicture,\r\n profileCreatedAt: profile.profileCreatedAt,\r\n emails: profile.emails,\r\n photos: profile.photos\r\n })\r\n .set(\"Content-Type\", \"application/json\")\r\n .set(\"Accept\", \"application/json\")\r\n .auth(\"team\", \"DHKHJ98N-UHG9-K09J-7YHD-8Q7LK98DHGS7\");\r\n log(`findOrCreate:${util.inspect(res.body)}`);\r\n return res.body;\r\n}", "findById(id) {\n const posicion = indexOfPorId(id);\n return posicion == -1 ? undefined : users[posicion];\n }", "static $findOne(condition){\n\t\treturn this.$find(condition).then((found) => {\n\t\t\treturn Promise.resolve(found.shift())\n\t\t})\n\t}", "async createOrUpdate(values) {\n sails.log.silly(`Core > Group > createOrUpdate: ${values.name}`);\n let criteria = {};\n if (values.id) {\n criteria['id'] = values.id;\n }\n else {\n criteria['rmsId'] = values.rmsId;\n }\n const group = await Group.findOne(criteria);\n if (!group) {\n return Group.create(values).fetch();\n }\n else {\n return (await Group.update({ id: values.id }, values).fetch())[0];\n }\n }", "findOneBy(collection, filter) {\n const results = this.db.get(collection).filter(filter).value();\n return results[0];\n }", "async function checkExist(newObj){\n try {\n let oldObj = await Seed.findOne({seed: newObj.seed},{_id:0}).lean();\n if(!oldObj) await Seed.create(newObj);\n else{\n let diff = difference(oldObj, newObj);\n if(!lodash.isEmpty(diff)) await Seed.findOneAndUpdate({seed:newObj.seed},newObj)\n }\n }catch (err) {\n throw err\n }\n}", "findAndInsertFirst(middlewareOrName) {\n const mw = this.remove(middlewareOrName);\n if (mw) {\n this.insertFirst(mw);\n }\n }", "findOneAndUpdate(query={}, data) {\n // get the collection and find the matching records using sift\n const collection = this.getCollection();\n const record = sift(query, collection)[0];\n // update the records with the new data, then validate\n Object.assign(record, data);\n return this.validate(record)\n .then(() => {\n // once updated data is validated, persist to localStorage and return the updated records\n this.setCollection(collection);\n return record;\n });\n }", "async checkExisting () {\n\t\tif (this.existingUser) {\n\t\t\tthis.existingModel = this.existingUser;\n\t\t}\n\t\telse {\n\t\t\tawait super.checkExisting();\n\t\t}\n\t}", "async _createSingle(realData) {\n\n if(!this.parentAdapter.isNotPostgres()) {\n return super._createSingle(... arguments);\n }\n \n const createQuery = this._query().insert(realData).into(this.tableName);\n \n const createdItemId = await createQuery;\n\n const item = (await this._query().table(this.tableName).where('id', createdItemId))[0];\n\n return { item, itemId: item.id };\n }", "save(watcher, item){\r\n \r\n return new Promise((resolve, reject) => {\r\n item.watcher = watcher;\r\n db.showWatching.findOne({ \"watcher\": watcher, \"show._id\": item.show._id }, (err, watch) => {\r\n if (err) {\r\n reject(err);\r\n } else if(watch) { \r\n db.showWatching.remove({ \"watcher\": watcher, \"show._id\": item.show._id }, { multi: true }, () => {\r\n db.showWatching.insert(item, (err) => {\r\n if (err) {\r\n reject(err);\r\n } else {\r\n resolve(item);\r\n }\r\n });\r\n });\r\n }\r\n else { \r\n db.showWatching.insert(item, (err) => {\r\n if (err) {\r\n reject(err);\r\n } else {\r\n resolve(item);\r\n }\r\n });\r\n }\r\n });\r\n\r\n\r\n // db.watching.update({ \"watcher\": watcher, \"movie._id\": item.movie._id }, item, { \"upsert\": true }, (err) => {\r\n // if (err) {\r\n // reject(err);\r\n // } else {\r\n // resolve();\r\n // }\r\n // });\r\n });\r\n \r\n }", "async _upsertDoc(props) {\n const id = props.form.getValue('id');\n\n let exists = false;\n\n if (id) {\n try {\n await this._getDoc({ id });\n exists = true;\n } catch (err) {\n if (err.message === 'GraphQL error: record not found') {\n // Do nothing as record doesn't exist\n } else {\n throw err;\n }\n }\n }\n\n if (exists) {\n return this.updateDoc({ ...props, id });\n } else {\n return this.createDoc(props);\n }\n }", "async findOne(criteria) {\n\t\tconst entity = await this.model.findOne(criteria).lean()\n\t\tif (!entity || !entity._id) {\n\t\t\tthrow new NotFound()\n\t\t}\n\n\t\treturn entity\n\t}", "_wherePk (id) {\n const where = {};\n\n where[this.pk] = id;\n\n return where;\n }", "function findCallback(err, foundRecord) {\n // if error is returned or there is no record create a new record and insert our key\n if (err != null || foundRecord == null) {\n var newRecord = {};\n newRecord[collectionKey] = []; // add empty array\n globalDB.collection('emailData').insertOne({}, newRecord, function (err, insertRes) {\n if (err == null) {\n return res.status(200).send(newRecord[collectionKey]); // callback function\n }\n else {\n console.log(\"Failed to Insert\");\n }\n });\n }\n // if record exists but the key is not found in record (does not yet exist)\n else {\n if (foundRecord[collectionKey] == null) {\n foundRecord[collectionKey] = []; // add empty array\n globalDB.collection('emailData').updateOne({}, { $set: foundRecord }, { upsert: true }, function (err, updateRes) {\n if (err == null) {\n console.log(updateRes.result.nModified + \" document(s) updated\");\n return res.status(200).send(foundRecord[collectionKey]); // callback function\n }\n else {\n console.log(\"Failed to Insert\");\n }\n });\n }\n // record exists and key is found, return success\n else {\n return res.status(200).send(foundRecord[collectionKey]); // callback function\n }\n }\n }", "async createOrUpdate(key, value) {\n let record = await this.getRecord(key);\n let newValue = this.convertValue(value);\n if (!isNone(record)) {\n record.value = newValue;\n } else {\n record = this.store.createRecord('keyvalue', {\n key: key,\n value: newValue\n });\n }\n\n record.save();\n }", "static addSeed(req, res) {\n var {\n strain, flavor, quantity,\n genetics, type, strain_type, cbd,\n packaging, thc, alleviates, comments, feelings, date_rec, company\n } = req.body\n\n models.Seed.findOrCreate({\n where: {\n strain: strain\n },\n defaults: {\n strain, flavor, quantity: parseInt(quantity),\n genetics, type, strain_type, cbd,\n packaging, thc, alleviates, comments, feelings, date_rec, company\n }\n })\n .spread(function (seed, created) {\n if (!created) {\n req.flash(\"info\", \"Seed already exists\")\n res.redirect(\"/home\")\n } else {\n req.flash(\"info\", \"A new seed has been added\")\n res.redirect(\"/home\")\n }\n }).catch(function (err) {\n return res.status(500).json({\n status: \"FAILED\",\n message: \"Error processing request, please try again\",\n Error: err.toString()\n })\n });\n }", "function add(path, name) {\n try {\n database.findOne({ path, name }, (error, result) => {\n if (error) {\n console.log(error);\n } else {\n if (!result) {\n database.insertOne({ name, path }, (error, result) => {\n if (error) console.log(error);\n });\n }\n }\n });\n } catch (error) {\n console.log(error);\n }\n}", "function add(person) {\n return db('people').insert(person)\n .then(ids => {\n const id = ids[0];\n return db('people').where({id}).first();\n });\n}", "function _incrementalUpsertEnsureRxDocumentExists(rxCollection, primary, json) {\n /**\n * Optimisation shortcut,\n * first try to find the document in the doc-cache\n */\n var docDataFromCache = rxCollection._docCache.getLatestDocumentDataIfExists(primary);\n if (docDataFromCache) {\n return Promise.resolve({\n doc: rxCollection._docCache.getCachedRxDocument(docDataFromCache),\n inserted: false\n });\n }\n return rxCollection.findOne(primary).exec().then(doc => {\n if (!doc) {\n return rxCollection.insert(json).then(newDoc => ({\n doc: newDoc,\n inserted: true\n }));\n } else {\n return {\n doc,\n inserted: false\n };\n }\n });\n}", "async findOne(entityName, where, populate, orderBy) {\n entityName = utils_1.Utils.className(entityName);\n const options = utils_1.Utils.isObject(populate) ? populate : { populate, orderBy };\n const meta = this.metadata.get(entityName);\n this.validator.validateEmptyWhere(where);\n where = utils_1.SmartQueryHelper.processWhere(where, entityName, meta);\n this.checkLockRequirements(options.lockMode, meta);\n let entity = this.getUnitOfWork().tryGetById(entityName, where);\n const isOptimisticLocking = !utils_1.Utils.isDefined(options.lockMode) || options.lockMode === unit_of_work_1.LockMode.OPTIMISTIC;\n if (entity && entity_1.wrap(entity).isInitialized() && !options.refresh && isOptimisticLocking) {\n return this.lockAndPopulate(entityName, entity, where, options);\n }\n this.validator.validateParams(where);\n const preparedPopulate = this.preparePopulate(entityName, options.populate);\n options.populate = preparedPopulate;\n const data = await this.driver.findOne(entityName, where, Object.assign(Object.assign({}, options), { populate: preparedPopulate }), this.transactionContext);\n if (!data) {\n return null;\n }\n entity = this.merge(entityName, data, options.refresh);\n await this.lockAndPopulate(entityName, entity, where, options);\n return entity;\n }", "findOne(model, filter) {\n return model.findOne(filter).exec();\n }", "static findOne() {\n if (!this.collection) {\n console.info(`The class ${this.name} does not have any collection.`);\n return;\n }\n var args = arguments;\n args[0] = _.extend(args[0] || {}, {bundle: this.bundle});\n return this.collection.findOne.apply(this.collection, args);\n }", "save() {\n let columns = Object.keys(this.data);\n let sql;\n // build sql string\n if (this.data[this.primaryKey]) {\n sql = Squel.update().table(this.table);\n } else {\n sql = Squel.insert().into(this.table);\n }\n\n columns.map( (column) => {\n // ignore primary key column\n if (column != this.primaryKey) {\n let value = this.data[column];\n sql.set(column, value);\n }\n });\n\n // update mode: set where condition\n if (this.data[this.primaryKey])\n sql.where(`${this.primaryKey} = ${this.data[this.primaryKey]}`);\n\n // execute sql\n sql = sql.toString();\n\n return new Promise( (resolve, reject) => {\n getSQLiteDB(this.table).executeSql(sql, [], (results) => {\n // update model's primaryKey on insertId\n if (results.insertId && !this.data[this.primaryKey])\n this.data[this.primaryKey] = results.insertId;\n\n resolve(true);\n });\n });\n }", "existingPlayer(playerName) {\n if(this.players.length > 0) {\n let player = this.players.find((value) => {\n if(value.name === playerName) {\n return value;\n }\n });\n return (player) ? true : false;\n }\n return false;\n }", "async checkExisting () {\n\t\tconst model = await this.getExistingModel();\n\t\tif (model) {\n\t\t\t// got a matching document, is this ok?\n\t\t\tif (!this.modelCanExist(model)) {\t// derived class tells us whether this is allowed\n\t\t\t\tthrow this.errorHandler.error('exists');\n\t\t\t}\n\t\t\t// ok, it's allowed\n\t\t\tthis.existingModel = model;\n\t\t}\n\t}", "function addUser ({name,room,id}){\n\n\n //validating empty user and empty room\n\n if (!name || !room){\n\n return {error : \"empty room or username is not allowed \"};\n }\n\n name= name.trim().toLowerCase();\n room = room.trim().toLowerCase();\n // checking existing user\n\n\n const existingUser = users.find((user)=>{return user.name === name && user.room === room });\n\n console.log(existingUser)\n //validating user\n\n if(existingUser){\n\n return {error:\"user already exists with this name\"}\n }\n\n\n \n //store user \n const user = {name,room,id}\n users.push(user)\n //console.log(user)\n return {user};\n\n\n}", "function findOne(criteria, callback) {\n \t// if no callback passed\n // See https://github.com/balderdashy/waterline/blob/master/lib/waterline/query/finders/basic.js#L49\n if(typeof callback !== 'function') {\n\t return sailsFindOne.call(model,criteria,null);\n\t }\n //helper.getAttributesName();\n sailsFindOne.call(model,criteria,function(err,results) {\n if(err)\n return callback(err)\n if(!_.isUndefined(results)) {\n results.auditor = new Auditor(model,config,results);\n if(!_.isObject(results.save))\n results.save = save(model,results);\n }\n callback(err,results);\n });\n }", "function _atomicUpsertEnsureRxDocumentExists(rxCollection, primary, json) {\n /**\n * Optimisation shortcut,\n * first try to find the document in the doc-cache\n */\n var docFromCache = rxCollection._docCache.get(primary);\n\n if (docFromCache) {\n return Promise.resolve({\n doc: docFromCache,\n inserted: false\n });\n }\n\n return rxCollection.findOne(primary).exec().then(function (doc) {\n if (!doc) {\n return rxCollection.insert(json).then(function (newDoc) {\n return {\n doc: newDoc,\n inserted: true\n };\n });\n } else {\n return {\n doc: doc,\n inserted: false\n };\n }\n });\n}", "static $find(condition) {\n\t\tvar className = this;\n\t\tlet connector = className.$getConfig('connector');\n\t\treturn connector.$query(condition).then((records) => {\n\t\t\t// create new instance for each found record\n\t\t\tvar rtn = getCollectionInstance(className, condition);\n\t\t\tif(Array.isArray(records)){\n\t\t\t\tfor(let r of records){\n\t\t\t\t\tlet instance = className.$new(r);\n\t\t\t\t\trtn.push(instance)\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn Promise.resolve(rtn);\n\t\t})\n\t}", "function createOrUpdateMatch(match) {\n // this retrieves the userId of the matching user\n return _uuidToUserId(match.uuid)\n .then(userId => {\n\n userId = parseInt(userId);\n match['fromUserId'] = userId;\n match.matchedUserId = parseInt(match.matchedUserId);\n\n if (userId === match.matchedUserId) {\n throw new Error('Cannot match your own userId!');\n }\n\n const matchObject = {\n 'userId1': '',\n 'userId2': ''\n };\n\n if (match.fromUserId < match.matchedUserId) {\n matchObject.userId1 = match.fromUserId;\n matchObject.userId2 = match.matchedUserId;\n } else {\n matchObject.userId2 = match.fromUserId;\n matchObject.userId1 = match.matchedUserId;\n }\n\n let currentUserString;\n if (matchObject.userId1 === match.fromUserId) {\n matchObject['opinion1'] = match.opinion;\n currentUserString = '1';\n } else {\n matchObject['opinion2'] = match.opinion;\n currentUserString = '2';\n }\n\n // this retrieves a row where from and to are the same\n return knex('matches')\n .where({ 'userId1': matchObject.userId1,\n 'userId2': matchObject.userId2 })\n .then(rows => {\n if (rows.length === 0) {\n return knex('matches')\n .insert(matchObject)\n .then(result => {\n console.log('matchRow added');\n });\n } else {\n const earlierRow = rows[0];\n // check if the row in DB already has this user's new opinion\n if (earlierRow['opinion' + currentUserString] !== match.opinion) {\n // console.log('opinion changed or missing --> update with this matchObject:');\n // console.log(matchObject);\n return knex('matches')\n .returning('id')\n .where({ 'userId1': matchObject.userId1,\n 'userId2': matchObject.userId2 })\n .update(matchObject)\n .then(updatedRows => {\n const otherUserString = currentUserString === '1' ? '2' : '1';\n const otherUserOpinion = earlierRow['opinion' + otherUserString];\n // console.log('currentUserString: ' + currentUserString);\n // console.log('currentUserOpinion: ' + match.opinion);\n // console.log('oterUserString: ' + otherUserString);\n // console.log('oterUserOpinion: ' + otherUserOpinion);\n if (match.opinion === 'UP' && otherUserOpinion === 'UP') {\n // console.log('both users have UP');\n // if the row ALREADY has firebaseChatId then the two users\n // already have a chat in Firebase -> no need to create a new one\n // this could happen if one first UPs, then the other UPs, then\n // either DOWNs and UPs again\n if (!earlierRow['firebaseChatId']) {\n return handleMatch(matchObject);\n }\n }\n })\n }\n }\n })\n })\n}", "function upsert(req, res) {\n if (req.body._id) {\n delete req.body._id;\n }\n return _pincode2.default.findOneAndUpdate({ _id: req.params.id }, req.body, { new: true, upsert: true, setDefaultsOnInsert: true, runValidators: true }).exec().then(respondWithResult(res)).catch(handleError(res));\n}", "async function findAndSaveUser(Users) {\n let user = await Users.findOne( { } ); // Execute way : Left <- Right\n user.name = 'john';\n user = await user.save();\n user = await Users.findOne( { gender: 'm' } );\n // ...\n}", "function upsertData(dbName, newObj, callback) {\n db[dbName].find({\n where: {\n id: newObj.id\n }\n }).success(function (obj) {\n // if it already exists in DB \n if (obj) {\n // Get object's properties without enumerating over the prototype chain\n var keys = Object.keys(newObj);\n\n // Loop through all the exist keys of new newObj\n for (var i = 0; i < keys.length; i++) {\n obj[keys[i]] = newObj[keys[i]];\n }\n } else {\n // Build a new newObj\n obj = db[dbName].build(newObj);\n\n }\n obj.save().success(function () {\n callback();\n }).error(function (err) {\n callback(err);\n });\n\n }).error(function (err) {\n callback(err);\n });\n}", "savedParent() {\n let insertedParent = this.db.users.insert({ name: \"Bob\" });\n\n return this.schema.users.find(insertedParent.id);\n }", "upsert(entity, options) {\n return this.dispatcher.upsert(entity, options);\n }", "updateOrAddTransaction(transaction) {\n //since we support the ability to update existing transactions\n //there is a possibility that we may recieve a transaction object that already exists\n //hence we look at the existing pool to find any redundant transaction\n let transactionWithId = this.transactions.find(t => t.id === transaction.id);\n //if no existing transaction exists in the pool transactionWithId will be undefined\n\n //if the transaction already exists replace the previous transaction with the new one\n if (transactionWithId) {\n this.transactions[this.transactions.indexOf(transactionWithId)] = transaction;\n }else {\n //if the transaction received is completely new append it to the transactions pool\n this.transactions.push(transaction);\n }\n }", "async function createUserIfAbsent(userId) {\n let user = await User.findOne({\n userId\n });\n let crypto = await Crypto.findOne({\n userId\n });\n\n if (!user) {\n user = new User({ userId });\n\n crypto = new Crypto({\n userId,\n ethereum: {\n private_key: \"ETH-private-adsadsasdas\",\n public_key: \"ETH-public-adsadsasdas\",\n address: \"0xa589D2e07064f767f12Daa23d75880aC10Cbe0ec\",\n balances: [\n {\n balanceCrypto: 0,\n balanceUsd: 0,\n change: 0\n }\n ]\n },\n bitcoin: {\n private_key: \"BTC-private-adsadsasdas\",\n public_key: \"BTC-public-adsadsasdas\",\n address: \"BTC-address-adsadsasdas\",\n balances: [\n {\n balanceCrypto: 0,\n balanceUsd: 0,\n change: 0\n }\n ]\n },\n donpia: {\n private_key: \"DON-private-adsadsasdas\",\n public_key: \"DON-public-adsadsasdas\",\n address: \"0xa589D2e07064f767f12Daa23d75880aC10Cbe0ec\",\n balances: [\n {\n balanceCrypto: 0,\n balanceUsd: 0,\n change: 0\n }\n ]\n },\n unia: {\n private_key: \"UNIA-private-adsadsasdas\",\n public_key: \"UNIA-public-adsadsasdas\",\n address: \"0xa589D2e07064f767f12Daa23d75880aC10Cbe0ec\",\n balances: [\n {\n balanceCrypto: 5000,\n balanceUsd: 0,\n change: 0\n }\n ]\n }\n });\n\n cypto = await crypto.save();\n await user.save();\n }\n\n return crypto;\n}", "async findOneOrFail(entityName, where, populate, orderBy) {\n const entity = await this.findOne(entityName, where, populate, orderBy);\n if (!entity) {\n const options = utils_1.Utils.isObject(populate) ? populate : {};\n options.failHandler = options.failHandler || this.config.get('findOneOrFailHandler');\n entityName = utils_1.Utils.className(entityName);\n throw options.failHandler(entityName, where);\n }\n return entity;\n }", "function upsert(req, res) {\n if (req.body._id) {\n delete req.body._id;\n }\n return _news2.default.findOneAndUpdate({ _id: req.params.id }, req.body, { new: true, upsert: true, setDefaultsOnInsert: true, runValidators: true }).exec().then(respondWithResult(res)).catch(handleError(res));\n}", "async create(data) { await orm.insertOne(data) }", "async _create(modelObj, { eventId } = {}) {\n let model, err;\n\n /* Use bulkCreate if an array of objects passed in. */\n if (Array.isArray(modelObj)) {\n [err, model] = await to(this.Model.bulkCreate(modelObj, {\n validate: true,\n individualHooks: true,\n returning: true\n }));\n } else {\n [err, model] = await to(this.Model.create(modelObj)); \n }\n if (err) this._handleErrors(err, { eventId });\n\n /* If no records found, return empty objet or null. */\n this.cache.create = model;\n if (!model || model.length === 0) {\n return Array.isArray(model) ? [] : null;\n } else {\n if (Array.isArray(model)) {\n return model.map(e => e.get({ plain: true }));\n } else {\n return model.get({ plain: true });\n }\n }\n }", "findRecord(store, type, id) {\n let collection = this.collectionForType(type.modelName);\n\n return new Ember.RSVP.Promise(resolve => {\n collection\n .get(id)\n .then(existing => {\n resolve({\n [type.modelName]: existing.data\n });\n })\n .catch(() => resolve());\n });\n }", "createFriend({params}, res) {\n User.findOneAndUpdate (\n { _id: params.userId },\n { $push: { friends: params.friendId } },\n { new: true, runValidators: true }\n )\n .then(dbUserData => {\n if (!dbUserData) {\n res.status(404).json ({ message: 'There is NO user found by this id!' });\n return;\n }\n res.json(dbUserData);\n })\n .catch(err => \n res.json(err)\n );\n }", "addNew(data) {\n\t\tlet db = this.db;\n\n\t\treturn new Promise((resolve, reject)=>{\n\t\t\tif (db.find({ id: data.id }).has(\"id\").value()) {\n\t\t\t\tresolve(false);\n\t\t\t} else {\n\t\t\t\tdb.push(data).write();\n\t\t\t\tresolve(true);\n\t\t\t}\n\t\t});\n\t}", "async getExistingUser () {\n\t\tconst { email } = this.request.body.user;\n\t\tif (!email) {\n\t\t\tthrow this.errorHandler.error('parameterRequired', { info: 'user.email' });\n\t\t}\n\t\tconst users = await this.data.users.getByQuery(\n\t\t\t{\n\t\t\t\tsearchableEmail: decodeURIComponent(email).toLowerCase()\n\t\t\t},\n\t\t\t{\n\t\t\t\thint: UserIndexes.bySearchableEmail\n\t\t\t}\n\t\t);\n\t\tthis.existingUser = users.find(user => {\n\t\t\treturn (\n\t\t\t\t!user.get('deactivated') &&\n\t\t\t\t(user.get('teamIds') || []).length === 0\n\t\t\t);\n\t\t});\n\t}", "insertFindOrCreateLine(body, zone){\n return new Promise(function (resolve, reject) {\n models.Line.findOrCreate({\n where: {\n lineName: body.legs[0].line\n },\n defaults: {\n fromStation: body.from,\n toStation: body.to,\n id_zone: zone.id_zone\n }\n }).then(function (line){\n resolve(line)\n })\n })\n }", "findOneCached(model, options, cache = true) {\n this.findOneCache = this.findOneCache || {};\n let requestId = this.hash(options);\n\n if (cache && this.findOneCache[requestId]) {\n //debug('findOne cache used');\n return new Promise(resolve => resolve(this.findOneCache[requestId]));\n }\n\n return model.findOne(options).then(response => {\n this.findOneCache[requestId] = response;\n return new Promise(resolve => resolve(this.findOneCache[requestId]));\n });\n }", "checkExistingQuery () {\n\t\t// allow faux users to create a user (even if their email matches)\n\t\tif (!this.attributes.email || (this.options && this.options.externalUserId)) return undefined;\n\n\t\t// look for matching email (case-insensitive)\n\t\treturn {\n\t\t\tquery: {\n\t\t\t\tsearchableEmail: this.attributes.email.toLowerCase()\n\t\t\t},\n\t\t\thint: Indexes.bySearchableEmail\n\t\t};\n\t}", "createUser(name, pw, cb) {\n let query = {\n name: name\n };\n\n //ensure the userId is unique\n this.storage\n .collection('users')\n .find(query)\n .limit(1)\n .hasNext((e, exists) => {\n if(!e && !exists) {\n //get the sequence ID\n this.sequence.getSequenceId(this.key, (e, id) => {\n if(!e) {\n let obj = {\n id: id,\n name: name,\n pw: pw\n };\n\n //create a new user\n this.storage\n .collection('users')\n .insertOne(obj, (e, r) => {\n if(!e) cb(null, id);\n else cb(e);\n });\n }\n else cb(e);\n });\n }\n else cb(e || exists); //there is user with the same userId\n });\n }", "insertOrIgnoreDepartment() {\n return `INSERT IGNORE INTO department (name)\n VALUES (?)`;\n}", "async first() {\r\n let params = {\r\n where: this.getWheres(),\r\n include: this.getIncludes(),\r\n order: this.getOrders()\r\n };\r\n\r\n if (!_.isArray(this.getAttributes()) && this.getAttributes().length > 0) {\r\n params = _.assign(params, { attributes: this.getAttributes() });\r\n }\r\n let model = this.Models();\r\n if (this.getScopes().length > 0) {\r\n _.forEach(this.getScopes(), scope => {\r\n model = model.scope(scope);\r\n });\r\n }\r\n const result = await model.findOne(params);\r\n return result;\r\n }", "save() {\n const db = getDb();\n let dbOperation;\n\n // if 'this._id', the resource already exists, then we gonna update\n if(this._id) {\n dbOperation = db.collection('tasks').updateOne(\n { _id: this._id },\n { $set: {\n description: this.description,\n dueDate: this.dueDate,\n conclusionDate: this.conclusionDate,\n comments: this.comments\n } \n }\n );\n\n // if not 'this._id', we gonna create\n } else {\n dbOperation = db.collection('tasks').insertOne(this);\n }\n\n return dbOperation;\n }", "async createOrUpdate(storage) {\n const v = await storage.userVersion();\n\n if (v === this.version) {\n return v;\n }\n\n if (v === 0) {\n return this.create(storage);\n }\n\n if (v < this.version) {\n return this.update(storage, v);\n }\n\n throw new Error(`Target version ${this.version} lower than DB version ${v}!`);\n }", "save(){\n\t\t// get the connector assign to this model\n\t\tlet connector = this.getConfig('connector');\n\t\tif(!connector){\n\t\t\tthrow new Error('Connector is not configured for this model')\n\t\t}\n\n\t\tlet key = this.getKey();\n\t\tif(this[key]){\n\t\t\t// for updating model\n\t\t\treturn connector.$update(this)\n\t\t} else {\n\t\t\t// for new model\n\t\t\treturn connector.$add(this);\n\t\t}\n\n\t}", "upsert(oDoc) {\n // if valid\n\tif(!oDoc) {\n\t\treturn Promise.resolve()\n\t}\n // ensure latitude and longitude are set properties\n if (typeof oDoc.latitude !== 'number' && oDoc.ll && typeof oDoc.ll[0] === 'number') {\n oDoc.latitude = oDoc.ll[0];\n }\n if (typeof oDoc.longitude !== 'number' && oDoc.ll && typeof oDoc.ll[0] === 'number') {\n oDoc.longitude = oDoc.ll[1];\n }\n if (typeof oDoc.score !== 'number' && typeof oDoc.ts === 'number') {\n oDoc.score = oDoc.ts || oDoc.cs;\n }\n\n if (oDoc &&\n\t\ttypeof oDoc.id === 'string' & oDoc.id.length > 0 && \n typeof oDoc.longitude === 'number' && \n typeof oDoc.latitude === 'number' && \n typeof oDoc.score === 'number') \n {\n const oPartialDoc = { id: oDoc.id, score: oDoc.score, latitude: oDoc.latitude, longitude: oDoc.longitude, ts: oDoc.ts, cs: oDoc.cs, level: oDoc.level };\n\n // if object id is already in db update\n if (this.db[oDoc.id]) {\n this._removeFromBucket(oDoc.id);\n this._addToBucket({ \n id: oDoc.id, \n longitude: oDoc.longitude, \n latitude: oDoc.latitude, \n val: oDoc.score,\n level: oDoc.level\n });\n }\n else {\n this._addToData(Object.assign({},oPartialDoc)); \n }\n // this.db[oDoc.id] = oPartialDoc;\n this.db[oDoc.id] = oDoc;\n }\n else {\n console.info({ action: 'upsert.skipping.oDoc', oDoc: oDoc })\n }\n }", "function ce(e,t,n){if(!n||!P(t,\"upsert\",!1))return;z(e)[n]||(t.overwrite?e[n]=0:(e.$setOnInsert||(e.$setOnInsert={}),e.$setOnInsert[n]=0))}", "function findOrCreateAirportLocation (iata) {\n var airport = airports.find(row => {\n if (row.iata === iata) {\n return row\n }\n })\n\n var apiKey = process.env.GOOGLE_API_KEY\n\n var query = airport.name\n var region = airport.countryCode\n var placeSearchUri = `https://maps.googleapis.com/maps/api/place/textsearch/json?key=${apiKey}&query=${query}&region=${region}&type=airport`\n\n var placeId = fetch(placeSearchUri)\n .then(response => {\n // console.log('response', response)\n return response.json()\n })\n .then(json => {\n // console.log('json', json)\n return json.results[0].place_id // take first result (typically only 1)\n })\n .catch(err => console.log('ERROR', err))\n\n var googlePlaceData = placeId\n .then(placeId => {\n var placeDetailsUri = `https://maps.googleapis.com/maps/api/place/details/json?key=${apiKey}&placeid=${placeId}`\n\n return fetch(placeDetailsUri)\n .then(response => {\n return response.json()\n })\n .then(json => {\n var result = json.result\n // console.log('RESULT IN RESPONSE', result)\n var googlePlaceData = {\n placeId: placeId,\n countryCode: region,\n name: result.name,\n telephone: result.international_phone_number || result.formatted_phone_number,\n latitude: result.geometry.location.lat,\n longitude: result.geometry.location.lng,\n utcOffset: result.utc_offset,\n address: result.formatted_address\n }\n return googlePlaceData\n })\n .catch(err => {\n console.log('ERROR', err)\n })\n })\n\n return googlePlaceData.then(googlePlaceData => {\n return findOrCreateLocation(googlePlaceData)\n .then(id => {\n return id\n })\n })\n}", "function findAndCreate(fieldProperty) {\n //if 'fieldProperty' is fieldCode then convert into object.\n if(typeof fieldProperty == 'string') {\n fieldProperty = {fieldCode:fieldProperty};\n };\n\n var field = fields[ fieldProperty.fieldCode ];\n if(field) {\n field.updateProperty(fieldProperty);\n } else {\n field = fields[ fieldProperty.fieldCode ] = new Field( fieldProperty );\n }\n\n if(field.triggerUpdate) {\n // console.log('TRIGGER UPATE..', field.fieldCode)\n field.update = validate;\n }\n\n return field;\n }", "addUser(user) {\n return db(\"users\")\n .insert(user, \"id\")\n .then(([id]) => db(\"users\").where({ id }));\n }", "async createOrUpdate(storage) {\n const v = await storage.userVersion();\n\n if (v === this.version) {\n return v;\n }\n\n switch (v) {\n case 0:\n return this.create(storage);\n default:\n throw new Error(`Target version ${this.version} lower than DB version ${v}!`);\n }\n }", "checkPlayerExist(user){\n let testPlayer = function(player){\n if(user.id === player.id){\n return true\n }\n return false\n }\n return this.players.find(testPlayer)\n }", "function seed(doc, options) {\n var Employe = mongoose.model('Employe');\n\n return new Promise(function (resolve, reject) {\n\n skipDocument()\n .then(findAdminUser)\n .then(add)\n .then(function (response) {\n return resolve(response);\n })\n .catch(function (err) {\n return reject(err);\n });\n\n function findAdminUser(skip) {\n var User = mongoose.model('User');\n\n return new Promise(function (resolve, reject) {\n if (skip) {\n return resolve(true);\n }\n\n User\n .findOne({\n roles: { $in: ['admin'] }\n })\n .exec(function (err, admin) {\n if (err) {\n return reject(err);\n }\n\n doc.user = admin;\n\n return resolve();\n });\n });\n }\n\n function skipDocument() {\n return new Promise(function (resolve, reject) {\n Employe\n .findOne({\n title: doc.title\n })\n .exec(function (err, existing) {\n if (err) {\n return reject(err);\n }\n\n if (!existing) {\n return resolve(false);\n }\n\n if (existing && !options.overwrite) {\n return resolve(true);\n }\n\n // Remove Employe (overwrite)\n\n existing.remove(function (err) {\n if (err) {\n return reject(err);\n }\n\n return resolve(false);\n });\n });\n });\n }\n\n function add(skip) {\n return new Promise(function (resolve, reject) {\n if (skip) {\n return resolve({\n message: chalk.yellow('Database Seeding: Employe\\t' + doc.title + ' skipped')\n });\n }\n\n var employe = new Employe(doc);\n\n employe.save(function (err) {\n if (err) {\n return reject(err);\n }\n\n return resolve({\n message: 'Database Seeding: Employe\\t' + employe.title + ' added'\n });\n });\n });\n }\n });\n}", "find(fileName) {\n if (this.stored.bag[fileName]) {\n return Item.create(fileName)\n }\n }", "static find( clause, args, options ) {\n\t\treturn cache.fields( this.name )\n\t\t .then( ( fields ) => {\n\t\t\t\tlet q = db( cache.table( this.name ) ).select( '*' );\n\n\t\t\t if( typeof clause == 'number' ) {\n\t\t\t\t\tq = q.where( fields.primaryKey, clause );\n\t\t\t\t\toptions = args == undefined ? options : args;\n\t\t\t\t} else if( typeof clause == 'string' ) {\n\t\t\t\t\tq = q.whereRaw( clause, args );\n\t\t\t\t} else if( typeof clause == 'object' ) {\n\t\t\t\t\tq = q.where( fields.toFindObject( clause ) );\n\t\t\t\t\toptions = args == undefined ? options : args;\n\t\t\t\t}\n\n\t\t\t return query( this, q.limit( 1 ), options )\n\t\t\t\t\t.then( ( models ) => models.length ? models[0] : null );\n\t\t } );\n\t}", "function attempt() {\n return persister.selectOneCreateTrack(dataContext).then(function(createTrack) {\n if (!createTrack) {\n return null;\n }\n \n return thisTracker._fetchAttributeValues(dataContext, createTrack.key).then(function(attributeValues) {\n var change = ({key:createTrack.key, serverKey:createTrack.serverKey, attributeValues:attributeValues});\n \n if (attributeValues) {\n return change;\n }\n \n /* Invalid create track: settle and go on */\n return thisTracker.settleCreate(dataContext, change).then(function() {\n return attempt();\n });\n });\n });\n }", "async function upsert(model, req, res) {\n // req.body.UpdatedById = req.user.id;\n\n if (Array.isArray(req.body)) {\n /*\n Bulk Insert / Update\n */\n if (req.body.length === 0) {\n handleResult(Promise.resolve([]), res);\n } else if (\"id\" in req.body[0]) {\n const records = req.body.map(body => {\n\n // Remove id from update and set where clause.\n const id = body.id;\n delete body.id;\n\n return db.models[model].update(body, {\n where: {\n id\n }\n });\n });\n handleResult(Promise.all(records), res);\n } else if (model === \"Fields\") {\n // If there are fields that don't have an Id we also want to create associated custom fields\n const records = req.body.map(field => {\n field.CustomField = {source_table: null, source_field: null, notes: null};\n return db.models[model].create(field, {\n include: [\"CustomField\"]\n });\n });\n handleResult(Promise.all(records), res);\n } else {\n const options = {\n individualHooks: true\n };\n handleResult(db.models[model].bulkCreate(req.body, options), res);\n }\n } else if (req.body.id) {\n /*\n Single Update\n */\n const record = req.body;\n const id = req.body.id;\n delete record.id;\n\n logger.info(`Updating single ${model}`);\n handleResult(\n db.models[model].update(record, {\n where: {\n id\n }\n }),\n res\n );\n } else {\n /*\n Single Insert\n */\n handleResult(db.models[model].create(req.body), res);\n }\n}", "addSocketId(user,socket,callback){\n /*Check type of user*/\n if (user.local){\n this.Model.User.findOneAndUpdate({ 'local.username' : user.local.username},{'local.socketID' : socket.id}, function(err,user) {\n /*Throw any error that happened*/\n if (err){\n throw err;\n }\n callback(user,err);\n });\n }\n else if (user.facebook){\n this.Model.User.findOneAndUpdate({ 'facebook.id' : user.facebook.id},{'facebook.socketID' : socket.id}, function(err,user) {\n /*Throw any error that happened*/\n if (err){\n throw err;\n }\n callback(user,err);\n });\n }\n else if (user.google){\n this.Model.User.findOneAndUpdate({ 'google.id' : user.google.id},{'google.socketID' : socket.id}, function(err,user) {\n /*Throw any error that happened*/\n if (err){\n throw err;\n }\n callback(user,err);\n });\n }\n }", "function addUser(user){\n let x = users.find(student =>student.name == user.name)\n if (x == undefined){\n users.push(user)\n }else{\n return console.log(\"user already exist\")\n }\n console.log(users)\n}", "patch (id, data, query) {\r\n let model = this.model.findOne({ [this.key]: id })\r\n return model\r\n .then((modelInstance) => {\r\n for (var attribute in data) {\r\n if (data.hasOwnProperty(attribute) && attribute !== this.key && attribute !== '_id') {\r\n modelInstance[attribute] = data[attribute]\r\n }\r\n }\r\n return modelInstance.save()\r\n })\r\n .then(modelInstance => modelInstance)\r\n }", "addFriend({ params }, res) {\n User.findOneAndUpdate(\n { _id: params.userId },\n { $addToSet: { friends: params.friendId } },\n { new: true }\n ).then((dbUserData) => {\n if (!dbUserData) {\n res.status(400).json({ message: \"this user does not exist\" });\n return;\n }\n //if it does exist update\n User.findOneAndUpdate(\n { _id: params.friendId },\n { $addToSet: { friends: params.friendId } },\n { new: true }\n )\n .then((dbFriendData) => {\n if (!dbFriendData) {\n res.status(400).json({ message: \"this friendID does not exist\" });\n return;\n }\n res.json(dbUserData);\n })\n .catch((err) => {\n res.json(err);\n })\n .catch((err) => res.json(err));\n });\n }", "function getExistingEntry(newEntry) {\n\t\tfor (let i=0; i<TOP_SKILL_SCORES.length; i++) {\n\t\t\tlet existingEntry = TOP_SKILL_SCORES[i];\n\t\t\tif (JSON.stringify(existingEntry.gameConfig) === JSON.stringify(newEntry.gameConfig)) {\n\t\t\t\treturn existingEntry;\n\t\t\t}\n\t\t}\n\t\treturn null;\n\t}", "save(productId) {\n console.log(\"save started\");\n\n const db = getDB();\n\n //if the product exists, update product.catch((err) => {})\n if(productId){\n\n db.collection('products').updateOne(new mongoDbObjectId(productId), {$set : this});\n\n }else{\n\n //if the product doesnt already exist, a new product will be added.\n db.collection('products').insertOne(this)\n .then((value) => {\n console.log('save result', value);\n })\n .catch((err) => {\n console.log('save err', err)\n });\n }\n\n }", "function find(pred) {\n return function(xs) {\n return Z.reduce (\n function(m, x) {\n return m.isJust ? m : pred (x) ? Just (x) : Nothing;\n },\n Nothing,\n xs\n );\n };\n }", "async function create(company) {\n if (await Company.findOne({name: company.name})){\n throw `Company ${company.name} already exists`\n }\n\n var query = company.save()\n return query\n}", "async findOne() {\n // Call internally stored DB API to return one model matching self query\n return await this._db.findOne(this._Model, this);\n }", "function insert(user) {\n return db('users')\n .insert(user)\n .returning('id')\n .then(idArr => {\n const id = idArr[0];\n return db('users')\n .where({\n id\n }).first();\n });\n}", "findWhere(where, opts){\n // add or manipulate the where clause\n }", "function findAndInsert(data) {\r\n // Filter out data element if it exists in the table.\r\n let locatedIndex;\r\n fxPrices.filter((e, i) => {\r\n if (e.name === data.name) {\r\n return locatedIndex = i;\r\n }\r\n }, locatedIndex);\r\n\r\n if (locatedIndex === undefined) {\r\n // if element is found then push into fxPrices array\r\n fxPrices.push(data);\r\n return fxPrices.length - 1;\r\n }\r\n let updated = Object.assign(fxPrices[locatedIndex], data);\r\n fxPrices[locatedIndex] = updated;\r\n return locatedIndex;\r\n }" ]
[ "0.6348102", "0.6187338", "0.6064083", "0.60209614", "0.57710606", "0.5721721", "0.5600078", "0.55429536", "0.5472978", "0.5448155", "0.54057866", "0.5327332", "0.5263095", "0.52323294", "0.519314", "0.5155824", "0.5153093", "0.5098826", "0.5095946", "0.509146", "0.5085085", "0.50388974", "0.50378084", "0.5028123", "0.49886718", "0.498394", "0.49728525", "0.49552432", "0.4945341", "0.4940606", "0.49066243", "0.48776338", "0.48742598", "0.48592424", "0.4855083", "0.4838259", "0.48298454", "0.48260945", "0.48206216", "0.48102796", "0.48043397", "0.48014545", "0.4798009", "0.47837868", "0.4783027", "0.47722438", "0.4760951", "0.4752361", "0.47493953", "0.4749212", "0.47423247", "0.4738452", "0.4731239", "0.47230846", "0.47197887", "0.47064036", "0.46991163", "0.46879652", "0.46868315", "0.4681428", "0.46806532", "0.46799564", "0.46781135", "0.4669879", "0.46676126", "0.4666652", "0.46662295", "0.46582323", "0.46556747", "0.4645851", "0.46436915", "0.4641054", "0.46368402", "0.46360818", "0.46244696", "0.4622512", "0.4611969", "0.4608202", "0.46066445", "0.46017745", "0.4598389", "0.45896238", "0.4583942", "0.45785367", "0.4573576", "0.45727694", "0.4570574", "0.45668933", "0.45636347", "0.4563293", "0.45631722", "0.45614624", "0.45516065", "0.45461747", "0.4541196", "0.45391077", "0.45388234", "0.4531057", "0.45140085", "0.4513611" ]
0.66665775
0
Update existing or create new one
updateOrCreateOne(model, options = {}) { options.trim = _.isBoolean(options.trim) ? options.trim : true; return model .findOne({ where: options.where, transaction: options.transaction, include: options.include || model.__associations || [{ all: true }] }) .then(m => { if (m) { // Update, allow to pick specific properties to update return m .update( options.pick ? _.pick(options.defaults, options.pick) : options.trim ? _.omitBy(options.defaults, _.isUndefined) : options.defaults, { transaction: options.transaction, include: options.include || model.__associations || [{ all: true }] } ) .then(u => [u, false]); } // Create new return model .create(options.defaults, { transaction: options.transaction, include: options.include || model.__associations || [{ all: true }] }) .then(m => { return new Promise(resolve => resolve([m, true])); }); }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "async createOrUpdate () {\n\t\tif (this.existingModel) {\n\t\t\tawait this.update();\n\t\t}\n\t\telse {\n\t\t\tawait this.create();\n\t\t}\n\t}", "update(){}", "update(){}", "update(){}", "async updateOrCreate(attributes, values) {\r\n if (_.isNil(attributes)) {\r\n throw new Exception('attributes should not empty', 1000);\r\n }\r\n\r\n const item = await this.Models().findOne({\r\n where: attributes\r\n });\r\n\r\n let result;\r\n\r\n if (item) {\r\n result = await item.update(values);\r\n } else {\r\n result = await this.Models().create(values);\r\n }\r\n return result;\r\n }", "createOrUpdate(body, res) {\n if (body.id !== undefined) {\n this.update(body, res)\n } else {\n this.create(body, res);\n }\n }", "async function UpdateNew() {}", "update(id, data, params) {}", "async doUpdate () {\n\t\tif (Object.keys(this.changes).length === 0) {\n\t\t\t// nothing to save\n\t\t\treturn;\n\t\t}\n\t\t// do the update\n\t\tconst op = { $set: this.changes };\n\t\tthis.updateOp = await new ModelSaver({\n\t\t\trequest: this.request,\n\t\t\tcollection: this.collection,\n\t\t\tid: this.existingModel.id\n\t\t}).save(op);\n\t\tObject.assign(this.existingModel.attributes, this.changes);\n}", "async update ({ params, request, response }) {\n const product = await Product.find(params.id)\n const data = request.only([\n \"name\", \n \"description\", \n \"price\"\n ])\n product.merge(data)\n if (product) {\n response.status(200).json({\n success: 'Product Updated',\n data: data\n })\n await product.save()\n } else {\n response.status(304).send({ error: 'Product Not Updated' })\n }\n }", "function update(req, res, next) {\n Legend\n .findById(req.params.id)\n .then(legend => {\n if (!legend) return res.sendStatus(404).json({ message: 'Not Found' })\n legend.set(req.body) // update the properties with the data from the request // set. merges two objects together\n return legend.save()\n })\n .then(legend => legend.save()) //save is inbuilt)\n .then(legend => res.status(202).json(legend))\n .catch(next)\n}", "update(id) {\n\n }", "async function updateCourse(id) \n{\n \n // Creating an async await class to get the course by the id \n const course = await COURSE\n .findById(id); \n \n console.log(id); \n\n // if the course is empty, return a \"null\" value \n if ( !course ) return; \n\n // Changing the values \n // course.isPublished = true; \n // course.author = 'Changed Author'; \n\n course.set({\n isPublished: true, \n name: \"Python Course\", \n author: 'Mbonu Chinedu', \n price: 100.23\n }); \n\n // Saving the new changed values \n const resultOfSavedModifedCourse = await course.save();\n console.log(resultOfSavedModifedCourse); \n\n}", "async update(data) {\n\t\t\tif (data.name !== undefined) {\n\t\t\t\tthis.set('name', data.name);\n\t\t\t}\n\t\t\tif (data.alt_names !== undefined) {\n\t\t\t\tthis.set('alt_names', data.alt_names);\n\t\t\t}\n\t\t\tif (data.description !== undefined) {\n\t\t\t\tthis.set('description', data.description);\n\t\t\t}\n\t\t\tif (data.image_url !== undefined) {\n\t\t\t\tthis.set('image_url', data.image_url);\n\t\t\t}\n\t\t\tawait this.save();\n\t\t\treturn this;\n\t\t}", "function upsert(req, res) {\n if (req.body._id) {\n delete req.body._id;\n }\n return _news2.default.findOneAndUpdate({ _id: req.params.id }, req.body, { new: true, upsert: true, setDefaultsOnInsert: true, runValidators: true }).exec().then(respondWithResult(res)).catch(handleError(res));\n}", "update(puppy) {\n return http.put('/editPuppy', puppy); // pass the id??? Embedded in the puppy object\n }", "function upsert(req, res) {\n if (req.body._id) {\n delete req.body._id;\n }\n return _checkoutForm2.default.findOneAndUpdate({ _id: req.params.id }, req.body, { upsert: true, setDefaultsOnInsert: true, runValidators: true }).exec().then(respondWithResult(res)).catch(handleError(res));\n}", "function upsert(req, res) {\n if (req.body._id) {\n delete req.body._id;\n }\n return _pincode2.default.findOneAndUpdate({ _id: req.params.id }, req.body, { new: true, upsert: true, setDefaultsOnInsert: true, runValidators: true }).exec().then(respondWithResult(res)).catch(handleError(res));\n}", "async createOrUpdate(key, value) {\n let record = await this.getRecord(key);\n let newValue = this.convertValue(value);\n if (!isNone(record)) {\n record.value = newValue;\n } else {\n record = this.store.createRecord('keyvalue', {\n key: key,\n value: newValue\n });\n }\n\n record.save();\n }", "function update (kind, id, newData, userId, cb) {\n \n console.log('update('+kind+', '+id+', '+JSON.stringify(newData)+', '+userId+')');\n \n var nonIndexedFields = [];\n if (kind == 'User')\n nonIndexedFields = ['password'];\n /*\n else if (kind == 'Beacon')\n nonIndexedFields = [];\n else if (kind == 'Special')\n nonIndexedFields = [];\n else if (kind == 'Property')\n nonIndexedFields = [];\n else if (kind == 'Store')\n nonIndexedFields = [];\n else if (kind == 'Impression')\n nonIndexedFields = [];\n */\n \n if (newData.id) {\n delete newData.id; // do not save id into a non-key field\n }\n \n newData.updated_on = sys.getNow();\n newData.updated_by = userId;\n \n if (id) {\n read(kind, id, function (err, currentData) {\n if (err) {\n if (cb) {\n cb(err);\n }\n return;\n }\n \n if (!currentData.created_on) {\n currentData.created_on = sys.getNow();\n }\n if (!currentData.created_by) {\n currentData.created_by = userId;\n }\n \n for (var prop in newData) {\n if (currentData[prop] != newData[prop]) {\n currentData[prop] = newData[prop];\n }\n }\n \n if (currentData.id) {\n delete currentData.id; // do not save id into a non-key field\n }\n \n let key = ds.key([kind, parseInt(id, 10)]);\n\n const entity = {\n key: key,\n data: toDatastore(currentData, nonIndexedFields)\n };\n \n ds.save(entity, (err) => {\n if (err) {\n if (cb) {\n cb(err);\n }\n } else {\n read(kind, id, cb);\n }\n });\n });\n } else {\n \n let key = ds.key(kind);\n const entity = {\n key: key,\n data: toDatastore(newData, nonIndexedFields)\n };\n\n ds.save(entity, (err, a) => {\n // We don't know the id of the new Entity, so look up the last one to be created\n try {\n console.log('a: ' + a);\n console.log('a obj: ' + JSON.stringify(a));\n } catch (ex) {\n console.log(ex);\n }\n if (cb)\n cb(err, err ? null : newData);\n });\n }\n}", "async function update(req, res) {}", "updateOne(req, res, next) {\n const id = req.body.id;\n const data = _.pick(req.body, 'slug', 'questionType', 'question', 'answer');\n\n return Promise.resolve().then(() => {\n return StudyItemService.update(id, data);\n }).then((instance) => {\n req.setResponseCode(HTTP_STATUS_CODE.OK);\n req.setResponseBody(Util.Mongoose.toJSON(instance));\n return next();\n }).catch((e) => {\n req.setResponseError(e);\n return next();\n })\n }", "function update(req, res) {\n Profile.findByIdAndUpdate(req.params.id, req.body, {new: true})\n .then((profile) => {\n res.redirect(`/profiles/${profile._id}`)\n })\n .catch((err) => {\n console.log(err)\n res.redirect('/')\n })\n}", "async update () {\n\t\tif (this.dontSaveIfExists) {\n\t\t\t// or don't bother if the derived class says so\n\t\t\tthis.model = this.existingModel;\n\t\t\treturn;\n\t\t}\n\t\tawait this.determineChanges();\n\t\tawait this.doUpdate();\n\t}", "update(id, struct, cb){\n this.get(id, (err, data) => {\n var model = {\n ...data,\n model:struct\n }\n this.bucket.upsert(id, model, (err) => {\n cb(err, model);\n });\n });\n }", "update(objUpdate) {\n if(!objUpdate.id) return new Error('item missing id property');\n if(this.warehouse[objUpdate.id]) {\n this.warehouse[objUpdate.id] = Object.assign({}, objUpdate);\n return objUpdate;\n }\n else {\n return new Error('id not found');\n }\n }", "function ballot_updateExistingEntry(existingEntry, items, form){\n if(existingEntry.length === items.length){\n for(var i = 0; i < existingEntry.length; i++){\n gen_updateItem(existingEntry[i], items[i]);\n }\n }\n else if (existingEntry.length > items.length){\n //has image where update does not\n // update section\n gen_updateItem(existingEntry[0], items[0]);\n // update description\n gen_updateItem(existingEntry[2], items[1]);\n // update question\n gen_updateItem(existingEntry[3], items[2]);\n // leave existing image\n }\n else if (existingEntry.length < items.length){\n //does not have image where update does\n // update section\n gen_updateItem(existingEntry[0], items[0]);\n // update description\n gen_updateItem(existingEntry[1], items[2]);\n // update question\n gen_updateItem(existingEntry[3], items[3]);\n // add image and move to section\n var imageItem = gen_addItem(items[1], form);\n form.moveItem(imageItem.getIndex(), existingEntry[0].getIndex() + 1);\n }\n}", "update(add) {\r\n\t\tconst conf = _.assign({}, this.conf, add || {})\r\n\r\n this.set.title(conf)\r\n // this.set.meta(conf)\r\n\t}", "static async updatePut(req, res, next) {\n try {\n const { title, description, status, due_date } = req.body\n const [count, data] = await ToDo.update(\n { title, description, status, due_date },\n {\n where: {\n id: +req.params.id,\n UserId: +req.decoded.id,\n },\n returning: true,\n }\n )\n if (count === 0) {\n throw { status: 404 }\n } else {\n res.status(200).json(data[0])\n }\n } catch (err) {\n next(err)\n }\n }", "update(instance, {\n question, student, moderated, visible, moderatorComments, retired,\n }) {\n const docID = this.getID(instance);\n const updateData = {};\n if (question) {\n updateData.question = question;\n }\n if (student) {\n updateData.studentID = Users.getID(student);\n }\n if (_.isBoolean(moderated)) {\n updateData.moderated = moderated;\n }\n if (_.isBoolean(visible)) {\n updateData.visible = visible;\n }\n if (moderatorComments) {\n updateData.moderatorComments = moderatorComments;\n }\n if (_.isBoolean(retired)) {\n updateData.retired = retired;\n }\n this._collection.update(docID, { $set: updateData });\n }", "function update(){\n\n //create another object and copy. then delete the '_id' property of the new copy\n var forUpdate = {};\n Object.assign(forUpdate, updateModule);\n delete forUpdate._id;\n \n db.modules.update({_id: mongo.helper.toObjectID(updateModule._id)}, {$set: forUpdate}, function(err){\n if(err){\n deferred.reject(err);\n }\n else{\n deferred.resolve();\n }\n });\n }", "function update(){\n\n //create another object and copy. then delete the '_id' property of the new copy\n var forUpdate = {};\n Object.assign(forUpdate, updateModule);\n delete forUpdate._id;\n \n db.modules.update({_id: mongo.helper.toObjectID(updateModule._id)}, {$set: forUpdate}, function(err){\n if(err){\n deferred.reject(err);\n }\n else{\n deferred.resolve();\n }\n });\n }", "async update () {\n\t\t// do the update\n\t\tif (!this.ops) {\n\t\t\tthis.ops = {\n\t\t\t\t$set: this.attributes\n\t\t\t};\n\t\t\tdelete this.ops.$set.id;\n\t\t}\n\t\tthis.updateOp = await this.collection.applyOpById(\n\t\t\tthis.id,\n\t\t\tthis.ops,\n\t\t\t{ version: this.modelVersion }\n\t\t);\n\t}", "async update({ params, request, response }) {}", "update(now) {\n throw new Error('You have to implement the \"update\" method!');\n }", "update(body, res) {\n this.model.findOne({where: {id: body.id}}).then(object => {\n if (object !== null) {\n object.update(body).then(object => res.status(200).json({\n type: 'success',\n message: `updated!`,\n data: object\n }));\n } else {\n res.status(200).json({\n type: 'success',\n message: `not found!`,\n data: null\n })\n }\n }).catch(e => res.status(200).json({\n type: 'Error',\n message: e.message,\n data: e\n }));\n }", "async _upsertDoc(props) {\n const id = props.form.getValue('id');\n\n let exists = false;\n\n if (id) {\n try {\n await this._getDoc({ id });\n exists = true;\n } catch (err) {\n if (err.message === 'GraphQL error: record not found') {\n // Do nothing as record doesn't exist\n } else {\n throw err;\n }\n }\n }\n\n if (exists) {\n return this.updateDoc({ ...props, id });\n } else {\n return this.createDoc(props);\n }\n }", "function update(req, res) {\n Recipe.findByIdAndUpdate(req.params.id, req.body, { new: true })\n .then(function (recipe) {\n res.redirect(`/recipes/${recipe._id}`)\n })\n .catch(function (err) {\n console.log(err)\n res.redirect('/')\n })\n}", "function upsertData(dbName, newObj, callback) {\n db[dbName].find({\n where: {\n id: newObj.id\n }\n }).success(function (obj) {\n // if it already exists in DB \n if (obj) {\n // Get object's properties without enumerating over the prototype chain\n var keys = Object.keys(newObj);\n\n // Loop through all the exist keys of new newObj\n for (var i = 0; i < keys.length; i++) {\n obj[keys[i]] = newObj[keys[i]];\n }\n } else {\n // Build a new newObj\n obj = db[dbName].build(newObj);\n\n }\n obj.save().success(function () {\n callback();\n }).error(function (err) {\n callback(err);\n });\n\n }).error(function (err) {\n callback(err);\n });\n}", "function updateItem (itemId, itemNew) {\n return Item.findOneAndUpdate({ \"_id\": itemId}, itemNew, {upsert: false})\n}", "update(request, response) {\n console.log('request stuff', request.params, request.body);\n Resttask.findByIdAndUpdate(request.params._id, request.body, { new: true })\n .then(task => response.json(task))\n .catch(error => response.json(error));\n }", "update(request, response, next) {\n SiteModel.updateOne({title: request.params.title}, request.body,\n (error, raw) => {\n if (error) {\n return next(error);\n }\n\n SiteModel.findOne({title: request.params.title},\n (error, site) => response.json({\n site: {\n [request.params.title]: site.data\n }\n })\n );\n }\n );\n }", "async update ({ params, request, response }) {\n let { id } = params\n let material = await RawMaterial.find(id)\n //console.log(request.all())\n //request.only(['code', 'name', 'lot', 'quantity', 'unit', 'description', 'supplier', 'vat', 'purchaseOrderNo', 'unitCost', 'totalAmount', 'SKU', 'purchaseDate'])\n await material.merge(request.only(['code', 'name', 'lot', 'quantity', 'unit', 'description', 'supplier', 'vat', 'purchaseOrderNo', 'unitCost', 'totalAmount', 'SKU', 'purchaseDate']))\n return await material.save()\n \n }", "async update ({ params, request, response }) {\n const event = await Event.findOrFail(params.id)\n\n const data = request.only([\n 'title',\n 'description'\n ])\n\n event.merge(data)\n\n await event.save()\n\n return event\n }", "async update(request, response){\n const { id } = request.params;\n const { notes } = request.body;\n \n const annotation = await Annotations.findOne({ _id : id});\n\n if (notes) { /* ele so vai mexer no banco de dados se eu alterar */\n annotation.notes = notes;\n\n await annotation.save();\n }\n \n return response.json(annotation); /*mesmo eu alterando ou não,ele vai dar o retorno do annotations */\n }", "async update(req, res) {\r\n const product = await Product.findByIdAndUpdate(req.params.id, req.body, { \r\n new: true \r\n });\r\n\r\n return res.json(product);\r\n }", "function testUpdate(){\n UserModel.findByIdAndUpdate({_id:'5c016964c01b2f04cc7e514d'}, {name: 'John'}, {new: true},function(err, user){\n console.log('findByIdAndUpdate', err, user)\n })\n}", "async function update(ctx, next) {\n let incomingResources = Array.isArray(ctx.request.body) ? ctx.request.body : [ctx.request.body];\n\n let validate = db.getValidate(pluralize.singular(name));\n\n let newResources = [];\n\n for(let incomingResource of incomingResources) {\n let newResource;\n if (ctx.request.method === 'PATCH') {\n if (!incomingResource.id) {\n ctx.throw(404, \"PATCH requires id\");\n }\n let existingResource = db.getById(name, incomingResource.id);\n if (!existingResource) {\n ctx.throw(404, \"No resource with such id: \" + incomingResource.id);\n }\n newResource = Object.assign(_.cloneDeep(existingResource), incomingResource);\n } else {\n newResource = incomingResource;\n if (!newResource.id) {\n newResource.id = db.createId(name, newResource);\n }\n }\n\n if (!validate(newResource)) {\n ctx.body = {\n resource: incomingResource,\n errors: validate.errors\n };\n ctx.status = 400;\n return await next();\n }\n\n newResources.push(newResource);\n }\n\n // console.log(\"Saving\", newResources);\n\n for(let newResource of newResources) {\n let index = collection.findIndex(r => r.id == newResource.id);\n\n if (index !== -1) {\n collection.splice(index, 1, newResource);\n } else {\n collection.push(newResource);\n }\n }\n\n ctx.body = Array.isArray(ctx.request.body) ? newResources : newResources[0];\n\n await next()\n }", "update(req, res, next) {\n res.status(200).json({\n msg: 'Not implemented yet!'\n }).end()\n }", "async update({ company, position, link, description, statusId }) {\n // Same check when creating plus statusId\n if (!company || !position || !statusId) {\n // Status 422: Unprocessable Entity\n // https://developer.mozilla.org/en-US/docs/Web/HTTP/Status/422\n throw new CustomError('Company, position and status are required', 422);\n }\n try {\n // update DB\n await db.applications.update(this.id, {\n company,\n position,\n link,\n description,\n statusId,\n id: this.id,\n createdAt: this.createdAt,\n slug: this.slug,\n });\n // update instance\n this.company = company;\n this.position = position;\n this.link = link;\n this.description = description;\n this.statusId = statusId;\n } catch (error) {\n Logger.logError('Error updating application in DB', error);\n // We suppose an error with the DB\n throw new CustomError('Sorry, application could not be updated. Try again in a few moments.', 500);;\n }\n }", "async put (key, value) {\n if (!this.opened)\n throw new Error(\"still not opened\")\n return new Promise((resolve, reject) => {\n const val = JSON.stringify(value)\n this.db.query(`INSERT INTO ${this.options.table} ` +\n `(${this.options.colKey}, ${this.options.colVal}) VALUES (?, ?) ` +\n `ON DUPLICATE KEY UPDATE ${this.options.colVal} = ?;`,\n [ key, val, val ],\n (err) => {\n if (err) reject(err)\n else resolve()\n }\n )\n })\n }", "static update(request, response) {\r\n\r\n itemsModel.getById(request.body.id)\r\n .then( data => {\r\n if (data.length > 0) {\r\n\r\n //recupera do body os campos que serao atualizados na tabela\r\n const conditions = [\r\n {\r\n field: 'id',\r\n value: request.body.id\r\n },\r\n {\r\n field: 'title',\r\n value: request.body.title\r\n },\r\n {\r\n field: 'descr',\r\n value: request.body.descr\r\n },\r\n {\r\n field: 'photo',\r\n value: request.body.photo\r\n },\r\n {\r\n field: 'category',\r\n value: request.body.category\r\n },\r\n ];\r\n\r\n //chama rotina para atualizacao dos dados\r\n itemsModel.update(conditions) \r\n response.sendStatus(200);\r\n console.log('Item has been updated. ID: ', request.body.id); \r\n } else {\r\n response.sendStatus(404);\r\n console.log('Item not found. ID: ', request.body.id);\r\n }\r\n })\r\n .catch(err => {\r\n response.sendStatus(500);\r\n console.log('Error updating Item by ID: ', request.body.id, err);\r\n });\r\n \r\n }", "updateProduct(id, updatedProduct) {\n if (!id || !updatedProduct || id == undefined || updatedProduct == undefined)\n {\n return Promise.reject(\"Please valid input for your product.\\n\");\n }\n\n return products().then((productsCollection) => {\n let updatedProdcutData = {};\n\n\n if (updatedProduct.title) {\n updatedProdcutData.title = updatedProduct.title;\n }\n\n if (updatedProduct.user) {\n updatedProdcutData.user = updatedProduct.user;\n }\n\n\n if (updatedProduct.description) {\n updatedProdcutData.description = updatedProduct.description;\n }\n\n if (updatedProduct.price) {\n updatedProdcutData.price = updatedProduct.price;\n }\n\n if (updatedProduct.condition) {\n updatedProdcutData.condition = updatedProduct.condition;\n }\n\n if (updatedProduct.purchasedYear) {\n updatedProdcutData.purchasedYear = updatedProduct.purchasedYear;\n }\n\n if (updatedProduct.image) {\n updatedProdcutData.productImage = updatedProduct.image;\n }\n\n if (updatedProduct.status) {\n updatedProdcutData.status = updatedProduct.status;\n }\n\n let updateCommand = {\n $set: updatedProdcutData\n };\n return productsCollection.updateOne({ _id: id }, updateCommand).then(() => {\n return this.getProductByID(id);\n }).catch((err)=>{\n console.log(\"Error while updating product:\", err);\n });\n });\n }", "update(req, res) {\n const { index } = req.params\n const newResource = req.body\n \n if (!isValidIndex(index)) {\n return res.status(HTTP_NOT_FOUND).send()\n }\n \n simpleDatabase.splice(index, 1, newResource)\n\n return res.status(HTTP_OK).json(newResource)\n }", "async function updateBook(id) {\n const book = await Book.findById(id);\n if (!book) return;\n\n // method 1\n // book.isPublished = true;\n // book.author = 'Another Author';\n\n // method 2 -- use set()\n book.set({\n isPublished: false,\n author: 'Another Author'\n });\n\n const result = await book.save();\n console.log(result);\n}", "async update (req, res, id) {\n throw new Error('update: Implementation Missing!')\n }", "async update (req, h) {\n\n const dog = await Dog.findById(req.params.id);\n\n if (!dog) return Boom.notFound('Dog not found', {\n id: req.params.id,\n });\n\n dog.set({\n name: req.payload.name,\n breed: req.payload.breed,\n age: req.payload.age,\n image: req.payload.image\n });\n return dog.save().then((product, err) => {\n if (err) return Boom.badRequest(err)\n console.log('err ', err);\n console.log('dog', dog);\n return { message: 'Dog data updated successfully', dog: dog };\n });\n }", "async update(req, res) {\n try {\n const aluno = await _Aluno2.default.findByPk(req.params.id);\n if (!aluno) {\n return res.status(400).json({\n errors: ['Aluno não existe'],\n });\n }\n\n const upAluno = await aluno.update(req.body);\n\n const {\n id, nome, sobrenome, email, idade, peso, altura,\n } = upAluno;\n\n return res.json({\n id, nome, sobrenome, email, idade, peso, altura,\n });\n } catch (e) {\n return res.status(400).json({\n errors: e.errors.map((err) => err.message),\n });\n }\n }", "update(id, user) {\n return 1;\n }", "async function updatecourse(id){\r\n const course= await Course.findById(id);\r\n \r\n if(!course) return;\r\n\r\n course.isPublished=true;\r\n course.author='meghana';\r\n\r\n const result= await course.save();\r\n console.log(result)\r\n\r\n //OR\r\n // course.set({\r\n // isPublished:true,\r\n // author:'meghana'\r\n // });\r\n\r\n}", "async updateOrInsertObject(collection, obj) {\n if (this.toggleAPISpinner(true)) {\n return undefined;\n }\n return await this.handleApiResult(this.getServerInstance().promiseTimeout(this.getServerInstance().patchInCollection(collection, obj, true)));\n }", "async function update(id,data){\n const slider = await findById(id);\n Object.assign(slider,data);\n\n return slider.save();\n}", "save() {\n const db = getDb();\n let dbOperation;\n\n // if 'this._id', the resource already exists, then we gonna update\n if(this._id) {\n dbOperation = db.collection('tasks').updateOne(\n { _id: this._id },\n { $set: {\n description: this.description,\n dueDate: this.dueDate,\n conclusionDate: this.conclusionDate,\n comments: this.comments\n } \n }\n );\n\n // if not 'this._id', we gonna create\n } else {\n dbOperation = db.collection('tasks').insertOne(this);\n }\n\n return dbOperation;\n }", "async function upsert(model, req, res) {\n // req.body.UpdatedById = req.user.id;\n\n if (Array.isArray(req.body)) {\n /*\n Bulk Insert / Update\n */\n if (req.body.length === 0) {\n handleResult(Promise.resolve([]), res);\n } else if (\"id\" in req.body[0]) {\n const records = req.body.map(body => {\n\n // Remove id from update and set where clause.\n const id = body.id;\n delete body.id;\n\n return db.models[model].update(body, {\n where: {\n id\n }\n });\n });\n handleResult(Promise.all(records), res);\n } else if (model === \"Fields\") {\n // If there are fields that don't have an Id we also want to create associated custom fields\n const records = req.body.map(field => {\n field.CustomField = {source_table: null, source_field: null, notes: null};\n return db.models[model].create(field, {\n include: [\"CustomField\"]\n });\n });\n handleResult(Promise.all(records), res);\n } else {\n const options = {\n individualHooks: true\n };\n handleResult(db.models[model].bulkCreate(req.body, options), res);\n }\n } else if (req.body.id) {\n /*\n Single Update\n */\n const record = req.body;\n const id = req.body.id;\n delete record.id;\n\n logger.info(`Updating single ${model}`);\n handleResult(\n db.models[model].update(record, {\n where: {\n id\n }\n }),\n res\n );\n } else {\n /*\n Single Insert\n */\n handleResult(db.models[model].create(req.body), res);\n }\n}", "async update({ request }) {\n /*\n const data = request.only([\n 'profile', 'unidade', 'carteira', 'rules', 'restritivo', 'posicional'\n ])\n console.log(data)\n const profile = await Profile.find(params.id)\n \n profile.merge(data)\n await profile.save()\n \n return profile */\n const data = request.body\n const profile = await Profile.find(data.id)\n\n if (!profile) {\n\n return (\n\n response.status(404),\n Message.messageNotFound('Perfil não encontrado')\n\n )\n }\n\n profile.merge(data)\n await profile.save()\n\n return (\n\n response.status(200),\n Message.messageOk('Perfil atualizado com sucesso')\n\n )\n\n }", "updateOne(query, updateObj) {\n return this.findById(query)\n .then((doc) => {\n if (doc) {\n return doc.update(updateObj).exec();\n }\n else {\n return Promise.reject(\"document not found\");\n }\n });\n }", "update(updater) {\n if (typeof updater === \"function\") {\n this.data = updater(this.data);\n } else {\n this.data = Object.assign({}, this.data, updater);\n }\n\n this.persist();\n }", "update(announcementId, announcementJson) {\n return new Promise((resolve, reject) => {\n Announcement.findOrCreate({\n where: {\n announcementId: announcementId,\n deleted: null\n },\n defaults: announcementJson\n })\n .spread((announcement, created) => {\n if (!created) {\n announcement.updated = new Date();\n announcement.updatedBy = 0;\n\n for (let key in announcementJson) {\n if (announcementJson.hasOwnProperty(key) &&\n key !== 'announcementId' &&\n announcement[key] !== announcementJson[key]) {\n\n announcement[key] = announcementJson[key];\n }\n }\n\n announcement.save()\n .then(announcement => resolve(announcement))\n .catch(error => reject(self.logError(error)));\n }\n })\n .catch(error => reject(error));\n });\n }", "updateOrAddRow(index, data){\n\t\tvar row = this.rowManager.findRow(index);\n\t\t\n\t\tthis.initGuard();\n\t\t\n\t\tif(typeof data === \"string\"){\n\t\t\tdata = JSON.parse(data);\n\t\t}\n\t\t\n\t\tif(row){\n\t\t\treturn row.updateData(data)\n\t\t\t\t.then(()=>{\n\t\t\t\t\treturn row.getComponent();\n\t\t\t\t});\n\t\t}else{\n\t\t\treturn this.rowManager.addRows(data)\n\t\t\t\t.then((rows)=>{\n\t\t\t\t\treturn rows[0].getComponent();\n\t\t\t\t});\n\t\t}\n\t}", "async update({request, response, params: {id}}) {\n\n const name = await nameService.findNameBy('id', id);\n\n if (name) {\n name.status = request.input('status')\n console.log(name)\n name.save()\n\n return response.status(200).send({\n status: 200,\n message: \"name updated\"\n })\n }\n else{\n return response.status(400).send({\n status: 400,\n message: \"invalid name id\"\n })\n }\n }", "async update(sourceFile, data){\n const existing = this._storage.getItem(this._key(sourceFile));\n\n if (existing){\n const cmd = JSON.parse(existing);\n if (cmd.type === SourceChange.CREATE || cmd.type == SourceChange.UPDATE){\n // For CREATE, we retain the original info, and ONLY update the data\n // (as though it had been created with this data originally)\n cmd.timestamp = Date.now();\n this._put(sourceFile, cmd);\n this._putData(sourceFile, data);\n } else if (cmd.type === SourceChange.MOVE){\n // TODO promote to UPDATE with new path?\n throw 'TODO: update move';\n } else {\n throw cmd.type;\n }\n } else {\n const cmd = {timestamp: Date.now(), file: sourceFile.simple, type:SourceChange.UPDATE};\n this._put(sourceFile, cmd);\n this._putData(sourceFile, data);\n }\n }", "updateThought({ params, body }, res) {\n Thought.findOneAndUpdate({ _id: params.id }, body, { new: true })\n //Setting new: true we are telling Mongoose to return the new version of the document\n .then(dbThoughtData => {\n if (!dbThoughtData) {\n res.status(404).json({ message: 'No thought found with this id!' });\n return;\n }\n res.json(dbThoughtData);\n })\n .catch(err => res.status(400).json(err));\n }", "async update({ params, request, response }) {\n }", "update(idOrObj, resource, opts = {}) {\n return this._updateResource(idOrObj, resource, opts);\n }", "update(newData: Object) {\n this.dbUpdater.checkOkToUpdate();\n\n if (!this.db.transactionIsValid(newData)) {\n throw \"invalid transaction\";\n }\n\n if (newData.guid) {\n if (newData.guid != this.data.guid) {\n throw \"Cannot change transaction GUID.\";\n }\n } else {\n // Specifying GUID in new data is not necessary.\n // TODO: should we extend this to all properties; ie. automatically merge\n // and remove properties with {property: null}?\n newData.guid = this.data.guid;\n }\n\n let oldDate = this.data.date;\n let oldByTimeKey = this._byTimeKey();\n\n // Validation complete, commit change.\n\n Object.freeze(newData);\n this.data = newData;\n\n this.db.atomic(() => {\n if (oldDate != newData.date) {\n this.db.transactionsByTime.delete(oldByTimeKey);\n this.db.transactionsByTime.add(this._byTimeKey(), this);\n }\n\n this._subtractEntries(oldDate);\n this._createEntries(true);\n this.dbUpdater.update();\n });\n }", "findOneAndUpdate(query={}, data) {\n // get the collection and find the matching records using sift\n const collection = this.getCollection();\n const record = sift(query, collection)[0];\n // update the records with the new data, then validate\n Object.assign(record, data);\n return this.validate(record)\n .then(() => {\n // once updated data is validated, persist to localStorage and return the updated records\n this.setCollection(collection);\n return record;\n });\n }", "editPerson(req, res, next){\n Person.findOneAndUpdate({\n firstname: req.params.firstname\n },\n { $set: { firstname: req.body.firstname }},\n { upsert: true },\n function(err, person){\n if(err){\n console.log(\"error occured\");\n console.log(err);\n } else {\n console.log(person);\n res.send(person);\n }\n });\n }", "update(req, res) {\n if (!req.body.title || req.body.title === ''\n || !req.body.content || req.body.content === '') {\n res.send({ message: 'Both fields are required' });\n } else {\n Document.findOne({ where: { id: req.params.id } })\n .then((document) => {\n if (!document) {\n res.status(404).send({ message: 'Document could not be found!' });\n } else if (document.userId !== req.decoded.id) {\n res.status(401).send({ message: 'You can only update documents you own!' });\n } else {\n document.updateAttributes({\n title: req.body.title || document.title,\n content: req.body.content || document.content,\n }).then(() => {\n res.status(200).send({ message: 'Your document was successfully updated!' });\n });\n }\n });\n }\n }", "async update (req, res, Model, updateStruct) {\n try {\n const result = await Model.update(\n updateStruct.update, {\n where: updateStruct.where\n }\n )\n if (result[0] === 0) {\n throw new Error('Ressource was not found')\n }\n // 200 OK\n return res.status(200).send({\n message: 'Ressource successfully updated'\n })\n } catch (err) {\n // 409 Conflict\n return res.status(409).send({\n error: 'Already taken'\n })\n }\n }", "async putDessert(req,res){\r\n const {id} = req.params;\r\n const {name,ingredients,price,offer,portion,img} = req.body;\r\n const update = {};\r\n if(name) update.name = name;\r\n if(ingredients) update.ingredients = ingredients;\r\n if(price) update.price = price;\r\n if(offer) update.offer = offer;\r\n if(portion) update.portion = portion;\r\n if(img) update.img = img;\r\n\r\n const updateDessert = await Dessert.updateOne(\r\n {\"_id\": id}\r\n , update );\r\n if(updateDessert.n){//n == numero de documentos modificados\r\n return res.status(200).json({ok: true})\r\n }else{\r\n return res.status(404).json({error: \"Dessert not found\"});\r\n } \r\n }", "async update() {}", "updateProperty(req,res){\n const property = propertys.find(ad => ad.id === parseInt(req.params.id))\n if(!property) return res.status(404).send({error:404, message:'property not found'})\n property.price = req.body.price,\n property.type = req.body.type,\n res.status(201).send({message: 'success', property})\n \n}", "updateCreate (state, payload) {\n // like update, but creates the object at location if it doesn't exist\n // basically like create w/o the checker\n // USE THIS SPARINGLY, most likely a state obj doesn't exist b/c of typo or race condition\n // if(!silent)\n // debug('Store.updateCreate', 'Creating', payload, state)\n console.log('UPDATECREATE', payload)\n\n // iterator \n Object.keys(payload).map((name, i) => {\n // const value = Object.values(payload)[0]\n // preserve things like functions, not just data w/ object.create\n state[name] = payload[name]\n })\n\n // single object\n // const name = Object.keys(payload)[0]\n // const value = Object.values(payload)[0]\n // state[name] = value\n }", "async update(req, resp) {\n try {\n const { name, id } = req.body;\n\n const updateID = await Dev.findByIdAndUpdate(\n req.params.id,\n req.body,\n {\n new: true,\n }\n );\n\n if (!updateID) {\n return resp\n .status(404)\n .json(`O usuario: ${req.body.name}, ID: ${id} não foi encontrado`)\n .send(req.body);\n } else {\n return resp\n .status(200)\n .json(\n `O usuario: ${name},ID ${id} foi atualizado com sucesso`\n )\n .send(req.body);\n }\n } catch (err) {}\n return resp.status(500).json(err);\n }", "async save(isCreated){\n \n let sql = '';\n // insert\n if(isCreated){\n \n sql = `INSERT INTO ${this.tableName} (tenTheLoai,moTa) VALUES ('${this.columns.tenTheLoai}','${this.columns.moTa}')`;\n try {\n let results = await database.excute(sql);\n this.id = results.insertId;\n } catch (error) {\n throw error;\n }\n }\n\n // update\n else{\n sql = `UPDATE ${this.tableName} SET moTa='${this.columns.moTa}',tenTheLoai='${this.columns.tenTheLoai}' `+\n `WHERE id = ${this.id}`;\n try {\n let rs = await database.excute(sql);\n this.id = rs.id; \n } catch (error) {\n throw error;\n }\n }\n }", "async function update(req, res, next) {\n try {\n const {\n name, createdDate, money, note,\n } = req.body;\n\n // eslint-disable-next-line prefer-destructuring\n const importStock = req.importStock;\n importStock.name = name;\n importStock.createdDate = createdDate;\n importStock.money = money;\n importStock.note = note;\n\n return importStock\n .save()\n .then(async (result) => {\n res.json(result);\n })\n .catch((err) => {\n next(err);\n });\n } catch (e) {\n next(e);\n }\n}", "admin_update (req, res) {\n ConfigModel.findOneAndUpdate({\"_id\" : req.body._id}, req.body, {upsert:false, new:true},function (err, resData) {\n if (err) return res.json({resStatus:'error', msg : AppMessages.SERVER_ERR});\n return res.json({resStatus:'success', msg :'Update Successfull',result: resData});\n });\n }", "async update({ params, request, response }) {\n }", "static update({ id, name, phone, email, sex }) {\r\n return new Promise(async resolve => {\r\n try {\r\n \r\n if( !ObjectID.isValid( id )){\r\n return resolve({ error : true , message : 'params_invalid' });\r\n }\r\n let listUser = await USER_COLL.findByIdAndUpdate( id, {\r\n name, phone, email, sex\r\n }\r\n ,{\r\n new: true\r\n });\r\n \r\n if(!listUser){\r\n return resolve({error: true, message:'cannot_update_list'});\r\n }\r\n return resolve({error: false, message:'update_data_success', data: listUser});\r\n\r\n\r\n } catch (error) {\r\n return resolve({ error: true, message: error.message });\r\n }\r\n })\r\n}", "update() {\n this.checkOkToUpdate();\n\n if (true) {\n let key = DB._getDbKey(this.obj.toModel(), this.collection);\n\n if (key != this.key) {\n console.log(\"Old key: \", this.key, \"New key: \", key);\n throw \"Update should not change key!\";\n }\n }\n\n if (this.state == ObjectStates.COMMITTED) {\n this.state = ObjectStates.UPDATE_PENDING;\n this.db._addDirty(this, this.collection);\n }\n }", "update(object) { \n debug('update', object);\n return this._doPut(this._singleResourceURI(object.uid), object);\n }", "static updateArticle(idToUpdatePassedIn, articleDataToUpdatePassedIn) {\n\n /* NEW 20180623-1031\n In Edit/Update, ADD NEW PHOTO(s)...\n */\n\n\n console.log('SUPER-DUPER-OOFFAA ******** articleDataToUpdatePassedIn ', articleDataToUpdatePassedIn)\n /* UPDATE: I see Title and URL ... Now time to add the Photos Filenames Array. :o)\n {articleTitle_name: \"Trump’s WAYZO Gots to go 3345 Twice BAZZARRO We L…CIENT Fuel Efficiency Rollbacks Will Hurt Drivers\", articleUrl_name: \"https://www.nytimes.com/2018/05/11/opinion/trump-fuel-efficiency-rollbacks.html\"}\n\n\n ?\n Why only Title field?\n articleDataToUpdatePassedIn {articleTitle_name: \"Mueller EDIT Plans to Wrap Up Obstruction Inquiry Into Trump by Sept. 1, Giuliani Says\"}\n */\n\n\n /* Notes:\n 1. I tried this two ways:\n - UPDATE()\n - FINDBYIDANDUPDATE() << Preferred, for this use case\n\n Mongoose Model.update - this did work\n But, this is for having NO Document Returned.\n http://mongoosejs.com/docs/documents.html\n \"If we don't need the document returned in our application and merely want to update a property in the database directly, Model#update is right for us...\"\n\n So, I need another choice:\n http://mongoosejs.com/docs/api.html#findbyidandupdate_findByIdAndUpdate\n */\n // NEW. Let's (what the hell) update the URL, too. hey.\n /*\n Huh. Did na work.\n boo-hoo.\n What (the h.) is URL here, anyhoo?\n */\n console.log('******** articleDataToUpdatePassedIn.articleUrl_name ', articleDataToUpdatePassedIn.articleUrl_name)\n console.log('******** articleDataToUpdatePassedIn.articleTitle_name ', articleDataToUpdatePassedIn.articleTitle_name)\n\n console.log('******** articleDataToUpdatePassedIn.articlePhotos_name ', articleDataToUpdatePassedIn.articlePhotos_name)\n\n /* 20180628-0740\n Boys and girls, we are going to try to NIP this bad boy,\n right here in the B-U-D. Whoa.\n\n O.M.G. It Worked.\n Goodness Griefiness.\n wswhooohhhhwwhh (sound, breath, exhalation, all that)\n\nIN SUM - YAH, WE DID NEED TO DO ANOTHER JSON.stringify()\nOF THAT CRAZY SIMPLE ARRAY OF STRINGS\nBEFORE SENDING IT TO MONGOOSE / MONGO\nFOR WHATEVER THE HELL IT IS THEy DO\nIN TERMS OF STORING THIS AWAY.\nYEESH.\nAnd as a further comment: when you JSON.stringify()\nthis sort of thing, and then you debug either using\nconsole.log(), OR using debugging in Chrome DevTools,\nyou do ***NOT*** get to \"see\" what it looks like.\nYou always see:\n[ \"asdf\", \"qwer\" ]\nYou do NOT get to see (what actually lands in the database):\n[ '[\"asdf\", \"qwer\"] ' ]\nNOR (same thing):\n[ \"[\\\"asdf\\\", \\\"qwer\\\"]\" ]\n\nJESUS H. CHRIST.\n\n Relevant console explorations:\n In sum: yeah, parsing then stringifying then parsing again ...\n ... it WORKS. Lessee if it'll do that Magic for ME\n ============\n var p5 = \" [ \\\"asdf\\\", \\\"qwer\\\" ] \"\n undefined\n var p6 = JSON.parse(p5)\n undefined\n p6\n Array [ \"asdf\", \"qwer\" ]\n ...\n p6\n Array [ \"asdf\", \"qwer\" ]\n p13 = JSON.parse(p6)\n SyntaxError: JSON.parse: unexpected character at line 1 column 1 of the JSON data[Learn More] debugger eval code:1:7\n p14 = JSON.stringify(p6) <<<<< THE MAGIC PART\n \"[\\\"asdf\\\",\\\"qwer\\\"]\"\n p14\n \"[\\\"asdf\\\",\\\"qwer\\\"]\"\n var p15 = JSON.parse(p14)\n undefined\n p15\n Array [ \"asdf\", \"qwer\" ]\n ============\n */\n\n var theLateGreatWhatTheHell = JSON.stringify(articleDataToUpdatePassedIn.articlePhotos_name); // << YES !!!\n console.log('******** theLateGreatWhatTheHell (JSON.stringify(articleDataToUpdatePassedIn.articlePhotos_name) ', theLateGreatWhatTheHell);\n/*\nNote that the \"console.log()\" nonsense does ***NOT*** show us what this thing\n***TRULY*** is. :o(\n* ******** theLateGreatWhatTheHell (JSON.stringify(articleDataToUpdatePassedIn.articlePhotos_name) [\"sometimes__1530187445867_27vid-trump-kennedy-1-thumbLarge.jpg\",\"sometimes__1530187445870_28midterm_xp-superJumbo.jpg\",\"sometimes__1530188021581_00republicans1-jumbo-v3.jpg\"]\n*\n*\n* WHAT IS IN THE (G.D.) DATABASE (which is correct and right and good):\n* \"articlePhotos\" : [ \"[\\\"sometimes__1530187445867_27vid-trump-kennedy-1-thumbLarge.jpg\\\",\\\"sometimes__1530187445870_28midterm_xp-superJumbo.jpg\\\",\\\"sometimes__1530188021581_00republicans1-jumbo-v3.jpg\\\"]\" ],\n */\n\n\n return articleModelHereInService.findByIdAndUpdate(\n {_id: idToUpdatePassedIn},\n { $set:\n {\n articleTitle: articleDataToUpdatePassedIn.articleTitle_name,\n articleUrl: articleDataToUpdatePassedIn.articleUrl_name,\n // articlePhotos: articleDataToUpdatePassedIn.articlePhotos_name, // << NO !!\n articlePhotos: theLateGreatWhatTheHell, // << YES!!!\n }\n },\n { new: true } // Gets you the NEW, just-edited doc (not the orig one)\n )\n .then(\n (whatIGot) => {\n console.log('articleService. Update. then() whatIGot: ', whatIGot)\n /* .update()\n Not the document. Returns a Mongo transaction report.\n {n: 1, nModified: 1, opTime: {…}, electionId: ObjectID, ok: 1}\n */\n\n /* .findByIdAndUpdate()\n model {$__: InternalCache, isNew: false, errors: undefined, _doc: {…}, $init: true}\n */\n\n /* Note / Question\n Here on the returned Model, I find a property '._doc' which does contain my document. Returning this does work.\n But:\n 1)What does that underscore naming convention mean?\n 2) Am I doing this the correct way, to get the data I need?\n 3) Does the returned Model expose some other way to get the document it is holding, than grabbing it off this '._doc' property?\n Feel like I'm missing something.\n But, this is working.\n */\n /* 2018-05-02 Web \"Office Hours\" with Mike Hilborn\n Looks like all is O.K. re: the above questioning, wondering:\n\n \"@William: Underscore notation signifies an internal property of Mongoose model, similar to \"_id\".\"\n \"@William: The \"_doc\" is a pointer to the document object and its properties, so, yeah, feel free to use it to access properties.\"\n\n */\n console.log('articleService. Update. then() whatIGot._doc: ', whatIGot._doc)\n return whatIGot._doc\n }\n )\n .catch((err) => console.log('Service. Update. Catch. err: ', err))\n }", "function updateObject(object, key, value) {\n//I-object, key, and value\n//O-update key on object with new value\n//C-\n//E-if key does not exist, create it\nobject[key] = value;\nreturn object;\n}", "function update(id, data, cb){\n\t\tvar key;\n\t if (id) {\n\t key = ds.key([kind, parseInt(id, 10)]);\n\t } else {\n\t key = ds.key(kind);\n\t }\n\n\t var entity = {\n\t key: key,\n\t data: toDatastore(data, ['description', 'address', 'schedule','latitude', 'longitude', 'logo_url'])\n\t };\n\n\t ds.save(\n\t entity,\n\t function(err) {\n\t data.id = entity.key.id;\n\t cb(err, err ? null : data);\n\t }\n\t );\n\t}", "_update(type, mapper) {\r\n return (props) => this.postCore({\r\n body: jsS(extend(metadata(type), props)),\r\n headers: {\r\n \"X-HTTP-Method\": \"MERGE\",\r\n },\r\n }).then((d) => mapper(d, props));\r\n }", "async function userUpdate(req, res, next) {\n const userId = req.params.id\n try {\n const userToUpdate = await User.findById(userId)\n if (!userToUpdate) throw new Error(notFound)\n\n\n if (!userToUpdate.equals(req.currentUser._id)) throw new Error(unauthorized)\n\n Object.assign(userToUpdate, req.body)\n await userToUpdate.save()\n\n res.status(202).json(userToUpdate)\n } catch (err) {\n next(err)\n }\n}", "updatePizza({ params, body }, res) {\n // The new: true parameter is to ensure that mongoose returns the new document rather than the old non-updated one \n // validators are generally only run when data is created for a document, not when its updated, so we run validators here. \n Pizza.findOneAndUpdate({ _id: params.id }, \n body, { new: true, runValidators: true })\n .then(dbPizzaData => {\n dbPizzaData ?\n res.json(dbPizzaData) :\n res.status(404).json({ message: 'No pizza found with this id! ' });\n })\n .catch(err => res.status(400).json(err));\n }", "function update(article) {\n return db.put(article);\n }", "updateRecord(recordId: number, newRecord: Object) {\n // Asserting all values in record are valid\n if (!this._assertRecordValid(newRecord)) {\n return\n }\n\n // Retrieving old record\n let oldRecord: Object = this.crudStore.getData().get(recordId)\n\n // Iterating over the new record to update and setting the invisible fields\n // value's so that they cannot change since invisible fields are not editable\n // in any circumstance\n for (let field: any of (this.crudStore.getSchema(): List<Object>)) {\n // Asserting current field invisible, if yes saving the old value\n if (field.invisible) {\n newRecord[field.id] = oldRecord[field.id]\n }\n }\n \n // Asserting store is a server store\n if (this.crudStore.type === 'server') {\n // Executing record update action to server\n this.crudStore.executeServerDatabaseAction('update', newRecord)\n }\n else {\n // Updating record in temporary store\n this.crudStore.setData(this.crudStore.getData().set(recordId, newRecord));\n }\n }", "update(t) {}" ]
[ "0.704616", "0.69436896", "0.69436896", "0.69436896", "0.65122974", "0.65026706", "0.64997345", "0.60498565", "0.60300636", "0.59927803", "0.5979256", "0.5964982", "0.59298563", "0.5907579", "0.58401155", "0.58383244", "0.58162785", "0.57926124", "0.5780542", "0.5776451", "0.57754207", "0.57590204", "0.5752701", "0.5748434", "0.57427895", "0.5741843", "0.5739826", "0.5737203", "0.5731961", "0.5706255", "0.56986326", "0.56986326", "0.56794006", "0.56788105", "0.5655448", "0.5651257", "0.5639025", "0.56315786", "0.5628691", "0.56227005", "0.5618159", "0.5606546", "0.5594455", "0.5594224", "0.55744946", "0.5574266", "0.5572296", "0.5567621", "0.5559399", "0.55517006", "0.5548458", "0.55374116", "0.55342567", "0.5527894", "0.55274314", "0.5525996", "0.5514939", "0.5504721", "0.5498231", "0.5492886", "0.5491913", "0.5491366", "0.54901224", "0.54872775", "0.54865533", "0.54795915", "0.5477481", "0.5474081", "0.5470653", "0.5468916", "0.5466681", "0.54647195", "0.5463812", "0.54633", "0.5462481", "0.54608524", "0.5460241", "0.54553", "0.54540616", "0.54466075", "0.5445522", "0.54448366", "0.544406", "0.54378664", "0.54323184", "0.54298884", "0.54298884", "0.5428875", "0.5419849", "0.541978", "0.541509", "0.5412662", "0.5412122", "0.54116404", "0.5407066", "0.54018134", "0.5400915", "0.5395191", "0.5387182", "0.5383355" ]
0.57128614
29
Update only, a wrapper to make it easy to use the other methods here with similar function signature.
updateOnly(model, options = {}) { return model .update( options.pick ? _.pick(options.defaults, options.pick) : options.trim ? _.omitBy(options.defaults, _.isUndefined) : options.defaults, { where: options.where, transaction: options.transaction, // This throws and error and should not be needed for updates. include: undefined } ) .then(() => { // Just returns number of rows updated return [options.defaults, false]; }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function update() {}", "function update() {\n // ... no implementation required\n }", "_update() {\n }", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update(){}", "update(){}", "update(){}", "update () {}", "update() {\n return update.call(this);\n }", "updated() {}", "update()\n\t{ \n\t\tthrow new Error(\"update() method not implemented\");\n\t}", "async update() {}", "update()\n {\n \n }", "function update() {\n\t\t\n\t}", "update() {\n throw new Error(\"Not Implemented\");\n }", "function update() {\n \n}", "update(now) {\n throw new Error('You have to implement the \"update\" method!');\n }", "enableUpdating(_requestedUpdate) {\n }", "function update()\n{\n\n}", "update() {\n // ...\n }", "function updateroster() {\n\n}", "update() { }", "update() { }", "update(t) {}", "update() {\n \n }", "function update() {\n // Don't delete this function!\n}", "update() {\n // Subclasses should override\n }", "async update({ params, request, response }) {\n }", "update() {\n }", "update() {\n }", "update() {\n }", "update(...props) {\n if (this.onUpdate && this._) {\n return this.onUpdate(...props);\n }\n }", "async update() {\n throw new Error(\"Operation not supported.\");\n }", "async update({ params, request, response }) {\n }", "update() {\n }", "update() {\n }", "_update() {\n if (!this.opts.directUse) {\n throw MonteError.UnimplementedMethod('Update', '_update');\n }\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "async update ({ params, request, response }) {\n }", "function update() {\n\n // Don't delete this function!\n\n}", "update(id) {\n\n }", "function update() {\n\t\n\n\n\n}", "update(){\n }", "update(){\n }", "async update({ params, request, response }) {}", "update () {\n }", "update(delta) {}", "update(){\n\n }", "function update(data) {\n console.log('+++ TODO');\n }", "update(updater) {\n if (typeof updater === \"function\") {\n this.data = updater(this.data);\n } else {\n this.data = Object.assign({}, this.data, updater);\n }\n\n this.persist();\n }", "update(req, res, next) {\n res.status(200).json({\n msg: 'Not implemented yet!'\n }).end()\n }", "updateToAll() {}", "refreshUpdateStatus() {}", "update() {\r\n throw new Error('must be set in subclass');\r\n }", "onUpdate(cb) {\n if (typeof cb === \"function\") {\n this._onUpdate = cb;\n }\n }", "update () {\n\n\n }", "function Update() {}", "setUpdates (fns) {\n this._updates = fns;\n }", "update(data) {\n this.data = data || this.data;\n this._updateID++;\n }", "function update() {\n switch (x) {\n case 'help': return help(cmd, x);\n case 'history': return history(cmd, x);\n case 'reset': return reset(cmd);\n case 'reset -a': return window.localStorage.removeItem('itemKey');\n case 'cv': return cv(cmd, x);\n case 'cv --json': return cvjson(cmd, x);\n case 'q':\n case 'quit': return quit(cmd, x);\n default: return unexisting(cmd, x);\n }\n }", "function update() {\n \n \n}", "update(startingData) {}", "requestUpdateInternal(name,oldValue,options){let shouldRequestUpdate=true;// If we have a property key, perform property update steps.\nif(name!==undefined){const ctor=this.constructor;options=options||ctor.getPropertyOptions(name);if(ctor._valueHasChanged(this[name],oldValue,options.hasChanged)){if(!this._changedProperties.has(name)){this._changedProperties.set(name,oldValue);}// Add to reflecting properties set.\n// Note, it's important that every change has a chance to add the\n// property to `_reflectingProperties`. This ensures setting\n// attribute + property reflects correctly.\nif(options.reflect===true&&!(this._updateState&STATE_IS_REFLECTING_TO_PROPERTY)){if(this._reflectingProperties===undefined){this._reflectingProperties=new Map();}this._reflectingProperties.set(name,options);}}else {// Abort the request if the property should not be considered changed.\nshouldRequestUpdate=false;}}if(!this._hasRequestedUpdate&&shouldRequestUpdate){this._updatePromise=this._enqueueUpdate();}}", "update(...args) {\n this.__notify(EV.BEFORE_UPDATE);\n this._update(...args);\n this.__notify(EV.UPDATED);\n }", "update () {\n\n\n\n }", "update() {\n this.forceUpdate();\n }", "update() {\n this.forceUpdate();\n }", "function refresh(){\n setUpdate(!update)\n }", "update(id, data, params) {}", "function Update (obj) {\n return function update (state, ev) {\n var fn = obj[Ev.type(ev)];\n return fn(state[Ev.type(ev)], Ev.data(ev));\n };\n}", "function update(a){a.vglUpdate&&a.vglUpdate()}", "updated(){\n console.log('Updated');\n }", "update() {\n BaseState.update.call(this);\n }", "updated(_changedProperties) { }" ]
[ "0.80793446", "0.78525496", "0.78058296", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7677351", "0.7506222", "0.7506222", "0.7506222", "0.74616206", "0.74603385", "0.73723996", "0.72999024", "0.7264492", "0.72628", "0.72114533", "0.71828204", "0.71781087", "0.7156486", "0.7154867", "0.7133304", "0.71146184", "0.7102096", "0.706534", "0.706534", "0.70608157", "0.7059134", "0.70476156", "0.70041656", "0.6992318", "0.69873947", "0.69873947", "0.69873947", "0.6969513", "0.6964876", "0.69490516", "0.69305897", "0.69305897", "0.69284487", "0.6926878", "0.6926878", "0.6926878", "0.6926878", "0.6926878", "0.6926878", "0.6926878", "0.692015", "0.692015", "0.692015", "0.692015", "0.692015", "0.692015", "0.692015", "0.6900733", "0.6900733", "0.6900733", "0.6900733", "0.6900733", "0.6900733", "0.6900733", "0.6847382", "0.6818632", "0.67887074", "0.6785913", "0.6785913", "0.6747826", "0.67210644", "0.6693505", "0.66437685", "0.661098", "0.6581874", "0.65788054", "0.65753025", "0.64764464", "0.64718527", "0.6468184", "0.64668393", "0.64584386", "0.6453713", "0.64011884", "0.64009774", "0.63874805", "0.6371207", "0.63426024", "0.63150805", "0.63093734", "0.6300349", "0.6300349", "0.6286194", "0.6283952", "0.62729377", "0.6272589", "0.6253161", "0.6243959", "0.62432605" ]
0.0
-1
A findOne that uses a cache
findOneCached(model, options, cache = true) { this.findOneCache = this.findOneCache || {}; let requestId = this.hash(options); if (cache && this.findOneCache[requestId]) { //debug('findOne cache used'); return new Promise(resolve => resolve(this.findOneCache[requestId])); } return model.findOne(options).then(response => { this.findOneCache[requestId] = response; return new Promise(resolve => resolve(this.findOneCache[requestId])); }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "findOneBy(collection, filter) {\n const results = this.db.get(collection).filter(filter).value();\n return results[0];\n }", "async findOne() {\n // Call internally stored DB API to return one model matching self query\n return await this._db.findOne(this._Model, this);\n }", "findOne(options = {}) {\n return this.find(options).then((r) => r[0] || null);\n }", "static $findOne(condition){\n\t\treturn this.$find(condition).then((found) => {\n\t\t\treturn Promise.resolve(found.shift())\n\t\t})\n\t}", "static findOne() {\n if (!this.collection) {\n console.info(`The class ${this.name} does not have any collection.`);\n return;\n }\n var args = arguments;\n args[0] = _.extend(args[0] || {}, {bundle: this.bundle});\n return this.collection.findOne.apply(this.collection, args);\n }", "async first() {\r\n let params = {\r\n where: this.getWheres(),\r\n include: this.getIncludes(),\r\n order: this.getOrders()\r\n };\r\n\r\n if (!_.isArray(this.getAttributes()) && this.getAttributes().length > 0) {\r\n params = _.assign(params, { attributes: this.getAttributes() });\r\n }\r\n let model = this.Models();\r\n if (this.getScopes().length > 0) {\r\n _.forEach(this.getScopes(), scope => {\r\n model = model.scope(scope);\r\n });\r\n }\r\n const result = await model.findOne(params);\r\n return result;\r\n }", "async findOne(criteria) {\n\t\tconst entity = await this.model.findOne(criteria).lean()\n\t\tif (!entity || !entity._id) {\n\t\t\tthrow new NotFound()\n\t\t}\n\n\t\treturn entity\n\t}", "static find( clause, args, options ) {\n\t\treturn cache.fields( this.name )\n\t\t .then( ( fields ) => {\n\t\t\t\tlet q = db( cache.table( this.name ) ).select( '*' );\n\n\t\t\t if( typeof clause == 'number' ) {\n\t\t\t\t\tq = q.where( fields.primaryKey, clause );\n\t\t\t\t\toptions = args == undefined ? options : args;\n\t\t\t\t} else if( typeof clause == 'string' ) {\n\t\t\t\t\tq = q.whereRaw( clause, args );\n\t\t\t\t} else if( typeof clause == 'object' ) {\n\t\t\t\t\tq = q.where( fields.toFindObject( clause ) );\n\t\t\t\t\toptions = args == undefined ? options : args;\n\t\t\t\t}\n\n\t\t\t return query( this, q.limit( 1 ), options )\n\t\t\t\t\t.then( ( models ) => models.length ? models[0] : null );\n\t\t } );\n\t}", "findOne(query={}) {\n const record = this.populate(this.makeQuery(query)[0]);\n return Promise.resolve(record);\n }", "async findOne(criteria = {}, withRelationships = null, order = ['id', 'asc']) {\n // build query\n const builder = this.preQueryHelper(criteria, withRelationships, order)\n\n // execute query\n let result\n try {\n result = await builder.first()\n } catch (e) {\n // throw HttpException\n abort(httpCodes.badRequest)\n }\n\n return result\n }", "async _get(options, { eventId } = {}) {\n let model, err;\n [err, model] = await to(this.Model.findOne(options));\n if (err) this._handleErrors(err, { eventId });\n \n this.cache.get = model;\n if (!model) return null;\n else return model.get({ plain: true });\n }", "findOne() {\n return this.collection.findOne.apply(this.collection, arguments);\n }", "findOne(model, filter) {\n return model.findOne(filter).exec();\n }", "async findOne(filter) {\n if (filter.id && lodash__WEBPACK_IMPORTED_MODULE_0___default.a.keys(filter).length === 1) return await (await this.db.collection(this.config.collection).doc(filter.id).get()).data();\n let profiles = await this.find(filter);\n let profile = profiles.find(profile => lodash__WEBPACK_IMPORTED_MODULE_0___default.a.isMatch(profile, filter));\n return profile;\n }", "async getOne(target) {\n let collection = await this.collection()\n let id = ObjectId(target)\n\n let entry = await collection.findOne({_id: id})\n\n this.dbClient.close()\n\n return entry\n\n }", "function findOne(primaryKey){\n\t\t\tvar deferred = $q.defer();\t\n\t\t\tvar template = null;\n\t\t\t//$log.info('findOne Documents primaryKey=' + primaryKey + \" secondary=\" + secondaryKey);\n\t\t\tplayRoutes.controllers.BillCtrl.findOne(primaryKey).get().success(function(data) {\n\t\t\t\tif (data) {\n\t\t\t\t\tdeferred.resolve(data);\n\t\t\t\t} else {\n\t\t\t\t\tdeferred.reject('billService.findOne: No document found. Primary=' + primaryKey );\n\t\t\t\t}\n\t\t\t}).catch(function(response) {\n\t\t\t\t$log.error(\"billService.findOne: Error: \" + response.data.message);\n\t\t\t\tdeferred.reject(response.data.message);\n\t\t\t});\n\t\t\treturn deferred.promise;\n\t\t}", "async getOne(id) {\n let collection = await this.collection();\n let item = collection.findOne({_id: ObjectId(id)});\n this.dbClient.close();\n return item;\n }", "static async fetchOne (id, options = {}) {\n const existingRecord = this.find(id)\n if (existingRecord && !get(options, 'force')) {\n return existingRecord\n }\n\n // The ability to have the request wait a period of time for any other multiplexed\n // Rather than requesting /:entity/:id it will instead request /:entity?id=1,2,3\n if (get(options, 'multiplex')) {\n const multiplexResult = await multiplexRequest.call(this, {\n param: 'id',\n value: id,\n options\n })\n return multiplexResult\n }\n\n return reuseRequest({\n key: `${this.entity}-fetchOne-${id}`,\n request: () => this.api().request({\n method: 'GET',\n url: `/${this.entity}/${id}`,\n ...(options.request || {})\n }),\n options\n })\n }", "async findOne(entityName, where, populate, orderBy) {\n entityName = utils_1.Utils.className(entityName);\n const options = utils_1.Utils.isObject(populate) ? populate : { populate, orderBy };\n const meta = this.metadata.get(entityName);\n this.validator.validateEmptyWhere(where);\n where = utils_1.SmartQueryHelper.processWhere(where, entityName, meta);\n this.checkLockRequirements(options.lockMode, meta);\n let entity = this.getUnitOfWork().tryGetById(entityName, where);\n const isOptimisticLocking = !utils_1.Utils.isDefined(options.lockMode) || options.lockMode === unit_of_work_1.LockMode.OPTIMISTIC;\n if (entity && entity_1.wrap(entity).isInitialized() && !options.refresh && isOptimisticLocking) {\n return this.lockAndPopulate(entityName, entity, where, options);\n }\n this.validator.validateParams(where);\n const preparedPopulate = this.preparePopulate(entityName, options.populate);\n options.populate = preparedPopulate;\n const data = await this.driver.findOne(entityName, where, Object.assign(Object.assign({}, options), { populate: preparedPopulate }), this.transactionContext);\n if (!data) {\n return null;\n }\n entity = this.merge(entityName, data, options.refresh);\n await this.lockAndPopulate(entityName, entity, where, options);\n return entity;\n }", "_getOrFind (id, params) {\n if (id === null) {\n return this._find(params).then(page => page.data);\n }\n\n return this._get(id, params);\n }", "findByUsername(username) {\n return this._collection.findOne({ username });\n }", "findRestaurant({id}) {\r\n\t\tconst cachedResults = cache.getRestaurant(id);\r\n\r\n\t\tif (cachedResults) {\r\n\t\t\tconsole.log(\"Restaurant resolved from cache.\");\r\n\t\t\treturn Promise.resolve(cachedResults);\r\n\t\t}\r\n\r\n\t\treturn dao.findRestaurantByID(id)\r\n\t\t\t.then(bson => {\r\n\t\t\t\tif (bson) {\r\n\t\t\t\t\tconst restaurant = instanceFromBSON(bson);\r\n\t\t\t\t\tcache.cacheRestaurant(restaurant);\r\n\t\t\t\t\treturn restaurant.toJSON();\r\n\t\t\t\t}\r\n\t\t\t});\r\n\t}", "async findOne(filter) {\n if (filter.id && lodash__WEBPACK_IMPORTED_MODULE_0___default.a.keys(filter).length === 1) return this.profiles[filter.id];\n return lodash__WEBPACK_IMPORTED_MODULE_0___default.a.find(lodash__WEBPACK_IMPORTED_MODULE_0___default.a.values(this.profiles), filter);\n }", "function findUser(username) {\n var dfd = app.Q.defer();\n var userObject = new Object();\n\n app.models.User.findOne({ username: username }, function(err, doc) {\n if (err) {\n console.log(err);\n dfd.reject(err);\n }\n console.log(doc);\n userObject = doc;\n dfd.resolve(userObject);\n });\n return dfd.promise;\n }", "async findOne(req,res){\n try{\n const admi = await Company.findOne(req.params.id);\n return res.ok(admi);\n }\n catch(err){\n res.serverError(err);\n }\n }", "static findOneByLogin(login) {\n return this.findOne({ login });\n }", "async findOneOrFailed(criteria = {}, withRelationships = null, order = ['id', 'asc']) {\n // build query\n const builder = this.preQueryHelper(criteria, withRelationships, order)\n\n // execute query\n let result\n try {\n result = await builder.first()\n } catch (e) {\n // throw HttpException\n abort(httpCodes.badRequest)\n }\n\n // check and abort\n if (!result)\n abort(httpCodes.notFound, `No ${this.model.prettyName} was found for your request`)\n\n return result\n }", "function find_one(request, response) {\n book_1.default.findById(request.params.id)\n .then((book) => {\n if (!book) {\n return response.status(404).send({\n message: \"Book not found with id \" + request.params.id\n });\n }\n console.log(book);\n })\n .catch((err) => {\n if (err.kind === 'ObjectId') {\n return response.status(404).send({\n message: \"Book not found with id \" + request.params.id\n });\n }\n return response.status(500).send({\n message: \"Error retrieving book with id \" + request.params.id\n });\n });\n}", "static find(options) {\n var _options = extend({\n where: {},\n single: true\n }, options);\n\n return this.query(_options);\n }", "function findOne(criteria, callback) {\n \t// if no callback passed\n // See https://github.com/balderdashy/waterline/blob/master/lib/waterline/query/finders/basic.js#L49\n if(typeof callback !== 'function') {\n\t return sailsFindOne.call(model,criteria,null);\n\t }\n //helper.getAttributesName();\n sailsFindOne.call(model,criteria,function(err,results) {\n if(err)\n return callback(err)\n if(!_.isUndefined(results)) {\n results.auditor = new Auditor(model,config,results);\n if(!_.isObject(results.save))\n results.save = save(model,results);\n }\n callback(err,results);\n });\n }", "findById(id) {\n if(!id) throw new Error('ID required');\n return this.findOne({ _id: id });\n }", "find(params) {}", "async getExistingModel () {\n\t\tconst queryData = this.checkExistingQuery();\n\t\tif (!queryData) {\n\t\t\t// derived class doesn't care\n\t\t\treturn;\n\t\t}\n\t\t// look for a matching document, according to the query\n\t\tconst options = {\n\t\t\thint: queryData.hint\n\t\t};\n\t\treturn this.collection.getOneByQuery(queryData.query, options);\n\t}", "cachedCheck(document) {\n const cacheResult = this.cache.get(document);\n if (cacheResult) {\n return cacheResult;\n }\n const result = this.check(document);\n this.cache.set(document, result);\n return result;\n }", "function find(key) {\r\nreturn this.datastore[key];\r\n}", "function findOne(shoeData, filter){\n\n var shoe = null;\n var shoes = findMany(shoeData, filter);\n \n if(shoes != null)\n return shoes[0];\n return shoe;\n}", "findByEmail(email) {\n return this.dbClient\n .then(db => db\n .collection(this.collection)\n .findOne({ email }));\n }", "async findOne(event, context) {\n // The amount of memory allocated for the function\n console.log('memoryLimitInMB: ', context.memoryLimitInMB);\n const id = Number(event.pathParameters.id);\n try {\n const result = await this.findOneBookById(id);\n return message_1.MessageUtil.success(result);\n }\n catch (err) {\n console.error(err);\n return message_1.MessageUtil.error(err.code, err.message);\n }\n }", "static getById(id) {\n if (!valid_string(id) && typeof id !== \"object\")\n return Promise.reject(new Error(`Invalid in getById(${id}) arguments`));\n return this.this_model().findOne({ _id: id });\n }", "async findOne (tableName, query, options) {\n const table = await this.getCollection(tableName);\n return table.findOne(query, options);\n }", "find() {\n var args = arguments;\n args[0] = _.extend(args[0] || {}, {bundle: this.bundle});\n return this.collection.find.apply(this.collection, args);\n }", "queryOne( ...args ) {\n return this.query( ...args ).head();\n }", "findOne(query) {\n query = $.extend(query, { include: this.db.fileIncludes });\n return this.sync.then((db) => db.File.findOne(query));\n }", "function findById(id) {\n return db(\"users\").where({ id }).first();\n}", "async fetchOne () {\n\t\tconst document = await this.databaseCollection.getById(\n\t\t\tthis.notFound[0],\n\t\t\tthis.options\n\t\t);\n\t\tif (document) {\n\t\t\tthis.fetchedDocuments = [document];\n\t\t}\n\t}", "async findById(id) {\r\n let params = {\r\n where: {\r\n id: id\r\n },\r\n include: this.getIncludes()\r\n };\r\n if (!_.isArray(this.getAttributes()) && this.getAttributes().length > 0) {\r\n params = _.assign(params, { attributes: this.getAttributes() });\r\n }\r\n let model = this.Models();\r\n if (this.getScopes().length > 0) {\r\n _.forEach(this.getScopes(), scope => {\r\n model = model.scope(scope);\r\n });\r\n }\r\n const result = await model.findOne(params);\r\n\r\n if (!result) {\r\n throw new NotFoundException('Resource');\r\n }\r\n return result;\r\n }", "getOne(req, res) {\n Player.findById({ _id: req.params.id })\n .then(Player => res.json(Player))\n .catch(err => res.status(400).json(err))\n }", "function findById(id) {\n return db('transactions').where({ id }).first()\n}", "function findById(id){\n return db('restaurants')\n .where({ id })\n .first();\n}", "static async getOne(id) {\n try {\n let result = await DatabaseService.getOne(collectionName, id);\n return result;\n } catch (err) {\n throw err;\n }\n\n }", "static async getOne(req, res) {\n const info = await UserModel.find({ _id: req.params.id });\n return res.send(info);\n }", "getById(id) {\n\t\treturn this._cache[id];\n\t}", "getOne(req,res){\n console.log(\"getOne method executed\", \"url params: \", req.params);\n\n //find() always returns an array even if you only have one item. That's why we can use findById() to just get a single object back\n Joke.findById(req.params.id)\n .then( (joke) => {\n res.json(joke);\n })\n .catch( (err) => {\n res.json(err);\n })\n }", "function findById(id){\n console.log(\"id\", id)\n return db('recommendations').where({id:id}).first()\n}", "async getFromCache () {\n\t\tthis.cachedModels = [];\n\t\tthis.notFound = [];\n\t\tawait Promise.all(this.ids.map(async id => {\n\t\t\tthis.tryFindModel(id);\n\t\t}));\n\t}", "function findNoteInCache(id){\n for (var i = 0; i < notesCache.length; i++) {\n if (notesCache[i].id == id) {\n return notesCache[i];\n }\n }\n return null;\n }", "async fetch () {\n\t\tif (this.notFound.length === 0) {\n\t\t\treturn;\t// got 'em all from the cache ... yeehaw\n\t\t}\n\t\telse if (this.notFound.length === 1) {\n\t\t\t// single ID fetch is more efficient\n\t\t\treturn await this.fetchOne();\n\t\t}\n\t\telse {\n\t\t\treturn await this.fetchMany();\n\t\t}\n\t}", "async firstOrFail() {\r\n const result = this.first();\r\n if (!result) {\r\n throw new NotFoundException('Resource');\r\n }\r\n return result;\r\n }", "function findBy(filter) {\n console.log(filter);\n return db(\"users\")\n .where(filter)\n .first();\n}", "findByKey (queries = {}, projections = {}, one = false) {\n return this.find(queries, projections, one, true);\n }", "function findById(id) {\n return db('users')\n .where({ id }).first();\n}", "_get (id) {\n id = this._objectifyId(id);\n\n return this.Model.findOne({ [this.id]: id }, { '_revision.history': 0 })\n .then(data => {\n if (!data) {\n throw new errors.NotFound(`No record found for id '${id}'`);\n }\n\n return data;\n })\n .catch(errorHandler);\n }", "function getOne(filter = null) {\n if (!filter) return new Error('No filter provided for the query');\n return db('users')\n .where(filter)\n .first()\n}", "findById(req, res) {\n\t\tlet id = req.params.id;\n\n\t\tthis.dao.findById(id)\n\t\t\t.then(this.common.findSuccess(res))\n\t\t\t.catch(this.common.findError(res));\n\t}", "findById(req, res) {\n\t\tlet id = req.params.id;\n\n\t\tthis.dao.findById(id)\n\t\t\t.then(this.common.findSuccess(res))\n\t\t\t.catch(this.common.findError(res));\n\t}", "function testFind(){\n UserModel.find(function(err, users){\n console.log('find', err, users)\n })\n UserModel.findOne({_id:'5c016964c01b2f04cc7e514d'}, function(err, user){\n console.log('findOne', err, user)\n })\n}", "findOne (queries = {}, projections = {}) {\n return this.find(queries, projections, true);\n }", "function findById(resourceName, id) {\n\n \tconst collection = getModel(resourceName);\n\n \treturn Promise.all([\n \t\tcollection.findOne({ _id: id })\n \t])\n \t.then(data => {\n\n \t\tconst found = data.length;\n \t\tconst resp = {\n \t\t\tdoc: data[0],\n \t\t\tmetadata: {\n \t\t\t\tfound: found,\n \t\t\t\treturned: found\n \t\t\t}\n \t\t};\n\n \t\treturn resp;\n \t})\n \t.catch(err => {\n \t\tconsole.log(err);\n \t\tconsole.log(\"db.findById error\");\n \t});\n }", "static first() {\n\t\treturn query( \tthis,\n\t\t\t\t\t\tdb( namer.toTableName( this.name ) )\n\t\t\t\t\t\t.select( '*' )\n\t\t\t\t\t\t.limit( 1 ) )\n\t\t\t.then( ( models ) => models.length ? models[0] : undefined );\n\t}", "static find(keyStr, query=\"\"){ return flute.getModel(this, keyStr, query) }", "function findOne(req, res, next) {\n const id = req.params.id\n User.findByPk(id)\n .then(user => {\n if (!user) return next(\"User with given id is not found.\")\n res.status(200).send({ user })\n })\n .catch(err => {\n return next(err)\n })\n}", "async findById(\n id,\n projection,\n populate,\n options = { lean: true }\n ) {\n const res = await this.findBy({ _id: id }, projection, populate, options)\n return _.first(res) || null\n }", "static findById(prodId) {\n const db = getDb();\n return db\n .collection('users')\n .find({ _id: new mongodb.ObjectId(prodId) })\n .next()\n .then((product) => {\n // console.log(product);\n return product;\n })\n .catch((err) => {\n console.log(err);\n });\n }", "static findOneItem (req, res) {\n let id = req.params.id\n Item.find({_id: id})\n .then((items) => {\n res.status(200).json({\n message: \"data item\",\n data: items\n })\n })\n .catch((err) => {\n res.status(400).json({\n message: err.message\n })\n \n });\n\n }", "findBy(collection, filter) {\n return this.db.get(collection).filter(filter).value();\n }", "findById(req, res) {\n let id = req.params.id;\n\n this.tradeDao.findById(id)\n .then(this.common.findSuccess(res))\n .catch(this.common.findError(res));\n }", "static get() {\n const obj = new this();\n return obj.model.find.apply(obj.model, arguments);\n }", "static async findOne(username) {\n const userRes = await db.query(\n `SELECT username, firstname, lastname, email \n FROM users \n WHERE username = $1`,\n [username]);\n\n const user = userRes.rows[0];\n\n if (!user) {\n const error = new Error(`There exists no user '${username}'`);\n error.status = 404; // 404 NOT FOUND\n throw error;\n }\n return user;\n }", "getById(userId) {\n let mongo = new Mongo();\n return mongo.query(COLLECTION, {\n id: userId\n }).then(ret => {\n if (ret && ret.length >= 1) {\n return ret[0];\n }\n return null;\n });\n }", "find(model, filter) {\n return model.find(filter).exec();\n }", "find(fn) {\n return this._pool.find(fn);\n }", "findById(id, cb) {\n\t\tthis.db.get(id, { revs_info: false}, (err, itemBody) => {\n\t\t\tif (err) {\n\t\t\t\treturn cb('Item findById: Error loading item with ID: ' + id + \"\\n\" + err, null)\n\t\t\t}\n\n\t\t\treturn cb(null, itemBody)\n\t\t})\n\t}", "static findById(id, options) {\n var _options = extend({\n where: {\n [this.uniqueAttribute.valueOf()]: id\n }\n }, options);\n\n return this.find(_options);\n }", "static async findOne(username) {\n const userRes = await db.query(\n `SELECT username, first_name, last_name, email, photo_id, admin, city, state, country \n FROM users \n WHERE UPPER(username) = UPPER($1)`,\n [username]);\n\n const user = userRes.rows[0];\n\n if (!user) {\n const error = new Error(`There exists no user '${username}'`);\n error.status = 404; // 404 NOT FOUND\n throw error;\n }\n\n return user;\n }", "function findOne(id, callback) {\n console.log(\"find \" + id);\n RestaurantModel.find({place_id: id}, callback);\n // RestaurantModel.find({place_id: 'ChIJFUBxSY6AhYARwOaLV7TsLjw'}, callback);\n}", "function getSingleObject(objid) {\r\n var foundObject = getObject(objid, true);\r\n return foundObject;\r\n}", "static async findOne(data) {\n const { email } = data;\n const result = await db.query(\n `SELECT email\n FROM newsletter_emails \n WHERE email = $1`,\n [email]\n );\n return result.rows[0];\n }", "async findByURL(url) {\n return await this.find({ url });\n }", "static find(data, config = {}) {\n return new Promise((resolve, reject) => {\n const model = new this();\n\n model.fill(typeof data === 'object' ? data : {\n [(new this).key()]: data\n });\n\n model.$request = this.request('get', (config.uri || model.uri()), config);\n model.$request.send().then(response => {\n resolve(model.initialize(response.data));\n }, error => {\n reject(error);\n });\n });\n }", "static async getOne(id) {\n let criteria = Object.create(SOFT_DELETE_FIND_QUERY);\n criteria._id = id;\n let filesProjection = {\n _id: 1,\n originalname: 1,\n createdOn: 1\n };\n let filesCriteria = {\n foreignRef: id,\n moduleCode: \"SHIPMENT\"\n };\n\n let query = [\n {\n $match: {\n shipmentId: id\n }\n },\n {\n $lookup: {\n from: \"project\",\n localField: \"project._id\",\n foreignField: \"_id\",\n as: \"project\"\n }\n },\n {\n $unwind: \"$project\"\n }\n ];\n console.debug(\"neeraj\");\n try {\n let shipmentObj = {};\n // let result = await DatabaseService.getOneFind(collectionName, criteria,\n // projection)\n const db = mongodb.getDB();\n let result = await db\n .db()\n .collection(collectionName)\n .aggregate([\n {\n $match: criteria\n },\n {\n $lookup: {\n from: \"user\",\n localField: \"receivedById\",\n foreignField: \"_id\",\n as: \"receivedBy\"\n }\n },\n { $unwind: \"$receivedBy\" }\n ])\n .toArray();\n\n console.debug(result);\n\n let fileResult = await DatabaseService.findByCriteria(\n Collection.DOCUMENT_UPLOAD,\n filesCriteria,\n filesProjection\n );\n let projectSamples = await DatabaseService.getAggregatedData(\n Collection.PROJECT_SAMPLES,\n query\n );\n if (result !== undefined) {\n shipmentObj = result[0];\n shipmentObj.documents = fileResult;\n shipmentObj.projectSamples = projectSamples;\n }\n return shipmentObj;\n } catch (err) {\n throw err;\n }\n }", "function findById(id) {\n return _.find(entities, { '_id': id });\n }", "findRecord(store, type, id) {\n let collection = this.collectionForType(type.modelName);\n\n return new Ember.RSVP.Promise(resolve => {\n collection\n .get(id)\n .then(existing => {\n resolve({\n [type.modelName]: existing.data\n });\n })\n .catch(() => resolve());\n });\n }", "function findUser() {\n UserModel.find(function(err, users) {\n console.log('find', err, users)\n })\n\n UserModel.findOne({ _id: '5ccc58951909cd45478a74cd' }, function(err, user) {\n console.log('findone', err, user)\n })\n}", "getOneByOne(query) {\n\t\treturn this.command(query, \"iterate\");\n\t}", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }", "function find(obj, predicate, context) {\n var keyFinder = isArrayLike(obj) ? findIndex : findKey;\n var key = keyFinder(obj, predicate, context);\n if (key !== void 0 && key !== -1) return obj[key];\n }" ]
[ "0.7049146", "0.70072365", "0.6921318", "0.6869059", "0.6861115", "0.682269", "0.6774815", "0.67720234", "0.670744", "0.6623893", "0.6607879", "0.6605963", "0.6605946", "0.6371693", "0.6366092", "0.6365924", "0.6333818", "0.62660754", "0.62643594", "0.6255626", "0.6201877", "0.6198392", "0.61773366", "0.61599565", "0.61379606", "0.6122482", "0.6067418", "0.6043152", "0.60342073", "0.6029651", "0.60262203", "0.6009367", "0.60016596", "0.5991439", "0.5950304", "0.59346616", "0.5931183", "0.59277344", "0.5925768", "0.5922365", "0.5919885", "0.59000176", "0.5890668", "0.5875132", "0.587504", "0.58571506", "0.5852522", "0.58473784", "0.5845812", "0.58441514", "0.5826589", "0.58214396", "0.58100796", "0.5805256", "0.580392", "0.5803672", "0.57971907", "0.5791931", "0.5787981", "0.57853985", "0.57810926", "0.5773217", "0.5767965", "0.5767892", "0.5767892", "0.5755944", "0.5752535", "0.5752276", "0.57407165", "0.573449", "0.57309914", "0.57306683", "0.5721014", "0.5719525", "0.57177335", "0.5711775", "0.5708775", "0.57038456", "0.56932354", "0.56917685", "0.5688126", "0.56874347", "0.5684864", "0.56829524", "0.5682907", "0.56812733", "0.5671422", "0.56650543", "0.56531143", "0.564911", "0.5647187", "0.56445783", "0.5642348", "0.5636591", "0.5621433", "0.5621433", "0.5621433", "0.5621433", "0.5621433", "0.5621433" ]
0.79166967
0
Make an id appropriate for the database and common issues
makeIdentifier(parts = []) { if (_.isString(parts)) { parts = [parts]; } else if (!_.isArrayLikeObject(parts)) { throw new Error( 'input provided to makeIdentifier no array or object-like.' ); } let formatted = _.filter( _.map(_.filter(parts), p => { return p .toString() .replace(/([0-9]{4})-([0-9]{2})-([0-9]{2})/g, '$1$2$3') .replace(/(^|\s)u\.s\.a?(\s|\.|$)/gi, '$1us$2') .replace(/[^0-9a-z-]/gi, '') .trim(); }) ); return _.kebabCase(formatted.join(' ')); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function makeId(tableName) {\n var id = Date.now().toString(36);\n var discriminatorNumber = 0;\n db.each('SELECT id FROM '+tableName+' WHERE id = ?', [id], function(err) {\n discriminatorNumber++ \n });\n id = id + '-' + discriminatorNumber.toString(36);\n return id;\n}", "function makeId() {\n return \"_\" + (\"\" + Math.random()).slice(2, 10); \n }", "function makeId() {\n return \"_\" + Math.random().toString(36).substr(2, 9);\n }", "function makeId() {\n idNumber = idNumber + 1;\n const newId = ($tw.browser?'b':'s') + idNumber;\n return newId;\n }", "createId () {\n\t\tthis.attributes.id = this.useId || this.collection.createId();\n\t}", "function makeId() {\n //create an id from praxis number, username and suffix\n //complete version\n vm.setId = praxis+''+vm.name+''+vm.ownId;\n console.log('Setting own id from '+vm.setId+' to '+vm.ownId);\n //send complete peer id to all clients\n socket.emit('update:pid', vm.setId);\n }", "upID(id)\r\n {\r\n try \r\n {\r\n return id.split('-')[0] + '-' + (parseInt(id.split('-')[1]) + 1);\r\n } \r\n catch (error) \r\n {\r\n //Return a custom ID\r\n return this.newCustomID()\r\n }\r\n }", "function getId() {\n return sanitizeId(idGen.generateCombination(2, \"-\"));\n}", "function makeid() {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n for (var i = 0; i < 5; i++) {\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n }\n\n Url.findOne({shortUrl: text}, (err, doc) => {\n if (doc) {\n makeid();\n }\n })\n return text;\n}", "function makeId() {\n console.log('WARNING: makeId is deprecated. Use htmlIdGenerator from @elastic/eui instead.');\n return Math.random().toString(36).slice(-8);\n}", "function makeId() {\r\n var rtn;\r\n\r\n rtn = String(Math.random());\r\n rtn = rtn.substring(2);\r\n rtn = parseInt(rtn).toString(36);\r\n\r\n return rtn;\r\n}", "function createID(){\n\treturn '_' + Math.random().toString(36).substr(2, 9);\n}", "function generateId(){\n\tvar id = shortId.generate();\n\tvar sql = 'SELECT * FROM users WHERE uid = $1'; // query to check if id has been used.\n\tvar results = getRows(sql,id);\n\n\twhile(results.length != 0){\n\t\tid = shortId.generate();\n\t\tresults = getRows(sql,id);\n\t}\n\n\treturn id;\n}", "function createId() {\r\n return (\r\n Math.floor(Math.random() * 10000000) +\r\n \"-\" +\r\n Math.floor(Math.random() * 10000000)\r\n );\r\n }", "function id() {\n let newId = ('0000' + ((Math.random() * Math.pow(36, 4)) << 0).toString(36)).slice(-4);\n // append a 'a' because neo gets mad\n newId = `a${newId}`;\n // ensure not already used\n if (!cache[newId]) {\n cache[newId] = true;\n return newId;\n }\n return id();\n}", "function id() {\n let newId = ('0000' + ((Math.random() * Math.pow(36, 4)) << 0).toString(36)).slice(-4);\n // append a 'a' because neo gets mad\n newId = `a${newId}`;\n // ensure not already used\n if (!cache[newId]) {\n cache[newId] = true;\n return newId;\n }\n return id();\n}", "function id() {\n return '_' + Math.random().toString(36).substr(2, 9);\n }", "function makeId() {\n return Math.random().toString(36).substr(2, 5);\n}", "function createId(){\n return Math.round(Math.random()*1000000);\n }", "function id () {\n return '_' + Math.random().toString(36).substr(2, 9);\n}", "function id() {\r\n var newId = ('0000' + (Math.random() * Math.pow(36, 4) << 0).toString(36)).slice(-4);\r\n // append a 'a' because neo gets mad\r\n newId = \"a\" + newId;\r\n // ensure not already used\r\n if (!cache[newId]) {\r\n cache[newId] = true;\r\n return newId;\r\n }\r\n return id();\r\n}", "function id() {\r\n var newId = ('0000' + (Math.random() * Math.pow(36, 4) << 0).toString(36)).slice(-4);\r\n // append a 'a' because neo gets mad\r\n newId = \"a\" + newId;\r\n // ensure not already used\r\n if (!cache[newId]) {\r\n cache[newId] = true;\r\n return newId;\r\n }\r\n return id();\r\n}", "function id() {\n var newId = ('0000' + (Math.random() * Math.pow(36, 4) << 0).toString(36)).slice(-4);\n // append a 'a' because neo gets mad\n newId = \"a\" + newId;\n // ensure not already used\n if (!cache[newId]) {\n cache[newId] = true;\n return newId;\n }\n return id();\n}", "function makeID() {\n var newId = \"\";\n var idOptions = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n \n for (var i = 0; i < 5; i++) {\n newId += idOptions.charAt(Math.floor(Math.random() * idOptions.length));\n } \n return newId;\n }", "idString() {\n return ( Date.now().toString( 36 ) + Math.random().toString( 36 ).substr( 2, 5 ) ).toUpperCase();\n }", "function createId() {\n var id = $localStorage.authorId;\n $localStorage.authorId = $localStorage.authorId + 1;\n return id;\n }", "function getID() {\n return '_' + Math.random().toString(36).substr(2, 9);\n}", "_id () {\n return (Math.random().toString(16) + '000000000').substr(2, 8)\n }", "generateId() {\n return'id' + Date.now().toString() + Math.floor(Math.random(1000)).toString();\n }", "function id() {\n let newId = ('0000' + ((Math.random() * Math.pow(36, 4)) << 0).toString(36)).slice(-4);\n newId = `a${newId}`;\n // ensure not already used\n if (!cache[newId]) {\n cache[newId] = true;\n return newId;\n }\n return id();\n}", "function createId() {\n\tvar id = Math.floor( Math.random() * 100000 ) + 1;\n\treturn id;\n}", "function randomUsableId(){\n return 'ID_'+(Math.random().toString(36).slice(2))\n}", "function createId() {\n var id = $localStorage.booksId;\n $localStorage.booksId = $localStorage.booksId + 1;\n return id;\n }", "function getId () {\n return '_' + Math.random().toString(36).substr(2, 9);\n}", "function createId(){\n return Math.floor(Math.random() * 10000)\n}", "createId (idPart) {\n\t\treturn this.constructor.name.toLowerCase() + '_' + this.randomId + '_' + idPart;\n\t}", "function id() {\n return shortid.generate();\n}", "get id() {\n console.log('in id getter');\n return this._id + 'TEMPORARY';\n }", "static createID() {\n return /*'_' + */Math.random().toString(36).substr(2, 9);\n }", "function generateNewID(obj, base) {\n\t\tvar number = 1;\n\t\tbase = base || 'id';\n\t\tvar id = ('' + base + number);\n\t\twhile (obj.hasOwnProperty(id)) id = ('' + base + (++number));\n\n\t\treturn id;\n\t}", "function _makeId() {\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(\n /[xy]/g,\n function (c) {\n var r = (Math.random() * 16) | 0;\n var v = c === 'x' ? r : (r & 0x3) | 0x8;\n return v.toString(16);\n },\n );\n }", "getID() {}", "function generateId(){\n return String(Math.round(new Date().getTime()/1000));\n}", "generateRuleId(){\n\n\treturn (\"R-\"+this.props.advertiserId+\"-\"+this.props.addId+\"-\"+Date.now());\n\t}", "_createId() {\n // pretty much unique...\n const time = new Date().getTime()\n // unique so long as you aren't running on a massive supercomputer...\n const specificTime = parseInt(performance.now())\n // for that one person that one time where their computers\n // decided to use two of the same times anyway... (it's \"one in a million\")\n const randNumJustInCase = Math.floor(Math.random() * 1000000)\n let fullId = `NODE${time}-${specificTime}-${randNumJustInCase}`\n\n // okay... let's guarantee this id is unique\n while (this._nodesById[fullId]) {\n fullId += Math.floor(Math.random() * 10)\n }\n\n return fullId\n }", "get id() {\n if (!this._id) {\n this._id = Util.GUID();\n }\n return this._id;\n }", "makePersistentId(rawTabId) {\n const persId = `0-${this.persistentIdEpoch}-${rawTabId}`;\n return persId;\n }", "function getNewID(){\n var newid=graph.getModel().createId();\n if(newid==99) newid=graph.getModel().createId();\n return newid;\n }", "function makeid(){\n\t\tvar text = \"\";\n\t\tvar possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\t\tfor( var i=0; i < 4; i++ )\n\t\t\ttext += possible.charAt(Math.floor(Math.random() * possible.length));\n\t\treturn text;\n\t}", "function newID(id=\"\") {\n\twhile (!id || clients[id]) id = uuidv4()\n\treturn id\n}", "function generateID() {\n\t\tsID += 1;\n\t\treturn sID;\n\t}", "newCustomID()\r\n {\r\n var newID = \"customid_\" + this.id_counter;\r\n this.id_counter++;\r\n return newID;\r\n }", "static generateId(_resource) {\n // TODO: build id and integrate info from resource, not just date\n let idResource;\n do\n idResource = _resource.constructor.name + \"|\" + new Date().toISOString() + \"|\" + Math.random().toPrecision(5).substr(2, 5);\n while (Project.resources[idResource]);\n return idResource;\n }", "function createId() {\n ++id;\n const t = process.hrtime();\n const v = id ^ t[0] ^ t[1];\n const a = ('0' + v % 13).slice(-2);\n const b = v;\n const c = id;\n const d = (c + b) % 7;\n return `ID-${a}-${b}-${c}-${d}`;\n}", "function makeid() {\n\t\tvar text = \"\";\n\t\tvar possible =\n\t\t\t\"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n\t\tfor (var i = 0; i < 5; i++)\n\t\t\ttext += possible.charAt(\n\t\t\t\tMath.floor(Math.random() * possible.length)\n\t\t\t);\n\n\t\treturn text;\n\t}", "function generateId () {\n let id, tries = 0, max = 10 ** 6\n do {\n id = randomString(8)\n /* istanbul ignore if */\n if (++tries > max) throw new Error('Could not generate unique id')\n } while (db[id])\n return id\n}", "function createObjectId(id) {\n\t\treturn 'object_' + id;\n\t}", "function generateId() {\n return shortId.generate();\n}", "function creatID() {\n function s4() {\n return Math.floor((1 + Math.random()) * 0x10000)\n .toString(16)\n .substring(1);\n }\n return s4() + s4() + '-' + s4() + '-' + s4() + '-' + s4() + '-' + s4() + s4() + s4();\n}", "function getNewID() {\n /*\n Each client registered in each installation of FreeField has a numerical\n ID assigned to it that is auto-incremented for each new client in the\n database. The ID is used to connect changes made on the client-side form\n in /includes/admin/api.php to the proper API client to apply the changes\n to server-side, identifying a particular client in the database.\n\n Webhooks and geofences use an 8-character random alphanumeric ID to\n identify themselves and to avoid concurrency issues. However, API\n clients use numerical IDs to take advantage of AUTO_INCREMENT in the\n database table.\n\n If a user adds a new API client, an ID then has to be assigned to that\n client so that the server has a reference to the client for later use.\n However, the user cannot generate this ID client-side, because multiple\n users could potentially be modifying and adding API clients at the same\n time, and since IDs are sequential, there would be collisions between\n the clients. The solution to this is to have the browser generate a\n temporary ID that is only used to collect all the attributes of a client\n (such as label, color, permission level, etc.) into a single object for\n processing server-side. This means a newly added client would have the\n HTML form fields `an_ID[name]`, `an_ID[color]` etc, where \"an\" means\n \"API client new\", and combined with an ID, automatically forms an array\n `an_ID` in PHP which contains all of the properties of the newly created\n client.\n\n When the client is inserted into the database, the generated ID of the\n client is ignored, as ID generation is handled by the SQL server.\n /admin/apply-api.php performs an INSERT query on the database without\n passing any ID, and the ID is internally generated upon insertion as an\n incremented integer value.\n\n Because the browser generated IDs are ignored on the server, there is no\n need for the client-side IDs to be globally unique. The only requirement\n is that there are no ID collisions between two or more added API clients\n within the context of a single user. If the same ID is generated for\n two different groups in the same browser window, the latter of the\n clients in the list would overwrite the former, and the first client\n would never be added. This can be avoided entirely using a local\n collision check. Functions which call `getNewID()` will confirm that the\n generated ID is not in use by any existing newly created clients, and if\n a collision is found, it will randomly generate another ID instead.\n\n An alternative would be to have an incrementing variable for this\n function, that would return the value of the previously generated ID\n plus one for every invocation. However, for consistency with other ID\n generation functions in FreeField, we will be generating alphanumeric\n IDs instead.\n */\n return Math.random().toString(36).substr(2, 8);\n}", "generateId() {\n if (!this.constructor.generatedIdIndex) this.constructor.generatedIdIndex = 0;\n return '_generated' + this.$name + ++this.constructor.generatedIdIndex;\n }", "function createInternalIdentifier({name, surname}) {\n return `ID-INT:${name}-${surname}`;\n}", "function EntityID(id) {\n this.id = id || Math.round(Math.random()*entityIdSpace);\n}", "static get idColumn() {\n return 'id';\n }", "function generateID() {\r\n var issueID = chance.guid();\r\n return issueID;\r\n}", "static newId() {\n return admin\n .firestore()\n .collection(`ids`)\n .doc().id;\n }", "static getId() {\n // get id of last inserted article\n this.command = \"SELECT id FROM articles ORDER BY id DESC LIMIT 1;\";\n db.get(this.command, (error, value) => {\n if (error) {\n response.send(`Error: ${error.message}`);\n } else {\n return checkLastId(value);\n }\n });\n }", "function createId(units) {\n for (let i = 0; i < units.length; i++) {\n units[i].id = Date.now() - i;\n }\n}", "id(){\n if(!this.uniqueID){\n var hashids = new Hashids(this.body.substring(0, this.body.length));\n this.uniqueID = hashids.encode([Math.floor(Math.random() * Math.floor(1000))]);\n }\n return this.uniqueID;\n }", "function generateId() {\n\treturn now() + parseInt(Math.random() * 999999);\n}", "function createId() {\n\tvar text = \"\";\n\tvar possible = \"abcdefghijklmnopqrstuvwxyz0123456789\";\n\tfor( var i=0; i < 10; i++ )\n\t\ttext += possible.charAt(Math.floor(Math.random() * possible.length));\n\treturn text;\n}", "function _makeId(len) {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n for (var i = 0; i < len; i++)\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n\n return text;\n}", "generateId() {\n return `INV-${this.guid()}`;\n }", "function createTripId() {\n const tripId = 'trip-' + tripIdCounter;\n tripIdCounter += 1;\n return tripId;\n}", "function newId(_id)\n{\n if(_id == \"watchHeader\")\n {\n return \"tutHeader\";\n }\n else\n {\n return \"watchHeader\";\n }\n}", "static createId(name) {\n name = WordList.formatWord(name); // Replace all whitespace with underscore\n return \"LIST_\" + name;\n }", "function makeid() {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n for (var i = 0; i < 8; i++)\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n\n return text;\n }", "function createID() {\n return Math.floor(Math.random() * 100000000000);\n}", "function _createPseudoId()\n {\n return _pseudoIdPrefix + (_pseudoIdIncrement++);\n }", "function createGameID () {\n return \"game\"+(+Date.now());\n}", "function generateId() {\n return Math.floor(Math.random() * 10000000) + \"-\" + Math.floor(Math.random() * 10000000)\n}", "function assignID(object) {\r\n // Assign a unique ID to an object.\r\n if (!object.base2ID) object.base2ID = \"b2_\" + _counter++;\r\n return object.base2ID;\r\n}", "function makeid() {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n for (var i = 0; i < 5; i++)\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n return text + Math.floor(Math.random() * 99999);\n}", "get _id() {\n if (!this.__id) {\n this.__id = `ui5wc_${++autoId}`;\n }\n return this.__id;\n }", "function makeid() {\n var text = '';\n var possible = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';\n for ( var i=0; i < 5; i++ ) {\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n }\n return text;\n }", "function generateId() {\n return Date.now().toString(36) + \"#\" + Math.random().toString(36).substr(2, 9); \n}", "makeId(len) {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n\n for (var i = 0; i < len; i++)\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n\n return text;\n }", "function makeid() {\n var text = '';\n var possible = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';\n for ( var i=0; i < 5; i++ ) {\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n }\n return text;\n }", "makeid () {\n let text = \"\";\n const possible = \"0123456789\";\n\n for (var i = 0; i < 4; i++){\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n }\n\n this.userid = text;\n }", "function getID() {\n\tvar tmp = Math.round(Math.random() * 100000);\n\tvar str = \"OBJ\" + tmp;\n\treturn str;\n}", "function generate_id(){\n var id=(Math.floor(Math.random() * 100000000));\n if(id<10000000){\n id=\"0\"+id.toString();\n return id;}\n else{\n id=id.toString();\n return id;}\n}", "function makeid() {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n for( var i=0; i < 5; i++ )\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n return text;\n }", "function makeid() {\n var text = \"\";\n var possible = \"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789\";\n for( var i=0; i < 6; i++ )\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n return text;\n }", "function generateId() {\n\treturn Math.random() * 999999;\n}", "function makeId(){\n var text = ''\n , possible = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789'\n ;\n\n for (var i = 0; i < 8; i++){\n text += possible.charAt(Math.floor(Math.random() * possible.length));\n }\n return text;\n}", "get id(){\n let id = this.data.id;\n if (id === undefined){\n id = this._id = (this._id || ++idCounter);\n }\n return id;\n }", "function useUniqueID() {\n var UUID = Math.floor(Math.random() * 1000000000);\n var UUIDBindings = new Map();\n\n function getID(model) {\n if (UUIDBindings.has(model)) {\n return UUIDBindings.get(model);\n } else {\n UUID++;\n UUIDBindings.set(model, UUID);\n return UUID;\n }\n }\n\n return {\n UUID: UUID,\n UUIDBindings: UUIDBindings,\n getID: getID\n };\n}", "function generateId(content) { \n return content.toLowerCase().replace(/ /g,'-');\n}", "function generateId() {\n return new Date().getTime();\n}", "function _generateId() {\n\treturn Math.random().toString(36).substring(2) + (new Date()).getTime().toString(36);\n}", "function newID(safe) {\r\n\tvar id = Math.floor(Math.random() * 1e10);\r\n\tif (safe) {\r\n\t\twhile (ids.indexOf(id) > -1) {\r\n\t\t\tid = Math.floor(Math.random() * 1e10)\r\n\t\t}\r\n\t}\r\n\tids.push(id);\r\n\treturn id.toString();\r\n}" ]
[ "0.7178074", "0.7099035", "0.7008603", "0.69607055", "0.6854626", "0.6839112", "0.6832137", "0.67946094", "0.67051643", "0.6704365", "0.6584949", "0.65838695", "0.6571106", "0.6554833", "0.6552234", "0.6552234", "0.6548989", "0.6537291", "0.6522544", "0.6519953", "0.6512825", "0.6512825", "0.65106094", "0.6510501", "0.6504062", "0.6477956", "0.64760065", "0.6459342", "0.6455416", "0.645481", "0.64497435", "0.6449218", "0.6449076", "0.6422738", "0.64106435", "0.6408725", "0.64057225", "0.6403517", "0.63642323", "0.6350229", "0.63456565", "0.6338759", "0.632932", "0.6316377", "0.62942284", "0.6285458", "0.625325", "0.62495595", "0.62479675", "0.6243397", "0.62376434", "0.6226258", "0.622329", "0.6222021", "0.62169737", "0.621527", "0.62122005", "0.61842686", "0.61829287", "0.61802", "0.6179334", "0.61776274", "0.6177581", "0.61713797", "0.61710787", "0.6166218", "0.6152502", "0.61438006", "0.6140101", "0.6139346", "0.6138167", "0.6125076", "0.61200863", "0.611763", "0.61147493", "0.6113059", "0.6106408", "0.6104503", "0.6104007", "0.6103553", "0.6098016", "0.60889995", "0.60887814", "0.6087535", "0.60865533", "0.6081073", "0.60797644", "0.60772264", "0.6069203", "0.60687053", "0.60610265", "0.60583764", "0.60570455", "0.6056767", "0.60562366", "0.60400265", "0.6035013", "0.60313815", "0.60261124", "0.60242796", "0.60228956" ]
0.0
-1
Make sort out of title
makeSort(title) { if (!_.isString(title)) { return title; } // Pad numbers return title .toLowerCase() .replace(/([0-9]+)/g, (match, number) => { return number.padStart(8, '0'); }) .replace(/\s+/g, ' ') .replace(/[^0-9a-z\s]/gi, ''); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function sortTitle(a, b) {\n if (a.title < b.title) {\n return -1;\n }\n if (a.title > b.title) {\n return 1;\n }\n return 0;\n }", "function sortTitle(a,b){\n if (typeof a.props.field === 'string' && typeof b.props.field === 'string'){\n if(a.props.field.toLowerCase() < b.props.field.toLowerCase()) return -1;\n if(a.props.field.toLowerCase() > b.props.field.toLowerCase()) return 1;\n }\n return 0;\n }", "function orderAlphabetically(arr) {\n let resultArray = arr.sort((a, b) => {\n if (a.title > b.title) {\n return 1;\n }\n if (a.title < b.title) {\n return -1\n } \n return 0;\n\n})\n let titleArray = resultArray.map(x => {\n return x.title;\n });\n return titleArray.slice(0, 20);\n}", "function SortQuestionTitle() {\n\tif (sortTitleReverse === false) {\n\t\tSortQuestionArray();\n\t\tsortTitleReverse = true;\n\t} else {\n\t\tSortQuestionArray();\n\t\tsortTitleReverse = false;\n\t}\n}", "function orderAlphabetically(param) {\n const movieTitle = param.map(anything => anything.title)\n\n const sortTitle = movieTitle.sort().splice(0, 20);\n return sortTitle;\n}", "function orderAlphabetically(arr) {\n let clone = JSON.parse(JSON.stringify(arr))\n \n clone.sort((first, second) =>{\n if(first.title > second.title){\n return 1\n }\n else if(first.title < second.title){\n return -1\n }\n else{\n return 0\n }\n })\n \n return clone.map((elem) => {\n return elem.title\n }).slice(0,20)\n}", "function orderTitlesAlphabetically(a, b) {\n\n if (a.title < b.title) {\n\n return -1\n\n } else if (a.title > b.title) {\n\n return 1\n\n } else {\n\n return 0;\n\n }\n\n\n}", "function orderAlphabetically(tab){\n var tab2= tab.map(function(elt){\n return elt.title;\n })\n\n console.log(tab2);\n var res= tab2.sort();\n return res.slice(0,20);\n}", "function orderAlphabetically(movie){\n movie.sort(function(a, b){\n if (a.title < b.title){\n return -1;\n }\n\n if (a.title > b.title){\n return 1;\n }\n\n return 0;\n});\n}", "function orderAlphabetically(arr) {\n const newOrderByTitle = arr.map(function toto(element) {\n return element.title;\n });\n\n newOrderByTitle.sort(function tata(a, b) {\n if (a.toLowerCase() < b.toLowerCase()) return -1;\n if (a.toLowerCase() > b.toLowerCase()) return 1;\n return 0;\n });\n const printTitle = newOrderByTitle.reduce(function tata(\n counter,\n currentValue,\n i\n ) {\n if (i < 20) {\n counter.push(currentValue);\n return counter;\n }\n return counter;\n },\n []);\n return printTitle;\n}", "function orderAlphabetically(collection){\n var arrayTitleSort = collection.sort(function(movieA,movieB){\n var movieAupper = movieA.title.toUpperCase();\n var movieBupper = movieB.title.toUpperCase();\n if (movieAupper < movieBupper){\n return -1;\n }\n if (movieAupper > movieBupper){\n return 1;\n }\n });\n var titlesArray = [];\n arrayTitleSort.forEach(function(movie,index) {\n if (index < 20)\n {\n titlesArray[index] = movie.title;\n }\n });\n return titlesArray;\n}", "getTitles() {\n let titles = this.state.projects.map(proj => proj.title); \n titles.sort();\n titles.unshift('');\n this.setState({titles: titles}); \n }", "function orderAlphabetically(array) {\n let orderAlphArray = array.sort(function (movie1, movie2) { \n let title1 = movie1.title.toLowerCase();\n let title2 = movie2.title.toLowerCase();\n if (title1 > title2) { \n return 1;\n } else if (title1 < title2) {\n return -1;\n }\n return 0;\n })\n return orderAlphArray.map(function (movie) { \n return movie.title\n }).slice(0, 20) \n \n }", "function orderAlphabetically (array) { \n array.sort((a, b) => {\n if(a.title > b.title) { \n return 1;\n } else if (a.title < b.title) { \n return -1;\n } else {\n return 0;\n } \n }); \n const titles = array.map((value) => { \n return value.title\n }); \n const topTwenty = titles.slice(0, 20); \n return topTwenty; \n }", "function titleize() {\n\n}", "function orderAlphabetically(array) {\nlet title = array.map( (elem) => {\n return array.titles < 20\n})\n\nlet orderedTitle = title.sort(first, second) => {\n if (first.title > second.title) {\n return 1\n }\n else if (first.title < second.title) {\n return 0\n }\n else {\n return 0\n }\n}\n\n return orderedTitle\n}", "function titleComptor(a, b) {\n if (a.title > b.title) {\n return 1;\n } else if (a.title < b.title) {\n return -1;\n }\n return 0;\n}", "function orderAlphabetically(arr){\n return arr.map(movie => {\n return movie.title\n }).sort((a,b) => {\n if(a > b) return 1;\n if( a < b) return -1;\n return 0;\n }).slice(0,20)\n }", "function orderAlphabetically (movies){\n var orden = movies.sort(function(a,b){\n if (a.title>b.title) return 1;\n if (a.title<b.title) return -1;\n if (a.title === b.title) return 0;\n });\n \n for (i=0; i<20; i++){\n console.log(orden[i].title);\n }\n }", "function orderAlphabetically(movies){\n let moviesOrder = movies.sort(function(a,b) {\n if (a.title > b.title) return 1\n if (a.title < b.title) return -1\n }) \n \n let movisTittle = moviesOrder.map(movie => {\n return movie.title \n })\n \n return movisTittle.splice(0,20)\n\n}", "function orderAlphabetically (data){\n const alphaSortedArry = data.slice(0).sort(function(a,b){\n if (a.title.toLowerCase() > b.title.toLowerCase()){\n return 1\n }else if (a.title.toLowerCase() < b.title.toLowerCase()){\n return -1\n }else{\n return 0\n }\n })\n \n const topTwenty = alphaSortedArry.slice(0,20);\n let topTitles = [];\n let arrLengthReturn = 0;\n \n if(topTwenty.length<20){\n arrLengthReturn = topTwenty.length\n }else{\n arrLengthReturn = 20\n }\n\n for (i=0; i<arrLengthReturn; i++){\n topTitles.push(topTwenty[i].title)\n }\n \n return topTitles\n \n\n\n}", "function orderAlphabetically(array) {\n const orderedByTitle = [...array].sort((a, b) => a.title < b.title ? -1 : 1);\n let onlyTitle = orderedByTitle.slice(0, 20).map(function (a) {\n return a.title\n })\n return onlyTitle\n\n}", "function sortStickyByTitle(a, b) {\r\n if (a.title.toUpperCase() < b.title.toUpperCase()) {\r\n return -1;\r\n }\r\n if (a.title.toUpperCase() > b.title.toUpperCase()) {\r\n return 1;\r\n }\r\n //leave the order as is if two stickies have the same title. I.e. the sticky that was created FIRST appears FIRST\r\n return 0;\r\n}", "function orderAlphabetically(myArray) {\n\tconst titleArray = []\n\tfor (const movie of myArray) {\n\t\ttitleArray.push(movie.title.toLowerCase());\n\t}\n\ttitleArray.sort()\n\treturn titleArray.slice(0,20)\n}", "function orderAlphabetically(array){\nlet newArray = array.map(function(order){\n return order.title\n});\nlet title = newArray.sort();\nreturn title.slice(0,20);\n}", "function orderAlphabetically(movie) {\n const alphabet = movie.sort(function(a,b) {\n if (a.title < b.title) {\n return -1;\n } else if (a.title > b.title) {\n return 1;\n } else {\n return 0 \n }\n});\n const orderedTitles = alphabet.map(list => list.title)\n if (orderedTitles.length > 20) {\n return orderedTitles.slice(0, 20);\n }\n return orderedTitles;\n }", "function compare(a,b) {\n\t if (a.Title < b.Title)\n\t return -1;\n\t if (a.Title > b.Title)\n\t return 1;\n\t return 0;\n\t }", "function orderAlphabetically(array){\n var sortedArray =\n array.sort(function(a,b){\n if(a.title.toLowerCase() < b.title.toLowerCase()){\n return -1;\n } else if(a.title.toLowerCase() > b.title.toLowerCase()){\n return 1;\n }\n });\n var byTitle20 = [];\n // for(var i = 0; i < 20; i++){\n // byTitle20.push(sortedArray[i].title);\n // }\n var count = 0;\n sortedArray.forEach(function(oneMovie){\n if(count < 20){\n byTitle20.push(oneMovie.title);\n count++;\n } \n });\n \n return byTitle20;\n \n}", "function orderAlphabetically(arr){\n let myArr = JSON.parse(JSON.stringify(arr));\n let alphabetical=myArr.sort(function(a,b){\n return a.title.localeCompare(b.title);\n }); \n let first20=alphabetical.filter(function(a,b){\n return a, b<20;\n })\n let first20Title=first20.map(function(movie){\n return movie.title\n })\n return first20Title;\n }", "function orderAlphabetically(arr) {\n let newArray = arr.sort((a, b) => {\n if (a.title > b.title) {\n return 1;\n }\n if (a.title < b.title) {\n return -1;\n }\n return 0;\n });\n newArray = newArray.map(function (movie) {\n return movie.title;\n });\n return newArray.slice(0, 20);\n}", "function orderAlphabetically(arr) {\n arr.sort(function(a, b) {\n if (a.title > b.title) {\n return 1;\n }\n if (a.title < b.title) {\n return -1;\n }\n return 0;\n });\n if(arr.length<20){\n return arr;\n \n }else{\n return arr.splice(0,20);\n }\n }", "function orderAlphabetically(arr){\n let sorted = arr.concat().sort((a,b) => {\n if(a.title > b.title){\n return 1;\n } \n else if(a.title < b.title){\n return -1;\n }\n });\n let first20 = sorted.slice(0,20);\n let titles = first20.map(movie => {\n return movie.title;\n });\n return titles;\n}", "function alphabetize(array){\n\t\tarray.sort(function(itemA,itemB){ /*[1]*/\n\t\t\treturn itemA.title.localeCompare(itemB.title);\n\t\t});\n\t\treturn array;\n\t}", "function orderAlphabetically(arr){\n let contador = [];\n for(let i =0; i<arr.length; i++){\n contador.push(arr[i].title)\n }\n contador.sort();\n return contador.slice(0,20);\n }", "function orderAlphabetically() {}", "function orderAlphabetically(array) {\n const titleArray = array.map(movie => movie.title).sort((a, b) => a.localeCompare(b));\n return titleArray.slice(0, 20);\n}", "function orderAlphabetically(arr){\n let newArr = JSON.parse(JSON.stringify(arr));\n newArr.sort((a,b) => {\n if(a.title < b.title) return -1;\n });\n newArr = newArr.slice(0,20).map(e=>{\n return e.title;\n });\n return newArr;\n}", "function orderAlphabetically(arr) {\n let movieTitles = arr.map(movie => movie.title);\n const alpha = movieTitles.sort((a, b) => a > b ? 1 : -1).slice(0, 20);\n return alpha;\n}", "function orderAlphabetically (movies) {\n var filmTitle = movies\n .map(function(film){\n return film.title\n })\n .sort(function(a,b){\n return a>b? 1 : -1 \n })\n \n if (filmTitle.length >20)\nreturn filmTitle.filter(function(film){\n return filmTitle.indexOf(film)<20;\n })\n else return filmTitle;\n }", "function orderAlphabetically(array){\n var newArray = array.sort(function(a, b){\n return a.title.toLowerCase() - b.title.toLowerCase();\n });\n return newArray.splice(0, 20);\n}", "function orderAlphabetically(movies)\n{\n //ordenar per title\n //print els primers 20\n\n var moviesOrdered = movies.sort(function(movieA, movieB){\n if (movieA.title > movieB.title) return 1;\n else return -1;\n });\n var movies20 = moviesOrdered.slice(0,20);\n\n var titles = [];\n movies20.forEach(function(movie){\n titles.push(movie.title);\n });\n console.log(titles);\n return titles;\n}", "function orderAlphabetically(movies) {\n const copySortTitle = [...movies].sort((a, b) => a.title.localeCompare(b.title))\n const twentyTitles = copySortTitle.map(elm => elm.title).slice(0, 20)\n return twentyTitles\n}", "function orderAlphabetically (array) {\n array.sort((a,b) => {\n if (a.title > b.title) {\n return 1\n } else if (a.title < b.title) {\n return -1\n } else {\n return 0\n }\n })\n let titleArray = [];\n if (array.length > 0){\n if (array.length < 20) {\n for (let i = 0; i < array.length; i++){\n titleArray.push(array[i].title);\n }\n } else {\n for (let i = 0; i < 20; i++) {\n titleArray.push(array[i].title);\n }\n }\n }\n\n return titleArray\n}", "function sortBooksAlphabeticallyByTitle(books) {\n return books.sort(sortBy(\"title\"))\n}", "function orderAlphabetically () {\n movies.sort(function (itemA,itemB){\n if (itemA.title<itemB.title){\n //if itemA comes before itemB return negative\n //(the order is good)\n return -1;\n }\n else{\n //if itemB comes before itemA return positive\n //they need to switch\n return 50;\n }\n })\n \n console.log(movies);\n}", "function sortByTitle(movies) {\n\tmovies.sort(function(a, b) {\n\t\treturn a.title.localeCompare(b.title);\n\t});\n}", "function orderAlphabetically(array){\n let titles = array.map(i=>i.title)\n if (array.length <= 20) {\n for (i = 0; i<array.length; i++) {\n console.log(titles.sort()[i]);\n }\n } else {\n for (i = 0; i<20; i++) {\n console.log(titles.sort()[i]);\n }\n }\n}", "function sortAlpha() {\n console.log(props);\n const sorted = [...props.movies].sort((a, b) => (a.title > b.title) ? 1 : -1);\n props.setMovies(sorted)\n }", "function orderAlphabetically(arr) {\n let alphArr = [...arr].sort((s1, s2) => {\n if (s1.title > s2.title) return 1;\n else return -1\n })\n alphArr.splice(20)\n return alphArr.map(movies => movies.title)\n\n}", "static DEFAULT_SORT_BY_FIELD(){ return \"description\"}", "function orderAlphabetically(movieArray) {\n var movieTitles=[];\n movieArray.forEach(function(elem){\n movieTitles.push(elem.title);\n });\n movieTitles.sort(function (movie1, movie2){\n return movie1.localeCompare(movie2,\"en\");\n });\n return movieTitles.splice(0,20);\n}", "function orderAlphabetically(arr) {\n let titles = arr.map(function(movie) {\n return movie.title\n });\n let alphabeticOrder = titles.sort(function(a , b) {\n return a.localeCompare(b)\n });\n return alphabeticOrder.slice(0, 20)\n}", "function orderAlphabetically(arr) {\n let sorted20s = [...arr]\n let finalList = []\n sorted20s = sorted20s.sort((a,b) =>{\n if (a.title > b.title) {\n return 1;\n } else if (a.title < b.title) {\n return -1;\n }\n })\n sorted20s = sorted20s.slice(0,20)\n for (let key in sorted20s) {\n // console.log(sorted20s[key].title)\n finalList.push(sorted20s[key].title)\n }\n return finalList\n}", "function orderAlphabetically(arr) {\n let moviesCopy = [];\n let sortedTitles = [];\n for (let movie of arr) {moviesCopy.push(movie.title);}\n moviesCopy.sort();\n if (moviesCopy.length < 20) {\n for (let j = 0; j < moviesCopy.length; j++) {sortedTitles.push(moviesCopy[j]);}\n } else for (let i = 0; i < 20; i++) {sortedTitles.push(moviesCopy[i]);}\n return sortedTitles;\n}", "function orderAlphabetically(array){\n let newArray=JSON.parse(JSON.stringify(array))\n \n let sortNewArray=newArray.sort((a,b)=>{\n if (a.title>b.title){\n return 1\n }\n \n else if (a.title<b.title){\n return -1\n }\n else return 0\n }) \n return sortNewArray\n \n}", "function orderAlphabetically(movies) {\nvar arrayTitleMovies = movies.sort(function(movie){\n return movie.title.sort();\n});\nvar i = 0; \nwhile (i<arrayTitleMovies.length) {\n if (i == 20) {\n break;\n }\n i += 1;\n}\n}", "function orderAlphabetically([...movies]){\n let orderArr = movies.sort( (a, b) => {\n if (a.title > b.title){\n return 1;\n } else {\n return -1;\n }\n })\n \n return orderArr.slice(0, 20).map(movie => movie.title);\n}", "function titleAlphabet(){\n console.log('Sort Books by Title Alphabetically: ');\n myLibrary.sortTitleAlphabet();\n}", "function orderAlphabetically(movies){\n var sortedTitles=[];\n movies.sort(function (a,b){\n return ((a.title>b.title)?1:-1);\n });\n for (i=0;i<20 && i<movies.length;i++){\n sortedTitles.push(movies[i].title);\n }\n return sortedTitles;\n}", "function orderAlphabetically(array) {\n let arrayTitle = array.map(movie => movie.title);\n\n return arrayTitle.sort().slice(0,20);\n\n\n}", "function orderAlphabetically(arr) {\n\n let orderArr = [];\n let total = 0;\n arr.sort((a, b) => {\n if (a.title < b.title) {\n return -1;\n }\n if (a.title > b.title) {\n return 1;\n }\n return 0;\n });\n if (arr.length < 20) {\n total = arr.length;\n } else {\n total = 20;\n }\n for (let i = 0; i < total; i += 1) {\n orderArr.push(arr[i].title);\n }\n //console.log(orderArr)\n return orderArr;\n}", "function orderAlphabetically(movies) {\n let movAlphab = movies.sort(function(a, b) {\n if (a.title > b.title) {\n return 1\n } else if (a.title < b.title) {\n return -1\n } else {\n return 0\n }\n })\n return movAlphab.map(function(item){\n return item.title\n }).slice(0, 20);\n}", "function orderAlphabetically(arr) {\n let copy=JSON.parse(JSON.stringify(arr));\n copy = copy.sort((a,b) => {\n return a.title.localCompare(b.title);\n });\n return copy;\n}", "function orderAlphabetically (array){\n\n var titulosPeliculas = array.map(function(element){\n \n return element.title;\n });\n\n return titulosPeliculas.sort().slice(0,20);\n}", "function orderAlphabetically(someArray){\n someArray.sort((a, b) => (a.title > b.title) ? 1 : -1);\n const onlyTitles = someArray.map((value) => {\n return value.title\n});\n const top20 = onlyTitles.slice(0,20);\n return top20\n console.log(top20)\n}", "function updateTitle(i) {\n const node = fetchNode('h2');\n const start = ((i * sortNum) - sortNum) + 1;\n const end = i * sortNum;\n\n if(end < numStudents){\n node.textContent = `Students ${start} - ${end} of ${numStudents}`;\n } else if(end >= numStudents){\n node.textContent = `Students ${start} - ${numStudents} of ${numStudents}`;\n }\n}", "function sortByTitle(titlesArray) {\n return titlesArray.map(val => {\n addMovie(myMovies[val].name, myMovies[val].rating)\n })\n }", "function orderAlphabetically(moviesAlph) {\n let alphArray = moviesAlph.map(elm => {\n return elm.title\n })\n\n alphArray.sort((a, b) => {\n if (a > b) return 1\n if (a < b) return -1\n if (a == b) return 0\n })\n return alphArray.slice(0, 20)\n}", "_alphabetizeIds(ids) {\n return ids.sort((a, b) => {\n return this.getWord(a).title.localeCompare(this.getWord(b).title);\n });\n }", "function orderAlphabetically(movies) {\n const sorted = movies.map((item) => {\n return item.title;\n});\nsorted.sort ((a,b) => {\n return a.localeCompare(b);\n});\nreturn sorted.slice(0,20);\n}", "function orderAlphabetically(arr) {\n var newArray = arr.map(function(movie) {\n return movie.title;\n });\n return newArray.sort().slice(0, 20);\n}", "function sortByTitle() {\n let nodes = document.querySelectorAll('.bookCard')\n let titles = []\n nodes.forEach(node => titles.push(library[node.dataset.index].title))\n console.log(titles)\n titles.sort()\n console.log(titles)\n\n let order\n nodes.forEach((node) => {\n console.log(node)\n order = titles.findIndex(x => x === library[node.dataset.index].title)\n node.style.order = order\n }) \n}", "function orderAlphabetically(array){\n const arrayOfTitles = array.map(element => element.title)\n const sortedArrayOfTitles = arrayOfTitles.sort()\n if(arrayOfTitles.length < 20){\n return sortedArrayOfTitles\n }\n else{\n return sortedArrayOfTitles.slice(0,20)\n }\n}", "function orderAlphabetically(bunchaMovies){\n let arrayToUse = [...bunchaMovies];\n arrayToUse.sort((a,b)=>{\n if(a.title < b.title){\n return -1;\n } else if (b.title < a.title){\n return 1\n }\n return 0;\n })\n let blah = arrayToUse.slice(0,20);\n let titlesOnly = blah.map((eachMovieObject)=>{\n return eachMovieObject.title;\n })\n return titlesOnly;\n}", "function orderAlphabetically(movies){\n let titles = movies.map(movie => movie.title);\n return titles.sort().splice(0,20);\n}", "function orderAlphabetically(movies) {\n const movieTitle = movies.map(movie => movie.title);\n return movieTitle.sort(function(a,b) {\n return a.localeCompare(b);\n }).slice(0,20)\n \n}", "function orderAlphabetically(arr){\n var moviesTitle = arr.map(function(obj){\n return obj.title;\n });\n var moviesSorted = moviesTitle.sort();\n if (moviesSorted.length > 20){\n moviesSorted.splice(20);\n }\n return moviesSorted\n}", "function orderAlphabetically(movies) {\n let sortedMovies = [...movies]\n sortedMovies.sort((a, b) => {\n if (a.title.toLowerCase() > b.title.toLowerCase()) {\n return 1\n } else if (a.title.toLowerCase() < b.title.toLowerCase()) {\n return -1\n } else {\n return 0\n }\n });\n let titlesList = sortedMovies.map((value) => value.title)\n return titlesList.slice(0, 20);\n}", "function titleComparison(a, b) {\n\tvar titleA = a.title;\n\tvar titleB = b.title;\n\tvar comparison = 0;\n\tif (titleA > titleB) {\n\t\tcomparison = 1;\n\t} else if (titleA < titleB) {\n\t\tcomparison = -1;\n\t}\n\treturn comparison;\n}", "function orderAlphabetically(movies) {\n const moviesArr = JSON.parse(JSON.stringify(movies))\nconst sortedMoviesArr = moviesArr\n .sort((a, b) => {\n if (a.title > b.title) {\n return 1;\n } else if (a.title < b.title) {\n return -1;\n } else {\n return 0;\n }\n })\n .map(eachMovie => eachMovie.title)\n .slice(0, 20);\n\n return sortedMoviesArr\n}", "function orderAlphabetically(array) {\n const alphabetArray = [...array]\n alphabetArray.sort((a, b) => {\n if (a.title < b.title) return -1\n if (a.title > b.title) return 1\n return 0\n\n })\n let titles = []\n alphabetArray.forEach(elm => titles.push(elm.title))\n\n let first20 = titles.filter((elm, index) => index < 20)\n return first20\n}", "function orderAlphabetically(movies) {\n let moviesArr = [...movies];\n let newArr = moviesArr.sort((x, y) => {\n if (x.title > y.title) {\n return 1;\n } else if (x.title < y.title) {\n return -1;\n }\n });\n return newArr\n .map(function(movies) {\n return movies.title;\n })\n .slice(0, 20);\n}", "function orderAlphabetically(movies) {\n\n return movies.map(a => a.title).sort().slice(0, 20)\n\n}", "sortByTitle() {\n // Define variable\n const sortedEvents = Object.assign([], this.state.events);\n\n // Sort based on the state of the application\n if (this.state.currentSort === \"title\") {\n // If already sorted ascending, reverse to show descending\n sortedEvents.reverse();\n\n // Set the state\n this.setState({\n events: sortedEvents,\n isAscending: !this.state.isAscending,\n });\n } else {\n // Sort events based off title\n sortedEvents.sort((a, b) => {\n if (a.title < b.title) {\n return -1;\n } else if (a.title > b.title) {\n return 1;\n }\n\n // Names must be equal\n return 0;\n });\n\n // Set the state\n this.setState({\n events: sortedEvents,\n isAscending: false,\n currentSort: \"title\",\n });\n }\n }", "function orderAlphabetically(movieArray) {\n\n const titleAlpha = []\n const top20titleAlpha = []\n\n const first20Titles = movieArray.filter(e => e.title.toString())\n\n first20Titles.forEach(e => titleAlpha.push(e.title))\n titleAlpha.sort()\n\n titleAlpha.forEach(function (e, idx) {\n idx < 20 ? top20titleAlpha.push(e) : null\n })\n\n return top20titleAlpha\n}", "function sortNames() {\n /* Runs first function looking for content */\n sortUsingNestedName($('#projectIndexBig'), \"span\", $(\"button.btnSortName\").data(\"sortKey\"));\n /* Checks button classes and add and removes as necessasry */\n if ($(\"#date\").hasClass(\"underline\")) {\n $(\"#date\").removeClass(\"underline\");\n $(\"#name\").addClass(\"underline\");\n } else {\n $(\"#name\").addClass(\"underline\");\n }\n }", "function orderAlphabetically(movies) {\n\tconst sortedMovies = movies.sort(titleComparison);\n\tselectedMovies = sortedMovies.slice(0, 20); // pour cibler les 20 premiers\n\treturn selectedMovies.map((movie) => movie.title); // pour avoir juste le titre\n}", "function orderAlphabetically(movies) {\n const ordered = movies.sort(function (a, b) {\n if (a.title < b.title) {\n return -1\n } else if (a.title > b.title) {\n return 1\n } else {\n return 0\n };\n });\n return ordered.slice(1, 20);\n\n}", "function orderAlphabetically(movies) {\n var sortedArray = movies.sort(function(a,b) {\n if(a.title < b.title) {\n return -1;\n }\n if(a.title > b.title) {\n return 1;\n }\n return 0;\n })\n var titlesArray = sortedArray.map(function(movie) {\n return movie.title;\n })\n return titlesArray.splice(0, 20);\n}", "function orderAlphabetically (movies){\n\n const array = [...movies].map(function(movie){\n\n return movie.title;\n}) \n var finalArray = array.sort();\n var top = finalArray.slice(0,20) \n\n return top;\n}", "function sortMapByName(){\n let aMap1 = sortedGames.sort();\n aMap1.sort( compareTitle );\n}", "function sortNames() {\n /* Runs first function looking for content */\n sortUsingNestedName($('#projectIndex'), \"div\", $(\"button.btnSortName\").data(\"sortKey\"));\n /* Checks button classes and add and removes as necessasry */\n if ($(\"#date\").hasClass(\"underline\")) {\n $(\"#date\").removeClass(\"underline\");\n $(\"#name\").addClass(\"underline\");\n } else {\n $(\"#name\").addClass(\"underline\");\n }\n }", "function orderAlphabetically(movies) {\n return movies.sort(function(a, b) {\n if (a.title < b.title) {\n return -1;\n }\n if (a.title > b.title) {\n return 1;\n }\n return 0;\n });\n}", "function _sort_items(X,Y) {\n var yt, xt, comp;\n yt = Y.getTitle().toLowerCase();\n xt = X.getTitle().toLowerCase();\n comp = (xt>yt)?1:((yt>xt)?-1:0);\n return (comp);\n}", "function orderAlphabetically(movies){\n if (movies.length === 0) return 0;\n let titleList = movies.map(function(movie) {\n return movie.title;\n })\n titleList.sort(function(a,b){\n let title1 = a.toLowerCase();\n let title2 = b.toLowerCase();\n if (title1 < title2) return -1;\n if (title1 > title2) return 1;\n if (title1 === title2) return 0;\n })\n if (titleList.length < 20){\n return titleList.slice(0,titleList.length)\n }\n return titleList.slice(0,20)\n }", "function orderAlphabetically(arr) {\n const moviesTitles = arr.map((movie) => {\n return movie.title;\n });\n moviesTitles.sort();\n if (moviesTitles.length > 20) {\n return moviesTitles.slice(0, 20);\n };\n return moviesTitles;\n}", "function orderAlphabetically(arr) {\n return arr\n // let orderTop20 = [...arr].sort((a, b) => {\n // if (a.title > b.title) {\n // return 1;\n // } else if (a.title < b.title) {\n // return -1;\n // }\n // })\n .map(movies => movies.title)\n .sort()\n .slice(0, 20);\n return orderTop20;\n }", "function sortByProcName(a, b) {//sort by name(display_as) ascending only\n\t\tif (a.DISPLAY_AS.toUpperCase() > b.DISPLAY_AS.toUpperCase()) {\n\t\t\treturn 1;\n\t\t}\n\t\tif (a.DISPLAY_AS.toUpperCase() < b.DISPLAY_AS.toUpperCase()) {\n\t\t\treturn -1;\n\t\t}\n\t\treturn 0;\n\t}", "function orderAlphabetically(array) {\n let alphaOrdered = array.slice().sort(function(a, b) {\n return a[\"title\"].localeCompare(b[\"title\"]);\n });\n\n let top20 = alphaOrdered.slice(0, 20).map(function(movie) {\n return movie[\"title\"];\n });\n\n return top20;\n}", "function orderAlphabetically(movies) {\n var onlyMoviesTitle = []\n var alphabeticallOrder = movies.sort(function (movie1, movie2) {\n var title1 = movie1.title;\n var title2 = movie2.title;\n if (title1 > title2) {\n // console.log(title1 + \" should be under \" + title2);\n return +1;\n } else if (title1 < title2) {\n // console.log(title1 + \" should be above \" + title2);\n return -1;\n }\n })\n\n alphabeticallOrder.reduce(function (allmovietitle, movie) {\n onlyMoviesTitle.push(movie.title);\n }, []);\n // console.log(onlyMoviesTitle);\n if (onlyMoviesTitle.length <= 20) {\n return onlyMoviesTitle;\n } else {\n // console.log(onlyMoviesTitle.slice(0, 20))\n return onlyMoviesTitle.slice(0, 20)\n }\n}" ]
[ "0.7534537", "0.721385", "0.70781493", "0.7065664", "0.70430505", "0.70336777", "0.70095277", "0.6979396", "0.6961143", "0.69214803", "0.6905145", "0.6850022", "0.6840519", "0.68358195", "0.68215543", "0.6798014", "0.6788645", "0.67745876", "0.6760347", "0.67309684", "0.6728327", "0.6705418", "0.66864175", "0.66783446", "0.66758126", "0.6671864", "0.66591316", "0.66565835", "0.66525155", "0.6652266", "0.6645012", "0.6641945", "0.66384786", "0.66126156", "0.6598257", "0.6590818", "0.65883803", "0.65836674", "0.6563664", "0.6559774", "0.65417933", "0.6540596", "0.65313596", "0.6527447", "0.652714", "0.65242684", "0.6523506", "0.65221566", "0.65174186", "0.65091527", "0.64911103", "0.6476374", "0.6469387", "0.6463283", "0.6461379", "0.6455508", "0.6450155", "0.64468485", "0.6442286", "0.6437177", "0.6436863", "0.64340705", "0.64241254", "0.6423176", "0.64229536", "0.6417963", "0.64121157", "0.6398835", "0.6398349", "0.6393394", "0.6381339", "0.6380602", "0.6374417", "0.6370626", "0.6370117", "0.6354577", "0.63462496", "0.6340437", "0.6334732", "0.6334303", "0.63336223", "0.63231844", "0.6312813", "0.6310933", "0.63058984", "0.6302453", "0.63011956", "0.62976027", "0.6277226", "0.62752664", "0.6272222", "0.62685794", "0.6264801", "0.62494236", "0.62441856", "0.6243431", "0.6230895", "0.62264913", "0.62155575", "0.6214951" ]
0.74018425
1
reset globals when game starting over
function reset() { firstMove = true; secondMove = true; turnX = false; turnO = false; pPosArr = []; aiPosArr = []; ai_Id, playerId; endGame = false; winner = undefined; nextMove = false; check = 0; $("#a1").text(""); $("#a2").text(""); $("#a3").text(""); $("#b1").text(""); $("#b2").text(""); $("#b3").text(""); $("#c1").text(""); $("#c2").text(""); $("#c3").text(""); $("#a1").css("color", "white"); $("#a2").css("color", "white"); $("#a3").css("color", "white"); $("#b1").css("color", "white"); $("#b2").css("color", "white"); $("#b3").css("color", "white"); $("#c1").css("color", "white"); $("#c2").css("color", "white"); $("#c3").css("color", "white"); // reset changes made to #game after winning $("#game").css("margin-top", "100px"); $("#displayWinner").text(""); $("#restartCounter").css("display", "none"); $("#currentPlayer").css("display", "block"); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function resetGlobalVars() {\n openCards = 0;\n firstCard = undefined;\n secCard = undefined;\n lockCards = false;\n}", "function gameReset(){\n\n\t\t// clear instances\n\t\tHead.resetInstanceList();\n\t\tBody.resetInstanceList();\n\t\tFood.resetInstanceList();\n\n\t\t// clear map\n\t\tmap = newMap();\n\t}", "function resetGameVars() {\n diffSetting = gameDiffSettings[diffSelector.value - 1]\n gameClock = null\n isGameOver = true\n motherShipInPlay = false\n }", "function clearGlobals() {\n invConnMap.clear();\n SndRecArray =[];\n tweenArr = []\n\n}", "function initGlobals(){\n\tclicked=false;\n\ttimer_3sec = 0;\n\ttimer_8sec = 0;\n\tmouse_over=false;\n\twaited_8sec_over=false;\n\twaited_8sec=false;\n\tstarted_wait_8sec = false;\n\tstarted_wait_3sec = false;\n\twaited_3sec=false;\n\tmouse_clicked = false;\n}", "function reset() {\n\t\t/**\n\t\t * TODO: create initial game start page and additional\n\t\t * \tinteractivity when game resets once understand more about\n\t\t * animation\n\t\t */\n\t}", "function reset(){\n GMvariables.devil = false;\n GMvariables.interval = 2000;\n GMvariables.timerSecs = 2; \n GMvariables.points = 0;\n GMvariables.live = 10;\n}", "function reset() {\n clear();\n initialize(gameData);\n }", "resetGame() {\n\t\t//stop game\n\t\tthis.running = false\n\t\tclearInterval(this.loop);\n\n\t\t//set original values\n\t\tthis.aliens = [1, 3, 5, 7, 9, 23, 25, 27, 29, 31];\n\t\tthis.direction = 1;\n\t\tthis.ship = [104, 114, 115, 116];\n\t\tthis.missiles = [];\n\t\tthis.level = 1;\n\t\tthis.currentLevel = 1;\n\t\tthis.speed = 512;\n\t\tthis.score = 0;\n\n\t\tconsole.log(\"Game reset.\");\n\t}", "function resetGlobalState() {\r\n var defaultGlobals = new MobXGlobals();\r\n for (var key in defaultGlobals)\r\n if (persistentKeys.indexOf(key) === -1)\r\n globalState[key] = defaultGlobals[key];\r\n globalState.allowStateChanges = !globalState.enforceActions;\r\n}", "function resetGlobalState() {\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals) {\n if (persistentKeys.indexOf(key) === -1) globalState[key] = defaultGlobals[key];\n }globalState.allowStateChanges = !globalState.enforceActions;\n}", "function reset() {\n counter = 0;\n allEvents = [];\n markers = [];\n currentEvent = undefined;\n periods = undefined;\n $('.blacktop').show();\n $mapDiv.hide();\n preGame();\n }", "function resetGlobalState() {\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.enforceActions;\n}", "function resetGlobalState() {\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.enforceActions;\n}", "function initGame()\n{\n\tturn = 0;\n\tgame_started = 0;\n player = 0;\n}", "function resetGlobalState$$1() {\n var defaultGlobals = new MobXGlobals$$1();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState$$1[key] = defaultGlobals[key];\n globalState$$1.allowStateChanges = !globalState$$1.enforceActions;\n}", "function ResetGlobalVariables(){\n ResetGuesses();\n ResetLetters();\n computerChoice = alphabet[Math.floor(Math.random() * alphabet.length)];\n console.log(computerChoice)\n }", "function resetGlobal() {\r\n speed.dx = 0;\r\n speed.dy = 0;\r\n snake[0].x = 0;\r\n snake[0].y = 0;\r\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function resetGlobalState() {\n globalState.resetId++;\n var defaultGlobals = new MobXGlobals();\n for (var key in defaultGlobals)\n if (persistentKeys.indexOf(key) === -1)\n globalState[key] = defaultGlobals[key];\n globalState.allowStateChanges = !globalState.strictMode;\n}", "function reset(){\r\n gameState = PLAY;\r\n gameOver.visible = false;\r\n // restart.visible = false;\r\n enemiesGroup.destroyEach();\r\n blockGroup.destroyEach();\r\n stars1Group.destroyEach();\r\n stars2Group.destroyEach();\r\n candyGirl.addAnimation(\"running\", candygirl_running);\r\n score = 0;\r\n}", "function gameSetup(resettype){\n print(\"reseting\")\n if (!resettype){\n deleteStatsTable();\n addStatsInLog();\n nullSolveInfo();\n }\n myGraphics.nullGraphFlags();\n myStats.nullStatsFlags();\n nullAroundFlags();\n nullGame();\n exitSave = false; //you can't change something and save session\n ingame = true; \n settingspage = false;\n}", "function resetGame() {\n // reset the global variables\n cardsCollected = [];\n DeckOfCards = [];\n cardOneElement = null;\n cardTwoElement = null;\n startTime = null;\n currentTurn = 0;\n gameWon = false;\n seconds = 0;\n moves = 0;\n stars = 3;\n}", "function resetGlobalState() {\n var defaultGlobals = new MobXGlobals();\n\n for (var key in defaultGlobals) if (persistentKeys.indexOf(key) === -1) globalState[key] = defaultGlobals[key];\n\n globalState.allowStateChanges = !globalState.enforceActions;\n}", "function reset() {\n time = 120;\n gameRun = false;\n }", "function gameReset() {\n\n walkInside = false;\n isOutside = true;\n\n victim.dead = false;\n victim.detection = false;\n\n player.inside = false;\n player.x = 1760;\n player.y = 1700;\n\n floorplan.upstairs = false;\n floorplan.outside = true;\n\n killCount = 0;\n\n victimSpawn();\n\n}", "function globalReset () {\n\t\t\t// Reset Modal GUI:\n\t\t\tglob.domObjects.$modalBox.empty();\n\t\t\tglob.domObjects.$errorModalBox.empty().hide();\n\t\t\t// Reset vars:\n\t\t\tglob.curr = {\n\t\t\t\tnewTemplate: false,\n\t\t\t\tparamDomElements: {},\n\t\t\t\tparamsJson: {}\n\t\t\t};\n\t\t}", "function resetAll() {\n counter = 0;\n hangmanGame.resetVar();\n hangmanGame.resetObj();\n loadLetters();\n gameBackground.image.src = `./assets/images/${theme}/background.png`;\n backgroundGlow.image.src = `./assets/images/${theme}/glow.png`;\n character.image.src = `./assets/images/character/${theme}.png`;\n hangmanGame.status = \"menu\";\n}", "function resetGame() {\n resetClockAndTime();\n resetMoves();\n resetStars();\n initGame();\n activateCards();\n startGame();\n}", "function resetGame() {\n // Position of prey and player will reset\n setupPrey();\n setupPlayer();\n // movement and speed of prey will reset\n movePrey();\n // sound will replay\n nightSound.play();\n // Size and color of player will reset\n playerRadius = 20;\n firegreen = 0;\n // score will reset\n preyEaten = 0;\n // prey speed will reset\n preyMaxSpeed = 4\n // All of this when game is over\n gameOver = false;\n}", "function resetGameState() {\n\t\tgameOngoing = true;\n\t\tcurrentPlayer = player1;\n\t}", "function init () {\r\n initAllVars();\r\n gameLoop();\r\n}", "function resetAllGame() {\n /* Setting up player and all ghosts colors */\n player.spawn();\n enemies.forEach(spawnAll); \n\n /* setting up center */\n player.updateCenter(); //player center\n enemies.forEach(UpdateCAll);\n \n resetHUD();\n}", "function resetGlobals() {\n\t\n\tinfoWindow.setContent(\"<h1>Loading...</h1><img src='static/ajax-loader.gif' style='display: block; margin: 0 auto;'>\");\n for (var i = 0; i < markersArray.length; i++) {\n markersArray[i].setMap(null);\n }\n\t\n for (var i = 0; i < waypts.length; i++) {\n for (var j = 0; j < waypts[i].length; j++) {\n busStops[i][j].setMap(null);\n }\n }\n\t\n markersArray = [];\n waypts = [];\n busStops = [];\n infoWindow.close();\n\n try {\n for (var i = 0; i < flightPath.length; i++) {\n flightPath[i].setMap(null);\n }\n flightPath = [];\n }\n catch (TypeError) {\n infoWindow.setContent(\"<h2>No Route Found</h2>\");\n infoWindow.open(map);\n }\n}", "function initGame() {\n guesses = [];\n displayHistory();\n resetResultContent();\n}", "function reset(){\n\n theme.play();\n\n gameState = PLAY;\n gameOver.visible = false;\n restart.visible = false;\n \n monsterGroup.destroyEach();\n \n Mario.changeAnimation(\"running\",MarioRunning);\n\n score=0;\n\n monsterGroup.destroyEach();\n\n \n}", "function resetGame() {\n clearInterval(spawnTimer);\n newSpawnInterval = spawnInterval;\n clearInterval(bossBulletTimer);\n bossBulletInterval = bossBulletStartInterval;\n clearInterval(gameClock);\n secondsToArrival = gameTime;\n secondsPassed = 0;\n player.shieldHealth = player.maxShieldHealth;\n player.charge = player.maxCharge;\n planetAmazon.reset();\n}", "function resetGame() {\n resetTimer();\n resetMoves();\n resetStars();\n shuffleDeck();\n resetCards();\n}", "function initializeGlobalVariables() {\n selectedElements = [];\n totalMoves = 0;\n totalMatchFound = 0;\n starRating = 0;\n}", "reset() {\n this.gameInProgress = true; // true if playing game, false if ended\n\n // 1.) available players\n this.createCharacters();\n this.displayAvailableCharacters(this.characters);\n\n // Number enemies defeated\n this.enemiesDefeated = 0;\n this.defeatedCharacters.length = 0;\n this.defeatedCharacters = [];\n this.displayDefeatedCharacters(this.defeatedCharacters);\n\n // get rid of player and enemy\n this.currentPlayer = undefined;\n this.currentEnemy = undefined;\n\n // Interact with the DOM\n this.displayGameStatus();\n }", "function resetEverything() {\n coords = [];\n cellMap = new Map();\n showMaze = false;\n showSoln = false;\n solnSet = [];\n countMoves = 0;\n ctx.clearRect(0, 0, canvas.width, canvas.height);\n user = new User();\n}", "function init() {\n enablePlayAgain(reset);\n reset();\n lastTime = Date.now();\n main();\n }", "function resetGame() {\n resetClockAndTime();\n resetMoves(); \n resetRatings();\n startGame();\n}", "function resetGame() {\n toggleMenu(Menu.MAIN);\n $('#statsOutput').hide();\n $('#ammoBarsContainer').hide();\n scene.stopMusic();\n renderer.clear(false, true, true);\n scene = new TheScene(renderer.domElement);\n}", "function resetGame() {\n\n gameOver = false;\n state = `menu`;\n\n scoreMoney = 0;\n score = 0;\n\n setup();\n\n // clearInterval of mouse \n if (minigame1) {\n clearInterval(mousePosInterval);\n }\n // Resets the fishies\n if (minigame2) {\n for (let i = 0; i < NUM_FISHIES; i++) {\n let fish = fishies[i];\n fish.reset();\n }\n }\n}", "resetData() {\n gameState.lives = 3;\n gameState.state = states.READY;\n gameState.level = 1;\n gameState.score = 0;\n gameState.toNextBonus = gameState.EVERY_EXTEND;\n gameState.minNumber = 1;\n gameState.maxNumber = 50;\n gameState.expressNum = 5;\n gameState.highScoreReached = false;\n gameState.highLevelReached = false;\n gameState.highComboReached = false;\n gameState.currentLevelType = levelType.MULTIPLE;\n gameState.expressionsMode = expressions.OFF;\n gameState.colorFlavorIndex = 0;\n gameState.modifierIndex = -1;\n gameState.comboTimer = 0;\n gameState.comboCount = 1;\n gameState.bestCombo = 1;\n }", "function resetGame() {\n gBoard = buildBoard();\n gGame.shownCount = 0;\n gGame.isOn = false;\n gLivesCount = 3;\n}", "function initialiseGame(){\n\n\t/* ------------------\n\t\tRESET GAME OBJECT\n\t--------------------*/\n\tgame = new Game();\n\n\t/* ------------------\n\t\tCONTEXT SETTINGS\n\t--------------------*/\n\tvar fgCanv = document.getElementById('canvas');\n\tvar fgCtx = fgCanv.getContext('2d');\n\tfgCtx.translate(0.5, 0.5);\n\tclearCanvas(fgCtx);\n\n\tvar bgCanv = document.getElementById('bgCanvas');\n\tvar bgCtx = bgCanv.getContext('2d');\n\tbgCtx.translate(0.5, 0.5);\n\tclearCanvas(bgCtx);\n\n\t//WHY HERE? game.restart();\n\t//towers = enemies = bullets = [];\n\n\tlevelSetup();\n\n\t/* ------------------\n\t\tSCREEN VARIABLES\n\t--------------------*/\n\n\t//var level_data = levelMaps[game.level];\n\t//level = new Level(fgCtx, level_data.rows, level_data.columns, level_data.grid, level_data.start, level_data.end);\n\n\t//level.path = plotPath(level.grid, level.start, level.end);\n\t//if (level.path.length == 0){\n\t//\tconsole.log('Path error');\n\t\t//resetGame();\n\t//}\n\t//console.log(level);\n\n\t//resizeCanvas();\n\n\t// Check for cookie\n\tvar cookieName = 'privacyOptOut=';\n\n\t// Check document cookies for this flag\n var ca = document.cookie.split(';');\n for(var i=0;i < ca.length;i++) {\n var c = ca[i];\n while (c.charAt(0)==' ') c = c.substring(1,c.length);\n if (c.indexOf(cookieName) == 0){\n\t\t\tvar cookieVal = c.substring(cookieName.length,c.length);\n\t\t}\n }\n\n\t// If cookie value found and true\n\tif (cookieVal === true){\n\t\tshowModal(\"Privacy Flag\", 0);\n\t}else{\n\t\tshowModal(\"Privacy Opt-Out\",0);\n\t}\n\n\t//showModal(\"Introduction\",0);\n\n\t/* ------------------\n\t\tEVENT LISTENERS\n\t--------------------*/\n\tfgCanv.addEventListener('touchstart', function(event){touchCanvas(event);});//,false );\n\tfgCanv.addEventListener('click', function(event){mouseCanvas(event);});//,false); //stopHover();},false );\n\n\t // Trying to work out what the fuck happens when the window is minimized - enemies seem to vanish off the canvas! :-/\n\t//focus = 1;\n\t//window.addEventListener('visibilitychange', function(){ focus *= -1; if (focus){ console.log(enemies); } });\n\n\tmainLoopRequest = window.requestAnimationFrame(mainLoop);\n\n}", "function reset() {\n generateLevel(0);\n Resources.setGameOver(false);\n paused = false;\n score = 0;\n lives = 3;\n level = 1;\n changeRows = false;\n pressedKeys = {\n left: false,\n right: false,\n up: false,\n down: false\n };\n }", "function resetGame() {\n clearGameCards();\n resetMoves();\n resetTimer();\n}", "resetGame() {\n this.initGrid();\n this.setDefaultSeeds();\n this.iteration = 0;\n }", "function resetGame() {\n stopGoodTones();\n stopErrTone();\n clearScore();\n game.genSeq = [];\n game.playerSeq = [];\n game.err = false;\n }", "function resetGame() {\n numOfGems = 0;\n allEnemies = [];\n enemySpeed = [];\n gameLevel(100, 400);\n createEnemies(numOfEnemies);\n player.x = 0;\n player.y = 460;\n gem.x = randomizer(CONSTANT_VALUE_X);\n gem.y = randomizer(CONSTANT_VALUE_Y);\n playerIsAlive = true;\n}", "function restartGame() {\n $('#restartButton').remove();\n $('#gameMessageText').text('');\n attackCount = 0;\n defeatedEnemyCount = 0;\n for (var i = 0; i < 4; i++) {\n starWarsChar[i].healthPoints = originalHealthPoints[i];\n }\n\n initialPageSetup();\n\n }", "function init() {\n\t\t// reset will display start game screen when screen is designed\n\t\treset();\n\n\t\t// lastTime required for game loop\n\t\tlastTime = Date.now();\n\n\t\tmain();\n\t}", "function resetGame(){\n game_mode='';\n player_sequence=[];\n game_sequence=[];\n player_clicks = 0;\n createGame();\n}", "function resetGame() {\n counter = 0;\n }", "function clearGlobalsVariables(){\n\tglobalFileName = null;\n\tglobalFileContent = null;\n\tglobalFileMimeType = null;\n\tglobalFilePath = null;\n\tglobalFileExtension = null;\n}", "function initGame() {\n players = [];\n teams = [];\n orbs = [];\n bases = [];\n createOrbs(defaultOrbs);\n createBases(defaultBases);\n}", "function reset() {\n round = 0;\n global_nums = [];\n history = [];\n germanProvinces = [];\n britishProvinces = [];\n fleets = [];\n gold = 275;\n points = 0;\n goldPerTurn = 0;\n guessedNums=[];\n }", "function reset() {\n //Reset the game\n channelResetGame();\n }", "start(){\n if (this.scene.reset == true) {\n if (this.gameCount > 0 && this.model.playsCoords.length > 0) {\n this.undoAllPlays();\n this.state = 'SMALL_WAIT';\n }\n else {\n this.state = 'UPDATE_CONFIGS';\n }\n this.restart_values();\n this.gameCount++;\n }\n }", "function gameReset() {\n mobs = [];\n pipes = [];\n lasers = [];\n mob = new Mob(65, false, \"Human\");\n mobs.push(mob);\n mob = new Mob(575, true, \"Computer\");\n mobs.push(mob);\n title = new Title(mobs[0].playerName, mobs[0].health);\n titles.push(title);\n title = new Title(mobs[1].playerName, mobs[1].health);\n titles.push(title);\n}", "function resetVars(){\n \n thePlayersTotalScores = [];\n totalScoresIndex = 0;\n thePlayers = []\n playerScores = [];\n ajaxCount = 0;\n viceCaptain = '';\n captain = '';\n theSubsScoresToAdd = [];\n subScoresIndex = 0;\n subsUsedInGameWeek = [];\n subsUsed = 0;\n subs = [];\n playersWhoPlayedHistory = [];\n playerHistory = []\n teamName = '';\n theKeeper= [];\n theKeeperHistory = [];\n\n}", "function reset() {\n\n // Reset the variable storing the current time remaining to its initial value\n _timeRemaining = _timeTotal;\n _hasPlayerMoved = false;\n\n // Release the player's character if it has been frozen in place\n unfreezePlayer();\n\n // Inform other code modules to reset themselves to their initial conditions\n Frogger.observer.publish(\"reset\");\n }", "function reset() {\n player.x = 3 * 101;\n player.y = (6 * 81);\n for (var i = 0; i < allEnemies.length; i++) {\n allEnemies[i].x = enemyStart[getRandNum(0, 3)];\n allEnemies[i].speed = getRandNum(2, 4);\n }\n displayMessage(\"GO!\"); // Good encouragement never hurts\n init();\n }", "reset(){\n this.live = 3;\n this.score = 0;\n this.init();\n }", "function reset(){\n roy.health = roy.maxHealth;\n incineroar.health = incineroar.maxHealth;\n ridley.health = ridley.maxHealth;\n cloud.health = cloud.maxHealth;\n cloud.limit = 0;\n $(\"#cpu-health\").html();\n $(\"#cpu-attack\").html();\n $(\"#pc-health\").html();\n $(\"#pc-attack\").html();\n $(\".fight-cpu\").hide();\n $(\".fight-pc\").hide();\n slotOneFull = false;\n slotTwoFull = false;\n playerKOs = 0;\n playerChar = \"\";\n computerChar = \"\";\n roy.inUse = false;\n roy.fight = true;\n ridley.inUse = false;\n ridley.fight = true;\n cloud.inUse = false;\n cloud.fight = true;\n incineroar.inUse = false;\n incineroar.fight = true;\n $(\".ridley-small\").removeClass('grayScale')\n $(\".cloud-small\").removeClass('grayScale')\n $(\".roy-small\").removeClass('grayScale')\n $(\".incineroar-small\").removeClass('grayScale')\n\n}", "function resetExperiment()\n{\n /* initialise Other Variables */\n initialiseOtherVariables();\n /* Reset Ball position */\n \n}", "function resetGameGA() {\n counter = 0\n pop_size = TOTAL\n}", "function reset() {\n status.gameArr = [];\n status.level = 0;\n topLeft.off();\n topRight.off();\n bottomLeft.off();\n bottomRight.off();\n status.running = false;\n level.html(\"0\").css(\"color\", 'red');\n start.html('<i class=\"fa fa-play\"></i>').css('color', 'red');\n}", "function gameReset() {\n totalScore = 0;\n setupGame();\n }", "function resetGame() {\n stopPongGame();\n\n // reset positions\n\n // reset scores\n\n // start game again\n}", "function resetGame() {\n game.player1.gameScore = 0;\n game.player2.gameScore = 0;\n gameScoreIndex++;\n pointScoreIndex = 0; //for after looking at matchStats\n // gameScoreIndex = 0;\n // game.gameScoreCollection.push(pushArr);\n if (game.startSer === 'player1') {\n swal(game.player2.name + \" serves first\");\n game.startSer = 'player2';\n game.player1.curSer = false;\n game.player2.curSer = true;\n }else if (game.startSer === 'player2'){\n swal(game.player1.name + \" serves first\");\n game.startSer = 'player1';\n game.player1.curSer = true;\n game.player2.curSer = false;\n }\n }", "function init() {\n setupModeButtons();\n setupSquares();\n resetGame();\n}", "function init() {\n\tpacmanMouth = false;\n\tghostOndulation = false;\n\tblinking = false;\n\titeration = 0;\n\tcount = 3;\n}", "function resetVars() {\n wordBank = defaults.words;\n score = defaults.score;\n lives = defaults.lives;\n userGuesses = [];\n}", "function resetVars() {\n wordBank = defaults.words;\n score = defaults.score;\n lives = defaults.lives;\n userGuesses = [];\n}", "function reset() {\n AIRWin = 0;\n HURWin = 0;\n NORWin = 0;\n window.location.reload(false);\n}", "function resetAll(){\n\t\t\t\tlogger.debug(\"Resetting all variables\");\n\t\t\t\tisAudioOn = true;\n\t\t\t\tlpChatFontSize = 13;\n\t\t\t\tchatWinCloseable = true;\n\t\t\t\tlpInteractiveChat = false;\n\t\t\t\tlpVisitorTypingMsg = false;\n\t\t\t \tofflineSurveyNameOverride = \"\";\n\t\t\t\tpreChatSurveyNameOverride = \"\";\n\t\t\t\texitSurveyNameOverride = \"\";\n\t\t\t\tscreenState = '';\n\t\t\t\twindowState = windowStateType.READY;\n\t\t\t\tchatInstanceReady = false;\n\t\t\t\tcollaborationInstanceReady=false;\n\t\t\t}", "function resetGameState() {\r\n\r\n // Reset difficulty and enemy speed.\r\n increaseDifficulty.difficulty = \"start\";\r\n Enemy.v = 4;\r\n toggleEnemySpawner.spawnRate = 2000;\r\n\r\n // Clear the list of game objects.\r\n observers = [];\r\n\r\n // Reset player.\r\n player = new Player();\r\n\r\n // Reset game state data.\r\n time = 90;\r\n document.getElementById(\"time-numeric\").innerHTML = time;\r\n Player.score = 100;\r\n document.getElementById(\"score-numeric\").innerHTML = Player.score;\r\n timeAt100 = 0;\r\n}", "function resetGame() {\n matched = 0;\n resetTimer();\n resetMoves();\n resetStars();\n resetCards();\n shuffleDeck();\n}", "resetGame() {\r\n this.scrollingBG.tilePosition = ({x: 0, y: 0});\r\n this.distance = BOUND_LEFT;\r\n this.completed = 0;\r\n this.gameActive = true;\r\n\r\n // Reset the houses\r\n this.houses.removeChildren();\r\n this.houseArray = [];\r\n this.addHouses(this.goal);\r\n }", "function InitializeGlobals()\n{\n\tSelectedWord = \"\";\n\taGuessWord.length = 0;\n\ti = 0;\n\taUserKeys.length = 0;\n\tgNumTries = 0;\n\tgcMaxTries = 10;\n\tdocument.getElementById(\"Lives\").innerHTML = \"Number of Lives Left is: ---\";\n\t//document.getElementById(\"Wins\").innerHTML = \"You Win Total is:----\"\t;\n\tdocument.getElementById(\"guessword\").innerHTML = \"GuessWord is: -----\";\n\tdocument.getElementById(\"LettersUsed\").innerHTML = \"Letters Used is: ------ \";\n\tdocument.getElementById(\"KeyInput\").value = \"\";\n\tdocument.getElementById(\"KeyInput\").value = \"Write a character into this field! \";\n\n}", "function restart(){\n myGameArea.reset();\n}", "function resetGame() {\n\tresetClockAndTime();\n\tresetMoves();\n\tresetStars();\n\tshuffleDeck();\n\tresetCards();\n\tmatched = 0;\n\ttoggledCards = [];\n}", "function resetEverything(){\n resetImages();\n resetPlay();\n resetPause();\n }", "function resetCurrentGame() {\n clearGameCards();\n resetMoves();\n resetTimer();\n startGame();\n resetGameSound();\n}", "function reset() {\n timesPlayed = -1;\n right = 0;\n wrong = 0;\n startGame ();\n }", "function init() {\n gameView = VIEW_GAME;\n\n score = 0;\n lives = startingLives;\n\n //Clear out all arrays\n floatingTexts = [];\n particles = [];\n explosions = [];\n\n\n //EXAMPLE\n spawnNodes();\n //===\n\n}", "function reset() {\n document.getElementById(\"game-over\").style.display = \"none\";\n document.getElementById(\"game-over-overlay\").style.display = \"none\";\n isGameOver = false;\n gameTime = 0;\n score = 0;\n\n enemies = [];\n bullets = [];\n enemyBullets = [];\n\n player.pos = [50, canvas.height / 2];\n }", "function reset_var_shallow() {\n // Resetting last state clicked, amount clicks, clicked tiles, duplicate tiles variable\n let last_state = \"\",\n click = 0,\n clicked_tiles = [],\n duplicate_tiles = false;\n // Start game, if variable is true then you can play the game\n game_start = true;\n // tiles_id_loop();\n }", "function init() {\n \n document.getElementById('play-again').addEventListener('click', function() {\n reset();\n });//Add click to play-again button --HTML\n\n reset(); // reset the game state\n lastTime = Date.now();\n main(); // start game // Why do we need a main function and then an init function?\n}", "function init() {\n\n// reset();\n lastTime = Date.now();\n main();\n }", "function init() {\r\n reset();\r\n lastTime = Date.now();\r\n main();\r\n }", "function resetGame() {\n window.cancelAnimationFrame(anim_id);\n playing = false;\n score = 0;\n level = 1;\n new_game = true;\n speed = init_speed\n direction = ''\n snake.reset(init_speed);\n fruit.reset();\n }", "function reset() {\n\textraliv = 0;\n\tliv = maxliv;\n\tmissed = 0;\n\tscore = 0;\n\tfrugter = [];\n\tmodifiers = [];\n\ttimeToNextEnemy = Random(enemyInterval[0], enemyInterval[1]);\n\ttimeToNextModifier = Random(modifierInterval[0], modifierInterval[1]);\n\tspilIgang = true;\n\tspilWon = false;\n}" ]
[ "0.7602183", "0.7401757", "0.73975366", "0.7358157", "0.73549175", "0.7347014", "0.7258372", "0.72193325", "0.7168621", "0.7145779", "0.7142308", "0.7135083", "0.7090198", "0.7090198", "0.70695406", "0.7064017", "0.70627356", "0.70381445", "0.70166945", "0.70166945", "0.70166945", "0.70166945", "0.70166945", "0.70166945", "0.70134056", "0.70054597", "0.69971186", "0.6992449", "0.69774354", "0.69680333", "0.6947891", "0.6946425", "0.69453984", "0.69425756", "0.6934857", "0.693152", "0.690085", "0.68965787", "0.6874983", "0.68732095", "0.6872971", "0.6867744", "0.68662554", "0.68551475", "0.6852671", "0.6848561", "0.6839596", "0.68321764", "0.68272495", "0.6824342", "0.68069243", "0.6789941", "0.6787766", "0.67803186", "0.67774814", "0.6776643", "0.67725444", "0.6767779", "0.6764674", "0.6756607", "0.675622", "0.67488414", "0.67457366", "0.67399895", "0.67386633", "0.6720452", "0.67172456", "0.6714337", "0.670784", "0.6706889", "0.67042756", "0.66951966", "0.669003", "0.66875005", "0.6683277", "0.6683077", "0.6680716", "0.66789573", "0.6673315", "0.6661801", "0.6651394", "0.6651394", "0.66490704", "0.6648074", "0.66480356", "0.66468596", "0.66398495", "0.66309184", "0.66254795", "0.6619381", "0.6615162", "0.66115195", "0.66055644", "0.66047984", "0.65997416", "0.6598343", "0.65973055", "0.65919065", "0.6590339", "0.6582813", "0.6582613" ]
0.0
-1
control the display of draw or win display modals
function victoryModal(typeOfVictory) { if (typeOfVictory === "draw") { $("#game").css("display", "none"); $("#draw").css("display", "block"); let counter = 5; let int3 = setInterval(() => { if (counter === 1) { $("#draw").fadeOut("slow", () => { $("#modal").css("display", "block"); $("#draw").css("display", "none"); }); } else if (counter === 0) { clearInterval(int3); } $("#countdown").text(counter); counter--; }, 1000); } else if (typeOfVictory === "win") { $("#displayWinner").text("Winner is: " + winner); $("#currentPlayer").css("display", "none"); $("#game").css("margin-top", "35px"); let counter = 5; let int4 = setInterval(() => { if (counter === 1) { $("#game").fadeOut("slow", () => { $("#modal").css("display", "block"); $("#game").css("display", "none"); }); } else if (counter === 0) { clearInterval(int4); } $("#restartCounter").css("display", "block"); $("#restartCounter").text("Restarting in : " + counter); counter--; }, 1000); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function draw_presentsScreen() {\n \tif ( defaultFalse( currentPart.presents ) ) \t\n \t\tpresentsScreen.show();\n \telse \n \t\tpresentsScreen.hide();\n }", "function winDraw(curWin) {\n $(\".section\").hide();\n $(curWin).show();\n}", "function displayWin() {\n\tif (modeGOT) {\n\t\t$txt.style.color = \"skyblue\";\n\t\t$txt.innerHTML = \"Frog King\".toUpperCase();\n\t\t$gotOstMain.pause();\n\t} else {\n\t\t$txt.style.color = \"green\";\n\t\t$txt.innerHTML = \"Bravo !\".toUpperCase();\n\t\t$ostMain.pause();\n\t}\n\t$ostWin.play();\n}", "showWinScreen() {\n let duration = this._game.timeElapsed;\n let score = this._game.score;\n this._view.renderWinScreen(duration, score);\n this._view.bindShowMenu(this.showMenu.bind(this));\n this._view.bindSaveScore(this.saveScore.bind(this));\n }", "function draw_mainScreen() {\n \tif ( defaultTrue( currentPart.main ) )\t\t// If we're showing the main screen\n \t\t{\n\t \t\tmainScreen.clear(); \t\t\t\t\t// ... clear it.\n\t \t\tmainScreen.show();\n \t\t} \n \telse\n \t\tmainScreen.hide();\t\t\t\t\t\t// Otherwise, hide it.\n }", "function on_paint()\n{\n var scoped = entity_get_prop(entity_get_local_player(), \"CCSPlayer\", \"m_bIsScoped\");\n\n if (ui_is_menu_open() || !entity_is_alive(entity_get_local_player()) || !entity_get_local_player()) return;\n ui_set_value(\"Visual\", \"SELF\", \"Chams\", \"Configure\", 0);\n ui_set_value(\"Visual\", \"SELF\", \"Chams\", \"Visible override\", scoped ? false : true);\n}", "function displayToScreen() {\n\n\n\t}", "function resetDisplay() {\n\t\tctx.clearRect(0,0,610,550);\n\t\tctx.strokeRect(40, 10, 530, 539);\n\t\t$(\"#controls button\").button(\"disable\");\n\t\t$(\"#seeker\").slider(\"disable\");\n\t\t$(\"#display-options input\").attr(\"disabled\",\"disabled\");\n\t\t$(\".game-status .p1, .game-status .p2, .game-status .message\").empty();\n\t\t$(\".game-status .message\").removeClass(\"neutral-text p1-text p2-text\").css(\"visibility\",\"hidden\");\n\t\t$(\".display .p1-text, .display .p2-text\").html(1000);\n\t\t$(\".names-time .time\").html(0);\n\t\t$(\"#canvas-alt\").remove();\n\t}", "function show(x, y, z) {\n var x = $(x),\n y = $(y),\n z = $(z);\n x.addClass('win');\n y.addClass('win');\n z.addClass('win');\n lockAll();\n setTimeout(reset, 1500);\n }", "function changeDisplay(){\n}", "function drawCompWin(){\n\n}", "_onUpdateDisplay() {}", "function gameDraw(){\n $(\"#winMsg\").html(\"Game is a draw!! Play Again!\");\n $(\"#winModal\").modal(\"show\");\n }", "function launchModal(evt) {\n bScreen.className = '';\n modal.className = '';\n\n displayImage();\n}", "afterShown() {}", "display() {\n let currentTheme = this.gameOrchestrator.getCurrentTheme();\n currentTheme.displayScene();\n this.displayGameboard(currentTheme);\n }", "function winOrLoseScreen(){\n if (!win){\n GameOverGraphic()\n BGM.pause()\n } else {\n youWinGraphic()\n BGM.pause()\n }\n }", "function showWin() {\n //play the win sfx\n win.play();\n //and show the .win window\n $(\".win\").show();\n}", "function _onOpen() {\n\tdraw();\n}", "function _onOpen() {\n\tdraw();\n}", "function ruleScreen () {\n rulesModalContainer.style.display = 'block'\n welcomeDiv.style.display = 'none'\n}", "function draw() {\n background(0);\n backgroundMove();\n crateShow();\n if(state === `start`){\n intro();\n }\n else if(state === `diffSelect`){\n diffSelect();\n }\n else if(state === `simulation`){\n simulation();\n }\n else if(state === `winEnding`){\n winEnding();\n }\n else if(state === `loseEnding`){\n loseEnding();\n }\n}", "function showHandles() {\n\tupdateHandles();\n\tneHandle.setOpacity(1);\n\tnwHandle.setOpacity(1);\n\tseHandle.setOpacity(1);\n\tswHandle.setOpacity(1);\n}", "update() {\n\t\tif(this.checkWin()){\n\t\t\tthis.logWin();\n\t\t} else {\n\t\t\tthis.render();\n\t\t}\n\t}", "function display() {\n\n doSanityCheck();\n initButtons();\n}", "function introScreen() {\n SDPresents = new image(DEMO_ROOT + \"/def/resources/senior.png\");\n presentsScreen = SeniorDads.ScreenHandler.Codef(640,400,name,zIndex++);\n \t\tSDPresents.draw(presentsScreen,0,0);\n \t}", "win() {\n modal.style.display = 'block';\n playAgainButton.focus();\n this.clear();\n }", "function dealerWin() {\n dealerWinModal.style.display = \"block\";\n}", "clickBook() {\n\n this.dialogueBox.visible = true;\n this.dialogueBook.visible = true;\n this.xButton.visible = true;\n //for when clicking exit, everything disappears\n }", "toggleWindow() {\n this.visible = !this.visible;\n if (this.text) this.text.visible = this.visible;\n if (this.graphics) this.graphics.visible = this.visible;\n if (this.closeBtn) this.closeBtn.visible = this.visible;\n }", "display() {\n // draw our player at their current position with the correct graphic\n image(this.myGraphic, this.xPos, this.yPos);\n }", "function draw() {\n //set up the different states\n if (state === `enter`) {\n welcomeDisplay();\n } else if (state === `display1`) {\n welcomeDisplay1();\n } else if (state === `display2`) {\n welcomeDisplay2();\n } else if (state === `display3`) {\n welcomeDisplay3();\n } else if (state === `display4`) {\n welcomeDisplay4();\n } else if (state === `display5`) {\n welcomeDisplay5();\n } else if (state === `display6`) {\n welcomeDisplay6();\n } else if (state === `gallery`) {\n galleryDisplay();\n } else if (state === `home`) {\n }\n}", "function showWinPanel() {\n clearInterval(timercycle);\n $(\"#winPanel\").css(\"display\", \"block\");\n}", "drawOffscreen() { }", "function renderApplication() {\n impWindows.inv = createInvWindow();\n}", "alterProgManShowing() {\n this.progManager = document.getElementById('programManWindow');\n if (this.progManClicked) {\n this.progManager.style.display = 'none';\n this.progManClicked = false;\n }\n else {\n this.progManager.style.display = 'flex';\n this.progManClicked = true;\n }\n }", "function customizelistener() {\r\n\tcustombg.visible = true;\r\n\r\n\tmainbutton.visible = true;\r\n\tpracticebutton.visible = false;\r\n\tstartbutton.visible = false;\r\n\thomebutton.visible = false;\r\n\r\n\tdispball.visible = true;\r\n\tdispchar.visible = true;\r\n}", "function modalWindow() {\n // helpers\n const lineEq = (y2, y1, x2, x1, currentVal) => {\n // y = mx + b\n var m = (y2 - y1) / (x2 - x1), b = y1 - m * x1;\n return m * currentVal + b;\n };\n\n // Modal events\n class Overlay {\n constructor() {\n this.DOM = {el: document.querySelector('.overlay')};\n this.DOM.reveal = this.DOM.el.querySelector('.overlay__reveal');\n this.DOM.items = this.DOM.el.querySelectorAll('.overlay__item');\n this.DOM.close = this.DOM.el.querySelector('.overlay__close');\n this.DOM.header = this.DOM.el.querySelector('.overlay__header');\n }\n show(contentItem) {\n this.contentItem = contentItem;\n this.DOM.el.classList.add('overlay--open');\n // show revealer\n TweenMax.to(this.DOM.reveal, .5, {\n ease: 'Power1.easeInOut',\n x: '0%',\n onComplete: () => {\n // hide scroll\n document.body.classList.add('preview-open');\n // show preview\n this.revealItem(contentItem);\n // hide revealer\n TweenMax.to(this.DOM.reveal, .5, {\n delay: 0.2,\n ease: 'Power3.easeOut',\n x: '-100%'\n });\n\n this.DOM.close.style.opacity = 1;\n this.DOM.header.style.opacity = 1;\n }\n });\n }\n revealItem() {\n this.contentItem.classList.add('overlay__item--active');\n\n let itemElems = [];\n itemElems.push(this.contentItem.querySelector('.box__shadow'));\n itemElems.push(this.contentItem.querySelector('.box__img'));\n itemElems.push(this.contentItem.querySelector('.box__title'));\n itemElems.push(this.contentItem.querySelector('.box__text'));\n itemElems.push(this.contentItem.querySelector('.box__deco'));\n itemElems.push(this.contentItem.querySelector('.overlay__content'));\n\n for (let el of itemElems) {\n if ( el == null ) continue;\n const bounds = el.getBoundingClientRect();\n const win = {width: window.innerWidth, height: window.innerHeight};\n TweenMax.to(el, lineEq(0.8, 1.2, win.width, 0, Math.abs(bounds.left+bounds.width - win.width)), {\n ease: 'Expo.easeOut',\n delay: 0.2,\n startAt: {\n x: `${lineEq(0, 800, win.width, 0, Math.abs(bounds.left+bounds.width - win.width))}`,\n // y: `${lineEq(-100, 100, win.height, 0, Math.abs(bounds.top+bounds.height - win.height))}`,\n // rotationZ: `${lineEq(5, 30, 0, win.width, Math.abs(bounds.left+bounds.width - win.width))}`\n },\n x: 0,\n y: 0,\n rotationZ: 0\n });\n }\n }\n hide() {\n this.DOM.el.classList.remove('overlay--open');\n\n // show revealer\n TweenMax.to(this.DOM.reveal, .5, {\n //delay: 0.15,\n ease: 'Power3.easeOut',\n x: '0%',\n onComplete: () => {\n this.DOM.close.style.opacity = 0;\n this.DOM.header.style.opacity = 0;\n // show scroll\n document.body.classList.remove('preview-open');\n // hide preview\n this.contentItem.classList.remove('overlay__item--active');\n // this.contentItem.style.opacity = 0;\n // hide revealer\n TweenMax.to(this.DOM.reveal, .5, {\n delay: 0,\n ease: 'Power3.easeOut',\n x: '100%'\n });\n }\n });\n }\n }\n class Modal {\n constructor() {\n var self = this;\n // YB: remake to dynamic elements\n $(document).on('click touch', '.modal-trigger', function(ev){\n ev.preventDefault();\n // YB: take data attribute insead href\n console.log(this);\n self.openItem(document.querySelector(this.getAttribute('data-modal')));\n });\n\n\n this.overlay = new Overlay();\n $(this.overlay.DOM.close).on('click touch', (e) => this.closeItem(e));\n $('body').on('modal:close', (e) => this.closeItem(e));\n }\n openItem(contentItem) {\n if (this.isPreviewOpen) return;\n this.isPreviewOpen = true;\n this.overlay.show(contentItem);\n }\n closeItem(e) {\n e.preventDefault();\n if (!this.isPreviewOpen) return;\n this.isPreviewOpen = false;\n this.overlay.hide();\n // YB: animate burger to default state\n if ($('body').hasClass(menuActiveClass)) {\n burgerMenu.close();\n }\n }\n }\n\n // init\n new Modal();\n }", "function setPCDisplay(ctx, user, w, h)\r\n{\r\n width = w;\r\n height = h;\r\n\r\n // Create the buttons\r\n ctx.lineWidth=\"3\";\r\n ctx.strokeStyle = user.display.buttonLight;\r\n ctx.fillStyle = user.display.buttonDark;\r\n\r\n buttonW = (width/8)*3;\r\n buttonH = (height/3)-40;\r\n\r\n ctx.beginPath();\r\n ctx.rect(10, 70, buttonW, buttonH);\r\n ctx.fill();\r\n ctx.stroke();\r\n\r\n ctx.beginPath();\r\n ctx.rect(10, buttonH+90, buttonW, buttonH);\r\n ctx.fill();\r\n ctx.stroke();\r\n\r\n ctx.beginPath();\r\n ctx.rect(10, (buttonH*2)+110, buttonW, buttonH);\r\n ctx.fill();\r\n ctx.stroke();\r\n\r\n // Display graphics on buttons\r\n var plansImg = new Image();\r\n plansImg.src = static_dir+\"graphics/planner\"+user.display.extension;\r\n plansImg.onload = function() {\r\n ctx.drawImage(plansImg, (buttonW/3)+10, 70, buttonH, buttonH);\r\n }\r\n var notesImg = new Image();\r\n notesImg.src = static_dir+\"graphics/notes\"+user.display.extension;\r\n notesImg.onload = function() {\r\n ctx.drawImage(notesImg, (buttonW/3)+10, buttonH+90, buttonH, buttonH);\r\n }\r\n var lifesImg = new Image();\r\n lifesImg.src = static_dir+ \"graphics/lifestyle\"+user.display.extension;\r\n lifesImg.onload = function() {\r\n ctx.drawImage(lifesImg, (buttonW/3)+10, (buttonH*2)+110, buttonH, buttonH);\r\n }\r\n\r\n // Display the user's name\r\n ctx.font = \"30px Arial\";\r\n ctx.fillStyle = user.display.textDark;\r\n ctx.fillText(user.name, 10, 40);\r\n\r\n // Create the Calendar\r\n calendarX = (buttonW+30);\r\n calendarY = 70;\r\n calendarWidth = (width-(buttonW+40))/7;\r\n calendarHeight = (height-80)/6;\r\n\r\n ctx.fillStyle = user.display.buttonDark;\r\n ctx.beginPath();\r\n ctx.rect(calendarX, calendarY, calendarWidth*7, calendarHeight*6);\r\n ctx.fill();\r\n\r\n // Draw the Calendar\r\n for (i = 0; i < 7; i++) {\r\n for (j = 0; j < 6; j++) {\r\n ctx.beginPath();\r\n ctx.rect(calendarX+(calendarWidth*i), calendarY+(calendarHeight*j), calendarWidth, calendarHeight);\r\n ctx.stroke();\r\n }\r\n }\r\n\r\n // Call setCalendar to apply proper dates\r\n setCalendar(ctx, user, calendarX, calendarY, calendarWidth, calendarHeight);\r\n}", "function winScreen() {\n image(introScreenBackground, 0, 0);\n\n push();\n noFill();\n noStroke();\n rect(285, 300, 335, 100);\n pop();\n\n rainRun();\n\n lightningGenerator();\n\n animation(huntAgainAnim, 450, 350);\n\n animation(winMaskAnim, 475, 200);\n}", "function winMessage() {\n \tMODAL.style.display = 'block';\n }", "function startScreen() {\n screenWin.style.display = 'none';\n board.style.display = 'none';\n}", "switchMode(e){\n\t\tif (e=='hidden'){\n\t\t\tthis.canvas.stop(true).fadeTo(e.dt,0, function(){\n\t\t\t\tif (this.particleSystem) this.particleSystem.stop();\n\t\t\t\tthis.canvas.hide();\n\t\t\t})\n\t\t}\n\t\telse if (e=='visible'){\n\t\t\tthis.canvas.stop(true).css('opacity',0).show().fadeTo(e.dt,1,function(){\n\t\t\t\tthis.resize();\n\t\t\t})\n\t\t\tif (this.particleSystem) this.particleSystem.start();\n\t\t}\n\t}", "function logicScreens(openScreen){\r\n switch(openScreen) {\r\n case 'studentPay': \r\n visible_div(\"studentPay\");\r\n esconde_div(\"teacherPay\");\r\n break;\r\n case 'teacherPay':\r\n visible_div(\"teacherPay\");\r\n esconde_div(\"studentPay\");\r\n break;\r\n default: \r\n \r\n }\r\n \r\n}", "function close_win_layer(){\r\n second_layer.style.display=\"none\"\r\n reset_game()\r\n}", "function refreshDisplay(){\n env.disp.render() ;\n env.plot.render() ;\n}", "function fndisapWindow(){\r\n Effect.fadeOut(windowObj);\r\n Effect.setOpacity(parentWindow, 1);\r\n// objTurn.innerHTML=intTurnNO;\r\n// fnresetmemberStatus();\r\n}", "function swapDisplay(){\n if(interact){\n document.getElementById(\"lootScreen\").style.display = \"block\";\n document.getElementById(\"playerControls\").style.display = \"none\";\n } else {\n document.getElementById(\"lootScreen\").style.display = \"none\";\n document.getElementById(\"playerControls\").style.display = \"block\";\n }\n\n}", "function winTwentyOne() {\n winTwentyOneModal.style.display = \"block\";\n}", "doodle() {\n this.update()\n this.display()\n }", "function drawScreen () {\n drawEvents();\n }", "function draw(){\r\n currentDescription = false;\r\n if(startScreen){\r\n drawStart();\r\n }\r\n else{\r\n if(treeopen){\r\n drawTechtree();\r\n if(drag){\r\n gridDrag();\r\n }\r\n descriptionManager();\r\n alertManager();\r\n }\r\n else{\r\n if(end_triggered){\r\n endManager();\r\n }\r\n else{\r\n drawbackground();\r\n drawgrid();\r\n drawUniques();\r\n drawGhouls();\r\n drawfog();\r\n drawObjects();\r\n drawCursor();\r\n drawMenu();\r\n //moveSwitch();\r\n if(drag){\r\n gridDrag();\r\n }\r\n if(popupOpen===false&&document.body.style.cursor==='pointer'){\r\n document.body.style.cursor='default';\r\n }\r\n uniqueManager();\r\n descriptionManager();\r\n storyManager();\r\n ghoulManager();\r\n alertManager(); \r\n }\r\n }\r\n }\r\n}", "function displayWin(){\n\ttrack.currentPage = 1; \n\tplayBackgroundWin();\n\tresetTimer();\n\tpageOptions.reference.innerHTML = \"\";\n\tpageOptions.reference.innerHTML = \"<img src='img/youwin.png' style='display:block;width:90%;height:auto;margin:auto;margin-top:15%'>\"+\n\t\t\t\t\"<img src='' onclick='playBackground()' id='ayy'>\" +\n \"<img src='img/button_menu.png' onclick='pageOptions.setPage()' id='menu'>\";\n\n switch(levelUnlock.currentLevel){\n \tcase 1: levelUnlock.lvl2 = true;\n \t\t\tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage2()' id='continueButton'>\";\n \t\tbreak;\n \tcase 2:\n \t\t\tlevelUnlock.lvl3 = true;\n \t\t\tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage3()' id='continueButton'>\";\n \t\tbreak;\n \tcase 3:\n \t\t\tlevelUnlock.lvl4 = true;\n \t\t\tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage4()' id='continueButton'>\";\n \t\tbreak;\n \tcase 4:\n\t\t \tlevelUnlock.lvl5 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage5()' id='continueButton'>\";\n \t\tbreak;\n \tcase 5:\n \t\t\tlevelUnlock.lvl6 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage6()' id='continueButton'>\";\n \t\tbreak;\n \tcase 6:\n \t\t\tlevelUnlock.lvl7 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage7()' id='continueButton'>\";\n \t\tbreak;\n \tcase 7:\n \t\t\tlevelUnlock.lvl8 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage8()' id='continueButton'>\";\n \t\tbreak;\n \tcase 8:\n \t\t\tlevelUnlock.lvl9 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage9()' id='continueButton'>\";\n \t\tbreak;\n \tcase 9:\n \t\t\tlevelUnlock.lvl10 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage10()' id='continueButton'>\";\n \t\tbreak;\n \tcase 10:\n \t\t\tlevelUnlock.lvl11 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage11()' id='continueButton'>\";\n \t\tbreak;\n \tcase 11:\n \t\t\tlevelUnlock.lvl12 = true;\n\t\t \tpageOptions.setLevelUnlock();\n \t\t\tpageOptions.reference.innerHTML+= \"<img src= 'img/button_continue.png' onclick='pageOptions.setPage12()' id='continueButton'>\";\n \t\tbreak;\n\n \tdefault:\n \t\tbreak;\n }\n setAudioImg();\n clock.pause2 = false; \n}", "showSettings() {\n // Implement in your WM\n }", "display() {\n\t\tif (this.playerImage){\n\t\t\timageMode(CENTER);\n\t\t\timage(this.playerImage,this.x, this.y, this.size, this.size);\n\t\t} else {\n\t\t\tfill(this.col);\n\t\t\tellipse(this.x, this.y, this.size, this.size);\n\t\t}\n\t}", "function __showTitleScreen() {\n var HUDEl = canvasModalWidget.get2DCanvasEl();\n\n // clear the 2D canvas before drawing our stats!\n canvasModalWidget.clearHUDCanvas();\n\n __HUDContext.font = '14px \"Verdana\"';\n __HUDContext.fillStyle = 'rgba(255, 255, 255, 1.0)'; // Set the font colour\n __HUDContext.fillText('Pong', 135, 100);\n\n __HUDContext.fillStyle = 'rgba(204, 229, 255, 1.0)';\n __HUDContext.fillText('GL', 170, 100);\n\n __HUDContext.fillStyle = 'rgba(255, 204, 204, 1.0)';\n __HUDContext.font = '10px \"Verdana\"';\n\n // display the right messaging\n if (__isGamePaused() === true && __hasGameStarted) {\n __HUDContext.fillText('Press Space Bar/Click to unpause...', 70, 115);\n }\n else { // game intro messaging\n __HUDContext.fillText('Press Space Bar/Click to start...', 80, 145);\n }\n\n // show the 2D HUD Canvas\n canvasModalWidget.showHUDCanvas();\n }", "function showGUI (e) {\r\n \r\n clearTimeout(logoTimeout);\r\n\r\n // Hide logo and info after 3s\r\n logoTimeout = setTimeout(function(){\r\n $('#player-logo')\r\n .add('#presentation-info').removeClass('show')\r\n }, 5000);\r\n\r\n if ( EM.compatibility.getDevice() === \"tablet\" ){\r\n $('#buttonsPanel')\r\n .add('#player-logo')\r\n .add('#presentation-info')\r\n .add('.leftButton')\r\n .add('.rightButton')\r\n .add('#menu-container').addClass('show tablet');\r\n\r\n $('#timelinebutton').addClass('show hometablet');\r\n\r\n } else {\r\n $('#buttonsPanel')\r\n .add('.leftButton')\r\n .add('.rightButton')\r\n .add('#menu-container')\r\n .add('#timelinebutton').addClass('show');\r\n\r\n // Click is triggering tap, and we want to disable logo and info\r\n // visibility to once, so it won't trigger on clicks\r\n if ( !limitShowInDesktop ){\r\n $('#player-logo').add('#presentation-info').addClass('show');\r\n limitShowInDesktop = true;\r\n }\r\n }\r\n\r\n }", "show() {\n const panel = this.modal.makePanel(`settings`);\n panel.innerHTML = `<h3>Change the game theme</h3>`;\n const options = this.getOptions();\n const table = this.modal.buildPanelContent(options);\n this.addFormControls(panel, table, options);\n this.modal.addFooter(panel, \"Close\");\n }", "drawWindow(fill=0xDCDCDC)\n {\n // ------------------------- Window Graphics -------------------------\n\n // This is the thing we click on to drag the window around the screen\n this.windowBorder.beginFill(fill);\n this.windowBorder.drawRoundedRect(0,0, 1.3*h,0.73125*h, 5);\n this.windowBorder.endFill();\n this.windowBorder.pivot.set(0,0);\n this.windowBorder.buttonMode = true;\n this.windowBorder.position.x = 0; //this.xPositionWindow;\n this.windowBorder.position.y = 0; //this.yPositionWindow;\n this.container.addChild(this.windowBorder);\n\n // window background that masks tools\n this.windowRect.beginFill(0x000000);\n this.windowRect.drawRect(5,25, 1.3*h-10,0.73125*h-30);\n this.windowRect.endFill();\n this.windowRect.position.x = 0; //this.xPositionWindow;\n this.windowRect.position.y = 0; //this.yPositionWindow;\n this.container.addChild(this.windowRect);\n\n var windowTitle = new PIXI.Text(this.windowName,{fontFamily: 'Arial', fontSize: 15, fontType: 'bold', fill: 0x000000});\n windowTitle.position.x = this.windowRect.x + 12;\n windowTitle.position.y = this.windowRect.y + 4;\n this.container.addChild(windowTitle);\n \n this.refreshImage(this.imagePath);\n\n\n\n // ------------------------- Close Menu -------------------------\n\n // container sizes and positions are modified for multitouch screen (if isTouch boolean evaluates to true)\n if (isTouch) {\n w_menuCloseContainer.scale.x = w_menuCloseContainer.scale.y = 0.5;\n w_menuCloseContainer.x = w_menuCloseContainer.x + 300;\n w_menuCloseContainer.y = w_menuCloseContainer.y + 100;\n }\n\n this.closeWindowMenu = new PopupRect(\"Would you like to Exit \" + this.windowName, \"Exit\");\n this.closeWindowMenu.graphics.lineStyle(5, 0xdddddd, 3);\n this.closeWindowMenu.drawPopup(0x7f7f7f, 2);\n \n // 'x' button to close window. clicking button prompts \"would you like to close this window\" popup \n this.closeIcon = new PIXI.Sprite.from(\"Images/cancel-icon.png\");\n this.closeIcon.width = 24;\n this.closeIcon.height = 24;\n this.closeIcon.x = 0 + 1.3*h - 30; //this.xPositionWindow + 1.3*h - 30;\n this.closeIcon.y = 0; //this.yPositionWindow;\n this.closeIcon.buttonMode = true;\n this.closeIcon.alpha = 0.8;\n this.container.addChild(this.closeIcon);\n \n // button to minimize window\n this.minIcon = new PIXI.Sprite.from(\"Images/minimize-icon.png\");\n this.minIcon.width = 22;\n this.minIcon.height = 20;\n this.minIcon.x = 0 + 1.3*h - 57; //this.xPositionWindow + 1.3*h - 57;\n this.minIcon.y = 0 + 2; //this.yPositionWindow + 2;\n this.minIcon.buttonMode = true;\n this.minIcon.alpha = 0.8;\n this.container.addChild(this.minIcon);\n\n if (isTouch) {\n this.container.scale.x = this.container.scale.y = 0.4;\n }\n\n app.stage.addChild(this.container);\n\n // This is to set the position\n this.container.position.set(80, 80); //this.xPositionWindow, 0 - this.yPositionWindow);\n this.container.addChild(this.image);\n }", "function showWin(){\n $('.square').css({'background' : '#BDBDBD',\n 'border-color' : '#BDBDBD',\n 'pointer-events' : 'none'});\n\n $('#' + winLine[0]).css({'background' : '#00E676', 'border-color' : '#00E676'});\n $('#' + winLine[0]).addClass('animated flip');\n $('#' + winLine[1]).css({'background' : '#00E676', 'border-color' : '#00E676'});\n $('#' + winLine[1]).addClass('animated flip');\n $('#' + winLine[2]).css({'background' : '#00E676', 'border-color' : '#00E676'});\n $('#' + winLine[2]).addClass('animated flip');\n\n wait = window.setTimeout(function(){\n $('#message').html('Computer Wins!<br>Play Again?');\n $('.board').css('opacity', 0.2);\n $('.pop-up').css({'opacity' : '1', 'pointer-events' : 'auto'});\n }, 2000);\n}", "function DrawScreen() {\n\n // if the left stimulus is selected, show the appropriate selection box\n if (display.left_box == \"selected\"){\n _DrawSelectionBox(-trial.stimulus_offset[0], trial.stimulus_offset[1], trial.selection_colour);\n } else if (display.left_box == \"reward\"){\n var feedback_image = trial.feedback_images[1]\n _DrawSelectionBox(-trial.stimulus_offset[0], trial.stimulus_offset[1], trial.reward_colour);\n _DrawFeedback(feedback_image);\n } else if (display.left_box == \"non-reward\"){\n var feedback_image = trial.feedback_images[0]\n _DrawSelectionBox(-trial.stimulus_offset[0], trial.stimulus_offset[1], trial.non_reward_colour);\n _DrawFeedback(feedback_image);\n }\n\n // draw the left stimulus\n if (display.left_stimulus !== null){\n _DrawStimulus(display.left_stimulus, [-trial.stimulus_offset[0], trial.stimulus_offset[1]]);\n } else{\n _DrawBlankStimulus([-trial.stimulus_offset[0], trial.stimulus_offset[1]]);\n }\n\n // if the right stimulus is selected, show the appropriate selection box\n if (display.right_box == \"selected\"){\n _DrawSelectionBox(trial.stimulus_offset[0], trial.stimulus_offset[1], trial.selection_colour);\n } else if (display.right_box == \"reward\"){\n var feedback_image = trial.feedback_images[1]\n _DrawSelectionBox(trial.stimulus_offset[0], trial.stimulus_offset[1], trial.reward_colour);\n _DrawFeedback(feedback_image);\n } else if (display.right_box == \"non-reward\"){\n var feedback_image = trial.feedback_images[0]\n _DrawSelectionBox(trial.stimulus_offset[0], trial.stimulus_offset[1], trial.non_reward_colour);\n _DrawFeedback(feedback_image);\n }\n\n // draw the right stimulus\n if (display.right_stimulus !== null){\n _DrawStimulus(display.right_stimulus, [trial.stimulus_offset[0], trial.stimulus_offset[1]]);\n } else{\n _DrawBlankStimulus([trial.stimulus_offset[0], trial.stimulus_offset[1]]);\n }\n\n }", "function resetDisplay() {\n//select and store the overlay in a variable \nconst ov = document.getElementById('overlay');\n//hide overlay \nov.style.visibility = \"hidden\";\n//call game object's start function \ngameOne.startGame();\n}", "display() {\n if (this.isAvailable) {\n push();\n noStroke();\n imageMode(CENTER);\n tint(255, this.visibility);\n image(this.image, this.x, this.y, this.radius, this.radius);\n\n pop();\n }\n }", "function modalShown(o){\n\t\t/*\n\t\tif(o.template){\n\t\t\t//show spinner dialogue\n\t\t\t//render o.template into o.target here\n\t\t}\n\t\t*/\n\t\tsaveTabindex();\n\t\ttdc.Grd.Modal.isVisible=true;\n\t}", "showResult(win, color) {\n super.showResult(win, color);\n if (this.game.game_over()) {\n setTimeout(() => {\n this.showDrawing();\n }, 1000);\n }\n }", "function show_draw_turn(){\r\n\tdocument.getElementById('draw_turn_layer').style.display = \"block\";\r\n\tdocument.getElementById('guess_phrase_layer').style.display = \"none\";\r\n\t\r\n}", "show() {\n if (this.closeCallback !== undefined) {\n this.closeCallback();\n this.closeCallback = undefined;\n }\n\n this.applied = false;\n this.frame.style.display = 'block';\n this._generateHueCircle();\n }", "function defaultPresentation() {\n home.css(\"margin-top\", \"20%\");\n home.find(\"span\").css(\"cursor\", \"default\");\n homebtn.show();\n roomList.hide();\n roomListLater.hide();\n roomListEdit.hide();\n roomListDisplay.hide();\n}", "onShown() {\r\n // Stub\r\n }", "display() {\n requestAnimationFrame(()=>{this.display();});\n\n if(this.effectController.showGround){\n this.drawPlane(1,12,12);\n }else{\n this.removePlane();\n }\n\n if(this.effectController.showAxes){\n this.drawAxes(15);\n }else{\n this.removeAxes();\n }\n\n if(this.viewSide!=this.effectController.viewSide)\n {\n this.setLookDirection(this.effectController.viewSide);\n this.viewSide = this.effectController.viewSide;\n }\n\n if(this.lightType!=this.effectController.lightType){\n this.setLightType(this.effectController.lightType);\n this.lightType = this.effectController.lightType;\n }\n \n if(this.lightType == \"1\"){\n this.headLight.position.copy(this.camera.position);\n }\n\n this.renderer.render(this.scene, this.camera);\n this.controls.update();\n }", "function finitoScreen(winClass,text){\r\n $finalScreen.addClass(winClass);\r\n $('.message').text(text)\r\n $finalScreen.show();\r\n $boardScreen.hide();\r\n\r\n }", "function startScreen() {\n\tdraw();\n\tif(usuario_id !== -1)\n\t\tstartBtn.draw();\n}", "function toggleModalOn(){\n var modalWindow = document.querySelector('.modal')\n modalWindow.style.display = 'inherit'\n modalMovesStats();\n modalStarsStats();\n modalTimerStats();\n }", "function showMenu(){\n // shows panel for piano\n rectMode(CENTER);\n fill(0, 100, 255);\n rect(width/2, height/2 - 100, 400, 150);\n textAlign(CENTER, CENTER), textSize(75);\n fill(0);\n text('Piano', width/2, height/2 - 100);\n \n // shows panel for guitar\n rectMode(CENTER);\n fill(0, 240 , 250);\n rect(width/2, height/2 + 100, 400, 150);\n textAlign(CENTER, CENTER), textSize(75);\n fill(0);\n text('Guitar', width/2, height/2 + 100);\n}", "function FXdisplayLaunch () {\n document.getElementById(\"launch\").style.visibility = \"visible\";\n }", "function displayDiary(){\n document.getElementById(\"diaryDisplayedCanvas\").style.display = \"initial\";\n document.getElementById(\"canvas\").style.display = \"none\";\n document.getElementById(\"diaryIconCanvas\").style.display = \"none\";\n}", "function showWindow() {\n var theWin = new MainWin(null);\n theWin.setBlockOnOpen(true)\n theWin.open()\n}", "function drawScreen() {\n clearScreen();\n setTimeout(function() {\n displayStats();\n displayMenu();\n displayPrompt();\n }, 10);\n}", "function drawScreen() {\n clearScreen();\n setTimeout(function() {\n displayStats();\n displayMenu();\n displayPrompt();\n }, 10);\n}", "function startScreen() {\n\tdraw();\n\tstartBtn.draw();\n}", "function showMainScreen() {\n display.set(\"mainScreen\").show();\n }", "toggleDisplay() {\n var usermenu = this.getUserMenu();\n var entirescreen = this.getEntireScreen();\n if (this.display) {\n usermenu.style.display = 'block';\n entirescreen.style.display = 'block';\n } else {\n usermenu.style.display = 'none';\n entirescreen.style.display = 'none';\n }\n }", "display() {\n this.view.board.checkSelectedCells(this.selectedPiece);\n this.stateMachine();\n \n let ignore = true;\n if (this.checkSelected() == \"OK\")\n ignore = false;\n \n this.view.updateTimer();\n this.view.chronometer.display();\n this.view.marker.display();\n \n\n this.scene.pushMatrix();\n this.makePickingValidCells(null);\n\n this.view.board.display();\n if(this.state != 'START')\n this.makePickingPieces();\n else\n this.showPieces();\n\n\n this.scene.clearPickRegistration();\n this.scene.popMatrix();\n\n }", "function displayWin() {\n push();\n background(0);\n textAlign(CENTER);\n textSize(20);\n textFont(myFont);\n fill(255);\n var winText = \"you win\";\n text(winText,width/2,height/2);\n pop();\n}", "function startGameHandler()\n{\n introScreen.style.display = \"none\";\n gameScreen.style.display = \"block\";\n}", "closeModalAndShowBtnSurface(){\n for(const surfaceName in r360.compositor._surfaceManager._surfaces){\n // console.log('NAME: ',surfaceName)\n let surface = r360.compositor._surfaceManager.getSurface(surfaceName)\n r360.compositor._surfaceManager.showSurface(surface)\n }\n }", "function showWhiteboard()\n {\n activeStroke = null;\n mode = 1;\n boardMode = true;\n\n // set container to board mode\n container.style.pointerEvents = \"auto\";\n container.style.overflowX = \"hidden\";\n container.style.overflowY = \"scroll\";\n\n // show board, adjust height, re-draw scribbles\n drawingCanvas[1].canvas.style.visibility = \"visible\";\n adjustWhiteboardHeight();\n playbackEvents(1);\n }", "function displayCanvas() {\n\ttheCanvas.style.display = 'block';\n}", "function on_paint() {\r\n menu_dt()\r\n menu_idt()\r\n menu_tgt()\r\n menu_aa()\r\n menu_vis()\r\n menu_msc()\r\n handle_vis()\r\n handle_msc_two()\r\n}", "function showOverlay() {\n getId('overlayContainer').style.display = \"block\";\n getId('quitOverlay').style.display = \"block\";\n getId('buttonLeft').style.display = \"block\";\n getId('buttonRight').style.display = \"block\";\n}", "function displayPresentation() {\n ajax(\"GET\", \"/rooms\", fillRoomListDisplay);\n home.css(\"margin-top\", \"5%\");\n home.find(\"span\").css(\"cursor\", \"pointer\");\n homebtn.hide();\n roomList.hide();\n roomListLater.hide();\n roomListEdit.hide();\n roomListDisplay.show();\n}", "function winGame() {\n stopTimer();\n toggleModal();\n}", "function draw() {\n\n //textColor changes so it has to be in draw instead of setup\n //starts as transparent clicking i turns it opaque\n textColor = color(0, 0, 0, o);\n textColor2 = color(255,255,255,o);\n\n //main screen only shows up when turning program on\n if (main === true) {\n noStroke();\n fill(0);\n textSize(16);\n text(\"Press i at any time to turn on instructions.\", 150, 175);\n text(\"Pressing i again will turn them off, if the background is white\", 150, 200);\n text(\"you will need to refresh the page by hitting the same number\", 150, 225);\n text(\"to get rid of the instructions.\", 150, 250);\n text(\"To begin press 1,2,3,4, or 5.\", 150, 275);\n \n //title whimsical\n //color changes with mouse position\n fill(mouseX%255,255-mouseY%255,187);\n stroke(0);\n textSize(100);\n text(\"w\",150,500);\n text(\"h\",205,500);\n text(\"i\",240,500);\n text(\"m\",240,500);\n text(\"s\",305,500);\n text(\"i\",335,500);\n text(\"c\",338,500);\n text(\"a\",372,500);\n text(\"l\",407,500);\n textSize(16);\n }\n \n //related to the switch case to switch between modes\n if (bubble === true) {\n bubbles(50);\n }\n if (vortex === true) {\n depth();\n }\n if (box === true) {\n boxes();\n }\n if (stacks === true) {\n stacking();\n }\n if (dots === true) {\n drawing();\n }\n}", "function OnGUI () \n{\n\tvar sx : float = Screen.width;\n\tvar sy : float = Screen.height;\n\n\tGUI.skin = guiSkin;\n\tif (startedAsDedicatedServer)\n\t{\n\t\t// Do nothing. The console director will render the screen.\n\t}\n\telse if (GameDirectorMode.WaitingForPlayers == gameDirector.GetGameMode())\n\t{\t\t\n\t\tif (isMenuWindowVisible) \n\t\t{\n\t\t\t// Render the main menu window if it's visible\n\t\t\tRenderMenuWindow(sx,sy);\n\t\t}\n\t\telse \n\t\t{\n\t\t\t// Show the \"Waiting for players\" screen if the main menu\n\t\t\t// window is not visible\n\t\t\tRenderWaitingForPlayers(sx,sy);\n\t\t}\n\t\t\n\t\t// Render the chat window if it's visible in all cases\n\t\tif (isChatWindowVisible)\n\t\t{\n\t\t\tRenderChatWindow();\t\t\n\t\t}\n\t}\n\telse\n\t{\n\t\t// Render the instructions overlay\n\t\t// TODO: Long term way of handling this\n\t\tif (!player.IsSelfSpectating())\n\t\t{\n\t\t\tRenderInstructions();\n\t\t}\n\t\n\t\t// Render the chat window if it's visible\n\t\tif (isChatWindowVisible)\n\t\t{\n\t\t\tRenderChatWindow();\n\t\t}\n\t\t\n\t\t// Render the menu window if it's visible\n\t\tif (isMenuWindowVisible) \n\t\t{\n\t\t\tRenderMenuWindow(sx,sy);\n\t\t}\n\n\t\t// Make the cursor visibility consistent with the main menu appearance\n\t\tMouseDirector.EnsureCursorVisible(isMenuWindowVisible);\n\t\t\n\t\t// Render the player list. This is actually controlled\n\t\t// by the game rules component because we don't know how\n\t\t// to display it. Maybe it's a team DM and there's two\n\t\t// columns of names. Maybe it's a FFA. Maybe it's soccer\n\t\t// and we only show team scores.\n\t\tif (Input.GetKeyDown(KeyCode.Tab)) \n\t\t{\t\t\t\n\t\t\tSendMessage(\"OnRenderPlayerList\", true);\n\t\t}\n\t\telse if (Input.GetKeyUp(KeyCode.Tab)) \n\t\t{\t\t\t\n\t\t\tSendMessage(\"OnRenderPlayerList\", false);\n\t\t}\n\t\t\n\t\t// Render the help window\n\t\tif (Input.GetKey(KeyCode.F1))\n\t\t{\n\t\t\tRenderHelpWindow();\n\t\t}\n\t}\t\n\t\n\tRenderCountdownTimer();\n}", "function Win(){\n\t\tif (p1lives == 0){\n\t\t\tscreen = 8;\n\t\t}else if(p2lives == 0){\n\t\t\tscreen = 8;\n\t\t}\n\t}", "function modalWindow() {\n $(\"#modal\").css('display', 'block');\n }", "function winScreen() {\n intro.style.display = \"grid\";\n winner.style.display = \"inline-block\";\n newGame.style.display = \"block\";\n displayTitle.style.display = \"none\";\n start.style.display = \"none\";\n heading.style.display = \"none\";\n cards.style.display = \"none\";\n\n cards.innerHTML = \"\";\n}", "function splashScreen ( ) { //Mostramos panel \n\n drawHeaderComponent ();\n drawDescriptionComponent (\"Recorre el camino hasta que no puedas más...\");\n drawFooterComponent (\"Presiona 's' para continuar\");\n}", "function mainScreen() {\n startSplash(ctx);\n startBox.draw(ctx);\n \n }", "function viewShown() {\n activate();\n }", "function show() {\n $$invalidate('modalIsVisible', modalIsVisible = true);\n }" ]
[ "0.6929677", "0.6712199", "0.66913253", "0.66231483", "0.6571182", "0.6519562", "0.6512298", "0.65043575", "0.64162934", "0.63999885", "0.63990843", "0.6393227", "0.6392782", "0.63855404", "0.636619", "0.6339432", "0.63306004", "0.63153094", "0.62961507", "0.62961507", "0.628198", "0.6276119", "0.627085", "0.6270278", "0.6255729", "0.6248324", "0.6248218", "0.62425655", "0.6239612", "0.623956", "0.6235255", "0.622007", "0.62003994", "0.61822665", "0.6176437", "0.6175841", "0.6173317", "0.6163969", "0.61609674", "0.61600524", "0.61541444", "0.61491066", "0.6144088", "0.6142738", "0.61389464", "0.61346513", "0.61327934", "0.61279863", "0.6125381", "0.61232096", "0.6106831", "0.60908014", "0.6083087", "0.60698956", "0.6065138", "0.60574377", "0.6049931", "0.6046814", "0.6024342", "0.60181105", "0.60122156", "0.60112625", "0.6005659", "0.600247", "0.6001102", "0.5996865", "0.59822494", "0.59791315", "0.59729534", "0.59687877", "0.596863", "0.5963502", "0.59463835", "0.59461385", "0.59455407", "0.5944465", "0.5939413", "0.59382695", "0.59382695", "0.5925805", "0.5922218", "0.59198666", "0.59007335", "0.58991635", "0.58987445", "0.5896072", "0.5895211", "0.58948535", "0.58938926", "0.5893687", "0.58936423", "0.5891993", "0.5878488", "0.5874686", "0.5870155", "0.5866438", "0.58653194", "0.5864882", "0.5864856", "0.58648235", "0.5863987" ]
0.0
-1
function that takes two numbers and returns random, can be used for returning odd numbers in the specified range
function generateNum(num1, num2, corner) { var holderArr = []; // return odd number between the range let randomNum = Math.round(Math.random() * 10 - 1) + 1; if (corner === undefined) { if (randomNum <= num2 && randomNum >= num1) { return randomNum; } else { return 5; } } // return only a number from 0,2,6,8 .. which are the coordinates for corner positions if (corner === true) { for (let i = num1; i < num2 + 1; i++) { if (i === 0 || i === 2 || i === 6 || i == 8) { holderArr.push(i); } } return returnOdd(); } // !! for later use, return a single number from the array 0-8 function returnOdd() { let match; let rndN = Math.round(Math.random() * 3 - 1) + 1; return holderArr[rndN]; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function randRange(a, b) {return Math.round(Math.random() * (b + 1)) + a;}", "randomRange(num1,num2){\n return Phaser.Math.RND.integerInRange(num1, num2);\n }", "function randomNumberBetween(num1, num2) {\n return Math.floor(Math.random() * num2) + num1;\n}", "function randomNegativeOddNumber() {\n var randomNumber = Math.ceil(Math.random() * -100) - 10;\n if(randomNumber % 2 === 0) {\n return randomNegativeOddNumber();\n }\n\n return randomNumber;\n}", "function randRange(a, b){ \n return Math.random() * (Math.max(a, b) - Math.min(a, b)) + Math.min(a, b);\n}", "function getRandomInt() {\r\n return Math.floor(Math.random() * 2)\r\n }", "function randomPositiveOddNumber() {\n var randomNumber = Math.ceil(Math.random() * 100) + 10;\n if(randomNumber % 2 === 0) {\n return randomPositiveOddNumber();\n }\n\n return randomNumber;\n}", "function randomBetweenTwoNumbers(min, max) {\n\treturn Math.floor(Math.random()*(max-min+1)+min);\n}", "function randomNumberBetween(num1, num2) {\n return Math.floor(Math.random() * (num2 - num1 + 1) + num1);\n}", "function randomThrough(a, b) {\n\tmin0(a); // The minimum must be 0+\n\tcheckMin(b, a); // The maximum must be the minimum or larger\n\treturn _randomUnder(b - a + 1) + a;\n}", "function nRandom(range){\n\tvar r = Math.random()*range - (range/2); \n\treturn r\n}", "function randomPositiveEvenNumber() {\n var randomNumber = Math.ceil(Math.random() * 100) + 10;\n if(randomNumber % 2 !== 0) {\n return randomPositiveEvenNumber()\n }\n\n return randomNumber;\n}", "function randomNum (n1, n2){\n return Math.floor(Math.random() * (n2 - n1 + 1) ) + n1;\n}", "randomIntFromRange(num1, num2) {\n var distance = num2 + 1 - num1\n var randomDistanceBetween = Math.random() * distance\n var number = Math.floor(num1 + randomDistanceBetween)\n return number\n }", "function randint(a, b) {\n return Math.floor(a + Math.random() * (b - a));\n}", "function numberGenerator(num1, num2) {\n num1 = Math.ceil(num1);\n num2 = Math.floor(num2);\n return Math.floor((Math.random() * (num2 - num1 * +1) + num1))\n}", "randomRange(r1, r2){\n\t r1 = Math.ceil(r1);\n\t r2 = Math.floor(r2);\n\t return Math.floor(Math.random() * (r2 - r1 + 1)) + r1;\n\t}", "function random(a,b) {\n if (typeof b == \"undefined\") {\n a = a || 2;\n return Math.floor(Math.random()*a);\n } else {\n return Math.floor(Math.random()*(b-a+1)) + a;\n }\n}", "function random(a,b) {\n if (typeof b == \"undefined\") {\n a = a || 2;\n return Math.floor(Math.random()*a);\n } else {\n return Math.floor(Math.random()*(b-a+1)) + a;\n }\n}", "function random(a,b) {\n if (typeof b == \"undefined\") {\n a = a || 2;\n return Math.floor(Math.random()*a);\n } else {\n return Math.floor(Math.random()*(b-a+1)) + a;\n }\n}", "function random(a,b) {\n if (typeof b == \"undefined\") {\n a = a || 2;\n return Math.floor(Math.random()*a);\n } else {\n return Math.floor(Math.random()*(b-a+1)) + a;\n }\n}", "function rand(a, b) {\n return Math.round(a + (b - a) * Math.random());\n}", "function intRandomRange(range) {\n return Math.random() * (range * 2) - range;\n }", "function randomIntWithinRange(a, b) {\n var range = a - b;\n var random = Math.random() * range;\n return a - Math.round(random);\n}", "function random(a,b) {\n if (typeof b == \"undefined\") {\n\ta = a || 2;\n\treturn Math.floor(Math.random()*a);\n } else {\n\treturn Math.floor(Math.random()*(b-a+1)) + a;\n }\n}", "function generate10RandomNumbers() {\n for (var i = 0; i < 10; i++) {\n var randomNumber = Math.floor((Math.random() * (201 - 20)) + 20);\n if (randomNumber % 2 === 0) {\n console.log(randomNumber + \" is even.\");\n } else {\n console.log(randomNumber + \" is odd.\");\n }\n }\n }", "function rand(num1, num2) {\n return Math.floor(Math.random() * (num2 - num1)) + num1;\n }", "function getRandomOddEven1to10(type, randonNumGenerator) {\n let found = false;\n\n while (!found) {\n let num = randonNumGenerator(1, 10);\n\n if (type === \"odd\") {\n if (num % 2 !== 0) {\n return num;\n }\n } else {\n if (num % 2 === 0) {\n return num;\n }\n }\n }\n\n\n}", "function getRamdom0_1() {\n var random = Math.floor((Math.random() * 10) % 2); \n return random;\n}", "function checkEvenOdd() {\n if (randomValue % 2 == 0) {\n return 'even'\n }else {\n return 'odd'\n }\n}", "function ran(low, high) {\n low = Math.ceil(low);\n high = Math.floor(high);\n \n return Math.floor(Math.random() * (high - low) + low);\n}", "function random(range){\n var r = Math.random()*range;\n return r\n}", "function randomNegativeEvenNumber() {\n var randomNumber = Math.ceil(Math.random() * -100) - 10;\n if(randomNumber % 2 === 0) {\n return randomNumber;\n }\n\n return randomNegativeEvenNumber();\n}", "function randrange(a, b) {\n return Decimal.random(PRECISION).mul(Decimal(b.valueOf()).sub(a)).add(a).floor()\n}", "function showRandomValues(number, min, max) {\n\n var random;\n for(var i = 1; i <= number; i++) {\n random = randomValue(min, max);\n console.log((random % 2 === 0) ? random + ' is even' : random + ' is odd');\n }\n\n}", "function randomNumber() {\r\n\tvar n = Math.round(Math.random() * 2 + 2);\r\n\tif (n !== 1) {\r\n\t\tn = n - n % 2;\r\n\t} else {\r\n\t\tn = n + n % 2;\r\n\t}\r\n\treturn n;\r\n}", "function random_int(a, b) {\n\treturn a+Math.floor(Math.random()*(b-a));\n}", "function randomNumber() {\n for (let Num = 0; Num < 10; Num++) {\n var ranNum = Math.ceil(Math.random()* 100) +10;\n if (ranNum % 2 === 0)\n {\n console.log(\"This number is even\" + ranNum);\n }else{\n console.log(\"This number is odd\" + ranNum);\n }\n }\n}", "function random(a, b) {\n return Math.floor(Math.random() * b) + a;\n }", "function randi(a, b) {\n return Math.floor(Math.random() * (b - a) + a);\n }", "randomise(range) {\n return Math.floor(range * Math.random());\n }", "function coinToss() {\n return Math.floor(Math.random() * 2);\n}", "function random(num1, num2) {\n let random=(Math.floor(Math.random() * (num2 - num1) + num1));\n document.write(\"<p>\" + random + \"</p>\");\n}", "range(max, min){\n let num = Math.round(Math.random()*(min-max)+max);\n return num;\n}", "function random(a,b){\n if(b===undefined)b=a, a=1; // if only one argument is supplied, assume the lower limit to be 1, and the argument be the upper limit\n\n return Math.floor((b-a+1)*Math.random())+a;\n}", "function generateNumbers(){\n\tnumber1 = Math.ceil(Math.random()*maxNum);\n\tnumber2 = Math.ceil(Math.random()*maxNum);\n}", "function wholeRand(low,high){\n return low + Math.floor( 0.5 + Math.random()*(high-low));\n}", "function wholeRand(low,high){\n return low + Math.floor( 0.5 + Math.random()*(high-low));\n}", "function rando(low, high) {\n let multiplier = 1;\n let shift = 0;\n\n if (low && high) {\n multiplier = high - low;\n shift = low;\n } else if (low && !high) {\n multiplier = low;\n }\n let result = Math.random() * multiplier + shift;\n return result;\n}", "function alea(a,b){\n return Math.round(a+Math.random()*(b-a));\n}", "random_int(a, b) {\n return Math.floor(this.random_num(a, b + 1));\n }", "function getRandom(start,end) {\n\treturn Math.floor((end-start)*Math.random()) + start;\n}", "function randomInteger(a, b) {\n return Math.floor((b - a + 1) * Math.random()) + a;\n }", "function numbersRandom(min, max){\n return risultato = Math.floor(Math.random() * max - min + 1) + min; \n}", "function getRand(start, end) {\n return Math.floor((Math.random()*(end-start)+start));\n}", "function inning(){\n \n //DEBUGGING\n //console.log( Math.round(Math.random() * 2 ) );\n \n return Math.round(Math.random() * 2);\n }", "function randInt(range) {\n return Math.floor(Math.random()* range);\n}", "function rnd(a, b) {\n return Math.ceil(Math.random() * a + b); // rnd(3,-1) --> choice from 0 , 1 , 2 ; rnd(4,2) --> choice from 3 , 4 , 5, 6\n}", "function randomNumbersBetweenRange(start, end){\n\treturn Math.floor(Math.random() * (end - start + 1)) + start;\n}", "function randomOdd () {\n var aRandom = []\n\n var getRandom = function () {\n return Math.floor(Math.random() * (100 - 0)) + 0\n }\n\n var currentNum = getRandom()\n var fillArray = function () {\n for (var i = 0; i <= currentNum; i++) {\n if (isOdd(i)) aRandom.push(i)\n }\n return aRandom\n }\n\n var isOdd = function (num) {\n return num % 2 === 1\n }\n\n if (currentNum > 40) {\n fillArray()\n return aRandom\n } else {\n return 'The number is smaller than 40'\n }\n}", "function random() {\n\tif (arguments.length > 2) {\n\t\treturn 0;\n\t}\n\tswitch (arguments.length) {\n\t\tcase 0:\n\t\t\treturn Math.random();\n\t\tcase 1:\n\t\t\treturn Math.round(Math.random() * arguments[0]);\n\t\tcase 2:\n\t\t\tvar min = arguments[0];\n\t\t\tvar max = arguments[1];\n\t\t\treturn Math.round(Math.random() * (max - min) + min);\n\t}\n}", "function getRandom( range )\r\n{\r\n return parseInt( Math.random() * range );\r\n}", "function rando(min,max) {\n return (min + (Math.random()*(max-min)))\n}", "function rand(a, b) {\n\treturn a + Math.random() * (b - a);\n}", "function getRandom(min,max){return Math.floor(Math.random()*(max+1-min))+min;}////", "function random(a, b) {\n const alpha = Math.random();\n return a * (1.0 - alpha) + b * alpha;\n }", "function randInt(rand, a, b) {\n let min;\n let max;\n if (typeof b === 'undefined') {\n min = 0;\n max = a;\n } else {\n min = a;\n max = b;\n }\n return min + Math.floor(rand.next().value % (max - min));\n}", "function randomInt(a, b)\n{\n assert (\n isInt(a) && isInt(b) && a <= b,\n 'invalid params to randomInt'\n );\n\n var range = b - a;\n\n var rnd = a + Math.floor(Math.random() * (range + 1));\n\n return rnd;\n}", "function randomValue(){\n return Math.round(Math.random() * 2)\n}", "function rndi(a, b=0) {\n\tif (a > b) [a, b] = [b, a]\n\treturn Math.floor(a + Math.random() * (b - a + 1))\n}", "function randRangeFromInt(low, high) // Get a random int between low and high, inclusive\n{\n return Math.floor(low + Math.random() * (high - low + 1));\n}", "function randomNum(range) {\n random = Math.floor(Math.random() * range);\n return random;\n}", "function randomNum(range) {\n random = Math.floor(Math.random() * range);\n return random;\n}", "function between(min, max) { \n return Math.floor(\n Math.random() * (max - min) + min\n )\n}", "function randomMaker(range) {\t\t\r\n\r\n var rand=Math.floor(range*Math.random());\r\n\r\n return rand;\r\n\r\n}", "function random(from, to) {\r\n \r\n return Math.floor(Math.random() * (to - from + 1) + from);\r\n \r\n}", "function generateRandom(low,high) {\n return Math.random() * (high - low) + low;\n}", "function rnd(a, b)\r\n{\r\n b = (typeof(b) !== 'undefined')? b : 0;\r\n if (b < a) {\r\n var c = a;\r\n a = b;\r\n b = c;\r\n }\r\n return Math.floor(Math.random()*(b-a))+a;\r\n}", "function randomNum(min, max) {\n return Math.floor(((max - min) / 2) + min)\n}", "function randomInteger(range){\n\treturn Math.floor( (Math.random() * range) );\n}", "function randomNumber(hi,lo){\n return random(hi,lo)\n}", "function randomInt(range) {\n return Math.round(Math.random() * range);\n}", "function getRandomNumber(range) {\n\treturn Math.floor(Math.random() * range);\n}", "function randomInt(range) {\n return Math.floor(Math.random() * range);\n}", "random_num(a, b) {\n return a + (b - a) * this.random_dec();\n }", "function isTwo(random) {\n return random === 2;\n}", "function randomInt(range) {\n return Math.floor(Math.random() * range);\n}", "function randomInt(range) {\n return Math.floor(Math.random() * range);\n}", "function randomInt(range) {\n return Math.floor(Math.random() * range);\n}", "function randomInt(range) {\n return Math.floor(Math.random() * range);\n}", "function randInt(a, b) {\n\t\tvar min, max;\n\t\tif (b === undefined) {\n\t\t\tmin = 0;\n\t\t\tmax = a;\n\t\t} else {\n\t\t\tmin = a;\n\t\t\tmax = b;\n\t\t}\n\t\treturn Math.floor(min + Math.random()*(max - min));\n\t}", "function getRandomNumberFromRange2(start,end) {\n if(!isNumberWhole(start) || !isNumberWhole(end)) {\n return -1;\n }\n\n var startDigitCount = start.toString().length,\n endDigitCount = end.toString().length,\n multiplier = 0,\n result = 0,\n switchOk = 0;\n\n if (startDigitCount > endDigitCount) // поменяем местами\n {\n var temp = endDigitCount;\n endDigitCount = startDigitCount;\n startDigitCount = temp;\n }\n\n if(startDigitCount === endDigitCount) {\n for(var j = 0; j < 1; j++) {\n result = getRandomNumberByPos(startDigitCount);\n if(result >= start && result <= end) {\n return result;\n } else {\n j = -1;\n continue;\n }\n }\n }\n\n if(startDigitCount < endDigitCount) {\n for(var i = startDigitCount; i<= endDigitCount; i++) {\n if(i === endDigitCount) { // если это последняя итерация берем то, что есть\n result = getRandomNumberByPos(i);\n if(result >= start && result <= end) {\n return result;\n } else {\n i = startDigitCount - 1;\n continue;\n }\n }\n if(getRandomNumberByPos(1) < 5) {\n result = getRandomNumberByPos(i);\n if(result >= start && result <= end) {\n return result;\n } else {\n i = startDigitCount - 1;\n continue;\n }\n } else {\n continue;\n }\n\n }\n }\n}", "function OddEvenRandomGenerator(type, randomNumberGenerator) {\n\tvar found = false;\n\n\twhile(!found) {\n\t\tvar number = randomNumberGenerator(1, 10);\n\t\t\n\t\tif(type === \"odd\") {\n\n\t\t\tif(number % 2 !== 0) {\n\t\t\t\treturn number;\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif (number % 2 === 0) {\n\t\t\t\treturn number;\n\t\t\t}\n\t\t}\n\t}\n}", "function RandomInt (low, high)\n{\n return Math.floor(Math.random()*(high-low+1)) + low;\n}", "function randomNumber(range) {\n if (typeof range === \"number\") {\n var num = Math.random();\n //console.log(\"generated randomn: \" + num);\n num = Math.round(num * range);\n //console.log(\"ranged randomn: \" + num);\n return (num);\n }\n}", "function getRandomInteger(start,end) {\n return (start + Math.floor(Math.random() * (end - start + 1)));\n}", "function rndi(from,to) {\n return from+Math.floor(Math.random()*to-from);\n}", "function rnd(low, high) {\n return Math.floor(Math.random() * (high - low)) + low;\n}", "function getRandomIntEx(min, max) {//max not inclusive\r\n return Math.floor(Math.random() * (max - min)) + min;\r\n}", "randomBetween(x, y, s){\n return x + Math.ceil(Math.random() * (y - x)) + s\n }" ]
[ "0.74456596", "0.7198152", "0.71562475", "0.7143168", "0.7123445", "0.70985836", "0.7096237", "0.7094796", "0.70508873", "0.7036222", "0.70182794", "0.6993566", "0.69707114", "0.69382495", "0.6917631", "0.69157636", "0.690646", "0.6902688", "0.6902688", "0.6902688", "0.6902688", "0.6876058", "0.6872672", "0.68543744", "0.6846741", "0.6839294", "0.68241704", "0.68121374", "0.6809698", "0.6808733", "0.67965084", "0.6778454", "0.67756474", "0.67692137", "0.6763676", "0.67629844", "0.6750667", "0.67349106", "0.6732508", "0.6721354", "0.6717478", "0.6717174", "0.6713381", "0.67129487", "0.67000425", "0.66981405", "0.669477", "0.669477", "0.66871756", "0.66756487", "0.66492486", "0.6649243", "0.6647906", "0.6644363", "0.66410404", "0.66314435", "0.6626229", "0.66252065", "0.66210556", "0.66174465", "0.66143936", "0.66023964", "0.6599869", "0.65879214", "0.65878016", "0.65761644", "0.6571464", "0.65675706", "0.6565428", "0.65492123", "0.6545938", "0.65409666", "0.65409666", "0.6538848", "0.65335196", "0.6532121", "0.6520588", "0.6518218", "0.6513429", "0.65131444", "0.650809", "0.6506187", "0.6502876", "0.6502569", "0.64965343", "0.64940315", "0.6488927", "0.6488927", "0.6488927", "0.6488927", "0.6486511", "0.6475927", "0.6474213", "0.64690095", "0.6465917", "0.6463223", "0.6458072", "0.6455513", "0.6444661", "0.6442134" ]
0.6454725
98
!! for later use, return a single number from the array 08
function returnOdd() { let match; let rndN = Math.round(Math.random() * 3 - 1) + 1; return holderArr[rndN]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getNum(){\n var num = new Array();\n\n for(i = 1 ; i <= 255 ; i++){\n num[i] = i;\n }\n return num;\n }", "value(num, arr) {\n return arr[num];\n }", "LanzarBomba(num){\n return this.bomba[num];\n\n }", "influence () {\n return parseInt(this.I, 16);\n }", "function getEightFour(){\n\treturn eightFour;\n}", "function i(n){var t=parseInt(n,16);return[t>>16,t>>8&255,255&t]}", "readNumber( size ){\n\t\tlet num = 0;\n\t\t\n\t\tswitch( size ){\n\t\t\tcase 2:\n\t\t\t\tnum += this.ROM[this.index+2] * 0x100;\n\t\t\tcase 1:\n\t\t\t\tnum += this.ROM[this.index+1];\n\t\t}\n\t\t\n\t\treturn num;\n\t}", "function cell(number){\n\treturn (number - 1)*32;\n}", "function t(A){var e=parseInt(A,16);return[e>>16,e>>8&255,255&e]}", "function Je(e){var n=parseInt(e,16);return[n>>16,n>>8&255,255&n]}", "getNumber(i, j){\r\n return this.numbers[(i-1)*9 + (j-1)];\r\n }", "function i(t){var n=parseInt(t,16);return[n>>16,n>>8&255,255&n]}", "get m00(){ return this.data[ 0]; }", "valueOf() {\n return 007\n }", "function getNum1() {\n return 4;\n}", "get r8X() { return this.rXX([this.c6, this.c7, this.c1, this.c2]) }", "function e(){return [0,0,0,1]}", "rawC () {\n return parseInt(this.C, 16);\n }", "readletInt() {\n let result = 0;\n while (true) {\n const b = this.readInt8();\n if (b & 0x80) {\n result += (b & 0x7f);\n result <<= 7;\n } else {\n /* b is the last byte */\n return result + b;\n }\n }\n }", "function getFrom11To19(x) {\r\n return f11To19[x - 10];\r\n}", "static read8(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] +\r\n (data[byteOffset + 1] << 8) +\r\n (data[byteOffset + 2] << 16) +\r\n (data[byteOffset + 3] << 24)) >>> 0;\r\n const v1 = (data[byteOffset + 4] +\r\n (data[byteOffset + 5] << 8) +\r\n (data[byteOffset + 6] << 16) +\r\n (data[byteOffset + 7] << 24)) >>> 0;\r\n return (BigInt(v1) << BigIntHelper.BIG_32) | BigInt(v0);\r\n }", "function getNum(){\n var num = makeNumArray();\n var randNum = Math.floor(Math.random()*num.length);\n return(num[randNum]);\n}", "function getDigits(d) {\r\n switch (d) {\r\n case '0':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '1':\r\n return [0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1];\r\n case '2':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '3':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '4':\r\n return [0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1];\r\n case '5':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '6':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '7':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1];\r\n case '8':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1];\r\n case '9':\r\n return [0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1];\r\n default:\r\n return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0];\r\n }\r\n}", "function e$1(){return [1,0,0,0,1,0,0,0,1]}", "i32() {\n this._convo.u8.set(this.buffer.subarray(this.at, this.at += 4));\n return this._convo.i32[0];\n }", "function A7(){return function(n){var e=Uint8Array,t=Uint16Array,i=Uint32Array,r=new e([0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0,0,0,0]),s=new e([0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13,0,0]),o=new e([16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15]),a=function(V,W){for(var F=new t(31),J=0;J<31;++J)F[J]=W+=1<<V[J-1];var K=new i(F[30]);for(J=1;J<30;++J)for(var ue=F[J];ue<F[J+1];++ue)K[ue]=ue-F[J]<<5|J;return[F,K]},l=a(r,2),c=l[0],d=l[1];c[28]=258,d[258]=28;for(var h=a(s,0)[0],p=new t(32768),m=0;m<32768;++m){var v=(43690&m)>>>1|(21845&m)<<1;v=(61680&(v=(52428&v)>>>2|(13107&v)<<2))>>>4|(3855&v)<<4,p[m]=((65280&v)>>>8|(255&v)<<8)>>>1}var y=function(V,W,F){for(var J=V.length,K=0,ue=new t(W);K<J;++K)++ue[V[K]-1];var O,U=new t(W);for(K=0;K<W;++K)U[K]=U[K-1]+ue[K-1]<<1;if(F){O=new t(1<<W);var X=15-W;for(K=0;K<J;++K)if(V[K])for(var D=K<<4|V[K],G=W-V[K],$=U[V[K]-1]++<<G,ne=$|(1<<G)-1;$<=ne;++$)O[p[$]>>>X]=D}else for(O=new t(J),K=0;K<J;++K)V[K]&&(O[K]=p[U[V[K]-1]++]>>>15-V[K]);return O},x=new e(288);for(m=0;m<144;++m)x[m]=8;for(m=144;m<256;++m)x[m]=9;for(m=256;m<280;++m)x[m]=7;for(m=280;m<288;++m)x[m]=8;var w=new e(32);for(m=0;m<32;++m)w[m]=5;var _=y(x,9,1),S=y(w,5,1),b=function(V){for(var W=V[0],F=1;F<V.length;++F)V[F]>W&&(W=V[F]);return W},T=function(V,W,F){var J=W/8|0;return(V[J]|V[J+1]<<8)>>(7&W)&F},A=function(V,W){var F=W/8|0;return(V[F]|V[F+1]<<8|V[F+2]<<16)>>(7&W)},L=[\"unexpected EOF\",\"invalid block type\",\"invalid length/literal\",\"invalid distance\",\"stream finished\",\"no stream handler\",,\"no callback\",\"invalid UTF-8 data\",\"extra field too long\",\"date not in range 1980-2099\",\"filename too long\",\"stream finishing\",\"invalid zip data\"],C=function(V,W,F){var J=new Error(W||L[V]);if(J.code=V,Error.captureStackTrace&&Error.captureStackTrace(J,C),!F)throw J;return J},R=function(V,W,F){var J=V.length;if(!J||F&&!F.l&&J<5)return W||new e(0);var K=!W||F,ue=!F||F.i;F||(F={}),W||(W=new e(3*J));var O,U=function(xe){var Ge=W.length;if(xe>Ge){var Ke=new e(Math.max(2*Ge,xe));Ke.set(W),W=Ke}},X=F.f||0,D=F.p||0,G=F.b||0,$=F.l,ne=F.d,ie=F.m,q=F.n,fe=8*J;do{if(!$){F.f=X=T(V,D,1);var de=T(V,D+1,3);if(D+=3,!de){var Ae=V[(Ue=((O=D)/8|0)+(7&O&&1)+4)-4]|V[Ue-3]<<8,Me=Ue+Ae;if(Me>J){ue&&C(0);break}K&&U(G+Ae),W.set(V.subarray(Ue,Me),G),F.b=G+=Ae,F.p=D=8*Me;continue}if(de==1)$=_,ne=S,ie=9,q=5;else if(de==2){var Pe=T(V,D,31)+257,Q=T(V,D+10,15)+4,ce=Pe+T(V,D+5,31)+1;D+=14;for(var Le=new e(ce),Ie=new e(19),Ee=0;Ee<Q;++Ee)Ie[o[Ee]]=T(V,D+3*Ee,7);D+=3*Q;var je=b(Ie),we=(1<<je)-1,ze=y(Ie,je,1);for(Ee=0;Ee<ce;){var Ue,Se=ze[T(V,D,we)];if(D+=15&Se,(Ue=Se>>>4)<16)Le[Ee++]=Ue;else{var z=0,I=0;for(Ue==16?(I=3+T(V,D,3),D+=2,z=Le[Ee-1]):Ue==17?(I=3+T(V,D,7),D+=3):Ue==18&&(I=11+T(V,D,127),D+=7);I--;)Le[Ee++]=z}}var te=Le.subarray(0,Pe),pe=Le.subarray(Pe);ie=b(te),q=b(pe),$=y(te,ie,1),ne=y(pe,q,1)}else C(1);if(D>fe){ue&&C(0);break}}K&&U(G+131072);for(var De=(1<<ie)-1,Oe=(1<<q)-1,Ne=D;;Ne=D){var Fe=(z=$[A(V,D)&De])>>>4;if((D+=15&z)>fe){ue&&C(0);break}if(z||C(2),Fe<256)W[G++]=Fe;else{if(Fe==256){Ne=D,$=null;break}var ge=Fe-254;if(Fe>264){var We=r[Ee=Fe-257];ge=T(V,D,(1<<We)-1)+c[Ee],D+=We}var Y=ne[A(V,D)&Oe],le=Y>>>4;if(Y||C(3),D+=15&Y,pe=h[le],le>3&&(We=s[le],pe+=A(V,D)&(1<<We)-1,D+=We),D>fe){ue&&C(0);break}K&&U(G+131072);for(var ve=G+ge;G<ve;G+=4)W[G]=W[G-pe],W[G+1]=W[G+1-pe],W[G+2]=W[G+2-pe],W[G+3]=W[G+3-pe];G=ve}}F.l=$,F.p=Ne,F.b=G,$&&(X=1,F.m=ie,F.d=ne,F.n=q)}while(!X);return G==W.length?W:function(xe,Ge,Ke){(Ge==null||Ge<0)&&(Ge=0),(Ke==null||Ke>xe.length)&&(Ke=xe.length);var ut=new(xe instanceof t?t:xe instanceof i?i:e)(Ke-Ge);return ut.set(xe.subarray(Ge,Ke)),ut}(W,0,G)},k=new e(0),H=typeof TextDecoder<\"u\"&&new TextDecoder;try{H.decode(k,{stream:!0})}catch{}return n.convert_streams=function(V){var W=new DataView(V),F=0;function J(){var Pe=W.getUint16(F);return F+=2,Pe}function K(){var Pe=W.getUint32(F);return F+=4,Pe}function ue(Pe){Ae.setUint16(Me,Pe),Me+=2}function O(Pe){Ae.setUint32(Me,Pe),Me+=4}for(var U={signature:K(),flavor:K(),length:K(),numTables:J(),reserved:J(),totalSfntSize:K(),majorVersion:J(),minorVersion:J(),metaOffset:K(),metaLength:K(),metaOrigLength:K(),privOffset:K(),privLength:K()},X=0;Math.pow(2,X)<=U.numTables;)X++;X--;for(var D=16*Math.pow(2,X),G=16*U.numTables-D,$=12,ne=[],ie=0;ie<U.numTables;ie++)ne.push({tag:K(),offset:K(),compLength:K(),origLength:K(),origChecksum:K()}),$+=16;var q,fe=new Uint8Array(12+16*ne.length+ne.reduce(function(Pe,Q){return Pe+Q.origLength+4},0)),de=fe.buffer,Ae=new DataView(de),Me=0;return O(U.flavor),ue(U.numTables),ue(D),ue(X),ue(G),ne.forEach(function(Pe){O(Pe.tag),O(Pe.origChecksum),O($),O(Pe.origLength),Pe.outOffset=$,($+=Pe.origLength)%4!=0&&($+=4-$%4)}),ne.forEach(function(Pe){var Q,ce=V.slice(Pe.offset,Pe.offset+Pe.compLength);if(Pe.compLength!=Pe.origLength){var Le=new Uint8Array(Pe.origLength);Q=new Uint8Array(ce,2),R(Q,Le)}else Le=new Uint8Array(ce);fe.set(Le,Pe.outOffset);var Ie=0;($=Pe.outOffset+Pe.origLength)%4!=0&&(Ie=4-$%4),fe.set(new Uint8Array(Ie).buffer,Pe.outOffset+Pe.origLength),q=$+Ie}),de.slice(0,q)},Object.defineProperty(n,\"__esModule\",{value:!0}),n}({}).convert_streams}", "function getInt8(reg, byt){\r\n\tlet buffer = new ArrayBuffer(2);\r\n\tlet view = new DataView(buffer);\r\n\tview.setUint16(0, modbusValues[reg], true);\r\n\t//byt should be 0 or 1\r\n\treturn view.getUint8(byt, true);\r\n}", "findDataIndex() {\n for (let i = 7; i < 55; i++) {\n const byte = this.track.floppyDisk.binary[this.track.offset + this.offset + i];\n if (byte === 0xFB || byte === 0xF8) {\n // Maybe also check that the previous three bytes are 0xA1.\n return i + 1;\n }\n }\n // Not sure what to do here. trs80gp says that this is valid.\n throw new Error(`Can't find byte at start of DAM (track ${this.track.trackNumber}, offset 0x${z80_base_1.toHexWord(this.offset)})`);\n }", "rawA () {\n return parseInt(this.A, 16);\n }", "readUint8 () {\n return this.uint8arr[this.pos++]\n }", "static read4(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] +\r\n (data[byteOffset + 1] << 8) +\r\n (data[byteOffset + 2] << 16) +\r\n (data[byteOffset + 3] << 24)) >>> 0;\r\n return BigInt(v0);\r\n }", "function ReturnOddsArray1To255(){\n}", "getInt() {\n let view = new DataView(this.buf, this.offset);\n this.offset += 4;\n\n return view.getUint32(0, true);\n }", "function n(n){return \"number\"==typeof n?i$f(n):u$k(n)||c$i(n)?new Uint32Array(n):n}", "static read4(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] +\r\n (data[byteOffset + 1] << 8) +\r\n (data[byteOffset + 2] << 16) +\r\n (data[byteOffset + 3] << 24)) >>>\r\n 0;\r\n return bigInt(v0);\r\n }", "function readInt8(){\n checkLen(1);\n var int = buf.readInt8(pos);\n pos++;\n return int.toString();\n }", "function int24(raw, start) {\n return (raw[start] << 8*2) + (raw[start+1] << 8) + raw[start+2];\n}", "function getControlDigit(barcode){\n arr_barcode=barcode.split('');\n sum_dig_odd=0;\n sum_dig_even=0;\n for(let i=0; i<arr_barcode.length; i++)\n i % 2 == 0 ? sum_dig_even += parseInt(arr_barcode[i]) : sum_dig_odd += parseInt(arr_barcode[i]);\n sum_result=(sum_dig_odd*3)+sum_dig_even;\n rest = sum_result % 10;\n rest==0 ? result=0 : result=10-rest\n return result;\n}", "valueOf() {\n let b = this.buf,\n v = 0;\n for (let i = b.length - 1; i >= 0; --i)\n v = v * max + b[i];\n return v;\n }", "function array() {\n var arr = [6, 14];\n console.log(arr[0]);\n return arr[1];\n}", "function numberToArray(id, number) {\n switch(id) {\n case \"R-container\" :\n rgbArr[0] = number\n break\n case \"G-container\" :\n rgbArr[1] = number\n break\n case \"B-container\" :\n rgbArr[2] = number\n break\n } \n}", "function getArrayInd(row) {\n return Math.round(row * _numOfSlots);\n }", "function _get_column(i) { return i % 9; }", "BankForIndex( a_index )\n {\n let tone = this.toneArray[a_index];\n return [ parseInt(tone.MSB), parseInt(tone.LSB), parseInt(tone.PC) - 1 ];\n }", "function obtenerLetraDigitada(botonDigitado) {\n return botonDigitado[0];\n}", "computerGeneratedCardinal(cgc){\n var size = cgc & 0xf;\n var n = [];\n var mask = 0xf;\n for(var i = 0; i < size; i ++){\n cgc>>>=4\n n.push( cgc & mask);\n }\n return n.toString();\n\n }", "function firstNumber() {\n return numbers.shift();\n}", "function getTileIndex(index){\n if(index < 10) return '0' + index;\n else return index;\n}", "getByte() {\n const r16 = this.registers.regs16;\n let pc = r16.get(r16.idx.PC);\n pc++;\n r16.set(r16.idx.PC, pc);\n return this.memory[pc - 1];\n }", "function h_ni(i) { return (i+6*600)%6;} //normalise an hex index number to the range 0-5", "function num_from(s, offset)\n{\n\treturn s[offset] << 24 | s[offset + 1] << 16 | s[offset + 2] << 8 | s[offset + 3];\n}", "function num_from(s, offset)\n{\n\treturn s[offset] << 24 | s[offset + 1] << 16 | s[offset + 2] << 8 | s[offset + 3];\n}", "function getArrayValue(dates) {\n\tvar pos = dates.match(/(\\d+)$/gm);\n\treturn pos;\n}", "function getLSBdigit(arr,num){\n let arrnew = [];\n for(let i =0;i<arr.length;i++){\n if(arr[i]%10 === num){\n arrnew.push(arr[i]);\n }\n }\n console.log(arrnew);\n}", "static read8(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] +\r\n (data[byteOffset + 1] << 8) +\r\n (data[byteOffset + 2] << 16) +\r\n (data[byteOffset + 3] << 24)) >>>\r\n 0;\r\n const v1 = (data[byteOffset + 4] +\r\n (data[byteOffset + 5] << 8) +\r\n (data[byteOffset + 6] << 16) +\r\n (data[byteOffset + 7] << 24)) >>>\r\n 0;\r\n return bigInt(v1).shiftLeft(BigIntHelper.BIG_32).or(v0);\r\n }", "function getNum () {\n if (checkNum.length !== 0) {\n return numFromCheckNum();\n }else {\n fillCheckNum()\n return numFromCheckNum();\n }\n}", "function convertToNB(args){\n var arrayNB = Number(args[0])\nreturn arrayNB\n}", "function n(n,o=l){return \"number\"==typeof n?o(n):i$6(n)||e$a(n)?new Uint32Array(n):n}", "GetArrayElementAtIndex() {}", "function getv(v) {\n return [\n pos[0] + size[0] * ( (v>>0) & 1 ),\n pos[1] + size[1] * ( (v>>1) & 1 ),\n pos[2] + size[2] * ( (v>>2) & 1 )\n ];\n }", "static read3(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] + (data[byteOffset + 1] << 8) + (data[byteOffset + 2] << 16)) >>> 0;\r\n return bigInt(v0);\r\n }", "getOffset(b) {\nreturn this.offsetVector[b];\n}", "function n$c(){return [0,0,0,0]}", "function e() {\n return [1, 0, 0, 1, 0, 0];\n }", "function float32String(v){return Math.abs(v)>1e-37?v:0;}// Create matrix array for looping", "function float32String(v){return Math.abs(v)>1e-37?v:0;}// Create matrix array for looping", "skipUB8() {\n return this._readInteger(8, false, true);\n }", "function getDataSquare(index){\n\tif (index % 8 === 0){\n\t\tsquarePosition.num--; \n\t\tsquarePosition.alpha = 97;\n\t}\n\tvar str = String.fromCharCode(squarePosition.alpha) + squarePosition.num; \n\tsquarePosition.alpha++; \n\treturn str; \n}", "function arrayPacking(a) {\r\n a = a.reverse();\r\n for(i=0;i<a.length;i++){\r\n a[i]=(\"00000000\"+a[i].toString(2)).substr(-8);\r\n console.log(a[i]);\r\n }\r\n a = a.join(\"\");\r\n console.log(a);\r\n return parseInt(a,2);\r\n}", "correctIndex(bytes, set) {\n if (set === '0') {\n let charCode = bytes.shift();\n return charCode < 32 ? charCode + 64 : charCode - 32;\n }\n else if (set === '1') {\n return bytes.shift() - 32;\n }\n else {\n return (bytes.shift() - 48) * 10 + bytes.shift() - 48;\n }\n }", "function v7(v8,v9) {\n v5[v9] = 9007199254740993;\n v5[268435456] = \"65536\";\n for (let v12 = 1; v12 < 65537; v12 = v12 + 1) {\n }\n}", "function _getBinary(num) {\n if(num == 0) {\n return { eight: 0, four: 0,two: 0,one: 0 }\n }\n if (num == 1) {\n return { eight: 0, four: 0,two: 0,one: 1 }\n }\n if (num == 2) {\n return { eight: 0, four: 0,two: 1,one: 0 }\n }\n if (num == 3) {\n return { eight: 0, four: 0,two: 1,one: 1 }\n }\n if (num == 4) {\n return { eight: 0, four: 1,two: 0,one: 0 }\n }\n if (num == 5) {\n return { eight: 0, four: 1,two: 0,one: 1 }\n }\n if (num == 6) {\n return { eight: 0, four: 1,two: 1,one: 0 }\n }\n if (num == 7) {\n return { eight: 0, four: 1,two: 1,one: 1 }\n }\n if (num == 8) {\n return { eight: 1, four: 0,two: 0,one: 0 }\n }\n if (num == 9) {\n return { eight: 1, four: 0,two: 0,one: 1 }\n }\n else\n {\n return { eight: 1, four: 0,two: 0,one: 1 }\n }\n}", "function testSetTypedInt8Array(k) {\n var ar = new Int8Array(8);\n ar[k+5] = { };\n ar[k+6] = ar;\n ar[k+4] = k + 800;\n var t = k + 555;\n var t = ar[k+7] = t & 5;\n ar[0] = 12;\n ar[8] = 500;\n ar[k+8] = 1200;\n ar[k+1] = 500;\n ar[k+2] = \"3\";\n ar[k+3] = true;\n assertEq(ar[0], 12);\n assertEq(ar[1], -12);\n assertEq(ar[2], 3);\n assertEq(ar[3], 1);\n assertEq(ar[4], 32);\n assertEq(ar[5], 0);\n assertEq(ar[6], 0);\n assertEq(ar[7], 1);\n assertEq(ar[8], undefined);\n assertEq(ar[k+8], undefined);\n}", "readUB8() {\n return this._readInteger(8, false, false);\n }", "function GetXY(num) {\n\txyPos = [];\n\txyPos[1] = Math.floor(num / 10);\n\txyPos[0] = num - (xyPos[1] * 10);\n\treturn xyPos;\n}", "function CodeMonotoneToNumber(cod)\r\n{\r\n let aReturn = 0;\r\n try\r\n {\r\n switch (cod)\r\n {\r\n case '00': aReturn = '0'; break;\r\n case '01': aReturn = '1'; break;\r\n case '02': aReturn = '2'; break;\r\n case '04': aReturn = '3'; break;\r\n case '07': aReturn = '4'; break;\r\n case '0D': aReturn = '5'; break;\r\n case '10': aReturn = '6'; break;\r\n case '11': aReturn = '7'; break;\r\n case '12': aReturn = '8'; break;\r\n case '14': aReturn = '9'; break;\r\n case '17': aReturn = '*'; break; //+\r\n case '1D': aReturn = '#'; break; //-\r\n case '20': aReturn = 'A'; break; //>>\r\n case '21': aReturn = 'B'; break; //<<\r\n case '22': aReturn = 'C'; break; //> \r\n case '24': aReturn = 'D'; break;\r\n default: aReturn = '0';\r\n }\r\n }\r\n catch(err)\r\n {\r\n DebugLog(err.message.toString());\r\n } \r\n return (aReturn);\r\n}", "function obtenerNumeroDigitado(botonDigitado) {\n return botonDigitado[1];\n}", "function valFor(c) {\n\tswitch(c) {\n\t\tcase 0:\n\t\treturn [10,0.1,9,0.07];\n\t\tcase 1:\n\t\treturn [100,0,20,0]\n\t\tcase 2:\n\t\tcase 3:\n\t\tcase 4:\n\t\treturn [40,0.1,9,0.1]\n\t}\n}", "readSB8() {\n return this._readInteger(8, true, false);\n }", "function heavyDuty(index) { // index\n const bigArray = new Array(7000).fill('😊')\n return bigArray[index] // I can access big array by the index number\n}", "u32() {\n this._convo.u8.set(this.buffer.subarray(this.at, this.at += 4));\n return this._convo.u32[0];\n }", "function h(){return r.TYPED_ARRAY_SUPPORT?2147483647:1073741823}", "function index(row, col) {\n return row * 8 + col;\n }", "function parseIntArray(blob, wantSentinel) {\n\t //find out how many items we have\n\t var count = 0;\n\t for (var i = 0, iEnd = blob.length; i < iEnd; i++) {\n\t if (blob[i] == 44) count++;\n\t }count++; //last item has no comma after it\n\t var items = new Uint32Array(count + (wantSentinel ? 1 : 0));\n\t i = 0;\n\t var end = blob.length;\n\t while (blob[i] != 91 && i < end) {\n\t i++;\n\t }if (i == blob.length) return null;\n\t i++;\n\t var seenDigit = false;\n\t count = 0;\n\t var curInt = 0;\n\t while (i < end) {\n\t var c = blob[i];\n\t if (c >= 48 && c <= 57) {\n\t curInt = 10 * curInt + (c - 48);\n\t seenDigit = true;\n\t } else if (c == 44 || c == 93) {\n\t if (seenDigit) {\n\t items[count++] = curInt;\n\t seenDigit = false;\n\t curInt = 0;\n\t }\n\t } else {\n\t seenDigit = false; //most likely a newline (the only other thing we have in our arrays\n\t curInt = 0;\n\t }\n\t i++;\n\t }\n\t return items;\n\t }", "rawB () {\n return parseInt(this.B, 16);\n }", "static read3(data, byteOffset) {\r\n const v0 = (data[byteOffset + 0] +\r\n (data[byteOffset + 1] << 8) +\r\n (data[byteOffset + 2] << 16)) >>> 0;\r\n return BigInt(v0);\r\n }", "i8() {\n this._convo.u8[0] = this.buffer[this.at++]\n return this._convo.i8[0];\n }", "function getasNumb(a,i){\n if(a[i]>30){ return 1 } else {return 0 }\n}", "getValueAt (ix, key) {\n const { elements } = this.specs[key]\n const array = this.arrays[key]\n if (elements === 0) return array\n return array[ix]\n }", "get register_A(){ return this.register_8bits[this.register_bit_A]; }", "function getData() {\n return \"000001100111100\" +\n \"000011110101110\" +\n \"000011110100110\" +\n \"000001101010100\" +\n \"000000010111100\" +\n \"000110001000010\" +\n \"101110000111010\" +\n \"011100000100010\" +\n \"001111000100010\" +\n \"001110100111100\" +\n \"101110001111100\" +\n \"111100011111110\" +\n \"011000011101111\" +\n \"010000011100111\" +\n \"011000111000001\";\n}", "function arrayToInt(a){ \n\t\tvar h = 0; \n\t\tfor(var i in a){ h += a[i]; }\n\t\treturn h; \n\t}", "function getByte(idx) { return data.charCodeAt(idx); }", "function LE0801() {\n calculatefor(new Array(\n \" 0801 to 0900\",\n// 801 1 4\n2013626.550973, 1.0, 2930.3, \" 0.539\", \"-0.555\", 3,\n-15.84391, 0.90814, 0.24745,\n -1.58560, 0.00000, 0.00000, 0.22334, 0.00000, 0.00000, 2.03434,\n 109.3203127, 0.52645, -2.850e-04,\n 21.2346893, -0.11117, -8.390e-04,\n// 801 5 31\n2013774.067647, 14.0, 2927.0, \" 0.668\", \"-0.276\", 3,\n-17.14898, 1.01954, 0.27780,\n -2.08809, 0.00000, 0.00000, -0.37647, 0.00000, 0.00000, 1.33603,\n 251.8440192, 0.68985, 2.210e-04,\n -23.7228401, -0.02223, 1.527e-03,\n// 801 6 29\n2013803.341935, 20.0, 2926.4, \" 0.427\", \"-0.514\", 3,\n -9.22697, 1.02319, 0.27879,\n -1.18927, 0.00000, 0.00000, 0.20645, 0.00000, 0.00000, 1.60205,\n 281.5414904, 0.67571, -5.320e-04,\n -21.8420297, 0.10725, 1.371e-03,\n// 801 11 24\n2013950.739659, 6.0, 2923.1, \" 0.934\", \"-0.151\", 3,\n-13.54024, 0.91734, 0.24995,\n -2.51029, 0.00000, 0.00000, -0.24819, 0.00000, 0.00000, 2.01279,\n 64.5062326, 0.55373, 7.000e-06,\n 22.4974496, 0.04230, -9.590e-04,\n// 802 5 21\n2014128.709380, 5.0, 2919.2, \" 1.998\", \" 1.017\", 1,\n -2.84664, 0.98146, 0.26742,\n -2.63273, -1.59962, -0.14046, 0.02512, 0.19160, 1.65104, 2.68208,\n 240.8200119, 0.62626, 5.220e-04,\n -21.3356497, -0.06121, 1.135e-03,\n// 802 11 13\n2014304.978818, 11.0, 2915.3, \" 2.255\", \" 1.228\", 1,\n -9.26528, 0.96698, 0.26348,\n -2.30746, -1.24418, -0.08459, 0.49163, 1.06719, 2.22655, 3.29234,\n 52.4213774, 0.59745, 6.800e-05,\n 19.4517299, 0.08776, -1.016e-03,\n// 803 5 10\n2014483.099178, 14.0, 2911.4, \" 2.301\", \" 1.264\", 1,\n-18.56072, 0.92968, 0.25332,\n -2.55009, -1.43564, -0.25460, 0.38026, 1.01571, 2.19695, 3.30903,\n 229.9896541, 0.54680, 4.770e-04,\n -18.2138196, -0.08815, 7.420e-04,\n// 803 11 3\n2014659.505789, 0.0, 2907.4, \" 2.185\", \" 1.207\", 1,\n-20.96842, 1.01380, 0.27624,\n -2.48332, -1.51663, -0.39405, 0.13894, 0.67154, 1.79392, 2.76172,\n 41.7616993, 0.63551, 2.550e-04,\n 15.8451988, 0.13086, -9.580e-04,\n// 804 4 28\n2014837.199811, 17.0, 2903.5, \" 0.886\", \"-0.186\", 3,\n-16.29124, 0.90053, 0.24537,\n -2.45433, 0.00000, 0.00000, -0.20453, 0.00000, 0.00000, 2.04530,\n 219.7585771, 0.49840, 2.830e-04,\n -14.5649413, -0.10895, 5.190e-04,\n// 804 10 22\n2015014.165334, 16.0, 2899.6, \" 0.962\", \"-0.006\", 3,\n -5.66334, 1.02188, 0.27844,\n -2.03310, 0.00000, 0.00000, -0.03199, 0.00000, 0.00000, 1.96922,\n 31.5911993, 0.62717, 4.530e-04,\n 11.7757703, 0.16163, -6.630e-04,\n// 805 3 19\n2015161.641717, 3.0, 2896.4, \" 1.003\", \"-0.041\", 3,\n -8.97388, 0.93426, 0.25456,\n -1.86127, 0.00000, 0.00000, 0.40121, 0.00000, 0.00000, 2.66275,\n 181.6525420, 0.50547, -1.450e-04,\n -1.7805999, -0.16802, 1.340e-04,\n// 805 9 12\n2015339.260904, 18.0, 2892.5, \" 1.081\", \" 0.058\", 2,\n -6.30218, 0.95648, 0.26062,\n -2.00122, -0.19960, 0.00000, 0.26169, 0.00000, 0.72657, 2.52623,\n 353.6161600, 0.52975, 1.780e-04,\n -1.7544101, 0.17457, 1.490e-04,\n// 806 3 8\n2015516.032558, 13.0, 2888.6, \" 2.401\", \" 1.409\", 1,\n-23.68523, 0.98709, 0.26896,\n -2.96086, -1.97744, -0.93292, -0.21860, 0.49529, 1.53966, 2.52516,\n 172.4081268, 0.56469, -3.230e-04,\n 3.0507800, -0.18419, -7.400e-05,\n// 806 9 1\n2015693.476438, 23.0, 2884.7, \" 2.411\", \" 1.340\", 1,\n -2.02722, 0.91112, 0.24826,\n -2.60755, -1.43922, -0.27582, 0.43451, 1.14517, 2.30879, 3.47568,\n 343.7444057, 0.48662, -3.200e-05,\n -6.6892802, 0.15060, 2.750e-04,\n// 807 2 26\n2015870.654622, 4.0, 2880.8, \" 1.990\", \" 1.030\", 1,\n -9.38289, 1.02226, 0.27854,\n -2.82804, -1.85972, -0.50081, -0.28907, -0.07755, 1.28119, 2.24978,\n 162.9503639, 0.61249, -3.480e-04,\n 7.8237802, -0.18803, -4.200e-04,\n// 807 8 21\n2016047.485943, 0.0, 2877.0, \" 2.033\", \" 0.954\", 2,\n -1.76321, 0.90117, 0.24555,\n -3.32265, -2.06448, 0.00000, -0.33737, 0.00000, 1.38927, 2.64805,\n 333.9939008, 0.48598, -2.770e-04,\n -11.3095100, 0.13488, 3.830e-04,\n// 808 1 17\n2016195.871922, 9.0, 2873.7, \" 0.039\", \"-0.963\", 3,\n -7.01351, 0.98991, 0.26973,\n -0.52811, 0.00000, 0.00000, -0.07388, 0.00000, 0.00000, 0.38512,\n 123.0908279, 0.62395, -4.500e-05,\n 18.5483896, -0.07870, -1.054e-03,\n// 808 2 15\n2016225.327186, 20.0, 2873.0, \" 0.726\", \"-0.247\", 3,\n-18.07781, 1.01204, 0.27576,\n -1.94725, 0.00000, 0.00000, -0.14753, 0.00000, 0.00000, 1.65317,\n 153.1276229, 0.61398, -2.370e-04,\n 12.4200698, -0.16935, -7.370e-04,\n// 808 7 11\n2016372.102158, 14.0, 2869.8, \" 0.063\", \"-0.943\", 3,\n-14.43490, 0.95884, 0.26126,\n -0.14963, 0.00000, 0.00000, 0.45178, 0.00000, 0.00000, 1.04767,\n 293.9301695, 0.59575, -4.190e-04,\n -20.2630590, 0.04200, 9.870e-04,\n// 808 8 10\n2016401.590093, 2.0, 2869.2, \" 0.699\", \"-0.340\", 3,\n -0.49646, 0.93280, 0.25417,\n -1.78828, 0.00000, 0.00000, 0.16224, 0.00000, 0.00000, 2.11013,\n 323.4562303, 0.53580, -5.320e-04,\n -15.7321796, 0.12481, 6.070e-04,\n// 809 1 5\n2016550.251354, 18.0, 2865.9, \" 1.215\", \" 0.154\", 2,\n-22.72760, 0.93651, 0.25518,\n -2.40477, -0.72585, 0.00000, 0.03250, 0.00000, 0.79397, 2.47047,\n 111.5728681, 0.57301, 1.040e-04,\n 21.2423186, -0.03038, -9.790e-04,\n// 809 7 1\n2016726.651353, 4.0, 2862.1, \" 1.518\", \" 0.562\", 2,\n -1.13529, 1.00747, 0.27451,\n -2.75266, -1.64213, 0.00000, -0.36753, 0.00000, 0.90570, 2.01763,\n 283.5963938, 0.66713, -2.100e-04,\n -22.2982095, 0.00175, 1.362e-03,\n// 809 12 25\n2016904.325557, 20.0, 2858.2, \" 2.465\", \" 1.362\", 1,\n-21.46085, 0.90192, 0.24575,\n -3.29912, -2.08212, -0.91550, -0.18664, 0.54239, 1.70908, 2.92519,\n 99.4874085, 0.53940, 1.170e-04,\n 23.0952209, 0.01309, -9.140e-04,\n// 810 6 20\n2017081.360008, 21.0, 2854.3, \" 2.778\", \" 1.837\", 1,\n -8.82748, 1.02262, 0.27864,\n -3.00258, -2.12323, -1.18790, -0.35980, 0.46835, 1.40371, 2.28276,\n 272.6728176, 0.69186, 2.940e-04,\n -23.6189000, -0.04684, 1.530e-03,\n// 810 12 14\n2017258.287835, 19.0, 2850.5, \" 2.108\", \" 1.013\", 1,\n-23.20232, 0.90929, 0.24776,\n -3.08639, -1.83510, -0.24624, -0.09197, 0.06174, 1.65049, 2.90344,\n 86.8351524, 0.54842, 1.210e-04,\n 23.9590486, 0.05748, -9.870e-04,\n// 811 6 10\n2017436.034821, 13.0, 2846.6, \" 1.395\", \" 0.426\", 2,\n-17.52240, 0.99238, 0.27040,\n -2.52632, -1.31163, 0.00000, -0.16429, 0.00000, 0.98519, 2.19817,\n 261.4251900, 0.64953, 7.060e-04,\n -24.1476796, -0.09001, 1.340e-03,\n// 811 12 3\n2017612.452087, 23.0, 2842.7, \" 0.874\", \"-0.169\", 3,\n-19.93010, 0.95387, 0.25991,\n -2.24653, 0.00000, 0.00000, -0.14992, 0.00000, 0.00000, 1.94510,\n 74.4190843, 0.59475, 2.490e-04,\n 23.8683112, 0.10905, -1.189e-03,\n// 812 4 30\n2017760.966234, 11.0, 2839.5, \" 0.813\", \"-0.239\", 3,\n-22.17219, 0.91781, 0.25008,\n -1.92786, 0.00000, 0.00000, 0.18963, 0.00000, 0.00000, 2.30823,\n 221.5050019, 0.49099, 6.030e-04,\n -15.0525792, -0.19746, 4.670e-04,\n// 812 10 23\n2017937.469653, 23.0, 2835.6, \" 1.036\", \" 0.066\", 2,\n-22.57441, 1.02115, 0.27824,\n -1.79077, -0.19329, 0.00000, 0.27167, 0.00000, 0.73549, 2.33313,\n 32.9050408, 0.58894, 5.090e-04,\n 12.2691602, 0.26619, -6.670e-04,\n// 813 4 19\n2018115.012714, 12.0, 2831.8, \" 2.173\", \" 1.097\", 1,\n-21.90818, 0.89969, 0.24514,\n -2.72561, -1.50060, -0.11404, 0.30514, 0.72426, 2.11069, 3.33557,\n 210.6744802, 0.45611, 3.520e-04,\n -12.1714697, -0.21185, 3.790e-04,\n// 813 10 13\n2018292.134722, 15.0, 2827.9, \" 2.269\", \" 1.296\", 1,\n -7.26933, 1.01492, 0.27654,\n -2.40090, -1.45046, -0.38573, 0.23333, 0.85268, 1.91741, 2.86660,\n 22.4885908, 0.56538, 5.860e-04,\n 9.1297995, 0.28426, -3.690e-04,\n// 814 4 8\n2018469.077960, 14.0, 2824.1, \" 2.225\", \" 1.174\", 1,\n-20.64143, 0.92397, 0.25176,\n -3.06975, -1.92213, -0.66391, -0.12896, 0.40539, 1.66351, 2.81342,\n 200.2998053, 0.46826, 1.520e-04,\n -8.9795396, -0.23891, 3.750e-04,\n// 814 10 3\n2018646.682991, 4.0, 2820.2, \" 2.130\", \" 1.114\", 1,\n-18.97246, 0.96921, 0.26409,\n -2.36322, -1.29586, -0.03144, 0.39178, 0.81580, 2.08061, 3.14594,\n 12.1022098, 0.50628, 4.540e-04,\n 5.6302001, 0.27133, -1.020e-04,\n// 815 3 28\n2018823.412166, 22.0, 2816.4, \" 0.880\", \"-0.118\", 3,\n-13.35826, 0.97506, 0.26568,\n -2.14275, 0.00000, 0.00000, -0.10801, 0.00000, 0.00000, 1.92552,\n 190.0918691, 0.51192, 2.000e-05,\n -5.5205499, -0.27521, 3.370e-04,\n// 815 9 22\n2019000.957216, 11.0, 2812.5, \" 0.748\", \"-0.319\", 3,\n-12.69203, 0.91917, 0.25045,\n -2.07624, 0.00000, 0.00000, -0.02682, 0.00000, 0.00000, 2.02505,\n 1.9406000, 0.45212, 2.070e-04,\n 2.0148599, 0.24787, 1.200e-05,\n// 816 2 17\n2019148.638480, 3.0, 2809.3, \" 1.259\", \" 0.298\", 2,\n-10.98888, 1.02449, 0.27915,\n -1.88347, -0.62649, 0.00000, 0.32352, 0.00000, 1.27342, 2.52984,\n 154.2412580, 0.58391, -5.980e-04,\n 11.7086603, -0.28311, -5.920e-04,\n// 816 8 11\n2019325.299086, 19.0, 2805.5, \" 1.035\", \"-0.036\", 3,\n -7.38015, 0.90640, 0.24697,\n -2.19901, 0.00000, 0.00000, 0.17805, 0.00000, 0.00000, 2.55395,\n 325.2810383, 0.47226, -5.470e-04,\n -14.9459207, 0.20708, 4.450e-04,\n// 817 2 5\n2019503.286999, 19.0, 2801.6, \" 2.515\", \" 1.528\", 1,\n-19.68380, 1.00086, 0.27271,\n -2.83058, -1.87261, -0.87671, -0.11202, 0.65298, 1.64900, 2.60513,\n 143.9615364, 0.57485, -4.550e-04,\n 14.5974598, -0.24964, -7.890e-04,\n// 817 7 31\n2019679.480355, 0.0, 2797.8, \" 2.449\", \" 1.427\", 1,\n -3.10518, 0.94706, 0.25805,\n -3.36052, -2.30373, -1.22113, -0.47147, 0.27768, 1.35996, 2.41911,\n 314.7210468, 0.53252, -8.120e-04,\n -17.4412091, 0.20146, 6.230e-04,\n// 818 1 26\n2019857.739601, 6.0, 2794.0, \" 1.884\", \" 0.841\", 2,\n -9.39241, 0.94876, 0.25851,\n -3.00477, -1.82200, 0.00000, -0.24957, 0.00000, 1.32452, 2.50502,\n 132.9665984, 0.53616, -3.470e-04,\n 17.1782212, -0.19749, -7.900e-04,\n// 818 7 21\n2020033.968048, 11.0, 2790.2, \" 1.865\", \" 0.898\", 2,\n-16.81380, 0.99855, 0.27208,\n -2.32666, -1.30271, 0.00000, 0.23316, 0.00000, 1.76806, 2.79399,\n 303.4995651, 0.61217, -9.250e-04,\n -19.4827099, 0.18773, 9.620e-04,\n// 819 1 15\n2020211.883754, 9.0, 2786.3, \" 0.556\", \"-0.538\", 3,\n -7.12293, 0.90677, 0.24707,\n -1.62713, 0.00000, 0.00000, 0.21009, 0.00000, 0.00000, 2.04927,\n 121.0249279, 0.50823, -3.580e-04,\n 19.3478700, -0.14718, -7.330e-04,\n// 819 6 11\n2020359.376559, 21.0, 2783.1, \" 0.532\", \"-0.412\", 3,\n -9.43073, 1.01823, 0.27744,\n -1.51350, 0.00000, 0.00000, 0.03743, 0.00000, 0.00000, 1.58947,\n 262.9590865, 0.69324, -1.800e-05,\n -24.7063293, 0.02542, 1.598e-03,\n// 819 7 11\n2020388.654518, 4.0, 2782.5, \" 0.555\", \"-0.387\", 3,\n -0.50598, 1.02348, 0.27887,\n -1.86341, 0.00000, 0.00000, -0.29158, 0.00000, 0.00000, 1.28045,\n 293.0440754, 0.65955, -6.840e-04,\n -20.5991095, 0.15548, 1.247e-03,\n// 819 12 5\n2020536.081419, 14.0, 2779.3, \" 0.929\", \"-0.154\", 3,\n -4.81926, 0.91932, 0.25049,\n -2.29732, 0.00000, 0.00000, -0.04593, 0.00000, 0.00000, 2.20415,\n 76.4664403, 0.56436, -1.650e-04,\n 23.9903701, 0.00166, -1.034e-03,\n// 820 5 31\n2020714.008608, 12.0, 2775.5, \" 1.858\", \" 0.874\", 2,\n-19.12839, 0.97819, 0.26653,\n -2.41475, -1.34387, 0.00000, 0.20659, 0.00000, 1.75845, 2.82719,\n 251.8396752, 0.63293, 3.590e-04,\n -23.0774009, -0.01945, 1.253e-03,\n// 820 11 23\n2020890.334298, 20.0, 2771.7, \" 2.248\", \" 1.222\", 1,\n-23.54156, 0.96985, 0.26426,\n -2.76479, -1.70579, -0.54550, 0.02316, 0.59114, 1.75120, 2.81264,\n 64.3899077, 0.61546, -6.200e-05,\n 21.8281713, 0.04684, -1.161e-03,\n// 821 5 20\n2021068.380967, 21.0, 2767.9, \" 2.445\", \" 1.407\", 1,\n-10.84248, 0.92688, 0.25255,\n -2.82442, -1.72062, -0.60652, 0.14320, 0.89336, 2.00768, 3.10922,\n 240.9076569, 0.55679, 3.960e-04,\n -20.6722608, -0.05419, 8.740e-04,\n// 821 11 13\n2021244.869697, 9.0, 2764.1, \" 2.200\", \" 1.221\", 1,\n-11.24469, 1.01549, 0.27670,\n -2.74868, -1.78526, -0.67503, -0.12727, 0.42014, 1.53021, 2.49467,\n 53.1935884, 0.65546, 2.140e-04,\n 18.8965397, 0.09362, -1.170e-03,\n// 822 5 9\n2021422.470883, 23.0, 2760.2, \" 1.031\", \"-0.040\", 3,\n -9.57573, 0.90005, 0.24524,\n -2.08929, 0.00000, 0.00000, 0.30119, 0.00000, 0.00000, 2.69160,\n 229.9356683, 0.51066, 2.610e-04,\n -17.5523499, -0.08336, 6.490e-04,\n// 822 11 3\n2021599.526410, 1.0, 2756.4, \" 0.983\", \" 0.012\", 2,\n-19.93962, 1.02102, 0.27820,\n -2.38770, -0.56466, 0.00000, -0.36616, 0.00000, -0.16649, 1.65558,\n 42.6369607, 0.64324, 5.020e-04,\n 15.3773103, 0.13115, -9.030e-04,\n// 823 3 30\n2021746.946792, 11.0, 2753.3, \" 0.910\", \"-0.128\", 3,\n -0.25290, 0.93711, 0.25534,\n -2.44300, 0.00000, 0.00000, -0.27699, 0.00000, 0.00000, 1.88771,\n 191.8287042, 0.51249, -4.000e-05,\n -6.1872502, -0.16436, 3.100e-04,\n// 823 9 24\n2021924.584877, 2.0, 2749.4, \" 1.013\", \"-0.017\", 3,\n-21.58119, 0.95346, 0.25980,\n -2.17923, 0.00000, 0.00000, 0.03705, 0.00000, 0.00000, 2.25518,\n 3.6730597, 0.52657, 2.980e-04,\n 2.6536499, 0.17450, -3.900e-05,\n// 824 3 18\n2022101.360704, 21.0, 2745.7, \" 2.322\", \" 1.336\", 1,\n-14.96424, 0.98988, 0.26972,\n -3.06002, -2.07859, -1.00744, -0.34312, 0.32073, 1.39176, 2.37522,\n 182.3613107, 0.56645, -1.800e-04,\n -1.3199200, -0.18714, 1.380e-04,\n// 824 9 12\n2022278.777511, 7.0, 2741.8, \" 2.323\", \" 1.247\", 1,\n-17.30623, 0.90938, 0.24779,\n -3.37497, -2.18618, -0.96636, -0.33974, 0.28725, 1.50728, 2.69476,\n 354.0378832, 0.47975, 5.500e-05,\n -2.3060401, 0.15729, 1.160e-04,\n// 825 3 8\n2022455.997142, 12.0, 2738.1, \" 2.052\", \" 1.095\", 1,\n -0.66190, 1.02285, 0.27870,\n -2.62111, -1.66817, -0.44085, -0.06859, 0.30349, 1.53067, 2.48379,\n 172.8608591, 0.60567, -1.880e-04,\n 3.5847701, -0.19771, -1.820e-04,\n// 825 9 1\n2022632.776562, 7.0, 2734.3, \" 2.142\", \" 1.060\", 1,\n-18.04496, 0.90195, 0.24576,\n -3.38143, -2.14549, -0.69563, -0.36251, -0.02968, 1.42000, 2.65670,\n 344.0325031, 0.47741, -2.140e-04,\n -7.2687198, 0.14791, 2.320e-04,\n// 826 1 27\n2022781.225981, 17.0, 2731.1, \" 0.009\", \"-0.994\", 3,\n-22.29253, 0.98717, 0.26898,\n 0.20632, 0.00000, 0.00000, 0.42354, 0.00000, 0.00000, 0.64579,\n 134.0332280, 0.60504, -1.000e-04,\n 15.8163600, -0.11443, -8.820e-04,\n// 826 2 26\n2022810.672770, 4.0, 2730.5, \" 0.772\", \"-0.200\", 3,\n -9.35683, 1.00999, 0.27520,\n -1.70374, 0.00000, 0.00000, 0.14649, 0.00000, 0.00000, 1.99763,\n 163.2614107, 0.59857, -1.150e-04,\n 8.3879299, -0.18533, -5.050e-04,\n// 826 8 21\n2022986.890053, 9.0, 2726.7, \" 0.813\", \"-0.226\", 3,\n-16.77821, 0.93569, 0.25495,\n -1.71155, 0.00000, 0.00000, 0.36128, 0.00000, 0.00000, 2.43180,\n 333.6326931, 0.52533, -4.910e-04,\n -12.0789496, 0.14579, 4.370e-04,\n// 827 1 17\n2023135.593279, 2.0, 2723.5, \" 1.192\", \" 0.130\", 2,\n-14.00661, 0.93392, 0.25447,\n -2.18882, -0.46232, 0.00000, 0.23870, 0.00000, 0.94287, 2.66708,\n 123.1125069, 0.55852, -2.100e-05,\n 19.1971295, -0.06873, -8.710e-04,\n// 827 7 12\n2023311.960851, 11.0, 2719.8, \" 1.391\", \" 0.436\", 2,\n-17.41705, 1.00976, 0.27513,\n -2.25194, -1.08175, 0.00000, 0.06043, 0.00000, 1.20118, 2.37276,\n 294.4802729, 0.66180, -3.910e-04,\n -20.8680994, 0.04674, 1.258e-03,\n// 828 1 6\n2023489.658290, 4.0, 2715.9, \" 2.449\", \" 1.346\", 1,\n-12.73987, 0.90120, 0.24556,\n -3.31273, -2.09355, -0.91856, -0.20104, 0.51664, 1.69170, 2.91013,\n 111.5031934, 0.53324, -4.700e-05,\n 21.8924604, -0.02715, -8.610e-04,\n// 828 7 1\n2023666.670825, 4.0, 2712.2, \" 2.744\", \" 1.802\", 1,\n -1.10923, 1.02201, 0.27847,\n -2.54483, -1.66317, -0.72585, 0.09980, 0.92551, 1.86287, 2.74413,\n 283.7210311, 0.68935, 5.900e-05,\n -22.9346004, 0.00167, 1.488e-03,\n// 828 12 25\n2023843.625855, 3.0, 2708.4, \" 2.118\", \" 1.026\", 1,\n-14.48133, 0.91084, 0.24818,\n -2.96988, -1.72672, -0.19846, 0.02053, 0.23894, 1.76705, 3.01189,\n 98.9996305, 0.55265, -7.000e-05,\n 23.7192304, 0.01491, -9.850e-04,\n// 829 6 20\n2024021.335570, 20.0, 2704.7, \" 1.532\", \" 0.559\", 2,\n -9.80415, 0.98935, 0.26957,\n -2.39105, -1.23861, 0.00000, 0.05369, 0.00000, 1.34787, 2.49845,\n 272.7253008, 0.65186, 4.780e-04,\n -24.2682888, -0.04298, 1.373e-03,\n// 829 12 14\n2024197.806498, 7.0, 2700.9, \" 0.882\", \"-0.158\", 3,\n-11.20911, 0.95667, 0.26067,\n -1.74095, 0.00000, 0.00000, 0.35596, 0.00000, 0.00000, 2.45120,\n 86.3804394, 0.60963, 5.400e-05,\n 24.5673811, 0.06435, -1.255e-03,\n// 830 5 11\n2024346.243990, 18.0, 2697.7, \" 0.664\", \"-0.389\", 3,\n-14.45394, 0.91554, 0.24946,\n -2.09115, 0.00000, 0.00000, -0.14424, 0.00000, 0.00000, 1.80426,\n 232.1894395, 0.50681, 6.290e-04,\n -17.9047108, -0.16943, 6.070e-04,\n// 830 6 10\n2024375.773540, 7.0, 2697.1, \" 0.046\", \"-0.981\", 3,\n-23.51276, 0.93713, 0.25535,\n -0.95796, 0.00000, 0.00000, -0.43504, 0.00000, 0.00000, 0.09331,\n 261.6086488, 0.58376, 5.980e-04,\n -24.8256613, -0.07825, 1.103e-03,\n// 830 11 4\n2024522.831918, 8.0, 2694.0, \" 1.017\", \" 0.047\", 2,\n-12.85068, 1.02218, 0.27852,\n -2.08047, -0.42464, 0.00000, -0.03396, 0.00000, 0.35573, 2.01166,\n 43.9831090, 0.61250, 6.390e-04,\n 15.8164402, 0.23721, -8.880e-04,\n// 831 4 30\n2024700.286974, 19.0, 2690.2, \" 2.029\", \" 0.957\", 2,\n-14.18993, 0.90000, 0.24523,\n -3.09570, -1.84413, 0.00000, -0.11263, 0.00000, 1.61859, 2.87017,\n 221.1390677, 0.47269, 4.190e-04,\n -15.5927601, -0.19154, 5.130e-04,\n// 831 10 24\n2024877.490321, 0.0, 2686.5, \" 2.239\", \" 1.262\", 1,\n-21.54560, 1.01335, 0.27611,\n -2.86725, -1.90723, -0.82152, -0.23230, 0.35724, 1.44296, 2.40163,\n 33.3121986, 0.58225, 7.690e-04,\n 13.1478102, 0.26224, -5.890e-04,\n// 832 4 18\n2025054.368968, 21.0, 2682.7, \" 2.346\", \" 1.302\", 1,\n-12.92318, 0.92658, 0.25247,\n -3.09927, -1.97921, -0.81653, -0.14477, 0.52648, 1.68904, 2.81139,\n 210.3822847, 0.48456, 2.620e-04,\n -12.7491995, -0.22512, 5.200e-04,\n// 832 10 13\n2025232.021614, 13.0, 2678.9, \" 2.175\", \" 1.153\", 1,\n -9.24874, 0.96628, 0.26329,\n -3.26072, -2.18968, -0.96615, -0.48127, 0.00438, 1.22829, 2.29723,\n 22.8122598, 0.51552, 6.310e-04,\n 10.0287796, 0.25767, -2.880e-04,\n// 833 4 8\n2025408.726847, 5.0, 2675.2, \" 0.983\", \"-0.009\", 3,\n -5.64001, 0.97816, 0.26652,\n -1.67308, 0.00000, 0.00000, 0.44434, 0.00000, 0.00000, 2.56092,\n 199.7467103, 0.52511, 1.880e-04,\n -9.4403092, -0.26749, 5.020e-04,\n// 833 10 2\n2025586.272413, 19.0, 2671.4, \" 0.811\", \"-0.262\", 3,\n -3.97104, 0.91703, 0.24987,\n -2.59073, 0.00000, 0.00000, -0.46208, 0.00000, 0.00000, 1.66877,\n 12.1779097, 0.45506, 3.490e-04,\n 6.4130802, 0.24250, -1.310e-04,\n// 834 2 27\n2025733.986661, 12.0, 2668.3, \" 1.205\", \" 0.246\", 2,\n -1.26515, 1.02426, 0.27908,\n -2.49115, -1.19042, 0.00000, -0.32013, 0.00000, 0.55020, 1.85023,\n 164.9078688, 0.56817, -3.790e-04,\n 7.4505001, -0.29886, -3.680e-04,\n// 834 8 23\n2025910.587522, 2.0, 2664.6, \" 0.923\", \"-0.149\", 3,\n-23.66190, 0.90790, 0.24738,\n -2.16750, 0.00000, 0.00000, 0.10053, 0.00000, 0.00000, 2.36709,\n 335.5725215, 0.45855, -4.570e-04,\n -11.2850195, 0.22482, 3.050e-04,\n// 835 2 17\n2026088.634927, 3.0, 2660.8, \" 2.471\", \" 1.485\", 1,\n-10.96281, 0.99833, 0.27202,\n -2.48139, -1.51841, -0.50910, 0.23824, 0.98591, 1.99535, 2.95638,\n 154.3612780, 0.55320, -3.050e-04,\n 10.9361002, -0.26999, -5.940e-04,\n// 835 8 12\n2026264.781401, 7.0, 2657.1, \" 2.332\", \" 1.311\", 1,\n-19.38694, 0.95026, 0.25892,\n -3.10507, -2.04115, -0.91292, -0.24637, 0.41957, 1.54744, 2.61369,\n 325.1085897, 0.51707, -7.440e-04,\n -14.3057100, 0.22763, 4.620e-04,\n// 836 2 6\n2026443.078260, 14.0, 2653.3, \" 1.916\", \" 0.872\", 2,\n -0.67142, 0.94589, 0.25773,\n -2.89765, -1.71937, 0.00000, -0.12176, 0.00000, 1.47747, 2.65350,\n 143.8454505, 0.51311, -2.820e-04,\n 13.9190103, -0.22287, -6.280e-04,\n// 836 7 31\n2026619.280969, 19.0, 2649.6, \" 1.987\", \" 1.021\", 1,\n -8.09281, 1.00127, 0.27282,\n -2.84920, -1.85434, -0.43825, -0.25674, -0.07594, 1.34010, 2.33686,\n 314.5587341, 0.59246, -9.020e-04,\n -16.7863800, 0.22423, 7.700e-04,\n// 837 1 25\n2026797.211764, 17.0, 2645.9, \" 0.583\", \"-0.510\", 3,\n-22.40194, 0.90550, 0.24673,\n -1.79596, 0.00000, 0.00000, 0.08233, 0.00000, 0.00000, 1.96243,\n 132.4096101, 0.48812, -3.660e-04,\n 16.6905798, -0.17778, -6.030e-04,\n// 837 6 22\n2026944.685551, 4.0, 2642.8, \" 0.398\", \"-0.548\", 3,\n -1.71248, 1.01676, 0.27704,\n -0.90720, 0.00000, 0.00000, 0.45321, 0.00000, 0.00000, 1.81509,\n 274.1829725, 0.68800, -2.720e-04,\n -24.9022191, 0.07407, 1.594e-03,\n// 837 7 21\n2026973.969794, 11.0, 2642.2, \" 0.678\", \"-0.265\", 3,\n-16.78773, 1.02359, 0.27890,\n -1.44172, 0.00000, 0.00000, 0.27505, 0.00000, 0.00000, 1.99228,\n 303.6513592, 0.63980, -7.360e-04,\n -18.7678111, 0.19637, 1.090e-03,\n// 837 12 15\n2027121.423701, 22.0, 2639.1, \" 0.923\", \"-0.157\", 3,\n-20.09827, 0.92139, 0.25106,\n -2.07112, 0.00000, 0.00000, 0.16883, 0.00000, 0.00000, 2.40729,\n 88.6074226, 0.56776, -3.700e-04,\n 24.5783589, -0.04180, -1.052e-03,\n// 838 6 11\n2027299.304855, 19.0, 2635.3, \" 1.714\", \" 0.727\", 2,\n-11.41014, 0.97486, 0.26563,\n -2.25847, -1.13774, 0.00000, 0.31653, 0.00000, 1.77247, 2.89094,\n 263.1028757, 0.63310, 1.480e-04,\n -24.0559502, 0.02511, 1.313e-03,\n// 838 12 5\n2027475.692083, 5.0, 2631.6, \" 2.244\", \" 1.220\", 1,\n-13.81783, 0.97267, 0.26503,\n -3.16721, -2.11364, -0.95535, -0.39000, 0.17469, 1.33273, 2.38865,\n 76.6742625, 0.62766, -2.670e-04,\n 23.3316410, 0.00018, -1.251e-03,\n// 839 6 1\n2027653.659121, 4.0, 2627.9, \" 2.597\", \" 1.556\", 1,\n -3.12423, 0.92417, 0.25181,\n -3.17932, -2.08103, -1.00649, -0.18109, 0.64465, 1.71941, 2.81555,\n 252.1494106, 0.56313, 2.560e-04,\n -22.4182894, -0.01602, 9.700e-04,\n// 839 11 24\n2027830.236042, 18.0, 2624.2, \" 2.209\", \" 1.231\", 1,\n -1.52097, 1.01702, 0.27711,\n -2.95446, -1.99406, -0.89238, -0.33499, 0.22210, 1.32365, 2.28503,\n 64.9915586, 0.67263, 7.600e-05,\n 21.2123904, 0.04883, -1.342e-03,\n// 840 5 20\n2028007.738808, 6.0, 2620.5, \" 1.183\", \" 0.113\", 2,\n -1.85748, 0.89975, 0.24516,\n -2.78820, -0.94945, 0.00000, -0.26862, 0.00000, 0.41249, 2.25087,\n 240.9557141, 0.52256, 1.870e-04,\n -20.0299703, -0.05144, 7.650e-04,\n// 840 11 13\n2028184.891166, 9.0, 2616.8, \" 0.996\", \" 0.022\", 2,\n-11.21863, 1.02001, 0.27793,\n -1.64718, 0.11719, 0.00000, 0.38798, 0.00000, 0.66008, 2.42346,\n 53.3823202, 0.65867, 4.770e-04,\n 18.2828096, 0.09477, -1.110e-03,\n// 841 4 9\n2028332.246756, 18.0, 2613.7, \" 0.804\", \"-0.228\", 3,\n-16.53465, 0.94008, 0.25615,\n -2.12734, 0.00000, 0.00000, -0.07787, 0.00000, 0.00000, 1.96985,\n 201.6316786, 0.52455, 4.700e-05,\n -10.2764704, -0.15458, 4.840e-04,\n// 841 10 4\n2028509.913717, 10.0, 2610.0, \" 0.956\", \"-0.080\", 3,\n-12.86020, 0.95051, 0.25899,\n -2.24716, 0.00000, 0.00000, -0.07078, 0.00000, 0.00000, 2.10762,\n 13.7910006, 0.52880, 4.120e-04,\n 7.0123700, 0.16738, -2.260e-04,\n// 842 3 30\n2028686.683571, 4.0, 2606.3, \" 2.230\", \" 1.250\", 1,\n -7.24599, 0.99264, 0.27047,\n -2.28130, -1.29893, -0.18388, 0.40571, 0.99477, 2.10970, 3.09404,\n 191.7737212, 0.57395, -4.200e-05,\n -5.4766796, -0.18328, 3.430e-04,\n// 842 9 23\n2028864.084309, 14.0, 2602.6, \" 2.249\", \" 1.167\", 1,\n -9.58798, 0.90780, 0.24735,\n -3.00457, -1.79520, -0.50699, 0.02342, 0.55422, 1.84265, 3.05082,\n 3.7870701, 0.47771, 1.450e-04,\n 2.0021701, 0.15740, -3.700e-05,\n// 843 3 19\n2029041.333910, 20.0, 2598.9, \" 2.127\", \" 1.173\", 1,\n-15.94092, 1.02329, 0.27882,\n -2.55429, -1.61695, -0.47683, 0.01384, 0.50438, 1.64438, 2.58182,\n 182.6973287, 0.60447, -1.500e-05,\n -0.7492800, -0.19955, 5.500e-05,\n// 843 9 12\n2029218.074384, 14.0, 2595.2, \" 2.237\", \" 1.153\", 1,\n-10.32671, 0.90285, 0.24601,\n -3.25830, -2.03797, -0.72745, -0.21479, 0.29757, 1.60790, 2.82914,\n 353.8849143, 0.47307, -1.330e-04,\n -3.0278299, 0.15493, 8.200e-05,\n// 844 3 8\n2029396.013325, 12.0, 2591.5, \" 0.828\", \"-0.143\", 3,\n -0.63584, 1.00780, 0.27460,\n -1.58852, 0.00000, 0.00000, 0.31980, 0.00000, 0.00000, 2.22896,\n 173.2148268, 0.58824, 3.400e-05,\n 4.1342900, -0.19344, -2.760e-04,\n// 844 8 31\n2029572.195756, 17.0, 2587.8, \" 0.917\", \"-0.122\", 3,\n -8.05722, 0.93860, 0.25575,\n -2.47269, 0.00000, 0.00000, -0.30186, 0.00000, 0.00000, 1.86696,\n 344.0350985, 0.51729, -4.090e-04,\n -7.9448001, 0.16108, 2.560e-04,\n// 845 1 27\n2029720.931717, 10.0, 2584.7, \" 1.163\", \" 0.100\", 2,\n -5.28563, 0.93139, 0.25378,\n -2.05083, -0.25803, 0.00000, 0.36121, 0.00000, 0.98364, 2.77426,\n 134.3276638, 0.54128, -8.100e-05,\n 16.4186102, -0.10126, -7.300e-04,\n// 845 7 22\n2029897.273036, 19.0, 2581.1, \" 1.270\", \" 0.315\", 2,\n -8.69606, 1.01190, 0.27572,\n -2.68277, -1.43376, 0.00000, -0.44713, 0.00000, 0.53801, 1.78842,\n 305.7416429, 0.65021, -5.170e-04,\n -18.6557806, 0.08987, 1.094e-03,\n// 846 1 16\n2030074.988199, 12.0, 2577.4, \" 2.425\", \" 1.324\", 1,\n -4.01888, 0.90060, 0.24539,\n -3.39174, -2.17063, -0.98397, -0.28323, 0.41765, 1.60440, 2.82489,\n 123.2527170, 0.52169, -1.640e-04,\n 19.8295316, -0.06356, -7.630e-04,\n// 846 7 12\n2030251.982917, 12.0, 2573.7, \" 2.613\", \" 1.669\", 1,\n-16.38824, 1.02123, 0.27826,\n -3.05159, -2.16388, -1.21419, -0.40999, 0.39430, 1.34406, 2.23127,\n 295.2794597, 0.67903, -1.550e-04,\n -21.4474787, 0.05021, 1.375e-03,\n// 847 1 5\n2030428.962664, 11.0, 2570.0, \" 2.133\", \" 1.044\", 1,\n -5.76034, 0.91250, 0.24864,\n -2.88249, -1.64925, -0.17715, 0.10393, 0.38443, 1.85635, 3.09128,\n 111.0299979, 0.54937, -2.450e-04,\n 22.5534998, -0.02639, -9.260e-04,\n// 847 7 2\n2030606.637174, 3.0, 2566.3, \" 1.666\", \" 0.690\", 2,\n -2.08590, 0.98628, 0.26874,\n -2.22621, -1.11762, 0.00000, 0.29217, 0.00000, 1.70361, 2.81021,\n 283.9904957, 0.64601, 2.460e-04,\n -23.5799287, 0.00322, 1.337e-03,\n// 847 12 25\n2030783.159932, 16.0, 2562.7, \" 0.893\", \"-0.144\", 3,\n -1.48538, 0.95948, 0.26144,\n -2.26135, 0.00000, 0.00000, -0.16163, 0.00000, 0.00000, 1.93634,\n 98.9929506, 0.61582, -1.880e-04,\n 24.3719198, 0.01549, -1.251e-03,\n// 848 5 22\n2030931.519675, 0.0, 2559.6, \" 0.512\", \"-0.542\", 3,\n -7.73843, 0.91339, 0.24888,\n -1.26779, 0.00000, 0.00000, 0.47219, 0.00000, 0.00000, 2.21422,\n 242.6818941, 0.52096, 5.950e-04,\n -19.9862315, -0.13774, 7.230e-04,\n// 848 6 20\n2030961.055525, 13.0, 2559.0, \" 0.183\", \"-0.847\", 3,\n-16.79725, 0.93409, 0.25452,\n -0.70831, 0.00000, 0.00000, 0.33261, 0.00000, 0.00000, 1.37819,\n 272.6536658, 0.58492, 4.010e-04,\n -24.9138697, -0.03732, 1.127e-03,\n// 848 11 14\n2031108.197153, 17.0, 2556.0, \" 1.005\", \" 0.033\", 2,\n -3.12696, 1.02305, 0.27875,\n -2.30352, -0.59839, 0.00000, -0.26834, 0.00000, 0.06087, 1.76607,\n 55.4237305, 0.63787, 6.840e-04,\n 18.7432907, 0.19996, -1.102e-03,\n// 849 5 11\n2031285.557771, 1.0, 2552.3, \" 1.878\", \" 0.808\", 2,\n -7.47442, 0.90048, 0.24536,\n -2.53693, -1.24756, 0.00000, 0.38649, 0.00000, 2.02015, 3.30969,\n 231.4438560, 0.49038, 4.380e-04,\n -18.3237498, -0.16675, 6.380e-04,\n// 849 11 4\n2031462.849782, 8.0, 2548.6, \" 2.217\", \" 1.237\", 1,\n-12.82462, 1.01167, 0.27566,\n -2.24250, -1.27390, -0.17039, 0.39478, 0.96032, 2.06386, 3.03102,\n 43.8687102, 0.60161, 8.890e-04,\n 16.4516700, 0.23366, -7.940e-04,\n// 850 4 30\n2031639.655924, 4.0, 2545.0, \" 2.479\", \" 1.439\", 1,\n -5.20493, 0.92933, 0.25322,\n -3.22145, -2.12510, -1.02520, -0.25781, 0.50916, 1.60890, 2.70755,\n 220.7414277, 0.50480, 3.400e-04,\n -16.1314913, -0.20508, 6.680e-04,\n// 850 10 24\n2031817.364885, 21.0, 2541.3, \" 2.209\", \" 1.182\", 1,\n -0.52775, 0.96338, 0.26250,\n -3.04312, -1.96685, -0.76653, -0.24277, 0.28173, 1.48242, 2.55652,\n 33.2656577, 0.52898, 7.670e-04,\n 13.8510704, 0.23747, -4.660e-04,\n// 851 4 19\n2031994.036716, 13.0, 2537.7, \" 1.098\", \" 0.112\", 2,\n-20.91902, 0.98126, 0.26737,\n -2.31937, -0.74223, 0.00000, -0.11881, 0.00000, 0.50153, 2.08129,\n 210.1419577, 0.54424, 3.430e-04,\n -13.3692398, -0.25184, 6.870e-04,\n// 851 10 14\n2032171.594077, 2.0, 2534.0, \" 0.860\", \"-0.219\", 3,\n-20.25279, 0.91504, 0.24933,\n -1.93047, 0.00000, 0.00000, 0.25785, 0.00000, 0.00000, 2.44815,\n 22.1109906, 0.46289, 4.710e-04,\n 10.4104403, 0.23145, -2.700e-04,\n// 852 3 9\n2032319.328841, 20.0, 2531.0, \" 1.137\", \" 0.181\", 2,\n-16.54416, 1.02387, 0.27898,\n -2.23207, -0.86103, 0.00000, -0.10781, 0.00000, 0.64562, 2.01584,\n 174.8304807, 0.55992, -1.480e-04,\n 3.2750699, -0.30595, -1.690e-04,\n// 852 9 2\n2032495.882474, 9.0, 2527.3, \" 0.824\", \"-0.249\", 3,\n-15.94365, 0.90951, 0.24782,\n -1.98230, 0.00000, 0.00000, 0.17938, 0.00000, 0.00000, 2.33931,\n 345.5951411, 0.44923, -3.420e-04,\n -7.3171398, 0.23678, 1.690e-04,\n// 853 2 27\n2032673.976972, 11.0, 2523.7, \" 2.414\", \" 1.428\", 1,\n -2.24182, 0.99568, 0.27130,\n -2.27111, -1.30172, -0.27295, 0.44733, 1.16800, 2.19689, 3.16424,\n 164.5169360, 0.53679, -1.230e-04,\n 6.9316602, -0.28288, -4.070e-04,\n// 853 8 22\n2032850.088071, 14.0, 2520.1, \" 2.226\", \" 1.206\", 1,\n-11.66868, 0.95347, 0.25980,\n -2.71260, -1.63924, -0.44662, 0.11370, 0.67327, 1.86551, 2.94117,\n 335.1740756, 0.50456, -6.300e-04,\n -10.7521299, 0.24781, 3.010e-04,\n// 854 2 16\n2033028.410570, 22.0, 2516.4, \" 1.960\", \" 0.916\", 2,\n-15.95043, 0.94302, 0.25695,\n -2.94650, -1.77589, 0.00000, -0.14632, 0.00000, 1.48479, 2.65316,\n 154.4111111, 0.49348, -1.710e-04,\n 10.1686798, -0.24127, -4.670e-04,\n// 854 8 12\n2033204.598290, 2.0, 2512.8, \" 2.101\", \" 1.135\", 1,\n -0.37456, 1.00387, 0.27353,\n -2.25882, -1.28570, -0.08650, 0.35896, 0.80386, 2.00302, 2.97795,\n 324.6840251, 0.57535, -8.060e-04,\n -13.7624905, 0.25266, 5.860e-04,\n// 855 2 6\n2033382.534868, 1.0, 2509.2, \" 0.619\", \"-0.473\", 3,\n-13.68095, 0.90433, 0.24641,\n -2.09408, 0.00000, 0.00000, -0.16317, 0.00000, 0.00000, 1.76941,\n 143.4417590, 0.46886, -3.170e-04,\n 13.3878700, -0.20224, -4.640e-04,\n// 855 7 3\n2033529.994847, 12.0, 2506.1, \" 0.265\", \"-0.683\", 3,\n-16.99149, 1.01515, 0.27660,\n -1.25054, 0.00000, 0.00000, -0.12367, 0.00000, 0.00000, 1.00511,\n 286.0519015, 0.67326, -5.070e-04,\n -24.1796295, 0.12425, 1.507e-03,\n// 855 8 1\n2033559.288202, 19.0, 2505.6, \" 0.795\", \"-0.151\", 3,\n -8.06674, 1.02354, 0.27889,\n -1.92061, 0.00000, 0.00000, -0.08314, 0.00000, 0.00000, 1.75499,\n 314.5977209, 0.61671, -7.020e-04,\n -16.0888401, 0.23314, 8.910e-04,\n// 855 12 27\n2033706.766132, 6.0, 2502.5, \" 0.917\", \"-0.160\", 3,\n-11.37728, 0.92355, 0.25165,\n -1.83967, 0.00000, 0.00000, 0.38716, 0.00000, 0.00000, 2.61230,\n 100.7617169, 0.56300, -5.650e-04,\n 24.2300209, -0.08561, -1.008e-03,\n// 856 6 22\n2033884.600731, 2.0, 2498.9, \" 1.571\", \" 0.580\", 2,\n -3.69189, 0.97153, 0.26472,\n -2.10219, -0.91720, 0.00000, 0.41756, 0.00000, 1.75430, 2.93691,\n 274.4810692, 0.62547, -7.400e-05,\n -24.2213090, 0.07025, 1.308e-03,\n// 856 12 15\n2034061.051571, 13.0, 2495.3, \" 2.241\", \" 1.221\", 1,\n -5.09684, 0.97546, 0.26579,\n -2.52905, -1.48166, -0.32708, 0.23770, 0.80182, 1.95614, 3.00577,\n 88.5070188, 0.63229, -4.980e-04,\n 23.9242897, -0.04726, -1.274e-03,\n// 857 6 11\n2034238.934739, 10.0, 2491.7, \" 2.753\", \" 1.709\", 1,\n-20.40871, 0.92155, 0.25110,\n -2.58713, -1.48917, -0.43398, 0.43373, 1.30173, 2.35713, 3.45304,\n 263.0618672, 0.56348, 8.600e-05,\n -23.3898906, 0.02272, 1.017e-03,\n// 857 12 5\n2034415.604722, 3.0, 2488.1, \" 2.214\", \" 1.237\", 1,\n-15.79724, 1.01841, 0.27749,\n -3.10328, -2.14553, -1.04903, -0.48666, 0.07543, 1.17183, 2.13051,\n 77.0874616, 0.68341, -1.460e-04,\n 22.6737316, -0.00172, -1.449e-03,\n// 858 5 31\n2034593.004670, 12.0, 2484.5, \" 1.340\", \" 0.271\", 2,\n-19.14196, 0.89961, 0.24512,\n -2.52365, -0.92046, 0.00000, 0.11207, 0.00000, 1.14465, 2.74776,\n 251.7518662, 0.53103, 6.600e-05,\n -21.7622514, -0.01690, 8.470e-04,\n// 858 11 24\n2034770.257990, 18.0, 2480.9, \" 1.004\", \" 0.028\", 2,\n -1.49490, 1.01887, 0.27762,\n -1.85270, -0.10992, 0.00000, 0.19177, 0.00000, 0.49491, 2.23670,\n 65.1303070, 0.67220, 3.480e-04,\n 20.5869193, 0.04950, -1.288e-03,\n// 859 4 21\n2034917.543451, 1.0, 2477.8, \" 0.691\", \"-0.335\", 3,\n -8.81639, 0.94315, 0.25699,\n -1.86999, 0.00000, 0.00000, 0.04283, 0.00000, 0.00000, 1.95336,\n 211.6579182, 0.54067, 1.070e-04,\n -14.0941500, -0.13820, 6.600e-04,\n// 859 5 20\n2034947.068097, 14.0, 2477.3, \" 0.001\", \"-1.046\", 3,\n-17.87522, 0.91989, 0.25065,\n -0.43528, 0.00000, 0.00000, -0.36568, 0.00000, 0.00000, -0.30081,\n 240.8221975, 0.54366, 1.500e-05,\n -19.3831189, -0.05567, 8.240e-04,\n// 859 10 15\n2035095.247527, 18.0, 2474.2, \" 0.912\", \"-0.131\", 3,\n -4.13921, 0.94764, 0.25821,\n -2.20364, 0.00000, 0.00000, -0.05935, 0.00000, 0.00000, 2.08707,\n 24.0833307, 0.53592, 5.060e-04,\n 11.1844399, 0.15323, -4.140e-04,\n// 860 4 9\n2035272.002982, 12.0, 2470.6, \" 2.130\", \" 1.155\", 1,\n-22.52500, 0.99536, 0.27121,\n -2.58111, -1.59424, -0.40677, 0.07156, 0.54928, 1.73664, 2.72542,\n 201.8890811, 0.58649, 8.200e-05,\n -9.6643104, -0.17148, 5.610e-04,\n// 860 10 3\n2035449.396058, 22.0, 2467.1, \" 2.186\", \" 1.099\", 1,\n -0.86699, 0.90636, 0.24696,\n -3.51539, -2.28608, -0.91262, -0.49461, -0.07621, 1.29746, 2.52569,\n 14.0669402, 0.48091, 2.340e-04,\n 6.4139301, 0.15114, -1.960e-04,\n// 861 3 30\n2035626.665942, 4.0, 2463.5, \" 2.212\", \" 1.262\", 1,\n -7.21993, 1.02358, 0.27890,\n -2.60189, -1.67935, -0.60402, -0.01739, 0.56917, 1.64441, 2.56696,\n 192.5666378, 0.60908, 1.530e-04,\n -5.0504698, -0.19357, 2.930e-04,\n// 861 9 22\n2035803.378808, 21.0, 2459.9, \" 2.317\", \" 1.231\", 1,\n -2.60845, 0.90388, 0.24629,\n -2.96957, -1.76042, -0.52157, 0.09138, 0.70404, 1.94270, 3.15291,\n 3.6553499, 0.47344, -4.600e-05,\n 1.2866800, 0.15602, -6.800e-05,\n// 862 3 19\n2035981.346450, 20.0, 2456.3, \" 0.898\", \"-0.072\", 3,\n-15.91485, 1.00545, 0.27396,\n -1.66282, 0.00000, 0.00000, 0.31480, 0.00000, 0.00000, 2.29316,\n 183.0966625, 0.58360, 1.930e-04,\n -0.2131400, -0.19386, -5.100e-05,\n// 862 9 12\n2036157.509377, 0.0, 2452.7, \" 1.006\", \"-0.033\", 3,\n -0.33897, 0.94154, 0.25655,\n -2.02017, 0.00000, 0.00000, 0.22504, 0.00000, 0.00000, 2.46850,\n 353.7091872, 0.51457, -3.090e-04,\n -3.7683601, 0.16928, 8.400e-05,\n// 863 2 7\n2036306.263400, 18.0, 2449.7, \" 1.120\", \" 0.057\", 2,\n-20.56463, 0.92887, 0.25310,\n -2.06319, -0.15069, 0.00000, 0.32161, 0.00000, 0.79715, 2.70759,\n 145.1999316, 0.52406, -8.000e-05,\n 13.0302900, -0.12713, -5.720e-04,\n// 863 8 3\n2036482.589974, 2.0, 2446.1, \" 1.158\", \" 0.203\", 2,\n -0.97781, 1.01389, 0.27626,\n -1.99872, -0.64439, 0.00000, 0.15938, 0.00000, 0.96161, 2.31733,\n 316.0118706, 0.63691, -5.480e-04,\n -15.8945298, 0.12496, 9.020e-04,\n// 864 1 27\n2036660.312944, 20.0, 2442.6, \" 2.391\", \" 1.291\", 1,\n-19.29789, 0.90011, 0.24526,\n -3.59132, -2.36781, -1.16278, -0.48935, 0.18421, 1.38933, 2.61237,\n 134.6521115, 0.50738, -2.220e-04,\n 17.0131201, -0.09463, -6.350e-04,\n// 864 7 22\n2036837.297876, 19.0, 2439.0, \" 2.490\", \" 1.543\", 1,\n -8.66999, 1.02030, 0.27801,\n -2.48540, -1.58822, -0.61587, 0.14904, 0.91406, 1.88651, 2.78311,\n 305.8767168, 0.66343, -2.720e-04,\n -19.2777684, 0.09098, 1.210e-03,\n// 865 1 15\n2037014.297516, 19.0, 2435.4, \" 2.152\", \" 1.067\", 1,\n-21.03935, 0.91427, 0.24912,\n -2.84229, -1.62096, -0.20380, 0.14037, 0.48394, 1.90089, 3.12395,\n 122.7840841, 0.54026, -3.730e-04,\n 20.5287209, -0.06422, -8.190e-04,\n// 865 7 12\n2037191.938298, 11.0, 2431.9, \" 1.800\", \" 0.820\", 2,\n-17.36491, 0.98315, 0.26788,\n -3.06583, -1.98908, 0.00000, -0.48085, 0.00000, 1.02878, 2.10342,\n 295.7247061, 0.63312, 4.100e-05,\n -22.0639409, 0.04882, 1.238e-03,\n// 866 1 5\n2037368.513709, 0.0, 2428.3, \" 0.904\", \"-0.128\", 3,\n-16.76439, 0.96230, 0.26221,\n -1.77308, 0.00000, 0.00000, 0.32903, 0.00000, 0.00000, 2.42930,\n 110.8532052, 0.61355, -3.990e-04,\n 23.2169792, -0.02969, -1.178e-03,\n// 866 6 2\n2037516.791167, 7.0, 2425.3, \" 0.355\", \"-0.701\", 3,\n -0.02017, 0.91137, 0.24833,\n -1.48554, 0.00000, 0.00000, -0.01199, 0.00000, 0.00000, 1.46404,\n 253.9653666, 0.53351, 5.020e-04,\n -21.5048899, -0.10065, 8.210e-04,\n// 866 7 1\n2037546.336059, 20.0, 2424.7, \" 0.322\", \"-0.712\", 3,\n -9.07900, 0.93113, 0.25371,\n -1.30526, 0.00000, 0.00000, 0.06542, 0.00000, 0.00000, 1.44001,\n 284.2506167, 0.57960, 1.920e-04,\n -24.2287300, 0.00505, 1.100e-03,\n// 866 11 26\n2037693.565742, 2.0, 2421.8, \" 0.998\", \" 0.026\", 2,\n-17.40323, 1.02375, 0.27894,\n -2.45107, -0.71650, 0.00000, -0.42220, 0.00000, -0.12858, 1.60605,\n 67.2126268, 0.66147, 6.230e-04,\n 20.9132811, 0.15529, -1.287e-03,\n// 867 5 22\n2037870.825815, 8.0, 2418.2, \" 1.722\", \" 0.654\", 2,\n-23.75616, 0.90113, 0.24554,\n -3.03116, -1.68857, 0.00000, -0.18043, 0.00000, 1.32716, 2.67009,\n 242.5525030, 0.50878, 4.060e-04,\n -20.6058287, -0.13554, 7.560e-04,\n// 867 11 15\n2038048.213012, 17.0, 2414.6, \" 2.205\", \" 1.221\", 1,\n -3.10089, 1.00988, 0.27517,\n -2.52919, -1.55332, -0.43697, 0.11228, 0.66193, 1.77834, 2.75269,\n 55.3825684, 0.62408, 9.300e-04,\n 19.3947798, 0.19603, -1.008e-03,\n// 868 5 10\n2038224.941298, 11.0, 2411.1, \" 2.616\", \" 1.582\", 1,\n-21.48668, 0.93219, 0.25400,\n -3.37526, -2.29812, -1.23836, -0.40885, 0.42032, 1.47988, 2.55933,\n 231.4187209, 0.52730, 3.690e-04,\n -19.0013301, -0.17877, 8.140e-04,\n// 868 11 4\n2038402.711526, 5.0, 2407.5, \" 2.234\", \" 1.201\", 1,\n-15.80676, 0.96051, 0.26172,\n -2.74204, -1.65942, -0.47204, 0.07663, 0.62602, 1.81375, 2.89415,\n 44.0476782, 0.54600, 8.560e-04,\n 17.2309092, 0.21051, -6.460e-04,\n// 869 4 29\n2038579.344503, 20.0, 2404.0, \" 1.220\", \" 0.239\", 2,\n-13.20076, 0.98435, 0.26821,\n -2.01016, -0.62370, 0.00000, 0.26807, 0.00000, 1.15723, 2.54618,\n 220.2782726, 0.56710, 4.520e-04,\n -16.6615703, -0.23038, 8.650e-04,\n// 869 10 24\n2038756.919864, 10.0, 2400.5, \" 0.899\", \"-0.185\", 3,\n-11.53180, 0.91318, 0.24882,\n -2.15913, 0.00000, 0.00000, 0.07674, 0.00000, 0.00000, 2.31441,\n 32.7626928, 0.47647, 5.780e-04,\n 14.3436602, 0.21380, -4.210e-04,\n// 870 3 21\n2038904.665555, 4.0, 2397.5, \" 1.057\", \" 0.104\", 2,\n -7.82317, 1.02332, 0.27883,\n -2.09264, -0.60278, 0.00000, -0.02667, 0.00000, 0.54986, 2.03877,\n 184.6947902, 0.55845, 8.700e-05,\n -0.9727100, -0.30567, 2.600e-05,\n// 870 9 13\n2039081.184327, 16.0, 2394.0, \" 0.739\", \"-0.336\", 3,\n -8.22539, 0.91123, 0.24829,\n -1.63770, 0.00000, 0.00000, 0.42385, 0.00000, 0.00000, 2.48336,\n 355.4386184, 0.44513, -2.150e-04,\n -3.1721102, 0.24310, 3.600e-05,\n// 871 3 10\n2039259.312992, 20.0, 2390.4, \" 2.346\", \" 1.360\", 1,\n-16.51810, 0.99291, 0.27054,\n -3.20266, -2.22474, -1.16747, -0.48819, 0.19155, 1.24892, 2.22471,\n 175.0450579, 0.52677, 8.600e-05,\n 2.4269299, -0.28898, -2.120e-04,\n// 871 9 2\n2039435.401710, 22.0, 2386.9, \" 2.134\", \" 1.114\", 1,\n -2.94769, 0.95666, 0.26067,\n -3.15271, -2.06899, -0.78693, -0.35897, 0.06814, 1.34980, 2.43578,\n 345.4733178, 0.49547, -4.780e-04,\n -6.6435700, 0.26226, 1.330e-04,\n// 872 2 28\n2039613.736200, 6.0, 2383.4, \" 2.018\", \" 0.974\", 2,\n -7.22944, 0.94015, 0.25617,\n -3.15921, -1.99848, 0.00000, -0.33119, 0.00000, 1.33753, 2.49603,\n 164.7307619, 0.47886, -3.200e-05,\n 6.0652601, -0.25283, -3.110e-04,\n// 872 8 22\n2039789.921505, 10.0, 2379.9, \" 2.203\", \" 1.236\", 1,\n-15.65357, 1.00632, 0.27420,\n -2.52006, -1.56292, -0.45373, 0.11612, 0.68554, 1.79469, 2.75354,\n 335.0683989, 0.55978, -6.490e-04,\n -10.0623303, 0.27541, 3.860e-04,\n// 873 2 16\n2039967.851625, 8.0, 2376.3, \" 0.668\", \"-0.422\", 3,\n -5.96270, 0.90328, 0.24612,\n -1.55923, 0.00000, 0.00000, 0.43899, 0.00000, 0.00000, 2.43870,\n 153.6954985, 0.45317, -2.340e-04,\n 9.7987303, -0.21969, -3.320e-04,\n// 873 7 13\n2040115.305306, 19.0, 2373.4, \" 0.136\", \"-0.815\", 3,\n -9.27324, 1.01340, 0.27613,\n -0.49162, 0.00000, 0.00000, 0.32734, 0.00000, 0.00000, 1.14876,\n 297.0653903, 0.65242, -6.400e-04,\n -22.7724500, 0.16733, 1.368e-03,\n// 873 8 12\n2040144.610315, 3.0, 2372.8, \" 0.904\", \"-0.044\", 3,\n-23.34575, 1.02332, 0.27883,\n -2.29120, 0.00000, 0.00000, -0.35244, 0.00000, 0.00000, 1.58712,\n 325.2051139, 0.59477, -5.870e-04,\n -12.8358097, 0.26248, 6.830e-04,\n// 874 1 6\n2040292.107268, 15.0, 2369.9, \" 0.906\", \"-0.167\", 3,\n -1.65355, 0.92580, 0.25226,\n -2.63419, 0.00000, 0.00000, -0.42556, 0.00000, 0.00000, 1.78118,\n 113.3089520, 0.54963, -7.090e-04,\n 22.8400894, -0.12908, -9.000e-04,\n// 874 7 3\n2040469.896228, 10.0, 2366.4, \" 1.428\", \" 0.434\", 2,\n-18.97090, 0.96818, 0.26381,\n -2.94543, -1.67486, 0.00000, -0.49052, 0.00000, 0.69617, 1.96424,\n 286.4427795, 0.60972, -2.730e-04,\n -23.4492296, 0.11611, 1.235e-03,\n// 874 12 26\n2040646.410237, 22.0, 2362.9, \" 2.235\", \" 1.218\", 1,\n-19.37311, 0.97822, 0.26654,\n -2.90942, -1.86847, -0.71529, -0.15432, 0.40599, 1.55888, 2.60198,\n 100.9826598, 0.62679, -7.280e-04,\n 23.5268308, -0.09765, -1.214e-03,\n// 875 6 22\n2040824.209586, 17.0, 2359.4, \" 2.853\", \" 1.806\", 1,\n-12.69046, 0.91907, 0.25043,\n -3.00492, -1.90172, -0.84845, 0.03006, 0.90883, 1.96230, 3.06354,\n 274.6475346, 0.55739, -9.900e-05,\n -23.5312994, 0.06405, 1.012e-03,\n// 875 12 16\n2041000.974131, 11.0, 2355.9, \" 2.218\", \" 1.242\", 1,\n -7.07625, 1.01964, 0.27783,\n -2.23446, -1.27971, -0.18800, 0.37915, 0.94605, 2.03771, 2.99333,\n 88.6697412, 0.68581, -3.890e-04,\n 23.2535993, -0.05244, -1.479e-03,\n// 876 6 10\n2041178.269314, 18.0, 2352.3, \" 1.501\", \" 0.432\", 2,\n-12.42645, 0.89965, 0.24513,\n -2.27463, -0.80942, 0.00000, 0.46353, 0.00000, 1.73639, 3.20177,\n 262.7584975, 0.53473, -8.900e-05,\n -22.7573109, 0.02030, 8.890e-04,\n// 876 12 5\n2041355.626600, 3.0, 2348.8, \" 1.007\", \" 0.029\", 2,\n-15.77117, 1.01758, 0.27727,\n -2.01184, -0.27020, 0.00000, 0.03839, 0.00000, 0.34858, 2.08925,\n 77.1735288, 0.67935, 1.380e-04,\n 22.0398013, -0.00101, -1.400e-03,\n// 877 5 1\n2041502.836724, 8.0, 2345.9, \" 0.569\", \"-0.451\", 3,\n -1.09814, 0.94631, 0.25785,\n -1.66772, 0.00000, 0.00000, 0.08139, 0.00000, 0.00000, 1.82760,\n 221.9811617, 0.55958, 1.220e-04,\n -17.5176594, -0.11510, 8.330e-04,\n// 877 5 30\n2041532.343895, 20.0, 2345.4, \" 0.153\", \"-0.890\", 3,\n-11.15970, 0.92243, 0.25134,\n -0.72144, 0.00000, 0.00000, 0.25348, 0.00000, 0.00000, 1.22414,\n 251.4321314, 0.55582, -1.080e-04,\n -21.1167302, -0.02024, 9.120e-04,\n// 877 10 26\n2041680.585954, 2.0, 2342.4, \" 0.878\", \"-0.170\", 3,\n-19.41822, 0.94484, 0.25745,\n -2.05837, 0.00000, 0.00000, 0.06289, 0.00000, 0.00000, 2.18633,\n 34.6540610, 0.54683, 5.620e-04,\n 15.0309395, 0.13210, -6.000e-04,\n// 878 4 20\n2041857.317302, 20.0, 2339.0, \" 2.017\", \" 1.048\", 1,\n-13.80401, 0.99804, 0.27194,\n -2.99652, -2.00007, -0.65834, -0.38476, -0.11189, 1.22974, 2.22803,\n 212.2465712, 0.60352, 1.680e-04,\n -13.5632291, -0.15181, 7.800e-04,\n// 878 10 15\n2042034.714057, 5.0, 2335.5, \" 2.137\", \" 1.046\", 1,\n-17.14874, 0.90507, 0.24661,\n -2.87793, -1.63063, -0.15158, 0.13737, 0.42672, 1.90596, 3.15228,\n 24.0285201, 0.48815, 3.030e-04,\n 10.4900803, 0.13899, -3.490e-04,\n// 879 4 10\n2042211.993135, 12.0, 2332.0, \" 2.309\", \" 1.361\", 1,\n-22.49893, 1.02370, 0.27893,\n -2.76553, -1.85645, -0.83101, -0.16475, 0.50148, 1.52684, 2.43587,\n 202.5794493, 0.61906, 2.990e-04,\n -9.1920003, -0.17968, 5.320e-04,\n// 879 10 4\n2042388.689974, 5.0, 2328.5, \" 2.384\", \" 1.296\", 1,\n-17.88746, 0.90502, 0.24660,\n -3.51321, -2.31214, -1.11700, -0.44063, 0.23545, 1.43039, 2.63267,\n 13.9309597, 0.47867, 4.200e-05,\n 5.7014500, 0.15070, -2.240e-04,\n// 880 3 30\n2042566.674824, 4.0, 2325.0, \" 0.978\", \" 0.008\", 2,\n -7.19386, 1.00297, 0.27328,\n -1.85539, 0.02747, 0.00000, 0.19577, 0.00000, 0.36674, 2.24755,\n 193.0147802, 0.58467, 3.450e-04,\n -4.5247502, -0.18669, 1.720e-04,\n// 880 9 22\n2042742.829648, 8.0, 2321.5, \" 1.082\", \" 0.043\", 2,\n-15.61798, 0.94448, 0.25735,\n -2.39118, -0.49514, 0.00000, -0.08846, 0.00000, 0.31460, 2.21276,\n 3.7970601, 0.51631, -1.960e-04,\n 0.6479600, 0.17110, -9.600e-05,\n// 881 2 18\n2042891.590060, 2.0, 2318.6, \" 1.068\", \" 0.005\", 2,\n-11.84364, 0.92641, 0.25243,\n -2.18620, 0.01752, 0.00000, 0.16143, 0.00000, 0.30865, 2.51042,\n 155.7625323, 0.50914, -3.100e-05,\n 9.1680895, -0.14603, -4.060e-04,\n// 881 8 13\n2043067.910666, 10.0, 2315.2, \" 1.054\", \" 0.099\", 2,\n-16.25681, 1.01573, 0.27676,\n -2.22351, -0.71184, 0.00000, -0.14403, 0.00000, 0.42221, 1.93526,\n 326.5786377, 0.62257, -5.110e-04,\n -12.4863704, 0.15508, 6.790e-04,\n// 882 2 7\n2043245.633616, 3.0, 2311.7, \" 2.347\", \" 1.250\", 1,\n-11.57963, 0.89976, 0.24516,\n -2.88540, -1.65894, -0.42780, 0.20678, 0.84146, 2.07270, 3.29884,\n 145.1874597, 0.49347, -2.250e-04,\n 13.6942902, -0.11849, -4.940e-04,\n// 882 8 3\n2043422.616068, 3.0, 2308.2, \" 2.374\", \" 1.425\", 1,\n-23.94900, 1.01922, 0.27771,\n -2.83840, -1.92875, -0.92285, -0.21437, 0.49428, 1.50030, 2.40931,\n 316.8031890, 0.64473, -3.160e-04,\n -16.3843585, 0.12768, 1.003e-03,\n// 883 1 27\n2043599.628370, 3.0, 2304.8, \" 2.180\", \" 1.100\", 1,\n-12.31836, 0.91617, 0.24963,\n -2.89951, -1.69255, -0.33457, 0.08089, 0.49576, 1.85349, 3.06221,\n 134.1762522, 0.52798, -4.360e-04,\n 17.7516599, -0.09691, -6.790e-04,\n// 883 7 23\n2043777.242494, 18.0, 2301.3, \" 1.927\", \" 0.941\", 2,\n -9.64666, 0.98001, 0.26703,\n -2.82235, -1.76688, 0.00000, -0.18014, 0.00000, 1.40779, 2.46106,\n 306.5391358, 0.61502, -7.900e-05,\n -19.8427702, 0.08671, 1.090e-03,\n// 884 1 16\n2043953.864874, 9.0, 2297.9, \" 0.922\", \"-0.106\", 3,\n -7.04066, 0.96514, 0.26298,\n -2.35263, 0.00000, 0.00000, -0.24304, 0.00000, 0.00000, 1.86468,\n 123.0414866, 0.60357, -5.590e-04,\n 21.1582390, -0.07339, -1.039e-03,\n// 884 6 12\n2044102.061959, 13.0, 2295.0, \" 0.198\", \"-0.859\", 3,\n-17.30466, 0.90949, 0.24782,\n -0.63283, 0.00000, 0.00000, 0.48701, 0.00000, 0.00000, 1.60972,\n 264.8950627, 0.54024, 3.640e-04,\n -22.1504196, -0.06260, 8.740e-04,\n// 884 7 12\n2044131.618003, 3.0, 2294.4, \" 0.458\", \"-0.580\", 3,\n -1.36074, 0.92828, 0.25294,\n -1.78909, 0.00000, 0.00000, -0.16793, 0.00000, 0.00000, 1.45640,\n 295.6679335, 0.56763, 1.800e-05,\n -22.7223301, 0.04449, 1.019e-03,\n// 884 12 6\n2044278.935166, 10.0, 2291.5, \" 0.993\", \" 0.021\", 2,\n -8.68224, 1.02428, 0.27909,\n -1.57971, 0.17959, 0.00000, 0.44399, 0.00000, 0.70787, 2.46723,\n 78.6003416, 0.67859, 4.740e-04,\n 22.1104305, 0.10766, -1.407e-03,\n// 885 6 1\n2044456.092504, 14.0, 2288.1, \" 1.563\", \" 0.496\", 2,\n-17.04065, 0.90196, 0.24576,\n -2.54463, -1.12719, 0.00000, 0.22010, 0.00000, 1.56665, 2.98463,\n 253.4174762, 0.52388, 3.160e-04,\n -22.0399208, -0.10148, 8.440e-04,\n// 885 11 26\n2044633.578141, 2.0, 2284.7, \" 2.196\", \" 1.209\", 1,\n-17.37716, 1.00799, 0.27465,\n -2.77106, -1.78883, -0.66213, -0.12461, 0.41336, 1.54013, 2.52079,\n 67.2643791, 0.64461, 8.660e-04,\n 21.5761390, 0.15140, -1.194e-03,\n// 886 5 21\n2044810.223945, 17.0, 2281.2, \" 2.762\", \" 1.733\", 1,\n-14.77116, 0.93517, 0.25481,\n -2.58781, -1.52514, -0.48861, 0.37467, 1.23764, 2.27395, 3.33894,\n 241.8658778, 0.54906, 3.360e-04,\n -21.0942709, -0.14837, 9.410e-04,\n// 886 11 15\n2044988.061583, 13.0, 2277.8, \" 2.250\", \" 1.212\", 1,\n -7.08577, 0.95768, 0.26095,\n -2.35636, -1.26680, -0.08481, 0.47799, 1.04149, 2.22383, 3.31110,\n 55.1960701, 0.56427, 8.770e-04,\n 20.0307097, 0.17708, -8.190e-04,\n// 887 5 11\n2045164.649193, 4.0, 2274.3, \" 1.350\", \" 0.374\", 2,\n -4.47977, 0.98741, 0.26905,\n -2.77116, -1.51020, 0.00000, -0.41937, 0.00000, 0.66927, 1.93257,\n 231.3165140, 0.59329, 5.020e-04,\n -19.6696693, -0.19996, 1.055e-03,\n// 887 11 4\n2045342.249922, 18.0, 2270.9, \" 0.927\", \"-0.161\", 3,\n -2.81081, 0.91144, 0.24835,\n -2.27350, 0.00000, 0.00000, -0.00188, 0.00000, 0.00000, 2.27135,\n 43.7602297, 0.49366, 6.460e-04,\n 17.8221799, 0.18977, -5.740e-04,\n// 888 3 31\n2045489.996644, 12.0, 2268.0, \" 0.965\", \" 0.014\", 2,\n-23.10218, 1.02260, 0.27863,\n -2.07439, -0.29374, 0.00000, -0.08054, 0.00000, 0.13335, 1.91294,\n 194.6094791, 0.56375, 3.140e-04,\n -5.1652396, -0.29806, 2.220e-04,\n// 888 4 29\n2045519.304602, 19.0, 2267.5, \" 0.075\", \"-0.870\", 3,\n-14.17743, 1.02169, 0.27839,\n -0.29651, 0.00000, 0.00000, 0.31045, 0.00000, 0.00000, 0.91627,\n 220.3196225, 0.61284, 7.580e-04,\n -17.3604199, -0.24606, 9.610e-04,\n// 888 9 23\n2045666.493596, 0.0, 2264.6, \" 0.669\", \"-0.407\", 3,\n-23.50440, 0.91304, 0.24878,\n -2.12581, 0.00000, 0.00000, -0.15370, 0.00000, 0.00000, 1.81611,\n 5.6498898, 0.44641, -7.600e-05,\n 1.2665800, 0.24363, -1.020e-04,\n// 889 3 21\n2045844.642239, 3.0, 2261.2, \" 2.263\", \" 1.278\", 1,\n -8.79984, 0.99002, 0.26976,\n -2.29259, -1.30327, -0.20225, 0.41372, 1.03023, 2.13135, 3.11845,\n 184.4721123, 0.52307, 2.780e-04,\n -1.5810100, -0.28720, -4.700e-05,\n// 889 9 13\n2046020.721775, 5.0, 2257.8, \" 2.054\", \" 1.034\", 1,\n-19.22944, 0.95983, 0.26153,\n -2.43951, -1.34491, 0.08371, 0.32261, 0.56054, 1.98874, 3.08556,\n 355.0953058, 0.49294, -3.190e-04,\n -2.6180301, 0.27017, -1.900e-05,\n// 890 3 10\n2046199.054937, 13.0, 2254.4, \" 2.089\", \" 1.045\", 1,\n-23.51119, 0.93729, 0.25539,\n -2.54004, -1.39100, 0.04044, 0.31848, 0.59742, 2.02927, 3.17610,\n 174.4288656, 0.46994, 1.110e-04,\n 2.0056902, -0.25746, -1.680e-04,\n// 890 9 2\n2046375.250399, 18.0, 2251.0, \" 2.294\", \" 1.327\", 1,\n -6.93257, 1.00864, 0.27483,\n -2.63982, -1.69426, -0.63841, 0.00959, 0.65724, 1.71304, 2.66021,\n 345.1886628, 0.54933, -4.550e-04,\n -6.0443200, 0.29089, 1.910e-04,\n// 891 2 27\n2046553.162051, 16.0, 2247.5, \" 0.731\", \"-0.357\", 3,\n-21.24170, 0.90234, 0.24587,\n -2.18876, 0.00000, 0.00000, -0.11077, 0.00000, 0.00000, 1.96852,\n 164.1575178, 0.44143, -1.200e-04,\n 5.6399997, -0.23176, -1.950e-04,\n// 891 7 25\n2046700.618244, 3.0, 2244.7, \" 0.014\", \"-0.941\", 3,\n -0.55224, 1.01152, 0.27562,\n -0.42434, 0.00000, 0.00000, -0.16215, 0.00000, 0.00000, 0.10315,\n 308.4391852, 0.62638, -6.820e-04,\n -20.4680006, 0.20717, 1.177e-03,\n// 891 8 23\n2046729.937245, 10.0, 2244.1, \" 1.002\", \" 0.051\", 2,\n-15.62749, 1.02294, 0.27873,\n -1.52889, 0.08573, 0.00000, 0.49388, 0.00000, 0.90265, 2.51754,\n 334.9260577, 0.57730, -4.220e-04,\n -9.4225601, 0.28318, 4.940e-04,\n// 892 1 17\n2046877.446984, 23.0, 2241.3, \" 0.890\", \"-0.178\", 3,\n-16.93256, 0.92813, 0.25289,\n -2.45722, 0.00000, 0.00000, -0.27237, 0.00000, 0.00000, 1.91040,\n 124.9943469, 0.53279, -7.720e-04,\n 20.7009698, -0.16624, -7.610e-04,\n// 892 7 13\n2047055.192198, 17.0, 2237.9, \" 1.289\", \" 0.290\", 2,\n-11.25264, 0.96484, 0.26290,\n -2.76796, -1.37950, 0.00000, -0.38724, 0.00000, 0.60779, 1.99361,\n 297.6107399, 0.58838, -3.890e-04,\n -21.9631409, 0.15541, 1.116e-03,\n// 893 1 6\n2047231.768638, 6.0, 2234.5, \" 2.227\", \" 1.214\", 1,\n-10.65212, 0.98094, 0.26728,\n -2.29549, -1.26109, -0.10788, 0.44732, 1.00187, 2.15477, 3.19122,\n 112.6767906, 0.61463, -8.830e-04,\n 22.3070000, -0.14327, -1.099e-03,\n// 893 7 2\n2047409.484224, 0.0, 2231.1, \" 2.700\", \" 1.650\", 1,\n -4.97220, 0.91671, 0.24978,\n -3.41893, -2.30514, -1.23701, -0.37863, 0.48000, 1.54830, 2.66021,\n 286.1930678, 0.54451, -2.560e-04,\n -22.8178401, 0.10385, 9.550e-04,\n// 893 12 26\n2047586.343207, 20.0, 2227.7, \" 2.223\", \" 1.248\", 1,\n-21.35252, 1.02072, 0.27812,\n -2.37384, -1.42248, -0.33596, 0.23697, 0.80969, 1.89618, 2.84835,\n 100.9522382, 0.67786, -6.360e-04,\n 22.8672701, -0.10617, -1.419e-03,\n// 894 6 22\n2047763.534087, 1.0, 2224.3, \" 1.663\", \" 0.594\", 2,\n -4.70819, 0.89986, 0.24519,\n -3.00820, -1.63588, 0.00000, -0.18191, 0.00000, 1.27189, 2.64462,\n 274.3942165, 0.53202, -2.570e-04,\n -22.9117910, 0.06027, 8.830e-04,\n// 894 12 16\n2047940.995281, 12.0, 2220.9, \" 1.009\", \" 0.030\", 2,\n -6.04744, 1.01615, 0.27688,\n -2.16859, -0.42657, 0.00000, -0.11325, 0.00000, 0.20181, 1.94289,\n 89.3887074, 0.67755, -1.120e-04,\n 22.5607603, -0.05409, -1.431e-03,\n// 895 5 12\n2048088.128713, 15.0, 2218.1, \" 0.444\", \"-0.571\", 3,\n-17.37988, 0.94953, 0.25873,\n -1.46743, 0.00000, 0.00000, 0.08910, 0.00000, 0.00000, 1.64209,\n 232.6420625, 0.57933, 7.700e-05,\n -20.4249191, -0.08539, 9.950e-04,\n// 895 6 11\n2048117.621110, 3.0, 2217.5, \" 0.306\", \"-0.734\", 3,\n -3.44145, 0.92507, 0.25206,\n -1.44475, 0.00000, 0.00000, -0.09337, 0.00000, 0.00000, 1.25430,\n 262.7891514, 0.56275, -2.750e-04,\n -22.1180991, 0.02023, 9.560e-04,\n// 895 11 6\n2048265.927226, 10.0, 2214.7, \" 0.852\", \"-0.201\", 3,\n-10.69723, 0.94211, 0.25670,\n -1.85018, 0.00000, 0.00000, 0.25343, 0.00000, 0.00000, 2.35923,\n 45.5793618, 0.55974, 5.640e-04,\n 18.4097504, 0.10414, -7.780e-04,\n// 896 5 1\n2048442.629738, 3.0, 2211.3, \" 1.899\", \" 0.934\", 2,\n -6.08576, 1.00064, 0.27265,\n -2.45145, -1.43987, 0.00000, 0.11371, 0.00000, 1.66636, 2.67970,\n 222.2958012, 0.62304, 2.030e-04,\n -16.9106997, -0.12618, 9.870e-04,\n// 896 10 25\n2048620.036743, 13.0, 2208.0, \" 2.098\", \" 1.003\", 1,\n -8.42774, 0.90392, 0.24630,\n -3.12917, -1.86598, -0.19349, -0.11816, -0.04244, 1.63022, 2.89253,\n 34.7414020, 0.49954, 3.450e-04,\n 14.3814397, 0.11982, -5.060e-04,\n// 897 4 20\n2048797.315514, 20.0, 2204.6, \" 2.417\", \" 1.472\", 1,\n-13.77794, 1.02367, 0.27892,\n -3.04366, -2.14614, -1.15890, -0.42765, 0.30359, 1.29079, 2.18819,\n 212.8332708, 0.63340, 4.020e-04,\n -13.0438496, -0.15780, 7.700e-04,\n// 897 10 14\n2048974.007758, 12.0, 2201.2, \" 2.438\", \" 1.348\", 1,\n-10.16921, 0.90627, 0.24694,\n -2.89328, -1.69818, -0.53130, 0.18620, 0.90341, 2.07009, 3.26652,\n 23.8685605, 0.48838, 1.110e-04,\n 9.7794196, 0.13950, -3.750e-04,\n// 898 4 10\n2049151.996556, 12.0, 2197.8, \" 1.072\", \" 0.103\", 2,\n-22.47286, 1.00035, 0.27257,\n -2.21398, -0.66766, 0.00000, -0.08266, 0.00000, 0.50487, 2.04911,\n 203.0806895, 0.59095, 4.750e-04,\n -8.6716295, -0.17198, 3.940e-04,\n// 898 10 3\n2049328.157788, 16.0, 2194.5, \" 1.143\", \" 0.104\", 2,\n -6.89698, 0.94742, 0.25815,\n -2.55682, -0.83720, 0.00000, -0.21308, 0.00000, 0.40757, 2.12935,\n 13.8980194, 0.52344, -8.600e-05,\n 5.0062298, 0.16594, -2.760e-04,\n// 899 3 1\n2049476.908542, 10.0, 2191.7, \" 0.999\", \"-0.063\", 3,\n -3.12265, 0.92398, 0.25176,\n -2.48831, 0.00000, 0.00000, -0.19499, 0.00000, 0.00000, 2.09989,\n 166.0907346, 0.49813, 4.900e-05,\n 4.9717698, -0.15797, -2.400e-04,\n// 899 8 24\n2049653.237730, 18.0, 2188.3, \" 0.964\", \" 0.007\", 2,\n -7.53582, 1.01741, 0.27722,\n -2.29952, -0.44929, 0.00000, -0.29449, 0.00000, -0.14126, 1.71032,\n 336.8241946, 0.61070, -4.110e-04,\n -8.6534996, 0.17760, 4.470e-04,\n// 900 2 18\n2049830.948129, 11.0, 2185.0, \" 2.291\", \" 1.197\", 1,\n -2.85864, 0.89953, 0.24510,\n -3.32265, -2.09153, -0.81887, -0.24490, 0.32914, 1.60190, 2.83285,\n 155.8947511, 0.48121, -1.850e-04,\n 9.7972404, -0.13708, -3.430e-04,\n// 900 8 13\n2050007.937611, 11.0, 2181.6, \" 2.267\", \" 1.314\", 1,\n-15.22800, 1.01800, 0.27738,\n -3.10850, -2.18367, -1.13127, -0.49734, 0.13683, 1.18938, 2.11351,\n 327.3738083, 0.62632, -2.780e-04,\n -12.9400700, 0.15669, 7.760e-04\n));\n}", "function Num(){\nvar arr=[]\nfor(var i =1; i<=255; i++){\n arr.push(i);\n}\nconsole.log(arr);\n}", "function get_bit(descreate_index) {\n index = descreate_index * bit_size;\n //offset = index - Math.round(index);\n \n c.fillStyle = \"rgb(255,0,0)\";\n c.fillRect(index_start+index ,y_debug,1,5);\n \n var count = 0;\n var total = 0;\n for (var i=index ; i<index+bit_size ; i++) {\n total += pixeldata[Math.round(i)];\n count++;\n }\n var r = Math.abs(Math.round(total / count)-1);\n //console.log('total:'+total+' count:'+count+' return:'+r);\n return r;\n }", "function obtenerValor(array) {\n return array[distribucionLineal(array.length)];\n }", "function tIndex(i) {\n return i * 9;\n}", "function u(){return s.TYPED_ARRAY_SUPPORT?2147483647:1073741823}", "function randomNumber(data){\n return data[Math.floor(Math.random() * 510)];\n }", "function findOnBoard(num) {\n var row = Math.floor(num / 10);\n var col = num % 10;\n return board[row][col];\n}" ]
[ "0.6506137", "0.62553346", "0.6021849", "0.5986567", "0.58652544", "0.58535886", "0.5829966", "0.5825976", "0.5792685", "0.5783946", "0.5781389", "0.57446295", "0.57278275", "0.57201254", "0.5671663", "0.56600857", "0.56399995", "0.5626573", "0.5623259", "0.5622268", "0.56174815", "0.56173384", "0.56101936", "0.5594542", "0.55924267", "0.5579319", "0.5575402", "0.5569949", "0.55656415", "0.5563301", "0.5548909", "0.5546859", "0.55386716", "0.55340207", "0.5532521", "0.55286026", "0.5527276", "0.55259466", "0.5524129", "0.5510274", "0.55090976", "0.5469144", "0.5458893", "0.54550534", "0.54375017", "0.5434306", "0.54243207", "0.5412986", "0.54113156", "0.5404855", "0.5400698", "0.5400698", "0.5398984", "0.539358", "0.53844327", "0.5380613", "0.5379951", "0.537625", "0.53726", "0.534904", "0.5348283", "0.5345383", "0.5342668", "0.5342599", "0.53383714", "0.53383714", "0.5337032", "0.5336491", "0.5336196", "0.53340405", "0.5332371", "0.5330321", "0.5326267", "0.5322528", "0.53175163", "0.5309649", "0.5308928", "0.53019935", "0.5297107", "0.52946883", "0.5290312", "0.5283947", "0.5283019", "0.5282827", "0.52784765", "0.5275395", "0.5273059", "0.5257979", "0.5257508", "0.5254665", "0.52480197", "0.52462214", "0.5242746", "0.52415407", "0.5239526", "0.5233744", "0.52302545", "0.52281344", "0.5220952", "0.5219022", "0.5218561" ]
0.0
-1
next turn, switch player and print who's next to play
function nextTurn() { if (turnX === true) { turnX = false; turnO = true; $("#currentPlayer").text("Current player: O"); } else if (turnO === true) { turnO = false; turnX = true; $("#currentPlayer").text("Current player: X"); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function next_turn() {\n if (current_turn === players.length - 1) {\n current_turn = 0;\n } else {\n current_turn++;\n }\n\n if (current_turn <= players.length - 1) {\n // inform all players who is playing now\n io.emit(\"next\", `${players[current_turn].username}'s turn.`);\n // inform the current player that it is their turn\n players[current_turn].emit(\"your_turn\", current_turn);\n }\n}", "function nextTurn(){\n\tchangeDiscard();\n\tplayerTurnIs();\n}", "function nextPlayer(){\n\t\tif (isWinner()){\n\t\t\talert(\"CONGRATS, We have a winner!\"); \n\t\t\tclearButton.innerText = \"Play Again\"; \n\t\t\treturn;\n\t\t}\n\t\tif (turn === \"x\"){\n\t\t\tturn = \"o\";\n\t\t\tboxColor = \"DarkOrange\";\n\t\t}else {\n\t\t\tturn = \"x\";\n\t\t\tboxColor = \"DarkCyan\";\n\t\t}\n\t}", "function play() {\n\t\t\n\t\t//this function (defined below) will continue to the next turn\n\t\tadvance();\n\t}", "function nextTurn() {\n if (currentPlayer == player1) {\n currentPlayer = player2;\n } else {\n currentPlayer = player1;\n }\n}", "function nextPlayer()\r\n{\r\n\t// check victory condition first\r\n\tif ( checkVictory() ) return;\r\n\r\n\t// if victory condition not met...\r\n\t// increment the current player id\r\n\tgame.cplayer = (game.cplayer+1)%game.players.length;\r\n\t\r\n\tUI_updateInfo();\r\n\t\t\r\n\t// start next players turn...\r\n\tstartTurn( current() );\r\n}", "function nextPlayer() {\n\tif(gamePlaying) {\n\t\troundScore = 0;\n\t\tactivePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\n\t\tdocument.querySelector(\"#current-0\").textContent = '0';\n\t\tdocument.querySelector(\"#current-1\").textContent = '0';\n\t\tdocument.querySelector(\".player-0-panel\").classList.toggle(\"active\");\n\t\tdocument.querySelector(\".player-1-panel\").classList.toggle(\"active\");\n\t}\n}", "function nextPlayer() {\n // Si le joueur est égal à 0, passe a joueur suivant, sinon reste à 0.\n if(player === 1){\n player = 2;\n $('#player1').removeClass('active');\n $('#player2').addClass('active');\n }\n else{\n player = 1;\n $('#player2').removeClass('active');\n $('#player1').addClass('active');\n }\n // On remet à zéro le score \"current\"\n score = 0;\n \n $('#round-score-1').text(score);\n $('#round-score-2').text(score);\n }", "function nextPlayer() {\n if (currentPlayer == 2) {\n currentPlayer = 1;\n } else {\n currentPlayer++;\n }\n}", "function nextPlayer(){\n if(activePlayer === 0){ // // kapag si Player 1 ay '0' active Player, tapos nextPlayer magiging Player 2 '1'\n activePlayer = 1; \n roundScore = 0; // removing this would pass the accumulated score to the next player\n \n } else {\n activePlayer = 0; // kapag si Player 2 ay '1' vice versa with Player 1 \n roundScore = 0; \n\n playerCurrentScore.textContent = '0'; // reset current score for the next player's turn \n\n // toggling \"active\" adding if absent; removing if present \n player0Panel.classList.toggle('active');\n player1Panel.classList.toggle('active'); \n }\n }", "function nextTurn() {\r\n\tif(state.turn === 'b') {\r\n\t\tstate.turn = 'w';\r\n\t\tif(!moveAvailable(state.turn)){\r\n\t\t\tstate.turn = 'b';\r\n\t\t}\r\n\t}\r\n\telse {\r\n\t\tstate.turn = 'b';\r\n\t\tif(!moveAvailable(state.turn)){\r\n\t\t\tstate.turn = 'w';\r\n\t\t}\r\n\t}\r\n\treturn (\"It is \" + state.turn + \"'s turn.\");\r\n}", "function switchToNextPlayer(){\n //ene toglogchiin eeljindee tsugluulsan onoog 0 bolgono.\n roundScore = 0;\n document.getElementById(\"current-\" + activePlayer).textContent = 0;\n\n //toglogchiin eeljiig ngo toglogch ruu shiljulne.\n activePlayer === 0 ? (activePlayer = 1) : (activePlayer = 0);\n\n //Ulaan tsegiig shiljuuulne\n document.querySelector(\".player-0-panel\").classList.toggle(\"active\");\n document.querySelector(\".player-1-panel\").classList.toggle(\"active\");\n\n //Shoog tur alga bolgono.\n diceDom.style.display = \"none\";\n}", "function switchPlayer(){\n\t\tif (player === 'X') {\n\t\t\tplayer = 'O'\n\t\t}else{\n\t\t\tplayer = 'X'\n\t\t}\n\t\tdisplay.innerText = `Player:${player}'s turn`\n\t}", "function nextPlayer(player) \n {\n console.log(player);\n \tif(player == 'X'){\n \t\treturn 'O';\n \t}\n\n \tif(player == 'O'){\n \t\treturn 'X';\n \t}\n \t\n \treturn 'unknown'\n }", "function playerTurn(){\n\tif (playerCounter%2 === 0) {\n\t\treturn \"player1\";\n\t} else return \"player2\";\n}", "function nextPlayer () {\n //Next Player\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\n roundScore = 0;\n document.getElementById('current-0').textContent = '0';\n document.getElementById('current-1').textContent = '0';\n\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n document.querySelector('.dice').style.display = 'none';\n}", "function nextTurn() {\n //faire les modifications necessaire\n lastPlayer = lastPlayer < listPlayers.length - 1 ? lastPlayer + 1 : 0;\n modifyPlayerPanel();\n // var currentPlayer = document.getElementById(\"current-player\");\n // currentPlayer.innerHTML = \"Current player : \" + listPlayers[lastPlayer].name;\n listCheckbox.forEach((checkbox) => {\n document.getElementById(checkbox).checked = false;\n });\n saveListPlayers();\n if (is_victory().victory === true) {\n hideGame(true);\n endRanking = document.getElementById(\"end-ranking\");\n endRanking.innerHTML =\n \"This is the end of the game. Player \" +\n is_victory().player +\n \" won the match.\";\n }\n}", "function nextPlayer() {\n //next player\n activePlayer === 0 ? (activePlayer = 1) : (activePlayer = 0);\n roundScore = 0;\n document.getElementById(\"current-0\").textContent = \"0\";\n document.getElementById(\"current-1\").textContent = \"0\";\n document.querySelector(\".player-0-panel\").classList.toggle(\"active\");\n document.querySelector(\".player-1-panel\").classList.toggle(\"active\");\n // document.querySelector(\".dice\").style.cssText = \"display: none; \";\n}", "function switchPlayer() {\n if (currentPlayer === xPlayer) {\n currentPlayer = oPlayer;\n playerTurn.textContent = currentPlayer;\n console.log(currentPlayer);\n } else if (currentPlayer === oPlayer) {\n currentPlayer = xPlayer;\n playerTurn.textContent = currentPlayer;\n console.log(currentPlayer);\n }\n}", "function nextPlayer() {\r\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\r\n roundScore = 0;\r\n\r\n // Set all the current score of both 2 players to 0\r\n\r\n document.getElementById('current-0').textContent = '0';\r\n document.getElementById('current-1').textContent = '0';\r\n\r\n // add active Status to current player\r\n document.querySelector('.player-0-panel').classList.toggle('active');\r\n document.querySelector('.player-1-panel').classList.toggle('active');\r\n\r\n document.querySelector('.dice').style.display = 'none';\r\n}", "function switchTurn(){\n\n\t// update marker for the next player (X is 1, O is -1)\n\tplayerTurn *= -1;\n\tshowStatus(playerTurn)\n\n\tif (determinePlayer(playerTurn) == 'computer'){\n\t\t// update DOM to reflect new player\n\t\tfor (let i = 0; i < squares.length; i++){\n\t\t\tif (squares[i].className != 'square played'){\n\t\t\t\tsquares[i].firstChild.classList.remove('open-x')\n\t\t\t\tsquares[i].firstChild.classList.remove('open-o')\n\t\t\t}\n\t\t}\n\t\t// play computer turn\n\t\tcomputerTurn(gameState, playerTurn)\n\t} else {\n\t\t// update DOM to reflect new player\n\t\tfor (let i = 0; i < squares.length; i++){\n\t\t\tif (squares[i].className != 'square played'){\n\t\t\t\tif (playerTurn == 1){\n\t\t\t\t\tsquares[i].firstChild.classList.add('open-x')\n\t\t\t\t\tsquares[i].firstChild.classList.remove('open-o')\n\t\t\t\t} else {\n\t\t\t\t\tsquares[i].firstChild.classList.remove('open-x')\n\t\t\t\t\tsquares[i].firstChild.classList.add('open-o')\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}", "function takeTurn()\r\n {\r\n player1 = !player1;\r\n\r\n if(currentPlayer() == 1)\r\n {\r\n $(\".turn\").html(\"<p>It is <span class=X>Player1</span>'s turn.</p>\");\r\n }\r\n else\r\n {\r\n $(\".turn\").html(\"<p>It is <span class=O>Player2</span>'s turn.</p>\");\r\n }\r\n }", "nextPlayer(){\r\n if (this.turn === 3){\r\n this.turn = 0;\r\n }\r\n else {\r\n this.turn += 1;\r\n }\r\n\r\n if(this.initialPlacementPhase === true){\r\n this.initialPlacementOverCheck();\r\n }\r\n\r\n this.currentPlayer = this.players.array[this.turn];\r\n this.renderPlayerImg();\r\n this.updateTurnOrder();\r\n\r\n if (this.territorySelectedInstance){\r\n this.territorySelectedInstance.tileElement.classList.remove(\"selected\");\r\n this.territorySelectedInstance = null;\r\n this.territorySelected = false;\r\n }\r\n if (this.initialPlacementPhase === false && this.claimTerritoryPhase === false && !this.button){\r\n this.addEndTurnButton();\r\n this.button.innerHTML = \"Place Units\";\r\n }\r\n if (this.placementPhase === true){\r\n this.turnPlaceable = this.currentPlayer.bonusUnits();\r\n this.turnPlaceableEvaluated = true;\r\n }\r\n\r\n this.updateInfoDisplay();\r\n }", "function nextPlayer() {\n diceDOM.style.display = 'none';\n roundScore=0;\n activePlayer === 0? activePlayer =1: activePlayer=0;\n\n document.getElementById('current-0').textContent=0;\n document.getElementById('current-1').textContent=0;\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n\n}", "function next_turn(socket) {\n // only change the turn if it is the turn of the player who requested it\n if(!socket.rooms['player' + current_turn]) return;\n\n current_turn = (current_turn + 1) % players.length;\n players[current_turn].emit('your_turn');\n Socketio.emit('turnChange', {turn: current_turn}); // emit to all clients\n}", "function nextTurn(){\n\t// save destination index to source index\n\t$(\"#characters\").children().each(function(index) {\n\t\t$(this).attr(\"srcPos\", $(this).attr(\"destPos\"));\n\t});\n\t\n\t// if it came to specific level, make playground wider\n\tif(marioGame.enStatus == enStep.nInit)\n\t\tmarioGame.Position = [1, 2, 3, 4, 5, 6, 7, 8, 9];\n\telse\n\t{\n\t\tif(marioGame.nLevel == 0)\n\t\t\tmarioGame.Position = [3, 4, 5, 6, 7];\n\t\telse if(marioGame.nLevel == 1)\n\t\t\tmarioGame.Position = [2, 3, 4, 5, 6, 7];\n\t\telse if(marioGame.nLevel == 2)\n\t\t\tmarioGame.Position = [2, 3, 4, 5, 6, 7, 8];\n\t\telse if(marioGame.nLevel == 3)\n\t\t\tmarioGame.Position = [1, 2, 3, 4, 5, 6, 7, 8];\n\t\telse if(marioGame.nLevel == 4)\n\t\t\tmarioGame.Position = [1, 2, 3, 4, 5, 6, 7, 8, 9];\n\t\telse if(marioGame.nLevel == 5)\n\t\t\tmarioGame.Position = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9];\n\t}\n\t\t\n\t// disorder, player's position randomly\n\tmarioGame.Position.sort(shuffle);\n\t\n\t// save new destination position of each character\n\t$(\"#characters\").children().each(function(index) {\n\t\t$(this).attr(\"destPos\", marioGame.Position[index]);\n\t});\n\t\n\tmarioGame.nFrame = 0;\n\t\n\t// Check turns of this level are all done\n\tif( (marioGame.enStatus == enStep.nPlaying)&& (marioGame.nTurn > (5+marioGame.nLevel) ) )\n\t{\n\t\tmarioGame.enStatus = enStep.nSelect;\n\t\treturn;\n\t}\n}", "function switchPlayers(){\r\n if(currentPlayer === 1){\r\n currentPlayer = 2;\r\n restingPlayer = 1;\r\n }\r\n else {\r\n currentPlayer = 1;\r\n restingPlayer = 2;\r\n }\r\n document.getElementById(\"infoDisplay\").innerHTML = \"It is Player: \" + currentPlayer + \"'s turn\";\r\n}", "function nextPlayer() {\r\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\r\n roundScore = 0;\r\n\r\n document.querySelector(\"#score-0\").textContent = \"0\";\r\n document.querySelector(\"#score-1\").textContent = \"0\";\r\n\r\n document.querySelector(\".playerOne\").classList.toggle(\"active\");\r\n document.querySelector(\".playerOne\").classList.toggle(\"toggle\");\r\n document.querySelector(\".playerTwo\").classList.toggle(\"active\");\r\n}", "function nextPlayer() {\n activePlayer === 0 ? activePlayer =1 : activePlayer = 0;\n roundScore = 0;\n //This is expanded version\n /* if(activePlayer ===0){\n activePlayer = 1;\n } else {\n activePlayer = 0;\n } */\n document.getElementById(\"current-0\").textContent = \"0\";\n document.getElementById(\"current-1\").textContent = \"0\";\n \n document.querySelector(\".player-0-panel\").classList.toggle(\"active\");\n document.querySelector(\".player-1-panel\").classList.toggle(\"active\");\n}", "function nextPlayer(){\n\t\tactivePlayer === 0 ? activePlayer = 1 : activePlayer = 0/*if activePlayer equals to 0 then activePlayer change to 1 else activePlayer change to 0 isso se chama ternary operator*/\n\t\troundScore=0;\n\t\tdocument.getElementById('current-0').textContent='0';\n\t\tdocument.getElementById('current-1').textContent='0';\n\t\t/*document.querySelector('.player-0-panel').classList.remove('active');\n\t\tdocument.querySelector('.player-1-panel').classList.add('active');*/\n\t\tdocument.querySelector('.player-0-panel').classList.toggle('active');\n\t\tdocument.querySelector('.player-1-panel').classList.toggle('active');\n\t\tdocument.querySelector('.dice').style.display='none';\n}", "function nextTurn(i, j) {\n if (board[j][i] != e) return;\n board[j][i] = currPlayer;\n checkWinner();\n if (currPlayer == p1) currPlayer = p2;\n else currPlayer = p1;\n}", "function nextPlayer() {\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\n roundScore = 0;\n\n document.getElementById('current-0').textContent = '0';\n document.getElementById('current-1').textContent = '0';\n\n document.querySelector('player-0-panel').classList.remove('active'); \n document.querySelector('player-1-panel').classList.add('active');\n\n document.querySelector('.dice').style.display = 'none';\n}", "function switchTurn(){\n\tif (checkForWinner (player1)){\n\t\tsetMessage (player1 + \" wins!!\");\n\t\tdocument.winner = player1;\n\t} \telse if (player1 == \"X\") {\n\t\t\tplayer1 = \"O\";\n\t\t\tsetMessage(player1 + \"'s turn to pick!\");\n\t\t}else {\n\t\t\tplayer1 = \"X\"\n\t\t\tsetMessage(player1 + \"'s turn to pick!\");\n\t\t\t}\n}", "function changeTurn(){\n\tif(activePlayer + 1 >= players.length){\n\t\tactivePlayer = 0;\n\t} else {\n\t\tactivePlayer++;\n\t}\n}", "function nextPlayer() {\r\n\t\r\n\tactivePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\r\n\t\troundscore = 0;\r\n\t\t\r\n\t\t\r\n\t\tdocument.getElementById('current-0').textContent = '0';\r\n\t\tdocument.getElementById('current-1').textContent = '0';\r\n\t\t\r\n\t\t//to change bored for active player the property used here was toggle\r\n\t\tdocument.querySelector('.player-0-panel').classList.toggle('active');\r\n\t\tdocument.querySelector('.player-1-panel').classList.toggle('active');\r\n\t\t\r\n\t\t\r\n\t\t//this also use but for reffrence and we did not archive 100%\r\n\t\t//document.querySelector('.player-0-panel').classList.remove('active');\r\n\t\t//document.querySelector('.player-1-panel').classList.add('active');\r\n\t\t\r\n\t\t\r\n\t\t//to hide dice if is the next players turn\r\n\t\t document.getElementById('dice-1').style.display = 'none';\r\n\t\t document.getElementById('dice-2').style.display = 'none';\r\n\t\t\r\n}", "function updatePlayer () {\n if (currentPlayerNum % 2 === 0) {\n currentPlayer = 'Player 2';\n } else {\n currentPlayer = 'Player 1';\n }\n }", "function getFirstPlayer(){\n var firstRound = (Math.floor(Math.random() * 10) + 1)%2;\n turnsPlayer = turnsPlayer + firstRound;\n //display the current turn:\n if (turnsPlayer%2 == 0){\n currentPlayer = user.userx.name;\n } else {\n currentPlayer = user.usero.name;}\n $(\"#button2\").on(\"click\", function(){\n $(\"p\").text(\"Player \" + currentPlayer + \"'s turn\");\n });\n }", "function next(){\n player2=new user(document.user2.name.value);\n player2.setGrid();\n fadeForm(\"user2\");\n showForm(\"boats\");\n turnInfo(player2.name);\n \n turn++;\n unlockMap(turn);\n bindGrid(turn);\n}", "function nextPlayer(){\n activePlayer === 0 ? activePlayer = 1 :activePlayer = 0;\n roundScore=0;\n document.querySelector('#current-0').textContent='0';\n document.querySelector('#current-1').textContent='0';\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n //document.getElementById('dice-1').style.display = 'none';\n //document.getElementById('dice-2').style.display = 'none';\n\n}", "switchPlayersTurn(){\n if (this.currPlayerTurn === 1)\n this.playerTurn = 2;\n else\n this.playerTurn = 1;\n }", "function nextPlayer() {\n //next player\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\n //under is the IF alternative\n // if (activePlayer === 0) {\n // activePlayer = 1;\n // }else {\n // activePlayer = 0;\n // };\n roundScore = 0;\n\n document.getElementById('current-0').textContent = '0';\n document.getElementById('current-1').textContent = '0';\n\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n document.querySelector('.dice').style.display = 'none';\n}", "function nextPlayer() {\n activePlayer === 0 ? activePlayer = 1 : activePlayer = 0;\n totalScore = 0;\n\n document.getElementById('current-0').textContent = 0;\n document.getElementById('current-1').textContent = 0;\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n diceImg.style.display = 'none';\n}", "function changePlayer() {\n player = player + 1;\n }", "function NextPlayer(players, turn)\n{\n\tturn++;\n\t\n\tif(turn >= players.length)\n\t{\n\t\tturn = 0;\n\t}\n\t\n\treturn turn;\n}", "function switchTurn() {\n\tif (!gameOver) {\n\t\tif (activePlayer == player1) {\n\t\t\tactivePlayer = player2;\n\t\t} else {\n\t\t\tdecideWinner();\n\t\t}\n\t}\n}", "function next() {\n $ctrl.index++;\n\n // Move on if all players have been shown\n if ($ctrl.index === $ctrl.players.length) {\n $state.go('play');\n }\n // Otherwise show next role\n else {\n showRole();\n }\n }", "switchTurn() \n { \n\n if (this.checkWinner(this.currentPlayer) && this.currentPlayer == \"X\")\n {\n this.playerName = \"Player One\";\n document.getElementById('message').style.color = \"green\";\n this.setMessage(\"Well done \" + this.playerName + \", you are the winner.\")\n this.winner = this.currentPlayer;\n this.winner = this.playerName;\n } \n\n else if (this.checkWinner(this.currentPlayer) && this.currentPlayer == \"O\")\n {\n this.playerName = \"Player Two\";\n document.getElementById('message').style.color = \"green\";\n this.setMessage(\"Well done \" + this.playerName + \", you are the winner.\");\n this.winner = this.currentPlayer;\n this.winner = this.playerName;\n }\n\n else if (this.currentPlayer == this.playerOne && this.counter < 9) \n {\n this.currentPlayer = this.playerTwo;\n this.setMessage(\"It's \" + this.currentPlayer + \" move next.\");\n this.counter += 1; \n } \n\n else \n {\n this.currentPlayer = this.playerOne;\n this.setMessage(\"It's \" + this.currentPlayer + \" move next.\")\n this.counter += 1;\n }\n \n // Checks to see if the game is a draw\n this.checkDraw();\n }", "play(playerOne, playerTwo) {\n switch (playerOne.move.sign + playerTwo.move.sign) {\n case \"rockscissors\":\n case \"scissorspaper\":\n case \"paperrock\":\n playerOne.win();\n gametext.innerHTML = `${playerOne.name} wins! Next round!`;\n playerOne.move = \"\";\n playerTwo.move = \"\";\n break;\n case \"rockpaper\":\n case \"scissorsrock\":\n case \"paperscissors\":\n playerTwo.win();\n playerOne.move = \"\";\n playerTwo.move = \"\";\n gametext.innerHTML = `${playerTwo.name} wins! Next round!`;\n break;\n default:\n playerOne.move = \"\";\n playerTwo.move = \"\";\n gametext.innerHTML = `It's a draw! Next round!`;\n break;\n }\n }", "function switchTurns(){\n if(turn=== 'H'){\n turn = 'G';\n }\n else{\n turn = 'G';\n for (let i = 0; i < turnCount; i++) {\n turn += '-';\n }\n turnCount++;\n\n }\n //add logic so that game ends after every player goes\n nextRound();\n }", "function playerTurn() {\n if (player === 1) {\n player = 2;\n }else {\n player = 1;\n }\n}", "function nextMove() {\n if (endGame(currentState) == false) {\n markBoard(currentState);\n currentState.whichPlayerPlayed = userWinValue;\n var num = computerMakingMove(currentState);\n document.getElementById(num).innerText = computer;\n markBoard(currentState);\n currentState.whichPlayerPlayed = compWinValue;\n }\n endGame(currentState);\n}", "function setTurn() {\r\n\t\t// We generate a number between 1 or two\r\n\t\tvar random = Math.floor((Math.random() * 2) + 1);\r\n\t\t//Set the winner to zero so we know the game hasn't started yet\r\n\t\twinner = 0;\r\n\t\t// check if the random number is one\r\n\t\tif (random === 1) {\r\n\t\t\t//then we give the turn to player 2\r\n\t\t\tturn = player2Name;\r\n\t\t\t// we send a message telling the players who will start first by invoking the function msg\r\n\t\t\tmsg(player2Name + \"'s turn now!\");\r\n\r\n\t\t} else {\r\n\r\n\t\t\tturn = player1Name;\r\n\t\t\tmsg(player1Name + \"'s turn now!\");\r\n\r\n\t\t}\r\n\t}", "function switchPlayers() {\n currPlayer === player1\n ? (currPlayer = player2)\n : (currPlayer = player1);\n playerTurn();\n }", "function NextPlayer()\n{\n RoundScore=0;\n document.getElementById('current-'+ActivePlayer).innerHTML=RoundScore;\n ActivePlayer === 0? ActivePlayer=1 : ActivePlayer=0;\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n document.getElementById('dice-1').style.display='none';\n document.getElementById('dice-2').style.display='none';\n}", "function switchTurn() {\n if (turn === \"X\") {\n turn = \"O\";\n } else {\n turn = \"X\";\n }\n turnCounter++;\n tracker(); \n }", "switchTurn() {\n if (!this.extraTurn) {\n this.playerOne.isTurn = !this.playerOne.isTurn;\n this.playerTwo.isTurn = !this.playerTwo.isTurn;\n }\n else {this.extraTurn = false;}\n }", "function changeTurn() {\n turn++;\n if(turn == players.length) {\n turn = 0;}\n roundScore = 0;\n doublescore = 0;\n document.getElementById(\"playerturn\").innerHTML = players[turn].name;\n}", "function displayPlayer(turn, player) {\n turn.html('It is player '+player+'\\'s turn');\n }", "function nextTurn() {\n let index = floor(random(next.length));\n let position = next.splice(index, 1)[0];\n let i = position[0];\n let j = position[1];\n board[i][j] = players[currentPlayer];\n currentPlayer = (currentPlayer + 1) % players.length;\n}", "function nextPlayer () {\n // If there are 0 or 1 player(s), don't even bother changing\n if (getNumPlayers() > 1) {\n state.queue.push(state.queue.shift());\n }\n}", "nextPlayer(str) {\n if (str === \"X\") {\n this.player = \"O\";\n } else {\n this.player = \"X\";\n }\n }", "function playerPass() {\n let currentPlayerNumber = GameManager.playPass();\n // Send it to all players\n io.emit('nextTurn', currentPlayerNumber, GameManager.lastPlayed);\n}", "function nextPlayer() {\r\n if (whichPlayer === 0) {\r\n whichPlayer++;\r\n\r\n document.getElementById(`attack-1`).disabled = false;\r\n document.getElementById(`attack-1`).addEventListener(\"click\", attack); // 2nd player attack button active\r\n\r\n document.getElementById(`player-1`).classList.add(`activePlayer`);\r\n document.getElementById(`player-0`).classList.remove(`activePlayer`);\r\n\r\n console.log(\r\n `nextPlayer() called, var whichPlayer = ${whichPlayer}. Output should be Player 2`\r\n );\r\n } else {\r\n whichPlayer--;\r\n\r\n document.getElementById(`attack-0`).disabled = false;\r\n document.getElementById(`attack-0`).addEventListener(\"click\", attack); // 1st player attack button active\r\n\r\n document.getElementById(`player-0`).classList.add(\"activePlayer\");\r\n document.getElementById(`player-1`).classList.remove(\"activePlayer\");\r\n\r\n console.log(\r\n `nextPlayer() called, var whichPlayer = ${whichPlayer}. Output should be Player 1`\r\n );\r\n }\r\n\r\n turnCount = 0;\r\n}", "function advancePlayerInTurn() {\r\n if (playerInTurn < players.length -1) {\r\n playerInTurn ++;\r\n }\r\n else {\r\n playerInTurn = 0;\r\n }\r\n}", "function nextPlayer(){\r\n currentplayer === 0 ? currentplayer = 1 : currentplayer = 0;\r\n newscore = 0;\r\n document.querySelector('.player-0-panel').classList.toggle('active') ;\r\n document.querySelector('.player-1-panel').classList.toggle('active') ;\r\n \r\n}", "function takeTurns() {\n self.gameBoard.turn++;\n if (self.gameBoard.turn % 2 === 0) {\n return \"o\";\n }\n else {\n return \"x\";\n }\n\n }", "function nextPlayer() {\r\n player === 1 ? player = 2 : player = 1;\r\n scoreCurrent = 0;\r\n\r\n document.querySelector('.current1').innerHTML='<span style=\"color:black;\">Current</span><br/>' + 0;\r\n document.querySelector('.current2').innerHTML='<span style=\"color:black;\">Current</span><br/>' + scoreCurrent;\r\n\r\n document.getElementById('p1').classList.toggle('active');\r\n document.getElementById('p1-score').classList.toggle('active');\r\n document.getElementById('p2').classList.toggle('active');\r\n document.getElementById('p2-score').classList.toggle('active');\r\n}", "function switchPlayer() {\n if (currentPlayer === player1){\n currentPlayer = player2;\n }\n else {\n currentPlayer = player1;\n }\n}", "function goNextTurn (ip, type)\n\t{\n\t\tif (!type)\n\t\t{\n\t\t\ttype = 'passing';\n\t\t}\n\t\tconsole.log(\"goNextTurn called by \" + util.getDisplay(playerAtIP[ip].player) + \"; type: \" + type);\n\t\tclearTimeout(turnSkipper);\n\t\t\n\t\tif (!(turnOwnerIP === ip))\n\t\t{\n\t\t\tmessenger.sendToIP(ip, 'error-message', 'Cannot pass because it is not currently your turn to play.');\n\t\t\treturn false;\n\t\t}\n\t\tif (type === 'passing' && lastPlayMaker === \"\")\n\t\t{\n\t\t\tmessenger.sendToIP(ip, 'error-message', 'Cannot pass on your own turn if there is no play to pass on.');\n\t\t\treturn false;\n\t\t}\n\t\tif (type === 'force-pass')\n\t\t{\n\t\t\ttype = 'passing';\n\t\t}\n\t\t\n\t\tvar allCardsPlayed = true;\n\t\tfor (var i = 0; i < players.length; i ++)\n\t\t{\n\t\t\tif (!(players[i].hand.length === 0))\n\t\t\t{\n\t\t\t\tallCardsPlayed = false;\n\t\t\t}\n\t\t}\n\t\tif (allCardsPlayed)\n\t\t{\n\t\t\tconsole.log(\"No more cards left, game will end.\");\n\t\t\tmessenger.sendMessageToAll(\"The game is over! Use the Quit button to exit this lobby and the Ready button to find a new game.\", \"success\");\n\t\t\tgameOver = true;\n\t\t\treturn true;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tconsole.log(\"Not all cards have been played, game will continue.\");\n\t\t}\n\t\t\n\t\tvar newTurnOwnerIP = playerAfterIP[ip].player.ip;\n\t\tconsole.log(\"next player ip: \" + newTurnOwnerIP);\n\t\tif (!gameOver)\n\t\t{\n\t\t\tmessenger.sendToIP(turnOwnerIP, 'ftk-end-countdown'); \n\t\t\tvar numTimesSkipped = 0;\n\t\t\tif (newTurnOwnerIP === lastPlayMaker) //wipe cards in play if new turn owner is playing on top of his last play\n\t\t\t{\n\t\t\t\tconsole.log(\"everyone passed on \" + lastPlayMaker + \"'s play, so now it's his turn again\");\n\t\t\t\tlastPlayMaker = \"\";\n\t\t\t\tlastPlay = playChecker.getNoPlay();\n\t\t\t\tmessenger.sendToAll('ftk-clear-display');\n\t\t\t}\n\t\t\t\n\t\t\twhile (playerAtIP[newTurnOwnerIP].hand.length === 0) //if the new turn is for a player who has won, then their turn is skipped\n\t\t\t{\n\t\t\t\tconsole.log(util.getDisplay(playerAtIP[newTurnOwnerIP].player) + \" has already finished playing their hand. So their turn will be skipped\");\n\t\t\t\tnewTurnOwnerIP = playerAfterIP[newTurnOwnerIP].player.ip;\n\t\t\t\tif (newTurnOwnerIP === lastPlayMaker) //wipe cards in play if new turn owner is playing on top of his last play\n\t\t\t\t{\n\t\t\t\t\tconsole.log(\"everyone passed on \" + lastPlayMaker + \"'s play, so now it's his turn again\");\n\t\t\t\t\tlastPlayMaker = \"\";\n\t\t\t\t\tlastPlay = playChecker.getNoPlay();\n\t\t\t\t\tmessenger.sendToAll('ftk-clear-display');\n\t\t\t\t}\n\t\t\t\tnumTimesSkipped ++;\n\t\t\t\tif (numTimesSkipped > players.length) //this is to prevent infinite loops and to catch bugs related to the fact that playerAfterIP was not initialized correctly\n\t\t\t\t{\n\t\t\t\t\tconsole.log('THIS IS PROBABLY A BUG: all players have finished playing the but the game isnt yet over.');\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (newTurnOwnerIP === turnOwnerIP) //this will log a warning if new turn owner is the same as current turn owner\n\t\t\t{\n\t\t\t\tconsole.log(\"warning: the player after the current player is the current player himself; not a bug if only 1 player is in game\");\n\t\t\t\tlastPlayMaker = \"\";\n\t\t\t\tlastPlay = playChecker.getNoPlay();\n\t\t\t\tmessenger.sendToAll('ftk-clear-display');\n\t\t\t}\n\t\t\tturnOwnerIP = newTurnOwnerIP;\n\t\t\tif (type === \"passing\")\n\t\t\t{\n\t\t\t\tmessenger.sendMessageToAll(playerAtIP[ip].player.name + \" has passed.\", \"normal\");\n\t\t\t}\n\t\t\t\n\t\t\tmessenger.sendMessageToAll(\"Now it's \" + playerAtIP[newTurnOwnerIP].player.name + \"'s turn.\", \"normal\");\n\t\t\tmessenger.sendNotificationToIP(newTurnOwnerIP, \"Hey, it's your turn!\");\n\t\t\tstartCountdown(30000);\n\t\t\treturn true;\n\t\t}\n\t\telse \n\t\t{\n\t\t\treturn false;\n\t\t}\n\t}", "function nextMove() { //whenever click on any square will trigger this function\n\n // If there is already a winner ...\n if(winner != null) { // this run each time there is a click ........ if the winner is not equal t null then someone has already wn the game. but if its not true it will run the else if.\n setMessage(turn + \"already won.\") // maybe be in correct but who cares at this moment because this shit works.\n } else if(this.innerText == '') {\n // If there isn't a winner and the square is free ...\n //if its an empty space then its the other persons turn if not then you cant use it.\n this.innerText = turn; //fills square with the 'X' or 'O' depending on 'turn'.\n moves++; // increment move count by 1, equivlent to moves = moves + 1;\n switchTurn(); // utilises the switchturn function call and takes from X-0-X\n} else { // If there isn't a winner but the square isn't free ...\n setMessage('Pick another square');``\n } ///next move determining the next player. based on the calls from the function to next move we highlight this with the setmessage function from a visual aspect. we are playing turn into the square and turn will be whoever x or o whoevers turn it will be.\n}", "playTurn() {\n\n console.log('Play turn.');\n\n this.endTurn();\n\n }", "function nextPlayer(){\n activePLayer === 0 ? activePLayer = 1 : activePLayer = 0; //ternary operator\n roundScore = 0; //so that next player starts from zero\n \n document.getElementById('current-0').textContent=0;\n document.getElementById('current-1').textContent=0;\n \n //to change the active players\n document.querySelector('.player-0-panel').classList.toggle('active');\n document.querySelector('.player-1-panel').classList.toggle('active');\n \n document.getElementById('dice-1').style.display='none';\n document.getElementById('dice-2').style.display='none';\n \n \n}", "function randomStartingPlayer() {\n const possibleTurns = ['x', 'o'];\n let index = Math.floor(Math.random() * possibleTurns.length);\n let firstTurn = possibleTurns[index];\n if (firstTurn === playerOne.marker) {\n playerOne.playerTurn = true;\n return playerOne.nameText;\n } else {\n playerTwo.playerTurn = true;\n return playerTwo.nameText;\n }\n}", "function takeTurn () {}", "function switchActivePlayer () {\n activePlayerIndex = players[activePlayerIndex].symbol === players[0].symbol ? 1 : 0;\n var activePlayer = players[activePlayerIndex];\n\n if (gameType === \"Computer\" && activePlayer.symbol === players[1].symbol) {\n setTimeout(getComputerMove, 500);\n }\n}", "function playerTurn() {\n if (turn % 2 !== 0) {\n playerTurn1.content = '';\n playerTurn2.content = 'Player 2';\n } else {\n playerTurn1.content = 'Player 1';\n playerTurn2.content = '';\n }\n}", "function playNext(board) {\n\t\tresetScore();\n\t\tif (board == \"boardEasy\") {\n\t\t\t$boardEasy.remove();\n\t\t\t$overlay.hide();\n\t\t $(\"#buttonNormal\").click();\n\t\t} else if (board == \"boardNormal\") {\n\t\t\t$boardNormal.remove();\n\t\t\t$overlay.hide();\n\t\t\t$(\"#buttonAdvanced\").click();\t\t\n\t\t} else if (board == \"boardAdvanced\") {\n\t\t\t$boardAdvanced.remove();\n\t\t\t$overlay.hide();\n\t\t\t$(\"#buttonDifficult\").click();\t\t\n\t\t}\n\t}", "function change() {\n if(aktuellerSpieler === playerOne) {\n aktuellerSpieler = playerTwo\n } else if(aktuellerSpieler === playerTwo){\n aktuellerSpieler = playerOne\n }\n document.getElementById(\"playerTurn\").innerText=aktuellerSpieler\n}", "function switchTurn()\n{\n if(huidige_speler === SPELER1) {\n huidige_speler = SPELER2;\n } else {\n huidige_speler = SPELER1;\n }\n\n showCurrentPlayer();\n}", "function nextMove(square){\n\t\tif (document.winner != null) {\n\t\t\tsetMessage(document.winner + \" already won the game\");\n\t\t}\n\t\telse if (square.innerText ==\"\") {\n\t\t\tsquare.innerText = document.turn;\n\t\t\tswitchTurn();\n\t\t} else {\n\t\t\tsetMessage(\"That square is taken!\")\n\t\t}\n\t}", "function changePlayer() {\r\n if(player === 1) {\r\n player = 2;\r\n $('#player').html(\"<h2>\" + player2 + \" (Black) it is your turn</h2>\")\r\n } else if (player === 2){\r\n player = 1;\r\n $('#player').html(\"<h2>\" + player1 + \" (Red) it is your turn</h2>\");\r\n }\r\n return; \r\n}", "function displayActivePlayer() {\n if (activePlayer === 0) {\n $(\".active-player\").text(\"Player 1 Turn\");\n }\n if (activePlayer === 1) {\n $(\".active-player\").text(\"Player 2 Turn\");\n }\n}", "function nextPlayer(str) {\n if (str === \"X\") {\n return \"O\";\n }\n return \"X\";\n}", "function nextItem() {\n\tif (letter === \"X\") {\n\t\tletter = \"O\";\n\t\tplayerTurn();\n\t\tcheckWin();\n\t}else {\n\tletter = \"X\";\n\tplayerTurn();\n\tcheckWin();\n\t}\n}", "function next() {\n phases.execute(self.field).then(function() {\n Sockets.send.player(self);\n });\n }", "function getNextPlayer(board) {\n const turnsPlayed = numTurnsPlayed(board);\n return PLAYERS[turnsPlayed % 2]; // X for odd number of fields played, O otherwise\n}", "function nextMove() {\r\n if (document.winner !== null) {\r\n setMessage(document.turn + \" is the winner\");\r\n } else if (this.innerText === \"\") {\r\n this.innerText = document.turn;\r\n switchTurn();\r\n }\r\n\r\n\r\n else {\r\n setMessage(\"Pick another square or Replay\");\r\n }\r\n}", "startTurn() {\n this.pendingChip = new Chip({ player: this.currentPlayer });\n if (this.currentPlayer.getNextMove) {\n this.currentPlayer.getNextMove({ game: this }).then((nextMove) => {\n this.emit('async-player:get-next-move', {\n player: this.currentPlayer,\n nextMove\n });\n });\n }\n }", "function nextTurn() {\n\t// Put moves in the move queue.\n\twhile (replay.moves.length > currentMoveIndex && replay.moves[currentMoveIndex].turn <= game.turn) {\n\t\tvar move = replay.moves[currentMoveIndex++];\n\t\tgame.handleAttack(move.index, move.start, move.end, move.is50);\n\t}\n\n\t// Check for AFKs.\n\twhile (replay.afks.length > currentAFKIndex && replay.afks[currentAFKIndex].turn <= game.turn) {\n\t\tvar afk = replay.afks[currentAFKIndex++];\n\t\tvar index = afk.index;\n\n\t\t// If already dead, mark as dead general and neutralize if needed.\n\t\tif (game.deaths.indexOf(game.sockets[index]) >= 0) {\n\t\t\tgame.tryNeutralizePlayer(index);\n\t\t}\n\t\t// Mark as AFK if not already dead.\n\t\telse {\n\t\t\tgame.deaths.push(game.sockets[index]);\n\t\t\tgame.alivePlayers--;\n\t\t}\n\t}\n\n\tgame.update();\n}", "function playerTurn(){\n //if(Math.random() < 0.5){\n turn = \"X\";\n document.getElementById(\"playerName\").innerHTML = playerOne + \" Start\";\n //}else{\n // turn = \"O\";\n // document.getElementById(\"playerName\").innerHTML = playerTwo + \" Starts\";\n // }\n }", "function play(){\n\n //Clear the board, any active player turn, and start player turn toggle\n clearBoard();\n restart();\n player1Turn();\n\n //Players alternatively click, event listeners turn on and off allow placement of X or O\n //board state checked after each turn for winner\n placePiece();\n }", "function switchCurrentPlayer() {\n\tcurrent = (current.id === 1) ? player2 : player1;\n}", "playTurn(data) {\n\t\tlet user;\n\t\tlet opp;\n\t\tthis.players.map(x => {\n\t\t\tif (x.name === data.name) {\n\t\t\t\tuser = x;\n\t\t\t}\n\t\t\tif (x.name !== data.name) {\n\t\t\t\topp = x;\n\t\t\t}\n\t\t});\n\t\t// client player\n\t\tif (user.name === data.name) {\n\t\t\tuser.setCurrentTurn(false);\n\t\t\tuser.updateScore(data.total);\n\t\t\tuser.updateMovesPlayed();\n\t\t\tthis.updateTotal(data.total);\n\t\t\tthis.checkWin(user);\n\t\t}\n\t\t// not client player\n\t\tif (opp.name !== data.name) {\n\t\t\topp.setCurrentTurn(true);\n\t\t}\n\t}", "function nextTrack(playerId){\n\t\tTabManager.send(playerId, { player: { nextTrack: true }});\n\t}", "startActivePlayerTurn() {\n setPlayerTurnText(this.activePlayer);\n\n if(this.isAITurn())\n performAITurn(this.activePlayer);\n else\n setPlayerPiecesSelectable(this.activePlayer, true);\n }", "function playNext() {\n\n\t\tif (isPlayOne) return playStop();\n\n\t\tif (isShuffle) return playNextShuffled();\n\n\t\tvar curTrack = pls.querySelector('.selected');\n\t\tif (!curTrack) return play(pls.children[0]);\n\n\t\tif (isRepeat) return playAgain(curTrack);\n\n\t\tvar nextTrack = curTrack.nextElementSibling;\n\n\t\tif (nextTrack) {\n\t\t\tplay(nextTrack);\n\t\t} else {\n\t\t\tif (isContinuous) {\n\t\t\t\tplay(pls.children[0]);\n\t\t\t} else {\n\t\t\t\tif (Amplitude.getSongPlayedPercentage() === 100) {\n\t\t\t\t\tcurTrack.classList.remove('selected');\n\t\t\t\t\tfirePlayEnd();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}", "function nextTurn(space) {\n if (document.winner != null) {\n setMessage(None);\n} else if (space.innerText == \"\") {\n space.innerText = document.turn;\n switchTurn();\n }\n}", "function turnswitcher() {\n\t\"use strict\";\n if (turnswitch === 2) {\n\t\tcharacter = character_O;\n\t\tturnswitch = 1;\n\t\tvarprint = \"Its \" + P_one + \" it's turn\";\n\t} else {\n\t\tcharacter = character_X;\n\t\tturnswitch = 2;\n\t\tvarprint = \"Its \" + P_two + \" it's turn\";\n\t}\n}", "function aQuiLtour() {\n tour++;\n if (tour == 9) {\n z.textContent = `Match Nul`;\n }\n tour % 2 == 0 ? (player = 1) : (player = 2);\n}", "function player() {\n return turn % 2 == 0 ? \"X\" : \"O\"\n}" ]
[ "0.8302742", "0.7757198", "0.7630891", "0.75778633", "0.75525683", "0.75499696", "0.74093014", "0.74031806", "0.7382579", "0.73825216", "0.7351489", "0.7291306", "0.7222059", "0.7207388", "0.719671", "0.7149391", "0.7087746", "0.7080697", "0.70691645", "0.7031458", "0.7023516", "0.7023028", "0.701899", "0.7002053", "0.6976762", "0.69565374", "0.6932157", "0.69297034", "0.69205356", "0.6903413", "0.6901576", "0.68986297", "0.689083", "0.68894506", "0.6886215", "0.68671477", "0.6866991", "0.6863907", "0.68476737", "0.6828387", "0.68127006", "0.6809768", "0.6795102", "0.6775942", "0.6770814", "0.6767184", "0.67655104", "0.6765227", "0.67551225", "0.67417467", "0.672605", "0.67186517", "0.6717678", "0.67163146", "0.6708094", "0.66915923", "0.6686644", "0.66691893", "0.66623676", "0.6651637", "0.6637499", "0.6636338", "0.66353524", "0.6620545", "0.6617843", "0.66099674", "0.6607698", "0.65876263", "0.6586474", "0.6583886", "0.65819055", "0.6574995", "0.6571184", "0.6567576", "0.6554708", "0.6554474", "0.65446407", "0.6543971", "0.6542439", "0.6529983", "0.6527346", "0.65192187", "0.6518627", "0.65180403", "0.6516917", "0.6516802", "0.64993817", "0.64964", "0.64936584", "0.64904636", "0.64851487", "0.64780027", "0.6477147", "0.64763445", "0.64683425", "0.6462632", "0.64617044", "0.6457591", "0.6452925", "0.64440656" ]
0.79895043
1
go through all the possible victory combinations
function checkVictory() { // check if all fields are full and end the game check = dataObj.reduce((operator, item) => { if (item.checked === true) { operator++; } return operator; }, 0); // a1a2a3 victoryComb(0, 1, 2, "X"); victoryComb(0, 1, 2, "O"); // a1b1c1 victoryComb(0, 3, 6, "X"); victoryComb(0, 3, 6, "O"); // c1c2c3 victoryComb(6, 7, 8, "X"); victoryComb(6, 7, 8, "O"); // a3b3c3 victoryComb(2, 5, 8, "X"); victoryComb(2, 5, 8, "O"); // a2b2c2 victoryComb(1, 4, 7, "X"); victoryComb(1, 4, 7, "O"); // b1b2b3 victoryComb(3, 4, 5, "X"); victoryComb(3, 4, 5, "O"); // a3b2c1 victoryComb(2, 4, 6, "X"); victoryComb(2, 4, 6, "O"); // a1b2c3 victoryComb(0, 4, 8, "X"); victoryComb(0, 4, 8, "O"); // check if draw if (check === 9 && endGame === false) { console.log("Time's up"); endGame = true; // bring up draw modal victoryModal("draw"); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function generateCombinations() {\n for (let no of noControlPoints) {\n let key = no.toString();\n if (!(key in noControlPoints)) {\n combinations[key] = [];\n\n let currentComb = 1;\n combinations[key].push(currentComb);\n\n for (let i = 1; i <= no; i++) {\n currentComb *= (no - i + 1) / i;\n combinations[key].push(currentComb);\n }\n }\n\n }\n}", "changeWinCombinations1() {\n const newCombinations = [];\n // combinaciones horizontales\n for (let i = 0; i<this.state.boardSize; i++) {\n for (let j = 0; j<this.state.boardSize-2; j++) {\n newCombinations.push([ i*this.state.boardSize+j , i*this.state.boardSize+1+j , i*this.state.boardSize+2+j ])\n }\n }\n // combinaciones verticales\n for (let i = 0; i<this.state.boardSize-2; i++) {\n for (let j = 0; j<this.state.boardSize; j++) {\n newCombinations.push([ i*this.state.boardSize+j , i*this.state.boardSize+1*this.state.boardSize+j , i*this.state.boardSize+2*this.state.boardSize+j ])\n }\n }\n // combinaciones diagonales\n for (let i = 0; i<this.state.boardSize; i++) {\n for (let j = 0; j<this.state.boardSize-2; j++) {\n newCombinations.push([ i*this.state.boardSize+j , i*this.state.boardSize+1+1*this.state.boardSize+j , i*this.state.boardSize+2+2*this.state.boardSize+j ])\n }\n }\n for (let i = 0; i<this.state.boardSize-2; i++) {\n for (let j = 2; j<this.state.boardSize; j++) {\n newCombinations.push([ i*this.state.boardSize+j , i*this.state.boardSize-1+1*this.state.boardSize+j , i*this.state.boardSize-2+2*this.state.boardSize+j ])\n }\n }\n\n this.setState({\n ...this.state,\n winCombinations: newCombinations,\n })\n }", "function generateCombinations(vialCombinations, targetDose) {\n let combinations = []; // declare empty array to hold combinations for output\n\n // sort vialcombinations according to size in descending order\n const sortedVials = vialCombinations.sort((vial1, vial2) => {\n return vial1.size - vial2.size;\n }).reverse();\n\n // for each of the vials, start with that vial size and try to fill\n sortedVials.forEach((startVial, idx, arr) => {\n //console.log('CURRENT STARTVIAL: ', startVial.size);\n if (idx === arr.length - 1) {\n //console.log('YOU HAVE HIT THE LAST STARTVIAL, ENDING COMBINATIONS...');\n return;\n }\n\n if (startVial.waste === 0) { // if the vial does not produce waste on it's own then skip it\n //console.log('START VIAL DOES NOT PRODUCE WASTE, GOING TO NEXT START VIAL...');\n return;\n }\n\n // otherwise\n let vialCounts = {}; //create counts object\n vialCounts[startVial.size] = Math.floor(targetDose / startVial.size); // try to fill up as much as we can\n let amountFilled = startVial.size * vialCounts[startVial.size]; // start filled amount with total filled by startVial\n //console.log('STARTING AMOUNT LEFT:', amountFilled);\n // NOTE: WHAT ABOUT IF THE START VIAL DIVIDES EVENLY, SHOULD I STILL LOOK AT MORE OPTIONS just go on to the next one?\n // NOTE: Currently will just skip to next one\n\n for (let i = idx + 1; i < arr.length; i++) { // iterate through rest of sizes;\n let currVial = arr[i]; // curr vial ref\n\n let currCount = 0; // declar startCount for current vial\n\n while (amountFilled < targetDose) { // keep trying to fill the vial with next size down until you hit/exceed target\n amountFilled += currVial.size; // add the the vial and increase the count\n currCount += 1;\n }\n\n if (amountFilled === targetDose) { // if amount filled is equal to target Dose\n // create a combination object and push to combinations and continue\n // console.log('FILLED WITHOUT WASTE WITH COMBINATION');\n vialCounts[currVial.size] = currCount; // add count to object\n // console.log('FINAL COUNTS FOR COMBO:', vialCounts);\n combinations.push(vialCounts);\n return; // go on to next startVial size\n } else if (amountFilled > targetDose && i === arr.length - 1) { // more amount filled is more than target, and adding final size end\n // console.log('FILLED WITH WASTE AND REACHED SMALLEST VIAL SIZE TOTAL: ' + amountFilled);\n vialCounts[currVial.size] = currCount; // add count to object\n // console.log('FINAL COUNTS FOR COMBO:', vialCounts);\n // create a vialcombo object and and add to the array\n combinations.push(vialCounts);\n return;// skip to next startVial\n // move on and try to fill thingswill next smallest vial\n } else { // else if there are still vials left to check\n // console.log('FILLED WITH WASTE BUT CAN SWAP FOR SMALLER VIAL SIZES');\n // console.log('AMOUNT FILLED BEFORE BACKTRACK FOR SIZE ' + currVial.size , amountFilled);\n // console.log('NUMBER OF VIALS USED FOR SIZE ' + currVial.size + ' TO EXCEED AMOUNT FILLED: ', currCount);\n\n amountFilled -= currVial.size; // subtract one bottle of the most recently used vials\n currCount -= 1; // take away one of the bottles from the count\n vialCounts[currVial.size] = currCount; // set current count\n // console.log('MOVING ON TO NEXT VIAl...');\n // console.log('CURRENT COUNTS:', vialCounts);\n }\n }\n });\n // make sure to delete all vials not used in combo\n combinations.forEach((combo) => {\n for (key in combo) {\n if (combo[key] === 0) {\n delete combo[key]\n }\n }\n });\n\n // console.log('~~~~~FINAL VIAL COUNTS~~~~~');\n // combinations.forEach((combo) => {\n // console.log(combo);\n // });\n return combinations; // returns array of combinations to be parsed\n}", "function findPossibleCombinations() {\n var playerMoves = playerX; //to be fixed\n var playerHasCombinations = []; //\n\n for(var k=0; k < combinations.length; k++) {\n for(var i=0; i < playerMoves.length; i++) {\n if (combinations[k].indexOf(playerMoves[i]) == -1) {\n playerHasCombinations.push(combinations[k]);\n }\n }\n }\n return [].concat.apply([],playerHasCombinations);\n }", "function allCombinations (a) {\n var poss = 0;\n for (var i = 1; i <= a; i++) {\n for (var j = 1; j <= a; j++) {\n if (i !== j) {\n poss++;\n console.log (i, j);\n }\n }\n }\n return poss;\n}", "function checkCombinations() {\t\n\tvar numCombinations = 0;\n\tvar i;\n\tvar k;\n\tfor (i = 0; i < matrix.length - 1; i++) { // 1st card / 2nd card, 1st / 3rd , 1st / 4th ,... 8th / 9th\n\t\tfor (k = 1; k < matrix.length; k++) {\n\t\t\tif (matrix[i] % matrix [k] == 0 || matrix[k] % matrix [i] == 0) {\n\t\t\t\tnumCombinations++;\n\t\t\t}\n\t\t}\n\t}\n\twhile (numCombinations == 0) { \n\t\tfillMatrix(); // If no combinations exist, re-fill the matrix with new values\n\t\tcheckCombinations(); // Check again for combinations\n\t}\n}", "function nChooseKCombos(n, k){\n if(k === n){\n let onlyCombo = [] // there's only one possible combo in this case\n for(let i = 1; i <= n; i++) onlyCombo.push(i)\n return [onlyCombo]\n }\n\n if(k === 1){\n let result = []\n for(let i = 1; i <= n; i++) result.push([i])\n return result\n }\n\n if(k === n - 1){\n let result = []\n for(let i = 1; i <= n; i++){\n let combo = []\n for(let i2 = 1; i2 <= n; i2++) if(i !== i2) combo.push(i2)\n result.push(combo)\n }\n return result\n }\n\n if(k === 2){\n let result = []\n for(let item1 = 1; item1 <= n; item1++){\n for(let item2 = item1 + 1; item2 <= n; item2++){\n result.push([item1, item2])\n }\n }\n return result\n }\n\n if(k === n - 2){\n let result = []\n for(let item1 = 1; item1 <= n; item1++){\n for(let item2 = item1 + 1; item2 <= n; item2++){\n let combo = []\n for(let i = 1; i <= n; i++) if(i !== item1 && i !== item2) combo.push(i)\n result.push(combo)\n }\n }\n return result\n }\n\n console.warn(\"This scenario isn't supported by this mock function\", n, k)\n}", "function getAllCombinations(board, r) {\n 'use strict';\n var freeCells = getFreeCells(board);\n return combinations(freeCells, r);\n}", "function combinations(n, k) {\n function helper(n, k, from, path, result) {\n if (path.length === k) {\n result.push(path.slice());\n } else {\n for (var i = from; i< n; i++) {\n path.push(i);\n helper(n, k, i+1, path, result);\n path.pop();\n }\n }\n }\n var result = [];\n helper(n+1, k, 1, [], result);\n return result;\n}", "function allPossibilities (input, memo = {}) {\n const key = input.join(',')\n // by having this memo as a look up, you don't have to calculate\n // possibilities that have already been calculated previsouly\n if (key in memo) {\n return memo[key]\n }\n\n let result = 1\n\n // can't remove starting outlet (0) or ending outlet\n for (let i = 1; i < input.length - 1; i++) {\n const previous = input[i - 1]\n const next = input[i + 1]\n if (next - previous <= 3) {\n // remove the current number in the array if within 3 jolts\n // and get all possible combinations of the rest of the array\n const combination = [previous].concat(input.slice(i + 1))\n result += allPossibilities(combination, memo)\n }\n }\n // on completed recursion save result (a number of combinations)\n // the key is the possible items in the array and result is the number combinations for that array\n memo[key] = result\n // console.log(memo)\n return result\n}", "function combinations(n, k) {\n let result = [];\n backtrack([], 1);\n return result;\n\n function backtrack(current, index) {\n if (current.length > k) return;\n if (current.length === k) {\n result.push(current.slice());\n return;\n }\n\n for (let i = index; i <= n; i++) {\n backtrack(current.concat(i), i + 1);\n }\n }\n}", "function combination() {\n \n var res = ''\n \n for (var i = 1; i <= 7; i++) {\n for (var j = 1; j <= 7; j++) {\n if (i !== j) {\n res += '(' + i + ',' + j + '), ';\n }\n }\n }\n \n return res\n}", "function getPossibles() {\n //Adds all possibles into each array if there is not already a clue\n for (var i = 0; i < 9; i++) {\n for (var j = 0; j < 9; j ++) {\n if (puzzleClues[i][j] === 0) {\n for (var k = 0; k < 9; k ++) {\n possibles[i][j][k] = k + 1;\n }\n }\n }\n }\n\n //Removes possibles based on each clue\n for (var i = 0; i < 9; i++) {\n for (var j = 0; j < 9; j++) {\n if (puzzleClues[i][j] > 0) {\n removePossible(i,j,puzzleClues[i][j]);\n }\n }\n }\n}", "function combinationOfNumbers () {\n for (var i = 1; i <= 7; i++) { \n for (var j = 1; j <= 7; j++) {\n if (i !== j){\n console.log(i, j);\n } \n }\n }\n}", "function recurse(currCombo) {\n if (currCombo.length === n) {\n allPossibleResult.push(currCombo);\n return;\n }\n recurse(__spreadArrays(currCombo, [\"heads\"])); //we know it's just heads of tails\n recurse(__spreadArrays(currCombo, [\"tails\"]));\n }", "function permutations(values) {\n\tif (values.length < 2) {\n\t\treturn [values];\n\t}\n\tvar results = [];\n\tfor (var i = 0; i < values.length; i++) {\n\t\tvar choice = values[i];\n\t\tvar rest = values.slice(0, i);\n\t\trest.push.apply(rest, values.slice(i + 1));\n\t\tpermutations(rest).forEach(function(order) {\n\t\t\torder.push(choice);\n\t\t\tresults.push(order);\n\t\t});\n\t}\n\treturn results;\n}", "function nextCombination(v) {\n const t = v | v - 1;\n return t + 1 | (~t & -~t) - 1 >>> countTrailingZeros(v) + 1;\n }", "function combination(items, r) {\n const result = permutation(items, r);\n for (let i = result.length - 1; i > 0; i--) {\n for (let j = i - 1; j >= 0; j--) {\n if (isEqualComb(result[i], result[j])) {\n result.splice(i, 1);\n break;\n }\n }\n }\n return result;\n}", "function generateCombinations (arr) {\n const combinations = []\n const result = []\n\n const n = arr.length\n // keep track index in each of the n arrays\n const indices = new Array(n).fill(0)\n\n while (true) {\n let tmp = []\n\n // store current combination\n for (var i = 0; i < n; i++) { \n tmp.push(arr[i][indices[i]])\n }\n\n combinations.push(tmp.filter(n => n).join(\"-\"))\n\n // find the rightmost array that has more element left after the current element\n var next = n - 1\n while (next >= 0 && indices[next] + 1 >= arr[next].length) {\n next--\n }\n\n // no such array is found so no more combinations left\n if (next < 0) {\n break\n }\n\n // if next element is found then set the indices for next combination\n indices[next]++\n for(i = next + 1; i < n; i++) {\n indices[i] = 0\n }\n }\n\n return combinations.filter(n => n)\n}", "function generate(int){\n if (int === 1)\n permutations.push(arr.join(''));\n else {\n for(let i = 0; i != int; i++){ \n generate(int-1);\n swap(int % 2 ? 0 : i, int-1);\n }\n } \n \n }", "chooseKCombos (string, k) {\n // initialize combination array\n var combos = [];\n // Edge cases: make sure k >= the number of elements in set\n if (k > string.length) {\n // no solution\n return new Error(`Not enough elements to generate combinations of length ${k}`);\n } else if (k === string.length) {\n // edge case: set.length choose k < maxCombos?\n // two easy cases\n // 1. you're choosing M out of M elements\n return [string]; // only one possible combo\n } else if (k === 1) {\n // if you're choosing 1, there are M max combinations\n for (let i = 0; i < string.length; i++) {\n combos.push(string[i])\n }\n return combos;\n }\n // otherwise compute combinations\n // When the length drops below (k-1), we cannot find any (k-1)-combos, hence the upper limit for the iteration:\n for (let i = 0; i < string.length; i++) {\n var headChar = string.substring(i, i + 1);\n // Find the combinations for the tail/end of the string\n var tailCombos = this.chooseKCombos(string.slice(i + 1), k - 1);\n // For each (k-1)-combination we join it with the current\n // and store it to the set of k-combinations.\n for (let j = 0; j < tailCombos.length; j++) {\n combos.push(headChar.concat(tailCombos[j]));\n }\n }\n return combos;\n }", "function generateAllPhaseCombinations (phaseInputs) {\n let uniqueCombination = []\n let usedIndexes = []\n let allCombinations = []\n function generateCombination (combinationNumber, start) {\n for (let i = 0; i < phaseInputs.length; i++) {\n if (!usedIndexes[i]) {\n usedIndexes[i] = true\n uniqueCombination[combinationNumber] = phaseInputs[i]\n if (combinationNumber < phaseInputs.length - 1) {\n generateCombination(combinationNumber + 1)\n } else {\n uniqueCombination = [...uniqueCombination]\n allCombinations.push(uniqueCombination)\n }\n usedIndexes[i] = false\n }\n }\n }\n generateCombination(0, 0)\n return allCombinations\n}", "function generate(int) {\n if (int === 1) {\n // Make sure to join the characters as we create the permutation arrays\n permutations.push(arr.join(\"\"));\n //console.log(permutations);\n } else {\n for (var i = 0; i != int; ++i) {\n \n generate(int - 1);\n //console.log(`Valor de int: ${int} Valor de i: ${i}`);\n swap(int % 2 ? 0 : i, int - 1);\n }\n }\n }", "function letterCombinations(arr) {\n // ...\n}", "function combinationWithRepetition(items, r) {\n const result = permutationWithRepetition(items, r);\n for (let i = result.length - 1; i > 0; i--) {\n for (let j = i - 1; j >= 0; j--) {\n if (isEqualComb(result[i], result[j])) {\n result.splice(i, 1);\n break;\n }\n }\n }\n return result;\n}", "function __generateColorCombinations() {\n var combinations = {};\n for (var s = 1; s <= colorCount; s++) {\n for (var p = 1; p <= colorCount; p++) {\n combinations[(s + (p * colorCount)) - colorCount] = {pri: p - 1, sec: s - 1}\n }\n }\n return combinations;\n}", "function calculatePossibleCoinCombinations(value) {\n if (isNaN(value) || +value <= 0) {\n console.log('Invalid input');\n return;\n } else {\n console.log('Possible combinations are:')\n value = +value;\n }\n\n coins = [1, 5, 10, 25];\n while (coins.length) {\n let largestPossibleCoin = calculateCoins(value) || 0;\n let outputString = '';\n coins = coins.filter((x) => x < largestPossibleCoin);\n Object.keys(output).forEach((key) => {\n outputString += `${output[key]} - ${key} cents; `;\n })\n console.log(outputString);\n output = {};\n }\n}", "function permutations(nums) {\n let result = [];\n backtrack([], nums);\n return result;\n\n function backtrack(current, remaining) {\n if (remaining.length === 0) result.push(current.slice());\n for (let i = 0; i < remaining.length; i++) {\n current.push(remaining[i]);\n let combo = remaining.slice(0, i).concat(remaining.slice(i + 1)); \n backtrack(current.slice(), combo);\n current.pop();\n }\n }\n}", "function ACombinatorial(pEn,pKay) {\nthis.en = pEn\nthis.kay = pKay\n//make a list of the number size that is just for the reminant of the top with the bottom crossed out.\nthis.newList = Array.apply(null, new Array(this.kay)).map(Function.call, Number).map(function(it){return it+this.en-this.kay+1},this)\n//reverse the list\nvar revList=this.newList.map(function(item,index){return this.newList[this.newList.length-index-1]},this)\n//make the other denominator number, that was not cancelled\nthis.botList=this.newList.map(function(item){return item-(this.en-this.kay)},this)\n//reverse that list\nvar revBot=this.botList.map(function(item,index){return this.botList[this.botList.length-index-1]},this)\nvar tallyList = infiniteArrayClone(revBot);\n// Logger.log(\" tallyList: \"+tallyList+\" revBot: \"+revBot+\" revList: \"+revList) \nfor (var cA=0;cA<revList.length;cA++)\n{\n var cB=0;\n //while you still have numbers to use and your count is less than length\n //and the item is greater than 1\n// Logger.log(\" tallyList: \"+tallyList+\" revBot: \"+revBot+\" revList[cA]: \"+revList[cA]+\" cB: \"+cB)\n while ((tallyList)&&(cB<revBot.length)&&(revList[cA]!=1))\n {\n //if the top list item is divisible by the bottom item\n //eliminate the bottom list item and make the top the result of the division\n if ((revList[cA]%revBot[cB])==0)\n {\n revList[cA]=revList[cA]/revBot[cB];\n// Logger.log(\" tallyList: \"+tallyList+\" revBot: \"+revBot+\" revList[cA]: \"+revList[cA]+\" cB: \"+cB)\n\n tallyList.splice(tallyList.indexOf(revBot[cB]),1);\n Logger.log(\" tallyList: \"+tallyList+\" revBot: \"+revBot+\" revList[cA]: \"+revList[cA]+\" cB: \"+cB)\n }\n cB++;\n }\n revBot=infiniteArrayClone(tallyList);\n}\nthis.revBotProd=1\n//do the multiplication of the remnant\nif (revBot)\n{\nrevBot.forEach(function(item){this.revBotProd=this.revBotProd*item},this) ;\n}\n//SpreadsheetApp.getUi().alert(newList)\nthis.prod=1/this.revBotProd\nrevList.forEach(function(item){this.prod=this.prod*item},this) ;\n//this.sum=0\n//revList.forEach(function(item){this.sum+=item},this);\n}", "function generateCombinations(n) {\n var combs = [];\n var comb;\n var str;\n\n for (var i = 0; i < Math.pow(2, n); i++) {\n str = i.toString(2);\n comb = [];\n\n for (var j = 0; j < n; j++)\n comb.push(j < n - str.length ? 0 : +str[j - n + str.length]);\n\n combs.push(comb.slice(0));\n }\n\n return combs;\n}", "function generateCombinations(n, house) {\n if (n === 0) {\n return [[]];\n }\n\n return house.map(\n (v, x) => generateCombinations(n-1, house.slice(x+1)).map(i => [v].concat(i))\n ).reduce((a, v) => a.concat(v), []);\n}", "function chooseGiven(grid) {\n for (var i = 0; i < 9; i++) {\n for (var j = 0; j < 9; j++) {\n if (grid[i][j]) {\n choose(81 * i + 9 * j + parseInt(grid[i][j]));\n solution.push(81 * i + 9 * j + parseInt(grid[i][j]));\n }\n }\n }\n}", "function combinations(set) {\n\tvar k, i, combs, k_combs;\n\tcombs = [];\n\t\n\t// Calculate all non-empty k-combinations\n\tfor (k = 1; k <= set.length; k++) {\n\t\tk_combs = k_combinations(set, k);\n\t\tfor (i = 0; i < k_combs.length; i++) {\n\t\t\tcombs.push(k_combs[i]);\n\t\t}\n\t}\n\treturn combs;\n}", "options(player_number, dice_numbers/* array of numbers */) {\n let in_play = new Set;\n let is_full = new Set;\n\n for (let cn = 0; cn < this.m_columns.length; ++cn) {\n let col = this.m_columns[cn];\n if (col) {\n if (col.in_play()) {\n in_play.add(cn);\n }\n\n if (col.is_full(player_number)) {\n is_full.add(cn);\n }\n }\n }\n \n let accumulator = new CantStopOptionAccumulator(in_play, is_full);\n let options = new Array;\n function add_option(index1a, index1b, index2a, index2b) {\n let s1 = dice_numbers[index1a] + dice_numbers[index1b];\n let s2 = dice_numbers[index2a] + dice_numbers[index2b];\n\n\n accumulator.candidate_pair(s1, s2);\n }\n\n add_option(0, 1, 2, 3);\n add_option(0, 2, 1, 3);\n add_option(0, 3, 1, 2);\n\n\n function compare(o1, o2) {\n if (o1.lenght != o2.lenght) {\n // Put Longer array first\n return o2.length - o1.length;\n }\n\n if (o1[0] != o2[0]) {\n return o1[0] - o2[0];\n }\n\n if (length > 1) {\n return o1[1] - o2[1];\n }\n\n return 0;\n }\n\n const selected_options = sort_unique(accumulator.get_options(), compare);\n //console.log(\"Move options:\", selected_options);\n return selected_options;\n }", "function combinations(set) {\n var k, i, combs, k_combs;\n combs = [];\n\n // Calculate all non-empty k-combinations\n for (k = 1; k <= set.length; k++) {\n k_combs = k_combinations(set, k);\n for (i = 0; i < k_combs.length; i++) {\n combs.push(k_combs[i]);\n }\n }\n return combs;\n}", "function victoryCheck(size){\n var counter = 0;\n for(i = 0; i < size * size; i++){\n if(document.getElementById(i).className == 'firstState'){\n counter++;//count green elements\n };\n };\n if (counter == size * size || counter == 0){//if all elements are green or yellow = victory\n removeCubesFromGrid(size);\n gameView('victory');\n };\n}", "function possibilities(items) \n {\n if (items.length === 1) { return [items] }\n const [head, ...tail] = items\n const otherPossibilites = possibilities(tail)\n return [\n [head], \n ...otherPossibilites,\n ...otherPossibilites.map(other => [head, ...other])\n ]\n }", "function checkVictory(board, whoseTurn, row, col) {\n\n var connections = 1; //How many connections have been made?\n //2 variables determining the direction in which we are checking\n var up = 0;\n var right = 0; \n\n //For fading animation purposes\n var singleMatch = false; \n var matches = 0;\n\n //A matrix of the potentially winning combination\n var winningCombo = [ [col, row] ];\n\n \n for (var i = 0; i < 4; i++) { //Check in all 4 directions\n\n switch(i) {\n case 0:\n up = 0;\n right = 1;\n break;\n case 1:\n up = 1;\n right = 1;\n break;\n case 2:\n up = 1;\n right = 0;\n break;\n case 3:\n up = 1;\n right = -1;\n break;\n }\n\n for (var j = 0; j < 2; j++) { //Look both ways!\n for (var k = 1; k < 4; k++) { //Look 3 spaces ahead\n \n var checkX = (col + k*right);\n var checkY = (row + k*up);\n \n //Are we still on the board\n if (checkY < numRow && checkX < numCol && checkY >= 0 && checkX >= 0) {\n\n //Is the next tile of the same player? \n if (board.value[checkX][checkY] == whoseTurn) {\n if(!singleMatch) { \n board.$name[col][row].fadeTo(200, 0.5).fadeTo(200, 1);\n matches++;\n singleMatch = true;\n }\n board.$name[checkX][checkY].delay(400*(matches-1)+100*k).fadeTo(200, 0.5).fadeTo(200, 1);\n connections++;\n winningCombo[connections-1] = [checkX, checkY];\n }\n else break; \n }\n }\n //look the other way\n up *= -1;\n right *= -1;\n }\n\n singleMatch = false;\n\n if (connections >= 4) {\n return winningCombo;\n }\n else {\n connections = 1;\n winningCombo = [ [col, row]];\n }\n }\n\n return false;\n}", "function combinationSum(candidates, target) {\n let dp=[...Array(candidates.length+1)].map(d=>[...Array(target+1)].map(d=>0))\n // dp[sum][i]= #ways to reach sum with the first i items\n\n dp[0][0]=1// we can reach sum 0 with 0 items in 1 way\n for (let i = 1; i <= candidates.length; i++) {\n let ele=candidates[i-1]\n for (let s = 0; s <=target; s++) {\n if(ele<=s){\n dp[i][s]+=dp[i][s-ele] //this line allows repetition,\n // if it was +=dp[i-1][s-ele], it would mean that i m only picking an element once\n }\n dp[i][s]+=dp[i-1][s]\n \n } \n }\n\n dp.forEach(d=>console.log(d+''))\n let result=[...Array(dp[candidates.length][target])].map(d=>[])\n //reconstruction ezpz only through dp table\n let recursion=(i,j,left)=>{\n if(i<=0||j<=0||dp[i][j]==0)return\n let num=dp[i][j]-dp[i-1][j]\n if(num>0){\n for (let ii = left; ii <left+num; ii++) \n result[ii].push(candidates[i-1]) \n recursion(i,j-candidates[i-1],left)\n }\n recursion(i-1,j,left+num)\n }\n recursion(candidates.length,target,0)\n return result\n}", "function permute(arr, k) {\r\n for (let i = k; i < arr.length; i ++) {\r\n // Initially swaps the first element with k, then recursively calls function\r\n // with k + 1\r\n [arr[i], arr[k]] = [arr[k], arr[i]];\r\n permute(arr, k + 1);\r\n [arr[k], arr[i]] = [arr[i], arr[k]];\r\n if (k === arr.length - 1) {\r\n allPermutations.push(parseInt(arr.join(\"\"), 10));\r\n }\r\n }\r\n }", "function chooseNcheck() {\n //var userGuess = document.getElementById(\"needs to change\").onclick\n var userGuess = \"a1\"\n for (var battleship of battleships){\n for(var key of battleship) {\n if (userGuess === key){\n console.log('hit');\n hitCounter++\n if (hitCounter == 17)\n console.log('game over')\n for (var row of coords){\n for (var col of row){\n if (userGuess === col){\n row.splice(col.indexOf(key), 1, '')\n for (battleship of battleships){\n if (battleship = ''){\n console.log(\"sunk\")\n }\n }\n }\n }\n }\n }\n }\n }\n }", "validTeamComps(number_of_players = 6) {\n // Get all permutations of team\n let valid = utils.permutations([...Array(number_of_players).keys()]);\n\n // Can person even play the role given to them\n valid = valid.filter(comp => {\n for (let i = 0; i < 6; i++) {\n let p = comp[i];\n if (p < this.players.length) {\n if (utils.getRole(this.players[p].role, i) == 0) {\n return false;\n }\n }\n }\n return true;\n });\n\n return valid;\n }", "function makeCombinations(array, len) {\n let arr = array;\n if (arr instanceof Set) {\n arr = Array.from(array);\n }\n let resultSet = [], result, x, i;\n \n // shortcut special cases\n if (arr.length < len) return [];\n if (arr.length === len) return [arr.slice(0)]; // return array of a single array (one combination)\n if (len === 1) {\n for (i = 0; i < arr.length; i++) {\n resultSet.push([arr[i]]);\n }\n return resultSet;\n } \n\n for (x = 0; x < Math.pow(2, arr.length); x++) {\n result = [];\n for (i = 0; i < arr.length; i++) {\n if ((x & (1 << i)) !== 0) {\n result.push(arr[i]);\n }\n }\n\n if (result.length === len) {\n resultSet.push(result);\n }\n }\n\n return resultSet;\n}", "function getRepeatedCardCombos(handCount) {\n let nPair = 0;\n let pair = [];\n let nThree = 0;\n let three;\n console.log(handCount);\n //check handcount for cards repeateds\n for (var key in handCount) {\n if (handCount.hasOwnProperty(key)) {\n var val = handCount[key];\n if (val == 2) {\n nPair++;\n pair.push(key);\n }\n if (val == 3) {\n nThree++;\n three = key;\n }\n //found poker no need more iterations\n if (val == 4)\n return [8, key];\n }\n }\n\n //sets cases\n //a pair found\n if (nPair == 1 && nThree == 0) return [2, pair];\n //two pairs (returned in order for a better comparison)\n else if (nPair == 2) {\n if (pokerUtils.order.indexOf(pair[0]) > pokerUtils.order.indexOf(pair[1])) return [3, pair];\n else return [3, [pair[1], pair[0]]];\n }\n //three of a kind \n else if (nThree == 1 && nPair == 0) return [4, three];\n //full-house\n else if (nPair == 1 && nThree == 1) return [7, [three, pair]];\n //no repeated cards\n else return false;\n}", "function letterCombinations(digits) {\n let result = [\"\"]\n let letterMap = {\n \"1\": [],\n \"2\": ['a', 'b', 'c'],\n \"3\": ['d', 'e', 'f'],\n \"4\": ['g', 'h', 'i'],\n \"5\": ['j', 'k', 'l'],\n \"6\": ['m', 'n', 'o'],\n \"7\": ['p', 'q', 'r', 's'],\n \"8\": ['t', 'u', 'v'],\n \"9\": ['w', 'x', 'y', 'z']\n }\n if (digits.length == null) return []\n for (num of digits){\n result = permutations(result, letterMap[num])\n }\n return result\n }", "function getCombinations(chars) {\n var result = [];\n var f = function(prefix, chars) {\n for (var i = 0; i < chars.length; i++) {\n result.push(prefix + chars[i]);\n f(prefix + chars[i], chars.slice(i + 1));\n }\n }\n f('', chars);\n return result;\n}", "runGeneration() {\n this.sort();\n \n const crossoverList = this.solutions[0].crossover(this.solutions[1]);\n this.solutions.push(crossoverList);\n \n for (let i=0; i<this.getSize(); i++) {\n if (utils.randPercent < this.mutationRate) {\n this.mutateSolution(this.solution[i]);\n }\n }\n }", "function combinations(candidates, target) {\n let result = [];\n backtrack(0, 0, []);\n return result;\n\n function backtrack(index, sum, buffer) {\n //? Use buffer to create unique candidate combinations\n if (sum > target) return;\n if (sum === target) result.push(buffer.slice());\n for (let i = index; i < candidates.length; i++) {\n buffer.push(candidates[i]);\n backtrack(i, sum + candidates[i], buffer);\n buffer.pop();\n }\n }\n}", "randomWalk(arr){\n let x = this.state.squareNum / 2;\n let y = this.state.rowNum/ 2;\n let count = 0;\n while(count < 375){\n let choice = Math.floor(Math.random() * (0 + 5 - 1)) + 0;\n if(arr[x][y] === 0){\n arr[x][y] = 1;\n count++;\n }\n if(choice === 0 && x > 22){\n continue;\n }\n else if(choice === 0 && x <= 22 && arr[x++][y]===0){\n arr[x++][y] = 1;\n count++;\n }\n else if(choice === 1 && x < 3){\n continue;\n }\n else if(choice === 1 && x >= 3 && arr[x--][y]===0){\n arr[x--][y] = 1;\n count++;\n }\n\n else if(choice === 2 && y > 22){\n continue;\n }\n else if(choice === 2 && y <= 22 && arr[x][y++]===0){\n arr[x][y++] = 1;\n count++;\n }\n else if(choice === 3 && y<3){\n continue;\n }\n else if(choice === 3 && y>=3 && arr[x][y--]===0){\n arr[x][y--] = 1;\n count++;\n }\n }\n }", "function permutation(nums) {\n let finalResult = [];\n function permute(result, options) {\n console.log(result, options);\n if (!options.length) return finalResult.push(result);\n\n for (let i = 0; i < options.length; i++) {\n permute(\n [...result, options[i]],\n [...options.slice(0, i), ...options.slice(i + 1)]\n );\n }\n }\n permute([], nums);\n return finalResult;\n}", "getCombinations(array, size) {\n function c(left, right) {\n function getQuestion({ name, answers }) {\n var random;\n do {\n random = answers[Math.floor(Math.random() * answers.length)];\n } while (taken.get(name).has(random));\n taken.get(name).add(random);\n return { dimension: name, answer: random };\n }\n\n left.forEach((v, i, a) => {\n var temp = [...right, v];\n if (temp.length === size) {\n result.push(temp.map(getQuestion));\n } else {\n c([...a.slice(0, i), ...a.slice(i + 1)], temp);\n }\n });\n }\n\n var result = [],\n taken = new Map(array.map(({ name }) => [name, new Set()]));\n\n c(array, {});\n return result;\n }", "getCombination(){\n\n var found = false;\n var itCount = 0;\n var index = {};\n var combination = {};\n\n //While not found or too many iterations\n while(!found && itCount < 100 ){\n ++itCount;\n var stringIndex = \"\";\n\n //Choose random index\n var indexAux = this.generateRandomIndex();\n index = indexAux.index;\n stringIndex = indexAux.string;\n\n if(this.taken.includes(stringIndex) ){\n }else {\n this.taken.push( stringIndex );\n found = true;\n }\n }\n\n if(found){\n combination = this.generateCombination(index);\n } else {\n combination = this.default;\n if(this.autoReset) this.reset();\n }\n return combination;\n\n }", "function genereCombinaison() {\n combinaisonToFind = \"\";\n for (var i = 0; i < 4; i++) {\n\tcombinaisonToFind += Math.floor((Math.random() * 6));\n }\n}", "function generateCombinations(results, prefixStr, counter, digits){\n // this means we've gone through all digits provided for this branch, so add generated string to results and return\n if (counter === digits.length) { \n results.push(prefixStr); \n return results;\n }\n let digit = digits[counter]; // this returns \"abc\" or \"jkl\" ...etc.\n let letters = numberToLetters[digit];\n \n for(char of letters){\n // first loop for digit \"2\", counter=0, prefixStr += char => \"a\"\n // first loop for digit \"3\", counter=1, prefixStr += char => \"ad\"\n generateCombinations(results, prefixStr + char, counter+1, digits);\n }\n}", "function checkCombination(int1, int2, int3, int4, int5) {\r\n \r\n let rectColor = 0xFFE401;\r\n\r\n let combination = [int1, int2, int3, int4, int5];\r\n\r\n\r\n let comboCount = 0;\r\n for (let j = 1; j < 5; j++) {\r\n\r\n if (spinners[j].value[combination[j]] == spinners[j - 1].value[combination[j - 1]]\r\n || spinners[j - 1].value[combination[j - 1]] == jokerVal) {\r\n comboCount++;\r\n } else {\r\n break;\r\n }\r\n\r\n\r\n }\r\n\r\n //activate animations for all eligible slots\r\n if (comboCount >= 2) {\r\n lastWinCount++;\r\n let rectangles = [];\r\n for (let j = 0; j <= comboCount; j++) {\r\n //spinners[j].highlightedSlots[combination[j]] = true;\r\n //spinners[j].highlight = true;\r\n\r\n rectangles.push(new Rectangle(\r\n spinners[j].x,\r\n spinners[j].imgs[combination[j]].y - spinnerWidth / 2,\r\n spinnerWidth,\r\n spinnerWidth,\r\n rectColor));\r\n }\r\n\r\n //===Avoid using the joker value unless all winning fields are jokers.\r\n let val = spinners[0].value[combination[0]];\r\n if (val == jokerVal) {\r\n for (let j = 0; j <= comboCount; j++) {\r\n if (spinners[j].value[combination[j]] != jokerVal) {\r\n val = spinners[j].value[combination[j]];\r\n }\r\n }\r\n }\r\n //===\r\n\r\n let profit = calculateProfit(comboCount + 1, val);\r\n lastWin += profit;\r\n //console.log(\"Profit: \" + profit);\r\n\r\n if (rectangles.length > 0) {\r\n RectangleGroups.push(rectangles);\r\n }\r\n\r\n //console.log(RectangleGroups.length);\r\n }\r\n}", "function compMove() {\r\n\tvar possibles = [];\r\n\tif (playersTurn === false) {\r\n\t\tfor (var i = 0; i < options.length; i++) {\r\n\t\t\tfor (var j = 0; j < squaresChosenByComputer.length; j++){\r\n\t\t\t\tif (options[i].indexOf(squaresChosenByComputer[j]) > 0){\r\n\t\t\t\t\tpossibles = options[i].filter(function(value) { \r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\t\t\t\t//3 o o danh sach thang co den 2 kha nang de danh\r\n\t\t\t\tif (j === squaresChosenByComputer.length - 1 && possibles.length === 2){\r\n\t\t\t\t\tfor (var k = 0; k < possibles.length; k++) {\r\n\t\t\t\t\t\tif (checkMove(squaresChosenByPlayer, possibles[k])){\r\n\t\t\t\t\t\t\tif (checkMove(squaresChosenByComputer, possibles[k])) {\r\n\t\t\t\t\t\t\t\t$(\"#\" + possibles[k]).html(compChoice); \r\n\t\t\t\t\t\t\t\tsquaresChosenByComputer.push(possibles[k]);\r\n\t\t\t\t\t\t\t\tremoveOption(possibles[k]);\r\n\t\t\t\t\t\t\t\tfinished(\"Computer\", squaresChosenByComputer);\r\n\t\t\t\t\t\t\t\tpossibles.length = 0; \r\n\t\t\t\t\t\t\t\treturn;\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t\t\t\r\n\t\t\t\tif (j === squaresChosenByComputer.length - 1 && possibles.length === 1){ //TH chi co 1 kha nang danh\r\n\t\t\t\t\tif (checkMove(squaresChosenByPlayer, possibles[0])){\r\n\t\t\t\t\t\t$(\"#\" + possibles[0]).html(compChoice);\r\n\t\t\t\t\t\tsquaresChosenByComputer.push(possibles[0]);\r\n\t\t\t\t\t\tremoveOption(possibles[0]);\r\n\t\t\t\t\t\tfinished(\"Computer\", squaresChosenByComputer);\r\n\t\t\t\t\t\tpossibles.length = 0;\r\n\t\t\t\t\t\treturn;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t//return random luot di cua comp\r\n\t\tvar move = array[Math.floor(Math.random() * array.length)];\r\n\t\t$(\"#\" + move).html(compChoice);\r\n\t\tsquaresChosenByComputer.push(move);\r\n\t\tremoveOption(move);\r\n\t\tfinished(\"Computer\", squaresChosenByComputer);\r\n\t}\r\n}", "function main(input) {\n const { ncolors, prefs, baseColors } = parseInput(input)\n\n for (let combination of product(...prefs)) {\n console.log(combination);\n\n const solution = validateCombination(ncolors, combination, prefs, baseColors)\n if (solution) {\n console.log(solution)\n process.exit(0)\n }\n }\n\n console.error('No solution exists')\n process.exit(1)\n}", "function makeAStep(){\n let nextGen = makeTheArray(col, row);\n for(i =0;i<col;i++){\n for(j=0;j<row;j++){\n\n let state = grid[i][j];\n let voisin = countVoisin(grid, i ,j);\n\n if(state == 0 && voisin ==3){\n nextGen[i][j] = 1;\n }else if(state ==1 && (voisin <2 || voisin >3)){\n nextGen[i][j] = 0;\n }else{\n nextGen[i][j] = state;\n }\n\n }\n }\n // the grid will now become the grid that was modified\n grid = nextGen;\n}", "function main(numbers) {\n // Change code below. \n let permArr = [];\n if (numbers.length === 0) return [];\n if (numbers.length === 1) return [numbers];\n\n for (let i = 0; i < numbers.length; i++) {\n const currentNum = numbers[i];\n const remainingNums = numbers.slice(0, i).concat(numbers.slice(i + 1));\n const remainingNumsPermuted = main(remainingNums);\n\n for (let j = 0; j < remainingNumsPermuted.length; j++) {\n const permutedArray = [currentNum].concat(remainingNumsPermuted[j]);\n permArr.push(permutedArray);\n }\n }\n return permArr;\n}", "function calculateCombination(a, b, c, d, e) {\n var odds, probability, prob_denominator = 1;\n if (vm.displayMode === \"custom\") {\n odds = vm.customOdds;\n probability = vm.customProbabilities;\n var p = [a, b, c, d, e];\n for (var i = 0; i < p.length; i++)\n if (p[i] !== 0) prob_denominator *= 100;\n } else {\n odds = vm.currentOdds;\n probability = vm.probabilities.std;\n }\n var netexpected;\n\n var total_odds = odds[0][a] * odds[1][b] * odds[2][c] * odds[3][d] * odds[4][e];\n winnings = maxbet * total_odds;\n if (winnings > 1000000)\n winnings = 1000000;\n winchance = probability[0][a] * probability[1][b] * probability[2][c] * probability[3][d] * probability[4][e] / prob_denominator;\n betcap = Math.floor(1000000 / total_odds);\n if (ALWAYS_USE_MAX_BET) {\n if (betcap < maxbet) {\n betcap = 0;\n expectedratio = 0;\n netexpected = 0;\n } else {\n betcap = maxbet;\n expectedratio = winchance * winnings / betcap;\n netexpected = (expectedratio - 1) * betcap;\n }\n } else {\n if (betcap > maxbet) betcap = maxbet;\n expectedratio = winchance * winnings / betcap;\n netexpected = (expectedratio - 1) * betcap;\n }\n betcaps[\"\" + a + b + c + d + e] = betcap;\n pirate_combo[\"\" + a + b + c + d + e] = netexpected;\n}", "function printAllPairs(n) {\n for (let i = 1; i < n; i++) {\n for (let j = 1; j < n; j++) {\n console.log(i, j);\n }\n }\n}", "checkVictory() {\n const turnsToCheck = this.turn === TURN.OH ? this.ohs : this.exs;\n\n // prettier-ignore\n const winning = [\n [0, 1, 2],\n [0, 3, 6],\n [0, 4, 8],\n [1, 4, 7],\n [2, 4, 6],\n [2, 5, 8],\n [3, 4, 5],\n [6, 7, 8],\n ];\n\n for (let i = 0; i < winning.length; i++) {\n this.won = winning[i].every((w) => turnsToCheck.includes(w));\n if (this.won) {\n this.ctx.fillStyle = '#00FF0040';\n this.ctx.fillRect(0, 0, this.gameWidth, this.gameHeight);\n return;\n }\n }\n }", "function genP() {\n for (row in aGen) {\n for (col in aGen[row]) {\n \n let vecinos = cuentaVecinos(row, col);\n \n // Verifica las reglas para ver si esta vivo\n if (aGen[row][col] == 1) {\n if (vecinos < 2) {\n pGen[row][col] = 0;\n } else if (vecinos == 2 || vecinos == 3) {\n pGen[row][col] = 1;\n } else if (vecinos > 3) {\n pGen[row][col] = 0;\n }\n //En el caso de que este muerto o vacio\n } else if (aGen[row][col] == 0) {\n if (vecinos == 3) {\n //Incremento de la poblacion\n pGen[row][col] = 1;\n }\n }\n }\n }\n \n}", "function AMultipleCombinatorial(pEn,pKays) {\nthis.en = pEn\nif (typeof pKays === 'number')\n{pKays=[pKays];}\nvar sumOfVals = pKays.reduce(function(total,val){return total+=val});\nif (sumOfVals<pEn)\n{\n pKays.push(pEn-sumOfVals)\n}\n//biggest k\nthis.maxKay = pKays.reduce(function(total,val){return (total>val)?total:val});\nif (this.maxKay==1)\n{\nthis.prod=(Array.apply(null,new Array(pEn)).map(Function.call, Number).map(function(it){return it+1})).reduce(function(prd,val){return prd*=val;},1)\n}\nelse{\nthis.functionToMakeList= function(disKay,aKay){return Array.apply(null,new Array(disKay)).map(Function.call, Number).map(function(it){return it+aKay+1})}\nthis.functionToReverseLists = function(disArray){return disArray.map(function(val,ind){return disArray[disArray.length-ind-1]})}\n//Take it out of set\npKays.splice(pKays.indexOf(this.maxKay),1);\n//make a list of the number size that is just for the reminant of the top with the bottom crossed out.\n//array apply null ducks giving apply context, which is the point of the arguments in call, apply, and bind\n//so it just runs the new array constructor for the number, which makes an array which has indexes for three undefined slots\n//map (function.call), uses function call as a callback, which calls the call back in the context of the Number function\n//now map takes val, ind, array which are what number.call gets, so this is a fancy way to pass (val, ind, array) as the parameters\n// of any function. Remember first argument of number.call is context, which is val in this case, which is undefined, which gets thrown out\n//the next is taken as the one parameter of the Number method, which is the index.\n//you are using call call game to create a circumstance to through out maps first value\n//so we make a list just as long as maxKay which takes the numbers from max to kay and boosts them all up so the last one is em\nvar newList = this.functionToMakeList(pEn-this.maxKay,this.maxKay);\n//reverse the list\nthis.revList=this.functionToReverseLists(newList);\n//make the other denominator number, that was not cancelled\nthis.botLists=pKays.map(function(val){return this.functionToMakeList(val,0);},this);\n//reverse these list\nthis.revBots=this.botLists.map(function(dArray){return this.functionToReverseLists(dArray)},this);\n// Logger.log(\"maxKey: \"+this.maxKay+\" PK: \"+pKays+\" newList: \"+newList+\" rb: \"+this.revBots+\" TL: \"+this.tallyListOfLists+\" RL: \"+this.revList)\n//go through the toplist\n//go through the bot list\n//alter top and bottom\n//kill record when one is done \n \n this.tallyListOfLists = infiniteArrayClone(this.revBots)\n var revBotLengths= this.revBots.map(function(val){return val.length});\n revBotLengths.sort(function(a, b){return a - b});\n// var poses = []\n// for (var cA=revBotLengths.length-1;cA>-1;cA--)\n// {\n// var cB= this.revBots.length-1;\n// while (this.revBots[cB].length!=revBotLengths[cA])\n// {\n// cB--;\n// }\n// poses.push(this.revBots.length-cB-1);\n// }\n// this.tallyListOfLists = [];\n// poses.forEach(function(val){this.tallyListOfLists.push(this.revBots[val])},this)\n// this.revBots = infiniteArrayClone(this.tallyListOfLists);\n\n \nfor (var cA=0;cA<this.revList.length;cA++)\n{\n //while you still have numbers to use and your count is less than length\n //and the item is greater than 1\n var cC=0;\n// var huh=this.tallyListOfLists.length\n// var huha=this.revBots.length\n// var huhb=this.revList[cA];\n while ((this.tallyListOfLists.length>0)&&(cC<this.revBots.length)&&(this.revList[cA]!=1))\n {\n var cB=0;\n\n while ((this.tallyListOfLists[cC].length>0)&&(cB<this.tallyListOfLists[cC].length)&&(this.revList[cA]!=1))\n {\n //if the top list item is divisible by the bottom item\n //eliminate the bottom list item and make the top the result of the division\n if ((this.revList[cA]%this.revBots[cC][cB])==0)\n {\n this.revList[cA]=this.revList[cA]/this.revBots[cC][cB];\n this.tallyListOfLists[cC].splice(this.tallyListOfLists[cC].indexOf(this.revBots[cC][cB]),1);\n }\n cB++;\n }\n cC++;\n}\nthis.revBots=infiniteArrayClone(this.tallyListOfLists);\n}\n this.revBots= this.revBots.filter(function(val){return (val.length>0)});\n this.revBotProd=1\n//do the multiplication of the remnant\n this.revBots.forEach(function(val){val.forEach(function(item){this.revBotProd=this.revBotProd*item})});\n//SpreadsheetApp.getUi().alert(newList)\nthis.prod=1/this.revBotProd\nthis.revList.forEach(function(item){this.prod=this.prod*item},this) ;\n//this.revList.forEach(function(item){this.sum+=item},this);\n}\n}", "function getPermutations(counter, digitsNum) {\n var denominator = 1\n counter.forEach((value) => { denominator *= rFact(value) })\n var permutations = rFact(digitsNum)/denominator\n return permutations \n}", "function checkCombos() {\n\t\twinner = game.gamePlayer ;\n\t\tif (game.gamePlayer == \"X\") \n\t\t{\n\t\t\twinner = \"O\" \n\t\t}\n\t\telse {\n\t\t\twinner = \"X\" \n\t\t}\n\n\t\tfor(var i = 0; i < game.winningCombos.length; i++){\n\t\t\t\tif(game.playerMove[game.winningCombos[i][0]] == winner\t&& game.playerMove[game.winningCombos[i][1]] == winner && game.playerMove[game.winningCombos[i][2]]== winner){\n\t\t\t\t\t\t\n\t\t\t\t\t\talert(\"player \" + winner + \" won!\");\n\t\t\t\t\t\treturn true;\n\n\t\t\t\t}\n\n\t\t\t\telse if (moves == 9 ) {\n\n\t\t\t\t\t\tcheckDraw();\n\t\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\t\n\t\t};\n\t\n}", "function generateAll() {\n var res = [[], [], [], [], [], [], [], [], []]\n\n for (var r = 0; r < 9; r++) {\n for (var c = 0; c < 9; c++) {\n var originR = r;\n\n if (r == 1) {\n r = 3\n } else if (r == 2) {\n r = 6\n } else if (r == 3) {\n r = 1\n } else if (r == 5) {\n r = 7\n } else if (r == 6) {\n r = 2\n } else if (r == 7) {\n r = 5\n }\n\n var i = r + c;\n while (i > temp.length - 1) {\n i = i - 9\n }\n\n res[originR][c] = temp[i]\n r = originR\n }\n }\n return res;\n }", "function printPermutations(n, values) {\n let slate = '';\n let result = [];\n return helper(n, values, slate, result);\n\n}", "function printAllPairs(n) {\n for (let i = 0; i < n; i++) {\n for (let j = 0; j < n; j++) {\n console.log(i, j);\n }\n }\n}", "function generate(int) {\n if (int === 1) {\n // Make sure to join the characters as we create the permutation arrays\n permutations.push(arr.join(\"\"));\n } else {\n for (var i = 0; i != int; ++i) {\n generate(int - 1);\n swap(int % 2 ? 0 : i, int - 1);\n }\n }\n }", "function generateCombinations(string) {\n let result = [];\n\n for (let i = 0; i < string.length; i++) { //d\n let character = string.charAt(i);\n let temporaryArray = [character];//[d]\n\n for (let j = 0; j < result.length; j++) {\n temporaryArray.push(result[j] + character);//[o;g]\n }\n result = result.concat(temporaryArray);\n // result = [...result, ...temporaryArray]; //[] + [d, o, g]\n }\n\n return result;\n}", "function p(n,k) {\n let permutations = 1;\n for (let i = 0; i < k; i++) {\n permutations *= (n - i);\n }\n return permutations;\n }", "function bruteforce() {\n let crack = [];\n\n for (let j = 0; j <= password.length - 1; j++) {\n for (let i = 0; i <= allowedChars.length - 1; i++) {\n // console.log(i, allowedChars[i]);\n if (allowedChars[i] === password[j]) {\n crack.push(allowedChars[i]);\n console.log(crack.join(''));\n }\n };\n\n // console.log('From J:', j, password[j]);\n };\n}", "function allPossibleWinPositions(size)\n{\n let wins = []\n let onewin = []\n let coords = []\n for (let y = 1; y <= size; y++) {\n for (let x = 1; x <= size; x++) {\n coords.push(x)\n coords.push(y)\n onewin.push(coords)\n coords = []\n }\n wins.push(onewin)\n onewin = []\n }\n for (let x = 1; x <= size; x++) {\n for (let y = 1; y <= size; y++) {\n coords.push(x)\n coords.push(y)\n onewin.push(coords)\n coords = []\n }\n wins.push(onewin)\n onewin = []\n }\n for (let a = 1; a <= size; a++) {\n coords.push(a,a)\n onewin.push(coords)\n coords = []\n }\n wins.push(onewin)\n onewin=[]\n for (let a = 1; a <= size; a++) {\n coords.push(size-a+1,a)\n onewin.push(coords)\n coords = []\n }\n wins.push(onewin)\n onewin=[]\n\n return wins\n}", "static *Combinations(iterable, size) {\n let pool = Array.from(iterable);\n if (size > pool.length) {\n return [];\n }\n let indices = Array.from(this.Range(0, size, 1));\n yield Array.from(this.Pick(pool, indices));\n while (true) {\n let i = size - 1;\n while (true) {\n if (i < 0) {\n return [];\n }\n if (indices[i] !== (i + pool.length - size)) {\n let pivot = ++indices[i];\n for (++i; i < size; ++i) {\n indices[i] = ++pivot;\n }\n break;\n }\n --i;\n }\n yield Array.from(this.Pick(pool, indices));\n }\n }", "function printAllPairs(n) {\n\tfor (let i = 0; i < n; i++) {\n\t\tfor (let j = 0; j < n; j++) {\n\t\t\tconsole.log(i, j);\n\t\t}\n\t}\n}", "function printAllPairs(n) {\n\tfor (let i = 0; i < n; i++) {\n\t\tfor (let j = 0; j < n; j++) {\n\t\t\tconsole.log(i, j);\n\t\t}\n\t}\n}", "function permute22(S) { // Refactored and better solution, Easy to understand and easy to Digest\n let A = [...S], output = [];\n\n (function permute(l = 0) {\n if (l === A.length - 1) output.push(A.toString());\n else {\n for (let k = l; k <= A.length - 1; k++) {\n [A[l], A[k]] = [A[k], A[l]];\n permute(l + 1);\n [A[k], A[l]] = [A[l], A[k]];\n }\n }\n })();\n\n return output;\n}", "function generate(int) {\n if (int === 1) {\n // Make sure to join the characters as we create the permutation arrays\n permutations.push(arr.join(''));\n } else {\n for (var i = 0; i != int; ++i) {\n generate(int - 1);\n swap(int % 2 ? 0 : i, int - 1);\n }\n }\n }", "function getLetterCombinations(digits, previousCombinations) {\n // Initialise an array to store the possibilties for this digit\n let newPossibilities = [];\n\n // Loop through the previous iteration's combinations\n for (let previousCombination of previousCombinations) {\n // Loop through the possible letters for this number\n for (let possibleLetter of mapOfNumbers[digits[0]]) {\n // Add a combination of the previous set with the current letters to the array\n newPossibilities.push(\n previousCombination.concat(possibleLetter)\n );\n }\n }\n\n // If there are more digits, recursively run the function again. Otherwise, return the combinations\n return digits.length > 1 ? getLetterCombinations(digits.slice(1), newPossibilities) : newPossibilities;\n }", "function checkForWin(winningCombinations, playerSelections) {\n\n // var match1 = eachitem\n for (let i = 0; i < winningCombinations.length; i++) {\n let matches = 0\n let currentcombo = winningCombinations[i]\n\n\n for (let j = 0; j < currentcombo.length; j++) {\n let currentnum = currentcombo[j]\n if (playerSelections.includes(currentnum)) {\n matches++\n if (matches === 3) {\n return true\n }\n\n\n\n }\n }\n } return false\n\n}", "function pascGenOut()\n{\n actSheet.clear()\n var em = 7;\n var tea = 7;\n //var pasc = makeSevenBruitForce();\n var pascB = genTwoPascal(12);\n //the em is a number above 2.\n var pasc= pascGen(pascB,em-2,7,0,pascB)\n var level=0;\n while (level!=em)\n {\n //cA is first row\n var newStructure = [];\n for (var cA=0;cA<tea+1;cA++)\n {\n //cBgoes across first row\n var tempArray =[];\n for (var cB=0;cB<cA+1;cB++)\n {\n //so we get the structures in the last dimension accordig to cb\n //there is something wrong with the multipliers\n var multip = basePascal[cA][cB];\n var curS = pCurrentStructure[cB]\n // Logger.log(\"level: \"+level+\" cA: \"+cA+\" cB: \"+cB+\" multip: \"+multip +\"ohter: \"+basePascal[cA][cB])\n var cloeMultRes=cloneAndMultiply(pCurrentStructure[cB],basePascal[cA][cB])\n tempArray.push(cloeMultRes);\n }\n newStructure.push(tempArray);\n }\n pCurrentStructure = newStructure;\n level++;\n }\n// var captRes = makePasc(newStructure,em,tea,level,basePascal);\n return pCurrentStructure;\n}", "function combinations (list) {\n var i, j, l = list.length,\n combos = [];\n\n if (0 === l) {\n return combos;\n }\n\n // i is the main index we are looping over\n // j is the index of the paired items we are looping over\n i = l - 1;\n while (i + 1) {\n j = i - 1;\n while (j + 1) {\n if (list[i] !== list[j]) {\n combos.push([\n i,\n j\n ]);\n }\n --j;\n }\n --i;\n }\n return combos;\n }", "function makeSolution(p)\n{\n for(var i = 0;i<4;i++)\n {\n for(var j = 0;j<4;j++)\n {\n for(var m = 0;m<4;m++)\n {\n var potentialSolution = [[0,0,0,0],[0,0,0,0],[0,0,0,0],[0,0,0,0]];\n potentialSolution = permutePuzzle(puzzle,i,j,m);\n if(checkAllColumns(potentialSolution) && checkAllGrids(potentialSolution))\n {\n theSolution = potentialSolution;\n return theSolution;\n }\n\n }\n }\n\n }\n\n}", "function allCombinations(temp, str) {\n // for all available characters\n for (let i = 0; i < str.length; i++) {\n // only continue if the character is already in the string\n if (temp.indexOf(str[i]) === -1) {\n // add the character to the string\n temp += str[i];\n // if this combination already exists, end here\n if (tracker[temp]) {\n return;\n // if this is a new combination\n } else {\n // add it to the tracker\n tracker[temp] = true;\n // add it to the results\n results.push(temp);\n // recursively call the function with the str starting at the next letter\n allCombinations(temp, str.slice(i + 1));\n }\n }\n // take off the letter just added and restart the loop to add a new letter\n temp = temp.slice(0, -1);\n }\n }", "function next_generation(game, n){\n // display(num_of_live_neighbours(game,n,1,2));\n const res = [];\n for(let i=0;i<n;i=i+1){\n res[i] = [];\n for(let j=0;j<n;j=j+1){\n const t = num_of_live_neighbours(game,n,i,j);\n if(game[i][j] === 1){\n if(t < 2 || t > 3){\n res[i][j] = 0;\n } else { \n res[i][j] = 1;\n }\n } else {\n if(t === 3){\n res[i][j] = 1;\n } else {\n res[i][j] = 0;\n }\n }\n }\n }\n return res;\n}", "checkCombinations(reelsPositions) {\n var wins = [];\n var that = this;\n $.each(reelsPositions, function(line, symbols) {\n // Check 3 Symbols\n if (symbols[0] == symbols[1] && symbols[1] == symbols[2] && symbols[0] != '') {\n wins.push({\n value: that.payTable[symbols[0]][line],\n line: line,\n symbol: symbols[0]\n });\n }\n\n // Check Seven and Cherry\n if (['7', 'Cherry'].indexOf(symbols[0]) !== -1 && \n ['7', 'Cherry'].indexOf(symbols[1]) !== -1 && \n ['7', 'Cherry'].indexOf(symbols[2]) !== -1 && \n !(symbols[0] == symbols[1] && symbols[1] == symbols[2])) {\n wins.push({\n value: that.payTable['7Cherry'][line],\n line: line,\n symbol: '7Cherry'\n });\n }\n\n // Any BAR symbols\n if ((symbols[0] === 'BAR' || symbols[1] === 'BAR' || symbols[2] === 'BAR') && !(symbols[0] == symbols[1] && symbols[1] == symbols[2])) {\n wins.push({\n value: that.payTable['anyBAR'][line],\n line: line,\n symbol: 'anyBAR'\n });\n }\n });\n return wins;\n }", "function combinations(inputArr, k) {\n var results = [];\n var len = inputArr.length;\n \n function combine(arr, start, memo) {\n var cur = [];\n //var result = [];\n memo = memo || [];\n start = start || 0;\n// console.log('START OF COMBINE...');\n// console.log('arr is ');\n// console.log(arr);\n// console.log('start is ' + start);\n// console.log('memo at start is');\n// console.log(memo);\n \n \n\n for (var i = start; i < len; i++) {\n// console.log('memo just inside for is');\n// console.log(memo);\n// console.log('i is ' + i);\n //cur = arr.splice(i, 1);\n if (arr.length > 0) {\n cur = arr.splice(0, 1);\n \n// console.log('cur and memo are:');\n// console.log(cur);\n// console.log(memo);\n// console.log(arr);\n// console.log('memo length is ' + memo.length);\n\n// if (memo.length < k) {\n// console.log('memo');\n// memo = memo.concat(cur);\n// console.log(memo);\n// } else if (memo.length === k) {\n if (memo.length === k) {\n console.log('pop');\n memo.pop();\n \n }\n memo = memo.concat(cur);\n// console.log(memo);\n \n// console.log('after if and memo is:');\n// console.log(memo);\n\n// if (arr.length >= 0 && memo.length === (k - 1)) {\n// results.push(cur);\n// // combine(arr, i + 1, memo.concat(cur));\n//\n// } \n \n //combine(arr, ((i === start) ? 0 : (i + 1)), memo);\n console.log('getting ready to call COMBINE with:');\n console.log(arr);\n console.log(i+1);\n console.log(memo);\n combine(arr, i + 1, memo);\n \n arr.splice(i, 0, cur[0]);\n //results.push(cur);\n }\n }\n return results;\n }\n\n return combine(inputArr);\n}", "function printAllPairs(n) {\n for (var i = 0; i < n; i++) {\n for (var j = 0; j < n; j++) {\n console.log(i, j);\n }\n }\n}", "function nextGen(grid){\n const nextGen = grid.map( arr => [...arr]);\n \n for(let col = 0; col < grid.length; col++){\n for(let row = 0; row < grid[col].length; row++){\n const cell= grid[col][row];\n let numNeighbour = 0;\n for(let i= -1; i < 2 ; i++){\n for(let j= -1 ; j < 2 ; j++){\n if(i === 0 && j===0){\n continue; \n }\n const x_cell = col+i;\n const y_cell = row+j;\n if(x_cell >=0 && y_cell >0 && x_cell<COLS && y_cell < ROWS){\n let currentNeighbour = grid[col+i][row+j];\n numNeighbour += currentNeighbour;\n \n\n }\n }\n \n }\n\n\n // rules of life\n if(cell === 1 && numNeighbour < 2){\n nextGen[col][row] = 0; \n }else if(cell === 1 && numNeighbour > 3){\n nextGen[col][row] = 0;\n }else if(cell === 0 && numNeighbour === 3){\n nextGen[col][row] = 1;\n }\n\n\n }\n }\n return nextGen;\n\n}", "function little_check1(count,count2){\n\n\n\t \t for (var x = count; x <= (count+2); x++) {\n\t\t\tfor (var y = count2; y <= (count2+2); y++) {\n\n\t\t\t\tif ((matrix[x][(count2+0)]) === \"p2\" && (matrix[x][(count2+1)]) === \"p2\" && (matrix[x][(count2+2)]) === \"p2\") {\n\t\t\t\t\n\t\t\t\t//console.log(player1)\n\n\t\t\t\tif (player1== false) {\n\t\t\t\t\tconsole.log(\"horizontal victory\")\n\t\t\t\t\tconsole.log(\"player2 wins\")\n\t\t\t\t\twinner_show(BR,BC)\n\t\t\t\t\tlittlematrix[(BR-1)][(BC-1)]=\"p2\";\n\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\telse if\t((matrix[(count+0)][y]) === \"p2\" && (matrix[(count+1)][y]) === \"p2\" && (matrix[(count+2)][y]) === \"p2\") {\n\t\t\t\tif (player1== false) {\n\t\t\t\t\tconsole.log(\"vertical victory\")\n\t\t\t\t\tconsole.log(\"player2 wins\")\n\t\t\t\t\twinner_show(BR,BC)\n\t\t\t\t\tlittlematrix[(BR-1)][(BC-1)]=\"p2\";\n\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if ((matrix[(count+0)][(count2+0)]) === \"p2\" && (matrix[(count+1)][(count2+1)]) === \"p2\" && (matrix[(count+2)][(count2+2)]) === \"p2\") {\n\t\t\t\tif (player1== false) {\t\n\t\t\t\t\tconsole.log(\"LtopRdown diagonal\")\n\t\t\t\t\tconsole.log(\"player2 wins\")\n\t\t\t\t\twinner_show(BR,BC)\n\t\t\t\t\tlittlematrix[(BR-1)][(BC-1)]=\"p2\";\n\t\t\t\t\treturn;\n\t\t\t\t\t}\t\n\t\t\t\t}\n\t\t\t\n\t\t\t\telse if\t((matrix[(count+0)][(count2+2)]) === \"p2\" && (matrix[(count+1)][(count2+1)]) === \"p2\" && (matrix[(count+2)][(count2+0)]) === \"p2\") {\t\n\t\t\t\t\tif (player1== false) {\n\t\t\t\t\tconsole.log(\"Rtop Ldown diagonal\")\n\t\t\t\t\tconsole.log(\"player2 wins\")\n\t\t\t\t\twinner_show(BR,BC)\n\t\t\t\t\tlittlematrix[(BR-1)][(BC-1)]=\"p2\";\n\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\t\n\t\t\t}\n\t\n\t\t}\n\t\t}", "function Chests() {\n\tfor (i = 1; i < 9; i++) {\n\t\tif (i%2 != 0) {\n\t\t\tfor (j = 1; j < 17; j++) {\n\t\t\t\tcheck();\n\t\t\t}\n\t\t} else {\n\t\t\tfor (j = 0; j < 16; j++) {\n\t\t\t\tcheck();\n\t\t\t}\n\t\t}\n\t\tappendBr();\n\t}\n}", "function seleccionar_combos(){\r\n var Combos = []\r\n for (let i = 1; i <= 7; i++) { //por columnas\r\n for (let j = 1; j <= 5; j++) { //por filas\r\n var Posicion_actual = '.fila'+j+' img'\r\n var Posicion_1='.fila'+(j+1)+' img'\r\n var Posicion_2='.fila'+(j+2)+' img'\r\n var dulce1 = $('.col-'+i).find(Posicion_actual).attr('src')\r\n var dulce2 = $('.col-'+i).find(Posicion_1).attr('src')\r\n var dulce3 = $('.col-'+i).find(Posicion_2).attr('src')\r\n if((dulce1 == dulce2) && (dulce2 == dulce3)){\r\n if (!Combos.includes('.col-'+i+' '+Posicion_actual)) {Combos.push('.col-'+i+' '+Posicion_actual) }\r\n if (!Combos.includes('.col-'+i+' '+Posicion_1)) {Combos.push('.col-'+i+' '+Posicion_1) }\r\n if (!Combos.includes('.col-'+i+' '+Posicion_2)) {Combos.push('.col-'+i+' '+Posicion_2) }\r\n }\r\n }\r\n }\r\n //Validación por filas\r\n for (let i = 1; i <= 7; i++) { //por filas\r\n var fila = $('.fila'+i);\r\n for (let j = 1; j <= 5; j++) {//por columnas\r\n var Posicion_actual = '.col-'+j+' .fila'+i+' img'\r\n var Posicion_1 = '.col-'+(j+1)+' .fila'+i+' img'\r\n var Posicion_2 = '.col-'+(j+2)+' .fila'+i+' img'\r\n var dulce1 = $(Posicion_actual).attr('src')\r\n var dulce2 = $(Posicion_1).attr('src')\r\n var dulce3 = $(Posicion_2).attr('src')\r\n if((dulce1 == dulce2) && (dulce2 == dulce3)){\r\n if (!Combos.includes(Posicion_actual)){Combos.push(Posicion_actual) }\r\n if (!Combos.includes(Posicion_1)){Combos.push(Posicion_1) }\r\n if (!Combos.includes(Posicion_2)){Combos.push(Posicion_2) }\r\n }\r\n }\r\n }\r\n return Combos;\r\n}", "function all_permuted(array_length, solutions = {1: 0, 2: 1}) {\n function od_permuted(od_array_length, od_solutions = {1: 1, 2: 1}) {\n if (!od_solutions.hasOwnProperty(od_array_length)) {\n od_solutions[od_array_length] = all_permuted(od_array_length - 1, solutions)\n + (od_array_length - 1) * od_permuted(od_array_length - 1, od_solutions)\n }\n\n return od_solutions[od_array_length]\n }\n\n if (!solutions.hasOwnProperty(array_length)) {\n solutions[array_length] = (array_length - 1) * od_permuted(array_length - 1)\n }\n\n return solutions[array_length]\n}", "function getPossible(board, row, col) {\n let inRow = getRow(board, row);\n let inCol = getCol(board, col);\n let inQuad = getQuad(board, _QUADS[row][col]);\n //console.log(inRow)\n //console.log(inCol)\n //console.log(inQuad)\n \n let possible = [];\n let used = [];\n\n //every row element that is not possible\n //remove any that have already been added\n for (let r in inRow) {\n let included = false;\n for (let u in used) {\n if (inRow[r] == used[u]) {\n included = true;\n break;\n }\n }\n if (!included) {\n used.push(inRow[r])\n }\n }\n for (let c in inCol) {\n let included = false;\n for (let u in used) {\n if (inCol[c] == used[u]) {\n included = true;\n break;\n }\n }\n if (!included) {\n used.push(inCol[c])\n }\n }\n for (let q in inQuad) {\n let included = false;\n for (let u in used) {\n if (inQuad[q] == used[u]) {\n included = true;\n break;\n }\n }\n if (!included) {\n used.push(inQuad[q])\n }\n }\n\n for (let u in used) {\n if (used[u] == '.') {\n used.splice(u, 1);\n }\n }\n\n for (let num = 1; num < 10; num++) {\n if (!used.includes(num + \"\")) {\n possible.push(num + \"\")\n }\n }\n //console.log(used)\n return possible;\n}", "function calculatePossibleColors(){\n var colorSets = settings.randomRanges; // specified color sets\n\n for (var set = 0; set < colorSets.length; set++) {\n // calculate the range and the amount of possible steps within\n var range = colorSets[set].range[1] - colorSets[set].range[0];\n var maxSteps = Math.floor(range / colorSets[set].steps);\n\n for (var step = 0; step < maxSteps; step++) {\n // push every possible color\n possibleColors.push([set, step]);\n }\n }\n}", "function get2x2optscramble(mn) {\n var e = [15, 16, 16, 21, 21, 15, 13, 9, 9, 17, 17, 13, 14, 20, 20, 4, 4, 14, 12, 5, 5, 8, 8, 12, 3, 23, 23, 18, 18, 3, 1, 19, 19, 11, 11, 1, 2, 6, 6, 22, 22, 2, 0, 10, 10, 7, 7, 0], d = [\n [],\n [],\n [],\n [],\n [],\n []\n ], v = [\n [0, 2, 3, 1, 23, 19, 10, 6, 22, 18, 11, 7],\n [4, 6, 7, 5, 12, 20, 2, 10, 14, 22, 0, 8],\n [8, 10, 11, 9, 12, 7, 1, 17, 13, 5, 0, 19],\n [12, 13, 15, 14, 8, 17, 21, 4, 9, 16, 20, 5],\n [16, 17, 19, 18, 15, 9, 1, 23, 13, 11, 3, 21],\n [20, 21, 23, 22, 14, 16, 3, 6, 15, 18, 2, 4]\n ], r = [], a = [], b = [], c = [], f = [], s = [];\n\n function t() {\n s = [1, 1, 1, 1, 2, 2, 2, 2, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 0, 0, 0, 0]\n }\n\n t();\n function mx() {\n t();\n for (var i = 0; i < 500; i++)dm(Math.floor(Math.random() * 3 + 3) + 16 * Math.floor(Math.random() * 3))\n }\n\n function cj() {\n var i, j;\n for (i = 0; i < 6; i++)for (j = 0; j < 6; j++)d[i][j] = 0;\n for (i = 0; i < 48; i += 2)if (s[e[i]] <= 5 && s[e[i + 1]] <= 5)d[s[e[i]]][s[e[i + 1]]]++\n }\n\n function dm(m) {\n var j = 1 + (m >> 4), k = m & 15, i;\n while (j) {\n for (i = 0; i < v[k].length; i += 4)y(s, v[k][i], v[k][i + 3], v[k][i + 2], v[k][i + 1]);\n j--\n }\n }\n\n function sv() {\n cj();\n var h = [], w = [], i = 0, j, k, m;\n for (j = 0; j < 7; j++) {\n m = 0;\n for (k = i; k < i + 6; k += 2) {\n if (s[e[k]] == s[e[42]])m += 4;\n if (s[e[k]] == s[e[44]])m += 1;\n if (s[e[k]] == s[e[46]])m += 2\n }\n h[j] = m;\n if (s[e[i]] == s[e[42]] || s[e[i]] == 5 - s[e[42]])w[j] = 0; else if (s[e[i + 2]] == s[e[42]] || s[e[i + 2]] == 5 - s[e[42]])w[j] = 1; else w[j] = 2;\n i += 6\n }\n m = 0;\n for (i = 0; i < 7; i++) {\n j = 0;\n for (k = 0; k < 7; k++) {\n if (h[k] == i)break;\n if (h[k] > i)j++\n }\n m = m * (7 - i) + j\n }\n j = 0;\n for (i = 5; i >= 0; i--)j = j * 3 + w[i] - 3 * Math.floor(w[i] / 3);\n if (m != 0 || j != 0) {\n r.length = 0;\n for (k = mn; k < 99; k++)if (se(0, m, j, k, -1))break;\n j = \"\";\n for (m = 0; m < r.length; m++)j = \"URF\".charAt(r[m] / 10) + \"\\'2 \".charAt(r[m] % 10) + \" \" + j;\n return j\n }\n }\n\n function se(i, j, k, l, m) {\n if (l != 0) {\n if (a[j] > l || b[k] > l)return false;\n var o, p, q, n;\n for (n = 0; n < 3; n++)if (n != m) {\n o = j;\n p = k;\n for (q = 0; q < 3; q++) {\n o = c[o][n];\n p = f[p][n];\n r[i] = 10 * n + q;\n if (se(i + 1, o, p, l - 1, n))return true\n }\n }\n } else if (j == 0 && k == 0)return true;\n return false\n }\n\n function z() {\n var i, j, k, m, n;\n for (i = 0; i < 5040; i++) {\n a[i] = -1;\n c[i] = [];\n for (j = 0; j < 3; j++)c[i][j] = g(i, j)\n }\n a[0] = 0;\n for (i = 0; i <= 6; i++)for (j = 0; j < 5040; j++)if (a[j] == i)for (k = 0; k < 3; k++) {\n m = j;\n for (n = 0; n < 3; n++) {\n var m = c[m][k];\n if (a[m] == -1)a[m] = i + 1\n }\n }\n for (i = 0; i < 729; i++) {\n b[i] = -1;\n f[i] = [];\n for (j = 0; j < 3; j++)f[i][j] = w(i, j)\n }\n b[0] = 0;\n for (i = 0; i <= 5; i++)for (j = 0; j < 729; j++)if (b[j] == i)for (k = 0; k < 3; k++) {\n m = j;\n for (n = 0; n < 3; n++) {\n var m = f[m][k];\n if (b[m] == -1)b[m] = i + 1\n }\n }\n }\n\n function g(i, j) {\n var k, m, n, o = i, h = [];\n for (k = 1; k <= 7; k++) {\n m = o % k;\n o = (o - m) / k;\n for (n = k - 1; n >= m; n--)h[n + 1] = h[n];\n h[m] = 7 - k\n }\n if (j == 0)y(h, 0, 1, 3, 2); else if (j == 1)y(h, 0, 4, 5, 1); else if (j == 2)y(h, 0, 2, 6, 4);\n o = 0;\n for (k = 0; k < 7; k++) {\n m = 0;\n for (n = 0; n < 7; n++) {\n if (h[n] == k)break;\n if (h[n] > k)m++\n }\n o = o * (7 - k) + m\n }\n return o\n }\n\n function w(i, j) {\n var k, m, n, o = 0, p = i, h = [];\n for (k = 0; k <= 5; k++) {\n n = Math.floor(p / 3);\n m = p - 3 * n;\n p = n;\n h[k] = m;\n o -= m;\n if (o < 0)o += 3\n }\n h[6] = o;\n if (j == 0)y(h, 0, 1, 3, 2); else if (j == 1) {\n y(h, 0, 4, 5, 1);\n h[0] += 2;\n h[1]++;\n h[5] += 2;\n h[4]++\n } else if (j == 2) {\n y(h, 0, 2, 6, 4);\n h[2] += 2;\n h[0]++;\n h[4] += 2;\n h[6]++\n }\n p = 0;\n for (k = 5; k >= 0; k--)p = p * 3 + (h[k] % 3);\n return p\n }\n\n function y(i, j, k, m, n) {\n var o = i[j];\n i[j] = i[k];\n i[k] = i[m];\n i[m] = i[n];\n i[n] = o\n }\n\n z();\n for (var i = 0; i < num; i++) {\n mx();\n ss[i] += sv();\n }\n}", "function Solver() {\"use strict\";\n // breakDownCombos[numberOfElements][sumOfElements][0...#matches][intValueIndex]\n this.breakDownComboArr = breakDownCombos();\n this.initialize = function() {\n//removed console.log('in initialize()');\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n\n let set = game.rowSets[setId];\n if (!set.cells || !set.gameCellId || !set.cells.length || !set.setType.length) {\n//removed console.log('something missing in set', set);\n continue;\n }\n\n let gameCell = set.getCell(set.gameCellId);\n\n let sum;\n if (set.setType === 'row') {\n sum = gameCell.rowSum;\n } else if (set.setType === 'col') {\n sum = gameCell.colSum;\n }\n\n // let playCells = [];\n // for (let cellId of set.cells) {\n // playCells.push(set.getCell(cellId));\n // }\n set.possibleCombos = this.breakDownComboArr[set.cells.length][sum];\n }\n for (let setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n let set = game.colSets[setId];\n if (!set.cells || !set.gameCellId || !set.cells.length || !set.setType.length) {\n//removed console.log('something missing in set', set);\n continue;\n }\n\n let gameCell = set.getGameCell();\n\n let sum;\n if (set.setType === 'row') {\n sum = gameCell.rowSum;\n } else if (set.setType === 'col') {\n sum = gameCell.colSum;\n }\n\n // let playCells = [];\n // for (let cellId of set.cells) {\n // playCells.push(set.getCell(cellId));\n // }\n set.possibleCombos = this.breakDownComboArr[set.cells.length][sum];\n }\n };\n this.solve = function() {\nconsole.time('all');\n // check for unique values in set and in every possible crossing set\n // check for correct sum in set and in every crossing set\n // using minimum and maximum of each possible set, prune those which have unacceptable values\n // for pairs of sets that must share a value, prune sets that cannot share a value at that point\n // order sets by # possibilities, low to high\n // choose a low # set and set values, try to solve the rest\n // backtrack and try again\n\n console.time('initialize');\n this.initialize(); // generates combinations\n console.timeEnd('initialize');\n\n console.time('pruneCombos');\n this.pruneAllImpossibleCombos();\n console.timeEnd('pruneCombos');\n\n console.time('genPerms');\n this.generatePermutations();\n console.timeEnd('genPerms');\n // console.time('genPermes\n\n\n // console.log(\"game.rowSets['set1,0']\", game.rowSets['set1,0']);\n\n console.time('prunePerms');\n // speed up game solution by pruning largest sets first?\n // this.pruneImpossiblePermutationsInSet(game.colSets['set1,3']);\n // this.pruneImpossiblePermutationsInSet(game.colSets['set0,7']);\n\n this.pruneAllImpossiblePermutations();\n\n // makes more sense to use a variable time limit, but:\n // number of times to iterate over pruneImpossiblePermutations\n let ceiling = 10;\n while (ceiling-- > 0 && this.hasMultipleSolutions()) {\n this.updateCellValues();\n this.pruneAllImpossiblePermutations();\n }\n console.timeEnd('prunePerms');\n console.log('# pruning iterations:', 10 - ceiling);\n this.updateCellValues();\n this.printPermutations();\n game.checkSolution();\n console.timeEnd('all');\n };\n\n this.solveBitmap = function() {\n console.time('all');\n\n // initialize all cells to any-possible bitmap (111111111)\n // for each game cell set, set all cells to possible bitmap from combinations for setLength/sum\n // AND with each cell in each crossing set\n\n console.time('initialize');\n this.initialize(); // generates combinations\n console.timeEnd('initialize');\n\n console.time('pruneCombos');\n //this.pruneAllImpossibleCombos();\n this.allPossibleCombos();\n console.timeEnd('pruneCombos');\n\n console.time('genPerms');\n this.generatePermutations();\n console.timeEnd('genPerms');\n // console.time('genPermes\n\n\n // console.log(\"game.rowSets['set1,0']\", game.rowSets['set1,0']);\n\n console.time('prunePerms');\n // speed up game solution by pruning largest sets first?\n // this.pruneImpossiblePermutationsInSet(game.colSets['set1,3']);\n // this.pruneImpossiblePermutationsInSet(game.colSets['set0,7']);\n\n this.allPossiblePermutations();\n\n // makes more sense to use a variable time limit, but:\n // number of times to iterate over pruneImpossiblePermutations\n let ceiling = 10;\n while (ceiling-- > 0 && this.hasMultipleSolutions()) {\n //this.updateCellValues();\n this.updateCellBitmaps();\n this.allPossiblePermutations();\n }\n console.timeEnd('prunePerms');\n console.log('# pruning iterations:', 10 - ceiling);\n //this.updateCellValues();\n this.updateCellBitmaps();\n this.printPermutations();\n game.checkSolution();\n console.timeEnd('all');\n };\n\n this.explore = function() {\n this.initialize();\n//removed console.log(game.rowSets);\n//removed console.log(game.colSets);\n this.pruneAllImpossibleCombos();\n//removed console.log(game.rowSets);\n//removed console.log(game.colSets);\n this.generatePermutations();\n//removed console.log(game.rowSets);\n//removed console.log(game.colSets);\n return;\n // TODO call this before return? this.pruneAllImpossiblePermutations();\n//removed console.log(game.rowSets);\n//removed console.log(game.colSets);\n\n };\n this.hasMultipleSolutions = function() {\n // returns true if there exists a set with more than one possible permutations\n//removed console.log('in hasMultipleSolutions');\n let colIds = Object.keys(game.colSets);\n let rowIds = Object.keys(game.rowSets);\n\n //for (let setId in colIds) {\n for (let setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n if (game.colSets[setId].possiblePermutations.length > 1) {\n return true;\n } else {\n//removed console.log(setId + ' solved');\n }\n }\n //for (let setId in rowIds) {\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n if (game.rowSets[setId].possiblePermutations.length > 1) {\n return true;\n } else {\n//removed console.log(setId + ' solved');\n }\n }\n return false;\n };\n this.updateCellValues = function() {\n//removed console.log('in updateCellValues');\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n\n let ndx = 0;\n //console.log(game.cells);\n for (let cellId of game.rowSets[setId].cells) {\n if (game.rowSets[setId].possiblePermutations.length > 1) {\n//removed console.log('not a unique solution, exiting updateCellValues');\n continue;\n }\n // .setValue() not working--'cell' does not know it is a PlayCell object?\n let cell = game.findCell(cellId);\n let permutation = game.rowSets[setId].possiblePermutations[0]; // only one left\n cell.setValue(permutation[ndx++]);\n }\n }\n };\n this.printPermutations = function() {\n // print out remaining permutations\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n//removed console.log(setId);\n for (let perm of game.rowSets[setId].possiblePermutations) {\n//removed console.log(setId, perm);\n }\n }\n for (let setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n//removed console.log(setId);\n for (let perm of game.colSets[setId].possiblePermutations) {\n//removed console.log(setId, perm);\n }\n }\n };\n this.generatePermutations = function() {\n // for every combination in every set, create permutations and assign to set.possiblePermutations\n//removed console.log('in generatePermutations');\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n\n game.rowSets[setId].possiblePermutations = [];\n let permutations = [];\n\n for (let combo of game.rowSets[setId].possibleCombos) {\n // for (comboId = 0, len = game.rowSets[setId].possibleCombos.length; comboId < len; comboId++) {\n // combo = game.rowSets[setId].possibleCombos[comboId];\n // permutations = permutations.concat(permutator(combo));\n //permutations.push(permutator(combo));\n permutations = permutator(combo);\n for (let perm of permutations) {\n game.rowSets[setId].possiblePermutations.push(perm);\n }\n }\n //game.rowSets[setId].possiblePermutations = permutations;\n }\n for (let setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n game.colSets[setId].possiblePermutations = [];\n let permutations = [];\n for (let combo of game.colSets[setId].possibleCombos) {\n // for (comboId = 0, len = game.colSets[setId].possibleCombos.length; comboId < len; comboId++) {\n // combo = game.colSets[setId].possibleCombos[comboId];\n // permutations = permutations.concat(permutator(combo));\n // permutations.push(permutator(combo));\n permutations = permutator(combo);\n for (let perm of permutations) {\n game.colSets[setId].possiblePermutations.push(perm);\n }\n }\n //game.colSets[setId].possiblePermutations = permutations;\n }\n\n // check that all permutations are created\n//removed console.log('game.rowSets', game.rowSets);\n//removed console.log('game.colSets', game.colSets);\n };\n this.generatePermutationsFast = function() {\n // for every combination in every set, create permutations and assign to set.possiblePermutations\n//removed console.log('in generatePermutations');\n // tighten execution times of inner loops\n\n // declare variables outside of loops\n let combo, perm, permutations, setId, combos, possiblePermutations;\n for (setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n\n game.rowSets[setId].possiblePermutations = [];\n //permutations = [];\n possiblePermutations = [];\n\n combos = game.rowSets[setId].possibleCombos;\n //for (combo of combos) {\n for (let comboId = 0; comboId < combos.length; comboId++) {\n // for (comboId = 0, len = game.rowSets[setId].possibleCombos.length; comboId < len; comboId++) {\n // combo = game.rowSets[setId].possibleCombos[comboId];\n // permutations = permutations.concat(permutator(combo));\n //permutations.push(permutator(combo));\n permutations = permutator(combos[comboId]);\n for (perm of permutations) {\n possiblePermutations.push(perm);\n }\n }\n //game.rowSets[setId].possiblePermutations = permutations;\n game.rowSets[setId].possiblePermutations = possiblePermutations;\n }\n for (setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n game.colSets[setId].possiblePermutations = [];\n //permutations = [];\n possiblePermutations = [];\n\n combos = game.colSets[setId].possibleCombos;\n //for (combo of combos) {\n for (let comboId = 0; comboId < combos.length; comboId++) {\n // for (comboId = 0, len = game.colSets[setId].possibleCombos.length; comboId < len; comboId++) {\n // combo = game.colSets[setId].possibleCombos[comboId];\n // permutations = permutations.concat(permutator(combo));\n // permutations.push(permutator(combo));\n permutations = permutator(combos[comboId]);\n for (perm of permutations) {\n possiblePermutations.push(perm);\n }\n }\n game.colSets[setId].possiblePermutations = possiblePermutations;\n //game.colSets[setId].possiblePermutations = permutations;\n }\n\n // check that all permutations are created\n//removed console.log('game.rowSets', game.rowSets);\n//removed console.log('game.colSets', game.colSets);\n };\n this.pruneAllImpossiblePermutations = function() {\n // for each set in rowSets and colSets, pruneImpossiblePermutations\n // might want to order by # permutations descending (or ascending?) to get large groups out of the way early\n//removed console.log('in pruneAllImpossiblePermutations()');\n //let solutionsDiv = document.getElementById('solutionsDiv');\n\n // let revRowSets = Object.keys(game.rowSets).reverse();\n // let revColSets = Object.keys(game.colSets).reverse();\n\n // let colIds = Object.keys(game.colSets).sort(function(a, b) {\n // // sort keys by descending number of permutations, in order to process longest first\n // return game.colSets[b].possiblePermutations.length - game.colSets[a].possiblePermutations.length\n // });\n // let rowIds = Object.keys(game.rowSets).sort(function(a, b) {\n // // sort keys by descending number of permutations, in order to process longest first\n // return game.rowSets[b].possiblePermutations.length - game.rowSets[a].possiblePermutations.length\n // });\n\n //for (let setId in colIds) {\n for (let setId in game.colSets) {\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n//removed console.log('--------------------------');\n this.pruneImpossiblePermutationsInSet(game.colSets[setId]);\n }\n //for (let setId in rowIds) {\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n//removed console.log('--------------------------');\n this.pruneImpossiblePermutationsInSet(game.rowSets[setId]);\n }\n // for (let setId of revRowSets) {\n // // do as above but reverse order\n // //if (!revRowSets.hasOwnProperty(setId)) {\n // // continue;\n // // }\n // this.pruneImpossiblePermutations(game.rowSets[setId]);\n // }\n // for (let setId of revColSets) {\n // // do as above but reverse order\n // // if (!revColSets.hasOwnProperty(setId)) {\n // // continue;\n // // }\n // this.pruneImpossiblePermutations(game.colSets[setId]);\n // }\n };\n this.pruneImpossiblePermutationsInSet = function(testSet) {\n // remove permutations from this set that contain values not present in that position of any crossing set permutation\n//removed console.log('in pruneImpossiblePermutations');\n//removed console.log('testSet.possiblePermutations', testSet.possiblePermutations);\n\n let crossingSets = this.findCrossingSets(testSet);\n\n // build a new array of possible combos, not including impossible ones\n let newPossiblePermutations = [];\n //let reassignPossPermsFlag = false;\n // console.log('________________________________');\n // console.log('________________________________');\n\n // get div to to display progress\n //let solutionsDiv = document.getElementById(\"solutionsDiv\");\n // write progress\n //solutionsDiv.innerHTML += \"<br><br>\" + testSet.id;\n\n for (let permId in testSet.possiblePermutations) {\n if (!testSet.possiblePermutations.hasOwnProperty(permId)) {\n continue;\n }\n\n // write progress\n // if (permId % 1000 === 0) {\n // solutionsDiv.innerHTML += \"<br>permId \" + permId + \" of \" + testSet.possiblePermutations.length;\n // }\n\n // i need to rule out every permutation that doesn't correspond to some extant permutation at each crossing set\n//removed console.time('isImpossiblePermutation');\n let isPossiblePerm = !this.isImpossiblePermutation(testSet, crossingSets, testSet.possiblePermutations[permId]);\n//removed console.timeEnd('isImpossiblePermutation');\n\n if (isPossiblePerm) {\n if (typeof newPossiblePermutations === 'undefined') {\n newPossiblePermutations = [];\n }\n newPossiblePermutations.push(testSet.possiblePermutations[permId]);\n //isTotallyPossible = true;\n//removed console.log('retained permutation');\n\n //reassignPossPermsFlag = true;\n } else {\n//removed console.log('discarded permutation');\n }\n }\n // if (false && isTotallyPossible) {\n // console.log(' stored pairing at [permGroupId]:', permGroupId);\n // //testSet.possiblePermutations[permGroupId] = newPossiblePermutations[permGroupId];\n // reassignPossPermsFlag = true;\n // } else {\n // console.log(' deleting pairing at [permGroupId]:', permGroupId);\n // }\n //}\n\n //if (reassignPossPermsFlag) {\n // assign current possible permutations back to set\n testSet.possiblePermutations = newPossiblePermutations;\n //\n // testSet.possiblePermutations = [];\n // for (let permGroupId in newPossiblePermutations) {\n // if (!newPossiblePermutations.hasOwnProperty(permGroupId)) {\n // continue;\n // }\n //\n // testSet.possiblePermutations[permGroupId] = newPossiblePermutations[permGroupId];\n // }\n //}\n//removed console.log('end in pruneImpossiblePermutations');\n//removed console.log('testSet.possiblePermutations', testSet.possiblePermutations);\n };\n\n // returns true for impossible as soon as it finds a cell.playValue or one crossing set that forbids this permutation\n this.isImpossiblePermutation = function(testSet, crossingSets, permutation) {\n\n\n // I wanted to check that I was working with OK data\n // if (testSet.cells.length === crossingSets.length) {\n // console.log('correct lengths');\n // } else {\n // console.log('!!! incorrect lengths !!!');\n // return false; // permutation/crossing sets length mismatch\n // }\n\n // added tests for existing playCell.playValue's\n\n // the next two for loops use this length\n const len = testSet.cells.length;\n for (let ndx = 0; ndx < len; ndx++) {\n // playValue is set and rules out this permutation\n if ((testSet.cells[ndx].playValue > 0 && testSet.cells[ndx].playValue !== permutation[ndx])) {\n//removed console.log('permutation conflicts with playValue:', testSet.cells[ndx].playValue);\n return true;\n }\n }\n\n // could be (?) sped up if we kept an association between combination and permutation array,\n // and checked combo.inArray(permutation[ndx] before running through that permutation group\n // requires creating an array at the same index as the combination for the return from permutator(combo) in generatePermutations()\n // and a little bit more housekeeping with combinations which are currently not pruned when permutations are removed\n for (let ndx = 0; ndx < len; ndx++) {\n // needs to be a possible matched crossing permutation for every location (ndx) in this permutation\n\n // crossing set permutations rule out this permutation\n if (this.isImpossiblePermutationAtCell(testSet, crossingSets[ndx], permutation, ndx)) {\n//removed console.log('found an impossible pairing at ndx:', ndx);\n return true;\n } else {\n//removed console.log('found a possible pairing at ndx:', ndx);\n }\n\n }\n\n // got through the cells and there is a possible permutation in every crossing set\n return false;\n };\n this.isImpossiblePermutationAtCell = function(testSet, crossingSet, perm, loc) {\n // returns false if the crossing set contains a permutation that aligns with this perm[utation]\n\n // the the value of the digit at loc in this perm[utation]\n // doesn't have a matching permutation in the crossing set\n // that is equal in value at the crossing offset\n\n\n\n // this permutation contains at least one value in a position not present\n // in the the same row or column of a crossing set's possible permutations\n//removed console.log('in isImpossiblePermutation');\n\n\n\n\n //let foundFlag = false;\n//removed console.log('crossingSet', crossingSet);\n\n //const crossingSetId = 'set' + crossingSet.gameCellId;\n // (must? or mustn't?) build ID from game cell because there is no ID field on Set\n // const set = game.rowSets[crossingSetId] ? game.rowSets[crossingSetId] : game.colSets[crossingSetId];\n //const set = crossingSet;\n\n\n const digit = perm[loc];\n // used to compute offsets for crossing set permutations\n const offset = this.getOffset(testSet, crossingSet);\n\n // each array of permutation arrays\n //for (let testPerm of crossingSet.possiblePermutations) {\n for (let testPermNdx = 0, len = crossingSet.possiblePermutations.length; testPermNdx < len; testPermNdx++) {\n let testDigit = crossingSet.possiblePermutations[testPermNdx][offset];\n /*console.log('testPerm:', testPerm); // if testSet is a row, this is a column; vice versa\n//removed console.log('offset:', offset);\n//removed console.log('testPerm[offset]:', testPerm[offset]);\n//removed console.log('perm:', perm);\n//removed console.log('loc:', loc);\n//removed console.log('perm[loc]:', perm[loc]);\n if (typeof testPerm[offset] === 'undefined') {\n //continue;\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('-----should not happen ------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n//removed console.log('------------------------');\n //return;\n }\n*/\n if (testDigit === digit) {\n // found one that matches, so not impossible\n//removed console.log('found one that matches');\n return false;\n } else {\n//removed console.log('not a match');\n }\n }\n // tried every permutation in crossing set and none allow for this permutation\n return true;\n };\n this.getOffset = function(testSet, crossingSet) {\n // return the array index of the intersected cell in the crossing set\n\n // const col = testSet.col;\n // const row = testSet.row;\n\n // get row,col components of game cell id\n //const coords = crossingSetId.match(/(\\d+,\\d+)/g)[0].split(',');\n\n //console.log('row col coords:', row, col, coords);\n\n //const inCrossingColumn = (testSet.setType === \"row\");\n let offset;\n\n //console.log('coords', coords);\n\n // if (coords.length === 2) {\n // // convert string coords to numbers\n // coords[0] = Number(coords[0]); // row, i\n // coords[1] = Number(coords[1]); // column, j\n // } else {\n // // error\n // console.log('this should not happen');\n // }\n\n // compute offset\n //if (inCrossingColumn) {\n if (testSet.setType === \"row\") {\n offset = testSet.row - crossingSet.row - 1;\n //console.log('coords, row, offset', coords, row, offset);\n } else {\n offset = testSet.col - crossingSet.col - 1;\n //console.log('coords, col, offset', coords, col, offset);\n }\n\n return offset;\n };\n this.pruneAllImpossibleCombos = function() {\n//removed console.log('in pruneAllImpossibleCombos');\n //let solutionsDiv = document.getElementById('solutionsDiv');\n for (let setId in game.rowSets) {\n if (!game.rowSets.hasOwnProperty(setId)) {\n continue;\n }\n // check for unique values in set and in every possible crossing set\n // check for correct sum in set and in every crossing set\n // using minimum and maximum of each possible set, prune those which have unacceptable values\n // for pairs of sets that must share a value, prune sets that cannot share a value at that point\n // order sets by # possibilities, low to high\n // choose a low # set and set values, try to solve the rest\n // backtrack and try again\n this.pruneImpossibleCombos(game.rowSets[setId]);\n }\n for (let setId in game.colSets) {\n // do as above but for columnar sets instead of row sets\n if (!game.colSets.hasOwnProperty(setId)) {\n continue;\n }\n\n //solutionsDiv.innerText += \"\\n\" + JSON.stringify(game.colSets[setId]);\n //console.log(setId, game.colSets[setId].possibleCombos);\n this.pruneImpossibleCombos(game.colSets[setId]);\n }\n };\n this.pruneImpossibleCombos = function(testSet) {\n // remove combos from this set that contain values not present in any crossing set\n//removed console.log('in pruneImpossibleCombos');\n //console.log('testSet.possibleCombos', testSet.possibleCombos);\n\n if (testSet == null ||\n testSet == undefined ||\n testSet.cells == undefined ||\n testSet.cells == null ||\n testSet.cells.length === 0) {\n//removed console.log('zero-length set cells');\n return false;\n }\n\n const crossingSets = this.findCrossingSets(testSet);\n\n // build a new array of possible combos, not including impossible ones\n const newPossibleCombos = [];\n for (let comboId in testSet.possibleCombos) {\n if (!testSet.possibleCombos.hasOwnProperty(comboId)) {\n continue;\n }\n let combo = testSet.possibleCombos[comboId];\n if(!this.isImpossibleCombo(crossingSets, combo)) {\n newPossibleCombos.push(combo);\n }\n }\n\n testSet.possibleCombos = newPossibleCombos;\n\n //console.log('end in pruneImpossibleCombos', testSet.possibleCombos);\n };\n this.isImpossibleCombo = function(crossingSets, combo) {\n // this combo contains at least one value not present in any crossing set's possible combinations\n//removed console.log('in isImpossibleCombo', combo);\n\n let allPossibles = [];\n for (let set of crossingSets) {\n for (let testCombo of set.possibleCombos) {\n //console.log(testCombo);\n\n // trying to rule some out early\n // if (combo[0] > testCombo[testCombo.length - 1] || combo[combo.length - 1] < testCombo[0]) {\n // // combos don't overlap any digits\n // continue;\n // }\n\n allPossibles = allPossibles.concat(testCombo);\n }\n }\n\n for (let digit of combo) {\n if (!this.isInArray(allPossibles, digit)) {\n //console.log(digit + ' not available in ' + allPossibles);\n return true;\n }\n }\n //console.log(allPossibles + ' contains a digit of ' + combo);\n return false;\n };\n this.findCrossingSets = function(testSet) {\n // returns an array of all the sets intersecting testSet\n//removed console.log('in findCrossingSets');\n if (testSet == null ||\n testSet == undefined ||\n testSet.cells == undefined ||\n testSet.cells == null ||\n testSet.cells.length === 0) {\n//removed console.log('zero-length set cells');\n return false;\n }\n let crossingSets = [];\n if (testSet.setType === 'row') {\n // collect the crossing sets\n for (let cellId of testSet.cells) {\n let cell = testSet.getCell(cellId);\n crossingSets.push(game.colSets[cell.colSet]);\n }\n } else if (testSet.setType === 'col') {\n for (let cellId of testSet.cells) {\n let cell = testSet.getCell(cellId);\n // console.log(cellId);\n crossingSets.push(game.rowSets[cell.rowSet]);\n }\n }\n return crossingSets;\n };\n /*\n this.isInCrossingSet = function(testSet, digit) {\n//removed console.log('in isInCrossingSet', digit);\n // for each cell in set.cells, traverse to nearest set head game cell to find crossing set, then search for digit\n for (let i = 0; i < testSet.cells.length; i++) {\n let rowSet = testSet.getCell(testSet.cells[i]).rowSet;\n let colSet = testSet.getCell(testSet.cells[i]).colSet;\n\n if (testSet.setType === 'row') {\n//removed console.log('in row');\n // get the row and column for a crossing set\n if (!this.isInSet(game.colSets[colSet], digit)) {\n // returns false if a single crossing set does not contain the value\n // should instead return false only if all crossing combinations do not contain the value\n return false;\n }\n } else if (testSet.setType === 'col') {\n//removed console.log('in col');\n // get the row and column for a crossing set\n if (!this.isInSet(game.rowSets[rowSet], digit)) {\n //\n return false;\n }\n }\n }\n return true;\n };\n this.isNotInAnyOf = function(sets, digit) {\n//removed console.log('in isNotInAnyOf', sets, digit);\n for (let set of sets) {\n if (this.isInSet(set, digit)) {\n return false;\n }\n }\n return true;\n };\n this.isInAnyOf = function(sets, digit) {\n//removed console.log('in isInAnyOf', digit);\n for (let set of sets) {\n if (this.isInSet(set, digit)) {\n return true;\n }\n }\n return false;\n };\n this.isInSet = function(set, digit) {\n//removed console.log('in isInSet', set.possibleCombos, digit);\n for (let combo of set.possibleCombos) {\n if (!this.isInArray(combo, digit)) {\n return false;\n }\n }\n return true;\n };*/\n this.isInArray = function(arr, digit) {\n // return true if digit is equal to an array item\n // better I think, to just use built in\n // array.inArray(item) which returns the first index containing item, or -1 if not found\n\n // console.log('in isInArray', digit);\n for (let setDigit of arr) {\n if (setDigit === digit) {\n return true;\n }\n }\n return false;\n };\n\n// altered approach to algorithm, maybe much faster\n this.assignAllPossibleCellValues = function() {\n // loop through cells and run assignPossibleCellValues(cell)\n };\n this.assignPossibleCellValues = function(cell) {\n // set the possible values at this cell\n };\n this.pruneAllImpossibleCellValues = function() {\n // loop through cells and run pruneImpossibleCellValues(cell)\n };\n this.pruneImpossibleCellValues = function(cell) {\n // remove cell values where:\n // a. they would be repeating in a row or column\n // b. they, in combination with nearby cell values, couldn't add to the sums\n // determined by ???\n return;\n };\n}", "function drawAll() {\n for (var j = 0; j < perimeters.length; j++) {\n perimeter = new Array();\n for (var i = 0; i < perimeters[j].length + 1; i++) {\n if (i == perimeters[j].length) {\n draw(true, perimeter)\n break;\n } else {\n perimeter.push(perimeters[j][i])\n draw(false, perimeter)\n }\n\n }\n }\n perimeter = new Array();\n}", "function checkForWin(winningCombinations, playerSelections) {\n for (let i = 0; i < winningCombinations.length; i++) {\n let matches = 0;\n let currentCombination = winningCombinations[i];\n\n for (let j = 0; j < currentCombination.length; j++) {\n let newCombination = currentCombination[j];\n if (playerSelections.includes(newCombination)) {\n matches++;\n if (matches === 3) {\n return true;\n }\n }\n }\n }\n return false;\n}" ]
[ "0.6687292", "0.6300179", "0.628874", "0.62047344", "0.61301005", "0.60792655", "0.6005583", "0.5996641", "0.5973397", "0.59513736", "0.5875125", "0.5849424", "0.58390737", "0.5837317", "0.5790493", "0.574991", "0.5747398", "0.5702512", "0.5669736", "0.56653094", "0.5643951", "0.5639362", "0.5627893", "0.56170326", "0.5613921", "0.5592442", "0.55787116", "0.5575221", "0.55729", "0.5565961", "0.55645525", "0.55412465", "0.5509315", "0.5508776", "0.550726", "0.5489518", "0.54698825", "0.5465918", "0.54633075", "0.5459796", "0.54503524", "0.54318845", "0.5428649", "0.54262406", "0.54257715", "0.54203594", "0.5419423", "0.54098123", "0.540187", "0.53980273", "0.53975266", "0.53967905", "0.53948134", "0.53901064", "0.5389998", "0.5389698", "0.53895086", "0.5376023", "0.5374495", "0.5374364", "0.5371877", "0.5370722", "0.5361353", "0.5348477", "0.5348028", "0.53375846", "0.5317273", "0.5310088", "0.53088003", "0.5295561", "0.5290804", "0.5288307", "0.5282588", "0.5271791", "0.52695906", "0.5269184", "0.5269184", "0.52652746", "0.52495444", "0.52470016", "0.52430254", "0.5241862", "0.5239564", "0.5235393", "0.5233423", "0.52317023", "0.5228658", "0.5220112", "0.52189773", "0.52153844", "0.52111447", "0.52067375", "0.5206706", "0.5206399", "0.52037346", "0.51986045", "0.51911235", "0.5184401", "0.5179893", "0.5160308" ]
0.5669267
19
returns the number of bits available for code words
_getCodeWordsBits(version) { const that = this; let versionBits = that._getValuesTable()[version]; let bitsCount = 16 * version * version + 128 * version + 64; if (version > 6) bitsCount -= 36; if (versionBits[2].length) { // alignment patterns bitsCount -= 25 * versionBits[2].length * versionBits[2].length - 10 * versionBits[2].length - 55; } return bitsCount; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function bitsWord() {\n \tvar b = document.results.bits.value;\n\tif (isNaN(b) || b < 32) {\n\t b = document.results.bits.value = 32;\n\t}\n\tif (b > 1024) {\n\t b = document.results.bits.value = 1024;\n\t}\n\tvar n;\n\tfor (n = 1; b > Math.floor(Math.LOG2E * Math.log(twords) * n); n++) ;\n\tdocument.results.howlong.value = n;\n }", "_getDataBits(version, errorLevel) {\r\n const that = this;\r\n let bitsCount = that._getCodeWordsBits(version) & ~7;\r\n let versionBits = that._getValuesTable()[version];\r\n bitsCount -= 8 * versionBits[0][errorLevel] * versionBits[1][errorLevel];\r\n return bitsCount;\r\n }", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function NUM_BYTES(bits) {\n return (bits + 7) >> 3;\n}", "function bnBitCount() {\n\tvar r = 0, x = this.s&this.DM;\n\tfor(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\treturn r;\n }", "function bnBitCount() {\n\tvar r = 0, x = this.s&this.DM;\n\tfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n\treturn r;\n\t}", "function bnBitCount() {\r\n\t var r = 0, x = this.s & this.DM;\r\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\r\n\t return r;\r\n\t}", "function bnBitCount() {\r\n\t var r = 0, x = this.s & this.DM;\r\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\r\n\t return r;\r\n\t}", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t }", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t }", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t}", "function bnBitCount() {\n var r = 0, x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\n return r;\n}", "function bnBitCount()\n{\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\n return r;\n}", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\n return r;\n}", "function bnBitCount() {\n\t var r = 0,\n\t x = this.s & this.DM\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n\t return r\n\t}", "function bnBitCount() {\n\t var r = 0,\n\t x = this.s & this.DM\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n\t return r\n\t}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x)\n return r\n}", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) {\n r += cbit(this[i] ^ x);\n }return r;\n }", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) {\n r += cbit(this[i] ^ x);\n }return r;\n }", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) {\n r += cbit(this[i] ^ x);\n }return r;\n }", "function numOfBitsNeeded(num) {\n for (var i = 8; i <= 64; i += 8) {\n if (num < Math.pow(2, i)) {\n return i;\n }\n }\n }", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) {\n r += cbit(this[i] ^ x);\n }return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n return r;\n }", "bitCount(n) {\n var count = 0;\n while (n) {\n count += n & 1;\n n >>= 1;\n }\n return count;\n }", "function bnBitCount() {\n var r = 0,\n x = this.s & this.DM;\n for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\n return r;\n }", "function countBits(n) {\n for (c = 0; n; n >>= 1) c += n & 1\n return c;\n}", "function bitSize(x) {\n var j,z,w;\n for (j=x.length-1; (x[j]==0) && (j>0); j--);\n for (z=0,w=x[j]; w; (w>>=1),z++);\n z+=bpe*j;\n return z;\n }", "function bitSize(x) {\n var j, z, w;\n for (j = x.length - 1; (x[j] == 0) && (j > 0); j--);\n for (z = 0, w = x[j]; w; (w >>= 1), z++);\n z += bpe * j;\n return z;\n }", "function bnBitLength()\n{\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function wordCount(data) {\n\t\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9\\u0410-\\u04F9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\t\tvar m = data.match(pattern);\n\t\tvar count = 0;\n\t\tif(m === null) return count;\n\t\tfor(var i = 0; i < m.length; i++) {\n\t\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\t\tcount += m[i].length;\n\t\t\t} else {\n\t\t\t\tcount += 1;\n\t\t\t}\n\t\t}\n\t\treturn count;\n\t}", "function wordCount(data) {\n\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\tvar m = data.match(pattern);\n\tvar count = 0;\n\tif(m === null) return count;\n\tfor(var i = 0; i < m.length; i++) {\n\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\tcount += m[i].length;\n\t\t} else {\n\t\t\tcount += 1;\n\t\t}\n\t}\n\treturn count;\n}", "function wordCount(data) {\n\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9\\u0410-\\u04F9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\tvar m = data.match(pattern);\n\tvar count = 0;\n\tif(m === null) return count;\n\tfor(var i = 0; i < m.length; i++) {\n\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\tcount += m[i].length;\n\t\t} else {\n\t\t\tcount += 1;\n\t\t}\n\t}\n\treturn count;\n}", "function wordCount(data) {\n\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9\\u0410-\\u04F9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\tvar m = data.match(pattern);\n\tvar count = 0;\n\tif(m === null) return count;\n\tfor(var i = 0; i < m.length; i++) {\n\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\tcount += m[i].length;\n\t\t} else {\n\t\t\tcount += 1;\n\t\t}\n\t}\n\treturn count;\n}", "function wordCount(data) {\n\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9\\u0410-\\u04F9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\tvar m = data.match(pattern);\n\tvar count = 0;\n\tif(m === null) return count;\n\tfor(var i = 0; i < m.length; i++) {\n\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\tcount += m[i].length;\n\t\t} else {\n\t\t\tcount += 1;\n\t\t}\n\t}\n\treturn count;\n}", "function numberOfOneBits(n) {\n return n.toString(2).split('').filter(x => x === '1').length;\n}", "function wordCount(data) {\n\t\t\tvar pattern = /[a-zA-Z0-9_\\u0392-\\u03c9\\u0410-\\u04F9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n\t\t\tvar m = data.match(pattern);\n\t\t\tvar count = 0;\n\t\t\tif(m === null) return count;\n\t\t\tfor(var i = 0; i < m.length; i++) {\n\t\t\t\tif(m[i].charCodeAt(0) >= 0x4E00) {\n\t\t\t\t\tcount += m[i].length;\n\t\t\t\t} else {\n\t\t\t\t\tcount += 1;\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn count;\n\t\t}", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function codePointSize(code) { return code < 0x10000 ? 1 : 2; }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bitCount(i) {\n i = i - ((i >>> 1) & 0x55555555);\n i = (i & 0x33333333) + ((i >>> 2) & 0x33333333);\n return (((i + (i >>> 4)) & 0x0F0F0F0F) * 0x01010101) >>> 24;\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n}", "function wordCount(data) {\n var pattern = /[a-zA-Z0-9_\\u0392-\\u03c9]+|[\\u4E00-\\u9FFF\\u3400-\\u4dbf\\uf900-\\ufaff\\u3040-\\u309f\\uac00-\\ud7af]+/g;\n var m = data.match(pattern);\n var count = 0;\n if( m === null ) return count;\n for (var i = 0; i < m.length; i++) {\n if (m[i].charCodeAt(0) >= 0x4E00) {\n count += m[i].length;\n } else {\n count += 1;\n }\n }\n return count;\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "function bnBitLength() {\n\tif(this.t <= 0) return 0;\n\treturn this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function nbits(x) {\n\t \tvar n = 1, t;\n\t \tif ((t = x >>> 16) != 0) {\n\t \t\tx = t;\n\t \t\tn += 16;\n\t \t}\n\t \tif ((t = x >> 8) != 0) {\n\t \t\tx = t;\n\t \t\tn += 8;\n\t \t}\n\t \tif ((t = x >> 4) != 0) {\n\t \t\tx = t;\n\t \t\tn += 4;\n\t \t}\n\t \tif ((t = x >> 2) != 0) {\n\t \t\tx = t;\n\t \t\tn += 2;\n\t \t}\n\t \tif ((t = x >> 1) != 0) {\n\t \t\tx = t;\n\t \t\tn += 1;\n\t \t}\n\t \treturn n;\n\t }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }" ]
[ "0.67885387", "0.6707549", "0.66921616", "0.66921616", "0.66921616", "0.66921616", "0.66921616", "0.66921616", "0.66921616", "0.6627337", "0.6614139", "0.65991217", "0.65526617", "0.65526617", "0.6535774", "0.6535774", "0.649128", "0.648578", "0.64810234", "0.6474179", "0.6473005", "0.6473005", "0.6462009", "0.6462009", "0.6462009", "0.6462009", "0.6462009", "0.64545035", "0.64533055", "0.64533055", "0.6449625", "0.6449625", "0.6449625", "0.6449625", "0.6449625", "0.6449625", "0.6449625", "0.6431813", "0.6431813", "0.6431813", "0.6416713", "0.64110404", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.6407339", "0.64007527", "0.6383763", "0.6368008", "0.6354229", "0.63017094", "0.62541467", "0.624265", "0.6220273", "0.62135196", "0.62135196", "0.62135196", "0.6209498", "0.6206078", "0.6181075", "0.6181075", "0.6157011", "0.6149875", "0.6149875", "0.61362654", "0.6122695", "0.61226666", "0.6122387", "0.6122387", "0.6122387", "0.6122387", "0.6122387", "0.6122387", "0.6122387", "0.61123043", "0.61123043", "0.61090267", "0.60970926", "0.60970926", "0.6092608", "0.60905296" ]
0.80020505
0
returns the number of bits available for data portions
_getDataBits(version, errorLevel) { const that = this; let bitsCount = that._getCodeWordsBits(version) & ~7; let versionBits = that._getValuesTable()[version]; bitsCount -= 8 * versionBits[0][errorLevel] * versionBits[1][errorLevel]; return bitsCount; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function packetLength(data) {\n return 8 + data.readInt32BE(0);\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\nvar r = 0, x = this.s&this.DM;\nfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\nreturn r;\n}", "function bnBitCount() {\n\tvar r = 0, x = this.s&this.DM;\n\tfor(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n\treturn r;\n\t}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n\t}", "function bnBitLength()\n{\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bitSize(x) {\n var j,z,w;\n for (j=x.length-1; (x[j]==0) && (j>0); j--);\n for (z=0,w=x[j]; w; (w>>=1),z++);\n z+=bpe*j;\n return z;\n }", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n return r;\n}", "function bnBitCount() {\n var r = 0, x = this.s&this.DM;\n for(var i = 0; i < this.t; ++i) r += cbit(this.data[i]^x);\n return r;\n}", "function NUM_BYTES(bits) {\n return (bits + 7) >> 3;\n}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "bitCount(n) {\n var count = 0;\n while (n) {\n count += n & 1;\n n >>= 1;\n }\n return count;\n }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this._DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this._DM));\n\t}", "function bnBitLength() {\n\tif(this.t <= 0) return 0;\n\treturn this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n}", "function bitSize(x) {\n var j, z, w;\n for (j = x.length - 1; (x[j] == 0) && (j > 0); j--);\n for (z = 0, w = x[j]; w; (w >>= 1), z++);\n z += bpe * j;\n return z;\n }", "function bnBitCount() {\r\n\t var r = 0, x = this.s & this.DM;\r\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\r\n\t return r;\r\n\t}", "function bnBitCount() {\r\n\t var r = 0, x = this.s & this.DM;\r\n\t for (var i = 0; i < this.t; ++i) r += cbit(this[i] ^ x);\r\n\t return r;\r\n\t}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitCount() {\n\tvar r = 0, x = this.s&this.DM;\n\tfor(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\treturn r;\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bitCount(i) {\n i = i - ((i >>> 1) & 0x55555555);\n i = (i & 0x33333333) + ((i >>> 2) & 0x33333333);\n return (((i + (i >>> 4)) & 0x0F0F0F0F) * 0x01010101) >>> 24;\n}", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t }", "function bnBitCount() {\n\t var r = 0, x = this.s&this.DM;\n\t for(var i = 0; i < this.t; ++i) r += cbit(this[i]^x);\n\t return r;\n\t }", "function bnByteLength() {\n\t return this.bitLength() >> 3\n\t}", "function bnByteLength() {\n\t return this.bitLength() >> 3\n\t}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }" ]
[ "0.69863904", "0.6945496", "0.6945496", "0.6945496", "0.6945496", "0.6945496", "0.6945496", "0.6945496", "0.69035107", "0.68783545", "0.6868789", "0.684308", "0.684308", "0.684308", "0.684308", "0.684308", "0.684308", "0.684308", "0.684308", "0.684308", "0.6821761", "0.6817004", "0.6817004", "0.6787708", "0.6787708", "0.67801976", "0.67496246", "0.67496246", "0.6738786", "0.6738786", "0.67364955", "0.67364955", "0.6730155", "0.6718814", "0.6705793", "0.6705597", "0.6704735", "0.6704735", "0.6704735", "0.6704735", "0.6704735", "0.6704735", "0.6704735", "0.6704165", "0.67020303", "0.66950125", "0.6687902", "0.6687902", "0.6682678", "0.6682678", "0.6669231", "0.6664795", "0.6664795", "0.6664795", "0.6664795", "0.6664795", "0.6664795", "0.6664795", "0.66624564", "0.66624564", "0.66350627", "0.66350627", "0.66350627", "0.66301876", "0.66301876", "0.66301876", "0.66301876", "0.66301876", "0.66301876", "0.66301876", "0.66265416", "0.6617385", "0.6617385", "0.66145205", "0.66145205", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6614198", "0.6606509", "0.6606509" ]
0.7182153
0
returns the number of bits required for the length of data.
_getDataLengthBits(version) { const that = this; const mode = that._getEncodingMode(that.value) switch (mode) { case 1: //Numeric Mode return version < 10 ? 10 : version < 27 ? 12 : 14; case 2: //Alphanumeric Mode return version < 10 ? 9 : version < 27 ? 11 : 13; case 4: //Byte Mode return version < 10 ? 8 : 16; case 8: //Kanji Mode return version < 10 ? 8 : version < 27 ? 10 : 12; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n\t}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this.data[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function bnBitLength() {\r\n\t if (this.t <= 0) return 0;\r\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\r\n\t}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength()\n{\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this._DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this._DM));\n\t}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n }", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM));\n}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "function bnBitLength() {\n\t if (this.t <= 0) return 0\n\t return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n\t}", "function bnBitLength() {\n\t if(this.t <= 0) return 0;\n\t return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n\t }", "function bnBitLength() {\n\tif(this.t <= 0) return 0;\n\treturn this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n}", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnBitLength() {\n if (this.t <= 0) return 0;\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ this.s & this.DM);\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n}", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if(this.t <= 0) return 0;\n return this.DB*(this.t-1)+nbits(this[this.t-1]^(this.s&this.DM));\n }", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function bnBitLength() {\n if (this.t <= 0) return 0\n return this.DB * (this.t - 1) + nbits(this[this.t - 1] ^ (this.s & this.DM))\n}", "function packetLength(data) {\n return 8 + data.readInt32BE(0);\n}", "function bitSize(x) {\n var j,z,w;\n for (j=x.length-1; (x[j]==0) && (j>0); j--);\n for (z=0,w=x[j]; w; (w>>=1),z++);\n z+=bpe*j;\n return z;\n }", "function bitSize(x) {\n var j, z, w;\n for (j = x.length - 1; (x[j] == 0) && (j > 0); j--);\n for (z = 0, w = x[j]; w; (w >>= 1), z++);\n z += bpe * j;\n return z;\n }", "function bnByteLength() {\n\t return this.bitLength() >> 3\n\t}" ]
[ "0.7606498", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.7569461", "0.75330573", "0.75330573", "0.75177157", "0.75177157", "0.75117016", "0.75045633", "0.74969465", "0.74969465", "0.74636495", "0.74636495", "0.74627364", "0.744907", "0.744907", "0.74466", "0.74466", "0.74406487", "0.74394906", "0.743449", "0.74162316", "0.74162316", "0.74162316", "0.74147874", "0.74147874", "0.74147874", "0.74147874", "0.74147874", "0.74147874", "0.74147874", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.7391896", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73883384", "0.73665285", "0.73665285", "0.73665285", "0.73665285", "0.73665285", "0.73665285", "0.73665285", "0.73357207", "0.729416", "0.72401905", "0.70202637" ]
0.0
-1
returns the data capacity for the specified version and level
_getDataLength(version, errorLevel) { const that = this; const mode = that._getEncodingMode(that.value) let bits = that._getDataBits(version, errorLevel) - 4 - that._getDataLengthBits(version); switch (mode) { case 1: return that._getNumericCapacity(bits); case 2: return that._getAlphanumericCapacity(bits); case 4: return that._getByteCapacity(bits); case 8: return that._getKanjiCapacity(bits); } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "getNumericDataCapacity(version, errorCorrectionLevel) {\n let capacity = null;\n switch (errorCorrectionLevel) {\n case 7:\n capacity = this.numericDataCapacityLow;\n break;\n case 15:\n capacity = this.numericDataCapacityMedium;\n break;\n case 25:\n capacity = this.numericDataCapacityQuartile;\n break;\n case 30:\n capacity = this.numericDataCapacityHigh;\n break;\n }\n return capacity[version - 1];\n }", "getAlphanumericDataCapacity(version, errorCorrectionLevel) {\n let capacity = null;\n switch (errorCorrectionLevel) {\n case 7:\n capacity = this.alphanumericDataCapacityLow;\n break;\n case 15:\n capacity = this.alphanumericDataCapacityMedium;\n break;\n case 25:\n capacity = this.alphanumericDataCapacityQuartile;\n break;\n case 30:\n capacity = this.alphanumericDataCapacityHigh;\n break;\n }\n return capacity[version - 1];\n }", "get DataCapacity() {\n return this.mDataCapacity;\n }", "get capacity () {\n\t\treturn this._capacity;\n\t}", "function get_available_capacity(capacity) {\n if (capacity) {\n return 1;\n } else {\n return 0;\n }\n }", "get capacity () {return this._p.capacity;}", "get capacity () {throw ae.EXCEPTION_ABSTRACT_METHOD;}", "_getDataLengthBits(version) {\r\n const that = this;\r\n const mode = that._getEncodingMode(that.value)\r\n switch (mode) {\r\n case 1:\r\n //Numeric Mode\r\n return version < 10 ? 10 : version < 27 ? 12 : 14;\r\n case 2:\r\n //Alphanumeric Mode\r\n return version < 10 ? 9 : version < 27 ? 11 : 13;\r\n case 4:\r\n //Byte Mode\r\n return version < 10 ? 8 : 16;\r\n case 8:\r\n //Kanji Mode\r\n return version < 10 ? 8 : version < 27 ? 10 : 12;\r\n }\r\n }", "_getDataBits(version, errorLevel) {\r\n const that = this;\r\n let bitsCount = that._getCodeWordsBits(version) & ~7;\r\n let versionBits = that._getValuesTable()[version];\r\n bitsCount -= 8 * versionBits[0][errorLevel] * versionBits[1][errorLevel];\r\n return bitsCount;\r\n }", "function getLevelData() {\r\n if (courses.levels.length > 0 && curLevel < courses.levels.length) {\r\n selected_level = courses.levels[curLevel];\r\n getUnitData();\r\n } else {\r\n // console.log(\"\\nConfig files modified successfully!!! Removing unnecessary files from other config please wait.\\n\");\r\n // curLevel = 0;\r\n // removeUnits(courses.levels);\r\n }\r\n}", "_storage_capacity() {\n return this.capacity;\n }", "GetCapacityLen() {\n return this._capacity;\n }", "function capacityPromise() {\n return Capacity.find()\n .then(function (data) {\n\n // console.log('Capacity, data:');\n // console.log(data);\n\n var capacityConfig = [];\n capacityConfig.capacityList = {};\n\n if (!_.isArray(data)) {\n // todo: Log error message and get data from Sails config\n // console.log('Capacity data is not an array');\n }\n\n data.map(_mapCapacityData, capacityConfig);\n\n _excludeEmptyElem(capacityConfig.capacityList);\n\n // console.log('Capacity, capacityConfig.capacityList after _excludeEmptyElem:');\n // console.dir(capacityConfig.capacityList);\n\n return {capacityList: capacityConfig.capacityList};\n\n });\n } // capacityPromise", "get capacity () {return this._pool.length;}", "capacity() {\n return this.capacity - 1;\n }", "get capacity(){ return this.maxStackSize - this.stackSize; }", "function setGenericData(level){ \n var levelData = new Array(4);\n switch (true) { \n case level == 1:\n levelData = [1,1000,0,1000];\n break;\n case level == 2:\n levelData = [2,2000,1000,3000];\n break;\n case level == 3:\n levelData = [3,3000,3000,6000];\n break;\n case level == 4:\n levelData = [4,4000,6000,10000];\n break;\n case level == 5:\n levelData = [5,5000,10000,15000];\n break;\n case level == 6:\n levelData = [6,6000,15000,21000];\n break;\n case level == 7:\n levelData = [7,7000,21000,28000];\n break;\n case level == 8:\n levelData = [8,8000,28000,36000];\n break;\n case level == 9:\n levelData = [9,9000,36000,45000];\n break;\n case level == 10:\n levelData = [10,10000,45000,55000];\n break;\n case level == 11:\n levelData = [11,10000,55000,65000];\n break;\n case level == 12:\n levelData = [12,10000,65000,75000];\n break;\n case level == 13:\n levelData = [13,10000,75000,85000];\n break;\n case level == 14:\n levelData = [14,15000,85000,100000];\n break;\n case level == 15:\n levelData = [15,20000,100000,120000];\n break;\n case level == 16:\n levelData = [16,20000,120000,140000];\n break;\n case level == 17:\n levelData = [17,20000,140000,160000];\n break;\n case level == 18:\n levelData = [18,25000,160000,185000];\n break;\n case level == 19:\n levelData = [19,25000,185000,210000];\n break;\n case level == 20:\n levelData = [20,50000,210000,260000];\n break;\n case level == 21:\n levelData = [21,75000,260000,335000];\n break;\n case level == 22:\n levelData = [22,100000,335000,435000];\n break;\n case level == 23:\n levelData = [23,125000,435000,560000];\n break;\n case level == 24:\n levelData = [24,150000,560000,710000];\n break;\n case level == 25:\n levelData = [25,190000,710000,900000];\n break;\n case level == 26:\n levelData = [26,200000,900000,1100000];\n break;\n case level == 27:\n levelData = [27,250000,1100000,1350000];\n break;\n case level == 28:\n levelData = [28,300000,1350000,1650000];\n break;\n case level == 29:\n levelData = [29,350000,1650000,2000000];\n break;\n case level == 30:\n levelData = [30,500000,2000000,2500000];\n break;\n case level == 31:\n levelData = [31,500000,2500000,3000000];\n break;\n case level == 32:\n levelData = [32,750000,3000000,3750000];\n break;\n case level == 33:\n levelData = [33,1000000,3750000,4750000];\n break;\n case level == 34:\n levelData = [34,1250000,4750000,6000000];\n break;\n case level == 35:\n levelData = [35,1500000,6000000,7500000];\n break;\n case level == 36:\n levelData = [36,2000000,7500000,9500000];\n break;\n case level == 37:\n levelData = [37,2500000,9500000,12000000];\n break;\n case level == 38:\n levelData = [38,3000000,12000000,15000000];\n break;\n case level == 39:\n levelData = [39,5000000,15000000,20000000];\n break;\n case level == 40:\n levelData = [40,0,20000000,20000000];\n break;\n default:\n levelData = [1,1000,0,1000];\n break;\n }\n setDataOnLevel(levelData[0], levelData[1], levelData[2], levelData[3]);\n}", "function calculateChannelCapacity(keys) {\n\tvar capacity = 0;\n\tfor(var i = 0; i < keys.length; i += 1){\n\t\tcapacity += (keys[i].capacity * keys[i].frequency);\n\t}\n\t//Return amount of bytes can be held\n\t//TODO check if this should be bits\n\treturn capacity/BYTE_SIZE;\n}", "function dataCapper (tier) {\n\n chrome.storage.sync.get(\"siteCount\", function (obj) { \n var count;\n if (obj == undefined) {\n chrome.storage.sync.set({ \"siteCount\" : 1}, function () {});\n count = 1;\n } else {\n count = obj[\"siteCount\"]\n chrome.storage.sync.set({ \"siteCount\" : (count + 1)}, function () {});\n }\n\n if (reachedLimit(count, tier)) {\n \tblockSiteForDataCap();\n }\n \n });\t\n}", "function getData() {\n\t\treturn 'data' + (level === 0 ? '' : '$' + level);\n\t}", "function getAvailableSkillpoints(level) {\n\t/* 2 to start with, 1/level increase starts at level 2 */\n\treturn level - 1 + 2;\n}", "function getAvailableSkillpoints(level) {\n\t/* 2 to start with, 1/level increase starts at level 2 */\n\treturn level - 1 + 2;\n}", "levelExpNeeded(level) {\n return (level - 1) * 100;\n }", "capacity() {\n return (this.arr.length);\n }", "function xpToReachLevel(level) {\n if (level === 0) {\n return 0;\n }\n var totalXPRequired = 0;\n for (var step = 1; step <= level; step++) {\n totalXPRequired += progressSteps[Math.min(step, progressSteps.length) - 1];\n }\n\n return totalXPRequired;\n }", "function mainmore(){\n Array.SIZE_RATIO = 3;\n let arr = new Array();\n arr.push(3);\n arr.push(5);\n arr.push(15);\n arr.push(19);\n arr.push(45);\n arr.push(10);\n console.log(arr);\n console.log(arr.length);\n console.log(arr._capacity);\n}", "getCapacityData(versionId,versionNumber, callback) {\n let queryString = \"/capacityMetrics?jql=project in \" + this.queryParamsData\n + \" AND fixVersion = \" + versionNumber + \" AND issuetype in \"\n + this.queryIssueTypeParam + \"&fields=\" + this.queryFieldsData + \"&maxResults=1000&versionId=\"+versionId;\n getHttpRequest(queryString, (result) => {\n let resultOutput = JSON.parse(result);\n\n if(resultOutput.length === 0) {\n\n callback({hoursDataArray:[], fteDataArray:[]});\n\n }\n else{\n let hoursFTEObject = resultOutput;\n callback(hoursFTEObject);\n\n }\n\n\n });\n }", "function getLevelStatsInfo (levelNumber) {\n var command = 'python levelstatsparse.py --level ' + levelNumber;\n var spawnString = child.execSync(command, { encoding: 'utf8' });\n return JSON.parse(spawnString);\n}", "function calcAmount(fillParam, capacityParam) {\n return fillParam * capacityParam;\n}", "constructor(level) {\n this.cipherHolder = new Uint8Array(8);\n this.plainHolder = new Uint8Array(8);\n if (!IceKey.spBoxInitialised) {\n this.spBoxInit();\n IceKey.spBoxInitialised = true;\n }\n if (level < 1) {\n this.size = 1;\n this.rounds = 8;\n }\n else {\n this.size = level;\n this.rounds = level * 16;\n }\n this.keySchedule = [];\n for (let i = 0; i < this.rounds; i++) {\n this.keySchedule[i] = [];\n for (let j = 0; j < 3; j++) {\n this.keySchedule[i][j] = 0;\n }\n }\n }", "get desiredCapacityInput() {\n return this._desiredCapacity;\n }", "function Level(data) {\n this._maxLevel = 5;\n this._levelList = data;\n this._currentLevel = 0;\n this._doorList = [];\n this._complete = false;\n this._playerLocations = [];\n this._levelContainers = [];\n this._levelThingList = [];\n this._dangerList = [];\n}", "calculateLevel(price,level){\n\t/*\n\tbasic insurance is going to increase the value by 30%\n\tcomplete insurance is going to increase the value by 50%\n\t*/\n\t//console.log(level);\n\n\tif(level==='basic'){\n\t\tprice=price*1.30;\n\t}\n\tif(level==='complete'){\n\t\tprice=price*1.50;\n\t}\n\treturn price;\n}", "async getBatteryLevel () {\n const readCharacteristic = await this._systemService.getCharacteristic(SYSTEM_READ_UUID);\n const writeCharacteristic = await this._systemService.getCharacteristic(SYSTEM_WRITE_UUID);\n await readCharacteristic.startNotifications();\n const data = new Uint8Array([0xb5]).buffer;\n writeCharacteristic.writeValue(data);\n\n return new Promise((resolve) => {\n const listener = (event) => {\n const value = event.target.value;\n readCharacteristic.removeEventListener('characteristicvaluechanged', listener);\n readCharacteristic.stopNotifications();\n resolve(value.getUint8(1));\n };\n readCharacteristic.addEventListener('characteristicvaluechanged', listener);\n });\n }", "function capacity(list){\n return MAX_ELEMENT_LIST;\n}", "async getBatteryLevel() {\n const outputReportID = 0x01;\n const subCommand = [0x50];\n const data = [\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n 0x00,\n ...subCommand,\n ];\n await this.device.sendReport(outputReportID, new Uint8Array(data));\n\n return new Promise((resolve) => {\n const onBatteryLevel = ({ detail: batteryLevel }) => {\n this.removeEventListener('batterylevel', onBatteryLevel);\n delete batteryLevel._raw;\n delete batteryLevel._hex;\n resolve(batteryLevel);\n };\n this.addEventListener('batterylevel', onBatteryLevel);\n });\n }", "function getLevel() {\r\n\tplayerDetails.level = 1; //<--- hard-coded. will need to be replaced by db query.\r\n}", "function _getLevelData(levelId) {\n var i, length = swapper.levels.length;\n if (typeof (levelId) === \"number\") {\n if (levelId >= 0 && levelId < length) {\n return { levelData: swapper.levels[levelId], index: levelId };\n }\n } else {\n for (i = 0; i < length; i += 1) {\n if (swapper.levels[i].name === levelId) {\n return { levelData: swapper.levels[i], index: i };\n }\n }\n }\n\n return null;\n }", "loadFactor() {\n return this.elements / this.capacity;\n }", "loadFactor() {\n return this.elements / this.capacity;\n }", "get DataVersion() {\n return this[sDataVersion];\n }", "calculateLevel (price, level){\n /*\n Basic insurance is going to increase the vlaue by 30%\n complet insurane is going to increase the value by 50%\n */\n if(level === 'basic'){\n price = price *1.30;\n }else{\n price = price * 1.50;\n }\n return price;\n \n }", "function MapSize(levelOfDetail){\n return Math.floor(256 << levelOfDetail);\n}", "function decode_with_level_packing(buffer, nbit, maxv, level_values){\n\tvar bin_data = new Buffer(2*2560*3360);\n\tvar lngu = Math.pow(2, nbit) - 1 - maxv;\n\tvar ninb = buffer.length;\n\tvar i = 0;\n\tvar p = -1;\n\tvar pv = 0;\n\tvar m = 1;\n\tvar n = 0;\n\tvar k = 0;\n\tvar v, j;\n\n\twhile(i < ninb) {\n\t\tv = buffer.readUInt8(i);\n\t\ti++;\n\t//\tconsole.log(k+\"/\"+ninb);\n\t\tif(v <= maxv) {\n\t\t\tif(p >= 0) {\n\t\t\t\tfor(j = 0; j < m; j++) {\n\t\t\t\t\tbin_data.writeUInt16BE(pv, k);\n\t\t\t\t\tk += 2;\n\t\t\t\t}\n\t\t\t}\n\t\t\tp = v;\n\t\t\tpv = level_values[v];\n\t\t\tm = 1;\n\t\t\tn = 0;\n\t\t}else{\n\t\t\tm += Math.pow(lngu, n) * (v - maxv - 1);\n\t\t\tn++;\n\t\t}\n\t}\n\t\n//\tconsole.log(k+\"/\"+bin_data.length+\":\"+p);\n\tfor(j = 0; j < m; j++) {\n\t\tif(k >= bin_data.length) break;\n\t\tbin_data.writeUInt16BE(pv, k);\n\t\tk += 2;\n\t}\nconsole.log(\"!!\");\nconsole.log(k+\"/\"+bin_data.length);\nconsole.log(bin_data);\n\treturn bin_data;\n}", "async getBlock(height) {\n try {\n return await this.bd.getLevelDBData(height);\n } catch (err) {\n console.log(err);\n }\n }", "getLevel() {\n let levelData = [\n {nbLine: 1, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 500, moveSpd: 80}, // not used\n {nbLine: 1, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 500, moveSpd: 80}, // 1\n {nbLine: 10, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 450, moveSpd: 80}, // 2\n {nbLine: 15, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 400, moveSpd: 80}, // 3\n {nbLine: 20, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 350, moveSpd: 80}, // 4\n {nbLine: 25, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 300, moveSpd: 80}, // 5\n {nbLine: 30, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 250, moveSpd: 80}, // 6\n {nbLine: 35, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 200, moveSpd: 80}, // 7\n {nbLine: 40, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 150, moveSpd: 80}, // 8\n {nbLine: 45, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 100, moveSpd: 80}, // 9\n {nbLine: 999, maxTime: Number.MAX_SAFE_INTEGER, dropSpd: 50, moveSpd: 80} // 10\n ];\n\n if (this.mode === 'sprint') {\n levelData = [\n {nbLine: 5, maxTime: 30000, dropSpd: 500, moveSpd: 100}, // index 0 is not used\n {nbLine: 5, maxTime: 30000, dropSpd: 500, moveSpd: 100},\n {nbLine: 10, maxTime: 30000, dropSpd: 450, moveSpd: 100},\n {nbLine: 15, maxTime: 30000, dropSpd: 400, moveSpd: 100},\n {nbLine: 20, maxTime: 30000, dropSpd: 350, moveSpd: 100},\n {nbLine: 25, maxTime: 30000, dropSpd: 300, moveSpd: 100},\n {nbLine: 30, maxTime: 30000, dropSpd: 250, moveSpd: 100},\n {nbLine: 35, maxTime: 30000, dropSpd: 200, moveSpd: 100},\n {nbLine: 40, maxTime: 30000, dropSpd: 150, moveSpd: 100},\n {nbLine: 45, maxTime: 30000, dropSpd: 100, moveSpd: 100},\n {nbLine: 999, maxTime: 30000, dropSpd: 50, moveSpd: 100}\n ];\n }\n\n return levelData[this.level];\n }", "startData() {\n return {\n unlocked() {return hasUpgrade('s', 14)},\n points: new Decimal(0),\n }\n }", "loadVolumeLimits(jsnchrctr) {\n//---------------\nthis.volMin = V3.fromVec(jsnchrctr.volMin);\nreturn this.volMax = V3.fromVec(jsnchrctr.volMax);\n}", "function lookupCardsRemainingInCurrentLevel() {\n // Look up current niveau\n let level = getUrlParameter('level') - 1;\n\n // verify there are cards remaining for this level\n return fetch('/polyglot/api/')\n .then(result => result.json())\n .then(json => {\n if (json.error) // assumes that the server is nice enough to send an error message with a field \"error\", in case something goes wrong\n throw Error(json.error);\n else {\n let cardsRemaining = json[level] - 1;\n\n console.log('Cards remaining: ' + cardsRemaining);\n return cardsRemaining;\n }\n })\n}", "function levelCount(){\n var temp=\"\";\n if (configuration.levelDetails[level-1].rule==\"minimum\")\n temp=\"+\";\n return \"/\"+configuration.levelDetails[level-1].count+temp;\n}", "getUserData() {\n this.playerLevels = JSON.parse(localStorage.getItem(\"levelsReached\"));\n this.currentChapter = 0;//this.playerLevels.length - 1;\n }", "combinedPowerBlockRequirements(source, ev, tv) {\n const v = {}\n\n const tech = this.params['Technology'][source]\n\n // Operational Hours[h / yr]\n const operationalHours = this.params['DAC Capacity Factor'] * HOURS_PER_YEAR\n\n // Power Plant Size\n v['Plant Size [MW]'] = ev['Plant Size [MW]'] + tv['Plant Size [MW]']\n\n // Overnight Cost [M$]\n v['Overnight Cost [M$]'] =\n tech['Base Plant Cost [M$]'] *\n (v['Plant Size [MW]'] / tech['Plant Size [MW]']) ** tech['Scaling Factor']\n\n // Lead Time Multiplier\n v['Lead Time Multiplier'] = this.leadTimeMult(tech['Lead Time [Years]'])\n\n // Capital Cost [M$]\n v['Capital Cost [M$]'] =\n v['Overnight Cost [M$]'] * v['Lead Time Multiplier']\n\n // Power Fixed O&M [$/tCO2eq]\n v['Power Fixed O&M [$/tCO2eq]'] =\n (tech['Base Plant Annual Fixed O&M [$M]'] *\n (v['Plant Size [MW]'] / tech['Plant Size [MW]']) **\n tech['Scaling Factor'] *\n MILLION) /\n this.params['Scale [tCO2/year]']\n\n // Power Variable O&M [$/tCO2eq]\n v['Power Variable O&M [$/tCO2eq]'] =\n (tech['Variable O&M [$/MWhr]'] *\n v['Plant Size [MW]'] *\n operationalHours) /\n this.params['Scale [tCO2/year]']\n\n // Battery Capacity[MWh]\n v['Battery Capacity [MWh]'] =\n ev['Battery Capacity Needed [MWh]'] + tv['Battery Capacity Needed [MWh]']\n\n // Battery Capital Cost [M$]\n v['Battery Capital Cost [M$]'] =\n this.params['Technology']['Battery Storage']['Base Plant Cost [M$]'] *\n (v['Battery Capacity [MWh]'] /\n this.params['Technology']['Battery Storage'][\n 'Battery Capacity [MWhr]'\n ]) **\n this.params['Technology']['Battery Storage']['Scaling Factor']\n\n // Battery Fixed O&M [$/tCO2eq]\n v['Battery Fixed O&M [$/tCO2eq]'] =\n (this.params['Technology']['Battery Storage'][\n 'Base Plant Annual Fixed O&M [$M]'\n ] *\n (v['Battery Capacity [MWh]'] /\n this.params['Technology']['Battery Storage'][\n 'Battery Capacity [MWhr]'\n ]) **\n this.params['Technology']['Battery Storage']['Scaling Factor'] *\n MILLION) /\n this.params['Scale [tCO2/year]']\n\n // Battery Variable O&M [$/tCO2eq]\n v['Battery Variable O&M [$/tCO2eq]'] =\n ((this.params['Technology']['Battery Storage']['Variable O&M [$/MWhr]'] *\n v['Battery Capacity [MWh]']) /\n this.params['Scale [tCO2/year]']) *\n DAYS_PER_YEAR\n\n // Total Capital Cost [M$]\n v['Total Capital Cost [M$]'] =\n v['Capital Cost [M$]'] + v['Battery Capital Cost [M$]']\n\n // Capital Recovery[$/tCO2eq]\n v['Capital Recovery [$/tCO2eq]'] =\n (v['Total Capital Cost [M$]'] * this.recoveryFactor() * MILLION) /\n this.params['Scale [tCO2/year]']\n\n // Fixed O&M [$/tCO2eq]\n v['Fixed O&M [$/tCO2eq]'] =\n v['Power Fixed O&M [$/tCO2eq]'] + v['Battery Fixed O&M [$/tCO2eq]']\n\n // Variable O&M [$/tCO2eq]\n v['Variable O&M [$/tCO2eq]'] =\n v['Power Variable O&M [$/tCO2eq]'] + v['Battery Variable O&M [$/tCO2eq]']\n\n return v\n }", "function getLevel(){\n return level\n}", "get minCapacityInput() {\n return this._minCapacity;\n }", "function getLevel() {\n let level = new Uint16Array(1 + (walls.length * 5) + (platforms.length * 4) + (gates.length * 4));\n level[0] = 0;\n for (let i = 0; i < walls.length; i++) {\n let start = (i * 5) + 1;\n level[start] = 0;\n level[start + 1] = walls[i].top;\n level[start + 2] = walls[i].left;\n level[start + 3] = walls[i].height;\n level[start + 4] = walls[i].width;\n }\n for (let i = 0; i < platforms.length; i++) {\n let start = (i * 4) + 1 + (walls.length * 5);\n level[start] = 1;\n level[start + 1] = platforms[i].top;\n level[start + 2] = platforms[i].left;\n level[start + 3] = platforms[i].width;\n }\n for (let i = 0; i < gates.length; i++) {\n let start = (i * 4) + 1 + (walls.length * 5) + (platforms.length * 4);\n level[start] = 2;\n level[start + 1] = gates[i].top;\n level[start + 2] = gates[i].left;\n level[start + 3] = gates[i].side;\n }\n return level;\n}", "compute() {\n let v = {}\n\n // Operational Hours[h / yr]\n const operationalHours = this.params['DAC Capacity Factor'] * HOURS_PER_YEAR\n\n // Planned Capacity Factor\n v['Planned Capacity Factor'] = this.tech['Availability']\n\n // Electric Power Requirement[MW](aka low value case in C1)\n v['Base Energy Requirement [MW]'] = this.baseReq\n\n // calculate battery params now\n if (this.battery) {\n // TODO: check that this is the correct value to pass to the battery computation\n const bat = this.battery.compute(v)\n v = Object.assign(v, bat)\n }\n\n // Plant Size[MW]\n v['Plant Size [MW]'] =\n v['Base Energy Requirement [MW]'] / v['Planned Capacity Factor']\n if (this.battery) {\n v['Plant Size [MW]'] += v['Increased Need [MW]']\n }\n\n // Overnight Cost [M$]\n v['Overnight Cost [M$]'] =\n this.tech['Base Plant Cost [M$]'] *\n (v['Plant Size [MW]'] / this.tech['Plant Size [MW]']) **\n this.tech['Scaling Factor']\n\n // Lead Time Multiplier\n v['Lead Time Multiplier'] = this.leadTimeMult(\n this.tech['Lead Time [Years]'].toFixed(0)\n )\n\n // Capital Cost [M$]\n v['Capital Cost [M$]'] =\n v['Overnight Cost [M$]'] * v['Lead Time Multiplier']\n\n // Total Capital Cost [M$]\n v['Total Capital Cost [M$]'] = v['Capital Cost [M$]']\n if (this.battery) {\n v['Total Capital Cost [M$]'] += v['Battery Capital Cost [M$]']\n }\n\n // Annual Capital Recovery Factor\n const annualCapitalRecoveryFactor = this.recoveryFactor()\n\n // Capital Recovery[$/tCO2eq]\n v['Capital Recovery [$/tCO2eq]'] =\n (v['Total Capital Cost [M$]'] * annualCapitalRecoveryFactor * MILLION) /\n this.params['Scale [tCO2/year]']\n\n // Power Fixed O&M [$/tCO2eq]\n v['Power Fixed O&M [$/tCO2eq]'] =\n (this.tech['Base Plant Annual Fixed O&M [$M]'] *\n (v['Plant Size [MW]'] / this.tech['Plant Size [MW]']) **\n this.tech['Scaling Factor'] *\n MILLION) /\n this.params['Scale [tCO2/year]']\n\n // Power Variable O&M [$/tCO2eq]\n v['Power Variable O&M [$/tCO2eq]'] =\n (this.tech['Variable O&M [$/MWhr]'] *\n v['Plant Size [MW]'] *\n operationalHours) /\n this.params['Scale [tCO2/year]']\n\n // Total Fixed O&M [$/tCO2eq]\n v['Total Fixed O&M [$/tCO2eq]'] = v['Power Fixed O&M [$/tCO2eq]']\n if (this.battery) {\n v['Total Fixed O&M [$/tCO2eq]'] += v['Battery Fixed O&M [$/tCO2eq]']\n }\n\n // Total Variable O&M [$/tCO2eq]\n v['Total Variable O&M [$/tCO2eq]'] = v['Power Variable O&M [$/tCO2eq]']\n if (this.battery) {\n v['Total Variable O&M [$/tCO2eq]'] += v['Battery Variable O&M [$/tCO2eq]']\n }\n\n // Natural Gas Use[mmBTU / tCO2eq]\n const heatRate = this.tech['Final Heat Rate [BTU/kWh]']\n if (heatRate) {\n v['Natural Gas Use [mmBTU/tCO2eq]'] =\n (operationalHours *\n v['Plant Size [MW]'] *\n KW_TO_MW *\n this.tech['Final Heat Rate [BTU/kWh]']) /\n MILLION /\n this.params['Scale [tCO2/year]']\n } else {\n v['Natural Gas Use [mmBTU/tCO2eq]'] = 0.0\n }\n\n // Natural Gas Cost [$/tCO2eq]\n v['Natural Gas Cost [$/tCO2eq]'] =\n v['Natural Gas Use [mmBTU/tCO2eq]'] *\n this.params['Natural Gas Cost [$/mmBTU]']\n\n // Emitted tCO2eq / tCO2\n if (v['Natural Gas Use [mmBTU/tCO2eq]'] > 0) {\n v['Emitted [tCO2/tCO2]'] =\n v['Natural Gas Use [mmBTU/tCO2eq]'] *\n this.tech['Total CO2 eq [lb/mmbtu]'] *\n LB_TO_METRIC_TON *\n (1 - this.tech['Capture Efficiency'])\n } else {\n v['Emitted [tCO2/tCO2]'] = 0\n }\n\n return v\n }", "get size() {\n if (this._available && this._available.length > 0) {\n return this._available.length;\n }\n if (this._pending && this._pending.length > 0) {\n return -this._pending.length;\n }\n return 0;\n }", "function calcVolume (width, height, depth) {\n return width * height * depth;\n}", "function getTier(level) {\n switch (level) {\n case 1: case 2: case 3: case 4:\n return 1;\n case 5: case 6: case 7: case 8:\n return 2;\n case 9: case 10: case 11: case 12:\n return 3;\n case 13: case 14: case 15: case 16:\n return 4;\n case 17: case 18: case 19: case 20:\n return 5;\n default:\n return NaN;\n }\n}", "getLevelDBData(height) {\n var self = this;\n return new Promise(function(resolve, reject) {\n self.db.get(height, function(err, value) {\n if (err) {\n console.log(\"Block \" + height + \" is not on the chain\");\n reject(err);\n }\n resolve(value);\n });\n });\n }", "function levelNumber(level) {\n levelNumber = 0;\n switch(level) {\n case \"Very Low\":\n levelNumber = 1;\n break;\n case \"Low\":\n levelNumber = 2;\n break;\n case \"Medium\":\n levelNumber = 3;\n break;\n case \"High\":\n levelNumber = 4;\n break;\n }\n\n return levelNumber;\n}", "function livingVolume(height,width,depth){\n return height*width*depth; \n}", "getLevelDBData(key) {\n let self = this;\n return new Promise((resolve, reject) => {\n self.db.get(key, (err, value) => {\n if (err) {\n console.log('Block ' + key + ' failed to retrieve', err);\n reject();\n } else {\n resolve(value);\n }\n })\n })\n }", "function getParticulateValue(sensorList, particulateLevel) {\n var value = 0\n for (z = 0; z < sensorList.length; z++) {\n if (sensorList[z].name == particulateLevel) {\n value = sensorList[z].value;\n break;\n }\n }\n return value;\n}", "set_level() {\n this.height = (this.totalVolume + this.minVolume) * this.maxHeight / this.maxVolume;\n\n }", "async function getDataLimit() {\n try {\n var error, result = await db.readDataPromise('settings', { User: \"Admin\" });\n return result[0].limit / 1000000;\n } catch (error) {\n console.error(error.stack);\n }\n}", "getVolume() {\r\n\t\treturn this.width * this.length * this.height;\r\n\t}", "volume() {\n return this.length * this.width * this.height\n }", "get maxCapacityInput() {\n return this._maxCapacity;\n }", "shelfSize()\n {\n return this.values.size * this.values.quantity;\n }", "calculateBonus(level = this.level) {\n return this.bonusList[level];\n }", "calculateBonus(level = this.level) {\n return this.bonusList[level];\n }", "function getVirtualColumn(level) {\n assert(level in colCache);\n const virtualCol = colCache[level];\n virtualCol.setItems = items => (virtualCol.items = items);\n virtualCol.setKeys = keys => (virtualCol.keys = keys);\n\n return virtualCol;\n}", "get_voltageLevel()\n {\n return this.liveFunc._voltageLevel;\n }", "volume() {\n return this.length * this.width * this.height;\n }", "getBlockHeightLevel () {\n return new Promise((resolve, reject) => {\n let height = -1\n db.createReadStream()\n .on('data', () => {\n height++\n })\n .on('error', err => {\n console.log('Unable to read data stream!', err)\n reject(err)\n })\n .on('close', () => {\n // console.log('Blockchain height is #' + height) // DEBUG\n resolve(height)\n })\n })\n }", "function xpRequiredForLevel(level, progressDef) {\n const stepIndex = Math.min(Math.max(0, level), progressDef.steps.length - 1);\n return progressDef.steps[stepIndex].progressTotal;\n}", "function isThereCapacity() {\n var data = {\n action: 'capacity',\n group: 'General Public'\n }; \n\n RegistrationFactory.isThereCapacity(data)\n .then(function(response) {\n $scope.capacity = response;\n });\n }", "function VersionData() {\r\n this.allUnits = {};\r\n this.playerUnits = {};\r\n this.computerUnits = {};\r\n this.camps = {};\r\n this.generals = {};\r\n this.functions = {};\r\n}", "function textureLevelSize(format, width, height) {\n switch (format) {\n case COMPRESSED_RGB_S3TC_DXT1_EXT:\n case COMPRESSED_RGB_ATC_WEBGL:\n case COMPRESSED_RGB_ETC1_WEBGL:\n return ((width + 3) >> 2) * ((height + 3) >> 2) * 8;\n\n case COMPRESSED_RGBA_S3TC_DXT3_EXT:\n case COMPRESSED_RGBA_S3TC_DXT5_EXT:\n case COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL:\n case COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL:\n return ((width + 3) >> 2) * ((height + 3) >> 2) * 16;\n\n case COMPRESSED_RGB_PVRTC_4BPPV1_IMG:\n case COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:\n return Math.floor((Math.max(width, 8) * Math.max(height, 8) * 4 + 7) / 8);\n\n case COMPRESSED_RGB_PVRTC_2BPPV1_IMG:\n case COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:\n return Math.floor((Math.max(width, 16) * Math.max(height, 8) * 2 + 7) / 8);\n\n \t//ASTC formats, https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/\n case COMPRESSED_RGBA_ASTC_4x4_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\n return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16; \n case COMPRESSED_RGBA_ASTC_5x4_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\n return Math.floor((width + 4) / 5) * Math.floor((height + 3) / 4) * 16;\n case COMPRESSED_RGBA_ASTC_5x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\n return Math.floor((width + 4) / 5) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_6x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\n return Math.floor((width + 5) / 6) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_6x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\n return Math.floor((width + 5) / 6) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_8x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_8x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_8x8_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 7) / 8) * 16;\n case COMPRESSED_RGBA_ASTC_10x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_10x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_10x8_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 7) / 8) * 16;\n case COMPRESSED_RGBA_ASTC_10x10_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 9) / 10) * 16;\n case COMPRESSED_RGBA_ASTC_12x10_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\n return Math.floor((width + 11) / 12) * Math.floor((height + 9) / 10) * 16;\n case COMPRESSED_RGBA_ASTC_12x12_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\n return Math.floor((width + 11) / 12) * Math.floor((height + 11) / 12) * 16; \n\n default:\n return 0;\n }\n}", "function retrieveLevelData(){\n\tvar curStage = Cookies.get(cookieName);\n\tif(curStage != undefined){\n\t\tgameData.stageLevelCompleted = Number(curStage);\n\t}\n}", "_calculateSizeRange() {\n let values = [];\n this._data['topics'].map((value, index) => {\n if(values.indexOf(value['volume']) === -1) values.push(value['volume']);\n return value;\n });\n values.sort(function(a,b) {\n return a - b;\n });\n while(values.length > this['sizeCount']) {\n values = this._averageClosesValues(values);\n }\n return values;\n }", "_available_write(rd, wr) {\n let rv = rd - wr - 1;\n if (wr >= rd) {\n rv += this._storage_capacity();\n }\n return rv;\n }", "function getSize(width, height, depth){\n let area = (2*width*height)+(2*height*depth) + (2*width*depth);\n let volume = width* height* depth;\n return [area, volume];\n }", "getDataLength() {\n return this._dataLength;\n }", "function getQualityFromBufferLevel(bolaState, bufferLevel) {\n const bitrateCount = bolaState.bitrates.length;\n let quality = NaN;\n let score = NaN;\n for (let i = 0; i < bitrateCount; ++i) {\n let s = (bolaState.Vp * (bolaState.utilities[i] + bolaState.gp) - bufferLevel) / bolaState.bitrates[i];\n if (isNaN(score) || s >= score) {\n score = s;\n quality = i;\n }\n }\n return quality;\n }", "get size() {\n return this.stats.size\n }", "function getWaterCleaningCapacity(stats) {\n\tconst modulesWater = stats.containers.current.all\n\n\tlet totalWaterProduction = 0\n\tmodulesWater.forEach((container) => {\n\t\ttotalWaterProduction += container.waterProduction\n\t})\n\n\treturn totalWaterProduction\n}", "function generateLevel(lvl) {\n collectibles = {\n life: lvl % 4 === 0,\n key: lvl % 3 === 0,\n gem: lvl % 1 === 0\n };\n }", "fetchMaxSupply() {\n return 388539008;\n }", "function getCellNumber(level) {\n\n let result\n\n switch(level) {\n case 'facile':\n result = 49;\n break;\n case 'medio':\n result = 81;\n break;\n case 'difficile':\n result = 100;\n break;\n }\n\n return result\n}", "function calculateVolume(width, height, length) {\n var volume = width * height * length;\n return volume;\n}", "async getBlock(height) {\n // Add your code here\n return await this.bd.getLevelDBData(height);\n }", "function getCurrentLevel() {\n\tconst storageLevel = localStorage.getItem('current_level');\n\treturn storageLevel ? parseInt(storageLevel) : 0;\n}", "getLevelDBData(key){\n let self = this;\n return new Promise((resolve, reject) => {\n self.db.get(key, (error, block) => {\n if(error) { reject(error) } else { resolve(block) }\n });\n });\n }", "getLevelDBData(key){\n let self = this;\n return new Promise(function(resolve,reject){\n self.db.get(key, function(err, value) {\n if (err) return reject(err);\n resolve(value);\n });\n });\n }", "function getXPFromLevel(level) {\n return Math.floor(level*5*level*5);\n}", "getLevelDBData(key){\n return new Promise((resolve, reject) => {\n this.db.get(key, (err, value) => {\n if (err) {\n if (err.type == 'NotFoundError') {\n console.log(\"Error in getLevelDBData\", err);\n resolve(undefined);\n } else {\n console.log('Block ' + key + ' get failed', err);\n reject(err);\n }\n } else {\n // console.log('Value = ' + value);\n resolve(value);\n }\n });\n });\n }", "blockSize() {\n return 8;\n }", "function getExistingVolumeLevelWiseInfo(parent,yearlyDto,year){\r\n \tvar child = {};\r\n \tif(parent.children != null){\r\n \t\tfor(var k = 0;k < parent.children.length;k++){\r\n \t\t\tchild = parent.children[k];\r\n \t\t\tswitch(child.id) {\r\n\t\t\t\t\tcase \"1.1\": //contact\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tcase \"1.1.1\": //Voice Volume\r\n\t\t\t\t\t\tchild.distributedVolume[year].volume = yearlyDto.voiceContacts;\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tcase \"1.1.2\": //Mail Volume\r\n\t\t\t\t\t\tchild.distributedVolume[year].volume = yearlyDto.mailContacts;\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tcase \"1.1.3\": //Chat Volume\r\n\t\t\t\t\t\tchild.distributedVolume[year].volume = yearlyDto.chatContacts;\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t\tcase \"1.1.4\": //Portal Volume\r\n\t\t\t\t\t\tchild.distributedVolume[year].volume = yearlyDto.portalContacts;\r\n\t\t\t\t\t\tbreak;\r\n \t\t\t}\r\n \t\t}\r\n \t}\r\n }" ]
[ "0.7275738", "0.6905393", "0.60038966", "0.5740373", "0.56777364", "0.56390876", "0.5578276", "0.54508144", "0.5433257", "0.53967386", "0.53677547", "0.53088164", "0.5259622", "0.5224704", "0.5219489", "0.5143961", "0.50823504", "0.50719166", "0.50517434", "0.49764517", "0.49656618", "0.49656618", "0.49509674", "0.49420622", "0.4884146", "0.4878854", "0.48493394", "0.48434976", "0.4836492", "0.47949103", "0.4785511", "0.4772634", "0.4771073", "0.47701675", "0.47446895", "0.4740615", "0.4738371", "0.47184318", "0.47047254", "0.47047254", "0.46912998", "0.46746835", "0.46744704", "0.46733752", "0.46678916", "0.46594316", "0.46535206", "0.46516526", "0.46414986", "0.46306837", "0.45882997", "0.4577923", "0.45677248", "0.4560026", "0.4556962", "0.4542919", "0.45412055", "0.45408237", "0.45359468", "0.45268568", "0.45216072", "0.45156932", "0.45117405", "0.45059943", "0.4492699", "0.44853538", "0.44824806", "0.44763407", "0.44745088", "0.4471951", "0.44716355", "0.44716355", "0.44635746", "0.44614267", "0.44600242", "0.4454239", "0.445156", "0.44494694", "0.44487897", "0.44475776", "0.4446107", "0.44378772", "0.44275254", "0.44274956", "0.44252563", "0.44248003", "0.44180918", "0.44156334", "0.44093347", "0.4407175", "0.44041952", "0.44021735", "0.43947616", "0.43930906", "0.43885055", "0.4387602", "0.43859944", "0.4381742", "0.43808457", "0.4373331" ]
0.69512624
1
Determine QR Code Encoding Mode
_getEncodingMode(val) { if (/^\d+$/.test(val)) { //Numeric Mode return 1; } else if (/^[A-Z0-9 $%*+\-./:]*$/.test(val)) { //Alphanumeric Mode return 2; } else if ( /^[\u3000-\u303F\u3040-\u309F\u30A0-\u30FF\uFF00-\uFF9F\u4E00-\u9FAF\u2605-\u2606\u2190-\u2195\u203B\u25C0-\u25C5]+$/.test( val ) ) { //Kanji Mode return 8; } else { //Byte Mode return 4; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function decodeQRdata(data, version, ecl) {\r\n\t\t var symbolSequence = -1;\r\n\t\t var parityData = -1;\r\n\t\t var bits = new bitstream_1.BitStream(data);\r\n\t\t var result = { val: [] }; // Have to pass this around so functions can share a reference to a number[]\r\n\t\t var fc1InEffect = false;\r\n\t\t var mode;\r\n\t\t while (mode != TERMINATOR_MODE) {\r\n\t\t // While still another segment to read...\r\n\t\t if (bits.available() < 4) {\r\n\t\t // OK, assume we're done. Really, a TERMINATOR mode should have been recorded here\r\n\t\t mode = TERMINATOR_MODE;\r\n\t\t }\r\n\t\t else {\r\n\t\t mode = modeForBits(bits.readBits(4)); // mode is encoded by 4 bits\r\n\t\t }\r\n\t\t if (mode != TERMINATOR_MODE) {\r\n\t\t if (mode == FNC1_FIRST_POSITION_MODE || mode == FNC1_SECOND_POSITION_MODE) {\r\n\t\t // We do little with FNC1 except alter the parsed result a bit according to the spec\r\n\t\t fc1InEffect = true;\r\n\t\t }\r\n\t\t else if (mode == STRUCTURED_APPEND_MODE) {\r\n\t\t if (bits.available() < 16) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t // not really supported; but sequence number and parity is added later to the result metadata\r\n\t\t // Read next 8 bits (symbol sequence #) and 8 bits (parity data), then continue\r\n\t\t symbolSequence = bits.readBits(8);\r\n\t\t parityData = bits.readBits(8);\r\n\t\t }\r\n\t\t else if (mode == ECI_MODE) {\r\n\t\t // Ignore since we don't do character encoding in JS\r\n\t\t var value = parseECIValue(bits);\r\n\t\t if (value < 0 || value > 30) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t else {\r\n\t\t // First handle Hanzi mode which does not start with character count\r\n\t\t if (mode == HANZI_MODE) {\r\n\t\t //chinese mode contains a sub set indicator right after mode indicator\r\n\t\t var subset = bits.readBits(4);\r\n\t\t var countHanzi = bits.readBits(mode.getCharacterCountBits(version));\r\n\t\t if (subset == GB2312_SUBSET) {\r\n\t\t if (!decodeHanziSegment(bits, result, countHanzi)) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t }\r\n\t\t else {\r\n\t\t // \"Normal\" QR code modes:\r\n\t\t // How many characters will follow, encoded in this mode?\r\n\t\t var count = bits.readBits(mode.getCharacterCountBits(version));\r\n\t\t if (mode == NUMERIC_MODE) {\r\n\t\t if (!decodeNumericSegment(bits, result, count)) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t else if (mode == ALPHANUMERIC_MODE) {\r\n\t\t if (!decodeAlphanumericSegment(bits, result, count, fc1InEffect)) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t else if (mode == BYTE_MODE) {\r\n\t\t if (!decodeByteSegment(bits, result, count)) {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t else if (mode == KANJI_MODE) {\r\n\t\t }\r\n\t\t else {\r\n\t\t return null;\r\n\t\t }\r\n\t\t }\r\n\t\t }\r\n\t\t }\r\n\t\t }\r\n\t\t return result.val;\r\n\t\t}", "function QRCode() {\n\n var undefined$1;\n /** Node.js global 检测. */\n\n var freeGlobal = (typeof global === \"undefined\" ? \"undefined\" : _typeof(global)) == 'object' && global && global.Object === Object && global;\n /** `self` 变量检测. */\n\n var freeSelf = (typeof self === \"undefined\" ? \"undefined\" : _typeof(self)) == 'object' && self && self.Object === Object && self;\n /** 全局对象检测. */\n\n var root = freeGlobal || freeSelf || Function('return this')();\n /** `exports` 变量检测. */\n\n var freeExports = (typeof exports === \"undefined\" ? \"undefined\" : _typeof(exports)) == 'object' && exports && !exports.nodeType && exports;\n /** `module` 变量检测. */\n\n var freeModule = freeExports && (typeof module === \"undefined\" ? \"undefined\" : _typeof(module)) == 'object' && module && !module.nodeType && module;\n var _QRCode = root.QRCode;\n var QRCode;\n\n function QR8bitByte(data, binary, utf8WithoutBOM) {\n this.mode = QRMode.MODE_8BIT_BYTE;\n this.data = data;\n this.parsedData = []; // Added to support UTF-8 Characters\n\n for (var i = 0, l = this.data.length; i < l; i++) {\n var byteArray = [];\n var code = this.data.charCodeAt(i);\n\n if (binary) {\n byteArray[0] = code;\n } else {\n if (code > 0x10000) {\n byteArray[0] = 0xf0 | (code & 0x1c0000) >>> 18;\n byteArray[1] = 0x80 | (code & 0x3f000) >>> 12;\n byteArray[2] = 0x80 | (code & 0xfc0) >>> 6;\n byteArray[3] = 0x80 | code & 0x3f;\n } else if (code > 0x800) {\n byteArray[0] = 0xe0 | (code & 0xf000) >>> 12;\n byteArray[1] = 0x80 | (code & 0xfc0) >>> 6;\n byteArray[2] = 0x80 | code & 0x3f;\n } else if (code > 0x80) {\n byteArray[0] = 0xc0 | (code & 0x7c0) >>> 6;\n byteArray[1] = 0x80 | code & 0x3f;\n } else {\n byteArray[0] = code;\n }\n }\n\n this.parsedData.push(byteArray);\n }\n\n this.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n if (!utf8WithoutBOM && this.parsedData.length != this.data.length) {\n this.parsedData.unshift(191);\n this.parsedData.unshift(187);\n this.parsedData.unshift(239);\n }\n }\n\n QR8bitByte.prototype = {\n getLength: function getLength(buffer) {\n return this.parsedData.length;\n },\n write: function write(buffer) {\n for (var i = 0, l = this.parsedData.length; i < l; i++) {\n buffer.put(this.parsedData[i], 8);\n }\n }\n };\n\n function QRCodeModel(typeNumber, errorCorrectLevel) {\n this.typeNumber = typeNumber;\n this.errorCorrectLevel = errorCorrectLevel;\n this.modules = null;\n this.moduleCount = 0;\n this.dataCache = null;\n this.dataList = [];\n }\n\n QRCodeModel.prototype = {\n addData: function addData(data, binary, utf8WithoutBOM) {\n var newData = new QR8bitByte(data, binary, utf8WithoutBOM);\n this.dataList.push(newData);\n this.dataCache = null;\n },\n isDark: function isDark(row, col) {\n if (row < 0 || this.moduleCount <= row || col < 0 || this.moduleCount <= col) {\n throw new Error(row + ',' + col);\n }\n\n return this.modules[row][col][0];\n },\n getEye: function getEye(row, col) {\n if (row < 0 || this.moduleCount <= row || col < 0 || this.moduleCount <= col) {\n throw new Error(row + ',' + col);\n }\n\n var block = this.modules[row][col]; // [isDark(ture/false), EyeOuterOrInner(O/I), Position(TL/TR/BL/A) ]\n\n if (block[1]) {\n var type = 'P' + block[1] + '_' + block[2]; //PO_TL, PI_TL, PO_TR, PI_TR, PO_BL, PI_BL\n\n if (block[2] == 'A') {\n type = 'A' + block[1]; // AI, AO\n }\n\n return {\n isDark: block[0],\n type: type\n };\n } else {\n return null;\n }\n },\n getModuleCount: function getModuleCount() {\n return this.moduleCount;\n },\n make: function make() {\n this.makeImpl(false, this.getBestMaskPattern());\n },\n makeImpl: function makeImpl(test, maskPattern) {\n this.moduleCount = this.typeNumber * 4 + 17;\n this.modules = new Array(this.moduleCount);\n\n for (var row = 0; row < this.moduleCount; row++) {\n this.modules[row] = new Array(this.moduleCount);\n\n for (var col = 0; col < this.moduleCount; col++) {\n this.modules[row][col] = []; // [isDark(ture/false), EyeOuterOrInner(O/I), Position(TL/TR/BL) ]\n }\n }\n\n this.setupPositionProbePattern(0, 0, 'TL'); // TopLeft, TL\n\n this.setupPositionProbePattern(this.moduleCount - 7, 0, 'BL'); // BotoomLeft, BL\n\n this.setupPositionProbePattern(0, this.moduleCount - 7, 'TR'); // TopRight, TR\n\n this.setupPositionAdjustPattern('A'); // Alignment, A\n\n this.setupTimingPattern();\n this.setupTypeInfo(test, maskPattern);\n\n if (this.typeNumber >= 7) {\n this.setupTypeNumber(test);\n }\n\n if (this.dataCache == null) {\n this.dataCache = QRCodeModel.createData(this.typeNumber, this.errorCorrectLevel, this.dataList);\n }\n\n this.mapData(this.dataCache, maskPattern);\n },\n setupPositionProbePattern: function setupPositionProbePattern(row, col, posName) {\n for (var r = -1; r <= 7; r++) {\n if (row + r <= -1 || this.moduleCount <= row + r) continue;\n\n for (var c = -1; c <= 7; c++) {\n if (col + c <= -1 || this.moduleCount <= col + c) continue;\n\n if (0 <= r && r <= 6 && (c == 0 || c == 6) || 0 <= c && c <= 6 && (r == 0 || r == 6) || 2 <= r && r <= 4 && 2 <= c && c <= 4) {\n this.modules[row + r][col + c][0] = true;\n this.modules[row + r][col + c][2] = posName; // Position\n\n if (r == -0 || c == -0 || r == 6 || c == 6) {\n this.modules[row + r][col + c][1] = 'O'; // Position Outer\n } else {\n this.modules[row + r][col + c][1] = 'I'; // Position Inner\n }\n } else {\n this.modules[row + r][col + c][0] = false;\n }\n }\n }\n },\n getBestMaskPattern: function getBestMaskPattern() {\n var minLostPoint = 0;\n var pattern = 0;\n\n for (var i = 0; i < 8; i++) {\n this.makeImpl(true, i);\n var lostPoint = QRUtil.getLostPoint(this);\n\n if (i == 0 || minLostPoint > lostPoint) {\n minLostPoint = lostPoint;\n pattern = i;\n }\n }\n\n return pattern;\n },\n createMovieClip: function createMovieClip(target_mc, instance_name, depth) {\n var qr_mc = target_mc.createEmptyMovieClip(instance_name, depth);\n var cs = 1;\n this.make();\n\n for (var row = 0; row < this.modules.length; row++) {\n var y = row * cs;\n\n for (var col = 0; col < this.modules[row].length; col++) {\n var x = col * cs;\n var dark = this.modules[row][col][0];\n\n if (dark) {\n qr_mc.beginFill(0, 100);\n qr_mc.moveTo(x, y);\n qr_mc.lineTo(x + cs, y);\n qr_mc.lineTo(x + cs, y + cs);\n qr_mc.lineTo(x, y + cs);\n qr_mc.endFill();\n }\n }\n }\n\n return qr_mc;\n },\n setupTimingPattern: function setupTimingPattern() {\n for (var r = 8; r < this.moduleCount - 8; r++) {\n if (this.modules[r][6][0] != null) {\n continue;\n }\n\n this.modules[r][6][0] = r % 2 == 0;\n }\n\n for (var c = 8; c < this.moduleCount - 8; c++) {\n if (this.modules[6][c][0] != null) {\n continue;\n }\n\n this.modules[6][c][0] = c % 2 == 0;\n }\n },\n setupPositionAdjustPattern: function setupPositionAdjustPattern(posName) {\n var pos = QRUtil.getPatternPosition(this.typeNumber);\n\n for (var i = 0; i < pos.length; i++) {\n for (var j = 0; j < pos.length; j++) {\n var row = pos[i];\n var col = pos[j];\n\n if (this.modules[row][col][0] != null) {\n continue;\n }\n\n for (var r = -2; r <= 2; r++) {\n for (var c = -2; c <= 2; c++) {\n if (r == -2 || r == 2 || c == -2 || c == 2 || r == 0 && c == 0) {\n this.modules[row + r][col + c][0] = true;\n this.modules[row + r][col + c][2] = posName; // Position\n\n if (r == -2 || c == -2 || r == 2 || c == 2) {\n this.modules[row + r][col + c][1] = 'O'; // Position Outer\n } else {\n this.modules[row + r][col + c][1] = 'I'; // Position Inner\n }\n } else {\n this.modules[row + r][col + c][0] = false;\n }\n }\n }\n }\n }\n },\n setupTypeNumber: function setupTypeNumber(test) {\n var bits = QRUtil.getBCHTypeNumber(this.typeNumber);\n\n for (var i = 0; i < 18; i++) {\n var mod = !test && (bits >> i & 1) == 1;\n this.modules[Math.floor(i / 3)][i % 3 + this.moduleCount - 8 - 3][0] = mod;\n }\n\n for (var i = 0; i < 18; i++) {\n var mod = !test && (bits >> i & 1) == 1;\n this.modules[i % 3 + this.moduleCount - 8 - 3][Math.floor(i / 3)][0] = mod;\n }\n },\n setupTypeInfo: function setupTypeInfo(test, maskPattern) {\n var data = this.errorCorrectLevel << 3 | maskPattern;\n var bits = QRUtil.getBCHTypeInfo(data);\n\n for (var i = 0; i < 15; i++) {\n var mod = !test && (bits >> i & 1) == 1;\n\n if (i < 6) {\n this.modules[i][8][0] = mod;\n } else if (i < 8) {\n this.modules[i + 1][8][0] = mod;\n } else {\n this.modules[this.moduleCount - 15 + i][8][0] = mod;\n }\n }\n\n for (var i = 0; i < 15; i++) {\n var mod = !test && (bits >> i & 1) == 1;\n\n if (i < 8) {\n this.modules[8][this.moduleCount - i - 1][0] = mod;\n } else if (i < 9) {\n this.modules[8][15 - i - 1 + 1][0] = mod;\n } else {\n this.modules[8][15 - i - 1][0] = mod;\n }\n }\n\n this.modules[this.moduleCount - 8][8][0] = !test;\n },\n mapData: function mapData(data, maskPattern) {\n var inc = -1;\n var row = this.moduleCount - 1;\n var bitIndex = 7;\n var byteIndex = 0;\n\n for (var col = this.moduleCount - 1; col > 0; col -= 2) {\n if (col == 6) col--;\n\n while (true) {\n for (var c = 0; c < 2; c++) {\n if (this.modules[row][col - c][0] == null) {\n var dark = false;\n\n if (byteIndex < data.length) {\n dark = (data[byteIndex] >>> bitIndex & 1) == 1;\n }\n\n var mask = QRUtil.getMask(maskPattern, row, col - c);\n\n if (mask) {\n dark = !dark;\n }\n\n this.modules[row][col - c][0] = dark;\n bitIndex--;\n\n if (bitIndex == -1) {\n byteIndex++;\n bitIndex = 7;\n }\n }\n }\n\n row += inc;\n\n if (row < 0 || this.moduleCount <= row) {\n row -= inc;\n inc = -inc;\n break;\n }\n }\n }\n }\n };\n QRCodeModel.PAD0 = 0xec;\n QRCodeModel.PAD1 = 0x11;\n\n QRCodeModel.createData = function (typeNumber, errorCorrectLevel, dataList) {\n var rsBlocks = QRRSBlock.getRSBlocks(typeNumber, errorCorrectLevel);\n var buffer = new QRBitBuffer();\n\n for (var i = 0; i < dataList.length; i++) {\n var data = dataList[i];\n buffer.put(data.mode, 4);\n buffer.put(data.getLength(), QRUtil.getLengthInBits(data.mode, typeNumber));\n data.write(buffer);\n }\n\n var totalDataCount = 0;\n\n for (var i = 0; i < rsBlocks.length; i++) {\n totalDataCount += rsBlocks[i].dataCount;\n }\n\n if (buffer.getLengthInBits() > totalDataCount * 8) {\n throw new Error('code length overflow. (' + buffer.getLengthInBits() + '>' + totalDataCount * 8 + ')');\n }\n\n if (buffer.getLengthInBits() + 4 <= totalDataCount * 8) {\n buffer.put(0, 4);\n }\n\n while (buffer.getLengthInBits() % 8 != 0) {\n buffer.putBit(false);\n }\n\n while (true) {\n if (buffer.getLengthInBits() >= totalDataCount * 8) {\n break;\n }\n\n buffer.put(QRCodeModel.PAD0, 8);\n\n if (buffer.getLengthInBits() >= totalDataCount * 8) {\n break;\n }\n\n buffer.put(QRCodeModel.PAD1, 8);\n }\n\n return QRCodeModel.createBytes(buffer, rsBlocks);\n };\n\n QRCodeModel.createBytes = function (buffer, rsBlocks) {\n var offset = 0;\n var maxDcCount = 0;\n var maxEcCount = 0;\n var dcdata = new Array(rsBlocks.length);\n var ecdata = new Array(rsBlocks.length);\n\n for (var r = 0; r < rsBlocks.length; r++) {\n var dcCount = rsBlocks[r].dataCount;\n var ecCount = rsBlocks[r].totalCount - dcCount;\n maxDcCount = Math.max(maxDcCount, dcCount);\n maxEcCount = Math.max(maxEcCount, ecCount);\n dcdata[r] = new Array(dcCount);\n\n for (var i = 0; i < dcdata[r].length; i++) {\n dcdata[r][i] = 0xff & buffer.buffer[i + offset];\n }\n\n offset += dcCount;\n var rsPoly = QRUtil.getErrorCorrectPolynomial(ecCount);\n var rawPoly = new QRPolynomial(dcdata[r], rsPoly.getLength() - 1);\n var modPoly = rawPoly.mod(rsPoly);\n ecdata[r] = new Array(rsPoly.getLength() - 1);\n\n for (var i = 0; i < ecdata[r].length; i++) {\n var modIndex = i + modPoly.getLength() - ecdata[r].length;\n ecdata[r][i] = modIndex >= 0 ? modPoly.get(modIndex) : 0;\n }\n }\n\n var totalCodeCount = 0;\n\n for (var i = 0; i < rsBlocks.length; i++) {\n totalCodeCount += rsBlocks[i].totalCount;\n }\n\n var data = new Array(totalCodeCount);\n var index = 0;\n\n for (var i = 0; i < maxDcCount; i++) {\n for (var r = 0; r < rsBlocks.length; r++) {\n if (i < dcdata[r].length) {\n data[index++] = dcdata[r][i];\n }\n }\n }\n\n for (var i = 0; i < maxEcCount; i++) {\n for (var r = 0; r < rsBlocks.length; r++) {\n if (i < ecdata[r].length) {\n data[index++] = ecdata[r][i];\n }\n }\n }\n\n return data;\n };\n\n var QRMode = {\n MODE_NUMBER: 1 << 0,\n MODE_ALPHA_NUM: 1 << 1,\n MODE_8BIT_BYTE: 1 << 2,\n MODE_KANJI: 1 << 3\n };\n var QRErrorCorrectLevel = {\n L: 1,\n M: 0,\n Q: 3,\n H: 2\n };\n var QRMaskPattern = {\n PATTERN000: 0,\n PATTERN001: 1,\n PATTERN010: 2,\n PATTERN011: 3,\n PATTERN100: 4,\n PATTERN101: 5,\n PATTERN110: 6,\n PATTERN111: 7\n };\n var QRUtil = {\n PATTERN_POSITION_TABLE: [[], [6, 18], [6, 22], [6, 26], [6, 30], [6, 34], [6, 22, 38], [6, 24, 42], [6, 26, 46], [6, 28, 50], [6, 30, 54], [6, 32, 58], [6, 34, 62], [6, 26, 46, 66], [6, 26, 48, 70], [6, 26, 50, 74], [6, 30, 54, 78], [6, 30, 56, 82], [6, 30, 58, 86], [6, 34, 62, 90], [6, 28, 50, 72, 94], [6, 26, 50, 74, 98], [6, 30, 54, 78, 102], [6, 28, 54, 80, 106], [6, 32, 58, 84, 110], [6, 30, 58, 86, 114], [6, 34, 62, 90, 118], [6, 26, 50, 74, 98, 122], [6, 30, 54, 78, 102, 126], [6, 26, 52, 78, 104, 130], [6, 30, 56, 82, 108, 134], [6, 34, 60, 86, 112, 138], [6, 30, 58, 86, 114, 142], [6, 34, 62, 90, 118, 146], [6, 30, 54, 78, 102, 126, 150], [6, 24, 50, 76, 102, 128, 154], [6, 28, 54, 80, 106, 132, 158], [6, 32, 58, 84, 110, 136, 162], [6, 26, 54, 82, 110, 138, 166], [6, 30, 58, 86, 114, 142, 170]],\n G15: 1 << 10 | 1 << 8 | 1 << 5 | 1 << 4 | 1 << 2 | 1 << 1 | 1 << 0,\n G18: 1 << 12 | 1 << 11 | 1 << 10 | 1 << 9 | 1 << 8 | 1 << 5 | 1 << 2 | 1 << 0,\n G15_MASK: 1 << 14 | 1 << 12 | 1 << 10 | 1 << 4 | 1 << 1,\n getBCHTypeInfo: function getBCHTypeInfo(data) {\n var d = data << 10;\n\n while (QRUtil.getBCHDigit(d) - QRUtil.getBCHDigit(QRUtil.G15) >= 0) {\n d ^= QRUtil.G15 << QRUtil.getBCHDigit(d) - QRUtil.getBCHDigit(QRUtil.G15);\n }\n\n return (data << 10 | d) ^ QRUtil.G15_MASK;\n },\n getBCHTypeNumber: function getBCHTypeNumber(data) {\n var d = data << 12;\n\n while (QRUtil.getBCHDigit(d) - QRUtil.getBCHDigit(QRUtil.G18) >= 0) {\n d ^= QRUtil.G18 << QRUtil.getBCHDigit(d) - QRUtil.getBCHDigit(QRUtil.G18);\n }\n\n return data << 12 | d;\n },\n getBCHDigit: function getBCHDigit(data) {\n var digit = 0;\n\n while (data != 0) {\n digit++;\n data >>>= 1;\n }\n\n return digit;\n },\n getPatternPosition: function getPatternPosition(typeNumber) {\n return QRUtil.PATTERN_POSITION_TABLE[typeNumber - 1];\n },\n getMask: function getMask(maskPattern, i, j) {\n switch (maskPattern) {\n case QRMaskPattern.PATTERN000:\n return (i + j) % 2 == 0;\n\n case QRMaskPattern.PATTERN001:\n return i % 2 == 0;\n\n case QRMaskPattern.PATTERN010:\n return j % 3 == 0;\n\n case QRMaskPattern.PATTERN011:\n return (i + j) % 3 == 0;\n\n case QRMaskPattern.PATTERN100:\n return (Math.floor(i / 2) + Math.floor(j / 3)) % 2 == 0;\n\n case QRMaskPattern.PATTERN101:\n return i * j % 2 + i * j % 3 == 0;\n\n case QRMaskPattern.PATTERN110:\n return (i * j % 2 + i * j % 3) % 2 == 0;\n\n case QRMaskPattern.PATTERN111:\n return (i * j % 3 + (i + j) % 2) % 2 == 0;\n\n default:\n throw new Error('bad maskPattern:' + maskPattern);\n }\n },\n getErrorCorrectPolynomial: function getErrorCorrectPolynomial(errorCorrectLength) {\n var a = new QRPolynomial([1], 0);\n\n for (var i = 0; i < errorCorrectLength; i++) {\n a = a.multiply(new QRPolynomial([1, QRMath.gexp(i)], 0));\n }\n\n return a;\n },\n getLengthInBits: function getLengthInBits(mode, type) {\n if (1 <= type && type < 10) {\n switch (mode) {\n case QRMode.MODE_NUMBER:\n return 10;\n\n case QRMode.MODE_ALPHA_NUM:\n return 9;\n\n case QRMode.MODE_8BIT_BYTE:\n return 8;\n\n case QRMode.MODE_KANJI:\n return 8;\n\n default:\n throw new Error('mode:' + mode);\n }\n } else if (type < 27) {\n switch (mode) {\n case QRMode.MODE_NUMBER:\n return 12;\n\n case QRMode.MODE_ALPHA_NUM:\n return 11;\n\n case QRMode.MODE_8BIT_BYTE:\n return 16;\n\n case QRMode.MODE_KANJI:\n return 10;\n\n default:\n throw new Error('mode:' + mode);\n }\n } else if (type < 41) {\n switch (mode) {\n case QRMode.MODE_NUMBER:\n return 14;\n\n case QRMode.MODE_ALPHA_NUM:\n return 13;\n\n case QRMode.MODE_8BIT_BYTE:\n return 16;\n\n case QRMode.MODE_KANJI:\n return 12;\n\n default:\n throw new Error('mode:' + mode);\n }\n } else {\n throw new Error('type:' + type);\n }\n },\n getLostPoint: function getLostPoint(qrCode) {\n var moduleCount = qrCode.getModuleCount();\n var lostPoint = 0;\n\n for (var row = 0; row < moduleCount; row++) {\n for (var col = 0; col < moduleCount; col++) {\n var sameCount = 0;\n var dark = qrCode.isDark(row, col);\n\n for (var r = -1; r <= 1; r++) {\n if (row + r < 0 || moduleCount <= row + r) {\n continue;\n }\n\n for (var c = -1; c <= 1; c++) {\n if (col + c < 0 || moduleCount <= col + c) {\n continue;\n }\n\n if (r == 0 && c == 0) {\n continue;\n }\n\n if (dark == qrCode.isDark(row + r, col + c)) {\n sameCount++;\n }\n }\n }\n\n if (sameCount > 5) {\n lostPoint += 3 + sameCount - 5;\n }\n }\n }\n\n for (var row = 0; row < moduleCount - 1; row++) {\n for (var col = 0; col < moduleCount - 1; col++) {\n var count = 0;\n if (qrCode.isDark(row, col)) count++;\n if (qrCode.isDark(row + 1, col)) count++;\n if (qrCode.isDark(row, col + 1)) count++;\n if (qrCode.isDark(row + 1, col + 1)) count++;\n\n if (count == 0 || count == 4) {\n lostPoint += 3;\n }\n }\n }\n\n for (var row = 0; row < moduleCount; row++) {\n for (var col = 0; col < moduleCount - 6; col++) {\n if (qrCode.isDark(row, col) && !qrCode.isDark(row, col + 1) && qrCode.isDark(row, col + 2) && qrCode.isDark(row, col + 3) && qrCode.isDark(row, col + 4) && !qrCode.isDark(row, col + 5) && qrCode.isDark(row, col + 6)) {\n lostPoint += 40;\n }\n }\n }\n\n for (var col = 0; col < moduleCount; col++) {\n for (var row = 0; row < moduleCount - 6; row++) {\n if (qrCode.isDark(row, col) && !qrCode.isDark(row + 1, col) && qrCode.isDark(row + 2, col) && qrCode.isDark(row + 3, col) && qrCode.isDark(row + 4, col) && !qrCode.isDark(row + 5, col) && qrCode.isDark(row + 6, col)) {\n lostPoint += 40;\n }\n }\n }\n\n var darkCount = 0;\n\n for (var col = 0; col < moduleCount; col++) {\n for (var row = 0; row < moduleCount; row++) {\n if (qrCode.isDark(row, col)) {\n darkCount++;\n }\n }\n }\n\n var ratio = Math.abs(100 * darkCount / moduleCount / moduleCount - 50) / 5;\n lostPoint += ratio * 10;\n return lostPoint;\n }\n };\n var QRMath = {\n glog: function glog(n) {\n if (n < 1) {\n throw new Error('glog(' + n + ')');\n }\n\n return QRMath.LOG_TABLE[n];\n },\n gexp: function gexp(n) {\n while (n < 0) {\n n += 255;\n }\n\n while (n >= 256) {\n n -= 255;\n }\n\n return QRMath.EXP_TABLE[n];\n },\n EXP_TABLE: new Array(256),\n LOG_TABLE: new Array(256)\n };\n\n for (var i = 0; i < 8; i++) {\n QRMath.EXP_TABLE[i] = 1 << i;\n }\n\n for (var i = 8; i < 256; i++) {\n QRMath.EXP_TABLE[i] = QRMath.EXP_TABLE[i - 4] ^ QRMath.EXP_TABLE[i - 5] ^ QRMath.EXP_TABLE[i - 6] ^ QRMath.EXP_TABLE[i - 8];\n }\n\n for (var i = 0; i < 255; i++) {\n QRMath.LOG_TABLE[QRMath.EXP_TABLE[i]] = i;\n }\n\n function QRPolynomial(num, shift) {\n if (num.length == undefined$1) {\n throw new Error(num.length + '/' + shift);\n }\n\n var offset = 0;\n\n while (offset < num.length && num[offset] == 0) {\n offset++;\n }\n\n this.num = new Array(num.length - offset + shift);\n\n for (var i = 0; i < num.length - offset; i++) {\n this.num[i] = num[i + offset];\n }\n }\n\n QRPolynomial.prototype = {\n get: function get(index) {\n return this.num[index];\n },\n getLength: function getLength() {\n return this.num.length;\n },\n multiply: function multiply(e) {\n var num = new Array(this.getLength() + e.getLength() - 1);\n\n for (var i = 0; i < this.getLength(); i++) {\n for (var j = 0; j < e.getLength(); j++) {\n num[i + j] ^= QRMath.gexp(QRMath.glog(this.get(i)) + QRMath.glog(e.get(j)));\n }\n }\n\n return new QRPolynomial(num, 0);\n },\n mod: function mod(e) {\n if (this.getLength() - e.getLength() < 0) {\n return this;\n }\n\n var ratio = QRMath.glog(this.get(0)) - QRMath.glog(e.get(0));\n var num = new Array(this.getLength());\n\n for (var i = 0; i < this.getLength(); i++) {\n num[i] = this.get(i);\n }\n\n for (var i = 0; i < e.getLength(); i++) {\n num[i] ^= QRMath.gexp(QRMath.glog(e.get(i)) + ratio);\n }\n\n return new QRPolynomial(num, 0).mod(e);\n }\n };\n\n function QRRSBlock(totalCount, dataCount) {\n this.totalCount = totalCount;\n this.dataCount = dataCount;\n }\n\n QRRSBlock.RS_BLOCK_TABLE = [[1, 26, 19], [1, 26, 16], [1, 26, 13], [1, 26, 9], [1, 44, 34], [1, 44, 28], [1, 44, 22], [1, 44, 16], [1, 70, 55], [1, 70, 44], [2, 35, 17], [2, 35, 13], [1, 100, 80], [2, 50, 32], [2, 50, 24], [4, 25, 9], [1, 134, 108], [2, 67, 43], [2, 33, 15, 2, 34, 16], [2, 33, 11, 2, 34, 12], [2, 86, 68], [4, 43, 27], [4, 43, 19], [4, 43, 15], [2, 98, 78], [4, 49, 31], [2, 32, 14, 4, 33, 15], [4, 39, 13, 1, 40, 14], [2, 121, 97], [2, 60, 38, 2, 61, 39], [4, 40, 18, 2, 41, 19], [4, 40, 14, 2, 41, 15], [2, 146, 116], [3, 58, 36, 2, 59, 37], [4, 36, 16, 4, 37, 17], [4, 36, 12, 4, 37, 13], [2, 86, 68, 2, 87, 69], [4, 69, 43, 1, 70, 44], [6, 43, 19, 2, 44, 20], [6, 43, 15, 2, 44, 16], [4, 101, 81], [1, 80, 50, 4, 81, 51], [4, 50, 22, 4, 51, 23], [3, 36, 12, 8, 37, 13], [2, 116, 92, 2, 117, 93], [6, 58, 36, 2, 59, 37], [4, 46, 20, 6, 47, 21], [7, 42, 14, 4, 43, 15], [4, 133, 107], [8, 59, 37, 1, 60, 38], [8, 44, 20, 4, 45, 21], [12, 33, 11, 4, 34, 12], [3, 145, 115, 1, 146, 116], [4, 64, 40, 5, 65, 41], [11, 36, 16, 5, 37, 17], [11, 36, 12, 5, 37, 13], [5, 109, 87, 1, 110, 88], [5, 65, 41, 5, 66, 42], [5, 54, 24, 7, 55, 25], [11, 36, 12, 7, 37, 13], [5, 122, 98, 1, 123, 99], [7, 73, 45, 3, 74, 46], [15, 43, 19, 2, 44, 20], [3, 45, 15, 13, 46, 16], [1, 135, 107, 5, 136, 108], [10, 74, 46, 1, 75, 47], [1, 50, 22, 15, 51, 23], [2, 42, 14, 17, 43, 15], [5, 150, 120, 1, 151, 121], [9, 69, 43, 4, 70, 44], [17, 50, 22, 1, 51, 23], [2, 42, 14, 19, 43, 15], [3, 141, 113, 4, 142, 114], [3, 70, 44, 11, 71, 45], [17, 47, 21, 4, 48, 22], [9, 39, 13, 16, 40, 14], [3, 135, 107, 5, 136, 108], [3, 67, 41, 13, 68, 42], [15, 54, 24, 5, 55, 25], [15, 43, 15, 10, 44, 16], [4, 144, 116, 4, 145, 117], [17, 68, 42], [17, 50, 22, 6, 51, 23], [19, 46, 16, 6, 47, 17], [2, 139, 111, 7, 140, 112], [17, 74, 46], [7, 54, 24, 16, 55, 25], [34, 37, 13], [4, 151, 121, 5, 152, 122], [4, 75, 47, 14, 76, 48], [11, 54, 24, 14, 55, 25], [16, 45, 15, 14, 46, 16], [6, 147, 117, 4, 148, 118], [6, 73, 45, 14, 74, 46], [11, 54, 24, 16, 55, 25], [30, 46, 16, 2, 47, 17], [8, 132, 106, 4, 133, 107], [8, 75, 47, 13, 76, 48], [7, 54, 24, 22, 55, 25], [22, 45, 15, 13, 46, 16], [10, 142, 114, 2, 143, 115], [19, 74, 46, 4, 75, 47], [28, 50, 22, 6, 51, 23], [33, 46, 16, 4, 47, 17], [8, 152, 122, 4, 153, 123], [22, 73, 45, 3, 74, 46], [8, 53, 23, 26, 54, 24], [12, 45, 15, 28, 46, 16], [3, 147, 117, 10, 148, 118], [3, 73, 45, 23, 74, 46], [4, 54, 24, 31, 55, 25], [11, 45, 15, 31, 46, 16], [7, 146, 116, 7, 147, 117], [21, 73, 45, 7, 74, 46], [1, 53, 23, 37, 54, 24], [19, 45, 15, 26, 46, 16], [5, 145, 115, 10, 146, 116], [19, 75, 47, 10, 76, 48], [15, 54, 24, 25, 55, 25], [23, 45, 15, 25, 46, 16], [13, 145, 115, 3, 146, 116], [2, 74, 46, 29, 75, 47], [42, 54, 24, 1, 55, 25], [23, 45, 15, 28, 46, 16], [17, 145, 115], [10, 74, 46, 23, 75, 47], [10, 54, 24, 35, 55, 25], [19, 45, 15, 35, 46, 16], [17, 145, 115, 1, 146, 116], [14, 74, 46, 21, 75, 47], [29, 54, 24, 19, 55, 25], [11, 45, 15, 46, 46, 16], [13, 145, 115, 6, 146, 116], [14, 74, 46, 23, 75, 47], [44, 54, 24, 7, 55, 25], [59, 46, 16, 1, 47, 17], [12, 151, 121, 7, 152, 122], [12, 75, 47, 26, 76, 48], [39, 54, 24, 14, 55, 25], [22, 45, 15, 41, 46, 16], [6, 151, 121, 14, 152, 122], [6, 75, 47, 34, 76, 48], [46, 54, 24, 10, 55, 25], [2, 45, 15, 64, 46, 16], [17, 152, 122, 4, 153, 123], [29, 74, 46, 14, 75, 47], [49, 54, 24, 10, 55, 25], [24, 45, 15, 46, 46, 16], [4, 152, 122, 18, 153, 123], [13, 74, 46, 32, 75, 47], [48, 54, 24, 14, 55, 25], [42, 45, 15, 32, 46, 16], [20, 147, 117, 4, 148, 118], [40, 75, 47, 7, 76, 48], [43, 54, 24, 22, 55, 25], [10, 45, 15, 67, 46, 16], [19, 148, 118, 6, 149, 119], [18, 75, 47, 31, 76, 48], [34, 54, 24, 34, 55, 25], [20, 45, 15, 61, 46, 16]];\n\n QRRSBlock.getRSBlocks = function (typeNumber, errorCorrectLevel) {\n var rsBlock = QRRSBlock.getRsBlockTable(typeNumber, errorCorrectLevel);\n\n if (rsBlock == undefined$1) {\n throw new Error('bad rs block @ typeNumber:' + typeNumber + '/errorCorrectLevel:' + errorCorrectLevel);\n }\n\n var length = rsBlock.length / 3;\n var list = [];\n\n for (var i = 0; i < length; i++) {\n var count = rsBlock[i * 3 + 0];\n var totalCount = rsBlock[i * 3 + 1];\n var dataCount = rsBlock[i * 3 + 2];\n\n for (var j = 0; j < count; j++) {\n list.push(new QRRSBlock(totalCount, dataCount));\n }\n }\n\n return list;\n };\n\n QRRSBlock.getRsBlockTable = function (typeNumber, errorCorrectLevel) {\n switch (errorCorrectLevel) {\n case QRErrorCorrectLevel.L:\n return QRRSBlock.RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 0];\n\n case QRErrorCorrectLevel.M:\n return QRRSBlock.RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 1];\n\n case QRErrorCorrectLevel.Q:\n return QRRSBlock.RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 2];\n\n case QRErrorCorrectLevel.H:\n return QRRSBlock.RS_BLOCK_TABLE[(typeNumber - 1) * 4 + 3];\n\n default:\n return undefined$1;\n }\n };\n\n function QRBitBuffer() {\n this.buffer = [];\n this.length = 0;\n }\n\n QRBitBuffer.prototype = {\n get: function get(index) {\n var bufIndex = Math.floor(index / 8);\n return (this.buffer[bufIndex] >>> 7 - index % 8 & 1) == 1;\n },\n put: function put(num, length) {\n for (var i = 0; i < length; i++) {\n this.putBit((num >>> length - i - 1 & 1) == 1);\n }\n },\n getLengthInBits: function getLengthInBits() {\n return this.length;\n },\n putBit: function putBit(bit) {\n var bufIndex = Math.floor(this.length / 8);\n\n if (this.buffer.length <= bufIndex) {\n this.buffer.push(0);\n }\n\n if (bit) {\n this.buffer[bufIndex] |= 0x80 >>> this.length % 8;\n }\n\n this.length++;\n }\n };\n var QRCodeLimitLength = [[17, 14, 11, 7], [32, 26, 20, 14], [53, 42, 32, 24], [78, 62, 46, 34], [106, 84, 60, 44], [134, 106, 74, 58], [154, 122, 86, 64], [192, 152, 108, 84], [230, 180, 130, 98], [271, 213, 151, 119], [321, 251, 177, 137], [367, 287, 203, 155], [425, 331, 241, 177], [458, 362, 258, 194], [520, 412, 292, 220], [586, 450, 322, 250], [644, 504, 364, 280], [718, 560, 394, 310], [792, 624, 442, 338], [858, 666, 482, 382], [929, 711, 509, 403], [1003, 779, 565, 439], [1091, 857, 611, 461], [1171, 911, 661, 511], [1273, 997, 715, 535], [1367, 1059, 751, 593], [1465, 1125, 805, 625], [1528, 1190, 868, 658], [1628, 1264, 908, 698], [1732, 1370, 982, 742], [1840, 1452, 1030, 790], [1952, 1538, 1112, 842], [2068, 1628, 1168, 898], [2188, 1722, 1228, 958], [2303, 1809, 1283, 983], [2431, 1911, 1351, 1051], [2563, 1989, 1423, 1093], [2699, 2099, 1499, 1139], [2809, 2213, 1579, 1219], [2953, 2331, 1663, 1273]];\n\n function _isSupportCanvas() {\n return typeof CanvasRenderingContext2D != 'undefined';\n } // android 2.x doesn't support Data-URI spec\n\n\n function _getAndroid() {\n var android = false;\n var sAgent = navigator.userAgent;\n\n if (/android/i.test(sAgent)) {\n // android\n android = true;\n var aMat = sAgent.toString().match(/android ([0-9]\\.[0-9])/i);\n\n if (aMat && aMat[1]) {\n android = parseFloat(aMat[1]);\n }\n }\n\n return android;\n } // Drawing in DOM by using Table tag\n\n\n var Drawing = !_isSupportCanvas() ? function () {\n var Drawing = function Drawing(el, htOption) {\n this._el = el;\n this._htOption = htOption;\n };\n /**\n * Draw the QRCode\n *\n * @param {QRCode} oQRCode\n */\n\n\n Drawing.prototype.draw = function (oQRCode) {\n var _htOption = this._htOption;\n var _el = this._el;\n var nCount = oQRCode.getModuleCount();\n var nWidth = Math.round(_htOption.width / nCount);\n var nHeight = Math.round((_htOption.height - _htOption.titleHeight) / nCount);\n\n if (nWidth <= 1) {\n nWidth = 1;\n }\n\n if (nHeight <= 1) {\n nHeight = 1;\n }\n\n this._htOption.width = nWidth * nCount;\n this._htOption.height = nHeight * nCount + _htOption.titleHeight;\n this._htOption.quietZone = Math.round(this._htOption.quietZone);\n var aHTML = [];\n var divStyle = '';\n var drawWidth = Math.round(nWidth * _htOption.dotScale);\n var drawHeight = Math.round(nHeight * _htOption.dotScale);\n\n if (drawWidth < 4) {\n drawWidth = 4;\n drawHeight = 4;\n }\n\n var nonRequiredColorDark = _htOption.colorDark;\n var nonRequiredcolorLight = _htOption.colorLight;\n\n if (_htOption.backgroundImage) {\n if (_htOption.autoColor) {\n _htOption.colorDark = \"rgba(0, 0, 0, .6);filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr='#99000000', EndColorStr='#99000000');\";\n _htOption.colorLight = \"rgba(255, 255, 255, .7);filter:progid:DXImageTransform.Microsoft.Gradient(GradientType=0, StartColorStr='#B2FFFFFF', EndColorStr='#B2FFFFFF');\"; // _htOption.colorDark=\"rgba(0, 0, 0, .6)\";\n // _htOption.colorLight='rgba(255, 255, 255, .7)';\n } else {\n _htOption.colorLight = 'rgba(0,0,0,0)';\n }\n\n var backgroundImageEle = '<div style=\"display:inline-block; z-index:-10;position:absolute;\"><img src=\"' + _htOption.backgroundImage + '\" widht=\"' + (_htOption.width + _htOption.quietZone * 2) + '\" height=\"' + (_htOption.height + _htOption.quietZone * 2) + '\" style=\"opacity:' + _htOption.backgroundImageAlpha + ';filter:alpha(opacity=' + _htOption.backgroundImageAlpha * 100 + '); \"/></div>';\n aHTML.push(backgroundImageEle);\n }\n\n if (_htOption.quietZone) {\n divStyle = 'display:inline-block; width:' + (_htOption.width + _htOption.quietZone * 2) + 'px; height:' + (_htOption.width + _htOption.quietZone * 2) + 'px;background:' + _htOption.quietZoneColor + '; text-align:center;';\n }\n\n aHTML.push('<div style=\"font-size:0;' + divStyle + '\">');\n aHTML.push('<table style=\"font-size:0;border:0;border-collapse:collapse; margin-top:' + _htOption.quietZone + 'px;\" border=\"0\" cellspacing=\"0\" cellspadding=\"0\" align=\"center\" valign=\"middle\">');\n aHTML.push('<tr height=\"' + _htOption.titleHeight + '\" align=\"center\"><td style=\"border:0;border-collapse:collapse;margin:0;padding:0\" colspan=\"' + nCount + '\">');\n\n if (_htOption.title) {\n var c = _htOption.titleColor;\n var f = _htOption.titleFont;\n aHTML.push('<div style=\"width:100%;margin-top:' + _htOption.titleTop + 'px;color:' + c + ';font:' + f + ';background:' + _htOption.titleBackgroundColor + '\">' + _htOption.title + '</div>');\n }\n\n if (_htOption.subTitle) {\n aHTML.push('<div style=\"width:100%;margin-top:' + (_htOption.subTitleTop - _htOption.titleTop) + 'px;color:' + _htOption.subTitleColor + '; font:' + _htOption.subTitleFont + '\">' + _htOption.subTitle + '</div>');\n }\n\n aHTML.push('</td></tr>');\n\n for (var row = 0; row < nCount; row++) {\n aHTML.push('<tr style=\"border:0; padding:0; margin:0;\" height=\"7\">');\n\n for (var col = 0; col < nCount; col++) {\n var bIsDark = oQRCode.isDark(row, col);\n var eye = oQRCode.getEye(row, col); // { isDark: true/false, type: PO_TL, PI_TL, PO_TR, PI_TR, PO_BL, PI_BL };\n\n if (eye) {\n // Is eye\n bIsDark = eye.isDark;\n var type = eye.type; // PX_XX, PX, colorDark, colorLight\n\n var eyeColorDark = _htOption[type] || _htOption[type.substring(0, 2)] || nonRequiredColorDark;\n aHTML.push('<td style=\"border:0;border-collapse:collapse;padding:0;margin:0;width:' + nWidth + 'px;height:' + nHeight + 'px;\">' + '<span style=\"width:' + nWidth + 'px;height:' + nHeight + 'px;background-color:' + (bIsDark ? eyeColorDark : nonRequiredcolorLight) + ';display:inline-block\"></span></td>');\n } else {\n // Timing Pattern\n var nowDarkColor = _htOption.colorDark;\n\n if (row == 6) {\n nowDarkColor = _htOption.timing_H || _htOption.timing || nonRequiredColorDark;\n aHTML.push('<td style=\"border:0;border-collapse:collapse;padding:0;margin:0;width:' + nWidth + 'px;height:' + nHeight + 'px;background-color:' + (bIsDark ? nowDarkColor : nonRequiredcolorLight) + ';\"></td>');\n } else if (col == 6) {\n nowDarkColor = _htOption.timing_V || _htOption.timing || nonRequiredColorDark;\n aHTML.push('<td style=\"border:0;border-collapse:collapse;padding:0;margin:0;width:' + nWidth + 'px;height:' + nHeight + 'px;background-color:' + (bIsDark ? nowDarkColor : nonRequiredcolorLight) + ';\"></td>');\n } else {\n aHTML.push('<td style=\"border:0;border-collapse:collapse;padding:0;margin:0;width:' + nWidth + 'px;height:' + nHeight + 'px;\">' + '<div style=\"display:inline-block;width:' + drawWidth + 'px;height:' + drawHeight + 'px;background-color:' + (bIsDark ? nowDarkColor : _htOption.colorLight) + ';\"></div></td>');\n }\n }\n }\n\n aHTML.push('</tr>');\n }\n\n aHTML.push('</table>');\n aHTML.push('</div>');\n\n if (_htOption.logo) {\n // Logo Image\n var img = new Image();\n\n if (_htOption.crossOrigin != null) {\n img.crossOrigin = _htOption.crossOrigin;\n } // img.crossOrigin=\"Anonymous\";\n\n\n img.src = _htOption.logo;\n var imgW = _htOption.width / 3.5;\n var imgH = _htOption.height / 3.5;\n\n if (imgW != imgH) {\n imgW = imgH;\n }\n\n if (_htOption.logoWidth) {\n imgW = _htOption.logoWidth;\n }\n\n if (_htOption.logoHeight) {\n imgH = _htOption.logoHeight;\n }\n\n var imgDivStyle = 'position:relative; z-index:1;display:table-cell;top:-' + ((_htOption.height - _htOption.titleHeight) / 2 + imgH / 2 + _htOption.quietZone) + 'px;text-align:center; width:' + imgW + 'px; height:' + imgH + 'px;line-height:' + imgW + 'px; vertical-align: middle;';\n\n if (!_htOption.logoBackgroundTransparent) {\n imgDivStyle += 'background:' + _htOption.logoBackgroundColor;\n }\n\n aHTML.push('<div style=\"' + imgDivStyle + '\"><img src=\"' + _htOption.logo + '\" style=\"max-width: ' + imgW + 'px; max-height: ' + imgH + 'px;\" /> <div style=\" display: none; width:1px;margin-left: -1px;\"></div></div>');\n }\n\n if (_htOption.onRenderingStart) {\n _htOption.onRenderingStart(_htOption);\n }\n\n _el.innerHTML = aHTML.join(''); // Fix the margin values as real size.\n\n var elTable = _el.childNodes[0];\n var nLeftMarginTable = (_htOption.width - elTable.offsetWidth) / 2;\n var nTopMarginTable = (_htOption.height - elTable.offsetHeight) / 2;\n\n if (nLeftMarginTable > 0 && nTopMarginTable > 0) {\n elTable.style.margin = nTopMarginTable + 'px ' + nLeftMarginTable + 'px';\n }\n\n if (this._htOption.onRenderingEnd) {\n this._htOption.onRenderingEnd(this._htOption, null);\n }\n };\n /**\n * Clear the QRCode\n */\n\n\n Drawing.prototype.clear = function () {\n this._el.innerHTML = '';\n };\n\n return Drawing;\n }() : function () {\n // Drawing in Canvas\n function _onMakeImage() {\n if (this._htOption.drawer == 'svg') {\n var svgData = this._oContext.getSerializedSvg(true);\n\n this.dataURL = svgData;\n this._el.innerHTML = svgData;\n } else {\n // canvas\n // this._elImage.crossOrigin='Anonymous';\n try {\n // if (this._htOption.crossOrigin != null) {\n // this._elImage.crossOrigin = this._htOption.crossOrigin;\n // }\n var dataURL = this._elCanvas.toDataURL('image/png'); // this._elImage.src = dataURL;\n\n\n this.dataURL = dataURL; // this._elImage.style.display = \"inline\";\n // this._elCanvas.style.display = \"none\";\n } catch (e) {\n console.error(e);\n }\n }\n\n if (this._htOption.onRenderingEnd) {\n if (!this.dataURL) {\n console.error(\"Can not get base64 data, please check: 1. Published the page and image to the server 2. The image request support CORS 3. Configured `crossOrigin:'anonymous'` option\");\n }\n\n this._htOption.onRenderingEnd(this._htOption, this.dataURL);\n }\n } // Android 2.1 bug workaround\n // http://code.google.com/p/android/issues/detail?id=5141\n\n\n if (root._android && root._android <= 2.1) {\n var factor = 1 / window.devicePixelRatio;\n var drawImage = CanvasRenderingContext2D.prototype.drawImage;\n\n CanvasRenderingContext2D.prototype.drawImage = function (image, sx, sy, sw, sh, dx, dy, dw, dh) {\n if ('nodeName' in image && /img/i.test(image.nodeName)) {\n for (var i = arguments.length - 1; i >= 1; i--) {\n arguments[i] = arguments[i] * factor;\n }\n } else if (typeof dw == 'undefined') {\n arguments[1] *= factor;\n arguments[2] *= factor;\n arguments[3] *= factor;\n arguments[4] *= factor;\n }\n\n drawImage.apply(this, arguments);\n };\n }\n /**\n * Check whether the user's browser supports Data URI or not\n *\n * @private\n * @param {Function} fSuccess Occurs if it supports Data URI\n * @param {Function} fFail Occurs if it doesn't support Data URI\n */\n\n\n function _safeSetDataURI(fSuccess, fFail) {\n var self = this;\n self._fFail = fFail;\n self._fSuccess = fSuccess; // Check it just once\n\n if (self._bSupportDataURI === null) {\n var el = document.createElement('img');\n\n var fOnError = function fOnError() {\n self._bSupportDataURI = false;\n\n if (self._fFail) {\n self._fFail.call(self);\n }\n };\n\n var fOnSuccess = function fOnSuccess() {\n self._bSupportDataURI = true;\n\n if (self._fSuccess) {\n self._fSuccess.call(self);\n }\n };\n\n el.onabort = fOnError;\n el.onerror = fOnError;\n el.onload = fOnSuccess;\n el.src = 'data:image/gif;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg=='; // the Image contains 1px data.\n\n return;\n } else if (self._bSupportDataURI === true && self._fSuccess) {\n self._fSuccess.call(self);\n } else if (self._bSupportDataURI === false && self._fFail) {\n self._fFail.call(self);\n }\n }\n /**\n * Drawing QRCode by using canvas\n *\n * @constructor\n * @param {HTMLElement} el\n * @param {Object} htOption QRCode Options\n */\n\n\n var Drawing = function Drawing(el, htOption) {\n this._bIsPainted = false;\n this._android = _getAndroid();\n this._el = el;\n this._htOption = htOption;\n\n if (this._htOption.drawer == 'svg') {\n this._oContext = {};\n this._elCanvas = {};\n } else {\n // canvas\n this._elCanvas = document.createElement('canvas');\n\n this._el.appendChild(this._elCanvas);\n\n this._oContext = this._elCanvas.getContext('2d'); // this._elImage = document.createElement(\"img\");\n // this._elImage.alt = \"Scan me!\";\n // this._elImage.style.display = \"none\";\n // this._el.appendChild(this._elImage);\n }\n\n this._bSupportDataURI = null;\n this.dataURL = null;\n };\n /**\n * Draw the QRCode\n *\n * @param {QRCode} oQRCode\n */\n\n\n Drawing.prototype.draw = function (oQRCode) {\n // var _elImage = this._elImage;\n var _htOption = this._htOption;\n\n if (!_htOption.title && !_htOption.subTitle) {\n _htOption.height -= _htOption.titleHeight;\n _htOption.titleHeight = 0;\n }\n\n var nCount = oQRCode.getModuleCount();\n var nWidth = Math.round(_htOption.width / nCount);\n var nHeight = Math.round((_htOption.height - _htOption.titleHeight) / nCount);\n\n if (nWidth <= 1) {\n nWidth = 1;\n }\n\n if (nHeight <= 1) {\n nHeight = 1;\n }\n\n _htOption.width = nWidth * nCount;\n _htOption.height = nHeight * nCount + _htOption.titleHeight;\n _htOption.quietZone = Math.round(_htOption.quietZone);\n this._elCanvas.width = _htOption.width + _htOption.quietZone * 2;\n this._elCanvas.height = _htOption.height + _htOption.quietZone * 2;\n\n if (this._htOption.drawer != 'canvas') {\n // _elImage.style.display = \"none\";\n // } else {\n this._oContext = new C2S(this._elCanvas.width, this._elCanvas.height);\n }\n\n this.clear();\n var _oContext = this._oContext;\n _oContext.lineWidth = 0;\n _oContext.fillStyle = _htOption.colorLight;\n\n _oContext.fillRect(0, 0, this._elCanvas.width, this._elCanvas.height);\n\n var t = this;\n\n function drawQuietZoneColor() {\n if (_htOption.quietZone > 0 && _htOption.quietZoneColor) {\n // top\n _oContext.lineWidth = 0;\n _oContext.fillStyle = _htOption.quietZoneColor;\n\n _oContext.fillRect(0, 0, t._elCanvas.width, _htOption.quietZone); // left\n\n\n _oContext.fillRect(0, _htOption.quietZone, _htOption.quietZone, t._elCanvas.height - _htOption.quietZone * 2); // right\n\n\n _oContext.fillRect(t._elCanvas.width - _htOption.quietZone, _htOption.quietZone, _htOption.quietZone, t._elCanvas.height - _htOption.quietZone * 2); // bottom\n\n\n _oContext.fillRect(0, t._elCanvas.height - _htOption.quietZone, t._elCanvas.width, _htOption.quietZone);\n }\n }\n\n if (_htOption.backgroundImage) {\n // Background Image\n var bgImg = new Image();\n\n bgImg.onload = function () {\n _oContext.globalAlpha = 1;\n _oContext.globalAlpha = _htOption.backgroundImageAlpha;\n var imageSmoothingQuality = _oContext.imageSmoothingQuality;\n var imageSmoothingEnabled = _oContext.imageSmoothingEnabled;\n _oContext.imageSmoothingEnabled = true;\n _oContext.imageSmoothingQuality = 'high';\n\n _oContext.drawImage(bgImg, 0, _htOption.titleHeight, _htOption.width + _htOption.quietZone * 2, _htOption.height + _htOption.quietZone * 2 - _htOption.titleHeight);\n\n _oContext.imageSmoothingEnabled = imageSmoothingEnabled;\n _oContext.imageSmoothingQuality = imageSmoothingQuality;\n _oContext.globalAlpha = 1;\n drawQrcode.call(t, oQRCode);\n }; // bgImg.crossOrigin='Anonymous';\n\n\n if (_htOption.crossOrigin != null) {\n bgImg.crossOrigin = _htOption.crossOrigin;\n }\n\n bgImg.originalSrc = _htOption.backgroundImage;\n bgImg.src = _htOption.backgroundImage; // DoSomething\n } else {\n drawQrcode.call(t, oQRCode);\n }\n\n function drawQrcode(oQRCode) {\n if (_htOption.onRenderingStart) {\n _htOption.onRenderingStart(_htOption);\n }\n\n for (var row = 0; row < nCount; row++) {\n for (var col = 0; col < nCount; col++) {\n var nLeft = col * nWidth + _htOption.quietZone;\n var nTop = row * nHeight + _htOption.quietZone;\n var bIsDark = oQRCode.isDark(row, col);\n var eye = oQRCode.getEye(row, col); // { isDark: true/false, type: PO_TL, PI_TL, PO_TR, PI_TR, PO_BL, PI_BL };\n\n var nowDotScale = _htOption.dotScale;\n _oContext.lineWidth = 0; // Color handler\n\n var dColor;\n var lColor;\n\n if (eye) {\n dColor = _htOption[eye.type] || _htOption[eye.type.substring(0, 2)] || _htOption.colorDark;\n lColor = _htOption.colorLight;\n } else {\n if (_htOption.backgroundImage) {\n lColor = 'rgba(0,0,0,0)';\n\n if (row == 6) {\n // dColor = _htOption.timing_H || _htOption.timing || _htOption.colorDark;\n if (_htOption.autoColor) {\n dColor = _htOption.timing_H || _htOption.timing || _htOption.autoColorDark;\n lColor = _htOption.autoColorLight;\n } else {\n dColor = _htOption.timing_H || _htOption.timing || _htOption.colorDark;\n }\n } else if (col == 6) {\n // dColor = _htOption.timing_V || _htOption.timing || _htOption.colorDark;\n if (_htOption.autoColor) {\n dColor = _htOption.timing_V || _htOption.timing || _htOption.autoColorDark;\n lColor = _htOption.autoColorLight;\n } else {\n dColor = _htOption.timing_V || _htOption.timing || _htOption.colorDark;\n }\n } else {\n if (_htOption.autoColor) {\n dColor = _htOption.autoColorDark;\n lColor = _htOption.autoColorLight;\n } else {\n dColor = _htOption.colorDark;\n }\n }\n } else {\n if (row == 6) {\n dColor = _htOption.timing_H || _htOption.timing || _htOption.colorDark;\n } else if (col == 6) {\n dColor = _htOption.timing_V || _htOption.timing || _htOption.colorDark;\n } else {\n dColor = _htOption.colorDark;\n }\n\n lColor = _htOption.colorLight;\n }\n }\n\n _oContext.strokeStyle = bIsDark ? dColor : lColor;\n _oContext.fillStyle = bIsDark ? dColor : lColor;\n\n if (eye) {\n if (eye.type == 'AO') {\n nowDotScale = _htOption.dotScaleAO;\n } else if (eye.type == 'AI') {\n nowDotScale = _htOption.dotScaleAI;\n } else {\n nowDotScale = 1;\n }\n\n if (_htOption.backgroundImage && _htOption.autoColor) {\n dColor = (eye.type == 'AO' ? _htOption.AI : _htOption.AO) || _htOption.autoColorDark;\n lColor = _htOption.autoColorLight;\n } else {\n dColor = (eye.type == 'AO' ? _htOption.AI : _htOption.AO) || dColor;\n } // Is eye\n\n\n bIsDark = eye.isDark;\n\n _oContext.fillRect(nLeft + nWidth * (1 - nowDotScale) / 2, _htOption.titleHeight + nTop + nHeight * (1 - nowDotScale) / 2, nWidth * nowDotScale, nHeight * nowDotScale);\n } else {\n if (row == 6) {\n // Timing Pattern\n nowDotScale = _htOption.dotScaleTiming_H;\n\n _oContext.fillRect(nLeft + nWidth * (1 - nowDotScale) / 2, _htOption.titleHeight + nTop + nHeight * (1 - nowDotScale) / 2, nWidth * nowDotScale, nHeight * nowDotScale);\n } else if (col == 6) {\n // Timing Pattern\n nowDotScale = _htOption.dotScaleTiming_V;\n\n _oContext.fillRect(nLeft + nWidth * (1 - nowDotScale) / 2, _htOption.titleHeight + nTop + nHeight * (1 - nowDotScale) / 2, nWidth * nowDotScale, nHeight * nowDotScale);\n } else {\n if (_htOption.backgroundImage) {\n _oContext.fillRect(nLeft + nWidth * (1 - nowDotScale) / 2, _htOption.titleHeight + nTop + nHeight * (1 - nowDotScale) / 2, nWidth * nowDotScale, nHeight * nowDotScale);\n } else {\n _oContext.fillRect(nLeft + nWidth * (1 - nowDotScale) / 2, _htOption.titleHeight + nTop + nHeight * (1 - nowDotScale) / 2, nWidth * nowDotScale, nHeight * nowDotScale);\n }\n }\n }\n\n if (_htOption.dotScale != 1 && !eye) {\n _oContext.strokeStyle = _htOption.colorLight;\n }\n }\n }\n\n if (_htOption.title) {\n _oContext.fillStyle = _htOption.titleBackgroundColor;\n\n _oContext.fillRect(0, 0, this._elCanvas.width, _htOption.titleHeight + _htOption.quietZone);\n\n _oContext.font = _htOption.titleFont;\n _oContext.fillStyle = _htOption.titleColor;\n _oContext.textAlign = 'center';\n\n _oContext.fillText(_htOption.title, this._elCanvas.width / 2, +_htOption.quietZone + _htOption.titleTop);\n }\n\n if (_htOption.subTitle) {\n _oContext.font = _htOption.subTitleFont;\n _oContext.fillStyle = _htOption.subTitleColor;\n\n _oContext.fillText(_htOption.subTitle, this._elCanvas.width / 2, +_htOption.quietZone + _htOption.subTitleTop);\n }\n\n function generateLogoImg(img) {\n var imgContainerW = Math.round(_htOption.width / 3.5);\n var imgContainerH = Math.round(_htOption.height / 3.5);\n\n if (imgContainerW !== imgContainerH) {\n imgContainerW = imgContainerH;\n }\n\n if (_htOption.logoMaxWidth) {\n imgContainerW = Math.round(_htOption.logoMaxWidth);\n } else if (_htOption.logoWidth) {\n imgContainerW = Math.round(_htOption.logoWidth);\n }\n\n if (_htOption.logoMaxHeight) {\n imgContainerH = Math.round(_htOption.logoMaxHeight);\n } else if (_htOption.logoHeight) {\n imgContainerH = Math.round(_htOption.logoHeight);\n }\n\n var nw;\n var nh;\n\n if (typeof img.naturalWidth == 'undefined') {\n // IE 6/7/8\n nw = img.width;\n nh = img.height;\n } else {\n // HTML5 browsers\n nw = img.naturalWidth;\n nh = img.naturalHeight;\n }\n\n if (_htOption.logoMaxWidth || _htOption.logoMaxHeight) {\n if (_htOption.logoMaxWidth && nw <= imgContainerW) {\n imgContainerW = nw;\n }\n\n if (_htOption.logoMaxHeight && nh <= imgContainerH) {\n imgContainerH = nh;\n }\n\n if (nw <= imgContainerW && nh <= imgContainerH) {\n imgContainerW = nw;\n imgContainerH = nh;\n }\n }\n\n var imgContainerX = (_htOption.width + _htOption.quietZone * 2 - imgContainerW) / 2;\n var imgContainerY = (_htOption.height + _htOption.titleHeight + _htOption.quietZone * 2 - imgContainerH) / 2;\n var imgScale = Math.min(imgContainerW / nw, imgContainerH / nh);\n var imgW = nw * imgScale;\n var imgH = nh * imgScale;\n\n if (_htOption.logoMaxWidth || _htOption.logoMaxHeight) {\n imgContainerW = imgW;\n imgContainerH = imgH;\n imgContainerX = (_htOption.width + _htOption.quietZone * 2 - imgContainerW) / 2;\n imgContainerY = (_htOption.height + _htOption.titleHeight + _htOption.quietZone * 2 - imgContainerH) / 2;\n } // Did Not Use Transparent Logo Image\n\n\n if (!_htOption.logoBackgroundTransparent) {\n //if (!_htOption.logoBackgroundColor) {\n //_htOption.logoBackgroundColor = '#ffffff';\n //}\n _oContext.fillStyle = _htOption.logoBackgroundColor;\n\n _oContext.fillRect(imgContainerX, imgContainerY, imgContainerW, imgContainerH);\n }\n\n var imageSmoothingQuality = _oContext.imageSmoothingQuality;\n var imageSmoothingEnabled = _oContext.imageSmoothingEnabled;\n _oContext.imageSmoothingEnabled = true;\n _oContext.imageSmoothingQuality = 'high';\n\n _oContext.drawImage(img, imgContainerX + (imgContainerW - imgW) / 2, imgContainerY + (imgContainerH - imgH) / 2, imgW, imgH);\n\n _oContext.imageSmoothingEnabled = imageSmoothingEnabled;\n _oContext.imageSmoothingQuality = imageSmoothingQuality;\n drawQuietZoneColor();\n _this._bIsPainted = true;\n\n _this.makeImage();\n }\n\n if (_htOption.logo) {\n // Logo Image\n var img = new Image();\n\n var _this = this;\n\n img.onload = function () {\n generateLogoImg(img);\n };\n\n img.onerror = function (e) {\n console.error(e);\n }; // img.crossOrigin=\"Anonymous\";\n\n\n if (_htOption.crossOrigin != null) {\n img.crossOrigin = _htOption.crossOrigin;\n }\n\n img.originalSrc = _htOption.logo;\n img.src = _htOption.logo;\n } else {\n drawQuietZoneColor();\n this._bIsPainted = true;\n this.makeImage();\n }\n }\n };\n /**\n * Make the image from Canvas if the browser supports Data URI.\n */\n\n\n Drawing.prototype.makeImage = function () {\n if (this._bIsPainted) {\n _safeSetDataURI.call(this, _onMakeImage);\n }\n };\n /**\n * Return whether the QRCode is painted or not\n *\n * @return {Boolean}\n */\n\n\n Drawing.prototype.isPainted = function () {\n return this._bIsPainted;\n };\n /**\n * Clear the QRCode\n */\n\n\n Drawing.prototype.clear = function () {\n this._oContext.clearRect(0, 0, this._elCanvas.width, this._elCanvas.height);\n\n this._bIsPainted = false;\n };\n\n Drawing.prototype.remove = function () {\n this._oContext.clearRect(0, 0, this._elCanvas.width, this._elCanvas.height);\n\n this._bIsPainted = false;\n this._el.innerHTML = '';\n };\n /**\n * @private\n * @param {Number} nNumber\n */\n\n\n Drawing.prototype.round = function (nNumber) {\n if (!nNumber) {\n return nNumber;\n }\n\n return Math.floor(nNumber * 1000) / 1000;\n };\n\n return Drawing;\n }();\n /**\n * Get the type by string length\n *\n * @private\n * @param {String} sText\n * @param {Number} nCorrectLevel\n * @return {Number} type\n */\n\n function _getTypeNumber(sText, _htOption) {\n var nCorrectLevel = _htOption.correctLevel;\n var nType = 1;\n\n var length = _getUTF8Length(sText);\n\n for (var i = 0, len = QRCodeLimitLength.length; i < len; i++) {\n var nLimit = 0;\n\n switch (nCorrectLevel) {\n case QRErrorCorrectLevel.L:\n nLimit = QRCodeLimitLength[i][0];\n break;\n\n case QRErrorCorrectLevel.M:\n nLimit = QRCodeLimitLength[i][1];\n break;\n\n case QRErrorCorrectLevel.Q:\n nLimit = QRCodeLimitLength[i][2];\n break;\n\n case QRErrorCorrectLevel.H:\n nLimit = QRCodeLimitLength[i][3];\n break;\n }\n\n if (length <= nLimit) {\n break;\n } else {\n nType++;\n }\n }\n\n if (nType > QRCodeLimitLength.length) {\n throw new Error('Too long data. the CorrectLevel.' + ['M', 'L', 'H', 'Q'][nCorrectLevel] + ' limit length is ' + nLimit);\n }\n\n if (_htOption.version != 0) {\n if (nType <= _htOption.version) {\n nType = _htOption.version;\n _htOption.runVersion = nType;\n } else {\n console.warn('QR Code version ' + _htOption.version + ' too small, run version use ' + nType);\n _htOption.runVersion = nType;\n }\n }\n\n return nType;\n }\n\n function _getUTF8Length(sText) {\n var replacedText = encodeURI(sText).toString().replace(/\\%[0-9a-fA-F]{2}/g, 'a');\n return replacedText.length + (replacedText.length != sText.length ? 3 : 0);\n }\n\n QRCode = function QRCode(el, vOption) {\n this._htOption = {\n width: 256,\n height: 256,\n typeNumber: 4,\n colorDark: '#000000',\n colorLight: '#ffffff',\n correctLevel: QRErrorCorrectLevel.H,\n dotScale: 1,\n // For body block, must be greater than 0, less than or equal to 1. default is 1\n dotScaleTiming: 1,\n // Dafault for timing block , must be greater than 0, less than or equal to 1. default is 1\n dotScaleTiming_H: undefined$1,\n // For horizontal timing block, must be greater than 0, less than or equal to 1. default is 1\n dotScaleTiming_V: undefined$1,\n // For vertical timing block, must be greater than 0, less than or equal to 1. default is 1\n dotScaleA: 1,\n // Dafault for alignment block, must be greater than 0, less than or equal to 1. default is 1\n dotScaleAO: undefined$1,\n // For alignment outer block, must be greater than 0, less than or equal to 1. default is 1\n dotScaleAI: undefined$1,\n // For alignment inner block, must be greater than 0, less than or equal to 1. default is 1\n quietZone: 0,\n quietZoneColor: 'rgba(0,0,0,0)',\n title: '',\n titleFont: 'normal normal bold 16px Arial',\n titleColor: '#000000',\n titleBackgroundColor: '#ffffff',\n titleHeight: 0,\n // Title Height, Include subTitle\n titleTop: 30,\n // draws y coordinates. default is 30\n subTitle: '',\n subTitleFont: 'normal normal normal 14px Arial',\n subTitleColor: '#4F4F4F',\n subTitleTop: 60,\n // draws y coordinates. default is 0\n logo: undefined$1,\n logoWidth: undefined$1,\n logoHeight: undefined$1,\n logoMaxWidth: undefined$1,\n logoMaxHeight: undefined$1,\n logoBackgroundColor: '#ffffff',\n logoBackgroundTransparent: false,\n // === Posotion Pattern(Eye) Color\n PO: undefined$1,\n // Global Posotion Outer color. if not set, the defaut is `colorDark`\n PI: undefined$1,\n // Global Posotion Inner color. if not set, the defaut is `colorDark`\n PO_TL: undefined$1,\n // Posotion Outer - Top Left\n PI_TL: undefined$1,\n // Posotion Inner - Top Left\n PO_TR: undefined$1,\n // Posotion Outer - Top Right\n PI_TR: undefined$1,\n // Posotion Inner - Top Right\n PO_BL: undefined$1,\n // Posotion Outer - Bottom Left\n PI_BL: undefined$1,\n // Posotion Inner - Bottom Left\n // === Alignment Color\n AO: undefined$1,\n // Alignment Outer. if not set, the defaut is `colorDark`\n AI: undefined$1,\n // Alignment Inner. if not set, the defaut is `colorDark`\n // === Timing Pattern Color\n timing: undefined$1,\n // Global Timing color. if not set, the defaut is `colorDark`\n timing_H: undefined$1,\n // Horizontal timing color\n timing_V: undefined$1,\n // Vertical timing color\n // ==== Backgroud Image\n backgroundImage: undefined$1,\n // Background Image\n backgroundImageAlpha: 1,\n // Background image transparency, value between 0 and 1. default is 1.\n autoColor: false,\n // Automatic color adjustment(for data block)\n autoColorDark: 'rgba(0, 0, 0, .6)',\n // Automatic color: dark CSS color\n autoColorLight: 'rgba(255, 255, 255, .7)',\n // Automatic color: light CSS color\n // ==== Event Handler\n onRenderingStart: undefined$1,\n onRenderingEnd: undefined$1,\n // ==== Versions\n version: 0,\n // The symbol versions of QR Code range from Version 1 to Version 40. default 0 means automatically choose the closest version based on the text length.\n // ==== Tooltip\n tooltip: false,\n // Whether set the QRCode Text as the title attribute value of the image\n // ==== Binary(hex) data mode\n binary: false,\n // Whether it is binary mode, default is text mode.\n // ==== Drawing method\n drawer: 'canvas',\n // Drawing method: canvas, svg(Chrome, FF, IE9+)\n // ==== CORS\n crossOrigin: null,\n // String which specifies the CORS setting to use when retrieving the image. null means that the crossOrigin attribute is not set.\n // UTF-8 without BOM\n utf8WithoutBOM: true\n };\n\n if (typeof vOption === 'string') {\n vOption = {\n text: vOption\n };\n } // Overwrites options\n\n\n if (vOption) {\n for (var i in vOption) {\n this._htOption[i] = vOption[i];\n }\n }\n\n if (this._htOption.version < 0 || this._htOption.version > 40) {\n console.warn(\"QR Code version '\" + this._htOption.version + \"' is invalidate, reset to 0\");\n this._htOption.version = 0;\n }\n\n if (this._htOption.dotScale < 0 || this._htOption.dotScale > 1) {\n console.warn(this._htOption.dotScale + ' , is invalidate, dotScale must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScale = 1;\n }\n\n if (this._htOption.dotScaleTiming < 0 || this._htOption.dotScaleTiming > 1) {\n console.warn(this._htOption.dotScaleTiming + ' , is invalidate, dotScaleTiming must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleTiming = 1;\n }\n\n if (this._htOption.dotScaleTiming_H) {\n if (this._htOption.dotScaleTiming_H < 0 || this._htOption.dotScaleTiming_H > 1) {\n console.warn(this._htOption.dotScaleTiming_H + ' , is invalidate, dotScaleTiming_H must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleTiming_H = 1;\n }\n } else {\n this._htOption.dotScaleTiming_H = this._htOption.dotScaleTiming;\n }\n\n if (this._htOption.dotScaleTiming_V) {\n if (this._htOption.dotScaleTiming_V < 0 || this._htOption.dotScaleTiming_V > 1) {\n console.warn(this._htOption.dotScaleTiming_V + ' , is invalidate, dotScaleTiming_V must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleTiming_V = 1;\n }\n } else {\n this._htOption.dotScaleTiming_V = this._htOption.dotScaleTiming;\n }\n\n if (this._htOption.dotScaleA < 0 || this._htOption.dotScaleA > 1) {\n console.warn(this._htOption.dotScaleA + ' , is invalidate, dotScaleA must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleA = 1;\n }\n\n if (this._htOption.dotScaleAO) {\n if (this._htOption.dotScaleAO < 0 || this._htOption.dotScaleAO > 1) {\n console.warn(this._htOption.dotScaleAO + ' , is invalidate, dotScaleAO must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleAO = 1;\n }\n } else {\n this._htOption.dotScaleAO = this._htOption.dotScaleA;\n }\n\n if (this._htOption.dotScaleAI) {\n if (this._htOption.dotScaleAI < 0 || this._htOption.dotScaleAI > 1) {\n console.warn(this._htOption.dotScaleAI + ' , is invalidate, dotScaleAI must greater than 0, less than or equal to 1, now reset to 1. ');\n this._htOption.dotScaleAI = 1;\n }\n } else {\n this._htOption.dotScaleAI = this._htOption.dotScaleA;\n }\n\n if (this._htOption.backgroundImageAlpha < 0 || this._htOption.backgroundImageAlpha > 1) {\n console.warn(this._htOption.backgroundImageAlpha + ' , is invalidate, backgroundImageAlpha must between 0 and 1, now reset to 1. ');\n this._htOption.backgroundImageAlpha = 1;\n }\n\n this._htOption.height = this._htOption.height + this._htOption.titleHeight;\n\n if (typeof el == 'string') {\n el = document.getElementById(el);\n }\n\n if (!this._htOption.drawer || this._htOption.drawer != 'svg' && this._htOption.drawer != 'canvas') {\n this._htOption.drawer = 'canvas';\n }\n\n this._android = _getAndroid();\n this._el = el;\n this._oQRCode = null;\n var _htOptionClone = {};\n\n for (var i in this._htOption) {\n _htOptionClone[i] = this._htOption[i];\n }\n\n this._oDrawing = new Drawing(this._el, _htOptionClone);\n\n if (this._htOption.text) {\n this.makeCode(this._htOption.text);\n }\n };\n /**\n * Make the QRCode\n *\n * @param {String} sText link data\n */\n\n\n QRCode.prototype.makeCode = function (sText) {\n this._oQRCode = new QRCodeModel(_getTypeNumber(sText, this._htOption), this._htOption.correctLevel);\n\n this._oQRCode.addData(sText, this._htOption.binary, this._htOption.utf8WithoutBOM);\n\n this._oQRCode.make();\n\n if (this._htOption.tooltip) {\n this._el.title = sText;\n }\n\n this._oDrawing.draw(this._oQRCode); // this.makeImage();\n\n };\n /**\n * Make the Image from Canvas element\n * - It occurs automatically\n * - Android below 3 doesn't support Data-URI spec.\n *\n * @private\n */\n\n\n QRCode.prototype.makeImage = function () {\n if (typeof this._oDrawing.makeImage == 'function' && (!this._android || this._android >= 3)) {\n this._oDrawing.makeImage();\n }\n };\n /**\n * Clear the QRCode\n */\n\n\n QRCode.prototype.clear = function () {\n this._oDrawing.remove();\n };\n /**\n * Resize the QRCode\n */\n\n\n QRCode.prototype.resize = function (width, height) {\n this._oDrawing._htOption.width = width;\n this._oDrawing._htOption.height = height;\n\n this._oDrawing.draw(this._oQRCode);\n };\n /**\n * No Conflict\n * @return QRCode object\n */\n\n\n QRCode.prototype.noConflict = function () {\n if (root.QRCode === this) {\n root.QRCode = _QRCode;\n }\n\n return QRCode;\n };\n /**\n * @name QRCode.CorrectLevel\n */\n\n\n QRCode.CorrectLevel = QRErrorCorrectLevel;\n /*--------------------------------------------------------------------------*/\n // Export QRCode\n // AMD & CMD Compatibility\n\n if (typeof define == 'function' && (define.amd || define.cmd)) {\n // 1. Define an anonymous module\n define([], function () {\n return QRCode;\n });\n } // CommonJS Compatibility(include NodeJS)\n else if (freeModule) {\n // Node.js\n (freeModule.exports = QRCode).QRCode = QRCode; // Other CommonJS\n\n freeExports.QRCode = QRCode;\n } else {\n // Export Global\n root.QRCode = QRCode;\n }\n}", "text(text, size, { errorCorrectionLevel = 'M' } = {}) {\n const encodingHints = new Map();\n encodingHints.set(EncodeHintType.ERROR_CORRECTION, ErrorCorrectionLevel[errorCorrectionLevel]);\n const bitMatrix = this.writer.encode(text,\n BarcodeFormat.QR_CODE,\n size, // width\n size, // height\n encodingHints);\n const writable = bitMatrixToPngBuffer(bitMatrix);\n return writable;\n }", "showQrCode() {\n const {\n canvas,\n action,\n actionText,\n closeText,\n parent,\n qrCodeGenerated,\n address\n } = this;\n\n if (qrCodeGenerated) {\n parent.classList.toggle(NavQrButton.HAS_QR_CLASS);\n this.positionQrCode();\n return;\n }\n\n QRCode.toCanvas(canvas, address, e => {\n if (e) {\n throw e;\n }\n action.textContent = `${closeText} \\u00D7`;\n this.positionQrCode();\n parent.classList.toggle(NavQrButton.HAS_QR_CLASS);\n this.animatePopover(\"nav-start-in\", \"nav-transition-in\");\n });\n }", "function getQrCode() {\n // make the QR code:\n let qr = qrcode(0, 'L');\n qr.addData(document.URL);\n qr.make();\n // create an image from it:\n let qrImg = qr.createImgTag(2, 8, \"qr code of \" + document.URL);\n // get the image and label:\n let label = document.getElementById('label');\n label.innerHTML = qrImg + '<br>' + document.URL;\n}", "function createQRCode(text) {\r\n\t// settings\r\n\tvar QRCodeVersion = 4;\r\n\tvar dotsize = 6;\r\n\t\t\r\n\t// create qrcode\r\n\t// [when storing longer strings, verify if QRCodeVersion is still sufficient -> catch errors]\r\n\tvar qrcode = new QRCode(QRCodeVersion, QRErrorCorrectLevel.H);\r\n\tqrcode.addData(text);\r\n\tqrcode.make();\r\n\tvar qrsize = qrcode.getModuleCount();\r\n\t\t\r\n\t// HTML5 capable browsers\r\n\tif( window.opener.OSRM.Browser.IE6_8 == -1 ) {\r\n\t\t// fill canvas\t\t\r\n\t\tvar canvas = document.createElement(\"canvas\");\r\n\t\tcanvas.setAttribute('height', dotsize*qrsize );\r\n\t\tcanvas.setAttribute('width', dotsize*qrsize );\r\n\r\n\t\tvar context = canvas.getContext('2d');\r\n\t\tfor (var x = 0; x < qrsize; x++)\r\n\t\tfor (var y = 0; y < qrsize; y++) {\r\n\t\t\tif (qrcode.isDark(y, x))\r\n\t\t\t\tcontext.fillStyle = \"rgb(0,0,0)\"; \r\n\t\t\telse\r\n\t\t\t\tcontext.fillStyle = \"rgb(255,255,255)\";\r\n\t\t\tcontext.fillRect ( x*dotsize, y*dotsize, dotsize, dotsize);\r\n\t\t}\r\n\t\r\n\t\t// create png\r\n\t\tvar image = document.createElement(\"img\");\r\n\t\timage.id = \"qrcode\";\t\r\n\t\timage.src = canvas.toDataURL(\"image/png\");\r\n\t\tdocument.getElementById(\"qrcode-container\").appendChild(image);\r\n\r\n\t// IE8...\r\n\t} else {\r\n\t\t// fill table\r\n\t\tvar html = \"\";\r\n\t\thtml += \"<table class='qrcode'>\";\r\n\t\tfor (var y = 0; y < qrsize; y++) {\r\n\t\t\thtml += \"<tr>\";\r\n\t\t\tfor (var x = 0; x < qrsize; x++) {\r\n\t\t\t\tif (qrcode.isDark(y, x))\r\n\t\t\t\t\thtml += \"<td class='black'/>\";\r\n\t\t\t\telse\r\n\t\t\t\t\thtml += \"<td class='white'/>\";\r\n\t\t\t}\r\n\t\t\thtml += \"</tr>\";\r\n\t\t}\r\n\t\thtml += \"</table>\";\r\n\t\t\r\n\t\t// add html to window\r\n\t\tdocument.getElementById(\"qrcode-container\").innerHTML = html;\r\n\t}\r\n\tdocument.getElementById(\"qrcode-link\").innerHTML = text;\r\n}", "function webBarcode(){\n\n //Web barcode decoding is not currently supported.\n //Using A Navigator Alert If Available.\n $fh.forms.backbone.alert(\"Barcode Decoding Only Available On-Device\");\n\n $fh.forms.log.e(\"Web barcode decoding not currently supported\");\n }", "function scanQRcode(){\n $('#reader').empty();\n $('#reader').html5_qrcode(function(data){\n var scanArr = data.split(\"?\");\n if(scanArr.length > 1){\n document.getElementById('txtAmount').value = scanArr[1].replace('amount=','');\n }\n if(myCrypto == 'LTC'){\n document.getElementById('sendAddr').value = scanArr[0].replace('litecoin:','');\n }else if(myCrypto == 'BTC'){\n document.getElementById('sendAddr').value = scanArr[0].replace('bitcoin:','');\n }else{\n document.getElementById('sendAddr').value = scanArr[0].replace('ethereum:','');\n }\n try{\n if (!!window.stream) {\n stream.getTracks().forEach(function (track) { track.stop(); });\n }\n $('#reader').value = null;\n $(\"#ScannerModal\").modal(\"hide\");\n } catch(err){\n console.log(err);\n }\n },\n function(error){\n //show read errors \n }, function(videoError){\n //the video stream could be opened\n }\n );\n }", "function encodeAndSend() {\n let settings = getSettings();\n \n console.log(\"encoding data: \"+settings.codeString);\n console.log(\"at error correction level: \"+settings.errorCorrectionLevel);\n \n let codeGenerator = new QRCode({\n text : settings.codeString,\n correctLevel : settings.errorCorrectionLevel,\n });\n \n console.log(\"sending data to watch\");\n sendMessage({\n data : codeGenerator.getCodeData()\n });\n}", "function getQRCode(text) {\n var pattern = /\\'otpauth.*?\\'/\n var match = pattern.exec(text);\n text = match[0];\n text = text.substring(1, text.length - 1);\n var qrcode = new QRCode(document.getElementById(\"qrCode\"), {\n width: 300,\n height: 300\n });\n return qrcode.makeCode(text);\n}", "function getQrCode () {\n\n}", "function detect(buffer) {\n const results = getDetectResults(buffer)\n const priorityList = results.filter(({ encoding }) => encoding.includes('GB') || encoding.includes('UTF'))\n if (priorityList.length) {\n const { 0: { encoding, confidence } } = priorityList\n if (encoding && confidence > 0.5) {\n return {\n encoding,\n confidence\n }\n }\n }\n if (results.length) {\n const { 0: { encoding, confidence } } = results\n if (encoding && confidence > 0.8) {\n return {\n encoding,\n confidence\n }\n }\n }\n return {\n encoding: 'GB2312',\n confidence: 0\n }\n}", "function initQrScanner(element){\n \tvar options = {\n DecodeQRCodeRate: 5,\n DecodeBarCodeRate: 5,\n successTimeout: 500,\n codeRepetition: true,\n tryVertical: true,\n frameRate: 15,\n width: 320,\n height: 480,\n constraints: {\n video: {\n mandatory: {\n maxWidth: 1280,\n maxHeight: 1280\n },\n optional: [{\n sourceId: true\n }]\n },\n audio: false\n },\n flipVertical: false,\n flipHorizontal: false,\n zoom: -1,\n decoderWorker: 'assets/webcodecamjs/js/DecoderWorker.js',\n brightness: 0,\n autoBrightnessValue: false,\n grayScale: false,\n contrast: 0,\n threshold: 0,\n sharpness: [],\n resultFunction: qrSuccess,\n cameraSuccess: function(stream) {\n console.log('cameraSuccess');\n },\n canPlayFunction: function() {\n console.log('canPlayFunction');\n },\n getDevicesError: function(error) {\n \tconsole.error('Error al encender la camara');\n },\n getUserMediaError: function(error) {\n \tconsole.error('Error al encender la camara');\n },\n cameraError: function(error) {\n \tconsole.error('Error al encender la camara');\n }\n };\n \tvar decoder = $(element).WebCodeCamJQuery(options).data().plugin_WebCodeCamJQuery;\n \tdecoder.init();\n \treturn decoder;\n }", "detectQRCodes(image) {\n var that = this;\n return new Promise(function executorQRD(resolve, reject) {\n\n that._qrcode.callback = function(err, result) {\n var detectedBarcode = new Object;\n detectedBarcode.boundingBox = undefined;\n detectedBarcode.cornerPoints = [];\n if (err != null) {\n console.error('no qr codes detected: ' + err);\n } else {\n // |result.result| contains the decoded string, url or otherwise.\n console.log('qr detected: ', result.result);\n detectedBarcode.rawValue = result.result;\n\n if (result.points) {\n detectedBarcode.cornerPoints = [\n { x: result.points[0].X, y:result.points[0].Y },\n { x: result.points[1].X, y:result.points[1].Y },\n { x: result.points[2].X, y:result.points[2].Y },\n { x: result.points[3].X, y:result.points[3].Y }];\n }\n }\n resolve( [detectedBarcode] );\n };\n that._qrcode.decode(that.getImageAsBase64(image));\n });\n }", "function canEncode(){\n var canvas = document.createElement(\"canvas\");\n canvas.width = 8;\n canvas.height = 8;\n return canvas.toDataURL(\"image/webp\",0.1).indexOf(\"image/webp\") > -1;\n }", "function showQr() {\n new QRCode(qr,{\n text: `${name.value.toUpperCase()}\nNUMBER PLATE: ${plate.value.toUpperCase()}\nCHASSIS: ${chassis.value.toUpperCase()}\nhttp://www.npf.gov.ng/tinted/permit/index.index.php?abuja=${id.value}`,\n width: 300,\n height: 300,\n })\n }", "function detectEncoding(samples) {\n var encoding = null;\n if (looksLikeUtf8(samples)) {\n encoding = 'utf8';\n } else if (looksLikeWin1252(samples)) {\n // Win1252 is the same as Latin1, except it replaces a block of control\n // characters with n-dash, Euro and other glyphs. Encountered in-the-wild\n // in Natural Earth (airports.dbf uses n-dash).\n encoding = 'win1252';\n }\n return encoding;\n }", "function JsQRScannerReady()\r\n{\r\n jbScanner = new JsQRScanner(onQRCodeScanned);\r\n jbScanner.setSnapImageMaxSize(300);\r\n //console.log(\"QR scanner ready\");\r\n //console.log(jbScanner);\r\n //launchQRScanner();\r\n}", "_encodeQRCodeData(data) {\n try {\n const jsonString = JSON.stringify(data);\n return this._compressAndBase32Encode(jsonString);\n } catch (encodeJSONError) {\n console.error(encodeJSONError);\n throw new Error(\"Unable to create QR code (JSON encode error).\");\n }\n }", "encodeData() {\n let encodeData = [];\n switch (this.mInputMode) {\n case 'NumericMode':\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(true);\n break;\n case 'AlphaNumericMode':\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(true);\n encodeData.push(false);\n break;\n case 'BinaryMode':\n if (this.mIsEci) {\n //Add ECI Mode Indicator\n encodeData.push(false);\n encodeData.push(true);\n encodeData.push(true);\n encodeData.push(true);\n //Add ECI assignment number\n let numberInBool = this.stringToBoolArray(this.mEciAssignmentNumber.toString(), 8);\n for (let x of Object.keys(numberInBool)) {\n encodeData.push(numberInBool[x]);\n }\n }\n encodeData.push(false);\n encodeData.push(true);\n encodeData.push(false);\n encodeData.push(false);\n break;\n }\n let numberOfBitsInCharacterCountIndicator = 0;\n if (this.mVersion < 10) {\n switch (this.mInputMode) {\n case 'NumericMode':\n numberOfBitsInCharacterCountIndicator = 10;\n break;\n case 'AlphaNumericMode':\n numberOfBitsInCharacterCountIndicator = 9;\n break;\n case 'BinaryMode':\n numberOfBitsInCharacterCountIndicator = 8;\n break;\n }\n }\n else if (this.mVersion < 27) {\n switch (this.mInputMode) {\n case 'NumericMode':\n numberOfBitsInCharacterCountIndicator = 12;\n break;\n case 'AlphaNumericMode':\n numberOfBitsInCharacterCountIndicator = 11;\n break;\n case 'BinaryMode':\n numberOfBitsInCharacterCountIndicator = 16;\n break;\n }\n }\n else {\n switch (this.mInputMode) {\n case 'NumericMode':\n numberOfBitsInCharacterCountIndicator = 14;\n break;\n case 'AlphaNumericMode':\n numberOfBitsInCharacterCountIndicator = 13;\n break;\n case 'BinaryMode':\n numberOfBitsInCharacterCountIndicator = 16;\n break;\n }\n }\n let numberOfBitsInCharacterCountIndicatorInBool = this.intToBoolArray(this.text.length, numberOfBitsInCharacterCountIndicator);\n for (let i = 0; i < numberOfBitsInCharacterCountIndicator; i++) {\n encodeData.push(numberOfBitsInCharacterCountIndicatorInBool[i]);\n }\n if (this.mInputMode === 'NumericMode') {\n let dataStringArray = this.text.split('');\n let number = '';\n for (let i = 0; i < dataStringArray.length; i++) {\n let numberInBool;\n number += dataStringArray[i];\n if (i % 3 === 2 && i !== 0 || i === dataStringArray.length - 1) {\n if (number.toString().length === 3) {\n numberInBool = this.stringToBoolArray(number, 10);\n }\n else if (number.toString().length === 2) {\n numberInBool = this.stringToBoolArray(number, 7);\n }\n else {\n numberInBool = this.stringToBoolArray(number, 4);\n }\n number = '';\n for (let x of Object.keys(numberInBool)) {\n encodeData.push(numberInBool[x]);\n }\n }\n }\n }\n else if (this.mInputMode === 'AlphaNumericMode') {\n let dataStringArray = this.text.split('');\n let numberInString = '';\n let number = 0;\n for (let i = 0; i < dataStringArray.length; i++) {\n let numberInBool;\n numberInString += dataStringArray[i];\n if (i % 2 === 0 && i + 1 !== dataStringArray.length) {\n number = 45 * this.mQrBarcodeValues.getAlphaNumericValues(dataStringArray[i]);\n }\n if (i % 2 === 1 && i !== 0) {\n number += this.mQrBarcodeValues.getAlphaNumericValues(dataStringArray[i]);\n numberInBool = this.intToBoolArray(number, 11);\n number = 0;\n for (let x of Object.keys(numberInBool)) {\n encodeData.push(numberInBool[x]);\n }\n numberInString = null;\n }\n if (i !== 1 && numberInString !== null) {\n if (i + 1 === dataStringArray.length && numberInString.length === 1) {\n number = this.mQrBarcodeValues.getAlphaNumericValues(dataStringArray[i]);\n numberInBool = this.intToBoolArray(number, 6);\n number = 0;\n for (let x of Object.keys(numberInBool)) {\n encodeData.push(numberInBool[x]);\n }\n }\n }\n }\n }\n else if (this.mInputMode === 'BinaryMode') {\n let dataStringArray = this.text.split('');\n for (let i = 0; i < dataStringArray.length; i++) {\n let number = 0;\n if ((this.text.charCodeAt(i) >= 32 && this.text.charCodeAt(i) <= 126) || (this.text.charCodeAt(i) >= 161 &&\n this.text.charCodeAt(i) <= 255 || (this.text.charCodeAt(i) === 10 || this.text.charCodeAt(i) === 13))) {\n number = dataStringArray[i].charCodeAt(0);\n }\n else if (this.text.charCodeAt(i) >= 65377 && this.text.charCodeAt(i) <= 65439) {\n number = dataStringArray[i].charCodeAt(0) - 65216;\n }\n else if ((this.text.charCodeAt(i) >= 1025 && this.text.charCodeAt(i) <= 1119)) {\n number = dataStringArray[i].charCodeAt(0) - 864;\n }\n else if ((this.text.charCodeAt(i) >= 260 && this.text.charCodeAt(i) <= 382)) {\n }\n else {\n this.validInput = false;\n }\n let numberInBool = this.intToBoolArray(number, 8);\n for (let x of Object.keys(numberInBool)) {\n encodeData.push(numberInBool[x]);\n }\n }\n }\n if (this.mixDataCount === 0) {\n for (let i = 0; i < 4; i++) {\n if (encodeData.length / 8 === this.mQrBarcodeValues.NumberOfDataCodeWord) {\n break;\n }\n else {\n encodeData.push(false);\n }\n }\n for (;;) { //Add Padding Bits\n if (encodeData.length % 8 === 0) {\n break;\n }\n else {\n encodeData.push(false);\n }\n }\n for (;;) {\n if (encodeData.length / 8 === this.mQrBarcodeValues.NumberOfDataCodeWord) {\n break;\n }\n else {\n encodeData.push(true);\n encodeData.push(true);\n encodeData.push(true);\n encodeData.push(false);\n encodeData.push(true);\n encodeData.push(true);\n encodeData.push(false);\n encodeData.push(false);\n }\n if (encodeData.length / 8 === this.mQrBarcodeValues.NumberOfDataCodeWord) {\n break;\n }\n else {\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(true);\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(false);\n encodeData.push(true);\n }\n }\n let dataBits = this.mQrBarcodeValues.NumberOfDataCodeWord;\n let blocks = this.mQrBarcodeValues.NumberOfErrorCorrectionBlocks;\n let totalBlockSize = blocks[0];\n if (blocks.length === 6) {\n totalBlockSize = blocks[0] + blocks[3];\n }\n let ds1 = [];\n let testEncodeData = encodeData;\n if (blocks.length === 6) {\n let dataCodeWordLength = blocks[0] * blocks[2] * 8;\n testEncodeData = [];\n for (let i = 0; i < dataCodeWordLength; i++) {\n testEncodeData.push(encodeData[i]);\n }\n }\n let dsOne = [];\n dsOne = this.createBlocks(testEncodeData, blocks[0]);\n for (let i = 0; i < blocks[0]; i++) {\n ds1[i] = this.splitCodeWord(dsOne, i, testEncodeData.length / 8 / blocks[0]);\n }\n if (blocks.length === 6) {\n testEncodeData = [];\n for (let i = blocks[0] * blocks[2] * 8; i < encodeData.length; i++) {\n testEncodeData.push(encodeData[i]);\n }\n let dsTwo = [];\n dsTwo = this.createBlocks(testEncodeData, blocks[3]);\n for (let i = blocks[0], count = 0; i < totalBlockSize; i++) {\n ds1[i] = this.splitCodeWord(dsTwo, count++, testEncodeData.length / 8 / blocks[3]);\n }\n }\n encodeData = null;\n encodeData = [];\n for (let i = 0; i < 125; i++) {\n for (let k = 0; k < totalBlockSize; k++) {\n for (let j = 0; j < 8; j++) {\n if (i < ds1[k].length) {\n encodeData.push(ds1[k][i][j] === '1' ? true : false);\n }\n }\n }\n }\n let ec = new ErrorCorrectionCodewords(this.mVersion, this.mErrorCorrectionLevel);\n dataBits = this.mQrBarcodeValues.NumberOfDataCodeWord;\n let eccw = this.mQrBarcodeValues.NumberOfErrorCorrectingCodeWords;\n blocks = this.mQrBarcodeValues.NumberOfErrorCorrectionBlocks;\n if (blocks.length === 6) {\n ec.DataBits = (dataBits - blocks[3] * blocks[5]) / blocks[0];\n }\n else {\n ec.DataBits = dataBits / blocks[0];\n }\n ec.Eccw = eccw / totalBlockSize;\n let polynomial = [];\n let count = 0;\n for (let i = 0; i < blocks[0]; i++) {\n ec.DC = ds1[count];\n polynomial[count++] = ec.getErcw();\n }\n if (blocks.length === 6) {\n ec.DataBits = (dataBits - blocks[0] * blocks[2]) / blocks[3];\n for (let i = 0; i < blocks[3]; i++) {\n ec.DC = ds1[count];\n polynomial[count++] = ec.getErcw();\n }\n }\n if (blocks.length !== 6) {\n for (let i = 0; i < polynomial[0].length; i++) {\n for (let k = 0; k < blocks[0]; k++) {\n for (let j = 0; j < 8; j++) {\n if (i < polynomial[k].length) {\n encodeData.push(polynomial[k][i][j] === '1' ? true : false);\n }\n }\n }\n }\n }\n else {\n for (let i = 0; i < polynomial[0].length; i++) {\n for (let k = 0; k < totalBlockSize; k++) {\n for (let j = 0; j < 8; j++) {\n if (i < polynomial[k].length) {\n encodeData.push(polynomial[k][i][j] === '1' ? true : false);\n }\n }\n }\n }\n }\n }\n return encodeData;\n }", "function QrCode(\n // The version number of this QR Code, which is between 1 and 40 (inclusive).\n // This determines the size of this barcode.\n version,\n // The error correction level used in this QR Code.\n errorCorrectionLevel, dataCodewords, msk) {\n (0,_babel_runtime_helpers_esm_classCallCheck__WEBPACK_IMPORTED_MODULE_1__[\"default\"])(this, QrCode);\n this.version = version;\n this.errorCorrectionLevel = errorCorrectionLevel;\n // The modules of this QR Code (false = light, true = dark).\n // Immutable after constructor finishes. Accessed through getModule().\n this.modules = [];\n // Indicates function modules that are not subjected to masking. Discarded when constructor finishes.\n this.isFunction = [];\n // Check scalar arguments\n if (version < QrCode.MIN_VERSION || version > QrCode.MAX_VERSION) throw new RangeError('Version value out of range');\n if (msk < -1 || msk > 7) throw new RangeError('Mask value out of range');\n this.size = version * 4 + 17;\n // Initialize both grids to be size*size arrays of Boolean false\n var row = [];\n for (var i = 0; i < this.size; i++) row.push(false);\n for (var _i = 0; _i < this.size; _i++) {\n this.modules.push(row.slice()); // Initially all light\n this.isFunction.push(row.slice());\n }\n // Compute ECC, draw modules\n this.drawFunctionPatterns();\n var allCodewords = this.addEccAndInterleave(dataCodewords);\n this.drawCodewords(allCodewords);\n // Do masking\n if (msk == -1) {\n // Automatically choose best mask\n var minPenalty = 1000000000;\n for (var _i2 = 0; _i2 < 8; _i2++) {\n this.applyMask(_i2);\n this.drawFormatBits(_i2);\n var penalty = this.getPenaltyScore();\n if (penalty < minPenalty) {\n msk = _i2;\n minPenalty = penalty;\n }\n this.applyMask(_i2); // Undoes the mask due to XOR\n }\n }\n\n assert(0 <= msk && msk <= 7);\n this.mask = msk;\n this.applyMask(msk); // Apply the final choice of mask\n this.drawFormatBits(msk); // Overwrite old format bits\n this.isFunction = [];\n }", "decideVersion(){\n var length = messageString.length;\n for(var i = 0; i < 40; i++){\n if(character_capacities[i] >= length){\n qrVersion = i + 1;\n break;\n }\n }\n }", "function scanQR()\n{\n var scanCallback = function(error, content)\n {\n if(error)\n {\n popupDialog('Error', 'Scan unsuccesful')\n }\n else\n {\n {\n var idPair = content.split('.', 2);\n if (idPair[0] === 'gear_tracker') {\n openCaseForm(parseInt(idPair[1]));\n }\n else\n {\n popupDialog('Error', 'This QR code was not generated by Gear Tracker');\n }\n }\n }\n }\n\n // Pause the preview so users know a code is being scanned\n QRScanner.pausePreview(function(status)\n {\n console.log(status);\n })\n\n // Resume preview\n QRScanner.resumePreview(function(status)\n {\n console.log(status);\n })\n\n // Scan the QR code\n QRScanner.scan(scanCallback);\n}", "function createCodeToEstablishmentQR() {\n let _lText = '';\n let _lPossible = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';\n for (let _i = 0; _i < 14; _i++) {\n _lText += _lPossible.charAt(Math.floor(Math.random() * _lPossible.length));\n }\n return _lText;\n}", "theoryDecoding(tR){\n var root = this.rootName[(tR&0xf000)>>>12];\n var quality = this.qualityName[(tR&0x0f00)>>>8];\n var inv = this.inversionName[(tR&0x00f0)>>>4];\n var string = root;\n if( quality!= \"M\")\n string+=quality;\n if(inv != \"r\")\n string+= \" \"+inv;\n return string;\n }", "function phonegapBarcode(){\n self.model.utils.captureBarcode({}, function(err, result){\n if(err){\n $fh.forms.log.e(\"Error scanning barcode: \" + err);\n self.showButton(index, null);\n } else if(result.text && result.format){\n $fh.forms.log.d(\"Got Barcode Result: \" + JSON.stringify(result));\n self.barcodeObjects[index] = {\n text: result.text.toString(),\n format: result.format.toString()\n };\n\n self.showButton(index, self.barcodeObjects[index]);\n } else {\n $fh.forms.log.d(\"Barcode Scan Cancelled: \" + JSON.stringify(result));\n self.showButton(index, null);\n }\n });\n }", "function encoderDec() {\n\n //LAYER SELECTION MODE\n if (instrumentMode == 1 && layerNumber == 1) {\n layerNumber = 2;\n } else if (instrumentMode == 1 && layerNumber == 2) {\n layerNumber = 1;\n\n }\n\n //TRACK SELECTION MODE\n if (instrumentMode == 2 && selectedShape != (0 || 1)) {\n selectedShape--;\n } else if (instrumentMode == 2 && selectedShape == 1) {\n selectedShape = maxNumShapes;\n }\n\n //then CHANGE SHAPE MODE\n if (instrumentMode == 3 && shp1[selectedShape - 1] != 0) {\n shp1[selectedShape - 1] = shp1[selectedShape - 1] - 1;\n } else if (instrumentMode == 3 && shp1[selectedShape - 1] == 0) {\n shp1[selectedShape - 1] = polygon_array.length-1;\n }\n\n\n //CUSTOM SHAPE MODE\n if (instrumentMode == 7) {\n if (currentGrain == 0) {\n currentGrain = nGrain - 1;\n } else {\n currentGrain--\n };\n }\n\n //the CHANGE ROTATION MODE\n if (instrumentMode == 4 && selectedShape != 0) {\n rot1[selectedShape - 1] = rot1[selectedShape - 1] - 1;\n }\n}", "_parseQRCodeData(encodedString) {\n try {\n const compressedBytes = base32.decode.asBytes(encodedString);\n return this._decompressAndParseJSON(compressedBytes);\n } catch(base32DecodingError) {\n throw new Error(\"Unable to parse QR code (Base32 decode error).\");\n }\n }", "function qrScanPoints() {\n let lastResult, countResults = 0;\n\n function onScanSuccess(decodedText) {\n if (decodedText !== lastResult) {\n ++countResults;\n lastResult = decodedText;\n // Handle on success condition with the decoded message\n if (!isNaN(decodedText)) {\n if (document.getElementById('error-output').style.display === \"block\") {\n document.getElementById('error-output').innerHTML = \"\";\n }\n document.getElementById(\"id_user_id\").value = decodedText;\n document.getElementById(\"user_id\").value = decodedText;\n document.getElementById('error-output').style.display = \"none\";\n document.getElementById(\"balance-check-submit\").click();\n document.getElementById('scan-header').style.display = \"none\";\n html5QrcodeScanner.clear();\n } else {\n document.getElementById('error-output').innerHTML = \"<h1>Error - QR code not valid</h1>\";\n document.getElementById('error-output').style.display = \"block\";\n }\n }\n }\n\n let html5QrcodeScanner = new Html5QrcodeScanner(\n \"qr-reader\", {fps: 10, qrbox: 150});\n html5QrcodeScanner.render(onScanSuccess);\n\n}", "function inputKeyUp(e) {\n var content = getContentElement().value;\n qrcode.makeCode(content);\n }", "prepareTourQR() {\n let code = this.createTourCodeUrl();\n console.log(code)\n let qr = new Qrious({\n value: code,\n size: 1000,\n });\n FileSaver.saveAs(qr.toDataURL(), 'linus_tour.png');\n }", "detectBarcodes(image) {\n var that = this;\n return new Promise(function executorBCD(resolve, reject) {\n const what = that.getImageAsBase64(image);\n\n that._quagga.decodeSingle({\n src: what,\n numOfWorkers: 0, // Needs to be 0 when used within node\n locate: true,\n inputStream: {\n size: image.width > image.height ? image.width : image.height\n },\n decoder: {\n readers : [\n 'upc_reader', 'code_128_reader', 'code_39_reader',\n 'code_39_vin_reader', 'ean_8_reader', 'ean_reader',\n 'upc_e_reader', 'codabar_reader'\n ]\n },\n multiple: true,\n }, function(result) {\n var detectedBarcode = new Object;\n detectedBarcode.boundingBox = undefined;\n detectedBarcode.cornerPoints = [];\n if(result) {\n if (result.codeResult) {\n console.log('detected: ', result.codeResult.code);\n detectedBarcode.rawValue = result.codeResult.code;\n\n detectedBarcode.cornerPoints = [\n { x: result.boxes[0][0][0], y:result.boxes[0][0][1] },\n { x: result.boxes[0][1][0], y:result.boxes[0][1][1] },\n { x: result.boxes[0][2][0], y:result.boxes[0][2][1] },\n { x: result.boxes[0][3][0], y:result.boxes[0][3][1] }];\n }\n\n } else {\n console.error('no barcodes detected');\n }\n\n resolve( [detectedBarcode] );\n });\n\n });\n }", "function betterEncodingForMobile(encoding1, encoding2){\n\tIDEAL_ENCODING_RATE = 256000; //bits per second; equivalent to 256 kbps\n\t\n\tdiff1 = Math.abs(encoding1 - IDEAL_ENCODING_RATE);\n\tdiff2 = Math.abs(encoding2 - IDEAL_ENCODING_RATE);\n\t\n\treturn ((diff1 <= diff2) ? encoding1 : encoding2);\n}", "contrast() {\n\t\tlet rgb = this.rgb();\n\t\tlet yiqR = rgb.r * 299;\n\t\tlet yiqG = rgb.g * 587;\n\t\tlet yiqB = rgb.b * 114;\n\t\tlet yiq = (yiqR + yiqG + yiqB) / 1000;\n\t\tif (yiq < 128) {\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}", "function generateQR() {\r\n if (address.value==\"\") {\r\n address.focus();\r\n return false;\r\n }\r\n if (amount.value==\"\") {\r\n amount.focus();\r\n return false;\r\n }\r\n if (memo.value==\"\") {\r\n memo.focus();\r\n return false;\r\n }\r\n let data = {\r\n \"v\": 2,\r\n \"type\": 2,\r\n \"data\": {\r\n \"addr\": address.value,\r\n \"amount\": amount.value,\r\n \"msg\": memo.value,\r\n \"name\": \"QR Code\"\r\n }\r\n };\r\n let txt = JSON.stringify(data);\r\n let el = kjua({\r\n text: txt\r\n });\r\n\r\n let q = logs;\r\n if (q.hasChildNodes()) {\r\n q.removeChild(q.childNodes[0]);\r\n q.appendChild(el);\r\n } else {\r\n q.appendChild(el);\r\n }\r\n document.querySelector('#outputId').scrollIntoView({\r\n behavior: 'smooth'\r\n });\r\n }", "get quality() {}", "function getQrCodeImageUrl(url, sizeID, siteToken) {\r\n\thc_google_trackevent('GetQR', 'For ' + url + '');\r\n\tif (typeof sizeID == 'undefined' || !sizeID) { sizeID = 6; }\r\n\tif (typeof siteToken == 'undefined') {siteToken = \"\";}\r\n\tif (typeof url == 'undefined' || url.length < 5 || url.length > 1000) { return \"ERROR: Invalid URL.\";}\r\n\tif (parseInt(sizeID) > 40) { sizeID = 40; }\r\n\tif (parseInt(sizeID) < 2) { sizeID = 2; }\r\n\treturn \"http://www.qrleads4me.com/GetQRCode.aspx?Scale=\" + sizeID.toString() + \"&URL=\" + encodeURIComponent(url) + \"&SiteToken=\" + encodeURIComponent(siteToken);\r\n}", "static getQrCode(url, sha, plateform, architecture, target, size) {\n var downloadString = url + \"/\" + sha + \"/\" + plateform + \"/\" + architecture + \"/\" + target;\n var whiteContainer = document.createElement('div');\n whiteContainer.style.cssText = \"width:\" + size.toString() + \"px; height:\" + size.toString() + \"px; background-color:white; position:relative; margin-left:auto; margin-right:auto; padding:3px;\";\n var qqDiv = document.createElement('qrcode');\n new QRCode(qqDiv, {\n text: downloadString,\n width: size,\n height: size,\n colorDark: \"#000000\",\n colorLight: \"#ffffff\",\n correctLevel: QRCode.CorrectLevel.H\n });\n whiteContainer.appendChild(qqDiv);\n return whiteContainer;\n }", "function QR8bitByte(t){this.mode=QRMode.MODE_8BIT_BYTE,this.data=t}", "function JsQRScannerReady()\r\n{\r\n //create a new scanner passing to it a callback function that will be invoked when\r\n //the scanner succesfully scan a QR code\r\n var jbScanner = new JsQRScanner(onQRCodeScanned);\r\n //var jbScanner = new JsQRScanner(onQRCodeScanned, provideVideo);\r\n //reduce the size of analyzed image to increase performance on mobile devices\r\n jbScanner.setSnapImageMaxSize(300);\r\n var scannerParentElement = document.getElementById(\"scanner\");\r\n if(scannerParentElement)\r\n {\r\n //append the jbScanner to an existing DOM element\r\n jbScanner.appendTo(scannerParentElement);\r\n } \r\n}", "function generateQR(caseID)\n{\n var qrText = 'gear_tracker.' + caseID;\n var frame = document.getElementById('qrFrame')\n var output;\n frame.innerHTML = '';\n if (typeof qrText !== 'undefined')\n {\n $(frame).qrcode({text: qrText});\n output = document.querySelector('canvas').toDataURL();\n }\n return output;\n}", "function highlightCode() {\n\n \tvar htmlcode_div = document.getElementById(\"htmlcode_div\");\n\n \tvar html_content = htmlcode_div.innerHTML;\n \tvar open_highlight = \"<pre class='language-xml wrs_inline' style='word-wrap:break-word;background-color:white'><code>\";\n \tvar close_highlight = \"</code></pre>\";\n\n \tif (_wrs_conf_saveMode == \"xml\") {\n\n \t\t/* Format the MATH tags */\n\n \t\tvar indexs_end = html_content.getMatchIndices(\"&lt;/math&gt;\");\n\n \t\tfor (var i = indexs_end.length - 1; i >= 0; i--) {\n \t\t\tvar actual_index_end = indexs_end[i] + 13;\n \t\t\thtml_content = html_content.splice(actual_index_end, 0, close_highlight);\n \t\t}\n\n \t\tvar indexs_start = html_content.getMatchIndices(\"&lt;math\");\n\n \t\tfor (var i = indexs_start.length - 1; i >= 0; i--) {\n \t\t\tvar actual_index_start = indexs_start[i];\n \t\t\thtml_content = html_content.splice(actual_index_start, 0, open_highlight);\n \t\t}\n\n\n \t}\n \telse if (_wrs_conf_saveMode == \"image\" || _wrs_conf_saveMode == \"base64\") {\n\n \t\t/* Format the IMG and BASE64 */\n \t\tconsole.log(\"IMAGE MODE\");\n\n \t\tvar indexs_start = html_content.getMatchIndices(\"&lt;img\");\n \t\tif (indexs_start == 0){\n \t\t\tindexs_start = html_content.getMatchIndices(\"&lt;IMG\");\n \t\t}\n \t\tvar indexs_end = [];\n\n \t\tfor (var i = indexs_start.length - 1; i >= 0; i--) {\n \t\t\tvar actual_index_start = indexs_start[i];\n\n \t\t\tfor (var j = actual_index_start; j < html_content.length - 4; j++) {\n \t\t\t\tif (html_content[j] == \"&\" && html_content[j+1] == \"g\" && html_content[j+2] == \"t\" && html_content[j+3] == \";\"){\n \t\t\t\t\thtml_content = html_content.splice(j+4, 0, close_highlight);\n \t\t\t\t\tbreak;\n \t\t\t\t}\n \t\t\t}\n\n \t\t\thtml_content = html_content.splice(actual_index_start, 0, open_highlight);\n \t\t}\n\n \t}\n\n \thtmlcode_div.innerHTML = html_content;\n\n\t// Prism library. For demo purposes.\n\tPrism.highlightAll();\n}", "function getQuality(quality)\n{\n\tquality=decodeURIComponent(quality);\n\tif(quality.toLowerCase()==\"small\")\n\t\treturn \"240p\";\n\tif(quality.toLowerCase()==\"medium\")\n\t\treturn \"360p\";\n\tif(quality.toLowerCase()==\"large\")\n\t\treturn \"480p\";\n\tif(quality.toLowerCase()==\"hd720\")\n\t\treturn \"720p\";\n\tif(quality.toLowerCase()==\"hd1080\")\n\t\treturn \"1080p\";\n}", "function queryCharsetFromCode(aCode) {\n const codes = [];\n codes[0] = \"x-mac-roman\";\n codes[6] = \"x-mac-greek\";\n codes[35] = \"x-mac-turkish\";\n codes[513] = \"ISO-8859-1\";\n codes[514] = \"ISO-8859-2\";\n codes[517] = \"ISO-8859-5\";\n codes[518] = \"ISO-8859-6\";\n codes[519] = \"ISO-8859-7\";\n codes[520] = \"ISO-8859-8\";\n codes[521] = \"ISO-8859-9\";\n codes[1049] = \"IBM864\";\n codes[1280] = \"windows-1252\";\n codes[1281] = \"windows-1250\";\n codes[1282] = \"windows-1251\";\n codes[1283] = \"windows-1253\";\n codes[1284] = \"windows-1254\";\n codes[1285] = \"windows-1255\";\n codes[1286] = \"windows-1256\";\n codes[1536] = \"us-ascii\";\n codes[1584] = \"GB2312\";\n codes[1585] = \"gbk\";\n codes[1600] = \"EUC-KR\";\n codes[2080] = \"ISO-2022-JP\";\n codes[2096] = \"ISO-2022-CN\";\n codes[2112] = \"ISO-2022-KR\";\n codes[2336] = \"EUC-JP\";\n codes[2352] = \"GB2312\";\n codes[2353] = \"x-euc-tw\";\n codes[2368] = \"EUC-KR\";\n codes[2561] = \"Shift_JIS\";\n codes[2562] = \"KOI8-R\";\n codes[2563] = \"Big5\";\n codes[2565] = \"HZ-GB-2312\";\n\n if (codes[aCode])\n return codes[aCode];\n\n return getLocalizedPref(\"intl.charset.default\", DEFAULT_QUERY_CHARSET);\n}", "function decode()\n{\n\tget_ui_vals();\n\n\n\tif (typeof hex_opt === 'undefined')\n\t{\n\t\thex_opt = 0;\n\t}\n\n\n\n\tif (rate == 0)\n\t{\n\t\treturn;\n\t}\n\n\tspb = sample_rate / rate; \t\t// Calculate the number of Samples Per Bit.\n\n\ttry\n\t{\n\t\tspb_hs = sample_rate / high_rate;\n\t}\n\tcatch(e)\n\t{\n\t\tspb_hs = sample_rate / 2000000;\n\t}\n\n\tm = spb / 10; \t\t\t\t\t// Margin = 1 tenth of a bit time (expresed in number of samples)\n\tm_hs = spb_hs / 10;\n\n\tvar t = trs_get_first(ch);\n\n\tchannel_color = get_ch_light_color(ch);\n\n\twhile (trs_is_not_last(ch) && (stop == false))\n\t{\n\t if (abort_requested() == true)\t\t// Allow the user to abort this script\n\t\t{\n\t\t\treturn false;\n\t\t}\n\n\t\tswitch (state)\n\t\t{\n\t\t\tcase GET_SOF:\n\n\t\t\t\twhile ((t.val != 0) && trs_is_not_last(ch))\t\t// Search for SOF\n\t\t\t\t{\n\t\t\t\t\tt = trs_get_next(ch);\n\t\t\t\t}\n\n\t\t\t\ts = t.sample + (spb * 0.5); \t\t// Position our reader on the middle of first bit\n\n\t\t\t\tbit_sampler_ini(ch,spb /2, spb); \t// Initialize the bit sampler (to be able tu use \"bit_sampler_next()\")\n\t\t\t\tbit_sampler_next(ch); \t\t\t\t// Read and skip the start bit\n\n\t\t\t\tdec_item_new(ch,t.sample,t.sample + spb - m); \t// Add the start bit item\n\t\t\t\tdec_item_add_pre_text(\"Start of Frame\");\n\t\t\t\tdec_item_add_pre_text(\"Start\");\n\t\t\t\tdec_item_add_pre_text(\"SOF\");\n\t\t\t\tdec_item_add_pre_text(\"S\");\n\n\t\t\t\tpkt_start(\"CAN\");\n\t\t\t\tpkt_add_item(-1, -1, \"SOF\", \"\", dark_colors.blue, channel_color);\n\n\t\t\t\tbits = [];\n\t\t\t\trb = 0;\n\t\t\t\tframe_length_in_sample = 0;\n\t\t\t\tb = 0; sb = 0;\n\t\t\t\tbit_pos = [];\n\t\t\t\tide_mode = false;\n\t\t\t\tdata_size = 0;\n\t\t\t\tbits.push(0); \t\t// Add the start bit to the bits table\n\t\t\t\tbit_pos.push(s); \t// Add its position\n\t\t\t\tb++;\n\t\t\t\trb++;\n\t\t\t\tframe_length_in_sample += spb;\n\t\t\t\tlast_bit = 0;\n\t\t\t\tstate = GET_ID;\n\t\t\t\trtr_mode = false;\n\t\t\t\tide_mode = false;\n\t\t\t\tedl_mode = false;\n\t\t\t\tpotential_overload = true; \t// This *may* be the beginning of an overload frame\n\n\t\t\tbreak;\n\n\t\t\tcase GET_ID:\n\n\t\t\t\twhile (true) \t// Read bits until we break\n\t\t\t\t{\n\t\t\t\t\tif (abort_requested() == true)\t// Allow the user to abort this script\n\t\t\t\t\t{\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(edl_mode && (((b==35)&&ide_mode) || ((b==16)&&!ide_mode)) )\n\t\t\t\t\t{\n\t\t\t\t\t\tbit_sampler_ini(ch,spb_hs / 2, spb_hs); \t// use High speed since now\n\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (sb == 4)\n\t\t\t\t\t{\n\n\t\t\t\t\t\tstuffing_ok = check_stuffing();\t\t// Stuffed bit\n\t\t\t\t\t\tif (stuffing_ok == false) break; \t// Break on the first stuffing error\n\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tbits[b] = bit_sampler_next(ch);\t\t// Regular bit\n\t\t\t\t\t\tif( (last_bit == 1)&&(bits[b] == 0) )\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(edl_mode && (((b>35)&&ide_mode) || ((b>16)&&!ide_mode)) )\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb_hs/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb_hs/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb_hs/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb_hs / 2, spb_hs);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb / 2, spb);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbit_pos.push(s + frame_length_in_sample); \t\t// Store the position of that bit\n\t\t\t\t\t\t\tdec_item_add_sample_point(ch, s + frame_length_in_sample, DRAW_POINT);\n\t\t\t\t\t\t}\n\n\n\n\t\t\t\t\t\tif (bits[b] == last_bit)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb++;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tlast_bit = bits[b];\n\t\t\t\t\t\tb++;\n\t\t\t\t\t}\n\n\t\t\t\t\trb++;\n\t\t\t\t\tif(edl_mode && (((b>35)&&ide_mode) || ((b>16)&&!ide_mode)) )\n\t\t\t\t\t\tframe_length_in_sample += spb_hs;\n\t\t\t\t\telse\n\t\t\t\t\t\tframe_length_in_sample += spb;\n\n\n\t\t\t\t\tif(edl_mode && (((b==36)&&ide_mode) || ((b==17)&&!ide_mode)) )\n\t\t\t\t\t{\n\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\tframe_length_in_sample += spb_hs;\n\t\t\t\t\t}\n\n\t\t\t\t\tif ((b == 14) && (bits[13] == 1))\n\t\t\t\t\t{\n\t\t\t\t\t\tide_mode = true;\n\t\t\t\t\t\trtr_mode = false; \t// Reset rtr, will be checked at bit 32\n\t\t\t\t\t}\n\n\t\t\t\t\tif (ide_mode)\n\t\t\t\t\t{\n\t\t\t\t\t\tif ((b == 33) && (bits[32] == 1))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\trtr_mode = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((b == 34) && (bits[33] == 1))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tedl_mode = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif ((b == 13) && (bits[12] == 1))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\trtr_mode = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif ((b == 15) && (bits[14] == 1))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tedl_mode = true;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tif(edl_mode)\n\t\t\t\t\t{\n\t\t\t\t\t\tif ((ide_mode == true) && (b == 41))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((ide_mode == false) && (b == 22))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tif ((ide_mode == true) && (b == 39))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ((ide_mode == false) && (b == 19))\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t{\n\t\t\t\t\tt = trs_go_after(ch, bit_pos[b - 1] + (10.5 * spb));\n\t\t\t\t\tset_progress(100 * t.sample / n_samples);\n\t\t\t\t\tstate = GET_SOF;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tif(edl_mode) //if it's CAN-FD\n\t\t\t\t{\n\t\t\t\t\t// Check if we are in normal or extended ID mode\n\t\t\t\t\tif (ide_mode == false)\t \t// Normal frame\n\t\t\t\t\t{\n\t\t\t\t\t\tval = 0;\t\t\t\t// Calculate the value of the ID\n\n\t\t\t\t\t\tfor (c = 1; c < 12; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[1] - (0.5 * spb) + m, bit_pos[11] + (0.5 * spb) - m); \t\t// Add the ID item\n\t\t\t\t\t\tdec_item_add_pre_text(\"IDENTIFIER: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ID: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ID\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar tmp_val = (val >> 8);\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\t\ttmp_val = (val & 0xFF);\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"ID\", int_to_str_hex(val), dark_colors.green, channel_color);\n\t\t\t\t\t\tpkt_start(\"Frame Type\");\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[12] - (0.5 * spb) + m, bit_pos[12] + (0.5 * spb) - m); \t// Add the RTR bit\n\n\t\t\t\t\t\tif (rtr_mode == true)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"R\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 1\", \"RTR FRAME\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"D\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 0\", \"DATA FRAME\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[13] - (0.5 * spb) + m, bit_pos[13] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE FRAME FORMAT\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE FRAME\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"B\");\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"IDE = 0\",\"BASE FRAME FORMAT\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[14] - (0.5 * spb) + m, bit_pos[14] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Extended Data Length\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"EDL\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[15] - (0.5 * spb) + m, bit_pos[15] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"r0\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[16] - (0.5 * spb) + m, bit_pos[16] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Bit Rate Switch\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BRS\");\n\t\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\t\tdec_item_new(ch, bit_pos[17] - (0.5 * spb) + m, bit_pos[17] + (0.5 * spb) - m);\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tdec_item_new(ch, bit_pos[17] - (0.5 * spb_hs) + m_hs, bit_pos[17] + (0.5 * spb_hs) - m_hs);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Error State Indicator)\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ESI\");\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 18; c < 22; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata_size = val;\n\n\t\t\t\t\t\tif(edl_mode)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tswitch (val)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcase 0x9 : data_size = 12; crc_len=17; break;\n\t\t\t\t\t\t\tcase 0xA : data_size = 16; crc_len=17; break;\n\t\t\t\t\t\t\tcase 0xB : data_size = 20; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xC : data_size = 24; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xD : data_size = 32; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xE : data_size = 48; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xF : data_size = 64; crc_len=21; break;\n\t\t\t\t\t\t\tdefault : break;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\t\tdec_item_new(ch,bit_pos[18] - (0.5 * spb) + m, bit_pos[21] + (0.5 * spb) - m); \t// Add the DLC item\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tdec_item_new(ch,bit_pos[18] - (0.5 * spb_hs) + m_hs, bit_pos[21] + (0.5 * spb_hs) - m_hs); \t// Add the DLC item\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH CODE: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LEN: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DLC: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"L:\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\n\n\t\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"DLC\", int_to_str_hex(val), dark_colors.orange, channel_color, true);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 1; c < 12; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor (c = 14; c < 32; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[1] - (0.5 * spb) + m, bit_pos[31] + (0.5 * spb) - m); \t// Add the EID item\n\t\t\t\t\t\tdec_item_add_pre_text(\"EXTENDED IDENTIFIER: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"EID: \");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar tmp_val = val;\n\n\t\t\t\t\t\t\tfor (var i = 0; i < 4; i++)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tvar tmp_byte = (tmp_val & 0xFF);\n\t\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_byte);\n\t\t\t\t\t\t\t\ttmp_val = (tmp_val - tmp_byte) / 256;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"EID\", int_to_str_hex(val), dark_colors.violet, channel_color);\n\t\t\t\t\t\tpkt_start(\"Frame Type\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[32] - (0.5 * spb) + m, bit_pos[32] + (0.5 * spb) - m); // Add the RTR bit\n\n\t\t\t\t\t\tif (rtr_mode == true)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"R\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 1\", \"RTR FRAME\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"D\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 0\", \"DATA FRAME\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[33] - (0.5 * spb) + m, bit_pos[33] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Extended Data Length\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"EDL\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[34] - (0.5 * spb) + m, bit_pos[34] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"r0\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[35] - (0.5 * spb) + m, bit_pos[35] + (0.5 * spb) - m);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Bit Rate Switch\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BRS\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[36] - (0.5 * spb_hs) + m_hs, bit_pos[36] + (0.5 * spb_hs) - m_hs);\n\t\t\t\t\t\tdec_item_add_pre_text(\"Error State Indicator)\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ESI\");\n\n\t\t\t\t\t\tpkt_add_item(0, 0, \"IDE = 1\", \"EXTENDED FRAME FORMAT\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 37; c < 41; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata_size = val;\n\n\t\t\t\t\t\tif(edl_mode)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tswitch (val)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcase 0x9 : data_size = 12; crc_len=17; break;\n\t\t\t\t\t\t\tcase 0xA : data_size = 16; crc_len=17; break;\n\t\t\t\t\t\t\tcase 0xB : data_size = 20; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xC : data_size = 24; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xD : data_size = 32; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xE : data_size = 48; crc_len=21; break;\n\t\t\t\t\t\t\tcase 0xF : data_size = 64; crc_len=21; break;\n\t\t\t\t\t\t\tdefault : break;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\t\tdec_item_new(ch,bit_pos[37] - (0.5 * spb) + m, bit_pos[40] + (0.5 * spb) - m); \t// Add the DLC item\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tdec_item_new(ch,bit_pos[37] - (0.5 * spb_hs) + m_hs, bit_pos[40] + (0.5 * spb_hs) - m_hs); \t// Add the DLC item\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH CODE: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LEN: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DLC: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"L:\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(t.sample, t.sample + spb - m, \"DLC\", int_to_str_hex(val), dark_colors.orange, channel_color,true);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t// Check if we are in normal or extended ID mode\n\t\t\t\t\tif (ide_mode == false)\t \t// Normal frame\n\t\t\t\t\t{\n\t\t\t\t\t\tval = 0;\t\t\t\t// Calculate the value of the ID\n\n\t\t\t\t\t\tfor (c = 1; c < 12; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[1] - (0.5 * spb) + m, bit_pos[11] + (0.5 * spb) - m); \t\t// Add the ID item\n\t\t\t\t\t\tdec_item_add_pre_text(\"IDENTIFIER: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ID: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"ID\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar tmp_val = (val >> 8);\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\t\ttmp_val = (val & 0xFF);\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"ID\", int_to_str_hex(val), dark_colors.green, channel_color);\n\t\t\t\t\t\tpkt_start(\"Frame Type\");\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[12] - (0.5 * spb) + m, bit_pos[12] + (0.5 * spb) - m); \t// Add the RTR bit\n\n\t\t\t\t\t\tif (rtr_mode == true)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"R\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 1\", \"RTR FRAME\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"D\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 0\", \"DATA FRAME\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[13] - (0.5 * spb) + m, bit_pos[13] + (0.5 * spb) - m); \t// Add the IDE bit\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE FRAME FORMAT\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE FRAME\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"BASE\");\n\t\t\t\t\t\tdec_item_add_pre_text(\"B\");\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"IDE = 0\",\"BASE FRAME FORMAT\", dark_colors.green, channel_color, true);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 15; c < 19; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata_size = val;\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[15] - (0.5 * spb) + m, bit_pos[18] + (0.5 * spb) - m); \t// Add the DLC item\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH CODE: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LEN: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DLC: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"L:\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"DLC\", int_to_str_hex(val), dark_colors.orange, channel_color, true);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 1; c < 12; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor (c = 14; c < 32; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdec_item_new(ch,bit_pos[1] - (0.5 * spb) + m, bit_pos[31] + (0.5 * spb) - m); \t// Add the EID item\n\t\t\t\t\t\tdec_item_add_pre_text(\"EXTENDED IDENTIFIER: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"EID: \");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tvar tmp_val = val;\n\n\t\t\t\t\t\t\tfor (var i = 0; i < 4; i++)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tvar tmp_byte = (tmp_val & 0xFF);\n\t\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_byte);\n\t\t\t\t\t\t\t\ttmp_val = (tmp_val - tmp_byte) / 256;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"EID\", int_to_str_hex(val), dark_colors.violet, channel_color);\n\t\t\t\t\t\tpkt_start(\"Frame Type\");\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[32] - (0.5 * spb) + m, bit_pos[32] + (0.5 * spb) - m); // Add the RTR bit\n\n\t\t\t\t\t\tif (rtr_mode == true)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"RTR\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"R\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 1\", \"RTR FRAME\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA FRAME\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"DATA\");\n\t\t\t\t\t\t\tdec_item_add_pre_text(\"D\");\n\t\t\t\t\t\t\tpkt_add_item(-1, -1, \"RTR = 0\", \"DATA FRAME\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(0, 0, \"IDE = 1\", \"EXTENDED FRAME FORMAT\", dark_colors.violet, channel_color, true);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tval = 0;\n\n\t\t\t\t\t\tfor (c = 35; c < 39; c++)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tval = (val * 2) + bits[c];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tdata_size = val;\n\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[35] - (0.5 * spb) + m, bit_pos[38] + (0.5 * spb) - m); \t// Add the DLC item\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH CODE: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LENGTH: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DATA LEN: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"DLC: \");\n\t\t\t\t\t\tdec_item_add_pre_text(\"L:\");\n\t\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\thex_add_byte(ch, -1, -1, val);\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tpkt_add_item(t.sample, t.sample + spb - m, \"DLC\", int_to_str_hex(val), dark_colors.orange, channel_color,true);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (rtr_mode == false)\n\t\t\t\t{\n\t\t\t\t\tstate = GET_DATA;\n\t\t\t\t}\n\t\t\t\telse\t// Skip the data in case of RTR frame\n\t\t\t\t{\n\t\t\t\t\tstate = GET_CRC;\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase GET_DATA:\n\t\t\t\tdb = 0;\n\t\t\t\tif(edl_mode)\n\t\t\t\t{\n\t\t\t\t\tbit_sampler_ini(ch,spb_hs /2, spb_hs); \t// use High speed since now\n\t\t\t\t}\n\n\t\t\t\twhile (db < (data_size * 8)) \t// Read data bits\n\t\t\t\t{\n\t\t\t\t\tif (sb == 4)\n\t\t\t\t\t{\n\t\t\t\t\t\tstuffing_ok = check_stuffing();\t\t// Stuffed bit\n\n\t\t\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tbits[b] = bit_sampler_next(ch);\t\t// Regular bitif( (last_bit == 1)&&(bits[b] == 0) )\n\t\t\t\t\t\tif( (last_bit == 1)&&(bits[b] == 0) )\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif(edl_mode)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb_hs/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb_hs/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb_hs/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb_hs / 2, spb_hs);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb / 2, spb);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbit_pos.push(s + frame_length_in_sample); \t\t// Store the position of that bit\n\t\t\t\t\t\t\tdec_item_add_sample_point(ch, s + frame_length_in_sample, DRAW_POINT);\n\t\t\t\t\t\t}\n\n\n\t\t\t\t\t\tif (bits[b] == last_bit)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb++;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tlast_bit = bits[b];\n\t\t\t\t\t\tb++;\n\t\t\t\t\t\tdb++;\n\t\t\t\t\t}\n\n\t\t\t\t\trb++;\n\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\tframe_length_in_sample += spb;\n\t\t\t\t\telse\n\t\t\t\t\t\tframe_length_in_sample += spb_hs;\n\n\t\t\t\t}\n\n\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t{\n\t\t\t\t\tt = trs_go_after(ch,bit_pos[b - 1] + (10.5 * spb));\n\t\t\t\t\tset_progress(100 * t.sample / n_samples);\n\t\t\t\t\tstate = GET_SOF;\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tb -= (data_size * 8);\t// Now interpret those bits as bytes\n\t\t\t\tpkt_data = \"\";\n\n\t\t\t\tfor (i = 0; i < data_size; i++)\n\t\t\t\t{\n\t\t\t\t\tval = 0;\n\n\t\t\t\t\tfor (c = 0; c < 8; c++)\n\t\t\t\t\t{\n\t\t\t\t\t\tval = (val * 2) + bits[b + (i * 8) + c];\n\t\t\t\t\t}\n\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[b + (i * 8)] - (0.5 * spb) + m, bit_pos[b + (i * 8) + 7] + (0.5 * spb) - m); \t// Add the ID item\n\t\t\t\t\telse\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[b + (i * 8)] - (0.5 * spb_hs) + m_hs, bit_pos[b + (i * 8) + 7] + (0.5 * spb_hs) - m_hs); \t// Add the ID item\n\t\t\t\t\tdec_item_add_pre_text(\"DATA: \");\n\t\t\t\t\tdec_item_add_pre_text(\"D: \");\n\t\t\t\t\tdec_item_add_pre_text(\"D \");\n\t\t\t\t\tdec_item_add_data(val);\n\t\t\t\t\thex_add_byte(ch, -1, -1, val);\n\n\t\t\t\t\tpkt_data += int_to_str_hex(val) + \" \";\n\t\t\t\t}\n\n\t\t\t\tif(!edl_mode)\n\t\t\t\t\tpkt_add_item(bit_pos[b] - (0.5 * spb), bit_pos[b + ((data_size - 1) * 8) + 7] + (0.5 * spb), \"DATA\", pkt_data, dark_colors.gray, channel_color);\n\t\t\t\telse\n\t\t\t\t\tpkt_add_item(bit_pos[b] - (0.5 * spb_hs), bit_pos[b + ((data_size - 1) * 8) + 7] + (0.5 * spb_hs), \"DATA\", pkt_data, dark_colors.gray, channel_color);\n\n\t\t\t\tb += (data_size * 8);\n\t\t\t\tstate = GET_CRC;\n\n\t\t\t\t// TO DO:\n\t\t\t\t// correct all start and end samples\n\t\t\t\t// add packet for CRC, and error frames\n\t\t\t\t// add the packet stop\n\t\t\tbreak;\n\n\t\t\tcase GET_CRC:\n\t\t\t\tvar nbr_stf_b = 0;\n\t\t\t\tdb = 0;\n\t\t\t\tif(edl_mode)\n\t\t\t\t{\n\t\t\t\t\tbit_sampler_ini(ch,spb_hs /2, spb_hs); \t// use High speed since now\n\n\t\t\t\t\twhile (db-nbr_stf_b < crc_len) //read crc bits\n\t\t\t\t\t{\n\t\t\t\t\t\tif (db % 5 ==0)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\tdec_item_add_sample_point(ch, s + frame_length_in_sample, DRAW_CROSS);\n\t\t\t\t\t\t\tdb++;\n\t\t\t\t\t\t\tnbr_stf_b++;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbits[b] = bit_sampler_next(ch);\t // Regular bit\n\t\t\t\t\t\t\tif( (last_bit == 1)&&(bits[b] == 0) )\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb_hs/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb_hs/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb_hs/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb_hs / 2, spb_hs);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tbit_pos.push(s + frame_length_in_sample); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, s + frame_length_in_sample, DRAW_POINT);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\tlast_bit = bits[b];\n\n\t\t\t\t\t\t\tb++;\n\t\t\t\t\t\t\tdb++;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trb++;\n\t\t\t\t\t\tframe_length_in_sample += spb_hs;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t\t{\n\t\t\t\t\t\tt = trs_go_after(ch, bit_pos[b - 1] + (10.5 * spb));\n\t\t\t\t\t\tset_progress(100 * t.sample / n_samples);\n\t\t\t\t\t\tstate = GET_SOF;\n\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t\tval = 0;\n\t\t\t\t\tb -= crc_len;\n\n\t\t\t\t\tfor (c = 0; c < crc_len; c++)\n\t\t\t\t\t{\n\t\t\t\t\t\tval = (val * 2) + bits[b + c];\n\t\t\t\t\t}\n\n\t\t\t\t\tcrc_rg = 0;\t\t// Now calculate our own crc to compare\n\n\n\t\t\t\t\tfor (c = 1; c < b; c++)\n\t\t\t\t\t{\n\t\t\t\t\t\tcrc_nxt = bits[c] ^ ((crc_rg >> (crc_len)) & 0x1);\n\t\t\t\t\t\tcrc_rg = crc_rg << 1;\n\n\t\t\t\t\t\tif (crc_nxt == 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tif (crc_len==17)\n\t\t\t\t\t\t\t\tcrc_rg ^= 0x3685B;\n\t\t\t\t\t\t\telse if (crc_len==21)\n\t\t\t\t\t\t\t\tcrc_rg ^= 0x302898;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (crc_len==17)\n\t\t\t\t\t\t\tcrc_rg &= 0x1ffff;\n\t\t\t\t\t\telse if (crc_len==21)\n\t\t\t\t\t\t\tcrc_rg &= 0x1fffff\n\t\t\t\t\t}\n\n\t\t\t\t\tdec_item_new(ch, bit_pos[b] - (0.5 * spb_hs) + m_hs, bit_pos[b + crc_len-1] + (0.5 * spb_hs) - m_hs); \t// Add the ID item\n\t\t\t\t\tdec_item_add_pre_text(\"CRC : \");\n\t\t\t\t\tdec_item_add_pre_text(\"CRC \");\n\t\t\t\t\tdec_item_add_pre_text(\"CRC\");\n\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar tmp_val = (val >> 8);\n\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\ttmp_val = (val & 0xFF);\n\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (val == crc_rg)\n\t\t\t\t\t{\n\t\t\t\t\t\tdec_item_add_post_text(\" OK\");\n\t\t\t\t\t\tdec_item_add_post_text(\" OK\");\n\t\t\t\t\t\tdec_item_add_post_text(\"\");\n\t\t\t\t\t\tpkt_add_item(-1, -1 ,\"CRC\", int_to_str_hex(val) + \" OK\", dark_colors.yellow, channel_color);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tdec_item_add_post_text(\" WRONG, Should be: \" + int_to_str_hex(crc_rg));\n\t\t\t\t\t\tdec_item_add_post_text(\" WRONG!\");\n\t\t\t\t\t\tdec_item_add_post_text(\"E!\");\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"CRC\", int_to_str_hex(val) + \"(WRONG)\", dark_colors.red, channel_color);\n\n\t\t\t\t\t\tpkt_start(\"CRC ERROR\");\n\t\t\t\t\t\tpkt_add_item(0, 0, \"CRC (captured)\",int_to_str_hex(val), dark_colors.red, channel_color);\n\t\t\t\t\t\tpkt_add_item(0, 0, \"CRC (calculated)\", int_to_str_hex(crc_rg), dark_colors.red, channel_color);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tdec_item_add_post_text(\"!\");\n\t\t\t\t\t}\n\n\t\t\t\t\tb += crc_len-1;\n\t\t\t\t\tbit_pos[b] += spb;\n\t\t\t\t\tstate = GET_ACK;\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\twhile (db < 16) //read crc bits\n\t\t\t\t\t{\n\t\t\t\t\t\tif (sb == 4)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tstuffing_ok = check_stuffing();\t\t// Stuffed bit\n\n\t\t\t\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tbits[b] = bit_sampler_next(ch);\t // Regular bit\n\t\t\t\t\t\t\tif( (last_bit == 1)&&(bits[b] == 0) )\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\ttrs_tmp = trs_get_prev(ch);\n\t\t\t\t\t\t\t\tframe_length_in_sample = trs_tmp.sample - s + spb/2;\n\t\t\t\t\t\t\t\tbit_pos.push(trs_tmp.sample + spb/2); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, trs_tmp.sample + spb/2, DRAW_POINT);\n\t\t\t\t\t\t\t\tbit_sampler_ini(ch,spb / 2, spb);\n\t\t\t\t\t\t\t\tbit_sampler_next(ch);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tbit_pos.push(s + frame_length_in_sample); \t\t// Store the position of that bit\n\t\t\t\t\t\t\t\tdec_item_add_sample_point(ch, s + frame_length_in_sample, DRAW_POINT);\n\t\t\t\t\t\t\t}\n\n\n\t\t\t\t\t\t\tif (bits[b] == last_bit)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tsb++;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\telse\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tsb = 0;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tlast_bit = bits[b];\n\t\t\t\t\t\t\tb++;\n\t\t\t\t\t\t\tdb++;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\trb++;\n\t\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\t\tframe_length_in_sample += spb;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tframe_length_in_sample += spb_hs;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (stuffing_ok == false)\n\t\t\t\t\t{\n\t\t\t\t\t\tt = trs_go_after(ch, bit_pos[b - 1] + (10.5 * spb));\n\t\t\t\t\t\tset_progress(100 * t.sample / n_samples);\n\t\t\t\t\t\tstate = GET_SOF;\n\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\n\t\t\t\t\tval = 0;\n\t\t\t\t\tb -= 16;\n\n\t\t\t\t\tfor (c = 0; c < 15; c++)\n\t\t\t\t\t{\n\t\t\t\t\t\tval = (val * 2) + bits[b + c];\n\t\t\t\t\t}\n\n\t\t\t\t\tcrc_rg = 0;\t\t// Now calculate our own crc to compare\n\n\t\t\t\t\tfor (c = 0; c < b; c++)\n\t\t\t\t\t{\n\t\t\t\t\t\tcrc_nxt = bits[c] ^ ((crc_rg >> 14) & 0x1);\n\t\t\t\t\t\tcrc_rg = crc_rg << 1;\n\n\t\t\t\t\t\tif (crc_nxt == 1)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tcrc_rg ^= 0x4599;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcrc_rg &= 0x7fff;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(!edl_mode)\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[b] - (0.5 * spb) + m, bit_pos[b + 14] + (0.5 * spb) - m); \t// Add the ID item\n\t\t\t\t\telse\n\t\t\t\t\t\tdec_item_new(ch, bit_pos[b] - (0.5 * spb_hs) + m_hs, bit_pos[b + 14] + (0.5 * spb_hs) - m_hs); \t// Add the ID item\n\t\t\t\t\tdec_item_add_pre_text(\"CRC : \");\n\t\t\t\t\tdec_item_add_pre_text(\"CRC \");\n\t\t\t\t\tdec_item_add_pre_text(\"CRC\");\n\t\t\t\t\tdec_item_add_data(val);\n\n\t\t\t\t\tif (hex_opt > 1)\n\t\t\t\t\t{\n\t\t\t\t\t\tvar tmp_val = (val >> 8);\n\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t\ttmp_val = (val & 0xFF);\n\t\t\t\t\t\thex_add_byte(ch, -1, -1, tmp_val);\n\t\t\t\t\t}\n\n\t\t\t\t\tif (val == crc_rg)\n\t\t\t\t\t{\n\t\t\t\t\t\tdec_item_add_post_text(\" OK\");\n\t\t\t\t\t\tdec_item_add_post_text(\" OK\");\n\t\t\t\t\t\tdec_item_add_post_text(\"\");\n\t\t\t\t\t\tpkt_add_item(-1, -1 ,\"CRC\", int_to_str_hex(val) + \" OK\", dark_colors.yellow, channel_color);\n\t\t\t\t\t}\n\t\t\t\t\telse\n\t\t\t\t\t{\n\t\t\t\t\t\tdec_item_add_post_text(\" WRONG, Should be: \" + int_to_str_hex(crc_rg));\n\t\t\t\t\t\tdec_item_add_post_text(\" WRONG!\");\n\t\t\t\t\t\tdec_item_add_post_text(\"E!\");\n\n\t\t\t\t\t\tpkt_add_item(-1, -1, \"CRC\", int_to_str_hex(val) + \"(WRONG)\", dark_colors.red, channel_color);\n\n\t\t\t\t\t\tpkt_start(\"CRC ERROR\");\n\t\t\t\t\t\tpkt_add_item(0, 0, \"CRC (captured)\",int_to_str_hex(val), dark_colors.red, channel_color);\n\t\t\t\t\t\tpkt_add_item(0, 0, \"CRC (calculated)\", int_to_str_hex(crc_rg), dark_colors.red, channel_color);\n\t\t\t\t\t\tpkt_end();\n\n\t\t\t\t\t\tdec_item_add_post_text(\"!\");\n\t\t\t\t\t}\n\n\t\t\t\t\tb += 15;\n\t\t\t\t\tstate = GET_ACK;\n\t\t\t\t}\n\t\t\tbreak;\n\n\t\t\tcase GET_ACK: \t// and the EOF too.\n\t\t\t\tbit_pos[b] -= spb;// CRC delimiter\n\t\t\t\tack_chk = bit_sampler_next(ch);\n\t\t\t\tbit_sampler_next(ch); \t// ACK delimiter\n\n\t\t\t\tif(!edl_mode)\n\t\t\t\t\tdec_item_new(ch,bit_pos[b] + (1.5 * spb) + m, bit_pos[b] + (3.5 * spb) - m); \t// Add the ACK item\n\t\t\t\telse\n\t\t\t\t\tdec_item_new(ch,bit_pos[b] + (2.5 * spb_hs) + m, bit_pos[b] + (2.5 * spb_hs) + 2*spb - m); \t// Add the ACK item\n\n\t\t\t\tif(ack_chk == 1)\n\t\t\t\t{\n\t\t\t\t\tdec_item_add_pre_text(\"NO ACK\");\n\t\t\t\t\tdec_item_add_pre_text(\"NACK\");\n\t\t\t\t\tdec_item_add_pre_text(\"!A\");\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tdec_item_add_pre_text(\"ACK\");\n\t\t\t\t\tdec_item_add_pre_text(\"ACK\");\n\t\t\t\t\tdec_item_add_pre_text(\"A\");\n\t\t\t\t}\n\t\t\t\tpkt_add_item(-1, -1, \"ACK\", ack_chk.toString(10), dark_colors.black, channel_color);\n\t\t\t\teof_chk = 0;\n\t\t\t\tfor (c = 0; c < 7; c++)\n\t\t\t\t{\n\t\t\t\t\teof_chk += bit_sampler_next(ch);\n\t\t\t\t}\n\n\t\t\t\tif(!edl_mode)\n\t\t\t\t\tdec_item_new(ch, bit_pos[b] + (3.5 * spb) + m, bit_pos[b] + (10.5 * spb) - m); \t// Add the EOF item\n\t\t\t\telse\n\t\t\t\t\tdec_item_new(ch, bit_pos[b] + (2.5 * spb_hs) + 2*spb - m, bit_pos[b] + (2.5 * spb_hs) + 9*spb - m); \t// Add the EOF item\n\n\t\t\t\tif (eof_chk == 7)\n\t\t\t\t{\n\t\t\t\t\tdec_item_add_pre_text(\"END OF FRAME OK\");\n\t\t\t\t\tdec_item_add_pre_text(\"EOF OK\");\n\t\t\t\t\tdec_item_add_pre_text(\"EOF\");\n\t\t\t\t\tdec_item_add_pre_text(\"E\");\n\t\t\t\t\tpkt_add_item(-1, -1, \"EOF\", \"\", dark_colors.blue, channel_color);\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tdec_item_add_pre_text(\"END OF FRAME ERR\");\n\t\t\t\t\tdec_item_add_pre_text(\"EOF ERR!\");\n\t\t\t\t\tdec_item_add_pre_text(\"!EOF!\");\n\t\t\t\t\tdec_item_add_pre_text(\"!E!\");\n\t\t\t\t\tdec_item_add_pre_text(\"!\");\n\t\t\t\t\tpkt_add_item(-1, -1, \"EOF\",\"MISSING!\", dark_colors.red, channel_color);\n\t\t\t\t}\n\n\t\t\t\tpkt_end();\n\n\t\t\t\tt = trs_go_after(ch, bit_pos[b] + (10.5 * spb));\n\t\t\t\tset_progress(100 * t.sample / n_samples);\n\t\t\t\tstate = GET_SOF;\n\t\t\t\t//dec_item_new(ch, bit_pos[0] - (0.5 * spb) + m, bit_pos[b] + (0.5 * spb) - m); \t//<=========================DEBUG ALL THE FRAME\n\t\t\tbreak;\n\t\t}\n\t}\n}", "function createQRCode(text, level, version, quiet) {\n var qr = {};\n\n var vqr = vendor_qrcode(version, level);\n vqr.addData(text);\n vqr.make();\n\n quiet = quiet || 0;\n\n var qrModuleCount = vqr.getModuleCount();\n var quietModuleCount = vqr.getModuleCount() + 2 * quiet;\n\n function isDark(row, col) {\n row -= quiet;\n col -= quiet;\n\n if (row < 0 || row >= qrModuleCount || col < 0 || col >= qrModuleCount) {\n return false;\n }\n return vqr.isDark(row, col);\n }\n\n function addBlank(l, t, r, b) {\n var prevIsDark = qr.isDark;\n var moduleSize = 1 / quietModuleCount;\n\n qr.isDark = function (row, col) {\n var ml = col * moduleSize;\n var mt = row * moduleSize;\n var mr = ml + moduleSize;\n var mb = mt + moduleSize;\n\n return prevIsDark(row, col) && (l > mr || ml > r || t > mb || mt > b);\n };\n }\n\n qr.text = text;\n qr.level = level;\n qr.version = version;\n qr.moduleCount = quietModuleCount;\n qr.isDark = isDark;\n qr.addBlank = addBlank;\n\n return qr;\n }", "function generateFrame(data, options) {\n\tvar MODES = {'numeric': MODE_NUMERIC, 'alphanumeric': MODE_ALPHANUMERIC,\n\t\t'octet': MODE_OCTET};\n\tvar ECCLEVELS = {'L': ECCLEVEL_L, 'M': ECCLEVEL_M, 'Q': ECCLEVEL_Q,\n\t\t'H': ECCLEVEL_H};\n\n\toptions = options || {};\n\tvar ver = options.version || -1;\n\tvar ecclevel = ECCLEVELS[(options.eccLevel || 'L').toUpperCase()];\n\tvar mode = options.mode ? MODES[options.mode.toLowerCase()] : -1;\n\tvar mask = 'mask' in options ? options.mask : -1;\n\n\tif (mode < 0) {\n\t\tif (typeof data === 'string') {\n\t\t\tif (data.match(NUMERIC_REGEXP)) {\n\t\t\t\tmode = MODE_NUMERIC;\n\t\t\t} else if (data.match(ALPHANUMERIC_OUT_REGEXP)) {\n\t\t\t\t// while encode supports case-insensitive encoding, we restrict the data to be uppercased when auto-selecting the mode.\n\t\t\t\tmode = MODE_ALPHANUMERIC;\n\t\t\t} else {\n\t\t\t\tmode = MODE_OCTET;\n\t\t\t}\n\t\t} else {\n\t\t\tmode = MODE_OCTET;\n\t\t}\n\t} else if (!(mode == MODE_NUMERIC || mode == MODE_ALPHANUMERIC ||\n\t\tmode == MODE_OCTET)) {\n\t\tthrow 'invalid or unsupported mode';\n\t}\n\n\tdata = validatedata(mode, data);\n\tif (data === null)\n\t\tthrow 'invalid data format';\n\n\tif (ecclevel < 0 || ecclevel > 3)\n\t\tthrow 'invalid ECC level';\n\n\tif (ver < 0) {\n\t\tfor (ver = 1; ver <= 40; ++ver) {\n\t\t\tif (data.length <= getmaxdatalen(ver, mode, ecclevel))\n\t\t\t\tbreak;\n\t\t}\n\t\tif (ver > 40)\n\t\t\tthrow 'too large data for the Qr format';\n\t} else if (ver < 1 || ver > 40) {\n\t\tthrow 'invalid Qr version! should be between 1 and 40';\n\t}\n\n\tif (mask != -1 && (mask < 0 || mask > 8))\n\t\tthrow 'invalid mask';\n\t//console.log('version:', ver, 'mode:', mode, 'ECC:', ecclevel, 'mask:', mask )\n\treturn generate(data, ver, mode, ecclevel, mask);\n}", "function generateFrame(data, options) {\n\tvar MODES = {'numeric': MODE_NUMERIC, 'alphanumeric': MODE_ALPHANUMERIC,\n\t\t'octet': MODE_OCTET};\n\tvar ECCLEVELS = {'L': ECCLEVEL_L, 'M': ECCLEVEL_M, 'Q': ECCLEVEL_Q,\n\t\t'H': ECCLEVEL_H};\n\n\toptions = options || {};\n\tvar ver = options.version || -1;\n\tvar ecclevel = ECCLEVELS[(options.eccLevel || 'L').toUpperCase()];\n\tvar mode = options.mode ? MODES[options.mode.toLowerCase()] : -1;\n\tvar mask = 'mask' in options ? options.mask : -1;\n\n\tif (mode < 0) {\n\t\tif (typeof data === 'string') {\n\t\t\tif (data.match(NUMERIC_REGEXP)) {\n\t\t\t\tmode = MODE_NUMERIC;\n\t\t\t} else if (data.match(ALPHANUMERIC_OUT_REGEXP)) {\n\t\t\t\t// while encode supports case-insensitive encoding, we restrict the data to be uppercased when auto-selecting the mode.\n\t\t\t\tmode = MODE_ALPHANUMERIC;\n\t\t\t} else {\n\t\t\t\tmode = MODE_OCTET;\n\t\t\t}\n\t\t} else {\n\t\t\tmode = MODE_OCTET;\n\t\t}\n\t} else if (!(mode == MODE_NUMERIC || mode == MODE_ALPHANUMERIC ||\n\t\tmode == MODE_OCTET)) {\n\t\tthrow 'invalid or unsupported mode';\n\t}\n\n\tdata = validatedata(mode, data);\n\tif (data === null)\n\t\tthrow 'invalid data format';\n\n\tif (ecclevel < 0 || ecclevel > 3)\n\t\tthrow 'invalid ECC level';\n\n\tif (ver < 0) {\n\t\tfor (ver = 1; ver <= 40; ++ver) {\n\t\t\tif (data.length <= getmaxdatalen(ver, mode, ecclevel))\n\t\t\t\tbreak;\n\t\t}\n\t\tif (ver > 40)\n\t\t\tthrow 'too large data for the Qr format';\n\t} else if (ver < 1 || ver > 40) {\n\t\tthrow 'invalid Qr version! should be between 1 and 40';\n\t}\n\n\tif (mask != -1 && (mask < 0 || mask > 8))\n\t\tthrow 'invalid mask';\n\t//console.log('version:', ver, 'mode:', mode, 'ECC:', ecclevel, 'mask:', mask )\n\treturn generate(data, ver, mode, ecclevel, mask);\n}", "getCode() {\n return (this.isCombined())\n ? this.combinedData.charCodeAt(this.combinedData.length - 1)\n : this.content & 2097151 /* CODEPOINT_MASK */;\n }", "generateAccountInfoQR() {\n // Account info model for QR\n let QR = nem.model.objects.create(\"accountInfoQR\")(this._Wallet.network === nem.model.network.data.testnet.id ? 1 : 2, 1, this._Wallet.currentAccount.address, this._Wallet.currentAccount.label);\n let code = kjua({\n size: 256,\n text: JSON.stringify(QR),\n fill: '#000',\n quiet: 0,\n ratio: 2,\n });\n $('#accountInfoQR').html(\"\");\n $('#accountInfoQR').append(code);\n return;\n }", "function qrScanBarcode() {\n // QR Scanner for Staff (scan UID of users)\n let lastResult, countResults = 0;\n document.getElementById('barcode-scanner-container').style.display = \"block\";\n document.getElementById('table').innerHTML = \"\";\n document.getElementById('product-search').style.display = \"block\";\n\n function onScanSuccess(decodedText) {\n if (decodedText !== lastResult) {\n ++countResults;\n lastResult = decodedText;\n // Handle on success condition with the decoded message.\n document.getElementById('id_ean_barcode').value = decodedText;\n // Once barcode has been decoded, set it to the input & click search\n document.getElementById('product-search-button').click();\n // Clear the scanner to keep screen space utilised\n html5QrcodeScanner.clear();\n // Disable close scan button\n document.getElementById('scan-a').style.visibility = \"hidden\";\n // Add Start Scanner Button\n document.getElementById('launch-cam-container').innerHTML += \"<button style='margin-top: 2em' id='launch-cam' onclick='qrScanBarcode()'>Launch Camera</button>\";\n }\n }\n let html5QrcodeScanner = new Html5QrcodeScanner(\n \"qr-reader\", {fps: 10, qrbox: 150});\n html5QrcodeScanner.render(onScanSuccess);\n // If \"launch-cam\" is not visible, make it so (vice versa)\n if (document.getElementById('launch-cam-container') != null) {\n document.getElementById('launch-cam-container').style.display = \"none\";\n }\n document.getElementById('scan-a').style.visibility = \"visible\";\n clearSelection();\n\n}", "function getRenderModeFlag() {\n if(renderModeFlags.video) { return \"video\"; }\n if(renderModeFlags.console) { return \"console\"; }\n if(renderModeFlags.menu) { return \"menu\"; }\n return \"error\"; \n}", "function generateFrame(data, options) {\n var MODES = {\n 'numeric': MODE_NUMERIC,\n 'alphanumeric': MODE_ALPHANUMERIC,\n 'octet': MODE_OCTET\n };\n var ECCLEVELS = {\n 'L': ECCLEVEL_L,\n 'M': ECCLEVEL_M,\n 'Q': ECCLEVEL_Q,\n 'H': ECCLEVEL_H\n };\n options = options || {};\n var ver = options.version || -1;\n var ecclevel = ECCLEVELS[(options.eccLevel || 'L').toUpperCase()];\n var mode = options.mode ? MODES[options.mode.toLowerCase()] : -1;\n var mask = 'mask' in options ? options.mask : -1;\n\n if (mode < 0) {\n if (typeof data === 'string') {\n if (data.match(NUMERIC_REGEXP)) {\n mode = MODE_NUMERIC;\n } else if (data.match(ALPHANUMERIC_OUT_REGEXP)) {\n // while encode supports case-insensitive encoding, we restrict the data to be uppercased when auto-selecting the mode.\n mode = MODE_ALPHANUMERIC;\n } else {\n mode = MODE_OCTET;\n }\n } else {\n mode = MODE_OCTET;\n }\n } else if (!(mode == MODE_NUMERIC || mode == MODE_ALPHANUMERIC || mode == MODE_OCTET)) {\n throw 'invalid or unsupported mode';\n }\n\n data = validatedata(mode, data);\n if (data === null) throw 'invalid data format';\n if (ecclevel < 0 || ecclevel > 3) throw 'invalid ECC level';\n\n if (ver < 0) {\n for (ver = 1; ver <= 40; ++ver) {\n if (data.length <= getmaxdatalen(ver, mode, ecclevel)) break;\n }\n\n if (ver > 40) throw 'too large data for the Qr format';\n } else if (ver < 1 || ver > 40) {\n throw 'invalid Qr version! should be between 1 and 40';\n }\n\n if (mask != -1 && (mask < 0 || mask > 8)) throw 'invalid mask'; //console.log('version:', ver, 'mode:', mode, 'ECC:', ecclevel, 'mask:', mask )\n\n return generate(data, ver, mode, ecclevel, mask);\n} // options", "function JPEGEncoder(quality) {\n var self = this;\n var fround = Math.round;\n var ffloor = Math.floor;\n var YTable = new Array(64);\n var UVTable = new Array(64);\n var fdtbl_Y = new Array(64);\n var fdtbl_UV = new Array(64);\n var YDC_HT;\n var UVDC_HT;\n var YAC_HT;\n var UVAC_HT;\n \n var bitcode = new Array(65535);\n var category = new Array(65535);\n var outputfDCTQuant = new Array(64);\n var DU = new Array(64);\n var byteout = [];\n var bytenew = 0;\n var bytepos = 7;\n \n var YDU = new Array(64);\n var UDU = new Array(64);\n var VDU = new Array(64);\n var clt = new Array(256);\n var RGB_YUV_TABLE = new Array(2048);\n var currentQuality;\n \n var ZigZag = [\n 0, 1, 5, 6,14,15,27,28,\n 2, 4, 7,13,16,26,29,42,\n 3, 8,12,17,25,30,41,43,\n 9,11,18,24,31,40,44,53,\n 10,19,23,32,39,45,52,54,\n 20,22,33,38,46,51,55,60,\n 21,34,37,47,50,56,59,61,\n 35,36,48,49,57,58,62,63\n ];\n \n var std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];\n var std_dc_luminance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n var std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];\n var std_ac_luminance_values = [\n 0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,\n 0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,\n 0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n 0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,\n 0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,\n 0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n 0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,\n 0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,\n 0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n 0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,\n 0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,\n 0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n 0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,\n 0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,\n 0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n 0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,\n 0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,\n 0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n 0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,\n 0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n 0xf9,0xfa\n ];\n \n var std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];\n var std_dc_chrominance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n var std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];\n var std_ac_chrominance_values = [\n 0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,\n 0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,\n 0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n 0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,\n 0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,\n 0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n 0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,\n 0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,\n 0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n 0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,\n 0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,\n 0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n 0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,\n 0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,\n 0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n 0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,\n 0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,\n 0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n 0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,\n 0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n 0xf9,0xfa\n ];\n \n function initQuantTables(sf){\n var YQT = [\n 16, 11, 10, 16, 24, 40, 51, 61,\n 12, 12, 14, 19, 26, 58, 60, 55,\n 14, 13, 16, 24, 40, 57, 69, 56,\n 14, 17, 22, 29, 51, 87, 80, 62,\n 18, 22, 37, 56, 68,109,103, 77,\n 24, 35, 55, 64, 81,104,113, 92,\n 49, 64, 78, 87,103,121,120,101,\n 72, 92, 95, 98,112,100,103, 99\n ];\n \n for (var i = 0; i < 64; i++) {\n var t = ffloor((YQT[i]*sf+50)/100);\n if (t < 1) {\n t = 1;\n } else if (t > 255) {\n t = 255;\n }\n YTable[ZigZag[i]] = t;\n }\n var UVQT = [\n 17, 18, 24, 47, 99, 99, 99, 99,\n 18, 21, 26, 66, 99, 99, 99, 99,\n 24, 26, 56, 99, 99, 99, 99, 99,\n 47, 66, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99\n ];\n for (var j = 0; j < 64; j++) {\n var u = ffloor((UVQT[j]*sf+50)/100);\n if (u < 1) {\n u = 1;\n } else if (u > 255) {\n u = 255;\n }\n UVTable[ZigZag[j]] = u;\n }\n var aasf = [\n 1.0, 1.387039845, 1.306562965, 1.175875602,\n 1.0, 0.785694958, 0.541196100, 0.275899379\n ];\n var k = 0;\n for (var row = 0; row < 8; row++)\n {\n for (var col = 0; col < 8; col++)\n {\n fdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n fdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n k++;\n }\n }\n }\n \n function computeHuffmanTbl(nrcodes, std_table){\n var codevalue = 0;\n var pos_in_table = 0;\n var HT = new Array();\n for (var k = 1; k <= 16; k++) {\n for (var j = 1; j <= nrcodes[k]; j++) {\n HT[std_table[pos_in_table]] = [];\n HT[std_table[pos_in_table]][0] = codevalue;\n HT[std_table[pos_in_table]][1] = k;\n pos_in_table++;\n codevalue++;\n }\n codevalue*=2;\n }\n return HT;\n }\n \n function initHuffmanTbl()\n {\n YDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes,std_dc_luminance_values);\n UVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes,std_dc_chrominance_values);\n YAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes,std_ac_luminance_values);\n UVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes,std_ac_chrominance_values);\n }\n \n function initCategoryNumber()\n {\n var nrlower = 1;\n var nrupper = 2;\n for (var cat = 1; cat <= 15; cat++) {\n //Positive numbers\n for (var nr = nrlower; nr<nrupper; nr++) {\n category[32767+nr] = cat;\n bitcode[32767+nr] = [];\n bitcode[32767+nr][1] = cat;\n bitcode[32767+nr][0] = nr;\n }\n //Negative numbers\n for (var nrneg =-(nrupper-1); nrneg<=-nrlower; nrneg++) {\n category[32767+nrneg] = cat;\n bitcode[32767+nrneg] = [];\n bitcode[32767+nrneg][1] = cat;\n bitcode[32767+nrneg][0] = nrupper-1+nrneg;\n }\n nrlower <<= 1;\n nrupper <<= 1;\n }\n }\n \n function initRGBYUVTable() {\n for(var i = 0; i < 256;i++) {\n RGB_YUV_TABLE[i] = 19595 * i;\n RGB_YUV_TABLE[(i+ 256)>>0] = 38470 * i;\n RGB_YUV_TABLE[(i+ 512)>>0] = 7471 * i + 0x8000;\n RGB_YUV_TABLE[(i+ 768)>>0] = -11059 * i;\n RGB_YUV_TABLE[(i+1024)>>0] = -21709 * i;\n RGB_YUV_TABLE[(i+1280)>>0] = 32768 * i + 0x807FFF;\n RGB_YUV_TABLE[(i+1536)>>0] = -27439 * i;\n RGB_YUV_TABLE[(i+1792)>>0] = - 5329 * i;\n }\n }\n \n // IO functions\n function writeBits(bs)\n {\n var value = bs[0];\n var posval = bs[1]-1;\n while ( posval >= 0 ) {\n if (value & (1 << posval) ) {\n bytenew |= (1 << bytepos);\n }\n posval--;\n bytepos--;\n if (bytepos < 0) {\n if (bytenew == 0xFF) {\n writeByte(0xFF);\n writeByte(0);\n }\n else {\n writeByte(bytenew);\n }\n bytepos=7;\n bytenew=0;\n }\n }\n }\n \n function writeByte(value)\n {\n byteout.push(clt[value]); // write char directly instead of converting later\n }\n \n function writeWord(value)\n {\n writeByte((value>>8)&0xFF);\n writeByte((value )&0xFF);\n }\n \n // DCT & quantization core\n function fDCTQuant(data, fdtbl)\n {\n var d0, d1, d2, d3, d4, d5, d6, d7;\n /* Pass 1: process rows. */\n var dataOff=0;\n var i;\n var I8 = 8;\n var I64 = 64;\n for (i=0; i<I8; ++i)\n {\n d0 = data[dataOff];\n d1 = data[dataOff+1];\n d2 = data[dataOff+2];\n d3 = data[dataOff+3];\n d4 = data[dataOff+4];\n d5 = data[dataOff+5];\n d6 = data[dataOff+6];\n d7 = data[dataOff+7];\n \n var tmp0 = d0 + d7;\n var tmp7 = d0 - d7;\n var tmp1 = d1 + d6;\n var tmp6 = d1 - d6;\n var tmp2 = d2 + d5;\n var tmp5 = d2 - d5;\n var tmp3 = d3 + d4;\n var tmp4 = d3 - d4;\n \n /* Even part */\n var tmp10 = tmp0 + tmp3; /* phase 2 */\n var tmp13 = tmp0 - tmp3;\n var tmp11 = tmp1 + tmp2;\n var tmp12 = tmp1 - tmp2;\n \n data[dataOff] = tmp10 + tmp11; /* phase 3 */\n data[dataOff+4] = tmp10 - tmp11;\n \n var z1 = (tmp12 + tmp13) * 0.707106781; /* c4 */\n data[dataOff+2] = tmp13 + z1; /* phase 5 */\n data[dataOff+6] = tmp13 - z1;\n \n /* Odd part */\n tmp10 = tmp4 + tmp5; /* phase 2 */\n tmp11 = tmp5 + tmp6;\n tmp12 = tmp6 + tmp7;\n \n /* The rotator is modified from fig 4-8 to avoid extra negations. */\n var z5 = (tmp10 - tmp12) * 0.382683433; /* c6 */\n var z2 = 0.541196100 * tmp10 + z5; /* c2-c6 */\n var z4 = 1.306562965 * tmp12 + z5; /* c2+c6 */\n var z3 = tmp11 * 0.707106781; /* c4 */\n \n var z11 = tmp7 + z3; /* phase 5 */\n var z13 = tmp7 - z3;\n \n data[dataOff+5] = z13 + z2; /* phase 6 */\n data[dataOff+3] = z13 - z2;\n data[dataOff+1] = z11 + z4;\n data[dataOff+7] = z11 - z4;\n \n dataOff += 8; /* advance pointer to next row */\n }\n \n /* Pass 2: process columns. */\n dataOff = 0;\n for (i=0; i<I8; ++i)\n {\n d0 = data[dataOff];\n d1 = data[dataOff + 8];\n d2 = data[dataOff + 16];\n d3 = data[dataOff + 24];\n d4 = data[dataOff + 32];\n d5 = data[dataOff + 40];\n d6 = data[dataOff + 48];\n d7 = data[dataOff + 56];\n \n var tmp0p2 = d0 + d7;\n var tmp7p2 = d0 - d7;\n var tmp1p2 = d1 + d6;\n var tmp6p2 = d1 - d6;\n var tmp2p2 = d2 + d5;\n var tmp5p2 = d2 - d5;\n var tmp3p2 = d3 + d4;\n var tmp4p2 = d3 - d4;\n \n /* Even part */\n var tmp10p2 = tmp0p2 + tmp3p2; /* phase 2 */\n var tmp13p2 = tmp0p2 - tmp3p2;\n var tmp11p2 = tmp1p2 + tmp2p2;\n var tmp12p2 = tmp1p2 - tmp2p2;\n \n data[dataOff] = tmp10p2 + tmp11p2; /* phase 3 */\n data[dataOff+32] = tmp10p2 - tmp11p2;\n \n var z1p2 = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */\n data[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */\n data[dataOff+48] = tmp13p2 - z1p2;\n \n /* Odd part */\n tmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */\n tmp11p2 = tmp5p2 + tmp6p2;\n tmp12p2 = tmp6p2 + tmp7p2;\n \n /* The rotator is modified from fig 4-8 to avoid extra negations. */\n var z5p2 = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */\n var z2p2 = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */\n var z4p2 = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */\n var z3p2 = tmp11p2 * 0.707106781; /* c4 */\n \n var z11p2 = tmp7p2 + z3p2; /* phase 5 */\n var z13p2 = tmp7p2 - z3p2;\n \n data[dataOff+40] = z13p2 + z2p2; /* phase 6 */\n data[dataOff+24] = z13p2 - z2p2;\n data[dataOff+ 8] = z11p2 + z4p2;\n data[dataOff+56] = z11p2 - z4p2;\n \n dataOff++; /* advance pointer to next column */\n }\n \n // Quantize/descale the coefficients\n var fDCTQuant;\n for (i=0; i<I64; ++i)\n {\n // Apply the quantization and scaling factor & Round to nearest integer\n fDCTQuant = data[i]*fdtbl[i];\n outputfDCTQuant[i] = (fDCTQuant > 0.0) ? ((fDCTQuant + 0.5)|0) : ((fDCTQuant - 0.5)|0);\n //outputfDCTQuant[i] = fround(fDCTQuant);\n \n }\n return outputfDCTQuant;\n }\n \n function writeAPP0()\n {\n writeWord(0xFFE0); // marker\n writeWord(16); // length\n writeByte(0x4A); // J\n writeByte(0x46); // F\n writeByte(0x49); // I\n writeByte(0x46); // F\n writeByte(0); // = \"JFIF\",'\\0'\n writeByte(1); // versionhi\n writeByte(1); // versionlo\n writeByte(0); // xyunits\n writeWord(1); // xdensity\n writeWord(1); // ydensity\n writeByte(0); // thumbnwidth\n writeByte(0); // thumbnheight\n }\n \n function writeSOF0(width, height)\n {\n writeWord(0xFFC0); // marker\n writeWord(17); // length, truecolor YUV JPG\n writeByte(8); // precision\n writeWord(height);\n writeWord(width);\n writeByte(3); // nrofcomponents\n writeByte(1); // IdY\n writeByte(0x11); // HVY\n writeByte(0); // QTY\n writeByte(2); // IdU\n writeByte(0x11); // HVU\n writeByte(1); // QTU\n writeByte(3); // IdV\n writeByte(0x11); // HVV\n writeByte(1); // QTV\n }\n \n function writeDQT()\n {\n writeWord(0xFFDB); // marker\n writeWord(132); // length\n writeByte(0);\n for (var i=0; i<64; i++) {\n writeByte(YTable[i]);\n }\n writeByte(1);\n for (var j=0; j<64; j++) {\n writeByte(UVTable[j]);\n }\n }\n \n function writeDHT()\n {\n writeWord(0xFFC4); // marker\n writeWord(0x01A2); // length\n \n writeByte(0); // HTYDCinfo\n for (var i=0; i<16; i++) {\n writeByte(std_dc_luminance_nrcodes[i+1]);\n }\n for (var j=0; j<=11; j++) {\n writeByte(std_dc_luminance_values[j]);\n }\n \n writeByte(0x10); // HTYACinfo\n for (var k=0; k<16; k++) {\n writeByte(std_ac_luminance_nrcodes[k+1]);\n }\n for (var l=0; l<=161; l++) {\n writeByte(std_ac_luminance_values[l]);\n }\n \n writeByte(1); // HTUDCinfo\n for (var m=0; m<16; m++) {\n writeByte(std_dc_chrominance_nrcodes[m+1]);\n }\n for (var n=0; n<=11; n++) {\n writeByte(std_dc_chrominance_values[n]);\n }\n \n writeByte(0x11); // HTUACinfo\n for (var o=0; o<16; o++) {\n writeByte(std_ac_chrominance_nrcodes[o+1]);\n }\n for (var p=0; p<=161; p++) {\n writeByte(std_ac_chrominance_values[p]);\n }\n }\n \n function writeSOS()\n {\n writeWord(0xFFDA); // marker\n writeWord(12); // length\n writeByte(3); // nrofcomponents\n writeByte(1); // IdY\n writeByte(0); // HTY\n writeByte(2); // IdU\n writeByte(0x11); // HTU\n writeByte(3); // IdV\n writeByte(0x11); // HTV\n writeByte(0); // Ss\n writeByte(0x3f); // Se\n writeByte(0); // Bf\n }\n \n function processDU(CDU, fdtbl, DC, HTDC, HTAC){\n var EOB = HTAC[0x00];\n var M16zeroes = HTAC[0xF0];\n var pos;\n var I16 = 16;\n var I63 = 63;\n var I64 = 64;\n var DU_DCT = fDCTQuant(CDU, fdtbl);\n //ZigZag reorder\n for (var j=0;j<I64;++j) {\n DU[ZigZag[j]]=DU_DCT[j];\n }\n var Diff = DU[0] - DC; DC = DU[0];\n //Encode DC\n if (Diff==0) {\n writeBits(HTDC[0]); // Diff might be 0\n } else {\n pos = 32767+Diff;\n writeBits(HTDC[category[pos]]);\n writeBits(bitcode[pos]);\n }\n //Encode ACs\n var end0pos = 63; // was const... which is crazy\n for (; (end0pos>0)&&(DU[end0pos]==0); end0pos--) {};\n //end0pos = first element in reverse order !=0\n if ( end0pos == 0) {\n writeBits(EOB);\n return DC;\n }\n var i = 1;\n var lng;\n while ( i <= end0pos ) {\n var startpos = i;\n for (; (DU[i]==0) && (i<=end0pos); ++i) {}\n var nrzeroes = i-startpos;\n if ( nrzeroes >= I16 ) {\n lng = nrzeroes>>4;\n for (var nrmarker=1; nrmarker <= lng; ++nrmarker)\n writeBits(M16zeroes);\n nrzeroes = nrzeroes&0xF;\n }\n pos = 32767+DU[i];\n writeBits(HTAC[(nrzeroes<<4)+category[pos]]);\n writeBits(bitcode[pos]);\n i++;\n }\n if ( end0pos != I63 ) {\n writeBits(EOB);\n }\n return DC;\n }\n \n function initCharLookupTable(){\n var sfcc = String.fromCharCode;\n for(var i=0; i < 256; i++){ ///// ACHTUNG // 255\n clt[i] = sfcc(i);\n }\n }\n \n this.encode = function(image,quality) // image data object\n {\n // var time_start = new Date().getTime();\n \n if(quality) setQuality(quality);\n \n // Initialize bit writer\n byteout = new Array();\n bytenew=0;\n bytepos=7;\n \n // Add JPEG headers\n writeWord(0xFFD8); // SOI\n writeAPP0();\n writeDQT();\n writeSOF0(image.width,image.height);\n writeDHT();\n writeSOS();\n \n \n // Encode 8x8 macroblocks\n var DCY=0;\n var DCU=0;\n var DCV=0;\n \n bytenew=0;\n bytepos=7;\n \n \n this.encode.displayName = \"_encode_\";\n \n var imageData = image.data;\n var width = image.width;\n var height = image.height;\n \n var quadWidth = width*4;\n var tripleWidth = width*3;\n \n var x, y = 0;\n var r, g, b;\n var start,p, col,row,pos;\n while(y < height){\n x = 0;\n while(x < quadWidth){\n start = quadWidth * y + x;\n p = start;\n col = -1;\n row = 0;\n \n for(pos=0; pos < 64; pos++){\n row = pos >> 3;// /8\n col = ( pos & 7 ) * 4; // %8\n p = start + ( row * quadWidth ) + col;\n \n if(y+row >= height){ // padding bottom\n p-= (quadWidth*(y+1+row-height));\n }\n \n if(x+col >= quadWidth){ // padding right\n p-= ((x+col) - quadWidth +4)\n }\n \n r = imageData[ p++ ];\n g = imageData[ p++ ];\n b = imageData[ p++ ];\n \n \n /* // calculate YUV values dynamically\n YDU[pos]=((( 0.29900)*r+( 0.58700)*g+( 0.11400)*b))-128; //-0x80\n UDU[pos]=(((-0.16874)*r+(-0.33126)*g+( 0.50000)*b));\n VDU[pos]=((( 0.50000)*r+(-0.41869)*g+(-0.08131)*b));\n */\n \n // use lookup table (slightly faster)\n YDU[pos] = ((RGB_YUV_TABLE[r] + RGB_YUV_TABLE[(g + 256)>>0] + RGB_YUV_TABLE[(b + 512)>>0]) >> 16)-128;\n UDU[pos] = ((RGB_YUV_TABLE[(r + 768)>>0] + RGB_YUV_TABLE[(g + 1024)>>0] + RGB_YUV_TABLE[(b + 1280)>>0]) >> 16)-128;\n VDU[pos] = ((RGB_YUV_TABLE[(r + 1280)>>0] + RGB_YUV_TABLE[(g + 1536)>>0] + RGB_YUV_TABLE[(b + 1792)>>0]) >> 16)-128;\n \n }\n \n DCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n DCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n DCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n x+=32;\n }\n y+=8;\n }\n \n \n ////////////////////////////////////////////////////////////////\n \n // Do the bit alignment of the EOI marker\n if ( bytepos >= 0 ) {\n var fillbits = [];\n fillbits[1] = bytepos+1;\n fillbits[0] = (1<<(bytepos+1))-1;\n writeBits(fillbits);\n }\n \n writeWord(0xFFD9); //EOI\n \n var jpegDataUri = 'data:image/jpeg;base64,' + btoa(byteout.join(''));\n \n byteout = [];\n \n // benchmarking\n // var duration = new Date().getTime() - time_start;\n // console.log('Encoding time: '+ currentQuality + 'ms');\n //\n \n return jpegDataUri\n }\n \n function setQuality(quality){\n if (quality <= 0) {\n quality = 1;\n }\n if (quality > 100) {\n quality = 100;\n }\n \n if(currentQuality == quality) return // don't recalc if unchanged\n \n var sf = 0;\n if (quality < 50) {\n sf = Math.floor(5000 / quality);\n } else {\n sf = Math.floor(200 - quality*2);\n }\n \n initQuantTables(sf);\n currentQuality = quality;\n // console.log('Quality set to: '+quality +'%');\n }\n \n function init(){\n // var time_start = new Date().getTime();\n if(!quality) quality = 50;\n // Create tables\n initCharLookupTable()\n initHuffmanTbl();\n initCategoryNumber();\n initRGBYUVTable();\n \n setQuality(quality);\n // var duration = new Date().getTime() - time_start;\n // console.log('Initialization '+ duration + 'ms');\n }\n \n init();\n \n }", "onQRPress() {\n this.showModal('qr');\n }", "function getFullEncoding(spec){return spec.encoding;}", "applyEncoder(){\n\t\t// creating the LAYER\n\t\tlet layer = new Konva.Layer();\n\t\t// get the selected language\n\t\tlet lang = this.lang.gn;\n\n\t\t// creating the INFORMATION REGISTER //////////////////////////////////////////////\n\t\tlet ir = new REGISTER({\n\t\t\tid: 'ir',\n\t\t\tname: lang.irLabel,\n\t\t\tbitsNum: this.m,\n\t\t\tshiftHoverTxt: lang.shiftHover,\n\t\t\tflipHoverTxt: lang.flipHover,\n\t\t\trandHoverTxt: lang.randHover,\n\t\t\trandBtnLabel: lang.randBitsLabel,\n\t\t\tflipBtnLabel: lang.flipBtnLabel,\n\t\t\tbit: {name: 'IR Bit', hover: lang.regBitHover, enabled: true},\n\t\t});\n\t\tlayer.add(ir);\n\t\tir.dragmove(false);\n\t\tir.S.visible(false);\n\n\t\t// creating the CODEWORD REGISTER ////////////////////////////////////////////////\n\t\tlet cr = new REGISTER({\n\t\t\tid: 'cw',\n\t\t\tname: lang.crLabel,\n\t\t\tbitsNum: this.n,\n\t\t\tbit : {name: 'CR Bit', enabled: false},\n\t\t\tshiftHoverTxt: lang.shiftHover,\n\t\t\tflipHoverTxt: lang.flipHover,\n\t\t\trandHoverTxt: lang.randHover,\n\t\t\trandBtnLabel: lang.randBitsLabel,\n\t\t\tflipBtnLabel: lang.flipBtnLabel,\n\t\t});\n\t\tlayer.add(cr);\n\t\tcr.empty();\n\t\tcr.dragmove(false);\n\t\tcr.writeBtn.visible(false);\n\n\t\t// creating the LFSR ENCODER //////////////////////////////////////////////\n\t\tlet en = new LFSR({\n\t\t\t\tname: lang.ccLFSRLabel,\n\t\t\t\tbitsNum: this.k,\n\t\t\t\txorIds: this.xorIds,\n\t\t\t\tpoly: 'P(x)='+this.genPoly.txt.toLowerCase(),\n\t\t\t\tsHover: lang.sHover,\n\t\t\t\tfHover: lang.fHover,\n\t\t\t\tsw: {hoverTxt: lang.swHover},\n\t\t\t\txor:{hoverTxt:lang.xorHover,\n\t\t\t\t\tfbHover:lang.fbHover}\n\t\t}, ir, cr, this.algorithm, this.stat);\n\t\ten.position({x:20, y:40});\n\t\tlayer.add(en);\n\t\ten.dragmove(false);\n\t\ten.fb.txtFb.text(lang.fbLabel);\n\n\t\t// creating the INFORMATION REGISTER //////////////////////////////////////////////\n\t\tlet pos={};\n\t\tpos.x = en.rect.absolutePosition().x;\n\t\tpos.y = en.rect.absolutePosition().y + en.rect.height() + 40;\n\n\t\tir.position(pos);\n\t\tir.inBit = function(){return '';};\n\t\t// IR 'Bit' click event\n\t\tir.bits.forEach(bit =>{\n\t\t\tbit.on('click touchstart', function(){\n\t\t\t\tlet check = model.algorithm.validStep('setBits');\n\t\t\t\tif (check === true) {\n\t\t\t\t\tbit.setBit();\n\t\t\t\t\tif(ir.areAllBitsSetted()) model.algorithm.markCurrStep('past');\n\t\t\t\t\telse model.algorithm.markCurrStep('curr');\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tbit.hover.show('e', check);\n\t\t\t\t\t//model.stat.error.add(check+' ('+model.algorithm.getCurrStep().description+')');\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t});\n\t\t});\n\t\t// IR 'F' click event\n\t\tir.F.on('click touchstart', function(){\n\t\t\tlet currStep = model.algorithm.getCurrStep().name;\n\t\t\tif (currStep === 'setBits'){\n\t\t\t\tlet check;\n\t\t\t\tir.bits.forEach(bit => {\n\t\t\t\t\tif (bit.txt.text() === '') return check = 'emptyBit';\n\t\t\t\t});\n\t\t\t\tif (check === 'emptyBit'){\n\t\t\t\t\tthis.hover.show('e', lang.setAllBit);\n\t\t\t\t\t//model.stat.error.add(lang.setAllBit);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tmodel.algorithm.increment(); // enable flipIR\n\t\t\t\t}\n\t\t\t}\n\t\t\tlet check = model.algorithm.validStep('flipIR');\n\t\t\tif (check === true) {\n\t\t\t\tir.valsBack = [...ir.vals]; // backup the register's values\n\t\t\t\tir.flip();\n\t\t\t\tconsole.log(model.algorithm.getCurrStep().description);\n\t\t\t\tmodel.algorithm.increment(); // enabling the next step\n\t\t\t}\n\t\t\telse {\n\t\t\t\tthis.hover.show('e', check);\n\t\t\t\tmodel.stat.error.add(check);\n\t\t\t\treturn;\n\t\t\t}\n\t\t});\n\n\t\t// IR 'Random' click event\n\t\tir.rand.on('click touchstart', function(){\n\t\t\tlet check = model.algorithm.validStep('setBits');\n\t\t\tif (check === true) {\n\t\t\t\tmodel.algorithm.markCurrStep('curr');\n\t\t\t\tir.randGen();\n\t\t\t\t//this.fill('red');\n\t\t\t\tconsole.log(model.algorithm.getCurrStep().description);\n\t\t\t}\n\t\t\telse{\n\t\t\t\t//ir.info.show('e', check);\n\t\t\t\tthis.hover.show('e', check);\n\t\t\t\tmodel.stat.error.add(check);\n\t\t\t\treturn;\n\t\t\t}\n\t\t});\n\t\t// IR '>>>' click event\n\t\t// ir.S.on('click touchstart', function(){\n\t\t// \tlet check = model.algorithm.validStep('shiftIR');\n\t\t// \tif (check === true) {\n\t\t// \t\tir.shiftR('', '', 2);\n\t\t// \t\tconsole.log(model.algorithm.getCurrStep().description);\n\t\t// \t\tmodel.algorithm.increment(); // enable set1SW or set2SW\n\t\t// \t}\n\t\t// \telse {\n\t\t// \t\t//ir.info.show('e', check);\n\t\t// \t\tthis.hover.show('e', check);\n\t\t// \t\tmodel.stat.error.add(check);\n\t\t// \t\treturn;\n\t\t// \t}\n\t\t// });\n\n\t\t// codeword register position set\n\t\tcr.position({x: en.x()+en.width() + 40, y: en.soket('abs').connO.y - cr.rect.height()/2});\n\n\t\t// connection between IR and Encoder\n\t\tir.connectTo(en.soket('abs').connI);\n\n\t\t// connection between Encoder and CR\n\t\tcr.connectFrom(en.soket('abs').connO);\n\n\t\t// cr.inBit = function(){\n\t\t// \treturn en.sw2.pos === 1 ? ir.vals[ir.vals.length - 1]: en.vals[en.vals.length - 1];\n\t\t// };\n\n\t\t// CR '>>>' click event\n\t\tcr.S.on('click touchstart', function(){\n\t\t\t// check SW's position if current step is 'set2SW'\n\t\t\tlet currStep = model.algorithm.getCurrStep();\n\t\t\tif(currStep.name === 'set2SW') {\n\t\t\t\tif (model.en.sw1.pos !== 0){\n\t\t\t\t\tthis.hover.show('e', lang.wrongSw);\n\t\t\t\t\tmodel.stat.error.add(lang.wrongSw);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tif (model.en.sw2.pos !== 2){\n\t\t\t\t\tthis.hover.show('e', lang.wrongSw);\n\t\t\t\t\tmodel.stat.error.add(lang.lang.wrongSw);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\tmodel.algorithm.increment(); // enable shiftEN (shiftParity)\n\t\t\t}\n\n\t\t\tlet check = model.algorithm.validStep('shiftCR');\n\t\t\tif (check === true){\n\t\t\t\tlet endFunc = function(){ir.shiftR('', '', 2);};\n\t\t\t\tif(model.en.sw2.pos === 1) cr.shiftR(ir.bits[ir.bits.length -1], ir.vals[ir.vals.length -1], 1, function(){ir.shiftR('', '', 2);});\n\t\t\t\telse if(model.en.sw2.pos === 2) cr.shiftR(en.bits[en.bits.length -1], en.vals[en.vals.length -1], 1, function(){en.shiftR(2);});\n\t\t\t\tconsole.log(model.algorithm.getCurrStep().description);\n\t\t\t\tmodel.algorithm.increment(); // enable shiftIR\n\t\t\t}\n\t\t\telse {\n\t\t\t\t//cr.info.show('e', check);\n\t\t\t\tthis.hover.show('e', check);\n\t\t\t\tmodel.stat.error.add(check);\n\t\t\t\treturn;\n\t\t\t}\n\t\t});\n\t\t// CR 'R' click event\n\t\tcr.F.on('click touchstart', function(){\n\t\t\tlet check = model.algorithm.validStep('flipCR');\n\t\t\tif (check === true){\n\t\t\t\tcr.flip();\n\t\t\t\tconsole.log(model.algorithm.getCurrStep().description);\n\t\t\t\tmodel.algorithm.increment(); // last operation\n\t\t\t\tmodel.finish();\n\t\t\t}\n\t\t\telse {\n\t\t\t\t//cr.info.show('e', check);\n\t\t\t\tthis.hover.show('e', check);\n\t\t\t\tmodel.stat.error.add(check);\n\t\t\t\treturn;\n\t\t\t}\n\t\t});\n\n\t\tlet gr = new Konva.Group();\n\t\tgr.draggable(true);\n\t\tgr.add(ir,cr,en);\n\t\tlayer.add(gr);\n\n\t\tthis.en = en;\n\t\tthis.ir = ir;\n\t\tthis.cr = cr;\n\n\t\treturn layer;\n\n\t}", "function mode_from_number_code(legacy_mode) {\n var mode = \"\";\n if (legacy_mode & 8) mode += 'S';\n if (legacy_mode & 16) mode += 'M';\n legacy_mode = legacy_mode % 8;\n if (legacy_mode == 0) mode += 'I';\n if (legacy_mode == 1) mode += 'J';\n if (legacy_mode <= 1) mode += 'R';\n if (legacy_mode > 2 && legacy_mode != 5) mode += 'C';\n if (legacy_mode == 4 || legacy_mode == 7) mode += 'N';\n if (legacy_mode < 5) mode += 'T';\n return mode;\n}", "getConfiguredVideoCodec() {\n return this.peerconnection.getConfiguredVideoCodec();\n }", "function RansEncInit() {\n return 1<<15;\n}", "function QR8bitByte(data) {\n\t\t\tthis.mode = QRMode.MODE_8BIT_BYTE;\n\t\t\tthis.data = data;\n\t\t\tthis.parsedData = [];\n\n\t\t\t// Added to support UTF-8 Characters\n\t\t\tfor (var i = 0, l = this.data.length; i < l; i++) {\n\t\t\t\tvar byteArray = [];\n\t\t\t\tvar code = this.data.charCodeAt(i);\n\n\t\t\t\tif (code > 0x10000) {\n\t\t\t\t\tbyteArray[0] = 0xF0 | (code & 0x1C0000) >>> 18;\n\t\t\t\t\tbyteArray[1] = 0x80 | (code & 0x3F000) >>> 12;\n\t\t\t\t\tbyteArray[2] = 0x80 | (code & 0xFC0) >>> 6;\n\t\t\t\t\tbyteArray[3] = 0x80 | code & 0x3F;\n\t\t\t\t} else if (code > 0x800) {\n\t\t\t\t\tbyteArray[0] = 0xE0 | (code & 0xF000) >>> 12;\n\t\t\t\t\tbyteArray[1] = 0x80 | (code & 0xFC0) >>> 6;\n\t\t\t\t\tbyteArray[2] = 0x80 | code & 0x3F;\n\t\t\t\t} else if (code > 0x80) {\n\t\t\t\t\tbyteArray[0] = 0xC0 | (code & 0x7C0) >>> 6;\n\t\t\t\t\tbyteArray[1] = 0x80 | code & 0x3F;\n\t\t\t\t} else {\n\t\t\t\t\tbyteArray[0] = code;\n\t\t\t\t}\n\n\t\t\t\tthis.parsedData.push(byteArray);\n\t\t\t}\n\n\t\t\tthis.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n\t\t\tif (this.parsedData.length != this.data.length) {\n\t\t\t\tthis.parsedData.unshift(191);\n\t\t\t\tthis.parsedData.unshift(187);\n\t\t\t\tthis.parsedData.unshift(239);\n\t\t\t}\n\t\t}", "function $Lk2d$var$getFullEncoding(spec) {\n return spec.encoding;\n}", "function backupSendAnswers() {\r\n // IMG method\r\n var encodedAnswers = getEncodedAnswers();\r\n var img = $('#backup-send-answers');\r\n if(!img.length) {\r\n $('body').append($('<img>', {\r\n id: 'backup-send-answers',\r\n width: 1,\r\n height: 1,\r\n 'class': 'hidden'\r\n }));\r\n var img = $('#backup-send-answers');\r\n }\r\n var newSrc = 'https://backup.castor-informatique.fr/?q=' + encodeURIComponent(encodedAnswers);\r\n if(img.attr('src') != newSrc) {\r\n $('#backup-send-answers').attr('src', newSrc);\r\n }\r\n\r\n // QR code\r\n if(!sendLastActivity) {\r\n $('.divClosedQRCodeInfo').hide();\r\n $('#divClosedQRCode').hide();\r\n return;\r\n }\r\n $('.divClosedQRCodeInfo').show();\r\n $('#divClosedQRCode').show();\r\n var encodedScores = getEncodedScores();\r\n if(!backupQRCode) {\r\n backupQRCode = new QRCode(document.getElementById('divClosedQRCode'), '');\r\n }\r\n backupQRCode.makeCode('https://backup.castor-informatique.fr/?s=' + encodeURIComponent(encodedScores));\r\n}", "function showQR(text) {\n \tvar qrLink = \"https://chart.googleapis.com/chart?cht=qr&chl=\" + htmlEncode(text) + \"&chs=160x160&chld=L|0\"\n \tvar qrLinkKV = {}; qrLinkKV[\"url\"] = qrLink;\n \tchrome.tabs.create(qrLinkKV);\n }", "function InitQrCodeObject() {\n return new Promise(function (resolve, reject) {\n try {\n\n var qObject = {\n\n text: \"http://jindo.dev.naver.com/collie\",\n width: 180,\n height: 180,\n colorDark: \"#000000\",\n colorLight: \"#ffffff\",\n correctLevel: QRCode.CorrectLevel.H\n\n };\n\n $(\"#ttee\").append('<div id=\"qrcode\"></div>');\n $(\"#qrcode\").hide();\n var qrcode = new QRCode(\"qrcode\", {\n\n text: \"http://jindo.dev.naver.com/collie\",\n width: 180,\n height: 180,\n colorDark: \"#000000\",\n colorLight: \"#ffffff\",\n correctLevel: QRCode.CorrectLevel.H\n\n });\n resolve(qrcode);\n } catch (e) {\n navigator.notification.alert(e.message)\n }\n })\n\n }", "function JPEGEncoder(quality) {\n\t var self = this;\n\t var fround = Math.round;\n\t var ffloor = Math.floor;\n\t var YTable = new Array(64);\n\t var UVTable = new Array(64);\n\t var fdtbl_Y = new Array(64);\n\t var fdtbl_UV = new Array(64);\n\t var YDC_HT;\n\t var UVDC_HT;\n\t var YAC_HT;\n\t var UVAC_HT;\n\t \n\t var bitcode = new Array(65535);\n\t var category = new Array(65535);\n\t var outputfDCTQuant = new Array(64);\n\t var DU = new Array(64);\n\t var byteout = [];\n\t var bytenew = 0;\n\t var bytepos = 7;\n\t \n\t var YDU = new Array(64);\n\t var UDU = new Array(64);\n\t var VDU = new Array(64);\n\t var clt = new Array(256);\n\t var RGB_YUV_TABLE = new Array(2048);\n\t var currentQuality;\n\t \n\t var ZigZag = [\n\t 0, 1, 5, 6,14,15,27,28,\n\t 2, 4, 7,13,16,26,29,42,\n\t 3, 8,12,17,25,30,41,43,\n\t 9,11,18,24,31,40,44,53,\n\t 10,19,23,32,39,45,52,54,\n\t 20,22,33,38,46,51,55,60,\n\t 21,34,37,47,50,56,59,61,\n\t 35,36,48,49,57,58,62,63\n\t ];\n\t \n\t var std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];\n\t var std_dc_luminance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n\t var std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];\n\t var std_ac_luminance_values = [\n\t 0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,\n\t 0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,\n\t 0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n\t 0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,\n\t 0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,\n\t 0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n\t 0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,\n\t 0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,\n\t 0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n\t 0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,\n\t 0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,\n\t 0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n\t 0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,\n\t 0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,\n\t 0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n\t 0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,\n\t 0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,\n\t 0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n\t 0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,\n\t 0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n\t 0xf9,0xfa\n\t ];\n\t \n\t var std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];\n\t var std_dc_chrominance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n\t var std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];\n\t var std_ac_chrominance_values = [\n\t 0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,\n\t 0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,\n\t 0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n\t 0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,\n\t 0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,\n\t 0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n\t 0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,\n\t 0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,\n\t 0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n\t 0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,\n\t 0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,\n\t 0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n\t 0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,\n\t 0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,\n\t 0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n\t 0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,\n\t 0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,\n\t 0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n\t 0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,\n\t 0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n\t 0xf9,0xfa\n\t ];\n\t \n\t function initQuantTables(sf){\n\t var YQT = [\n\t 16, 11, 10, 16, 24, 40, 51, 61,\n\t 12, 12, 14, 19, 26, 58, 60, 55,\n\t 14, 13, 16, 24, 40, 57, 69, 56,\n\t 14, 17, 22, 29, 51, 87, 80, 62,\n\t 18, 22, 37, 56, 68,109,103, 77,\n\t 24, 35, 55, 64, 81,104,113, 92,\n\t 49, 64, 78, 87,103,121,120,101,\n\t 72, 92, 95, 98,112,100,103, 99\n\t ];\n\t \n\t for (var i = 0; i < 64; i++) {\n\t var t = ffloor((YQT[i]*sf+50)/100);\n\t if (t < 1) {\n\t t = 1;\n\t } else if (t > 255) {\n\t t = 255;\n\t }\n\t YTable[ZigZag[i]] = t;\n\t }\n\t var UVQT = [\n\t 17, 18, 24, 47, 99, 99, 99, 99,\n\t 18, 21, 26, 66, 99, 99, 99, 99,\n\t 24, 26, 56, 99, 99, 99, 99, 99,\n\t 47, 66, 99, 99, 99, 99, 99, 99,\n\t 99, 99, 99, 99, 99, 99, 99, 99,\n\t 99, 99, 99, 99, 99, 99, 99, 99,\n\t 99, 99, 99, 99, 99, 99, 99, 99,\n\t 99, 99, 99, 99, 99, 99, 99, 99\n\t ];\n\t for (var j = 0; j < 64; j++) {\n\t var u = ffloor((UVQT[j]*sf+50)/100);\n\t if (u < 1) {\n\t u = 1;\n\t } else if (u > 255) {\n\t u = 255;\n\t }\n\t UVTable[ZigZag[j]] = u;\n\t }\n\t var aasf = [\n\t 1.0, 1.387039845, 1.306562965, 1.175875602,\n\t 1.0, 0.785694958, 0.541196100, 0.275899379\n\t ];\n\t var k = 0;\n\t for (var row = 0; row < 8; row++)\n\t {\n\t for (var col = 0; col < 8; col++)\n\t {\n\t fdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n\t fdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n\t k++;\n\t }\n\t }\n\t }\n\t \n\t function computeHuffmanTbl(nrcodes, std_table){\n\t var codevalue = 0;\n\t var pos_in_table = 0;\n\t var HT = new Array();\n\t for (var k = 1; k <= 16; k++) {\n\t for (var j = 1; j <= nrcodes[k]; j++) {\n\t HT[std_table[pos_in_table]] = [];\n\t HT[std_table[pos_in_table]][0] = codevalue;\n\t HT[std_table[pos_in_table]][1] = k;\n\t pos_in_table++;\n\t codevalue++;\n\t }\n\t codevalue*=2;\n\t }\n\t return HT;\n\t }\n\t \n\t function initHuffmanTbl()\n\t {\n\t YDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes,std_dc_luminance_values);\n\t UVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes,std_dc_chrominance_values);\n\t YAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes,std_ac_luminance_values);\n\t UVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes,std_ac_chrominance_values);\n\t }\n\t \n\t function initCategoryNumber()\n\t {\n\t var nrlower = 1;\n\t var nrupper = 2;\n\t for (var cat = 1; cat <= 15; cat++) {\n\t //Positive numbers\n\t for (var nr = nrlower; nr<nrupper; nr++) {\n\t category[32767+nr] = cat;\n\t bitcode[32767+nr] = [];\n\t bitcode[32767+nr][1] = cat;\n\t bitcode[32767+nr][0] = nr;\n\t }\n\t //Negative numbers\n\t for (var nrneg =-(nrupper-1); nrneg<=-nrlower; nrneg++) {\n\t category[32767+nrneg] = cat;\n\t bitcode[32767+nrneg] = [];\n\t bitcode[32767+nrneg][1] = cat;\n\t bitcode[32767+nrneg][0] = nrupper-1+nrneg;\n\t }\n\t nrlower <<= 1;\n\t nrupper <<= 1;\n\t }\n\t }\n\t \n\t function initRGBYUVTable() {\n\t for(var i = 0; i < 256;i++) {\n\t RGB_YUV_TABLE[i] = 19595 * i;\n\t RGB_YUV_TABLE[(i+ 256)>>0] = 38470 * i;\n\t RGB_YUV_TABLE[(i+ 512)>>0] = 7471 * i + 0x8000;\n\t RGB_YUV_TABLE[(i+ 768)>>0] = -11059 * i;\n\t RGB_YUV_TABLE[(i+1024)>>0] = -21709 * i;\n\t RGB_YUV_TABLE[(i+1280)>>0] = 32768 * i + 0x807FFF;\n\t RGB_YUV_TABLE[(i+1536)>>0] = -27439 * i;\n\t RGB_YUV_TABLE[(i+1792)>>0] = - 5329 * i;\n\t }\n\t }\n\t \n\t // IO functions\n\t function writeBits(bs)\n\t {\n\t var value = bs[0];\n\t var posval = bs[1]-1;\n\t while ( posval >= 0 ) {\n\t if (value & (1 << posval) ) {\n\t bytenew |= (1 << bytepos);\n\t }\n\t posval--;\n\t bytepos--;\n\t if (bytepos < 0) {\n\t if (bytenew == 0xFF) {\n\t writeByte(0xFF);\n\t writeByte(0);\n\t }\n\t else {\n\t writeByte(bytenew);\n\t }\n\t bytepos=7;\n\t bytenew=0;\n\t }\n\t }\n\t }\n\t \n\t function writeByte(value)\n\t {\n\t byteout.push(clt[value]); // write char directly instead of converting later\n\t }\n\t \n\t function writeWord(value)\n\t {\n\t writeByte((value>>8)&0xFF);\n\t writeByte((value )&0xFF);\n\t }\n\t \n\t // DCT & quantization core\n\t function fDCTQuant(data, fdtbl)\n\t {\n\t var d0, d1, d2, d3, d4, d5, d6, d7;\n\t /* Pass 1: process rows. */\n\t var dataOff=0;\n\t var i;\n\t var I8 = 8;\n\t var I64 = 64;\n\t for (i=0; i<I8; ++i)\n\t {\n\t d0 = data[dataOff];\n\t d1 = data[dataOff+1];\n\t d2 = data[dataOff+2];\n\t d3 = data[dataOff+3];\n\t d4 = data[dataOff+4];\n\t d5 = data[dataOff+5];\n\t d6 = data[dataOff+6];\n\t d7 = data[dataOff+7];\n\t \n\t var tmp0 = d0 + d7;\n\t var tmp7 = d0 - d7;\n\t var tmp1 = d1 + d6;\n\t var tmp6 = d1 - d6;\n\t var tmp2 = d2 + d5;\n\t var tmp5 = d2 - d5;\n\t var tmp3 = d3 + d4;\n\t var tmp4 = d3 - d4;\n\t \n\t /* Even part */\n\t var tmp10 = tmp0 + tmp3; /* phase 2 */\n\t var tmp13 = tmp0 - tmp3;\n\t var tmp11 = tmp1 + tmp2;\n\t var tmp12 = tmp1 - tmp2;\n\t \n\t data[dataOff] = tmp10 + tmp11; /* phase 3 */\n\t data[dataOff+4] = tmp10 - tmp11;\n\t \n\t var z1 = (tmp12 + tmp13) * 0.707106781; /* c4 */\n\t data[dataOff+2] = tmp13 + z1; /* phase 5 */\n\t data[dataOff+6] = tmp13 - z1;\n\t \n\t /* Odd part */\n\t tmp10 = tmp4 + tmp5; /* phase 2 */\n\t tmp11 = tmp5 + tmp6;\n\t tmp12 = tmp6 + tmp7;\n\t \n\t /* The rotator is modified from fig 4-8 to avoid extra negations. */\n\t var z5 = (tmp10 - tmp12) * 0.382683433; /* c6 */\n\t var z2 = 0.541196100 * tmp10 + z5; /* c2-c6 */\n\t var z4 = 1.306562965 * tmp12 + z5; /* c2+c6 */\n\t var z3 = tmp11 * 0.707106781; /* c4 */\n\t \n\t var z11 = tmp7 + z3; /* phase 5 */\n\t var z13 = tmp7 - z3;\n\t \n\t data[dataOff+5] = z13 + z2; /* phase 6 */\n\t data[dataOff+3] = z13 - z2;\n\t data[dataOff+1] = z11 + z4;\n\t data[dataOff+7] = z11 - z4;\n\t \n\t dataOff += 8; /* advance pointer to next row */\n\t }\n\t \n\t /* Pass 2: process columns. */\n\t dataOff = 0;\n\t for (i=0; i<I8; ++i)\n\t {\n\t d0 = data[dataOff];\n\t d1 = data[dataOff + 8];\n\t d2 = data[dataOff + 16];\n\t d3 = data[dataOff + 24];\n\t d4 = data[dataOff + 32];\n\t d5 = data[dataOff + 40];\n\t d6 = data[dataOff + 48];\n\t d7 = data[dataOff + 56];\n\t \n\t var tmp0p2 = d0 + d7;\n\t var tmp7p2 = d0 - d7;\n\t var tmp1p2 = d1 + d6;\n\t var tmp6p2 = d1 - d6;\n\t var tmp2p2 = d2 + d5;\n\t var tmp5p2 = d2 - d5;\n\t var tmp3p2 = d3 + d4;\n\t var tmp4p2 = d3 - d4;\n\t \n\t /* Even part */\n\t var tmp10p2 = tmp0p2 + tmp3p2; /* phase 2 */\n\t var tmp13p2 = tmp0p2 - tmp3p2;\n\t var tmp11p2 = tmp1p2 + tmp2p2;\n\t var tmp12p2 = tmp1p2 - tmp2p2;\n\t \n\t data[dataOff] = tmp10p2 + tmp11p2; /* phase 3 */\n\t data[dataOff+32] = tmp10p2 - tmp11p2;\n\t \n\t var z1p2 = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */\n\t data[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */\n\t data[dataOff+48] = tmp13p2 - z1p2;\n\t \n\t /* Odd part */\n\t tmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */\n\t tmp11p2 = tmp5p2 + tmp6p2;\n\t tmp12p2 = tmp6p2 + tmp7p2;\n\t \n\t /* The rotator is modified from fig 4-8 to avoid extra negations. */\n\t var z5p2 = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */\n\t var z2p2 = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */\n\t var z4p2 = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */\n\t var z3p2 = tmp11p2 * 0.707106781; /* c4 */\n\t \n\t var z11p2 = tmp7p2 + z3p2; /* phase 5 */\n\t var z13p2 = tmp7p2 - z3p2;\n\t \n\t data[dataOff+40] = z13p2 + z2p2; /* phase 6 */\n\t data[dataOff+24] = z13p2 - z2p2;\n\t data[dataOff+ 8] = z11p2 + z4p2;\n\t data[dataOff+56] = z11p2 - z4p2;\n\t \n\t dataOff++; /* advance pointer to next column */\n\t }\n\t \n\t // Quantize/descale the coefficients\n\t var fDCTQuant;\n\t for (i=0; i<I64; ++i)\n\t {\n\t // Apply the quantization and scaling factor & Round to nearest integer\n\t fDCTQuant = data[i]*fdtbl[i];\n\t outputfDCTQuant[i] = (fDCTQuant > 0.0) ? ((fDCTQuant + 0.5)|0) : ((fDCTQuant - 0.5)|0);\n\t //outputfDCTQuant[i] = fround(fDCTQuant);\n\t \n\t }\n\t return outputfDCTQuant;\n\t }\n\t \n\t function writeAPP0()\n\t {\n\t writeWord(0xFFE0); // marker\n\t writeWord(16); // length\n\t writeByte(0x4A); // J\n\t writeByte(0x46); // F\n\t writeByte(0x49); // I\n\t writeByte(0x46); // F\n\t writeByte(0); // = \"JFIF\",'\\0'\n\t writeByte(1); // versionhi\n\t writeByte(1); // versionlo\n\t writeByte(0); // xyunits\n\t writeWord(1); // xdensity\n\t writeWord(1); // ydensity\n\t writeByte(0); // thumbnwidth\n\t writeByte(0); // thumbnheight\n\t }\n\t \n\t function writeSOF0(width, height)\n\t {\n\t writeWord(0xFFC0); // marker\n\t writeWord(17); // length, truecolor YUV JPG\n\t writeByte(8); // precision\n\t writeWord(height);\n\t writeWord(width);\n\t writeByte(3); // nrofcomponents\n\t writeByte(1); // IdY\n\t writeByte(0x11); // HVY\n\t writeByte(0); // QTY\n\t writeByte(2); // IdU\n\t writeByte(0x11); // HVU\n\t writeByte(1); // QTU\n\t writeByte(3); // IdV\n\t writeByte(0x11); // HVV\n\t writeByte(1); // QTV\n\t }\n\t \n\t function writeDQT()\n\t {\n\t writeWord(0xFFDB); // marker\n\t writeWord(132); // length\n\t writeByte(0);\n\t for (var i=0; i<64; i++) {\n\t writeByte(YTable[i]);\n\t }\n\t writeByte(1);\n\t for (var j=0; j<64; j++) {\n\t writeByte(UVTable[j]);\n\t }\n\t }\n\t \n\t function writeDHT()\n\t {\n\t writeWord(0xFFC4); // marker\n\t writeWord(0x01A2); // length\n\t \n\t writeByte(0); // HTYDCinfo\n\t for (var i=0; i<16; i++) {\n\t writeByte(std_dc_luminance_nrcodes[i+1]);\n\t }\n\t for (var j=0; j<=11; j++) {\n\t writeByte(std_dc_luminance_values[j]);\n\t }\n\t \n\t writeByte(0x10); // HTYACinfo\n\t for (var k=0; k<16; k++) {\n\t writeByte(std_ac_luminance_nrcodes[k+1]);\n\t }\n\t for (var l=0; l<=161; l++) {\n\t writeByte(std_ac_luminance_values[l]);\n\t }\n\t \n\t writeByte(1); // HTUDCinfo\n\t for (var m=0; m<16; m++) {\n\t writeByte(std_dc_chrominance_nrcodes[m+1]);\n\t }\n\t for (var n=0; n<=11; n++) {\n\t writeByte(std_dc_chrominance_values[n]);\n\t }\n\t \n\t writeByte(0x11); // HTUACinfo\n\t for (var o=0; o<16; o++) {\n\t writeByte(std_ac_chrominance_nrcodes[o+1]);\n\t }\n\t for (var p=0; p<=161; p++) {\n\t writeByte(std_ac_chrominance_values[p]);\n\t }\n\t }\n\t \n\t function writeSOS()\n\t {\n\t writeWord(0xFFDA); // marker\n\t writeWord(12); // length\n\t writeByte(3); // nrofcomponents\n\t writeByte(1); // IdY\n\t writeByte(0); // HTY\n\t writeByte(2); // IdU\n\t writeByte(0x11); // HTU\n\t writeByte(3); // IdV\n\t writeByte(0x11); // HTV\n\t writeByte(0); // Ss\n\t writeByte(0x3f); // Se\n\t writeByte(0); // Bf\n\t }\n\t \n\t function processDU(CDU, fdtbl, DC, HTDC, HTAC){\n\t var EOB = HTAC[0x00];\n\t var M16zeroes = HTAC[0xF0];\n\t var pos;\n\t var I16 = 16;\n\t var I63 = 63;\n\t var I64 = 64;\n\t var DU_DCT = fDCTQuant(CDU, fdtbl);\n\t //ZigZag reorder\n\t for (var j=0;j<I64;++j) {\n\t DU[ZigZag[j]]=DU_DCT[j];\n\t }\n\t var Diff = DU[0] - DC; DC = DU[0];\n\t //Encode DC\n\t if (Diff==0) {\n\t writeBits(HTDC[0]); // Diff might be 0\n\t } else {\n\t pos = 32767+Diff;\n\t writeBits(HTDC[category[pos]]);\n\t writeBits(bitcode[pos]);\n\t }\n\t //Encode ACs\n\t var end0pos = 63; // was const... which is crazy\n\t for (; (end0pos>0)&&(DU[end0pos]==0); end0pos--) {}\n\t //end0pos = first element in reverse order !=0\n\t if ( end0pos == 0) {\n\t writeBits(EOB);\n\t return DC;\n\t }\n\t var i = 1;\n\t var lng;\n\t while ( i <= end0pos ) {\n\t var startpos = i;\n\t for (; (DU[i]==0) && (i<=end0pos); ++i) {}\n\t var nrzeroes = i-startpos;\n\t if ( nrzeroes >= I16 ) {\n\t lng = nrzeroes>>4;\n\t for (var nrmarker=1; nrmarker <= lng; ++nrmarker)\n\t writeBits(M16zeroes);\n\t nrzeroes = nrzeroes&0xF;\n\t }\n\t pos = 32767+DU[i];\n\t writeBits(HTAC[(nrzeroes<<4)+category[pos]]);\n\t writeBits(bitcode[pos]);\n\t i++;\n\t }\n\t if ( end0pos != I63 ) {\n\t writeBits(EOB);\n\t }\n\t return DC;\n\t }\n\t \n\t function initCharLookupTable(){\n\t var sfcc = String.fromCharCode;\n\t for(var i=0; i < 256; i++){ ///// ACHTUNG // 255\n\t clt[i] = sfcc(i);\n\t }\n\t }\n\t \n\t this.encode = function(image,quality) // image data object\n\t {\n\t // var time_start = new Date().getTime();\n\t \n\t if(quality) setQuality(quality);\n\t \n\t // Initialize bit writer\n\t byteout = new Array();\n\t bytenew=0;\n\t bytepos=7;\n\t \n\t // Add JPEG headers\n\t writeWord(0xFFD8); // SOI\n\t writeAPP0();\n\t writeDQT();\n\t writeSOF0(image.width,image.height);\n\t writeDHT();\n\t writeSOS();\n\t \n\t \n\t // Encode 8x8 macroblocks\n\t var DCY=0;\n\t var DCU=0;\n\t var DCV=0;\n\t \n\t bytenew=0;\n\t bytepos=7;\n\t \n\t \n\t this.encode.displayName = \"_encode_\";\n\t \n\t var imageData = image.data;\n\t var width = image.width;\n\t var height = image.height;\n\t \n\t var quadWidth = width*4;\n\t var tripleWidth = width*3;\n\t \n\t var x, y = 0;\n\t var r, g, b;\n\t var start,p, col,row,pos;\n\t while(y < height){\n\t x = 0;\n\t while(x < quadWidth){\n\t start = quadWidth * y + x;\n\t p = start;\n\t col = -1;\n\t row = 0;\n\t \n\t for(pos=0; pos < 64; pos++){\n\t row = pos >> 3;// /8\n\t col = ( pos & 7 ) * 4; // %8\n\t p = start + ( row * quadWidth ) + col;\n\t \n\t if(y+row >= height){ // padding bottom\n\t p-= (quadWidth*(y+1+row-height));\n\t }\n\t \n\t if(x+col >= quadWidth){ // padding right\n\t p-= ((x+col) - quadWidth +4)\n\t }\n\t \n\t r = imageData[ p++ ];\n\t g = imageData[ p++ ];\n\t b = imageData[ p++ ];\n\t \n\t \n\t /* // calculate YUV values dynamically\n\t YDU[pos]=((( 0.29900)*r+( 0.58700)*g+( 0.11400)*b))-128; //-0x80\n\t UDU[pos]=(((-0.16874)*r+(-0.33126)*g+( 0.50000)*b));\n\t VDU[pos]=((( 0.50000)*r+(-0.41869)*g+(-0.08131)*b));\n\t */\n\t \n\t // use lookup table (slightly faster)\n\t YDU[pos] = ((RGB_YUV_TABLE[r] + RGB_YUV_TABLE[(g + 256)>>0] + RGB_YUV_TABLE[(b + 512)>>0]) >> 16)-128;\n\t UDU[pos] = ((RGB_YUV_TABLE[(r + 768)>>0] + RGB_YUV_TABLE[(g + 1024)>>0] + RGB_YUV_TABLE[(b + 1280)>>0]) >> 16)-128;\n\t VDU[pos] = ((RGB_YUV_TABLE[(r + 1280)>>0] + RGB_YUV_TABLE[(g + 1536)>>0] + RGB_YUV_TABLE[(b + 1792)>>0]) >> 16)-128;\n\t \n\t }\n\t \n\t DCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n\t DCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n\t DCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n\t x+=32;\n\t }\n\t y+=8;\n\t }\n\t \n\t \n\t ////////////////////////////////////////////////////////////////\n\t \n\t // Do the bit alignment of the EOI marker\n\t if ( bytepos >= 0 ) {\n\t var fillbits = [];\n\t fillbits[1] = bytepos+1;\n\t fillbits[0] = (1<<(bytepos+1))-1;\n\t writeBits(fillbits);\n\t }\n\t \n\t writeWord(0xFFD9); //EOI\n\t \n\t var jpegDataUri = 'data:image/jpeg;base64,' + btoa(byteout.join(''));\n\t \n\t byteout = [];\n\t \n\t // benchmarking\n\t // var duration = new Date().getTime() - time_start;\n\t // console.log('Encoding time: '+ currentQuality + 'ms');\n\t //\n\t \n\t return jpegDataUri\n\t }\n\t \n\t function setQuality(quality){\n\t if (quality <= 0) {\n\t quality = 1;\n\t }\n\t if (quality > 100) {\n\t quality = 100;\n\t }\n\t \n\t if(currentQuality == quality) return // don't recalc if unchanged\n\t \n\t var sf = 0;\n\t if (quality < 50) {\n\t sf = Math.floor(5000 / quality);\n\t } else {\n\t sf = Math.floor(200 - quality*2);\n\t }\n\t \n\t initQuantTables(sf);\n\t currentQuality = quality;\n\t // console.log('Quality set to: '+quality +'%');\n\t }\n\t \n\t function init(){\n\t // var time_start = new Date().getTime();\n\t if(!quality) quality = 50;\n\t // Create tables\n\t initCharLookupTable()\n\t initHuffmanTbl();\n\t initCategoryNumber();\n\t initRGBYUVTable();\n\t \n\t setQuality(quality);\n\t // var duration = new Date().getTime() - time_start;\n\t // console.log('Initialization '+ duration + 'ms');\n\t }\n\t \n\t init();\n\t \n\t }", "function QR8bitByte(data) {\n\t\t\tthis.mode = QRMode.MODE_8BIT_BYTE;\n\t\t\tthis.data = data;\n\t\t\tthis.parsedData = [];\n\n\t\t\t// Added to support UTF-8 Characters\n\t\t\tfor (var i = 0, l = this.data.length; i < l; i++) {\n\t\t\t\tvar byteArray = [];\n\t\t\t\tvar code = this.data.charCodeAt(i);\n\n\t\t\t\tif (code > 0x10000) {\n\t\t\t\t\tbyteArray[0] = 0xF0 | ((code & 0x1C0000) >>> 18);\n\t\t\t\t\tbyteArray[1] = 0x80 | ((code & 0x3F000) >>> 12);\n\t\t\t\t\tbyteArray[2] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\t\tbyteArray[3] = 0x80 | (code & 0x3F);\n\t\t\t\t} else if (code > 0x800) {\n\t\t\t\t\tbyteArray[0] = 0xE0 | ((code & 0xF000) >>> 12);\n\t\t\t\t\tbyteArray[1] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\t\tbyteArray[2] = 0x80 | (code & 0x3F);\n\t\t\t\t} else if (code > 0x80) {\n\t\t\t\t\tbyteArray[0] = 0xC0 | ((code & 0x7C0) >>> 6);\n\t\t\t\t\tbyteArray[1] = 0x80 | (code & 0x3F);\n\t\t\t\t} else {\n\t\t\t\t\tbyteArray[0] = code;\n\t\t\t\t}\n\n\t\t\t\tthis.parsedData.push(byteArray);\n\t\t\t}\n\n\t\t\tthis.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n\t\t\tif (this.parsedData.length != this.data.length) {\n\t\t\t\tthis.parsedData.unshift(191);\n\t\t\t\tthis.parsedData.unshift(187);\n\t\t\t\tthis.parsedData.unshift(239);\n\t\t\t}\n\t\t}", "function QR8bitByte(data) {\n\t\tthis.mode = QRMode.MODE_8BIT_BYTE;\n\t\tthis.data = data;\n\t\tthis.parsedData = [];\n\n\t\t// Added to support UTF-8 Characters\n\t\tfor (var i = 0, l = this.data.length; i < l; i++) {\n\t\t\tvar byteArray = [];\n\t\t\tvar code = this.data.charCodeAt(i);\n\n\t\t\tif (code > 0x10000) {\n\t\t\t\tbyteArray[0] = 0xF0 | ((code & 0x1C0000) >>> 18);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0x3F000) >>> 12);\n\t\t\t\tbyteArray[2] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[3] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x800) {\n\t\t\t\tbyteArray[0] = 0xE0 | ((code & 0xF000) >>> 12);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[2] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x80) {\n\t\t\t\tbyteArray[0] = 0xC0 | ((code & 0x7C0) >>> 6);\n\t\t\t\tbyteArray[1] = 0x80 | (code & 0x3F);\n\t\t\t} else {\n\t\t\t\tbyteArray[0] = code;\n\t\t\t}\n\n\t\t\tthis.parsedData.push(byteArray);\n\t\t}\n\n\t\tthis.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n\t\tif (this.parsedData.length != this.data.length) {\n\t\t\tthis.parsedData.unshift(191);\n\t\t\tthis.parsedData.unshift(187);\n\t\t\tthis.parsedData.unshift(239);\n\t\t}\n\t}", "function QR8bitByte(data) {\n\t\tthis.mode = QRMode.MODE_8BIT_BYTE;\n\t\tthis.data = data;\n\t\tthis.parsedData = [];\n\n\t\t// Added to support UTF-8 Characters\n\t\tfor (var i = 0, l = this.data.length; i < l; i++) {\n\t\t\tvar byteArray = [];\n\t\t\tvar code = this.data.charCodeAt(i);\n\n\t\t\tif (code > 0x10000) {\n\t\t\t\tbyteArray[0] = 0xF0 | ((code & 0x1C0000) >>> 18);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0x3F000) >>> 12);\n\t\t\t\tbyteArray[2] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[3] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x800) {\n\t\t\t\tbyteArray[0] = 0xE0 | ((code & 0xF000) >>> 12);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[2] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x80) {\n\t\t\t\tbyteArray[0] = 0xC0 | ((code & 0x7C0) >>> 6);\n\t\t\t\tbyteArray[1] = 0x80 | (code & 0x3F);\n\t\t\t} else {\n\t\t\t\tbyteArray[0] = code;\n\t\t\t}\n\n\t\t\tthis.parsedData.push(byteArray);\n\t\t}\n\n\t\tthis.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n\t\tif (this.parsedData.length != this.data.length) {\n\t\t\tthis.parsedData.unshift(191);\n\t\t\tthis.parsedData.unshift(187);\n\t\t\tthis.parsedData.unshift(239);\n\t\t}\n\t}", "function QR8bitByte(data) {\n\t\tthis.mode = QRMode.MODE_8BIT_BYTE;\n\t\tthis.data = data;\n\t\tthis.parsedData = [];\n\n\t\t// Added to support UTF-8 Characters\n\t\tfor (var i = 0, l = this.data.length; i < l; i++) {\n\t\t\tvar byteArray = [];\n\t\t\tvar code = this.data.charCodeAt(i);\n\n\t\t\tif (code > 0x10000) {\n\t\t\t\tbyteArray[0] = 0xF0 | ((code & 0x1C0000) >>> 18);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0x3F000) >>> 12);\n\t\t\t\tbyteArray[2] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[3] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x800) {\n\t\t\t\tbyteArray[0] = 0xE0 | ((code & 0xF000) >>> 12);\n\t\t\t\tbyteArray[1] = 0x80 | ((code & 0xFC0) >>> 6);\n\t\t\t\tbyteArray[2] = 0x80 | (code & 0x3F);\n\t\t\t} else if (code > 0x80) {\n\t\t\t\tbyteArray[0] = 0xC0 | ((code & 0x7C0) >>> 6);\n\t\t\t\tbyteArray[1] = 0x80 | (code & 0x3F);\n\t\t\t} else {\n\t\t\t\tbyteArray[0] = code;\n\t\t\t}\n\n\t\t\tthis.parsedData.push(byteArray);\n\t\t}\n\n\t\tthis.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n\t\tif (this.parsedData.length != this.data.length) {\n\t\t\tthis.parsedData.unshift(191);\n\t\t\tthis.parsedData.unshift(187);\n\t\t\tthis.parsedData.unshift(239);\n\t\t}\n\t}", "constructor(_pipeline) {\n this._pipeline = _pipeline;\n /**\n * Emitted when a barcode becomes visible in a camera frame.\n */\n this.onDetection = new event_1.Event1();\n this._lastDetected = [];\n this._found = [];\n this._formats = [];\n this._frameUpdate = () => {\n this._found = [];\n const num = this._z.barcode_finder_found_number(this._impl);\n for (let i = 0; i < num; i++) {\n this._found.push({\n text: this._z.barcode_finder_found_text(this._impl, i),\n format: this._z.barcode_finder_found_format(this._impl, i)\n });\n }\n if (this._found.length === 0)\n return;\n outerloop: for (const entry of this._found) {\n for (const previous of this._lastDetected) {\n if (previous.text === entry.text)\n continue outerloop;\n }\n this.onDetection.emit(entry);\n }\n this._lastDetected = this._found;\n };\n this._pipeline._onFrameUpdateInternal.bind(this._frameUpdate);\n this._z = zappar_1.z();\n this._impl = this._z.barcode_finder_create(this._pipeline._getImpl());\n this._formats.push.apply(this._formats, [\n zappar_cv_1.barcode_format_t.AZTEC,\n zappar_cv_1.barcode_format_t.CODABAR,\n zappar_cv_1.barcode_format_t.CODE_39,\n zappar_cv_1.barcode_format_t.CODE_93,\n zappar_cv_1.barcode_format_t.CODE_128,\n zappar_cv_1.barcode_format_t.DATA_MATRIX,\n zappar_cv_1.barcode_format_t.EAN_8,\n zappar_cv_1.barcode_format_t.EAN_13,\n zappar_cv_1.barcode_format_t.ITF,\n zappar_cv_1.barcode_format_t.MAXICODE,\n zappar_cv_1.barcode_format_t.PDF_417,\n zappar_cv_1.barcode_format_t.QR_CODE,\n zappar_cv_1.barcode_format_t.RSS_14,\n zappar_cv_1.barcode_format_t.RSS_EXPANDED,\n zappar_cv_1.barcode_format_t.UPC_A,\n zappar_cv_1.barcode_format_t.UPC_E,\n zappar_cv_1.barcode_format_t.UPC_EAN_EXTENSION\n ]);\n }", "function generateQrCode() { \n if(isMobile) {\n information[2] = 'mobile_browser';\n }\n\n if(isSecure()){\n if(navigator.geolocation) {\n navigator.geolocation.getCurrentPosition(function(position) {\n information[0] = position.coords.latitude;\n information[1] = position.coords.longitude;\n hitAPI(information);\n }, function(error) {\n hitAPI(information);\n //handleNoGeolocation(true);\n });\n } else {\n hitAPI(information);\n //handleNoGeolocation(false);\n } \n\n }else{\n hitAPI(information);\n }\n \n }", "function onLoad() {\r\n\tif( window.opener.OSRM.G.active_shortlink )\r\n\t\tcreateQRCode(window.opener.OSRM.G.active_shortlink);\r\n\telse\r\n\t\tcreateErrorMessage();\t\r\n}", "function QR8bitByte(data) {\n this.mode = QRMode.MODE_8BIT_BYTE;\n this.data = data;\n this.parsedData = [];\n\n // Added to support UTF-8 Characters\n for (var i = 0, l = this.data.length; i < l; i++) {\n var byteArray = [];\n var code = this.data.charCodeAt(i);\n\n if (code > 0x10000) {\n byteArray[0] = 0xF0 | ((code & 0x1C0000) >>> 18);\n byteArray[1] = 0x80 | ((code & 0x3F000) >>> 12);\n byteArray[2] = 0x80 | ((code & 0xFC0) >>> 6);\n byteArray[3] = 0x80 | (code & 0x3F);\n } else if (code > 0x800) {\n byteArray[0] = 0xE0 | ((code & 0xF000) >>> 12);\n byteArray[1] = 0x80 | ((code & 0xFC0) >>> 6);\n byteArray[2] = 0x80 | (code & 0x3F);\n } else if (code > 0x80) {\n byteArray[0] = 0xC0 | ((code & 0x7C0) >>> 6);\n byteArray[1] = 0x80 | (code & 0x3F);\n } else {\n byteArray[0] = code;\n }\n\n this.parsedData.push(byteArray);\n }\n\n this.parsedData = Array.prototype.concat.apply([], this.parsedData);\n\n if (this.parsedData.length != this.data.length) {\n this.parsedData.unshift(191);\n this.parsedData.unshift(187);\n this.parsedData.unshift(239);\n }\n }", "function JPEGEncoder(quality) {\n\t var ffloor = Math.floor;\n\t var YTable = new Array(64);\n\t var UVTable = new Array(64);\n\t var fdtbl_Y = new Array(64);\n\t var fdtbl_UV = new Array(64);\n\t var YDC_HT;\n\t var UVDC_HT;\n\t var YAC_HT;\n\t var UVAC_HT;\n\t var bitcode = new Array(65535);\n\t var category = new Array(65535);\n\t var outputfDCTQuant = new Array(64);\n\t var DU = new Array(64);\n\t var byteout = [];\n\t var bytenew = 0;\n\t var bytepos = 7;\n\t var YDU = new Array(64);\n\t var UDU = new Array(64);\n\t var VDU = new Array(64);\n\t var clt = new Array(256);\n\t var RGB_YUV_TABLE = new Array(2048);\n\t var currentQuality;\n\t var ZigZag = [0, 1, 5, 6, 14, 15, 27, 28, 2, 4, 7, 13, 16, 26, 29, 42, 3, 8, 12, 17, 25, 30, 41, 43, 9, 11, 18, 24, 31, 40, 44, 53, 10, 19, 23, 32, 39, 45, 52, 54, 20, 22, 33, 38, 46, 51, 55, 60, 21, 34, 37, 47, 50, 56, 59, 61, 35, 36, 48, 49, 57, 58, 62, 63];\n\t var std_dc_luminance_nrcodes = [0, 0, 1, 5, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0];\n\t var std_dc_luminance_values = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11];\n\t var std_ac_luminance_nrcodes = [0, 0, 2, 1, 3, 3, 2, 4, 3, 5, 5, 4, 4, 0, 0, 1, 0x7d];\n\t var std_ac_luminance_values = [0x01, 0x02, 0x03, 0x00, 0x04, 0x11, 0x05, 0x12, 0x21, 0x31, 0x41, 0x06, 0x13, 0x51, 0x61, 0x07, 0x22, 0x71, 0x14, 0x32, 0x81, 0x91, 0xa1, 0x08, 0x23, 0x42, 0xb1, 0xc1, 0x15, 0x52, 0xd1, 0xf0, 0x24, 0x33, 0x62, 0x72, 0x82, 0x09, 0x0a, 0x16, 0x17, 0x18, 0x19, 0x1a, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2a, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3a, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4a, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5a, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6a, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7a, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8a, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9a, 0xa2, 0xa3, 0xa4, 0xa5, 0xa6, 0xa7, 0xa8, 0xa9, 0xaa, 0xb2, 0xb3, 0xb4, 0xb5, 0xb6, 0xb7, 0xb8, 0xb9, 0xba, 0xc2, 0xc3, 0xc4, 0xc5, 0xc6, 0xc7, 0xc8, 0xc9, 0xca, 0xd2, 0xd3, 0xd4, 0xd5, 0xd6, 0xd7, 0xd8, 0xd9, 0xda, 0xe1, 0xe2, 0xe3, 0xe4, 0xe5, 0xe6, 0xe7, 0xe8, 0xe9, 0xea, 0xf1, 0xf2, 0xf3, 0xf4, 0xf5, 0xf6, 0xf7, 0xf8, 0xf9, 0xfa];\n\t var std_dc_chrominance_nrcodes = [0, 0, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0];\n\t var std_dc_chrominance_values = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11];\n\t var std_ac_chrominance_nrcodes = [0, 0, 2, 1, 2, 4, 4, 3, 4, 7, 5, 4, 4, 0, 1, 2, 0x77];\n\t var std_ac_chrominance_values = [0x00, 0x01, 0x02, 0x03, 0x11, 0x04, 0x05, 0x21, 0x31, 0x06, 0x12, 0x41, 0x51, 0x07, 0x61, 0x71, 0x13, 0x22, 0x32, 0x81, 0x08, 0x14, 0x42, 0x91, 0xa1, 0xb1, 0xc1, 0x09, 0x23, 0x33, 0x52, 0xf0, 0x15, 0x62, 0x72, 0xd1, 0x0a, 0x16, 0x24, 0x34, 0xe1, 0x25, 0xf1, 0x17, 0x18, 0x19, 0x1a, 0x26, 0x27, 0x28, 0x29, 0x2a, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3a, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4a, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5a, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6a, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7a, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8a, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9a, 0xa2, 0xa3, 0xa4, 0xa5, 0xa6, 0xa7, 0xa8, 0xa9, 0xaa, 0xb2, 0xb3, 0xb4, 0xb5, 0xb6, 0xb7, 0xb8, 0xb9, 0xba, 0xc2, 0xc3, 0xc4, 0xc5, 0xc6, 0xc7, 0xc8, 0xc9, 0xca, 0xd2, 0xd3, 0xd4, 0xd5, 0xd6, 0xd7, 0xd8, 0xd9, 0xda, 0xe2, 0xe3, 0xe4, 0xe5, 0xe6, 0xe7, 0xe8, 0xe9, 0xea, 0xf2, 0xf3, 0xf4, 0xf5, 0xf6, 0xf7, 0xf8, 0xf9, 0xfa];\n \n\t function initQuantTables(sf) {\n\t\tvar YQT = [16, 11, 10, 16, 24, 40, 51, 61, 12, 12, 14, 19, 26, 58, 60, 55, 14, 13, 16, 24, 40, 57, 69, 56, 14, 17, 22, 29, 51, 87, 80, 62, 18, 22, 37, 56, 68, 109, 103, 77, 24, 35, 55, 64, 81, 104, 113, 92, 49, 64, 78, 87, 103, 121, 120, 101, 72, 92, 95, 98, 112, 100, 103, 99];\n \n\t\tfor (var i = 0; i < 64; i++) {\n\t\t var t = ffloor((YQT[i] * sf + 50) / 100);\n \n\t\t if (t < 1) {\n\t\t\tt = 1;\n\t\t } else if (t > 255) {\n\t\t\tt = 255;\n\t\t }\n \n\t\t YTable[ZigZag[i]] = t;\n\t\t}\n \n\t\tvar UVQT = [17, 18, 24, 47, 99, 99, 99, 99, 18, 21, 26, 66, 99, 99, 99, 99, 24, 26, 56, 99, 99, 99, 99, 99, 47, 66, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99];\n \n\t\tfor (var j = 0; j < 64; j++) {\n\t\t var u = ffloor((UVQT[j] * sf + 50) / 100);\n \n\t\t if (u < 1) {\n\t\t\tu = 1;\n\t\t } else if (u > 255) {\n\t\t\tu = 255;\n\t\t }\n \n\t\t UVTable[ZigZag[j]] = u;\n\t\t}\n \n\t\tvar aasf = [1.0, 1.387039845, 1.306562965, 1.175875602, 1.0, 0.785694958, 0.541196100, 0.275899379];\n\t\tvar k = 0;\n \n\t\tfor (var row = 0; row < 8; row++) {\n\t\t for (var col = 0; col < 8; col++) {\n\t\t\tfdtbl_Y[k] = 1.0 / (YTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0);\n\t\t\tfdtbl_UV[k] = 1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0);\n\t\t\tk++;\n\t\t }\n\t\t}\n\t }\n \n\t function computeHuffmanTbl(nrcodes, std_table) {\n\t\tvar codevalue = 0;\n\t\tvar pos_in_table = 0;\n\t\tvar HT = new Array();\n \n\t\tfor (var k = 1; k <= 16; k++) {\n\t\t for (var j = 1; j <= nrcodes[k]; j++) {\n\t\t\tHT[std_table[pos_in_table]] = [];\n\t\t\tHT[std_table[pos_in_table]][0] = codevalue;\n\t\t\tHT[std_table[pos_in_table]][1] = k;\n\t\t\tpos_in_table++;\n\t\t\tcodevalue++;\n\t\t }\n \n\t\t codevalue *= 2;\n\t\t}\n \n\t\treturn HT;\n\t }\n \n\t function initHuffmanTbl() {\n\t\tYDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes, std_dc_luminance_values);\n\t\tUVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes, std_dc_chrominance_values);\n\t\tYAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes, std_ac_luminance_values);\n\t\tUVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes, std_ac_chrominance_values);\n\t }\n \n\t function initCategoryNumber() {\n\t\tvar nrlower = 1;\n\t\tvar nrupper = 2;\n \n\t\tfor (var cat = 1; cat <= 15; cat++) {\n\t\t //Positive numbers\n\t\t for (var nr = nrlower; nr < nrupper; nr++) {\n\t\t\tcategory[32767 + nr] = cat;\n\t\t\tbitcode[32767 + nr] = [];\n\t\t\tbitcode[32767 + nr][1] = cat;\n\t\t\tbitcode[32767 + nr][0] = nr;\n\t\t } //Negative numbers\n \n \n\t\t for (var nrneg = -(nrupper - 1); nrneg <= -nrlower; nrneg++) {\n\t\t\tcategory[32767 + nrneg] = cat;\n\t\t\tbitcode[32767 + nrneg] = [];\n\t\t\tbitcode[32767 + nrneg][1] = cat;\n\t\t\tbitcode[32767 + nrneg][0] = nrupper - 1 + nrneg;\n\t\t }\n \n\t\t nrlower <<= 1;\n\t\t nrupper <<= 1;\n\t\t}\n\t }\n \n\t function initRGBYUVTable() {\n\t\tfor (var i = 0; i < 256; i++) {\n\t\t RGB_YUV_TABLE[i] = 19595 * i;\n\t\t RGB_YUV_TABLE[i + 256 >> 0] = 38470 * i;\n\t\t RGB_YUV_TABLE[i + 512 >> 0] = 7471 * i + 0x8000;\n\t\t RGB_YUV_TABLE[i + 768 >> 0] = -11059 * i;\n\t\t RGB_YUV_TABLE[i + 1024 >> 0] = -21709 * i;\n\t\t RGB_YUV_TABLE[i + 1280 >> 0] = 32768 * i + 0x807FFF;\n\t\t RGB_YUV_TABLE[i + 1536 >> 0] = -27439 * i;\n\t\t RGB_YUV_TABLE[i + 1792 >> 0] = -5329 * i;\n\t\t}\n\t } // IO functions\n \n \n\t function writeBits(bs) {\n\t\tvar value = bs[0];\n\t\tvar posval = bs[1] - 1;\n \n\t\twhile (posval >= 0) {\n\t\t if (value & 1 << posval) {\n\t\t\tbytenew |= 1 << bytepos;\n\t\t }\n \n\t\t posval--;\n\t\t bytepos--;\n \n\t\t if (bytepos < 0) {\n\t\t\tif (bytenew == 0xFF) {\n\t\t\t writeByte(0xFF);\n\t\t\t writeByte(0);\n\t\t\t} else {\n\t\t\t writeByte(bytenew);\n\t\t\t}\n \n\t\t\tbytepos = 7;\n\t\t\tbytenew = 0;\n\t\t }\n\t\t}\n\t }\n \n\t function writeByte(value) {\n\t\t//byteout.push(clt[value]); // write char directly instead of converting later\n\t\tbyteout.push(value);\n\t }\n \n\t function writeWord(value) {\n\t\twriteByte(value >> 8 & 0xFF);\n\t\twriteByte(value & 0xFF);\n\t } // DCT & quantization core\n \n \n\t function fDCTQuant(data, fdtbl) {\n\t\tvar d0, d1, d2, d3, d4, d5, d6, d7;\n\t\t/* Pass 1: process rows. */\n \n\t\tvar dataOff = 0;\n\t\tvar i;\n\t\tvar I8 = 8;\n\t\tvar I64 = 64;\n \n\t\tfor (i = 0; i < I8; ++i) {\n\t\t d0 = data[dataOff];\n\t\t d1 = data[dataOff + 1];\n\t\t d2 = data[dataOff + 2];\n\t\t d3 = data[dataOff + 3];\n\t\t d4 = data[dataOff + 4];\n\t\t d5 = data[dataOff + 5];\n\t\t d6 = data[dataOff + 6];\n\t\t d7 = data[dataOff + 7];\n\t\t var tmp0 = d0 + d7;\n\t\t var tmp7 = d0 - d7;\n\t\t var tmp1 = d1 + d6;\n\t\t var tmp6 = d1 - d6;\n\t\t var tmp2 = d2 + d5;\n\t\t var tmp5 = d2 - d5;\n\t\t var tmp3 = d3 + d4;\n\t\t var tmp4 = d3 - d4;\n\t\t /* Even part */\n \n\t\t var tmp10 = tmp0 + tmp3;\n\t\t /* phase 2 */\n \n\t\t var tmp13 = tmp0 - tmp3;\n\t\t var tmp11 = tmp1 + tmp2;\n\t\t var tmp12 = tmp1 - tmp2;\n\t\t data[dataOff] = tmp10 + tmp11;\n\t\t /* phase 3 */\n \n\t\t data[dataOff + 4] = tmp10 - tmp11;\n\t\t var z1 = (tmp12 + tmp13) * 0.707106781;\n\t\t /* c4 */\n \n\t\t data[dataOff + 2] = tmp13 + z1;\n\t\t /* phase 5 */\n \n\t\t data[dataOff + 6] = tmp13 - z1;\n\t\t /* Odd part */\n \n\t\t tmp10 = tmp4 + tmp5;\n\t\t /* phase 2 */\n \n\t\t tmp11 = tmp5 + tmp6;\n\t\t tmp12 = tmp6 + tmp7;\n\t\t /* The rotator is modified from fig 4-8 to avoid extra negations. */\n \n\t\t var z5 = (tmp10 - tmp12) * 0.382683433;\n\t\t /* c6 */\n \n\t\t var z2 = 0.541196100 * tmp10 + z5;\n\t\t /* c2-c6 */\n \n\t\t var z4 = 1.306562965 * tmp12 + z5;\n\t\t /* c2+c6 */\n \n\t\t var z3 = tmp11 * 0.707106781;\n\t\t /* c4 */\n \n\t\t var z11 = tmp7 + z3;\n\t\t /* phase 5 */\n \n\t\t var z13 = tmp7 - z3;\n\t\t data[dataOff + 5] = z13 + z2;\n\t\t /* phase 6 */\n \n\t\t data[dataOff + 3] = z13 - z2;\n\t\t data[dataOff + 1] = z11 + z4;\n\t\t data[dataOff + 7] = z11 - z4;\n\t\t dataOff += 8;\n\t\t /* advance pointer to next row */\n\t\t}\n\t\t/* Pass 2: process columns. */\n \n \n\t\tdataOff = 0;\n \n\t\tfor (i = 0; i < I8; ++i) {\n\t\t d0 = data[dataOff];\n\t\t d1 = data[dataOff + 8];\n\t\t d2 = data[dataOff + 16];\n\t\t d3 = data[dataOff + 24];\n\t\t d4 = data[dataOff + 32];\n\t\t d5 = data[dataOff + 40];\n\t\t d6 = data[dataOff + 48];\n\t\t d7 = data[dataOff + 56];\n\t\t var tmp0p2 = d0 + d7;\n\t\t var tmp7p2 = d0 - d7;\n\t\t var tmp1p2 = d1 + d6;\n\t\t var tmp6p2 = d1 - d6;\n\t\t var tmp2p2 = d2 + d5;\n\t\t var tmp5p2 = d2 - d5;\n\t\t var tmp3p2 = d3 + d4;\n\t\t var tmp4p2 = d3 - d4;\n\t\t /* Even part */\n \n\t\t var tmp10p2 = tmp0p2 + tmp3p2;\n\t\t /* phase 2 */\n \n\t\t var tmp13p2 = tmp0p2 - tmp3p2;\n\t\t var tmp11p2 = tmp1p2 + tmp2p2;\n\t\t var tmp12p2 = tmp1p2 - tmp2p2;\n\t\t data[dataOff] = tmp10p2 + tmp11p2;\n\t\t /* phase 3 */\n \n\t\t data[dataOff + 32] = tmp10p2 - tmp11p2;\n\t\t var z1p2 = (tmp12p2 + tmp13p2) * 0.707106781;\n\t\t /* c4 */\n \n\t\t data[dataOff + 16] = tmp13p2 + z1p2;\n\t\t /* phase 5 */\n \n\t\t data[dataOff + 48] = tmp13p2 - z1p2;\n\t\t /* Odd part */\n \n\t\t tmp10p2 = tmp4p2 + tmp5p2;\n\t\t /* phase 2 */\n \n\t\t tmp11p2 = tmp5p2 + tmp6p2;\n\t\t tmp12p2 = tmp6p2 + tmp7p2;\n\t\t /* The rotator is modified from fig 4-8 to avoid extra negations. */\n \n\t\t var z5p2 = (tmp10p2 - tmp12p2) * 0.382683433;\n\t\t /* c6 */\n \n\t\t var z2p2 = 0.541196100 * tmp10p2 + z5p2;\n\t\t /* c2-c6 */\n \n\t\t var z4p2 = 1.306562965 * tmp12p2 + z5p2;\n\t\t /* c2+c6 */\n \n\t\t var z3p2 = tmp11p2 * 0.707106781;\n\t\t /* c4 */\n \n\t\t var z11p2 = tmp7p2 + z3p2;\n\t\t /* phase 5 */\n \n\t\t var z13p2 = tmp7p2 - z3p2;\n\t\t data[dataOff + 40] = z13p2 + z2p2;\n\t\t /* phase 6 */\n \n\t\t data[dataOff + 24] = z13p2 - z2p2;\n\t\t data[dataOff + 8] = z11p2 + z4p2;\n\t\t data[dataOff + 56] = z11p2 - z4p2;\n\t\t dataOff++;\n\t\t /* advance pointer to next column */\n\t\t} // Quantize/descale the coefficients\n \n \n\t\tvar fDCTQuant;\n \n\t\tfor (i = 0; i < I64; ++i) {\n\t\t // Apply the quantization and scaling factor & Round to nearest integer\n\t\t fDCTQuant = data[i] * fdtbl[i];\n\t\t outputfDCTQuant[i] = fDCTQuant > 0.0 ? fDCTQuant + 0.5 | 0 : fDCTQuant - 0.5 | 0; //outputfDCTQuant[i] = fround(fDCTQuant);\n\t\t}\n \n\t\treturn outputfDCTQuant;\n\t }\n \n\t function writeAPP0() {\n\t\twriteWord(0xFFE0); // marker\n \n\t\twriteWord(16); // length\n \n\t\twriteByte(0x4A); // J\n \n\t\twriteByte(0x46); // F\n \n\t\twriteByte(0x49); // I\n \n\t\twriteByte(0x46); // F\n \n\t\twriteByte(0); // = \"JFIF\",'\\0'\n \n\t\twriteByte(1); // versionhi\n \n\t\twriteByte(1); // versionlo\n \n\t\twriteByte(0); // xyunits\n \n\t\twriteWord(1); // xdensity\n \n\t\twriteWord(1); // ydensity\n \n\t\twriteByte(0); // thumbnwidth\n \n\t\twriteByte(0); // thumbnheight\n\t }\n \n\t function writeSOF0(width, height) {\n\t\twriteWord(0xFFC0); // marker\n \n\t\twriteWord(17); // length, truecolor YUV JPG\n \n\t\twriteByte(8); // precision\n \n\t\twriteWord(height);\n\t\twriteWord(width);\n\t\twriteByte(3); // nrofcomponents\n \n\t\twriteByte(1); // IdY\n \n\t\twriteByte(0x11); // HVY\n \n\t\twriteByte(0); // QTY\n \n\t\twriteByte(2); // IdU\n \n\t\twriteByte(0x11); // HVU\n \n\t\twriteByte(1); // QTU\n \n\t\twriteByte(3); // IdV\n \n\t\twriteByte(0x11); // HVV\n \n\t\twriteByte(1); // QTV\n\t }\n \n\t function writeDQT() {\n\t\twriteWord(0xFFDB); // marker\n \n\t\twriteWord(132); // length\n \n\t\twriteByte(0);\n \n\t\tfor (var i = 0; i < 64; i++) {\n\t\t writeByte(YTable[i]);\n\t\t}\n \n\t\twriteByte(1);\n \n\t\tfor (var j = 0; j < 64; j++) {\n\t\t writeByte(UVTable[j]);\n\t\t}\n\t }\n \n\t function writeDHT() {\n\t\twriteWord(0xFFC4); // marker\n \n\t\twriteWord(0x01A2); // length\n \n\t\twriteByte(0); // HTYDCinfo\n \n\t\tfor (var i = 0; i < 16; i++) {\n\t\t writeByte(std_dc_luminance_nrcodes[i + 1]);\n\t\t}\n \n\t\tfor (var j = 0; j <= 11; j++) {\n\t\t writeByte(std_dc_luminance_values[j]);\n\t\t}\n \n\t\twriteByte(0x10); // HTYACinfo\n \n\t\tfor (var k = 0; k < 16; k++) {\n\t\t writeByte(std_ac_luminance_nrcodes[k + 1]);\n\t\t}\n \n\t\tfor (var l = 0; l <= 161; l++) {\n\t\t writeByte(std_ac_luminance_values[l]);\n\t\t}\n \n\t\twriteByte(1); // HTUDCinfo\n \n\t\tfor (var m = 0; m < 16; m++) {\n\t\t writeByte(std_dc_chrominance_nrcodes[m + 1]);\n\t\t}\n \n\t\tfor (var n = 0; n <= 11; n++) {\n\t\t writeByte(std_dc_chrominance_values[n]);\n\t\t}\n \n\t\twriteByte(0x11); // HTUACinfo\n \n\t\tfor (var o = 0; o < 16; o++) {\n\t\t writeByte(std_ac_chrominance_nrcodes[o + 1]);\n\t\t}\n \n\t\tfor (var p = 0; p <= 161; p++) {\n\t\t writeByte(std_ac_chrominance_values[p]);\n\t\t}\n\t }\n \n\t function writeSOS() {\n\t\twriteWord(0xFFDA); // marker\n \n\t\twriteWord(12); // length\n \n\t\twriteByte(3); // nrofcomponents\n \n\t\twriteByte(1); // IdY\n \n\t\twriteByte(0); // HTY\n \n\t\twriteByte(2); // IdU\n \n\t\twriteByte(0x11); // HTU\n \n\t\twriteByte(3); // IdV\n \n\t\twriteByte(0x11); // HTV\n \n\t\twriteByte(0); // Ss\n \n\t\twriteByte(0x3f); // Se\n \n\t\twriteByte(0); // Bf\n\t }\n \n\t function processDU(CDU, fdtbl, DC, HTDC, HTAC) {\n\t\tvar EOB = HTAC[0x00];\n\t\tvar M16zeroes = HTAC[0xF0];\n\t\tvar pos;\n\t\tvar I16 = 16;\n\t\tvar I63 = 63;\n\t\tvar I64 = 64;\n\t\tvar DU_DCT = fDCTQuant(CDU, fdtbl); //ZigZag reorder\n \n\t\tfor (var j = 0; j < I64; ++j) {\n\t\t DU[ZigZag[j]] = DU_DCT[j];\n\t\t}\n \n\t\tvar Diff = DU[0] - DC;\n\t\tDC = DU[0]; //Encode DC\n \n\t\tif (Diff == 0) {\n\t\t writeBits(HTDC[0]); // Diff might be 0\n\t\t} else {\n\t\t pos = 32767 + Diff;\n\t\t writeBits(HTDC[category[pos]]);\n\t\t writeBits(bitcode[pos]);\n\t\t} //Encode ACs\n \n \n\t\tvar end0pos = 63; // was const... which is crazy\n \n\t\tfor (; end0pos > 0 && DU[end0pos] == 0; end0pos--) {}\n \n\t\tif (end0pos == 0) {\n\t\t writeBits(EOB);\n\t\t return DC;\n\t\t}\n \n\t\tvar i = 1;\n\t\tvar lng;\n \n\t\twhile (i <= end0pos) {\n\t\t var startpos = i;\n \n\t\t for (; DU[i] == 0 && i <= end0pos; ++i) {}\n \n\t\t var nrzeroes = i - startpos;\n \n\t\t if (nrzeroes >= I16) {\n\t\t\tlng = nrzeroes >> 4;\n \n\t\t\tfor (var nrmarker = 1; nrmarker <= lng; ++nrmarker) {\n\t\t\t writeBits(M16zeroes);\n\t\t\t}\n \n\t\t\tnrzeroes = nrzeroes & 0xF;\n\t\t }\n \n\t\t pos = 32767 + DU[i];\n\t\t writeBits(HTAC[(nrzeroes << 4) + category[pos]]);\n\t\t writeBits(bitcode[pos]);\n\t\t i++;\n\t\t}\n \n\t\tif (end0pos != I63) {\n\t\t writeBits(EOB);\n\t\t}\n \n\t\treturn DC;\n\t }\n \n\t function initCharLookupTable() {\n\t\tvar sfcc = String.fromCharCode;\n \n\t\tfor (var i = 0; i < 256; i++) {\n\t\t ///// ACHTUNG // 255\n\t\t clt[i] = sfcc(i);\n\t\t}\n\t }\n \n\t this.encode = function (image, quality) // image data object\n\t {\n\t\tvar time_start = new Date().getTime();\n\t\tif (quality) setQuality(quality); // Initialize bit writer\n \n\t\tbyteout = new Array();\n\t\tbytenew = 0;\n\t\tbytepos = 7; // Add JPEG headers\n \n\t\twriteWord(0xFFD8); // SOI\n \n\t\twriteAPP0();\n\t\twriteDQT();\n\t\twriteSOF0(image.width, image.height);\n\t\twriteDHT();\n\t\twriteSOS(); // Encode 8x8 macroblocks\n \n\t\tvar DCY = 0;\n\t\tvar DCU = 0;\n\t\tvar DCV = 0;\n\t\tbytenew = 0;\n\t\tbytepos = 7;\n\t\tthis.encode.displayName = \"_encode_\";\n\t\tvar imageData = image.data;\n\t\tvar width = image.width;\n\t\tvar height = image.height;\n\t\tvar quadWidth = width * 4;\n\t\tvar x,\n\t\t\ty = 0;\n\t\tvar r, g, b;\n\t\tvar start, p, col, row, pos;\n \n\t\twhile (y < height) {\n\t\t x = 0;\n \n\t\t while (x < quadWidth) {\n\t\t\tstart = quadWidth * y + x;\n\t\t\tp = start;\n\t\t\tcol = -1;\n\t\t\trow = 0;\n \n\t\t\tfor (pos = 0; pos < 64; pos++) {\n\t\t\t row = pos >> 3; // /8\n \n\t\t\t col = (pos & 7) * 4; // %8\n \n\t\t\t p = start + row * quadWidth + col;\n \n\t\t\t if (y + row >= height) {\n\t\t\t\t// padding bottom\n\t\t\t\tp -= quadWidth * (y + 1 + row - height);\n\t\t\t }\n \n\t\t\t if (x + col >= quadWidth) {\n\t\t\t\t// padding right\t\n\t\t\t\tp -= x + col - quadWidth + 4;\n\t\t\t }\n \n\t\t\t r = imageData[p++];\n\t\t\t g = imageData[p++];\n\t\t\t b = imageData[p++];\n\t\t\t /* // calculate YUV values dynamically\n\t\t\t YDU[pos]=((( 0.29900)*r+( 0.58700)*g+( 0.11400)*b))-128; //-0x80\n\t\t\t UDU[pos]=(((-0.16874)*r+(-0.33126)*g+( 0.50000)*b));\n\t\t\t VDU[pos]=((( 0.50000)*r+(-0.41869)*g+(-0.08131)*b));\n\t\t\t */\n\t\t\t // use lookup table (slightly faster)\n \n\t\t\t YDU[pos] = (RGB_YUV_TABLE[r] + RGB_YUV_TABLE[g + 256 >> 0] + RGB_YUV_TABLE[b + 512 >> 0] >> 16) - 128;\n\t\t\t UDU[pos] = (RGB_YUV_TABLE[r + 768 >> 0] + RGB_YUV_TABLE[g + 1024 >> 0] + RGB_YUV_TABLE[b + 1280 >> 0] >> 16) - 128;\n\t\t\t VDU[pos] = (RGB_YUV_TABLE[r + 1280 >> 0] + RGB_YUV_TABLE[g + 1536 >> 0] + RGB_YUV_TABLE[b + 1792 >> 0] >> 16) - 128;\n\t\t\t}\n \n\t\t\tDCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n\t\t\tDCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n\t\t\tDCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n\t\t\tx += 32;\n\t\t }\n \n\t\t y += 8;\n\t\t} ////////////////////////////////////////////////////////////////\n\t\t// Do the bit alignment of the EOI marker\n \n \n\t\tif (bytepos >= 0) {\n\t\t var fillbits = [];\n\t\t fillbits[1] = bytepos + 1;\n\t\t fillbits[0] = (1 << bytepos + 1) - 1;\n\t\t writeBits(fillbits);\n\t\t}\n \n\t\twriteWord(0xFFD9); //EOI\n \n\t\treturn new Uint8Array(byteout);\n\t };\n \n\t function setQuality(quality) {\n\t\tif (quality <= 0) {\n\t\t quality = 1;\n\t\t}\n \n\t\tif (quality > 100) {\n\t\t quality = 100;\n\t\t}\n \n\t\tif (currentQuality == quality) return; // don't recalc if unchanged\n \n\t\tvar sf = 0;\n \n\t\tif (quality < 50) {\n\t\t sf = Math.floor(5000 / quality);\n\t\t} else {\n\t\t sf = Math.floor(200 - quality * 2);\n\t\t}\n \n\t\tinitQuantTables(sf);\n\t\tcurrentQuality = quality; //console.log('Quality set to: '+quality +'%');\n\t }\n \n\t function init() {\n\t\tvar time_start = new Date().getTime();\n\t\tif (!quality) quality = 50; // Create tables\n \n\t\tinitCharLookupTable();\n\t\tinitHuffmanTbl();\n\t\tinitCategoryNumber();\n\t\tinitRGBYUVTable();\n\t\tsetQuality(quality);\n\t\tvar duration = new Date().getTime() - time_start; //console.log('Initialization '+ duration + 'ms');\n\t }\n \n\t init();\n\t}", "isQnA(): boolean {\n return this.type === ClassificationResult.TYPE_QNA;\n }", "function checkQR(tform)\n{\t\n\tif (fetch_object(\"qr_postid\").value == 0)\n\t{\n\t\talert(must_click_message);\n\t\treturn false;\n\t}\n\telse\n\t{\n\t\tif (fetch_object(\"qr_postid\").value == \"who cares\" && typeof tform.quickreply != \"undefined\")\n\t\t{\n\t\t\ttform.quickreply.checked = false\n\t\t}\n\t\t\n\t\t// if we are using 'Go Advanced', bypass the minimum characters test\n\t\tif (tform.clickedelm.value == tform.preview.value)\n\t\t{\n\t\t\ttemp_minchars = 0;\n\t\t}\n\t\telse\n\t\t{\n\t\t\ttemp_minchars = minchars;\n\t\t}\n\t\t\n\t\tif (WYSIWYG < 2)\n\t\t{\n\t\t\t// this function is from vbulletin_global.js\n\t\t\treturn validatemessage(fetch_object(\"qr_message\").value, 0, temp_minchars, maxchars, false, tform);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t// this function is in vbulletin_wysiwyg.js\n\t\t\treturn validatePost(tform, 0, temp_minchars, maxchars);\n\t\t}\n\t}\n}", "getFormatCodeSettings() {\r\n return this.manipulationSettings.getFormatCodeSettings();\r\n }", "function generateQRCode(status, deviceName) {\n console.log('Generating a QR code for status:');\n console.log(JSON.stringify(status));\n QRCode.toFile(`./pycode/${deviceName}.bmp`, JSON.stringify(status), {\n \"width\": 176\n }, function (err) {\n if (err) throw err;\n console.debug('Saved a qr code from node');\n });\n const pyProg = spawn('python3', ['./pycode/py-resize.py', '-f', `./${deviceName}.bmp`]);\n}", "function JPEGEncoder(quality) {\n var self = this;\n\tvar fround = Math.round;\n\tvar ffloor = Math.floor;\n\tvar YTable = new Array(64);\n\tvar UVTable = new Array(64);\n\tvar fdtbl_Y = new Array(64);\n\tvar fdtbl_UV = new Array(64);\n\tvar YDC_HT;\n\tvar UVDC_HT;\n\tvar YAC_HT;\n\tvar UVAC_HT;\n\t\n\tvar bitcode = new Array(65535);\n\tvar category = new Array(65535);\n\tvar outputfDCTQuant = new Array(64);\n\tvar DU = new Array(64);\n\tvar byteout = [];\n\tvar bytenew = 0;\n\tvar bytepos = 7;\n\t\n\tvar YDU = new Array(64);\n\tvar UDU = new Array(64);\n\tvar VDU = new Array(64);\n\tvar clt = new Array(256);\n\tvar RGB_YUV_TABLE = new Array(2048);\n\tvar currentQuality;\n\t\n\tvar ZigZag = [\n\t\t\t 0, 1, 5, 6,14,15,27,28,\n\t\t\t 2, 4, 7,13,16,26,29,42,\n\t\t\t 3, 8,12,17,25,30,41,43,\n\t\t\t 9,11,18,24,31,40,44,53,\n\t\t\t10,19,23,32,39,45,52,54,\n\t\t\t20,22,33,38,46,51,55,60,\n\t\t\t21,34,37,47,50,56,59,61,\n\t\t\t35,36,48,49,57,58,62,63\n\t\t];\n\t\n\tvar std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];\n\tvar std_dc_luminance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n\tvar std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];\n\tvar std_ac_luminance_values = [\n\t\t\t0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,\n\t\t\t0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,\n\t\t\t0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n\t\t\t0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,\n\t\t\t0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,\n\t\t\t0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n\t\t\t0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,\n\t\t\t0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,\n\t\t\t0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n\t\t\t0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,\n\t\t\t0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,\n\t\t\t0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n\t\t\t0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,\n\t\t\t0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,\n\t\t\t0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n\t\t\t0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,\n\t\t\t0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,\n\t\t\t0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n\t\t\t0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,\n\t\t\t0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n\t\t\t0xf9,0xfa\n\t\t];\n\t\n\tvar std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];\n\tvar std_dc_chrominance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n\tvar std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];\n\tvar std_ac_chrominance_values = [\n\t\t\t0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,\n\t\t\t0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,\n\t\t\t0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n\t\t\t0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,\n\t\t\t0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,\n\t\t\t0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n\t\t\t0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,\n\t\t\t0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,\n\t\t\t0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n\t\t\t0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,\n\t\t\t0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,\n\t\t\t0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n\t\t\t0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,\n\t\t\t0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,\n\t\t\t0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n\t\t\t0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,\n\t\t\t0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,\n\t\t\t0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n\t\t\t0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,\n\t\t\t0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n\t\t\t0xf9,0xfa\n\t\t];\n\t\n\tfunction initQuantTables(sf){\n\t\t\tvar YQT = [\n\t\t\t\t16, 11, 10, 16, 24, 40, 51, 61,\n\t\t\t\t12, 12, 14, 19, 26, 58, 60, 55,\n\t\t\t\t14, 13, 16, 24, 40, 57, 69, 56,\n\t\t\t\t14, 17, 22, 29, 51, 87, 80, 62,\n\t\t\t\t18, 22, 37, 56, 68,109,103, 77,\n\t\t\t\t24, 35, 55, 64, 81,104,113, 92,\n\t\t\t\t49, 64, 78, 87,103,121,120,101,\n\t\t\t\t72, 92, 95, 98,112,100,103, 99\n\t\t\t];\n\t\t\t\n\t\t\tfor (var i = 0; i < 64; i++) {\n\t\t\t\tvar t = ffloor((YQT[i]*sf+50)/100);\n\t\t\t\tif (t < 1) {\n\t\t\t\t\tt = 1;\n\t\t\t\t} else if (t > 255) {\n\t\t\t\t\tt = 255;\n\t\t\t\t}\n\t\t\t\tYTable[ZigZag[i]] = t;\n\t\t\t}\n\t\t\tvar UVQT = [\n\t\t\t\t17, 18, 24, 47, 99, 99, 99, 99,\n\t\t\t\t18, 21, 26, 66, 99, 99, 99, 99,\n\t\t\t\t24, 26, 56, 99, 99, 99, 99, 99,\n\t\t\t\t47, 66, 99, 99, 99, 99, 99, 99,\n\t\t\t\t99, 99, 99, 99, 99, 99, 99, 99,\n\t\t\t\t99, 99, 99, 99, 99, 99, 99, 99,\n\t\t\t\t99, 99, 99, 99, 99, 99, 99, 99,\n\t\t\t\t99, 99, 99, 99, 99, 99, 99, 99\n\t\t\t];\n\t\t\tfor (var j = 0; j < 64; j++) {\n\t\t\t\tvar u = ffloor((UVQT[j]*sf+50)/100);\n\t\t\t\tif (u < 1) {\n\t\t\t\t\tu = 1;\n\t\t\t\t} else if (u > 255) {\n\t\t\t\t\tu = 255;\n\t\t\t\t}\n\t\t\t\tUVTable[ZigZag[j]] = u;\n\t\t\t}\n\t\t\tvar aasf = [\n\t\t\t\t1.0, 1.387039845, 1.306562965, 1.175875602,\n\t\t\t\t1.0, 0.785694958, 0.541196100, 0.275899379\n\t\t\t];\n\t\t\tvar k = 0;\n\t\t\tfor (var row = 0; row < 8; row++)\n\t\t\t{\n\t\t\t\tfor (var col = 0; col < 8; col++)\n\t\t\t\t{\n\t\t\t\t\tfdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n\t\t\t\t\tfdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n\t\t\t\t\tk++;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction computeHuffmanTbl(nrcodes, std_table){\n\t\t\tvar codevalue = 0;\n\t\t\tvar pos_in_table = 0;\n\t\t\tvar HT = new Array();\n\t\t\tfor (var k = 1; k <= 16; k++) {\n\t\t\t\tfor (var j = 1; j <= nrcodes[k]; j++) {\n\t\t\t\t\tHT[std_table[pos_in_table]] = [];\n\t\t\t\t\tHT[std_table[pos_in_table]][0] = codevalue;\n\t\t\t\t\tHT[std_table[pos_in_table]][1] = k;\n\t\t\t\t\tpos_in_table++;\n\t\t\t\t\tcodevalue++;\n\t\t\t\t}\n\t\t\t\tcodevalue*=2;\n\t\t\t}\n\t\t\treturn HT;\n\t\t}\n\t\t\n\t\tfunction initHuffmanTbl()\n\t\t{\n\t\t\tYDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes,std_dc_luminance_values);\n\t\t\tUVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes,std_dc_chrominance_values);\n\t\t\tYAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes,std_ac_luminance_values);\n\t\t\tUVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes,std_ac_chrominance_values);\n\t\t}\n\t\n\t\tfunction initCategoryNumber()\n\t\t{\n\t\t\tvar nrlower = 1;\n\t\t\tvar nrupper = 2;\n\t\t\tfor (var cat = 1; cat <= 15; cat++) {\n\t\t\t\t//Positive numbers\n\t\t\t\tfor (var nr = nrlower; nr<nrupper; nr++) {\n\t\t\t\t\tcategory[32767+nr] = cat;\n\t\t\t\t\tbitcode[32767+nr] = [];\n\t\t\t\t\tbitcode[32767+nr][1] = cat;\n\t\t\t\t\tbitcode[32767+nr][0] = nr;\n\t\t\t\t}\n\t\t\t\t//Negative numbers\n\t\t\t\tfor (var nrneg =-(nrupper-1); nrneg<=-nrlower; nrneg++) {\n\t\t\t\t\tcategory[32767+nrneg] = cat;\n\t\t\t\t\tbitcode[32767+nrneg] = [];\n\t\t\t\t\tbitcode[32767+nrneg][1] = cat;\n\t\t\t\t\tbitcode[32767+nrneg][0] = nrupper-1+nrneg;\n\t\t\t\t}\n\t\t\t\tnrlower <<= 1;\n\t\t\t\tnrupper <<= 1;\n\t\t\t}\n\t\t}\n\t\t\n\t\tfunction initRGBYUVTable() {\n\t\t\tfor(var i = 0; i < 256;i++) {\n\t\t\t\tRGB_YUV_TABLE[i] \t\t= 19595 * i;\n\t\t\t\tRGB_YUV_TABLE[(i+ 256)>>0] \t= 38470 * i;\n\t\t\t\tRGB_YUV_TABLE[(i+ 512)>>0] \t= 7471 * i + 0x8000;\n\t\t\t\tRGB_YUV_TABLE[(i+ 768)>>0] \t= -11059 * i;\n\t\t\t\tRGB_YUV_TABLE[(i+1024)>>0] \t= -21709 * i;\n\t\t\t\tRGB_YUV_TABLE[(i+1280)>>0] \t= 32768 * i + 0x807FFF;\n\t\t\t\tRGB_YUV_TABLE[(i+1536)>>0] \t= -27439 * i;\n\t\t\t\tRGB_YUV_TABLE[(i+1792)>>0] \t= - 5329 * i;\n\t\t\t}\n\t\t}\n\t\t\n\t\t// IO functions\n\t\tfunction writeBits(bs)\n\t\t{\n\t\t\tvar value = bs[0];\n\t\t\tvar posval = bs[1]-1;\n\t\t\twhile ( posval >= 0 ) {\n\t\t\t\tif (value & (1 << posval) ) {\n\t\t\t\t\tbytenew |= (1 << bytepos);\n\t\t\t\t}\n\t\t\t\tposval--;\n\t\t\t\tbytepos--;\n\t\t\t\tif (bytepos < 0) {\n\t\t\t\t\tif (bytenew == 0xFF) {\n\t\t\t\t\t\twriteByte(0xFF);\n\t\t\t\t\t\twriteByte(0);\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\twriteByte(bytenew);\n\t\t\t\t\t}\n\t\t\t\t\tbytepos=7;\n\t\t\t\t\tbytenew=0;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\n\t\tfunction writeByte(value)\n\t\t{\n\t\t\tbyteout.push(clt[value]); // write char directly instead of converting later\n\t\t}\n\t\n\t\tfunction writeWord(value)\n\t\t{\n\t\t\twriteByte((value>>8)&0xFF);\n\t\t\twriteByte((value )&0xFF);\n\t\t}\n\t\t\n\t\t// DCT & quantization core\n\t\tfunction fDCTQuant(data, fdtbl)\n\t\t{\n\t\t\tvar d0, d1, d2, d3, d4, d5, d6, d7;\n\t\t\t/* Pass 1: process rows. */\n\t\t\tvar dataOff=0;\n\t\t\tvar i;\n\t\t\tconst I8 = 8;\n\t\t\tconst I64 = 64;\n\t\t\tfor (i=0; i<I8; ++i)\n\t\t\t{\n\t\t\t\td0 = data[dataOff];\n\t\t\t\td1 = data[dataOff+1];\n\t\t\t\td2 = data[dataOff+2];\n\t\t\t\td3 = data[dataOff+3];\n\t\t\t\td4 = data[dataOff+4];\n\t\t\t\td5 = data[dataOff+5];\n\t\t\t\td6 = data[dataOff+6];\n\t\t\t\td7 = data[dataOff+7];\n\t\t\t\t\n\t\t\t\tvar tmp0 = d0 + d7;\n\t\t\t\tvar tmp7 = d0 - d7;\n\t\t\t\tvar tmp1 = d1 + d6;\n\t\t\t\tvar tmp6 = d1 - d6;\n\t\t\t\tvar tmp2 = d2 + d5;\n\t\t\t\tvar tmp5 = d2 - d5;\n\t\t\t\tvar tmp3 = d3 + d4;\n\t\t\t\tvar tmp4 = d3 - d4;\n\t\n\t\t\t\t/* Even part */\n\t\t\t\tvar tmp10 = tmp0 + tmp3;\t/* phase 2 */\n\t\t\t\tvar tmp13 = tmp0 - tmp3;\n\t\t\t\tvar tmp11 = tmp1 + tmp2;\n\t\t\t\tvar tmp12 = tmp1 - tmp2;\n\t\n\t\t\t\tdata[dataOff] = tmp10 + tmp11; /* phase 3 */\n\t\t\t\tdata[dataOff+4] = tmp10 - tmp11;\n\t\n\t\t\t\tvar z1 = (tmp12 + tmp13) * 0.707106781; /* c4 */\n\t\t\t\tdata[dataOff+2] = tmp13 + z1; /* phase 5 */\n\t\t\t\tdata[dataOff+6] = tmp13 - z1;\n\t\n\t\t\t\t/* Odd part */\n\t\t\t\ttmp10 = tmp4 + tmp5; /* phase 2 */\n\t\t\t\ttmp11 = tmp5 + tmp6;\n\t\t\t\ttmp12 = tmp6 + tmp7;\n\t\n\t\t\t\t/* The rotator is modified from fig 4-8 to avoid extra negations. */\n\t\t\t\tvar z5 = (tmp10 - tmp12) * 0.382683433; /* c6 */\n\t\t\t\tvar z2 = 0.541196100 * tmp10 + z5; /* c2-c6 */\n\t\t\t\tvar z4 = 1.306562965 * tmp12 + z5; /* c2+c6 */\n\t\t\t\tvar z3 = tmp11 * 0.707106781; /* c4 */\n\t\n\t\t\t\tvar z11 = tmp7 + z3;\t/* phase 5 */\n\t\t\t\tvar z13 = tmp7 - z3;\n\t\n\t\t\t\tdata[dataOff+5] = z13 + z2;\t/* phase 6 */\n\t\t\t\tdata[dataOff+3] = z13 - z2;\n\t\t\t\tdata[dataOff+1] = z11 + z4;\n\t\t\t\tdata[dataOff+7] = z11 - z4;\n\t\n\t\t\t\tdataOff += 8; /* advance pointer to next row */\n\t\t\t}\n\t\n\t\t\t/* Pass 2: process columns. */\n\t\t\tdataOff = 0;\n\t\t\tfor (i=0; i<I8; ++i)\n\t\t\t{\n\t\t\t\td0 = data[dataOff];\n\t\t\t\td1 = data[dataOff + 8];\n\t\t\t\td2 = data[dataOff + 16];\n\t\t\t\td3 = data[dataOff + 24];\n\t\t\t\td4 = data[dataOff + 32];\n\t\t\t\td5 = data[dataOff + 40];\n\t\t\t\td6 = data[dataOff + 48];\n\t\t\t\td7 = data[dataOff + 56];\n\t\t\t\t\n\t\t\t\tvar tmp0p2 = d0 + d7;\n\t\t\t\tvar tmp7p2 = d0 - d7;\n\t\t\t\tvar tmp1p2 = d1 + d6;\n\t\t\t\tvar tmp6p2 = d1 - d6;\n\t\t\t\tvar tmp2p2 = d2 + d5;\n\t\t\t\tvar tmp5p2 = d2 - d5;\n\t\t\t\tvar tmp3p2 = d3 + d4;\n\t\t\t\tvar tmp4p2 = d3 - d4;\n\t\n\t\t\t\t/* Even part */\n\t\t\t\tvar tmp10p2 = tmp0p2 + tmp3p2;\t/* phase 2 */\n\t\t\t\tvar tmp13p2 = tmp0p2 - tmp3p2;\n\t\t\t\tvar tmp11p2 = tmp1p2 + tmp2p2;\n\t\t\t\tvar tmp12p2 = tmp1p2 - tmp2p2;\n\t\n\t\t\t\tdata[dataOff] = tmp10p2 + tmp11p2; /* phase 3 */\n\t\t\t\tdata[dataOff+32] = tmp10p2 - tmp11p2;\n\t\n\t\t\t\tvar z1p2 = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */\n\t\t\t\tdata[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */\n\t\t\t\tdata[dataOff+48] = tmp13p2 - z1p2;\n\t\n\t\t\t\t/* Odd part */\n\t\t\t\ttmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */\n\t\t\t\ttmp11p2 = tmp5p2 + tmp6p2;\n\t\t\t\ttmp12p2 = tmp6p2 + tmp7p2;\n\t\n\t\t\t\t/* The rotator is modified from fig 4-8 to avoid extra negations. */\n\t\t\t\tvar z5p2 = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */\n\t\t\t\tvar z2p2 = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */\n\t\t\t\tvar z4p2 = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */\n\t\t\t\tvar z3p2 = tmp11p2 * 0.707106781; /* c4 */\n\t\n\t\t\t\tvar z11p2 = tmp7p2 + z3p2;\t/* phase 5 */\n\t\t\t\tvar z13p2 = tmp7p2 - z3p2;\n\t\n\t\t\t\tdata[dataOff+40] = z13p2 + z2p2; /* phase 6 */\n\t\t\t\tdata[dataOff+24] = z13p2 - z2p2;\n\t\t\t\tdata[dataOff+ 8] = z11p2 + z4p2;\n\t\t\t\tdata[dataOff+56] = z11p2 - z4p2;\n\t\n\t\t\t\tdataOff++; /* advance pointer to next column */\n\t\t\t}\n\t\n\t\t\t// Quantize/descale the coefficients\n\t\t\tvar fDCTQuant;\n\t\t\tfor (i=0; i<I64; ++i)\n\t\t\t{\n\t\t\t\t// Apply the quantization and scaling factor & Round to nearest integer\n\t\t\t\tfDCTQuant = data[i]*fdtbl[i];\n\t\t\t\toutputfDCTQuant[i] = (fDCTQuant > 0.0) ? ((fDCTQuant + 0.5)|0) : ((fDCTQuant - 0.5)|0);\n\t\t\t\t//outputfDCTQuant[i] = fround(fDCTQuant);\n\n\t\t\t}\n\t\t\treturn outputfDCTQuant;\n\t\t}\n\t\t\n\t\tfunction writeAPP0()\n\t\t{\n\t\t\twriteWord(0xFFE0); // marker\n\t\t\twriteWord(16); // length\n\t\t\twriteByte(0x4A); // J\n\t\t\twriteByte(0x46); // F\n\t\t\twriteByte(0x49); // I\n\t\t\twriteByte(0x46); // F\n\t\t\twriteByte(0); // = \"JFIF\",'\\0'\n\t\t\twriteByte(1); // versionhi\n\t\t\twriteByte(1); // versionlo\n\t\t\twriteByte(0); // xyunits\n\t\t\twriteWord(1); // xdensity\n\t\t\twriteWord(1); // ydensity\n\t\t\twriteByte(0); // thumbnwidth\n\t\t\twriteByte(0); // thumbnheight\n\t\t}\n\t\n\t\tfunction writeSOF0(width, height)\n\t\t{\n\t\t\twriteWord(0xFFC0); // marker\n\t\t\twriteWord(17); // length, truecolor YUV JPG\n\t\t\twriteByte(8); // precision\n\t\t\twriteWord(height);\n\t\t\twriteWord(width);\n\t\t\twriteByte(3); // nrofcomponents\n\t\t\twriteByte(1); // IdY\n\t\t\twriteByte(0x11); // HVY\n\t\t\twriteByte(0); // QTY\n\t\t\twriteByte(2); // IdU\n\t\t\twriteByte(0x11); // HVU\n\t\t\twriteByte(1); // QTU\n\t\t\twriteByte(3); // IdV\n\t\t\twriteByte(0x11); // HVV\n\t\t\twriteByte(1); // QTV\n\t\t}\n\t\n\t\tfunction writeDQT()\n\t\t{\n\t\t\twriteWord(0xFFDB); // marker\n\t\t\twriteWord(132);\t // length\n\t\t\twriteByte(0);\n\t\t\tfor (var i=0; i<64; i++) {\n\t\t\t\twriteByte(YTable[i]);\n\t\t\t}\n\t\t\twriteByte(1);\n\t\t\tfor (var j=0; j<64; j++) {\n\t\t\t\twriteByte(UVTable[j]);\n\t\t\t}\n\t\t}\n\t\n\t\tfunction writeDHT()\n\t\t{\n\t\t\twriteWord(0xFFC4); // marker\n\t\t\twriteWord(0x01A2); // length\n\t\n\t\t\twriteByte(0); // HTYDCinfo\n\t\t\tfor (var i=0; i<16; i++) {\n\t\t\t\twriteByte(std_dc_luminance_nrcodes[i+1]);\n\t\t\t}\n\t\t\tfor (var j=0; j<=11; j++) {\n\t\t\t\twriteByte(std_dc_luminance_values[j]);\n\t\t\t}\n\t\n\t\t\twriteByte(0x10); // HTYACinfo\n\t\t\tfor (var k=0; k<16; k++) {\n\t\t\t\twriteByte(std_ac_luminance_nrcodes[k+1]);\n\t\t\t}\n\t\t\tfor (var l=0; l<=161; l++) {\n\t\t\t\twriteByte(std_ac_luminance_values[l]);\n\t\t\t}\n\t\n\t\t\twriteByte(1); // HTUDCinfo\n\t\t\tfor (var m=0; m<16; m++) {\n\t\t\t\twriteByte(std_dc_chrominance_nrcodes[m+1]);\n\t\t\t}\n\t\t\tfor (var n=0; n<=11; n++) {\n\t\t\t\twriteByte(std_dc_chrominance_values[n]);\n\t\t\t}\n\t\n\t\t\twriteByte(0x11); // HTUACinfo\n\t\t\tfor (var o=0; o<16; o++) {\n\t\t\t\twriteByte(std_ac_chrominance_nrcodes[o+1]);\n\t\t\t}\n\t\t\tfor (var p=0; p<=161; p++) {\n\t\t\t\twriteByte(std_ac_chrominance_values[p]);\n\t\t\t}\n\t\t}\n\t\n\t\tfunction writeSOS()\n\t\t{\n\t\t\twriteWord(0xFFDA); // marker\n\t\t\twriteWord(12); // length\n\t\t\twriteByte(3); // nrofcomponents\n\t\t\twriteByte(1); // IdY\n\t\t\twriteByte(0); // HTY\n\t\t\twriteByte(2); // IdU\n\t\t\twriteByte(0x11); // HTU\n\t\t\twriteByte(3); // IdV\n\t\t\twriteByte(0x11); // HTV\n\t\t\twriteByte(0); // Ss\n\t\t\twriteByte(0x3f); // Se\n\t\t\twriteByte(0); // Bf\n\t\t}\n\t\t\n\t\tfunction processDU(CDU, fdtbl, DC, HTDC, HTAC){\n\t\t\tvar EOB = HTAC[0x00];\n\t\t\tvar M16zeroes = HTAC[0xF0];\n\t\t\tvar pos;\n\t\t\tconst I16 = 16;\n\t\t\tconst I63 = 63;\n\t\t\tconst I64 = 64;\n\t\t\tvar DU_DCT = fDCTQuant(CDU, fdtbl);\n\t\t\t//ZigZag reorder\n\t\t\tfor (var j=0;j<I64;++j) {\n\t\t\t\tDU[ZigZag[j]]=DU_DCT[j];\n\t\t\t}\n\t\t\tvar Diff = DU[0] - DC; DC = DU[0];\n\t\t\t//Encode DC\n\t\t\tif (Diff==0) {\n\t\t\t\twriteBits(HTDC[0]); // Diff might be 0\n\t\t\t} else {\n\t\t\t\tpos = 32767+Diff;\n\t\t\t\twriteBits(HTDC[category[pos]]);\n\t\t\t\twriteBits(bitcode[pos]);\n\t\t\t}\n\t\t\t//Encode ACs\n\t\t\tvar end0pos = 63; // was const... which is crazy\n\t\t\tfor (; (end0pos>0)&&(DU[end0pos]==0); end0pos--) {};\n\t\t\t//end0pos = first element in reverse order !=0\n\t\t\tif ( end0pos == 0) {\n\t\t\t\twriteBits(EOB);\n\t\t\t\treturn DC;\n\t\t\t}\n\t\t\tvar i = 1;\n\t\t\tvar lng;\n\t\t\twhile ( i <= end0pos ) {\n\t\t\t\tvar startpos = i;\n\t\t\t\tfor (; (DU[i]==0) && (i<=end0pos); ++i) {}\n\t\t\t\tvar nrzeroes = i-startpos;\n\t\t\t\tif ( nrzeroes >= I16 ) {\n\t\t\t\t\tlng = nrzeroes>>4;\n\t\t\t\t\tfor (var nrmarker=1; nrmarker <= lng; ++nrmarker)\n\t\t\t\t\t\twriteBits(M16zeroes);\n\t\t\t\t\tnrzeroes = nrzeroes&0xF;\n\t\t\t\t}\n\t\t\t\tpos = 32767+DU[i];\n\t\t\t\twriteBits(HTAC[(nrzeroes<<4)+category[pos]]);\n\t\t\t\twriteBits(bitcode[pos]);\n\t\t\t\ti++;\n\t\t\t}\n\t\t\tif ( end0pos != I63 ) {\n\t\t\t\twriteBits(EOB);\n\t\t\t}\n\t\t\treturn DC;\n\t\t}\n\n\t\tfunction initCharLookupTable(){\n\t\t\tvar sfcc = String.fromCharCode;\n\t\t\tfor(var i=0; i < 256; i++){ ///// ACHTUNG // 255\n\t\t\t\tclt[i] = sfcc(i);\n\t\t\t}\n\t\t}\n\t\t\n\t\tthis.encode = function(image,quality) // image data object\n\t\t{\n\t\t\tvar time_start = new Date().getTime();\n\t\t\t\n\t\t\tif(quality) setQuality(quality);\n\t\t\t\n\t\t\t// Initialize bit writer\n\t\t\tbyteout = new Array();\n\t\t\tbytenew=0;\n\t\t\tbytepos=7;\n\t\n\t\t\t// Add JPEG headers\n\t\t\twriteWord(0xFFD8); // SOI\n\t\t\twriteAPP0();\n\t\t\twriteDQT();\n\t\t\twriteSOF0(image.width,image.height);\n\t\t\twriteDHT();\n\t\t\twriteSOS();\n\n\t\n\t\t\t// Encode 8x8 macroblocks\n\t\t\tvar DCY=0;\n\t\t\tvar DCU=0;\n\t\t\tvar DCV=0;\n\t\t\t\n\t\t\tbytenew=0;\n\t\t\tbytepos=7;\n\t\t\t\n\t\t\t\n\t\t\tthis.encode.displayName = \"_encode_\";\n\n\t\t\tvar imageData = image.data;\n\t\t\tvar width = image.width;\n\t\t\tvar height = image.height;\n\n\t\t\tvar quadWidth = width*4;\n\t\t\tvar tripleWidth = width*3;\n\t\t\t\n\t\t\tvar x, y = 0;\n\t\t\tvar r, g, b;\n\t\t\tvar start,p, col,row,pos;\n\t\t\twhile(y < height){\n\t\t\t\tx = 0;\n\t\t\t\twhile(x < quadWidth){\n\t\t\t\tstart = quadWidth * y + x;\n\t\t\t\tp = start;\n\t\t\t\tcol = -1;\n\t\t\t\trow = 0;\n\t\t\t\t\n\t\t\t\tfor(pos=0; pos < 64; pos++){\n\t\t\t\t\trow = pos >> 3;// /8\n\t\t\t\t\tcol = ( pos & 7 ) * 4; // %8\n\t\t\t\t\tp = start + ( row * quadWidth ) + col;\t\t\n\t\t\t\t\t\n\t\t\t\t\tif(y+row >= height){ // padding bottom\n\t\t\t\t\t\tp-= (quadWidth*(y+1+row-height));\n\t\t\t\t\t}\n\n\t\t\t\t\tif(x+col >= quadWidth){ // padding right\t\n\t\t\t\t\t\tp-= ((x+col) - quadWidth +4)\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tr = imageData[ p++ ];\n\t\t\t\t\tg = imageData[ p++ ];\n\t\t\t\t\tb = imageData[ p++ ];\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t/* // calculate YUV values dynamically\n\t\t\t\t\tYDU[pos]=((( 0.29900)*r+( 0.58700)*g+( 0.11400)*b))-128; //-0x80\n\t\t\t\t\tUDU[pos]=(((-0.16874)*r+(-0.33126)*g+( 0.50000)*b));\n\t\t\t\t\tVDU[pos]=((( 0.50000)*r+(-0.41869)*g+(-0.08131)*b));\n\t\t\t\t\t*/\n\t\t\t\t\t\n\t\t\t\t\t// use lookup table (slightly faster)\n\t\t\t\t\tYDU[pos] = ((RGB_YUV_TABLE[r] + RGB_YUV_TABLE[(g + 256)>>0] + RGB_YUV_TABLE[(b + 512)>>0]) >> 16)-128;\n\t\t\t\t\tUDU[pos] = ((RGB_YUV_TABLE[(r + 768)>>0] + RGB_YUV_TABLE[(g + 1024)>>0] + RGB_YUV_TABLE[(b + 1280)>>0]) >> 16)-128;\n\t\t\t\t\tVDU[pos] = ((RGB_YUV_TABLE[(r + 1280)>>0] + RGB_YUV_TABLE[(g + 1536)>>0] + RGB_YUV_TABLE[(b + 1792)>>0]) >> 16)-128;\n\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tDCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n\t\t\t\tDCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n\t\t\t\tDCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n\t\t\t\tx+=32;\n\t\t\t\t}\n\t\t\t\ty+=8;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t////////////////////////////////////////////////////////////////\n\t\n\t\t\t// Do the bit alignment of the EOI marker\n\t\t\tif ( bytepos >= 0 ) {\n\t\t\t\tvar fillbits = [];\n\t\t\t\tfillbits[1] = bytepos+1;\n\t\t\t\tfillbits[0] = (1<<(bytepos+1))-1;\n\t\t\t\twriteBits(fillbits);\n\t\t\t}\n\t\n\t\t\twriteWord(0xFFD9); //EOI\n\n\t\t\tvar jpegDataUri = 'data:image/jpeg;base64,' + btoa(byteout.join(''));\n\t\t\t\n\t\t\tbyteout = [];\n\t\t\t\n\t\t\t// benchmarking\n\t\t\tvar duration = new Date().getTime() - time_start;\n \t\tconsole.log('Encoding time: '+ duration + 'ms');\n \t\t//\n\t\t\t\n\t\t\treturn jpegDataUri\t\t\t\n\t}\n\t\n\tfunction setQuality(quality){\n\t\tif (quality <= 0) {\n\t\t\tquality = 1;\n\t\t}\n\t\tif (quality > 100) {\n\t\t\tquality = 100;\n\t\t}\n\t\t\n\t\tif(currentQuality == quality) return // don't recalc if unchanged\n\t\t\n\t\tvar sf = 0;\n\t\tif (quality < 50) {\n\t\t\tsf = Math.floor(5000 / quality);\n\t\t} else {\n\t\t\tsf = Math.floor(200 - quality*2);\n\t\t}\n\t\t\n\t\tinitQuantTables(sf);\n\t\tcurrentQuality = quality;\n\t\tconsole.log('Quality set to: '+quality +'%');\n\t}\n\t\n\tfunction init(){\n\t\tvar time_start = new Date().getTime();\n\t\tif(!quality) quality = 50;\n\t\t// Create tables\n\t\tinitCharLookupTable()\n\t\tinitHuffmanTbl();\n\t\tinitCategoryNumber();\n\t\tinitRGBYUVTable();\n\t\t\n\t\tsetQuality(quality);\n\t\tvar duration = new Date().getTime() - time_start;\n \tconsole.log('Initialization '+ duration + 'ms');\n\t}\n\t\n\tinit();\n\t\n}", "encoding(size) {\n assert(size === 'L' || size === 'W' || size === 'B', 'size=\"' + size + '\"');\n // Extension word 15:D/A | 12:REGISTER{2..0} | 11:W/L | 8:0{2..0} | 0:Displacement{7..0}\n switch (this.type) {\n case OP_DREG:\n return [0b000, this.val];\n case OP_AREG:\n return [0b001, this.val];\n case OP_INDIRECT:\n return [0b010, this.val];\n case OP_POSTINCR:\n return [0b011, this.val];\n case OP_PREINCR:\n return [0b100, this.val];\n case OP_DISP16:\n return [0b101, this.val[1], this.val[0].value() & 0xffff];\n case OP_INDEX:\n return [0b110, this.val[1], this.val[2] << 12 | (this.val[3] ? 1 << 11 : 0) | this.val[0].value() & 0xff];\n case OP_ABSW:\n break;\n case OP_ABSL:\n {\n let val = this.val.value();\n return [0b111, 0b001, val >> 16 & 0xfffff, val & 0xffff];\n }\n case OP_DISP16PC:\n return [0b111, 0b010, this.val[0].value() - 2 & 0xffff];\n case OP_INDEXPC:\n return [0b111, 0b011, this.val[1] << 12 | (this.val[2] ? 1 << 11 : 0) | this.val[0].value() - 2 & 0xff];\n case OP_IMMEDIATE:\n {\n let val = this.val.value();\n if (size === 'L') {\n val = [val >> 16 & 0xfffff, val & 0xffff];\n } else if (size === 'W') {\n val = [val & 0xffff];\n } else {\n val = [val & 0xff];\n }\n return [0b111, 0b100].concat(val);\n }\n case OP_REGLIST:\n break;\n }\n throw new Error('Operand.encoding not implemented for ' + op_type_str(this.type));\n }", "get enabled() {\n return this._z.barcode_finder_enabled(this._impl);\n }", "getCode() {\n return this.isCombined()\n ? this.combinedData.charCodeAt(this.combinedData.length - 1)\n : this.content & Content.CODEPOINT_MASK;\n }", "get encoding() {\n return this._encoding;\n }", "function QRReader(props) {\r\n var _this = _super.call(this, props) || this;\r\n _this.state = {\r\n facingMode: \"environment\"\r\n };\r\n return _this;\r\n }", "function loadQrCodeModal (link) { \n document.querySelector('#QRcodeModalLabel').innerHTML = link;\n document.querySelector('#qr-code-download').download = link + '.jpg'\n generateQrCode(link);\n}", "get observationCodeCoding() {\n return this._questionAnswer.findingTopicCode.value.coding[0].code.value;\n }", "function getQual() {\n return RTG_VCF_RECORD.getQuality();\n }", "static get is() {\n return \"barcode-bwipjs\"; // must match @Tag in the Java file\n }", "function JPEGEncoder(quality) {\n var self = this;\n var fround = Math.round;\n var ffloor = Math.floor;\n var YTable = new Array(64);\n var UVTable = new Array(64);\n var fdtbl_Y = new Array(64);\n var fdtbl_UV = new Array(64);\n var YDC_HT;\n var UVDC_HT;\n var YAC_HT;\n var UVAC_HT;\n\n var bitcode = new Array(65535);\n var category = new Array(65535);\n var outputfDCTQuant = new Array(64);\n var DU = new Array(64);\n var byteout = [];\n var bytenew = 0;\n var bytepos = 7;\n\n var YDU = new Array(64);\n var UDU = new Array(64);\n var VDU = new Array(64);\n var clt = new Array(256);\n var RGB_YUV_TABLE = new Array(2048);\n var currentQuality;\n\n var ZigZag = [\n 0, 1, 5, 6,14,15,27,28,\n 2, 4, 7,13,16,26,29,42,\n 3, 8,12,17,25,30,41,43,\n 9,11,18,24,31,40,44,53,\n 10,19,23,32,39,45,52,54,\n 20,22,33,38,46,51,55,60,\n 21,34,37,47,50,56,59,61,\n 35,36,48,49,57,58,62,63\n ];\n\n var std_dc_luminance_nrcodes = [0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0];\n var std_dc_luminance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n var std_ac_luminance_nrcodes = [0,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,0x7d];\n var std_ac_luminance_values = [\n 0x01,0x02,0x03,0x00,0x04,0x11,0x05,0x12,\n 0x21,0x31,0x41,0x06,0x13,0x51,0x61,0x07,\n 0x22,0x71,0x14,0x32,0x81,0x91,0xa1,0x08,\n 0x23,0x42,0xb1,0xc1,0x15,0x52,0xd1,0xf0,\n 0x24,0x33,0x62,0x72,0x82,0x09,0x0a,0x16,\n 0x17,0x18,0x19,0x1a,0x25,0x26,0x27,0x28,\n 0x29,0x2a,0x34,0x35,0x36,0x37,0x38,0x39,\n 0x3a,0x43,0x44,0x45,0x46,0x47,0x48,0x49,\n 0x4a,0x53,0x54,0x55,0x56,0x57,0x58,0x59,\n 0x5a,0x63,0x64,0x65,0x66,0x67,0x68,0x69,\n 0x6a,0x73,0x74,0x75,0x76,0x77,0x78,0x79,\n 0x7a,0x83,0x84,0x85,0x86,0x87,0x88,0x89,\n 0x8a,0x92,0x93,0x94,0x95,0x96,0x97,0x98,\n 0x99,0x9a,0xa2,0xa3,0xa4,0xa5,0xa6,0xa7,\n 0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,0xb5,0xb6,\n 0xb7,0xb8,0xb9,0xba,0xc2,0xc3,0xc4,0xc5,\n 0xc6,0xc7,0xc8,0xc9,0xca,0xd2,0xd3,0xd4,\n 0xd5,0xd6,0xd7,0xd8,0xd9,0xda,0xe1,0xe2,\n 0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,0xea,\n 0xf1,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n 0xf9,0xfa\n ];\n\n var std_dc_chrominance_nrcodes = [0,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0];\n var std_dc_chrominance_values = [0,1,2,3,4,5,6,7,8,9,10,11];\n var std_ac_chrominance_nrcodes = [0,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,0x77];\n var std_ac_chrominance_values = [\n 0x00,0x01,0x02,0x03,0x11,0x04,0x05,0x21,\n 0x31,0x06,0x12,0x41,0x51,0x07,0x61,0x71,\n 0x13,0x22,0x32,0x81,0x08,0x14,0x42,0x91,\n 0xa1,0xb1,0xc1,0x09,0x23,0x33,0x52,0xf0,\n 0x15,0x62,0x72,0xd1,0x0a,0x16,0x24,0x34,\n 0xe1,0x25,0xf1,0x17,0x18,0x19,0x1a,0x26,\n 0x27,0x28,0x29,0x2a,0x35,0x36,0x37,0x38,\n 0x39,0x3a,0x43,0x44,0x45,0x46,0x47,0x48,\n 0x49,0x4a,0x53,0x54,0x55,0x56,0x57,0x58,\n 0x59,0x5a,0x63,0x64,0x65,0x66,0x67,0x68,\n 0x69,0x6a,0x73,0x74,0x75,0x76,0x77,0x78,\n 0x79,0x7a,0x82,0x83,0x84,0x85,0x86,0x87,\n 0x88,0x89,0x8a,0x92,0x93,0x94,0x95,0x96,\n 0x97,0x98,0x99,0x9a,0xa2,0xa3,0xa4,0xa5,\n 0xa6,0xa7,0xa8,0xa9,0xaa,0xb2,0xb3,0xb4,\n 0xb5,0xb6,0xb7,0xb8,0xb9,0xba,0xc2,0xc3,\n 0xc4,0xc5,0xc6,0xc7,0xc8,0xc9,0xca,0xd2,\n 0xd3,0xd4,0xd5,0xd6,0xd7,0xd8,0xd9,0xda,\n 0xe2,0xe3,0xe4,0xe5,0xe6,0xe7,0xe8,0xe9,\n 0xea,0xf2,0xf3,0xf4,0xf5,0xf6,0xf7,0xf8,\n 0xf9,0xfa\n ];\n\n function initQuantTables(sf){\n var YQT = [\n 16, 11, 10, 16, 24, 40, 51, 61,\n 12, 12, 14, 19, 26, 58, 60, 55,\n 14, 13, 16, 24, 40, 57, 69, 56,\n 14, 17, 22, 29, 51, 87, 80, 62,\n 18, 22, 37, 56, 68,109,103, 77,\n 24, 35, 55, 64, 81,104,113, 92,\n 49, 64, 78, 87,103,121,120,101,\n 72, 92, 95, 98,112,100,103, 99\n ];\n\n for (var i = 0; i < 64; i++) {\n var t = ffloor((YQT[i]*sf+50)/100);\n if (t < 1) {\n t = 1;\n } else if (t > 255) {\n t = 255;\n }\n YTable[ZigZag[i]] = t;\n }\n var UVQT = [\n 17, 18, 24, 47, 99, 99, 99, 99,\n 18, 21, 26, 66, 99, 99, 99, 99,\n 24, 26, 56, 99, 99, 99, 99, 99,\n 47, 66, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99,\n 99, 99, 99, 99, 99, 99, 99, 99\n ];\n for (var j = 0; j < 64; j++) {\n var u = ffloor((UVQT[j]*sf+50)/100);\n if (u < 1) {\n u = 1;\n } else if (u > 255) {\n u = 255;\n }\n UVTable[ZigZag[j]] = u;\n }\n var aasf = [\n 1.0, 1.387039845, 1.306562965, 1.175875602,\n 1.0, 0.785694958, 0.541196100, 0.275899379\n ];\n var k = 0;\n for (var row = 0; row < 8; row++)\n {\n for (var col = 0; col < 8; col++)\n {\n fdtbl_Y[k] = (1.0 / (YTable [ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n fdtbl_UV[k] = (1.0 / (UVTable[ZigZag[k]] * aasf[row] * aasf[col] * 8.0));\n k++;\n }\n }\n }\n\n function computeHuffmanTbl(nrcodes, std_table){\n var codevalue = 0;\n var pos_in_table = 0;\n var HT = new Array();\n for (var k = 1; k <= 16; k++) {\n for (var j = 1; j <= nrcodes[k]; j++) {\n HT[std_table[pos_in_table]] = [];\n HT[std_table[pos_in_table]][0] = codevalue;\n HT[std_table[pos_in_table]][1] = k;\n pos_in_table++;\n codevalue++;\n }\n codevalue*=2;\n }\n return HT;\n }\n\n function initHuffmanTbl()\n {\n YDC_HT = computeHuffmanTbl(std_dc_luminance_nrcodes,std_dc_luminance_values);\n UVDC_HT = computeHuffmanTbl(std_dc_chrominance_nrcodes,std_dc_chrominance_values);\n YAC_HT = computeHuffmanTbl(std_ac_luminance_nrcodes,std_ac_luminance_values);\n UVAC_HT = computeHuffmanTbl(std_ac_chrominance_nrcodes,std_ac_chrominance_values);\n }\n\n function initCategoryNumber()\n {\n var nrlower = 1;\n var nrupper = 2;\n for (var cat = 1; cat <= 15; cat++) {\n //Positive numbers\n for (var nr = nrlower; nr<nrupper; nr++) {\n category[32767+nr] = cat;\n bitcode[32767+nr] = [];\n bitcode[32767+nr][1] = cat;\n bitcode[32767+nr][0] = nr;\n }\n //Negative numbers\n for (var nrneg =-(nrupper-1); nrneg<=-nrlower; nrneg++) {\n category[32767+nrneg] = cat;\n bitcode[32767+nrneg] = [];\n bitcode[32767+nrneg][1] = cat;\n bitcode[32767+nrneg][0] = nrupper-1+nrneg;\n }\n nrlower <<= 1;\n nrupper <<= 1;\n }\n }\n\n function initRGBYUVTable() {\n for(var i = 0; i < 256;i++) {\n RGB_YUV_TABLE[i] = 19595 * i;\n RGB_YUV_TABLE[(i+ 256)>>0] = 38470 * i;\n RGB_YUV_TABLE[(i+ 512)>>0] = 7471 * i + 0x8000;\n RGB_YUV_TABLE[(i+ 768)>>0] = -11059 * i;\n RGB_YUV_TABLE[(i+1024)>>0] = -21709 * i;\n RGB_YUV_TABLE[(i+1280)>>0] = 32768 * i + 0x807FFF;\n RGB_YUV_TABLE[(i+1536)>>0] = -27439 * i;\n RGB_YUV_TABLE[(i+1792)>>0] = - 5329 * i;\n }\n }\n\n // IO functions\n function writeBits(bs)\n {\n var value = bs[0];\n var posval = bs[1]-1;\n while ( posval >= 0 ) {\n if (value & (1 << posval) ) {\n bytenew |= (1 << bytepos);\n }\n posval--;\n bytepos--;\n if (bytepos < 0) {\n if (bytenew == 0xFF) {\n writeByte(0xFF);\n writeByte(0);\n }\n else {\n writeByte(bytenew);\n }\n bytepos=7;\n bytenew=0;\n }\n }\n }\n\n function writeByte(value)\n {\n //byteout.push(clt[value]); // write char directly instead of converting later\n byteout.push(value);\n }\n\n function writeWord(value)\n {\n writeByte((value>>8)&0xFF);\n writeByte((value )&0xFF);\n }\n\n // DCT & quantization core\n function fDCTQuant(data, fdtbl)\n {\n var d0, d1, d2, d3, d4, d5, d6, d7;\n /* Pass 1: process rows. */\n var dataOff=0;\n var i;\n var I8 = 8;\n var I64 = 64;\n for (i=0; i<I8; ++i)\n {\n d0 = data[dataOff];\n d1 = data[dataOff+1];\n d2 = data[dataOff+2];\n d3 = data[dataOff+3];\n d4 = data[dataOff+4];\n d5 = data[dataOff+5];\n d6 = data[dataOff+6];\n d7 = data[dataOff+7];\n\n var tmp0 = d0 + d7;\n var tmp7 = d0 - d7;\n var tmp1 = d1 + d6;\n var tmp6 = d1 - d6;\n var tmp2 = d2 + d5;\n var tmp5 = d2 - d5;\n var tmp3 = d3 + d4;\n var tmp4 = d3 - d4;\n\n /* Even part */\n var tmp10 = tmp0 + tmp3; /* phase 2 */\n var tmp13 = tmp0 - tmp3;\n var tmp11 = tmp1 + tmp2;\n var tmp12 = tmp1 - tmp2;\n\n data[dataOff] = tmp10 + tmp11; /* phase 3 */\n data[dataOff+4] = tmp10 - tmp11;\n\n var z1 = (tmp12 + tmp13) * 0.707106781; /* c4 */\n data[dataOff+2] = tmp13 + z1; /* phase 5 */\n data[dataOff+6] = tmp13 - z1;\n\n /* Odd part */\n tmp10 = tmp4 + tmp5; /* phase 2 */\n tmp11 = tmp5 + tmp6;\n tmp12 = tmp6 + tmp7;\n\n /* The rotator is modified from fig 4-8 to avoid extra negations. */\n var z5 = (tmp10 - tmp12) * 0.382683433; /* c6 */\n var z2 = 0.541196100 * tmp10 + z5; /* c2-c6 */\n var z4 = 1.306562965 * tmp12 + z5; /* c2+c6 */\n var z3 = tmp11 * 0.707106781; /* c4 */\n\n var z11 = tmp7 + z3; /* phase 5 */\n var z13 = tmp7 - z3;\n\n data[dataOff+5] = z13 + z2; /* phase 6 */\n data[dataOff+3] = z13 - z2;\n data[dataOff+1] = z11 + z4;\n data[dataOff+7] = z11 - z4;\n\n dataOff += 8; /* advance pointer to next row */\n }\n\n /* Pass 2: process columns. */\n dataOff = 0;\n for (i=0; i<I8; ++i)\n {\n d0 = data[dataOff];\n d1 = data[dataOff + 8];\n d2 = data[dataOff + 16];\n d3 = data[dataOff + 24];\n d4 = data[dataOff + 32];\n d5 = data[dataOff + 40];\n d6 = data[dataOff + 48];\n d7 = data[dataOff + 56];\n\n var tmp0p2 = d0 + d7;\n var tmp7p2 = d0 - d7;\n var tmp1p2 = d1 + d6;\n var tmp6p2 = d1 - d6;\n var tmp2p2 = d2 + d5;\n var tmp5p2 = d2 - d5;\n var tmp3p2 = d3 + d4;\n var tmp4p2 = d3 - d4;\n\n /* Even part */\n var tmp10p2 = tmp0p2 + tmp3p2; /* phase 2 */\n var tmp13p2 = tmp0p2 - tmp3p2;\n var tmp11p2 = tmp1p2 + tmp2p2;\n var tmp12p2 = tmp1p2 - tmp2p2;\n\n data[dataOff] = tmp10p2 + tmp11p2; /* phase 3 */\n data[dataOff+32] = tmp10p2 - tmp11p2;\n\n var z1p2 = (tmp12p2 + tmp13p2) * 0.707106781; /* c4 */\n data[dataOff+16] = tmp13p2 + z1p2; /* phase 5 */\n data[dataOff+48] = tmp13p2 - z1p2;\n\n /* Odd part */\n tmp10p2 = tmp4p2 + tmp5p2; /* phase 2 */\n tmp11p2 = tmp5p2 + tmp6p2;\n tmp12p2 = tmp6p2 + tmp7p2;\n\n /* The rotator is modified from fig 4-8 to avoid extra negations. */\n var z5p2 = (tmp10p2 - tmp12p2) * 0.382683433; /* c6 */\n var z2p2 = 0.541196100 * tmp10p2 + z5p2; /* c2-c6 */\n var z4p2 = 1.306562965 * tmp12p2 + z5p2; /* c2+c6 */\n var z3p2 = tmp11p2 * 0.707106781; /* c4 */\n\n var z11p2 = tmp7p2 + z3p2; /* phase 5 */\n var z13p2 = tmp7p2 - z3p2;\n\n data[dataOff+40] = z13p2 + z2p2; /* phase 6 */\n data[dataOff+24] = z13p2 - z2p2;\n data[dataOff+ 8] = z11p2 + z4p2;\n data[dataOff+56] = z11p2 - z4p2;\n\n dataOff++; /* advance pointer to next column */\n }\n\n // Quantize/descale the coefficients\n var fDCTQuant;\n for (i=0; i<I64; ++i)\n {\n // Apply the quantization and scaling factor & Round to nearest integer\n fDCTQuant = data[i]*fdtbl[i];\n outputfDCTQuant[i] = (fDCTQuant > 0.0) ? ((fDCTQuant + 0.5)|0) : ((fDCTQuant - 0.5)|0);\n //outputfDCTQuant[i] = fround(fDCTQuant);\n\n }\n return outputfDCTQuant;\n }\n\n function writeAPP0()\n {\n writeWord(0xFFE0); // marker\n writeWord(16); // length\n writeByte(0x4A); // J\n writeByte(0x46); // F\n writeByte(0x49); // I\n writeByte(0x46); // F\n writeByte(0); // = \"JFIF\",'\\0'\n writeByte(1); // versionhi\n writeByte(1); // versionlo\n writeByte(0); // xyunits\n writeWord(1); // xdensity\n writeWord(1); // ydensity\n writeByte(0); // thumbnwidth\n writeByte(0); // thumbnheight\n }\n\n function writeSOF0(width, height)\n {\n writeWord(0xFFC0); // marker\n writeWord(17); // length, truecolor YUV JPG\n writeByte(8); // precision\n writeWord(height);\n writeWord(width);\n writeByte(3); // nrofcomponents\n writeByte(1); // IdY\n writeByte(0x11); // HVY\n writeByte(0); // QTY\n writeByte(2); // IdU\n writeByte(0x11); // HVU\n writeByte(1); // QTU\n writeByte(3); // IdV\n writeByte(0x11); // HVV\n writeByte(1); // QTV\n }\n\n function writeDQT()\n {\n writeWord(0xFFDB); // marker\n writeWord(132); // length\n writeByte(0);\n for (var i=0; i<64; i++) {\n writeByte(YTable[i]);\n }\n writeByte(1);\n for (var j=0; j<64; j++) {\n writeByte(UVTable[j]);\n }\n }\n\n function writeDHT()\n {\n writeWord(0xFFC4); // marker\n writeWord(0x01A2); // length\n\n writeByte(0); // HTYDCinfo\n for (var i=0; i<16; i++) {\n writeByte(std_dc_luminance_nrcodes[i+1]);\n }\n for (var j=0; j<=11; j++) {\n writeByte(std_dc_luminance_values[j]);\n }\n\n writeByte(0x10); // HTYACinfo\n for (var k=0; k<16; k++) {\n writeByte(std_ac_luminance_nrcodes[k+1]);\n }\n for (var l=0; l<=161; l++) {\n writeByte(std_ac_luminance_values[l]);\n }\n\n writeByte(1); // HTUDCinfo\n for (var m=0; m<16; m++) {\n writeByte(std_dc_chrominance_nrcodes[m+1]);\n }\n for (var n=0; n<=11; n++) {\n writeByte(std_dc_chrominance_values[n]);\n }\n\n writeByte(0x11); // HTUACinfo\n for (var o=0; o<16; o++) {\n writeByte(std_ac_chrominance_nrcodes[o+1]);\n }\n for (var p=0; p<=161; p++) {\n writeByte(std_ac_chrominance_values[p]);\n }\n }\n\n function writeSOS()\n {\n writeWord(0xFFDA); // marker\n writeWord(12); // length\n writeByte(3); // nrofcomponents\n writeByte(1); // IdY\n writeByte(0); // HTY\n writeByte(2); // IdU\n writeByte(0x11); // HTU\n writeByte(3); // IdV\n writeByte(0x11); // HTV\n writeByte(0); // Ss\n writeByte(0x3f); // Se\n writeByte(0); // Bf\n }\n\n function processDU(CDU, fdtbl, DC, HTDC, HTAC){\n var EOB = HTAC[0x00];\n var M16zeroes = HTAC[0xF0];\n var pos;\n var I16 = 16;\n var I63 = 63;\n var I64 = 64;\n var DU_DCT = fDCTQuant(CDU, fdtbl);\n //ZigZag reorder\n for (var j=0;j<I64;++j) {\n DU[ZigZag[j]]=DU_DCT[j];\n }\n var Diff = DU[0] - DC; DC = DU[0];\n //Encode DC\n if (Diff==0) {\n writeBits(HTDC[0]); // Diff might be 0\n } else {\n pos = 32767+Diff;\n writeBits(HTDC[category[pos]]);\n writeBits(bitcode[pos]);\n }\n //Encode ACs\n var end0pos = 63; // was const... which is crazy\n for (; (end0pos>0)&&(DU[end0pos]==0); end0pos--) {};\n //end0pos = first element in reverse order !=0\n if ( end0pos == 0) {\n writeBits(EOB);\n return DC;\n }\n var i = 1;\n var lng;\n while ( i <= end0pos ) {\n var startpos = i;\n for (; (DU[i]==0) && (i<=end0pos); ++i) {}\n var nrzeroes = i-startpos;\n if ( nrzeroes >= I16 ) {\n lng = nrzeroes>>4;\n for (var nrmarker=1; nrmarker <= lng; ++nrmarker)\n writeBits(M16zeroes);\n nrzeroes = nrzeroes&0xF;\n }\n pos = 32767+DU[i];\n writeBits(HTAC[(nrzeroes<<4)+category[pos]]);\n writeBits(bitcode[pos]);\n i++;\n }\n if ( end0pos != I63 ) {\n writeBits(EOB);\n }\n return DC;\n }\n\n function initCharLookupTable(){\n var sfcc = String.fromCharCode;\n for(var i=0; i < 256; i++){ ///// ACHTUNG // 255\n clt[i] = sfcc(i);\n }\n }\n\n this.encode = function(image,quality) // image data object\n {\n var time_start = new Date().getTime();\n\n if(quality) setQuality(quality);\n\n // Initialize bit writer\n byteout = new Array();\n bytenew=0;\n bytepos=7;\n\n // Add JPEG headers\n writeWord(0xFFD8); // SOI\n writeAPP0();\n writeDQT();\n writeSOF0(image.width,image.height);\n writeDHT();\n writeSOS();\n\n\n // Encode 8x8 macroblocks\n var DCY=0;\n var DCU=0;\n var DCV=0;\n\n bytenew=0;\n bytepos=7;\n\n\n this.encode.displayName = \"_encode_\";\n\n var imageData = image.data;\n var width = image.width;\n var height = image.height;\n\n var quadWidth = width*4;\n var tripleWidth = width*3;\n\n var x, y = 0;\n var r, g, b;\n var start,p, col,row,pos;\n while(y < height){\n x = 0;\n while(x < quadWidth){\n start = quadWidth * y + x;\n p = start;\n col = -1;\n row = 0;\n\n for(pos=0; pos < 64; pos++){\n row = pos >> 3;// /8\n col = ( pos & 7 ) * 4; // %8\n p = start + ( row * quadWidth ) + col;\n\n if(y+row >= height){ // padding bottom\n p-= (quadWidth*(y+1+row-height));\n }\n\n if(x+col >= quadWidth){ // padding right\n p-= ((x+col) - quadWidth +4)\n }\n\n r = imageData[ p++ ];\n g = imageData[ p++ ];\n b = imageData[ p++ ];\n\n\n /* // calculate YUV values dynamically\n YDU[pos]=((( 0.29900)*r+( 0.58700)*g+( 0.11400)*b))-128; //-0x80\n UDU[pos]=(((-0.16874)*r+(-0.33126)*g+( 0.50000)*b));\n VDU[pos]=((( 0.50000)*r+(-0.41869)*g+(-0.08131)*b));\n */\n\n // use lookup table (slightly faster)\n YDU[pos] = ((RGB_YUV_TABLE[r] + RGB_YUV_TABLE[(g + 256)>>0] + RGB_YUV_TABLE[(b + 512)>>0]) >> 16)-128;\n UDU[pos] = ((RGB_YUV_TABLE[(r + 768)>>0] + RGB_YUV_TABLE[(g + 1024)>>0] + RGB_YUV_TABLE[(b + 1280)>>0]) >> 16)-128;\n VDU[pos] = ((RGB_YUV_TABLE[(r + 1280)>>0] + RGB_YUV_TABLE[(g + 1536)>>0] + RGB_YUV_TABLE[(b + 1792)>>0]) >> 16)-128;\n\n }\n\n DCY = processDU(YDU, fdtbl_Y, DCY, YDC_HT, YAC_HT);\n DCU = processDU(UDU, fdtbl_UV, DCU, UVDC_HT, UVAC_HT);\n DCV = processDU(VDU, fdtbl_UV, DCV, UVDC_HT, UVAC_HT);\n x+=32;\n }\n y+=8;\n }\n\n\n ////////////////////////////////////////////////////////////////\n\n // Do the bit alignment of the EOI marker\n if ( bytepos >= 0 ) {\n var fillbits = [];\n fillbits[1] = bytepos+1;\n fillbits[0] = (1<<(bytepos+1))-1;\n writeBits(fillbits);\n }\n\n writeWord(0xFFD9); //EOI\n\n return new Uint8Array(byteout);\n //return new Buffer(byteout);\n }\n\n function setQuality(quality){\n if (quality <= 0) {\n quality = 1;\n }\n if (quality > 100) {\n quality = 100;\n }\n\n if(currentQuality == quality) return // don't recalc if unchanged\n\n var sf = 0;\n if (quality < 50) {\n sf = Math.floor(5000 / quality);\n } else {\n sf = Math.floor(200 - quality*2);\n }\n\n initQuantTables(sf);\n currentQuality = quality;\n //console.log('Quality set to: '+quality +'%');\n }\n\n function init(){\n var time_start = new Date().getTime();\n if(!quality) quality = 50;\n // Create tables\n initCharLookupTable()\n initHuffmanTbl();\n initCategoryNumber();\n initRGBYUVTable();\n\n setQuality(quality);\n var duration = new Date().getTime() - time_start;\n //console.log('Initialization '+ duration + 'ms');\n }\n\n init();\n\n}", "function toggleCircleEncoding() {\n circleSizeEncoding = !circleSizeEncoding;\n updateCircleRadii();\n}", "function validate(){\n \n qrCode=getInputVal('qrCode');\n let deviceStrlt=qrCode.indexOf('STRLT');\n let deviceWthr=qrCode.indexOf('WEATHER');\n let deviceGarbage=qrCode.indexOf('GARBAGE');\n let deviceParking=qrCode.indexOf('PARKING');\n \n if(qrCode==\"\"){\n document.getElementById('alert').style.color = 'blue';\n document.getElementById('alert').innerHTML=\"Please Scan the Qr code on the Device\";\n }else\n if(deviceStrlt!=0 && deviceGarbage!=0 && deviceParking!=0 && deviceWthr!=0){\n document.getElementById('alert').style.color = 'red';\n document.getElementById('alert').innerHTML=\"Qr Code Invalid or Doesn't belong to any Device &#10007;\"\n }\n else{\n document.getElementById('alert').style.color = 'green';\n document.getElementById('alert').innerHTML=\"Qr Code Valid \t&#x2714;\";\n \n }\n\nconsole.log(deviceGarbage);\n\nconsole.log(deviceStrlt);\n\nconsole.log(deviceWthr);\n\nconsole.log(deviceParking);\n}", "function encodingIsAsciiCompat(enc) {\n enc = standardizeEncodingName(enc);\n // gb.* selects the Guo Biao encodings\n // big5 in not compatible -- second byte starts at 0x40\n return !enc || /^(win|latin|utf8|ascii|iso88|gb)/.test(enc);\n }", "get renderMode() {}", "get renderMode() {}", "function compMode(){\n\t\tif(isOn(addrSwitch)){ return \"addr\"; }\n\t\telse{ return \"data\"; }\n\t}", "encoding(size) {\n assert(size==='L'||size==='W'||size==='B','size=\"'+size+'\"');\n // Extension word 15:D/A | 12:REGISTER{2..0} | 11:W/L | 8:0{2..0} | 0:Displacement{7..0}\n switch (this.type) {\n case OP_DREG: return [0b000, this.val];\n case OP_AREG: return [0b001, this.val];\n case OP_INDIRECT: return [0b010, this.val];\n case OP_POSTINCR: return [0b011, this.val];\n case OP_PREINCR: return [0b100, this.val];\n case OP_DISP16: return [0b101, this.val[1], this.val[0].value()&0xffff];\n case OP_INDEX: return [0b110, this.val[1], this.val[2]<<12|(this.val[3]?1<<11:0)|(this.val[0].value()&0xff)];\n case OP_ABSW: break;\n case OP_ABSL: {\n let val = this.val.value();\n return [0b111, 0b001, (val>>16)&0xfffff, val&0xffff];\n }\n case OP_DISP16PC: return [0b111, 0b010, (this.val[0].value()-2)&0xffff];\n case OP_INDEXPC: return [0b111, 0b011, this.val[1]<<12|(this.val[2]?1<<11:0)|((this.val[0].value()-2)&0xff)];\n case OP_IMMEDIATE: {\n let val = this.val.value();\n if (size === 'L') {\n val = [(val>>16)&0xfffff, val&0xffff];\n } else if (size === 'W') {\n val = [val&0xffff];\n } else {\n val = [val&0xff];\n }\n return [0b111, 0b100].concat(val);\n }\n case OP_REGLIST:\n break;\n }\n throw new Error('Operand.encoding not implemented for ' + op_type_str(this.type));\n }", "function onScan (qrcode, status) {\n qrTerm.generate(qrcode, { small: true })\n\n // Generate a QR Code online via\n // http://goqr.me/api/doc/create-qr-code/\n const qrcodeImageUrl = [\n 'https://api.qrserver.com/v1/create-qr-code/?data=',\n encodeURIComponent(qrcode),\n ].join('')\n\n console.log(`[${status}] ${qrcodeImageUrl}\\nScan QR Code above to log in: `)\n}", "function getFullEncoding(spec) {\n\t return spec.encoding;\n\t}", "function getMode(){\n return mode;\n}" ]
[ "0.6098753", "0.6071706", "0.59461284", "0.5884689", "0.58840775", "0.5807843", "0.56784123", "0.5601579", "0.5573573", "0.5569738", "0.55306363", "0.55263686", "0.5515966", "0.55074775", "0.5472599", "0.5471572", "0.5451486", "0.54351825", "0.537179", "0.53476614", "0.5329425", "0.5321246", "0.5307223", "0.52949053", "0.52797735", "0.52568626", "0.5201798", "0.51859087", "0.5176707", "0.5175982", "0.51538265", "0.5152074", "0.51349664", "0.51268774", "0.5125405", "0.5122236", "0.5119782", "0.510626", "0.51010406", "0.5083027", "0.506247", "0.50552505", "0.5045829", "0.5037747", "0.5004559", "0.49922636", "0.4982851", "0.4982851", "0.4964212", "0.4954097", "0.49519008", "0.49410358", "0.4912432", "0.4910237", "0.4908414", "0.49025726", "0.48962563", "0.4896046", "0.4895539", "0.48939478", "0.48936543", "0.4887559", "0.48862818", "0.4884168", "0.48835096", "0.48822904", "0.4880792", "0.48734412", "0.48734412", "0.48734412", "0.48723343", "0.48714268", "0.48655847", "0.4849338", "0.4835305", "0.48327857", "0.48321643", "0.48231855", "0.4816786", "0.48031136", "0.4799224", "0.4782489", "0.47628933", "0.47580585", "0.4752731", "0.4744265", "0.47416642", "0.4735171", "0.4731024", "0.471885", "0.47181138", "0.47180578", "0.4709002", "0.47061524", "0.47061524", "0.47030598", "0.46990865", "0.46951514", "0.4684619", "0.4678921" ]
0.64061445
0
Refreshes the UI Component.
refresh() { const that = this; that._generateCode(that.renderAs); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "refresh() {\n this.forceUpdate();\n }", "refresh() {\n this.render();\n }", "reRender() {\n this.removeAllChildrenComponents()\n\n this.build()\n }", "function refresh() {\n $element.addClass('mos-refreshing');\n move(options.distanceToRefresh);\n\n var promise = dispatch('onRefresh');\n if (promise && promise.then) {\n promise.then(function() {\n reset();\n });\n }\n\n }", "refresh() {\n this.item.refresh();\n }", "refresh () {\n this.element ? this.element.update(this) : null\n }", "refresh() {\n this.reset();\n this.loadNext();\n }", "refresh_() {\n // Can be overridden in sub-component.\n }", "refresh() {\r\n this.setState(this.getFreshState());\r\n }", "refresh() {\n this.content = new TextContent(this.options.container);\n this.assert_();\n this.emit('refresh');\n }", "reload() {\n\t\tthis.clearNetwork();\n\t\tthis.render();\n\t}", "_refresh() {\r\n\t\tthis._lastUpdateCount = this._alertModel.getUpdateCount();\r\n\r\n\t\tthis._div.innerHTML = \"\";\r\n\t\tconst alerts = this._alertModel.getCurrentAlerts();\r\n\t\tfor(let i = 0; i < alerts.length; ++i) {\r\n\t\t\tthis._addAlert(alerts[i]);\r\n\t\t}\r\n\t}", "refresh() {\n this.setState({ refreshing: true });\n }", "render() {\n this.refresh();\n }", "refresh()\n\t{\n\t}", "function ref() {\n refresh(true);\n }", "_onRefresh() {\n this.loadData(false);\n }", "_onRefresh() {\n this.loadData(false);\n }", "onComponentRefresh() {\n this.setState({ refreshing: false });\n }", "refresh() {\n this._checkOverflow();\n }", "refresh() {\n this.overlay.refresh();\n }", "getRefresh() {\r\n this.forceUpdate();\r\n }", "refresh() {\n this.spinner1.refresh();\n this.spinner2.refresh();\n }", "componentDidMount() {\n\t\tthis.refresh();\n\t}", "function refresh() {\n\t\t\tself.getNodePosition();\n\t\t\tself.getViewPortSize();\n\t\t\tcheck(null, {});\n\t\t}", "refresh() {\n this.bodyComponent.recalcLayout();\n }", "refresh() {\n this._resizeEventHandler();\n }", "refresh() {\n // Refresh the source list.\n this.clear();\n this.load();\n }", "refresh() {\n // console.log('### XfControl.refresh on : ', this);\n // this.modelItem = modelItem;\n this.applyProperties();\n }", "show() {\n super.show();\n this.component.refresh();\n }", "function refresh() {\n }", "function refresh() {\n $log.debug('refreshing');\n $state.reload();\n }", "componentDidUpdate() {\n this.clear();\n this.draw();\n }", "function refreshButton(){\n clearErrors();\n getAllRooms().then(res => {\n props.dispatch({type: ACTIONS.GET_ROOMS, payload: {rooms: res.data.rooms}})\n })\n }", "function refresh() {\n scheduleRefresh(editor.value, output);\n}", "componentDidMount(){\n this.refresh();\n }", "reload() {\r\n this.native.reload();\r\n }", "refreshModel() {\n this.refresh();\n }", "function refreshGui() {\n gui.__controllers.forEach(controller => controller.setValue(controller.initialValue));\n }", "_onRefresh(){\n this.loadData(false);\n }", "function refresh() {\n // trigger the before refresh event\n gAutoComplete.trigger( \"apexbeforerefresh\" );\n\n // Clear the autocomplete field\n $s(gAutoComplete[0], \"\", \"\");\n\n // clear the auto complete select list\n gAutoComplete.flushCache();\n\n // trigger the after refresh event\n gAutoComplete.trigger( \"apexafterrefresh\" );\n } // refresh", "refresh() {\n this.stateCounter(this.stateCounter() + 1);\n }", "function refresh () {\n\t\n\t\tbindingMap.imagebox.refresh ();\n\t\tbindingMap.imageselection.hide ();\n\t\tupdateUndoBroadcasters ();\n\t}", "updated() {\n this.el.reset();\n }", "componentDidUpdate(){\n this.refreshList();\n }", "componentDidUpdate(){\n this.refreshList();\n }", "componentDidUpdate(){\n this.refreshList();\n }", "function refresh() {\n\t\t\t\topt.data = cfg.data;\n\t\t\t\topt.target.innerHTML = \"\";\n\t\t\t\tcfg = opt;\n\t\t\t\tinit();\n\t\t\t}", "async refresh() {\n await this._poll.refresh();\n await this._poll.tick;\n }", "async refresh() {\n this.notifyLoading(true);\n refreshApex(this.boats); \n this.notifyLoading(false);\n }", "handleReload(){\n this.dispatchEvent(new CustomEvent('CloseCmp'));\n \n }", "function Refresh() {\n\t\t$('#c-filter').change();\n\t\t$('.tooltipped').tooltip({delay: 50});\n\t\tupdateTheme();\n\t\tupdateCardsModal();\n\t\tupdateDroppableItems();\n\t\tupdateDraggableItems();\n\t}", "refresh() {\n this._resolveDimensions();\n const pieces = this.pieces;\n for (let piece of pieces) {\n piece.refresh();\n }\n }", "onRefresh() {\n this.setState({refreshing: true});\n this.fetchData()\n .then(() => {\n this.setState({refreshing: false});\n })\n }", "function update() {\n updateBodyCostDisplay();\n updateAddedComponentDisplay();\n updateBodyStringDisplay();\n updateComponentCountDisplay();\n updateComponentCountTable();\n updateProgressBar();\n }", "updateUI(){\n this.GUI.updateUI();\n }", "componentDidUpdate() {\n this.loadData();\n }", "function reloadHandler() {\n isLoadingContacts.value = true;\n fetchData();\n}", "function refresh(){\n //Only runs update if we are in the editor or play mode\n if(app.state.editor || app.state.player) {\n mdata.update().then((ret) => {\n app.vizzy.canvas.clear();\n app.vizzy.canvas.update(ret);\n });\n }\n window.requestAnimationFrame(refresh);\n }", "onRefresh() {\n this.setState({isFetching: true}, () => {\n fetchAllStudentsGrades(this);\n });\n }", "function refresh(input) {\r\n\t\tupdateFromInput(input);\r\n\t}", "function reload() {\n var _conf = $.extend(true, {}, _self.conf);\n _conf.container = $container;\n graphView.update({reset: true, redraw: true});\n $userContainer.append($baseTopologyTemplate);\n viewRenderComplete(); //Inform visual that it has been rendered.\n }", "function refresh() \n\t{\n\t\t// IF the expandOption element exists THEN\n\t\tif (events.doc.getElementById(this.expandOptionID))\n\t\t{\n\t\t\tevents.doc.getElementById(this.expandOptionID).innerHTML = this.expandOptionSymbol();\n\t\t}\n\t\t\n\t\t// IF the properties element exists THEN\n\t\tif (events.doc.getElementById(this.propertiesID))\n\t\t{\n\t\t\tevents.doc.getElementById(this.propertiesID).innerHTML = this.expanded ? this.propertiesHTML() : \"\";\n\t\t}\n\t}", "function reload() {\n JX.$U().go();\n }", "refresh() {\n this.membersList = this.actualMembers = this.MEMBERS;\n this.tableKeysMod = this.MAIN_TABLE_KEYS;\n this.tableTitlesMod = this.MAIN_TABLE_TITLES;\n this.checkSelected = [];\n this.partySelected = [];\n this.stateSelected = \"all\";\n this.animation = true;\n setTimeout(() => {\n myVue.animation = false;\n }, 1000);\n }", "_onResize() {\n this.refresh();\n }", "_onRefresh() {\n console.log(\"REFRESHING ...............\")\n this.setState({ refreshing: true, items2: {}});\n this.fetchData().done;\n this.loadItems();\n this.setState({ refreshing: false });\n }", "update() {\n this.clear();\n this.draw();\n }", "_refresh() {\n this._refreshAnimationFrame = undefined;\n this._onRedrawRequest.fire({\n start: this._model.finalSelectionStart,\n end: this._model.finalSelectionEnd,\n columnSelectMode: this._activeSelectionMode === 3 /* COLUMN */\n });\n }", "function refreshForm() {\n // Clear any current Dimension detail values\n clearUnitDetails();\n // Clear the current dimensions listbox\n clearUnits();\n // reload the current dimension values\n var targetUrl = DimensionUrl;\n\n // Clear the NAtural Unit and Dimension collections\n var index = 0;\n while (index < currentOrg.NaturalUnits.length) {\n currentOrg.NaturalUnits[index].Dimensions.length = 0;\n index++;\n }\n currentOrg.NaturalUnits.length = 0;\n currentOrg.Dimensions.length = 0;\n\n // reload the current data\n loadFormData();\n\n }", "function refresh()\n\t{\n\t\tdrawMinimap();\n\t\tdrawMinimapOverlay();\n\t\tdrawFoodBar();\n\t\tdrawProductionShields();\n\t\tdrawFoodStorage();\n\t\tdrawShieldBar();\n\t\tdrawTradeBar();\n\t\tdrawOutput();\n\n\t\t$(\"#city-screen .title\").text(city.name + \", \"+ civ.game.getYearString());\n\n\t\t// position city icon\n\t\tvar pos = getUnitIconPosition(3,city.type);\n\t\t$(\"#city-screen .city\").css(\"background-position\", pos.x+\"px \"+ pos.y+\"px\" );\n\n\t\t// stop propagation\n\t\t$(\"#city-screen\").click(function(e) {e.stopPropagation(); });\n\t}", "refresh() {\n this.props.loadGrid(5);\n this.resetTiles();\n }", "refresh()\n\t{\n\t\tsuper.refresh();\n\n\t\tfor (let i = 0; i < this._items.length; ++i)\n\t\t{\n\t\t\tconst textStim = this._visual.textStims[i];\n\t\t\ttextStim.refresh();\n\n\t\t\tconst responseStim = this._visual.responseStims[i];\n\t\t\tif (responseStim)\n\t\t\t{\n\t\t\t\tresponseStim.refresh();\n\t\t\t}\n\t\t}\n\t}", "function refresh(){\n setUpdate(!update)\n }", "refresh() {\n const topAncestor = this._ancestors[0] || this;\n topAncestor._refresh();\n }", "function _refresh() {\n\n server.plugin( gOptions.ajaxIdentifier,\n {\n pageItems: gOptions.pageItems\n }, {\n refreshObject: gRegion$,\n clear: _clear,\n success: _draw,\n error: _debug,\n loadingIndicator: gGauge$,\n loadingIndicatorPosition: \"append\"\n });\n\n }", "componentDidUpdate() {\n this.componentData();\n }", "triggerRedraw() {\n this.dialog.style.display = 'none';\n this.dialog.offsetHeight;\n this.dialog.style.display = 'block';\n }", "function refreshChildComponents(components){if(components!=null){for(var i=0;i<components.length;i++){componentRefresh(components[i]);}}}", "function refreshChart() {\n ctrlChart.isLoading = true;\n // Update with the actual data.\n\n // Refresh electricity data.\n Electricity.refresh(FilterFactory.get('activeElectricityHash'));\n // Redraw the chart.\n render();\n }", "componentDidUpdate(){\n this.loadData();\n }", "redraw() {\n self.clear();\n self.draw();\n }", "function refresh() {\n if (self._refresh) {\n self._render();\n }\n callHook(self, 'nextFrame');\n requestAnimationFrame(refresh);\n }", "_refreshCostume () {\n if (this.costume) {\n this.width = this.costume.visibleWidth\n this.height = this.costume.visibleHeight\n }\n\n this.element ? this.element.update(this) : null\n }", "componentDidMound() {\n this.clear()\n }", "async refresh() {\n this.setState({\n isLoading: true\n })\n this.setState({\n fetchError: false,\n })\n this.componentDidMount();\n }", "refresh () {\n const me = this\n // wait a sec...\n // TODO: This is to accomodate dynamic image resize. Not ideal. Should be event driven.\n setTimeout(() => {\n // in case costume was resized force a reset of size.\n me.setSize(me.magnification)\n // then refresh the DOM.\n me.element ? me.element.update(me) : null\n }, this.pace)\n }", "handleResize() {\n this.refresh();\n }", "forceRefreshView() \n {\n this.dispatchEvent(new CustomEvent(\"forceRefreshView\", { detail: null }));\n }", "refresh() {\r\n\t\tthis.setState(Object.assign(this.state, {refresh:this.state.refresh===true?false:true}));\r\n\t}", "_refresh() {\n const children = Array.from(this.slottedChildren);\n if (children.length && this.expanded) {\n this._expand();\n Array.from(children).forEach(el => el._refresh());\n }\n }", "function refreshGame() {\n //Reset timer and variables\n clearTimer();\n //Reset card selections / moves / UI\n clearCards();\n //Clean up stars and show all\n clearStars();\n //Create new deck and shuffle to UI\n createDeck();\n }", "onComponentShow() {\n this.subcomponents.form.updateValues();\n }", "static refresh() {\n\t\t// AppEventEmitter.emit('login.refresh');\n\t\tAppEventEmitter.emit('homepage.refresh');\n\t\tAppEventEmitter.emit('sidemenu.refresh');\n\t}", "render() {\n return (\n <div id=\"main\">\n <Container>\n <Row>\n {\n this.refresh()\n }\n </Row>\n </Container>\n </div>\n )\n }", "function reload() {\n initialize();\n }", "refresh() {\n this.hours.refresh();\n this.minutes.refresh();\n this.amPm.refresh();\n }", "updateRefresh(){\n\n\t\t//Run the provided order callback\n\t\tthis.props.orderCallback().then(res => {\n\n\t\t\t//Ensure react updates the DOM\n\t\t\tthis.forceUpdate();\n\n\t\t\t//Update the parent controller\n\t\t\tthis.props.parentUpdate();\n\n\t\t\t//Refresh details\n\t\t\taxios.post('/ingredient',{\n\t\t\t\tid: `${this.props.ingredientId}`\n\t\t\t}).then(res => {\n\t\t\t\tthis.setState({\n\t\t\t\t\tdetails:res.data[0]\n\t\t\t\t})\n\t\t\t});\n\t\t}).catch(err=>{});\n\t}", "_valueChanged() {\n // Send a global refresh to the bapge body.\n var event = new Event(\"change\");\n this._root.dispatchEvent(event);\n }", "bind() {\n this.updateUI();\n }" ]
[ "0.74037325", "0.7081975", "0.68724483", "0.67826855", "0.6659304", "0.6641534", "0.66373926", "0.6617421", "0.656544", "0.6564852", "0.6515595", "0.64819777", "0.6468344", "0.64581573", "0.644166", "0.63680154", "0.6362362", "0.6362362", "0.6338723", "0.63178736", "0.6295642", "0.62915975", "0.6287612", "0.6284746", "0.6283703", "0.625541", "0.6248396", "0.62341917", "0.6225516", "0.62156135", "0.6214604", "0.6201363", "0.6198794", "0.61916023", "0.618804", "0.6177453", "0.6177382", "0.61747897", "0.6155921", "0.6140834", "0.6114949", "0.6050513", "0.6043503", "0.6040073", "0.6029345", "0.6029345", "0.6029345", "0.6027787", "0.60036665", "0.5931371", "0.59294546", "0.59109074", "0.589904", "0.58930475", "0.5891159", "0.58883804", "0.58853525", "0.58745784", "0.58705986", "0.5856669", "0.58472824", "0.58439267", "0.58433944", "0.58433086", "0.5825848", "0.58231443", "0.58187115", "0.58149636", "0.58081734", "0.58075994", "0.58069164", "0.5798845", "0.5793898", "0.5790259", "0.5787018", "0.5783892", "0.57820874", "0.5770883", "0.57693887", "0.57670283", "0.57665825", "0.5765749", "0.5761549", "0.57551134", "0.5754095", "0.57539517", "0.5749765", "0.5748784", "0.5739197", "0.5737274", "0.573214", "0.5729021", "0.57225823", "0.5716947", "0.5709613", "0.5707763", "0.56970096", "0.5696479", "0.5691935", "0.5690555" ]
0.59374815
49
Draws the label text in SVG
_drawTextSVG(x, y, svg_container) { const that = this; let textElem = document.createElementNS( 'http://www.w3.org/2000/svg', 'text' ); textElem.setAttribute('x', x); textElem.setAttribute('y', y); textElem.setAttribute('text-anchor', 'middle'); textElem.classList.add('jqx-barcode-label'); textElem.style.fill = that.labelColor; textElem.style.fontFamily = that.labelFont; textElem.style.fontSize = that.labelFontSize + 'px'; textElem.textContent = that.value; svg_container.appendChild(textElem); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function draw_label(step, c, label) {\n\tvar t = svg.append('text')\n\t\t.attr('x', get_text_x(step))\n\t\t.attr('y', get_text_y(c))\n\t\t.attr('font-family', 'sans-serif')\n\t\t.attr('font-size', '18')\n\t\t.attr('id', 't'+get_text_x(step)+'label'+get_text_y(c))\n\t\t.attr('text-anchor', 'middle');\n\tfor (i in label.split('\\n')) {\n\t\tt.append('tspan')\n\t\t\t.text(label.split('\\n')[i])\n\t\t\t.attr('dy', i * 20)\n\t\t\t.attr('x', get_text_x(step));\n\t}\n}", "addToLabel(label, font_family, font_size, color) {\n const rotatelabel = this.getRotateLabel()\n d3.select(this.html.node().parentElement).select(\"text\")\n .attr(\"x\", (this.x2+edge.x1)/ 2 - 5*label.length)\n .attr(\"y\", (this.y2+edge.y1 - this.stroke_width)/2)\n .attr(\"transform\", rotatelabel)\n .style(\"font-family\", font_family)\n .style(\"font-size\", font_size)\n .attr(\"fill\", color)\n .text(label)\n }", "function setText(text)\n {\n svg.selectAll(\".label\").text(text);\n }", "addLabeltoEdge(label, font_family, font_size, color) {\n // Add the Label to the DOM\n const rotatelabel = this.getRotateLabel()\n d3.select(this.html.node().parentElement).append(\"text\")\n .attr(\"x\", (this.x2+this.x1)/ 2 - 5*label.length)\n .attr(\"y\", (this.y2+this.y1 )/2 - this.stroke_width)\n .attr(\"transform\", rotatelabel)\n .style(\"font-family\", font_family)\n .style(\"font-size\", font_size)\n .attr(\"fill\", color)\n .text(label)\n }", "draw_label(){\n this.svg.append('rect')\n .attr(\"class\", \"timeline-label\")\n .attr(\"x\", \"0\")\n .attr(\"y\", \"0\")\n .attr(\"width\", `${this.WIDTH}`)\n .attr(\"height\", `${this.label_height}`)\n\n this.svg.append('text')\n .attr('x', `${this.X0 - 30}`)\n .attr('text-anchor', 'left')\n .attr('y', this.label_height - 15)\n .attr('class','roll_label')\n .text(`Mean per year of ${this.y_attribute.toLowerCase()} of ${this.type} in ${this.unit}`)\n\n }", "function drawLabel(x, y) {\n var subPolygonLabel = doc.layers['sub-polygon labels'].textFrames.add(); \n subPolygonLabel.contents = subPolygonNumber; \n subPolygonLabel.textRange.characterAttributes.fillColor = hexToRGB(textColor);\n subPolygonLabel.textRange.characterAttributes.size = textSize;\n var expanded = subPolygonLabel.createOutline();\n expanded.top = y + expanded.height/2;\n expanded.left = x - expanded.width/2;\n subPolygonLabelCounter += 1; \n}", "function addTextLabel(root,node){var domNode=root.append(\"text\");var lines=processEscapeSequences(node.label).split(\"\\n\");for(var i=0;i<lines.length;i++){domNode.append(\"tspan\").attr(\"xml:space\",\"preserve\").attr(\"dy\",\"1em\").attr(\"x\",\"1\").text(lines[i])}util.applyStyle(domNode,node.labelStyle);return domNode}", "function label(selection) {\n selection.append('rect')\n .attr({'width': itemWidth, 'height': itemHeight});\n selection.append('text')\n .text(function(d) { return d.data; })\n .attr({'y': 18, 'x': 20});\n }", "function drawLabel(context, data, settings) {\n var size = settings.labelSize,\n font = settings.labelFont,\n weight = settings.labelWeight;\n context.fillStyle = '#000';\n context.font = \"\".concat(weight, \" \").concat(size, \"px \").concat(font);\n context.fillText(data.label, data.x + data.size + 3, data.y + size / 3);\n}", "function drawText(label, xPos, yPos, txtSize, txtWeight) {\n textAlign(CENTER);\n textFont(\"Arial\");\n textSize(txtSize);\n textStyle(txtWeight);\n fill(textColor);\n strokeWeight(0);\n text(label, xPos, yPos);\n //The stroke weight needed for the lines is making the text too thick.\n //I should probably fix this via CSS instead\n strokeWeight(1);\n}", "function createPacLabel (x,y,l) {\n\n var g = viz.selection().selectAll(\".vz-halo-arc-plot\").append(\"g\")\n .attr(\"class\",\"vz-halo-label\")\n .style(\"pointer-events\",\"none\")\n .style(\"opacity\",0);\n\n g.append(\"text\")\n .style(\"font-size\",\"11px\")\n .style(\"fill\",theme.skin().labelColor)\n .style(\"fill-opacity\",.75)\n .attr(\"text-anchor\",\"middle\")\n .attr(\"x\", x)\n .attr(\"y\", y)\n .text(l);\n\n var rect = g[0][0].getBoundingClientRect();\n g.insert(\"rect\",\"text\")\n .style(\"shape-rendering\",\"auto\")\n .style(\"fill\",theme.skin().labelFill)\n .style(\"opacity\",.45)\n .attr(\"width\",rect.width+12)\n .attr(\"height\",rect.height+12)\n .attr(\"rx\",3)\n .attr(\"ry\",3)\n .attr(\"x\", x-5 - rect.width/2)\n .attr(\"y\", y - rect.height-3);\n\n g.transition().style(\"opacity\",1);\n}", "function createPacLabel (x,y,l) {\n\n var g = viz.selection().selectAll(\".vz-halo-arc-plot\").append(\"g\")\n .attr(\"class\",\"vz-halo-label\")\n .style(\"pointer-events\",\"none\")\n .style(\"opacity\",0);\n\n g.append(\"text\")\n .style(\"font-size\",\"11px\")\n .style(\"fill\",theme.skin().labelColor)\n .style(\"fill-opacity\",.75)\n .attr(\"text-anchor\",\"middle\")\n .attr(\"x\", x)\n .attr(\"y\", y)\n .text(l);\n\n var rect = g[0][0].getBoundingClientRect();\n g.insert(\"rect\",\"text\")\n .style(\"shape-rendering\",\"auto\")\n .style(\"fill\",theme.skin().labelFill)\n .style(\"opacity\",.45)\n .attr(\"width\",rect.width+12)\n .attr(\"height\",rect.height+12)\n .attr(\"rx\",3)\n .attr(\"ry\",3)\n .attr(\"x\", x-5 - rect.width/2)\n .attr(\"y\", y - rect.height-3);\n\n g.transition().style(\"opacity\",1);\n}", "function drawLabel() {\n p.push();\n p.textFont('Courier New');\n p.textStyle(p.BOLD);\n p.textAlign(p.LEFT);\n p.textSize(15);\n p.fill('black');\n p.noStroke();\n p.text(`Trials: ${p.props.playedGames}/${p.props.countOfGames}`, 20, p.wrapper.offsetHeight - 20);\n p.pop();\n }", "function makeLabels() {\n svgContainer.append('text')\n .attr('x', 100)\n .attr('y', 40)\n .style('font-size', '14pt')\n .text(\"Fertility vs Life Expectancy (1980)\");\n\n svgContainer.append('text')\n .attr('x', 130)\n .attr('y', 490)\n .style('font-size', '10pt')\n .text('Fertility Rates (Avg Children per Woman)');\n\n svgContainer.append('text')\n .attr('transform', 'translate(15, 300)rotate(-90)')\n .style('font-size', '10pt')\n .text('Life Expectancy (years)');\n }", "function draw() {\n\n svg.style('background-color', 'cadetblue')\n\n svg.selectAll('text')\n .data(state.data)\n .join('text')\n .attr('dx', '50%')\n .attr('dy', '50%')\n .style('text-anchor', 'middle')\n .text(d => `hello I am mrs SVG number ${d.data}`)\n\n }", "function drawText (x, y, size, align, color, text){\n\treturn svg.append(\"text\")\n .text(text)\n .attr(\"x\", x) \n .attr(\"y\", y)\n .attr(\"font-family\", \"Verdana\")\n .attr(\"font-size\", size+\"px\")\n .attr(\"fill\", color)\n .attr(\"text-anchor\", align);\n}", "function drawLabels(data) {\n mapsvg.select(\".worldmap\")\n .selectAll(\"text\")\n .data(data)\n .enter()\n .append(\"text\")\n .attr(\"class\", \"map-text\")\n .style(\"pointer-events\", \"none\")\n .attr(\"x\", function (d) {\n let c = path.bounds(d);\n var x = c[0][0] + (Math.abs(c[0][0] - c[1][0]) / 2);\n var y = c[0][1] + (Math.abs(c[0][1] - c[1][1]) / 2);\n return x;\n })\n .attr(\"y\", function (d) {\n let c = path.bounds(d);\n var y = c[0][1] + (Math.abs(c[0][1] - c[1][1]) / 1.5);\n return y;\n })\n .text(function (d) {\n return d.properties.name;\n })\n .style(\"font-size\", function (d) {\n var min = 2;\n var size = ((Math.abs((path.bounds(d))[0][0] - (path.bounds(d))[1][0]) / (d.properties.name).length * 0.5));\n return min > size ? min + \"px\" : size + \"px\";\n })\n .attr(\"text-anchor\", \"middle\")\n .style(\"text-shadow\", \"stroke: white\");\n }", "function drawLabels(vec){\n context.strokeStyle = \"rgb(0,200,0)\"; \n context.font = '18pt Calibri';\n for(var i = 0; i < vec.length; i++){\n context.strokeText(i.toString(), vec[i].x, vec[i].y); \n } \n context.strokeStyle = \"rgb(0,0,0)\"; \n}", "updateEdgeLabel() {\n const rotatelabel = this.getRotateLabel()\n d3.select(this.html.node().parentElement).select(\"text\")\n .attr(\"x\", (this.x2+this.x1)/ 2 - 5*this.label.length)\n .attr(\"y\", (this.y2+this.y1 - this.stroke_width)/2)\n .attr(\"transform\", rotatelabel)\n }", "function formatText() {\n stroke(255);\n fill(255);\n textSize(20);\n textFont('Inconsolata');\n}", "function drawPlotLabels() {\n\tctx.save();\n\tctx.beginPath();\n\tctx.font = \"bold 20px sans-serif\";\n\tctx.fillText(String(plot.xmax),765,790);\n\tctx.fillText(String(plot.xmin),50,790);\n\tctx.fillText(String(plot.ymax), 10,20);\n\tctx.fillText(String(plot.ymin),10,770);\n\tctx.closePath();\n\tctx.restore();\n}", "function renderLabels() {\n window.dGO.printArea.innerHTML = ''; // Clear out previous labels.\n\n var items = getLabelData(null);\n // Create a label for each line of the CSV.\n items.data.forEach(function(item, i) {\n window.dGO.printArea.appendChild(createLabel(item, i));\n })\n\n // Generate and insert QR Codes\n var qrcodes = document.querySelectorAll('.qrcode');\n qrcodes.forEach(function(el, i){\n new QRCode(el, {\n text: el.dataset.assetTag,\n // Printer resolution is 1200dpi, but 600px is probably more than enough.\n width: 600,\n height: 600,\n useSVG: true, // This doesn't seem to do anything.\n correctLevel: QRCode.CorrectLevel.M\n });\n });\n\n // Draw the mountain scene for large labels.\n MountainScene.drawArtToIMGs(document.querySelectorAll('.labelArt > img'));\n}", "function makeLabels(svgContainer, msm, title, x, y) {\r\n svgContainer.append('text')\r\n .attr('x', (msm.width - 2 * msm.marginAll) / 2 - 90)\r\n .attr('y', msm.marginAll / 2 + 10)\r\n .style('font-size', '10pt')\r\n .text(title);\r\n\r\n svgContainer.append('text')\r\n .attr('x', (msm.width - 2 * msm.marginAll) / 2 - 30)\r\n .attr('y', msm.height - 10)\r\n .style('font-size', '10pt')\r\n .text(x);\r\n\r\n svgContainer.append('text')\r\n .attr('transform', 'translate( 15,' + (msm.height / 2 + 30) + ') rotate(-90)')\r\n .style('font-size', '10pt')\r\n .text(y);\r\n}", "function countryLabel(dot){\n dot.append(\"text\")\n .attr(\"class\", function(d){return \"country topleftlabel \"+d.name;})\n .attr(\"text-anchor\", \"start\")\n .attr(\"x\", 24)\n .attr(\"y\", 135)\n .text(function(d) {return d.name; })\n .style(\"fill\", function(d){return colorScale(d.region);});\n }", "function addDriverLabels(vis, laps, cssClass, x, textAnchor) {\n\n return vis.selectAll('text.label.' + cssClass)\n .data(laps)\n .enter()\n .append('svg:text')\n .attr('class', 'label ' + cssClass)\n .attr('x', x)\n .attr('dy', '0.35em')\n .attr('text-anchor', textAnchor)\n .text(function(d) {\n\n\n var var4= [d.name,d.placing.slice(1, 6)];\n //var qna = var4.split(',');\n //var res = qna.join(\" <br> \");\n\n return var4[0] ;//+ var4[1];\n })\n .style('fill', function(d) {\n\n return SCALES.clr(d.placing[0]);\n })\n .on('mouseover', function(d) {\n\n highlight(vis, d.name);\n })\n .on('mouseout', function() {\n\n unhighlight(vis);\n });\n\n}", "function makeLabels() {\r\n svgContainer\r\n .append('text')\r\n .attr('x', 650)\r\n .attr('y', 100)\r\n .style('font-size', '10pt')\r\n .text('Viewership Data');\r\n\r\n svgContainer\r\n .append('text')\r\n .attr('x', 680)\r\n .attr('y', 135)\r\n .style('font-size', '10pt')\r\n .text('Actual');\r\n\r\n svgContainer\r\n .append('text')\r\n .attr('x', 680)\r\n .attr('y', 170)\r\n .style('font-size', '10pt')\r\n .text('Estimated');\r\n\r\n svgContainer\r\n .append('rect')\r\n .attr('x', 650)\r\n .attr('y', 120)\r\n .attr('height', '20px')\r\n .attr('width', '20px')\r\n .attr('fill', 'rgb(88, 154, 220)');\r\n\r\n svgContainer\r\n .append('rect')\r\n .attr('x', 650)\r\n .attr('y', 155)\r\n .attr('height', '20px')\r\n .attr('width', '20px')\r\n .attr('fill', 'rgb(124, 116, 111)');\r\n\r\n svgContainer\r\n .append('text')\r\n .attr('x', 100)\r\n .attr('y', 40)\r\n .style('font-size', '14pt')\r\n .text('Average Viewership By Season');\r\n\r\n svgContainer\r\n .append('text')\r\n .attr('x', 430)\r\n .attr('y', 495)\r\n .style('font-size', '10pt')\r\n .text('Year');\r\n\r\n svgContainer\r\n .append('text')\r\n .attr('transform', 'translate(10, 350)rotate(-90)')\r\n .style('font-size', '10pt')\r\n .text('Avg. Viewers (in millions)');\r\n }", "function setLabel(props){\n //label content\n var labelAttribute = \"<h2>\" + props[expressed] +\n \"</h2>\";\n\n //create info label div\n var infolabel = d3.select(\"body\")\n .append(\"div\")\n .attr(\"class\", \"infolabel\")\n .attr(\"id\", props.name + \"_label\")\n .html(labelAttribute);\n\n var regionName = infolabel.append(\"div\")\n .attr(\"class\", \"labelname\")\n .html(props.name);\n}", "function drawRRLabel(label, html, aX, aY, bX, bY, onXAxis) {\n label.innerHTML = html;\n label.hidden = false;\n let offsetX = 0;\n let offsetY = 0;\n // To make it look nice and centered, specify different offsets based on axis\n if (onXAxis) {\n offsetX = label.offsetWidth / -2;\n offsetY = label.offsetWidth * -1;\n } else {\n offsetX = label.offsetWidth * .25;\n offsetY = label.offsetWidth / -2;\n }\n let midpoint = calcMidpoint(aX, aY, bX, bY);\n screenPos = planeCoordToAbsScreenPosition(midpoint.x, midpoint.y,\n offsetX, offsetY);\n label.style.left = screenPos.x + \"px\";\n label.style.top = screenPos.y + \"px\";\n}", "function addText() {\n svg.append(\"text\")\n .attr(\"class\", \"xtext\")\n .attr(\"x\", w - margins.right)\n .attr(\"y\", h - 5)\n .attr(\"text-anchor\", \"middle\")\n .text(\"Consumer confidence\");\n\n svg.append(\"text\")\n .attr(\"class\", \"ytext\")\n .attr(\"x\", -230)\n .attr(\"y\", -40)\n .attr(\"text-anchor\", \"middle\")\n .attr(\"transform\", \"rotate(-90)\")\n .text(\"% of women in science from total amount of researchers\");\n\n svg.append(\"text\")\n .attr(\"class\", \"title\")\n .attr(\"x\", w / 2)\n .attr(\"y\", -10)\n .attr(\"text-anchor\", \"middle\")\n .text(\"% of women in science against consumer confidence per country\")\n }", "function setText(t, x, y ){\n push();\n textSize(30);\n fill(200, 220, 60);\n stroke(100,110,213);\n strokeWeight(5);\n text(t, x, y);\n pop();\n}", "function makeLabel(g, root) {\n\n label = g.append(\"g\")\n .attr(\"class\", \"labels\")\n .attr(\"pointer-events\", \"none\")\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-size\", \"14px\")\n .style(\"fill\", \"white\")\n .style(\"user-select\", \"none\")\n .selectAll(\"text\")\n .data(root.descendants().slice(1))\n .enter().append(\"text\")\n .attr(\"dy\", \"0.35em\")\n .attr(\"fill-opacity\", d => +labelVisible(d.current))\n .attr(\"transform\", d => labelTransform(d.current))\n .text(function(d) {\n\n // Check what the label has to be by checking arc depth\n if (d.depth == 2) {\n return getMonthSunburst(parseInt(d.data.name))\n }\n else if (d.depth == 4) {\n return \"week \" + parseInt(d.data.name)\n }\n else {\n return d.data.name\n }\n })\n return label\n}", "function setLabel(props){\n //label content\n var labelAttribute = \"<h1>\" + props[expressed] +\n \"</h1>\" + expressed + \"</b>\";\n\n //create info label div\n var infolabel = d3.select(\"body\")\n .append(\"div\")\n .attr(\"class\", \"infolabel\")\n .attr(\"id\", props.adm1_code + \"_label\")\n .html(labelAttribute)\n\n var regionName = infolabel.append(\"div\")\n .attr(\"class\", \"labelname\")\n .html((props.NAME_1 + \" Region\").bold());\n }", "function textL(vm, text) {\n let tl = document.createElementNS(SVG_NS, 'text');\n tl.setAttribute('x', vm.x);\n tl.setAttribute('y', vm.y);\n tl.setAttribute('class', `tl f${vm.stroke}`);\n tl.textContent = text;\n vm.svg.appendChild(tl);\n vm.traceInfo('textL:', tl);\n}", "function circle_add_label(l){\n circle.html('')\n circle.css({ width: \"80px\", height: \"80px\"})\n circle.html(\"<small class='text-white'>\" + l + \"</small>\")\n \n }", "function graphLabels(){\n let yLabelsP = ['0','5','10','15','20','25'];\n let yLabelsT = ['300','400','500','600','700'];\n let count = 0;\n\n push();\n textSize(20); noStroke();\n if(g.diagram == \"P-V-diagram\"){\n count++;\n for(let i = 0; i < 27; i++){\n if((i+1)%5 == 0){\n if(count == 1){\n text(yLabelsP[0],g.lx-14,g.by+6);\n text(yLabelsP[1],g.lx-14,g.by-(g.by-g.ty)/28*(i+1)+7)\n } else {\n text(yLabelsP[count],g.lx-25,g.by-(g.by-g.ty)/28*(i+1)+7);\n }\n count++; \n }\n }\n push();\n textSize(22);\n translate(50,height/2+70);\n rotate(radians(-90));\n text('Pressure (MPa)',0,0);\n pop();\n } else {\n for(let i = 0; i < 25; i++){\n if((i-1)%5 == 0){\n text(yLabelsT[count],g.lx-35,g.by+10-(g.by+10-g.ty)/25*(i+1)+6);\n count++;\n }\n }\n push();\n textSize(22);\n translate(50,height/2+80);\n rotate(radians(-90));\n text('Temperature (K)',0,0);\n pop();\n \n }\n \n let xLabels = ['100','1000','10'];\n\n push();\n text(xLabels[0],xTicks[0]-18,g.by+22);\n text(xLabels[1],xTicks[1]-22,g.by+22);\n text(xLabels[2],xTicks[2]-12,g.by+22);\n textSize(15);\n text('4',xTicks[2]+10,g.by+13);\n pop();\n\n count = 0;\n labels = ['50','500','5000'];\n for(let i = 3; i < 20; i+=8){\n let pxStart;\n if(i < 8){\n pxStart = g.lx;\n let val = 10*(i+2);\n let x = pxStart + g.dx*(Math.log10(val)-1);\n if(i == 3){\n text(labels[count],x-12,g.by+22);\n count++;\n }\n } else if (i < 16){\n pxStart = xTicks[0];\n let val = 100*(i-6);\n let x = pxStart + g.dx*(Math.log10(val)-2);\n if(i == 11){\n text(labels[count],x-16,g.by+22);\n count++;\n }\n } else {\n pxStart = xTicks[1];\n let val = 1000*(i-14);\n let x = pxStart + g.dx*(Math.log10(val)-3);\n if(i == 19){\n text(labels[count],x-22,g.by+22);\n } \n }\n }\n\n push();\n textSize(22);\n text('Volume (cm /mol)',width/2-60,g.by+60);\n textSize(17);\n text('3',width/2+54,g.by+50);\n pop();\n pop();\n}", "render_label(ui) {\n // Create the edge label.\n const label = ui.render_tex(\n this,\n UI.clear_label_for_cell(this),\n this.label,\n () => this.update_label_transformation(ui),\n );\n this.element.appendChild(label.element);\n // Create an empty label buffer for flicker-free rendering.\n const buffer = ui.render_tex(this, UI.clear_label_for_cell(this, true));\n this.element.appendChild(buffer.element);\n }", "function showNodeLabelText(nodeLabel){\n\t\tlet n = d3.select('#' + nodeLabel)\n\t\tsvg.append(\"text\") // Name label text\n\t\t\t.attr('id', 'text' + n.attr('label'))\n\t\t\t.attr('label', 'textNode' + n.attr('label'))\n\t\t\t.attr('class', 'textNode')\n\t\t\t.attr('x', function() { return n.attr('cx') })\n\t\t\t.attr('y', function() { return n.attr('cy') + Math.floor(nodeRadius)})\n\t\t\t.style('font-size', nodeRadius)\n\t\t\t.text(function() {\n\t\t\t\treturn n.attr('label').replace('node', '')\n\t\t\t})\n\t}", "function drawLine(startPoint, endPoint, label) {\n // first I am going to create the links\n var newElement = document.createElementNS(\"http://www.w3.org/2000/svg\", 'path');\n var pathString = \"M \" + startPoint[0].toString() + \", \" + startPoint[1].toString() + \" L \" + endPoint[0].toString() + \", \" + endPoint[1].toString();\n\n newElement.setAttribute(\"d\", pathString);\n newElement.style.stroke = \"black\";\n newElement.style.strokeWidth = \"2\";\n newElement.setAttribute(\"id\", label);\n svg.appendChild(newElement);\n // Now to add the text labels\n var textElement = document.createElementNS(\"http://www.w3.org/2000/svg\", 'text');\n textElement.setAttribute(\"dy\", \"-12\");\n textElement.setAttribute(\"style\", \"text-anchor:middle; font-size:23px;\");\n var textPath = document.createElementNS(\"http://www.w3.org/2000/svg\", 'textPath');\n textPath.setAttributeNS(\"http://www.w3.org/1999/xlink\", \"xlink:href\", \"#\"+label);\n textPath.setAttribute(\"startOffset\", \"50%\");\n textPath.textContent = label;\n textElement.appendChild(textPath);\n svg.appendChild(textElement);\n}", "function addText(base) {\n var text = svgContainer.append(\"text\").attr(\"fill\", \"white\")\n .attr(\"font-size\", baseSize + \"px\")\n .attr(\"text-anchor\", \"middle\")\n .text(base);\n}", "function draw(words) {\n console.log(\"imdoing something\")\n svg\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function (d) { return d.size; })\n .style(\"fill\", \"#69b3a2\")\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\", \"Impact\")\n .attr(\"transform\", function (d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function (d) { return d.text; });\n}", "function labelAxes() {\n var canvas = document.getElementById(\"GraphCanvas\");\n var context = canvas.getContext(\"2d\");\n\n context.font = \"11px Georgia\";\n context.fillStyle = \"green\";\n context.fillText(\"Date (MM/DD\", 400, 470);\n context.rotate(-Math.PI / 2);\n context.textAlign = \"center\";\n context.fillText(\"Amount Owed\", -250, 10);\n}", "function makeLabels() {\n svgContainer.append('text')\n .attr('x', 250)\n .attr('y', 40)\n .style('font-size', '14pt')\n .text(\"Average Viewership By Season\");\n\n svgContainer.append('text')\n .attr('x', 350)\n .attr('y', 490)\n .style('font-size', '10pt')\n .text('Year (Seasons)');\n\n svgContainer.append('text')\n .attr('transform', 'translate(20, 315)rotate(-90)')\n .style('font-size', '10pt')\n .text('Avg. Views (in millions)');\n\n\n // chart legend\n svgContainer.append('text')\n .attr('x', 650)\n .attr('y', 75)\n .style('font-size', '10pt')\n .text('Viewership Data');\n\n svgContainer.append('rect')\n .attr(\"x\", 650)\n .attr(\"y\", 85)\n .attr(\"width\", 15)\n .attr(\"height\", 15)\n .attr('fill', '#6aade4');\n\n svgContainer.append('text')\n .attr('x', 670)\n .attr('y', 97)\n .style('font-size', '9pt')\n .text('Actual');\n\n svgContainer.append('rect')\n .attr(\"x\", 650)\n .attr(\"y\", 110)\n .attr(\"width\", 15)\n .attr(\"height\", 15)\n .attr('fill', \"#787D80\");\n\n svgContainer.append('text')\n .attr('x', 670)\n .attr('y', 122)\n .style('font-size', '9pt')\n .text('Estimated');\n }", "function draw(words) {\n svg\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) {\n return d.size; })\n .style(\"fill\", \"#38A1F3\")\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\", \"Muli, sans-serif\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.text; });\n}", "svgLabelAlign(text, wrapBound, childNodes) {\n let bounds = new Size(wrapBound.width, childNodes.length * (text.fontSize * 1.2));\n let pos = { x: 0, y: 0 };\n let x = 0;\n let y = 1.2;\n let offsetX = text.width * 0.5;\n let offsety = text.height * 0.5;\n let pointX = offsetX;\n let pointY = offsety;\n if (text.textAlign === 'left') {\n pointX = 0;\n }\n else if (text.textAlign === 'center') {\n if (wrapBound.width > text.width && (text.textOverflow === 'Ellipsis' || text.textOverflow === 'Clip')) {\n pointX = 0;\n }\n else {\n pointX = text.width * 0.5;\n }\n }\n else if (text.textAlign === 'right') {\n pointX = (text.width * 1);\n }\n pos.x = x + pointX + (wrapBound ? wrapBound.x : 0);\n pos.y = y + pointY - bounds.height / 2;\n return pos;\n }", "function legendText(x, y, text, color) {\n legText = svg.paper.text(x, y, text).attr({\n fill: color,\n 'font-size': 13,\n 'font-family': 'arial'\n })\n\n return legText\n}", "function draw(words) {\n svg\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) { return d.size; })\n .style(\"fill\", \"#69b3a2\")\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\", \"Impact\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.text; });\n }", "function draw(words) {\n svg\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) {\n return d.size;\n })\n .style(\"fill\", function(d) {\n return randomColor();\n })\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\", \"Impact\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.text; });\n}", "function addXLabels() {\n const xLabels = document.querySelectorAll(\"#x-label text\");\n const xLabelComponent = document.querySelector(\"#x-label\");\n // Do tworzenia elementow svg nalezy uzywac \"createElementNS\", createElement nie zadziala\n const createText = document.createElementNS(\n \"http://www.w3.org/2000/svg\",\n \"text\"\n );\n const createTspan = document.createElementNS(\n \"http://www.w3.org/2000/svg\",\n \"tspan\"\n );\n\n createTspan.textContent = xLabels.length + 1;\n createText.appendChild(createTspan);\n createText.setAttribute(\"y\", 88.647018);\n createText.setAttribute(\"x\", 24.009666);\n xLabelComponent.insertBefore(createText, xLabelComponent.firstChild);\n // Przesuniecie starych text\n for (let i = 0; i < xLabels.length; i++) {\n const x = parseFloat(xLabels[i].getAttribute(\"x\"));\n xLabels[i].setAttribute(\"x\", x + 26);\n }\n}", "function setLabel(props){\n //label content\n var labelAttribute = \"<h1>\" + props[expressed] + \"%\" +\n \"</h1><b>\" + \"Percent \" + expressed + \"</b>\";\n\n //create info label div\n var infolabel = d3.select(\"body\")\n .append(\"div\")\n .attr(\"class\", \"infolabel\")\n .attr(\"id\", props.NAME_1 + \"_label\")\n .html(labelAttribute);\n\n var stateName = infolabel.append(\"div\")\n .attr(\"class\", \"labelname\")\n .html(props.NAME_1);\n}", "function labelAxes(svg, coords, attributes) {\n if ('x-label' in attributes) {\n svg.append('text')\n .attr('x', coords['x'] + coords['width'] / 2) \n .attr('y', coords['y'] + coords['height'])\n .attr('text-anchor', 'middle')\n .style('font-family', style('axisFont'))\n .style('font-size', style('axisFontSize'))\n .text(attributes['x-label']);\n }\n\n if ('y-label' in attributes) {\n svg.append('text')\n .attr('x', coords['x'] - coords['height'] / 2 - coords['axisPadding'])\n .attr('y', coords['y'])\n .attr('transform', 'rotate(-90)')\n .attr('text-anchor', 'middle')\n .style('font-family', style('axisFont'))\n .style('font-size', style('axisFontSize'))\n .text(attributes['y-label']);\n }\n}", "drawDiskLabel(diskLabel) {\n let ctx = this.context;\n let p = this.projector;\n let [center, radius, size, label] = diskLabel;\n let c = p.project(center);\n let r = p.scale(radius)\n debug(`printing label \"${label}\" to position ${c} with size ${size}`);\n\n ctx.save();\n ctx.font = size + \"px monospace\";\n ctx.textAlign = \"center\";\n ctx.fillStyle = \"black\";\n ctx.translate(...c);\n ctx.fillText(label, 0, -size * BASELINE);\n ctx.restore();\n\n if (DEBUG) {\n this.drawArc([c, label.length * TEXTWIDTHRATIO * size / 2, 0, 2 * Math.PI], \"green\", 1);\n }\n }", "function makeLabels() {\n svgContainer.append('text')\n .attr('x', 375)\n .attr('y', 40)\n .style('font-size', '18pt')\n .style('font-weight', 'bold')\n .text(\"Average Viewership by Season\");\n\n svgContainer.append('text')\n .attr('x', 500)\n .attr('y', 760)\n .style('font-size', '12pt')\n .style('font-weight', 'bold')\n .text('Year');\n\n svgContainer.append('text')\n .attr('transform', 'translate(15, 500)rotate(-90)')\n .style('font-size', '12pt')\n .style('font-weight', 'bold')\n .text('Avg Viewers (in millions)');\n\n var legend = svgContainer\n .append('g')\n .attr(\"class\", \"legend\")\n .attr(\"transform\",\"translate(800,100)\");\n\n legend.append('text')\n .attr(\"x\", 0)\n .attr(\"y\", 15)\n .text('Viewership Data')\n .attr(\"class\", \"textselected\")\n .style(\"text-anchor\", \"start\")\n .style(\"font-size\", 17)\n .style('font-weight', 'bold');\n \n legend.append('rect')\n .attr(\"x\", 0)\n .attr(\"y\", 25)\n .attr(\"width\", 15)\n .attr(\"height\", 15)\n .style(\"fill\", \"steelblue\")\n \n legend.append('text')\n .attr(\"x\", 25)\n .attr(\"y\", 40)\n .text('Actual')\n .attr(\"class\", \"textselected\")\n .style(\"text-anchor\", \"start\")\n .style(\"font-size\", 17);\n\n legend.append('rect')\n .attr(\"x\", 0)\n .attr(\"y\", 60)\n .attr(\"width\", 15)\n .attr(\"height\", 15)\n .style(\"fill\", \"grey\")\n \n legend.append('text')\n .attr(\"x\", 20)\n .attr(\"y\", 75)\n .text('Estimated')\n .attr(\"class\", \"textselected\")\n .style(\"text-anchor\", \"start\")\n .style(\"font-size\", 17);\n }", "addLabel(label, font_family, font_size, color=\"black\") {\n if (this.label === \"\") {\n this.label = label\n this.addLabeltoEdge(label, font_family, font_size, color)\n } else {\n this.label = this.label + \" \" + label\n this.addToLabel(this.label, font_family, font_size, color)\n }\n }", "createLabels() {\n if (this.settings.labelsConfig.areSpritesUsed) {\n this.createLabelsAsSprites();\n } else {\n this.createLabelsAsPoints();\n }\n this.render();\n }", "configureLabels() {\n this.label\n .attr(\"class\", \"lgv-label\")\n .attr(\"data-node-label\", d => this.extractLabel(d))\n .attr(\"data-node-depth\", d => d.depth)\n .attr(\"data-node-children\", d => d.children ? true : false)\n .attr(\"x\", d => d.x)\n .attr(\"y\", d => d.children ? (d.y - (d.r * 0.9)) : d.y)\n .text(d => this.extractLabel(d));\n }", "createLabels(x_label, y_label) {\r\n\t\tlet oldText = this.texts.selectAll('text');\r\n\t\toldText.remove();\r\n\t\tthis.texts.append('text')\r\n\t\t\t.attr('x', this.offset.x + this.cell_size * this.numCols / 2 - this.cell_size)\r\n\t\t\t.attr('y', this.offset.y + (this.cell_size * this.numRows) + this.cell_size)\r\n\t\t\t.attr('font-family', 'sans-serif')\r\n\t\t\t.attr('font-size', this.text_sizes.normal)\r\n\t\t\t.text(this.x_axis_label + ' (' + this.x_units + ')');\r\n\t\tthis.texts.append('text')\r\n\t\t\t.attr('transform', `rotate(-90)`)\r\n\t\t\t.attr('x', -(this.offset.y + (this.cell_size * this.numRows) / 2 + this.cell_size))\r\n\t\t\t.attr('y', this.offset.x - this.cell_size)\r\n\t\t\t.attr('font-family', 'sans-serif')\r\n\t\t\t.attr('font-size', this.text_sizes.normal)\r\n\t\t\t.text(this.y_axis_label + ' (' + this.y_units + ')');\r\n\t}", "function addLabel ( i, name ) {\n\tvar text = createSvgElement( 'text', {\n\t\t'class': 'month-label',\n\t\t'x': xScale( i + 0.5 ), // `+ 0.5` because it goes in the middle of the month\n\t\t'y': height * 0.9\n\t});\n\ttext.textContent = name.charAt( 0 ); // first letter of month – J F M A M J J A S O N D\n\n\tsvg.appendChild( text );\n}", "function setLabel(props){\r\n \r\n if (expressed == attrArray[0]){\r\n var label = REM_2012;\r\n } else if (expressed == attrArray[1]){\r\n var label = REM_2013;\r\n } else if (expressed == attrArray[2]){\r\n var label = REM_2014;\r\n } else if (expressed == attrArray[3]){\r\n var label = REM_2015;\r\n } else if (expressed == attrArray[4]){\r\n var label = REM_2016;\r\n };\r\n \r\n //label content\r\n var labelAttribute = \"<h1>\" + props[expressed] +\r\n \"</h1><br><b>\" + label + \"</b>\";\r\n\r\n //create info label div\r\n var infolabel = d3.select(\"body\")\r\n .append(\"div\")\r\n .attr(\"class\", \"infolabel\")\r\n .attr(\"id\", props.CODE + \"_label\")\r\n .html(labelAttribute);\r\n\r\n var regionName = infolabel.append(\"div\")\r\n .attr(\"class\", \"labelname\")\r\n .html(props.Name);\r\n}", "function addTextLabel(root, node) {\n var domNode = root.append(\"text\");\n\n var lines = processEscapeSequences(node.label).split(\"\\n\");\n for (var i = 0; i < lines.length; i++) {\n domNode.append(\"tspan\")\n .attr(\"xml:space\", \"preserve\")\n .attr(\"dy\", \"1em\")\n .attr(\"x\", \"1\")\n .text(lines[i]);\n }\n\n util.applyStyle(domNode, node.labelStyle);\n\n return domNode;\n}", "createSvgText(x, y, color, fontSize, text) {\n const t = document.createElementNS(this.svgNS, \"text\");\n t.setAttributeNS(null, \"x\", x);\n t.setAttributeNS(null, \"y\", y);\n t.setAttributeNS(null, \"fill\", color);\n t.setAttributeNS(null, \"font-size\", fontSize);\n t.textContent = text;\n return t;\n }", "function addTextLabel(root, node) {\n var domNode = root.append(\"text\");\n\n var lines = processEscapeSequences(node.label).split(\"\\n\");\n for (var i = 0; i < lines.length; i++) {\n domNode\n .append(\"tspan\")\n .attr(\"xml:space\", \"preserve\")\n .attr(\"dy\", \"1em\")\n .attr(\"x\", \"1\")\n .text(lines[i]);\n }\n\n util.applyStyle(domNode, node.labelStyle);\n\n return domNode;\n}", "drawName(node) {\n if (!node) return;\n\n var w = REN.NODE_WIDTH; \n var pt = this._ps.toScreen(node.p);\n\n let text = `${node.data.label} (${node.data.activationValue.toFixed(2)})`;\n \n this._ctx.fillStyle = REN.FONT_COLOR;\n this._ctx.font = REN.FONT_STYLE;\n this._ctx.fontWeight = REN.FONT_WEIGHT;\n this._ctx.fillText(text, pt.x - (w / 2) - 10, pt.y + w + 20 );\n }", "function draw(words) {\n console.log(words);\n svgWC\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) { \n return (d.size)+\"px\"; \n })\n .style(\"fill\", function(d) { return d.color; })\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\",\"Impact\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.text; });\n }", "function addTitleText(svg, x, y, textColor, textLst) {\n let counter = 0;\n for (var text of textLst) {\n svg.append(\"text\")\n .attr(\"x\", x)\n .attr(\"y\", y+35*counter)\n .text(text)\n .style(\"font-family\", \"Rubik\")\n .style(\"font-weight\", \"bold\")\n .style(\"font-size\", 30)\n .style(\"fill\", textColor);\n \n counter = counter + 1;\n }\n}", "function draw(words) {\n var colors = new Array(\"#1f77b4\", \"#ff7f0e\", \"#2ca02c\", \"#d62728\", \"#9467bd\", \"#8c564b\", \"#e377c2\", \"#7f7f7f\", \"#bcbd22\", \"#17becf\");\n svg\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + layout.size()[0] / 2 + \",\" + layout.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) { return d.size+10; })\n .style(\"fill\", function(d, i) { return colors[parseInt(i)%10];}\n )\n .attr(\"text-anchor\", \"middle\")\n .style(\"font-family\", \"Impact\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.text; });\n }", "function updateLabel() {\n\t\tlabelVal.text( slider._getLabelValCallback( brush.extent()[0] ) );\n\t\tlabelLabel.attr(\"transform\", \"translate(\" + (+sliderWidth + \n \t\t\t\t\t\t \t +labelVal[0][0].offsetWidth + \n \t\t\t\t\t\t \t +margin.labelSpace) + \n \t \",\" + sliderHeight/2 + \")\");\n\t}", "function labeled_point(ctx,x_p,y_p,x_l,y_l,pointsize, l_text){\r\n ctx.moveTo(x_p,y_p)\r\n if(pointsize>0){\r\n ctx.arc(x_p, y_p, pointsize, 0, 2 * Math.PI, false);\r\n }\r\n ctx.fillText(l_text, x_p+x_l, y_p+y_l)\r\n}", "function labeled_point(ctx,x_p,y_p,x_l,y_l,pointsize, l_text){\r\n ctx.moveTo(x_p,y_p)\r\n if(pointsize>0){\r\n ctx.arc(x_p, y_p, pointsize, 0, 2 * Math.PI, false);\r\n }\r\n ctx.fillText(l_text, x_p+x_l, y_p+y_l)\r\n}", "function setLabel(props){\n\t\t//Label content\n\t\tlet labelAttribute = \"<h1>\" + props[expressed] +\n\t\t\t\"</h1><b>\" + expressed + \"</b>\";\n\n\t\t//Create info label div\n\t\tlet infoLabel = d3.select(\"body\")\n\t\t\t.append(\"div\")\n\t\t\t.attr(\"class\", \"infoLabel\")\n\t\t\t.attr(\"id\", props.name + \"_label\")\n\t\t\t.html(labelAttribute);\n\n\t\tlet countryName = infoLabel.append(\"div\")\n\t\t\t.attr(\"class\", \"labelname\")\n\t\t\t.html(props.name);\n\t}", "function makeLabels() {\r\n svgContainer.append('text')\r\n .attr('x', 500)\r\n .attr('y', 40)\r\n .style('font-size', '14pt')\r\n .text(\"Average Viewership By Season\");\r\n\r\n svgContainer.append('text')\r\n .attr('x', 650)\r\n .attr('y', 550)\r\n .attr('text-anchor', 'middle')\r\n .style('font-size', '10pt')\r\n .style('font-weight', 'Bold')\r\n .text('Season Years');\r\n\r\n svgContainer.append('text')\r\n .attr('transform', 'translate(60, 380)rotate(-90)')\r\n .style('font-size', '10pt')\r\n .style('font-weight', 'Bold')\r\n .text('Avg. Viewer (in millions)');\r\n \r\n\r\n // make legend for this data visualization\r\n svgContainer.append(\"rect\")\r\n .attr(\"x\", 1000)\r\n .attr(\"y\", 35)\r\n .attr(\"width\", 150)\r\n .attr(\"height\", 80)\r\n .style(\"stroke\", \"darkgray\")\r\n .style(\"fill\", \"none\")\r\n .style(\"stroke-width\", 1);\r\n\r\n svgContainer.append(\"text\")\r\n .attr(\"x\", 1020)\r\n .attr(\"y\", 60)\r\n .text(\"Viewership Data\");\r\n\r\n svgContainer.append(\"rect\")\r\n .attr(\"x\", 1020)\r\n .attr(\"y\", 70)\r\n .attr(\"width\", 10)\r\n .attr(\"height\", 10)\r\n .style(\"stroke\", \"black\")\r\n .style(\"fill\", \"lightblue\")\r\n .style(\"stroke-width\", 1);\r\n\r\n svgContainer.append(\"rect\")\r\n .attr(\"x\", 1020)\r\n .attr(\"y\", 90)\r\n .attr(\"width\", 10)\r\n .attr(\"height\", 10)\r\n .style(\"stroke\", \"black\")\r\n .style(\"fill\", \"grey\")\r\n .style(\"stroke-width\", 1);\r\n\r\n svgContainer.append(\"text\")\r\n .attr(\"x\", 1040)\r\n .attr(\"y\", 80)\r\n .text(\"Acutal\");\r\n\r\n svgContainer.append(\"text\")\r\n .attr(\"x\", 1040)\r\n .attr(\"y\", 100)\r\n .text(\"Estimated\");\r\n }", "function createEdgeTF(){\n\t\tvar gc_enter=svg.selectAll(\"g\")\n\t\t.append(\"text\")\n\t\t.attr(\"class\",\"TFText\")\n\t\t.attr(\"opacity\",0)\n\t\t.attr(\"x\",\"-8em\")\n\t\t.attr(\"y\",\"0em\")\n\t\tgc_enter.call(addTFText,20);\n\t\t\n\t}", "function updateLabels(svg, data) {\n\n var texts = svg.selectAll(\"text\").data(data)\n\n texts.exit().remove() \n\n var entered_texts = texts\n .enter().append(\"text\")\n .merge(texts)\n .attr(\"fill\", d => 'black')\n .attr('dy', '0.35em')\n .attr('font-size', '0.8em')\n .attr(\"transform\", d=> d.key=='xaxis_label' ? \"translate(\" + d.x + \",\" + d.y + \")rotate(45)\" : \"translate(\" + d.x + \",\" + d.y + \")\") \n .attr('text-anchor', d=> d.key=='xaxis_label' ? 'start' : 'middle')\n .text(d=>d.value)\n\n //texts = texts.merge(entered_texts)\n\n //texts\n //.transition().duration(2000)\n //.attr(\"transform\", d=> d.key=='xaxis_label' ? \"translate(\" + d.x + \",\" + d.y + \")rotate(45)\" : \"translate(\" + d.x + \",\" + d.y + \")\") \n //.text(d=>d.value)\n\n }", "function drawLabel() {\n p.text(`Trials: ${p.props.playedGames}/${p.props.countOfGames}`, 20, p.wrapper.offsetHeight-20);\n }", "render_label(ui) {\n const content = new DOM.Element(this.content_element);\n // Create the label.\n content.add(ui.render_tex(this, UI.clear_label_for_cell(this), this.label));\n // Create an empty label buffer for flicker-free rendering.\n const buffer = ui.render_tex(this, UI.clear_label_for_cell(this, true), this.label);\n content.add(buffer);\n }", "createLabels() {\n return this.props.pie(this.props.data).map((data, idx) => {\n // Don't label the really small wedges.\n if (data.endAngle - data.startAngle < 0.1) return null;\n let labelKey = data.data[this.props.labelKey]\n\n // Note the ref being placed on each label element for easy reference\n // and subsequently easy access to the height/width for repositioning.\n return (\n <text transform={this.labelTransform(data, labelKey)}\n ref={ (node) => this.labelNodes[labelKey] = node }\n key={labelKey}>\n { this.props.formatLabel(data.value) }\n </text>\n );\n });\n }", "function add_shed_label(item) {\n ctx.fillText(\"SHED\", item[0], item[1]);\n }", "function textC(vm, text) {\n let tc = document.createElementNS(SVG_NS, 'text');\n tc.setAttribute('x', vm.x);\n tc.setAttribute('y', vm.y);\n tc.setAttribute('class', `tc f${vm.stroke}`);\n tc.textContent = text;\n vm.svg.appendChild(tc);\n vm.traceInfo('textC:\"', tc);\n}", "function drawEVText(iStates, dTotalEV, rTotalEV, iTotalEV){\n if(iStates.length != 0){\n self.svg.append(\"text\")\n .attr(\"x\", margin.left + 1)\n .attr(\"y\", 25)\n .attr(\"class\", function(d){\n return self.chooseClass(\"I\") + \" electoralVoteText\";\n })\n .text(iTotalEV);\n self.svg.append(\"text\")\n .attr(\"x\", margin.left + 70)\n .attr(\"y\", 25)\n .attr(\"class\", function(d){\n return self.chooseClass(\"D\") + \" electoralVoteText\";\n })\n .text(dTotalEV);\n self.svg.append(\"text\")\n .attr(\"x\", self.svgWidth - 1)\n .attr(\"y\", 25)\n .attr(\"class\", function(d){\n return self.chooseClass(\"R\") + \" electoralVoteText\";\n })\n .text(rTotalEV);\n }else{\n self.svg.append(\"text\")\n .attr(\"x\", margin.left + 1)\n .attr(\"y\", 25)\n .attr(\"class\", function(d){\n return self.chooseClass(\"D\") + \" electoralVoteText\";\n })\n .text(dTotalEV);\n self.svg.append(\"text\")\n .attr(\"x\", self.svgWidth - 1)\n .attr(\"y\", 25)\n .attr(\"class\", function(d){\n return self.chooseClass(\"R\") + \" electoralVoteText\";\n })\n .text(rTotalEV);\n }\n }", "addLabel(path) {\n if (this.objects) {\n const object = path ?? this.objects[this.objects.length - 1].objects[0];\n if (object && object.closed) {\n let customText = new SketchCustomText();\n customText.uniqueIdentifier = SketchControl.uuidv4();\n let sketchObject = new SketchObject();\n let projection = { center: {}, projected: [], index: 0 };\n let bounds = {};\n let layers = parent.sketchControl.layers;\n customText.customText = parent.sketchControl.drawNegativeArea || object.negative\n ? \"Open\"\n : object.layer;\n object.getBounds(bounds);\n projection.bounds = bounds;\n projection.center.x = (bounds.min.x + bounds.max.x) / 2;\n projection.center.y = (bounds.min.y + bounds.max.y) / 2;\n this.findProjection(projection);\n for (let i = 0; i < layers.length; i++) {\n if (layers[i].uniqueIdentifier !== this.uniqueIdentifier) {\n if (\n layers[i].objects &&\n layers[i].objects.length > 0 &&\n layers[i].objects[0].objects\n ) {\n layers[i].objects.map(object => {\n if (\n object.objects &&\n object.objects[0] instanceof SketchCustomText &&\n object.objects[0].x > projection.center.x - 13 &&\n object.objects[0].x < projection.center.x + 13 &&\n object.objects[0].y > projection.center.y - 3 &&\n object.objects[0].y < projection.center.y + 3\n ) {\n projection.center.y += 3;\n }\n });\n }\n }\n }\n object.label = customText.uniqueIdentifier;\n sketchObject.objects = [customText];\n this.objects.push(sketchObject);\n customText.x = projection.center.x;\n customText.y = projection.center.y;\n customText.rotation = 0;\n customText.horizontalAlign = SketchTextHorizontalAlign.Center;\n customText.isLabel = true;\n customText.path = path;\n this.customTextForLabel = customText.uniqueIdentifier;\n }\n }\n }", "function showText(txt) {\n labelText = txt;\n}", "function addLabel(w,h, label, labelForeground, wrapTextWidth) {\r\n\tctx = document.getElementById('canvas').getContext('2d');\r\n\tvar txt, newH, newW;\r\n\t\r\n\tvar nw = w/10;\r\n\tvar nh = h/10;\r\n\t\r\n\tctx.fillStyle = labelForeground;\r\n\tctx.textBaseline = \"top\";\r\n\tctx.textarea_wrap = \"hard\";\r\n\tctx.textarea_row = 2;\r\n\tctx.cols = 10;\r\n\tfor (i= 0; i < label.length; i++) {\r\n\t\ttxt = label[i][0];\r\n\t\tnewW = nw*label[i][1];\r\n\t\tnewH = nh*label[i][2];\r\n\t\tctx.font = \"11pt Bloomberg Prop Unicode I\";\r\n\t\twrapText(ctx,txt, newW,newH, wrapTextWidth, newH);\r\n\t}\r\n}", "draw() {\n strokeWeight(10);\n point(this.x, this.y);\n text(this.name, this.x + 10, this.y + 10)\n }", "function renderNodeLabels(ctx, nodes_to_label, opacity) {\n ctx.fillStyle = 'black';\n ctx.textBaseline = 'middle';\n ctx.textAlign = 'center'; // ctx.globalAlpha = 1\n\n nodes_to_label // .filter(d => d.type === \"concept\" && (d.font_size > 7 || do_print_run))\n .filter(function (d) {\n return d.type === 'concept' && (d.font_size > 7 || do_print_run && d.font_size > 3 / sf_scale);\n }).forEach(function (d) {\n ctx.font = 'normal normal 300 ' + d.font_size + 'px ' + font_family;\n ctx.globalAlpha = opacity ? opacity : d.opacity;\n ctx.fillText(d.label.toUpperCase(), d.x, d.y);\n });\n ctx.globalAlpha = 1;\n } //function renderNodeLabels", "function smalltext(text) {\n\t\t\ttext.attr(\"x\", function(d) { return x(d.x) + 5; })\n\t\t\t.attr(\"y\", function(d) { return y(d.y) -20; })\n\t\t\t.attr(\"width\",40)\n\t\t\t.attr(\"height\",20);\n\t\t\t\n\t\t}", "function setupLabel(selection, l) {\n const setup = selection.attr('text-anchor', 'middle')\n .style('font', '12px sans-serif')\n .text(l);\n return setup;\n }", "draw_txt(txt, x, y) {\n return () => {\n fill(255);\n textAlign(CENTER);\n text(txt, x, y);\n };\n }", "function addLabel(link, data, direction) {\n var label = link\n .append('g')\n .attr('id', 'label' + data.id + direction)\n .classed(direction, true);\n\n addLabelRect(label, data, direction);\n if (data.propertyTo === 'disjoint') {\n addDisjointLabel(label);\n return;\n }\n var labelText = label\n .append('text')\n .classed('text', true)\n .attr('text-anchor', 'middle');\n\n addLabelText(labelText, data, direction);\n addPropertyToLabel(labelText, data, direction);\n addSubPropertyLabel(labelText, data, direction);\n }", "function draw_label(text, v1, v2){\n let dx = parseInt(v2[0] - v1[0]);\n let dy = parseInt(v2[1] - v1[1]-10); \n console.log(dx, dy);\n\n let p=v1;\n let pad = parseFloat(1/2);\n let padding = dx/4;\n \n pad = padding / Math.sqrt(dx*dx+dy*dy);\n \n ctx.save();\n ctx.textAlign = \"left\";\n ctx.translate(parseFloat(p[0] + dx*pad), parseFloat(p[1] + dy*pad));\n // ctx.rotate(Math.atan2(dy,dx));\n if(dx<0){\n ctx.rotate(Math.atan2(dy,dx) - Math.PI); //to avoid label upside down\n }\n else{\n ctx.rotate(Math.atan2(dy,dx));\n }\n ctx.font = '28px arial';\n ctx.fillStyle = \"black\"\n ctx.fillText(text, 0, 0);\n\n ctx.restore();\n}", "function setLabel(props){\n var formatName = props.name.replace(new RegExp(\"_\", \"g\"),\" \");\n \n var labelAttribute = \"<h1>\" + props[expressed] + \"</h1><b>\" + formatName + \"</b>\";\n \n var infoLabel = d3.select(\"body\")\n .append(\"div\")\n .attr(\"class\", \"infoLabel\")\n .attr(\"id\", props.name + \"_label\")\n .html(labelAttribute);\n }", "function drawlabel(x, y, val) {\n let x1 = x * cellw;\n let y1 = y * cellw;\n \n // Draw border\n let r = cellw / 2;\n let c = cellw / 2;\n ctx.beginPath();\n ctx.fillStyle = \"#000000\";\n ctx.arc(x1 + c, y1 + c, r, 0, 2 * Math.PI, false);\n ctx.fill();\n ctx.closePath();\n \n // Select color based on actual class\n let fcolor = \"#FFFFFF\";\n if (val == 0) fcolor = \"#CC6600\"; // red\n if (val == 1) fcolor = \"#0066CC\"; // blue\n if (val == 2) fcolor = \"#66CC00\"; // green\n if (val == 3) fcolor = \"#ABAD1F\"; // yellow\n if (val == 4) fcolor = \"#C45EB8\"; // pink\n if (val == 5) fcolor = \"#888888\"; // gray\n if (val == 6) fcolor = \"#2CD6D0\"; // cyan\n \n // Draw filled circle\n r = cellw / 2 - 1;\n ctx.beginPath();\n ctx.fillStyle = fcolor;\n ctx.arc(x1 + c, y1 + c, r, 0, 2 * Math.PI, false);\n ctx.fill();\n ctx.closePath();\n}", "function Label() {\n Shape.call(this);\n /**\n * The labeled element\n *\n * @name Label#labelTarget\n * @type Base\n */\n labelRefs.bind(this, 'labelTarget');\n}", "function Label() {\n Shape.call(this);\n /**\n * The labeled element\n *\n * @name Label#labelTarget\n * @type Base\n */\n labelRefs.bind(this, 'labelTarget');\n}", "function drawLabels(){\t\t\n\t\t\t/**\n\t\t\t * Construct fixed width label boxes, which can be styled easily. \n\t\t\t */\n\t\t\tvar noLabels = 0;\n\t\t\tfor(var i = 0; i < xaxis.ticks.length; ++i){\n\t\t\t\tif (xaxis.ticks[i].label) {\n\t\t\t\t\t++noLabels;\n\t\t\t\t}\n\t\t\t}\n\t\t\tvar xBoxWidth = plotWidth / noLabels;\n\t\t\tvar html = '<div style=\"font-size:smaller;color:' + options.grid.color + '\">';\n\t\t\t/**\n\t\t\t * Add xlabels.\n\t\t\t */\n\t\t\tfor(var j = 0, tick = null; j < xaxis.ticks.length; ++j){\n\t\t\t\ttick = xaxis.ticks[j];\n\t\t\t\tif(!tick.label) continue;\n\t\t\t\thtml += '<div style=\"position:absolute;top:' + (plotOffset.top + plotHeight + options.grid.labelMargin) + 'px;left:' + (plotOffset.left + tHoz(tick.v) - xBoxWidth/2) + 'px;width:' + xBoxWidth + 'px;text-align:center\" class=\"flotr-grid-label\">' + tick.label + \"</div>\";\n\t\t\t}\n\t\t\t\n\t\t\t/**\n\t\t\t * Add ylabels.\n\t\t\t */\n\t\t\tfor(var k = 0, tick = null; k < yaxis.ticks.length; ++k){\n\t\t\t\ttick = yaxis.ticks[k];\n\t\t\t\tif (!tick.label || tick.label.length == 0) continue;\n\t\t\t\thtml += '<div style=\"position:absolute;top:' + (plotOffset.top + tVert(tick.v) - labelMaxHeight/2) + 'px;left:0;width:' + labelMaxWidth + 'px;text-align:right\" class=\"flotr-grid-label\">' + tick.label + \"</div>\";\n\t\t\t}\n\t\t\thtml += '</div>';\t\t\n\t\t\ttarget.insert(html);\n\t\t}", "function renderLabels() {\n renderLabelsHorizontal.call(this);\n renderLabelsVertical.call(this);\n}", "function setLabel(props){\n\n console.log(props);\n\n\n var labelAttribute = \"<h1>\" + props[expressed] +\n \"</h1><b>\" + props[\"Country\"] + \", </b>\" + \"</h1><i>\" + expressed + \"</i>\";\n\n// <div id=\"USA_Country\" class=\"infolabel\">labelatribete</div>\n //create info label div\n var infolabel = d3.select(\"body\")\n .append(\"div\")\n .attr(\"class\", \"infolabel\")\n .attr(\"id\", props.iso_a3 + \"_Country\")\n //.attr(\"id\", props.country + \"Country\")\n .html(labelAttribute);\n\n\n}", "function renderNodeLabels(ctx, nodes_to_label, opacity) {\n ctx.fillStyle = 'black';\n ctx.textBaseline = 'middle';\n ctx.textAlign = 'center'; //Get all the nodes that need a label\n\n var nodes_big = nodes_to_label.filter(function (d) {\n return d.type === 'concept' && (d.font_size > 7 || do_print_run && d.font_size > 3 / sf_scale);\n }); //Draw all non-biome concept nodes\n\n nodes_big.filter(function (d) {\n return d.group !== 'biome';\n }).forEach(function (d) {\n ctx.font = 'normal normal 300 ' + d.font_size + 'px ' + font_family;\n ctx.globalAlpha = opacity ? opacity : d.opacity;\n ctx.fillText(d.label.toUpperCase(), d.x, d.y);\n }); //forEach\n\n ctx.globalAlpha = 1; //Draw the biome concept nodes\n\n nodes_big.filter(function (d) {\n return d.group === 'biome';\n }).forEach(function (d) {\n ctx.globalAlpha = opacity ? opacity : d.opacity; //Draw the icon on top\n\n if (d.img_loaded) {\n var radius = d.r - d.stroke_width * 1.5;\n drawImage(ctx, d, d.r * 0.7, radius);\n } //if\n //Change the opacity\n\n\n var col = d3__WEBPACK_IMPORTED_MODULE_6__[\"rgb\"](d.fill);\n var col_new = 'rgba(' + col.r + ',' + col.g + ',' + col.b + ',' + 0.7 + ')';\n ctx.fillStyle = col_new;\n ctx.font = 'normal normal 500 ' + d.font_size + 'px ' + font_family; // ctx.fillText(d.title.toUpperCase(), d.x, d.y)\n\n ctx.save();\n ctx.translate(d.x, d.y);\n drawTextAlongArc(ctx, d.title.toUpperCase(), 0, d.r * 0.8, 'up');\n ctx.restore();\n }); //forEach\n\n ctx.globalAlpha = 1;\n } //function renderNodeLabels", "function Label() {\n Shape.call(this);\n\n /**\n * The labeled element\n *\n * @name Label#labelTarget\n * @type Base\n */\n labelRefs.bind(this, 'labelTarget');\n}", "function Label() {\n Shape.call(this);\n\n /**\n * The labeled element\n *\n * @name Label#labelTarget\n * @type Base\n */\n labelRefs.bind(this, 'labelTarget');\n}", "function drawRep(words) {\n svgRep.append(\"g\")\n .attr(\"transform\", \"translate(\" + layoutRep.size()[0] / 2 + \",\" + layoutRep.size()[1] / 2 + \")\")\n .selectAll(\"text\")\n .data(words)\n .enter().append(\"text\")\n .style(\"font-size\", function(d) { return d.size + \"px\"; })\n .style(\"fill\", \"#FF0000\")\n .style(\"font-family\", \"Impact\")\n .attr(\"text-anchor\", \"middle\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + [d.x, d.y] + \")rotate(\" + d.rotate + \")\";\n })\n .text(function(d) { return d.word; });\n}", "function renderLabel(rowid) {\n var lbldata = JSON.parse(document.getElementById(rowid).dataset.label_rw).label;\n// RENDER LABEL\n // create the label's text from its name and add emojis if present in \n // the label name\n var imgtag = undefined;\n if((imgtag = emojitag(lbldata.name)) === undefined) {\n $('#'+rowid+'-color').text(lbldata.name);\n } else {\n // remove emoji text from the name\n var lblname = lbldata.name.replace(/\\:(.*?)\\:/g, '');\n $('#'+rowid+'-color').text(lblname);\n // append each <img> tag with an emoji to the label\n while((img = imgtag.shift()) !== undefined) {\n $('#'+rowid+'-color').append(img);\n }\n }\n // set the label's background color\n $('#'+rowid+'-color').attr('style', 'background-color:#'+lbldata.color+';color:#'+adaptColor(lbldata.color)+';');\n// ^RENDER LABEL\n\n $('#'+rowid+'-desc').text((lbldata.description === null ? '' : lbldata.description));\n}" ]
[ "0.77147454", "0.76854646", "0.7585615", "0.7584268", "0.7537327", "0.741415", "0.71815985", "0.7166419", "0.71614325", "0.7137844", "0.7128671", "0.7128671", "0.70534587", "0.69726497", "0.6963491", "0.69565195", "0.69421625", "0.6900503", "0.6877906", "0.68666446", "0.68536323", "0.68310946", "0.68216544", "0.6798158", "0.67452693", "0.674158", "0.67334074", "0.67329365", "0.6724692", "0.67042404", "0.67009425", "0.6668993", "0.6658189", "0.6639513", "0.6586935", "0.65858215", "0.65815014", "0.65691483", "0.6557513", "0.65397173", "0.6517499", "0.64851093", "0.64650995", "0.6464489", "0.6458", "0.6457979", "0.64493066", "0.6436782", "0.6418314", "0.6414604", "0.63923764", "0.6382855", "0.63744116", "0.6371639", "0.6367408", "0.63653094", "0.63476074", "0.6344408", "0.6339547", "0.63330996", "0.63311315", "0.6323195", "0.6322513", "0.6311231", "0.6306899", "0.6304376", "0.6303448", "0.6303448", "0.6300133", "0.6298797", "0.6297709", "0.6289202", "0.6284212", "0.6279366", "0.6256222", "0.6255932", "0.6252617", "0.62466407", "0.6244504", "0.62377846", "0.6226852", "0.62211823", "0.6219898", "0.62189716", "0.62118745", "0.62107134", "0.62029177", "0.61908317", "0.61768883", "0.617407", "0.6169438", "0.6169438", "0.6143371", "0.61430454", "0.613893", "0.6138628", "0.6136644", "0.6136644", "0.6126339", "0.612191" ]
0.7457264
5
Draws the label text in Canvas
_drawTextCanvas(x, y, canvas) { const that = this; let ctx = canvas.getContext('2d'); ctx.font = `${that.labelFontSize}px ${that.labelFont}`; ctx.fillStyle = that.labelColor; ctx.textAlign = 'center'; ctx.fillText(that.value, x, y); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function drawText(label, xPos, yPos, txtSize, txtWeight) {\n textAlign(CENTER);\n textFont(\"Arial\");\n textSize(txtSize);\n textStyle(txtWeight);\n fill(textColor);\n strokeWeight(0);\n text(label, xPos, yPos);\n //The stroke weight needed for the lines is making the text too thick.\n //I should probably fix this via CSS instead\n strokeWeight(1);\n}", "function drawLabel(context, data, settings) {\n var size = settings.labelSize,\n font = settings.labelFont,\n weight = settings.labelWeight;\n context.fillStyle = '#000';\n context.font = \"\".concat(weight, \" \").concat(size, \"px \").concat(font);\n context.fillText(data.label, data.x + data.size + 3, data.y + size / 3);\n}", "function drawLabel() {\n p.push();\n p.textFont('Courier New');\n p.textStyle(p.BOLD);\n p.textAlign(p.LEFT);\n p.textSize(15);\n p.fill('black');\n p.noStroke();\n p.text(`Trials: ${p.props.playedGames}/${p.props.countOfGames}`, 20, p.wrapper.offsetHeight - 20);\n p.pop();\n }", "doDraw() {\n draw_context.strokeStyle = \"#000\";\n draw_context.fillStyle = \"#eee\";\n draw_context.font = \"40px Times\";\n draw_context.lineWidth = 10;\n draw_context.strokeText(this.text, canvas_element.width/2, this.vertical);\n draw_context.fillText(this.text, canvas_element.width/2, this.vertical);\n }", "function addLabel(w,h, label, labelForeground, wrapTextWidth) {\r\n\tctx = document.getElementById('canvas').getContext('2d');\r\n\tvar txt, newH, newW;\r\n\t\r\n\tvar nw = w/10;\r\n\tvar nh = h/10;\r\n\t\r\n\tctx.fillStyle = labelForeground;\r\n\tctx.textBaseline = \"top\";\r\n\tctx.textarea_wrap = \"hard\";\r\n\tctx.textarea_row = 2;\r\n\tctx.cols = 10;\r\n\tfor (i= 0; i < label.length; i++) {\r\n\t\ttxt = label[i][0];\r\n\t\tnewW = nw*label[i][1];\r\n\t\tnewH = nh*label[i][2];\r\n\t\tctx.font = \"11pt Bloomberg Prop Unicode I\";\r\n\t\twrapText(ctx,txt, newW,newH, wrapTextWidth, newH);\r\n\t}\r\n}", "function drawText()\n\t{\n\t\t// Figure out the correct text\n\t\tvar text = getText();\n\n\t\twid = that.add('text', {\n\t\t\ttext: text,\n\t\t\tcolor: style.color,\n\t\t\tfont: style.font,\n\t\t\tcursor: 'pointer'\n\t\t});\n\n\t\t// Set the width of the widget\n\t\tthat.w = wid.width();\n\n\t\t// Assign a toggler\n\t\twid.applyAction('click', {\n\t\t\tclick: toggleMode\n\t\t});\n\t}", "function draw(id,text) {\n var canvas = document.getElementById(id); // define the canvas element\n var context = canvas.getContext('2d'); // define the canvas context\n canvas.width = window.innerWidth; // set canvas width to window\n canvas.height = window.innerHeight; // set canvas height to window\n\n context.font = \"lighter 20px Helvetica\"; // set the font face and size\n context.fillStyle = '#fff'; // set the font color\n\n var metrics = context.measureText(text); // test measure with def size\n var textWidth = metrics.width; // get the test width\n\n var scalex = (canvas.width / textWidth); // determine x scale\n var scaley = (canvas.height / 23); // determine y scale\n\n var ypos = (canvas.height / (scaley * 1.25)); // determin y position\n\n context.scale(scalex, scalex); // normal ratio, fill width\n //context.scale(scaley, scaley); // normal ratio, fill height\n //context.scale(scalex, scaley); // scale ratio, fill canvas\n context.fillText(text, 0, ypos); // render the text\n\n // drawing vertical text\n //context.save();\n //context.translate(30, 10);\n //context.rotate(-Math.PI/2);\n //context.textAlign = \"center\";\n //context.fillText(\"Your Label Here\", 20, 0);\n //context.restore();\n}", "_measureLabel() {\r\n let drawContext = canvas._canvas.getContext(\"2d\");\r\n \r\n drawContext.save();\r\n this._setupText(drawContext);\r\n let measurements = drawContext.measureText(this._text);\r\n drawContext.restore();\r\n \r\n let numLines = 1 + (this._text.match(new RegExp(\"\\n\", \"g\")) || []).length;\r\n \r\n this._textWidth = measurements.width;\r\n this._textHeight = this._fontHeight * numLines;\r\n }", "render() {\n\t\tif (!this.visible || !this.ctx) return;\n\t\tthis.ctx.font = this.textStyle.font;\n\t\tthis.ctx.fillStyle = this.textStyle.fillStyle;\n\t\tthis.ctx.textAlign = this.textStyle.textAlign;\n\t\tthis.ctx.fillText(this.text, this.x, this.y);\n\t}", "draw(context) {\n\t\t\tcontext.textAlign = 'center';\n\t\t\tcontext.fillStyle = 'rgba(57, 228, 57,' + this.opacity + ')';\n\t\t\tcontext.fillText(this.name, this.x, this.y);\n\t\t}", "function drawLabels() {\n \n var activities = ['uni','gym','phone'];\n var days = ['mon','tue','wed','thur','fri','sat','sun'];\n\n //starting points based on the canvas size\n var y = WIDTH*0.85;\n var x = y - 12;\n //making a key on the side of the canvas \n for (var l = 0; l < activities.length; l++) {\n context.fillStyle = 'black';\n context.fillText(activities[l],y,25*l+50);\n }\n \n //the colours to match the words\n for (var s = 0; s < activities.length; s++) {\n context.fillStyle = colours[s % colours.length];\n context.fillRect(x,25*s+40,10,10);\n }\n\n //printing out the days on the x-axis \n //distance between words\n var STEP = WIDTH*0.15;\n //starting point\n var START = HEIGHT*0.033;\n \n //days of the week at the bottom of the chart\n for (var i=0; i < days.length; i++) {\n context.fillStyle = 'black';\n context.fillText(days[i],STEP*i+EDGE,HEIGHT-2);\n }\n\n //drawing a line to separate the bars from words\n context.fillStyle = 'black';\n context.fillRect(0,HEIGHT-START,WIDTH,2);\n \n\n }", "function draw_label(step, c, label) {\n\tvar t = svg.append('text')\n\t\t.attr('x', get_text_x(step))\n\t\t.attr('y', get_text_y(c))\n\t\t.attr('font-family', 'sans-serif')\n\t\t.attr('font-size', '18')\n\t\t.attr('id', 't'+get_text_x(step)+'label'+get_text_y(c))\n\t\t.attr('text-anchor', 'middle');\n\tfor (i in label.split('\\n')) {\n\t\tt.append('tspan')\n\t\t\t.text(label.split('\\n')[i])\n\t\t\t.attr('dy', i * 20)\n\t\t\t.attr('x', get_text_x(step));\n\t}\n}", "function drawText(){\r\n ctx.font = `${HEIGHT/40}px Arial`;\r\n ctx.fillText(`Score: ${score}`, WIDTH - 150, HEIGHT/15);\r\n\r\n}", "function drawText() {\n fill(255);\n //UPPER TEXT\n if (window.innerWidth <= 500) {\n textSize(16);\n } else {\n textSize(32);\n }\n textAlign(RIGHT);\n text(label, window.innerWidth - 50, 100);\n textAlign(LEFT);\n text(`${onlineNumber} friends online`, 50, 100);\n\n //MIDDLE TEXT\n if (window.innerWidth <= 500) {\n textSize(56);\n } else if (window.innerWidth > 500 && window.innderWidth <= 1080) {\n textSize(80);\n } else {\n textSize(140);\n }\n textAlign(CENTER, CENTER);\n textFont(\"Helvetica\");\n textStyle(BOLD);\n text(\n `WHEN ${onlineNumber} OF US LAUGH TOGETHER`,\n 50,\n 0,\n window.innerWidth - 100,\n window.innerHeight - 50\n );\n}", "draw_txt(txt, x, y) {\n return () => {\n fill(255);\n textAlign(CENTER);\n text(txt, x, y);\n };\n }", "function draw_text(context){\n context.font = \"10px Arial\";\n context.fillStyle = \"#ffffff\";\n var response_text = response_text_choices[user_data.current_response_number];\n var response_text_break = \"\";\n for(var i=0; i < response_text.length; i++){\n // If we have a longer response and find a space, split it there.\n if(i > 10 && response_text[i] == \" \"){\n response_text_break = response_text.substring(i,response_text.length);\n response_text = response_text.substring(0, i);\n break;\n }\n }\n context.textAlign=\"center\";\n context.fillText(response_text, ball_visual.centre_x, ball_visual.centre_y);\n context.fillText(response_text_break, ball_visual.centre_x, ball_visual.centre_y + 10);\n}", "function drawText(txt, x, y) {\n ctx.textBaseline = 'top';\n ctx.textAlign = 'left';\n ctx.font = font;\n ctx.fillText(txt, x - 4, y - 4);\n}", "function drawText(x,y,text,color){\r\n ctx.fillStyle = color;\r\n ctx.font=\"50px arial\";\r\n ctx.fillText(text,x,y);\r\n}", "function drawLabel(x, y) {\n var subPolygonLabel = doc.layers['sub-polygon labels'].textFrames.add(); \n subPolygonLabel.contents = subPolygonNumber; \n subPolygonLabel.textRange.characterAttributes.fillColor = hexToRGB(textColor);\n subPolygonLabel.textRange.characterAttributes.size = textSize;\n var expanded = subPolygonLabel.createOutline();\n expanded.top = y + expanded.height/2;\n expanded.left = x - expanded.width/2;\n subPolygonLabelCounter += 1; \n}", "function labelAxes() {\n var canvas = document.getElementById(\"GraphCanvas\");\n var context = canvas.getContext(\"2d\");\n\n context.font = \"11px Georgia\";\n context.fillStyle = \"green\";\n context.fillText(\"Date (MM/DD\", 400, 470);\n context.rotate(-Math.PI / 2);\n context.textAlign = \"center\";\n context.fillText(\"Amount Owed\", -250, 10);\n}", "function text() {\n context.fillStyle = \"white\"; \n if(mediaQuery.matches){\n context.font = \"40px Cousine\";\n } else {\n context.font = \"70px Cousine\";\n }\n context.textAlign = \"center\";\n context.fillText(\"Hello I'm Meekit Patel\", (canvas.width/2), (canvas.height/2)); \n}", "strokeText(text, x, y) {\n CanvasManager.strokeText(findNodeHandle(this), text, x, y)\n }", "function drawText(text,x,y){ //Function used to draw text to the canvas using a specified text string and a starting x and y coordinate.\r\n\tctx.font = '35px pokefont';\r\n\tctx.fillText(text,x,y);\r\n\tctx.fillStyle = \"#ffffff\";\r\n}", "function drawScore() {\r\n ctx.font = \"20px Verdana\"; //font\r\n ctx.fillStyle = \"black\"; //colour\r\n ctx.fillText(\"Score: \" + score, 8, canvas.height - 20); //position\r\n}", "instructions() {\n this.canvas[1].font = \"20px Arial\";\n this.canvas[1].fillText('Goal: Avoid the monsters. Reach the princess.',10,105);\n }", "function draw() {\n drawText();\n}", "function setText(text)\n {\n svg.selectAll(\".label\").text(text);\n }", "function add_text_data( data ){\n\tcanvas_context.font = \"bold 15px Comic Sans MS\";//font style, font size, font family\n\tcanvas_context.fillStyle = data.color;\n\tcanvas_context.fillText( data.text, data.x, data.y);\n}", "function drawLabels(vec){\n context.strokeStyle = \"rgb(0,200,0)\"; \n context.font = '18pt Calibri';\n for(var i = 0; i < vec.length; i++){\n context.strokeText(i.toString(), vec[i].x, vec[i].y); \n } \n context.strokeStyle = \"rgb(0,0,0)\"; \n}", "function drawLabel() {\n p.text(`Trials: ${p.props.playedGames}/${p.props.countOfGames}`, 20, p.wrapper.offsetHeight-20);\n }", "draw_label(){\n this.svg.append('rect')\n .attr(\"class\", \"timeline-label\")\n .attr(\"x\", \"0\")\n .attr(\"y\", \"0\")\n .attr(\"width\", `${this.WIDTH}`)\n .attr(\"height\", `${this.label_height}`)\n\n this.svg.append('text')\n .attr('x', `${this.X0 - 30}`)\n .attr('text-anchor', 'left')\n .attr('y', this.label_height - 15)\n .attr('class','roll_label')\n .text(`Mean per year of ${this.y_attribute.toLowerCase()} of ${this.type} in ${this.unit}`)\n\n }", "render(ctx) {\n ctx.font = this.font;\n ctx.strokeStyle = this.strokeStyle;\n ctx.lineWidth = this.lineWidth;\n ctx.fillStyle = this.fillStyle;\n\n //Measure the width and height of the text\n if (this.width === 0) this.width = ctx.measureText(this.content).width;\n if (this.height === 0) this.height = ctx.measureText(\"M\").width;\n ctx.translate(\n -this.width * this.pivotX, \n -this.height * this.pivotY\n );\n ctx.textBaseline = this.textBaseline;\n ctx.fillText(\n this.content,\n 0,\n 0\n );\n if (this.strokeText !== \"none\") ctx.strokeText(); \n }", "function showText(txt) {\n labelText = txt;\n}", "fillText(text, x, y) {\n CanvasManager.fillText(findNodeHandle(this), text, x, y)\n }", "function drawTitle(){\n\t\n\t//Adjustment for text\n\tvar Xadj = -1;\n\tvar Yadj = 20;\n\t\n\t//Draws Text\n\tcanvasContext.fillStyle = \"black\";\n\tcanvasContext.font = \"25px georgia\";\n\tcanvasContext.fillText(\"the button\",25+Xadj,25+Yadj);\n\t\n}", "function renderizaTempo(){\n\t$(\"canvas\").drawText({\n\tfillStyle: \"#FFF\",\n\tx: ($(\"canvas\").width()/2), \n\ty: 20,\n\tfontSize: 20,\n\tfontFamily: 'Arial',\n\ttext: texto\n\t});\n}", "function drawScore() {\r\n ctx.font = \"24px Arial\";\r\n ctx.fillStyle = \"#FFFFFF\";\r\n ctx.fillText(\"Score: \"+score, 220, 25);\r\n}", "function canvasDraw() {\n $(window).load(function () {\n\n var conf = {\n fillStyle: '#f0532c',\n strokeWidth: 2,\n fontSize: 18,\n fontFamily: 'DIN-Med',\n text: 'S O M M A I R E',\n x: 31,\n y: 85,\n rotate: -90,\n letterSpacing: 2\n },\n element = $('.sommaire');\n element.drawText(conf);\n });\n }", "function drawScore() {\r\n c.font = '20px Arial';\r\n c.fillText(`Score: ${score}`, canvas.width - 100, 30);\r\n}", "draw()\n {\n document.body.style.background = \"#66F9FF\";\n\n\n //ctx.fillText(this.title, 100,100);\n }", "function drawScore(){\r\n ctx.font = fontType;\r\n ctx.fillStyle = \"#0095DD\";\r\n ctx.fillText(\"Score: \"+score, 8, 20);\r\n}", "function drawPlotLabels() {\n\tctx.save();\n\tctx.beginPath();\n\tctx.font = \"bold 20px sans-serif\";\n\tctx.fillText(String(plot.xmax),765,790);\n\tctx.fillText(String(plot.xmin),50,790);\n\tctx.fillText(String(plot.ymax), 10,20);\n\tctx.fillText(String(plot.ymin),10,770);\n\tctx.closePath();\n\tctx.restore();\n}", "function drawScore() {\n ctx.font = \"30px Times New Roman\";\n//score and font\n ctx.fillText(\"Score: \"+score, canvas.width-200, 20);\n ctx.fillStyle = \"#FF0000\";\n}", "function drawGUI(){\n highScore = \"10\"\n leftPadding = 10\n topPadding = 20\n spacing = 20\n\n canvasContext.font = \"20px Open Sans\";\n canvasContext.fillText(\n \"Arrows Fired: \" + arrowsFired, leftPadding, topPadding);\n canvasContext.fillText(\n \"Score: \" + score, leftPadding, topPadding + spacing);\n canvasContext.fillText(\n \"High Score: \" + highScore, leftPadding, topPadding + spacing * 2);\n}", "function drawText() {\n //font size weight fill etc\n push();\n textSize(30);\n fill('black');\n strokeWeight(1);\n stroke('black');\n text('Choose a key (1 or 2)', 100, 60);\n pop();\n}", "function drawScore() {\r\n ctx.font = '18px Arial';\r\n ctx.fillStyle = 'red';\r\n ctx.fillText('score: ' + score, 8, 20); //position score at 8,20 on the x,y axis of the canvas\r\n}", "function drawScore() {\n ctx.font = \"20px Arial\";\n ctx.fillStyle = \"#00000\";\n ctx.fillText(\"Score: \"+score, 8, 20);\n}", "function setText(t, x, y ){\n push();\n textSize(30);\n fill(200, 220, 60);\n stroke(100,110,213);\n strokeWeight(5);\n text(t, x, y);\n pop();\n}", "draw() {\n this.scoreText = \"Score: \" + gameNs.game.score;\n this.timeText = \"Time: \" + gameNs.game.timePassed;\n document.body.style.background = \"#000000\";\n gameNs.game.ctx.font = '120px Spy Hunter'; //48\n gameNs.game.ctx.fillStyle = \"white\"\n gameNs.game.ctx.fillText(\"SPY HUNTER\", 300, 150);\n gameNs.game.ctx.font = '80px Spy Hunter'; //48\n gameNs.game.ctx.fillStyle = \"yellow\"\n gameNs.game.ctx.fillText(this.startText, 250, 500);\n gameNs.game.ctx.fillText(this.scoreText, 450, 600);\n gameNs.game.ctx.fillText(this.timeText, 450, 700);\n }", "function taskTitle(text, y){\n ctx.fillStyle = white;\n ctx.font = '21pt apollo';\n var w = ctx.measureText(text).width;\n var x = (800 - w)/2\n ctx.fillText(text, x, y);\n }", "function drawScore() {\n ctx.font = \"16px Arial\";\n ctx.fillStyle = \"#FFC300\";\n ctx.fillText(\"Score: \"+score, 8, 20);\n}", "function drawRRLabel(label, html, aX, aY, bX, bY, onXAxis) {\n label.innerHTML = html;\n label.hidden = false;\n let offsetX = 0;\n let offsetY = 0;\n // To make it look nice and centered, specify different offsets based on axis\n if (onXAxis) {\n offsetX = label.offsetWidth / -2;\n offsetY = label.offsetWidth * -1;\n } else {\n offsetX = label.offsetWidth * .25;\n offsetY = label.offsetWidth / -2;\n }\n let midpoint = calcMidpoint(aX, aY, bX, bY);\n screenPos = planeCoordToAbsScreenPosition(midpoint.x, midpoint.y,\n offsetX, offsetY);\n label.style.left = screenPos.x + \"px\";\n label.style.top = screenPos.y + \"px\";\n}", "function writeCanvas(text) {\r\n\tcontext.clearRect(0,0,canvas.width, canvas.height);\r\n\tcontext.fillText(text, canvas.width/2, canvas.height/2);\r\n}", "function drawScore() {\n ctx.font = \"20px Arial\";\n ctx.fillText(`Score: ${score} `, canvas.width - 100, 30);\n}", "function drawScore() {\n ctx.font = '20px Arial';\n ctx.fillText(`Score: ${score}`, canvas.width - 100, 30);\n}", "function drawCaption (canvas) {\n var center = slideshow.width/2,\n maxWidth = slideshow.width,\n backgroundTop = (slideshow.height/10) * 9,\n backgroundHeight = slideshow.height - backgroundTop,\n verticalCenter = backgroundTop + (backgroundHeight/2);\n\n canvas.fillStyle = \"#000\";\n canvas.globalAlpha = 0.4;\n canvas.fillRect(0, backgroundTop, maxWidth, backgroundHeight);\n\n canvas.font = \"1.5em Tahoma\";\n canvas.textBaseline = \"middle\";\n canvas.textAlign = \"center\";\n canvas.fillStyle = \"#fff\";\n canvas.globalAlpha = 1.0;\n canvas.fillText(caption, center, verticalCenter, maxWidth);\n }", "function drawTxt(txtObj) {\n gCtx.font = `bold ${txtObj.size}px Impact`;\n gCtx.fillStyle = txtObj.fillColor\n gCtx.strokeStyle = txtObj.strokeColor\n gCtx.textAlign = txtObj.align;\n gCtx.fillText(txtObj.line, (gCanvas.width / 2), txtObj.yPos);\n gCtx.strokeText(txtObj.line, (gCanvas.width / 2), txtObj.yPos);\n}", "function scoreDraw() {\n ctx.fillStyle = \"white\";\n ctx.font = canvas.width <= 560 ? \"bold 1.5rem monospace\" : \"bold 2rem monospace\";\n ctx.fillText(\"SCORE \" + score,unit, 2*unit);\n}", "_drawText() {\n let fontStyle = this.getFontStyle();\n\n if (!fontStyle) {\n return;\n }\n\n let fontDescription = fontStyle.getFontDescription();\n\n // don't go further if font description isn't valid either\n if (!fontDescription || !fontDescription.common || !fontDescription.common.lineHeight) {\n return;\n }\n\n // line height; falls back to font size\n let lineHeight = fontDescription.common.lineHeight || this.getFontSize();\n\n // text scale based on the font size\n let scale = fontStyle.getScale();\n\n // don't go further if scale is invalid\n if (!scale) {\n return;\n }\n\n // create the lines to draw onto the screen\n let lines = TextUtils.measureText(fontStyle, this.getText(), maxWidth, this.getWordWrap(), this.getCharacterWrap());\n\n // draws lines\n this._drawLines(lines, scale, lineHeight);\n }", "function onCanvas(ev) {\n var textObj = gMeme.existText.find(function (text) {\n return (\n ev.layerX >= text.x &&\n ev.layerX <= text.x + text.xwidth &&\n ev.layerY + text.yheight >= text.y &&\n ev.layerY <= text.y + text.yheight\n )\n })\n if (textObj) {\n gMeme.currText = textObj;\n document.querySelector('.currText').value = gMeme.currText.line\n }\n}", "function drawTraining() {\n\tctx.fillStyle = \"white\";\n\tctx.fillText(\"TRAINING : \" + training.toString().toUpperCase(), 30, 290);\n}", "draw() {\n strokeWeight(10);\n point(this.x, this.y);\n text(this.name, this.x + 10, this.y + 10)\n }", "render(ctx) {\n ctx.font = this.font\n ctx.strokeStyle = this.strokeStyle\n ctx.lineWidth = this.lineWidth\n ctx.fillStyle = this.fillStyle\n \n //Measure the width and height of the text\n if(this.width === 0) this.width = ctx.measureText(this.content).width\n if(this.height === 0) this.height = ctx.measureText(\"M\").width\n \n ctx.translate(\n -this.width * this.pivotX,\n -this.height * this.pivotY\n )\n ctx.textBaseline = this.textBaseline\n ctx.fillText(\n this.content,\n 0, 0\n )\n if(this.strokeText !== \"none\") ctx.strokeText()\n }", "doDraw() {\n let v = Math.min(Math.floor(Math.abs((this.life_time%120)-60.0)*(16/60)),15);\n draw_context.strokeStyle = \"#000\" + v.toString(16);\n draw_context.fillStyle = \"#FFF\" + v.toString(16);\n draw_context.font = \"40px Times\";\n draw_context.lineWidth = 10;\n draw_context.strokeText(this.text, canvas_element.width/2, 400);\n draw_context.fillText(this.text, canvas_element.width/2, 400);\n }", "function text(x, y, text, color, font){\n ctx.fillStyle = color;\n ctx.font = font;\n ctx.fillText(text, x, y);\n}", "function draw() {\n // calculate the center coordinates of the canvas.\n var center = [(canvas.width / 2), (canvas.height / 2)];\n\n // draw the application name string.\n ctx.font = \"32pt Arial\";\n ctx.fillText(\"HTML5 BREAKOUT\", center[0], center[1] - 200);\n\n // draw the number of players selection instruction strings.\n ctx.font = \"24pt Arial\";\n ctx.fillText(\"Controls:\", center[0], center[1] - 100);\n ctx.fillText(\"[spacebar] launch a ball\", center[0], center[1] - 50);\n ctx.fillText(\"[left-arrow] move left\", center[0], center[1]);\n ctx.fillText(\"[right-arrow] move right\", center[0], center[1] + 50);\n ctx.fillText(\"Press [1] to start a 1 player game\", center[0], center[1] + 150);\n ctx.fillText(\"Press [2] to start a 2 player game\", center[0], center[1] + 200);\n }", "function clickStartButton(event) {\n helloLabel.text = \"Clicked\"; // change text for helloLabel - won't be the same position in the canvas as before in Main function - \"Game Start\"\n}", "function drawLives(){\n ctx.font = \"16px Arial\";\n ctx.fillStyle = \"#0095DD\";\n ctx.fillText(\"Lives: \" + lives, canvas.width-65, 20)\n}", "function Text (ctx_on) {\n ctx_on.font = \"16px Arial\";\n ctx_on.fillStyle = \"#0095DD\";\n //Draws Score\n this.drawScore = function(ctx_on) {\n \tctx_on.fillText(\"Score: \"+score, 8, 20);\n };\n //Draws Lives\n this.drawLives = function(ctx_on) {\n \tctx_on.fillText(\"Lives: \"+lives, canvas.width-65, 20);\n };\n}", "function drawText(title, subtitle) {\n\n ctx.fillStyle = TEXT_COLOR;\n ctx.textAlign = \"center\";\n \n ctx.font = \"bold 40px Courier\";\n ctx.fillText(title,(gridWidth * unitScale) / 2, 100);\n\n ctx.font = \"bold 30px Courier\";\n ctx.fillText(subtitle,(gridWidth * unitScale) / 2,130);\n\n}", "function drawLevel(){\r\n ctx.font = fontType;\r\n ctx.fillStyle = \"#009547\";\r\n ctx.fillText(\"Level \"+level, canvas.width/2 - 30, 20);\r\n}", "function drawText(canvas, context, textSize) {\n\tcontext.fillStyle = fgColor.value;\n\tcontext.font = \"bold 1em sans-serif\";\n\tcontext.textAlign = \"left\";\n\tcontext.fillText(\"I saw this tweet\", 20, 40);\n\n\n\t// draw the tweet!\n\tvar tweet = tweets.options[tweets.selectedIndex].value;\n\tcontext.font = \"italic \" + textSize + \"px serif\";\n\tcontext.textAlign = \"center\";\n\tcontext.fillText(tweet, Math.floor(canvas.width / 2), 100);\n\n\t// If you want to try splitIntoLines to \n\t// handle longer tweets, uncomment this code\n\t// and replace the context.fillText line above\n\t/*\n\t\tif (tweet.length > 60) {\n\t\t\tvar tweetLines = splitIntoLines(tweet);\n\t\t\tfor (var i = 0; i < tweetLines.length; i++) {\n\t\t\t\tcontext.fillText(tweetLines[i], 30, 70+(i*25));\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tcontext.fillText(tweet, 30, 100);\n\t\t}\n\t*/\n\n\tcontext.font = \"bold 1em sans-serif\";\n\tcontext.textAlign = \"right\";\n\tcontext.fillText(\"and all I got was this lousy t-shirt!\",\n\t\tcanvas.width - 20, canvas.height - 40);\n}", "function title(){\n ctx.font=getFont();\n ctx.fillStyle = \"#7f7e7e\";\n ctx.textAlign = \"center\";\n ctx.fillText(\"TIC TAC TOE\", canvas.width/2,canvas.height/15); //pavadinimas\n }", "function drawTitle(color, title_Y)\n{\n ctx.font = \"50px Arial\";\n ctx.textAlign = \"center\";\n ctx.strokeStyle = color;\n ctx.lineWidth = 3;\n ctx.strokeText(\"CASINO\", MID_CANVAS, title_Y);\n}", "function drawScore() {\r\n ctx.font = \"30px Courier\"; /* indico el tamaño de letra y el tipo de letra */\r\n ctx.fillStyle = \"#000\"; /* indico el color de la letra */\r\n ctx.fillText(\"Puntos: \"+score, 8, 30); /* indico el texto a imprimir */\r\n}", "function draw(){\n\tbackground ('lightblue');\n\n\t// draw characters\n\timage(jak, JakX, JakY);\n\timage(daxter, DaxterX, DaxterY);\n\n\t\t// narration\n\ttextSize(30);\n\ttextAlign(CENTER, CENTER);\n\ttext(story, width/4, 20, width/2);\n}", "function drawText(font, text, x, y) {\n cxt.font = font;\n cxt.fillStyle = \"white\";\n cxt.fillText(text, x, y);\n}", "function draw_info(){\n\t\n\tctx.font = \"12px Verdana\";\n\tctx.strokeStyle = \"#ff0000\";\n\tctx.strokeText(\"Lives: \", 10,490);\n\tctx.strokeText(lives, 50,490);\n\tctx.strokeText(\"Score: \", 70,490);\n\tctx.strokeText(score, 110,490);\n\t\n\t\n\t}", "function drawLanded(){\n ctx.font = \"30px Molengo\";\n ctx.fillStyle = \"#00FF00\";\n ctx.fillText(\"You Landed\", x - 50, y - 25);\n}", "function drawScore() {\n context.font = \"16px Arial\";\n context.fillStyle = \"#0095DD\";\n context.fillText(\"Lives: \"+ lives, 8, 20); //draws text at coordinate (8,20)\n}", "_drawText(copy, x, y) {\n\t\tlet CT = this\n\t\tvar _outer = CT.strokePosition === 'outer'\n\t\tvar _strokeDepth = CT.strokeWidth > 0\n\t\tif (CT.strokeDashSize > 0 && CT.strokeDashGap > 0)\n\t\t\tCT.stage.ctx.setLineDash([\n\t\t\t\tCT.strokeDashSize * CT.stage.qualityScale,\n\t\t\t\tCT.strokeDashGap * CT.stage.qualityScale\n\t\t\t])\n\t\tCT.stage.ctx.lineDashOffset = CT.strokeDashOffset\n\t\tCT.stage.ctx.lineCap = CT.strokeCap\n\t\tCT.stage.ctx.lineJoin = CT.strokeJoin\n\t\tCT.stage.ctx.font = CT.fontSize * CT.stage.qualityScale + 'px ' + CT.fontFamily\n\t\tCT.stage.ctx.fillStyle = CT.fill\n\t\tCT.stage.ctx.strokeStyle = CT.strokeFill\n\t\tCT.stage.ctx.textAlign = CT.alignText\n\t\tCT.stage.ctx.textBaseline = 'top'\n\t\tCT.stage.ctx.lineWidth = CT.strokeWidth * CT.stage.qualityScale * (_outer ? 2 : 1)\n\n\t\tif (_outer && _strokeDepth) CT.stage.ctx.strokeText(copy, x * CT.stage.qualityScale, y * CT.stage.qualityScale)\n\t\tCT.stage.ctx.fillText(copy, x * CT.stage.qualityScale, y * CT.stage.qualityScale)\n\t\tif (!_outer && _strokeDepth) {\n\t\t\t// this commented out area was originally used to prevent errors of shadow displays when strokePosition === 'center'\n\n\t\t\t// CT.stage.ctx.shadowColor = 'rgba(0, 0, 0, 0)';\n\t\t\t// CT.stage.ctx.shadowOffsetX = 0;\n\t\t\t// CT.stage.ctx.shadowOffsetY = 0;\n\t\t\t// CT.stage.ctx.shadowBlur = 0;\n\t\t\tCT.stage.ctx.strokeText(copy, x * CT.stage.qualityScale, y * CT.stage.qualityScale)\n\t\t}\n\t}", "addToLabel(label, font_family, font_size, color) {\n const rotatelabel = this.getRotateLabel()\n d3.select(this.html.node().parentElement).select(\"text\")\n .attr(\"x\", (this.x2+edge.x1)/ 2 - 5*label.length)\n .attr(\"y\", (this.y2+edge.y1 - this.stroke_width)/2)\n .attr(\"transform\", rotatelabel)\n .style(\"font-family\", font_family)\n .style(\"font-size\", font_size)\n .attr(\"fill\", color)\n .text(label)\n }", "render () {\n ctx.drawImage(Resources.get(this.sprite), this.x, this.y);\n ctx.font = '28px Audiowide';\n ctx.textAlign = 'center';\n ctx.fillStyle = '#ff006c'; \n ctx.fillText(`Gift(s): ${gameVar.gifts} Car(s): ${gameVar.cars} Days left: ${player.daysLeft}`, canvas.width / 2, 40);\n ctx.strokeStyle = 'black';\n ctx.lineWidth = 1;\n ctx.strokeText(`Gift(s): ${gameVar.gifts} Car(s): ${gameVar.cars} Days left: ${player.daysLeft}`, canvas.width / 2, 40);\n }", "drawDiskLabel(diskLabel) {\n let ctx = this.context;\n let p = this.projector;\n let [center, radius, size, label] = diskLabel;\n let c = p.project(center);\n let r = p.scale(radius)\n debug(`printing label \"${label}\" to position ${c} with size ${size}`);\n\n ctx.save();\n ctx.font = size + \"px monospace\";\n ctx.textAlign = \"center\";\n ctx.fillStyle = \"black\";\n ctx.translate(...c);\n ctx.fillText(label, 0, -size * BASELINE);\n ctx.restore();\n\n if (DEBUG) {\n this.drawArc([c, label.length * TEXTWIDTHRATIO * size / 2, 0, 2 * Math.PI], \"green\", 1);\n }\n }", "function drawScore() {\n ctx.font = \"30px Courier\"; /* indico el tamaño de letra y el tipo de letra*/\n ctx.fillStyle = \"#000\"; /* indico el color de la letra*/\n ctx.fillText(\"Puntos: \"+score, 8, 30); /* indico el texto a imprimir*/\n}", "function drawText(){\n ctx.save();\n \n ctx.beginPath();\n \n ctx.translate(centerX, centerY);\n \n ctx.rotate(180 * Math.PI / 180);\n \n ctx.fillText(\"Current Wind speed is around: \" + Math.round(windSpeed), 0, 490);\n ctx.fillText(\"Bugs shot: \" + bugsShot, 550, 490);\n ctx.restore();\n}", "drawlabels() {\n \n if (this.internal.volume===null)\n return;\n \n var context=this.internal.layoutcontroller.context;\n var dw=context.canvas.width;\n var dh=context.canvas.height;\n context.clearRect(Math.floor(this.cleararea[0]*dw),0,Math.floor(this.cleararea[1]*dw),dh);\n let cdim=$(context.canvas).css(['width','height','left','top' ]);\n \n // Add R&L s\n var labels = [ [ 'A','P', 'S','I' ] ,\n [ 'R','L', 'S','I' ] ,\n [ 'R','L', 'A','P' ] ];\n var names = [ 'Sagittal','Coronal','Axial'];\n var axes = [ '-jk','-ik','-ij' ];\n \n var fnsize=0;\n if (this.internal.simplemode)\n fnsize=Math.round(2*webutil.getfontsize(context.canvas)/3);\n else\n fnsize=Math.round(webutil.getfontsize(context.canvas)*this.cleararea[1]);\n\n context.font=fnsize+\"px Arial\";\n\n if (this.internal.simplemode)\n context.fillStyle = \"#884400\";\n else\n context.fillStyle = \"#cc6600\";\n\n\n let arrowsize=this.createarrowbuttons($(context.canvas).parent().parent(),fnsize);\n this.createmidline(context.canvas,dw,dh);\n\n if (this.internal.showdecorations===false) {\n this.hidearrowbuttons();\n return;\n }\n \n var invorientaxis = this.internal.volume.getOrientation().invaxis;\n var orientaxis = this.internal.volume.getOrientation().axis;\n let maxpl=2;\n if (this.internal.subviewers[3])\n maxpl=3;\n\n \n for (var pl=0;pl<=maxpl;pl++) {\n var trueplane=invorientaxis[pl];\n var lab=labels[trueplane];\n var vp =this.internal.subviewers[pl].getNormViewport();\n \n //console.log('Lab=',lab,(vp.x1-vp.x0)*dw,this.minLabelWidth);\n \n if ((vp.x1-vp.x0)*dw>this.minLabelWidth) {\n if (pl<=2) {\n \n let dx=0.25*vp.shiftx*dw;\n if (dx>120)\n dx=120;\n \n let dy=0.25*vp.shifty*dh;\n if (dy>50)\n dy=50;\n \n let xshift=[ -(2+dx),dx-(arrowsize+1)];\n let xshift0=[-(2+dx),(dx+2)];\n \n let ymid=Math.round( dh*(1.0-0.5*(vp.y0+vp.y1))+6);\n let xmin=vp.x0*dw+xshift0[0];\n if (xmin<2)\n xmin=2;\n let xmax=vp.x1*dw+xshift0[1];\n if (xmax>(dw-2))\n xmax=dw-2;\n \n context.textBaseline=\"middle\";\n context.textAlign=\"start\"; context.fillText(lab[0],xmin,ymid);\n context.textAlign=\"end\"; context.fillText(lab[1],xmax,ymid);\n \n let xmid=Math.round( dw*0.5*(0.5*vp.x0+1.5*vp.x1)-6);\n let ymin=Math.round((1.0-vp.y1)*dh)-dy;\n if (ymin<(fnsize+2))\n ymin=(fnsize+2);\n let ymax=Math.round((1.0-vp.y0)*dh)+dy;\n if (ymax>0.9*dh)\n ymax=0.9*dh;\n \n if (!this.internal.simplemode) {\n context.textAlign=\"center\";\n context.textBaseline=\"top\";\n context.fillText(lab[2],xmid,ymin);\n context.textBaseline=\"alphabetic\";\n context.fillText(lab[3],xmid,ymax);\n } else {\n context.textBaseline=\"alphabetic\";\n }\n \n let name=names[trueplane]+axes[orientaxis[trueplane]];\n context.textAlign=\"start\";\n context.fillText(name,xmin,ymin);\n \n if (!this.internal.simplemode) {\n let wd=Math.round(parseInt(cdim['width']));\n let lf=Math.round(parseInt(cdim['left']));\n let left=this.internal.layoutcontroller.getviewerleft();\n let l= [ Math.round(vp.x0*wd+lf+xshift[0]+left),\n Math.round(vp.x1*wd+lf+xshift[1])+left];\n if (l[0]<0)\n l[0]=0;\n \n \n \n let h=Math.round((1-(0.75*vp.y1+0.25*vp.y0))*parseInt(cdim['height']))+parseInt(cdim['top']);\n \n for (let k=0;k<=1;k++) {\n this.internal.arrowbuttons[pl*2+k].css({ 'left' : `${l[k]}px`,\n 'top' : `${h}px`,\n 'visibility' : 'visible'});\n }\n }\n }\n if (!this.internal.layoutcontroller.isCanvasDark())\n context.strokeStyle = \"#dddddd\";\n else\n context.strokeStyle = \"#222222\";\n \n \n \n context.lineWidth=1;\n context.beginPath();\n \n if (pl===3)\n vp=this.internal.subviewers[pl].getNormViewport().old;\n \n \n context.moveTo(vp.x0*dw,(1-vp.y0)*dh);\n context.lineTo(vp.x0*dw,(1-vp.y1)*dh);\n context.lineTo(vp.x1*dw,(1-vp.y1)*dh);\n context.lineTo(vp.x1*dw,(1-vp.y0)*dh);\n context.lineTo(vp.x0*dw,(1-vp.y0)*dh);\n context.stroke();\n } else if (pl<3) {\n for (let ia=0;ia<=1;ia++)\n if (this.internal.arrowbuttons[pl*2+ia])\n this.internal.arrowbuttons[pl*2+ia].css({'visibility':'hidden'});\n }\n }\n \n\n\n // Movie Stuff\n if (!this.internal.simplemode) {\n\n //console.log(\"Checking on arrows\",this.internal.maxnumframes);\n if (this.internal.maxnumframes<2 || dw<500) {\n \n for (let ia=6;ia<=11;ia++)\n if (this.internal.arrowbuttons[ia])\n this.internal.arrowbuttons[ia].css({'visibility':'hidden'});\n \n } else {\n \n let lh=this.internal.layoutcontroller.getviewerheight();\n let left=this.internal.layoutcontroller.getviewerleft();\n let y0=0.92*lh+parseInt(cdim['top']);\n for (let k=0;k<=5;k++) {\n let extra=0;\n if (k>3)\n extra=20;\n this.internal.arrowbuttons[6+k].css({ 'left' : `${50+40*k+left+extra}px`,\n 'top' : `${y0}px`,\n 'visibility' : 'visible'});\n }\n }\n }\n \n }", "function drawLabels() {\n ctx.font = \"12px Arial\"\n ctx.fillStyle = \"#000\"\n \n ctx.textAlign = \"right\"\n for (let year = 0; year < numYears; year++) {\n \n if (!shouldDrawLabel(year))\n continue;\n\n drawLabel(year, \"year\")\n }\n\n ctx.textAlign = \"center\";\n\n for (let week = 0; week < numWeeks; week++) {\n let weekOut = week + 1\n\n if (!shouldDrawLabel(weekOut)) \n continue;\n\n drawLabel(weekOut, \"week\")\n }\n}", "function labeled_point(ctx,x_p,y_p,x_l,y_l,pointsize, l_text){\r\n ctx.moveTo(x_p,y_p)\r\n if(pointsize>0){\r\n ctx.arc(x_p, y_p, pointsize, 0, 2 * Math.PI, false);\r\n }\r\n ctx.fillText(l_text, x_p+x_l, y_p+y_l)\r\n}", "function labeled_point(ctx,x_p,y_p,x_l,y_l,pointsize, l_text){\r\n ctx.moveTo(x_p,y_p)\r\n if(pointsize>0){\r\n ctx.arc(x_p, y_p, pointsize, 0, 2 * Math.PI, false);\r\n }\r\n ctx.fillText(l_text, x_p+x_l, y_p+y_l)\r\n}", "function drawScore() {\n ctx.font = \"16px Arial\";\n ctx.fillStyle = BLUE_COLOR;\n ctx.fillText(\"Score: \" + score, 8, 20);\n}", "function drawPuntaje() {\n ctx.font = \"27px Monoton-Regular\";\n ctx.fillStyle = \"white\";\n ctx.fillText(\"Puntaje:\" + puntaje, 8, 25)\n}", "function enableCanvasText(plot, ctx){\n var options = plot.getOptions();\n var placeholder = plot.getPlaceholder(); \n\n /**\n * Check if the user has requested canvas-based text support\n * If not, the HTML text is not removed from the web page\n */\n if (options.grid.canvasText.show) {\n CanvasTextFunctions.enable(ctx);\n ctx.fontFamily(options.grid.canvasText.font);\n if (options.grid.show) {\n /**\n * Remove any div-based tickLabels from the page\n */ \n placeholder.find(\".tickLabel\").remove(); \n plot.insertLabelsCanvasText(ctx);\n }\n\n /**\n * Remove any table-based legendLabels from the page.\n * .remove() is not being used because we don't want to remove the TD element.\n * We want to maintain the original width to guarantee enough room for the new text.\n * Note that the canvas-based legend text is only drawn when a legend container is not provided.\n * Although FLOT's original implementation allows the legend to show up anywhere on the page,\n * this implementation (so far) only allows the legend to be created on the canvas context.\n */\n if (options.legend.container == null) { \n placeholder.find(\".legendLabel\").each(function(i,el) {\n el = $(el);\n elWidth = el.width();\n el.text(\"\");\n el.width(elWidth);\n });\n placeholder.find(\".legend\").remove();\n plot.insertLegendCanvasText(ctx);\n }\n\n if (options.grid.canvasText.series) {\n plot.insertSeriesDataPointsCanvasText(ctx);\n }\n\n }\n }", "function drawLives(){\r\n ctx.font = fontType;\r\n ctx.fillStyle = \"#0095DD\";\r\n ctx.fillText(\"❤x\"+lives, canvas.width-43, 20);\r\n}", "function showScore() {\n ctx.textAlign = \"left\";\n ctx.font = scoreFont;\n ctx.fillStyle = \"white\";\n ctx.fillText(\"SCORE: \" + score, 10, 50);\n}", "function draw()\r\n\t{\r\n\t\t// set the draw fill style colour to black\r\n\t\tcontext.fillStyle = \"#000000\";\r\n\t\t// fill the canvas with black\r\n\t\tcontext.fillRect(0,0,canvas.width,canvas.height);\r\n\t\t// choose a font for our message\r\n\t\tcontext.font = \"40pt Calibri\";\r\n\t\t// set the draw fill colour to white\r\n\t\tcontext.fillStyle = \"#ffffff\";\r\n\t\t// draw the text at the specified position\r\n\t\tcontext.fillText(\"Hello World!\", 150, canvas.height);\r\n\t}", "function draw() {\n\n//sets the background colour\n background(0, 128, 0);\n//sets the colour of the text\n fill(255);\n//all these are callig on the JSON for something specific which is an\n//indevidual peice of text that they are mapped too\n text(\"The name of the superhero is \" +hawkeyeData.data.results[0].name, width/3.5, height/8, 500, 500);\n text(\"Description: \" +hawkeyeData.data.results[0].description, width/8.5, height/4, 1000, 600);\n text(\"Comics: \" +hawkeyeData.data.results[0].comics.available, width/3.3, height/5, 500, 500);\n\n}", "draw(context)\n\t{\n\t\tif ( !this.visible )\n\t\t\treturn;\n\n\t\tcontext.font = this.fontSize + \"px \" + this.fontName;\n\t\tcontext.fillStyle = this.fontColor;\n\t\tcontext.textAlign = this.alignment;\n\t\t\n\t\tcontext.setTransform(1,0, 0,1, 0,0); \n\t\tcontext.globalAlpha = this.opacity;\n\n\t\t// shadow draw settings\n\t\tif (this.drawShadow)\n\t\t{\n\t\t\tcontext.shadowColor = this.shadowColor;\n\t\t\tcontext.shadowBlur = this.shadowSize;\n\t\t}\n\n\t\t// add support for multiline text (line breaks indicated by \"\\n\")\n\t\tlet textArray = this.text.split(\"\\n\");\n\t\tlet lineSkip = this.fontSize * this.lineHeight;\n\n\t\t// draw filled in text (multiple times to increase drop shadow intensity)\n\t\tfor (let i = 0; i < textArray.length; i++)\n\t\t{\n\t\t\tcontext.fillText( textArray[i], this.position.x, this.position.y + i * lineSkip);\n\t\t\tcontext.fillText( textArray[i], this.position.x, this.position.y + i * lineSkip);\n\t\t}\n\n\t\t// disable shadowBlur, otherwise all sprites drawn later will have shadows\n\t\tcontext.shadowBlur = 0;\n\t\t// draw filled text again, to fill over interior shadow blur, that may be a different color\n\t\tfor (let i = 0; i < textArray.length; i++)\n\t\t{\n\t\t\tcontext.fillText( textArray[i], this.position.x, this.position.y + i * lineSkip);\n\t\t}\n\n\t\t// draw border last, so not hidden by filled text\n\t\tif (this.drawBorder)\n\t\t{\n\t\t\tcontext.strokeStyle = this.borderColor;\n\t\t\tcontext.lineWidth = this.borderSize;\n\t\t\tfor (let i = 0; i < textArray.length; i++)\n\t\t\t{\n\t\t\t\tcontext.strokeText( textArray[i], this.position.x, this.position.y + i * lineSkip);\n\t\t\t}\n\t\t}\t\t\n\t}", "function drawScore() {\n ctx.font = \"20px Roboto\";\n ctx.fillText(`Score: ${score}`, canvas.width - 100, 30);\n}", "function label(selection) {\n selection.append('rect')\n .attr({'width': itemWidth, 'height': itemHeight});\n selection.append('text')\n .text(function(d) { return d.data; })\n .attr({'y': 18, 'x': 20});\n }" ]
[ "0.75698614", "0.74875796", "0.734746", "0.7242123", "0.718357", "0.7143877", "0.70762885", "0.7043572", "0.70307857", "0.69611883", "0.69109154", "0.6880982", "0.6880413", "0.6862248", "0.6827183", "0.6772504", "0.6753698", "0.6739472", "0.6728618", "0.6722525", "0.6720138", "0.67103547", "0.6700602", "0.6698053", "0.6696708", "0.66927946", "0.669164", "0.66883105", "0.66867983", "0.66610897", "0.66604006", "0.6656687", "0.6656006", "0.66557056", "0.6637836", "0.66153514", "0.6611149", "0.66060233", "0.6592092", "0.6591498", "0.65856904", "0.6568012", "0.6562994", "0.6560116", "0.65598476", "0.6532303", "0.6526119", "0.65203774", "0.6519573", "0.65164995", "0.6507106", "0.65056545", "0.6505338", "0.65006685", "0.6486749", "0.6483571", "0.64826274", "0.6477916", "0.6471184", "0.646914", "0.64682794", "0.64680266", "0.64502305", "0.6447638", "0.6443523", "0.6431733", "0.64313084", "0.64302725", "0.64274067", "0.64144194", "0.64138526", "0.6413056", "0.63972175", "0.6393112", "0.63930756", "0.6391137", "0.6387552", "0.6385552", "0.63828564", "0.6376329", "0.6371931", "0.63715154", "0.6370458", "0.6368617", "0.63667697", "0.6365201", "0.6360738", "0.6354084", "0.6350296", "0.6350296", "0.6348182", "0.6346796", "0.63377905", "0.6330064", "0.63271755", "0.63214064", "0.6320249", "0.63175356", "0.6315205", "0.63147974" ]
0.7910681
0
Draws a single unit bar in svg
_drawStepSVG(color, opacity, x, y, svg_container) { const that = this; if (that.squareWidth) { that.lineWidth = that.squareWidth; that.lineHeight = that.squareWidth; } let rect = document.createElementNS('http://www.w3.org/2000/svg', 'rect'); rect.setAttribute('x', x); rect.setAttribute('y', y); rect.setAttribute('width', that.lineWidth); rect.setAttribute('height', that.lineHeight); rect.setAttribute('fill-opacity', opacity); rect.style.fill = color; svg_container.appendChild(rect); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function bar50(){\n self.svg.append(\"rect\")\n .attr(\"x\", (self.svgWidth * 0.5) + 35)\n .attr(\"y\", 30)\n .attr(\"width\", 3)\n .attr(\"height\", 46)\n .attr(\"class\", \"middlePoint\");\n }", "function bar(d) {\n var bar = svg.insert(\"g\", \".y.axis\")\n .attr(\"class\", \"enter\")\n .attr(\"transform\", \"translate(0,5)\")\n .selectAll(\"g\")\n .data(d.children)\n .enter().append(\"g\")\n .style(\"cursor\", function (d) {\n return !d.children ? null : \"pointer\";\n })\n .on(\"click\", downstep);\n // .append('title') // Tooltip\n // .text(function (d) {\n // return 'No of games won by '+d.key + ' is ' + d.value + ' for ' +group\n // });\n\n\n bar.append(\"text\")\n .attr(\"y\", barHeight / 2)\n .style(\"text-anchor\", \"end\")\n .attr(\"dy\", \".35em\")\n .attr(\"x\", -6)\n .text(function (d) {\n return d.name;\n });\n\n bar.append(\"rect\")\n .attr(\"height\", barHeight)\n .attr(\"width\", function (d) {\n return x(d.value);\n });\n\n return bar;\n}", "function makeSVGBarChart () {\n\n // add svg element\n var svg = d3.select(\"body\")\n .select(\"div#barChart\")\n .append(\"svg\")\n .attr(\"width\", Width)\n .attr(\"height\", Height);\n\n return svg\n} // end makeSVG", "function bar(d) {\r\n\t\t var bar = svg.insert(\"svg:g\", \".y.barHierAxis\")\r\n\t\t .attr(\"class\", \"enter\")\r\n\t\t .attr(\"transform\",function(){if($.browser.msie){\t\t \t \t\t\t\t\t\t\t\t\t\r\n\t\t \t \t\t\t\t\t\t\t\tif(d.children.length * y*1.6 < h){\r\n\t\t \t \t\t\t\t\t\t\t\t\treturn \"translate(-10,5)\";\r\n\t\t \t \t\t\t\t\t\t\t\t}\r\n\t\t \t \t\t\t\t\t\t\t\telse{\r\n\t\t \t \t\t\t\t\t\t\t\t\t//show scroll, need re-adjust the position in IE9\r\n\t\t \t \t\t\t\t\t\t\t\t\treturn \"translate(-2,5)\";\r\n\t\t \t \t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\t\t\t\t\t }\r\n\t\t\t\t\t\t\t\t\t\t else{\r\n\t\t\t\t\t\t\t\t\t\t\t return \"translate(0,5)\"; \r\n\t\t\t\t\t\t\t\t\t\t }})\r\n\t\t .selectAll(\"g\")\r\n\t\t .data(d.children)\r\n\t\t .enter().append(\"svg:g\")\r\n\t\t .style(\"cursor\", function(d) { return !d.children ? null : \"pointer\"; })\t\t \r\n\t\t .on(\"click\", showDetail);\r\n\t\r\n\t\t bar.append(\"svg:text\")\r\n\t\t .attr(\"x\", -6)\r\n\t\t .attr(\"y\", y/2+1)\r\n\t\t .attr(\"dy\", \".35em\")\r\n\t\t .attr(\"text-anchor\", \"end\")\r\n\t\t .text(function(d) { \r\n\t\t \t \t /*for current font size and the whole txt width, the max character number is 20*/\r\n\t\t\t \t if(d.Name.length > 20){\r\n\t\t\t \t\t return d.Name.substr(0,18) + \"...\";\r\n\t\t\t \t }\r\n\t\t\t \t else{\r\n\t\t\t \t\t return d.Name; \r\n\t\t\t \t }\r\n\t\t \t\t});\r\n\t\r\n\t\t bar.append(\"svg:rect\")\r\n\t\t .attr(\"width\", function(d) { return x(value(d)); })\r\n\t\t .style(\"fill\", function(d) { return rs.view.getColorByVariancePercentage(d.VariancePercentage,d.Total); })\r\n\t\t .attr(\"height\", y);\r\n\r\n\t\t \t\r\n\t\t return bar;\r\n\t\t}", "function drawBar(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#ff3300\";\n ctx.fill();\n }", "function bar(svg, down, d, selector) {\n const g = svg\n .insert(\"g\", selector)\n .attr(\"class\", \"enter\")\n .attr(\"transform\", `translate(0,${margin.top + barStep * barPadding})`)\n .attr(\"text-anchor\", \"end\")\n .style(\"font\", \"10px sans-serif\");\n\n const bar = g\n .selectAll(\"g\")\n .data(d.children)\n .join(\"g\")\n .attr(\"cursor\", d => (!d.children ? null : \"pointer\"))\n .on(\"click\", d => down(svg, d));\n\n bar\n .append(\"text\")\n .attr(\"x\", margin.left - 6)\n .attr(\"y\", (barStep * (1 - barPadding)) / 2)\n .attr(\"dy\", \".35em\")\n .text(d => d.data.name);\n\n bar\n .append(\"rect\")\n .attr(\"x\", x(0))\n .attr(\"width\", d => x(d.value) - x(0))\n .attr(\"height\", barStep * (1 - barPadding));\n\n return g;\n }", "function drawBar(data){\nvar svg = d3.select(\"#chart2\").append(\"svg\")\n\t\t\t.attr(\"width\", width)\n\t\t\t.attr(\"height\", height)\n\t\t\t.attr(\"transform\", \"translate(0,0)\"),\n margin = {top: 20, right: 20, bottom: 30, left: 40},\n width = +svg.attr(\"width\") - margin.left - margin.right,\n height = +svg.attr(\"height\") - margin.top - margin.bottom,\n g = svg.append(\"g\").attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n\nvar x0 = d3.scaleBand()\n .rangeRound([0, width])\n .paddingInner(0.1);\n\nvar x1 = d3.scaleBand()\n .padding(0.05);\n\nvar y = d3.scaleLinear()\n .rangeRound([height, 0]);\n\nvar z = d3.scaleOrdinal(d3.schemeCategory10);\ndata.forEach(function(d, i){\n\n x0.domain(d.value.race.keys());\n x1.domain(d.value.race.keys()).rangeRound([0, x0.bandwidth()]);\n y.domain([0, 10]).nice();\n\n g.append(\"g\")\n .selectAll(\"g\")\n .data(data)\n .enter().append(\"g\")\n .attr(\"transform\", function(d) { \n\t \n\t return \"translate(\" + x0(d.State) + \",0)\"; })\n .selectAll(\"s3_rect\")\n .data(function(d) { return 10;})\n .enter().append(\"s3_rect\")\n .attr(\"x\", function(d) { return x1(d.key); })\n .attr(\"y\", function(d) { return y(d.value); })\n .attr(\"width\", x1.bandwidth())\n .attr(\"height\", function(d) { return height - y(d.value); })\n .attr(\"fill\", function(d) { return z(d.key); });\n\n g.append(\"g\")\n .attr(\"class\", \"s3_axis\")\n .attr(\"transform\", \"translate(0,\" + height + \")\")\n .call(d3.axisBottom(x0));\n\n g.append(\"g\")\n .attr(\"class\", \"s3_axis\")\n .call(d3.axisLeft(y).ticks(null, \"s\"))\n .append(\"text\")\n .attr(\"x\", 2)\n .attr(\"y\", y(y.ticks().pop()) + 0.5)\n .attr(\"dy\", \"0.32em\")\n .attr(\"fill\", \"#000\")\n .attr(\"font-weight\", \"bold\")\n .attr(\"text-anchor\", \"start\")\n .text(\"Population\");\n\n var legend = g.append(\"g\")\n .attr(\"font-family\", \"sans-serif\")\n .attr(\"font-size\", 10)\n .attr(\"text-anchor\", \"end\")\n .selectAll(\"g\")\n .data(d.value.race.keys())\n .enter().append(\"g\")\n .attr(\"transform\", function(d, i) { return \"translate(0,\" + i * 20 + \")\"; });\n\n legend.append(\"rect\")\n .attr(\"x\", width - 19)\n .attr(\"width\", 19)\n .attr(\"height\", 19)\n .attr(\"fill\", z);\n\n legend.append(\"text\")\n .attr(\"x\", width - 24)\n .attr(\"y\", 9.5)\n .attr(\"dy\", \"0.32em\")\n .text(function(d) { return d; });\n});\n}", "function draw_graph_tow_bar(svg,data,height,valeur_coleur_histo1,valeur_coleur_histo2,xScale, yScale,yScale_2,div_,path_,id_path)\r\n\t{\r\n\t\t//histo 1\r\n\t\tsvg.selectAll(\".bar\")\r\n\t\t\t.data(data)\r\n\t\t\t.enter()\r\n\t\t\t.append(\"rect\")\r\n\t\t\t.attr(\"height\",0)\r\n\t\t\t.attr(\"y\", height)\r\n\t\t\t.attr(\"id\",function(d,i) {return 'rect1'+(i+100);})\r\n\t\t\t.on(\"mouseover\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).style.stroke=\"white\";\r\n\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).style.stroke=\"white\";\r\n\t\t\t\t\tif(valeur_coleur_histo1==\"url(#highcharts-32)\")\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tthis.setAttribute(\"fill\", \"\trgb(155,206,0)\");\t//\tmodifier la coleur du rectangle en survolant\r\n\t\t\t\t\t}\r\n\t\t\t\t\tif(valeur_coleur_histo2==\"url(#highcharts-33)\")\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).setAttribute(\"fill\",\"rgb(255,126,40)\");\r\n\t\t\t\t\t}\r\n\t\t\t\t\tdiv_.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", .9); \r\n\t\t\t\t\tdiv_.html(\"CA en France pour l'année:\"+d.annee + \"<br/><span class='vert'>Dettes :</span>\"+ d.gdp\r\n\t\t\t\t\t\t\t+ \"<br/><span class='orange'>CA :</span>\"+ d.chiffre_af) \r\n\t\t\t\t\t\t.style(\"left\",(d3.event.pageX + 10) + \"px\") \r\n\t\t\t\t\t\t.style(\"top\", (d3.event.pageY - 28) + \"px\");\r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"visible\";\r\n\t\t\t\t\tpath_.attr(\"d\",\"M \"+(xScale(d.annee)+30)+\" \"+height+\" L \"+(xScale(d.annee)+30)+\" 0\");\t\r\n\t\t\t\t}) \r\n\t\t\t.on(\"mouseout\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).style.stroke=\"#FFFFFF\";\r\n\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).style.stroke=\"#FFFFFF\";\r\n\t\t\t\t\tthis.setAttribute(\"fill\", valeur_coleur_histo1);\t//\tmodifier la coleur du rectangle en survolant\r\n\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).setAttribute(\"fill\",valeur_coleur_histo2);\r\n\t\t\t\t\tdiv_.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", 0);\r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"hidden\";\r\n\t\t\t\t})\r\n\t\t\t.transition().duration(3008)\r\n\t\t\t.attr({\r\n\t\t\t\t\"x\":function(d){return xScale(d.annee)+8;},\r\n\t\t\t\t\"y\":function(d){return yScale(d.gdp);},\r\n\t\t\t\t\"width\":xScale.rangeBand()/3,\r\n\t\t\t\t\"height\":function(d){return height - yScale(d.gdp);}\r\n\t\t\t\t})\r\n\t\t\t .attr(\"fill\",valeur_coleur_histo1)\r\n\t\t\t;\r\n\t\t\t\r\n\t\t//histo 2\r\n\t\tsvg.selectAll(\".bar\")\r\n\t\t\t.data(data)\r\n\t\t\t.enter()\r\n\t\t\t.append(\"rect\")\r\n\t\t\t.attr(\"id\",function(d,i) {return 'rect2'+(i+100);})\r\n\t\t\t.on(\"mouseover\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).style.stroke=\"white\";\r\n\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).style.stroke=\"white\";\r\n\t\t\t\t\tif(valeur_coleur_histo2==\"url(#highcharts-33)\")\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tthis.setAttribute(\"fill\", \"\trgb(255,126,40)\");\t//\tmodifier la coleur du rectangle en survolant\r\n\t\t\t\t\t}\r\n\t\t\t\t\tif(valeur_coleur_histo1==\"url(#highcharts-32)\")\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).setAttribute(\"fill\",\"rgb(155,206,0)\");\r\n\t\t\t\t\t}\r\n\t\t\t\t\tdiv_.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", .9); \r\n\t\t\t\t\tdiv_.html(\"CA en France pour l'année:\"+d.annee + \"<br/><span class='vert'>Dettes :</span>\"+ d.gdp\r\n\t\t\t\t\t\t\t+ \"<br/><span class='orange'>CA :</span>\"+ d.chiffre_af) \r\n\t\t\t\t\t\t.style(\"left\",(d3.event.pageX + 10) + \"px\") \r\n\t\t\t\t\t\t.style(\"top\", (d3.event.pageY - 28) + \"px\");\r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"visible\";\r\n\t\t\t\t\tpath_.attr(\"d\",\"M \"+(xScale(d.annee)+30)+\" \"+height+\" L \"+(xScale(d.annee)+30)+\" 0\");\t\r\n\t\t\t\t}) \r\n\t\t\t.on(\"mouseout\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).style.stroke=\"#FFFFFF\";\r\n\t\t\t\t\tdocument.getElementById('rect2'+(i+100)).style.stroke=\"#FFFFFF\";\r\n\t\t\t\t\tthis.setAttribute(\"fill\",valeur_coleur_histo2);\t//\tmodifier la coleur du rectangle en survolant\r\n\t\t\t\t\tdocument.getElementById('rect1'+(i+100)).setAttribute(\"fill\",valeur_coleur_histo1);\r\n\t\t\t\t\tdiv_.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", 0);\r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"hidden\";\r\n\t\t\t\t})\r\n\t\t\t.transition().duration(3008)\r\n\t\t\t.attr({\r\n\t\t\t\t\"x\":function(d){return xScale(d.annee)+(xScale.rangeBand()/2.5)+8;},\r\n\t\t\t\t\"y\":function(d){return yScale_2(d.chiffre_af);},\r\n\t\t\t\t\"width\":xScale.rangeBand()/3,\r\n\t\t\t\t\"height\":function(d){return height - yScale_2(d.chiffre_af);}\r\n\t\t\t\t})\r\n\t\t\t .attr(\"fill\",valeur_coleur_histo2);\r\n}", "function drawBars() {\n\n xScale.domain(d3.range(actividades_jaca.length));\n yScale.domain([0, d3.max(actividades_jaca, function(d) {\n return +d.value;\n })]);\n\n bar_color.domain(d3.range(function(d) {\n return d.act_descripcion;\n }));\n var myBars = svgBar.selectAll('svgBar').data(actividades_jaca);\n\n myBars.enter()\n .append('rect')\n .attr('class', 'addon')\n .attr('x', function(d, i) {\n return xScale(i);\n })\n .attr('y', function(d) {\n return height - yScale(d.value);\n })\n .attr('width', xScale.rangeBand())\n .attr('height', function(d) {\n return yScale(d.value);\n })\n .attr('fill', function(d) {\n return bar_color(d.act_descripcion);\n })\n .on('mouseover', function(d) {\n d3.select(this)\n .style('stroke-width', 0.5)\n .style('stroke', 'red');\n tooltipTitle.html(d.act_descripcion);\n tooltipTotal.html(d.value);\n })\n .on('mouseout', function() {\n d3.select(this)\n .style('stroke-width', 0);\n tooltipTitle.html('Número de empresas');\n tooltipTotal.html(totalActividades);\n });\n }", "makeBar(x, y, i)\n {\n this.svg.append(\"rect\")\n .attr(\"x\", x(this.features[i]))\n .attr(\"y\", y(this.data[i]))\n .attr(\"height\", this.height - y(this.data[i]))\n .attr(\"width\", x.bandwidth())\n .attr(\"fill\", \"none\")\n .attr(\"stroke\", \"black\")\n .attr(\"stroke-width\", 2.5)\n .attr(\"opacity\", 0.8);\n\n if((i === this.pointsOfInterest[0]) || (i === this.pointsOfInterest[1]))\n {\n this.svg.append(\"circle\")\n .attr(\"cx\", x(this.features[i]) + x.bandwidth() / 2)\n .attr(\"cy\", this.height - 15)\n .attr(\"r\", 8)\n .attr(\"fill\", \"black\");\n }\n }", "function barXFunc (d, i) { return (i * barwidth)+\"%\" ; }", "function draw_graph_one_bar(svg,data,width,height,valeur_coleur,xScale, yScale,duree_transition,div_tooltip, path_cadre,id_path){\r\n\t\t//les rectangles\r\n\t\tsvg.selectAll('rect')\r\n\t\t\t.data(data)\r\n\t\t\t.enter()\r\n\t\t\t.append('rect')\r\n\t\t\t.attr(\"height\",0)\r\n\t\t\t.attr(\"y\", height)\r\n\t\t\t.attr(\"id\",function(d,i) {return i;})\r\n\t\t\t.on(\"mouseover\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById(i).style.stroke=\"white\";\r\n\t\t\t\t\tdiv_tooltip.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", .9); \r\n\t\t\t\t\tdiv_tooltip.html(\"CA en France pour l'année:\"+d.annee + \"<br/><span class='vert'>Dettes :</span>\"+ d.gdp\r\n\t\t\t\t\t\t\t+ \"<br/><span class='orange'>CA :</span>\"+ d.chiffre_af) \r\n\t\t\t\t\t\t.style(\"left\",(d3.event.pageX + 10) + \"px\") \r\n\t\t\t\t\t\t.style(\"top\", (d3.event.pageY - 28) + \"px\"); \r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"visible\";\r\n\t\t\t\t\tpath_cadre.attr(\"d\",\"M \"+(xScale(d.annee)+35)+\" \"+height+\" L \"+(xScale(d.annee)+35)+\" 0\");\r\n\t\t\t\t\tif(valeur_coleur==\"url(#highcharts-32)\")\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tthis.setAttribute(\"fill\", \"\trgb(155,206,0)\");\t//\tmodifier la coleur du rectangle en survolant\r\n\t\t\t\t\t}\r\n\t\t\t\t\tif(document.getElementById(\"cercle_i\"+i)!= null && document.getElementById(\"cercle_h\"+i)!= null)\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tdocument.getElementById(\"cercle_i\"+i).setAttribute(\"visibility\",\"visible\");\r\n\t\t\t\t\t\tdocument.getElementById(\"cercle_h\"+i).setAttribute(\"visibility\",\"visible\");\r\n\t\t\t\t\t}\r\n\t\t\t\t}) \r\n\t\t\t.on(\"mouseout\", function(d,i) { \r\n\t\t\t\t\tdocument.getElementById(i).style.stroke=\"#FFFFFF\";\r\n\t\t\t\t\tdiv_tooltip.transition() \r\n\t\t\t\t\t\t.duration(200) \r\n\t\t\t\t\t\t.style(\"opacity\", 0); \r\n\t\t\t\t\tdocument.getElementById(id_path).style.visibility=\"hidden\";\r\n\t\t\t\t\tthis.setAttribute(\"fill\", valeur_coleur);// retour coleur initiale en quittant le rectangle\r\n\t\t\t\t\tif(document.getElementById(\"cercle_i\"+i)!= null && document.getElementById(\"cercle_h\"+i)!= null)\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\tdocument.getElementById(\"cercle_i\"+i).setAttribute(\"visibility\",\"hidden\");\r\n\t\t\t\t\t\tdocument.getElementById(\"cercle_h\"+i).setAttribute(\"visibility\",\"hidden\");\r\n\t\t\t\t\t}\r\n\t\t\t\t})\r\n\t\t\t.on(\"click\",function(d) { \r\n\t\t\t\t\tdocument.getElementById(\"title_rect\").innerHTML =\"CA pour l'année \"+d.annee;\r\n\t\t\t\t\tdraw_second_graph(data);\r\n\t\t\t})\r\n\t\t\t.transition().duration(duree_transition)\r\n\t\t\t//.delay(function(d,i){return i*200 ;})\r\n\t\t\t.attr({\r\n\t\t\t\t\"x\":function(d){return xScale(d.annee)+8;},\r\n\t\t\t\t\"y\":function(d){return yScale(d.gdp);},\r\n\t\t\t\t\"width\":xScale.rangeBand()/1.5,\r\n\t\t\t\t\"height\":function(d){return height - yScale(d.gdp);}\r\n\t\t\t\t})\r\n\t\t\t .attr(\"fill\", valeur_coleur)\r\n\t\t\t .attr(\"data-toggle\",\"modal\")\r\n\t\t\t .attr('data-target','#myModal');\r\n}", "function drawRectangleForChart(x,y,wd,ht,index) {\n\t var rect = document.createElementNS(\"http://www.w3.org/2000/svg\", 'rect');\n\t //rect.className = \"bc-tooltip\";\n\t rect.setAttributeNS(null, 'x', x);\n\t rect.setAttributeNS(null, 'y', y);\n\t rect.setAttributeNS(null, 'width', wd);\n\t rect.setAttributeNS(null, 'height', ht);\n\t // switch color on new rectangle bar chart\n\t switch (true) {\n\t case (index == 1):\n\t rect.setAttributeNS(null, 'fill', \"red\");\n\t break;\t\n\t case (index == 2):\n\t rect.setAttributeNS(null, 'fill', \"blue\");\n\t break; \n\t case (index == 3):\n\t rect.setAttributeNS(null, 'fill', \"green\");\n\t break; \n\t case (index == 4):\n\t rect.setAttributeNS(null, 'fill', \"yellow\");\n\t break; \n\t case (index == 5):\n\t rect.setAttributeNS(null, 'fill', \"orange\");\n\t break; \n\t }\n\t svg.appendChild(rect);\n\t}", "function drawHungerBar () {\r\n // Hunger bar Background\r\n rect(0, 550, cnv.width, 50, \"black\", \"fill\");\r\n // Hunger bar Border\r\n rect(8, 558, 784, 34, \"white\", \"fill\");\r\n // Hunger bar Border Background\r\n rect(10, 561, 195, 28, \"maroon\", \"fill\"); // 1/4\r\n rect(195, 561, 195, 28, \"darkred\", \"fill\"); // 1/2\r\n rect(390, 561, 195, 28, \"red\", \"fill\"); // 3/4\r\n rect(585, 561, 205, 28, \"tomato\", \"fill\"); // 4/4\r\n\r\n // Hunger Bar\r\n rect(hungerBar.x, hungerBar.y, hungerBar.w, hungerBar.h, hungerBar.col, \"fill\");\r\n}", "function render_barOpgewektheid() {\n var plotBar = hgiBar().mapping(['name', 'value']).errorMapping('sd').freqMapping('frequency').xDomain([0, 100]).addError(true).addFrequencies(true).xLabel('Opgewektheid');\n d3.select('#barOpgewektheid').datum(data_opgewektheid).call(plotBar);\n}", "function BarElement(label, value, x, y, width, height){\n ChartElement.call(this,label, value, x, y, width, height );\n \n}", "function drawBarVis(type) {\r\n const BINS = canvas.width / 3;\r\n const BAR_WIDTH = canvas.width / BINS;\r\n const HALF_CANVAS_HEIGHT = canvas.height / 2;\r\n\r\n let x_coord = 0;\r\n\r\n // Draw bars\r\n for (var i = 0; i < BINS; i++) {\r\n let barLength = Math.pow(frequencyData[i + Math.ceil(i / 90)], 3) / Math.pow(255, 3);\r\n\r\n switch(type) {\r\n // === Spaced Mirrored Bars ===\r\n case \"spacedMirrored\":\r\n canvasContext.beginPath();\r\n canvasContext.moveTo(0, HALF_CANVAS_HEIGHT);\r\n canvasContext.lineTo(canvas.width, HALF_CANVAS_HEIGHT);\r\n canvasContext.stroke();\r\n // Top Half\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 - barLength * SPACING),\r\n BAR_WIDTH,\r\n -HALF_CANVAS_HEIGHT * barLength * SPACE_MIRR_SIZE\r\n );\r\n // Bottom Half\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 + barLength * SPACING),\r\n BAR_WIDTH,\r\n HALF_CANVAS_HEIGHT * barLength * SPACE_MIRR_SIZE\r\n );\r\n break; \r\n // === Full Bars === \r\n case \"full\":\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT,\r\n BAR_WIDTH,\r\n -HALF_CANVAS_HEIGHT * barLength\r\n );\r\n break;\r\n // === Mirrored Bars ===\r\n default:\r\n canvasContext.beginPath();\r\n canvasContext.moveTo(0, HALF_CANVAS_HEIGHT);\r\n canvasContext.lineTo(canvas.width, HALF_CANVAS_HEIGHT);\r\n canvasContext.stroke();\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 - barLength * MIRR_SIZE),\r\n BAR_WIDTH,\r\n canvas.height * barLength * MIRR_SIZE\r\n ); \r\n }\r\n //Set new starting x-coordinate for next bar\r\n x_coord += BAR_WIDTH + 1;\r\n }\r\n }", "function setBar (value) {\n return fill.style.width = `${(value/max)*100}%`\n }", "function drawBar(item) {\r\n\tif (item != null) {\r\n\t\t// scale then rotate a cube to form a bar\r\n\t\tmvMatrix = mult(mvMatrix, translate(0, -1.1, item.distance / 2))\r\n\t\tmvMatrix = mult(mvMatrix, scalem(0.1, 0.1, item.distance,))\r\n\t\tgl.uniformMatrix4fv(modelView, false, flatten(mvMatrix));\r\n\t\tdrawCube(vec4(0.2, 0.2, 0.2, 1.0));\r\n\r\n\t\t// Restore model view matrix\r\n\t\tmvMatrix = stack.pop();\r\n\t\tstack.push(mvMatrix);\r\n\t}\r\n}", "function drawPowerUpBar () {\r\n // Power Up Bar Border\r\n rect(298, 8, 204, 34, \"white\", \"fill\");\r\n rect(300, 10, 200, 30, \"black\", \"fill\");\r\n // Power Up Bar\r\n rect(powerBar.x, powerBar.y, powerBar.w, powerBar.h, powerBar.col, \"fill\");\r\n}", "function renderBars() {\n return sortEnergy().map( (item,i)=>{\n return <Bar \n bar={item} \n key={i} \n select={select} \n index={i} \n onClick={()=>setSelect(i)} \n onMouseLeave={()=>setSelect(-1)}>\n {item.name} { parseInt((item.value*100).toString()) }%\n </Bar>\n })\n }", "function cypherTokenDrawAttributeBars() {\r\n const bars = new PIXI.Container();\r\n bars.bar1 = bars.addChild(new PIXI.Graphics());\r\n bars.bar2 = bars.addChild(new PIXI.Graphics());\r\n bars.bar3 = bars.addChild(new PIXI.Graphics());\r\n return bars;\r\n}", "function drawBars(target) {\n const bars = target\n .selectAll('.bar')\n .data(data)\n .enter()\n .append('rect')\n .attr('class', 'bar')\n .attr('x', d => x(d.description))\n .attr('y', d => y(d.capacity))\n .attr('width', x.bandwidth())\n .attr('height', d => height - y(d.capacity));\n }", "function drawBarTwo(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#0099ff\";\n ctx.fill();\n }", "drawBarChart() {\n this.recalculateSizes(); // calculate sizes before drawing\n\n // Remove existing bar chart svg\n d3.select(\"div.\" + this.barClass)\n .select(\"svg\")\n .remove();\n\n // Create new svg for the bar chart\n this.svg = d3\n .select(\"div.\" + this.barClass)\n .append(\"svg\")\n .attr(\"width\", this.width)\n .attr(\"height\", this.height); // alter this dynamically\n\n // Finding the maximum number of times a rule has been suggested.\n // Used to calculate bar width later\n this.maxSuggested = 0;\n for (let i = 0; i < this.data.length; i++) {\n if (this.data[i].num_suggested > this.maxSuggested) {\n this.maxSuggested = this.data[i].num_suggested;\n }\n }\n\n // Sorting data to display it in descending order\n this.data.sort((a, b) => (a.num_suggested < b.num_suggested ? 1 : -1));\n\n // Drawing the rectangles based on times the rule has been suggested\n this.svg\n .selectAll(\"rect.totalRect\")\n .data(this.data)\n .enter()\n .append(\"rect\")\n .attr(\"fill\", \"white\")\n .style(\"fill-opacity\", 1e-6)\n .attr(\"stroke\", \"black\")\n .attr(\"x\", this.width * 0.1)\n .attr(\"y\", (d, i) => {\n return i * this.barHeight * 2 + 50;\n })\n .attr(\"height\", this.barHeight)\n .attr(\"width\", d => (d.num_suggested / this.maxSuggested) * 0.8 * this.width)\n .attr(\"class\", \"totalRect\")\n .on(\"mouseover\", (d, i) => {\n // Shows more statistics when mousing over\n this.popUp(d, i);\n })\n .on(\"mouseout\", (d, i) => {\n // Removes the popup from mouseover\n this.clearPopUp(d, i);\n });\n\n // Drawing the rectanbles for number of times the rule has been accepted\n this.svg\n .selectAll(\"rect.acceptedRect\")\n .data(this.data)\n .enter()\n .append(\"rect\")\n .attr(\"fill\", \"green\")\n .attr(\"stroke\", \"black\")\n .attr(\"x\", this.width * 0.1)\n .attr(\"y\", (d, i) => {\n return i * this.barHeight * 2 + 50;\n })\n .attr(\"height\", this.barHeight)\n .attr(\"width\", d => (d.num_accepted / this.maxSuggested) * 0.8 * this.width)\n .attr(\"class\", \"acceptedRect\")\n .on(\"mouseover\", (d, i) => {\n // Shows more statistics when mousing over\n this.popUp(d, i);\n })\n .on(\"mouseout\", (d, i) => {\n // Removes the popup from mouseover\n this.clearPopUp(d, i);\n });\n\n // Drawing the rectangles for number of times the rule has been rejected\n this.svg\n .selectAll(\"rect.rejectedRect\")\n .data(this.data)\n .enter()\n .append(\"rect\")\n .attr(\"fill\", \"red\")\n .attr(\"stroke\", \"black\")\n .attr(\"x\", d => {\n // Starting where the accepted rectangle ends\n return this.width * 0.1 + (d.num_accepted / this.maxSuggested) * 0.8 * this.width;\n })\n .attr(\"y\", (d, i) => {\n return i * this.barHeight * 2 + 50;\n })\n .attr(\"height\", this.barHeight)\n .attr(\"width\", d => (d.num_rejected / this.maxSuggested) * 0.8 * this.width)\n .attr(\"class\", \"rejectedRect\")\n .on(\"mouseover\", (d, i) => {\n // Shows more statistics when mousing over\n this.popUp(d, i);\n })\n .on(\"mouseout\", (d, i) => {\n // Removes the popup from mouseover\n this.clearPopUp(d, i);\n });\n\n // Displaying information about the rule above each bar\n this.svg\n .selectAll(\"text.ruleText\")\n .data(this.data)\n .enter()\n .append(\"text\")\n .text(d => {\n // LHS -> RHS - confidence: 0.xx (2 decimal places)\n return d.lhs + \" \\u2192 \" + d.rhs + \" - confidence: \" + d.confidence.toFixed(2);\n })\n .attr(\"font-family\", this.fontType)\n .attr(\"font-size\", this.textSize)\n .attr(\"y\", (d, i) => {\n return i * this.barHeight * 2 + 45;\n })\n .attr(\"x\", this.width * 0.1)\n .attr(\"class\", \"ruleText\");\n\n // Displaying the number of times the rule has been suggested to the right of the bar\n this.svg\n .selectAll(\"text.numText\")\n .data(this.data)\n .enter()\n .append(\"text\")\n .text(d => d.num_suggested)\n .attr(\"font-family\", this.fontType)\n .attr(\"font-size\", this.textSize)\n .attr(\"y\", (d, i) => {\n return i * this.barHeight * 2 + 50 + (this.barHeight * 3) / 4;\n })\n .attr(\"x\", d => {\n return this.width * 0.1 + (d.num_suggested / this.maxSuggested) * 0.8 * this.width + 5;\n })\n .attr(\"class\", \"numText\");\n }", "function drawBarChart() {\n d3.select('#bars').selectAll('rect').remove();\n\t // majors for the x axis\n let xScale = d3.scaleBand()\n .domain(selectedMajors.map(x => x['data']['data']['Undergraduate Major']))\n .range([0, 400])\n\n\t // dollar amount for the y axis\n let yScale = d3.scaleLinear()\n .domain([0, 200000])\n .range([450, 0 ]);\n\n\t // align the axis\n let xAxis = d3.axisBottom(xScale);\n d3.select('#xAxis')\n .attr(\"transform\", `translate(${50}, ${475})`)\n .call(xAxis)\n .selectAll(\"text\")\n .attr(\"transform\", \"rotate(90)\")\n .attr(\"x\", 9)\n .attr(\"dy\", \"-.35em\")\n .style(\"text-anchor\", \"start\");\n\n\t // titles\n d3.select('#barChartSvg').append('text').attr('x', 0).attr('y', 10).text('Yearly Salary($)').style('font-size', '11').style('font-weight', 'bold')\n d3.select('#barChartSvg').append('text').attr('x', 440).attr('y', 495).text('Degree').style('font-size', '11').style('font-weight', 'bold')\n\n\t // align the y axis\n let yAxis = d3.axisLeft(yScale);\n d3.select('#yAxis')\n .attr(\"transform\", `translate(${50}, 25)`)\n .call(yAxis)\n .selectAll(\"text\");\n\n\t // g's for every gorup - starting, 10th, 25th, median, etc.\n let bars = d3.select('#bars');\n let g1 = bars.append('g');\n let g2 = bars.append('g');\n let g3 = bars.append('g');\n let g4 = bars.append('g');\n let g5 = bars.append('g');\n let g6 = bars.append('g');\n\n // display the starting median bars\n g1.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), 50))\n .attr('x', (d,i) => 30 -1 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {return 450-yScale(d['data']['data']['Starting Median Salary']); }) // always equal to 0\n .attr(\"y\", function(d) { return 25 + yScale(d['data']['data']['Starting Median Salary']); })\n .append('title')\n .text((d) => `Starting Median Salary\\n${formatter.format(d['data']['data']['data']['Starting Median Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n\n // display the stacked mid career bars\n // let tenthbars = d3.select('#bars').selectAll('rect')\n g2.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), 40))\n .attr('x', (d,i) => 50 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {\n return 450-yScale(Number(d['data']['data']['data']['Mid-Career 10th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); }) // always equal to 0\n .attr(\"y\", function(d) {return 25 + yScale(Number(d['data']['data']['data']['Mid-Career 10th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); })\n .append('title')\n .text((d) => `Mid Career 10th Percentile\\n${formatter.format(d['data']['data']['data']['Mid-Career 10th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n\n\t // 25th percentile salaries\n g3.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), 30))\n .attr('x', (d,i) => 50 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {\n return 450-1-yScale(Number(d['data']['data']['data']['Mid-Career 25th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))-Number(d['data']['data']['data']['Mid-Career 10th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); }) // always equal to 0\n .attr(\"y\", function(d) {return 25 + yScale(Number(d['data']['data']['data']['Mid-Career 25th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); })\n .append('title')\n .text((d) => `Mid Career 25th Percentile\\n${formatter.format(d['data']['data']['data']['Mid-Career 25th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n\n\n\t // median salaries\n g4.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), 20))\n .attr('x', (d,i) => 50 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {\n return 450-1-yScale(Number(d['data']['data']['data']['Mid-Career Median Salary'].replace(/[^0-9.-]+/g,\"\"))-Number(d['data']['data']['data']['Mid-Career 25th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); }) // always equal to 0\n .attr(\"y\", function(d) {return 25 + yScale(Number(d['data']['data']['data']['Mid-Career Median Salary'].replace(/[^0-9.-]+/g,\"\"))); })\n .append('title')\n .text((d) => `Mid Career Median\\n${formatter.format(d['data']['data']['data']['Mid-Career Median Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n\n\n\t // 75th percentile\n g5.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), 10))\n .attr('x', (d,i) => 50 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {\n return 450-1-yScale(Number(d['data']['data']['data']['Mid-Career 75th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))-Number(d['data']['data']['data']['Mid-Career Median Salary'].replace(/[^0-9.-]+/g,\"\"))); }) // always equal to 0\n .attr(\"y\", function(d) {return 25 + yScale(Number(d['data']['data']['data']['Mid-Career 75th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); })\n .append('title')\n .text((d) => `Mid Career 75th Percentile\\n${formatter.format(d['data']['data']['data']['Mid-Career 75th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n\n\n\t // 90th percentile bars\n g6.selectAll('rect')\n .data(selectedMajors).enter().append('rect')\n .attr('width', 20)\n .attr('fill', (d) => lightenDarkenColor(color(d['index']), -5))\n .attr('x', (d,i) => 50 + xScale.bandwidth()/2+ xScale.bandwidth()*i)\n .attr(\"height\", function(d) {\n return 450-1-yScale(Number(d['data']['data']['data']['Mid-Career 90th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))-Number(d['data']['data']['data']['Mid-Career 75th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); }) // always equal to 0\n .attr(\"y\", function(d) {return 25 + yScale(Number(d['data']['data']['data']['Mid-Career 90th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))); })\n .append('title')\n .text((d) => `Mid Career 90th Percentile\\n${formatter.format(d['data']['data']['data']['Mid-Career 90th Percentile Salary'].replace(/[^0-9.-]+/g,\"\"))}`)\n }", "_drawHealthBar() {\n const { x, y, width, height } = this.config;\n this._bar = this.scene.add.rectangle( x, y, width, height,\n this.config.barColor );\n this._bar.setOrigin( 0, 0 );\n }", "function drawBar(context, x, y, width, height, c) {\n context.fillStyle = c;\n context.fillRect(x, HEIGHT-y-height, width, height); \n }", "function drawBarThree(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#cc33ff\";\n ctx.fill();\n }", "function startBar(metrics, scales){\n \t//appending the bars\n \tvar chart = canvas.append('g')\n\t\t\t\t\t.attr(\"transform\", \"translate(150,0)\")\n\t\t\t\t\t.attr('id','bars')\n\t\t\t\t\t.selectAll('rect')\n\t\t\t\t\t.data(metrics);\n\t\t\t\t\t\n\t\tchart.enter().append('rect')\n\t\t\t\t\t.attr('height',25)\n\t\t\t\t\t.attr({'x':0,'y':function(d,i){ return scales[0](i)+19; }})\n\t\t\t\t\t.style('fill',function(d,i){ return scales[1](i); })\n\t\t\t\t\t.attr('width',function(d){ return 0; });\n\n\t\t//transition\n\t var transit = d3.select(\"svg\").selectAll(\"rect\")\n\t\t\t .data(metrics) \n\t\t\t .transition()\n\t\t\t .duration(2000) \n\t\t\t .attr(\"width\", function(d) {return scales[2](d);\n\t\t\t \t });\n\n\t\t//appending text to the bars\n\t\tvar transitext = d3.select('#bars')\n\t\t\t\t\t\t.selectAll('text')\n\t\t\t\t\t\t.data(metrics) \n\t\t\t\t\t\t.enter()\n\t\t\t\t\t\t.append('text')\n\t\t\t\t\t\t.attr({'x':function(d) {return scales[2](d)-200; },'y':function(d,i){ return scales[0](i)+35; }})\n\t\t\t\t\t\t.text(function(d,i){ \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tswitch(metrics){\n\t\t\t\t\t\t\t\tcase impressions:\n\t\t\t\t\t\t\t\t\treturn metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase clicks:\n\t\t\t\t\t\t\t\t\treturn metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cost:\n\t\t\t\t\t\t\t\t\treturn '$' + metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cpm:\n\t\t\t\t\t\t\t\t\treturn d3.format('$.3f')(metrics[i]);\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cpc:\n\t\t\t\t\t\t\t\t\treturn d3.format('$.4f')(metrics[i]);\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}})\n\t\t\t\t\t\t.style({'fill':'#fff','font-size':'14px'});\n }", "addSVGInfo(tile, x, y, width, height, color) {\n if (tile.svgData) {\n tile.svgData.barXValues.push(x);\n tile.svgData.barYValues.push(y);\n tile.svgData.barWidths.push(width);\n tile.svgData.barHeights.push(height);\n tile.svgData.barColors.push(color);\n } else {\n tile.svgData = {\n barXValues: [x],\n barYValues: [y],\n barWidths: [width],\n barHeights: [height],\n barColors: [color]\n };\n }\n }", "function drawBar(x_bar, y_bar, color_bar) {\n noStroke();\n fill(color_bar);\n rect(x_bar, y_bar, SCREEN_WIDTH, BAR_HEIGHT);\n}", "function setupBars(number,chartDims){\n\tvar i;\n\tvar padding=0.1; //percentage of white space around bars\n\t\n\tvar texture = new PIXI.RenderTexture(renderer, 10, 10);\n\tvar graphics = new PIXI.Graphics();\n\tgraphics.beginFill(0xFF3000);\n\tgraphics.drawRect(0, 0, 10, 10);\n\tgraphics.endFill();\n\ttexture.render(graphics);\n\t\n\tfor (i=0;i<number;i++){\n\t\tbars[i]= new PIXI.Sprite(texture); \n\t\tbardet[i]=new PIXI.Text(' ');\n\t\tstage.addChild(bars[i]);\n\t\tstage.addChild(bardet[i]);\n\t\t//console.log(i);\t\n\t\tbars[i].position.set(chartDims[0]+chartDims[2]*(i/number+1/number*padding),(chartDims[3]*0.9+chartDims[1]))\n\t\tbars[i].width=(chartDims[2]/number*(1.0-2.0*padding))\n\t\tbars[i].height=(chartDims[3]*0.1);\n\t}\n\n\t\n}", "addBars (data) {\n let barsHist = this.svg.selectAll('.compBar')\n .data([data.authorA, data.authorB])\n .enter().append('rect')\n .attr(\"class\", \"compBar\");\n\n barsHist\n .attr(\"x\", (d, i) => this.xScale(0))\n .attr(\"y\", (d, i) => this.yScale(i))\n .attr(\"width\", (d, i) => this.xScale(d))\n .attr(\"height\", 8)\n\n barsHist\n .style(\"fill\", (d, i) => {\n if (i === 0) return this.colorA;\n return this.colorB;\n });\n\n let bubbs = this.svg.selectAll('.compBubbs')\n .data([data.authorA, data.authorB])\n .enter().append('circle')\n .attr(\"class\", \"compBubbs\");\n\n bubbs\n .attr(\"cx\", (d, i) => this.mg + this.xScale(d, i))\n .attr(\"cy\", (d, i) => this.yScale(i) + 4)\n .attr(\"r\", 4)\n\n bubbs\n .style(\"fill\", (d, i) => {\n if (i === 0) return this.colorA;\n return this.colorB;\n });\n }", "function anim1(){\n var margin, space, barWidth, rects, nb, g, data;\n\n ( function(){\n margin = 50;\n space = 10;\n barWidth = 30;\n\n nb = Math.floor( ( w - margin * 2 ) / ( barWidth + space ) );\n margin = ( w - ( nb * ( barWidth + space ) ) ) / 2;\n\n g = svg.append( 'g' )\n .attr( 'id', 'bars' );\n\n data = d3.range( nb ).map( function( d ){\n var pos = Math.random() < .5 ? -1 : 1,\n height = 20 + Math.random() * ( h / 2 - 20 - 20 ),\n h1 = 5 + Math.random() * ( height / 2 - 10),\n h2 = 5 + Math.random() * ( height / 2 - 10),\n h3 = height - h1 - h2;\n\n return {\n pos: pos,\n height: height,\n cumul: [ h1, h2, h3 ]\n };\n } );\n\n rects = g.selectAll( 'rect' )\n .remove()\n .data( d3.range( nb * 3 ) )\n .enter()\n .append( 'rect' )\n .datum( function( d, i ){\n var opacity = 1.0;\n if( data[ ~~( i / 3 ) ].pos < 0 ){\n if( i % 3 === 1 ){\n opacity = .6;\n }\n else if( i % 3 === 2 ){\n opacity = .3;\n }\n }\n else{\n if( i % 3 === 1 ){\n opacity = .6;\n }\n else if( i % 3 === 0 ){\n opacity = .3;\n }\n }\n return {\n opacity: opacity,\n pos: data[ ~~( i / 3 ) ].pos,\n height: data[ ~~( i / 3 ) ].height\n };\n } );\n\n step1();\n } )();\n\n // small bars graph\n function step1(){\n var count = 0;\n\n rects\n .attrs( {\n opacity: 1.0,\n fill: 'rgb( 251, 53, 80 )',\n y: h / 2,\n width: 8,\n height: 0\n } )\n .attr( 'x', function( d, i ){\n return margin + space / 2 + ( barWidth + space ) * ~~( i / 3 ) + ( i % 3) * 11;\n } )\n .transition()\n .delay( function( d, i ){\n return i * 10;\n } )\n .attr( 'height', function( d, i ){\n return data[ ~~( i / 3 ) ].cumul[ i % 3 ];\n } )\n .attr( 'y', function( d, i ){\n return d.pos < 0 ? h / 2 - ( data[ ~~( i / 3 ) ].cumul[ i % 3 ] ) : h / 2 ;\n } )\n .transition()\n .duration( 300 )\n .on( 'end', function(){\n count ++;\n if( count === nb *3 ) step2();\n } );\n }\n\n // stack bars\n function step2(){\n var count = 0;\n\n rects\n .transition()\n .attr( 'y', function( d, i ){\n var y;\n if( d.pos < 0 ){\n y = h / 2 - d.height;\n }\n else{\n y = h / 2;\n }\n for( var n = 0; n < i % 3; n++ ){\n y += data[ ~~( i / 3 ) ].cumul[ n ];\n }\n return y;\n } )\n .transition()\n .attr( 'x', function( d, i ){\n return margin + space / 2 + ( barWidth + space ) * ~~( i / 3 );\n } )\n .attr( 'opacity', function( d ){\n return d.opacity;\n } )\n .attr( 'width', barWidth )\n .transition()\n .duration( 300 )\n .on( 'end', function(){\n count ++;\n if( count === nb *3 ) step3();\n } )\n }\n\n // large bars graph\n function step3(){\n var count = 0;\n\n rects\n .transition()\n .duration( 300 )\n .attr( 'height', function( d, i ){\n var _h = 0;\n if( d.pos < 0 ){\n if( i % 3 === 0 ){\n _h = Math.abs( d.height );\n }\n }\n else{\n if( i % 3 === 2 ){\n _h = Math.abs( d.height );\n }\n }\n\n return _h;\n } )\n .attr( 'y', function( d, i ){\n var _y = h / 2;\n if( d.pos < 0 ){\n if( i % 3 === 0 ){\n _y = h / 2 - d.height;\n }\n }\n return _y ;\n } )\n .on( 'end', function(){\n count ++;\n if( count === nb *3 ) step4();\n } );\n }\n\n function step4(){\n var last = 0, count = 0;\n\n var sortedHeights = data.map( function( d ){\n return d.height * d.pos;\n } ).sort( function( a, b ){\n return -( a - b );\n } );\n\n rects\n .datum( function( d, i ){\n var index = sortedHeights.indexOf( d.height * d.pos );\n if( index == last ){\n index++;\n }\n last = index;\n return {\n orderedIndex: index\n }\n } )\n .transition()\n .duration( 500 )\n .attr( 'x', function( d ){\n return margin + space / 2 + ( barWidth + space ) * d.orderedIndex;\n } )\n .transition()\n .duration( 300 )\n .on( 'end', function(){\n count ++;\n if( count === data.length ) step5();\n } );\n }\n\n // disapperaing large bars\n function step5(){\n var count = 0;\n\n rects\n .transition()\n .duration( 300 )\n .attrs( {\n y: h / 2,\n height: 0\n } )\n .on( 'end', function(){\n count ++;\n if( count === nb *3 ) endStep();\n } );\n }\n\n function endStep(){\n rects.remove();\n g.remove();\n\n anim2();\n }\n }", "function renderBarChart() {\n drawAxisCalibrations();\n var i, j, p, a, x, y, w, h, len;\n\n if (opts.orient === \"horiz\") {\n rotate();\n }\n\n drawAxis();\n\n ctx.lineWidth = opts.stroke || 1;\n ctx.lineJoin = \"miter\";\n\n len = sets[0].length;\n\n // TODO fix right pad\n for (i = 0; i < sets.length; i++) {\n for (j = 0; j < len; j++) {\n p = 1;\n a = rotated ? height : width;\n w = ((a / len) / sets.length) - ((p / sets.length) * i) - 1;\n x = (p / 2) + getXForIndex(j, len + 1) + (w * i) + 1;\n y = getYForValue(sets[i][j]);\n h = y - getYForValue(0) || !isNaN(opts.mapZeroValueTo) && +opts.mapZeroValueTo || 0;\n\n if (isStacked()) {\n // TODO account for negative and positive values in same stack\n w = (a / len) - 2;\n x = getXForIndex(j, len + 1);\n //y = getYForValue(sumY(sets.slice(0, i + 1), j));\n \n // Accounting for negative and positive values in same stack\n y = getYForValue(sumYSigned(sets, i, j));\n }\n\n drawRect(colorOf(i), x, y, w, h);\n }\n }\n }", "function barUtil () {\n\n var decorate = noop,\n barWidth = fractionalBarWidth(0.75),\n orient = 'vertical',\n pathGenerator = bar();\n\n var base = xyBase().xValue(function (d, i) {\n return orient === 'vertical' ? d.x : d.y;\n }).yValue(function (d, i) {\n return orient === 'vertical' ? d.y : d.x;\n });\n\n var dataJoin$$ = dataJoin().selector('g.bar').element('g');\n\n function containerTranslation(d, i) {\n if (orient === 'vertical') {\n return 'translate(' + base.x1(d, i) + ', ' + base.y0(d, i) + ')';\n } else {\n return 'translate(' + base.x0(d, i) + ', ' + base.y1(d, i) + ')';\n }\n }\n\n function barHeight(d, i) {\n if (orient === 'vertical') {\n return base.y1(d, i) - base.y0(d, i);\n } else {\n return base.x1(d, i) - base.x0(d, i);\n }\n }\n\n function valueAxisDimension(generator) {\n if (orient === 'vertical') {\n return generator.height;\n } else {\n return generator.width;\n }\n }\n\n function crossAxisDimension(generator) {\n if (orient === 'vertical') {\n return generator.width;\n } else {\n return generator.height;\n }\n }\n\n function crossAxisValueFunction() {\n return orient === 'vertical' ? base.x : base.y;\n }\n\n var bar$$ = function bar$$(selection) {\n selection.each(function (data, index) {\n\n if (orient !== 'vertical' && orient !== 'horizontal') {\n throw new Error('The bar series does not support an orientation of ' + orient);\n }\n\n dataJoin$$.attr('class', 'bar ' + orient);\n\n var filteredData = data.filter(base.defined);\n\n pathGenerator.x(0).y(0).width(0).height(0);\n\n if (orient === 'vertical') {\n pathGenerator.verticalAlign('top');\n } else {\n pathGenerator.horizontalAlign('right');\n }\n\n // set the width of the bars\n var width = barWidth(filteredData.map(crossAxisValueFunction()));\n crossAxisDimension(pathGenerator)(width);\n\n var g = dataJoin$$(this, filteredData);\n\n // within the enter selection the pathGenerator creates a zero\n // height bar. As a result, when used with a transition the bar grows\n // from y0 to y1 (y)\n g.enter().attr('transform', containerTranslation).append('path').attr('d', function (d) {\n return pathGenerator([d]);\n });\n\n // set the bar to its correct height\n valueAxisDimension(pathGenerator)(barHeight);\n\n g.attr('transform', containerTranslation).select('path').attr('d', function (d) {\n return pathGenerator([d]);\n });\n\n decorate(g, filteredData, index);\n });\n };\n\n bar$$.decorate = function (x) {\n if (!arguments.length) {\n return decorate;\n }\n decorate = x;\n return bar$$;\n };\n bar$$.barWidth = function (x) {\n if (!arguments.length) {\n return barWidth;\n }\n barWidth = d3.functor(x);\n return bar$$;\n };\n bar$$.orient = function (x) {\n if (!arguments.length) {\n return orient;\n }\n orient = x;\n return bar$$;\n };\n\n d3.rebind(bar$$, base, 'xScale', 'xValue', 'x1Value', 'x0Value', 'yScale', 'yValue', 'y1Value', 'y0Value');\n d3.rebind(bar$$, dataJoin$$, 'key');\n\n return bar$$;\n }", "renderBarGraph() {\n let data = this.addNumDrawingsToData() \n return (\n <ResponsiveBar\n data={data}\n keys={['numDrawings']}\n indexBy={indexFunc}\n margin={{ top: 50, right: 130, bottom: 50, left: 60 }}\n padding={0.3}\n colors={{ scheme: 'nivo' }}\n borderColor={{ from: 'color', modifiers: [ [ 'darker', 1.6 ] ] }}\n axisTop={null}\n axisRight={null}\n axisBottom={{\n tickSize: 5,\n tickPadding: 5,\n tickRotation: 0,\n legend: 'country',\n legendPosition: 'middle',\n legendOffset: 32\n }}\n axisLeft={{\n tickSize: 5,\n tickPadding: 5,\n tickRotation: 0,\n legend: 'numDrawings',\n legendPosition: 'middle',\n legendOffset: -40\n }}\n labelSkipWidth={12}\n labelSkipHeight={12}\n enableGridY={true}\n labelTextColor={{ from: 'color', modifiers: [ [ 'darker', 1.6 ] ] }}\n legends={[\n {\n dataFrom: 'keys',\n anchor: 'bottom-right',\n direction: 'column',\n justify: false,\n translateX: 120,\n translateY: 0,\n itemsSpacing: 2,\n itemWidth: 100,\n itemHeight: 20,\n itemDirection: 'left-to-right',\n itemOpacity: 0.85,\n symbolSize: 20,\n effects: [\n {\n on: 'hover',\n style: {\n itemOpacity: 1\n }\n }\n ]\n }\n ]}\n animate={true}\n motionStiffness={90}\n motionDamping={15}\n />\n )\n }", "function drawBar(key, value) {\n\n // outer div \"lane\" of the bar\n let divLine = document.createElement(\"div\");\n divLine.className = \"ganttLine Line\" + (key + 1);\n divLine.id = \"demo-tooltip-mouse\" + key;\n divLine.style.top = 18 * key + \"px\";\n\n // Title of the Massnahme\n let titleSpan = document.createElement(\"span\");\n titleSpan.className = \"ganttTitle gTitle\" + (key + 1) + \" unselectable\";\n titleSpan.innerHTML = \"\" + value.title;\n\n // the actual bar\n let div = document.createElement(\"div\");\n let startdate = new Date(value.Startdatum);\n let enddate = new Date(value.Enddatum);\n let startofyear = new Date(2020, 0, 0);\n\n div.className = \"barElement bar\" + (key + 1);\n div.id = \"bar\" + (key + 1);\n\n // use widthFromDate function to calculate the with and the starting point of bar & text\n div.style.width = \"\" + widthFromDate(startdate, enddate) + \"px\";\n div.style.left = \"\" + widthFromDate(startofyear, startdate) + \"px\";\n titleSpan.style.left = widthFromDate(startofyear, startdate) - (12) + \"px\";\n\n document.getElementById(\"ganttContainer\").appendChild(divLine);\n document.getElementById(\"demo-tooltip-mouse\" + key).appendChild(titleSpan);\n document.getElementById(\"demo-tooltip-mouse\" + key).appendChild(div);\n\n // Tooltipp divs\n $(\"#demo-tooltip-above\").jBox(\"Tooltip\", {\n theme: \"TooltipDark\",\n });\n\n $(\"#demo-tooltip-mouse\" + key).jBox(\"Mouse\", {\n theme: \"TooltipDark\",\n content:\n \"<b> Zeitraum: \" +\n value.Startdatum +\n \"-\" +\n value.Enddatum +\n \"<br> Massnahmen: \" +\n value.massnahme +\n \"</b>\",\n });\n}", "constructor(svg, width, height)\n {\n super(svg, width, height);\n this.data = [];\n this.type = \"BarChart\";\n }", "function showBarGraphNumBytes() {\n var margin = {top: 20, right: 20, bottom: 100, left: 100},\n width = 600 - margin.left - margin.right,\n height = 300 - margin.top - margin.bottom;\n\nvar x = d3.scale.ordinal().rangeRoundBands([0, width], .05);\nvar y = d3.scale.linear().range([height, 0]);\n\nvar xAxis = d3.svg.axis()\n .scale(x)\n .orient(\"bottom\");\n\nvar yAxis = d3.svg.axis()\n .scale(y)\n .orient(\"left\")\n .ticks(6);\n\nvar svg = d3.select(\"#bar-graph\").append(\"svg\")\n .attr(\"width\", width + margin.left + margin.right)\n .attr(\"height\", height + margin.top + margin.bottom)\n .append(\"g\")\n .attr(\"transform\", \n \"translate(\" + margin.left + \",\" + margin.top + \")\");\n\n// load the data\nd3.json(\"data.json\", function(error, data) {\n\nvar freqTotal = d3.nest()\n .key(function(d) { return d.current_page; })\n .rollup(function(v) { return d3.mean(v, function(d) { return d.bytes_used; }); })\n .entries(data);\n //console.log(JSON.stringify(freqTotal));\n\ndata = freqTotal;\n\n x.domain(data.map(function(d) { return d.key; }));\n y.domain([0, d3.max(data, function(d) { return d.values; })]);\n\n svg.append(\"g\")\n .attr(\"class\", \"x axis\")\n .attr(\"transform\", \"translate(0,\" + height + \")\")\n .call(xAxis)\n .selectAll(\"text\")\n .style(\"text-anchor\", \"end\")\n .attr(\"dx\", \"-.8em\")\n .attr(\"dy\", \"-.55em\")\n .attr(\"transform\", \"rotate(-90)\" );\n\n svg.append(\"g\")\n .attr(\"class\", \"y axis\")\n .call(yAxis)\n .append(\"text\")\n .attr(\"transform\", \"rotate(-90)\")\n .attr(\"y\", -margin.left)\n .attr(\"dy\", \".71em\")\n .style(\"text-anchor\", \"end\")\n .text(\"Average bytes used\");\n\n svg.selectAll(\"bar\")\n .data(data)\n .enter().append(\"rect\")\n .attr(\"class\", \"bar\")\n .attr(\"x\", function(d) { return x(d.key); })\n .attr(\"width\", x.rangeBand())\n .attr(\"y\", function(d) { return y(d.values); })\n .attr(\"height\", function(d) { return height - y(d.values); })\n .attr(\"fill\", function(d, i) {\n return colors(i);\n });;\n\n});\n\n}", "function showBarClick() {\n fill(currentColor);\n noStroke();\n translate(-25,0);\n for (var i = 0; i < spectrum.length; i++) {\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x + w, height, width / spectrum.length - 3, h);\n }\n}", "function BgrUnit(size, y) {\n\tthis.size = size;\n\tthis.y = y;\n}", "popUp(d, i) {\n let popG = this.svg\n .append(\"g\") // Appending \"g\" element for both text and rectangle\n .attr(\"transform\", () => {\n let height = i * this.barHeight * 2 + 50 + this.barHeight;\n return \"translate(\" + this.width * 0.1 + \",\" + height + \")\";\n })\n .attr(\"class\", \"popUpG\");\n\n // Adding the white background to display text on\n popG\n .append(\"rect\")\n .attr(\"fill\", \"white\")\n .attr(\"width\", this.width * 0.4)\n .attr(\"height\", this.barHeight * 1.5)\n .attr(\"class\", \"popUpRect\");\n\n // Adding the text showing the acceptance rate\n popG\n .append(\"text\")\n .text(\"Accepted: \" + d.num_accepted + \" (\" + ((d.num_accepted / d.num_suggested) * 100).toFixed(0) + \"%)\") // Shows in percent with 0 decimals\n .attr(\"font-family\", this.fontType)\n .attr(\"font-size\", this.textSize)\n .attr(\"y\", this.barHeight / 2 + 5)\n .attr(\"x\", 10);\n\n // Adding the text showing the rejection rate\n popG\n .append(\"text\")\n .text(\"Rejected: \" + d.num_rejected + \" (\" + ((d.num_rejected / d.num_suggested) * 100).toFixed(0) + \"%)\") // Shows in percent with 0 decimals\n .attr(\"font-family\", this.fontType)\n .attr(\"font-size\", this.textSize)\n .attr(\"y\", this.barHeight + 10)\n .attr(\"x\", 10);\n }", "function createBarChart(container, data, graphColor, formatComma) {\r\n\r\n var margin = { top: 20, right: 30, bottom: 40, left: 90 };\r\n var axis_margin = 90\r\n\r\n var x = d3.scaleLinear()\r\n .domain([0, d3.max(data, d => d.n)])\r\n .range([0, 0.65 * container.attr('width')]);\r\n\r\n var y = d3.scaleBand()\r\n .range([20, container.attr('height')])\r\n .domain(data.map(d => d.nameCat))\r\n .padding(0.2)\r\n\r\n container.append(\"g\")\r\n .call(d3.axisLeft(y))\r\n .attr(\"transform\", \"translate(\" + axis_margin + \",\" + 0 + \")\")\r\n .attr(\"font-weight\", \"normal\")\r\n\r\n container.selectAll(\"myRect\")\r\n .data(data)\r\n .enter()\r\n .append(\"rect\")\r\n .attr(\"x\", x(0) + axis_margin)\r\n .attr(\"y\", d => y(d.nameCat))\r\n .transition()\r\n .duration(800)\r\n .attr(\"width\", d => x(d.n))\r\n .attr(\"height\", y.bandwidth())\r\n .attr(\"fill\", graphColor)\r\n\r\n // Adds the numbers at the end of the bars\r\n container.selectAll(\"rectText\")\r\n .data(data)\r\n .enter()\r\n .append('text')\r\n .text(d => formatComma(d.n))\r\n .attr(\"x\", d => x(0) + 100)\r\n .attr(\"y\", d => y(d.nameCat) + y.bandwidth() - 0.5)\r\n .transition()\r\n .duration(800)\r\n .attr(\"x\", d => x(d.n) + axis_margin + 8)\r\n .attr(\"y\", d => y(d.nameCat) + y.bandwidth() - 0.5)\r\n\r\n .attr(\"font-size\", 10)\r\n .attr(\"font-weight\", \"normal\")\r\n .attr(\"text-anchor\", \"start\")\r\n\r\n}", "function createBarCat(bars, map) {\n y.domain([0, d3.max(bars, function(g) { return g.val })])\n x = d3.scaleBand()\n .range([widthShift, width*0.96])\n .padding(0.1)\n .domain(bars.map((b) => b.name));\n d3.select(\"#xax\").call(d3.axisBottom(x))\n .selectAll(\"text\")\t\n .style(\"text-anchor\", \"end\")\n .attr(\"dx\", \"-.8em\")\n .attr(\"dy\", \".15em\")\n .attr(\"transform\", function(d) {\n return \"rotate(-65)\" \n });\n d3.select(\"#yax\").call(d3.axisLeft(y));\n d3.select(\"#xLabel\").text(\"\");\n\n for (var i = 0; i < bars.length; i++) {\n let cat = bars[i].name;\n ctrSvg.append('rect')\n .attr(\"id\", cat)\n .style('fill', categoryData.get(cat).color) //you'll notice this one is a lot shorter\n .attr('x', x(cat)) //That's because there's no metadata I can display for these things\n .attr('y', heightShift) //So it's insightful and kinda less interesting at the same time which is annoying.\n .attr('width', x.bandwidth());\n }\n ctrSvg.selectAll('rect') //still got pretty transitions though.\n .transition()\n .attr('y', function() {\n var cat = d3.select(this).attr(\"id\");\n var elem = bars.find(function(element) { return cat == element.name });\n return y(elem.val);\n })\n .attr('height', function() { \n var cat = d3.select(this).attr(\"id\");\n var elem = bars.find(function(element) { return cat == element.name });\n return (heightShift) - y(elem.val); \n })\n .duration(1000);\n\n}", "function barShow(){\n let barX = bgLeft + 800;\n fill(127);\n noStroke();\n rectMode(CORNER);\n\n for(let i = 0; i < 9; i++){\n rect(barX, bar.y, bar.sizeX, bar.sizeY);\n barTouch(barX,bar.sizeY,bar.y);\n barX += 600;\n\n }\n if(bar.sizeY <= bottom && bar.sizeY > cieling){\n shouldGrow();\n }\n\n else if(bar.sizeY <= cieling && bar.sizeY < bottom){\n shouldShrink();\n }\n else if(bar.sizeY == 0){\n cieling = -496;\n }\n}", "function barClick() {\n d3.select(this)\n .style('fill', '#00CC66')\n .transition()\n .duration(1000)\n .attr('y', function(d) { return y(d.frequency) * Math.random(); });\n }", "function drawCypherBar(number, bar, data) {\r\n const val = Number(data.value);\r\n const pct = Math.clamped(val, 0, data.max) / data.max;\r\n let h = Math.max((canvas.dimensions.size / 12), 8);\r\n if (this.data.height >= 2) h *= 1.6; // Enlarge the bar for large tokens\r\n\r\n // Stacked bars, all atop one another\r\n let yPositions = {\r\n 0: this.h - (3 * h),\r\n 1: this.h - (2 * h),\r\n 2: this.h - h\r\n };\r\n\r\n // Let's do at least one good thing by making these colors configurable\r\n let colors = {\r\n 0: NUMENERA.attributeColors[0],\r\n 1: NUMENERA.attributeColors[1],\r\n 2: NUMENERA.attributeColors[2]\r\n }\r\n\r\n let color = colors[number];\r\n\r\n bar.clear()\r\n .beginFill(0x000000, 0.5)\r\n .lineStyle(2, 0x000000, 0.9)\r\n .drawRoundedRect(0, 0, this.w, h, 3)\r\n .beginFill(color, 0.8)\r\n .lineStyle(1, 0x000000, 0.8)\r\n .drawRoundedRect(1, 1, pct * (this.w - 2), h - 2, 2);\r\n\r\n // Set position\r\n let posY = yPositions[number];\r\n bar.position.set(0, posY);\r\n}", "function showBar() {\r\n\r\n\r\n\t$( document ).ready(function() {\r\n\r\n\tvar showData = $('#show-data');\r\n\t\r\n\tif (firstin){\r\n\t\tset_svg();\r\n\t\tfirstin = false;\r\n\t}\r\n\r\n\tvar x = d3.scaleBand().rangeRound([0, width]).padding(0.1),\r\n y = d3.scaleLinear().rangeRound([height, 0]);\r\n\r\n\r\nd3.tsv(\"data.tsv\", function(d) {\r\n d.frequency = +d.frequency;\r\n return d;\r\n}, function(error, data) {\r\n if (error) throw error;\r\n\r\n x.domain(data.map(function(d) { return d.letter; }));\r\n y.domain([0, d3.max(data, function(d) { return d.frequency; })]);\r\n\r\n\r\n//start here\r\n x_axis[chartCount] = group.append(\"g\")\r\n .attr(\"class\", function(){ return \"axis axis--x\"+chartCount;})\t\r\n .attr(\"transform\", \"translate(0,\" + height + \")\")\r\n .call(d3.axisBottom(x));\r\n\r\n y_axis[chartCount] = group.append(\"g\")\r\n .attr(\"class\", function(){ return \"axis axis--y\"+chartCount;})\r\n\t .call(d3.axisLeft(y).ticks(10, \"%\"))\r\n \t .append(\"text\")\r\n .attr(\"transform\", \"rotate(-90)\")\r\n .attr(\"y\", 6)\r\n .attr(\"dy\", \"0.71em\")\r\n .attr(\"text-anchor\", \"end\")\r\n .text(\"Frequency\");\r\n\r\n bar[chartCount] = group.selectAll(\".bar\")\r\n .data(data)\r\n .enter().append(\"rect\")\r\n .attr(\"class\", function() { return \"bar\"+chartCount; })\r\n\t .style(\"fill\",\"steelblue\")\r\n .attr(\"x\", function(d) { return x(d.letter); })\r\n .attr(\"y\", function(d) { return y(d.frequency); })\r\n .attr(\"width\", x.bandwidth())\r\n.call(d3.drag()\r\n \t.on(\"start\", bardragstarted)\r\n \t.on(\"drag\", bardragged)\r\n \t.on(\"end\", bardragended))\r\n\r\n .attr(\"height\", function(d) { return height - y(d.frequency); });\r\n});\r\n\r\n\r\nchartCount++; \r\n\r\n\r\n\r\nfunction bardragged(d) {\t\r\n\t\r\n\tvar x = d3.event.x;\r\n\tvar y = d3.event.y;\r\n\tvar drag_x = \".axis--x\"+chartCount;\r\n\tvar drag_y = \".axis--y\"+chartCount;\r\n\tvar drag_bar = \".bar\"+chartCount;\r\n\r\n\td3.select(\"svg\").selectAll(drag_x)\t\t\r\n\t.attr('transform', 'translate(' + x + ',' + \t(y + height) + ')');\r\n\r\n\td3.select(\"svg\").selectAll(drag_y)\t\t\r\n\t.attr('transform', 'translate(' + x + ',' + \ty + ')');\r\n\r\n\td3.select(\"svg\").selectAll(drag_bar)\t\t\r\n\t.attr('transform', 'translate(' + x + ',' + \ty + ')');\r\n\t\r\n\t\r\n\r\n}\r\n\r\nfunction bardragstarted(d) {\r\n //alert(\"ended\");\r\n} \r\n\r\nfunction bardragended(d) {\r\n //alert(\"ended\");\r\n} \r\n\r\n\r\n\r\nshowData.empty();\r\n\r\n\r\n \t\r\n\r\n\t\r\n\r\n showData.text('Loading the JSON file.');\r\n });\r\n\r\n\r\n}", "drawUtilizationBar() {\r\n const scope = this;\r\n $(\"#time-of-day-bar\").empty();\r\n\r\n const svg_height = 400,\r\n margin = {top: 40, right: 10, bottom: 60, left: 40},\r\n width = $(\"#time-of-day-bar\").innerWidth() - margin.left - margin.right,\r\n height = svg_height - margin.top - margin.bottom,\r\n\r\n svg = d3.select(\"#time-of-day-bar\").append(\"svg\")\r\n .attr(\"width\", width + margin.left + margin.right)\r\n .attr(\"height\", height + margin.top + margin.bottom),\r\n\r\n g = svg.append(\"g\").attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\r\n\r\n // set the ranges\r\n let x = d3.scaleBand().rangeRound([0, width]).padding(0.1),\r\n y = d3.scaleLinear().rangeRound([height, 0]);\r\n\r\n x.domain(scope.props.data.map(d => {\r\n let x_label;\r\n if (d.time === 12) x_label = `${d.time} PM`;\r\n else if (d.time < 12) x_label = `${d.time} AM`;\r\n else if(d.time > 12) x_label = `${d.time % 12} PM`;\r\n return x_label;\r\n }));\r\n\r\n y.domain([0, (d3.max(scope.props.data, d => d.occupancy.length === 0 ? 0 : d3.max(d.occupancy, v => v)))/1393]);\r\n\r\n const group = g.selectAll(\".group\")\r\n .data(scope.props.data)\r\n .enter().append(\"g\")\r\n .attr(\"class\", \"group\");\r\n\r\n group.append(\"rect\")\r\n .attr(\"class\", \"max\")\r\n .attr(\"x\", function(d) {\r\n let x_label;\r\n if (d.time === 12)\r\n x_label = `${d.time} PM`;\r\n else if (d.time < 12)\r\n x_label = `${d.time} AM`;\r\n else if(d.time > 12)\r\n x_label = `${d.time % 12} PM`;\r\n return x(x_label); })\r\n .attr(\"width\", x.bandwidth())\r\n .attr(\"y\", d => y(0))\r\n .attr(\"height\", d => 0 )\r\n .transition()\r\n .duration(500)\r\n .attr(\"y\", d => y(d.occupancy.length === 0 ? 0 : (d3.max(d.occupancy, v => v))/1393))\r\n .attr(\"height\", d => height - y(d.occupancy.length == 0 ? 0 : (d3.max(d.occupancy, v => v))/1393));\r\n\r\n group.append(\"rect\")\r\n .attr(\"class\", \"average\")\r\n .attr(\"x\", function(d) {\r\n let x_label;\r\n if (d.time === 12)\r\n x_label = `${d.time} PM`;\r\n else if (d.time < 12)\r\n x_label = `${d.time} AM`;\r\n else if(d.time > 12)\r\n x_label = `${d.time % 12} PM`;\r\n return x(x_label); })\r\n .attr(\"width\", x.bandwidth())\r\n .attr(\"y\", d => y(0))\r\n .attr(\"height\", d => 0 )\r\n .transition()\r\n .duration(500)\r\n .attr(\"y\", d => y(d.average/1393))\r\n .attr(\"height\", d => height - y(d.average/1393));\r\n\r\n // add the x Axis\r\n g.append(\"g\").attr(\"transform\", \"translate(0,\" + height + \")\").attr(\"class\", \"x-axis\").call(d3.axisBottom(x));\r\n // add the y Axis\r\n g.append(\"g\").attr(\"class\", \"y-axis\").call(d3.axisLeft(y).tickSize(-width).tickFormat(d3.format(\".1%\")));\r\n\r\n svg.append(\"g\")\r\n .attr(\"class\", \"bottom-label\")\r\n .append(\"text\")\r\n .attr(\"x\", width / 2 - margin.left)\r\n .attr(\"y\", margin.top + height + 50)\r\n .text(\"Utilization of all spaces\");\r\n\r\n let legend = svg.append('g')\r\n .attr('class', 'legend')\r\n .attr('width', 400)\r\n .attr('height', 20)\r\n .attr('x', 0)\r\n .attr('y', 0)\r\n .attr('transform', 'translate(' + (width / 2 - 200) + ' , 0)');\r\n\r\n legend.append('rect')\r\n .attr('class', 'max')\r\n .attr('width', 40)\r\n .attr('height', 20)\r\n .attr('x', 0)\r\n .attr('y', 0);\r\n legend.append('text')\r\n .attr('x', 50)\r\n .attr('y', 14)\r\n .text(\"Peak Utilization\");\r\n legend.append('rect')\r\n .attr('width', 40)\r\n .attr('height', 20)\r\n .attr('x', 200)\r\n .attr('y', 0)\r\n .attr('class', 'average');\r\n legend.append('text')\r\n .attr('x', 250)\r\n .attr('y', 14)\r\n .text(\"Average Utilization\");\r\n }", "function get_bar(m) {\r\n\tif (m == 0)\r\n\treturn \"<div class='bar buona'></div>\";\r\n\telse if (m == 1)\r\n\treturn \"<div class='bar accettabile'></div>\";\r\n\telse if (m == 2)\r\n\treturn \"<div class='bar mediocre'></div>\";\r\n\telse if (m == 3)\r\n\treturn \"<div class='bar scadente'></div>\"\r\n\telse\r\n\treturn \"<div class='bar pessima'></div>\";\r\n\r\n}", "function createBar(){\n\t\t\n\t\t/*get the # of values in the clicked dataset*/\n\t\tvalueCount = clickedData.map(d=>d.value).length;\n\n\t\t/*define margins around extra chart area*/\n\t\tvar margin_extraChart = {\n\t\t top: 60 * screenRatio,\n\t\t right: 90 * screenRatio,\n\t\t bottom: 100 * screenRatio,\n\t\t left: 100 * screenRatio\n\t\t};\n\n\t\t/*calculate extra chart area dimensions*/\n\t\tvar width_extraChart = svgWidth_extraChart - margin_extraChart.left - margin_extraChart.right;\n\t\tvar height_extraChart = svgHeight_extraChart - margin_extraChart.top - margin_extraChart.bottom;\n\n\t\t/*create the SVG container and set the origin point of extra chart*/\n\t\tvar svg_extraChart = d3.select(\"#extraChartSection\").append(\"svg\")\n\t\t .attr(\"id\",\"barChart\")\n\t\t .attr(\"width\", svgWidth_extraChart)\n\t\t .attr(\"height\", svgHeight_extraChart);\n\n\t\tvar extraChartGroup = svg_extraChart.append(\"g\")\n\t\t .attr(\"transform\", `translate(${margin_extraChart.left}, ${margin_extraChart.top})`)\n\t\t .attr(\"class\",\"extraChart\"); \n\n\t\t/*add titles to the extra chart area*/\n\t\tvar extraTitle = svg_extraChart.append(\"g\").append(\"text\")\n\t\t .attr(\"class\", \"extra title\")\n\t\t .attr(\"text-anchor\", \"middle\")\n\t\t .attr(\"x\", (width_extraChart + margin_extraChart.left) / 2 + 50 * screenRatio)\n\t\t .attr(\"y\", 20 * screenRatio)\n\t\t .style(\"font-weight\", \"bold\")\n\t\t .style(\"font-size\", 20 * screenRatio + \"px\")\n\t\t .text(\"Breakdown of Violent Crimes\");\n\n\t\tvar extraTitle = svg_extraChart.append(\"g\").append(\"text\")\n\t\t .attr(\"class\", \"extra title\")\n\t\t .attr(\"text-anchor\", \"middle\")\n\t\t .attr(\"x\", (width_extraChart + margin_extraChart.left) / 2 + 50 * screenRatio)\n\t\t .attr(\"y\", 40 * screenRatio)\n\t\t .style(\"font-weight\", \"bold\")\n\t\t .style(\"font-size\", 16 * screenRatio + \"px\")\n\t\t .text(`${clickedState}, Year ${clickedYear}`);\n\t\t\t \n\t\t\n\n\n\t\t/*configure a band scale for the y axis with a padding of 0.1 (10%)*/\n\t\tvar yBandScale_extraChart = d3.scaleBand()\n\t\t\t.domain(clickedData.map(d => d.type).reverse())\n\t\t\t.range([height_extraChart,0])\n\t\t\t.paddingInner(0.01);\n\n\n\t\t/*create a linear scale for the x axis*/\n\t\tvar xLinearScale_extraChart = d3.scaleLinear()\n\t\t\t.domain([0, d3.max(clickedData.map(d => d.value))])\n\t\t\t.range([0,width_extraChart]);\n\n\t\t/*add y axis*/\n\t\tvar leftAxis_extraChart = d3.axisLeft(yBandScale_extraChart);\n\n\t\t/*assign data to donut(pie) chart*/\n\t\tvar pie = d3.pie()\n\t .value(d => d.value)\n\n\t /*define arc to create the donut chart*/\n\t var arc = d3.arc()\n\t \t.cornerRadius(3)\n\n\t\t/*create color scale for extra charts */\n\t\tvar colorScale_extraChart = d3.scaleOrdinal()\n\t\t\t.range([\"#98abc5\", \"#7b6888\", \"#a05d56\", \"#ff8c00\"]);\n\n\t\t/*bind data to bars*/\n\t\tvar bars = extraChartGroup.selectAll(\".barGroup\")\n\t\t .data(function() {\n\t return pie(clickedData);\n\t \t})\n\t\t .enter()\n\t\t .append(\"g\")\n\t\t .attr(\"class\", \"barGroup\");\n\n\t\t/*create bars*/\n\t\tbars.append(\"rect\")\n\t\t .attr(\"width\", 0)\n\t\t .attr(\"height\", yBandScale_extraChart.bandwidth())\n\t\t .attr(\"x\", 0)\n\t\t .attr(\"y\", function(data,index) {\t\t \n\t\t \treturn index * (yBandScale_extraChart.bandwidth() + 1);\n\t\t \t})\n\t\t .attr(\"rx\",5)\n\t\t .attr(\"yx\",5)\n\t\t .style(\"fill\",function(d) {\n\t\t return colorScale_extraChart(d.data.type);\n\t\t })\n\t\t .attr(\"class\",\"bar\")\n\t\t .on(\"mouseover\", function() {highlight(d3.select(this))} )\n\t\t .on(\"mouseout\", function() {unhighlight(d3.select(this))} )\n\t\t .transition()\n\t\t \t.duration(500)\n\t\t \t.attr(\"width\", d => xLinearScale_extraChart(d.data.value))\n\n\t\t/*add the path of the bars and use it to draw donut chart*/\n\t\textraChartGroup.selectAll(\".barGroup\")\n\t\t\t.append(\"path\")\n\t .style(\"fill\",function(d) {\n\t\t return colorScale_extraChart(d.data.type);\n\t\t })\n\n\t\taddBarAxis();\n\n\t\t/*define a function to add y axis to the bar chart*/\n\t\tfunction addBarAxis () {\n\t\t\textraChartGroup.append(\"g\")\n\t\t\t .attr(\"class\", \"barYAxis\")\n\t\t\t .style(\"font-size\", 13 * screenRatio + \"px\")\n\t\t\t .call(leftAxis_extraChart);\n\t\t}\n\t\t\t\n\t\t/*show bar values half second later after the bars are created*/\n\t\tsetTimeout(addBarValues, 500);\n\n\t\t/*define a function to add values to the bar chart*/\n\t\tfunction addBarValues () {\n\t\t\textraChartGroup.append(\"g\").selectAll(\"text\")\n\t\t\t .data(clickedData)\n\t\t\t .enter()\n\t\t\t .append(\"text\")\n\t\t \t\t .attr(\"class\",\"barValues\")\n\t\t\t \t .style(\"font-size\", 11 * screenRatio + \"px\")\n\t\t\t \t .attr(\"x\",d => xLinearScale_extraChart(d.value) + 5)\n\t\t\t \t .attr(\"y\",function(data,index) {\n\t\t\t\t\t return index * height_extraChart / valueCount + 5 + yBandScale_extraChart.bandwidth() / 2;\n\t\t\t\t\t })\n\t\t\t \t .text(d=>d.value + \" per 100K\")\n\t\t}\n\t\t\t\n\t\t/*define a function to switch to donut(pie) chart when the Pie button is clicked*/\n\t\tfunction toPie() {\n\t\t\t/*remove bar chart if it exists*/\n\t\t\tif (document.querySelector(\"#barChart\")) {\n\t\t\t\td3.selectAll(\".bar\").remove();\n\t\t\t\td3.selectAll(\".barYAxis\").remove();\n\t\t\t\td3.selectAll(\".barValues\").remove();\n\t\t\t\t\n\t\t\t\t/*use the bar chart's path to start the transition to donut(pie) chart*/\n\t\t\t\textraChartGroup.selectAll(\"path\")\n\t\t\t .transition()\n\t\t\t .duration(500)\n\t\t\t .tween(\"arc\", arcTween);\n\n\t\t\t /*\n\t\t\t define the function used to do tween on arc.\n\t\t\t \n\t\t\t credits to https://bl.ocks.org/LiangGou/30e9af0d54e1d5287199, codes have been modified.\n\n\t\t\t the idea here is to first draw an arc like a bar,\n\t\t\t then tween the bar-like arc to the donut arc. \n\t\t\t\tThus, the key is to find the initial bar size and position:\n\t\t\t\tThe initial bar width is approximated by the length of \n\t\t\t\toutside arc: barWidth = OuterRadius * startAngle. \n\t\t\t\tSo we can get the startAngle shown in arcArguments below;\n\t\t\t\t(Note that: the measure of angle in d3 starts from vertical y:\n\t\t\t\t y angle\n\t\t\t\t | / \n\t\t\t\t | / \n\t\t\t\t | / \n\t\t\t\t |o/\n\t\t\t\t |/ \n\t\t\t\t ) \n\n\t\t\t\t*/\n\t\t\t function arcTween(d) {\t\t\t \n\t\t\t /*define the path of each tween*/\n\t\t\t var path = d3.select(this);\n\t\t\t /*get the starting y position of each bar*/\n\t\t\t var y0 = d.index * yBandScale_extraChart.bandwidth();\n\t\t\t \n\t\t\t return function(t) {\n\t\t\t /*t starts from 0 and ends with 1. Use cosine to calculate a, a stepping factor that changes from 1 to 0*/\n\t\t\t var a = Math.cos(t * Math.PI / 2);\n\t\t\t /*define radius r as a function of chart height. at the beginning, t is 0 so r is very big, which can render \n\t\t\t the arc like a bar. when t changes to 1, r is reduced to chart height or 1/2 of height based on device screen size*/\n\t\t\t var r = (1 + a) * height_extraChart / (windowWidth > 992? 1 : 2) / Math.min(1, t + .005);\n\t\t\t /*define xx and yy as the central position of arc, and xx and yy change with stepping factor a, until it becomes\n\t\t\t (1/2 of width, height)*/\n\t\t\t var yy = r + a * y0;\n\t\t\t var xx = ((1 - a) * width_extraChart / 2);\n\t\t\t \n\t\t\t /*define arguments used to create arc*/\n\t\t\t var arcArguments = {\n\t\t\t /*inially the delta between inner and outer radius is the bandwidth or height of bar */\n\t\t\t innerRadius: (1-a) * r * .5 + a * (r - yBandScale_extraChart.bandwidth()),\n\t\t\t outerRadius: r,\n\t\t\t /*start and end angle come from d3.pie() created earlier when data was bound to bars, and keeps changing \n\t\t\t with stepping factor a*/\n\t\t\t startAngle: (1 - a) * d.startAngle,\n\t\t\t endAngle: a * (Math.PI / 2) + (1 - a) * d.endAngle\n\t\t\t };\n\n\t\t\t /*shift the central locations of the arc and generate the arc*/\n\t\t\t path.attr(\"transform\", `translate(${xx},${yy})`);\n\t\t\t console.log(xx,yy,r);\n\t\t\t path.attr(\"d\", arc(arcArguments));\n\t\t\t \n\t\t\t /*create events on the path*/\n\t\t\t path.on(\"mouseover\",showSliceInfo);\n\t\t\t path.on(\"mouseout\",hideSliceInfo);\n\n\t\t\t\t\t /*define a function to highlight and display info of each bar or slice of donut chart when moused over*/\n\t\t\t\t\t function showSliceInfo() {\n\t\t\t\t\t\t\t/*for donut/pie chart, highlight the selection and show relevant info*/\n\t\t\t\t\t\t\tconsole.log(\"check\",xx,yy,r);\n\t\t\t\t\t\t\tif(document.querySelector(\"#pieChart\")) {\n\t\t\t\t\t\t\t\tvar slice = d3.select(this)\n\t\t\t\t\t\t\t\t\t.attr(\"stroke\",\"#fff\")\n\t\t \t\t\t\t.attr(\"stroke-width\",\"2px\");\n\t\t\t\t\t\t\t\t/*get the index of which slice has been selected*/\n\t\t\t\t\t\t\t\tvar sliceIndex = (slice._groups[0][0].__data__.index);\n\t\t\t\t\t\t\t\tvar sliceType = clickedData[sliceIndex].type;\n\t\t\t\t\t\t\t\tvar slicePercent = clickedData[sliceIndex].percent;\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t/*display info of highlighted slice*/\n\t\t\t\t\t\t\t\tsvg_extraChart.append(\"g\").append(\"text\")\n\t\t\t\t\t\t\t\t .attr(\"class\", \"crimeType\")\n\t\t\t\t\t\t\t\t .attr(\"text-anchor\", \"middle\")\n\t\t\t\t\t\t\t\t .style(\"font-size\", 18 * screenRatio + \"px\")\n\t\t\t\t\t\t\t\t .attr(\"x\",xx + margin_extraChart.left) /*from the arc center, add the same margin as bar chart and its path shifted*/\n\t\t\t\t\t\t\t\t .attr(\"y\",yy + margin_extraChart.top - 5 * screenRatio) /*from the arc center, add the same margin as bar chart and its path shifted*/\n\t\t\t\t\t\t\t\t .text(`${sliceType}`);\n\n\t\t\t\t\t\t\t\tsvg_extraChart.append(\"g\").append(\"text\")\n\t\t\t\t\t\t\t\t .attr(\"class\", \"crimePercent\")\n\t\t\t\t\t\t\t\t .attr(\"text-anchor\", \"middle\")\n\t\t\t\t\t\t\t\t .style(\"font-size\", 14 * screenRatio + \"px\")\n\t\t\t\t\t\t\t\t .attr(\"x\",xx + margin_extraChart.left) /*from the arc center, add the same margin as bar chart and its path shifted*/\n\t\t\t\t\t\t\t\t .attr(\"y\",yy + margin_extraChart.top + 20 * screenRatio) /*from the arc center, add the same margin as bar chart and its path shifted*/\n\t\t\t\t\t\t\t\t .text(function () {\n\t\t\t\t\t\t\t\t \treturn d3.format(\".1%\")(`${slicePercent}`);\n\t\t\t\t\t\t\t\t \t});\n\n\t\t\t\t\t\t\t/*for bar charts, just highlight the selected bar*/\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tvar selection = d3.select(this);\n\t\t\t\t\t\t\t\thighlight(selection);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t/*define a function to remove highlight and info when mouse out*/\n\t\t\t\t\t\tfunction hideSliceInfo() {\n\t\t\t\t\t\t\tif(document.querySelector(\"#pieChart\")) {\n\t\t\t\t\t\t\t\tvar slice = d3.select(this)\n\t\t\t\t\t\t\t\t\t.attr(\"stroke\",\"none\");\n\n\t\t \t\t\td3.select(\".crimeType\").remove();\t\n\t\t \t\t\td3.select(\".crimePercent\").remove();\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\tvar selection = d3.select(this);\n\t\t\t\t\t\t\t\tunhighlight(selection);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t };\n\t\t\t }\n\t\t\t}\n\n\t\t\t/*after pie chart is created, change the chart ID to pieChart*/\n\t\t\td3.select(\"#extraChartSection\").select(\"svg\")\n\t\t\t\t\t.attr(\"id\",\"pieChart\");\n\t\t\t}\n\n\t\t\t/*define a function to switch to bar chart when the Bar button is clicked*/\n\t\t\tfunction toBar() {\t\t\t\t\n\t\t\t\tif (document.querySelector(\"#pieChart\")) {\n\t\t\t\t\textraChartGroup.selectAll(\"path\")\n\t\t\t\t .transition()\n\t\t\t\t .duration(500)\n\t\t\t\t .tween(\"arc\", arcTween);\t\t\t\t \n\n\t\t\t\t function arcTween(d) {\n\t\t\t\t \n\t\t\t\t var path = d3.select(this);\n\t\t\t\t \n\t\t\t\t /*define the original y position and width of bars so that when arc is created, the finishing position\n\t\t\t\t and length of arc will be the same as the bars*/\n\t\t\t\t var y0 = d.index * yBandScale_extraChart.bandwidth();\n\t\t\t\t var x0 = xLinearScale_extraChart(d.data.value);\n\t\t\t\t \n\t\t\t\t return function(t) {\t\t\t\t \n\t\t\t\t /*reverse the t so that it changes from 1 to 0, and a changes from 0 to 1.\n\t\t\t\t the donut chart is generated backwards until it appears like a bar chart*/\n\t\t\t\t t = 1 - t;\n\t\t\t\t var a = Math.cos(t * Math.PI / 2);\n\t\t\t\t var r = (1 + a) * height_extraChart / Math.min(1, t + .005);\n\t\t\t\t var yy = r + a * y0;\n\t\t\t\t var xx = (1 - a) * width_extraChart / 2;\n\t\t\t\t var arcArguments = {\n\t\t\t\t innerRadius: r - yBandScale_extraChart.bandwidth() + 1,\n\t\t\t\t outerRadius: r,\n\t\t\t\t startAngle: (1 - a) * d.startAngle,\n\t\t\t\t endAngle: a * (x0 / r) + (1 - a) * d.endAngle\n\t\t\t\t };\n\n\t\t\t\t path.attr(\"transform\", `translate(${xx},${yy})`);\n\t\t\t\t path.attr(\"d\", arc(arcArguments));\n\t\t\t\t };\t\t\t\t \n\t\t\t\t }\n\n\t\t\t\t /*create the y axis and values for the bar chart with some time delays*/\n\t\t\t\t setTimeout(addBarAxis, 600);\n\t\t\t\t setTimeout(addBarValues, 600);\n\n\t\t\t\t /*change the chart ID to barChart*/\n\t\t\t\t d3.select(\"#extraChartSection\").select(\"svg\")\n\t\t\t\t\t.attr(\"id\",\"barChart\");\n\t\t\t\t}\n\t\t\t}\t\t\t\n\t\t\t/*create click event for bar button and pie button*/\n\t\t\td3.select(\"#barButton\").on(\"click\",toBar);\n\t\t\td3.select(\"#pieButton\").on(\"click\",toPie);\n\t\t}", "static drawBar(x, width, value, fill) {\n let barY = Canvas.height - value;\n if (fill) {\n // fillRect(leftUP.X, Y, RectWidth, RectHeight)\n Canvas.ctx.fillRect(x, barY, width, value);\n } else {\n Canvas.ctx.strokeRect(x, barY, width, value);\n }\n }", "function bar(d) {\r\n\t\t\r\n\t\t\tvar bar = svg4.insert(\"g\", \".y.axis\")\r\n\t\t\t\t.attr(\"class\", \"enter\")\r\n\t\t\t\t.attr(\"transform\", \"translate(0,5)\")\r\n\t\t\t\t.selectAll(\"g\")\r\n\t\t\t\t.data(d.children)\r\n\t\t\t\t.enter()\r\n\t\t\t\t.append(\"g\")\r\n\t\t\t\t\t.attr(\"class\", \"groups\")\r\n\t\t\t\t\t.attr(\"id\", function(d,i){ return \"group\" + i; })\r\n\t\t\t\t\t.style(\"cursor\", function(d) { return !d.children ? null : \"pointer\"; });\r\n\r\n\t\t\tbar.append(\"text\")\r\n\t\t\t\t.attr(\"class\", \"yAxisLabels\")\r\n\t\t\t\t.attr(\"id\", function(d,i){ return \"yAxisLabel\" + i; })\r\n\t\t\t\t.attr(\"x\", -15)\r\n\t\t\t\t.attr(\"y\", barHeight / 2)\r\n\t\t\t\t.attr(\"dy\", \".35em\")\r\n\t\t\t\t.style(\"text-anchor\", \"end\")\r\n\t\t\t\t.text(function(d) { return d.name; })\r\n\t\t\t\t.on(\"mouseover\" , function(d,i){\r\n\t\t\t\t\t\tinfoHide();\r\n\t\t\t\t\t\tvar ele = this;\r\n\t\t\t\t\t\td3.selectAll(\".yAxisLabels\").style(\"font-size\",\"10px\").style(\"font-weight\",\"normal\").style(\"fill\", \"#222222\");\r\n\t\t\t\t\t\td3.select(\"#\"+this.id).style(\"font-size\",\"16px\").attr(\"dy\", \".35em\").style(\"font-weight\",\"bold\").style(\"fill\", \"#bed630\");\r\n\t\t\t\t\t\treturn;\r\n\t\t\t\t})\r\n\t\t\t\t.on(\"mouseout\" , function(d,i){\r\n\t\t\t\t\t\tvar ele = this;\r\n\t\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\tif ( selectedBar == '' ) {\r\n\t\t\t\t\t\t\td3.select(\"#\"+this.id).style(\"font-size\",\"10px\").style(\"font-weight\",\"normal\").style(\"fill\", \"#222222\");\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\tif ( selectedBar != '' && d.name != selectedBar.name ) {\r\n\t\t\t\t\t\t\td3.select(\"#\"+this.id).style(\"font-size\",\"10px\").style(\"font-weight\",\"normal\").style(\"fill\", \"#222222\");\r\n\t\t\t\t\t\t\td3.select(\"#yAxisLabel\"+selectedBar.id).style(\"font-size\",\"16px\").style(\"font-weight\",\"bold\").style(\"fill\", \"#bed630\");\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\treturn;\r\n\t\t\t\t})\r\n\t\t\t\t.on(\"click\", function(d,i){\r\n\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\tif( d.name == selectedBar.name ) {\r\n\t\t\t\t\t\r\n\t\t\t\t\t\td3.select(\"#dataBar\"+i)\r\n\t\t\t\t\t\t\t.style(\"opacity\" , .75)\r\n\t\t\t\t\t\t\t.style(\"fill\" , function(){\r\n\t\t\t\t\t\t\t\tif (typeof d.children !== 'undefined') {\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\t\t\t\tselectedBar = '';\r\n\t\t\t\t\t\t\t\t\treturn \"#4682B4\";\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t\t\telse {\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\t\t\t\tselectedBar = '';\r\n\t\t\t\t\t\t\t\t\treturn \"#ccc\";\r\n\t\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t})\r\n\t\t\t\t\t\treturn;\r\n\t\t\t\t\t}\r\n\t\t\t\t\telse {\r\n\t\t\t\t\t\r\n\t\t\t\t\t\td3.selectAll(\".dataBars\")\r\n\t\t\t\t\t\t\t.style(\"opacity\" , .75)\r\n\t\t\t\t\t\t\t.style(\"fill\" , function(d,i){\r\n\t\t\t\t\t\t\t\tif (typeof d.children !== 'undefined') { return \"#4682B4\"; }\r\n\t\t\t\t\t\t\t\telse{ return \"#ccc\"; }\r\n\t\t\t\t\t\t})\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\td3.select(\"#dataBar\"+i).style(\"opacity\" , 0.95).style(\"fill\" , \"#bed630\");\r\n\t\t\t\t\t\td3.select(\"#intBar\"+i).style(\"opacity\" , 0.00);\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t\tselectedBar = d;\r\n\t\t\t\t\t\tselectedBar.id = i;\r\n\t\t\t\t\t\treturn;\r\n\t\t\t\t\t}\r\n\t\t\t\t});\r\n\r\n\t\t\tbar.append(\"rect\")\r\n\t\t\t\t.attr(\"class\", function(d,i) { return \"dataBars\"; })\r\n\t\t\t\t.attr(\"id\", function(d,i) { return \"dataBar\"+i; })\r\n\t\t\t\t.attr(\"width\", function(d) { return x4(d.value); })\r\n\t\t\t\t.attr(\"height\", barHeight);\r\n\t\t\t\t\r\n\t\t\tbar.append(\"rect\")\r\n\t\t\t\t.attr(\"class\", function(d,i) { return \"SLABreachBars\"; })\r\n\t\t\t\t.attr(\"id\", function(d,i) { return \"SLABreachBar\"+i; })\r\n\t\t\t\t.attr(\"width\", function(d) { return 5; })\r\n\t\t\t\t.attr(\"x\", function(d) { return -7; })\r\n\t\t\t\t.attr(\"height\", barHeight)\r\n\t\t\t\t.style(\"fill\" , \"red\")\r\n\t\t\t\t.style(\"display\" , function(d,i){\r\n\t\t\t\t\tif ( d.name >= 9 ) { return \"inline\"; }\r\n\t\t\t\t\telse { return \"none\"; }\r\n\t\t\t\t});\t\t\t\r\n\t\t\t\t\t\t \r\n\t\t\tbar.append(\"rect\")\r\n\t\t\t\t.attr(\"class\", function(d,i) { return \"intBars\"; })\r\n\t\t\t\t.attr(\"id\", function(d,i) { return \"intBar\"+i; })\r\n\t\t\t\t.attr(\"width\", function(d) { return 0 + (x4(x4.domain()[1])) })\r\n\t\t\t\t.attr(\"height\", barHeight)\r\n\t\t\t\t.style(\"fill\", \"#ccc\")\r\n\t\t\t\t.style(\"opacity\", \"0.0\")\r\n\t\t\t\t.on(\"mouseover\", function(d,i){\r\n\t\t\t\t\tinfoHide();\r\n\t\t\t\t\r\n\t\t\t\t\tselectedBar = '';\r\n\t\t\t\t\r\n\t\t\t\t\tvar ele = this.id;\r\n\t\t\t\t\td3.select(\"#\"+ele).style(\"opacity\" , 0.33)\r\n\t\t\t\t\tvar dataBar = ele.replace(\"int\",\"data\")\r\n\t\t\t\t\td3.select(\"#\"+dataBar).style(\"opacity\" , 0.95).style(\"fill\" , \"#fdbb30\")\r\n\t\t\t\t\tshowTooltip(ele, d , 'graphic1');\r\n\t\t\t\t})\r\n\t\t\t\t.on(\"mouseout\", function(d,i){\r\n\t\t\t\t\tvar ele = this.id;\r\n\t\t\t\t\td3.select(\"#\"+ele).style(\"opacity\" , 0.0)\r\n\t\t\t\t\tvar dataBar = ele.replace(\"int\",\"data\")\r\n\r\n\t\t\t\t\td3.select(\"#\"+dataBar)\r\n\t\t\t\t\t.style(\"opacity\" , .75)\r\n\t\t\t\t\t.style(\"fill\" , function(){\r\n\t\t\t\t\t\tif (typeof d.children !== 'undefined') { return \"#4682B4\"; }\r\n\t\t\t\t\t\telse{ return \"#ccc\"; }\r\n\t\t\t\t\t})\r\n\t\t\t\t\t\r\n\t\t\t\t\tremoveTooltip();\r\n\t\t\t\t})\r\n\t\t\t\t.on(\"click\", function(d,i){\r\n\t\t\t\t\r\n\t\t\t\t\tif ( d.children ) {\r\n\t\t\t\t\t\r\n\t\t\t\t\t\td3.select(\"#nameInfo\").text(\"Level \" + (d.depth+1) + \" of \" + maxDepth);\r\n\t\t\t\t\t\t\t\t\t\t\t\t\r\n\t\t\t\t\t\tthis_D = d;\r\n\t\t\t\t\t\tthis_I = i;\r\n\t\t\t\t\t\r\n\t\t\t\t\t\tdown(d,i);\r\n\t\t\t\t\t\t\r\n\t\t\t\t\t}\r\n\t\t\t\t\t\r\n\t\t\t\t\telse {\r\n\t\t\t\t\t\td3.select(\"#nameInfo\").text(\"Level \" + (d.depth) + \" of \" + maxDepth + \" - No further childen\");\r\n\t\t\t\t\t}\r\n\t\t\t\t});\r\n\r\n\t\t\treturn bar;\r\n\t\t \r\n\t\t}// end function bar(d)", "function drawBarGraph(svg, coords, data, yAttrs, attributes) {\n var barSize = get(attributes, 'barSize', style('barSize'));\n\n // compute the axes\n var xData = data.map(function(elt) { return elt[0]; });\n var xAxis = createBarAxisX(\n xData, // domain, possible x values\n [coords['x'], coords['x'] + coords['width']], // range, coordinate locations\n coords['axisPadding']); // padding\n xAxis.scale().padding(1 - barSize);\n var yAxis = createLinearAxisY(\n [yAttrs['min'], yAttrs['max']], // domain, possible y values\n [coords['y'] + coords['height'], coords['y']], // range, coordinate locations\n yAttrs['ticks'], coords['axisPadding']); // ticks and padding\n \n // draw gridlines\n if (style('barGraphGridlines'))\n drawYGridlines(svg, yAxis, coords['width'] - 2 * coords['axisPadding'],\n yAttrs['ticks'], coords['x'] + coords['axisPadding'], {});\n\n // draw axes\n drawAxisX(svg, xAxis, coords['y'] + coords['height'], coords['axisPadding']);\n drawAxisY(svg, yAxis, coords['x'], coords['axisPadding']);\n labelAxes(svg, coords, attributes);\n\n // draw each bar\n barColor = get(attributes, 'color', style('barColor'));\n for (var i = 0; i < data.length; i++) {\n var bar = svg.append('rect')\n .attr('x', xAxis.scale()(data[i][0]))\n .attr('y', yAxis.scale()(data[i][1]))\n .attr('width', xAxis.scale().bandwidth())\n .attr('height', coords['y'] + coords['height']\n - coords['axisPadding'] - yAxis.scale()(data[i][1]))\n .style('fill', barColor);\n\n if (style('showTooltips')) {\n var contents = data[i][1];\n if ('tooltipFunction' in attributes)\n contents = attributes['tooltipFunction'](data[i]);\n addTooltipToPoint(svg, bar, contents, attributes);\n }\n }\n\n return [xAxis, yAxis];\n}", "function render(data) {\n // function(d, i) { return d }\n // (d, i) => d\n bars = g.selectAll('rect')\n .data(data, d => d.edificio)\n\n bars.enter()\n .append('rect')\n .style('width', '0px')\n .style('height', '0px')\n .style('y', `${y(0)}px`)\n .style('fill', '#000')\n .style('x', d => x(d.edificio) + 'px')\n .merge(bars)\n .transition()\n // https://bl.ocks.org/d3noob/1ea51d03775b9650e8dfd03474e202fe\n // .ease(d3.easeElastic)\n .duration(2000)\n .style('x', d => x(d.edificio) + 'px')\n .style('y', d => (y(d[metrica])) + 'px')\n .style('height', d => (alto - y(d[metrica])) + 'px')\n .style('fill', d => color(d.region))\n .style('width', d => `${x.bandwidth()}px`)\n\n bars.exit()\n .transition()\n .duration(2000)\n .style('height', '0px')\n .style('y', d => `${y(0)}px`)\n .style('fill', '#000000')\n .remove()\n\n\n yAxisCall = d3.axisLeft(y)\n .ticks(3)\n .tickFormat(d => d + ((metrica == 'oficial') ? 'm.' : ''))\n yAxisGroup.transition()\n .duration(2000)\n .call(yAxisCall)\n\n xAxisCall = d3.axisBottom(x)\n xAxisGroup.transition()\n .duration(2000)\n .call(xAxisCall)\n .selectAll('text')\n .attr('x', '-8px')\n .attr('y', '-5px')\n .attr('text-anchor', 'end')\n .attr('transform', 'rotate(-90)')\n}", "function uc1_addBars(g, groupId, bins, alreadyAddedMutations, color, normalize, avg) {\n\n // Bars representing the amount of mutations in a bin, independently on the type of mutation\n var selection = g.svg.selectAll(\"rect[rect-type='\"+color+\"']\").data(bins) // update selection\n\n\n // Get the vertical position of each bar, depending on the already stacked bars for a given bin (alreadyAddedMutations)\n yPos = function(bin, i) { \n if(alreadyAddedMutations!=null) {\n return g.yAxisScale(uc1_yVal(bin, normalize, avg)+alreadyAddedMutations[i]);\n } else\n return g.yAxisScale(uc1_yVal(bin, normalize, avg));\n }\n\n selection\n .enter()\n .append(\"rect\") // Add a new rect for each new element\n //.merge(total) // merge the new elements added with enter() with elements already existing in the selection and apply changes to all of them\n //.transition().duration(1) // transition effect lasting 1 seond\n .attr(\"rect-type\", \"group-\"+groupId)\n .attr(\"x\", 1) // starting distance of each element from y-axis (then will be translated...)\n .attr(\"transform\", function(d,i) { return \"translate(\" + g.xAxisScale(d.x0) + \",\" + yPos(d,i) + \")\"; }) // we move each rectangle depending on where the associated bin starts, and \n .attr(\"width\", function(d) { return g.xAxisScale(d.x1) - g.xAxisScale(d.x0) -1 ; }) // width of the rect\n .attr(\"height\", function(d) { return g.height - g.yAxisScale(uc1_yVal(d,normalize,avg)) }) // height of the rect\n\n .style(\"fill\", color)\n\n if(alreadyAddedMutations!=null)\n for(i in alreadyAddedMutations) {\n alreadyAddedMutations[i] += uc1_yVal(bins[i],normalize,avg);\n }\n\n return alreadyAddedMutations;\n\n\n // selection.exit().remove()\n}", "function dessineBarre() {\n\n ctx.beginPath();\n ctx.rect(barreX, canvas.height - barreHeight - 2, barreWidth, barreHeight);\n ctx.fillStyle = '#333';\n ctx.fill();\n ctx.closePath();\n}", "function bar(renderOpts) {\n // create object to hold chart updating function\n // as well as current data\n var\n self = {data : start_data},\n container = d3.select(renderOpts.renderTo),\n race = projections.raceAbbr(renderOpts.race),\n margin = self.margin = { top: 50, right: 40, bottom: 40, left: 65 },\n // chart h/w vs full svg h/w\n width = 300 - margin.left - margin.right,\n height = 500 - margin.top - margin.bottom,\n full_width = self.width = width + margin.left + margin.right,\n full_height = self.height = height + margin.top + margin.bottom,\n total = 0;\n\n // get population number for age, year, race\n function value(a){\n return self.data[a][0][race];\n }\n\n // generate percentage stat for bar width\n function pop_percent(a) {\n return value(a) / total;\n }\n\n ages.map(function(a) { total += value(a); });\n total = total || 1; // to avoid division by 0\n\n var max = 0.15;\n\n // scale for bar width\n var x = d3.scale.linear()\n .domain([0, max])\n .range([0, width]);\n\n // ordinal scale to space y axis\n var y = d3.scale.ordinal()\n .rangeRoundBands([height, 0], 0.1)\n .domain(ages.map(bucket).reverse());\n\n // create y axis using calculated age buckets\n var yAxis = d3.svg.axis()\n .scale(y)\n .outerTickSize(0)\n .orient(\"left\");\n\n // create y axis using calculated percentage scale\n var xAxis = d3.svg.axis()\n .scale(x)\n .tickFormat(d3.format('%'))\n .outerTickSize(0)\n .ticks(3)\n .orient(\"bottom\");\n\n // space between bars, and bar dimension\n var buffer = 6;\n var barHeight = height / ages.length;\n\n\n // container svg, dynamically sized\n container.classed('chart-svg-container', true)\n\n var svg = self.svg = container.append('svg')\n .attr({\n \"preserveAspectRatio\" : \"xMinYMin meet\",\n \"viewBox\" : \"0 0 \" + full_width + \" \" + full_height,\n \"class\" : \"chart-svg\"\n })\n .append('g')\n .attr(\n 'transform',\n 'translate(' + margin.left + ',' + margin.top + ')'\n );\n\n // title text for bar chart\n svg.append('text')\n .attr({\n \"class\" : \"bar-title\",\n \"y\" : -15\n }).text(capitalize(renderOpts.race));\n\n // y grid lines\n var gridAxis = d3.svg.axis().scale(x)\n .orient(\"bottom\")\n .tickSize(-height, 0, 0)\n .ticks(4)\n .tickFormat(\"\");\n\n var grid_lines = svg.append('g')\n .attr('class', 'y grid')\n .attr(\"transform\", \"translate(0,\" + height + \")\")\n .call(gridAxis);\n\n // bar chart rectangles\n var bar_container = svg.append('g')\n .selectAll('g')\n .data(ages)\n .enter().append('g')\n .attr(\"transform\", function(d, i) {\n return \"translate(0,\"+(i * barHeight + buffer/2)+\")\";\n })\n .attr(\"id\" , function(d) { return race + \",\" + bucket(d); })\n .attr('width', width)\n .attr('height', barHeight + buffer/2);\n\n var bars = bar_container.append('rect')\n .attr({\n \"class\" : function(d) { return 'pyramid bar ' + bucket(d); },\n \"width\" : function(d) { return x(pop_percent(d)); },\n \"height\" : barHeight - buffer / 2,\n });\n\n // render y axis\n svg.append(\"g\")\n .attr(\"class\", \"y axis\")\n .call(yAxis);\n\n // render x axis\n var x_axis_g = svg.append(\"g\")\n .attr(\"class\", \"x axis\")\n .attr(\"transform\", \"translate(0,\" + height + \")\")\n .call(xAxis);\n\n\n var p = d3.format(\".1%\");\n var datalabels = bar_container.append('text')\n .text(function(d) {return p(pop_percent(d));})\n .attr({\n class : function(d) { return 'datalabel ' + bucket(d); },\n x : function(d) { return 5 + x(pop_percent(d)); },\n y : buffer + barHeight / 2\n }).style('opacity', 0);\n\n // highlight all same y-value\n bar_container\n .on('mouseover', function(){\n var selected = this.id.split(\",\")[1];\n d3.selectAll('.pyramid.bar')\n .classed('highlight', function(){\n return d3.select(this).classed(selected);\n });\n d3.selectAll('.datalabel')\n .style('opacity', function() {\n // boolean to number\n return +d3.select(this).classed(selected);\n });\n })\n .on('mouseout', function(){\n d3.selectAll('.pyramid.bar').classed('highlight', false);\n d3.selectAll('.datalabel').style('opacity', 0);\n });\n\n\n // data update\n self.update = function(new_data, maximum) {\n\n var dur = 300;\n\n // bounce back if already loading something\n if (projections.loading_indicator) return self;\n\n // store new data\n self.data = prepData(new_data);\n\n // get population number for age, year, race\n var year = settings.pyramid_abbr();\n var value = function(a){\n return parseFloat(self.data[a][year][race]);\n };\n\n // calculate total for this group\n var total = 0;\n ages.map(function(a) { total += value(a); });\n total = total || 1; // prevent divsion by 0\n\n // generate percentage stat for bar width\n var pop_percent = function(a) {\n return value(a) / total;\n };\n\n maximum = maximum || 0.15;\n\n x.domain([0, maximum]);\n\n bars\n .transition()\n .duration(dur)\n .attr(\"width\" , function(d) {\n return x(pop_percent(d));\n });\n\n x_axis_g\n .transition()\n .duration(dur)\n .call(xAxis);\n\n grid_lines\n .transition()\n .duration(dur)\n .call(gridAxis);\n\n datalabels\n .text(function(d){ return p(pop_percent(d)); })\n .attr(\"x\", function(d){ return 5 + x(pop_percent(d)); } );\n\n return self;\n };\n\n return self;\n }", "function updateBars() {\n const chartBars = document.querySelectorAll(\"#chart-bars g\");\n // Wykonanie na duzych slupkach\n for (let i = 0; i < chartBars.length; i++) {\n const bar = chartBars[i].children;\n // Wykonanie na malych slupkach w duzym slupku\n let yStartingPoint = 79.834364;\n let separation = 0; // Pierwszy odstep jest rowny 0, pozniej 1.1\n for (let rect = 0; rect < bar.length; rect++) {\n const e = bar[rect];\n const numOf = Number(e.getAttribute(\"data-value\")); // Odczytanie ilosci, np. numOfNumbers = 5\n const smallBarHeight = (gridMaxHeight / highestYLable) * numOf; // Wyliczenie jaka powinien miec maly slupek wysokosc\n yStartingPoint -= smallBarHeight; // Dostosowanie poczatkowego punktu w odniesieniu do wysokosci\n const x = parseFloat(e.getAttribute(\"x\"));\n e.setAttribute(\"x\", x + 26); // Przesuiecie starego slupka (o jeden w prawo)\n e.setAttribute(\n \"height\",\n smallBarHeight === 0 ? 0 : smallBarHeight - separation\n );\n e.setAttribute(\"y\", yStartingPoint);\n separation = numOf === 0 && separation === 0 ? 0 : 1.1;\n }\n }\n}", "function doubleBarGraph(datos, title) {\n\n var margin = {top: 10, right: 10, bottom: 25, left: 30},\n width = 600 - margin.left - margin.right,\n height = 350 - margin.top - margin.bottom;\n\n var x0 = d3.scale.ordinal()\n .rangeRoundBands([0, width], .1);\n\n var x1 = d3.scale.ordinal();\n\n var y = d3.scale.linear()\n .range([height, 0]);\n\n var color = d3.scale.ordinal()\n .range([\"#55aa55\", \"#99ff99\"]);\n\n var xAxis = d3.svg.axis()\n .scale(x0)\n .orient(\"bottom\");\n\n var yAxis = d3.svg.axis()\n .scale(y)\n .orient(\"left\")\n .tickFormat(d3.format(\".2s\"));\n\n document.getElementById(place).innerHTML = \"<p style='font: 20 px; font-family: sans-serif'><br>\" + title + \"</p>\";\n\n var svg = d3.select(\"div#stats\").append(\"svg\")\n .attr(\"width\", width + margin.left + margin.right)\n .attr(\"height\", height + margin.top + margin.bottom)\n .append(\"g\")\n .attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n\n var generos = ['male','female'];\n\n x0.domain(datos.map(function(d) { return d.nombre; }));\n x1.domain(generos).rangeRoundBands([0, x0.rangeBand()]);\n y.domain([0, d3.max(datos, function(d) { return d3.max(d.genero, function(d) { return d.value; }); })]);\n\n svg.append(\"g\")\n .attr(\"class\", \"x axis\")\n .attr(\"transform\", \"translate(0,\" + height + \")\")\n .call(xAxis);\n\n svg.append(\"g\")\n .attr(\"class\", \"y axis\")\n .call(yAxis)\n .append(\"text\")\n .attr(\"transform\", \"rotate(-90)\")\n .attr(\"y\", 6)\n .attr(\"dy\", \".71em\")\n .style(\"text-anchor\", \"end\")\n .text(\"Individuals\");\n\n var state = svg.selectAll(\".state\")\n .data(datos)\n .enter().append(\"g\")\n .attr(\"class\", \"g\")\n .attr(\"transform\", function(d) { return \"translate(\" + x0(d.nombre) + \",0)\"; });\n\n state.selectAll(\"rect\")\n .data(function(d) { return d.genero; })\n .enter().append(\"rect\")\n .attr(\"width\", x1.rangeBand())\n .attr(\"x\", function(d) { return x1(d.name); })\n .attr(\"y\", function(d) { return y(d.value); })\n .attr(\"height\", function(d) { return height - y(d.value); })\n .style(\"fill\", function(d) { return color(d.name); });\n\n var legend = svg.selectAll(\".legend\")\n .data(generos.slice().reverse())\n .enter().append(\"g\")\n .attr(\"class\", \"legend\")\n .attr(\"transform\", function(d, i) { return \"translate(0,\" + i * 20 + \")\"; });\n\n legend.append(\"rect\")\n .attr(\"x\", width - 18)\n .attr(\"width\", 18)\n .attr(\"height\", 18)\n .style(\"fill\", color);\n\n legend.append(\"text\")\n .attr(\"x\", width - 24)\n .attr(\"y\", 9)\n .attr(\"dy\", \".35em\")\n .style(\"text-anchor\", \"end\")\n .text(function(d) { return d; });\n}", "function drawHealthBar(){\n push();\n rectMode(CORNER);\n //background rectangle of health bar\n fill(64,43,112);\n rect(0,height-50,width/1 + 10,30);\n //The health bar\n fill(153, 153, 255);\n healthBar = map(harryHealth,0,harryMaxHealth, 0, width);\n rect(0, height-50,healthBar,30);\n //Text showing the Energy level\n textFont (\"Helvetica\")\n fill(64,43,112);\n textSize(15);\n textAlign(CENTER,CENTER);\n var energyText = \"ENERGY LEFT\";\n text(energyText,width/2,height-35);\n pop();\n}", "function create_barcode(bars) {\n y = d3.scaleBand()\n .range([bar_height, 0])\n .padding(0.1);\n\n x = d3.scaleLinear()\n .range([0, bar_width]);\n\n let svg = d3.select(\"#barcode\");\n svg.append(\"g\");\n\n // format the data\n bars.forEach(function (d) {\n d.death = +d.death;\n });\n bars.sort(function (a, b) {\n if (a.death !== b.death) {\n return b.death - a.death;\n } else {\n return b.ratio - a.ratio;\n }\n });\n\n // Scale the range of the data in the domains\n x.domain([0, d3.max(bars, function (d) {\n return d.death;\n }) + 1])\n y.domain(bars.map(function (d) {\n return d.id;\n }));\n\n // set the slider accordingly\n document.getElementById(\"slider\").max = d3.max(bars, function (d) {\n return d.death;\n }) + 1;\n document.getElementById(\"slider\").value = 0;\n document.getElementById(\"slider\").step = document.getElementById(\"slider\").max / x(document.getElementById(\"slider\").max);\n\n // append the rectangles for the bar chart\n svg.selectAll(\".bar\")\n .data(bars)\n .enter().append(\"rect\")\n .attr(\"class\", \"bar\")\n .attr(\"width\", function (d) {\n return x(d.death * d.ratio);\n })\n .attr(\"y\", function (d) {\n return y(d.id);\n })\n .attr(\"fill\", smallBar)\n .attr(\"height\", y.bandwidth())\n\n // adding the second (stacked) bar\n svg.selectAll(\".bar\")\n .data(bars)\n .exit().data(bars)\n .enter().append(\"rect\")\n .attr(\"class\", \"bar\")\n .attr(\"x\", function (d) {\n return x(d.death * d.ratio);\n })\n .attr(\"width\", function (d) {\n return x(d.death * (1 - d.ratio));\n })\n .attr(\"y\", function (d) {\n return y(d.id);\n })\n .attr(\"fill\", largeBar)\n .attr(\"height\", y.bandwidth())\n\n // this bar is just used for the selection and to attach a border\n svg.selectAll(\".bar\")\n .data(bars)\n .exit().data(bars)\n .enter().append(\"rect\")\n .attr(\"class\", \"bar\")\n .attr(\"x\", function (d) {\n return 0;\n })\n .attr(\"width\", function (d) {\n return x(d.death);\n })\n .attr(\"y\", function (d) {\n return y(d.id);\n })\n .attr(\"height\", y.bandwidth())\n .attr(\"fill\", deselectedBar)\n .attr(\"opacity\", 0.5)\n .on(\"click\", function(d) {\n d.selected = !d.selected;\n if (d.selected) {\n d3.select(this).style(\"opacity\", 0.0);\n } else {\n d3.select(this).style(\"opacity\", 0.5);\n }\n update_repulsion(d);\n })\n .on(\"mouseover\", function (d) {\n let colorA;\n let colorB;\n\n if (d.componentA.nodes.length < d.componentB.nodes.length) {\n colorA = smallBar;\n colorB = largeBar;\n } else {\n colorB = smallBar;\n colorA = largeBar;\n }\n\n nodes\n .selectAll(\"circle\")\n .attr(\"fill\", function (n) {\n if (!d.componentA.contains(n.id)) {\n return colorB;\n } else {\n return colorA;\n }\n });\n\n prev_opacity = links.filter(function (n) {\n return d.edge.index === n.index;\n }).style(\"opacity\");\n\n links\n .filter(function (n) {\n return d.edge.index === n.index;\n })\n .style(\"opacity\", 1.0)\n .style(\"stroke-width\", 4);\n })\n .on(\"mouseout\", function (d) {\n nodes\n .selectAll(\"circle\")\n .attr(\"fill\", function (g) {\n return color(g.group);\n });\n\n links\n .filter(function (n) {\n return d.edge.index === n.index;\n })\n .style(\"opacity\", prev_opacity)\n .style(\"stroke-width\", 1);\n });\n\n // adding the line associated with the slider => shows repulsion threshold\n svg\n .append(\"line\")\n .attr(\"x1\", 0)\n .attr(\"y1\", 0)\n .attr(\"x2\", 0)\n .attr(\"y2\", bar_height)\n .attr(\"fill\", \"#FF0000\")\n .attr(\"stroke\", \"#4281fc\")\n .attr(\"stroke-width\", 2.0)\n .style(\"opacity\", 1.0);\n}", "function createBar(bars, map) {\n\n //Reset the x and y axes to fit the kind of chart we have and the data in it\n y.domain([0, d3.max(bars, function(g) { return g.val })])\n x = d3.scaleBand()\n .range([widthShift, width*0.96])\n .padding(0.1)\n .domain(bars.map((b) => b.name));\n d3.select(\"#xax\").call(d3.axisBottom(x))\n .selectAll(\"text\")\t\n .style(\"text-anchor\", \"end\")\n .attr(\"dx\", \"-.8em\")\n .attr(\"dy\", \".15em\")\n .attr(\"transform\", function(d) {\n return \"rotate(-65)\" \n });;\n d3.select(\"#yax\").call(d3.axisLeft(y));\n\n //no need for axis label, there are already labels ^ for each bar\n d3.select(\"#xLabel\").text(\"\");\n\n for (var i = 0; i < bars.length; i++) {\n let game = bars[i].name;\n ctrSvg.append('rect')\n .attr(\"id\", game)\n .style('fill', function() { console.log(game); return getFill(gameData.get(game).Category) } )\n .attr('x', x(game))\n .attr('y', heightShift)\n .attr('width', x.bandwidth())\n .style(\"opacity\", function() {\n\n //So I actually like this feature quite a lot and it made the viz a whole lot more usable\n //This is how the plot is able to the clicked one bar/circle highlighted if the plot changes\n //Although if the clicked bar/circle is no longer in the viz as a result it resets.\n if (!clicked || (bars.map(b => b.name).includes(clicked) && game == clicked)) {\n return 1;\n } else {\n return .5;\n }\n })\n .on(\"mouseenter\", function() {\n if (!clicked) editMeta(game);\n })\n .on(\"click\", function() {\n if (clicked != game) { //Again this should have been made its own function but I didn't have time/motivation\n d3.selectAll(\"rect\")\n .transition()\n .style(\"opacity\", function() { return (d3.select(this).attr(\"id\") == game ? 1 : .5)})\n .duration(100);\n clicked = game;\n editMeta(game);\n } else {\n d3.selectAll(\"rect\")\n .transition()\n .style(\"opacity\", 1)\n .duration(100);\n clicked = undefined;\n editMeta(game);\n }\n });\n }\n\n //pretty transitions.\n ctrSvg.selectAll('rect')\n .transition()\n .attr('y', function() {\n var game = d3.select(this).attr(\"id\");\n var elem = bars.find(function(element) { return game == element.name });\n return y(elem.val);\n })\n .attr('height', function() { \n var game = d3.select(this).attr(\"id\");\n var elem = bars.find(function(element) { return game == element.name });\n return (heightShift) - y(elem.val); \n })\n .duration(1000);\n\n}", "function drawBars(data, xScaleFn, yScaleFn) {\n select(\".chart-group\")\n .selectAll(\".bar\")\n .data(data)\n .join(\"rect\")\n .transition()\n .attr(\"class\", \"bar\")\n .attr(\"x\", d => xScaleFn(d.letter))\n .attr(\"y\", d => yScaleFn(d.frequency))\n .attr(\"width\", xScaleFn.bandwidth())\n .attr(\"height\", d => chartHeight - yScaleFn(d.frequency));\n }", "function makeBars(data) {\n\n\t// a bit of data processing here:\n\t// basically just a dictionary for the tvars and their data\n\tvar tvars = d3.map(data[0]);\n\ttvars.remove(\"readings\");\n\tvar tkeys = tvars.keys();\n\tvar datamap = makeMap(data, tkeys);\n\tdatamap = d3.map(datamap);\n\n\t// Add an svg for each element\n\tvar svgs = d3.select(\"#bars\")\n\t\t\t\t.selectAll(\"svg\")\n\t\t\t\t\t.data(datamap.values())\n\n\t\tsvgs.enter()\n\t\t\t.append(\"svg\")\n\t\t\t\t.attr(\"class\", \"bsvgs\")\n\t\t\t\t.attr(\"width\", barcodeWidth)\n\t\t\t\t.attr(\"height\", barcodeHeight)\n\t\t\t\t.style(\"background-color\", \"#e8e8e8\")\n\n\t\tsvgs.exit().remove();\n\n\t//Add little barcode marks per respective svg\n\tvar blips = d3.selectAll(\".bsvgs\").selectAll(\"rect\")\n\t\t\t\t.data(function(d) {\n\t\t\t\t\treturn d;\n\t\t\t\t})\n\n\t\tblips.enter()\n\t\t\t.append(\"rect\")\n\t\t\t\t.attr(\"id\", function(d, i) {\n\t\t\t\t\treturn i;\n\t\t\t\t})\n\t\t\t\t.attr(\"width\", \"3px\")\n\t\t\t\t.attr(\"height\", barcodeHeight)\t\n\t\t\t\t.attr(\"x\", function(d) {\n\t\t\t\t\treturn chartScale(d);\n\t\t\t\t})\n\t\t\t\t.style(\"fill\", function(d) { // fill based on slider vals\n\t\t\t\t\tvar values = stdSlider.noUiSlider.get();\n\t\t\t\t\tleft = values[0];\n\t\t\t\t\tright = values[1];\n\t\t\t\t\tif (((+d) <=left) || ((+d)>=right)) {\n\t\t\t\t\t\treturn \"orange\";\n\t\t\t\t\t} else {\n\t\t\t\t\t\treturn \"#969696\";\n\t\t\t\t\t}\n\t\t\t\t})\n\t\t\t\t.style(\"stroke-width\", \"1px\")\n\t\t\t\t.style(\"stroke\", \"#ededed\")\n\t\t\t\t.on(\"mouseover\", function(d) {\n\n\t\t\t\t\tvar currid = this.id;\n\t\t\t\t\td3.selectAll(\"rect\").style(\"fill\", function(d) {\n\t\t\t\t\t\tif (this.id == currid) {\n\t\t\t\t\t\t\treturn \"blue\";\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn colorUp(d);\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t})\n\t\t\t\t.on(\"mouseout\", function() {\n\t\t\t\t\td3.selectAll(\"rect\").style(\"fill\", function(d) {\n\t\t\t\t\t\treturn colorUp(d);\n\t\t\t\t\t});\n\n\t\t\t\t\td3.selectAll(\"circle\").style(\"fill\", \"gray\");\n\t\t\t\t})\n\t\t\t\t.on(\"click\", function() {\n\t\t\t\t\tvar currid = this.id;\n\t\t\t\t\t// interaction for isolating the connected marks\n\t\t\t\t\td3.selectAll(\"rect\").style(\"fill\", function(d) {\n\t\t\t\t\t\tif (this.id == currid) {\n\t\t\t\t\t\t\tif(colorUp(d) == \"orange\") {\n\t\t\t\t\t\t\t\treturn \"orange\";\n\t\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t\treturn \"gray\";\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\treturn \"blue\";\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn \"#e8e8e8\";\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t\t// interaction for hilighting the respective data point circle\n\t\t\t\t\td3.selectAll(\"circle\").style(\"fill\", function(d) {\n\t\t\t\t\t\tif (this.id == currid) {\n\t\t\t\t\t\t\treturn \"gray\";\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\treturn \"white\";\n\t\t\t\t\t\t}\n\t\t\t\t\t})\n\t\t\t\t})\n\n}", "function render_barBijzonder() {\n var plotBar = hgiBar().margin({\n 'top': 20,\n 'right': 20,\n 'bottom': 40,\n 'left': 110\n }).mapping(['name', 'value']).errorMapping('sd').freqMapping('frequency').title('Is er iets bijzonders gebeurd?').xDomain([0, 100]).xLabel('Ik ben van slag').addError(true).addFrequencies(true);\n d3.select('#barBijzonder').datum(data_vanslag).call(plotBar);\n}", "_calcWidthBar(d, i) {\n if (d.indexData !== -1) {\n return this.model.barScale(this.model.data.children.data[this._vOrder[d.indexData]].edge.values[i]);\n }\n else\n return 0; // Do not draw the rectangle\n }", "function BarChart() {\n\n var my = ChiasmComponent({\n\n margin: {\n left: 150,\n top: 30,\n right: 30,\n bottom: 60\n },\n\n sizeColumn: Model.None,\n sizeLabel: Model.None,\n\n idColumn: Model.None,\n idLabel: Model.None,\n\n orientation: \"vertical\",\n\n // These properties adjust spacing between bars.\n // The names correspond to the arguments passed to\n // d3.scale.ordinal.rangeRoundBands(interval[, padding[, outerPadding]])\n // https://github.com/mbostock/d3/wiki/Ordinal-Scales#ordinal_rangeRoundBands\n barPadding: 0.1,\n barOuterPadding: 0.1,\n\n fill: \"black\",\n stroke: \"none\",\n strokeWidth: \"1px\",\n\n // Desired number of pixels between tick marks.\n xAxisTickDensity: 50,\n\n // Translation down from the X axis line (pixels).\n xAxisLabelOffset: 50,\n\n // Desired number of pixels between tick marks.\n yAxisTickDensity: 30,\n\n // Translation left from the X axis line (pixels).\n yAxisLabelOffset: 45\n\n });\n\n // This scale is for the length of the bars.\n var sizeScale = d3.scale.linear();\n\n my.el = document.createElement(\"div\");\n var svg = d3.select(my.el).append(\"svg\");\n var g = svg.append(\"g\");\n\n var xAxis = d3.svg.axis().orient(\"bottom\");\n var xAxisG = g.append(\"g\").attr(\"class\", \"x axis\");\n var xAxisLabel = xAxisG.append(\"text\")\n .style(\"text-anchor\", \"middle\")\n .attr(\"class\", \"label\");\n\n var yAxis = d3.svg.axis().orient(\"left\");\n var yAxisG = g.append(\"g\").attr(\"class\", \"y axis\");\n var yAxisLabel = yAxisG.append(\"text\")\n .style(\"text-anchor\", \"middle\")\n .attr(\"class\", \"label\");\n\n // TODO think about adding this stuff as configurable\n // .tickFormat(d3.format(\"s\"))\n // .outerTickSize(0);\n\n my.when(\"xAxisLabelText\", function (xAxisLabelText) {\n xAxisLabel.text(xAxisLabelText);\n });\n my.when([\"width\", \"xAxisLabelOffset\"], function (width, offset) {\n xAxisLabel.attr(\"x\", width / 2).attr(\"y\", offset);\n });\n\n my.when([\"height\", \"yAxisLabelOffset\"], function (height, offset) {\n yAxisLabel.attr(\"transform\", [\n \"translate(-\" + offset + \",\" + (height / 2) + \") \",\n \"rotate(-90)\"\n ].join(\"\"));\n });\n my.when(\"yAxisLabelText\", function (yAxisLabelText) {\n yAxisLabel.text(yAxisLabelText);\n });\n\n // Respond to changes in size and margin.\n // Inspired by D3 margin convention from http://bl.ocks.org/mbostock/3019563\n my.when(\"box\", function (box) {\n svg.attr(\"width\", box.width)\n .attr(\"height\", box.height);\n });\n my.when([\"box\", \"margin\"], function (box, margin) {\n my.width = box.width - margin.left - margin.right;\n my.height = box.height - margin.top - margin.bottom;\n g.attr(\"transform\", \"translate(\" + margin.left + \",\" + margin.top + \")\");\n });\n\n my.when(\"height\", function (height) {\n xAxisG.attr(\"transform\", \"translate(0,\" + height + \")\");\n });\n\n my.when([\"idColumn\", \"dataset\"],\n function (idColumn, dataset) {\n\n // This metadata is only present for aggregated numeric columns.\n var meta = dataset.metadata[idColumn];\n var idScale;\n\n if (meta) {\n\n // Handle the case of an aggregated numeric column.\n idScale = d3.scale.linear();\n idScale.domain(meta.domain);\n idScale.rangeBand = function () {\n return Math.abs(idScale(meta.step) - idScale(0));\n };\n idScale.rangeBands = function (extent) {\n idScale.range(extent);\n };\n idScale.step = meta.step;\n } else {\n\n // Handle the case of a string (categorical) column.\n idScale = d3.scale.ordinal();\n idScale.domain(dataset.data.map(function (d) {\n return d[idColumn];\n }));\n idScale.step = \"\";\n }\n my.idScale = idScale;\n });\n\n my.when(\"dataset\", function (dataset) {\n my.data = dataset.data;\n my.metadata = dataset.metadata;\n });\n\n my.when([\"data\", \"sizeColumn\", \"idScale\", \"idColumn\", \"width\", \"height\", \"orientation\", \"idLabel\", \"sizeLabel\", \"barPadding\", \"barOuterPadding\"],\n function (data, sizeColumn, idScale, idColumn, width, height, orientation, idLabel, sizeLabel, barPadding, barOuterPadding) {\n\n if (sizeColumn !== Model.None) {\n\n // TODO separate out this logic.\n sizeScale.domain([0, d3.max(data, function (d) {\n return d[sizeColumn];\n })]);\n\n if (orientation === \"vertical\") {\n\n sizeScale.range([height, 0]);\n idScale.rangeBands([0, width], barPadding, barOuterPadding);\n\n my.barsX = function (d) {\n return idScale(d[idColumn]);\n };\n my.barsY = function (d) {\n return sizeScale(d[sizeColumn]);\n };\n my.barsWidth = idScale.rangeBand();\n my.barsHeight = function (d) {\n return height - my.barsY(d);\n };\n\n my.xScale = idScale;\n if (idLabel !== Model.None) {\n my.xAxisLabelText = idLabel;\n }\n\n my.yScale = sizeScale;\n if (sizeLabel !== Model.None) {\n my.yAxisLabelText = sizeLabel;\n }\n\n } else if (orientation === \"horizontal\") {\n\n sizeScale.range([0, width]);\n idScale.rangeBands([height, 0], barPadding, barOuterPadding);\n\n my.barsX = 0;\n my.barsY = function (d) {\n\n // Using idScale.step here is kind of an ugly hack to get the\n // right behavior for both linear and ordinal id scales.\n return idScale(d[idColumn] + idScale.step);\n };\n my.barsWidth = function (d) {\n return sizeScale(d[sizeColumn]);\n };\n my.barsHeight = idScale.rangeBand();\n\n// TODO flip vertically for histogram mode.\n// my.barsX = 0;\n// my.barsWidth = function(d) { return sizeScale(d[sizeColumn]); };\n// my.barsHeight = Math.abs(idScale.rangeBand());\n// my.barsY = function(d) {\n// return idScale(d[idColumn]) - my.barsHeight;\n// };\n\n my.xScale = sizeScale;\n if (sizeLabel !== Model.None) {\n my.xAxisLabelText = sizeLabel;\n }\n\n my.yScale = idScale;\n if (idLabel !== Model.None) {\n my.yAxisLabelText = idLabel;\n }\n\n }\n }\n });\n\n my.when([\"data\", \"barsX\", \"barsWidth\", \"barsY\", \"barsHeight\"],\n function (data, barsX, barsWidth, barsY, barsHeight) {\n\n my.bars = g.selectAll(\"rect\").data(data);\n my.bars.enter().append(\"rect\")\n\n // This makes it so that there are no anti-aliased spaces between the bars.\n .style(\"shape-rendering\", \"crispEdges\");\n\n my.bars.exit().remove();\n //my.bars\n // .attr(\"x\", barsX)\n // .attr(\"width\", barsWidth)\n // .attr(\"y\", barsY)\n // .attr(\"height\", barsHeight);\n my.bars.attr(\"x\", barsX);\n my.bars.attr(\"width\", barsWidth);\n my.bars.attr(\"y\", barsY);\n my.bars.attr(\"height\", barsHeight);\n\n\n // Withouth this line, the bars added in the enter() phase\n // will flash as black for a fraction of a second.\n updateBarStyles();\n\n });\n\n function updateBarStyles() {\n my.bars\n .attr(\"fill\", my.fill)\n .attr(\"stroke\", my.stroke)\n .attr(\"stroke-width\", my.strokeWidth);\n }\n\n my.when([\"bars\", \"fill\", \"stroke\", \"strokeWidth\"], updateBarStyles)\n\n my.when([\"xScale\", \"width\", \"xAxisTickDensity\"],\n function (xScale, width, density) {\n xAxis.scale(xScale).ticks(width / density);\n xAxisG.call(xAxis);\n });\n\n my.when([\"yScale\", \"height\", \"yAxisTickDensity\"],\n function (yScale, height, density) {\n yAxis.scale(yScale).ticks(height / density);\n yAxisG.call(yAxis);\n });\n\n return my;\n }", "function render(data) {\n // function(d, i) { return d }\n // (d, i) => d\n bars = g.selectAll('rect')\n .data(data)\n\n bars.enter()\n .append('rect')\n .style('width', d => `${x.bandwidth()}px`)\n .style('height', d => (alto - y(d.MONTO_IMPUESTOS)) + 'px')\n .style('x', d => x(d.ENTIDAD_FEDERATIVA) + 'px')\n .style('y', d => (y(d.MONTO_IMPUESTOS)) + 'px')\n .style('fill', d => color(d.ENTIDAD_FEDERATIVA))\n\n // j. call que sirve para crear los ejes\n yAxisCall = d3.axisLeft(y)\n .ticks(5)\n .tickFormat(d3.format(',.0d'))\n yAxisGroup.call(yAxisCall)\n\n xAxisCall = d3.axisBottom(x)\n xAxisGroup.call(xAxisCall)\n .selectAll('text')\n .attr('x', '-8px')\n .attr('y', '-5px')\n .attr('text-anchor', 'end')\n .attr('transform', 'rotate(-70)')\n}", "function drawBar(obj) {\n\t// CREATE OBJECT IF NOT SPECIFIED\n\tobj = obj == undefined ? {} : obj;\n\t// DEFAULTS\n\tobj.width = obj.width == undefined ? 30 : obj.width;\n\tobj.height = obj.height == undefined ? 6 : obj.height;\n\tobj.color = obj.color == undefined ? '#555555' : obj.color;\n\tobj.fillColor = obj.fillColor == undefined ? '#88e281' : obj.fillColor;\n\tobj.filled = obj.filled == undefined ? 0.5 : obj.filled;\n\tobj.renderOnFull = obj.renderOnFull == undefined ? true : obj.renderOnFull;\n\tobj.label = obj.label == undefined ? '' : obj.label;\n\tobj.x = obj.x == undefined ? 30 : obj.x - (obj.width / 2);\n\tobj.y = obj.y == undefined ? 30 : obj.y - (obj.height / 2);\n\tif (obj.filled < 1 || obj.renderOnFull) {\n\t\tctx.lineJoin = 'round';\n\t\tctx.fillStyle = obj.color;\n\t\tctx.fillRect(obj.x - (obj.width / 2), obj.y - (obj.height / 2), obj.width,\n\t\t\tobj.height);\n\t\tctx.fillStyle = obj.fillColor;\n\t\tctx.fillRect(obj.x - (obj.width / 2) + 1, (obj.y - (obj.height / 2)) + 1,\n\t\t\tobj.filled * (obj.width - 2), obj.height - 2);\n\n\t\tdrawText({\n\t\t\ttext: obj.label,\n\t\t\tx: obj.x,\n\t\t\ty: obj.y + 3,\n\t\t\tfont: `${obj.height - 5}px Ubuntu`\n\t\t})\n\t}\n}", "function barGeometry(d, i) {\n d = config.accessor(d);\n var x, y, width, height;\n var myScale = scale ? scale : scales[i];\n if(config.orientation === 'horizontal') {\n x = i * config.transform.x;\n y = i * config.transform.y;\n\n width = 0;\n if(!isNaN(d)) {\n width = Math.abs(myScale(d));\n }\n\n if(d < 0)\n x -= width;\n\n height = config.barWidth;\n } else {\n x = i * config.transform.x;\n\n // console.log(myScale)\n height = Math.abs(myScale(0) - myScale(d));\n // console.log(d, height);\n width = config.barWidth;\n\n y = myScale(0);\n if(d > 0)\n y -= height;\n \n y += i * config.transform.y;\n }\n\n d3.select(this)\n .attr('x', x)\n .attr('y', y)\n .attr('width', width)\n .attr('height', height);\n }", "drawSVGSpace() {\n const svgGroup = document.createElementNS('http://www.w3.org/2000/svg', 'g');\n const svgSpace = document.createElementNS('http://www.w3.org/2000/svg', 'rect');\n\n svgGroup.setAttributeNS(null, \"transform\", `translate(${this.y * 100}, ${this.x * 100})`);\n\n svgSpace.setAttributeNS(null, \"id\", this.id);\n svgSpace.setAttributeNS(null, \"height\", 100);\n svgSpace.setAttributeNS(null, \"width\", 100);\n svgSpace.setAttributeNS(null, \"fill\", \"transparent\");\n\n svgGroup.appendChild(svgSpace);\n document.querySelector('svg > g').appendChild(svgGroup);\n }", "function makeAndLabelBars (svg,dataset,xScale,yScale) {\n // draw the bars\n svg.selectAll(\"rect.community\") // added .county to ignore outside rect\n .data(dataset)\n .enter()\n .append(\"rect\")\n .attr(\"class\", \"community\")\n .attr(\"x\", Padding)\n .attr(\"y\", function(d) {\n return yScale(d.communityname);\n })\n .attr(\"width\", function(d) {return xScale(parseInt(d.population))-Padding;})\n .attr(\"height\", yScale.bandwidth()-BarPadding)\n .attr(\"fill\", function(d) {\n return \"rgb(0, 0, \" +\n Math.round(parseInt(d.population) * BlueScaling) + \")\";\n })\n .style(\"font-size\", \"9px\");\n\n} // end makeAndLabelBars", "function generatePercentBar(percent) {\n return \"<span class='coverage-bar'>\" +\n \"<span class='coverage-bar-inner' style='width:\" + percent + \"px'>\" +\n \"</span></span>\";\n}", "function createBarChart(data, h, w) {\n\tconst svg = createSvg(h, w);\n\n\tconst yScale = d3.scaleLinear()\n\t\t\t\t\t\t\t\t\t .domain([0,\n\t\t\t\t\t\t\t\t\t\t\t\t\t\td3.max(data, function(d) { return d[1] })])\n\t\t\t\t\t\t\t\t\t .range([0, h]);\n\n\tconst padding = 1;\n\tconst barWidth = 4;\n\n\t//add rectangles\n\tsvg.selectAll(\"rect\")\n\t .data(data)\n\t .enter()\n\t .append(\"rect\")\n\t\t .attr(\"x\", function(d,i) { return i * barWidth})\n\t\t .attr(\"y\", function(d, i) { return h - yScale(d[1])})\n\t\t .attr(\"width\", barWidth - padding)\n\t\t .attr(\"height\", function(d, i) { return yScale(d[1]) })\n\t\t .attr(\"class\", \"bar\");\n\n}", "function change(){\n metricSelect = metric.value;\n x1 = d3.scale.ordinal()\n .domain(makeDomainArray(varNames))\n .rangeRoundBands([0, x0.rangeBand()]);\n \n selection.selectAll(\"rect\")\n .data(function (d) {\n var newArray = [];\n d.mapping.forEach(function(entry, index){\n if(metricSelect == d.mapping[index].name.substring(0,4)){\n newArray.push(d.mapping[index]);\n }\n });\n return newArray;\n }) \n .transition()\n .attr(\"width\", x1.rangeBand())\n .attr(\"class\", \"bar\")\n .attr(\"x\", function(d){return x1(d.name);})\n .attr(\"y\", function (d) { return y(d.y1); })\n .attr(\"height\", function (d) { return y(d.y0) - y(d.y1); });\n }", "drawBar(lineI, startChar, endChar, barColor, extraStart=0, extraEnd=0){\n let offsetX = 0;\n if(this.centered){ // Centers text within box's width\n offsetX = (CHAR_WIDTH/2)*(this.lineW - (endChar - startChar));\n }\n ctx.fillStyle = barColor;\n ctx.fillRect(\n this.x+CHAR_GAP + offsetX + startChar*CHAR_WIDTH - extraStart,\n this.y + lineI*LINE_HEIGHT + 2*CHAR_GAP - Math.floor(CHAR_GAP/2)\n + this.offsetY,\n (endChar-startChar)*CHAR_WIDTH + extraStart+extraEnd,\n LINE_HEIGHT\n );\n }", "function makeBarFromMeiNote(note, noteInfo) {\n\n let rect = getSvg('rect'),\n scaleTimeForDisplay = t => t / 200;\n \n rect.setAttribute('class', 'note');\n rect.setAttribute('width', scaleTimeForDisplay(note.dur));\n rect.setAttribute('height', PIANO_ROLL_OPTIONS.barHeight);\n rect.setAttribute('x', scaleTimeForDisplay(note.startTime));\n rect.setAttribute('y', (noteInfo.maxPitch - note.pitch) * PIANO_ROLL_OPTIONS.pitchScale);\n rect.setAttribute('id', getLocalNoteID(note.id));\n\n return rect;\n }", "function makeBarGraph(penPos, penNeg, strPos, strNeg, neoPos, neoNeg) {\n \n var posTotal = 0;\n var posCount = 0;\n for (var i = 0; i < penPos.length; i++) { \n var pos = penPos[i];\n posTotal += pos;\n posCount++;\n }\n var posPenMean = posTotal / posCount;\n \n var negTotal = 0;\n var negCount = 0; \n for (var i = 0; i < penNeg.length; i++) {\n var neg = penNeg[i];\n negTotal += neg;\n negCount++;\n }\n var negPenMean = negTotal / negCount; \n\n var posStrTotal = 0;\n var posStrCount = 0;\n for (var i = 0; i < strPos.length; i++) { \n var pos = strPos[i];\n posStrTotal += pos;\n posStrCount++;\n }\n var posStrMean = posStrTotal / posCount;\n\n var negStrTotal = 0;\n var negStrCount = 0; \n for (var i = 0; i < strNeg.length; i++) {\n var neg = strNeg[i];\n negStrTotal += neg;\n negStrCount++;\n }\n var negStrMean = negStrTotal / negStrCount; \n\n\n var posNeoTotal = 0;\n var posNeoCount = 0;\n for (var i = 0; i < neoPos.length; i++) { \n var pos = strPos[i];\n posNeoTotal += pos;\n posNeoCount++;\n }\n var posNeoMean = posNeoTotal / posNeoCount;\n\n var negNeoTotal = 0;\n var negNeoCount = 0; \n for (var i = 0; i < strNeg.length; i++) {\n var neg = strNeg[i];\n negNeoTotal += neg;\n negNeoCount++;\n }\n var negNeoMean = negNeoTotal / negNeoCount;\n\n // plotting the positive means of the MIC levels for each treatment on left column (bar) \n // of each grouped bar\n\n var column1 = {\n x: ['Penicilin', 'Streptomycin', 'Neomycin'],\n y: [posPenMean, posStrMean, posNeoMean],\n name: 'Positive',\n type: 'bar'\n };\n\n // plotting the negative means of the MIC levels for each treatment on right column (bar)\n // of each grouped bar\n var column2 = {\n x: ['Penicilin' , 'Streptomycin', 'Neomycin'],\n y: [negPenMean, negStrMean, negNeoMean],\n name: 'Negative',\n type: 'bar'\n };\n \n // grouping the left and right column together for each group\n var data = [column1, column2];\n var layout = {barmode: 'group'};\n Plotly.newPlot('graph1', data, layout, {staticPlot: true});\n\n}", "function membersBarChart() {\n let bounds = getBounds();\n let g = addNewSVG(bounds);\n\n let barWidth = bounds.width / membersPerDay.length;\n addMembersBars(bounds, g, barWidth);\n addEventsBars(bounds, g, barWidth);\n}", "function create_bars()\n{\n // Make the array empty\n arr=[];\n // Make the visible bars empty\n bar.innerHTML=\"\";\n // Take the no of bars from range\n var no_of_bar=arr_size.value;\n var arr_width_size =(500/no_of_bar);\n \n // Set the height\n // we will sort the bars on the basis of height\n for(var i=0;i<no_of_bar;i++)\n arr.push(Math.floor(Math.random()*100));\n\n\n //Set the height and width of visible bars \n for(var i=0;i<no_of_bar;i++)\n {\n \n var div = document.createElement(\"DIV\");\n var margin_size=0.1;\n div.classList.add(\"special\");\n div.style=\"margin:0%\" + margin_size + \"%; width:\" + (100/no_of_bar-(2*margin_size)) + \"%;\";\n var height = (arr[i]*5+10).toString();\n height = height+'px';\n div.style.height=height;\n bar.appendChild(div);\n }\n}", "function render_histo_bars(nBin){\n\n\n d3.select('#ref-line').remove();\n d3.select('#ref-text').remove();\n d3.select('.d3-tip').remove();\n\n var chart = d3.select('svg').select('g');\n keyValueMapper = [];\n for(i=0;i<valuesX.length;i++){\n keyValueMapper[i] = {};\n keyValueMapper[i].key = valuesX[i]; \n keyValueMapper[i].value = valuesY[valuesX[i]];\n }\n\n // Color schema for the bars\n var colorSchema = d3.scaleOrdinal()\n .domain(valuesX)\n .range(d3.schemeSet3);\n\n var rectWidth;\n if(nBin == 1){\n // Width of a bar is maximum X value for nBin = 1\n rectWidth = Math.ceil(parseInt(enhanced_xscale(maximumX)));\n }\n else {\n // Width of a bar is the xScale value for nBin > 1\n rectWidth = Math.ceil(enhanced_xscale(valuesX[1]));\n }\n\n var x_bar_val = {};\n var nextVal = 0;\n for(i=0;i<valuesX.length;i++){\n x_bar_val[valuesX[i]] = nextVal;\n nextVal += rectWidth;\n }\n\n\n // Tip on the bar when hovered upon\n var tip = d3.tip()\n .attr('class', 'd3-tip')\n .offset([-10, 0])\n .html(function(d) { \n return \"<span style='color:\"+colorSchema(d.key)+\"'> Range - [\" + d.key + \", \" + (parseInt(d.key) + parseInt(bandwidth)) + \") <br> Frequency - \" + d.value + \"</span>\";\n })\n \n chart.call(tip);\n\n\n // Remove the existing bars\n d3.selectAll(\"rect\").remove();\n\n // Render the bars\n chart.selectAll()\n .data(keyValueMapper)\n .enter()\n .append('rect')\n .attr('x', (s) => enhanced_xscale(s.key)+margin)\n .attr('y', (s) => height)\n .attr('height', 0)\n .attr(\"opacity\", 0.8)\n .attr('width', rectWidth)\n .attr(\"fill\", (s) => colorSchema(s.key))\n .on('mouseover', tip.show)\n .on('mouseout', tip.hide)\n .on('mouseenter', function (s, i) {\n d3.select(this).raise();\n\n // Increase width and make it higher\n d3.select(this)\n .transition()\n .duration(200)\n .attr('opacity', 1)\n .attr('x', (s) => enhanced_xscale(s.key) + margin -5)\n .attr('y', (s) => yScale(s.value))\n .attr('width', rectWidth + 10)\n .attr('height', (s) => height - yScale(s.value) + 10)\n .style(\"transform\", \"scale(1,0.979)\"); \n\n // Reference line for y values of rect \n d3.select('svg').select('g')\n .append('line')\n .attr('id','ref-line')\n .attr('x1', 0)\n .attr('y1', yScale(s.value))\n .attr('x2', width)\n .attr('y2', yScale(s.value))\n .attr('transform','translate('+margin+',0)')\n .attr(\"stroke-width\", 1)\n .attr(\"stroke\", \"red\");\n\n // Y value for hovered bar on the right\n d3.select('svg').select('g')\n .append('text')\n .attr('id','ref-text')\n .attr('x', width + margin + 5)\n .attr('y', yScale(s.value))\n .style('fill','white')\n .text(s.value);\n \n })\n .on('mouseleave', function (actual, i) {\n\n // Reset the bar width and height\n d3.select(this)\n .attr(\"opacity\", 0.8)\n .transition()\n .duration(200)\n .attr('x', (s) => enhanced_xscale(s.key) + margin)\n .attr('y', (s) => yScale(s.value))\n .attr('width',rectWidth)\n .attr('height', (s) => height - yScale(s.value))\n .style(\"transform\", \"scale(1,1)\");\n\n // Remove ref line\n d3.select('#ref-line').remove();\n d3.select('#ref-text').remove();\n \n })\n\n // Add transition when rendering the bars\n const t = d3.transition()\n .duration(axis_transition_time);\n\n chart.selectAll('rect')\n .transition(t)\n .attr('height', (s) => height - yScale(s.value))\n .attr('y', (s) => yScale(s.value));\n }", "drawHealthBar(){\n this.healthBar.beginFill(0xFF0000);\n this.healthBar.drawRect(0, -12, 575, 25);\n this.healthBar.x = this.x;\n this.healthBar.y = this.y;\n this.healthBar.scale.x = this.health / this.maxHealth;\n this.healthBar.endFill();\n }", "function BarDrawUtil() {\n var me = this;\n /****Constants****/\n var BAR_COLOR = /*\"#4A87F8\"*/\"#178FB7\";\n //Layout\n var MAX_BAR_WIDTH = 24;\n var NICE_BAR_WIDTH = 12;\n var MIN_BAR_WIDTH = 2;\n var BEST_PAD_BETWEEN_BARS = 1;\n\n /****Externally set****/\n //Data\n var dataList;\n //Utils\n var yAxis;\n var xAxis;\n //Structure\n var barGroup;\n var concealerGroup;\n //Layout\n var bottomExtraPadding;\n\n /**Internally Set**/\n //Data\n var barCount;\n //Layout\n var barWidth;\n\n\n /**Public Functions***/\n this.setLayoutParams = function (bottomExtraPaddingInput) {\n bottomExtraPadding = bottomExtraPaddingInput;\n };\n\n this.setData = function (dataListInput, xAxisInput, yAxisInput) {\n dataList = dataListInput;\n xAxis = xAxisInput;\n yAxis = yAxisInput;\n };\n\n this.setPapaGroups = function (barGroupInput, concealerGroupInput) {\n barGroup = barGroupInput;\n concealerGroup = concealerGroupInput;\n };\n\n this.drawComponent = function () {\n createAllBars();\n };\n\n /**Construct***/\n function createAllBars() {\n calculateBarWidth();\n for (var i = 0; i < dataList.length; i++) {\n createBar(i);\n }\n }\n\n function createBar(index) {\n var dataPoint = dataList[index];\n var value = dataPoint.close;\n var x = xAxis.scale(index) - barWidth / 2;\n var baseY = yAxis.scale(0);\n var y = yAxis.scale(value);\n var height;\n\n\n\n if (value > 0) {\n height = baseY - y;\n } else {\n height = y - baseY;\n y = baseY;\n }\n\n x = trimToTwoDecimalDigits(x);\n height = trimToTwoDecimalDigits(height);\n y = trimToTwoDecimalDigits(y);\n var bar = barGroup.append(\"rect\")\n .attr({\n x: x,\n y: y,\n height: height,\n width: barWidth\n })\n .style({\n fill: BAR_COLOR\n });\n }\n\n /**Calculate***/\n function calculateBarWidth() {\n var barWithPadWidth = xAxis.scale(1) - xAxis.scale(0);\n barWidth = barWithPadWidth * 0.9;\n barCount = dataList.length;\n\n\n barWidth = trimToTwoDecimalDigits(barWidth);\n }\n}", "function render_barTekortSchieten() {\n var plotBar = hgiBar().mapping(['name', 'value']).errorMapping('sd').freqMapping('frequency').xDomain([0, 100]).addError(true).addFrequencies(true).xLabel('Ik heb het gevoel tekort te schieten');\n d3.select('#barTekortSchieten').datum(data_tekort_schieten).call(plotBar);\n}", "healthBar() {\n noFill();\n strokeWeight(2);\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth, this.healthBarHeight, 10, 10);\n\n if (this.health <= 100 && this.health >= 60) {\n fill(0, 255, 0);\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n\n }\n else if (this.health < 90 && this.health >= 30) {\n\n fill(\"yellow\");\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n }\n else if (this.health < 60 && this.health > 0) {\n fill(\"red\");\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n }\n }", "function barPath(groups) {\n var path = [],\n i = -1,\n n = groups.length,\n d;\n while (++i < n) {\n d = groups[i];\n path.push(\"M\", x(d.key), \",\", height, \"V\", y(d.value), \"h9V\", height);\n }\n // BoE: uncomment the next line to see the neat path array that has been generated\n //console.log(\"path\", path)\n return path.join(\"\");\n }", "function drawMultiBarGraph(svg, coords, data, yAttrs, attributes) {\n\n // compute the axes\n var xData = data[0]['data'].map(function(elt) { return elt[0] });\n var xAxis = createBarAxisX(\n xData,\n [coords['x'], coords['x'] + coords['width']],\n coords['axisPadding']);\n xAxis.scale().padding(style('multiBarPadding'));\n var yAxis = createLinearAxisY(\n [yAttrs['min'], yAttrs['max']],\n [coords['y'] + coords['height'], coords['y']],\n yAttrs['ticks'], coords['axisPadding']);\n\n // draw gridlines\n if (style('barGraphGridlines'))\n drawYGridlines(svg, yAxis, coords['width'] - 2 * coords['axisPadding'],\n yAttrs['ticks'], coords['x'] + coords['axisPadding'], {});\n\n // draw axes\n drawAxisX(svg, xAxis, coords['y'] + coords['height'], coords['axisPadding']);\n drawAxisY(svg, yAxis, coords['x'], coords['axisPadding']);\n labelAxes(svg, coords, attributes);\n\n // go through each set of bars\n var numBars = data.length;\n var totalBarWidth = xAxis.scale().bandwidth();\n var eachBarWidth = totalBarWidth / numBars;\n for (var i = 0; i < data.length; i++) {\n var barColor = data[i]['color'];\n var barData = data[i]['data'];\n \n // go through each bar in the set\n for (var j = 0; j < barData.length; j++) {\n var bar = svg.append('rect')\n .attr('x', xAxis.scale()(barData[j][0]) + i * eachBarWidth)\n .attr('y', yAxis.scale()(barData[j][1]))\n .attr('width', eachBarWidth)\n .attr('height', coords['y'] + coords['height']\n - coords['axisPadding'] - yAxis.scale()(barData[j][1]))\n .style('fill', barColor);\n\n if (style('showTooltips'))\n addTooltipToPoint(svg, bar, barData[j][1], attributes);\n }\n }\n\n return [xAxis, yAxis];\n}", "function generatebars(num = 50) {\n \n for (let i = 0; i < num; i += 1) {\n \n const value = Math.floor(Math.random() * 1000) + 1; \n const bar = document.createElement(\"div\");\n \n bar.classList.add(\"bar\");\n bar.style.height = `${value/3}px`;\n bar.style.transform = `translateX(${i * 20}px)`;\n const barLabel = document.createElement(\"label\");\n barLabel.classList.add(\"bar_id\");\n barLabel.innerHTML = value;\n barLabel.style.display = \"none\";\n bar.appendChild(barLabel);\n container.appendChild(bar);\n }\n}", "function renderRaw(data) {\n // Clear old data. IE11 hack.\n if (chartSvg) {\n chartSvg.remove();\n }\n chartSvg = svg.append('g');\n\n // var valueLength = data.data[0].values.length;\n var valueLength = (data.data.length>0)?data.data[0].values.length : 0;\n // Adjust the space between bars\n var nicePadSpace = 0.4;\n if (data.data.length > 3) {\n nicePadSpace = 0.7 - 0.1 * data.data.length;\n }\n\n var xScale = d3.scale.ordinal()\n .domain(d3.range(valueLength))\n .rangeRoundBands([0, width], nicePadSpace);\n var yScale = d3.scale.linear()\n .domain([data.y.min, data.y.max])\n .range([height, 0]);\n\n var barWidth = xScale.rangeBand() / data.data.length;\n\n // Create X-axis labels.\n var xAxis = d3.svg.axis()\n .outerTickSize(0)\n .innerTickSize(0)\n .scale(xScale)\n .tickFormat(function(d) {\n return 'Q' + data.data[0].values[d].quarter + ',' + data.data[0].values[d].year;\n })\n .orient('buttom');\n chartSvg.append('g')\n .attr('class', 'x axis')\n .attr('transform', 'translate(0, ' + (height + 5) + ')')\n .call(xAxis)\n .selectAll('text')\n .attr('class', 'axis-text');\n\n\n // Create Y-axis labels.\n var yAxis = d3.svg.axis()\n .orient('left')\n .outerTickSize(0)\n .innerTickSize(-width - margin.left + 20)\n .scale(yScale)\n .ticks(4)\n .tickFormat(function(d) {\n if (d === 0) {\n return '';\n } else if (d < 1000) {\n return '$' + d;\n } else if (d >= 1000) {\n if (d % 1000 === 0) {\n return '$' + (d / 1000).toFixed(0) + 'K';\n }\n return '$' + (d / 1000).toFixed(1) + 'K';\n }\n return '';\n });\n chartSvg.append('g')\n .attr('class', 'y axis')\n .attr('transform', 'translate(-30, 0)')\n .call(yAxis)\n .selectAll('text')\n .attr('x', 0)\n .attr('y', -8)\n .attr('class', 'axis-text')\n .style('text-anchor', 'start');\n\n // Add Y-axis title\n chartSvg.append('text')\n .attr('transform', 'rotate(-90)')\n .text('AMOUNT')\n .attr('x', -(height / 2))\n .attr('y', -(margin.left - 10))\n .attr('class', 'yaxis-title');\n\n\n // Plot the actual data.\n chartSvg.selectAll('p')\n .data(data.data)\n .enter()\n .append('g')\n .each(function(item, i) {\n d3.select(this)\n .attr('transform', function() {\n return 'translate(' + ((barWidth - 0.5) * i) + ',0)';\n })\n .selectAll('p')\n .data(item.values)\n .enter()\n .append('rect')\n .attr('x', function(d, j) {\n return xScale(j);\n })\n .attr('width', barWidth)\n .attr('y', function(d) {\n return yScale(d.value);\n })\n .attr('height', function(d) {\n return height - yScale(d.value);\n })\n .style('fill', item.color);\n });\n\n\n // Add entries for each of the legend label.\n data.data.forEach(function(item, i) {\n chartSvg.append('rect')\n .attr('x', legendPos[0])\n .attr('width', 8)\n .attr('y', legendPos[1] + i * 20 - 8)\n .attr('height', 8)\n .style('fill', item.color);\n\n chartSvg.append('text')\n .text(item.name)\n .attr('x', legendPos[0] + 12)\n .attr('y', legendPos[1] + i * 20)\n .attr('class', 'legend-text');\n });\n\n }", "function singleBarChart(data, options, element) {\n\n // extracts needed information from data\n var values = data.values;\n var scale = data.scale;\n\n // extracts needed information from options\n var chartWidth = options.width;\n var chartHeight = options.height;\n var space = options.spacing;\n var colour = options.colour;\n var labelColour = options.labelColour;\n var labelAlign = options.labelAlign;\n\n // updates the size of the area the the chart is rendered into\n $(element).css({width: (chartWidth + 100) + \"px\", height: (chartHeight + 300) + \"px\"});\n\n // creates the chart area that the bars are rendered to\n var chartArea = $(\"<div>\").attr(\"id\", \"chartArea\");\n $(chartArea).css({width: chartWidth + \"px\", height: chartHeight + \"px\"});\n $(element).append(chartArea);\n\n // determines the maximum value to be displayed on the Y axis of the chart and the width of the bars to be displayed\n var maxY = findMaxY(values, scale);\n var barWidth = (chartWidth / values.length) - space;\n var barHeight;\n var i;\n\n for (i = 0; i < values.length; i++) {\n // creates a bar for each value in values\n var bar = $(\"<div>\").addClass(\"bar\");\n\n // determines the bar's height\n barHeight = values[i] / maxY * chartHeight;\n\n // updates the position, colours, and text displayed for the bar\n $(bar).css({width: barWidth + \"px\", height: barHeight + \"px\", marginLeft: (space + i * (barWidth + space)) + \"px\", top: (chartHeight - barHeight) + \"px\", background: colour, color: labelColour});\n $(bar).text(values[i]);\n\n // determines the position of the labels within the bar (\"top\", \"center\", or \"bottom\")\n if (barHeight < 16) {\n $(bar).text(\"\");\n } else if (labelAlign === \"center\") {\n $(bar).css({lineHeight: barHeight + \"px\"});\n } else if (labelAlign === \"bottom\") {\n $(bar).css({lineHeight: (2 * barHeight - 20) + \"px\"});\n } else {\n $(bar).css({lineHeight: 20 + \"px\"});\n }\n\n // appends the bar to the chart area\n $(chartArea).append(bar);\n }\n}", "makeBar(groups){\n \n let props = {\n x: this.xScale(groups.data[this.props.xName]),\n y: this.yScale(groups[1]),\n height: this.yScale(groups[0]) - this.yScale(groups[1]),\n width: 50 + 'px',\n key: (\"histogram-bar-\"+ Math.random()),\n }\n\n return(\n <Bars {...props}/>\n )\n }", "function createBarChart(graphic_width, graphic_height, graphic_margin, graphic_div) {\n var svg = d3.select(\"#\" + graphic_div).append(\"svg\")\n .attr(\"id\", \"bar_chart_svg\")\n .attr(\"width\", \"100%\")\n .attr(\"height\", \"100%\")\n .attr(\"viewBox\", \"0 0 \" + graphic_width + \" \" + graphic_height)\n .attr(\"preserveAspectRatio\", \"xMinYMin meet\");\n\n svg.append(\"g\")\n .attr(\"transform\", \"translate(\" + graphic_margin.left + \",\" + graphic_margin.top + \")\")\n .attr(\"class\", \"bar_chart_g\");\n\n svg.append(\"g\")\n .attr(\"class\", \"bar_chart_legend_g\");\n}", "function createChart(h){\n\tvar chart = d3.select(\"#d3chart\")\n\t .attr(\"width\", barWidth+2*x)\n\t .attr(\"height\", barHeight+2*x);\n\t\n\tchart.append(\"rect\")\n\t .attr(\"id\", 'emptyRect')\n\t .attr(\"width\", barWidth+2*x)\n\t .attr(\"height\", barHeight+2*x)\n\t .attr(\"stroke-width\",2*x)\n\t .attr(\"stroke\",\"rgb(12, 244, 75)\");\n\n\tchart.append(\"rect\")\n\t .attr(\"id\",'fullRect')\n\t .attr(\"width\", barWidth)\n\t .attr(\"height\",0);\t\n}", "function drawBars(start, end) {\r\n\r\n\t// Clear pervious unsorted bars\r\n\tctrl.clearRect(0, 0, 1000, 1500)\r\n\r\n\t// Styling of bars\r\n\tfor (let i = 0; i < len_of_arr; i++) {\r\n\r\n\t\t// Changing styles of bars\r\n\t\tctrl.fillStyle = \"blue\"\r\n\t\tctrl.shadowOffsetX = 2\r\n\t\t// ctrl.shadowColor = \"chocolate\";\r\n\t\t// ctrl.shadowBlur = 3;\r\n\t\t// ctrl.shadowOffsetY =5;\r\n\t\t\r\n\t\t\r\n\t\t// Size of rectangle of bars\r\n\t\tctrl.fillRect(25 * i, 300 - arr[i], 20, arr[i])\r\n\t\t\r\n\t\tif (visited[i]) {\r\n\t\t\tctrl.fillStyle = \"#006d13\"\r\n\t\t\tctrl.fillRect(25 * i, 300 - arr[i], 20, arr[i])\r\n\t\t\tctrl.shadowOffsetX = 2;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (let i = start; i <= end; i++) {\r\n\t\tctrl.fillStyle = \"#e51e2a\";\r\n\t\tctrl.fillRect(25 * i, 300 - arr[i], 18, arr[i])\r\n\t\t// ctrl.fillStyle = \"#cdff6c\"\r\n\t\t// ctrl.fillRect(25 * i,300, 18, arr[i])\r\n\t\tvisited[i] = 1\r\n\t}\r\n}", "function xBar(dir, // direction, 'ltr', 'rtl', 'ttb', or 'btt'\r\n conStyle, barStyle) // container and bar style class names\r\n{\r\n //// Public Properties\r\n\r\n this.value = 0; // current value, read-only\r\n\r\n //// Public Methods\r\n\r\n // Update current value\r\n this.update = function(v)\r\n {\r\n if (v < 0) v = 0;\r\n else if (v > this.inMax) v = this.inMax;\r\n this.con.title = this.bar.title = this.value = v;\r\n switch(this.dir) {\r\n case 'ltr': // left to right\r\n v = this.scale(v, this.w);\r\n xLeft(this.bar, v - this.w);\r\n break;\r\n case 'rtl': // right to left\r\n v = this.scale(v, this.w);\r\n xLeft(this.bar, this.w - v);\r\n break;\r\n case 'btt': // bottom to top\r\n v = this.scale(v, this.h);\r\n xTop(this.bar, this.h - v);\r\n break;\r\n case 'ttb': // top to bottom\r\n v = this.scale(v, this.h);\r\n xTop(this.bar, v - this.h);\r\n break;\r\n }\r\n };\r\n\r\n // Change position and/or size\r\n this.paint = function(x, y, // container position\r\n w, h) // container size\r\n {\r\n if (xNum(x)) this.x = x;\r\n if (xNum(y)) this.y = y;\r\n if (xNum(w)) this.w = w;\r\n if (xNum(h)) this.h = h;\r\n xResizeTo(this.con, this.w, this.h);\r\n xMoveTo(this.con, this.x, this.y);\r\n xResizeTo(this.bar, this.w, this.h);\r\n xMoveTo(this.bar, 0, 0);\r\n };\r\n\r\n // Change scale and/or start value\r\n this.reset = function(max, start) // non-scaled values\r\n {\r\n if (xNum(max)) this.inMax = max;\r\n if (xNum(start)) this.start = start;\r\n this.update(this.start);\r\n };\r\n\r\n //// Private Methods\r\n \r\n this.scale = function(v, outMax)\r\n {\r\n return Math.round(xLinearScale(v, 0, this.inMax, 0, outMax));\r\n };\r\n\r\n //// Private Properties\r\n\r\n this.dir = dir;\r\n this.x = 0;\r\n this.y = 0;\r\n this.w = 100;\r\n this.h = 100;\r\n this.inMax = 100;\r\n this.start = 0;\r\n this.conStyle = conStyle;\r\n this.barStyle = barStyle;\r\n\r\n //// Constructor\r\n\r\n // Create container\r\n this.con = document.createElement('DIV');\r\n this.con.className = this.conStyle;\r\n // Create bar\r\n this.bar = document.createElement('DIV');\r\n this.bar.className = this.barStyle;\r\n // Insert in object tree\r\n this.con.appendChild(this.bar);\r\n document.body.appendChild(this.con);\r\n\r\n} // end xBar", "function renderGraph (B, id, attr, metric, scale){\n\td3.select(id).selectAll(\"*\").remove();\n\n\tvar x = d3.scaleLinear()\n\t.domain([0, d3.max(B)])\n\t.range([0, cfg.width]);\n\t\n\tvar chart = d3.select(id)\n\t.attr(\"width\", cfg.width)\n\t.attr(\"height\", cfg.barHeight * B.length);\n\n\tvar bar = chart.selectAll(\"g\")\n\t.data(B)\n\t.enter().append(\"g\")\n\t.attr(\"transform\", function(d, i) {\n\t\treturn \"translate(0,\" + i * cfg.barHeight + \")\";\n\t});\n\n\tbar.append(\"rect\")\n\t.attr(\"width\", function(d) { \n\t\treturn d[metric] / scale + 10;\t\n\t}).attr(\"height\", cfg.barHeight - 1);\n\n\tbar.append(\"text\")\n\t.attr(\"x\", function(d) {\n\t\treturn d[metric] / scale; \n\t})\n\t.attr(\"y\", cfg.barHeight / 2)\n\t.attr(\"dy\", \".35em\")\n\t.text(function(d) {\n\t\treturn d[attr] + \": \" + d[metric];\n\t})\n\n}", "drawAxes() {\n this.drawLabels([\n { label: LightTypes.A, column: 9 },\n { label: LightTypes.B, column: 10 },\n ])\n\n let colLabels = new Array(8).fill(null).map((_, i) => ({ label: `${i + 1}`, column: i }))\n this.drawLabels(colLabels)\n\n this.ctx.beginPath()\n this.ctx.strokeStyle = \"black\"\n this.ctx.moveTo(0, this.maxDrawH * 1.01)\n this.ctx.lineTo(this.w, this.maxDrawH * 1.01)\n this.ctx.moveTo(8 * this.barColumnW + this.barColumnW / 2, this.h)\n this.ctx.lineTo(8 * this.barColumnW + this.barColumnW / 2, 0)\n this.ctx.stroke()\n }" ]
[ "0.71099764", "0.6763801", "0.67155886", "0.66154665", "0.65258145", "0.6511727", "0.6472352", "0.6413805", "0.64016825", "0.6382566", "0.6327363", "0.6308119", "0.6306855", "0.6280203", "0.62685746", "0.6265595", "0.6211985", "0.61839765", "0.6156642", "0.6141844", "0.6098152", "0.60815114", "0.6080231", "0.60782003", "0.6074709", "0.6046231", "0.60440284", "0.604138", "0.6028964", "0.60065216", "0.597786", "0.59634864", "0.59612644", "0.5947772", "0.5930253", "0.5926691", "0.59165", "0.59074646", "0.59006864", "0.5887269", "0.58819443", "0.58713824", "0.5864202", "0.5856962", "0.5848302", "0.5845298", "0.5843528", "0.5828956", "0.58279574", "0.5825517", "0.58212537", "0.58205956", "0.5820452", "0.5819302", "0.581478", "0.5813986", "0.58133584", "0.5807701", "0.58048433", "0.58043635", "0.580435", "0.58011913", "0.57960653", "0.57952833", "0.5792362", "0.57899195", "0.57842964", "0.57837343", "0.5782115", "0.5775207", "0.57698953", "0.5759787", "0.5744694", "0.5744599", "0.57135135", "0.57088435", "0.57068753", "0.5699378", "0.5696284", "0.569326", "0.56919736", "0.5690679", "0.56859773", "0.5684215", "0.5676447", "0.5673267", "0.56702834", "0.56669617", "0.56661236", "0.56646824", "0.56517863", "0.5650939", "0.56499916", "0.56394124", "0.56340355", "0.5632109", "0.56291455", "0.56285524", "0.5627008", "0.56190634" ]
0.59322333
34
Draws a single unit bar in canvas
_drawStepCanvas(color, opacity, x, y, canvas) { const that = this; if (that.squareWidth) { that.lineWidth = that.squareWidth; that.lineHeight = that.squareWidth; } let ctx = canvas.getContext('2d'); ctx.beginPath(); ctx.globalAlpha = opacity; ctx.strokeStyle = color; ctx.fillStyle = color; ctx.rect(x, y, that.lineWidth, that.lineHeight); ctx.fill(); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function drawBar(context, x, y, width, height, c) {\n context.fillStyle = c;\n context.fillRect(x, HEIGHT-y-height, width, height); \n }", "function drawBarVis(type) {\r\n const BINS = canvas.width / 3;\r\n const BAR_WIDTH = canvas.width / BINS;\r\n const HALF_CANVAS_HEIGHT = canvas.height / 2;\r\n\r\n let x_coord = 0;\r\n\r\n // Draw bars\r\n for (var i = 0; i < BINS; i++) {\r\n let barLength = Math.pow(frequencyData[i + Math.ceil(i / 90)], 3) / Math.pow(255, 3);\r\n\r\n switch(type) {\r\n // === Spaced Mirrored Bars ===\r\n case \"spacedMirrored\":\r\n canvasContext.beginPath();\r\n canvasContext.moveTo(0, HALF_CANVAS_HEIGHT);\r\n canvasContext.lineTo(canvas.width, HALF_CANVAS_HEIGHT);\r\n canvasContext.stroke();\r\n // Top Half\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 - barLength * SPACING),\r\n BAR_WIDTH,\r\n -HALF_CANVAS_HEIGHT * barLength * SPACE_MIRR_SIZE\r\n );\r\n // Bottom Half\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 + barLength * SPACING),\r\n BAR_WIDTH,\r\n HALF_CANVAS_HEIGHT * barLength * SPACE_MIRR_SIZE\r\n );\r\n break; \r\n // === Full Bars === \r\n case \"full\":\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT,\r\n BAR_WIDTH,\r\n -HALF_CANVAS_HEIGHT * barLength\r\n );\r\n break;\r\n // === Mirrored Bars ===\r\n default:\r\n canvasContext.beginPath();\r\n canvasContext.moveTo(0, HALF_CANVAS_HEIGHT);\r\n canvasContext.lineTo(canvas.width, HALF_CANVAS_HEIGHT);\r\n canvasContext.stroke();\r\n canvasContext.fillRect(\r\n x_coord,\r\n HALF_CANVAS_HEIGHT * (1 - barLength * MIRR_SIZE),\r\n BAR_WIDTH,\r\n canvas.height * barLength * MIRR_SIZE\r\n ); \r\n }\r\n //Set new starting x-coordinate for next bar\r\n x_coord += BAR_WIDTH + 1;\r\n }\r\n }", "function drawBar(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#ff3300\";\n ctx.fill();\n }", "function drawBar(obj) {\n\t// CREATE OBJECT IF NOT SPECIFIED\n\tobj = obj == undefined ? {} : obj;\n\t// DEFAULTS\n\tobj.width = obj.width == undefined ? 30 : obj.width;\n\tobj.height = obj.height == undefined ? 6 : obj.height;\n\tobj.color = obj.color == undefined ? '#555555' : obj.color;\n\tobj.fillColor = obj.fillColor == undefined ? '#88e281' : obj.fillColor;\n\tobj.filled = obj.filled == undefined ? 0.5 : obj.filled;\n\tobj.renderOnFull = obj.renderOnFull == undefined ? true : obj.renderOnFull;\n\tobj.label = obj.label == undefined ? '' : obj.label;\n\tobj.x = obj.x == undefined ? 30 : obj.x - (obj.width / 2);\n\tobj.y = obj.y == undefined ? 30 : obj.y - (obj.height / 2);\n\tif (obj.filled < 1 || obj.renderOnFull) {\n\t\tctx.lineJoin = 'round';\n\t\tctx.fillStyle = obj.color;\n\t\tctx.fillRect(obj.x - (obj.width / 2), obj.y - (obj.height / 2), obj.width,\n\t\t\tobj.height);\n\t\tctx.fillStyle = obj.fillColor;\n\t\tctx.fillRect(obj.x - (obj.width / 2) + 1, (obj.y - (obj.height / 2)) + 1,\n\t\t\tobj.filled * (obj.width - 2), obj.height - 2);\n\n\t\tdrawText({\n\t\t\ttext: obj.label,\n\t\t\tx: obj.x,\n\t\t\ty: obj.y + 3,\n\t\t\tfont: `${obj.height - 5}px Ubuntu`\n\t\t})\n\t}\n}", "function draw() {\r\n canvas_resize();\r\n set_origin();\r\n set_speed();\r\n bars[it].display();\r\n if (looping && it < nb_op) it++;\r\n}", "function draw() {\r\n for (var index = 0; index < bar.length; index++) {\r\n\r\n ctx.fillStyle = barColor;\r\n ctx.clearRect(bar[index].x, bar[index].y, barWidth, bar[index].height);\r\n bar[index].y = getHeight(bar[index].height);\r\n bar[index].x = (index + index) * barPadding + (barWidth * index);\r\n\r\n if (mousePos.x >= bar[index].x - barWidth * 10 &&\r\n mousePos.x < bar[index].x + barWidth * 10 &&\r\n Math.abs(mousePos.y - maxBarHeight / 2) < 100) {\r\n bar[index].direction = -1;\r\n\r\n }\r\n\r\n if (bar[index].height < bar[index].buffHeight && bar[index].direction > 0) {\r\n bar[index].height += speed.grow;\r\n } else if (bar[index].direction > 0) {\r\n bar[index].direction = -1;\r\n }\r\n\r\n // If increasing grow it \r\n if (bar[index].height > bar[index].buffHeight / 1.25 && bar[index].direction < 0) {\r\n bar[index].height -= speed.shrink;\r\n } else if (bar[index].direction < 0) {\r\n bar[index].buffHeight = randomizeHeight(bar[index].x);\r\n bar[index].direction = 1;\r\n }\r\n\r\n ctx.fillRect(bar[index].x, bar[index].y, barWidth, bar[index].height);\r\n }\r\n\r\n var grd = ctx.createLinearGradient(146.000, 0.000, 154.000, 4000.000);\r\n /* var grd = ctx.createLinearGradient(146.000, 0.000, 154.000, 600.000);*/\r\n\r\n // Add colors\r\n grd.addColorStop(0.000, 'rgba(255, 255, 255, 0.000)');\r\n grd.addColorStop(1.000, 'rgba(0, 0, 0, 1.000)');\r\n\r\n // Fill with gradient\r\n ctx.fillStyle = grd;\r\n ctx.fillRect(0, 400, width, 400);\r\n\r\n }", "function dessineBarre() {\n\n ctx.beginPath();\n ctx.rect(barreX, canvas.height - barreHeight - 2, barreWidth, barreHeight);\n ctx.fillStyle = '#333';\n ctx.fill();\n ctx.closePath();\n}", "function drawVisualiser(bufferLength, x, barWidth, barHeight, dataArray){ //\n for (let i = 0; i < bufferLength; i++){\n barHeight = dataArray[i];\n ctx.save();\n ctx.translate(canvas.width/2, canvas.height/2);\n ctx.rotate(i * Math.PI * 2 / bufferLength);\n const red = i * barHeight/30 ;\n const green = i/2 ;\n const blue = barHeight ;\n ctx.fillStyle = 'white'; //Couleur des barre qui réagisse au son\n ctx.fillRect( 0, 0, barWidth, 15);\n ctx.fillStyle = 'rgb('+ red + ',' + green + ',' + blue + ')';\n ctx.fillRect(0, 0, barWidth, barHeight);\n x += barWidth;\n ctx.restore();\n }\n}", "function drawPowerUpBar () {\r\n // Power Up Bar Border\r\n rect(298, 8, 204, 34, \"white\", \"fill\");\r\n rect(300, 10, 200, 30, \"black\", \"fill\");\r\n // Power Up Bar\r\n rect(powerBar.x, powerBar.y, powerBar.w, powerBar.h, powerBar.col, \"fill\");\r\n}", "_drawHealthBar() {\n const { x, y, width, height } = this.config;\n this._bar = this.scene.add.rectangle( x, y, width, height,\n this.config.barColor );\n this._bar.setOrigin( 0, 0 );\n }", "function drawHungerBar () {\r\n // Hunger bar Background\r\n rect(0, 550, cnv.width, 50, \"black\", \"fill\");\r\n // Hunger bar Border\r\n rect(8, 558, 784, 34, \"white\", \"fill\");\r\n // Hunger bar Border Background\r\n rect(10, 561, 195, 28, \"maroon\", \"fill\"); // 1/4\r\n rect(195, 561, 195, 28, \"darkred\", \"fill\"); // 1/2\r\n rect(390, 561, 195, 28, \"red\", \"fill\"); // 3/4\r\n rect(585, 561, 205, 28, \"tomato\", \"fill\"); // 4/4\r\n\r\n // Hunger Bar\r\n rect(hungerBar.x, hungerBar.y, hungerBar.w, hungerBar.h, hungerBar.col, \"fill\");\r\n}", "function drawBar(item) {\r\n\tif (item != null) {\r\n\t\t// scale then rotate a cube to form a bar\r\n\t\tmvMatrix = mult(mvMatrix, translate(0, -1.1, item.distance / 2))\r\n\t\tmvMatrix = mult(mvMatrix, scalem(0.1, 0.1, item.distance,))\r\n\t\tgl.uniformMatrix4fv(modelView, false, flatten(mvMatrix));\r\n\t\tdrawCube(vec4(0.2, 0.2, 0.2, 1.0));\r\n\r\n\t\t// Restore model view matrix\r\n\t\tmvMatrix = stack.pop();\r\n\t\tstack.push(mvMatrix);\r\n\t}\r\n}", "function drawBarTwo(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#0099ff\";\n ctx.fill();\n }", "function Bar(x, y, width, height) {\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.v_x = 0;\n this.v_y = 0;\n\n this.load = function () {\n game.context.fillStyle = \"#6D4194\";\n game.context.fillRect(this.x, this.y, this.width, this.height);\n };\n\n this.setSpeed = function (v_x, v_y) {\n this.x += v_x;\n this.y += v_y;\n this.v_x = v_x;\n this.v_y = v_y;\n\n if (this.x < 0) {\n this.x = 0;\n this.v_x = 0;\n }\n else if (this.x + this.width > game.canvas.width) {\n this.x = game.canvas.width - this.width;\n this.v_x = 0;\n }\n };\n }", "function drawBar(x_bar, y_bar, color_bar) {\n noStroke();\n fill(color_bar);\n rect(x_bar, y_bar, SCREEN_WIDTH, BAR_HEIGHT);\n}", "static drawBar(x, width, value, fill) {\n let barY = Canvas.height - value;\n if (fill) {\n // fillRect(leftUP.X, Y, RectWidth, RectHeight)\n Canvas.ctx.fillRect(x, barY, width, value);\n } else {\n Canvas.ctx.strokeRect(x, barY, width, value);\n }\n }", "function BarDrawUtil() {\n var me = this;\n /****Constants****/\n var BAR_COLOR = /*\"#4A87F8\"*/\"#178FB7\";\n //Layout\n var MAX_BAR_WIDTH = 24;\n var NICE_BAR_WIDTH = 12;\n var MIN_BAR_WIDTH = 2;\n var BEST_PAD_BETWEEN_BARS = 1;\n\n /****Externally set****/\n //Data\n var dataList;\n //Utils\n var yAxis;\n var xAxis;\n //Structure\n var barGroup;\n var concealerGroup;\n //Layout\n var bottomExtraPadding;\n\n /**Internally Set**/\n //Data\n var barCount;\n //Layout\n var barWidth;\n\n\n /**Public Functions***/\n this.setLayoutParams = function (bottomExtraPaddingInput) {\n bottomExtraPadding = bottomExtraPaddingInput;\n };\n\n this.setData = function (dataListInput, xAxisInput, yAxisInput) {\n dataList = dataListInput;\n xAxis = xAxisInput;\n yAxis = yAxisInput;\n };\n\n this.setPapaGroups = function (barGroupInput, concealerGroupInput) {\n barGroup = barGroupInput;\n concealerGroup = concealerGroupInput;\n };\n\n this.drawComponent = function () {\n createAllBars();\n };\n\n /**Construct***/\n function createAllBars() {\n calculateBarWidth();\n for (var i = 0; i < dataList.length; i++) {\n createBar(i);\n }\n }\n\n function createBar(index) {\n var dataPoint = dataList[index];\n var value = dataPoint.close;\n var x = xAxis.scale(index) - barWidth / 2;\n var baseY = yAxis.scale(0);\n var y = yAxis.scale(value);\n var height;\n\n\n\n if (value > 0) {\n height = baseY - y;\n } else {\n height = y - baseY;\n y = baseY;\n }\n\n x = trimToTwoDecimalDigits(x);\n height = trimToTwoDecimalDigits(height);\n y = trimToTwoDecimalDigits(y);\n var bar = barGroup.append(\"rect\")\n .attr({\n x: x,\n y: y,\n height: height,\n width: barWidth\n })\n .style({\n fill: BAR_COLOR\n });\n }\n\n /**Calculate***/\n function calculateBarWidth() {\n var barWithPadWidth = xAxis.scale(1) - xAxis.scale(0);\n barWidth = barWithPadWidth * 0.9;\n barCount = dataList.length;\n\n\n barWidth = trimToTwoDecimalDigits(barWidth);\n }\n}", "drawAxes() {\n this.drawLabels([\n { label: LightTypes.A, column: 9 },\n { label: LightTypes.B, column: 10 },\n ])\n\n let colLabels = new Array(8).fill(null).map((_, i) => ({ label: `${i + 1}`, column: i }))\n this.drawLabels(colLabels)\n\n this.ctx.beginPath()\n this.ctx.strokeStyle = \"black\"\n this.ctx.moveTo(0, this.maxDrawH * 1.01)\n this.ctx.lineTo(this.w, this.maxDrawH * 1.01)\n this.ctx.moveTo(8 * this.barColumnW + this.barColumnW / 2, this.h)\n this.ctx.lineTo(8 * this.barColumnW + this.barColumnW / 2, 0)\n this.ctx.stroke()\n }", "function drawBarThree(x, y, width, data, color) {\n ctx.beginPath();\n ctx.rect(x, y, width, data, color);\n ctx.fillStyle = \"#cc33ff\";\n ctx.fill();\n }", "draw(context) {\n context.fillStyle = '#f8333c';\n context.beginPath();\n for (let i = 0; i < this.quantity; ++i) {\n context.fillRect(this.units[i].x, this.units[i].y, this.size, this.size);\n }\n // context.closePath();\n }", "draw(context) {\n context.fillStyle = '#414048';\n context.beginPath();\n for (let i = 0; i < this.length; ++i) {\n context.fillRect(this.units[i].x, this.units[i].y, this.size, this.size);\n }\n context.closePath();\n }", "function draw() {\n \n// 4. Use clock function to get the present time.\n let now = clock();\n let hr = now.hour;\n let mn = now.min;\n let sc = now.progress.min;\n\n// 5. Use map function to re-map time from one range (0-24/60) to another (canvas size).\n let end_sec = map(sc, 0, 1, 0, 800);\n let end_min = map(mn, 0, 60, 0, 800);\n let end_hour = map(hr, 0, 24, 0, 800);\n \n// 6. Draw 3 stagnant rectangles (hour, minute, second) for reference of the canvas. \n fill(70);\n noStroke();\n rect(0, 100, maxWidth, barHeight);\n rect(0, 200, maxWidth, barHeight);\n rect(0, 300, maxWidth, barHeight);\n\n// 7. Draw 3 rectangles that would change thier lenth as per the time (hour, minute, second). \n fill('#00628F');\n rect(0, 90, end_hour, barHeight + 20);\n \n fill('#618EB3');\n rect(0, 195, end_min, barHeight + 10);\n \n fill('#ACC2D9');\n rect(0, 298, end_sec, barHeight + 4);\n}", "function meterBar(canvasCtx, width) {\n // set global canvas transparency value\n // canvasCtx.globalAlpha = 0.15;\n \n // set global canvas linear gradient for bars along canvas width\n // REMEMBER: start point (0, 0) is the top left corner of the canvas\n // the 2nd point has 'y' positive towards the bottom of the canvas\n barGrad = canvasCtx.createLinearGradient(0, 0, width, 0);\n // we add the colours for the gradient to be applied based on analyser values\n barGrad.addColorStop(0.1, \"turquoise\");\n barGrad.addColorStop(0.3, \"mediumseagreen\");\n barGrad.addColorStop(0.6, \"gold\");\n barGrad.addColorStop(1.0, \"darkred\");\n // we fill the bar with the gradient\n canvasCtx.fillStyle = barGrad;\n}", "function drawCypherBar(number, bar, data) {\r\n const val = Number(data.value);\r\n const pct = Math.clamped(val, 0, data.max) / data.max;\r\n let h = Math.max((canvas.dimensions.size / 12), 8);\r\n if (this.data.height >= 2) h *= 1.6; // Enlarge the bar for large tokens\r\n\r\n // Stacked bars, all atop one another\r\n let yPositions = {\r\n 0: this.h - (3 * h),\r\n 1: this.h - (2 * h),\r\n 2: this.h - h\r\n };\r\n\r\n // Let's do at least one good thing by making these colors configurable\r\n let colors = {\r\n 0: NUMENERA.attributeColors[0],\r\n 1: NUMENERA.attributeColors[1],\r\n 2: NUMENERA.attributeColors[2]\r\n }\r\n\r\n let color = colors[number];\r\n\r\n bar.clear()\r\n .beginFill(0x000000, 0.5)\r\n .lineStyle(2, 0x000000, 0.9)\r\n .drawRoundedRect(0, 0, this.w, h, 3)\r\n .beginFill(color, 0.8)\r\n .lineStyle(1, 0x000000, 0.8)\r\n .drawRoundedRect(1, 1, pct * (this.w - 2), h - 2, 2);\r\n\r\n // Set position\r\n let posY = yPositions[number];\r\n bar.position.set(0, posY);\r\n}", "function setupBars(number,chartDims){\n\tvar i;\n\tvar padding=0.1; //percentage of white space around bars\n\t\n\tvar texture = new PIXI.RenderTexture(renderer, 10, 10);\n\tvar graphics = new PIXI.Graphics();\n\tgraphics.beginFill(0xFF3000);\n\tgraphics.drawRect(0, 0, 10, 10);\n\tgraphics.endFill();\n\ttexture.render(graphics);\n\t\n\tfor (i=0;i<number;i++){\n\t\tbars[i]= new PIXI.Sprite(texture); \n\t\tbardet[i]=new PIXI.Text(' ');\n\t\tstage.addChild(bars[i]);\n\t\tstage.addChild(bardet[i]);\n\t\t//console.log(i);\t\n\t\tbars[i].position.set(chartDims[0]+chartDims[2]*(i/number+1/number*padding),(chartDims[3]*0.9+chartDims[1]))\n\t\tbars[i].width=(chartDims[2]/number*(1.0-2.0*padding))\n\t\tbars[i].height=(chartDims[3]*0.1);\n\t}\n\n\t\n}", "function drawBarChart(data, ctx, can) {\n if (clear) ctx.clearRect(0, 0, can.width, can.height);\n var y, tx, ty, metrics, words, line, testLine, testWidth;\n var dataName = data.name;\n var dataValue = data.value;\n var colHead = 50;\n var rowHead = 30;\n var margin = 10;\n var maxVal = Math.ceil(Math.max.apply(Math, dataValue)/5) * 5;\n var stepSize = 5;\n var yScalar = (can.height - colHead - margin) / (maxVal);\n var xScalar = (can.width - rowHead) / (dataName.length + 1);\n ctx.lineWidth = 0.5;\n ctx.strokeStyle = \"rgba(128,128,255, 0.5)\"; // light blue line\n ctx.beginPath();\n // print row header and draw horizontal grid lines\n ctx.font = \"10pt Open Sans\"\n var count = 0;\n for (scale = maxVal; scale >= 0; scale -= stepSize) {\n y = colHead + (yScalar * count * stepSize);\n ctx.fillText(scale, margin,y + margin);\n ctx.moveTo(rowHead, y + margin - 1)\n ctx.lineTo(can.width, y + margin -1)\n count++;\n }\n ctx.stroke();\n ctx.save();\n // set a color\n ctx.fillStyle = \"rgba(151,187,205,1)\";\n // translate to bottom of graph and scale x,y to match data\n ctx.translate(0, can.height - margin);\n ctx.scale(xScalar, -1 * yScalar);\n // draw bars\n for (i = 0; i < dataName.length; i++) {\n ctx.fillRect(i + 1, -2, 0.5, dataValue[i]);\n }\n ctx.restore();\n \n // label samples\n ctx.font = \"8pt Open Sans\";\n ctx.textAlign = \"center\";\n for (i = 0; i < dataName.length; i++) {\n calcY(dataValue[i]);\n ty = y - margin - 5;\n tx = xScalar * (i + 1) + 14;\n words = dataName[i].split(' ');\n line = '';\n for(var n = 0; n < words.length; n++) {\n testLine = line + words[n] + ' ';\n metrics = ctx.measureText(testLine);\n testWidth = metrics.width;\n if (testWidth > 20 && n > 0) {\n ctx.fillText(line, tx, ty - 8);\n line = words[n] + ' ';\n }\n else {\n line = testLine;\n }\n }\n ctx.fillText(line, tx, ty + 8);\n }\n function calcY(value) {\n y = can.height - value * yScalar;\n } \n}", "function draw() {\n // Fills the canvas with a color of dark purple and fills it inside the Rect\n ctx.fillStyle = \"rgba(37,13,24,.07)\";\n ctx.fillRect(0, 0, c.width, c.height);\n\n // Sets the font color, size, and font style\n ctx.fillStyle = '#fbbc00';\n ctx.font = fontSize + 'px arial';\n\n // For each value in the drop array\n for(let y = 0; y < drops.length; y++) {\n // Take the baron fig text, randomize the order and drop it.\n let text = baronFig[Math.floor(Math.random()*baronFig.length)];\n ctx.fillText(text, y*fontSize, drops[y]*fontSize);\n\n // Once the text has dropped to the bottom, have it go back to\n // the top of the y axis as a random point and drop again\n if(drops[y]*fontSize > c.height && Math.random() > 0.975)\n drops[y] = 0;\n\n drops[y]++;\n }\n}", "drawHealthBar(){\n this.healthBar.beginFill(0xFF0000);\n this.healthBar.drawRect(0, -12, 575, 25);\n this.healthBar.x = this.x;\n this.healthBar.y = this.y;\n this.healthBar.scale.x = this.health / this.maxHealth;\n this.healthBar.endFill();\n }", "function drawStatusbar() {\n ctx.font = '20px Impact' //text amount\n ctx.fillStyle = 'white';\n ctx.fillText('x ' + collectedBottles, 50, 50);\n let bottleicon = new Image(); //icon bottle\n bottleicon.src = './img/items/Bottle_Tabasco/1_bottle_straight.png';\n if (bottleicon.complete) {\n ctx.drawImage(bottleicon, 0, 0, bottleicon.width * 0.17, bottleicon.height * 0.17);\n }\n}", "function barShow(){\n let barX = bgLeft + 800;\n fill(127);\n noStroke();\n rectMode(CORNER);\n\n for(let i = 0; i < 9; i++){\n rect(barX, bar.y, bar.sizeX, bar.sizeY);\n barTouch(barX,bar.sizeY,bar.y);\n barX += 600;\n\n }\n if(bar.sizeY <= bottom && bar.sizeY > cieling){\n shouldGrow();\n }\n\n else if(bar.sizeY <= cieling && bar.sizeY < bottom){\n shouldShrink();\n }\n else if(bar.sizeY == 0){\n cieling = -496;\n }\n}", "drawSelf(){\n this.image.x = this.x;\n this.image.y = this.y;\n \n this.healthBar.beginFill(0xFF0000);\n this.healthBar.drawRect(-(this.healthBarWidth / 2), -(this.height), this.healthBarWidth, 10);\n this.healthBar.x = this.x;\n this.healthBar.y = this.y + 10;\n this.healthBar.scale.x = this.health / this.maxHealth;\n this.healthBar.endFill();\n }", "function drawFBar(){\n\tvar obj = gridSize();\n\t\n\tvar canvas = document.getElementById('formula_bar');\n\tvar context = canvas.getContext('2d');\n\tcontext.scale(dpr,dpr);\n\t//Set the canvas size\n\tcanvas.width = (40.5+(obj.cols*obj.colWidth))*dpr;\n\tcanvas.height = 21.5*dpr;\n\t\n\tcanvas.style.width = `${(40.5+(obj.cols*obj.colWidth))}px`;\n\tcanvas.style.height = `${21.5}px`;\n\tcontext.scale(dpr,dpr);\n\t\n\tcontext.strokeStyle = \"#d9d9d9\";\n\t\n\t//created these variables because canvas.height/width in the context.() lines did not work\n\tvar width = canvas.width/dpr;\n\tvar height = canvas.height/dpr;\n\t\n\t//draw Fx and line seprator\n\tcontext.font = \"17px Times New Roman\";\n\tcontext.fillStyle = \"#666666\";\n\tcontext.fillText(\"\\u0192x\",18,15);\n\t\n\tcontext.font = \"14px Arial\";\n\tcontext.fillStyle = \"#000000\";\n\tcontext.beginPath();\n\tcontext.moveTo(40,3); //go to first point\n\tcontext.lineTo(40,height-3); //draw to end of canvas\n\tcontext.closePath(); \n\tcontext.stroke();\n\t\n\t//Draw fBar outline\n\tcontext.strokeRect(0,0,width,height);\n\t\n\t//If there is input cell draw the input.alt text\n\tvar input = document.getElementById('input_cell');\n\tif (input){\n\t\tcontext.fillText(input.value,42,15);\n\t}\n\t\n\t//Add listener that creates an input box if the formula bar is click \n\t//Will need to then draw formula in the input box that was in focus before it was clicked\n\t\n\t\n}", "function drawBarChart(evt) {\n //this prevents from touch and click working simultaneously \n evt.preventDefault();\n context.clearRect(0, 0, WIDTH, HEIGHT);\n barChart();\n}", "function Bar(id, data)\r\n{\r\n // Get the canvas and context objects\r\n this.canvas = document.getElementById(id);\r\n this.context = this.canvas.getContext ? this.canvas.getContext(\"2d\") : null;\r\n\r\n // Various config type stuff\r\n this.barColor1 = '#dce5fe'; // The background\r\n this.barColor2 = '#eee';\r\n this.backgroundGrid = 1; // Show/hide the background grid\r\n this.gridColor = '#ddd'; // The background grid color\r\n this.yTickGap = 20; // The distance (pixels) between the Y tick marks\r\n this.smallYticks = 3; // The height of the smaller Y ticks\r\n this.largeYticks = 5; // The height of the larger Y ticks\r\n this.margin = 5; // The top,left and right margin heights\r\n this.strokeColor = '#666'; // The outline colour\r\n this.line = true; // Whether to draw the averaging line or not\r\n this.gutter = 15; // The \"margin\" of the graph\r\n this.labels = null; // Whether to draw the labels or not\r\n this.max = 0; // Used internally\r\n this.xaxispos = 'bottom'; // Where the X axis is positioned\r\n this.textStyle = '#000';\r\n this.textHeight = 8;\r\n this.yMax = null;\r\n \r\n this.colors = ['rgba(255,0,0,0.5)', '#0f0', '#00f', '#ff0', '#0ff', '#0f0'];\r\n\r\n // Check for support\r\n if (!this.canvas) {\r\n alert('[BAR] No canvas support');\r\n return;\r\n }\r\n\r\n // Store the data\r\n this.data = data;\r\n}", "function showBarClick() {\n fill(currentColor);\n noStroke();\n translate(-25,0);\n for (var i = 0; i < spectrum.length; i++) {\n var x = map(i, 0, spectrum.length, 0, width);\n var h = -height + map(spectrum[i], 0, 255, height, 0);\n rect(x + w, height, width / spectrum.length - 3, h);\n }\n}", "draw() {\n const bars = 200;\n this.canvasCtx.fillStyle = 'white';\n this.canvasCtx.fillRect(0, 0, this.canvas.width, this.canvas.height);\n if (!this.stream) {\n return;\n }\n this.analyser.getByteFrequencyData(this.freqs);\n let isInversed = true;\n for (let i = 0; i < bars; i++) {\n const radians = (Math.PI * 2) / this.canvas.width;\n const barHeight = this.freqs[i] * 0.25;\n const xStart = i * 2;\n const yStart = this.canvas.height / 2;\n const xEnd = i * 2;\n let yEnd;\n if (isInversed) {\n isInversed = false;\n yEnd =\n this.canvas.height / 2 + Math.sin(radians * i) * barHeight;\n } else {\n isInversed = true;\n yEnd =\n this.canvas.height / 2 - Math.sin(radians * i) * barHeight;\n }\n const color = `rgb(${237}, ${73}, ${62})`;\n this.canvasCtx.strokeStyle = color;\n this.canvasCtx.lineWidth = 1;\n this.canvasCtx.beginPath();\n this.canvasCtx.moveTo(xStart, yStart);\n this.canvasCtx.lineTo(xEnd, yEnd);\n this.canvasCtx.stroke();\n }\n requestAnimationFrame(() => this.draw());\n }", "draw() {\n\t\tlet width = 30;\n\n\t\tinfo.context.beginPath();\n\t\tinfo.context.rect(this.position.x - width/2, this.position.y - width/2, width, width);\n\t\tinfo.context.fillStyle = this.color;\n\t\tinfo.context.fill();\n\t}", "drawSpectrum() {\n let canvasSize = this.isSmallViewport ? 256 : 768;\n let barWidth = this.isSmallViewport ? 10 : 20;\n let barCount = Math.round(canvasSize / barWidth);\n let freqByteData = new Uint8Array(this.myAudioAnalyser.frequencyBinCount);\n\n this.myAudioAnalyser.getByteFrequencyData(freqByteData);\n this.ctx.clearRect(0, 0, canvasSize, canvasSize);\n\n for (let i = 0; i < barCount; i += 1) {\n let magnitude = freqByteData[i];\n let multiplier = this.isSmallViewport ? 1 : 3;\n // some values need adjusting to fit on the canvas\n this.ctx.fillRect(barWidth * i, canvasSize, barWidth - 1, -magnitude * multiplier);\n }\n }", "function drawHealthbar() {\n var width = 100;\n var height = 20;\n\n // Draw the background\n context.fillStyle = \"#000000\";\n\n context.fillRect(360, 250, width, height);\n\n // Draw the fill\n context.fillStyle = \"#03a56a\";\n var fillVal = gameobjects[0].health;\n context.fillRect(360, 250, fillVal / 4, height);\n}", "function drawTimeUi() {\n ctx.save();\n ctx.fillStyle = '#222';\n\n // top bar\n ctx.beginPath();\n ctx.moveTo(0, 43 * options.uiScale);\n ctx.lineTo(80 * options.uiScale, 43 * options.uiScale);\n for (let i = 1; i <= 10 * options.uiScale | 0; i++) {\n ctx.lineTo(80 * options.uiScale +i*2, 43 * options.uiScale -i*2);\n ctx.lineTo(80 * options.uiScale +i*2+2, 43 * options.uiScale -i*2);\n }\n\n let position = 130 + translation.time.length * 10;\n ctx.lineTo(position * options.uiScale, 23 * options.uiScale);\n for (let i = 1; i <= 10 * options.uiScale | 0; i++) {\n ctx.lineTo(position * options.uiScale +i*2, 23 * options.uiScale -i*2);\n ctx.lineTo(position * options.uiScale +i*2+2, 23 * options.uiScale -i*2);\n }\n ctx.lineTo((position + 22) * options.uiScale, 0);\n ctx.lineTo(0, 0);\n ctx.closePath();\n ctx.fill();\n\n // bottom bar\n ctx.beginPath();\n let y = kontra.canvas.height - 25 * options.uiScale;\n ctx.moveTo(0, y);\n\n position = 85 + translation.best.length * 10;\n ctx.lineTo(position * options.uiScale, y);\n for (let i = 1; i <= 10 * options.uiScale | 0; i++) {\n ctx.lineTo(position * options.uiScale +i*2, y+i*2);\n ctx.lineTo(position * options.uiScale +i*2+2, y+i*2);\n }\n ctx.lineTo((position + 22) * options.uiScale, kontra.canvas.height);\n ctx.lineTo(0, kontra.canvas.height);\n ctx.closePath();\n ctx.fill();\n\n ctx.fillStyle = '#fdfdfd';\n let time = getTime(audio.currentTime);\n\n setFont(40);\n ctx.fillText(getSeconds(time).padStart(3, ' '), 5 * options.uiScale, 35 * options.uiScale);\n setFont(18);\n ctx.fillText(':' + getMilliseconds(time).padStart(2, '0') + '\\t' + translation.time, 80 * options.uiScale, 17 * options.uiScale);\n ctx.fillText(bestTime.padStart(6, ' ') + '\\t' + translation.best, 5 * options.uiScale, kontra.canvas.height - 5 * options.uiScale);\n ctx.restore();\n}", "function bar50(){\n self.svg.append(\"rect\")\n .attr(\"x\", (self.svgWidth * 0.5) + 35)\n .attr(\"y\", 30)\n .attr(\"width\", 3)\n .attr(\"height\", 46)\n .attr(\"class\", \"middlePoint\");\n }", "function simpleViz(canvas) {\n var self = this\n this.canvas = document.getElementById('canvas')\n this.ctx = this.canvas.getContext(\"2d\")\n this.copyCtx = document.getElementById('canvas-copy').getContext(\"2d\")\n this.ctx.fillStyle = '#fff' \n this.barWidth = 10\n this.barGap = 4\n // We get the total number of bars to display\n this.bars = Math.floor(this.canvas.width / (this.barWidth + this.barGap))\n // This function is launched for each frame, together with the byte frequency data.\n this.update = function(byteFreq) {\n self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height)\n // We take an element from the byteFreq array for each of the bars.\n // Let's pretend our byteFreq contains 20 elements, and we have five bars...\n var step = Math.floor(byteFreq.length / self.bars)\n // `||||||||||||||||||||` elements\n // `| | | | | ` elements we'll use for our bars\n for (var i = 0; i < self.bars; i ++) {\n // Draw each bar\n var barHeight = byteFreq[i*step]\n self.ctx.fillRect(\n i * (self.barWidth + self.barGap), \n self.canvas.height - barHeight, \n self.barWidth, \n barHeight)\n self.copyCtx.clearRect(0, 0, self.canvas.width, self.canvas.height)\n self.copyCtx.drawImage(self.canvas, 0, 0)\n }\n }\n}", "function drawHealthBar(){\n push();\n rectMode(CORNER);\n //background rectangle of health bar\n fill(64,43,112);\n rect(0,height-50,width/1 + 10,30);\n //The health bar\n fill(153, 153, 255);\n healthBar = map(harryHealth,0,harryMaxHealth, 0, width);\n rect(0, height-50,healthBar,30);\n //Text showing the Energy level\n textFont (\"Helvetica\")\n fill(64,43,112);\n textSize(15);\n textAlign(CENTER,CENTER);\n var energyText = \"ENERGY LEFT\";\n text(energyText,width/2,height-35);\n pop();\n}", "function _drawBars(progressCoord) {\n var totalWidth = this.waveContainer.clientWidth, ctx = this.canvasContext,\n h0 = ctx.canvas.height, bd = this._barData, changeGrad = true,\n bw = this._totalBarWidth, progressColorFlag = true, waveColorFlag = true,\n gradient = _setupGradient.call(this, this._colors.progressColor, h0);\n\n ctx.fillStyle = gradient;\n\n for (var i=0; i<bd.x.length; i++) {\n var xpos = bd.x[i];\n if (xpos >= progressCoord - bw && changeGrad) {\n if (xpos >= progressCoord) { // gradient rule for bars after currently playing bar\n gradient = _setupGradient.call(this, this._colors.waveColor, h0);\n ctx.fillStyle = gradient;\n changeGrad = false; // more efficient: avoids changing this gradient rule multiple times per single function call\n } else { // fade between colors when on currently playing bar\n var incr = (progressCoord - xpos)/bw,\n c1 = {\n r: this._colors.waveColor[0].r - this._colors.dc.r*incr,\n g: this._colors.waveColor[0].g - this._colors.dc.g*incr,\n b: this._colors.waveColor[0].b - this._colors.dc.b*incr\n },\n c2 = WP.UTILS.rgb2hsv(c1),\n c2 = WP.UTILS.hsv2rgb({ h: c2.h, s: c2.s, v: c2.v*1.4 });\n gradient = _setupGradient.call(this, [c1, c2], h0);\n ctx.fillStyle = gradient;\n }\n }\n var h = Math.max(h0*bd.amps[i]*bd.norm, 0.5);\n ctx.fillRect(xpos, (h0 - h)/2, this._params.barWidth, h);\n }\n\n }", "function drawBar(x1, y1, x2, y2, width,frequency){\n \n var lineColor = \"rgb(\" + frequency + \", \" + frequency + \", \" + 205 + \")\";\n if (state.color == \"\") {\n ctx.strokeStyle = lineColor;\n } else {\n ctx.strokeStyle = state.color;\n }\n ctx.lineWidth = width;\n ctx.beginPath();\n ctx.moveTo(x1,y1);\n ctx.lineTo(x2,y2);\n ctx.stroke();\n }", "drawBar(lineI, startChar, endChar, barColor, extraStart=0, extraEnd=0){\n let offsetX = 0;\n if(this.centered){ // Centers text within box's width\n offsetX = (CHAR_WIDTH/2)*(this.lineW - (endChar - startChar));\n }\n ctx.fillStyle = barColor;\n ctx.fillRect(\n this.x+CHAR_GAP + offsetX + startChar*CHAR_WIDTH - extraStart,\n this.y + lineI*LINE_HEIGHT + 2*CHAR_GAP - Math.floor(CHAR_GAP/2)\n + this.offsetY,\n (endChar-startChar)*CHAR_WIDTH + extraStart+extraEnd,\n LINE_HEIGHT\n );\n }", "function setUpCanvas(num){\n\tswitch(activeIndex){\n\t\tcase 0:\n\t\t\tvar barWidth = ~~(c.width/num);\n\n\t\t\tfor(var i = 0; i < num; i++){\n\t\t\t\tvar pnt = new Point(i*barWidth, c.height*0.995);\n\t\t\t\tvar siz = new Size(barWidth-10, 3);\n\t\t\t\tvar shp = new Shape.Rectangle({\n\t\t\t\t\tpoint: pnt,\n\t\t\t\t\tsize: siz,\n\t\t\t\t\tfillColor: 'black'\n\t\t\t\t});\n\t\t\t\t/* Process Breakdown:\n\t\t\t\t\t\tpnt -> defines the bottom left point of the bar\n\t\t\t\t\t\tsiz -> sets width equal to 1/num of c.width short 10 pixels to create a gap between bars; height equals a constant 3px\n\t\t\t\t\t\tshp -> instantiate a rectangle shape and add it to activeLayer */\n\t\t\t\tproject.activeLayer.addChild(shp);\n\t\t\t}\n\t\t\tbreak;\n\t\tcase 1:\n\t\t\tfor(var i = 0; i < num; i++)\n\t\t\t{\n\t\t\t\tvar cir = new Shape.Circle({\n\t\t\t\t\tcenter: view.center,\n\t\t\t\t\tradius: 100 - (20 * i),\n\t\t\t\t\tstrokeColor: 'black',\n\t\t\t\t\tstrokeWidth: 11 - 2 * i\n\t\t\t\t});\n\t\t\t\t/* Process Breakdown:\n\t\t\t\t\t\tview.center -> center of circle is the center of screen\n\t\t\t\t\t\tradius -> consecutive circles' radii get smaller in increments of 20px */\n\t\t\t\tproject.activeLayer.addChild(cir);\n\t\t\t}\n\t\t\tbreak;\n\t\tcase 2:\n\t\t\tvar path = new Path({\n\t\t\t\tstrokeColor: 'black',\n\t\t\t\tstrokeWidth: 10,\n\t\t\t\tclosed: true\n\t\t\t});\n\t\t\tvar segmentArray = [];\n\n\t\t\tfor(var i = 0; i < num; i++){\n\t\t\t\tvar hypotneuse = (i % 2 === 0 ? 60 : 50);\n\t\t\t\tsegmentArray[i] = new Point(view.center.x - hypotneuse * Math.cos(i*0.39269915) , view.center.y - hypotneuse * Math.sin(i*0.39269915));\n\t\t\t}\n\t\t\t/* Process Breakdown:\n\t\t\t\t\t\tsegmentArray -> list of points that will connect to create a path\n\t\t\t\t\t\thypotneuse -> calculates the cartesian coordinates of the points rotating around view.center and alternating in distance between 60 and 50 */\n\t\t\tpath.addSegments(segmentArray);\n\t\t\tproject.activeLayer.addChild(path.smooth());\n\t\t\tbreak;\n\t\tcase 3:\n\t\t\t//waves and string share the same initialization code in the sense that we create a set of equidistant points across the center the of view\n\t\tcase 4:\n\t\t\tvar path = new Path({\n\t\t\t\tstrokeColor: 'black',\n\t\t\t\tstrokeWidth: 10,\n\t\t\t\tstrokeCap: 'round'\n\t\t\t});\n\t\t\tvar segmentArray = [[0, view.center.y]];\n\n\t\t\tvar gapWidth = ~~((c.width - 20)/num);\n\t\t\tfor(var i = 1; i < num; i++){\n\t\t\t\tsegmentArray[i] = new Point((gapWidth*i), view.center.y + Math.pow(-1, i) * 20);\n\t\t\t}\n\t\t\t/* Process Breakdown:\n\t\t\t\t\t\tsegmentArray -> list of points that will connect to create a path\n\t\t\t\t\t\t[0, view.center.y] -> creates a fixed point at the left edge of the screen \n\t\t\t\t\t\tc.width - 20 -> we want to give the fixed points at the left and right edges at least 10 pixels of margin each */\n\t\t\tsegmentArray.push([c.width, view.center.y])\n\t\t\t//add a fixed point at the right edge of the screen\n\t\t\tpath.addSegments(segmentArray);\n\t\t\tproject.activeLayer.addChild(path.smooth());\n\t\t\tbreak;\n\t}\n}", "function drawScaleBar(layer, current) {\n layer[\"scaleCanvas\"].width = 60*window.devicePixelRatio;\n layer[\"scaleCanvas\"].height = 200*window.devicePixelRatio;\n\n let context = layer[\"scaleCanvasContext\"];\n\n context.setTransform(window.devicePixelRatio, 0, 0, window.devicePixelRatio, 0, 0);\n\n context.clearRect(0,0,60,200);\n context.fillStyle = \"rgba(255,255,255,0.6)\";\n context.fillRect(0, 0, 60, 200);\n if (layer[\"reverseBar\"]) {\n for (let i = 0; i < 185; i++) {\n context.fillStyle = getColorPoint(layer[\"colorRange\"], 1-(i/185));\n if (i === 184)\n context.fillRect(0, i, 20, 1);\n else\n context.fillRect(0, i, 20, 2);\n }\n }\n else {\n for (let i = 0; i < 185; i++) {\n context.fillStyle = getColorPoint(layer[\"colorRange\"], i/185);\n if (i === 184)\n context.fillRect(0, i, 20, 1);\n else\n context.fillRect(0, i, 20, 2);\n }\n }\n let currentAdjusted;\n if (typeof current !== 'undefined') {\n currentAdjusted = (current-layer[\"colorBounds\"][0])/(layer[\"colorBounds\"][1]-layer[\"colorBounds\"][0]);\n if (layer[\"reverseBar\"])\n currentAdjusted = 1-currentAdjusted;\n context.fillStyle = \"rgba(0,0,0,0.8)\";\n context.fillRect(0, Math.floor(currentAdjusted*185), 20, 1);\n }\n context.fillStyle = \"#000000\";\n context.font = \"12px Mukta\";\n context.textAlign = \"left\";\n if (layer[\"reverseBar\"]) {\n if (typeof current === 'undefined' || currentAdjusted > 0.08)\n context.fillText(layer[\"colorBounds\"][1].toString(), 22, 10);\n if (typeof current === 'undefined' || currentAdjusted < 0.92)\n context.fillText(layer[\"colorBounds\"][0].toString(), 22, 183);\n }\n else {\n if (typeof current === 'undefined' || currentAdjusted > 0.08)\n context.fillText(layer[\"colorBounds\"][0].toString(), 22, 10);\n if (typeof current === 'undefined' || currentAdjusted < 0.92)\n context.fillText(layer[\"colorBounds\"][1].toString(), 22, 183);\n }\n if (typeof current !== 'undefined') {\n context.font = \"bold 12px Mukta\";\n context.fillText(current.toString(), 22, Math.floor(Math.min(Math.max(currentAdjusted, 0.03), 0.96) * 185)+5);\n }\n\n context.fillStyle = \"rgba(255,255,255,0.6)\";\n context.fillRect(0, 185, 60, 15);\n context.fillStyle = \"#000000\";\n context.font = \"14px Mukta\";\n context.textAlign = \"center\";\n context.fillText(layer[\"unit\"].toString(),30,196);\n}", "function BgrUnit(size, y) {\n\tthis.size = size;\n\tthis.y = y;\n}", "function BarElement(label, value, x, y, width, height){\n ChartElement.call(this,label, value, x, y, width, height );\n \n}", "function cypherTokenDrawAttributeBars() {\r\n const bars = new PIXI.Container();\r\n bars.bar1 = bars.addChild(new PIXI.Graphics());\r\n bars.bar2 = bars.addChild(new PIXI.Graphics());\r\n bars.bar3 = bars.addChild(new PIXI.Graphics());\r\n return bars;\r\n}", "function draw() {\n analyser.getByteFrequencyData(dataArray);\n canvasCtx.fillStyle = 'rgb(255,255,255)';\n canvasCtx.fillRect(0, 0, WIDTH, HEIGHT);\n\n const barWidth = (WIDTH / bufferLength) * 2.5;\n let barHeight;\n let x = 0;\n\n for(let i = 0; i < bufferLength; i++) {\n barHeight = dataArray[i] / 2.8;\n canvasCtx.fillStyle = `rgb(135,206,235)`;\n canvasCtx.fillRect(x, HEIGHT - barHeight, barWidth, barHeight);\n\n x += barWidth + 1;\n }\n\n requestAnimationFrame(draw);\n}", "function renderTopBar(ctx){\n ctx.fillStyle = \"black\";\n ctx.fillRect(0, 0, g_canvas.width, 25);\n\n ctx.fillStyle = \"white\";\n ctx.font = \"bold 15px Arial\";\n ctx.fillText(\"Score: \" + g_score, 5, 15);\n ctx.fillText(\"Lives: \" + g_lives, g_canvas.width - 65, 15);\n}", "function createGameStatusBar(color, x, y, w) {\n\n let bar = new createjs.Shape();\n bar.graphics.f(color).dr(0, 0, w, 12);\n bar.oriX = x;\n bar.oriY = y;\n return bar;\n} // end fn createGameStatusBar", "makeBar() {\r\n const percentage = this.timeLeft / this.MAX_TIME;\r\n const progress = Math.round((this.BAR_SIZE * percentage));\r\n const emptyProgress = this.BAR_SIZE - progress;\r\n const progressText = '▇'.repeat(progress);\r\n const emptyProgressText = ' '.repeat(emptyProgress);\r\n const bar = '```' + this.DISP_TEXT + '\\n' + progressText + emptyProgressText + '```';\r\n return bar;\r\n }", "function info_bar() {\r\n\t//bar\r\n\tctx.clearRect(0, 0, stage.width, 50);\r\n\tctx.beginPath();\r\n\tctx.rect(0, 0, stage.width, 50);\r\n\tctx.fillStyle = \"#525252\";\r\n\tctx.fill();\r\n\r\n\t//score\r\n\tctx.fillStyle= \"#000000\";\r\n\tctx.font = \"20px Arial\";\r\n\tctx.fillText(\"Score: \", 275, 35);\r\n\r\n\t//timer \r\n\tctx.fillText(\"Timer: \", 20, 35);\r\n\r\n\t//pause\r\n\tctx.beginPath();\r\n\tctx.rect(175, 5, 50, 40);\r\n\tctx.fillStyle = \"#36648B\";\r\n\tctx.fill();\r\n\tctx.fillStyle = \"white\";\r\n\tctx.fillText(\"||\", 195, 30);\r\n\r\n\t//Press\r\n stage.addEventListener(\"click\", pause_button);\r\n\r\n}", "function progress_bar(num, max_num, x, y, width, height, main_color, background_color,bar_padding=0){\n //display background of bar\n c.beginPath();\n c.fillStyle = background_color;\n c.rect(x-bar_padding,y-bar_padding,width+bar_padding*2,height+bar_padding*2);\n c.fill();\n\n //calculate how much progress has been made\n let progress = num/max_num;\n let progress_width = progress*width;\n\n //display the progress\n c.beginPath();\n c.fillStyle = main_color;\n c.rect(x,y,progress_width,height);\n c.fill();\n}", "function simpleViz(canvas) {\n var self = this;\n this.canvas = document.getElementById(\"canvas\");\n this.ctx = this.canvas.getContext(\"2d\");\n this.copyCtx = document.getElementById(\"canvas-copy\").getContext(\"2d\");\n this.ctx.fillStyle = \"#fff\";\n this.barWidth = 4;\n this.barGap = 2;\n // We get the total number of bars to display\n this.bars = Math.floor(this.canvas.width / (this.barWidth + this.barGap));\n // This function is launched for each frame, together with the byte frequency data.\n this.update = function (byteFreq) {\n self.ctx.clearRect(0, 0, self.canvas.width, self.canvas.height);\n // We take an element from the byteFreq array for each of the bars.\n // Let's pretend our byteFreq contains 20 elements, and we have five bars...\n var step = Math.floor(byteFreq.length / self.bars);\n // `||||||||||||||||||||` elements\n // `| | | | | ` elements we'll use for our bars\n for (var i = 0; i < self.bars; i++) {\n // Draw each bar\n var barHeight = byteFreq[i * step];\n self.ctx.fillRect(\n i * (self.barWidth + self.barGap),\n self.canvas.height - barHeight,\n self.barWidth,\n barHeight\n );\n self.copyCtx.clearRect(0, 0, self.canvas.width, self.canvas.height);\n self.copyCtx.drawImage(self.canvas, 0, 0);\n }\n };\n}", "function renderFrame() {\r\n requestAnimationFrame(renderFrame);\r\n\r\n x = 0; // assing 0 as starting point to draw first bar\r\n analyser.getByteFrequencyData(dataArray); // copy audio data into array\r\n\r\n ctx.fillStyle = \"rgba(0,0,0,0.8)\"; // leave a little fade effect\r\n ctx.fillRect(0, 0, W, H);\r\n\r\n let bars = 60; // declare FPS\r\n\r\n for (let i = 0; i < bars; i++) {\r\n barHeight = dataArray[i] * 2; // calculate height of each bar;\r\n\r\n ctx.fillStyle = `hsl(${barHeight}deg, 20%, 40%)`; // assing different color based on bar's height\r\n ctx.fillRect(x, H - barHeight, barWidth, barHeight);\r\n x += barWidth + 10; // keep some extra space between bars\r\n }\r\n }", "function drawBars(target) {\n const bars = target\n .selectAll('.bar')\n .data(data)\n .enter()\n .append('rect')\n .attr('class', 'bar')\n .attr('x', d => x(d.description))\n .attr('y', d => y(d.capacity))\n .attr('width', x.bandwidth())\n .attr('height', d => height - y(d.capacity));\n }", "function drawHealthBar() {\r\n healthBar.clear();\r\n hbX = userIntThis.cameras.main.scrollX + userIntThis.sys.game.config.width*0.775;\r\n hbY = userIntThis.cameras.main.scrollY + userIntThis.sys.game.config.height*0.0225;\r\n healthBar.lineStyle(1,0x000000,1);\r\n healthBar.fillStyle(0xff0000,1);\r\n healthBar.strokeRect(hbX,hbY,hbWidth,hbHeight);\r\n \r\n if (currentHealth > 0) {\r\n healthBar.fillRect(hbX,hbY,hbIncrement*oldHealth,hbHeight);\r\n }\r\n}", "update(\n widthMultiplier = 1,//width of the bar\n barNumber = 1,//count of total bas to be drawn\n invert = false,//in case you want to draw on the other side of the screen\n audioData,\n canvasX = 0,//used when the screen resizes to keep relative position \n canvasY = 0//same as above\n ) {\n this.offsetY = 0;//increase to go to the next line\n for (let i = 0; i < barNumber; i++) {\n this.drawRef.newL(this.originX, this.originY + this.offsetY);\n if (invert) {\n this.drawRef.toVertex(\n canvasX - (5 + widthMultiplier) - audioData[i],\n this.originY + this.offsetY\n );\n this.drawRef.toVertex(\n canvasX - (12 + widthMultiplier) - audioData[i],\n this.originY + 5 + this.offsetY\n );\n this.drawRef.toVertex(\n canvasX - (5 + widthMultiplier) - audioData[i],\n this.originY + 10 + this.offsetY\n );\n this.drawRef.toVertex(canvasX, this.originY + 10 + this.offsetY);\n } else {\n this.drawRef.toVertex(\n this.originX + 5 + widthMultiplier + audioData[i],\n this.originY + this.offsetY\n );\n this.drawRef.toVertex(\n this.originX + 12 + widthMultiplier + audioData[i],\n this.originY + 5 + this.offsetY\n );\n this.drawRef.toVertex(\n this.originX + 5 + widthMultiplier + audioData[i],\n this.originY + 10 + this.offsetY\n );\n this.drawRef.toVertex(this.originX, this.originY + 10 + this.offsetY);\n }\n this.drawRef.save();\n //each side has it's own color (left is red, right is blue)\n if (!invert) this.drawRef.fillColor(makeColor(255, 0, 0, 1));\n else this.drawRef.fillColor(makeColor(0, 0, 255, 1));\n this.drawRef.close();\n this.offsetY += 25;\n }\n }", "draw(){\r\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\r\n // Compute Position\r\n const thumb_h = 16;\r\n const thumb_w = 15;\r\n const track_h = 10;\r\n const on_color = \"#c8cad0\";\r\n\r\n\t\tlet p = this.pos;\r\n let h = this.height * 0.5;\r\n let h0 = h - thumb_h;\r\n let h1 = h + thumb_h;\r\n\r\n if( p < this.x_min + thumb_w ) p = this.x_min + thumb_w;\r\n if( p > this.x_max - thumb_w ) p = this.x_max - thumb_w;\r\n\r\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\r\n // Drawing\r\n this.ctx.clearRect( 0, 0, this.width, this.height );\r\n \r\n // Draw Track\r\n this.draw_line( this.x_min, h, this.x_max, h, track_h, \"gray\", \"round\" );\r\n this.draw_line( this.x_min, h, p, h, track_h, on_color, \"round\" );\r\n\r\n // Draw Thumbs\r\n this.draw_line( p-thumb_w, h, p+thumb_w, h, thumb_h, on_color, \"round\", true );\r\n this.draw_text( this.value.toFixed(2), p, h, -1, \"black\" );\r\n }", "draw(x_in, y_in, w, h)\n\t{\t\t\n\t\t/*\n\t\tfill(255*heat, 0, 255*(1 - heat));\n\t\trect(x, y - bar_h, bar_w, bar_h*2);\n\t\t*/\n\t\t\t\n\t\t\n\t\tthis.world.draw(x_in, y_in);\n\t}", "update(){\n this.graphics.clear();\n for(let bar of this.healthBars){\n if(!bar.visible){\n continue;\n }\n bar.updatePos();\n bar.outerWidth = bar.barWidth * (bar.track.health/100);\n this.draw(bar);\n }\n for(let bar of this.progressBars){\n if(bar.track.state === \"closed\"){\n bar.visible = true;\n }\n else{\n bar.visible = false;\n }\n if(bar.visible){\n bar.updatePos();\n bar.outerWidth = bar.barWidth * (bar.track.tapCount/bar.track.maxTap);\n this.draw(bar);\n }\n }\n }", "function DrawHorizontalBarChart() {\n let chartHeight = (1000/25) * values.length;\n\n\n new Chartist.Bar('#ct-chart-bar', {\n labels: labels,\n series: [values]\n }, {\n axisX: {\n offset: 20,\n position: 'end',\n labelOffset: {\n x: 0,\n y: 0,\n },\n showLabel: true,\n showGrid: true,\n labelInterpolationFnc: Chartist.noop,\n scaleMinSpace: 30,\n onlyInteger: false\n },\n axisY: {\n offset: 100,\n position: 'start',\n labelOffset: {\n x: 0,\n y: 0,\n },\n showLabel: true,\n showGrid: false,\n labelInterpolationFnc: Chartist.noop,\n scaleMinSpace: 30,\n onlyInteger: false\n },\n width: undefined,\n height: chartHeight,\n high: undefined,\n low: undefined,\n referenceValue: 0,\n chartPadding: {\n top: 15,\n right: 15,\n bottom: 5,\n left: 10\n },\n seriesBarDistance: 5,\n stackBars: false,\n stackMode: 'accumulate',\n horizontalBars: true,\n distributedSeries: false,\n reverseData: true,\n showGridBackground: false,\n }, {\n //Options\n }, [\n //ResponsiveOptions\n ]);\n}", "function renderBarChart() {\n drawAxisCalibrations();\n var i, j, p, a, x, y, w, h, len;\n\n if (opts.orient === \"horiz\") {\n rotate();\n }\n\n drawAxis();\n\n ctx.lineWidth = opts.stroke || 1;\n ctx.lineJoin = \"miter\";\n\n len = sets[0].length;\n\n // TODO fix right pad\n for (i = 0; i < sets.length; i++) {\n for (j = 0; j < len; j++) {\n p = 1;\n a = rotated ? height : width;\n w = ((a / len) / sets.length) - ((p / sets.length) * i) - 1;\n x = (p / 2) + getXForIndex(j, len + 1) + (w * i) + 1;\n y = getYForValue(sets[i][j]);\n h = y - getYForValue(0) || !isNaN(opts.mapZeroValueTo) && +opts.mapZeroValueTo || 0;\n\n if (isStacked()) {\n // TODO account for negative and positive values in same stack\n w = (a / len) - 2;\n x = getXForIndex(j, len + 1);\n //y = getYForValue(sumY(sets.slice(0, i + 1), j));\n \n // Accounting for negative and positive values in same stack\n y = getYForValue(sumYSigned(sets, i, j));\n }\n\n drawRect(colorOf(i), x, y, w, h);\n }\n }\n }", "function drawChart() {\n var ctx = canvas.getContext('2d');\n var myBarChart = new Chart(ctx, {\n type: 'bar',\n data: data,\n // options: {\n // responsive: false\n // }\n });\n}", "function OnGUI(){ // set the speedometer top-left corner var pos = Vector2(Screen.width - 90, Screen.height - 50); // get the speed in mph: var mph = rigidbody.velocity.magnitude * 2.237; // draw the bars: each bar means 5 mph, no bar if speed < 1: for (var v: float = 1;\n }", "drawWidth(ctx,data,radius,color){\n\t\tctx.save();\n let barWidth = 3;\n let barHeight = 6;\n\t\tlet previousPoint = {};\n\t\tlet point = {};\n\t\tlet angle = this.startingAngle;\n\t\tctx.translate(ctx.canvas.width/2, ctx.canvas.height/2);\n\t\tctx.strokeStyle = \"rgb(\" + color[0] + \",\" + color[1] + \",\" + color[2] + \",\" + color[3] + \")\";\n\t\tctx.lineWidth = 3;\n\t\tctx.beginPath();\n for (let i = 0; i < data.length; i++) {\n\t\t\tpoint.x = Math.cos(angle)*(radius + this.spacing);\n\t\t\tpoint.y = Math.sin(angle)*(radius + this.spacing);\n\t\t\tangle += (Math.PI * 2/data.length);\n if(i == 0)\n\t\t\t{\n\t\t\t\tpreviousPoint.x = point.x;\n\t\t\t\tpreviousPoint.y = point.y;\n\t\t\t\tctx.moveTo(point.x,point.y)\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tctx.lineTo(point.x,point.y);\n\t\t\t\tctx.lineWidth = data[i]*0.2;\n\t\t\t\tctx.stroke();\n\t\t\t\t\n\t\t\t}\n\t\t\tpreviousPoint.x = point.x;\n\t\t\tpreviousPoint.y = point.y;\n }\n\t\tctx.closePath();\n\t\tctx.stroke();\n\t\tctx.restore();\n\t}", "function drawBars() {\n\n xScale.domain(d3.range(actividades_jaca.length));\n yScale.domain([0, d3.max(actividades_jaca, function(d) {\n return +d.value;\n })]);\n\n bar_color.domain(d3.range(function(d) {\n return d.act_descripcion;\n }));\n var myBars = svgBar.selectAll('svgBar').data(actividades_jaca);\n\n myBars.enter()\n .append('rect')\n .attr('class', 'addon')\n .attr('x', function(d, i) {\n return xScale(i);\n })\n .attr('y', function(d) {\n return height - yScale(d.value);\n })\n .attr('width', xScale.rangeBand())\n .attr('height', function(d) {\n return yScale(d.value);\n })\n .attr('fill', function(d) {\n return bar_color(d.act_descripcion);\n })\n .on('mouseover', function(d) {\n d3.select(this)\n .style('stroke-width', 0.5)\n .style('stroke', 'red');\n tooltipTitle.html(d.act_descripcion);\n tooltipTotal.html(d.value);\n })\n .on('mouseout', function() {\n d3.select(this)\n .style('stroke-width', 0);\n tooltipTitle.html('Número de empresas');\n tooltipTotal.html(totalActividades);\n });\n }", "draw(ctx,data,radius, color){\n\t\t//Sets it up\n\t\tctx.save();\n let barWidth = 3;\n let barHeight = 6;\n\t\tlet previousPoint = {};\n\t\tlet point = {};\n\t\tlet angle = this.startingAngle;\n\t\tctx.translate(ctx.canvas.width/2, ctx.canvas.height/2);\n\t\t//Creates the color string\n\t\tctx.strokeStyle = \"rgb(\" + color[0] + \",\" + color[1] + \",\" + color[2] + \",\" + color[3] + \")\";\n\t\tctx.lineWidth = 3;\n\t\tctx.beginPath();\n\t\t//Draws the circle\n for (let i = 0; i < data.length; i++) {\n\t\t\tpoint.x = Math.cos(angle)*(radius + this.spacing+data[i]*0.2);\n\t\t\tpoint.y = Math.sin(angle)*(radius + this.spacing+data[i]*0.2);\n\t\t\tangle += (Math.PI * 2/data.length/2);\n if(i == 0)\n\t\t\t{\n\t\t\t\tctx.moveTo(point.x,point.y);\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tctx.lineTo(point.x,point.y);\n\t\t\t} \n }\n\t\t//Draws the second half\n\t\tfor (let i = data.length-1; i >= 0; i--) {\n\t\t\tpoint.x = Math.cos(angle)*(radius + this.spacing+data[i]*0.2);\n\t\t\tpoint.y = Math.sin(angle)*(radius + this.spacing+data[i]*0.2);\n\t\t\tangle += (Math.PI * 2/data.length/2);\n\t\t\tctx.lineTo(point.x,point.y); \n }\n\t\tctx.closePath();\n\t\tctx.stroke();\n\t\tctx.restore();\n\t}", "_draw_a() {\n this.colour = this.benchmarkColour\n let left = this.a.x - this.halfUnit\n let top = this.a.y - this.halfUnit\n this._drawRect(left, top, \"a\", \"none\")\n }", "function drawBar(key, value) {\n\n // outer div \"lane\" of the bar\n let divLine = document.createElement(\"div\");\n divLine.className = \"ganttLine Line\" + (key + 1);\n divLine.id = \"demo-tooltip-mouse\" + key;\n divLine.style.top = 18 * key + \"px\";\n\n // Title of the Massnahme\n let titleSpan = document.createElement(\"span\");\n titleSpan.className = \"ganttTitle gTitle\" + (key + 1) + \" unselectable\";\n titleSpan.innerHTML = \"\" + value.title;\n\n // the actual bar\n let div = document.createElement(\"div\");\n let startdate = new Date(value.Startdatum);\n let enddate = new Date(value.Enddatum);\n let startofyear = new Date(2020, 0, 0);\n\n div.className = \"barElement bar\" + (key + 1);\n div.id = \"bar\" + (key + 1);\n\n // use widthFromDate function to calculate the with and the starting point of bar & text\n div.style.width = \"\" + widthFromDate(startdate, enddate) + \"px\";\n div.style.left = \"\" + widthFromDate(startofyear, startdate) + \"px\";\n titleSpan.style.left = widthFromDate(startofyear, startdate) - (12) + \"px\";\n\n document.getElementById(\"ganttContainer\").appendChild(divLine);\n document.getElementById(\"demo-tooltip-mouse\" + key).appendChild(titleSpan);\n document.getElementById(\"demo-tooltip-mouse\" + key).appendChild(div);\n\n // Tooltipp divs\n $(\"#demo-tooltip-above\").jBox(\"Tooltip\", {\n theme: \"TooltipDark\",\n });\n\n $(\"#demo-tooltip-mouse\" + key).jBox(\"Mouse\", {\n theme: \"TooltipDark\",\n content:\n \"<b> Zeitraum: \" +\n value.Startdatum +\n \"-\" +\n value.Enddatum +\n \"<br> Massnahmen: \" +\n value.massnahme +\n \"</b>\",\n });\n}", "function setBar (value) {\n return fill.style.width = `${(value/max)*100}%`\n }", "function drawRectangleForChart(x,y,wd,ht,index) {\n\t var rect = document.createElementNS(\"http://www.w3.org/2000/svg\", 'rect');\n\t //rect.className = \"bc-tooltip\";\n\t rect.setAttributeNS(null, 'x', x);\n\t rect.setAttributeNS(null, 'y', y);\n\t rect.setAttributeNS(null, 'width', wd);\n\t rect.setAttributeNS(null, 'height', ht);\n\t // switch color on new rectangle bar chart\n\t switch (true) {\n\t case (index == 1):\n\t rect.setAttributeNS(null, 'fill', \"red\");\n\t break;\t\n\t case (index == 2):\n\t rect.setAttributeNS(null, 'fill', \"blue\");\n\t break; \n\t case (index == 3):\n\t rect.setAttributeNS(null, 'fill', \"green\");\n\t break; \n\t case (index == 4):\n\t rect.setAttributeNS(null, 'fill', \"yellow\");\n\t break; \n\t case (index == 5):\n\t rect.setAttributeNS(null, 'fill', \"orange\");\n\t break; \n\t }\n\t svg.appendChild(rect);\n\t}", "display() {\n rectMode(CENTER);\n fill('#323230');\n noStroke();\n rect(this.x, this.y - TANK_HEIGHT, this.width, this.height);\n }", "function makeNum(num, unit) {\n var unit = '.' + unit + \" \";\n\n switch(num) {\n case 0:\n $(unit + '.bar').show();\n $(unit + '.middle_bar').hide();\n break;\n case 1:\n $(unit + '.bar').hide();\n $(unit + '.right_upper_bar,' + unit + '.right_lower_bar').show();\n break;\n case 2:\n $(unit + '.bar').show();\n $(unit + '.left_upper_bar,' + unit + '.right_lower_bar').hide();\n break;\n case 3:\n $(unit + '.left_lower_bar').hide();\n $(unit + '.right_lower_bar').show();\n break;\n case 4:\n $(unit + '.top_bar,' + unit + '.bottom_bar').hide();\n $(unit + '.left_upper_bar').show();\n break;\n case 5:\n $(unit + '.right_upper_bar').hide();\n $(unit + '.top_bar,' + unit + '.bottom_bar').show();\n break;\n case 6:\n $(unit + '.top_bar').hide();\n $(unit + '.left_lower_bar').show();\n break;\n case 7:\n $(unit + '.middle_bar,' + unit + '.left_lower_bar,' + unit + '.bottom_bar').hide();\n $(unit + '.top_bar,' + unit + '.right_upper_bar').show();\n break;\n case 8:\n $(unit + '.bar').show();\n break;\n case 9:\n $(unit + '.left_lower_bar,' + unit + '.bottom_bar').hide();\n break;\n }\n }", "function updatebar(){\r\n \tif (width > 168){\r\n \t\tif (width < 220){\r\n \t\t\ttakeoff = 21\r\n \t\t\twidth = width - takeoff\r\n }else if (width < 350){\r\n takeoff = 42\r\n width = width - takeoff\r\n }else if (width < 400){\r\n \ttakeoff = 80\r\n \twidth = width - takeoff\r\n }else if (width < 500){\r\n \ttakeoff = 140\r\n \twidth = width - takeoff\r\n \r\n }\r\n document.getElementById('barcum').style.width = width + 'px'\r\n \t}else if (width < 168){\r\n \t\twidth = 168\r\n \t\tdocument.getElementById('barcum').style.width = width + 'px'\r\n \t\r\n\r\n }}", "function draw_rasterBar() {\n \tif ( defaultFalse( currentPart.rasterBar ) ) {\t\t\t// If we're showing the copper pipes...\n \t\trasterBar1Screen.show();\n \t\trasterBar2Screen.show();\n \t\trasterBar3Screen.show();\n \t\trasterBar1Y = 330 - Math.abs(Math.sin(rasterBar1Pos) * 200);\t// Calculate their y-pos in the sinewave\n \t\trasterBar2Y = 330 - Math.abs(Math.sin(rasterBar2Pos) * 200);\n \t\trasterBar3Y = 330 - Math.abs(Math.sin(rasterBar3Pos) * 200);\n \t\tif ( currentPart.rasterBar.wobble ) {\t\t\t\t\t\t\t// If we're wobbling....\n \t\t\trasterBar1Y += rasterWobbler1.h();\t\t\t\t\t\t\t// ... Add in the wobble\n \t\t\trasterBar2Y += rasterWobbler2.h();\n \t\t\trasterBar3Y += rasterWobbler3.h();\n \t\t}\n \t\trasterBar1Pos += rasterBarSpeed;\t\t\t\t\t\t// Move sinewave along a bit for next frame\n \t\trasterBar2Pos += rasterBarSpeed;\n \t\trasterBar3Pos += rasterBarSpeed;\n \t\trasterBar1Screen.y = rasterBar1Y;\t\t\t\t\t\t// Now position the pipes!\n \t\trasterBar2Screen.y = rasterBar2Y;\n \t\trasterBar3Screen.y = rasterBar3Y;\n \t\t}\n \telse {\n \t\trasterBar1Screen.hide();\n \t\trasterBar2Screen.hide();\n \t\trasterBar3Screen.hide();\n \t}\n }", "function bar(h, c) { \n\t\t// h: high\n\t\t// c: color\n\t\t\n\t\tvar geo = new THREE.CubeGeometry( 1, h, 1 );\n\t\tvar mat = new THREE.MeshBasicMaterial(\n\t\t\t\t\t\t{ \tcolor: c, \n\t\t\t\t\t\t\tside: THREE.FrontSide,\n\t\t\t\t\t\t\topacity: 0.85,\n\t\t\t\t\t\t\ttransparent: true\t} );\n\t\tvar bar = new THREE.Mesh( geo, mat );\n\t\tbar.position.y += h / 2;\n\t\n\treturn bar;\n\t}", "function Bar(x_, y_, width_, height_, color_) {\n\t\t\tthis.fill_style = color_;\n\t\t\tthis.height = height_;\n\t\t\tthis.position = new Point(x_, y_);\n\t\t\tthis.width = width_;\n\t\t}", "function barChartPlotter(e) {\n var ctx = e.drawingContext;\n var points = e.points;\n var y_bottom = e.dygraph.toDomYCoord(0);\n\n // This should really be based on the minimum gap\n var bar_width = 2/3 * (points[1].canvasx - points[0].canvasx);\n ctx.fillStyle = e.color;\n\n // Do the actual plotting.\n for (var i = 0; i < points.length; i++) {\n var p = points[i];\n var center_x = p.canvasx; // center of the bar\n ctx.fillRect(center_x - bar_width / 2, p.canvasy, bar_width, y_bottom - p.canvasy);\n ctx.strokeRect(center_x - bar_width / 2, p.canvasy, bar_width, y_bottom - p.canvasy);\n }\n }", "function drawBars(start, end) {\r\n\r\n\t// Clear pervious unsorted bars\r\n\tctrl.clearRect(0, 0, 1000, 1500)\r\n\r\n\t// Styling of bars\r\n\tfor (let i = 0; i < len_of_arr; i++) {\r\n\r\n\t\t// Changing styles of bars\r\n\t\tctrl.fillStyle = \"blue\"\r\n\t\tctrl.shadowOffsetX = 2\r\n\t\t// ctrl.shadowColor = \"chocolate\";\r\n\t\t// ctrl.shadowBlur = 3;\r\n\t\t// ctrl.shadowOffsetY =5;\r\n\t\t\r\n\t\t\r\n\t\t// Size of rectangle of bars\r\n\t\tctrl.fillRect(25 * i, 300 - arr[i], 20, arr[i])\r\n\t\t\r\n\t\tif (visited[i]) {\r\n\t\t\tctrl.fillStyle = \"#006d13\"\r\n\t\t\tctrl.fillRect(25 * i, 300 - arr[i], 20, arr[i])\r\n\t\t\tctrl.shadowOffsetX = 2;\r\n\t\t}\r\n\t}\r\n\r\n\tfor (let i = start; i <= end; i++) {\r\n\t\tctrl.fillStyle = \"#e51e2a\";\r\n\t\tctrl.fillRect(25 * i, 300 - arr[i], 18, arr[i])\r\n\t\t// ctrl.fillStyle = \"#cdff6c\"\r\n\t\t// ctrl.fillRect(25 * i,300, 18, arr[i])\r\n\t\tvisited[i] = 1\r\n\t}\r\n}", "function colourBars() {\n \t\tcolourBar = new canvas(640*2, 2);\t\t// Make it twice as long as the screen width\n \tmakeGradient( colourBar,\t\t\t\t// Draw gradient twice onto it.\n \t\t[ rgbBlack, '#00FFFF', '#FF0000', '#00FF00', '#FF00FF', '#FFFF00', '#0000FF', rgbBlack,\n \t\t '#00FFFF', '#FF0000', '#00FF00', '#FF00FF', '#FFFF00', '#0000FF', rgbBlack ]\n \t).drawV();\n \t}", "function Draw() {\n\n this.fullX = 3000;\n this.fullY = 1850;\n this.halfX = Math.round(this.fullX/2);\n this.halfY = Math.round(this.fullY/2);\n\n var u = (this.fullX);\n this.units = (u/910);\n\n // TEXT SIZES //\n this.headerType = Math.round(u/12);\n this.midType = Math.round(u/45);\n this.bodyType = Math.round(u/65);\n this.dataType = Math.round(u/82);\n this.subType = Math.round(u/100);\n\n var Canvas = require('canvas');\n this.canvas = new Canvas(this.fullX, this.fullY);\n this.cxa = this.canvas.getContext('2d');\n}", "function Scrollbar(x,y,length,orientation,color)\n{\n\tthis.index;\n\tthis.bar;\n\tthis.x=x;\n\tthis.y=y;\n\tthis.orientation=orientation;\n\tthis.length=length-2;\n\tthis.color=color?color:'';\n\n\tthis.draw=function(index, range)\n\t{\n\t\tif(index>range)\n\t\t\treturn;\n\t\tif((isNaN(index) || isNaN(range)) &&\n\t\t\t(!this.index || !this.bar))\n\t\t\treturn;\n\n\t\tthis.index=Math.ceil(((index+1)/range)*this.length);\n\t\tthis.bar=Math.ceil((this.length/range)*this.length);\n\n\n\t\tif(this.orientation == \"vertical\")\n\t\t\tthis.drawVert(this.index,this.index+this.bar);\n\t\telse\n\t\t\tthis.drawHoriz(this.index,this.index+this.bar);\n\t}\n\tthis.drawVert=function(s,f)\n\t{\n\t\tconsole.gotoxy(this);\n\t\tconsole.putmsg('\\1n' + this.color + ascii(30),P_SAVEATR);\n\t\tvar ch='\\xB0';\n\t\tfor(var i=1;i<=this.length;i++)\t{\n\t\t\tconsole.gotoxy(this.x,this.y+i);\n\t\t\tif(i == s) \n\t\t\t\tch='\\1h\\xDB';\n\t\t\telse if(i > f) \n\t\t\t\tch='\\xB0';\n\t\t\tconsole.putmsg(ch,P_SAVEATR);\n\t\t}\n\t\tconsole.gotoxy(this.x,this.y+this.length+1);\n\t\tconsole.putmsg(ascii(31),P_SAVEATR);\n\t}\n\tthis.drawHoriz=function(s,f)\n\t{\n\t\tif(f > this.length) {\n\t\t\ts--;\n\t\t\tf--;\n\t\t}\n\t\tconsole.gotoxy(this);\n\t\tconsole.putmsg('\\1n' + this.color + ascii(17),P_SAVEATR);\n\t\tfor(i=1;i<=this.length;i++)\t{\n\t\t\tif(i == s) \n\t\t\t\tch='\\1h\\xDB';\n\t\t\telse if(i == f+1)\n\t\t\t\tch='\\xB0';\n\t\t\tconsole.putmsg(ch,P_SAVEATR);\n\t\t}\n\t\tconsole.putmsg(ascii(16),P_SAVEATR);\n\t}\n}", "show(ctx, position, ratio, margin=LifeBar.margin) {\n this.center = position.sub(new Vector(0, -margin));\n const w = this.w;\n this.w *= ratio;\n this.color = LifeBar.areaColor;\n this.fill = true;\n super.show(ctx)\n this.w = w;\n this.color = LifeBar.borderColor;\n this.fill = false;\n super.show(ctx);\n }", "function drawLegendY(Unit) {\n if (!Unit) {\n var Unit = \"\";\n var xPos = 30;\n } else {\n var xPos = 45;\n }\n\n context.font = \"100 9pt arial\";\n context.fillStyle = \"grey\";\n context.textAlign = \"right\";\n\n for (i = yBaseDistance; i < canvasUpperCap; i = i + yBaseDistance) {\n var yPos = i * scaleFactorY;\n var textValue = (canvasUpperCap - i) + \" \" + Unit; // Reverse counting direction & add unit\n context.fillText(textValue, xPos, yPos+3);\n }\n}", "function progressBar(progress) {\r\n ctx.save(); // save the unclipped state\r\n\r\n ctx.beginPath(); // create the clip path\r\n ctx.rect(0,0, width * progress, height);\r\n ctx.clip();\r\n\r\n ctx.fillStyle = progressColor(startColor, endColor, progress);\r\n\r\n ctx.beginPath(); // draw all bars as one\r\n var x = 0;\r\n while (x < width * progress) {\r\n ctx.rect(x, 0, barWidth, height);\r\n x += barSpacing;\r\n }\r\n ctx.fill(); // draw that bars\r\n\r\n ctx.restore(); // restore unclipped state\r\n}", "function drawBar() {\n\n var data = new google.visualization.DataTable();\n data.addColumn('number', 'Date');\n data.addColumn('number', 'Issues');\n\n data.addRows(self.charts.bars.rows);\n\n var options = self.charts.bars.options;\n\n var chart2 = new google.visualization.ColumnChart(\n document.getElementById('chart_div2'));\n\n chart2.draw(data, options);\n }", "function drawInUnits(units){\n const unitArray = Object.values(units)\n for ( i = 0; i < (unitArray.length -1); i++){\n const value = Object.values(unitArray[i])\n var circ = new fabric.Circle({\n id: value[0],\n left: value[3],\n top: value[4],\n fill:'green',\n radius: value[1],\n opacity: 0.3,\n selectable: false,\n })\n fabricCanvas.add(circ)\n //show box with info here\n circ.on(\"mouseover\", function(){\n console.log(this.get(\"id\"))\n createToolTip(this)\n })\n circ.on(\"mouseout\", function(){\n cancelTip()\n })\n }\n\n}", "function drawHealthBar() {\n maxHealthUpdate();\n healthBar.clear();\n \n hbX = userIntThis.cameras.main.scrollX + userIntThis.sys.game.config.width*0.73;\n hbY = userIntThis.cameras.main.scrollY + userIntThis.sys.game.config.height*0.0225;\n healthBar.lineStyle(1,0x000000,1);\n healthBar.fillStyle(0xff0000,1);\n healthBar.strokeRect(hbX,hbY,hbWidth,hbHeight);\n \n if (currentHealth > 0) {\n healthBar.fillRect(hbX,hbY,hbIncrement*oldHealth,hbHeight);\n }\n}", "function updateSinglePlayerHealthBar(currTurn){\n\n var HEALTH_BAR_X = GAME_WIDTH + 10;\n var HEALTH_BAR_Y = 100;\n var HEALTH_BAR_HEIGHT = 20;\n //Calculate the width of the bar as a percentage of the player's current health\n var healthBarWidth = calcHealthBarWidth(currTurn, statScreen.SinglePlayer.PlayerIndex);\n //redraw the health bar\n singleGraphics.beginFill(HEALTH_BAR_COLOR);\n statScreen.SinglePlayer.HealthBar.Bar = singleGraphics.drawRect(\n HEALTH_BAR_X, \n HEALTH_BAR_Y, \n healthBarWidth, \n HEALTH_BAR_HEIGHT);\n singleGraphics.endFill();\n}", "function startBar(metrics, scales){\n \t//appending the bars\n \tvar chart = canvas.append('g')\n\t\t\t\t\t.attr(\"transform\", \"translate(150,0)\")\n\t\t\t\t\t.attr('id','bars')\n\t\t\t\t\t.selectAll('rect')\n\t\t\t\t\t.data(metrics);\n\t\t\t\t\t\n\t\tchart.enter().append('rect')\n\t\t\t\t\t.attr('height',25)\n\t\t\t\t\t.attr({'x':0,'y':function(d,i){ return scales[0](i)+19; }})\n\t\t\t\t\t.style('fill',function(d,i){ return scales[1](i); })\n\t\t\t\t\t.attr('width',function(d){ return 0; });\n\n\t\t//transition\n\t var transit = d3.select(\"svg\").selectAll(\"rect\")\n\t\t\t .data(metrics) \n\t\t\t .transition()\n\t\t\t .duration(2000) \n\t\t\t .attr(\"width\", function(d) {return scales[2](d);\n\t\t\t \t });\n\n\t\t//appending text to the bars\n\t\tvar transitext = d3.select('#bars')\n\t\t\t\t\t\t.selectAll('text')\n\t\t\t\t\t\t.data(metrics) \n\t\t\t\t\t\t.enter()\n\t\t\t\t\t\t.append('text')\n\t\t\t\t\t\t.attr({'x':function(d) {return scales[2](d)-200; },'y':function(d,i){ return scales[0](i)+35; }})\n\t\t\t\t\t\t.text(function(d,i){ \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tswitch(metrics){\n\t\t\t\t\t\t\t\tcase impressions:\n\t\t\t\t\t\t\t\t\treturn metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase clicks:\n\t\t\t\t\t\t\t\t\treturn metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cost:\n\t\t\t\t\t\t\t\t\treturn '$' + metrics[i];\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cpm:\n\t\t\t\t\t\t\t\t\treturn d3.format('$.3f')(metrics[i]);\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t\tcase cpc:\n\t\t\t\t\t\t\t\t\treturn d3.format('$.4f')(metrics[i]);\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}})\n\t\t\t\t\t\t.style({'fill':'#fff','font-size':'14px'});\n }", "draw() {\n let ctx = this.ctx;\n ctx.beginPath();\n ctx.fillStyle = Action.BGCOLOR;\n if (this.activated) {\n ctx.fillStyle = Action.BGACTIVATEDCOLOR;\n }\n CanvasHelper.fillRect(\n ctx,\n this.x, this.y, this.w, this.h,\n Action.PADDING\n );\n\n let fontSize = 30;\n\n ctx.fillStyle = Action.TEXT_COLOR;\n ctx.font = fontSize + \"px serif\";\n ctx.fillText(this.typeSymbol, this.x + this.w / 3, this.y + this.h * 3 / 4);\n }", "function drawScale()\n{\n\tvar c=document.getElementById(\"Crater_Area\");\n\tvar ctx=c.getContext(\"2d\");\n\t\n\tctx.font = '10pt Arial';\n\t\n\t var diam = nbFormat(dataProvider.impactor.crDiam)+\"m\";\n\t var depth = nbFormat(dataProvider.impactor.crDepth)+\"m\"; \n\t \n\t var dl =depth.length;\n\t var dil = diam.length;\n\t\n\tctx.fillText(diam, c.width/2 -(dil*4.2), c.height - 18);\n\tctx.fillText(depth, c.width -165 -(dl*4.2), c.height - 70);\t \n\t\n}//==========================================================================================", "healthBar() {\n noFill();\n strokeWeight(2);\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth, this.healthBarHeight, 10, 10);\n\n if (this.health <= 100 && this.health >= 60) {\n fill(0, 255, 0);\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n\n }\n else if (this.health < 90 && this.health >= 30) {\n\n fill(\"yellow\");\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n }\n else if (this.health < 60 && this.health > 0) {\n fill(\"red\");\n rect(this.x * this.width, this.y * this.height - 20, this.healthBarWidth - this.healthDisplay, this.healthBarHeight, 10, 10);\n }\n }", "function startBar() {\n if (i == 0) {\n i = 1;\n width = 0;\n var id = setInterval(tick, 10);\n\n // 1 tick function of progress bar 1 tick = 100ms and\n function tick() {\n if (width >= 100 ) {\n clearInterval(id);\n i = 0;\n checkEndGame();\n } else {\n adjustWidth();\n }\n\n // adjust width of progress bar and % displayed each tick\n function adjustWidth() {\n width += 0.0166666666666667;\n bar.style.width = width + \"%\";\n bar.innerHTML = width.toFixed(1) + \"%\";\n\n // set width value to a var\n barWidth = width;\n }\n\n }\n }\n }", "draw(ctx) {\n if(this.exists){\n ctx.strokeStyle = \"Black\";\n ctx.fillStyle = \"Grey\";\n ctx.strokeRect(335, 455, 50, 25);\n ctx.fillRect(390, 455, PARAMS.VOLUME * 2.5, 25);\n ctx.strokeRect(390, 455, 250, 25);\n ctx.font = 18 + 'px \"MedievalSharp\"';\n ctx.fillStyle = \"Red\";\n ctx.fillText(\"MUTE\", 337, 475);\n }\n }", "render(ctx, width, height) {\n ctx.beginPath();\n ctx.rect(0, 0, width, height);\n ctx.closePath();\n ctx.lineWidth = 2; //since this line is on the border, only 1px actually gets drawn\n ctx.strokeStyle = \"#ffffff\";\n ctx.stroke();\n\n this.guiManager.render(ctx, width, height);\n }" ]
[ "0.72613436", "0.704105", "0.7017417", "0.6882044", "0.68426496", "0.67469794", "0.673652", "0.6645773", "0.66208446", "0.661114", "0.6598216", "0.65080684", "0.64864326", "0.6458567", "0.6439867", "0.64299387", "0.6426351", "0.64125615", "0.6404942", "0.639608", "0.6377159", "0.63611877", "0.6353534", "0.63227844", "0.6300964", "0.62990564", "0.6255653", "0.6247584", "0.6244795", "0.61907506", "0.618061", "0.6180271", "0.61564785", "0.6140332", "0.6135686", "0.61310077", "0.612996", "0.6122251", "0.6119668", "0.6111197", "0.6108006", "0.6106241", "0.6096552", "0.6079018", "0.6068403", "0.60608596", "0.6053227", "0.6052897", "0.6035911", "0.6030983", "0.60227484", "0.60210514", "0.60079104", "0.60020584", "0.59912485", "0.5986863", "0.59817976", "0.598172", "0.59741676", "0.5965447", "0.5961449", "0.59599215", "0.59451693", "0.59364504", "0.59314185", "0.5928557", "0.5921519", "0.5916871", "0.59057635", "0.58981085", "0.5881833", "0.5871639", "0.58696365", "0.58652604", "0.5852701", "0.5851131", "0.5850897", "0.58490753", "0.58462465", "0.58363116", "0.58337295", "0.58320516", "0.58257055", "0.58153915", "0.58113", "0.5802681", "0.5801158", "0.5797104", "0.57953787", "0.5782829", "0.5781846", "0.5778808", "0.5769925", "0.5762246", "0.5759079", "0.57586247", "0.575682", "0.5752511", "0.5748888", "0.57266194", "0.57249856" ]
0.0
-1
const booru = new Danbooru(); const ytpl = require("ytpl"); const ytsr = require("ytsr"); const ReactionHandler = require("erisreactions"); BASIC CONSTS
function shuffleArray(arr) { for (let i = arr.length - 1; i > 0; i--) { const j = Math.floor(Math.random() * (i + 1)); [arr[i], arr[j]] = [arr[j], arr[i]]; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function main() {\n\n //Own libraries\n const LogWrapper = require('castv2-player').LogWrapper;\n const Scanner = require('castv2-player').Scanner(new LogWrapper(adapter.log));\n\n const ChromecastDevice = require('./lib/chromecastDevice')(adapter);\n\n //var chromecastDevices = {};\n new Scanner (connection => {\n /*chromecastDevices[name] = */new ChromecastDevice(connection);\n });\n\n // in this template all states changes inside the adapters namespace are subscribed\n adapter.subscribeStates('*');\n}", "function Bevy() {}", "loadCommands(){\n let Artyom = this._artyom;\n\n // Here you can load all the commands that you want to Artyom\n return Artyom.addCommands([\n {\n indexes: [\"hello\", \"hi\"],\n action: () => {\n Artyom.say(\"Hello, how are you?\");\n }\n },\n {\n indexes: [/How are you/, /Regular expressions supported/],\n smart: true,\n action: () => {\n Artyom.say(\"I'm fine, thanks for asking !\");\n }\n },\n {\n indexes: [\"Generate reports of * of this year\"],\n smart: true,\n action: (i, month) => {\n let year = new Date().getFullYear();\n\n Artyom.say(`Generating reports of ${month} ${year} `);\n\n Artyom.say(\"Ready ! What were you expecting? write some code you lazy bear !\");\n }\n },\n {\n indexes: [\"What is the weather like\"],\n action: () => {\n axios.get(\"http://api.openweathermap.org/data/2.5/forecast?id=1880252&APPID=6feeacb3997e0e4f4a7f9e9c4b193934\")\n .then(result=>{\n let data = Math.floor(result.data.list[0].main.temp) - 273\n Artyom.say(`Temperature is ${data} degrees celcius`);\n })\n\n }\n }\n ]);\n }", "function learnModules() {\n const sth=require('./app.js').something;\n \n console.log(sth);\n \n }", "constructor(){\n\t\t// Listed in order of activation\n\t\tconst packageNames = [\n\t\t\t\"nuclide\",\n\t\t\t\"tree-view\",\n\t\t\t\"tabs\",\n\t\t\t\"fuzzy-finder\",\n\t\t\t\"find-and-replace\",\n\t\t\t\"archive-view\"\n\t\t];\n\t\t\n\t\tthis.consumers = [];\n\t\tfor(const name of packageNames)\n\t\t\tif(this.needsPatch(name)){\n\t\t\t\tthis.consumers.push(require(`./${name}.js`));\n\t\t\t}\n\t}", "function yo(){ }", "loadCommands(){\n let Artyom = this._artyom;\n\n // Here you can load all the commands that you want to Artyom\n return Artyom.addCommands([\n {\n indexes: [\"Hello\", \"Hi\"],\n action: () => {\n Artyom.say(\"Hello, how are you?\");\n }\n },\n {\n indexes: [/How are you/, /Regular expressions supported/],\n smart: true,\n action: () => {\n Artyom.say(\"I'm fine, thanks for asking !\");\n }\n },\n {\n indexes: [\"Generate reports of * of this year\"],\n smart: true,\n action: (i, month) => {\n let year = new Date().getFullYear();\n \n Artyom.say(`Generating reports of ${month} ${year} `);\n\n Artyom.say(\"Ready ! What were you expecting? write some code you lazy bear !\");\n }\n },\n ]);\n }", "function require() { return {}; }", "function main() {\n\tvar docs;\n\n\tdebug( 'Generating REPL help documentation.' );\n\tcreateHelp();\n\n\tdebug( 'Loading REPL help documentation.' );\n\tdocs = require( HELP_OUTPUT );\n\n\tdebug( 'Generating REPL examples.' );\n\tcreateExamples( docs );\n} // end FUNCTION main()", "function main() {\n\n /*\n * Example template callback\n *\n * callback = function(message) {\n * if (message) console.log(message);\n * }\n *\n */\n\n /*\n * Example usage of connect and disconnect\n *\n * connect().then(callback, callback);\n * disconnect().then(callback, callback);\n */\n\n /*\n * Example usage of User routines\n *\n * addUser(\"user1\", \"token1\").then(callback, callback);\n * getUser(\"token1\").then(callback, callback);\n */\n\n /*\n * Example usage of TopTrack routines\n *\n * features = {[ACOUSTICNESS]: 0.3, [DANCEABILITY]: 0.5, \n * [ENERGY]: 0.8, [TEMPO]: 113.4, [VALENCE]: 0.8};\n * addTopTrack(\"user1\", \"uri1\", features).then(callback, callback);\n */\n\n /*\n * Example usage of Playlist routines\n *\n * addPlaylist(\"user1\", \"uri2\").then(disconnectCB, disconnectCB);\n * getPlaylistId(\"uri1\").then(disconnectCB, disconnectCB);\n * getUserPlaylists(\"user1\").then(disconnectCB, disconnectCB);\n * getPlaylistUri(\"15\").then(disconnectCB, disconnectCB);\n */\n\n}", "async function main() {\n const signer = (await ethers.getSigners())[0];\n \n //Get Abis\n // const ytcAbi = getAbi(\"YieldTokenCompounding.sol/YieldTokenCompounding.json\")\n // const trancheAbi = getAbi(\"element-finance/ITranche.sol/ITranche.json\") \n // const erc20Abi = getAbi(\"balancer-core-v2/lib/openzeppelin/ERC20.sol/ERC20.json\")\n const ytcAbi = getAbi(\"ytc/YieldTokenCompounding.sol/YieldTokenCompounding.json\")\n const erc20Abi = getAbi(\"balancer-core-v2/lib/openzeppelin/ERC20.sol/ERC20.json\")\n const trancheAbi = getAbi(\"ytc/interfaces/ITranche.sol/ITranche.json\")\n\n // Get data\n let data = JSON.parse(fs.readFileSync(\"./goerli-constants.json\"));\n const yieldTokenCompoundingAddress = data[\"yieldTokenCompoundingAddress\"];\n const userData = getUserInput(data);\n const baseTokenAddress = data[\"tokens\"][userData[\"baseTokenName\"]];\n // Get specific tranche\n \n const trancheDetails = data[\"tranches\"][userData[\"baseTokenName\"]][userData[\"trancheIndex\"]];\n const trancheAddress = trancheDetails[\"address\"];\n const balancerPoolId = trancheDetails[\"ptPool\"][\"poolId\"]; \n \n // Load contracts\n console.log(\"Laod Contracts\");\n const ytc = new ethers.Contract(yieldTokenCompoundingAddress, ytcAbi, signer, { gasLimit : 250000});\n console.log(\"get ytc\");\n const tranche = new ethers.Contract(trancheAddress, trancheAbi, signer);\n console.log(\"get tranche\");\n const yieldTokenAddress = await tranche.interestToken();\n console.log(\"get yldtokenaddr\", yieldTokenAddress);\n const yieldToken = new ethers.Contract(yieldTokenAddress, erc20Abi, signer, { gasLimit : 250000});\n console.log(\"get yieldtoken\");\n const yieldTokenDecimals = ethers.BigNumber.from(await yieldToken.decimals()).toNumber();\n console.log(\"get BigNumner\");\n const baseToken = new ethers.Contract(baseTokenAddress, erc20Abi, signer);\n console.log(\"get basetoken\");\n const baseTokenDecimals = ethers.BigNumber.from(await baseToken.decimals()).toNumber();\n console.log(\"get baseToklenDecimal\");\n\n /**\n * FORMULA: \n * Collateral Deposited = amount of base tokens deposited = `amountCollateralDeposited`\n * Balance = final amount of base tokens left\n * base tokens spent = Collateral Deposited - Balance\n * term = days left in term /365\n * yield exposure = number of YTs\n * gross gain = (speculated variable rate * term) * Yield exposure + Balance\n * Net gain = gross gain - collateral deposited - gas fee\n * = (speculated variable rate * term) * Yield exposure - base Tokens Spent - gas fee\n * Adjusted APR = (Net Gain / (Collateral Deposited - Balance))*100 \n * = (Net Gain / (base tokens spent))*100 \n */\n const trancheExpirationTimestamp = parseInt(trancheDetails[\"expiration\"]) * 1000\n const daysLeftInTerm = Math.floor((trancheExpirationTimestamp - new Date().getTime())/(1000*60*60*24));\n\n //On goerli, as of today (July), there is only 1 active tranche due to expire on August so YTC gives poor APY. For demo purposes, we mimicked a tranche which would expire 6 months from today. Hence term = 0.5\n const term = 0.5//daysLeftInTerm/365\n // console.log(\"Days left in term, term: \", daysLeftInTerm, term);\n \n let values = {};\n console.log(\"Going through Loop\")\n for (let i=1; i<2; i++) {\n // TODO: Gas fee estimation + tx fee + convert to base token amount\n // let gasFee = ethers.utils.formatEther(ethers.BigNumber.from(\n // await ytc.estimateGas.compound(i,trancheAddress, balancerPoolId, userData[\"amountCollateralDeposited\"], \"10\")).toNumber());\n let gasFee = await ytc.estimateGas.compound(i,trancheAddress, balancerPoolId, userData[\"amountCollateralDeposited\"], \"10\");\n \n // FIXME: Need to convert gasFee in baseToken amount!\n \n console.log(\"Gas Fee\", gasFee)\n let returnedVals = await ytc.callStatic.compound(i,trancheAddress, balancerPoolId, userData[\"amountCollateralDeposited\"], \"10\", { gasLimit : 2500000, gasPrice: 8000000000});\n\n console.log(\"retuned value\")\n [ytExposure, baseTokensSpent] = returnedVals.map(val => ethers.BigNumber.from(val).toNumber());\n ytExposure = ytExposure / (10**yieldTokenDecimals);\n baseTokensSpent = baseTokensSpent / (10**baseTokenDecimals);\n // console.log(\"yt exposure, base token spent: \", ytExposure, baseTokensSpent);\n // console.log(\"grossYtGain: \", userData[\"speculatedVariableRate\"] * term * ytExposure)\n let netGain = (userData[\"speculatedVariableRate\"] * term * ytExposure) - baseTokensSpent //- gasFee;\n let finalApy = (netGain / baseTokensSpent)*100\n\n console.log(\"values table setup\")\n // Add values to table.\n values[i] = {\n \"YT Exposure\": ytExposure, \n \"Net Gain\": `${netGain} ${userData[\"baseTokenName\"]}`,\n \"Final APR\": finalApy\n }\n }\n console.table(values);\n}", "async function main() {\n // Buidler always runs the compile task when running scripts through it.\n // If this runs in a standalone fashion you may want to call compile manually\n // to make sure everything is compiled\n // await bre.run('compile');\n\n // We get the contract to deploy\n const Greeter = await ethers.getContractFactory('Greeter')\n const greeter = await Greeter.deploy('Hello, Buidler!')\n\n await greeter.deployed()\n\n console.log('Greeter deployed to:', greeter.address)\n}", "function preprocess(){\n\t// add requirements etc. here\n\techo(\"require(psych)\\n\");\n}", "function hc(){}", "function loadDemos() {\n // const files = glob.sync(path.join(__dirname, 'main-process/**/*.js'))\n // files.forEach((file) => {\n // console.log('require file path:' + file)\n // require(file)\n // })\n\n require(path.join(__dirname, 'sugr/consolemanager.js'));\n require(path.join(__dirname, 'sugr/main.js'));\n require(path.join(__dirname, 'sugr/dialog.js'));\n}", "function main() {\n getAllDancers()\n getSingleDancer(1).then(renderDancer)\n likeUnlike()\n feedbackForm()\n}", "async function main() {\n if(bre.network.name.indexOf(\"sidechain\")>=0 || bre.network.name.indexOf(\"sokol\")>=0){\n const Liker = await deploy(\"Liker\")\n const NiftyRegistry = await deploy(\"NiftyRegistry\")\n const NiftyInk = await deploy(\"NiftyInk\")\n const NiftyToken = await deploy(\"NiftyToken\")\n const NiftyMediator = await deploy(\"NiftyMediator\")\n await NiftyRegistry.setInkAddress(NiftyInk.address)\n await NiftyRegistry.setTokenAddress(NiftyToken.address)\n await NiftyRegistry.setBridgeMediatorAddress(NiftyMediator.address)\n await NiftyInk.setNiftyRegistry(NiftyRegistry.address)\n await NiftyToken.setNiftyRegistry(NiftyRegistry.address)\n await NiftyMediator.setNiftyRegistry(NiftyRegistry.address)\n await Liker.addContract(NiftyInk.address)\n\n if(bre.network.name.indexOf(\"kovan\")>=0){\n await NiftyMediator.setBridgeContract(\"0xFe446bEF1DbF7AFE24E81e05BC8B271C1BA9a560\")\n await NiftyRegistry.setTrustedForwarder(\"0x77777e800704Fb61b0c10aa7b93985F835EC23fA\")\n await NiftyMediator.setRequestGasLimit(\"1500000\")\n }\n\n if(bre.network.name.indexOf(\"sidechain\")>=0) {\n let trustedForwarder\n try{\n await NiftyMediator.setBridgeContract(\"0x9539a46432a405f0CCc1a1fceaD5866bFf271B04\")\n await NiftyMediator.setRequestGasLimit(\"1500000\")\n\n let trustedForwarderObj = JSON.parse(fs.readFileSync(\"../react-app/src/gsn/Forwarder.json\"))\n console.log(\"⛽️ Setting GSN Trusted Forwarder on NiftyRegistry to \",trustedForwarderObj.address)\n await NiftyRegistry.setTrustedForwarder(trustedForwarderObj.address)\n console.log(\"⛽️ Setting GSN Trusted Forwarder on Liker to \",trustedForwarderObj.address)\n await Liker.setTrustedForwarder(trustedForwarderObj.address)\n }catch(e){\n console.log(e)\n }\n }\n }\n\n if(bre.network.name.indexOf(\"localhost\")>=0 || bre.network.name.indexOf(\"kovan\")>=0){\n const NiftyMain = await deploy(\"NiftyMain\")\n\n if(bre.network.name.indexOf(\"kovan\")>=0) {\n await NiftyMain.setBridgeContract(\"0xFe446bEF1DbF7AFE24E81e05BC8B271C1BA9a560\")\n await NiftyMain.setMediatorContractOnOtherSide(\"0x339d0e6f308a410F18888932Bdf661636A0F538f\")\n await NiftyMain.setRequestGasLimit(\"1500000\")\n }\n\n if(bre.network.name.indexOf(\"localhost\")>=0) {\n await NiftyMain.setBridgeContract(\"0x9539a46432a405f0CCc1a1fceaD5866bFf271B04\")\n await NiftyMain.setRequestGasLimit(\"1500000\")\n let MediatorAddress = fs.readFileSync(bre.config.paths.artifacts + \"/NiftyMediator.address\").toString()\n await NiftyMain.setMediatorContractOnOtherSide(MediatorAddress)\n }\n }\n}", "constructor(){\n\t\tthis.Prototypes = {};\n\t\tthis.ControllerManifest = require(__dirname + \"/manifest.js\");\n\t\tthis.RequestDataProcessor = require(__dirname + \"/RequestDataProcessor.js\");\n\t}", "function vinewx(t=\"untitled\",s=!1){return new class{constructor(t,s){this.name=t,this.debug=s,this.isQX=\"undefined\"!=typeof $task,this.isLoon=\"undefined\"!=typeof $loon,this.isSurge=\"undefined\"!=typeof $httpClient&&!this.isLoon,this.isNode=\"function\"==typeof require,this.isJSBox=this.isNode&&\"undefined\"!=typeof $jsbox,this.node=(()=>this.isNode?{request:\"undefined\"!=typeof $request?void 0:require(\"request\"),fs:require(\"fs\")}:null)(),this.cache=this.initCache(),this.log(`INITIAL CACHE:\\n${JSON.stringify(this.cache)}`),Promise.prototype.delay=function(t){return this.then(function(s){return((t,s)=>new Promise(function(e){setTimeout(e.bind(null,s),t)}))(t,s)})}}get(t){return this.isQX?(\"string\"==typeof t&&(t={url:t,method:\"GET\"}),$task.fetch(t)):new Promise((s,e)=>{this.isLoon||this.isSurge?$httpClient.get(t,(t,i,o)=>{t?e(t):s({status:i.status,headers:i.headers,body:o})}):this.node.request(t,(t,i,o)=>{t?e(t):s({...i,status:i.statusCode,body:o})})})}post(t){return this.isQX?(\"string\"==typeof t&&(t={url:t}),t.method=\"POST\",$task.fetch(t)):new Promise((s,e)=>{this.isLoon||this.isSurge?$httpClient.post(t,(t,i,o)=>{t?e(t):s({status:i.status,headers:i.headers,body:o})}):this.node.request.post(t,(t,i,o)=>{t?e(t):s({...i,status:i.statusCode,body:o})})})}initCache(){if(this.isQX)return JSON.parse($prefs.valueForKey(this.name)||\"{}\");if(this.isLoon||this.isSurge)return JSON.parse($persistentStore.read(this.name)||\"{}\");if(this.isNode){const t=`${this.name}.json`;return this.node.fs.existsSync(t)?JSON.parse(this.node.fs.readFileSync(`${this.name}.json`)):(this.node.fs.writeFileSync(t,JSON.stringify({}),{flag:\"wx\"},t=>console.log(t)),{})}}persistCache(){const t=JSON.stringify(this.cache);this.log(`FLUSHING DATA:\\n${t}`),this.isQX&&$prefs.setValueForKey(t,this.name),(this.isLoon||this.isSurge)&&$persistentStore.write(t,this.name),this.isNode&&this.node.fs.writeFileSync(`${this.name}.json`,t,{flag:\"w\"},t=>console.log(t))}write(t,s){this.log(`SET ${s} = ${JSON.stringify(t)}`),this.cache[s]=t,this.persistCache()}read(t){return this.log(`READ ${t} ==> ${JSON.stringify(this.cache[t])}`),this.cache[t]}delete(t){this.log(`DELETE ${t}`),delete this.cache[t],this.persistCache()}notify(t,s,e,i){const o=\"string\"==typeof i?i:void 0,n=e+(null==o?\"\":`\\n${o}`);this.isQX&&(void 0!==o?$notify(t,s,e,{\"open-url\":o}):$notify(t,s,e,i)),this.isSurge&&$notification.post(t,s,n),this.isLoon&&$notification.post(t,s,e),this.isNode&&(this.isJSBox?require(\"push\").schedule({title:t,body:s?s+\"\\n\"+e:e}):console.log(`${t}\\n${s}\\n${n}\\n\\n`))}log(t){this.debug&&console.log(t)}info(t){console.log(t)}error(t){console.log(\"ERROR: \"+t)}wait(t){return new Promise(s=>setTimeout(s,t))}done(t={}){this.isQX||this.isLoon||this.isSurge?$done(t):this.isNode&&!this.isJSBox&&\"undefined\"!=typeof $context&&($context.headers=t.headers,$context.statusCode=t.statusCode,$context.body=t.body)}}(t,s)}", "async function main() {\n await client.connect(cfgParams.get('uri'), cfgParams.get('bunny-x'));\n\n logger.info(`[Main] processing command \"${command}\"`);\n let args;\n\n switch (command) {\n case 'init': {\n await client.createAdminXQ();\n break;\n }\n\n case 'list': {\n const info = await client.readAdminMessage(true);\n logger.info(`[Main] Run-time information about RabbitMQ setup:\n* schemas: ${JSON.stringify(info.schemas, null, 2)}\n* rules: ${JSON.stringify(info.rules, null, 2)}`);\n break;\n }\n\n case 'add': {\n cfgParams.ensure(['schema', 'prefix']);\n const updateRule = cfgParams.get('update-rule');\n if (updateRule) {\n cfgParams.ensure(['prefix', 'destination', 'source', 'key']);\n schema.validateRoutingKey(cfgParams.get('key'));\n args = schema.validateArgs(cfgParams.get('args'));\n }\n const validSchema = await schema.load(cfgParams.get('schema'));\n await client.addSchema(validSchema, cfgParams.get('prefix'));\n if (updateRule) {\n await client.removeRule(cfgParams.get('key'), true);\n await client.addRule(cfgParams.get('prefix'), cfgParams.get('destination'), cfgParams.get('source'), cfgParams.get('key'), args);\n }\n break;\n }\n\n case 'remove': {\n cfgParams.ensure('prefix');\n await client.removeSchema(cfgParams.get('prefix'));\n break;\n }\n\n case 'add-rule': {\n cfgParams.ensure(['prefix', 'destination', 'source', 'key']);\n schema.validateRoutingKey(cfgParams.get('key'));\n args = schema.validateArgs(cfgParams.get('args'));\n await client.addRule(cfgParams.get('prefix'), cfgParams.get('destination'), cfgParams.get('source'), cfgParams.get('key'), args);\n break;\n }\n\n case 'remove-rule': {\n cfgParams.ensure('key');\n schema.validateRoutingKey(cfgParams.get('key'));\n await client.removeRule(cfgParams.get('key'));\n break;\n }\n\n case 'update-rule': {\n cfgParams.ensure(['prefix', 'destination', 'source', 'key']);\n schema.validateRoutingKey(cfgParams.get('key'));\n await client.removeRule(cfgParams.get('key'), true);\n args = schema.validateArgs(cfgParams.get('args'));\n await client.addRule(cfgParams.get('prefix'), cfgParams.get('destination'), cfgParams.get('source'), cfgParams.get('key'), args);\n break;\n }\n\n default:\n terminate(`[Main] unsupported command \"${command}\"!`);\n }\n }", "function init() {\n\ninquirer\n.prompt(questions)\n.then(function(response) {\n console.log(response)\n const queryUrl = `https://api.github.com/users/${response.username}`;\n \naxios\n.get(queryUrl)\n.then(function(res) {\n\n const readmeTemplate = `\n# ${response.rmTitle}\n\n## Licensed Under\n${response.rmLic}\n\n## Table Contents\n${response.cont}\n\n## Installation Instruction\n\\`\\`\\`\n${response.inst}\n\\`\\`\\`\n\n## Description\n\\`\\`\\`\n${response.rmDesc}\n\\`\\`\\`\n\n## Questions\n${response.qs}\n\n## Contributor\n${response.con}\n\n `\n writeToFile(response.rmTitle, readmeTemplate, err=> console.log(err|| \"Success!\")); \n console.log(res.data);\n\n });\n});\n\n}", "function setup() {\n // the SSB_MANIFEST variable is created by /manifest.js, which is loaded before the javascript bundle.\n var ssb = muxrpc(SSB_MANIFEST, false, function (stream) { return Serializer(stream, JSON, {split: '\\n\\n'}) })()\n var localhost = channel.connect(ssb, 'localhost')\n\n // master state object\n window.phoenix = {\n // sbot rpc connection\n ssb: ssb,\n\n // api\n refreshPage: refreshPage,\n setPage: setPage, // :TODO: make internal\n\n // component registry\n add: add,\n get: get,\n getAll: getAll,\n registry: {},\n\n // page params parsed from the url\n page: {\n id: 'feed',\n param: null,\n qs: {}\n },\n\n // ui data\n ui: {\n emojis: [],\n suggestOptions: { ':': [], '@': [] },\n actionItems: null\n // ui helper methods added by `addUi`\n },\n\n // userdata, fetched every refresh\n user: {\n id: null,\n profile: null\n },\n users: {\n names: null,\n nameTrustRanks: null,\n profiles: null,\n link: function (id) { return h('span', com.user(phoenix, id)) }\n },\n\n // for plugins\n h: require('hyperscript'),\n pull: require('pull-stream')\n }\n addUI(phoenix) // add ui methods\n\n // events\n window.addEventListener('hashchange', phoenix.refreshPage)\n window.addEventListener('resize', resizeControls)\n document.body.addEventListener('click', onClick)\n\n // periodically poll and rerender the current connections\n setInterval(pollPeers, 5000)\n\n // emojis\n for (var emoji in emojis) {\n phoenix.ui.emojis.push(emoji)\n phoenix.ui.suggestOptions[':'].push({\n image: '/img/emoji/' + emoji + '.png',\n title: emoji,\n subtitle: emoji,\n value: emoji + ':'\n })\n }\n\n // rpc connection\n localhost.on('connect', function() {\n // authenticate the connection\n auth.getToken(window.location.host, function(err, token) {\n if (err) return localhost.close(), console.error('Token fetch failed', err)\n ssb.auth(token, function(err) {\n phoenix.ui.setStatus(false)\n setupRpcConnection()\n phoenix.refreshPage()\n })\n })\n })\n localhost.on('error', function(err) {\n // inform user and attempt a reconnect\n console.log('Connection Error', err)\n phoenix.ui.setStatus('danger', 'Lost connection to the host program. Please restart the host program. Trying again in 10 seconds.')\n localhost.reconnect()\n })\n localhost.on('reconnecting', function(err) {\n console.log('Attempting Reconnect')\n phoenix.ui.setStatus('danger', 'Lost connection to the host program. Reconnecting...')\n })\n}", "function main() {\n verb(\"BetaBoards!\")\n\n var s = style()\n\n if (isTopic()) {\n iid = getPage()\n cid = iid\n\n initEvents()\n remNextButton()\n postNums()\n floatQR()\n hideUserlists()\n\n quotePyramid(s)\n\n ignore()\n\n beepAudio()\n\n addIgnoredIds(document.querySelectorAll(\".ignored\"))\n\n var f = function(){\n pageUpdate()\n\n loop = setTimeout(f, time)\n }\n\n var bp = readify('beta-init-load', 2)\n , lp = isLastPage([0, 2, 5, 10, NaN][bp])\n\n verb(\"bp \" + bp + \", lp: \" + lp)\n\n if (lp || bp === 4) loop = setTimeout(f, time)\n\n } else if (isPage(\"post\")) {\n addPostEvent()\n\n } else if (isPage(\"msg\")) {\n try {\n addPostEvent()\n } catch(e) {\n addQuickMsgEvent()\n }\n\n } else if (isForum()) {\n hideUserlists()\n\n var f = function(){\n forumUpdate()\n\n loop = setTimeout(f, time)\n }\n\n loop = setTimeout(f, time)\n\n } else if (isHome()) {\n optionsUI()\n ignoreUI()\n\n // Hint events\n addHintEvents()\n\n }\n}", "get _nexeres () {\n return require('nexeres')\n }", "function Xian() {\n\n //base\n this.Class = require(\"./src/base/class\");\n this.Enum = require(\"./src/base/enum\");\n this.EventEmitter = require(\"./src/base/event_emitter\");\n this.util = require(\"./src/base/util\");\n this.Config = require(\"./src/base/config\");\n this.Enums = require(\"./src/base/enums\");\n\n //context\n this.MainContext = require(\"./src/context/main_context\");\n //context/screen\n //this.ResolutionPolicy = require(\"./src/context/screen/ResolutionPolicy\");\n //this.ContainerStrategy = require(\"./src/context/screen/container_strategy\");\n //this.ContentStrategy = require(\"./src/context/screen/content_strategy\");\n //this.AudioCtx = require(\"./context/audio_ctx\");\n //this.Device = require(\"./context/device\");\n //this.Dom = require(\"./context/dom\");\n //this.requestAnimationFrame = require(\"./context/request_animation_frame\");\n //this.io = require(\"./context/socket.io.js\");\n //this.Time = require(\"./context/time\");\n //this.Log = require(\"./src/context/log\");\n //this.Handler = require(\"./context/input/handler\");\n //this.Input = require(\"./context/input\");\n //this.Canvas = require(\"./context/canvas\");\n //context/assets\n this.Asset = require(\"./src/context/assets/asset\");\n this.AssetLoader = require(\"./src/context/assets/asset_loader\");\n this.AssetLoaderLib = require(\"./src/context/assets/asset_loader_lib\");\n this.AudioClip = require(\"./src/context/assets/audio_clip\");\n this.Texture = require(\"./src/context/assets/texture\");\n this.RenderTexture = require(\"./src/context/assets/render_texture\");\n this.JsonData = require(\"./src/context/assets/json_data\");\n this.Prefab = require(\"./src/context/assets/prefab\");\n this.Module = require(\"./src/context/assets/module\");\n this.BitmapFont = require(\"./src/context/assets/bitmap_font\");\n //context/render\n //this.RendererLib = require(\"./src/context/graphics/renderer_lib\");\n\n //components\n this.AudioSource = require(\"./src/components/audio_source\");\n this.Camera = require(\"./src/components/camera\");\n this.Component = require(\"./src/core/component\");\n //this.Sprite = require(\"./src/components/sprite\");\n this.Transform = require(\"./src/components/transform\");\n this.Behaviour = require(\"./src/components/behaviour\");\n\n //behaviours\n this.AssetAgent = require(\"./src/components/asset_agent\");\n\n //core\n this.Game = require(\"./src/core/game\");\n this.GameObject = require(\"./src/core/game_object\");\n this.Scene = require(\"./src/core/scene\");\n this.System = require(\"./src/core/system\");\n\n //systems\n this.ComponentSystem = require(\"./src/systems/component_system\");\n this.TransformSystem = require(\"./src/systems/transform_system\");\n this.BehaviourSystem = require(\"./src/systems/behaviour_system\");\n //this.AssetSystem = require(\"./src/systems/asset_system\");\n\n //math\n this.AABB2 = require(\"./src/math/aabb2\");\n this.AABB3 = require(\"./src/math/aabb3\");\n this.Color = require(\"./src/math/color\");\n this.Mat2 = require(\"./src/math/mat2\");\n this.Mat3 = require(\"./src/math/mat3\");\n this.Mat32 = require(\"./src/math/mat32\");\n this.Mat4 = require(\"./src/math/mat4\");\n this.Mathf = require(\"./src/math/mathf\");\n this.Quat = require(\"./src/math/quat\");\n this.Rect = require(\"./src/math/rect\");\n this.RectOffset = require(\"./src/math/rect_offset\");\n this.Vec2 = require(\"./src/math/vec2\");\n this.Vec3 = require(\"./src/math/vec3\");\n this.Vec4 = require(\"./src/math/vec4\");\n\n //xian2d/base\n this.Enums2D = require(\"./src/xian2d/base/enums_2d\");\n //xian2d/contexts\n //this.XianShader = require(\"./src/xian2d/context/renderer/shaders/xian_shader\");\n this.FilterLib = require(\"./src/xian2d/context/graphics/g2d/webgl/filters/FilterLib\");\n //register renderer lib\n //var CanvasRenderer2D = require(\"./src/xian2d/context/renderer/canvas_renderer_2d\");\n //var WebGLRenderer2D = require(\"./src/xian2d/context/renderer/webgl_renderer_2d\");\n var CanvasRenderContext2D = require(\"./src/xian2d/context/graphics/g2d/canvas/canvas_render_context_2d\");\n var WebGLRenderContext2D = require(\"./src/xian2d/context/graphics/g2d/webgl/webgl_render_context_2d\");\n this.MainContext.GraphicsContext.setRenderContext(\"2d\", CanvasRenderContext2D, WebGLRenderContext2D);\n this.Sprite2DData = require(\"./src/xian2d/context/graphics/g2d/sprite_2d_data\");\n this.GraphicsData = require(\"./src/xian2d/context/graphics/g2d/graphics_data\");\n this.GraphicsShapeData = require(\"./src/xian2d/context/graphics/g2d/graphics_shape_data\");\n\n //xian2d/context/assets\n this.TextureClipData = require(\"./src/xian2d/context/assets/texture_clip_data\");\n this.SpriteSheet = require(\"./src/xian2d/context/assets/sprite_sheet\");\n var SpriteSheetLoader = require(\"./src/xian2d/context/assets/sprite_sheet_loader\");\n this.AssetLoaderLib.registerLoader(\"json\", \"SpriteSheet\", SpriteSheetLoader);\n\n this.Skeleton2DData = require(\"./src/xian2d/context/assets/skeleton_2d_data\");\n var Skeleton2DDataLoader = require(\"./src/xian2d/context/assets/skeleton_2d_data_loader\");\n this.AssetLoaderLib.registerLoader(\"json\", \"Skeleton2DData\", Skeleton2DDataLoader);\n\n this.Phys2D = require(\"./src/xian2d/context/phys2d/phys2d\");\n\n //xian2d/components\n this.Transform2D = require(\"./src/xian2d/components/transform_2d\");\n this.Camera2D = require(\"./src/xian2d/components/camera_2d\");\n //this.Renderer2D = require(\"./src/xian2d/context/renderer/canvas_renderer_2d\");\n this.Renderer2D = require(\"./src/xian2d/components/renderer_2d\");\n this.Renderable2D = require(\"./src/xian2d/components/renderable_2d\");\n this.Sprite2D = require(\"./src/xian2d/components/sprite_2d\");\n this.TilingSprite2D = require(\"./src/xian2d/components/tiling_sprite_2d\");\n this.Graphics = require(\"./src/xian2d/components/graphics\");\n this.Text2D = require(\"./src/xian2d/components/text_2d\");\n this.RigidBody2D = require(\"./src/xian2d/components/rigid_body_2d\");\n this.SkeletonAnimation2D = require(\"./src/xian2d/components/skeleton_animation_2d\");\n\n //xian2d systems\n this.Render2DSystem = require(\"./src/xian2d/systems/render_2d_system\");\n this.Transform2DSystem = require(\"./src/xian2d/systems/transform_2d_system\");\n this.Phys2DSystem = require(\"./src/xian2d/systems/phys_2d_system\");\n\n}", "function init() {\n express = require('express')\n router = express.Router()\n bodyParser = require('body-parser');\n\n actions = require('./actions');\n representation = require('./representation');\n transitions = require('./transitions');\n utils = require('./lib/utils');\n\n // set up request body parsing & response templates\n router.use(bodyParser.json({type:representation.getResponseTypes()}));\n router.use(bodyParser.urlencoded({extended:representation.urlencoded}));\n\n // load response templates and input forms\n templates = representation.getTemplates();\n forms = transitions.forms;\n}", "function Burnisher () {}", "function thema() {\n console.log(\"Generating manager/themes.py\");\n\n const json = fs.readFileSync(\n path.join(\n require.resolve(\"@stencila/thema\"),\n \"..\",\n \"..\",\n \"..\",\n \"package.json\"\n ),\n \"utf8\"\n );\n const version = JSON.parse(json).version;\n\n const themes = require(\"@stencila/thema\").themes;\n\n fs.writeFileSync(\n path.join(__dirname, \"manager\", \"themes.py\"),\n `# Generated by ${path.basename(\n __filename\n )}. Commit this file, but do not edit it.\n\nfrom manager.helpers import EnumChoice\n\n# The version of Thema to use\nversion = \"${version}\"\n\n\nclass Themes(EnumChoice):\n \"\"\"The list of Thema themes.\"\"\"\n\n${Object.keys(themes)\n .map(theme => ` ${theme} = \"${theme}\"`)\n .join(\"\\n\")}\n`\n );\n}", "function saphireThemes(){\n\tthis.use = function(app, theme){\n\t\tsaphireData[\"publicPath\"][\"new\"] = __dirname+\"/system\"\n\t\tthis.initTheme = theme;\n\t\tthis.app = app;\n\t\tthis.path = saphireApi.useData(\"temp\",saphireData.publicPath);\n\t\treturn this.deployTheme() //run the next function\n\t},\n\n\tthis.deployTheme = function(){\n\n\t\tvar setTheme = this.initTheme;\n\n\t\tvar deployTheme = require(\"./actions/deploy-theme.js\")\n\t\tthis.theme = deployTheme(this.path, this.initTheme, entryPoint)\n\t\t//initialize\n\t\treturn this.init()\n\t},\n\n\tthis.init = function(){\n\t\t//important stuff\n\n\t\tvar app = this.app,\n\t\t\t\tcurrentTheme = saphireApi.useData(\"temp\",saphireData.publicPath)+\"themes/\"+this.initTheme.toLowerCase()\n\n\t\t\t//set new views dir to system templates\n\t\t\tapp.set(\"views\",__dirname+\"/system\");\nconsole.log(__dirname+\"/system/libraries\")\n\t\t\tapp.use(\"/lib\", express.static(__dirname+\"/system/libraries/\"))\n\n\t\tvar indexTheme = require(\"./actions/theme-index.js\");\n\t\t//all files in active theme\n\t\tvar files = indexTheme(currentTheme)\n\n\n\t\t//get a list of system templates\n\t\tvar systemTemplates = require(\"./actions/templates-system.js\")\n\t\tvar systemPathDetail = systemTemplates();\n\n\t\t//get a list of theme templates\n\t\tvar themeTemplates = require(\"./actions/templates-theme.js\")\n\t\tvar pathDetail = themeTemplates(files)\n\n\t\t//splice the rendered system list with theme templates instead\n\t\tvar overideTemplates = require(\"./actions/templates-overide.js\")\n\t\tvar overideTemplates = overideTemplates(pathDetail, systemPathDetail)\n\n\n\t\t//make the returned markup ready to compile\n\t\tvar markup = overideTemplates,\n\t\t\t\thead = markup.head,\n\t\t\t\tbody = markup.body\n\t\t//make the compile funtion\n\t\treturn markup;\n\t}\n\n\tthis.systemPath = function(){\n\t\treturn __dirname+\"/system/\";\n\t}\n\n\tthis.compile = function(markup, obj){\n\t\tvar head = obj[\"head\"];\n\t\tvar body = obj[\"body\"];\n\t\treturn \"<html lang='FROM DB'>\"+markup.head(obj.head)+markup.body(obj.body)+\"</html>\"\n\t}\n}", "function bEinject() {\n\ttry {\n\t\tif (module && module.exports) {\n\t\t\tmodule.exports = {\n\t\t\t\tAttribute,\n\t\t\t\tElement,\n\t\t\t\tbuiltins: {\n\t\t\t\t\tdoRandom,\n\t\t\t\t\tdoClock\n\t\t\t\t}\n\t\t\t};\n\t\t}\n\t} catch (err) {}\n}", "function main() {\r\n startMicroservice()\r\n registerWithCommMgr()\r\n loadCrediential()\r\n}", "function API(e=\"untitled\",s=!1){return new class{constructor(e,s){this.name=e,this.debug=s,this.isRequest=\"undefined\"!=typeof $request,this.isQX=\"undefined\"!=typeof $task,this.isLoon=\"undefined\"!=typeof $loon,this.isSurge=\"undefined\"!=typeof $httpClient&&!this.isLoon,this.isNode=\"function\"==typeof require,this.isJSBox=this.isNode&&\"undefined\"!=typeof $jsbox,this.node=(()=>{if(this.isNode){const e=\"undefined\"!=typeof $request?void 0:require(\"request\"),s=require(\"fs\");return{request:e,fs:s}}return null})(),this.initCache();const t=(e,s)=>new Promise(function(t){setTimeout(t.bind(null,s),e)});Promise.prototype.delay=function(e){return this.then(function(s){return t(e,s)})}}get(e){return this.isQX?(\"string\"==typeof e&&(e={url:e,method:\"GET\"}),$task.fetch(e)):new Promise((s,t)=>{this.isLoon||this.isSurge?$httpClient.get(e,(e,i,o)=>{e?t(e):s({statusCode:i.status,headers:i.headers,body:o})}):this.node.request(e,(e,i,o)=>{e?t(e):s({...i,statusCode:i.statusCode,body:o})})})}post(e){return e.body&&e.headers&&!e.headers[\"Content-Type\"]&&(e.headers[\"Content-Type\"]=\"application/x-www-form-urlencoded\"),this.isQX?(\"string\"==typeof e&&(e={url:e}),e.method=\"POST\",$task.fetch(e)):new Promise((s,t)=>{this.isLoon||this.isSurge?$httpClient.post(e,(e,i,o)=>{e?t(e):s({statusCode:i.status,headers:i.headers,body:o})}):this.node.request.post(e,(e,i,o)=>{e?t(e):s({...i,statusCode:i.statusCode,body:o})})})}initCache(){if(this.isQX&&(this.cache=JSON.parse($prefs.valueForKey(this.name)||\"{}\")),(this.isLoon||this.isSurge)&&(this.cache=JSON.parse($persistentStore.read(this.name)||\"{}\")),this.isNode){let e=\"root.json\";this.node.fs.existsSync(e)||this.node.fs.writeFileSync(e,JSON.stringify({}),{flag:\"wx\"},e=>console.log(e)),this.root={},e=`${this.name}.json`,this.node.fs.existsSync(e)?this.cache=JSON.parse(this.node.fs.readFileSync(`${this.name}.json`)):(this.node.fs.writeFileSync(e,JSON.stringify({}),{flag:\"wx\"},e=>console.log(e)),this.cache={})}}persistCache(){const e=JSON.stringify(this.cache);this.isQX&&$prefs.setValueForKey(e,this.name),(this.isLoon||this.isSurge)&&$persistentStore.write(e,this.name),this.isNode&&(this.node.fs.writeFileSync(`${this.name}.json`,e,{flag:\"w\"},e=>console.log(e)),this.node.fs.writeFileSync(\"root.json\",JSON.stringify(this.root),{flag:\"w\"},e=>console.log(e)))}write(e,s){this.log(`SET ${s}`),-1!==s.indexOf(\"#\")?(s=s.substr(1),(this.isSurge||this.isLoon)&&$persistentStore.write(e,s),this.isQX&&$prefs.setValueForKey(e,s),this.isNode&&(this.root[s]=e)):this.cache[s]=e,this.persistCache()}read(e){return this.log(`READ ${e}`),-1===e.indexOf(\"#\")?this.cache[e]:(e=e.substr(1),this.isSurge||this.isLoon?$persistentStore.read(e):this.isQX?$prefs.valueForKey(e):this.isNode?this.root[e]:void 0)}delete(e){this.log(`DELETE ${e}`),-1!==e.indexOf(\"#\")?(e=e.substr(1),(this.isSurge||this.isLoon)&&$persistentStore.write(null,e),this.isQX&&$prefs.removeValueForKey(e),this.isNode&&delete this.root[e]):delete this.cache[e],this.persistCache()}notify(s=e,t=\"\",i=\"\",o,n){if(this.isSurge){let e=i+(null==n?\"\":`\\n\\n多媒体链接:${n}`),r={};o&&(r.url=o),\"{}\"==JSON.stringify(r)?$notification.post(s,t,e):$notification.post(s,t,e,r)}if(this.isQX){let e={};o&&(e[\"open-url\"]=o),n&&(e[\"media-url\"]=n),\"{}\"==JSON.stringify(e)?$notify(s,t,i):$notify(s,t,i,e)}if(this.isLoon){let e={};o&&(e.openUrl=o),n&&(e.mediaUrl=n),\"{}\"==JSON.stringify(e)?$notification.post(s,t,i):$notification.post(s,t,i,e)}if(this.isNode){let e=i+(null==o?\"\":`\\n\\n跳转链接:${o}`)+(null==n?\"\":`\\n\\n多媒体链接:${n}`);if(this.isJSBox){const i=require(\"push\");i.schedule({title:s,body:t?t+\"\\n\"+e:e})}else console.log(`${s}\\n${t}\\n${e}\\n\\n`)}}log(e){this.debug&&console.log(e)}info(e){console.log(e)}error(e){console.log(\"ERROR: \"+e)}wait(e){return new Promise(s=>setTimeout(s,e))}done(e={}){this.isQX||this.isLoon||this.isSurge?this.isRequest?$done(e):$done():this.isNode&&!this.isJSBox&&\"undefined\"!=typeof $context&&($context.headers=e.headers,$context.statusCode=e.statusCode,$context.body=e.body)}}(e,s)}", "constructor()\n {\n this.express = require('express');\n this.http = require('http');\n this.url = require('url');\n this.fs = require('fs');\n this.app = this.express();\n this.server = this.http.createServer(this.app);\n this.bp = require('body-parser');\n\n this.crypto = require('crypto')\n this.algorithm = ('aes-256-ctr');\n this.password = (Config.Crypto.Password);\n }", "static get requires() {\r\n return {\r\n 'LW.Window': 'lw.window.js',\r\n 'LW.Calendar': 'lw.calendar.js',\r\n // 'LW.Menu': 'lw.menu.js',\r\n // 'LW.Tooltip': 'lw.tooltip.js'\r\n }\r\n }", "loadReactions() {\n return Object(tslib__WEBPACK_IMPORTED_MODULE_0__[\"__awaiter\"])(this, void 0, void 0, function* () {\n });\n }", "installBchApi () {\n shell.cd(`${__dirname.toString()}/../uut`)\n shell.exec('git clone https://github.com/Permissionless-Software-Foundation/bch-api')\n shell.cd('bch-api')\n shell.exec(`npm install > ${__dirname.toString()}/../html/logs/bch-api/install.txt`)\n }", "function API(s=\"untitled\",t=!1){return new class{constructor(s,t){this.name=s,this.debug=t,this.isRequest=\"undefined\"!=typeof $request,this.isQX=\"undefined\"!=typeof $task,this.isLoon=\"undefined\"!=typeof $loon,this.isSurge=\"undefined\"!=typeof $httpClient&&!this.isLoon,this.isNode=\"function\"==typeof require,this.isJSBox=this.isNode&&\"undefined\"!=typeof $jsbox,this.node=(()=>{if(this.isNode){const s=\"undefined\"!=typeof $request?void 0:require(\"request\"),t=require(\"fs\");return{request:s,fs:t}}return null})(),this.initCache();const e=(s,t)=>new Promise(function(e){setTimeout(e.bind(null,t),s)});Promise.prototype.delay=function(s){return this.then(function(t){return e(s,t)})}}get(s){return this.isQX?(\"string\"==typeof s&&(s={url:s,method:\"GET\"}),$task.fetch(s)):new Promise((t,e)=>{this.isLoon||this.isSurge?$httpClient.get(s,(s,i,o)=>{s?e(s):t({statusCode:i.status,headers:i.headers,body:o})}):this.node.request(s,(s,i,o)=>{s?e(s):t({...i,statusCode:i.statusCode,body:o})})})}post(s){return this.isQX?(\"string\"==typeof s&&(s={url:s}),s.method=\"POST\",$task.fetch(s)):new Promise((t,e)=>{this.isLoon||this.isSurge?$httpClient.post(s,(s,i,o)=>{s?e(s):t({statusCode:i.status,headers:i.headers,body:o})}):this.node.request.post(s,(s,i,o)=>{s?e(s):t({...i,statusCode:i.statusCode,body:o})})})}initCache(){if(this.isQX&&(this.cache=JSON.parse($prefs.valueForKey(this.name)||\"{}\")),(this.isLoon||this.isSurge)&&(this.cache=JSON.parse($persistentStore.read(this.name)||\"{}\")),this.isNode){let s=\"root.json\";this.node.fs.existsSync(s)||this.node.fs.writeFileSync(s,JSON.stringify({}),{flag:\"wx\"},s=>console.log(s)),this.root={},s=`${this.name}.json`,this.node.fs.existsSync(s)?this.cache=JSON.parse(this.node.fs.readFileSync(`${this.name}.json`)):(this.node.fs.writeFileSync(s,JSON.stringify({}),{flag:\"wx\"},s=>console.log(s)),this.cache={})}}persistCache(){const s=JSON.stringify(this.cache);this.isQX&&$prefs.setValueForKey(s,this.name),(this.isLoon||this.isSurge)&&$persistentStore.write(s,this.name),this.isNode&&(this.node.fs.writeFileSync(`${this.name}.json`,s,{flag:\"w\"},s=>console.log(s)),this.node.fs.writeFileSync(\"root.json\",JSON.stringify(this.root),{flag:\"w\"},s=>console.log(s)))}write(s,t){this.log(`SET ${t}`),-1!==t.indexOf(\"#\")?(t=t.substr(1),this.isSurge||this.isLoon&&$persistentStore.write(s,t),this.isQX&&$prefs.setValueForKey(s,t),this.isNode&&(this.root[t]=s)):this.cache[t]=s,this.persistCache()}read(s){return this.log(`READ ${s}`),-1===s.indexOf(\"#\")?this.cache[s]:(s=s.substr(1),this.isSurge||this.isLoon?$persistentStore.read(s):this.isQX?$prefs.valueForKey(s):this.isNode?this.root[s]:void 0)}delete(s){this.log(`DELETE ${s}`),-1!==s.indexOf(\"#\")?(s=s.substr(1),this.isSurge||this.isLoon&&$persistentStore.write(null,s),this.isQX&&$prefs.removeValueForKey(s),this.isNode&&delete this.root[s]):delete this.cache[s],this.persistCache()}notify(t=s,e=\"\",i=\"\",o,n){if(this.isSurge){let s=i+(null==n?\"\":`\\n\\n多媒体链接:${n}`),r={};o&&(r.url=o),\"{}\"==JSON.stringify(r)?$notification.post(t,e,s):$notification.post(t,e,s,r)}if(this.isQX){let s={};o&&(s[\"open-url\"]=o),n&&(s[\"media-url\"]=n),\"{}\"==JSON.stringify(s)?$notify(t,e,i):$notify(t,e,i,s)}if(this.isLoon){let s={};o&&(s.openUrl=o),n&&(s.mediaUrl=n),\"{}\"==JSON.stringify(s)?$notification.post(t,e,i):$notification.post(t,e,i,s)}if(this.isNode){let s=i+(null==o?\"\":`\\n\\n跳转链接:${o}`)+(null==n?\"\":`\\n\\n多媒体链接:${n}`);if(this.isJSBox){const i=require(\"push\");i.schedule({title:t,body:e?e+\"\\n\"+s:s})}else console.log(`${t}\\n${e}\\n${s}\\n\\n`)}}log(s){this.debug&&console.log(s)}info(s){console.log(s)}error(s){console.log(\"ERROR: \"+s)}wait(s){return new Promise(t=>setTimeout(t,s))}done(s={}){this.isQX||this.isLoon||this.isSurge?this.isRequest?$done(s):$done():this.isNode&&!this.isJSBox&&\"undefined\"!=typeof $context&&($context.headers=s.headers,$context.statusCode=s.statusCode,$context.body=s.body)}}(s,t)}", "function app() {\n\n // load some scripts (uses promises :D)\n //loader.load(\n {\n url: \"./bower_components/jquery/dist/jquery.min.js\"\n }; {\n url: \"./bower_components/lodash/dist/lodash.min.js\"\n }; {\n url: \"./bower_components/pathjs/path.min.js\"\n };then(function() {\n _.templateSettings.interpolate = /{([\\s\\S]+?)}/g;\n\n var options = {\n api_key: \"ab2ph0vvjrfql5ppli3pucmw\"\n }\n // start app?\n var client = new EtsyClient(options);\n\n\n })\n\n}", "async function main () {\n\n // Set up our RPC provider connections.\n const l1RpcProvider = new ethers.providers.JsonRpcProvider('https://eth-kovan.alchemyapi.io/v2/DjNrM2B5hxtPWLVfZu8ExupvxSoTigC6')\n const l2RpcProvider = new ethers.providers.JsonRpcProvider('https://kovan.optimism.io')\n\n // Set up our wallets (using a default private key with 10k ETH allocated to it).\n // Need two wallets objects, one for interacting with L1 and one for interacting with L2.\n // Both will use the same private key.\n const key = new ethers.Wallet.createRandom().privateKey\n const l1Wallet = new ethers.Wallet(key, l1RpcProvider)\n const l2Wallet = new ethers.Wallet(key, l2RpcProvider)\n\n // L1 messenger address depends on the deployment, this is default for our local deployment.\n const l1MessengerAddress = '0x48062eD9b6488EC41c4CfbF2f568D7773819d8C9'\n // L2 messenger address is always the same.\n const l2MessengerAddress = '0x4200000000000000000000000000000000000007'\n\n // Tool that helps watches and waits for messages to be relayed between L1 and L2.\n const watcher = new Watcher({\n l1: {\n provider: l1RpcProvider,\n messengerAddress: l1MessengerAddress\n },\n l2: {\n provider: l2RpcProvider,\n messengerAddress: l2MessengerAddress\n }\n })\n\n // Deploy an ERC20 token on L1.\n console.log('Deploying L1 ERC20...')\n const L1_ERC20 = await factory__L1_ERC20.connect(l1Wallet).deploy(\n 1234, //initialSupply\n 'L1 ERC20', //name\n { gasPrice: 0 }\n )\n await L1_ERC20.deployTransaction.wait()\n\n // Deploy the paired ERC20 token to L2.\n console.log('Deploying L2 ERC20...')\n const L2_ERC20 = await factory__L2_ERC20.connect(l2Wallet).deploy(\n l2MessengerAddress,\n 'L2 ERC20', //name\n { gasPrice: 0 }\n )\n await L2_ERC20.deployTransaction.wait()\n\n // Create a gateway that connects the two contracts.\n console.log('Deploying L1 ERC20 Gateway...')\n const L1_ERC20Gateway = await factory__L1_ERC20Gateway.connect(l1Wallet).deploy(\n L1_ERC20.address,\n L2_ERC20.address,\n l1MessengerAddress,\n { gasPrice: 0 }\n )\n await L1_ERC20Gateway.deployTransaction.wait()\n\n // Make the L2 ERC20 aware of the gateway contract.\n console.log('Initializing L2 ERC20...')\n const tx0 = await L2_ERC20.init(\n L1_ERC20Gateway.address,\n { gasPrice: 0 }\n )\n await tx0.wait()\n\n console.log(\"All contracts deployed!\")\n console.log(\"L1 ERC20 Address: \" + L1_ERC20.address)\n console.log(\"L2 ERC20 Address: \" + L2_ERC20.address)\n console.log(\"L1 ERC20 Gateway Address: \" + L1_ERC20Gateway.address)\n\n\n}", "function assignLibs(g) {\n g.assert = require('assert');\n g.bluebird = require('bluebird');\n g.bunyan = require('bunyan');\n g.crypto = require('crypto');\n g.fs = require('fs');\n g.http = require('http');\n g.lodash = require('lodash');\n g.os = require('os');\n g.redisLib = require('redis');\n}", "function main() {\n startMicroservice()\n registerWithCommMgr()\n loadCrediential()\n}", "function Module(){}", "function Module(){}", "init () {\n // Load application configuration\n this.config = require('./config').init(this)\n\n // Axios Http client\n this.http = require('./http').init(this)\n\n // TigoPesa API client\n this.api = require('./api').init(this)\n\n // Init express app instance\n this.express = require('./express').init(this)\n\n // Init job queue\n this.jobs = require('./jobs').init(this)\n }", "constructor() {\n\n this.format = require('string-format');\n this.lodash = require('lodash');\n\n this.verbs = this.mapVerbs();\n this.implementedAnnotations = this.mapImplementedAnnotations();\n this.types = this.mapTypes();\n this.formats = this.mapFormats();\n this.parametersIn = this.mapParametersIn();\n this.name = 'node';\n this.fileExtension = '.js';\n this._IDType = 'int';\n this.capitalizeModelName = true;\n this.capitalizePropertyName = true;\n this.destinationFolderPath = 'Models';\n this.projectName = 'App';\n this._IDPrefix = 'Id';\n this._IDType = 'int';\n this.models = [];\n this.arrayImplementer = '[]';\n }", "function u(t,e){return t(e={exports:{}},e.exports),e.exports}", "function main() {\n setReqURL()\n startMicroservice()\n registerWithCommMgr()\n}", "async setup() { }", "function main() {\n return __awaiter(this, void 0, void 0, function* () {\n //My local development folders. Change if different.\n let d = 'C:/Users/Nlanson/Desktop/Coding/Yomi/test/data/manga'; //Location of manga\n let c = 'C:/Users/Nlanson/Desktop/Coding/Yomi/test/data/collections.json'; //Location of collections.json\n yield YomiInitialiser.run(d, c, 'prod');\n });\n}", "function main() {\n addHeadings();\n styleTutorialsAndArticles();\n separateAllTutorials();\n}", "function setup() { \n container.register({\n //controllers\n CartController: awilix.asClass(CartController),\n CartItemController: awilix.asClass(CartItemController),\n UserController: awilix.asClass(UserController),\n // services \n userService: awilix.asClass(userService),\n cartService: awilix.asClass(cartService),\n cartItemService: awilix.asClass(cartItemService),\n\n // repository \n pharmacyUserRepository: awilix.asClass(pharmacyUserRepository),\n supplierUserRepository: awilix.asClass(supplierUserRepository),\n orderRepository: awilix.asClass(orderRepository),\n cartRepository: awilix.asClass(cartRepository),\n cartItemRepository: awilix.asClass(cartItemRepository),\n requestRepository: awilix.asClass(requestRepository),\n\n // inject object with database connection pooling\n db2: awilix.asValue(db2.default), \n // DAO\n mongoDao: awilix.asValue(mongoDao), \n });\n}", "print(request, response) {\n let repoSeller = new repoSellers();\n // console.log('ici 3')\n repoSeller.getallSellersinMyBdd().then(allSellersinMyDbb => {\n // on place allSellersinMyDbb qui est un un tableau comme variable a utilisé dans pug dans le rendu de la repose : { allSellersinMyDbb }\n // C'est ici qu on refere le chemin de la vue liste_homeview \n response.render('home', { allSellersinMyDbb });\n });\n }", "async function init() {\n // Configure plug-ins.\n await server.register(require('blipp'));\n await server.register({\n plugin: require('hapi-pino'),\n options: {\n prettyPrint: true\n }\n });\n\n // Start the server.\n await server.start();\n }", "async function smartBankMain(){\n\tlet web3 = new Web3(new Web3.providers.WebsocketProvider(\"ws://localhost:7545\"))\n\tlet accounts = await web3.eth.getAccounts()\n\n\tlet abi = SmartBank.loadAbi(__dirname + \"/../../SmartBank/SmartBankAbi.json\")\n\tlet address = SmartBank.loadAddress(__dirname + \"/../../SmartBank/SmartBankAddress.json\")\n\n\tconsole.log(`Running SmartBank dapp with backend ${address}`)\n\n\tlet bank = new SmartBank(web3, accounts[0], abi, address)\n\n\t// Create bank account for weather insurer\n\tlet insurerAccount = bank.createAccount()\n\tinsurerAccount.balance = 10000000\n\n\t// Authorize the weather insurer contract to make payments through the bank\n\tlet insurerAddress = WeatherInsurer.loadAddress(__dirname + \"/../WeatherInsurerAddress.json\")\n\tawait bank.authorize(insurerAddress, insurerAccount.iban, insurerAddress)\n\n\treturn bank\n}", "function setupReactions() {\n \n const isAnalyst = environment.isAnalystTask();\n \n function noDuplicateValues(_, __, group) {\n const getText = (proxy) => {\n const trimmed = proxy.value\n .replace(/\\/?((index)?.(html|htm|php))?#?\\??$$/, '')\n .replace(/^https?:\\/\\/(www[.])?/, 'https://');\n return util.normaliseUrl(trimmed).toLowerCase();\n };\n shared.noDuplicateValues(group, getText);\n }\n\n ー({\n name: 'Text',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: isAnalyst\n ? [1, 5, 9, 13, 17]\n : [1, 4, 7, 10, 13],\n onClick: (proxy, idx) => {\n util.attention(ref.addItem0.slice(-3), idx - 2, 'click');\n util.attention([proxy], 0, 'focus');\n },\n onFocusout: [\n shared.trim,\n noDuplicateValues,\n shared.noDuplicateVerbs,\n shared.removeQuotes,\n ],\n onInteract: [\n shared.checkCapitals,\n shared.noMoreThanXChars,\n noDuplicateValues,\n shared.noDuplicateVerbs,\n noForbiddenPhrase,\n ],\n onKeydown_CtrlShiftAltArrowLeft:\n (_, idx) => shared.item.swapLeft(idx),\n onKeydown_CtrlShiftAltArrowRight:\n (_, idx) => shared.item.swapRight(idx),\n onKeydown_CtrlAltArrowLeft:\n (_, idx) => shared.item.moveLeft(idx),\n onKeydown_CtrlAltArrowRight:\n (_, idx) => shared.item.moveRight(idx),\n onKeydown_CtrlDelete: (_, idx) => shared.item.remove(idx),\n onLoad: [\n shared.trim,\n shared.checkCapitals,\n shared.noMoreThanXChars,\n noDuplicateValues,\n shared.noDuplicateVerbs,\n noForbiddenPhrase,\n ],\n ref: 'textAreas0',\n });\n\n ー({\n name: 'Link',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: isAnalyst\n ? [2, 6, 10, 14, 18]\n : [2, 5, 8, 11, 14],\n onFocusout: [\n shared.requireUrl,\n shared.removeScreenshot,\n shared.removeQuotes,\n shared.noPdfLinks,\n shared.noMalformedLinks,\n shared.noHomepageLinks,\n ],\n onInteract: shared.noPdfLinks,\n onKeydown_CtrlAlt: (_, idx) => shared.item.focus(idx),\n onLoad: [\n shared.disableSpellcheck,\n shared.keepAlive,\n shared.noHomepageLinks,\n shared.noMalformedLinks,\n shared.noPdfLinks,\n ],\n onPaste: [\n shared.requireUrl,\n shared.removeBannedDomains,\n shared.removeScreenshot,\n shared.noHomepageLinks,\n shared.noMalformedLinks,\n shared.noPdfLinks,\n ],\n ref: 'linkAreas0',\n });\n \n ー({\n name: 'Screenshot',\n rootSelect: isAnalyst\n ? '#extraction-editing'\n : '.extraction-screenshots',\n select: 'textarea',\n pick: isAnalyst\n ? [3, 7, 11, 15, 19]\n : [0, 1, 2, 3, 4],\n onFocusout: [\n shared.requireUrl,\n shared.requireScreenshot,\n shared.removeQuotes,\n ],\n onKeydown_CtrlAlt: (_, idx) => shared.item.focus(idx),\n onLoad: shared.disableSpellcheck,\n onPaste: [\n shared.requireUrl,\n shared.requireScreenshot,\n ],\n ref: 'screenshots0',\n });\n\n ー({\n name: 'Dashes',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: isAnalyst\n ? [4, 8, 12, 16, 20]\n : [3, 6, 9, 12, 15],\n onFocusin: shared.removeDashes,\n onFocusout: [\n shared.removeQuotes,\n shared.addDashes,\n ],\n onKeydown_CtrlAlt: (_, idx) => shared.item.focus(idx),\n onLoad: [\n shared.addDashes,\n shared.tabOrder.remove,\n shared.disableSpellcheck,\n ],\n });\n\n ー({\n name: 'Analyst Comment',\n select: '.feedback-display-text',\n pick: [0],\n ref: 'analystComment',\n });\n\n ー({\n name: 'Extraction Page Url',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: [0],\n onKeydown_CtrlAltArrowRight: () => {\n util.attention(ref.editButton0, 0, 'click');\n shared.item.focus(0);\n },\n onLoad: [\n shared.disableSpellcheck,\n shared.removeScreenshot,\n shared.requireUrl,\n ],\n ref: 'extractionUrl0',\n });\n\n ー({\n name: 'LinksAndLP',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: isAnalyst\n ? [2, 6, 10, 14, 18, 0]\n : [2, 5, 8, 11, 14, 0],\n onInteract: [\n shared.noDomainMismatch,\n noDuplicateValues,\n ],\n onLoad: [\n shared.noDomainMismatch,\n noDuplicateValues,\n ],\n onPaste: [\n shared.noDomainMismatch,\n noDuplicateValues,\n ],\n ref: 'openInTabs',\n });\n\n ー({\n name: 'Final Url',\n select: 'textarea',\n pick: [65],\n ref: 'finalUrl',\n });\n\n ー({\n name: 'InvalidScreenshot',\n rootSelect: '.errorbox-good',\n rootNumber: 1,\n select: 'textarea',\n onKeydown_CtrlAltArrowRight: shared.comment.focus,\n onFocusout: shared.removeQuotes,\n onLoad: [\n shared.disableSpellcheck,\n shared.requireUrl,\n shared.requireScreenshot,\n ],\n onPaste: [\n shared.requireUrl,\n shared.requireScreenshot,\n ],\n ref: 'invalidScreenshot',\n });\n\n ー({\n name: 'Creative',\n rootSelect: '.context-item',\n rootNumber: [2],\n select: '*',\n pick: [3, 6, 8],\n onLoad: [\n shared.checkEmptyCreative,\n checkDomainMismatch,\n ],\n ref: 'creative',\n });\n\n const fall = isAnalyst\n ? [[1, 2],[5, 6],[9, 10],[13, 14],[17, 18]]\n : [[1, 2],[4, 5],[7, 8],[10, 11],[13, 14]];\n for (let pair of fall) {\n ー({\n name: 'Fall',\n rootSelect: '#extraction-editing',\n select: 'textarea',\n pick: pair,\n onPaste: fallThrough,\n });\n }\n\n const remaining = isAnalyst\n ? [0, 8, 17, 26, 35]\n : [0, 6, 13, 20, 27];\n for (let rootNumber of remaining) {\n ー({\n name: 'Remaining',\n rootSelect: '.extraction-item table',\n rootNumber,\n select: 'div, textarea',\n pick: [2, 3],\n onChange: shared.updateCharacterCount,\n onFocusin: shared.updateCharacterCount,\n onKeydown: shared.updateCharacterCount,\n onLoad: shared.updateCharacterCount,\n });\n }\n\n ー({\n name: 'StatusDropdown',\n select: 'select',\n pick: [0, 1, 2],\n ref: 'statusDropdown',\n });\n\n ー({\n name: 'Add Data',\n rootSelect: '.extraction',\n select: 'label',\n withText: 'Add Data',\n onKeydown_CtrlAltArrowRight: () => {\n util.attention(ref.addDataButton0, 0, 'click');\n shared.item.focus(0);\n },\n ref: 'addDataButton0',\n });\n\n ー({\n name: 'Edit',\n rootSelect: '.extraction',\n select: 'label',\n withText: 'Edit',\n onKeydown_CtrlAltArrowRight: () => {\n util.attention(ref.editButton0, 0, 'click');\n shared.item.focus(0);\n },\n onLoad: shared.tabOrder.add,\n ref: 'editButton0',\n });\n\n ー({\n name: 'Add Item',\n rootSelect: '#extraction-editing',\n select: 'label',\n withText: 'Add Item',\n ref: 'addItem0',\n });\n\n ー({\n name: 'Leave Blank',\n rootSelect: '#extraction-editing',\n select: 'label',\n withText: 'Leave Blank',\n ref: 'leaveBlank0',\n });\n\n ー({\n name: 'ApprovalButtons',\n rootSelect: '.primaryContent',\n rootNumber: 3,\n select: 'label',\n pick: [0, 1],\n ref: 'approvalButtons',\n });\n\n ー({\n name: 'Comment Box',\n rootSelect: '.addComments',\n select: 'textarea',\n pick: [0],\n onFocusout: util.delay(start, 200),\n onInteract: shared.removeQuotes,\n onKeydown_CtrlAltArrowRight: () => shared.item.focus(0),\n ref: 'finalCommentBox',\n });\n\n ー({\n name: 'CanOrCannotExtract',\n select: 'label',\n pick: [0, 1],\n onKeydown_CtrlAltArrowRight: () => shared.item.focus(0),\n ref: 'canOrCannotExtractButtons',\n });\n \n ー({\n name: 'Visit LP',\n select: '.lpButton button',\n pick: [0],\n css: {opacity: 1},\n });\n \n function manualSubmit() {\n const msg =\n 'Please use the Submit Hotkey instead of clicking manually.';\n user.log.warn(\n msg,\n {save: true, print: true, toast: true}\n );\n alert(msg);\n };\n manualSubmit = util.debounce(manualSubmit, 4000);\n\n ー({\n name: 'Submit Button',\n select: '.submitTaskButton',\n pick: [0],\n css: {opacity: 1},\n onFocusin: manualSubmit,\n ref: 'submitButton',\n })[0].textContent = 'Ready to submit';\n\n ー({\n name: 'Skip Button',\n select: '.taskIssueButton',\n pick: [0],\n ref: 'skipButton'\n });\n\n ー({\n name: 'Task Title',\n select: '.taskTitle',\n ref: 'taskTitle'\n });\n\n ー({\n name: 'TabRemove',\n select: 'label, button',\n onLoad: shared.tabOrder.remove,\n });\n\n ー({\n name: 'Extractions2And3',\n select: '.extraction',\n pick: [1, 2],\n css: {display: 'none'},\n });\n\n ー({\n name: 'Preview Extractions',\n select: '.extraction-preview',\n pick: [1, 2],\n css: {display: 'none'},\n });\n \n const setStatus = shared.setStatus;\n const statusReactions = {\n onKeydown_CtrlAltDigit0: setStatus('canExtract'),\n onKeydown_CtrlAltDigit1: setStatus('insufficient'),\n onKeydown_CtrlAltDigit2: setStatus('pageError'),\n onKeydown_CtrlAltDigit3: setStatus('dynamic'),\n onKeydown_CtrlAltDigit4: setStatus('nonLocale'),\n onKeydown_CtrlAltDigit5: setStatus('other'),\n onKeydown_CtrlAltDigit6: setStatus('pII'),\n onKeydown_CtrlAltDigit7: setStatus('drugDomain'),\n onKeydown_CtrlAltDigit8: setStatus('alcoholDomain'),\n onKeydown_CtrlAltDigit9: setStatus('adultDomain'),\n onKeydown_CtrlShiftAltDigit0: setStatus('canExtract'),\n onKeydown_CtrlShiftAltDigit1: setStatus('other'),\n onKeydown_CtrlShiftAltDigit2: setStatus('urlsUnchanged'),\n onKeydown_CtrlShiftAltDigit3: setStatus('urlMismatch'),\n onKeydown_CtrlShiftAltDigit4: setStatus('emptyCreative'),\n };\n \n const experimentalEscapeApprove = () => {\n if (user.config.get('use escape-key to approve')) {\n approve();\n }\n };\n \n const experimentalSubmit = () => {\n if (user.config.get('use escape-key to approve')) {\n submit();\n }\n };\n \n const submitKeys = {\n onKeydown_CtrlEnter: submit,\n onKeydown_CtrlAltEnter: submit,\n onKeydown_CtrlNumpadEnter: submit,\n onKeydown_CtrlShiftEscape: experimentalSubmit,\n };\n \n const otherKeys = {\n onKeydown_Backquote: beginTask,\n onKeydown_CtrlAltBackquote: beginTask,\n onKeydown_CtrlAltBracketLeft: shared.resetCounter,\n onKeydown_CtrlAltBracketRight: shared.skipTask,\n onKeydown_NumpadSubtract: shared.skipTask,\n onKeydown_NumpadAdd: approve,\n onKeydown_Backslash: approve,\n onKeydown_Escape: experimentalEscapeApprove,\n onKeydown_CtrlShiftDelete: shared.item.removeAll,\n };\n\n eventReactions.setGlobal({\n ...statusReactions,\n ...submitKeys,\n ...otherKeys,\n });\n }", "function modules() {\n // Bootstrap JS \n var bootstrapJS = gulp.src('./node_modules/startbootstrap-sb-admin-2/vendor/bootstrap/js/*')\n .pipe(gulp.dest(paths.vendor + '/bootstrap/js'));\n\n // Bootstrap Select\n var bootstrapSelectJS = gulp.src('./node_modules/bootstrap-select/dist/js/*')\n .pipe(gulp.dest(paths.vendor + '/bootstrap-select/js'));\n var bootstrapSelectCSS = gulp.src('./node_modules/bootstrap-select/dist/css/*')\n .pipe(gulp.dest(paths.vendor + '/bootstrap-select/css'));\n\n // Bokeh\n var bokehJS = gulp.src('./node_modules/@bokeh/bokehjs/build/js/bokeh.min.js')\n .pipe(gulp.dest(paths.vendor + '/bokehjs'));\n\n // SB Admin 2 Bootstrap template\n var bootstrapSbAdmin2 = gulp.src([\n './node_modules/startbootstrap-sb-admin-2/js/*.js',\n './node_modules/startbootstrap-sb-admin-2/css/*.css'\n ]).pipe(gulp.dest(paths.vendor + '/startbootstrap-sb-admin-2'));\n\n // Bootstrap4 toggle\n var bootstrap4toggle = gulp.src([\n './node_modules/bootstrap4-toggle/js/*.js',\n './node_modules/bootstrap4-toggle/css/*.css'\n ]).pipe(gulp.dest(paths.vendor + '/bootstrap4-toggle'));\n\n // dataTables\n var dataTables = gulp.src([\n './node_modules/datatables.net/js/*.js',\n './node_modules/datatables.net-bs4/js/*.js',\n './node_modules/datatables.net-bs4/css/*.css'\n ])\n .pipe(gulp.dest(paths.vendor + '/datatables'));\n\n // dataTables-buttons\n var dataTablesButtons = gulp.src([\n './node_modules/datatables.net-buttons/js/*.js',\n './node_modules/datatables.net-buttons-bs4/js/*.js',\n './node_modules/datatables.net-buttons-bs4/css/*.css'\n ])\n .pipe(gulp.dest(paths.vendor + '/datatables-buttons'));\n\n // Font Awesome\n var fontAwesome = gulp.src('./node_modules/@fortawesome/**/*')\n .pipe(gulp.dest(paths.vendor + ''));\n\n // jQuery Easing\n var jqueryEasing = gulp.src('./node_modules/jquery.easing/*.js')\n .pipe(gulp.dest(paths.vendor + '/jquery-easing'));\n\n // jQuery\n var jquery = gulp.src([\n './node_modules/jquery/dist/*',\n '!./node_modules/jquery/dist/core.js'\n ])\n .pipe(gulp.dest(paths.vendor + '/jquery'));\n\n // jszip\n var jszip = gulp.src([\n './node_modules/jszip/dist/*.js',\n ])\n .pipe(gulp.dest(paths.vendor + '/jszip'));\n\n // d3 celestial\n var d3Celestial = gulp.src([\n './node_modules/d3-celestial/celestial*.js',\n './node_modules/d3-celestial/lib/d3*.js'\n ])\n .pipe(gulp.dest(paths.vendor + '/d3-celestial'));\n var d3CelestialData = gulp.src('./node_modules/d3-celestial/data/*.json')\n .pipe(gulp.dest(paths.vendor + '/d3-celestial/data'));\n var d3CelestialImage = gulp.src('./node_modules/d3-celestial/images/*')\n .pipe(gulp.dest(paths.cssDir + '/images'));\n\n // particles.js\n var particlesJs = gulp.src('./node_modules/particles.js/particles.js')\n .pipe(gulp.dest(paths.vendor + '/particles.js'));\n\n // PrismJs\n var prismJs = gulp.src('./node_modules/prismjs/prism.js')\n .pipe(gulp.dest(paths.vendor + '/prismjs'));\n var prismJsYaml = gulp.src('./node_modules/prismjs/components/prism-yaml.min.js')\n .pipe(gulp.dest(paths.vendor + '/prismjs'));\n var prismJsLineNum = gulp.src('./node_modules/prismjs/plugins/line-numbers/prism-line-numbers.min.js')\n .pipe(gulp.dest(paths.vendor + '/prismjs/line-numbers'));\n var prismJsCss = gulp.src('./node_modules/prismjs/themes/prism.css')\n .pipe(gulp.dest(paths.vendor + '/prismjs'));\n var prismJsLineNumCss = gulp.src('./node_modules/prismjs/plugins/line-numbers/prism-line-numbers.css')\n .pipe(gulp.dest(paths.vendor + '/prismjs/line-numbers'));\n\n return merge(bootstrapJS, bootstrapSbAdmin2, bootstrap4toggle, bokehJS, dataTables, dataTablesButtons, fontAwesome, jquery, jqueryEasing, jszip, d3Celestial, d3CelestialData, d3CelestialImage, particlesJs, prismJs, prismJsYaml, prismJsLineNum, prismJsCss, prismJsLineNumCss);\n}", "function setup() {}", "generate({baseDir, moduleName, units, asLib, generateSm, includePackage, prependCode}){\n let key, unit;\n const coreUnits = ((() => {\n const result = [];\n for (unit of Array.from(units)) { if (unit.isCore) {\n result.push(unit);\n }\n }\n return result;\n })());\n const binaryUnits = ((() => {\n const result1 = [];\n for (unit of Array.from(units)) { if (unit.isBinary) {\n result1.push(unit);\n }\n }\n return result1;\n })());\n const fileUnits = ((() => {\n const result2 = [];\n for (unit of Array.from(units)) { if (!unit.isCore && !unit.isBinary) {\n result2.push(unit);\n }\n }\n return result2;\n })());\n\n // for non core untis, figure out a unique key in __m\n fuse._makeKeys(fileUnits.concat(binaryUnits));\n for (unit of Array.from(coreUnits)) { unit.key = unit.fpath; } // core units: key = fpath\n\n // store the core modules (aka nodejs modules) in the global module map\n\n let sCoreRequires =\n ((() => {\n const result3 = [];\n for (unit of Array.from(coreUnits)) { result3.push(`\\\n__m['${unit.key}'] = {\n sts : 1,\n mod : {exports: __m.__sr('${unit.key}')}\n};\\\n`);\n }\n return result3;\n })()).join('\\n');\n\n (() => {\n const mem = {};\n return (() => {\n const result4 = [];\n for (unit of Array.from(binaryUnits)) {\n let binName = path.basename(unit.fpath);\n while (Array.from(mem).includes(binName)) { binName = `_${binName}`; } // ensure no dup\n unit.binName = binName;\n result4.push(sCoreRequires += `\\\n__m['${unit.key}'] = {\n sts : null,\n mod : {exports: {}},\n load : function() { return (__m['${unit.key}'].mod.exports = __m.__sr('./${binName}')); }\n};\\\n`);\n }\n return result4;\n })();\n })();\n\n let code = `\\\n${prependCode}\n(function(run, root) {\n var ret = run.bind(root)();\n if ('${moduleName}') root['${moduleName}'] = ret;\n if (\"object\" == typeof exports && \"undefined\" != typeof module)\n module.exports = ret;\n}(function() {\nvar __m = {};\nif (typeof require === 'undefined') __m.__sr = function() {};\nelse __m.__sr = require;\n__m.__r = function(key) {\n var m = __m[key];\n if (m.sts === null) m.load.call();\n return m.mod.exports;\n};\n${sCoreRequires}\\\n`;\n\n // [_\\w\\-\\.\\~], see RFC3986, section 2.3.\n const smRegex = /\\/\\/# sourceMappingURL=([_\\w\\-\\.\\~]+)/;\n for (let i = 0; i < fileUnits.length; i++) {\n var src;\n unit = fileUnits[i];\n const smMatch = smRegex.exec(unit.src);\n if (smMatch) {\n unit.src = (src = unit.src.replace(\"//# sourceMappingURL=\", \"// sourceMappingURL=\"));\n unit.sm = { url: smMatch[1] };\n } else {\n ({ src } = unit);\n }\n\n if (path.extname(unit.fpath) === \".json\") {\n code += `\\\n__m['${unit.key}'] = {\n sts: 1,\n mod: { exports:\\\n`;\n if (generateSm) { unit.smline = fuse._lc(code); }\n code += src;\n code += \"}};\\n\";\n } else {\n const lmapcode = (Array.from(unit.requires).map((r) => ` '${r.name}': '${r.unit.key}'`)).join(\",\\n\");\n let pkginfo = unit.package ? `${unit.package.name}@${unit.package.version || ''}` : \"\";\n pkginfo += `(${path.basename(unit.fpath)})`;\n code += `\\\n__m['${unit.key}'] = {\n sts: null,\n mod: { ${unit.package && includePackage ? `package: ${JSON.stringify(unit.package)},` : \"\"}\n exports: {} },\n load: (function() {\n var module = __m['${unit.key}'].mod;\n var exports = module.exports;\n var require = function(name) {\n var namemap = {\n${lmapcode}\n }\n var k = namemap[name];\n return k ? __m.__r(k) : __m.__sr(name);\n }\n require.resolve = __m.__sr.resolve;\n __m['${unit.key}'].sts = 0;\n//******** begin file ${pkginfo} ************\\n\\\n`;\n if (generateSm) { unit.smline = fuse._lc(code); }\n code += src;\n code += `\\\n\n//******** end file ${pkginfo}************\n __m['${unit.key}'].sts = 1;\n }).bind(this)\n};\\n\\\n`;\n }\n }\n // seal the code\n if (asLib) {\n code += \"return {\\n\";\n const packages = {};\n for (unit of Array.from(fileUnits)) {\n if (unit.package) {\n if (unit.package.name in packages) {\n // key-ed by package name, therefore must resolve conflicting version by appending version\n // to package name for the name of the key\n const oldunit = packages[unit.package.name];\n if (oldunit.package.version !== unit.package.version) {\n packages[`${oldunit.package.name}@${oldunit.package.version}`] = oldunit;\n packages[`${unit.package.name}@${unit.package.version}`] = unit;\n }\n } else {\n packages[unit.package.name] = unit;\n }\n }\n }\n\n for (key in packages) {\n unit = packages[key];\n code += `'${key}': __m.__r('${unit.key}'),\\n`;\n }\n code += \"};\\n\";\n } else {\n code += `\\nreturn __m.__r('${_(fileUnits).last().key}');\\n`;\n }\n code += \"\\n},this));\";\n\n return [code, binaryUnits, generateSm ? fuse._generateSourceMap(baseDir, code, fileUnits) : null];\n }", "make_modules() {\n let s = ``\n for (var id in se.mods) {\n if (!se.mods[id].api) continue\n s += `const ${id} = se.mods['${id}'].api[self.id]`\n s += '\\n'\n }\n return s\n }", "setup() {}", "setup() {}", "setup() {}", "function main() {\n loadReminders((err) => {\n if(err) u.showErr(err)\n startMicroservice()\n registerWithCommMgr()\n })\n}", "function gather() {\n base();\n hootsuite();\n socialpilot();\n socialoomph();\n agorapulse();\n communit();\n crowdfire();\n loomly();\n planable();\n missinglettr();\n viraltag();\n}", "constructor() {\n super();\n\n this.generateModules();\n }", "function main() {\n doCbaam()\n doEcb()\n updateGraphFile()\n}", "initializing() {\n // Have Yeoman greet the user.\n this.log(chalk.bold.green(`JHipster db-helper generator v${packagejs.version}`));\n\n // note : before this line we can't use jhipsterVar or jhipsterFunc\n this.composeWith('jhipster:modules',\n { jhipsterVar, jhipsterFunc },\n this.options.testmode ? { local: require.resolve('generator-jhipster/generators/modules') } : null\n );\n }", "function startApp() {\n\n //Take user input\n inquirer.prompt({\n type: \"list\",\n message: \"Enter your choice of Bamazon-View?\",\n choices: [\"Customer\", \"Manager\", \"Supervisor\"],\n name: \"view\"\n })\n .then(function (inquirerResponse) {\n\n //Call function with user option to execute desired operation\n switch (inquirerResponse.view) {\n\n case 'Customer':\n\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"| CUSTOMER VIEW |\");\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"\\n\");\n\n // Include the bamazonCustomer.js file\n require('./bamazonCustomer');\n break;\n\n case 'Manager':\n\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"| MANAGER VIEW |\");\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"\\n\");\n\n // Include the bamazonManager.js file\n require('./bamazonManager');\n break;\n\n case 'Supervisor':\n\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"| SUPERVISOR VIEW |\");\n console.log(\"------------------------------------------------------------------------\");\n console.log(\"\\n\");\n\n // Include the bamazonSupervisor.js file\n require('./bamazonSupervisor');\n break;\n\n default:\n console.log(\"Incorrect user input!!\");\n startApp();\n }\n\n })\n .catch(function (err) {\n console.log(err);\n });\n\n\n} //End of startApp()", "async function main() {\n const bot = new MWBot({\n apiUrl: `${baseUrl}/w/api.php`\n });\n await bot.loginGetEditToken({\n username: botUserName,\n password: botPassword\n });\n\n\n try {\n let response = await bot.edit(`User:${botUserName}/sandbox/HelloWorld`,\n `Hello World! Congrats, you have created a bot edit. Now head to [[WP:Bots]] to find information on how to get your bot approved and running!`,\n `Edit from a bot called [[User:${botUserName}]] built with #mwbot`);\n console.log(`Success`, response);\n console.log(`Now visit on your browser to see your edit: ${baseUrl}/wiki/User:${botUserName}/sandbox/HelloWorld`);\n // Success\n } catch (err) {\n console.warn(`Error`, err);\n }\n}", "function SeamonkeyImport() {}", "async function main() {\n const contractName = \"UniLion\";\n const [ deployer ] = await hre.ethers.getSigners();\n const network = await hre.ethers.provider.getNetwork() // needs to be this router address for testnet in order for swapbnb to work\n const routerAddress = (network.name == \"bnb\") ? \"0x10ED43C718714eb63d5aA57B78B54704E256024E\" : \"0x9Ac64Cc6e4415144C455BD8E4837Fea55603e5c3\" // or testnet: 0x9Ac64Cc6e4415144C455BD8E4837Fea55603e5c3, 0xD99D1c33F9fC3444f8101754aBC46c52416550D1\n const balance = await deployer.getBalance();\n console.log(`Deploying on network: ${network.name}, using router address ${routerAddress}`)\n console.log(`Deploying Contract with Account: ${deployer.address}`) \n console.log(`Account Balance: ${balance.toString()}`) \n const contract = await hre.ethers.getContractFactory(contractName);\n const unilion = await contract.deploy(routerAddress, snipers.addresses);\n await unilion.deployed();\n console.log(\"UniLion Contract Deployed:\", unilion.address);\n if (network.name != 'unknown') {\n let blockchainHost = (network.name != 'bnbt') ? \"bscscan.com\" : \"testnet.bscscan.com\"\n console.log(`Contract URL: https://${blockchainHost}/address/${unilion.address}`)\n }\n console.log(`Console Script: const token = await (await ethers.getContractFactory(\"${contractName}\")).attach(\"${unilion.address}\")`)\n}", "constructor(fastify) {\n let { STAGE } = process.env;\n this.modules = require(\"../models/modules\")(fastify[`db.${STAGE}cardplay`]);\n // const self = this;\n // (async function () {\n // await self.user.sync({ alter: true });\n // })();\n }", "function buckyTutorials() {\n\tbuckyHTML();\n\tbuckyAngularJS();\n}", "function registerOfficialExpansions() {\n // this script contains the actual registration code;\n // it is in a separate library because we also register\n // expansions during testing\n useLibrary('res://talisman/register-exps.js');\n}", "function startArtyom() {\n console.log('start');\n artyom.initialize({\n lang:\"en-GB\",// More languages are documented in the library\n continuous:false,//if you have https connection, you can activate continuous mode\n debug:true,//Show everything in the console\n listen:true // Start listening when this function is triggered\n });\n}", "function Rabbit() { }", "constructor(settings, cb) {\n this.settings = settings || {};\n this.languageManager = new Language();\n this.setDefaultSettings();\n this.observers = {};\n this.builder = builder;\n this.createStorage();\n this.createTemplate();\n this.createConnector();\n this.createBot();\n this.createObservers();\n this.createRenderFactory();\n this.cardManager = new FlowRequireManager({ logger: settings.logger, pattern: '*.json' });\n this.actionManager = new FlowRequireManager({ logger: settings.logger, pattern: '*.js' });\n this.dialogManager = new FlowRequireManager({ logger: settings.logger, pattern: '*.flow' });\n this.pluginManager = new FlowRequireManager({ logger: settings.logger, pattern: '*.js'});\n this.createCards(function(err) {\n if (err) {\n this.log('error', err);\n }\n this.log('info','now will load plugins');\n this.createPlugins(function(err) {\n if (err) {\n this.log('error', err);\n }\n this.log('info', 'now will load actions');\n this.createActions(function(err) {\n if (err) {\n this.log('error', err);\n }\n this.createDialogs(function(err) {\n if (err) {\n this.log('error', err);\n }\n this.buildDialogs();\n if (this.constructorMethod) {\n this.constructorMethod.method.bind(this)(function(err){\n if (err) {\n this.log('error', err);\n }\n if (cb) {\n cb();\n }\n });\n } else {\n if (cb) {\n cb();\n }\n }\n }.bind(this));\n }.bind(this));\n }.bind(this));\n }.bind(this));\n }", "function main() {\n // Initialize some event listeners on the word info display choice.\n setup_word_info();\n\n // Initialize the first page of cues.\n previous_page();\n\n // Initialize the top scores leaderboard.\n load_leaderboard();\n\n // Initialize the Sammy.js app.\n app.run();\n}", "function main(){\n userInterface();\n bindings();\n console.log(stutter(\"I like to eat bananas for dinner. Yeah.\"));\n}", "function main() {\n toggleForm()\n fetchToys()\n createFormListener()\n createLikeListener()\n}", "function preprocess(){\n\t// add requirements etc. here\n\techo(\"require(sciplot)\\n\");\n}", "async function run() {\n /**\n * Initialization sequence\n *\n * 1. Check dependency\n * 1. xargs\n * 2. git\n * 2. ripgrep\n * 2. Check repo location from ENV\n * 3. If location doesn't contain osmosnote.json, finish with need-initialization status.\n * 4. Finish initialization sucess. Display config in console.\n */\n await ensureRepoConfig();\n const appConfig = await getRepoMetadata();\n\n const server = fastify({ ignoreTrailingSlash: true });\n\n const publicPath = path.join(__dirname, \"../public\");\n server.register(fastifyStatic, { root: publicPath });\n server.get(\"/settings\", (_req, reply) => {\n reply.sendFile(\"settings.html\");\n });\n\n server.post(\"/api/create-note\", handleCreateNote);\n server.post(\"/api/delete-note\", handleDeleteNote);\n server.post(\"/api/force-push\", handleForcePush);\n server.post(\"/api/get-content-from-url\", handleGetContentFromUrl);\n server.post(\"/api/get-incoming-links\", handleGetIncomingLinks);\n server.post(\"/api/get-note\", handleGetNote);\n server.post(\"/api/get-recent-notes\", handleGetRecentNotes);\n server.post(\"/api/get-recent-tags\", handleGetRecentTags);\n server.post(\"/api/get-settings\", handleGetSettings);\n server.post(\"/api/get-system-information\", handleGetSystemInformation);\n server.post(\"/api/get-version-status\", handleGetVersionStatus);\n server.post(\"/api/lookup-tags\", handleLookupTags);\n server.post(\"/api/reset-local-version\", handleResetLocalVersion);\n server.post(\"/api/search-notes\", handleSearchNote);\n server.post(\"/api/set-git-remote\", handleSetGitRemote);\n server.post(\"/api/sync-versions\", handleSyncVersions);\n server.post(\"/api/test-git-remote\", handleTestGitRemote);\n server.post(\"/api/update-note\", handleUpdateNote);\n\n server.listen(appConfig.port, \"0.0.0.0\", async (err, address) => {\n if (err) {\n console.error(err);\n process.exit(1);\n }\n\n console.log(`Server address: ${bold(green(`http://localhost:${appConfig.port}`))}`);\n console.log(`When running from Docker, port number is specified by host.`);\n });\n}", "async function main() {\n\n let frequency = 1;\n let price = ethers.utils.parseEther(\"1\");\n let fee = ethers.utils.parseEther(\"0.03\");\n let name = \"Roam Fantom Lottery\";\n let recipient = '0x19FF17645bd4930745e632284422555466675e44';\n let modulus = 2;\n\n // This is just a convenience check\n if (network.name === \"hardhat\") {\n console.warn(\n \"You are trying to deploy a contract to the Hardhat Network, which\" +\n \"gets automatically created and destroyed each time. Use the Hardhat\" +\n \" option '--network localhost'\"\n );\n }\n\n // ethers is avaialble in the global scope\n const [deployer] = await ethers.getSigners();\n console.log(\n \"Deploying the contracts with the account:\",\n await deployer.getAddress()\n );\n\n console.log(\"Account Balance:\", (await deployer.getBalance()).toString());\n\n const Lotto = await ethers.getContractFactory(\"FantomLottery\");\n const lottery = await Lotto.deploy(name, frequency, ethers.utils.parseEther(\"1\"), modulus, ethers.utils.parseEther(\"0.03\"), recipient);\n\n await lottery.deployed();\n\n console.log(\"Lotto Address:\", lottery.address);\n\n // We also save the contract's artifacts and address in the frontend directory\n saveFrontendFiles(lottery);\n}", "function Buyer(){}", "function uu(t, e, n) {\n return Object(tslib__WEBPACK_IMPORTED_MODULE_3__[\"__awaiter\"])(this, void 0, void 0, (function() {\n var r, i, o, s, u, a, c, h, f, l;\n return Object(tslib__WEBPACK_IMPORTED_MODULE_3__[\"__generator\"])(this, (function(d) {\n switch (d.label) {\n case 0:\n if (!(r = au(t)).Uo) return [ 3 /*break*/ , 10 ];\n i = 0, o = e, d.label = 1;\n\n case 1:\n return i < o.length ? (s = o[i], r.$o.has(s) ? (\n // A target might have been added in a previous attempt\n _(\"SyncEngine\", \"Adding an already active target \" + s), [ 3 /*break*/ , 5 ]) : [ 4 /*yield*/ , Xi(r.localStore, s) ]) : [ 3 /*break*/ , 6 ];\n\n case 2:\n return u = d.sent(), [ 4 /*yield*/ , Hi(r.localStore, u) ];\n\n case 3:\n return a = d.sent(), [ 4 /*yield*/ , Os(r, iu(u), a.targetId, \n /*current=*/ !1) ];\n\n case 4:\n d.sent(), Bo(r.remoteStore, a), d.label = 5;\n\n case 5:\n return i++, [ 3 /*break*/ , 1 ];\n\n case 6:\n c = function(t) {\n return Object(tslib__WEBPACK_IMPORTED_MODULE_3__[\"__generator\"])(this, (function(e) {\n switch (e.label) {\n case 0:\n return r.$o.has(t) ? [ 4 /*yield*/ , Yi(r.localStore, t, \n /* keepPersistedTargetData */ !1).then((function() {\n jo(r.remoteStore, t), zs(r, t);\n })).catch(yi) ] : [ 3 /*break*/ , 2 ];\n\n // Release queries that are still active.\n case 1:\n // Release queries that are still active.\n e.sent(), e.label = 2;\n\n case 2:\n return [ 2 /*return*/ ];\n }\n }));\n }, h = 0, f = n, d.label = 7;\n\n case 7:\n return h < f.length ? (l = f[h], [ 5 /*yield**/ , c(l) ]) : [ 3 /*break*/ , 10 ];\n\n case 8:\n d.sent(), d.label = 9;\n\n case 9:\n return h++, [ 3 /*break*/ , 7 ];\n\n case 10:\n return [ 2 /*return*/ ];\n }\n }));\n }));\n}", "function getActionArr () {\n return [\n // fun warriors facts\n {\n regex: /\\bwarriors\\b/i,\n action: (inputString, nickname) => {\n var botResponse = 'Did you know that the Golden State Warriors hold the record for the best regular season in NBA history? They went 73-9 in the 2015-2016 season!'\n if (nickname) {\n if (request.name !== 'Stephanie Levine') {\n botResponse = 'I bet Stephanie could beat ' + nickname + ' in a fight.'\n } else {\n botResponse = 'I agree.'\n }\n }\n postMessage(botResponse)\n }\n },\n\n // Did I hear something about the patriarchy?\n {\n regex: /\\bpatriarch(s|y|ical)?/i,\n action: (inputString, nickname) => {\n var botResponse = 'Fuck the patriarchy!'\n if (nickname) {\n botResponse = 'Fuck the patriarchy, ' + nickname + '!'\n }\n postMessage(botResponse)\n }\n },\n\n // find wholesome memes\n {\n regex: /\\bmemes?\\b/i,\n action: (inputString, nickname) => {\n var botResponse = 'I hope this brightens your day'\n if (nickname) {\n botResponse = 'I hope this brightens your day, ' + nickname\n }\n getMeme('wholesomememes', (imageUrl) => {\n postImageMessage(botResponse, imageUrl)\n })\n }\n },\n\n // pull xkcd comics\n {\n regex: /\\b(xkcd|nerd|geek|dork|computer science)(s|y)?\\b/i,\n action: (inputString, nickname) => {\n var botResponse = ''\n if (nickname) {\n botResponse = 'Here you go, ' + nickname\n }\n getXkcd('', xkcd => {\n var randomNum = Math.ceil(Math.random() * xkcd.num)\n getXkcd(randomNum.toString(), xkcd => {\n postImageMessage(botResponse, xkcd.img)\n })\n })\n }\n },\n\n // Ron Swanson is a pretty cool dude\n {\n regex: /\\b(Ron|Swanson)\\b/i,\n action: (inputString, nickname) => {\n getRonSwansonQuote(quote => {\n postMessage(quote || 'Sorry, something went wrong retrieving a Ron Swanson quote.')\n })\n }\n },\n\n // You can call me \"Al\"\n {\n regex: /\\bcall\\s*\\bme\\b\\s\"(.*)\"/i,\n action: (inputString, nickname, userId) => {\n // fix this (there should be a way to get \"this.regex\"):\n var hackyRegex = new RegExp('.*\\\\bcall\\\\s*\\\\bme\\\\b\\\\s\"(.*)\".*', 'i')\n var newNickname = inputString.match(hackyRegex)[1]\n var botResponse = 'Sure thing, ' + newNickname\n addIdNicknameRowToDatabase(userId, newNickname)\n postMessage(botResponse)\n }\n }\n ]\n}", "function exp() {\n\tconst express = require('express');\n\tconst app = express();\n\tconst port = 3000;\n\n\tapp.get('/', (req, res) => res.send('Started The bot.'));\n\tapp.listen(port, () =>\n\t\tconsole.log(`Your App is listening at https.//localhost:${port}`)\n\t);\n}", "function loadStories() {\n require(\"./welcome\")\n req.keys().forEach(req)\n}", "function WorkShopModule(teacher) {\n var publicAPI = { ask, }\n return publicAPI;\n\n function ask(question) {\n console.log(teacher, question)\n }\n}", "constructor(modules, tasks, config, secretsName = 'SECRETS') {\n this.config = config;\n /**\n * A map of all available task configurations [[TaskConfig]]\n */\n this.tasks = {};\n /**\n * Any sensitive configuration information loaded into the\n * Environment using [Environment Variables](https://en.wikipedia.org/wiki/Environment_variable)\n */\n this.secrets = {};\n /**\n * Set to true once `Environment.init()` has completed\n */\n this.ready = false;\n this.logLevel = logger_1.LogLevel.ERROR;\n /**\n * A collection of [[Connector]] modules. Connectors are gateways from\n * your application or external sources to run tasks in the `low` Environment\n */\n this.connectors = {\n Connector: new connector_1.Connector()\n };\n /**\n * A collection of [[CacheManager]] modules. CacheManagers are used to\n * improve the performance of frequently executed tasks and object compilation\n */\n this.cacheManagers = {\n CacheManager: new cache_manager_1.CacheManager()\n };\n /**\n * A collection of [[Doer]] modules. Doers are used to execute tasks\n */\n this.doers = {\n Doer: new doer_1.Doer(),\n MultiDoer: new multi_doer_1.MultiDoer(),\n BranchDoer: new branch_doer_1.BranchDoer(),\n FlushCacheDoer: new flush_cache_doer_1.FlushCacheDoer(),\n JSDoer: new js_doer_1.JSDoer(),\n };\n this.loggers = {\n Logger: new logger_1.Logger()\n };\n /**\n * A collection of [[Parser]] modules. Parsers ensure that any compiled\n * output from the [[ObjectCompiler]] is a specified type\n */\n this.parsers = {\n BooleanParser: new boolean_parser_1.BooleanParser(),\n IntegerParser: new integer_parser_1.IntegerParser(),\n FloatParser: new float_parser_1.FloatParser(),\n JsonParser: new json_parser_1.JsonParser(),\n StringParser: new string_parser_1.StringParser(),\n UrlParser: new url_parser_1.UrlParser(),\n QuerystringParser: new querystring_parser_1.QuerystringParser(),\n };\n /**\n * A collection of [[Renderer]] modules. Renderers are used by the\n * [[ObjectCompiler]] to create dynamic bits of configuration to be\n * used by other modules\n */\n this.renderers = {\n Renderer: new renderer_1.Renderer()\n };\n this.profiler = new profiler_1.Profiler();\n if (modules.connectors) {\n for (const mod of modules.connectors) {\n this.connectors[mod.moduleType] = mod;\n }\n }\n if (modules.cacheManagers) {\n for (const mod of modules.cacheManagers) {\n this.cacheManagers[mod.moduleType] = mod;\n }\n }\n if (modules.doers) {\n for (const mod of modules.doers) {\n this.doers[mod.moduleType] = mod;\n }\n }\n if (modules.loggers) {\n for (const mod of modules.loggers) {\n this.loggers[mod.moduleType] = mod;\n }\n }\n if (modules.parsers) {\n for (const mod of modules.parsers) {\n this.parsers[mod.moduleType] = mod;\n }\n }\n if (modules.renderers) {\n for (const mod of modules.renderers) {\n this.renderers[mod.moduleType] = mod;\n }\n }\n for (const task of tasks) {\n this.tasks[task.name] = task;\n }\n this.loadSecrets(secretsName);\n }", "function main() {\n let msinfo = {\n cfg: null,\n acc: null,\n }\n loadConfig(msinfo)\n\n loadWallet(msinfo, (err) => {\n if(err) u.showErr(err)\n startMicroservice(msinfo)\n registerWithCommMgr()\n })\n}", "async function main() {\n await tools.loadWallet(await tools.loadFile(process.env.WALLET_LOCATION));\n console.log(\"Wallet loaded\");\n\n console.log(\"Deploying NFT\");\n const deployedTxId = await deployNFT()\n await checkTxConfirmation(deployedTxId);\n\n console.log(\"Burning Koii\");\n const burnTxId = await tools.burnKoi(\n ATTENTION_CONTRACT,\n \"nft\",\n deployedTxId\n );\n await checkTxConfirmation(burnTxId);\n\n console.log(\"Migrating content\");\n const migrateTxId = await tools.migrate(\n ATTENTION_CONTRACT\n );\n await checkTxConfirmation(migrateTxId);\n}", "function Yielder() {}", "static require (filename) {\n\t\treturn require(`./handlers/${filename}`);\n\t}", "function main () {\n let app = express(); // Export app for other routes to use\n let handlers = new HandlerGenerator();\n const port = process.env.PORT || 8000;\n app.use(bodyParser.urlencoded({ // Middleware\n extended: true\n }));\n app.use(bodyParser.json());\n // Routes & Handlers\n app.post('/login', handlers.login);\n app.get('/', middleware.checkToken, handlers.index);\n app.listen(port, () => console.log(`Server is listening on port: ${port}`));\n}", "static setup(){\n ejs.fileLoader = (filePath) => {\n return SourceRepository.fetchSync(filePath);\n };\n }", "function Rabbit() {\n\n}", "async function main() {\n const request = protocol.Request();\n try {\n const config = get_request_data(request);\n const minutes = await get_minutes(config);\n\n const response = protocol.Response(debug);\n response.addMessage(minutes);\n if (debug) {\n response.addMessage('\\n# Final configuration ');\n response.addMessage(JSON.stringify(config, null, 2));\n }\n response.addHeaders(200, {\n 'Content-Type' : 'text/markdown; charset=utf-8',\n 'Content-disposition' : `inline; filename=${config.ghfname}`\n });\n response.flush();\n } catch (err) {\n const error_response = protocol.Response(true);\n error_response.addHeaders(500, { 'Content-type': 'text/plain' });\n error_response.addMessage('Exception occurred in the script!\\n');\n error_response.addMessage(err);\n error_response.flush();\n }\n}", "init() {\n moduleUtils.patchModule(\n 'cos-nodejs-sdk-v5/sdk/task.js',\n 'init',\n tencentCOSWrapper\n );\n }", "async function main() {\n const sclang = await index_1.boot({ stdin: false, debug: false });\n function removeAll() {\n return sclang.interpret(\"SynthDescLib.default.synthDescs.removeAll();\");\n }\n function interpretFiles() {\n return Promise.all(sources.map(src => {\n return sclang.executeFile(src).catch(error => {\n console.error(`${src} ${error}`, error);\n throw error;\n });\n }));\n }\n // returns SynthDescs as a JSON-ready dict\n function writeDefs() {\n return sclang.interpret(`\n var descs = Dictionary.new;\n SynthDescLib.default.synthDescs\n .keysValuesDo({ arg defName, synthDesc;\n synthDesc.def.writeDefFile(\"` +\n dest +\n `\");\n descs[defName] = synthDesc.asJSON();\n });\n descs\n `);\n }\n function writeDescs(descs) {\n return fs_1.promises.writeFile(path_1.default.join(dest, \"synthDefs.json\"), JSON.stringify(descs, null, 2));\n }\n await removeAll();\n await interpretFiles();\n const descs = await writeDefs();\n await writeDescs(descs);\n}", "async function core() {\n const bundle = await rollup({\n input: 'src/index.js',\n plugins: [\n nodeResolve(), // tells Rollup how to find date-fns in node_modules\n commonjs(), // converts date-fns to ES modules\n // postcss({\n // \tplugins: [],\n // \textract: true,\n // \t// minimize: isProductionEnv,\n // }),\n production && terser(), // minify, but only in production\n babel(babelConfig)\n ],\n });\n\n bundle.write({\n file: 'dist/luckysheet.umd.js',\n format: 'umd',\n name: 'luckysheet',\n sourcemap: true,\n inlineDynamicImports:true,\n\n });\n\n if(production){\n bundle.write({\n file: 'dist/luckysheet.esm.js',\n format: 'esm',\n name: 'luckysheet',\n sourcemap: true,\n inlineDynamicImports:true,\n });\n }\n\n}" ]
[ "0.57294303", "0.5711418", "0.5614464", "0.5603454", "0.55241615", "0.5494363", "0.54861075", "0.5440569", "0.5418112", "0.53987753", "0.5372037", "0.5312115", "0.52971154", "0.5264294", "0.5245395", "0.52158874", "0.5214062", "0.51893777", "0.51834625", "0.5183006", "0.5172694", "0.5159522", "0.51561826", "0.5155254", "0.51355094", "0.5113449", "0.51113945", "0.51063937", "0.50977176", "0.50936764", "0.5071771", "0.5067475", "0.50408244", "0.50406754", "0.50209206", "0.5017522", "0.50082827", "0.5004425", "0.50014627", "0.50002", "0.49960515", "0.49918738", "0.49918738", "0.49867618", "0.49742186", "0.4969617", "0.4956711", "0.49465418", "0.4941414", "0.49406263", "0.4939461", "0.4936246", "0.49361375", "0.49268952", "0.4902962", "0.48993123", "0.488045", "0.48790327", "0.48740557", "0.4868273", "0.4868273", "0.4868273", "0.4864397", "0.4864105", "0.48612416", "0.48563167", "0.48503974", "0.48434237", "0.48425853", "0.48372746", "0.48356208", "0.48314968", "0.48298493", "0.48246688", "0.48239648", "0.48223197", "0.48195827", "0.48179168", "0.48159656", "0.48157018", "0.48152384", "0.4814109", "0.48133636", "0.48033163", "0.4799968", "0.47997957", "0.47989792", "0.47970745", "0.47902307", "0.47882214", "0.4784128", "0.47803992", "0.47803345", "0.47801763", "0.4775498", "0.47748768", "0.4773356", "0.4770596", "0.47671175", "0.47663897", "0.47642517" ]
0.0
-1
set the textContent of an element
function setText(id, txt) { var e = document.getElementById(id); if (e) { e.textContent = txt; } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "set textContent(text) {\n if (this.#el) this.#el.textContent = text;\n else this.#textContent = text;\n }", "set textContent(v) {\n return (this.element.textContent = v);\n }", "setText(newTextContent) {\n this.textContent = newTextContent;\n }", "function setTextContents($elem, text) {\n\t$elem.contents().filter(function() {\n\t\tif (this.nodeType == Node.TEXT_NODE) {\n\t\t\tthis.nodeValue = text;\n\t\t}\n\t});\n}", "function setElementText(element, text)\r\n{\r\n\tif (element.innerText != undefined)\r\n\t{\r\n\t\telement.innerText = text;\r\n\t}\r\n\telse\r\n\t{\r\n\t\telement.textContent = text;\r\n\t}\r\n}", "SetText(str)\n\t{\n\t\tthis.textContent = str;\n\t}", "function setTextContent(node, text) {\n node[0].children[0].data = text;\n}", "function setElementText(oEle,strText)\r\n{\r\n\tif(oEle==null)return;\r\n\toEle.innerText = oEle.textContent = strText;\r\n}", "setText(newText)\n\t{\n\t\tthis.text = newText;\n\t\tthis.dom.innerHTML = newText;\n\t}", "function setText(element, text) {\n if (element.textContent != null) {\n element.textContent = text;\n } else if (element.innerText != null) {\n element.innerText = text;\n }\n}", "set textContent(value) {\n this._textContent = value;\n\n this.element.classList[value ? 'add' : 'remove']('b-tooltip-text-content');\n }", "function cText(element, content) {\r\n document.getElementById(element).innerHTML = content;\r\n}", "set innerText(text) {\n if (this.#el) this.#el.innerText = text;\n else this.#innerText = text;\n }", "function setInnerText(element, text) {\n if(typeof element === 'undefined') {\n return false;\n }\n\n var textProperty = ('innerText' in element) ? 'innerText' : 'textContent';\n\n try {\n element[textProperty] = text;\n } catch(anException) {\n //IE<9 FIX\n element.setAttribute('innerText', text);\n }\n }", "function setElementText(id, text)\n{\n document.getElementById(id).textContent = text;\n}", "setText(text) {\n this._setText(text);\n }", "setText(text) {\n if (typeof text !== 'string' || text.length === 0) {\n this.textElement.textContent = '';\n this.outerElement.classList.remove('has-text');\n }\n else {\n this.textElement.textContent = text;\n this.outerElement.classList.add('has-text');\n }\n }", "text(el, value) {\n return setGet(el, 'innerText', value);\n }", "_updateContent(txt){\n\t\tif(txt.includes(\"<\")){\n\t\t\tthis.$.content.value = \"\";\n\t\t\tthis.$.text.innerHTML = txt;\n\t\t} else {\n\t\t\tthis.$.text.innerHTML = \"\";\n\t\t\tthis.$.content.value = txt;\t\t\t\n\t\t}\n\t}", "function changeElementContent(element, content) {\n saferInnerHTML(element, content);\n}", "changeText(val){\r\n this.textlogoid.innerHTML = val;\r\n}", "function updateText(elementID, text){\n \n}", "function replaceText(element, string) {\n element.textContent = string;\n return element;\n}", "set text(text) {\n\t\tthis._text = text;\n\t}", "function setChildTextNode(elementId, text) {\n document.getElementById(elementId).innerText = text;\n}", "function setChildTextNode(elementId, text) {\n document.getElementById(elementId).innerText = text;\n}", "get text () { return this.DOM_element.textContent; }", "set setText (text) {\n this.text = text;\n }", "function setText(node, text) {\n if (node.hasChildNodes() && node.firstChild.nodeType == Node.TEXT_NODE) {\n node.firstChild.nodeValue = text;\n } else {\n addText(node, text);\n }\n}", "set content(value) {\n if (this.textContent !== value) {\n this.textContent = value;\n this.isDirt = true;\n this.doWrap = true;\n }\n }", "setText(text) {\n this._codeMirror.setValue(text);\n }", "set text(value) {}", "set text(value) {}", "function changeText(){\n var div = document.getElementById(\"myDiv\");\n div.firstChild.nodeValue = \"Some <strong>other</strong> message\";\n}", "function setInnerHtml(elementId, text) {\n\n\tvar obj = document.getElementById(elementId);\n\tif (obj==null) {\n\t\treturn;\n\t}\n\t\n\t//patch 2013-10-01\n\tvar c = obj.innerHTML;\n\tif (c!=\"\") {\n\t\ttext = c + \"<br>\" + text;\n\t}\n\t\n\tobj.innerHTML = text;\n\tobj.style.display = \"\";\n}", "function setElementText(element, text) {\n /// <summary>\n /// atualiza o texto de um element DOM (ex: label)\n /// DEPRICATED -> Usuar funções do namespace de cada app.\n /// </summary>\n var olabel;\n if (typeof element == \"string\") {\n olabel = $get(element);\n } else { olabel = element; }\n // remove o texto antigo\n if (olabel) {\n if (olabel.childNodes[0]) {\n olabel.removeChild(olabel.childNodes[0]);\n }\n var newtext = document.createTextNode(text);\n olabel.appendChild(newtext);\n }\n}", "setText(_text) {\n return this.setHTML(this.escapeHTML(_text));\n }", "function changeContent(element, message)\n {\n \telement.innerHTML = message;\n }", "function changeText(node, text) {\n\tdocument.querySelector(node).textContent = text;\n}", "setText(text) {\n if (text !== this.getText()) {\n if (this._editor) {\n this._editor.setText(text);\n } else {\n this._value = text;\n }\n }\n }", "updateText(text) {\n\t\tthis.text = text;\n\t}", "setText(newTextContent) {\n throw new Error('setText() can only be used with text objects.');\n }", "function setText(obj,val)\n{\n obj.text(val);\n}", "setText(text) {\n\t\tlet div = document.createElement('div');\n\t\tdiv.innerHTML = text;\n\t\tdiv.style.fontSize = 0;\n\t\tthis.text = div.innerText;\n\t\tthis._queued.text = text;\n\t}", "function changeElementText(element, answer) {\n $(element).text(answer);\n}", "function changeElementText(element, answer) {\n $(element).text(answer);\n}", "function changeElementText(element, answer) {\n $(element).text(answer);\n}", "renderText(selector, value) {\n\t\tdocument.querySelector(selector).textContent = value;\n\t}", "function setText(obj, value) {\n if (typeof (obj.textContent) != \"undefined\")\n obj.textContent = trimAll(value);\n else\n obj.innerText = trimAll(value);\n}", "text (state, text) {\n state.text = text\n }", "function setText(txtId, text) {\n var txt = getTextById(txtId);\n txt.text = text;\n}", "get textContent() {\n return this.text.toString();\n }", "function setTextById (id, text) {\n\treturn document.getElementById(id).textContent = text\n}", "function changeTextContent(element, text = '') {\n element.classList.add('out')\n setTimeout(function() {\n element.textContent = text\n setTimeout(function() { element.classList.remove('out') }, 100)\n }, 500)\n}", "function content(element) {\n\t\tswitch (element.nodeType) {\n\t\t\tcase Node.TEXT_NODE: // 3\n\t\t\tcase Node.PROCESSING_INSTRUCTION_NODE: // 7\n\t\t\tcase Node.COMMENT_NODE: // 8\n\t\t\t\telement.nodeValue = format.call(this, element.nodeValue);\n\t\t}\n\t}", "function appendTextToElement(element, text){\n jQuery(element).append(currentDocument.createTextNode(\"\"+text));\n jQuery(element).append(currentDocument.createElement(\"br\"));\n }", "updateNodeContent(node, content) {\n this.getNode(node).innerHTML = content;\n }", "function changeText(id, text) {\n\tvar element = document.getElementById(id);\n\telement.innerHTML = text;\n}", "function setInnerHTML(element, toValue)\n{\n\t// IE has this built in...\n\tif (typeof(element.innerHTML) != 'undefined')\n\t\telement.innerHTML = toValue;\n\telse\n\t{\n\t\tvar range = document.createRange();\n\t\trange.selectNodeContents(element);\n\t\trange.deleteContents();\n\t\telement.appendChild(range.createContextualFragment(toValue));\n\t}\n}", "changeLblTxt(newTxt) {\r\n this.HTMLElement.textContent = newTxt;\r\n }", "function setText(text) {\n document.getElementById(\"result\").innerHTML = text;\n}", "function updateOutput(el, val) {\n el.textContent = val;\n}", "setText(text) {\n this.el.value = text;\n\n if (this.options.autoSize) {\n this.$el.autoSizeTextArea('autoSize');\n }\n }", "function setInnerHTML ( id, content )\n {\n\tvar elt = myGetElement(id);\n\t\n\tif ( elt )\n\t{\n\t if ( typeof(content) != \"string\" )\n\t\telt.innerHTML = \"\";\n\t else\n\t\telt.innerHTML = content;\n\t}\n }", "set richText(value) {}", "function text(str: string) {\n document.querySelector('p').textContent = str;\n}", "get text() {\n return this.content();\n }", "text(text) {\n this._text = text;\n\n // Chainable\n return this;\n }", "function changeText(value) {\ndocument.getElementById('pText').innerHTML = value;\n\n}", "get textContent() {\n return this.#el?.textContent ?? this.#textContent;\n }", "function setNodeText(node, text) {\n while (node.lastChild) {\n node.removeChild(node.lastChild);\n }\n\n node.appendChild(node.ownerDocument.createTextNode(text));\n}", "function setText(text) {\n\t\tclearText();\n\t\tslides.innerHTML = '<li class=\"basic slide active\"><span class=\"content\">' + text + '</span></li>';\n\t}", "function writeTo(element, text) {\n document.getElementById(element).innerHTML = text;\n}", "function setInnerHTML(element, html) {\n element[innerHTML()] = html;\n}", "element(element){\r\n element.setInnerContent(this.content);\r\n}", "function changeBtnTxt(id, txt){\n\n var btn = document.getElementById(id);\n\n btn.textContent = txt;\n\n}", "restoreText() {\n this.element.textContent = this._text;\n return this;\n }", "set textContent(slot) {\n super.textContent = slot.symbol;\n this.element.style.backgroundColor = \"white\";\n }", "update (text) {\n if (text !== this.text) {\n this.text = text\n this.element.innerText = this.text // Directly update the element\n }\n return false // Don't call createElement again\n }", "text(content) {\n this.nodeMailerMessage.text = content;\n return this;\n }", "function changeText(id) {\n id.innerHTML = 'Lorem ipsum dolor sit amet, consectetur adipisicing elit. Est quos inventore enim ab similique possimus voluptatibus laboriosam sint. Numquam temporibus, facilis maiores laborum nulla repellendus nesciunt labore ipsa atque ad.'\n}", "function manipText(text) {\n text_area.innerHTML = text;\n\n}", "function changeText(id, txt) {\n document.getElementById(id).innerHTML = txt;\n}", "function updateText(ev) {\n setText(ev.target.value);\n }", "get textContent () {\n return textContent(this._data);\n }", "setText(val) {\n\n }", "function setHtmlDetails(text){\n\n document.getElementById(\"where\").innerHTML = text;\n}", "function setContent(id, content) {\n document.getElementById(id).innerHTML = content\n}", "function textContent(el, value) {\n let content = el.textContent;\n if(value === underfined) {\n if(content !== underfined) {\n return content;\n } else {\n return el.innerText; //EE\n }\n }else {\n if(content !== underfined) {\n el.textContent = value;\n } else {\n el.innerText = value; //EE\n }\n }\n }", "function SetButtonText(button, text) {\n button.childNodes[0].nodeValue = text;\n}", "get content() {\n return this.textContent;\n }", "function updateHandle(el, val) {\n el.textContent = val;\n}", "function changePcontent(){\n let selectPofDivs = document.querySelector(\"div p\")\n selectPofDivs.innerText = \"This is a short Lorem Ipsummmmmmmmmm... who cares :) !\"\n }", "_onUpdateTextElement(nodeId) {\n let newValue = this.refs[nodeId].val()\n let editorSession = this.context.editorSession\n editorSession.transaction((doc) => {\n let element = doc.get(nodeId)\n element.setText(newValue)\n doc.setSelection(null)\n })\n // Trigger custom ref:updated which leads to an update of the rendered\n // record (see RefComponent)\n editorSession.emit('ref:updated', this.props.node.id)\n }", "function fillText( element ) {\r\n\t\ttry {\r\n\t\t\telement.value = shortTestString.replace(\"#REPLACE#\", element.name)\r\n\t\t}\r\n\t\tcatch (e) {}\r\n\t}", "domTextContent(value, el, child, childClass) {\n if (!value || !el) return; // [1]\n\n const domEl = document.querySelector(el);\n\n if (!domEl) return; // [3]\n\n if (child) {\n const childEl = this.domCreateElement(child);\n\n if (childClass) childEl.classList = childClass;\n childEl.textContent = value;\n\n domEl.appendChild(childEl);\n return;\n };\n\n domEl.textContent = value; // [4]\n }", "function SetTextHeadingValue(obj,value){\n // Resolve the special characters.\n var dom = obj._element;\n \n dom.innerHTML=EncodeHTMLTag(value);\n}", "function setInnerHTML(element, html) {\n element[innerHTML()] = isRealElement(html) ? html[innerHTML()] : html;\n }", "_doSomething() {\n this._content.innerText = \"You clicked the button\";\n }", "function setInnerHTMLText (sentenceID, text) {\n document.getElementById(sentenceID).innerHTML = text; \n}" ]
[ "0.8421547", "0.8072021", "0.80231225", "0.78319824", "0.76687926", "0.76387584", "0.7616749", "0.7602446", "0.7592275", "0.7582644", "0.7570798", "0.7559711", "0.7528556", "0.74283373", "0.73683697", "0.7188178", "0.71824294", "0.7162515", "0.7152992", "0.714152", "0.7138472", "0.7036326", "0.69474465", "0.6931468", "0.69288963", "0.69288963", "0.69151556", "0.69021755", "0.6888799", "0.68839", "0.6871088", "0.6858428", "0.6858428", "0.684081", "0.6838826", "0.6824509", "0.68090343", "0.6789171", "0.67809516", "0.6768936", "0.6715141", "0.67091364", "0.6702203", "0.6701251", "0.66931146", "0.66931146", "0.66931146", "0.66758037", "0.6670056", "0.6660715", "0.66306657", "0.6626044", "0.66064775", "0.66063666", "0.65981907", "0.6586642", "0.65489036", "0.6545108", "0.65319", "0.6524381", "0.6494563", "0.6476185", "0.6472806", "0.64646393", "0.6460681", "0.64437294", "0.64414465", "0.6435936", "0.64311105", "0.6419616", "0.64002293", "0.6380459", "0.6380401", "0.6380371", "0.63761365", "0.6355647", "0.6343374", "0.63341093", "0.63201404", "0.6308651", "0.63059586", "0.63045025", "0.6303177", "0.6298694", "0.6296935", "0.62842566", "0.6275736", "0.6273396", "0.626534", "0.6260761", "0.6249973", "0.62417984", "0.62347144", "0.62304974", "0.6218197", "0.6214266", "0.6201508", "0.61939454", "0.6186514", "0.6175702" ]
0.6713226
41
Need to figure out how to update this rather than use separate variable
function randomizeImages(images, min, max) { return Math.floor( ( ((Math.random() * (max - min + 1)) + min) ) ); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "private internal function m248() {}", "private public function m246() {}", "transient protected internal function m189() {}", "protected internal function m252() {}", "transient final protected internal function m174() {}", "transient private protected internal function m182() {}", "transient private internal function m185() {}", "updated() {}", "transient final private internal function m170() {}", "function updateroster() {\n\n}", "update() {\n // Subclasses should override\n }", "transient final private protected internal function m167() {}", "_update() {\n }", "static private internal function m121() {}", "update()\n {\n \n }", "function setUpCurrentVar() {\r\n g_current_var['section'] = g_search_info_level2['currentsection'];\r\n g_current_var['rangekmstart'] = g_all_result['mindis'];\r\n g_current_var['rangekmend'] = g_all_result['maxdis'];\r\n //For Flag Positioning\r\n var lastindex = g_all_result['usedlength'];\r\n g_current_var['flagfirstlat'] = g_all_result[0]['lat'];\r\n g_current_var['flagfirstlong'] = g_all_result[0]['long'];\r\n g_current_var['flaglastlat'] = g_all_result[lastindex]['lat'];\r\n g_current_var['flaglastlong'] = g_all_result[lastindex]['long'];\r\n\r\n }", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update() {}", "update(startingData) {}", "static private protected internal function m118() {}", "static transient final private internal function m43() {}", "firstUpdated() {}", "update () {}", "update() { }", "update() { }", "__previnit(){}", "transient private public function m183() {}", "static final private internal function m106() {}", "getSnapshotBeforeUpdate() {\n //create a backup of the current way things are\n //IMPORTANT: not very common\n }", "function sb(){this.pf=[]}", "updateSelfData(ro) {}", "function update() {\n\t\t\n\t}", "transient private protected public internal function m181() {}", "function update() {}", "if (newFirstUpdate === null) {\n // This is the first skipped update. It will be the first update in\n // the new list.\n newFirstUpdate = update;\n // Since this is the first update that was skipped, the current result\n // is the new base state.\n newBaseState = resultState;\n }", "transient final private protected public internal function m166() {}", "if (newFirstCapturedUpdate === null) {\n // This is the first skipped captured update. It will be the first\n // update in the new list.\n newFirstCapturedUpdate = update;\n // If this is the first update that was skipped, the current result is\n // the new base state.\n if (newFirstUpdate === null) {\n newBaseState = resultState;\n }\n }", "__init() {this._measurements = {};}", "__init() {this._measurements = {};}", "__init() {this._measurements = {};}", "increaseStat() {}", "static transient private protected internal function m55() {}", "static transient final protected internal function m47() {}", "function update() {\n // ... no implementation required\n }", "__init5() {this.pos = 0}", "static transient final private protected internal function m40() {}", "get used() {\n\t\treturn this.__used;\n\t}", "afterUpdate() {}", "__init6() {this._lastActivity = new Date().getTime();}", "_resetCurrent() {\n this._current = {\n \"line\": \"\",\n \"score\": Number.MIN_SAFE_INTEGER,\n \"normalizer\": Number.MIN_SAFE_INTEGER,\n \"joint\": Number.MIN_SAFE_INTEGER,\n };\n }", "static protected internal function m125() {}", "lastUsed() { }", "_variablesChanged() {}", "function w(){this.a={}}", "resetVars() {\r\n this._current = undefined;\r\n this._nextRevisionNr = exports.INITIAL_REVISION_NEXT_NR;\r\n }", "refresh()\n\t{\n\t}", "update() {\n }", "update() {\n }", "update() {\n }", "function refreshLocVariables(){\n\ttargetPoint = false;\n\ttempTin=false;\n\ttin=false;\n\tnearest=false;\n\tnearest_turf=false;\n\tbuffered=false;\n\tptsWithin=false;\n\tmyPoint=false;\n\tcoords_x = []; //define an array to store the lng coordinate\n\tcoords_y = []; //define an array to store the lat coordinate\n\tcoords_z = []; //define an array to store elev coordinate\n\tkeyLocLocation = false;\n}", "function accessesingData2() {\n\n}", "function accessesingData2() {\n\n}", "function used(value) { }", "function getUpdate() {\r\n // empty string refers to spmething empty like color which has no pixels\r\n const suffix = this.dataset.sizing || '';\r\n document.documentElement.style.setProperty(`--${this.name}`, this.value + suffix);\r\n\r\n}", "static private protected public internal function m117() {}", "updateLocalTransform()\n {\n // empty\n }", "static final private protected internal function m103() {}", "obtain(){}", "update() {\n \n }", "static transient private protected public internal function m54() {}", "function adjustObsSetters() {\r\n\r\n }", "transient final private public function m168() {}", "if (info.variableValues.babyId) {\n babyId = fromGlobalId(info.variableValues.babyId).id;\n }", "updateVariable(index) {\n // clear/update all the offfsets and heights ahead of index.\n this.getVarOffset(index, true);\n }", "calcVars () {}", "init() {\n this.starCollected = 0;\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "update() {\n\n }", "get x() { return this._x; }", "updateCursorTotal () {\n\n }", "_firstRendered() { }", "set_current(){\n let i = 0\n if(this.means.length > 0){\n while(this.means[i].key >= this.parent.year0 & i < this.means.length){\n i++\n }\n }\n this.current = i\n }", "get main() { return this.ranges[this.mainIndex]; }", "static setAddQV(qv, qq) {\n//--------\nqv[0] += qq[0];\nqv[1] += qq[1];\nqv[2] += qq[2];\nqv[3] += qq[3];\nreturn qv;\n}", "update() {\n\t\tthis.output = this.tempOutput;\n\t}", "function update() {\n \n}", "update() {\n // ...\n }", "updateAllVarCache() {\n const { delta: { varLastCalcIndex }, updateVariable } = this;\n updateVariable(varLastCalcIndex);\n }", "get _freePos () {return this._p.freePos;}" ]
[ "0.64253587", "0.61296576", "0.59055734", "0.58453554", "0.5751413", "0.5728981", "0.562074", "0.5554957", "0.55217475", "0.5507901", "0.55055666", "0.544788", "0.54393375", "0.5432632", "0.53720754", "0.53677016", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.5335118", "0.53315127", "0.53109896", "0.5286415", "0.5273011", "0.5242066", "0.52372754", "0.52372754", "0.5216824", "0.52094835", "0.51888716", "0.518493", "0.5177365", "0.5174629", "0.51613414", "0.5151339", "0.5130232", "0.51254696", "0.51027995", "0.5086562", "0.505848", "0.505848", "0.505848", "0.5054569", "0.5050253", "0.5034911", "0.5032764", "0.50096387", "0.5005833", "0.49958643", "0.49714935", "0.49702093", "0.4970128", "0.4960901", "0.49587014", "0.49547508", "0.49513966", "0.4950689", "0.49318796", "0.4927685", "0.4927685", "0.4927685", "0.49211764", "0.49110395", "0.49110395", "0.4907474", "0.49021968", "0.4894545", "0.489364", "0.48934108", "0.48868284", "0.4869309", "0.48664826", "0.4865164", "0.48622066", "0.48512858", "0.48509264", "0.48460677", "0.48428443", "0.4836048", "0.4836048", "0.4836048", "0.4836048", "0.4836048", "0.4836048", "0.4836048", "0.48273948", "0.48260257", "0.48230428", "0.48209506", "0.48107904", "0.48091608", "0.48058018", "0.47966516", "0.47925362", "0.47910365", "0.47883284" ]
0.0
-1
alert( "Missing a field a ");
function(event) { var isValid = true; var email = $("#email_address").va(); if (email == "") { $("#email_address").next().text("This field is required."); isValid = false; } var full_name = $("#full_name_id").val().trim(); if (full_name == "") { $("#full_name_id").next().text("This field is required."); isValid = false; } alert( "Missing a field b "); // if (isValid == false) { alert( "Missing email address or full name"); event.preventDefault(); // } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function missing () {\n alert('Please enter the mising information');\n}", "function warnEmpty (theField, s)\r\n{ theField.focus()\r\n alert(mPrefix + s + mSuffix)\r\n return false\r\n}", "function warnEmpty (theField, s)\r\n{ theField.focus()\r\n alert(mPrefix + s + mSuffix)\r\n return false\r\n}", "function warnInvalid (theField, s)\r\n{ theField.focus()\r\n theField.select()\r\n alert(s)\r\n return false\r\n}", "function error(){\n alert('invalid info')\n}", "function validate_required(field,alerttxt)\r\n{\r\n\tif (field.value==null|| field.value==\"\")\r\n\t{\r\n\t\t//var field = field\r\n\t\tshow_it(field,alerttxt)\r\n\t\treturn false;\r\n\t}\r\n\telse \r\n\t{\r\n\t\treturn true;\r\n\t}\r\n}", "function alertInvalid(s){\n alert(\"Invalid Input: \" + s);\n}", "function invalidEntry() {\n\talert(\"You have to do something.\");\n}", "showError(error){\n\t\talert(error||'unknown error has occurred.');\n\t}", "function alertValidationMessage(message) {\n alert(message);\n}", "requiredFieldMsg() {\n try {\n alert('Please fill out all required fields');\n // window.location.reload();\n } catch (error) {\n alert('There seems to be a problem!');\n }\n }", "function adderr(txt) { return !fields.attr(\"required\", false).mbError(txt); }", "function nameField(name)\r\n{ \r\n var x=document.getElementById(name);\r\n var errField=x.name;\r\n var err=document.getElementById('err_'+name);\r\n if(x.value=='null' || x.value==\"\" || x.value.trim()==\"\")\r\n {\r\n err.innerHTML=\"* Please Fill the \"+errField+\" Field\";\r\n err.style.color=\"red\";\r\n x.style.border=\"1px solid red\";\r\n return 0;\r\n }\r\n else if(!isNaN(x.value))\r\n {\r\n err.innerHTML=\"* \"+errField+\" field should be in characters\";\r\n err.style.color=\"red\";\r\n x.style.border=\"red thin solid\";\r\n return 0;\r\n }\r\n else\r\n {\r\n err.innerHTML=\"\";\r\n x.style.border=\"\";\r\n }\r\n}", "function validateFields(field) {\n\tvar reqField = signupForm.find(field);\n\tvar reqValue = reqField.val().trim();\n\tif(0 === reqValue.length) {\n\t\talert(\"You must enter a \" + reqFiled.attr(\"placeholder\") + \".\");\n\t}\n}", "function alertOfEmptyMandatoryField(alertId) {\n removeAllChildNodes(\"success\");\n document.getElementById(alertId).innerHTML =\n '<div class=\"alert alert-danger fade in\">' +\n '<a href=\"#\" class=\"close\" data-dismiss=\"alert\">&times;</a>' +\n '<strong>Error!</strong> Mandatory field is empty. Popullate it before submit.' +\n '</div>';\n}", "function error() {\nalert(\"That's weird! We couldn't find you!\");\n}", "function notValidAlert () {\n alert('That is not a valid command, please try again.')\n}", "function validateDetails(field) {\n\tif(field == \"\") {\n\t\treturn \"No details were entered.\\n\";\t\n\t}\n\telse {\n\t\treturn \"\";\n\t}\n}", "function validateName(field) {\n\tif(field == \"\") {\n\t\treturn \"No name was entered.\\n\";\t\n\t}\n\telse {\n\t\treturn \"\";\t\n\t}\n}", "function showFormValidationAlert() {\n\tformIsValid()\n\t\t? null\n\t\t: alert('Please complete the order form and try again.')\n}", "function userResponse() {\n \n var x = document.forms[\"SafetyTest\"][\"fname\"].value;\n if (x == \"\") {\n alert(\"Name must be filled out\");\n return false;\n }\n\n \n}", "function _missingField(field) {\n return `The ${field} was not provided. Please update this and try again.`;\n}", "function RequiredField() {\n\n }", "function verifyField(element)\n{\n if (!element.value)\n {\n flashField(element);\n }\n}", "function required(inputtx) \n {\n if (inputtx.value.length == 0)\n { \n alert(\"message\"); \t\n return false; \n } \t\n return true; \n }", "function ValidarFields() {\r\n\r\n\tif(document.getElementById('codigo').value == \"\"){\r\n\t\talert(' ¡ ERROR ! Debes ingresar el código del producto.');\r\n\t\treturn false;\r\n\t}\r\n\r\n\tif(document.getElementById('nombre').value == \"\"){\r\n\t\talert(' ¡ ERROR ! Debes ingresar el nombre del producto.');\r\n\t\treturn false;\r\n\t}\r\n\r\n\tif(document.getElementById('precio').value == \"\"){\r\n\t\talert(' ¡ ERROR ! Debes ingresar el precio del producto.');\r\n\t\treturn false;\r\n\t}\r\n\r\n}", "function fieldValidacion(field) {\n if ($(field).val() == \"\") {\n $(field + \"MsgError\").css(\"display\", \"block\");\n return false;\n }\n return true;\n}", "function validateFields() {\n var result = checkTargetName();\n if ( !result ) {\n \talertUser();\n }\n return result;\n}", "function isNotNull(f,noalert) {\n if (f.value.length ==0) {\n return false;\n }\n return true;\n}", "function showValidationError(fields) {\n\t\t\t$ionicPopup.alert({\n\t\t\t\ttitle: vm.formatValidationError(fields),\n\t\t\t\tokText: 'Ok',\n\t\t\t\tokType: 'button-energized'\n\t\t\t});\n\t\t}", "function validateSuportFields()\n{\n var userFullName = document.getElementById(\"name\").value;\n if(userFullName.length == 0) { alert(\"Please fill your name\"); return false;}\n var userMail = document.getElementById(\"email\");\n if(!userMail.validity.valid) { alert(\"Invalid Email Address\"); return false;}\n var selectedSubject = document.getElementById(\"subject\").value;\n if(selectedSubject == \"Select Subject\") {alert(\"Please select subject\"); return false;}\n var userComment = document.getElementById(\"comment\").value;\n if(userComment.length == 0) { alert(\"Please fill your message\"); return false;}\n else { alert(userFullName + \"\\n\" + userMail.value + \"\\n\" + selectedSubject + \"\\n\" + userComment); return true; }\n}", "function checkEmptyFields(){\n \t\n \t\n\t\t\ttry {\n\t\t\t\tif (document.getElementById(\"source-opt\").selectedIndex == 0) {\n\t\t\t\t\talert(\"Select Source\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\t\t\t\tif (document.getElementById(\"destination-opt\").selectedIndex == 0) {\n\t\t\t\t\talert(\"Select Destination\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\n\t\t\t\tif (document.getElementById(\"dropPoint-opt\").selectedIndex == 0) {\n\t\t\t\t\talert(\"Select DropPoint\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\t\t\t\tif (document.getElementById(\"timeSlot-opt\").selectedIndex == 0) {\n\t\t\t\t\talert(\"Select TimeSlot\");\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\n\t\t\t\tbookARideButtonClicked();\n\t\t\t}\n\t\t\tcatch (e) {\n\t\t\t\talert(e.message);\n\t\t\t\tjsExceptionHandling(e);\n\t\t\t}\n }", "function showError(message){\n alert(message);\n}", "function AlertNoRecordFound(mess,title)\n{\n //There are no Agency records.\n var alert = String.format(\"<p style=\\\"font-size:10.5pt;color:#000000\\\">{0}</p>\",mess); \n \n if(mess.length <= 50)\n GCTWindow.MessageBox(alert,'FACE SEARCH - ' + title,325,110,null);\n else \n GCTWindow.MessageBox(alert,'FACE SEARCH - ' + title,410,110,null);\n}", "function renderEmpty() {\n alert(\"Please enter a new job\");\n }", "function numberField(name)\r\n{\r\n var x=document.getElementById(name);\r\n var errField=x.name;\r\n var err=document.getElementById('err_'+name);\r\n if(x.value==\"null\" || x.value==\"\" || x.value.trim()==\"\")\r\n {\r\n err.innerHTML=\"* Please Fiil the \"+errField+\" Field\";\r\n err.style.color=\"red\";\r\n x.style.border=\"1px solid red\";\r\n return 0;\r\n }\r\n else if(isNaN(x.value))\r\n {\r\n err.innerHTML=\"* \"+errField+\" Field should be in numeric\";\r\n err.style.color=\"red\";\r\n x.style.border=\"red thin solid\";\r\n return 0;\r\n }\r\n else\r\n {\r\n err.innerHTML=\"\";\r\n x.style.border=\"\";\r\n }\r\n}", "function showError(field,message){\r\n\t\t$(\"#error_\"+field).text(message);\r\n\t//\t$(\"#\"+field).css(\"background-color\", \"#ff9999\");\r\n\t\treturn false;\r\n}", "function missingFieldArgMessage(fieldName, argName, type) {\n return \"Field \\\"\".concat(fieldName, \"\\\" argument \\\"\").concat(argName, \"\\\" of type \") + \"\\\"\".concat(type, \"\\\" is required, but it was not provided.\");\n}", "function error() {\r\n\t\t\t\talert(\"error\");\r\n\t\t\t}", "function VKCheckRequireField(object,strMesssage){\n\tif(object.value.length == 0){\n\t\tobject.focus();\n\t\treturn remove_vietnamese_accents(strMesssage);\n\t\t\n\t}\n\telse{\n\t\treturn \"\";\n\t}\n}", "function ShowError (e)\n{\n alert('[ERROR] ' + e);\n}", "function showWarning(message)\n{\n\talert(message);\n}", "function VKCheckRequireFieldEx(object,strMesssage){\n\tif((object.value.length == 0) || (object.value == \"0\"))\n\t{\n\t\treturn strMesssage;\n\t\t\n\t}\n\telse{\n\t\treturn \"\";\n\t}\n}", "function error(err){\n alert('Error: ' + err + ' :('); // alert the error message\n}", "function checkPresence(field) {\n var hint = $F(field).length == 0 ? \" This field cannot be empty!\" : \"\";\n\n if ($(field + '_hint')) {\n $(field + '_hint').update(hint);\n }\n else {\n content = '<span class=\"validation\" style=\"color:red\" id=\"' + field + '_hint\">' +\n hint + '</span>';\n new Insertion.After(field, content);\n }\n}", "function validate()\r\n{\r\n \r\n alert( \"Values entered successfully\" );\r\n}", "function addGTask(task_name) {\n if (id(\"task-priority\").value == \"\"\n || id(\"task-hour\").value == \"\"\n || id(\"task-min\").value == \"\") {\n alert(\"Please Enter Required Fields\");\n }\n else{\n close(current_overlay);\n }\n}", "function alertDismissed()\r\n{\r\n\tdocument.getElementById('msgdiv').innerHTML=\"Please enter a non-empty Username and Password!\";\r\n}", "function SectionmissingField(check){\n\t\tconsole.log('checking fields')\n\t\tif(check === false){\n\t\t\t$('#fillSection').empty(); //for when user does nor fill fields properly\n\t\t\t$('#fillSection').append('Please fill in area with *.');\n\t\t} else {\n\t\t\tconsole.log('Inputs are complete');\n\t\t\tPostInformation();\n\t\t}\n\t}", "function defOnError(error) {\r\n alert(error.toString());\r\n}", "function submit(){\n if(verifyFields()){\n alert(\"Submitted\");\n } else {\n alert(\"Please fill out all fields!!\");\n }\n}", "function validateAddress(field)\n{\n //Make sure field is not blank; unable to validate anything beyond that.\n if(field == \"\") return \"Please specify your address.\\n\";\n return \"\";\n}", "function check_field_empty(field, name, message) {\n if (message != undefined)\n var msg = message;\n else\n var msg = 'Please enter ' + name;\n\n if (is_field_empty(field)) {\n set_message('error', msg);\n clear_message();\n return true;\n } else\n return false;\n}", "function noCitation()\n{\n alert(\"editCitation: noCitation error\");\n}", "function missingFieldArgMessage(fieldName, argName, type) {\n return 'Field \"' + fieldName + '\" argument \"' + argName + '\" of type ' + ('\"' + String(type) + '\" is required but not provided.');\n}", "function showError() {\n alert('show error');\n}", "function showValidationAlert(message) {\r\n showModalAlert(message);\r\n}", "function checkValidAlarm(x)\n{\n if(x == null || x == \"\")\n {\n alert(\"not a valid alarm\")\n }\n}", "function checkqual() {\n if($('#qual1').val() == ''){\n $('#qualerr').html(\"Enter your Qualification\");\n $('#qualerr').show();\n err_qual = true;\n }else {\n $('#qualerr').hide();\n }\n }", "function validateNewBusiness(form){\n error = false\n field = form.querySelector(\"[name=new_business_name\")\n if(!field.value){\n message=\"Provide the business name\"\n error = true\n }\n if(error) {\n alert(message)\n return false\n }\n return true\n}", "function fnameVal() {\n var elm = document.getElementById(\"fname\");\n\n if (elm.validity.valueMissing) {\n elm.setCustomValidity(\"Please enter in your first name!\");\n } else {\n elm.setCustomValidity(\"\");\n }\n}", "function validbutton()\n{\nalert(\"Thankyou for registering for blood donation. Have a healthy life!\");\n}", "function messageBox(){\n alert(\"Please enter the values for the shape in the following questions.\");\n}", "function validateRequiredFieldForAdd(){\n\t\tvar factoryCode= $(\"#addFactoryDialog\").find(\"#txtFactoryCode\").val();\n\t\tif(factoryCode.trim() === '' || factoryCode == null)\n\t\t\treturn false;\n\t\t\n\t\tvar shortName= $(\"#addFactoryDialog\").find(\"#txtShortName\").val();\n\t\tif(shortName.trim() === '' || shortName == null)\n\t\t\treturn false;\n\t\t\n\t\treturn true;\n\t}", "function val_companyName(val) {\n if (val == '') {\n alert('Please Write an Company Name');\n return false;\n } else {\n return true;\n }\n}", "function escribir(variableError){\n var mensaje= \"Error! El campo \"+ variableError + \" se encuentra vacío. Completelo.\";\n document.getElementById('alertaError').innerHTML= mensaje;\n }", "function invalid()\n\t{\n \t if(document.getElementById(\"project_title\").value == \"\")\n \t\t{\n\t \t\t\talert(\"Please Enter Project Title! \");\n\t\t\t\tdocument.getElementById(\"project_title\").focus()\n\t\t\t\treturn false;\n\t\t}\n\t\t\n\tif(document.getElementById(\"short_desc\").value == \"\")\n \t\t{\n\t \t\talert(\"Please Enter Short Description! \");\n\t\t\tdocument.getElementById(\"short_desc\").focus()\n\t\t\treturn false;\n\t\t} \n\tif(document.getElementById(\"file\").value == \"\")\n \t\t{\n\t \t\talert(\"Please Enter Upload Image! \");\n\t\t\tdocument.getElementById(\"file\").focus()\n\t\t\treturn false;\n\t\t} \n\tif(document.getElementById(\"description\").value == \"\")\n \t\t{\n\t \t\talert(\"Please Enter Description! \");\n\t\t\tdocument.getElementById(\"description\").focus()\n\t\t\treturn false;\n\t\t} \t\n \t}", "function showErrorMessage(msg) { }", "showErrorMessage() {}", "function validateFirst() {\n if (first_name.value === \"\") {\n //\n document.getElementById(\"alertFirst\").innerHTML =\n \"This field cannot be empty\";\n\n return false;\n }\n document.getElementById(\"alertFirst\").innerHTML = \"\";\n return true;\n}", "function warnDefaultDisplayNameNotAlphanumericPlusSpaces(){\n var dumStr = $('#defaultDisplayNameValue').val();\n if (!checkDefaultDisplayName(dumStr) && dumStr!=''){\n $('#defaultDisplayNameMessage').html('<p style=\"color:red;\">Default Display Name must be nonempty, alphanumeric, plus spaces.</p>');\n }\n}", "function validateForm() {\n var x = document.forms[\"searchForm\"][\"fname\"].value;\n if (x == \"\") {\n alert(\"Du skal indtaste et postnummer for at forsætte\");\n return false;\n }\n}", "function validate_model(field, alerttxt) {\r\n\twith (field) {\r\n\t\tif (value == null || value == \"\") {\r\n\t\t\talert(alerttxt);\r\n\t\t\treturn false\r\n\t\t} else {\r\n\t\t\treturn true\r\n\t\t}\r\n\t}\r\n}", "function usernameBad(button, usernameField){\n window.alert(\"Username already in use\")\n button.disabled = true;\n}", "function validateInputFields() {\n var msg = \"\";\n if ($(\"#txtAlertName\").val() === \"\") {\n msg += \"O campo 'Nome' é obrigatório.\";\n }\n if ($(\"#txtAlertDescription\").val() === \"\") {\n if (msg.length > 0) { msg += \"<br>\"; }\n msg += \"O campo 'Descrição' é obrigatório.\";\n }\n if ($(\"#txtAlertDueDate\").data(\"DateTimePicker\").date() === null) {\n if (msg.length > 0) { msg += \"<br>\"; }\n msg += \"O campo 'Data' é obrigatório.\";\n }\n if (msg.length > 0) {\n MessageBox.info(msg, { Div: \"#divAlertModalMessage\" });\n return false;\n }\n MessageBox.clear({ Div: \"#divAlertModalMessage\" });\n return true;\n }", "function checkDNI(){\n if(form['dni'].value==\"\"){\n innerAlert(\"dniLabel\",\"Este campo no puede estar vacio\")\n return false\n }\n}", "function errorFunction(){\n\talert(\"error!\");\n}", "function show_error(a,b){\n\t\t$('error_creacion').innerHTML=b+' : '+errores[a];\n\t}", "function showAlert(mess)\n{\n alert(mess);\n}", "function nameErrorHandler() {\n if (fullName.value.length != 0) {\n if (fullnameRegex.test(fullName.value) == false) {\n var name_message =\n \"Fullname should contain min 2 words with min 4 alphabet Ex: John Snow\";\n document.getElementById(\"name_err\").innerHTML = name_message;\n } else {\n document.getElementById(\"name_err\").innerHTML = \"\";\n }\n }\n}", "function duplicateInputFieldMessage(fieldName) {\n return 'There can be only one input field named \"' + fieldName + '\".';\n}", "function val_loadName(val) {\n if (val == '') {\n alert('Please Write an Load Name');\n return false;\n } else {\n return true;\n }\n}", "function missingField(p) {\n return (p.Username === undefined || p.Password === undefined || p.Bio === undefined );\n}", "function formsError(response){\n alert(response);\n //oops something exploded\n}", "function onInvalid(form,fieldName,errorMessage)\n{\n\talert(errorMessage);\n\t\t\t\t\n\tif(!(form[fieldName] instanceof Array))\n\t{\n\t\tform[fieldName].focus();\n\t}\n\treturn false;\n}", "function alert(title, msg){\n\tif( typeof msg == 'undefined' )\n\t{\n\t\tmsg = title;\n\t\ttitle = '';\n\t}\n\t$.jAlert({\n\t\t'title': title,\n\t\t'content': msg\n\t});\n}", "function validateName(field)\n{\n if(field == \"\"){\n return \"No Name was entered.\\n\";\n }\n else if(field.length <= 2)\n {\n return \"Enter a valid name.\\n\";\n }\n return \"\";\n}", "function radioField(name,name1)\r\n{\r\n var x=document.getElementById(name);\r\n var y=document.getElementById(name1);\r\n var errField=x.name;\r\n var lastIndex = name.lastIndexOf(\"_\");\r\n var err_e = \"err_\"+name.substring(0, lastIndex);\r\n var err =document.getElementById(err_e)\r\n if(x.checked==false && y.checked==false)\r\n {\r\n err.innerHTML=\"* please select the \"+errField;\r\n err.style.color=\"red\";\r\n return 0;\r\n }\r\n else\r\n {\r\n err.innerHTML=\"\";\r\n }\r\n}", "function inputValidation() {\r\n\tvar portalPacketTitle = document.getElementById(\"portalPacketTitle\");\r\n\tvar portalPacketContent = document.getElementById(\"portalPacketContent\");\r\n\tvar portalPacketFooter = document.getElementById(\"portalPacketFooter\");\r\n\tvar error = \"\";\r\n\tif (portalPacketTitle.value.length == 0) {\r\n\t\terror += \"标题不能为空\\n\";\r\n\t}\r\n\tif (portalPacketContent.value.length == 0) {\r\n\t\terror += \"描述文字不能为空\\n\";\r\n\t}\r\n\tif (portalPacketFooter.value.length == 0) {\r\n\t\terror += \"页脚不能为空\\n\";\r\n\t}\r\n\tif (error.length != 0) {\r\n\t\twindow.alert(error);\r\n\t\treturn false;\r\n\t} else\r\n\t\treturn true;\r\n}", "function error(msg) {\r\n textFormat(color(0, 0, 100), 50, CENTER);\r\n alert(msg);\r\n}", "function val_officeName (val) {\n if (val == '') {\n alert('Please Write an Office Name');\n return false;\n } else {\n return true;\n }\n}", "function duplicateInputFieldMessage(fieldName) {\n return \"There can be only one input field named \\\"\".concat(fieldName, \"\\\".\");\n}", "function validateFirstName() {\n var nameFirst = document.getElementById(\"nameFirst\");\n if (nameFirst.validity.valueMissing) {\n nameFirst.setCustomValidity(\"Enter your first name\");\n } else {\n nameFirst.setCustomValidity(\"\");\n }\n}", "function popErrorBox(message) {\n alert(\"something has gone wrong\");\n }", "function valideBlank(F) { \n if( vacio(F.campo.value) == false ) {\n alert(\"Introduzca un cadena de texto.\");\n return false;\n } else {\n alert(\"OK\");\n //cambiar la linea siguiente por return true para que ejecute la accion del formulario\n return false;\n } \n}", "function lnameVal() {\n var elm = document.getElementById(\"lname\");\n\n if (elm.validity.valueMissing) {\n elm.setCustomValidity(\"Please enter in your last name!\");\n } else {\n elm.setCustomValidity(\"\");\n }\n}", "function myFunction() {\n alert(\"Your details have been submitted\");\n}", "function VKCheckRequireFieldExNull(object,strMesssage)\n{\n\tif(object != null)\n\t{\n\t\treturn VKCheckRequireFieldEx(object,strMesssage)\n\t}\n\telse\n\t{\n\t\treturn \"\";\n\t}\n\t\n}", "function emailField(name)\r\n{\r\n var x=document.getElementById(name);\r\n var errField=x.name;\r\n var err=document.getElementById('err_'+name);\r\n var regex = /^([\\w-]+(?:\\.[\\w-]+)*)@((?:[\\w-]+\\.)*\\w[\\w-]{0,66})\\.([a-z]{2,6}(?:\\.[a-z]{2})?)$/i;\r\n if(x.value==\"null\" || x.value==\"\" || x.value.trim()==\"\")\r\n {\r\n err.innerHTML=\"* please Fill the \"+errField+\" Field\";\r\n err.style.color=\"red\";\r\n x.style.border=\"1px solid red\";\r\n return 0;\r\n }\r\n else if(!regex.test(x.value))\r\n {\r\n err.innerHTML=\"* Please enter your correct \"+errField;\r\n err.style.color=\"red\";\r\n x.style.border=\"thin solid red\";\r\n return 0;\r\n }\r\n else\r\n {\r\n err.innerHTML=\"\";\r\n x.style.border=\"\";\r\n }\r\n}", "function Ualert(msg)\n{\n alert(msg);\n}" ]
[ "0.7627771", "0.69860315", "0.69860315", "0.68036443", "0.6771908", "0.67493427", "0.6704764", "0.66378707", "0.6576976", "0.65016645", "0.6469821", "0.6455487", "0.6432345", "0.6401686", "0.63522696", "0.633373", "0.6308814", "0.628384", "0.62611604", "0.624494", "0.62428176", "0.61817497", "0.6136542", "0.6037274", "0.602909", "0.60052127", "0.60043675", "0.5984962", "0.5978911", "0.5977376", "0.59761816", "0.5971816", "0.5963031", "0.5921985", "0.59043163", "0.5902403", "0.5894091", "0.58843714", "0.5881054", "0.5873396", "0.58686024", "0.5856052", "0.58536196", "0.58388966", "0.5836611", "0.5830438", "0.58187085", "0.58124816", "0.58118004", "0.58100486", "0.5804228", "0.5801924", "0.5800324", "0.57952315", "0.5788569", "0.5785452", "0.57849485", "0.57687706", "0.57682604", "0.5766633", "0.576027", "0.5749176", "0.57411087", "0.5737158", "0.57222617", "0.5715587", "0.571555", "0.5713451", "0.5712052", "0.5705874", "0.57041323", "0.57022667", "0.5701108", "0.5696779", "0.56912816", "0.5686597", "0.56724954", "0.56709635", "0.56686145", "0.5660806", "0.56580853", "0.56498533", "0.56475914", "0.56474763", "0.5647073", "0.5646565", "0.56386787", "0.56367606", "0.56303304", "0.56236386", "0.56213075", "0.5614088", "0.56034297", "0.56034213", "0.5603032", "0.5600102", "0.5596787", "0.5594153", "0.5590358", "0.55879855" ]
0.5944267
33
utility to get byte size of various GL types:
function byteSizeForGLType(gl, gltype) { switch (gltype) { case gl.BYTE: case gl.UNSIGNED_BYTE: return 1; case gl.SHORT: case gl.UNSIGNED_SHORT: case gl.HALF_FLOAT: return 2; case gl.INT: case gl.UNSIGNED_INT: case gl.FLOAT: return 4; default: console.error("unknown gl datatype in sizeForType()") } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getOpenCLSize(type) {\n var base_type = stripToBaseType(type);\n if(base_type === type) {\n switch (base_type) {\n case \"signed char\":\n case \"unsigned char\":\n case \"unsigned /* clamped */ char\":\n return 1;\n break;\n case \"short\":\n case \"unsigned short\":\n return 2;\n break;\n case \"float\":\n case \"int\":\n case \"unsigned int\":\n return 4;\n break;\n case \"double\":\n return 8;\n break;\n default:\n reportBug(\"size of type not known: \" + type);\n break;\n }\n }\n else { // 'type' is a pointer type.\n return 8;\n }\n }", "function sizeof (type) {\n return ffi.isStructType(type)\n ? type.__structInfo__.size\n : ffi.Bindings.TYPE_SIZE_MAP[type]\n}", "function sizeOf(obj) {\n if(obj !== null && obj !== undefined) {\n switch(typeof obj) {\n case 'number':\n bytes += 8;\n break;\n case 'string':\n bytes += obj.length * 2;\n break;\n case 'boolean':\n bytes += 4;\n break;\n case 'object':\n var objClass = Object.prototype.toString.call(obj).slice(8, -1);\n if(objClass === 'Object' || objClass === 'Array') {\n for(var key in obj) {\n if(!obj.hasOwnProperty(key)) continue;\n sizeOf(obj[key]);\n }\n } else bytes += obj.toString().length * 2;\n break;\n }\n }\n return bytes;\n }", "function byteLength(dataType, userDefinedTypes) {\n switch (dataType.typeClass) {\n case \"bool\":\n return 1;\n case \"address\":\n case \"contract\":\n return Evm.Utils.ADDRESS_SIZE;\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n return dataType.bits / 8;\n case \"function\":\n switch (dataType.visibility) {\n case \"internal\":\n return Evm.Utils.PC_SIZE * 2;\n case \"external\":\n return Evm.Utils.ADDRESS_SIZE + Evm.Utils.SELECTOR_SIZE;\n }\n case \"bytes\": //we assume we're in the static case\n return dataType.length;\n case \"enum\": //the only complex case!\n const storedType = userDefinedTypes[dataType.id];\n if (!storedType.options) {\n throw new Common.UnknownUserDefinedTypeError(dataType.id, Format.Types.typeString(dataType));\n }\n const numValues = storedType.options.length;\n return Math.ceil(Math.log2(numValues) / 8);\n }\n}", "function textureLevelSize(format, width, height) {\n switch (format) {\n case COMPRESSED_RGB_S3TC_DXT1_EXT:\n case COMPRESSED_RGB_ATC_WEBGL:\n case COMPRESSED_RGB_ETC1_WEBGL:\n return ((width + 3) >> 2) * ((height + 3) >> 2) * 8;\n\n case COMPRESSED_RGBA_S3TC_DXT3_EXT:\n case COMPRESSED_RGBA_S3TC_DXT5_EXT:\n case COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL:\n case COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL:\n return ((width + 3) >> 2) * ((height + 3) >> 2) * 16;\n\n case COMPRESSED_RGB_PVRTC_4BPPV1_IMG:\n case COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:\n return Math.floor((Math.max(width, 8) * Math.max(height, 8) * 4 + 7) / 8);\n\n case COMPRESSED_RGB_PVRTC_2BPPV1_IMG:\n case COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:\n return Math.floor((Math.max(width, 16) * Math.max(height, 8) * 2 + 7) / 8);\n\n \t//ASTC formats, https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_astc/\n case COMPRESSED_RGBA_ASTC_4x4_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:\n return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16; \n case COMPRESSED_RGBA_ASTC_5x4_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:\n return Math.floor((width + 4) / 5) * Math.floor((height + 3) / 4) * 16;\n case COMPRESSED_RGBA_ASTC_5x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:\n return Math.floor((width + 4) / 5) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_6x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:\n return Math.floor((width + 5) / 6) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_6x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:\n return Math.floor((width + 5) / 6) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_8x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_8x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_8x8_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:\n return Math.floor((width + 7) / 8) * Math.floor((height + 7) / 8) * 16;\n case COMPRESSED_RGBA_ASTC_10x5_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 4) / 5) * 16;\n case COMPRESSED_RGBA_ASTC_10x6_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 5) / 6) * 16;\n case COMPRESSED_RGBA_ASTC_10x8_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 7) / 8) * 16;\n case COMPRESSED_RGBA_ASTC_10x10_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:\n return Math.floor((width + 9) / 10) * Math.floor((height + 9) / 10) * 16;\n case COMPRESSED_RGBA_ASTC_12x10_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:\n return Math.floor((width + 11) / 12) * Math.floor((height + 9) / 10) * 16;\n case COMPRESSED_RGBA_ASTC_12x12_KHR:\n case COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:\n return Math.floor((width + 11) / 12) * Math.floor((height + 11) / 12) * 16; \n\n default:\n return 0;\n }\n}", "function typeSize(idl, ty) {\n var _a, _b;\n switch (ty) {\n case \"bool\":\n return 1;\n case \"u8\":\n return 1;\n case \"i8\":\n return 1;\n case \"i16\":\n return 2;\n case \"u16\":\n return 2;\n case \"u32\":\n return 4;\n case \"i32\":\n return 4;\n case \"u64\":\n return 8;\n case \"i64\":\n return 8;\n case \"u128\":\n return 16;\n case \"i128\":\n return 16;\n case \"bytes\":\n return 1;\n case \"string\":\n return 1;\n case \"publicKey\":\n return 32;\n default:\n if (\"vec\" in ty) {\n return 1;\n }\n if (\"option\" in ty) {\n return 1 + typeSize(idl, ty.option);\n }\n if (\"defined\" in ty) {\n const filtered = (_b = (_a = idl.types) === null || _a === void 0 ? void 0 : _a.filter((t) => t.name === ty.defined)) !== null && _b !== void 0 ? _b : [];\n if (filtered.length !== 1) {\n throw new error_1.IdlError(`Type not found: ${JSON.stringify(ty)}`);\n }\n let typeDef = filtered[0];\n return accountSize(idl, typeDef);\n }\n if (\"array\" in ty) {\n let arrayTy = ty.array[0];\n let arraySize = ty.array[1];\n return typeSize(idl, arrayTy) * arraySize;\n }\n throw new Error(`Invalid type ${JSON.stringify(ty)}`);\n }\n}", "baseSize() {\n const offset = this.bb.__offset(this.bb_pos, 12);\n return offset ? this.bb.readUint32(this.bb_pos + offset) : 4;\n }", "function byteLength(obj) {\n if (typeof obj === \"string\") {\n return utf8Length(obj);\n }\n // arraybuffer or blob\n return Math.ceil((obj.byteLength || obj.size) * BASE64_OVERHEAD);\n}", "function glyphDataSize(glyph) {\n\n if (!glyph.contours.length) {\n return 0;\n }\n\n var result = 12; //glyph fixed properties\n result += glyph.contours.length * 2; //add contours\n\n _.forEach(glyph.ttf_x, function (x) {\n //add 1 or 2 bytes for each coordinate depending of its size\n result += ((-0xFF <= x && x <= 0xFF)) ? 1 : 2;\n });\n\n _.forEach(glyph.ttf_y, function (y) {\n //add 1 or 2 bytes for each coordinate depending of its size\n result += ((-0xFF <= y && y <= 0xFF)) ? 1 : 2;\n });\n\n // Add flags length to glyph size.\n result += glyph.ttf_flags.length;\n\n if (result % 4 !== 0) { // glyph size must be divisible by 4.\n result += 4 - result % 4;\n }\n return result;\n}", "function specifiedSize(definition) {\n if (definition.nodeType === \"YulTypedName\") {\n return 32; //for handling Yul variables\n }\n let specified = typeIdentifier(definition).match(/t_[a-z]+([0-9]+)/);\n if (!specified) {\n return null;\n }\n let num = parseInt(specified[1]);\n switch (typeClass(definition)) {\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n return num / 8;\n case \"bytes\":\n return num;\n default:\n debug(\"Unknown type for size specification: %s\", typeIdentifier(definition));\n }\n}", "function byteLength(b64) {\n var lens = getLens(b64);\n var validLen = lens[0];\n var placeHoldersLen = lens[1];\n return (validLen + placeHoldersLen) * 3 / 4 - placeHoldersLen;\n }", "function caml_marshal_data_size (s, ofs) {\n function get32(s,i) {\n return (s.get(i) << 24) | (s.get(i + 1) << 16) |\n (s.get(i + 2) << 8) | s.get(i + 3);\n }\n if (get32(s, ofs) != (0x8495A6BE|0))\n caml_failwith(\"Marshal.data_size: bad object\");\n return (get32(s, ofs + 4));\n}", "function byteLength(b64) {\n var lens = getLens(b64);\n var validLen = lens[0];\n var placeHoldersLen = lens[1];\n return (validLen + placeHoldersLen) * 3 / 4 - placeHoldersLen;\n }", "function byteLength(b64) {\n var lens = getLens(b64);\n var validLen = lens[0];\n var placeHoldersLen = lens[1];\n return ((validLen + placeHoldersLen) * 3) / 4 - placeHoldersLen;\n }", "function byteLength(b64) {\n var lens = getLens(b64);\n var validLen = lens[0];\n var placeHoldersLen = lens[1];\n return ((validLen + placeHoldersLen) * 3) / 4 - placeHoldersLen;\n }", "getLength() {\n return 128 * (1 << this.getByte(4));\n }", "function byteLength(b64) {\n var lens = getLens(b64);\n var validLen = lens[0];\n var placeHoldersLen = lens[1];\n return (validLen + placeHoldersLen) * 3 / 4 - placeHoldersLen;\n}", "function gh_file_size(bytes) {\r\n if (bytes >= (1 << 20)) {\r\n var f = (bytes / (1 << 20)).toFixed(2);\r\n return f + \" M\"; ß\r\n }\r\n if (bytes >= (1 << 10)) {\r\n var f = (bytes / (1 << 10)).toFixed(2);\r\n return f + \" K\";\r\n }\r\n return bytes + \" B\";\r\n}", "function dxt1etc1Size(width, height) {\n return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;\n }", "function byteLength(b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n }", "function byteLength (b64) {\r\n var lens = getLens(b64)\r\n var validLen = lens[0]\r\n var placeHoldersLen = lens[1]\r\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\r\n}", "function byteLength (b64) {\r\n var lens = getLens(b64)\r\n var validLen = lens[0]\r\n var placeHoldersLen = lens[1]\r\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\r\n}", "function byteLength(b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n }", "function getTypeLength(type) {\n if (typeof type === 'number') {\n return type + 3 // type + 1 + 2\n }\n\n switch (type) {\n case DataType.bit:\n case DataType.uint8:\n case DataType.sint8:\n return 4 // 1 + 1 + 2\n case DataType.uint16:\n case DataType.sint16:\n return 5 // 2 + 1 + 2\n case DataType.uint32:\n case DataType.sint32:\n return 7 // 4 + 1 + 2\n }\n}", "function GetSize() : int\n\t{\n\t\tvar n = 0;\n\t\tfor( var i = 0; i < key2down.length; i++ )\n\t\t{\n\t\t\tif( key2down[i] )\n\t\t\t\tn++;\n\t\t}\n\t\treturn n;\n\t}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function bnByteLength() {\n return this.bitLength() >> 3\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}", "function byteLength (b64) {\n var lens = getLens(b64)\n var validLen = lens[0]\n var placeHoldersLen = lens[1]\n return ((validLen + placeHoldersLen) * 3 / 4) - placeHoldersLen\n}" ]
[ "0.69585675", "0.6359928", "0.6273291", "0.62591785", "0.6223904", "0.6203949", "0.6163324", "0.6155439", "0.61209315", "0.61148924", "0.6109414", "0.61016047", "0.6092796", "0.60845053", "0.60641253", "0.6055219", "0.6045019", "0.6044502", "0.6032638", "0.60309184", "0.60242146", "0.60242146", "0.60211533", "0.60162556", "0.6013681", "0.60120094", "0.60120094", "0.60120094", "0.60120094", "0.60120094", "0.60120094", "0.60120094", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417", "0.598417" ]
0.84086436
0
utility to help turn shader code into a shader object:
function createShader(gl, type, source, name) { let shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); let success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); if (success) { return shader; } console.error("compile error in shader " + name); const log = gl.getShaderInfoLog(shader) const loglines = log.split(/\r\n|\n/); const sourcelines = source.split(/\r\n|\n/); loglines.forEach((line => { // parse out the line & column? //0(846) : warning C7022: unrecognized profile specifier "..." //0(846) : error C0502: syntax error at token "..." console.error(line) const matches = line.match(/\d+\((\d+)\)/) if (matches && matches.length > 1) { const sourceline = matches[1]-1 const from = Math.max(0, sourceline-1) const to = Math.min(sourcelines.length-1, sourceline+1) for (i=from; i<=to; i++) console.error(i==sourceline?"-->":" ", sourcelines[i]) } })) gl.deleteShader(shader); return undefined; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "vertex_glsl_code () {}", "function glsl() {\n\n return {\n\n transform(code, id) {\n\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {\n mappings: ''\n }\n };\n\n }\n\n };\n\n}", "static load_shader(scriptid, attrs) {\n var script = document.getElementById(scriptid);\n var text = script.text;\n\n var ret = new ShaderProgram(undefined, undefined, undefined, [\"position\", \"normal\", \"uv\", \"color\", \"id\"]);\n\n var lowertext = text.toLowerCase();\n var vshader = text.slice(0, lowertext.search(\"//fragment\"));\n var fshader = text.slice(lowertext.search(\"//fragment\"), text.length);\n\n ret.vertexSource = vshader;\n ret.fragmentSource = fshader;\n ret.ready = true;\n\n ret.promise = new Promise(function(accept, reject) {\n accept(ret);\n });\n\n ret.then = function() {\n return this.promise.then.apply(this.promise, arguments);\n }\n\n return ret;\n }", "function toGLSL(returnType, name, fn){\n\n var glsl = returnType + ' ' +\n name + '(' + applyEnvParameters(fn.toString())\n .replace(\n /var\\s+([\\w|\\d]+)\\s*=\\s*new\\s+([\\w|\\d]+)\\((.*)\\)/g,\n function(expr, name, dtype, value){\n var parts;\n if(value)\n parts = [dtype.toLowerCase(), name, '=', value];\n else\n parts = [dtype.toLowerCase(), name];\n\n return parts.join(' ')\n }\n )\n .replace(/for\\s*\\(\\s*var\\s+/g, 'for(int ')\n .replace(/(var|let)\\s/g, 'float ')\n // .replace(/(\\.0)([^\\d])/g, '$10000000001 $2 ')\n .replace(/this./g, '')\n .replace(/\\$(.*)\\((.*)\\)\\s*(=|;)/g, \"$1 $2 $3\");\n // .replace(/\\$(.*?)\\./g, \"$1 \")\n\n if(name == \"main\") {\n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*{/, '(){') + \"\\n\";\n } else {\n var args = glsl.match(/function|\\w.*\\(\\s*([\\s\\S]*?)\\s*\\)/)[1];\n var isObject = args.match(/{([\\s\\S]*)}/);\n if(isObject) {\n args = isObject[1].split(',')\n .map(d=>d.split('='))\n .map(d=> d[1].replace(/(\\'|\\\")/g, '') + ' ' + d[0])\n .join(', ')\n } else if(args != \"\") {\n args = args.replace(/\\$([\\w|\\d]+)_/g, \"$1 \");\n }\n \n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*\\)/, '(' + args+')') + \"\\n\";\n }\n return glsl;\n }", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function glsl() {\n return {\n transform(code, id) {\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {mappings: ''}\n };\n }\n };\n}", "function formatCode( shader ) {\n return shader.split( '\\n' ).map( appendLine ).join( '\\n' );\n}", "function Shader()\n {\n var program_;\n var uniforms_;\n var attributes_;\n var samplerSlots_;\n }", "function glsl () {\n\treturn {\n\t\ttransform ( code, id ) {\n\t\t\tif ( !/\\.glsl$/.test( id ) ) return;\n\n\t\t\tvar transformedCode = 'export default ' + JSON.stringify(\n\t\t\t\tcode\n\t\t\t\t\t.replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n\t\t\t\t\t.replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n\t\t\t\t\t.replace( /\\n{2,}/g, '\\n' )\n\t\t\t) + ';';\n\t\t\treturn {\n\t\t\t\tcode: transformedCode,\n\t\t\t\tmap: { mappings: '' }\n\t\t\t}\n\t\t}\n\t};\n}", "function glsl () {\n return {\n transform ( code, id ) {\n if ( !/\\.glsl$/.test( id ) ) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n .replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n .replace( /\\n{2,}/g, '\\n' )\n ) + ';';\n return {\n code: transformedCode,\n map: { mappings: '' }\n }\n }\n };\n}", "function shader(id)\n{\n var shaderScript = document.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n\n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n\n var shader;\n if (shaderScript.type == \"frag\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"vert\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader) + \" \" + id);\n return null;\n }\n\n return shader;\n}", "function getShaderSrc(id){\r\n\tif(!use2D){\r\n\t\tvar shaderScript = document.getElementById(id);\r\n\t\tif(!shaderScript){\r\n\t\t\treturn null;\r\n\t\t}\r\n\t\t\r\n\t\tvar code = \"\";\r\n\t\tvar k = shaderScript.firstChild;\r\n\t\twhile(k){\r\n\t\t\tif(k.nodeType == 3){\r\n\t\t\t\tcode += k.textContent;\r\n\t\t\t}\r\n\t\t\tk = k.nextSibling;\r\n\t\t}\r\n\t\tvar type;\r\n\t\tif(shaderScript.type == \"x-shader/x-fragment\"){\r\n\t\t\ttype = \"frag\";\r\n\t\t}else if(shaderScript.type == \"x-shader/x-vertex\"){\r\n\t\t\ttype = \"vert\";\r\n\t\t}else{\r\n\t\t\treturn null;\r\n\t\t}\r\n\t\t\r\n\t\treturn {code: code, type:type};\r\n\t}\r\n\treturn null;\r\n}", "function loadShader( _gl, _shaderSrc, canvas ) {\n\n\tvar vertString = \"\";\n\n\tif(_shaderSrc.vertURL){\n\t\tvertString = fetchHTTP( _shaderSrc.vertURL );\n\t} else {\n vertString =\n\"attribute mediump vec2 a_position;\\n\\\nattribute mediump vec2 a_texcoord;\\n\\\nvarying mediump vec2 CoronaTexCoord;\\n\\\nvoid main() {\\n\\\ngl_Position = vec4(a_position, 0.0, 1.0);\\n\\\nCoronaTexCoord = a_texcoord;\\n\\\n}\\n\\\n\";\n\t}\n\n\tvar fragString = \"\\\n#define P_DEFAULT highp\\n\\\n#define P_RANDOM highp\\n\\\n#define P_POSITION mediump\\n\\\n#define P_NORMAL mediump\\n\\\n#define P_UV mediump\\n\\\n#define P_COLOR lowp\\n\\\n#define FRAGMENT_SHADER_SUPPORTS_HIGHP 1\\n\\\nvarying mediump vec2 CoronaTexCoord; uniform P_RANDOM vec4 v_ColorScale; uniform P_RANDOM vec4 CoronaVertexUserData; uniform highp vec2 u_full_resolution;uniform sampler2D CoronaSampler0;uniform sampler2D CoronaSampler1;uniform highp vec2 u_mouse;uniform highp float CoronaTotalTime; \\\nhighp vec4 CoronaColorScale(highp vec4 c) { return v_ColorScale*c; } P_DEFAULT float CoronaDeltaTime=0.02; uniform P_UV vec4 CoronaTexelSize; P_POSITION vec2 CoronaContentScale = vec2(1.0,1.0); \\n\\\nP_COLOR vec4 FragmentKernel( P_UV vec2 position );\\nvoid main(){gl_FragColor = FragmentKernel(CoronaTexCoord);}\\n\";\n\n\terrorLineOffset = fragString.split(/\\r\\n|\\r|\\n/).length\n\n\n if (_shaderSrc.fragSTR){\n\t\tfragString += _shaderSrc.fragSTR;\n\t} else if(_shaderSrc.fragURL){\n\t\tfragString += fetchHTTP( _shaderSrc.fragURL );\n\t} else {\n\t\tfragString += \"P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ){P_COLOR vec4 ret = vec4(texCoord.x, texCoord.y, abs(sin(CoronaTotalTime)), 1); return CoronaColorScale(ret);}\";\n\t}\n\n\tvar vertexShader = createShader(_gl, vertString, _gl.VERTEX_SHADER, canvas);\n\tvar fragmentShader = createShader(_gl, fragString , _gl.FRAGMENT_SHADER, canvas);\n\n\tif(!fragmentShader){\n\t\tfragmentShader = createShader(_gl, \"void main(){\\n\\\n\tgl_FragColor = vec4(1.0);\\n\\\n}\" , _gl.FRAGMENT_SHADER, canvas);\n\t}\n\n\t// Create and use program\n\tvar program = createProgram( _gl, [vertexShader, fragmentShader]);\n\t_gl.useProgram(program);\n\n\t// Delete shaders\n\t// _gl.detachShader(program, vertexShader);\n // _gl.detachShader(program, fragmentShader);\n // _gl.deleteShader(vertexShader);\n // _gl.deleteShader(fragmentShader);\n\n\treturn program;\n}", "function compileShader(id) {\n var shaderScript = document.getElementById(id);\n var k = shaderScript.firstChild;\n var str = k.textContent;\n console.log(str);\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n }\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(id + \"\\n\" + gl.getShaderInfoLog(shader));\n return null;\n }\n\n return shader;\n}", "function getVertexShaderSource() {\n\treturn `\n\t\t// an attribute will receive data from a buffer\n\t\tattribute vec3 vertPosition; // [x, y, z] coordinates\n\t\tattribute vec3 vertColor; // [r, g, b]\n\t\t\n\t\t// matrices mat4= 4x4 matrix\n\t\tuniform mat4 worldM; \n\t\tuniform mat4 viewM;\n\t\tuniform mat4 projM;\n\n\t\tvoid main() {\n\t\t\tgl_Position = projM * viewM * worldM * vec4(vertPosition, 1.0);\n\t\t}\n\t`;\n}", "function createShader(gl, sourceCode, type) {\n // Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER\n var shader = gl.createShader(type);\n gl.shaderSource(shader, sourceCode);\n gl.compileShader(shader);\n \n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n var info = gl.getShaderInfoLog(shader);\n throw 'Could not compile WebGL program. shader \\n\\n' + info;\n }\n console.log(\"shader compiled succesfully!\");\n return shader;\n }", "function getUnpackAndPreprocessInputShader(gpgpu, inputShapeRC, useFloatTextures) {\n var setOutputSnippet = void 0;\n\n if (useFloatTextures) {\n setOutputSnippet = '\\n void setOutput(float decodedValue) {\\n gl_FragColor = vec4(decodedValue, 0, 0, 0);\\n }\\n ';\n } else {\n setOutputSnippet = '\\n const vec4 floatPowers = vec4(\\n 1.0,\\n 255.0,\\n 255.0 * 255.0,\\n 255.0 * 255.0 * 255.0\\n );\\n\\n const float maxValue = 20000.0;\\n const float minValue = -maxValue;\\n const float range = (maxValue - minValue) / 255.0;\\n\\n const vec2 recipRange = vec2(1.0/range);\\n const vec2 recipRange255 = vec2(1.0/(maxValue - minValue));\\n\\n void setOutput(float decodedValue) {\\n float a = dot(vec2(decodedValue, -minValue), recipRange);\\n float b = fract(a) * 255.0;\\n float c = fract(b) * 255.0;\\n float d = fract(c) * 255.0;\\n gl_FragColor = floor(vec4(a, b, c, d)) / 255.0;\\n }\\n ';\n }\n\n var fragmentShaderSource = '\\n precision highp float;\\n uniform sampler2D source;\\n varying vec2 resultUV;\\n\\n const vec2 inputShapeCR = vec2(' + inputShapeRC[1] + '.0, ' + inputShapeRC[0] + '.0);\\n\\n const vec2 halfCR = vec2(0.5, 0.5);\\n\\n ' + setOutputSnippet + '\\n\\n void main() {\\n vec2 outputCR = floor(gl_FragCoord.xy);\\n\\n vec2 sourceCR = vec2(floor(outputCR[0] / 3.0), outputCR[1]);\\n vec2 sourceUV = (sourceCR + halfCR) / inputShapeCR;\\n\\n vec4 sourceValue = texture2D(source, sourceUV) * 255.0;\\n\\n float channelValue = 0.0;\\n int channel = int(mod(outputCR[0], 3.0));\\n\\n if (channel == 0) {\\n channelValue = sourceValue.r - 103.939;\\n } else if (channel == 1) {\\n channelValue = sourceValue.g - 116.779;\\n } else if (channel == 2) {\\n channelValue = sourceValue.b - 123.68;\\n }\\n\\n setOutput(channelValue);\\n }';\n\n return gpgpu.createProgram(fragmentShaderSource);\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "ParseToThree()\n {\n const shader =\n {\n uniforms : this.uniforms,\n vertexShader : [`${this.VertexPass()}`].join( \"\\n\" ),\n fragmentShader : [`${this.FragmentPass()}`].join( \"\\n\" )\n };\n\n // console.log(shader);\n return shader;\n }", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "function getFShaderCode(nLight) {\n return \"#define N_LIGHT \" + nLight + \"\\n\" +\n `\n \n precision mediump float;\n struct light_struct {\n vec3 xyz;\n vec3 ambient;\n vec3 diffuse;\n vec3 specular;\n };\n struct material_struct {\n vec3 ambient;\n vec3 diffuse;\n vec3 specular;\n float n;\n int textureMode;\n };\n \n uniform light_struct uLights[N_LIGHT];\n uniform material_struct uMaterial;\n uniform int uLightModel;\n uniform sampler2D uTexture;\n uniform float uAlpha;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vec3 rgb = vec3(0, 0, 0);\n vec4 textureColor = texture2D(uTexture, vTextureUV);\n vec3 ambientColor = uMaterial.ambient;\n vec3 diffuseColor = uMaterial.diffuse;\n\n if(uLightModel < 0) {\n rgb = uMaterial.diffuse;\n } else {\n for(int i = 0; i < N_LIGHT; i++) {\n vec3 L = normalize(uLights[i].xyz - vPosition.xyz);\n vec3 V = normalize(vCameraDirection);\n vec3 N = normalize(vTransformedNormal);\n float dVN = dot(V, N);\n float dLN = dot(L, N);\n rgb += ambientColor * uLights[i].ambient; // Ambient shading\n if(dLN > 0.0 && dVN > 0.0) {\n rgb += dLN * (diffuseColor * uLights[i].diffuse); // Diffuse shading\n if(0 == uLightModel) { // Phong specular shading\n vec3 R = normalize(2.0 * dot(N, L) * N - L);\n float weight = pow(dot(V, R), uMaterial.n);\n if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);\n } else if(1 == uLightModel) { // Blinn-Phong specular shading\n vec3 H = normalize(V + L);\n float weight = pow(dot(N, H), uMaterial.n);\n if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);\n }\n }\n }\n }\n \n if(1 == uMaterial.textureMode) {\n // ambientColor = textureColor.rgb;\n // diffuseColor = textureColor.rgb;\n // gl_FragColor = textureColor;\n gl_FragColor = vec4(rgb*textureColor.rgb, uAlpha); // all fragments are white\n } else {\n gl_FragColor = vec4(rgb, uAlpha); // all fragments are white\n }\n }\n `;\n }", "function initShaders() { \n \n Shader = (function() {\n \n var UNIFORM_SETTER = {};\n\n // Return the number of elements for GL type\n var getTypeLength = function(type) {\n\n switch(type) {\n case gl.FLOAT_MAT4:\n return 4*4;\n case gl.FLOAT_MAT3:\n return 3*3;\n case gl.FLOAT_MAT2:\n return 2*2;\n case gl.FLOAT_VEC4:\n case gl.INT_VEC4:\n case gl.BOOL_VEC4:\n return 4;\n case gl.FLOAT_VEC3:\n case gl.INT_VEC3:\n case gl.BOOL_VEC3:\n return 3;\n case gl.FLOAT_VEC2:\n case gl.INT_VEC2:\n case gl.BOOL_VEC2:\n return 2;\n default:\n return 1;\n }\n \n }\n\n // Map GL type to a uniform setter method\n UNIFORM_SETTER[gl.FIXED] = gl.uniform1i;\n UNIFORM_SETTER[gl.SHORT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.FLOAT] = gl.uniform1f;\n UNIFORM_SETTER[gl.SAMPLER_2D] = gl.uniform1i;\n\n UNIFORM_SETTER[gl.FLOAT_MAT4] = gl.uniformMatrix4fv;\n UNIFORM_SETTER[gl.FLOAT_MAT3] = gl.uniformMatrix3fv;\n UNIFORM_SETTER[gl.FLOAT_MAT2] = gl.uniformMatrix2fv;\n\n UNIFORM_SETTER[gl.FLOAT_VEC2] = gl.uniform2fv;\n UNIFORM_SETTER[gl.FLOAT_VEC3] = gl.uniform3fv;\n UNIFORM_SETTER[gl.FLOAT_VEC4] = gl.uniform4fv;\n UNIFORM_SETTER[gl.INT_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.INT_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.INT_VEC4] = gl.uniform4iv;\n UNIFORM_SETTER[gl.BOOL] = gl.uniform1i;\n UNIFORM_SETTER[gl.BOOL_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.BOOL_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.BOOL_VEC4] = gl.uniform4iv;\n\n var defaultShader = null; // Default shader program\n var programCache = {}; // Store of all loading shader programs\n\n \n // Get and Compile and fragment or vertex shader by ID.\n // (shader source is currently embeded within HTML file)\n function getShader(gl, id) {\n var shaderScript = doc.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n\n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n return shader;\n }\n \n // Shader data object\n // - program: GL Shader program\n // - meta: list of metadata about GL Shader program (uniform names/types)\n function createShaderObj(shaderProgram) {\n return {\n program: shaderProgram,\n meta: getShaderData(shaderProgram)\n };\n }\n \n\n // Create, load and link a GL shader program \n function loadShaderProgram(v,f) {\n \n v = \"Shaders/vpBasic.cg\" // ab: temp \n //f = \"fpXRAY.cg\";\n \n v = v.split(\".cg\").join(\"\");\n f = f.split(\".cg\").join(\"\");\n \n var name = v+\"+\"+f;\n \n if (programCache[name]) {\n return programCache[name];\n }\n \n var fragmentShader = getShader(gl, f);\n var vertexShader = getShader(gl, v);\n \n if (!fragmentShader || !vertexShader) {\n console.error(\"missing shader \"+ name)\n return null;\n }\n \n var shaderProgram = gl.createProgram();\n \n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n console.error(\"LINK_STATUS error\")\n return null;\n }\n \n var shaderObj = createShaderObj(shaderProgram); \n var attribute = shaderObj.meta.attribute;\n\n gl.useProgram(shaderProgram);\n\n gl.enableVertexAttribArray(attribute.aVertexPosition.location);\n gl.enableVertexAttribArray(attribute.aTextureCoord.location);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);\n gl.vertexAttribPointer(attribute.aVertexPosition.location, gl.box.vertexObject.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);\n gl.vertexAttribPointer(attribute.aTextureCoord.location, gl.box.texCoordObject.itemSize, gl.FLOAT, false, 0, 0);\n\n shaderProgram = createShaderObj(shaderProgram)\n programCache[name] = shaderProgram;\n \n if (!defaultShader) {\n defaultShader = shaderObj;\n }\n \n return shaderObj;\n }\n\n // Create shader program metadata (uniform names/types)\n var getShaderData = function(shader) {\n \n var meta = {uniforms:[], uniform:{}, attribute:{}};\n\n var keys = [],i;\n for (i in gl) {\n keys.push(i);\n }\n keys = keys.sort();\n\n var rgl = {}\n\n keys.forEach(function(key) {\n rgl[gl[key]] = key;\n })\n\n var info;\n var i = 0;\n var len = gl.getProgramParameter(shader, gl.ACTIVE_UNIFORMS)\n \n while (i<len) {\n \n info = gl.getActiveUniform(shader,i);\n meta.uniforms.push(info.name);\n meta.uniform[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getUniformLocation(shader, info.name)\n };\n \n i++;\n }\n\n len = gl.getProgramParameter(shader, gl.ACTIVE_ATTRIBUTES)\n i = 0;\n while (i<len) {\n info = gl.getActiveAttrib(shader,i);\n meta.attribute[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getAttribLocation(shader, info.name)\n };\n i++;\n }\n \n return meta;\n\n }\n\n // (createShader maps to this method)\n return function(v,f) {\n \n var glShader = loadShaderProgram(v,f) || defaultShader;\n \n var shaderValues = {\n alpha: 1\n };\n \n var self = this;\n \n // Create getter/setters for all uniforms and textures on Shader object\n glShader.meta.uniforms.forEach(function(name) {\n var uniform = glShader.meta.uniform[name];\n var len = uniform.length;\n var name = uniform.name;\n var vals = shaderValues;\n (name != \"uMVMatrix\" && name != \"uMVMatrix\")&&Object.defineProperty(self, uniform.name, {\n get: function() {\n return vals[name];\n },\n set: function(v) {\n if (v && v.length !== len) {\n v.length = len;\n }\n vals[name] = v;\n }\n }); \n });\n \n // Draw leaf node\n // (mv matrix, primary texture passed in)\n // [internal method]\n this.__draw = function(gl, mv, imageTexture) {\n \n var usetter = UNIFORM_SETTER;\n var meta = glShader.meta;\n var uniform = meta.uniform;\n var uniforms = meta.uniforms;\n var name, val, u, i = uniforms.length;\n \n // Change shader program if different from last draw\n //if (gl.currentShaderProgram !== glShader) {\n gl.currentShaderProgram = glShader;\n gl.useProgram(glShader.program);\n gl.uniformMatrix4fv(uniform.uPMatrix.location, false, gl.perspectiveMatrixArray);\n //}\n \n // set mv matrix\n gl.uniformMatrix4fv(uniform.uMVMatrix.location, false, mv);\n \n // add primary texture to shader values\n var vals = shaderValues;\n \n if (imageTexture) {\n vals.texture = imageTexture;\n }\n\n var textureSlot = 0;\n \n // Iterate over uniforms and textures setting values from JS to shader program\n while (i--) { \n name = uniforms[i];\n val = vals[name];\n u = uniform[name];\n \n if (val !== undefined && val !== null) {\n if (u.glType === gl.SAMPLER_2D) { // if texture\n gl.activeTexture(gl['TEXTURE'+textureSlot]);\n gl.bindTexture(gl.TEXTURE_2D, val);\n val = textureSlot++;\n }\n usetter[u.glType].apply(gl, [u.location, val]); // uses uniform setter map to set value\n }\n }\n \n // Draw call\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n \n }\n \n this.__getShaderProgram = function() {\n return glShader.program;\n }\n\n }\n\n })(gl);\n \n var defaultShader = new Shader(\"Shaders/vpBasic.cg\", \"Shaders/fpAlphaTexture.cg\");\n\n\n }", "function LGraphShader()\n{\n this.uninstantiable = true;\n this.clonable = false;\n this.addInput(\"albedo\",\"vec3\", {vec3:1, vec4:1});\n this.addInput(\"normal\",\"vec3\", {vec3:1, vec4:1}); // tangent space normal, if written\n this.addInput(\"emission\",\"vec3\", {vec3:1, vec4:1});\n this.addInput(\"specular\",\"float\", {float:1}); // specular power in 0..1 range\n this.addInput(\"gloss\",\"float\", {float:1});\n this.addInput(\"alpha\",\"float\", {float:1});\n this.addInput(\"alpha clip\",\"float\", {float:1});\n this.addInput(\"refraction\",\"float\", {float:1});\n this.addInput(\"vertex offset\",\"float\", {float:1});\n\n\n //inputs: [\"base color\",\"metallic\", \"specular\", \"roughness\", \"emissive color\", \"opacity\", \"opacitiy mask\", \"normal\", \"world position offset\", \"world displacement\", \"tesselation multiplier\", \"subsurface color\", \"ambient occlusion\", \"refraction\"],\n// this.properties = { color:\"#ffffff\",\n// gloss:4.0,\n// displacement_factor:1.0,\n// light_dir_x: 1.0,\n// light_dir_y: 1.0,\n// light_dir_z: 1.0\n// };\n\n// this.options = {\n// gloss:{step:0.01},\n// displacement_factor:{step:0.01},\n// light_dir_x:{min:-1, max:1, step:0.01},\n// light_dir_y:{min:-1, max:1, step:0.01},\n// light_dir_z:{min:-1, max:1, step:0.01}\n// };\n\n this.size = [125,250];\n this.shader_piece = ShaderConstructor;\n}", "function create_shader(gl, type, string) {\r\n\tlet shader = gl.createShader(type)\r\n\tgl.shaderSource(shader, string)\r\n\tgl.compileShader(shader)\r\n\tlet success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)\r\n\t\r\n\tif (success) {\r\n\t\treturn shader\r\n\t}\r\n\r\n\tif (!success) { // log errors\r\n\t\tconsole.log(gl.getShaderInfoLog(shader))\r\n\t\tgl.deleteShader(shader) // clean up\r\n\t}\r\n}", "createShader(src,type){\n\t\tvar shader = this.ctx.createShader(type);\n\t\tthis.ctx.shaderSource(shader,src);\n\t\tthis.ctx.compileShader(shader);\n\n\t\t//Get Error data if shader failed compiling\n\t\tif(!this.ctx.getShaderParameter(shader, this.ctx.COMPILE_STATUS)){\n\t\t\tconsole.error(\"Error compiling shader : \" + src, this.ctx.getShaderInfoLog(shader));\n\t\t\tthis.ctx.deleteShader(shader);\n\t\t\treturn null;\n\t\t}\n\n\t\treturn shader;\n\t}", "function getShader(id) { \n\tvar shaderScript = document.getElementById(id); \n\tvar k = shaderScript.firstChild; \n\tvar str=k.textContent;\n\tvar shader; \n\tif (shaderScript.type == \"x-shader/x-fragment\") { \n\t shader = gl.createShader(gl.FRAGMENT_SHADER); \n } else if (shaderScript.type == \"x-shader/x-vertex\") { \n shader = gl.createShader(gl.VERTEX_SHADER);\n } \n gl.shaderSource(shader, str); gl.compileShader(shader); \n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { \n alert(gl.getShaderInfoLog(shader)); \n return null; \n } \n return shader; \n}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n // This nested function retrieves the text content of an\n // element on the web page. It is used here to get the shader\n // source code from the script elements that contain it.\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function shaderString (uv, method, inputs, shaderParams) {\n const str = inputs.map((input) => {\n if (input.isUniform) {\n return input.name\n } else if (input.value && input.value.transforms) {\n // this by definition needs to be a generator, hence we start with 'st' as the initial value for generating the glsl fragment\n return `${generateGlsl(input.value.transforms, shaderParams)('st')}`\n }\n return input.value\n }).reduce((p, c) => `${p}, ${c}`, '')\n\n return `${method}(${uv}${str})`\n}", "function ky__loadshdr(type,source){\n //create the shader\n var shader=ky__gl.createShader(type);\n //link it with the GLSL code.\n ky__gl.shaderSource(shader,source);\n //get it ready for drawing\n ky__gl.compileShader(shader);\n //ommit it.\n return shader;\n}", "function ShaderProgram() {\r\n A_CLASS;\r\n}", "function createProgram(id) { \n programShader=gl.createProgram(); \n var vert=getShader(id+\"-vs\"); \n var frag=getShader(id+\"-fs\"); \n gl.attachShader(programShader,vert); \n gl.attachShader(programShader,frag); \n gl.linkProgram(programShader); \n if (!gl.getProgramParameter(programShader,gl.LINK_STATUS)) { \n alert(gl.getProgramInfoLog(programShader)); \n return null; \n } \n console.log(\"compilation shader ok\"); \n return programShader; \n}", "create(id, vShader, fShader) {\n let shader = new Shader(vShader, fShader);\n this.shaders.set(id, shader);\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 5.0);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 1.5);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 0.7);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "async function processMainShaderCode() {\n // somehow, this makes it work?\n await sleep(1);\n let funclist = funcs;\n let textlist = [];\n\n // parse each equation, then add the necessary uniforms to `variables`\n hideVariables();\n for (let i in funclist) {\n let e = funclist[i];\n if (e.value === undefined) {continue;}\n let eq = latex2GLSL(e.value);\n console.log(\"Parsed equation: \" + eq);\n let vars = eq.matchAll(/u_(([a-zA-Z]|\\\\[a-zA-Z]+)(_([a-zA-Z0-9]+))?)\\b/g);\n for (let v of vars) {\n let name = v[0].replace(/\\\\/g, \"\");// just the entire match2\n let latexname = v[0].slice(2).replace(new RegExp(`(${v[4]})`), \"{$1}\");// change back to latex\n if (!(name == \"u_phi_0\")) // to allow it to be a constant\n addVariable(name, latexname);\n }\n textlist.push(eq);\n }\n // add in variables as uniforms\n let sourcecode = format(data.loadedShaderCode, {variables: getVariables()});\n\n // custom preprocessor to handle the changes for each function\n while (sourcecode.indexOf(\"FOREACH\") >= 0) {\n let index = sourcecode.indexOf(\"FOREACH\");\n let start = index + \"FOREACH\".length;\n while (sourcecode[start] != \"{\") {\n start++;\n }\n let level = 1;\n let end = start;\n while (level > 0) {\n end++;\n if (sourcecode[end] == \"{\") {\n level++;\n }\n if (sourcecode[end] == \"}\") {\n level--;\n }\n }\n let inner = sourcecode.substr(start + 1, end - start - 2);\n\n // loop through each equation, substituting in the necessary variables\n let replace = \"\";\n for (let i in textlist) {\n let eq = textlist[i];\n // default to not solid\n let ineq = \"false\";\n\n if (eq.match(/(<|>|<=|>=)/)) {\n var tempList = eq.split(/(<=|>=)/);\n if (tempList.length == 1){\n tempList = eq.split(/(<|>)/);\n }\n if (tempList.length > 3) {\n return \"error\";\n }\n ineq = `${eq}`;\n eq = `(${tempList[0]}) - (${tempList[2]})`;\n }\n replace += format(inner, {i:i,eq:eq,ineq:ineq,MAX_I:textlist.length});\n }\n sourcecode = sourcecode.slice(0, index) + replace + sourcecode.slice(end + 1);\n }\n mainShader.code = sourcecode;\n data.didChange = true;\n }", "function getFShaderCode(nLight) {\n return \"#define N_LIGHT \" + nLight + \"\\n\" +\n `\n \n precision mediump float;\n struct light_struct {\n vec3 xyz;\n vec3 ambient;\n vec3 diffuse;\n vec3 specular;\n };\n struct material_struct {\n vec3 ambient;\n vec3 diffuse;\n vec3 specular;\n float n;\n int textureMode;\n };\n \n uniform light_struct uLights[N_LIGHT];\n uniform material_struct uMaterial;\n uniform int uLightModel;\n uniform sampler2D uTexture;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vec3 rgb = vec3(0, 0, 0);\n vec4 textureColor = texture2D(uTexture, vTextureUV);\n \n if(1 == uMaterial.textureMode) {\n gl_FragColor = textureColor;\n } else {\n if(uLightModel < 0) {\n rgb = uMaterial.diffuse;\n } else {\n for(int i = 0; i < N_LIGHT; i++) {\n vec3 L = normalize(uLights[i].xyz - vPosition.xyz);\n vec3 V = normalize(vCameraDirection);\n vec3 N = normalize(vTransformedNormal);\n float dVN = dot(V, N);\n float dLN = dot(L, N);\n rgb += uMaterial.ambient * uLights[i].ambient; // Ambient shading\n if(dLN > 0.0 && dVN > 0.0) {\n rgb += dLN * (uMaterial.diffuse * uLights[i].diffuse); // Diffuse shading\n if(0 == uLightModel) { // Phong specular shading\n vec3 R = normalize(2.0 * dot(N, L) * N - L);\n float weight = pow(dot(V, R), uMaterial.n);\n if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);\n } else if(1 == uLightModel) { // Blinn-Phong specular shading\n vec3 H = normalize(V + L);\n float weight = pow(dot(N, H), uMaterial.n);\n if(weight > 0.0) rgb += weight * (uMaterial.specular * uLights[i].specular);\n }\n }\n }\n }\n gl_FragColor = vec4(rgb, 1); // all fragments are white\n }\n }\n `;\n }", "static createShader(gl, src, type) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n\n //Get Error data if shader failed compiling\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error(\"Error compiling shader : \" + src, gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n }", "render() {\n const canvas = this.canvas;\n const dataset = this.currentDataset;\n\n canvas.width = dataset.width;\n canvas.height = dataset.height;\n\n let ids = null;\n if (this.expressionAst) {\n const idsSet = new Set([]);\n const getIds = (node) => {\n if (typeof node === 'string') {\n // ids should not contain unary operators\n idsSet.add(node.replace(new RegExp(/[+-]/, 'g'), ''));\n }\n if (typeof node.lhs === 'string') {\n idsSet.add(node.lhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.lhs === 'object') {\n getIds(node.lhs);\n }\n if (typeof node.rhs === 'string') {\n idsSet.add(node.rhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.rhs === 'object') {\n getIds(node.rhs);\n }\n };\n getIds(this.expressionAst);\n ids = Array.from(idsSet);\n }\n\n let program = null;\n\n if (this.gl) {\n const gl = this.gl;\n gl.viewport(0, 0, dataset.width, dataset.height);\n\n if (this.expressionAst) {\n const vertexShaderSourceExpressionTemplate = `\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n uniform mat3 u_matrix;\n uniform vec2 u_resolution;\n varying vec2 v_texCoord;\n void main() {\n // apply transformation matrix\n vec2 position = (u_matrix * vec3(a_position, 1)).xy;\n // convert the rectangle from pixels to 0.0 to 1.0\n vec2 zeroToOne = position / u_resolution;\n // convert from 0->1 to 0->2\n vec2 zeroToTwo = zeroToOne * 2.0;\n // convert from 0->2 to -1->+1 (clipspace)\n vec2 clipSpace = zeroToTwo - 1.0;\n gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n // pass the texCoord to the fragment shader\n // The GPU will interpolate this value between points.\n v_texCoord = a_texCoord;\n }`;\n const expressionReducer = (node) => {\n if (typeof node === 'object') {\n if (node.op === '**') {\n // math power operator substitution\n return `pow(${expressionReducer(node.lhs)}, ${expressionReducer(node.rhs)})`;\n }\n if (node.fn) {\n return `(${node.fn}(${expressionReducer(node.lhs)}))`;\n }\n return `(${expressionReducer(node.lhs)} ${node.op} ${expressionReducer(node.rhs)})`;\n } else if (typeof node === 'string') {\n return `${node}_value`;\n }\n return `float(${node})`;\n };\n\n const compiledExpression = expressionReducer(this.expressionAst);\n\n // Definition of fragment shader\n const fragmentShaderSourceExpressionTemplate = `\n precision mediump float;\n // our texture\n uniform sampler2D u_textureScale;\n\n // add all required textures\n${ids.map(id => ` uniform sampler2D u_texture_${id};`).join('\\n')}\n\n uniform vec2 u_textureSize;\n uniform vec2 u_domain;\n uniform float u_noDataValue;\n uniform bool u_clampLow;\n uniform bool u_clampHigh;\n // the texCoords passed in from the vertex shader.\n varying vec2 v_texCoord;\n void main() {\n${ids.map(id => ` float ${id}_value = texture2D(u_texture_${id}, v_texCoord)[0];`).join('\\n')}\n float value = ${compiledExpression};\n\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue = (value - u_domain[0]) / (u_domain[1] - u_domain[0]);\n gl_FragColor = texture2D(u_textureScale, vec2(normalisedValue, 0));\n }\n }`;\n program = createProgram(gl, vertexShaderSource, fragmentShaderSourceExpressionTemplate);\n gl.useProgram(program);\n\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 0);\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n for (let i = 0; i < ids.length; ++i) {\n const location = i + 1;\n const id = ids[i];\n const ds = this.datasetCollection[id];\n if (!ds) {\n throw new Error(`No such dataset registered: '${id}'`);\n }\n gl.uniform1i(gl.getUniformLocation(program, `u_texture_${id}`), location);\n gl.activeTexture(gl[`TEXTURE${location}`]);\n gl.bindTexture(gl.TEXTURE_2D, ds.textureData);\n }\n } else {\n program = this.program;\n gl.useProgram(program);\n // set the images\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureData'), 0);\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 1);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, dataset.textureData);\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n }\n const positionLocation = gl.getAttribLocation(program, 'a_position');\n const domainLocation = gl.getUniformLocation(program, 'u_domain');\n const displayRangeLocation = gl.getUniformLocation(\n program, 'u_display_range'\n );\n const applyDisplayRangeLocation = gl.getUniformLocation(\n program, 'u_apply_display_range'\n );\n const resolutionLocation = gl.getUniformLocation(program, 'u_resolution');\n const noDataValueLocation = gl.getUniformLocation(program, 'u_noDataValue');\n const clampLowLocation = gl.getUniformLocation(program, 'u_clampLow');\n const clampHighLocation = gl.getUniformLocation(program, 'u_clampHigh');\n const matrixLocation = gl.getUniformLocation(program, 'u_matrix');\n\n gl.uniform2f(resolutionLocation, canvas.width, canvas.height);\n gl.uniform2fv(domainLocation, this.domain);\n gl.uniform2fv(displayRangeLocation, this.displayRange);\n gl.uniform1i(applyDisplayRangeLocation, this.applyDisplayRange);\n gl.uniform1i(clampLowLocation, this.clampLow);\n gl.uniform1i(clampHighLocation, this.clampHigh);\n gl.uniform1f(noDataValueLocation, this.noDataValue);\n gl.uniformMatrix3fv(matrixLocation, false, this.matrix);\n\n const positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.enableVertexAttribArray(positionLocation);\n gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);\n\n setRectangle(gl, 0, 0, canvas.width, canvas.height);\n\n // Draw the rectangle.\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n } else if (this.ctx) {\n const ctx = this.ctx;\n const w = canvas.width;\n const h = canvas.height;\n\n const imageData = ctx.createImageData(w, h);\n\n const trange = this.domain[1] - this.domain[0];\n const steps = this.colorScaleCanvas.width;\n const csImageData = this.colorScaleCanvas.getContext('2d').getImageData(0, 0, steps, 1).data;\n let alpha;\n\n const data = dataset.data;\n\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n const i = (y * w) + x;\n // TODO: Possible increase of performance through use of worker threads?\n\n let c = Math.floor(((data[i] - this.domain[0]) / trange) * (steps - 1));\n alpha = 255;\n if (c < 0) {\n c = 0;\n if (!this.clampLow) {\n alpha = 0;\n }\n } else if (c > 255) {\n c = 255;\n if (!this.clampHigh) {\n alpha = 0;\n }\n }\n // NaN values should be the only values that are not equal to itself\n if (data[i] === this.noDataValue || data[i] !== data[i]) {\n alpha = 0;\n } else if (this.applyDisplayRange\n && (data[i] < this.displayRange[0] || data[i] >= this.displayRange[1])) {\n alpha = 0;\n }\n\n const index = ((y * w) + x) * 4;\n imageData.data[index + 0] = csImageData[c * 4];\n imageData.data[index + 1] = csImageData[(c * 4) + 1];\n imageData.data[index + 2] = csImageData[(c * 4) + 2];\n imageData.data[index + 3] = Math.min(alpha, csImageData[(c * 4) + 3]);\n }\n }\n\n ctx.putImageData(imageData, 0, 0); // at coords 0,0\n }\n }", "function vs() {\n return \"\\n uniform mat4 uModelMatrix;\\n uniform mat4 uViewMatrix;\\n uniform mat4 uProjMatrix;\\n\\n attribute vec3 aPos;\\n attribute vec2 aTexCoord;\\n attribute vec4 aColor;\\n\\n varying vec4 vColor;\\n varying vec2 vTexCoord;\\n\\n void main(void) {\\n gl_Position = uProjMatrix * uViewMatrix * ( uModelMatrix * vec4( aPos, 1.0 ) );\\n vTexCoord = aTexCoord;\\n vColor = vec4(aColor.rgb, 1.0);\\n }\\n\";\n}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function loadShader(ctx, shaderType, shaderStr)\r\n{\r\n\r\n // Create the shader object\r\n var shader = ctx.createShader(shaderType);\r\n if (shader == null) {\r\n/*\r\n ctx.console.log(\"*** Error: unable to create shader '\"+shaderType+\"'\"); \r\n*/\r\n return null;\r\n }\r\n\r\n // Load the shader source\r\n ctx.shaderSource(shader, shaderStr);\r\n\r\n // Compile the shader\r\n ctx.compileShader(shader);\r\n\r\n // Check the compile status\r\n var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);\r\n if (!compiled) {\r\n // Something went wrong during compilation; get the error\r\n var error = ctx.getShaderInfoLog(shader);\r\n\r\n ctx.console.log(\"*** Error compiling shader '\"+shaderType+\"':\"+error);\r\n\r\n ctx.deleteShader(shader);\r\n return null;\r\n }\r\n\r\n return shader;\r\n}", "function createShader(gl, str, type)\n{\n let shader;\n\n // Checking the type of shader\n if (type == \"fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (type == \"vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n\n return shader;\n}", "static compileShader(src,type){\n\t\tvar shader = gl.ctx.createShader(type);\n\t\tgl.ctx.shaderSource(shader,src);\n\t\tgl.ctx.compileShader(shader);\n\n\t\t//Get Error data if shader failed compiling\n\t\tif(!gl.ctx.getShaderParameter(shader, gl.ctx.COMPILE_STATUS)){\n\t\t\tconsole.error(\"Error compiling shader : \" + src, gl.ctx.getShaderInfoLog(shader));\n\t\t\tgl.ctx.deleteShader(shader);\n\t\t\treturn null;\n\t\t}\n\n\t\treturn shader;\n\t}", "getVertexShader()\n {\n return dedent\n `#version 300 es\n in vec3 glVertex;\n in vec2 glTexCoord;\n out vec2 frgTexCoord;\n uniform mat4 mat4ModelView;\n uniform mat4 mat4Projection;\n void main()\n {\n gl_Position = mat4Projection * mat4ModelView * vec4(glVertex, 1.0);\n frgTexCoord = glTexCoord;\n }`;\n }", "function P$2(P){const _=new n$8,S=_.vertex.code,$=_.fragment.code;return _.include(u$2,{name:\"Default Material Shader\",output:P.output}),_.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),_.include(o$7),_.varyings.add(\"vpos\",\"vec3\"),_.include(e$9,P),_.include(n$9,P),_.include(t$f,P),0!==P.output&&7!==P.output||(_.include(o$8,P),_.include(r$9,{linearDepth:!1}),0===P.normalType&&P.offsetBackfaces&&_.include(e$8),_.include(n$7,P),_.include(l$5,P),P.instancedColor&&_.attributes.add(\"instanceColor\",\"vec4\"),_.varyings.add(\"localvpos\",\"vec3\"),_.include(t$b,P),_.include(a$5,P),_.include(r$7,P),_.include(r$6,P),_.vertex.uniforms.add(\"externalColor\",\"vec4\"),_.varyings.add(\"vcolorExt\",\"vec4\"),P.multipassTerrainEnabled&&_.varyings.add(\"depth\",\"float\"),S.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${P.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n ${0===P.normalType?t$i`\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));`:\"\"}\n vpos = addVerticalOffset(vpos, localOrigin);\n ${P.vertexTangets?\"vTangent = dpTransformVertexTangent(tangent);\":\"\"}\n gl_Position = transformPosition(proj, view, vpos);\n ${0===P.normalType&&P.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n\n ${P.multipassTerrainEnabled?\"depth = (view * vec4(vpos, 1.0)).z;\":\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===P.output&&(_.include(c$6,P),_.include(r$h,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.fragment.include(i$7),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${P.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n gl_FragColor = vec4(opacity_);\n }\n `)),0===P.output&&(_.include(c$6,P),_.include(l$4,P),_.include(o$6,P),_.include(r$h,P),P.receiveShadows&&_.include(i$9,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.include(r$a,P),_.include(a$4,P),_.fragment.include(i$7),_.include(r$5,P),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n shadingParams.viewDirection = normalize(vpos - camPos);\n ${3===P.normalType?t$i`\n vec3 normal = screenDerivativeNormal(localvpos);`:t$i`\n shadingParams.normalView = vNormalWorld;\n vec3 normal = shadingNormal(shadingParams);`}\n ${1===P.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${P.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===P.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${P.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${P.hasNormalTexture?t$i`\n mat3 tangentSpace = ${P.vertexTangets?\"computeTangentSpace(normal);\":\"computeTangentSpace(normal, vpos, vuv0);\"}\n vec3 shadedNormal = computeTextureNormal(tangentSpace, vuv0);`:\"vec3 shadedNormal = normal;\"}\n ${1===P.pbrMode||2===P.pbrMode?1===P.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===P.pbrMode||2===P.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, shadingParams.viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${P.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),_.include(u$3,P),_}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\r\n function getTextContent( elementID ) {\r\n // This nested function retrieves the text content of an\r\n // element on the web page. It is used here to get the shader\r\n // source code from the script elements that contain it.\r\n var element = document.getElementById(elementID);\r\n var node = element.firstChild;\r\n var str = \"\";\r\n while (node) {\r\n if (node.nodeType == 3) // this is a text node\r\n str += node.textContent;\r\n node = node.nextSibling;\r\n }\r\n return str;\r\n }\r\n try {\r\n var vertexShaderSource = getTextContent( vertexShaderID );\r\n var fragmentShaderSource = getTextContent( fragmentShaderID );\r\n }\r\n catch (e) {\r\n throw \"Error: Could not get shader source code from script elements.\";\r\n }\r\n var vsh = gl.createShader( gl.VERTEX_SHADER );\r\n gl.shaderSource(vsh,vertexShaderSource);\r\n gl.compileShader(vsh);\r\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\r\n }\r\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\r\n gl.shaderSource(fsh, fragmentShaderSource);\r\n gl.compileShader(fsh);\r\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\r\n }\r\n var prog = gl.createProgram();\r\n gl.attachShader(prog,vsh);\r\n gl.attachShader(prog, fsh);\r\n gl.linkProgram(prog);\r\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\r\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\r\n }\r\n return prog;\r\n}", "getVertexShader()\n {\n let srcVertexShader = dedent\n `#version 300 es\n in vec3 glVertex;\n in vec2 glTexCoord;\n out vec2 frgTexCoord;\n uniform mat4 mat4ModelView;\n uniform mat4 mat4Projection;\n void main()\n {\n gl_Position = mat4Projection * mat4ModelView * vec4(glVertex, 1.0);\n frgTexCoord = glTexCoord;\n }`;\n return srcVertexShader;\n }", "static createShader(gl,src,type){\n\t\tvar shader = gl.createShader(type);\n\t\tgl.shaderSource(shader,src);\n\t\tgl.compileShader(shader);\n\n\t\t//Get Error data if shader failed compiling\n\t\tif(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){\n\t\t\tconsole.error(\"Error compiling shader : \" + src, gl.getShaderInfoLog(shader));\n\t\t\tgl.deleteShader(shader);\n\t\t\treturn null;\n\t\t}\n\n\t\treturn shader;\n\t}", "function compile (gl, shaderType, src) {\n var shader = gl.createShader(shaderType)\n\n gl.shaderSource(shader, src)\n gl.compileShader(shader)\n return shader\n}", "fragment_glsl_code() {\n // ********* FRAGMENT SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n\n void main()\n { // Sample the texture image in the correct place:\n vec4 tex_color = texture2D( texture, f_tex_coord );\n if( tex_color.w < .01 ) discard;\n // Slightly disturb normals based on sampling the same image that was used for texturing:\n vec3 bumped_N = N + tex_color.rgb - .5*vec3(1,1,1);\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( bumped_N ), vertex_worldspace );\n } `\n );\n }", "function createShader(main, source, type) {\n var gl = main.gl;\n\n var shader = gl.createShader(type);\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n\n if (!compiled) {\n // Something went wrong during compilation; get the error\n lastError = gl.getShaderInfoLog(shader);\n console.error('*** Error compiling shader ' + shader + ':' + lastError);\n main.trigger('error', { shader: shader, source: source, type: type, error: lastError });\n gl.deleteShader(shader);\n return null;\n }\n\n return shader;\n}", "function Shader(vertexSource, fragmentSource) {\n\t\t// Allow passing in the id of an HTML script tag with the source\n\n\n\t\tfunction followScriptTagById(id) {\n\t\t\tvar element = document.getElementById(id);\n\t\t\treturn element ? element.text : id;\n\t\t}\n\t\tvertexSource = followScriptTagById(vertexSource);\n\t\tfragmentSource = followScriptTagById(fragmentSource);\n\n\t\t// Headers are prepended to the sources to provide some automatic functionality.\n\t\tvar header = '\\\n uniform mat3 gl_NormalMatrix;\\\n uniform mat4 gl_ModelViewMatrix;\\\n uniform mat4 gl_ProjectionMatrix;\\\n uniform mat4 gl_ModelViewProjectionMatrix;\\\n uniform mat4 gl_ModelViewMatrixInverse;\\\n uniform mat4 gl_ProjectionMatrixInverse;\\\n uniform mat4 gl_ModelViewProjectionMatrixInverse;\\\n ';\n\t\tvar vertexHeader = header + '\\\n attribute vec4 gl_Vertex;\\\n attribute vec4 gl_TexCoord;\\\n attribute vec3 gl_Normal;\\\n attribute vec4 gl_Color;\\\n vec4 ftransform() {\\\n return gl_ModelViewProjectionMatrix * gl_Vertex;\\\n }\\\n ';\n\t\tvar fragmentHeader = '\\\n precision highp float;\\\n ' + header;\n\n\t\t// Check for the use of built-in matrices that require expensive matrix\n\t\t// multiplications to compute, and record these in `usedMatrices`.\n\t\tvar source = vertexSource + fragmentSource;\n\t\tvar usedMatrices = {};\n\t\tregexMap(/\\b(gl_[^;]*)\\b;/g, header, function(groups) {\n\t\t\tvar name = groups[1];\n\t\t\tif(source.indexOf(name) != -1) {\n\t\t\t\tvar capitalLetters = name.replace(/[a-z_]/g, '');\n\t\t\t\tusedMatrices[capitalLetters] = LIGHTGL_PREFIX + name;\n\t\t\t}\n\t\t});\n\t\tif(source.indexOf('ftransform') != -1) usedMatrices.MVPM = LIGHTGL_PREFIX + 'gl_ModelViewProjectionMatrix';\n\t\tthis.usedMatrices = usedMatrices;\n\n\t\t// The `gl_` prefix must be substituted for something else to avoid compile\n\t\t// errors, since it's a reserved prefix. This prefixes all reserved names with\n\t\t// `_`. The header is inserted after any extensions, since those must come\n\t\t// first.\n\n\n\t\tfunction fix(header, source) {\n\t\t\tvar replaced = {};\n\t\t\tvar match = /^((\\s*\\/\\/.*\\n|\\s*#extension.*\\n)+)\\^*$/.exec(source);\n\t\t\tsource = match ? match[1] + header + source.substr(match[1].length) : header + source;\n\t\t\tregexMap(/\\bgl_\\w+\\b/g, header, function(result) {\n\t\t\t\tif(!(result in replaced)) {\n\t\t\t\t\tsource = source.replace(new RegExp('\\\\b' + result + '\\\\b', 'g'), LIGHTGL_PREFIX + result);\n\t\t\t\t\treplaced[result] = true;\n\t\t\t\t}\n\t\t\t});\n\t\t\treturn source;\n\t\t}\n\t\tvertexSource = fix(vertexHeader, vertexSource);\n\t\tfragmentSource = fix(fragmentHeader, fragmentSource);\n\n\t\t// Compile and link errors are thrown as strings.\n\n\n\t\tfunction compileSource(type, source) {\n\t\t\tvar shader = gl.createShader(type);\n\t\t\tgl.shaderSource(shader, source);\n\t\t\tgl.compileShader(shader);\n\t\t\tif(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\t\t\tthrow 'compile error: ' + gl.getShaderInfoLog(shader);\n\t\t\t}\n\t\t\treturn shader;\n\t\t}\n\t\tthis.program = gl.createProgram();\n\t\tgl.attachShader(this.program, compileSource(gl.VERTEX_SHADER, vertexSource));\n\t\tgl.attachShader(this.program, compileSource(gl.FRAGMENT_SHADER, fragmentSource));\n\t\tgl.linkProgram(this.program);\n\t\tif(!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {\n\t\t\tthrow 'link error: ' + gl.getProgramInfoLog(this.program);\n\t\t}\n\t\tthis.attributes = {};\n\t\tthis.uniformLocations = {};\n\n\t\t// Sampler uniforms need to be uploaded using `gl.uniform1i()` instead of `gl.uniform1f()`.\n\t\t// To do this automatically, we detect and remember all uniform samplers in the source code.\n\t\tvar isSampler = {};\n\t\tregexMap(/uniform\\s+sampler(1D|2D|3D|Cube)\\s+(\\w+)\\s*;/g, vertexSource + fragmentSource, function(groups) {\n\t\t\tisSampler[groups[2]] = 1;\n\t\t});\n\t\tthis.isSampler = isSampler;\n\t}", "fragment_glsl_code() {\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n \n void main(){\n // Sample the texture image in the correct place:\n float t= animation_time;\n if (t >= 20.0)\n {\n t=t-20.0;\n }\n vec2 new_coor=vec2(f_tex_coord.x-0.05*t,f_tex_coord.y);\n \n vec4 tex_color = texture2D( texture, new_coor);\n \n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `\n );\n }", "function getShader(vshad_str, fshad_str) {\n var vs = shader(vshad_str, 'vert');\n var fs = shader(fshad_str, 'frag');\n\n var Program = gl.createProgram();\n\n gl.attachShader(Program, vs);\n gl.attachShader(Program, fs);\n gl.linkProgram(Program);\n\n if (!gl.getProgramParameter(Program, gl.LINK_STATUS)) {\n alert(\"Could not initialise shaders\");\n return null;\n }\n\n return Program;\n}", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal; // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n\n void main()\n { // The vertex's final resting place (in NDCS):\n gl_Position = projection_camera_model_transform * vec4( position, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n \n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `\n );\n }", "function j$2(j){const E=new n$8,O=E.vertex.code,_=E.fragment.code;return E.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),E.include(o$7),E.varyings.add(\"vpos\",\"vec3\"),E.include(e$9,j),E.include(n$9,j),E.include(t$f,j),0!==j.output&&7!==j.output||(E.include(o$8,j),E.include(r$9,{linearDepth:!1}),j.offsetBackfaces&&E.include(e$8),j.instancedColor&&E.attributes.add(\"instanceColor\",\"vec4\"),E.varyings.add(\"vNormalWorld\",\"vec3\"),E.varyings.add(\"localvpos\",\"vec3\"),j.multipassTerrainEnabled&&E.varyings.add(\"depth\",\"float\"),E.include(t$b,j),E.include(a$5,j),E.include(r$7,j),E.include(r$6,j),E.vertex.uniforms.add(\"externalColor\",\"vec4\"),E.varyings.add(\"vcolorExt\",\"vec4\"),O.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${j.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n ${j.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n ${j.multipassTerrainEnabled?t$i`depth = (view * vec4(vpos, 1.0)).z;`:\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===j.output&&(E.include(c$6,j),E.include(r$h,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${j.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n\n gl_FragColor = vec4(opacity_);\n }\n `)),0===j.output&&(E.include(c$6,j),E.include(l$4,j),E.include(o$6,j),E.include(r$h,j),j.receiveShadows&&E.include(i$9,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.include(r$a,j),E.include(a$4,j),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n vec3 viewDirection = normalize(vpos - camPos);\n ${1===j.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${j.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===j.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${j.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${t$i`\n vec3 shadedNormal = normalize(vNormalWorld);\n albedo_ *= 1.2;\n vec3 viewForward = - vec3(view[0][2], view[1][2], view[2][2]);\n float alignmentLightView = clamp(dot(-viewForward, lightingMainDirection), 0.0, 1.0);\n float transmittance = 1.0 - clamp(dot(-viewForward, shadedNormal), 0.0, 1.0);\n float treeRadialFalloff = vColor.r;\n float backLightFactor = 0.5 * treeRadialFalloff * alignmentLightView * transmittance * (1.0 - shadow);\n additionalLight += backLightFactor * lightingMainIntensity;`}\n ${1===j.pbrMode||2===j.pbrMode?1===j.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===j.pbrMode||2===j.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${j.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),E.include(u$3,j),E}", "function createShader (gl, type, source)\n{\n var shader = gl.createShader(type);\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n \n var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n if (success)\n {return shader;}\n\n console.log(shader);\n\n console.log(gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n}", "function createShader(gl, type, source)\n{\n var shader = gl.createShader(type);\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n if(success)\n {\n return shader;\n }\n \n console.log(gl.getShaderInfoLog(shader));\n console.log(gl.getProgramInfoLog(shader));\n gl.deleteShader(shader);\n}", "function getShader(id) {\n\tvar shaderScript = document.getElementById(id);\n\tif (!shaderScript) {\n\t\treturn null;\n\t}\n\n\tvar str = \"\";\n\tvar k = shaderScript.firstChild;\n\twhile (k) {\n\t\tif (k.nodeType == 3) {\n\t\t\tstr += k.textContent;\n\t\t}\n\t\tk = k.nextSibling;\n\t}\n\n\tvar shader;\n\tif (shaderScript.type == \"x-shader/x-fragment\") {\n\t\tshader = gl.createShader(gl.FRAGMENT_SHADER);\n\t} else if (shaderScript.type == \"x-shader/x-vertex\") {\n\t\tshader = gl.createShader(gl.VERTEX_SHADER);\n\t} else {\n\t\treturn null;\n\t}\n\n\tgl.shaderSource(shader, str);\n\tgl.compileShader(shader);\n\n\tif (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\talert(gl.getShaderInfoLog(shader));\n\t\treturn null;\n\t}\n\n\treturn shader;\n}", "function createShaderHelper(sourceString, vertex = true){\n //if vertex shader, create vertex shader else framgent shader\n var shader = ((vertex) ? gl.createShader( gl.VERTEX_SHADER ) :\n gl.createShader( gl.FRAGMENT_SHADER ));\n gl.shaderSource( shader, sourceString );\n gl.compileShader( shader );\n return shader;\n}", "function ShaderProgram(gl, vertex_src, fragment_src)\n{\n \n this.vertexShader = null;\n this.fragmentShader = null; \n this.attributeLocations = [];\n this.shaderProgram = null;\n this.gl = gl;\n\n this.getVertexShaderSourceCode = function()\n {\n return vertex_src;\n }\n this.getFragmentShaderSourceCode = function()\n {\n return fragment_src;\n }\n}", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord - 2.5 * animation_time;\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "constructor(gl, vsPath, fsPath, vsSource, fsSource, vsSubs, fsSubs) {\nvar a, i, j, k, ref, ref1, shprog, sz, u, vsfsStr;\nthis.gl = gl;\nthis.vsPath = vsPath;\nthis.fsPath = fsPath;\nthis.vsSource = vsSource;\nthis.fsSource = fsSource;\nthis.vsSubs = vsSubs;\nthis.fsSubs = fsSubs;\n//----------\nthis._prog = null; // WebGL program.\nthis._vs = null; // WebGL vertex shader.\nthis._fs = null; // WebGL fragment shader.\nthis._nUniforms = -1; // Number of uniforms.\nthis._uniforms = {}; // Uniform locations.\nthis._nAttributes = -1; // Number of attributes.\nthis._attributes = {}; // Attribute locations.\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Vert Uniforms: ${this.gl.getParameter(this.gl.MAX_VERTEX_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Frag Uniforms: ${this.gl.getParameter(this.gl.MAX_FRAGMENT_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Vert source: ${this.vsSource}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Frag source: ${this.fsSource}`);\n}\n// Load vertex and fragment shaders, performing substitutions if any.\nthis._vs = this._loadShader(this.vsPath, this.vsSource, this.vsSubs);\nthis._fs = this._loadShader(this.fsPath, this.fsSource, this.fsSubs);\n// Create and link the program\nshprog = this.gl.createProgram();\nif (this._vs && this._fs) {\nthis.gl.attachShader(shprog, this._vs);\nif (this._fs) {\nthis.gl.attachShader(shprog, this._fs);\n}\n// Keep Chrome happy\nthis.gl.bindAttribLocation(shprog, 0, \"BindPos\");\nthis.gl.linkProgram(shprog);\n}\nvsfsStr = `VrtxS=${this.vsPath} FragS=${this.fsPath}`;\nif (this.gl.getProgramParameter(shprog, this.gl.LINK_STATUS)) {\nif (typeof lggr.info === \"function\") {\nlggr.info(`Shader: Program using: ${vsfsStr} created`);\n}\nthis._prog = shprog;\n} else {\nlggr.warn(`Shader: Program using: ${vsfsStr} failed to link: ${this.gl.getProgramInfoLog(shprog)}`);\nthis.gl.deleteProgram(shprog);\nthis._vs = this._fs = null;\n}\nif (this._prog) {\n// Grab uniforms.\nthis._nUniforms = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_UNIFORMS);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nUniforms} Uniform Variables used ####`);\n}\nsz = 0;\nfor (i = j = 0, ref = this._nUniforms; (0 <= ref ? j < ref : j > ref); i = 0 <= ref ? ++j : --j) {\nu = this.gl.getActiveUniform(this._prog, i);\nthis._uniforms[u.name] = this.gl.getUniformLocation(this._prog, u.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${u.name} size ${(this.gl.getActiveUniform(this._prog, i)).size}`);\n}\nsz += (this.gl.getActiveUniform(this._prog, i)).size;\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${sz} Shader Uniforms used ####`);\n}\n// Grab attributes.\nthis._nAttributes = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_ATTRIBUTES);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nAttributes} Active Attributes`);\n}\nfor (i = k = 0, ref1 = this._nAttributes; (0 <= ref1 ? k < ref1 : k > ref1); i = 0 <= ref1 ? ++k : --k) {\na = this.gl.getActiveAttrib(this._prog, i);\nthis._attributes[a.name] = this.gl.getAttribLocation(this._prog, a.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${a.name}: ${this._attributes[a.name]}`);\n}\n}\n}\nthis.DO_CHECK_LOC_NAME = false;\n}", "material() { return { shader: this } }", "function makeProgramFromCode(gl, vertexCode, fragmentCode) {\n // create GLSL shaders, upload the GLSL source, compile the shaders\n let vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexCode);\n let fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentCode);\n // Link the two shaders into a program\n return createProgram(gl, vertexShader, fragmentShader);\n}", "function loadShader(ctx, shaderId)\n { \n var shaderScript = document.getElementById(shaderId);\n \n if (!shaderScript) {\n shaderScript = {text : shaderId, type : undefined};\n \n if (shaderId.trim().toLowerCase().startsWith(\"//vertex\")) {\n shaderScript.type = \"x-shader/x-vertex\";\n } else if (shaderId.trim().toLowerCase().startsWith(\"//fragment\")) {\n shaderScript.type = \"x-shader/x-fragment\";\n } else {\n console.trace();\n console.log(\"Invalid shader type\");\n console.log(\"================\");\n console.log(format_lines(shaderScript));\n console.log(\"================\");\n throw new Error(\"Invalid shader type for shader script;\\n script must start with //vertex or //fragment\");\n }\n }\n\n if (shaderScript.type == \"x-shader/x-vertex\")\n var shaderType = ctx.VERTEX_SHADER;\n else if (shaderScript.type == \"x-shader/x-fragment\")\n var shaderType = ctx.FRAGMENT_SHADER;\n else {\n log(\"*** Error: shader script '\"+shaderId+\"' of undefined type '\"+shaderScript.type+\"'\");\n return null;\n }\n\n // Create the shader object\n if (ctx == undefined || ctx == null || ctx.createShader == undefined)\n console.trace();\n \n var shader = ctx.createShader(shaderType);\n\n // Load the shader source\n ctx.shaderSource(shader, shaderScript.text);\n\n // Compile the shader\n ctx.compileShader(shader);\n\n // Check the compile status\n var compiled = ctx.getShaderParameter(shader, ctx.COMPILE_STATUS);\n if (!compiled && !ctx.isContextLost()) {\n // Something went wrong during compilation; get the error\n var error = ctx.getShaderInfoLog(shader);\n \n console.log(format_lines(shaderScript.text));\n console.log(\"\\nError compiling shader: \", error);\n \n ctx.deleteShader(shader);\n return null;\n }\n\n return shader;\n }", "function makeShaderProgram(){\n\t// Compile vertex shader\n\tvar vShader = gl.createShader(gl.VERTEX_SHADER);\n\tgl.shaderSource(vShader, vsCode);\n\tgl.compileShader(vShader);\n\tvar test = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if vertex shader compiled correcly.\n\t\talert(\"ERROR: vertex shader not compiled.\");\n\t}\n\t\n\t// Compile fragment shader\n\tvar fShader = gl.createShader(gl.FRAGMENT_SHADER);\n\tgl.shaderSource(fShader, fsCode);\n\tgl.compileShader(fShader);\n\ttest = gl.getShaderParameter(fShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if fragment shader compiled correcly.\n\t\talert(\"ERROR: fragment shader not compiled.\");\n\t}\n\t\n\t// Create shader program\n\tsProgram = gl.createProgram();\n\tgl.attachShader(sProgram, vShader);\n\tgl.attachShader(sProgram, fShader);\n\tgl.linkProgram(sProgram);\n\ttest = gl.getProgramParameter(sProgram, gl.LINK_STATUS);\n\tif(!test){ // Test if shader program linked correcly.\n\t\talert(\"ERROR: shader program not linked.\");\n\t}\n}", "function loadShader(glCtx, type, source) {\n\t// Create shader object\n\tvar shader = glCtx.createShader(type);\n\tif (shader == null) {\n\t\tconsole.log('unable to create shader');\n\t\treturn null;\n\t}\n \n\t// Set the shader program\n\tglCtx.shaderSource(shader, source);\n\n\t// Compile the shader\n\tglCtx.compileShader(shader);\n\n\t// Check the result of compilation\n\tvar compiled = glCtx.getShaderParameter(shader, glCtx.COMPILE_STATUS);\n\tif (!compiled) {\n\t\tvar error = glCtx.getShaderInfoLog(shader);\n\t\tconsole.log('Failed to compile shader: ' + error);\n\t\tglCtx.deleteShader(shader);\n\t\treturn null;\n\t}\n\n\treturn shader;\n}", "function setupShaders() {\n __shaders.vertexShader_normal = document.getElementById(\"vertexShader_normal\").text;\n __shaders.fragmentShader_normal = document.getElementById(\"fragmentShader_normal\").text;\n}", "function createShaderObj(shaderProgram) {\n return {\n program: shaderProgram,\n meta: getShaderData(shaderProgram)\n };\n }", "function generateGlsl (transforms, shaderParams) {\n\n // transform function that outputs a shader string corresponding to gl_FragColor\n var fragColor = () => ''\n // var uniforms = []\n // var glslFunctions = []\n transforms.forEach((transform) => {\n var inputs = formatArguments(transform, shaderParams.uniforms.length)\n // console.log('inputs', inputs, transform)\n inputs.forEach((input) => {\n if(input.isUniform) shaderParams.uniforms.push(input)\n })\n\n // add new glsl function to running list of functions\n if(!contains(transform, shaderParams.glslFunctions)) shaderParams.glslFunctions.push(transform)\n\n // current function for generating frag color shader code\n var f0 = fragColor\n if (transform.transform.type === 'src') {\n fragColor = (uv) => `${shaderString(uv, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'coord') {\n fragColor = (uv) => `${f0(`${shaderString(uv, transform.name, inputs, shaderParams)}`)}`\n } else if (transform.transform.type === 'color') {\n fragColor = (uv) => `${shaderString(`${f0(uv)}`, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'combine') {\n // combining two generated shader strings (i.e. for blend, mult, add funtions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${shaderString(`${f0(uv)}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`\n } else if (transform.transform.type === 'combineCoord') {\n // combining two generated shader strings (i.e. for modulate functions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${f0(`${shaderString(`${uv}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`)}`\n\n\n }\n })\n// console.log(fragColor)\n // break;\n return fragColor\n}", "function getShader(gl, id) {\n\tvar shaderScript = document.getElementById(id);\n\tif (!shaderScript) {\n\t\talert(id);\n\t\treturn null;\n\t}\n\n\t// Fill str with the souce of the shader\n\tvar str = \"\";\n\tvar k = shaderScript.firstChild;\n\twhile (k) {\n\t\t// ????\n\t\tif (k.nodeType == 3) {\n\t\t\tstr += k.textContent;\n\t\t}\n\t\tk = k.nextSibling;\n\t}\n\n\tvar shader;\n\n\tif (shaderScript.type == \"x-shader/x-fragment\") {\n\t\tshader = gl.createShader(gl.FRAGMENT_SHADER);\n\t} else if (shaderScript.type == \"x-shader/x-vertex\") {\n\t\tshader = gl.createShader(gl.VERTEX_SHADER);\n\t} else {\n\t\treturn null;\n\t}\n\n\tgl.shaderSource(shader, str);\n\tgl.compileShader(shader);\n\n\tif (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\talert(gl.getShaderInfoLog(shader));\n\t\treturn null;\n\t}\n\n\treturn shader;\n}", "function e$6(e){e.code.add(t$i`vec4 premultiplyAlpha(vec4 v) {\nreturn vec4(v.rgb * v.a, v.a);\n}\nvec3 rgb2hsv(vec3 c) {\nvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\nvec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);\nvec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);\nfloat d = q.x - min(q.w, q.y);\nfloat e = 1.0e-10;\nreturn vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), min(d / (q.x + e), 1.0), q.x);\n}\nvec3 hsv2rgb(vec3 c) {\nvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\nvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\nreturn c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n}\nfloat rgb2v(vec3 c) {\nreturn max(c.x, max(c.y, c.z));\n}`);}", "function createShader(gl, type, source) {\n var shader = gl.createShader(type);\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n if (success) {\n return shader;\n }\n\n console.log(gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n}", "function loadShader(gl, type, source)\n{\n\tconst shader = gl.createShader(type);\n\t\n\t// send source-code to object\n\tgl.shaderSource(shader,source);\n\n\tgl.compileShader(shader);\n\tif(!gl.getShaderParameter(shader,gl.COMPILE_STATUS))\n\t{\n\t\tconsole.log(\"Failed to compile a shader:\\n\"+\n\t\tgl.getShaderInfoLog(shader));\n\t\tgl.deleteShader(shader);\n\t\treturn null;\n\t}\n\treturn shader;\n}", "createShaderFromScript(gl, scriptId, shaderType) {\n // look up the script tag by id.\n let shaderScriptElem = document.getElementById(scriptId);\n if (!shaderScriptElem) {\n this._logger.warn(\"Unknown script target element, discarding..\");\n return null;\n }\n\n // extract the contents of the script tag.\n this.createShader(gl, shaderScriptElem.text, shaderType);\n }", "function compile(gl, type, code) {\n const shader = gl.createShader(type)\n gl.shaderSource(shader, code);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n throw new Error(gl.getShaderInfoLog(shader));\n }\n\n return shader;\n}", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord + 0.1 * animation_time;\n // vec2 current_coord = f_tex_coord - 2.5 * animation_time;\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord - vec2(0.5, 0.5);\n float PI = 3.1415926;\n float angle = -PI * animation_time / 60.0;\n // float angle = 10.0 * PI * animation_time / 60.0;\n mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle)); \n current_coord = rotation * current_coord;\n current_coord = current_coord + vec2(0.5, 0.5);\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "function getShader(id) {\n const script = document.getElementById(id);\n const shaderString = script.text.trim();\n\n // Assign shader depending on the type of shader\n let shader;\n if (script.type === 'x-shader/x-vertex') {\n shader = gl.createShader(gl.VERTEX_SHADER);\n }\n else if (script.type === 'x-shader/x-fragment') {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n }\n else {\n return null;\n }\n\n // Compile the shader using the supplied shader code\n gl.shaderSource(shader, shaderString);\n gl.compileShader(shader);\n\n // Ensure the shader is valid\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error(gl.getShaderInfoLog(shader));\n return null;\n }\n\n return shader;\n }", "function getShader(gl, id) {\n var shaderScript = document.getElementById(id);//get the shading script from the HTML file\n // Didn't find an element with the specified ID; abort.\n if (!shaderScript) { return null; }\n // Walk through the source element's children, building the\n // shader source string.\n var theSource = \"\";\n var currentChild = shaderScript.firstChild;\n while(currentChild) {\n if (currentChild.nodeType == 3) {\n theSource += currentChild.textContent;\n } \n currentChild = currentChild.nextSibling;\n }\n // Now find out the type of the shader scripts based on its MIME type.\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);//create the fragment shader\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);//create the vertex shader\n } else {\n return null; // Unknown shader type\n }\n // Send the source to the shader object\n gl.shaderSource(shader, theSource);\n // Compile the shader program\n gl.compileShader(shader);\n // See if it compiled successfully\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(\"An error occurred compiling the shaders: \" + gl.getShaderInfoLog(shader));\n return null;\n }\n return shader;}", "function fs() {\n return \"\\n precision highp float;\\n uniform sampler2D uSampler;\\n varying vec4 vColor;\\n varying vec2 vTexCoord;\\n void main(void) {\\n vec4 color = texture2D( uSampler, vec2( vTexCoord.s, vTexCoord.t ) ) * vec4( vColor.rgb, 1.0 );\\n \\tif ( color.a < 0.1 ) discard;\\n \\tgl_FragColor = vec4( color.rgb, vColor.a );\\n }\\n\";\n}", "function getShader(gl, id) {\r\n var shaderScript = document.getElementById(id);\r\n if (!shaderScript) {\r\n return null;\r\n }\r\n\r\n var str = \"\";\r\n var k = shaderScript.firstChild;\r\n while (k) {\r\n if (k.nodeType == 3) {\r\n str += k.textContent;\r\n }\r\n k = k.nextSibling;\r\n }\r\n\r\n var shader;\r\n if (shaderScript.type == \"--fragment\") {\r\n shader = gl.createShader(gl.FRAGMENT_SHADER);\r\n }\r\n else if (shaderScript.type == \"--vertex\") {\r\n shader = gl.createShader(gl.VERTEX_SHADER);\r\n }\r\n else return null;\r\n\r\n gl.shaderSource(shader, str);\r\n gl.compileShader(shader);\r\n\r\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\r\n alert(gl.getShaderInfoLog(shader));\r\n return null;\r\n }\r\n\r\n return shader;\r\n }", "function getShader(gl, id) {\n var shaderScript = document.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n \n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n \n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n \n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n \n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n \n return shader;\n }", "function getShader(gl, id) {\n var shaderScript = document.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n \n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n \n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n \n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n \n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n \n return shader;\n }", "function setupShaders() {\n\n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec3 ambient;\n attribute vec3 diffuse;\n attribute vec3 specular;\n attribute float specularExponent;\n attribute float shapeNum;\n\n uniform vec3 eyePos;\n uniform vec3 lightPos;\n uniform vec3 lightColor;\n uniform mat4 projMatrix;\n uniform mat4 viewMatrix;\n uniform mat4 xformMatrix;\n uniform float currentShape;\n\n varying lowp vec4 vColor;\n\n void main(void) {\n vec3 N = normalize(vertexNormal); // normal vector\n vec3 L = normalize(lightPos - vertexPosition); // light vector\n vec3 V = normalize(eyePos - vertexPosition); // view vector\n vec3 H = normalize(L + V);\n \n vec3 color;\n for (int i = 0; i < 3; i++) {\n color[i] = ambient[i] * lightColor[0]; // ambient term\n color[i] += diffuse[i] * lightColor[1] * dot(N, L); // diffuse term\n color[i] += specular[i] * lightColor[2] * pow(dot(N, H), specularExponent); // specular term\n\n // Clamp color\n if (color[i] > 1.0) {\n color[i] = 1.0;\n } else if (color[i] < 0.0) {\n color[i] = 0.0;\n }\n }\n\n if (shapeNum == currentShape) {\n gl_Position = projMatrix * viewMatrix * xformMatrix * vec4(vertexPosition, 1.0); // use transform matrix\n } else {\n gl_Position = projMatrix * viewMatrix * mat4(1.0) * vec4(vertexPosition, 1.0); // use untransformed position\n }\n\n vColor = vec4(color, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n varying lowp vec4 vColor;\n\n void main(void) {\n gl_FragColor = vColor;\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n\n // Setup attributes\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); // get pointer to vertex shader input\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n\n vertexNormalAttrib = gl.getAttribLocation(shaderProgram, \"vertexNormal\");\n gl.enableVertexAttribArray(vertexNormalAttrib);\n\n vertexAmbientAttrib = gl.getAttribLocation(shaderProgram, \"ambient\");\n gl.enableVertexAttribArray(vertexAmbientAttrib);\n\n vertexDiffuseAttrib = gl.getAttribLocation(shaderProgram, \"diffuse\");\n gl.enableVertexAttribArray(vertexDiffuseAttrib);\n\n vertexSpecularAttrib = gl.getAttribLocation(shaderProgram, \"specular\");\n gl.enableVertexAttribArray(vertexSpecularAttrib);\n\n vertexSpecExpAttrib = gl.getAttribLocation(shaderProgram, \"specularExponent\");\n gl.enableVertexAttribArray(vertexSpecExpAttrib);\n\n vertexShapeNumAttrib = gl.getAttribLocation(shaderProgram, \"shapeNum\");\n gl.enableVertexAttribArray(vertexShapeNumAttrib);\n\n // Setup uniforms\n eyePosUniform = gl.getUniformLocation(shaderProgram, 'eyePos');\n gl.uniform3fv(eyePosUniform, eye);\n\n mat4.perspective(projectionMatrix, glMatrix.toRadian(90), 1, 0.1, 100);\n projMatrixUniform = gl.getUniformLocation(shaderProgram, 'projMatrix');\n gl.uniformMatrix4fv(projMatrixUniform, gl.FALSE, projectionMatrix);\n \n var center = vec3.create();\n vec3.add(center, eye, lookAt);\n mat4.lookAt(viewMatrix, eye, center, upVector);\n viewMatrixUniform = gl.getUniformLocation(shaderProgram, 'viewMatrix');\n gl.uniformMatrix4fv(viewMatrixUniform, gl.FALSE, viewMatrix);\n\n // mat4.identity(transformMatrix);\n xformMatrixUniform = gl.getUniformLocation(shaderProgram, 'xformMatrix');\n gl.uniformMatrix4fv(xformMatrixUniform, gl.FALSE, transformMatrix);\n\n lightPosUniform = gl.getUniformLocation(shaderProgram, 'lightPos');\n gl.uniform3fv(lightPosUniform, lightPos);\n\n lightColorUniform = gl.getUniformLocation(shaderProgram, 'lightColor');\n gl.uniform3fv(lightColorUniform, lightColor);\n\n currentShapeUniform = gl.getUniformLocation(shaderProgram, 'currentShape');\n gl.uniform1f(currentShapeUniform, shapeNum);\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "getFragmentShader()\n {\n let srcFragmentShader = dedent\n `#version 300 es\n precision mediump float;\n out vec4 glFragColor;\n in vec2 frgTexCoord;\n\n uniform sampler2D txColor;\n uniform float MaxAngle;\n\n const float PI = 3.1415927;\n\n void main()\n {\n // modification des coordonnées de texture\n vec2 texcoord = frgTexCoord;\n\n // la rotation est d'autant plus forte qu'on est proche du centre\n float strength = pow(sin(texcoord.s * PI) * sin(texcoord.t * PI), 3.0);\n float angle = radians(MaxAngle) * strength;\n\n // produire une matrice de rotation 2D\n float cosa = cos(angle);\n float sina = sin(angle);\n mat2 rotation = mat2(cosa,sina,-sina,cosa);\n\n // appliquer cette rotation aux coordonnées de texture\n const vec2 center = vec2(0.5, 0.5);\n texcoord = rotation * (texcoord-center) + center;\n\n glFragColor = texture(txColor, texcoord);\n }`;\n return srcFragmentShader;\n }", "function setupShaders() {\n \n // define fragment shader in essl using es6 template strings\n // here you need to take care of color attibutes\n var fShaderCode = `#version 300 es\n precision highp float;\n\n out vec4 FragColor;\n in vec4 oColor;\n\n void main(void) {\n FragColor = oColor; // all fragments are white\n }\n `;\n \n // define vertex shader in essl using es6 template strings\n // have in/out for vertex colors \n var vShaderCode = `#version 300 es\n in vec3 vertexPosition;\n in vec3 vertexColor;\n\n out vec4 oColor;\n\n void main(void) {\n gl_Position = vec4(vertexPosition, 1.0); // use the untransformed position\n oColor = vec4(vertexColor, 1.0);\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); \n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n // set up vertexColorAttrib from vertexColor\n vertexColorAttrib = gl.getAttribLocation(shaderProgram, \"vertexColor\"); \n gl.enableVertexAttribArray(vertexColorAttrib)\n\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function loadAndCompileShader(id, shaderType){\n var shaderText, shaderSource,compiledShader;\n \n //1.从index.html中获取shader资源\n shaderText = document.getElementById(id);\n shaderSource = shaderText.firstChild.textContent;\n \n //2.根据数据类型(vertex 或者 fragment)创建shader\n compiledShader = gGL.createShader(shaderType);\n \n //3.连接新生成的shader\n gGL.shaderSource(compiledShader,shaderSource);\n gGL.compileShader(compiledShader);\n \n //4.错误检查,并返回结果\n if(!gGL.getShaderParameter(compiledShader,gGL.COMPILE_STATUS)){\n alert(\"A shader compiling error occurred:\"+gGL.getShaderInfoLog(compiledShader));\n }\n return compiledShader;\n}", "function getShader( gl, id )\n{\n var shaderScript = document.getElementById( id );\n\n if ( !shaderScript )\n {\n\n console.error( \"No shader scripts present.\" );\n\n return null;\n\n }\n\n var str = \"\";\n\n var k = shaderScript.firstChild;\n\n while ( k )\n {\n\n if ( k.nodeType == 3 )\n {\n\n str += k.textContent;\n\n }\n\n k = k.nextSibling;\n\n }\n\n var shader = null;\n\n if ( shaderScript.type == \"x-shader/x-fragment\" )\n {\n\n shader = gl.createShader( gl.FRAGMENT_SHADER );\n\n }\n else if ( shaderScript.type == \"x-shader/x-vertex\" )\n {\n\n shader = gl.createShader( gl.VERTEX_SHADER );\n\n }\n else\n {\n\n console.error( \"No fragment/vertex shaders found.\" );\n\n return null;\n\n }\n\n gl.shaderSource( shader, str );\n gl.compileShader( shader );\n\n if ( !gl.getShaderParameter( shader, gl.COMPILE_STATUS ) )\n {\n\n console.error( gl.getShaderInfoLog( shader ) );\n\n return null;\n\n }\n\n return shader;\n\n}", "function t$8(t){t.vertex.code.add(t$i`const float PI = 3.141592653589793;`),t.fragment.code.add(t$i`const float PI = 3.141592653589793;\nconst float LIGHT_NORMALIZATION = 1.0 / PI;\nconst float INV_PI = 0.3183098861837907;\nconst float HALF_PI = 1.570796326794897;`);}", "function createShaderProgram(fragSrc, vertSrc){\r\n\tif(!use2D){\r\n\t\tvar frag;\r\n\t\tvar vert;\r\n\t\tvar attribCount = 0;\r\n\t\t\r\n\t\tfragSrc = fragSrc ? fragSrc : defaultFragSrc;\r\n\t\tfrag = compileShader(ctx, fragSrc);\r\n\t\t\r\n\t\tvertSrc = vertSrc ? vertSrc : defaultVertSrc;\r\n\t\tvert = compileShader(ctx, vertSrc);\r\n\t\t\r\n\t\tvar newProgram = ctx.createProgram();\r\n\t\tctx.attachShader(newProgram, vert);\r\n\t\tctx.attachShader(newProgram, frag);\r\n\t\tctx.linkProgram(newProgram);\r\n\t\tnewProgram.attribCount = attribCount;\r\n\t\t\r\n\t\tif(!ctx.getProgramParameter(newProgram, ctx.LINK_STATUS)){\r\n\t\t\tconsole.log(\"Could not initiate shaders\");\r\n\t\t}else{\r\n\t\t\t\r\n\t\t\t/*//This may need to be uncommented for legacy code\r\n\t\t\tnewProgram.vertexPositionAttribute = ctx.getAttribLocation(newProgram, \"aVertexPosition\");\r\n\t\t\t//println(newProgram.vertexPositionAttribute);\r\n\t\t\t//ctx.bindAttribLocation(newProgram, 0, \"aVertexPosition\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.vertexPositionAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.textureCoordAttribute = ctx.getAttribLocation(newProgram, \"aTextureCoord\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.textureCoordAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.pMatrixUniform = ctx.getUniformLocation(newProgram, \"uPMatrix\");\r\n\t\t\tnewProgram.mvMatrixUniform = ctx.getUniformLocation(newProgram, \"uMVMatrix\");\r\n\t\t\t\r\n\t\t\tnewProgram.aspect = ctx.getUniformLocation(newProgram, \"aspect\");*/\r\n\t\t\t\r\n\t\t\tif(exists(fragSrc)){\r\n\t\t\t\tfragSrc.code = fragSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = fragSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif(exists(vertSrc)){\r\n\t\t\t\tvertSrc.code = vertSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = vertSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\" || line[0] == \"attribute\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t}else{\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getAttribLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t\tctx.enableVertexAttribArray(newProgram[uName]);\r\n\t\t\t\t\t\t\t\tnewProgram.attribCount++;\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\treturn newProgram;\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function compileSource(type, source) {\n\t\t\tvar shader = gl.createShader(type);\n\t\t\tgl.shaderSource(shader, source);\n\t\t\tgl.compileShader(shader);\n\t\t\tif(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\t\t\tthrow 'compile error: ' + gl.getShaderInfoLog(shader);\n\t\t\t}\n\t\t\treturn shader;\n\t\t}" ]
[ "0.7451949", "0.72130847", "0.7192291", "0.7171743", "0.71363777", "0.71363777", "0.7080598", "0.70694387", "0.70652217", "0.69789207", "0.6963383", "0.69247293", "0.6915772", "0.6855296", "0.6850688", "0.6804906", "0.6799725", "0.6765975", "0.6760606", "0.6760606", "0.6749321", "0.67457855", "0.67457855", "0.6717364", "0.6714444", "0.6708464", "0.67050713", "0.67045957", "0.67044646", "0.6702097", "0.66979986", "0.66961557", "0.6681447", "0.6673111", "0.66693264", "0.6661918", "0.6661194", "0.66610086", "0.6651408", "0.65969944", "0.658155", "0.6575888", "0.65692955", "0.656455", "0.6559707", "0.65534455", "0.6552591", "0.6537848", "0.6525877", "0.6515865", "0.6510715", "0.649347", "0.6474915", "0.64694166", "0.6464635", "0.6460508", "0.64554095", "0.64542955", "0.6454052", "0.64419335", "0.6441135", "0.64396155", "0.64362526", "0.64346963", "0.6432413", "0.64318895", "0.6426393", "0.6423247", "0.6412112", "0.6411824", "0.64051175", "0.63941616", "0.63928443", "0.6370847", "0.63549566", "0.63458526", "0.6344251", "0.63316137", "0.6326495", "0.63210905", "0.6309401", "0.63078624", "0.6303312", "0.6300419", "0.63003635", "0.6294436", "0.6287777", "0.6271", "0.6270039", "0.62646335", "0.6261898", "0.62526065", "0.62488854", "0.6243446", "0.624189", "0.623056", "0.6211177", "0.6211177", "0.6211177", "0.6209867" ]
0.6609896
39
utility to turn shader objects into a GPUloaded shader program uses the most common case a program of 1 vertex and 1 fragment shader:
function createProgram(gl, vertexShader, fragmentShader) { let program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); let success = gl.getProgramParameter(program, gl.LINK_STATUS); if (success) { return program; } console.error("shader program error", gl.getProgramInfoLog(program)); gl.deleteProgram(program); return undefined; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n // This nested function retrieves the text content of an\n // element on the web page. It is used here to get the shader\n // source code from the script elements that contain it.\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function setupShaders() {\n \n // define fragment shader in essl using es6 template strings\n // here you need to take care of color attibutes\n var fShaderCode = `#version 300 es\n precision highp float;\n\n out vec4 FragColor;\n in vec4 oColor;\n\n void main(void) {\n FragColor = oColor; // all fragments are white\n }\n `;\n \n // define vertex shader in essl using es6 template strings\n // have in/out for vertex colors \n var vShaderCode = `#version 300 es\n in vec3 vertexPosition;\n in vec3 vertexColor;\n\n out vec4 oColor;\n\n void main(void) {\n gl_Position = vec4(vertexPosition, 1.0); // use the untransformed position\n oColor = vec4(vertexColor, 1.0);\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); \n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n // set up vertexColorAttrib from vertexColor\n vertexColorAttrib = gl.getAttribLocation(shaderProgram, \"vertexColor\"); \n gl.enableVertexAttribArray(vertexColorAttrib)\n\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\r\n function getTextContent( elementID ) {\r\n // This nested function retrieves the text content of an\r\n // element on the web page. It is used here to get the shader\r\n // source code from the script elements that contain it.\r\n var element = document.getElementById(elementID);\r\n var node = element.firstChild;\r\n var str = \"\";\r\n while (node) {\r\n if (node.nodeType == 3) // this is a text node\r\n str += node.textContent;\r\n node = node.nextSibling;\r\n }\r\n return str;\r\n }\r\n try {\r\n var vertexShaderSource = getTextContent( vertexShaderID );\r\n var fragmentShaderSource = getTextContent( fragmentShaderID );\r\n }\r\n catch (e) {\r\n throw \"Error: Could not get shader source code from script elements.\";\r\n }\r\n var vsh = gl.createShader( gl.VERTEX_SHADER );\r\n gl.shaderSource(vsh,vertexShaderSource);\r\n gl.compileShader(vsh);\r\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\r\n }\r\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\r\n gl.shaderSource(fsh, fragmentShaderSource);\r\n gl.compileShader(fsh);\r\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\r\n }\r\n var prog = gl.createProgram();\r\n gl.attachShader(prog,vsh);\r\n gl.attachShader(prog, fsh);\r\n gl.linkProgram(prog);\r\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\r\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\r\n }\r\n return prog;\r\n}", "function setupShaders() {\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n \tprecision mediump float;\n\n \tvarying vec3 vColor;\n\n void main(void) {\n \t//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // all fragments are white\n gl_FragColor = vec4(vColor,1.0); // give the fragment that color\n }\n `;\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 vertexPosition;\n attribute vec3 vertexColor;\n\n uniform mat4 uMVMatrix;\n uniform mat4 uPMatrix;\n\n varying vec3 vColor;\n\n void main(void) {\n gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0); // use the untransformed position\n //gl_Position = vec4(vertexPosition, 1.0);\n vColor = vertexColor;\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n\n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); // get pointer to vertex shader input\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n console.log('before enable');\n vertexColorAttrib = gl.getAttribLocation(shaderProgram, \"vertexColor\");\n gl.enableVertexAttribArray(vertexColorAttrib);\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n mat4.identity(mvMatrix);\n mat4.identity(perspective);\n //mat4.perspective(pMatrix, 90*(3.14/180), 600/600, 0.5, 1.5);\n //mat4.lookAt(mvMatrix, eye, lookAt, lookUp);\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "render() {\n const canvas = this.canvas;\n const dataset = this.currentDataset;\n\n canvas.width = dataset.width;\n canvas.height = dataset.height;\n\n let ids = null;\n if (this.expressionAst) {\n const idsSet = new Set([]);\n const getIds = (node) => {\n if (typeof node === 'string') {\n // ids should not contain unary operators\n idsSet.add(node.replace(new RegExp(/[+-]/, 'g'), ''));\n }\n if (typeof node.lhs === 'string') {\n idsSet.add(node.lhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.lhs === 'object') {\n getIds(node.lhs);\n }\n if (typeof node.rhs === 'string') {\n idsSet.add(node.rhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.rhs === 'object') {\n getIds(node.rhs);\n }\n };\n getIds(this.expressionAst);\n ids = Array.from(idsSet);\n }\n\n let program = null;\n\n if (this.gl) {\n const gl = this.gl;\n gl.viewport(0, 0, dataset.width, dataset.height);\n\n if (this.expressionAst) {\n const vertexShaderSourceExpressionTemplate = `\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n uniform mat3 u_matrix;\n uniform vec2 u_resolution;\n varying vec2 v_texCoord;\n void main() {\n // apply transformation matrix\n vec2 position = (u_matrix * vec3(a_position, 1)).xy;\n // convert the rectangle from pixels to 0.0 to 1.0\n vec2 zeroToOne = position / u_resolution;\n // convert from 0->1 to 0->2\n vec2 zeroToTwo = zeroToOne * 2.0;\n // convert from 0->2 to -1->+1 (clipspace)\n vec2 clipSpace = zeroToTwo - 1.0;\n gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n // pass the texCoord to the fragment shader\n // The GPU will interpolate this value between points.\n v_texCoord = a_texCoord;\n }`;\n const expressionReducer = (node) => {\n if (typeof node === 'object') {\n if (node.op === '**') {\n // math power operator substitution\n return `pow(${expressionReducer(node.lhs)}, ${expressionReducer(node.rhs)})`;\n }\n if (node.fn) {\n return `(${node.fn}(${expressionReducer(node.lhs)}))`;\n }\n return `(${expressionReducer(node.lhs)} ${node.op} ${expressionReducer(node.rhs)})`;\n } else if (typeof node === 'string') {\n return `${node}_value`;\n }\n return `float(${node})`;\n };\n\n const compiledExpression = expressionReducer(this.expressionAst);\n\n // Definition of fragment shader\n const fragmentShaderSourceExpressionTemplate = `\n precision mediump float;\n // our texture\n uniform sampler2D u_textureScale;\n\n // add all required textures\n${ids.map(id => ` uniform sampler2D u_texture_${id};`).join('\\n')}\n\n uniform vec2 u_textureSize;\n uniform vec2 u_domain;\n uniform float u_noDataValue;\n uniform bool u_clampLow;\n uniform bool u_clampHigh;\n // the texCoords passed in from the vertex shader.\n varying vec2 v_texCoord;\n void main() {\n${ids.map(id => ` float ${id}_value = texture2D(u_texture_${id}, v_texCoord)[0];`).join('\\n')}\n float value = ${compiledExpression};\n\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue = (value - u_domain[0]) / (u_domain[1] - u_domain[0]);\n gl_FragColor = texture2D(u_textureScale, vec2(normalisedValue, 0));\n }\n }`;\n program = createProgram(gl, vertexShaderSource, fragmentShaderSourceExpressionTemplate);\n gl.useProgram(program);\n\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 0);\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n for (let i = 0; i < ids.length; ++i) {\n const location = i + 1;\n const id = ids[i];\n const ds = this.datasetCollection[id];\n if (!ds) {\n throw new Error(`No such dataset registered: '${id}'`);\n }\n gl.uniform1i(gl.getUniformLocation(program, `u_texture_${id}`), location);\n gl.activeTexture(gl[`TEXTURE${location}`]);\n gl.bindTexture(gl.TEXTURE_2D, ds.textureData);\n }\n } else {\n program = this.program;\n gl.useProgram(program);\n // set the images\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureData'), 0);\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 1);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, dataset.textureData);\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n }\n const positionLocation = gl.getAttribLocation(program, 'a_position');\n const domainLocation = gl.getUniformLocation(program, 'u_domain');\n const displayRangeLocation = gl.getUniformLocation(\n program, 'u_display_range'\n );\n const applyDisplayRangeLocation = gl.getUniformLocation(\n program, 'u_apply_display_range'\n );\n const resolutionLocation = gl.getUniformLocation(program, 'u_resolution');\n const noDataValueLocation = gl.getUniformLocation(program, 'u_noDataValue');\n const clampLowLocation = gl.getUniformLocation(program, 'u_clampLow');\n const clampHighLocation = gl.getUniformLocation(program, 'u_clampHigh');\n const matrixLocation = gl.getUniformLocation(program, 'u_matrix');\n\n gl.uniform2f(resolutionLocation, canvas.width, canvas.height);\n gl.uniform2fv(domainLocation, this.domain);\n gl.uniform2fv(displayRangeLocation, this.displayRange);\n gl.uniform1i(applyDisplayRangeLocation, this.applyDisplayRange);\n gl.uniform1i(clampLowLocation, this.clampLow);\n gl.uniform1i(clampHighLocation, this.clampHigh);\n gl.uniform1f(noDataValueLocation, this.noDataValue);\n gl.uniformMatrix3fv(matrixLocation, false, this.matrix);\n\n const positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.enableVertexAttribArray(positionLocation);\n gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);\n\n setRectangle(gl, 0, 0, canvas.width, canvas.height);\n\n // Draw the rectangle.\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n } else if (this.ctx) {\n const ctx = this.ctx;\n const w = canvas.width;\n const h = canvas.height;\n\n const imageData = ctx.createImageData(w, h);\n\n const trange = this.domain[1] - this.domain[0];\n const steps = this.colorScaleCanvas.width;\n const csImageData = this.colorScaleCanvas.getContext('2d').getImageData(0, 0, steps, 1).data;\n let alpha;\n\n const data = dataset.data;\n\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n const i = (y * w) + x;\n // TODO: Possible increase of performance through use of worker threads?\n\n let c = Math.floor(((data[i] - this.domain[0]) / trange) * (steps - 1));\n alpha = 255;\n if (c < 0) {\n c = 0;\n if (!this.clampLow) {\n alpha = 0;\n }\n } else if (c > 255) {\n c = 255;\n if (!this.clampHigh) {\n alpha = 0;\n }\n }\n // NaN values should be the only values that are not equal to itself\n if (data[i] === this.noDataValue || data[i] !== data[i]) {\n alpha = 0;\n } else if (this.applyDisplayRange\n && (data[i] < this.displayRange[0] || data[i] >= this.displayRange[1])) {\n alpha = 0;\n }\n\n const index = ((y * w) + x) * 4;\n imageData.data[index + 0] = csImageData[c * 4];\n imageData.data[index + 1] = csImageData[(c * 4) + 1];\n imageData.data[index + 2] = csImageData[(c * 4) + 2];\n imageData.data[index + 3] = Math.min(alpha, csImageData[(c * 4) + 3]);\n }\n }\n\n ctx.putImageData(imageData, 0, 0); // at coords 0,0\n }\n }", "function createProgram(id) { \n programShader=gl.createProgram(); \n var vert=getShader(id+\"-vs\"); \n var frag=getShader(id+\"-fs\"); \n gl.attachShader(programShader,vert); \n gl.attachShader(programShader,frag); \n gl.linkProgram(programShader); \n if (!gl.getProgramParameter(programShader,gl.LINK_STATUS)) { \n alert(gl.getProgramInfoLog(programShader)); \n return null; \n } \n console.log(\"compilation shader ok\"); \n return programShader; \n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n uniform mat4 upvmMatrix; // the project view model matrix\n\n void main(void) {\n \n // vertex position\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n \n // material properties\n uniform vec3 uDiffuse; // the diffuse reflectivity\n \n void main(void) {\n gl_FragColor = vec4(uDiffuse, 1.0); \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n colorULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function initShaders() { \n \n Shader = (function() {\n \n var UNIFORM_SETTER = {};\n\n // Return the number of elements for GL type\n var getTypeLength = function(type) {\n\n switch(type) {\n case gl.FLOAT_MAT4:\n return 4*4;\n case gl.FLOAT_MAT3:\n return 3*3;\n case gl.FLOAT_MAT2:\n return 2*2;\n case gl.FLOAT_VEC4:\n case gl.INT_VEC4:\n case gl.BOOL_VEC4:\n return 4;\n case gl.FLOAT_VEC3:\n case gl.INT_VEC3:\n case gl.BOOL_VEC3:\n return 3;\n case gl.FLOAT_VEC2:\n case gl.INT_VEC2:\n case gl.BOOL_VEC2:\n return 2;\n default:\n return 1;\n }\n \n }\n\n // Map GL type to a uniform setter method\n UNIFORM_SETTER[gl.FIXED] = gl.uniform1i;\n UNIFORM_SETTER[gl.SHORT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.FLOAT] = gl.uniform1f;\n UNIFORM_SETTER[gl.SAMPLER_2D] = gl.uniform1i;\n\n UNIFORM_SETTER[gl.FLOAT_MAT4] = gl.uniformMatrix4fv;\n UNIFORM_SETTER[gl.FLOAT_MAT3] = gl.uniformMatrix3fv;\n UNIFORM_SETTER[gl.FLOAT_MAT2] = gl.uniformMatrix2fv;\n\n UNIFORM_SETTER[gl.FLOAT_VEC2] = gl.uniform2fv;\n UNIFORM_SETTER[gl.FLOAT_VEC3] = gl.uniform3fv;\n UNIFORM_SETTER[gl.FLOAT_VEC4] = gl.uniform4fv;\n UNIFORM_SETTER[gl.INT_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.INT_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.INT_VEC4] = gl.uniform4iv;\n UNIFORM_SETTER[gl.BOOL] = gl.uniform1i;\n UNIFORM_SETTER[gl.BOOL_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.BOOL_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.BOOL_VEC4] = gl.uniform4iv;\n\n var defaultShader = null; // Default shader program\n var programCache = {}; // Store of all loading shader programs\n\n \n // Get and Compile and fragment or vertex shader by ID.\n // (shader source is currently embeded within HTML file)\n function getShader(gl, id) {\n var shaderScript = doc.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n\n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n return shader;\n }\n \n // Shader data object\n // - program: GL Shader program\n // - meta: list of metadata about GL Shader program (uniform names/types)\n function createShaderObj(shaderProgram) {\n return {\n program: shaderProgram,\n meta: getShaderData(shaderProgram)\n };\n }\n \n\n // Create, load and link a GL shader program \n function loadShaderProgram(v,f) {\n \n v = \"Shaders/vpBasic.cg\" // ab: temp \n //f = \"fpXRAY.cg\";\n \n v = v.split(\".cg\").join(\"\");\n f = f.split(\".cg\").join(\"\");\n \n var name = v+\"+\"+f;\n \n if (programCache[name]) {\n return programCache[name];\n }\n \n var fragmentShader = getShader(gl, f);\n var vertexShader = getShader(gl, v);\n \n if (!fragmentShader || !vertexShader) {\n console.error(\"missing shader \"+ name)\n return null;\n }\n \n var shaderProgram = gl.createProgram();\n \n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n console.error(\"LINK_STATUS error\")\n return null;\n }\n \n var shaderObj = createShaderObj(shaderProgram); \n var attribute = shaderObj.meta.attribute;\n\n gl.useProgram(shaderProgram);\n\n gl.enableVertexAttribArray(attribute.aVertexPosition.location);\n gl.enableVertexAttribArray(attribute.aTextureCoord.location);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);\n gl.vertexAttribPointer(attribute.aVertexPosition.location, gl.box.vertexObject.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);\n gl.vertexAttribPointer(attribute.aTextureCoord.location, gl.box.texCoordObject.itemSize, gl.FLOAT, false, 0, 0);\n\n shaderProgram = createShaderObj(shaderProgram)\n programCache[name] = shaderProgram;\n \n if (!defaultShader) {\n defaultShader = shaderObj;\n }\n \n return shaderObj;\n }\n\n // Create shader program metadata (uniform names/types)\n var getShaderData = function(shader) {\n \n var meta = {uniforms:[], uniform:{}, attribute:{}};\n\n var keys = [],i;\n for (i in gl) {\n keys.push(i);\n }\n keys = keys.sort();\n\n var rgl = {}\n\n keys.forEach(function(key) {\n rgl[gl[key]] = key;\n })\n\n var info;\n var i = 0;\n var len = gl.getProgramParameter(shader, gl.ACTIVE_UNIFORMS)\n \n while (i<len) {\n \n info = gl.getActiveUniform(shader,i);\n meta.uniforms.push(info.name);\n meta.uniform[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getUniformLocation(shader, info.name)\n };\n \n i++;\n }\n\n len = gl.getProgramParameter(shader, gl.ACTIVE_ATTRIBUTES)\n i = 0;\n while (i<len) {\n info = gl.getActiveAttrib(shader,i);\n meta.attribute[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getAttribLocation(shader, info.name)\n };\n i++;\n }\n \n return meta;\n\n }\n\n // (createShader maps to this method)\n return function(v,f) {\n \n var glShader = loadShaderProgram(v,f) || defaultShader;\n \n var shaderValues = {\n alpha: 1\n };\n \n var self = this;\n \n // Create getter/setters for all uniforms and textures on Shader object\n glShader.meta.uniforms.forEach(function(name) {\n var uniform = glShader.meta.uniform[name];\n var len = uniform.length;\n var name = uniform.name;\n var vals = shaderValues;\n (name != \"uMVMatrix\" && name != \"uMVMatrix\")&&Object.defineProperty(self, uniform.name, {\n get: function() {\n return vals[name];\n },\n set: function(v) {\n if (v && v.length !== len) {\n v.length = len;\n }\n vals[name] = v;\n }\n }); \n });\n \n // Draw leaf node\n // (mv matrix, primary texture passed in)\n // [internal method]\n this.__draw = function(gl, mv, imageTexture) {\n \n var usetter = UNIFORM_SETTER;\n var meta = glShader.meta;\n var uniform = meta.uniform;\n var uniforms = meta.uniforms;\n var name, val, u, i = uniforms.length;\n \n // Change shader program if different from last draw\n //if (gl.currentShaderProgram !== glShader) {\n gl.currentShaderProgram = glShader;\n gl.useProgram(glShader.program);\n gl.uniformMatrix4fv(uniform.uPMatrix.location, false, gl.perspectiveMatrixArray);\n //}\n \n // set mv matrix\n gl.uniformMatrix4fv(uniform.uMVMatrix.location, false, mv);\n \n // add primary texture to shader values\n var vals = shaderValues;\n \n if (imageTexture) {\n vals.texture = imageTexture;\n }\n\n var textureSlot = 0;\n \n // Iterate over uniforms and textures setting values from JS to shader program\n while (i--) { \n name = uniforms[i];\n val = vals[name];\n u = uniform[name];\n \n if (val !== undefined && val !== null) {\n if (u.glType === gl.SAMPLER_2D) { // if texture\n gl.activeTexture(gl['TEXTURE'+textureSlot]);\n gl.bindTexture(gl.TEXTURE_2D, val);\n val = textureSlot++;\n }\n usetter[u.glType].apply(gl, [u.location, val]); // uses uniform setter map to set value\n }\n }\n \n // Draw call\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n \n }\n \n this.__getShaderProgram = function() {\n return glShader.program;\n }\n\n }\n\n })(gl);\n \n var defaultShader = new Shader(\"Shaders/vpBasic.cg\", \"Shaders/fpAlphaTexture.cg\");\n\n\n }", "constructor(gl, vsPath, fsPath, vsSource, fsSource, vsSubs, fsSubs) {\nvar a, i, j, k, ref, ref1, shprog, sz, u, vsfsStr;\nthis.gl = gl;\nthis.vsPath = vsPath;\nthis.fsPath = fsPath;\nthis.vsSource = vsSource;\nthis.fsSource = fsSource;\nthis.vsSubs = vsSubs;\nthis.fsSubs = fsSubs;\n//----------\nthis._prog = null; // WebGL program.\nthis._vs = null; // WebGL vertex shader.\nthis._fs = null; // WebGL fragment shader.\nthis._nUniforms = -1; // Number of uniforms.\nthis._uniforms = {}; // Uniform locations.\nthis._nAttributes = -1; // Number of attributes.\nthis._attributes = {}; // Attribute locations.\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Vert Uniforms: ${this.gl.getParameter(this.gl.MAX_VERTEX_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Frag Uniforms: ${this.gl.getParameter(this.gl.MAX_FRAGMENT_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Vert source: ${this.vsSource}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Frag source: ${this.fsSource}`);\n}\n// Load vertex and fragment shaders, performing substitutions if any.\nthis._vs = this._loadShader(this.vsPath, this.vsSource, this.vsSubs);\nthis._fs = this._loadShader(this.fsPath, this.fsSource, this.fsSubs);\n// Create and link the program\nshprog = this.gl.createProgram();\nif (this._vs && this._fs) {\nthis.gl.attachShader(shprog, this._vs);\nif (this._fs) {\nthis.gl.attachShader(shprog, this._fs);\n}\n// Keep Chrome happy\nthis.gl.bindAttribLocation(shprog, 0, \"BindPos\");\nthis.gl.linkProgram(shprog);\n}\nvsfsStr = `VrtxS=${this.vsPath} FragS=${this.fsPath}`;\nif (this.gl.getProgramParameter(shprog, this.gl.LINK_STATUS)) {\nif (typeof lggr.info === \"function\") {\nlggr.info(`Shader: Program using: ${vsfsStr} created`);\n}\nthis._prog = shprog;\n} else {\nlggr.warn(`Shader: Program using: ${vsfsStr} failed to link: ${this.gl.getProgramInfoLog(shprog)}`);\nthis.gl.deleteProgram(shprog);\nthis._vs = this._fs = null;\n}\nif (this._prog) {\n// Grab uniforms.\nthis._nUniforms = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_UNIFORMS);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nUniforms} Uniform Variables used ####`);\n}\nsz = 0;\nfor (i = j = 0, ref = this._nUniforms; (0 <= ref ? j < ref : j > ref); i = 0 <= ref ? ++j : --j) {\nu = this.gl.getActiveUniform(this._prog, i);\nthis._uniforms[u.name] = this.gl.getUniformLocation(this._prog, u.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${u.name} size ${(this.gl.getActiveUniform(this._prog, i)).size}`);\n}\nsz += (this.gl.getActiveUniform(this._prog, i)).size;\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${sz} Shader Uniforms used ####`);\n}\n// Grab attributes.\nthis._nAttributes = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_ATTRIBUTES);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nAttributes} Active Attributes`);\n}\nfor (i = k = 0, ref1 = this._nAttributes; (0 <= ref1 ? k < ref1 : k > ref1); i = 0 <= ref1 ? ++k : --k) {\na = this.gl.getActiveAttrib(this._prog, i);\nthis._attributes[a.name] = this.gl.getAttribLocation(this._prog, a.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${a.name}: ${this._attributes[a.name]}`);\n}\n}\n}\nthis.DO_CHECK_LOC_NAME = false;\n}", "function initShaders() {\n\tvar fragmentShader = getShader(gl, \"shader-fs\");\n\tvar vertexShader = getShader(gl, \"shader-vs\");\n\n\tvar shaderProgram = gl.createProgram();\n\tgl.attachShader(shaderProgram, vertexShader);\n\tgl.attachShader(shaderProgram, fragmentShader);\n\tgl.linkProgram(shaderProgram);\n\n\tif (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n\t\talert(\"Could not initialise shaders\");\n\t}\n\tgl.useProgram(shaderProgram);\n\n\tconst attrs = {\n\t\taVertexPosition: OBJ.Layout.POSITION.key,\n\t\taVertexNormal: OBJ.Layout.NORMAL.key,\n\t\taTextureCoord: OBJ.Layout.UV.key,\n\t\taDiffuse: OBJ.Layout.DIFFUSE.key,\n\t\taSpecular: OBJ.Layout.SPECULAR.key,\n\t\taSpecularExponent: OBJ.Layout.SPECULAR_EXPONENT.key\n\t};\n\n\tshaderProgram.attrIndices = {};\n\tfor (const attrName in attrs) {\n\t\tif (!attrs.hasOwnProperty(attrName)) {\n\t\t\tcontinue;\n\t\t}\n\t\tshaderProgram.attrIndices[attrName] = gl.getAttribLocation(shaderProgram, attrName);\n\t\tif (shaderProgram.attrIndices[attrName] != -1) {\n\t\t\tgl.enableVertexAttribArray(shaderProgram.attrIndices[attrName]);\n\t\t} else {\n\t\t\tconsole.warn(\n\t\t\t\t'Shader attribute \"' +\n\t\t\t\tattrName +\n\t\t\t\t'\" not found in shader. Is it undeclared or unused in the shader code?'\n\t\t\t);\n\t\t}\n\t}\n\n\tshaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n\tshaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n\tshaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n\n\tshaderProgram.applyAttributePointers = function(model) {\n\t\tconst layout = model.mesh.vertexBuffer.layout;\n\t\tfor (const attrName in attrs) {\n\t\t\tif (!attrs.hasOwnProperty(attrName) || shaderProgram.attrIndices[attrName] == -1) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tconst layoutKey = attrs[attrName];\n\t\t\tif (shaderProgram.attrIndices[attrName] != -1) {\n\t\t\t\tconst attr = layout[layoutKey];\n\t\t\t\tgl.vertexAttribPointer(\n\t\t\t\t\tshaderProgram.attrIndices[attrName],\n\t\t\t\t\tattr.size,\n\t\t\t\t\tgl[attr.type],\n\t\t\t\t\tattr.normalized,\n\t\t\t\t\tattr.stride,\n\t\t\t\t\tattr.offset\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t};\n\treturn shaderProgram;\n}", "function createShaderProgram(fragSrc, vertSrc){\r\n\tif(!use2D){\r\n\t\tvar frag;\r\n\t\tvar vert;\r\n\t\tvar attribCount = 0;\r\n\t\t\r\n\t\tfragSrc = fragSrc ? fragSrc : defaultFragSrc;\r\n\t\tfrag = compileShader(ctx, fragSrc);\r\n\t\t\r\n\t\tvertSrc = vertSrc ? vertSrc : defaultVertSrc;\r\n\t\tvert = compileShader(ctx, vertSrc);\r\n\t\t\r\n\t\tvar newProgram = ctx.createProgram();\r\n\t\tctx.attachShader(newProgram, vert);\r\n\t\tctx.attachShader(newProgram, frag);\r\n\t\tctx.linkProgram(newProgram);\r\n\t\tnewProgram.attribCount = attribCount;\r\n\t\t\r\n\t\tif(!ctx.getProgramParameter(newProgram, ctx.LINK_STATUS)){\r\n\t\t\tconsole.log(\"Could not initiate shaders\");\r\n\t\t}else{\r\n\t\t\t\r\n\t\t\t/*//This may need to be uncommented for legacy code\r\n\t\t\tnewProgram.vertexPositionAttribute = ctx.getAttribLocation(newProgram, \"aVertexPosition\");\r\n\t\t\t//println(newProgram.vertexPositionAttribute);\r\n\t\t\t//ctx.bindAttribLocation(newProgram, 0, \"aVertexPosition\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.vertexPositionAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.textureCoordAttribute = ctx.getAttribLocation(newProgram, \"aTextureCoord\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.textureCoordAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.pMatrixUniform = ctx.getUniformLocation(newProgram, \"uPMatrix\");\r\n\t\t\tnewProgram.mvMatrixUniform = ctx.getUniformLocation(newProgram, \"uMVMatrix\");\r\n\t\t\t\r\n\t\t\tnewProgram.aspect = ctx.getUniformLocation(newProgram, \"aspect\");*/\r\n\t\t\t\r\n\t\t\tif(exists(fragSrc)){\r\n\t\t\t\tfragSrc.code = fragSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = fragSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif(exists(vertSrc)){\r\n\t\t\t\tvertSrc.code = vertSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = vertSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\" || line[0] == \"attribute\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t}else{\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getAttribLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t\tctx.enableVertexAttribArray(newProgram[uName]);\r\n\t\t\t\t\t\t\t\tnewProgram.attribCount++;\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\treturn newProgram;\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n}", "function setupShaders() {\r\n \r\n // define fragment shader in essl using es6 template strings\r\n var fShaderCode = `\r\n precision mediump float;\r\n varying vec4 v_Color;\r\n void main(void) {\r\n gl_FragColor = v_Color; // all fragments are white\r\n }\r\n `;\r\n \r\n // define vertex shader in essl using es6 template strings\r\n var vShaderCode = `\r\n attribute vec3 vertexPosition;\r\n attribute vec3 diffuse;\r\n attribute vec3 ambient;\r\n attribute vec3 specular;\r\n varying vec4 v_Color;\r\n uniform mat4 uModelMatrix; // the model matrix\r\n uniform mat4 view; // the view matrix\r\n uniform mat4 projection;\r\n uniform mat4 modelMatrix;\r\n uniform mat4 viewMatrix;\r\n // Apply lighting effect\r\n attribute highp vec3 Norm;\r\n attribute highp vec3 Half;\r\n attribute highp vec3 Light;\r\n attribute highp float n;\r\n\r\n void main(void) {\r\n // position \r\n gl_Position = projection * view * uModelMatrix * vec4(vertexPosition, 1.0);\r\n //color\r\n float NdotL = dot(normalize(vec3(view * uModelMatrix * vec4(Norm, 0.0))), normalize(vec3(view * uModelMatrix * vec4(Light, 0.0))));\r\n float NdotH = dot(normalize(vec3(view * uModelMatrix * vec4(Norm, 0.0))), normalize(vec3(view * uModelMatrix * vec4(Half, 0.0))));\r\n float maxNdotL = max(NdotL, 0.0);\r\n float maxNdotH = max(NdotH, 0.0);\r\n v_Color = vec4(ambient, 1.0) + vec4(diffuse * maxNdotL, 1.0) + vec4(specular * pow(maxNdotH, n), 1.0);\r\n \r\n }\r\n `;\r\n \r\n try {\r\n // console.log(\"fragment shader: \"+fShaderCode);\r\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\r\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\r\n gl.compileShader(fShader); // compile the code for gpu execution\r\n\r\n // console.log(\"vertex shader: \"+vShaderCode);\r\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\r\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\r\n gl.compileShader(vShader); // compile the code for gpu execution\r\n \r\n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\r\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \r\n gl.deleteShader(fShader);\r\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\r\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \r\n gl.deleteShader(vShader);\r\n } else { // no compile errors\r\n var shaderProgram = gl.createProgram(); // create the single shader program\r\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\r\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\r\n gl.linkProgram(shaderProgram); // link program into gl context\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\r\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\r\n } else { // no shader program link errors\r\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\r\n vertexPositionAttrib = // get pointer to vertex shader input\r\n gl.getAttribLocation(shaderProgram, \"vertexPosition\"); \r\n modelMatrixULoc = gl.getUniformLocation(shaderProgram, \"uModelMatrix\"); // ptr to mmat\r\n view = gl.getUniformLocation(shaderProgram, \"view\"); // ptr to mmat\r\n projection = gl.getUniformLocation(shaderProgram, \"projection\"); // ptr to mmat\r\n\r\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\r\n //color\r\n diffuse = gl.getAttribLocation(shaderProgram, 'diffuse');\r\n gl.enableVertexAttribArray(diffuse);\r\n ambient = gl.getAttribLocation(shaderProgram, 'ambient');\r\n gl.enableVertexAttribArray(ambient);\r\n specular = gl.getAttribLocation(shaderProgram, 'specular');\r\n gl.enableVertexAttribArray(specular);\r\n\r\n //vectors\r\n Norm = gl.getAttribLocation(shaderProgram, 'Norm');\r\n gl.enableVertexAttribArray(Norm);\r\n Light = gl.getAttribLocation(shaderProgram, 'Light');\r\n gl.enableVertexAttribArray(Light);\r\n Half = gl.getAttribLocation(shaderProgram, 'Half');\r\n gl.enableVertexAttribArray(Half);\r\n n = gl.getAttribLocation(shaderProgram, 'n');\r\n gl.enableVertexAttribArray(n);\r\n } // end if no shader program link errors\r\n } // end if no compile errors\r\n } // end try \r\n \r\n catch(e) {\r\n console.log(e);\r\n } // end catch\r\n} // end setup shaders", "function initProgram() {\r\n // Compile shaders\r\n // Vertex Shader\r\n let vert_shader = compileShader(gl, gl.VERTEX_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Matrices\r\n uniform mat4 uModelViewMatrix;\r\n uniform mat4 uProjectionMatrix;\r\n\r\n // Light Position\r\n const vec4 light = vec4(0, 0, 5, 1);\r\n\r\n // Attributes for the vertex (from VBOs)\r\n in vec4 aPosition;\r\n in vec3 aNormal;\r\n\r\n // Vectors (varying variables to vertex shader)\r\n out vec3 vNormalVector;\r\n out vec3 vLightVector;\r\n out vec3 vEyeVector;\r\n\r\n // Texture information\r\n out vec3 vTexCoord;\r\n\r\n void main() {\r\n vec4 P = uModelViewMatrix * aPosition;\r\n\r\n vNormalVector = mat3(uModelViewMatrix) * aNormal;\r\n vLightVector = light.w == 1.0 ? P.xyz - light.xyz : light.xyz;\r\n vEyeVector = -P.xyz;\r\n\r\n gl_Position = uProjectionMatrix * P;\r\n\r\n\t\t\tvTexCoord = aPosition.xyz;\r\n }`\r\n );\r\n // Fragment Shader - Phong Shading and Reflections\r\n let frag_shader = compileShader(gl, gl.FRAGMENT_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Light and material properties\r\n const vec3 lightColor = vec3(1, 1, 1);\r\n const vec4 materialColor = vec4(0, 1, 0, 1);\r\n const float materialAmbient = 0.2;\r\n const float materialDiffuse = 0.5;\r\n const float materialSpecular = 0.3;\r\n const float materialShininess = 10.0;\r\n\r\n // Vectors (varying variables from vertex shader)\r\n in vec3 vNormalVector;\r\n in vec3 vLightVector;\r\n in vec3 vEyeVector;\r\n\r\n // Texture information\r\n uniform samplerCube uTexture;\r\n in vec3 vTexCoord;\r\n\r\n // Output color\r\n out vec4 fragColor;\r\n\r\n void main() {\r\n // Normalize vectors\r\n vec3 N = normalize(vNormalVector);\r\n vec3 L = normalize(vLightVector);\r\n vec3 E = normalize(vEyeVector);\r\n\r\n // Compute lighting\r\n float diffuse = dot(-L, N);\r\n float specular = 0.0;\r\n if (diffuse < 0.0) {\r\n diffuse = 0.0;\r\n } else {\r\n vec3 R = reflect(L, N);\r\n specular = pow(max(dot(R, E), 0.0), materialShininess);\r\n }\r\n \r\n // Object color combined from texture and material\r\n vec4 color = texture(uTexture, vTexCoord);\r\n\r\n // Compute final color\r\n fragColor.rgb = lightColor * (\r\n (materialAmbient + materialDiffuse * diffuse) * color.rgb +\r\n materialSpecular * specular);\r\n fragColor.a = 1.0;\r\n }`\r\n );\r\n\r\n // Link the shaders into a program and use them with the WebGL context\r\n let program = linkProgram(gl, vert_shader, frag_shader);\r\n gl.useProgram(program);\r\n \r\n // Get the attribute indices\r\n program.aPosition = gl.getAttribLocation(program, 'aPosition');\r\n program.aNormal = gl.getAttribLocation(program, 'aNormal');\r\n program.aTexCoord = gl.getAttribLocation(program, 'aTexCoord');\r\n\r\n // Get the uniform indices\r\n program.uModelViewMatrix = gl.getUniformLocation(program, 'uModelViewMatrix');\r\n program.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');\r\n\r\n return program;\r\n}", "function ShaderProgram(gl, vertex_src, fragment_src)\n{\n \n this.vertexShader = null;\n this.fragmentShader = null; \n this.attributeLocations = [];\n this.shaderProgram = null;\n this.gl = gl;\n\n this.getVertexShaderSourceCode = function()\n {\n return vertex_src;\n }\n this.getFragmentShaderSourceCode = function()\n {\n return fragment_src;\n }\n}", "static load_shader(scriptid, attrs) {\n var script = document.getElementById(scriptid);\n var text = script.text;\n\n var ret = new ShaderProgram(undefined, undefined, undefined, [\"position\", \"normal\", \"uv\", \"color\", \"id\"]);\n\n var lowertext = text.toLowerCase();\n var vshader = text.slice(0, lowertext.search(\"//fragment\"));\n var fshader = text.slice(lowertext.search(\"//fragment\"), text.length);\n\n ret.vertexSource = vshader;\n ret.fragmentSource = fshader;\n ret.ready = true;\n\n ret.promise = new Promise(function(accept, reject) {\n accept(ret);\n });\n\n ret.then = function() {\n return this.promise.then.apply(this.promise, arguments);\n }\n\n return ret;\n }", "function setupShaders() {\n __shaders.vertexShader_normal = document.getElementById(\"vertexShader_normal\").text;\n __shaders.fragmentShader_normal = document.getElementById(\"fragmentShader_normal\").text;\n}", "function main(gl, shaderText) {\n var textures = [];\n var letters = [];\n for (var ii = 0; ii < 26; ii++) {\n var curr = new Image();\n textures.push(curr);\n curr.onload = function () {\n letters[ii].src = this.src;\n };\n curr.src = \"letters/\" + \"myletter\" + ii.toString() + \".jpg\";\n }\n // images.push(image2);\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n // var program = createProgramFromSources(gl, [shaderText[effectI], shaderText[effectI + 1]]);\n // var uniformSetters = createUniformSetters(gl, program);\n // var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n var center = vec4.fromValues(70 * scaleFactor, 0, 0, 0);\n var scaleFactor = 10;\n var lineArrays = { position: { numComponents: 3, data: [0, 1, 0, 0, -1, 0] },\n indices: { numComponents: 1, data: [0, 1] } };\n // console.log(newPosition);\n var n = 2;\n for (var ii = 0; ii < n; ii++) {\n for (var jj = 0; jj < n; jj++) {\n arrays.position.data.push.apply(arrays.position.data, [jj * (10 / (n - 1)), ii * (10 / (n - 1)), 0]);\n arrays.normal.data.push.apply(arrays.normal.data, [0, 0, -1]);\n arrays.texcoord.data.push(jj * 1 / (n - 1), ii * (1 / (n - 1)));\n if (ii != n - 1 && jj != n - 1) {\n arrays.indices.data.push(jj + ii * n, jj + ii * n + 1, jj + (ii + 1) * n);\n arrays.indices.data.push(jj + ii * n + 1, jj + (ii + 1) * n, jj + (ii + 1) * n + 1);\n }\n }\n }\n for (var ii = 0; ii < arrays.texcoord.data.length / 2; ii++) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[arrays.texcoord.data.length - ii - 1];\n arrays.texcoord.data[arrays.texcoord.data.length - ii - 1] = tempt;\n }\n for (var ii = 0; ii < arrays.texcoord.data.length; ii += 2) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[ii + 1];\n arrays.texcoord.data[ii + 1] = tempt;\n }\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n var bufferInfo0 = createBufferInfoFromArrays(gl, lineArrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [0, 0, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n // var texture = .... create a texture of some form\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n u_colorOfLetter: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n u_disToCenter: undefined,\n u_verticalPos: undefined\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n var capacity = 14;\n var spacing = 0;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n var program = createProgramFromSources(gl, [shaderText[0], shaderText[1]]);\n var lineProgram = createProgramFromSources(gl, [shaderText[2], shaderText[3]]);\n var uniformSetters = createUniformSetters(gl, program);\n var attribSetters = createAttributeSetters(gl, program);\n // measure time taken for the little stats meter\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program (will need to change this)\n gl.useProgram(program);\n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n var curr = {\n letter: undefined,\n rotateZ: mat4.create(),\n rotateX: mat4.create(),\n isSpinning: false,\n spinningSpeed: 0.0,\n height: 0.0,\n u_colorMult: chroma.hsv(rand(baseColor - 100, baseColor + 100), 0.5, 0.5).gl(),\n texture: undefined,\n angle: 0.0,\n positionX: undefined,\n time: 0.0,\n spinningAngle: 0.0\n };\n var texture;\n if (pressFromKeyboard != undefined) {\n curr.letter = pressFromKeyboard;\n curr.height = rand(-80, 0);\n if (pressFromKeyboard == 8) {\n letters.pop();\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard == 13) {\n letters = [];\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard >= 65 && pressFromKeyboard <= 122) {\n if (pressFromKeyboard >= 91 && pressFromKeyboard <= 122) {\n pressFromKeyboard = pressFromKeyboard - 32;\n }\n curr.angle = degToRad(rand(-20, 20));\n var axis = vec3.transformMat4(axisVector, vec3.fromValues(0, 0, 1), mat4.create());\n mat4.rotate(curr.rotateZ, mat4.create(), curr.angle, axis);\n curr.texture = textures[pressFromKeyboard - 65];\n }\n if (letters.length > capacity) {\n letters.shift();\n }\n letters.push(curr);\n pressFromKeyboard = undefined;\n }\n }\n }\n var scaleForLetters = scaleFactor * 0.3;\n spacing = 140 / capacity * 0.2;\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n mat4.copy(matrix, rotationMatrix);\n matrix = mat4.create();\n if (letters[i].isSpinning) {\n if (letters[i].time >= 0 && letters[i].spinningSpeed >= 1.0) {\n if (Math.abs(letters[i].spinningAngle) < 360.0) {\n var rotateY = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), mat4.create());\n letters[i].spinningAngle = letters[i].spinningSpeed + letters[i].spinningAngle;\n mat4.rotate(matrix, matrix, degToRad(letters[i].spinningAngle), rotateY);\n }\n else {\n letters[i].spinningSpeed = letters[i].spinningSpeed / 2.0;\n letters[i].time--;\n letters[i].spinningAngle = 0.0;\n }\n }\n else {\n letters[i].isSpnning = false;\n letters[i].time = 0.0;\n letters[i].spinningSpeed = 0.0;\n matrix = mat4.create();\n letters[i].spinningSpeed = 0.0;\n }\n }\n mat4.copy(letters[i].rotateX, matrix);\n mat4.multiply(matrix, letters[i].rotateX, letters[i].rotateZ);\n mat4.scale(matrix, matrix, [scaleForLetters, scaleForLetters, scaleForLetters]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n objectState.materialUniforms.u_colorMult = letters[i].u_colorMult;\n objectState.materialUniforms.u_verticalPos = vec4.fromValues(0, letters[i].height, 0, 0);\n letters[i].positionX = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n objectState.materialUniforms.u_disToCenter = vec4.fromValues(scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)), 0, 0, 0);\n setUniforms(uniformSetters, objectState.materialUniforms);\n texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, letters[i].texture);\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n }\n }\n if (mouseDown != undefined) {\n if (canvas != undefined) {\n if (gl != undefined) {\n var mousePosition = 0.0;\n var currDist = Infinity;\n var currID = undefined;\n mousePosition = mouseDown[0] - 717;\n mousePosition = mousePosition / 717;\n for (var i = 0; i < letters.length; i++) {\n if (Math.abs(mousePosition - letters[i].positionX) < currDist) {\n currID = i;\n currDist = Math.abs(mousePosition - letters[i].positionX);\n }\n }\n if (letters[currID].isSpinning == false) {\n letters[currID].isSpinning = true;\n letters[currID].time = currDist * 360;\n letters[currID].spinningSpeed = letters[currID].time * 10.0;\n var soundEffect = new Howl({\n urls: ['sounds/spin.mp3']\n }).play();\n }\n }\n }\n mouseDown = undefined;\n }\n gl.useProgram(lineProgram);\n uniformSetters = createUniformSetters(gl, lineProgram);\n attribSetters = createAttributeSetters(gl, lineProgram);\n var uniformsOfLines = {\n u_worldViewProjection: mat4.create(),\n u_colorMult: [0, 0, 0, 1],\n u_horizontalPos: vec4.create(),\n u_height: 0.0\n };\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n var horizontalPos = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n uniformsOfLines.u_colorMult = letters[i].u_colorMult;\n uniformsOfLines.u_horizontalPos = vec4.fromValues(horizontalPos, 0, 0, 0);\n uniformsOfLines.u_height = letters[i].height / 200;\n setBuffersAndAttributes(gl, attribSetters, bufferInfo0);\n setUniforms(uniformSetters, uniformsOfLines);\n gl.lineWidth(2.0);\n gl.drawElements(gl.LINES, 2, gl.UNSIGNED_SHORT, 0);\n }\n }\n requestAnimationFrame(drawScene);\n }\n }", "function createProgram() {\n var vert = gl.createShader(gl.VERTEX_SHADER),\n frag = gl.createShader(gl.FRAGMENT_SHADER);\n\n gl.shaderSource(vert, vertexShader);\n gl.shaderSource(frag, fragmentShader);\n gl.compileShader(vert);\n gl.compileShader(frag);\n\n shader = gl.createProgram();\n gl.attachShader(shader, vert);\n gl.attachShader(shader, frag);\n gl.linkProgram(shader);\n gl.useProgram(shader);\n\n // params\n shader.vertex = gl.getAttribLocation(shader, 'vertex');\n gl.enableVertexAttribArray(shader.vertex);\n shader.textureCoord = gl.getAttribLocation(shader, 'textureCoord');\n gl.enableVertexAttribArray(shader.textureCoord);\n shader.tex = gl.getUniformLocation(shader, 'tex');\n\n shader.alpha = gl.getUniformLocation(shader, 'alpha');\n\n // modelView matrix\n shader.modelView = gl.getUniformLocation(shader, 'modelView');\n modelView = mat4.create();\n\n // perspective matrix\n shader.perspective = gl.getUniformLocation(shader, 'perspective');\n perspectiveMatrix = mat4.create();\n mat4.ortho(perspectiveMatrix, 0, exports.width, 0, exports.height, 0, 1);\n gl.uniformMatrix4fv(shader.perspective, false, perspectiveMatrix);\n }", "function generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n\n if (!/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m.test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) {\n return a > b ? 1 : -1;\n }); // eslint-disable-line no-confusing-arrow\n\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n\n gl.linkProgram(webGLProgram);\n }\n\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size)\n };\n }\n\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}", "function initShaders() {\n var fragmentShader = getShader(gl, \"shader-fs\");\n var vertexShader = getShader(gl, \"shader-vs\");\n \n // Create the shader program\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n \n // If creating the shader program failed, alert\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n \n // start using shading program for rendering\n gl.useProgram(shaderProgram);\n \n // store location of aVertexPosition variable defined in shader\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n \n // turn on vertex position attribute at specified position\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n // store location of aTextureCoord variable defined in shader\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\n\n // turn on vertex texture coordinates attribute at specified position\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n\n // store location of uPMatrix variable defined in shader - projection matrix \n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n // store location of uMVMatrix variable defined in shader - model-view matrix \n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n\n // store location of uSampler variable defined in shader\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\n}", "function createMapShaders() \n{\n // vertex shader \n var vertCode = document.getElementById('pointVertexShader').text;\n var vertShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertShader, vertCode);\n gl.compileShader(vertShader);\n\n // fragment shader \n var fragCode = document.getElementById('pointFragmentShader').text; \n var fragShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragShader, fragCode); \n gl.compileShader(fragShader);\n\n // link shaders to create our program\n var shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertShader); \n gl.attachShader(shaderProgram, fragShader);\n gl.linkProgram(shaderProgram);\n gl.useProgram(shaderProgram);\n \n return shaderProgram;\n}", "createProgramFromScripts(gl, vertexScript, fragmentScript) {\n let vshader = this.createShader(gl, vertexScript, \"vertex\");\n let fshader = this.createShader(gl, fragmentScript, \"fragment\");\n\n if (isObjectAssigned(vshader) && isObjectAssigned(fshader)) {\n return this.createProgram(gl, vshader, fshader);\n } else {\n this._logger.warn(\"Could not create program because scripts could not be compiled, discarding..\");\n }\n\n // clean up shaders\n gl.deleteShader(vshader);\n gl.deleteShader(fshader);\n\n return null;\n }", "function Program (gl, vs, fs) {\n let program = gl.createProgram(vs, fs)\n\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n return program\n}", "function loadShaderProgram(v,f) {\n \n v = \"Shaders/vpBasic.cg\" // ab: temp \n //f = \"fpXRAY.cg\";\n \n v = v.split(\".cg\").join(\"\");\n f = f.split(\".cg\").join(\"\");\n \n var name = v+\"+\"+f;\n \n if (programCache[name]) {\n return programCache[name];\n }\n \n var fragmentShader = getShader(gl, f);\n var vertexShader = getShader(gl, v);\n \n if (!fragmentShader || !vertexShader) {\n console.error(\"missing shader \"+ name)\n return null;\n }\n \n var shaderProgram = gl.createProgram();\n \n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n console.error(\"LINK_STATUS error\")\n return null;\n }\n \n var shaderObj = createShaderObj(shaderProgram); \n var attribute = shaderObj.meta.attribute;\n\n gl.useProgram(shaderProgram);\n\n gl.enableVertexAttribArray(attribute.aVertexPosition.location);\n gl.enableVertexAttribArray(attribute.aTextureCoord.location);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);\n gl.vertexAttribPointer(attribute.aVertexPosition.location, gl.box.vertexObject.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);\n gl.vertexAttribPointer(attribute.aTextureCoord.location, gl.box.texCoordObject.itemSize, gl.FLOAT, false, 0, 0);\n\n shaderProgram = createShaderObj(shaderProgram)\n programCache[name] = shaderProgram;\n \n if (!defaultShader) {\n defaultShader = shaderObj;\n }\n \n return shaderObj;\n }", "function initShaders() {\n // Load the shaders and compile them (shaders are located in the HTML)\n var vertexShader = loadShader( gl.VERTEX_SHADER, document.getElementById('vshader').innerHTML );\n var fragmentShader = loadShader( gl.FRAGMENT_SHADER, document.getElementById('fshader').innerHTML );\n \n // Create the program object\n var programObject = gl.createProgram();\n gl.attachShader(programObject, vertexShader);\n gl.attachShader(programObject, fragmentShader);\n gl_program = programObject;\n \n // link the program\n gl.linkProgram(gl_program);\n \n // verify link\n var linked = gl.getProgramParameter(gl_program, gl.LINK_STATUS);\n if( !linked && !gl.isContextLost()) {\n var infoLog = gl.getProgramInfoLog(gl_program);\n window.console.log(\"Error linking program:\\n\" + infoLog);\n gl.deleteProgram(gl_program);\n return;\n }\n \n // Get the uniform/attribute locations\n gl_program_loc.uMVMatrix = gl.getUniformLocation(gl_program, \"uMVMatrix\");\n gl_program_loc.uPMatrix = gl.getUniformLocation(gl_program, \"uPMatrix\");\n gl_program_loc.uNMatrix = gl.getUniformLocation(gl_program, \"uNMatrix\");\n gl_program_loc.uColor = gl.getUniformLocation(gl_program, \"uColor\");\n gl_program_loc.uLighting = gl.getUniformLocation(gl_program, \"uLighting\");\n gl_program_loc.aPosition = gl.getAttribLocation(gl_program, \"aPosition\");\n}", "function initShaders() {\r\n var fragmentShader = getShader(gl, \"shader-fs\");\r\n var vertexShader = getShader(gl, \"shader-vs\");\r\n\r\n // Create the shader program\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n // If creating the shader program failed, alert\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Unable to initialize the shader program.\");\r\n }\r\n\r\n // start using shading program for rendering\r\n gl.useProgram(shaderProgram);\r\n\r\n // store location of aVertexPosition variable defined in shader\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\r\n\r\n // turn on vertex position attribute at specified position\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n // store location of aVertexNormal variable defined in shader\r\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\r\n\r\n // store location of aTextureCoord variable defined in shader\r\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\r\n\r\n // store location of uPMatrix variable defined in shader - projection matrix\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n // store location of uMVMatrix variable defined in shader - model-view matrix\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n // store location of uSampler variable defined in shader\r\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\r\n}", "createProgramFromScriptElements(gl, vertexScriptId, fragmentScriptId) {\n let vshader = this.createShaderFromScript(gl, vertexScriptId, \"vertex\");\n let fshader = this.createShaderFromScript(gl, fragmentScriptId, \"fragment\");\n\n if (isObjectAssigned(vshader) && isObjectAssigned(fshader)) {\n return this.createProgram(gl, vshader, fshader);\n } else {\n this._logger.warn(\"Could not create program because scripts could not be compiled, discarding..\");\n }\n\n // clean up shaders\n gl.deleteShader(vshader);\n gl.deleteShader(fshader);\n\n return null;\n }", "function webglNodeProgram() {\n var ATTRIBUTES_PER_PRIMITIVE = 4; // Primitive is point, x, y, size, color\n // x, y, z - floats, color = uint.\n var BYTES_PER_NODE = 3 * Float32Array.BYTES_PER_ELEMENT + Uint32Array.BYTES_PER_ELEMENT;\n var nodesFS = [\n 'precision mediump float;',\n 'varying vec4 color;',\n\n 'void main(void) {',\n ' gl_FragColor = color;',\n '}'\n ].join('\\n');\n var nodesVS = [\n 'attribute vec3 a_vertexPos;',\n 'attribute vec4 a_color;',\n 'uniform vec2 u_screenSize;',\n 'uniform mat4 u_transform;',\n 'varying vec4 color;',\n\n 'void main(void) {',\n ' gl_Position = u_transform * vec4(a_vertexPos.xy/u_screenSize, 0, 1);',\n ' gl_PointSize = a_vertexPos.z * u_transform[0][0];',\n ' color = a_color.abgr;',\n '}'\n ].join('\\n');\n\n var program;\n var gl;\n var buffer;\n var locations;\n var utils;\n var storage = new ArrayBuffer(16 * BYTES_PER_NODE);\n var positions = new Float32Array(storage);\n var colors = new Uint32Array(storage);\n var nodesCount = 0;\n var width;\n var height;\n var transform;\n var sizeDirty;\n\n return {\n load: load,\n\n /**\n * Updates position of node in the buffer of nodes.\n *\n * @param idx - index of current node.\n * @param pos - new position of the node.\n */\n position: position,\n\n updateTransform: updateTransform,\n\n updateSize: updateSize,\n\n removeNode: removeNode,\n\n createNode: createNode,\n\n replaceProperties: replaceProperties,\n\n render: render\n };\n\n function ensureEnoughStorage() {\n if ((nodesCount + 1) * BYTES_PER_NODE >= storage.byteLength) {\n // Every time we run out of space create new array twice bigger.\n // TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs\n var extendedStorage = new ArrayBuffer(storage.byteLength * 2),\n extendedPositions = new Float32Array(extendedStorage),\n extendedColors = new Uint32Array(extendedStorage);\n\n extendedColors.set(colors); // should be enough to copy just one view.\n positions = extendedPositions;\n colors = extendedColors;\n storage = extendedStorage;\n }\n }\n\n function load(glContext) {\n gl = glContext;\n utils = glUtils(glContext);\n\n program = utils.createProgram(nodesVS, nodesFS);\n gl.useProgram(program);\n locations = utils.getLocations(program, ['a_vertexPos', 'a_color', 'u_screenSize', 'u_transform']);\n\n gl.enableVertexAttribArray(locations.vertexPos);\n gl.enableVertexAttribArray(locations.color);\n\n buffer = gl.createBuffer();\n }\n\n function position(nodeUI, pos) {\n var idx = nodeUI.id;\n\n positions[idx * ATTRIBUTES_PER_PRIMITIVE] = pos.x;\n positions[idx * ATTRIBUTES_PER_PRIMITIVE + 1] = -pos.y;\n positions[idx * ATTRIBUTES_PER_PRIMITIVE + 2] = nodeUI.size;\n\n colors[idx * ATTRIBUTES_PER_PRIMITIVE + 3] = nodeUI.color;\n }\n\n function updateTransform(newTransform) {\n sizeDirty = true;\n transform = newTransform;\n }\n\n function updateSize(w, h) {\n width = w;\n height = h;\n sizeDirty = true;\n }\n\n function removeNode(node) {\n if (nodesCount > 0) {\n nodesCount -= 1;\n }\n\n if (node.id < nodesCount && nodesCount > 0) {\n // we can use colors as a 'view' into array array buffer.\n utils.copyArrayPart(colors, node.id * ATTRIBUTES_PER_PRIMITIVE, nodesCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE);\n }\n }\n\n function createNode() {\n ensureEnoughStorage();\n nodesCount += 1;\n }\n\n function replaceProperties(/* replacedNode, newNode */) {}\n\n function render() {\n gl.useProgram(program);\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, storage, gl.DYNAMIC_DRAW);\n\n if (sizeDirty) {\n sizeDirty = false;\n gl.uniformMatrix4fv(locations.transform, false, transform);\n gl.uniform2f(locations.screenSize, width, height);\n }\n\n gl.vertexAttribPointer(locations.vertexPos, 3, gl.FLOAT, false, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 0);\n gl.vertexAttribPointer(locations.color, 4, gl.UNSIGNED_BYTE, true, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 3 * 4);\n\n gl.drawArrays(gl.POINTS, 0, nodesCount);\n }\n}", "function preproc()\n{\n // nodal coordinates as passed to opengl\n let coords = []\n // 3 corner nodes of a face to compute the face normal in the shader\n let As = []\n let Bs = []\n let Cs = []\n // triangles as passed to open gl\n let trias = []\n // displacement vector per vertex to displace said vertex\n let disps = []\n // global min/max to normalize result amplitudes\n let min = 0.0\n let max = 0.0\n // texture coordinates to properly map results per face\n let texcoords = []\n // all four corner nodes to compute the texture mapping\n let corners = []\n\n // for each quad\n for(let i = 0; i < quads.length; ++i) {\n let quad = quads[i]\n // triangulate\n trias.push(4 * i + 0, 4 * i + 1, 4 * i + 2, 4 * i + 0, 4 * i + 2, 4 * i + 3)\n // set texture coordinates\n texcoords.push(\n 0.0, 0.0,\n 0.0, 1.0,\n 1.0, 1.0,\n 1.0, 0.0\n )\n // push coordinates\n coords.push(\n nodes[quad[0]][0],\n nodes[quad[0]][1],\n nodes[quad[0]][2],\n nodes[quad[1]][0],\n nodes[quad[1]][1],\n nodes[quad[1]][2],\n nodes[quad[2]][0],\n nodes[quad[2]][1],\n nodes[quad[2]][2],\n nodes[quad[3]][0],\n nodes[quad[3]][1],\n nodes[quad[3]][2])\n // push A,B and C corner nodes to compute the face normal\n As.push(\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2])\n Bs.push(\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2])\n Cs.push(\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2])\n // push displacements\n disps.push(\n results[quad[0]][0],\n results[quad[0]][1],\n results[quad[0]][2],\n results[quad[1]][0],\n results[quad[1]][1],\n results[quad[1]][2],\n results[quad[2]][0],\n results[quad[2]][1],\n results[quad[2]][2],\n results[quad[3]][0],\n results[quad[3]][1],\n results[quad[3]][2])\n min = [ \n results.reduce( (acc, v) => Math.min(acc, v[0]), 999999),\n results.reduce( (acc, v) => Math.min(acc, v[1]), 999999),\n results.reduce( (acc, v) => Math.min(acc, v[2]), 999999),\n results.reduce( (acc, v) => Math.min(acc, Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])), 999999)\n ]\n max = [ \n results.reduce( (acc, v) => Math.max(acc, v[0]), -999999),\n results.reduce( (acc, v) => Math.max(acc, v[1]), -999999),\n results.reduce( (acc, v) => Math.max(acc, v[2]), -999999),\n results.reduce( (acc, v) => Math.max(acc, Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])), 0)\n ]\n let result = state.component\n if(result == 3) {\n let sqr = (x) => x*x;\n corners.push(\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])))\n } else {\n corners.push(\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result])\n }\n // pick the appropriate min/max per the selected component\n max = max[result]\n min = min[result]\n \n }\n\n return {\n coords: coords,\n trias: trias,\n disps: disps,\n As: As,\n Bs: Bs,\n Cs, Cs,\n min: min,\n max: max,\n texcoords: texcoords,\n corners: corners\n }\n}", "function generateGlsl (transforms, shaderParams) {\n\n // transform function that outputs a shader string corresponding to gl_FragColor\n var fragColor = () => ''\n // var uniforms = []\n // var glslFunctions = []\n transforms.forEach((transform) => {\n var inputs = formatArguments(transform, shaderParams.uniforms.length)\n // console.log('inputs', inputs, transform)\n inputs.forEach((input) => {\n if(input.isUniform) shaderParams.uniforms.push(input)\n })\n\n // add new glsl function to running list of functions\n if(!contains(transform, shaderParams.glslFunctions)) shaderParams.glslFunctions.push(transform)\n\n // current function for generating frag color shader code\n var f0 = fragColor\n if (transform.transform.type === 'src') {\n fragColor = (uv) => `${shaderString(uv, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'coord') {\n fragColor = (uv) => `${f0(`${shaderString(uv, transform.name, inputs, shaderParams)}`)}`\n } else if (transform.transform.type === 'color') {\n fragColor = (uv) => `${shaderString(`${f0(uv)}`, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'combine') {\n // combining two generated shader strings (i.e. for blend, mult, add funtions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${shaderString(`${f0(uv)}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`\n } else if (transform.transform.type === 'combineCoord') {\n // combining two generated shader strings (i.e. for modulate functions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${f0(`${shaderString(`${uv}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`)}`\n\n\n }\n })\n// console.log(fragColor)\n // break;\n return fragColor\n}", "function loadShader( _gl, _shaderSrc, canvas ) {\n\n\tvar vertString = \"\";\n\n\tif(_shaderSrc.vertURL){\n\t\tvertString = fetchHTTP( _shaderSrc.vertURL );\n\t} else {\n vertString =\n\"attribute mediump vec2 a_position;\\n\\\nattribute mediump vec2 a_texcoord;\\n\\\nvarying mediump vec2 CoronaTexCoord;\\n\\\nvoid main() {\\n\\\ngl_Position = vec4(a_position, 0.0, 1.0);\\n\\\nCoronaTexCoord = a_texcoord;\\n\\\n}\\n\\\n\";\n\t}\n\n\tvar fragString = \"\\\n#define P_DEFAULT highp\\n\\\n#define P_RANDOM highp\\n\\\n#define P_POSITION mediump\\n\\\n#define P_NORMAL mediump\\n\\\n#define P_UV mediump\\n\\\n#define P_COLOR lowp\\n\\\n#define FRAGMENT_SHADER_SUPPORTS_HIGHP 1\\n\\\nvarying mediump vec2 CoronaTexCoord; uniform P_RANDOM vec4 v_ColorScale; uniform P_RANDOM vec4 CoronaVertexUserData; uniform highp vec2 u_full_resolution;uniform sampler2D CoronaSampler0;uniform sampler2D CoronaSampler1;uniform highp vec2 u_mouse;uniform highp float CoronaTotalTime; \\\nhighp vec4 CoronaColorScale(highp vec4 c) { return v_ColorScale*c; } P_DEFAULT float CoronaDeltaTime=0.02; uniform P_UV vec4 CoronaTexelSize; P_POSITION vec2 CoronaContentScale = vec2(1.0,1.0); \\n\\\nP_COLOR vec4 FragmentKernel( P_UV vec2 position );\\nvoid main(){gl_FragColor = FragmentKernel(CoronaTexCoord);}\\n\";\n\n\terrorLineOffset = fragString.split(/\\r\\n|\\r|\\n/).length\n\n\n if (_shaderSrc.fragSTR){\n\t\tfragString += _shaderSrc.fragSTR;\n\t} else if(_shaderSrc.fragURL){\n\t\tfragString += fetchHTTP( _shaderSrc.fragURL );\n\t} else {\n\t\tfragString += \"P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ){P_COLOR vec4 ret = vec4(texCoord.x, texCoord.y, abs(sin(CoronaTotalTime)), 1); return CoronaColorScale(ret);}\";\n\t}\n\n\tvar vertexShader = createShader(_gl, vertString, _gl.VERTEX_SHADER, canvas);\n\tvar fragmentShader = createShader(_gl, fragString , _gl.FRAGMENT_SHADER, canvas);\n\n\tif(!fragmentShader){\n\t\tfragmentShader = createShader(_gl, \"void main(){\\n\\\n\tgl_FragColor = vec4(1.0);\\n\\\n}\" , _gl.FRAGMENT_SHADER, canvas);\n\t}\n\n\t// Create and use program\n\tvar program = createProgram( _gl, [vertexShader, fragmentShader]);\n\t_gl.useProgram(program);\n\n\t// Delete shaders\n\t// _gl.detachShader(program, vertexShader);\n // _gl.detachShader(program, fragmentShader);\n // _gl.deleteShader(vertexShader);\n // _gl.deleteShader(fragmentShader);\n\n\treturn program;\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function getUnpackAndPreprocessInputShader(gpgpu, inputShapeRC, useFloatTextures) {\n var setOutputSnippet = void 0;\n\n if (useFloatTextures) {\n setOutputSnippet = '\\n void setOutput(float decodedValue) {\\n gl_FragColor = vec4(decodedValue, 0, 0, 0);\\n }\\n ';\n } else {\n setOutputSnippet = '\\n const vec4 floatPowers = vec4(\\n 1.0,\\n 255.0,\\n 255.0 * 255.0,\\n 255.0 * 255.0 * 255.0\\n );\\n\\n const float maxValue = 20000.0;\\n const float minValue = -maxValue;\\n const float range = (maxValue - minValue) / 255.0;\\n\\n const vec2 recipRange = vec2(1.0/range);\\n const vec2 recipRange255 = vec2(1.0/(maxValue - minValue));\\n\\n void setOutput(float decodedValue) {\\n float a = dot(vec2(decodedValue, -minValue), recipRange);\\n float b = fract(a) * 255.0;\\n float c = fract(b) * 255.0;\\n float d = fract(c) * 255.0;\\n gl_FragColor = floor(vec4(a, b, c, d)) / 255.0;\\n }\\n ';\n }\n\n var fragmentShaderSource = '\\n precision highp float;\\n uniform sampler2D source;\\n varying vec2 resultUV;\\n\\n const vec2 inputShapeCR = vec2(' + inputShapeRC[1] + '.0, ' + inputShapeRC[0] + '.0);\\n\\n const vec2 halfCR = vec2(0.5, 0.5);\\n\\n ' + setOutputSnippet + '\\n\\n void main() {\\n vec2 outputCR = floor(gl_FragCoord.xy);\\n\\n vec2 sourceCR = vec2(floor(outputCR[0] / 3.0), outputCR[1]);\\n vec2 sourceUV = (sourceCR + halfCR) / inputShapeCR;\\n\\n vec4 sourceValue = texture2D(source, sourceUV) * 255.0;\\n\\n float channelValue = 0.0;\\n int channel = int(mod(outputCR[0], 3.0));\\n\\n if (channel == 0) {\\n channelValue = sourceValue.r - 103.939;\\n } else if (channel == 1) {\\n channelValue = sourceValue.g - 116.779;\\n } else if (channel == 2) {\\n channelValue = sourceValue.b - 123.68;\\n }\\n\\n setOutput(channelValue);\\n }';\n\n return gpgpu.createProgram(fragmentShaderSource);\n}", "function Shader()\n {\n var program_;\n var uniforms_;\n var attributes_;\n var samplerSlots_;\n }", "function makeShaderProgram(){\n\t// Compile vertex shader\n\tvar vShader = gl.createShader(gl.VERTEX_SHADER);\n\tgl.shaderSource(vShader, vsCode);\n\tgl.compileShader(vShader);\n\tvar test = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if vertex shader compiled correcly.\n\t\talert(\"ERROR: vertex shader not compiled.\");\n\t}\n\t\n\t// Compile fragment shader\n\tvar fShader = gl.createShader(gl.FRAGMENT_SHADER);\n\tgl.shaderSource(fShader, fsCode);\n\tgl.compileShader(fShader);\n\ttest = gl.getShaderParameter(fShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if fragment shader compiled correcly.\n\t\talert(\"ERROR: fragment shader not compiled.\");\n\t}\n\t\n\t// Create shader program\n\tsProgram = gl.createProgram();\n\tgl.attachShader(sProgram, vShader);\n\tgl.attachShader(sProgram, fShader);\n\tgl.linkProgram(sProgram);\n\ttest = gl.getProgramParameter(sProgram, gl.LINK_STATUS);\n\tif(!test){ // Test if shader program linked correcly.\n\t\talert(\"ERROR: shader program not linked.\");\n\t}\n}", "init(vertexShaderName, fragmentShaderName, textureName1) {\n let vertexShaderSource = document.getElementById(vertexShaderName).innerHTML;\n let fragmentShaderSource = document.getElementById(fragmentShaderName).innerHTML;\n this.shaderProgram = createProgram(this.gl, vertexShaderSource, fragmentShaderSource);\n if (!this.shaderProgram) {\n console.log('Feil ved initialisering av shaderkoden.');\n } else {\n this.loadTexture(textureName1);\n }\n }", "function initProgram(id) {\n var programShader = gl.createProgram();\n var vert = compileShader(id + \"-vs\");\n var frag = compileShader(id + \"-fs\");\n gl.attachShader(programShader, vert);\n gl.attachShader(programShader, frag);\n gl.linkProgram(programShader);\n if (!gl.getProgramParameter(programShader, gl.LINK_STATUS)) {\n alert(gl.getProgramInfoLog(programShader));\n return null;\n }\n return programShader;\n}", "function main(gl, program) {\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n //var uniformSetters = createUniformSetters(gl, program);\n //var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n //Sets up quad to have 16 x 16 vertices\n for (var i = 0; i < 16; i++) {\n for (var j = 0; j < 16; j++) {\n arrays.position.data.push(i * (10 / 16), j * (10 / 16), 0);\n arrays.normal.data.push(0, 0, -1);\n arrays.texcoord.data.push(1 - (i / 16), 1 - (j / 16));\n }\n }\n for (var i = 0; i < 15; i++) {\n for (var j = 0; j < 15; j++) {\n arrays.indices.data.push(i + j * 16, i + j * 16 + 1, i + ((j + 1) * 16));\n arrays.indices.data.push(i + j * 16 + 1, (j + 1) * 16 + i, (j + 1) * 16 + i + 1);\n }\n }\n var center = [5, 5, 0];\n var scaleFactor = 20;\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [50, 30, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n //Added for green screen effect\n u_image0: gl.createTexture(),\n u_image1: gl.createTexture(),\n //Added for warble\n u_clock: 0.0\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n //Creating our two textures\n var texture1 = gl.createTexture();\n var image1 = new Image();\n image1.src = \"resources/texture1.jpg\";\n image1.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture1);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image1);\n };\n var texture2 = gl.createTexture();\n var image2 = new Image();\n image2.src = \"resources/texture2.jpg\";\n image2.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture2);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image2);\n };\n uniformsThatAreTheSameForAllObjects.u_image0 = texture1;\n uniformsThatAreTheSameForAllObjects.u_image1 = texture2;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n //console.log(uniformsThatAreTheSameForAllObjects.u_clock);\n // measure time taken for the little stats meter\n stats.begin();\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program\n if (currentShader == 1) {\n gl.useProgram(program[0]);\n }\n else if (currentShader == 2) {\n gl.useProgram(program[1]);\n }\n else if (currentShader == 3) {\n gl.useProgram(program[2]);\n }\n else {\n gl.useProgram(program[3]);\n }\n if (currentShader == 1) {\n var uniformSetters = createUniformSetters(gl, program[0]);\n var attribSetters = createAttributeSetters(gl, program[0]);\n }\n else if (currentShader == 2) {\n var uniformSetters = createUniformSetters(gl, program[1]);\n var attribSetters = createAttributeSetters(gl, program[1]);\n }\n else if (currentShader == 3) {\n var uniformSetters = createUniformSetters(gl, program[2]);\n var attribSetters = createAttributeSetters(gl, program[2]);\n }\n else {\n uniformsThatAreTheSameForAllObjects.u_clock = clock;\n clock += 0.1;\n var uniformSetters = createUniformSetters(gl, program[3]);\n var attribSetters = createAttributeSetters(gl, program[3]);\n }\n // Setup all the needed attributes and buffers. \n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n ///////////////////////////////////////////////////////\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n // adjust the rotation based on mouse activity. mouseAngles is set if user is dragging \n if (mouseAngles[0] !== 0 || mouseAngles[1] !== 0) {\n /*\n * only rotate around Y, use the second mouse value for scale. Leaving the old code from A3\n * here, commented out\n *\n // need an inverse world transform so we can find out what the world X axis for our first rotation is\n mat4.invert(invMatrix, matrix);\n // get the world X axis\n var xAxis = vec3.transformMat4(axisVector, vec3.fromValues(1,0,0), invMatrix);\n \n // rotate about the world X axis (the X parallel to the screen!)\n mat4.rotate(matrix, matrix, -mouseAngles[1], xAxis);\n */\n // now get the inverse world transform so we can find the world Y axis\n mat4.invert(invMatrix, matrix);\n // get the world Y axis\n var yAxis = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), invMatrix);\n // rotate about teh world Y axis\n mat4.rotate(matrix, matrix, mouseAngles[0], yAxis);\n // save the resulting matrix back to the cumulative rotation matrix \n mat4.copy(rotationMatrix, matrix);\n // use mouseAngles[1] to scale\n scaleFactor += mouseAngles[1];\n vec2.set(mouseAngles, 0, 0);\n }\n // add a translate and scale to the object World xform, so we have: R * T * S\n mat4.translate(matrix, rotationMatrix, [-center[0] * scaleFactor, -center[1] * scaleFactor,\n -center[2] * scaleFactor]);\n mat4.scale(matrix, matrix, [scaleFactor, scaleFactor, scaleFactor]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n // get proj * view * world\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n // get worldInvTranspose. For an explaination of why we need this, for fixing the normals, see\n // http://www.unknownroad.com/rtfm/graphics/rt_normals.html\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n // Set the uniforms we just computed\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n // Set the uniforms that are specific to the this object.\n setUniforms(uniformSetters, objectState.materialUniforms);\n // Draw the geometry. Everything is keyed to the \"\"\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n // stats meter\n stats.end();\n requestAnimationFrame(drawScene);\n }\n }", "function setupNormalMappingShaders()\r\n{\r\n vertexShader = loadShaderFromDOM(\"cube_map-vs\");\r\n fragmentShader = loadShaderFromDOM(\"cube_map-fs\");\r\n\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Failed to setup shaders\");\r\n }\r\n\r\n\r\n\r\n gl.useProgram(shaderProgram);\r\n\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"vPosition\");\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"vNormal\");\r\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\r\n\r\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\r\n\r\n shaderProgram.reflectionRotationVector = gl.getUniformLocation(shaderProgram, \"refTransform\");\r\n shaderProgram.inverseViewTransform = gl.getUniformLocation(shaderProgram, \"inverseViewTransform\");\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n\r\n}", "ParseToThree()\n {\n const shader =\n {\n uniforms : this.uniforms,\n vertexShader : [`${this.VertexPass()}`].join( \"\\n\" ),\n fragmentShader : [`${this.FragmentPass()}`].join( \"\\n\" )\n };\n\n // console.log(shader);\n return shader;\n }", "function getShader(vshad_str, fshad_str) {\n var vs = shader(vshad_str, 'vert');\n var fs = shader(fshad_str, 'frag');\n\n var Program = gl.createProgram();\n\n gl.attachShader(Program, vs);\n gl.attachShader(Program, fs);\n gl.linkProgram(Program);\n\n if (!gl.getProgramParameter(Program, gl.LINK_STATUS)) {\n alert(\"Could not initialise shaders\");\n return null;\n }\n\n return Program;\n}", "function LGraphShader()\n{\n this.uninstantiable = true;\n this.clonable = false;\n this.addInput(\"albedo\",\"vec3\", {vec3:1, vec4:1});\n this.addInput(\"normal\",\"vec3\", {vec3:1, vec4:1}); // tangent space normal, if written\n this.addInput(\"emission\",\"vec3\", {vec3:1, vec4:1});\n this.addInput(\"specular\",\"float\", {float:1}); // specular power in 0..1 range\n this.addInput(\"gloss\",\"float\", {float:1});\n this.addInput(\"alpha\",\"float\", {float:1});\n this.addInput(\"alpha clip\",\"float\", {float:1});\n this.addInput(\"refraction\",\"float\", {float:1});\n this.addInput(\"vertex offset\",\"float\", {float:1});\n\n\n //inputs: [\"base color\",\"metallic\", \"specular\", \"roughness\", \"emissive color\", \"opacity\", \"opacitiy mask\", \"normal\", \"world position offset\", \"world displacement\", \"tesselation multiplier\", \"subsurface color\", \"ambient occlusion\", \"refraction\"],\n// this.properties = { color:\"#ffffff\",\n// gloss:4.0,\n// displacement_factor:1.0,\n// light_dir_x: 1.0,\n// light_dir_y: 1.0,\n// light_dir_z: 1.0\n// };\n\n// this.options = {\n// gloss:{step:0.01},\n// displacement_factor:{step:0.01},\n// light_dir_x:{min:-1, max:1, step:0.01},\n// light_dir_y:{min:-1, max:1, step:0.01},\n// light_dir_z:{min:-1, max:1, step:0.01}\n// };\n\n this.size = [125,250];\n this.shader_piece = ShaderConstructor;\n}", "function vs() {\n return \"\\n uniform mat4 uModelMatrix;\\n uniform mat4 uViewMatrix;\\n uniform mat4 uProjMatrix;\\n\\n attribute vec3 aPos;\\n attribute vec2 aTexCoord;\\n attribute vec4 aColor;\\n\\n varying vec4 vColor;\\n varying vec2 vTexCoord;\\n\\n void main(void) {\\n gl_Position = uProjMatrix * uViewMatrix * ( uModelMatrix * vec4( aPos, 1.0 ) );\\n vTexCoord = aTexCoord;\\n vColor = vec4(aColor.rgb, 1.0);\\n }\\n\";\n}", "function setupShaders() {\n\n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec3 ambient;\n attribute vec3 diffuse;\n attribute vec3 specular;\n attribute float specularExponent;\n attribute float shapeNum;\n\n uniform vec3 eyePos;\n uniform vec3 lightPos;\n uniform vec3 lightColor;\n uniform mat4 projMatrix;\n uniform mat4 viewMatrix;\n uniform mat4 xformMatrix;\n uniform float currentShape;\n\n varying lowp vec4 vColor;\n\n void main(void) {\n vec3 N = normalize(vertexNormal); // normal vector\n vec3 L = normalize(lightPos - vertexPosition); // light vector\n vec3 V = normalize(eyePos - vertexPosition); // view vector\n vec3 H = normalize(L + V);\n \n vec3 color;\n for (int i = 0; i < 3; i++) {\n color[i] = ambient[i] * lightColor[0]; // ambient term\n color[i] += diffuse[i] * lightColor[1] * dot(N, L); // diffuse term\n color[i] += specular[i] * lightColor[2] * pow(dot(N, H), specularExponent); // specular term\n\n // Clamp color\n if (color[i] > 1.0) {\n color[i] = 1.0;\n } else if (color[i] < 0.0) {\n color[i] = 0.0;\n }\n }\n\n if (shapeNum == currentShape) {\n gl_Position = projMatrix * viewMatrix * xformMatrix * vec4(vertexPosition, 1.0); // use transform matrix\n } else {\n gl_Position = projMatrix * viewMatrix * mat4(1.0) * vec4(vertexPosition, 1.0); // use untransformed position\n }\n\n vColor = vec4(color, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n varying lowp vec4 vColor;\n\n void main(void) {\n gl_FragColor = vColor;\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n\n // Setup attributes\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); // get pointer to vertex shader input\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n\n vertexNormalAttrib = gl.getAttribLocation(shaderProgram, \"vertexNormal\");\n gl.enableVertexAttribArray(vertexNormalAttrib);\n\n vertexAmbientAttrib = gl.getAttribLocation(shaderProgram, \"ambient\");\n gl.enableVertexAttribArray(vertexAmbientAttrib);\n\n vertexDiffuseAttrib = gl.getAttribLocation(shaderProgram, \"diffuse\");\n gl.enableVertexAttribArray(vertexDiffuseAttrib);\n\n vertexSpecularAttrib = gl.getAttribLocation(shaderProgram, \"specular\");\n gl.enableVertexAttribArray(vertexSpecularAttrib);\n\n vertexSpecExpAttrib = gl.getAttribLocation(shaderProgram, \"specularExponent\");\n gl.enableVertexAttribArray(vertexSpecExpAttrib);\n\n vertexShapeNumAttrib = gl.getAttribLocation(shaderProgram, \"shapeNum\");\n gl.enableVertexAttribArray(vertexShapeNumAttrib);\n\n // Setup uniforms\n eyePosUniform = gl.getUniformLocation(shaderProgram, 'eyePos');\n gl.uniform3fv(eyePosUniform, eye);\n\n mat4.perspective(projectionMatrix, glMatrix.toRadian(90), 1, 0.1, 100);\n projMatrixUniform = gl.getUniformLocation(shaderProgram, 'projMatrix');\n gl.uniformMatrix4fv(projMatrixUniform, gl.FALSE, projectionMatrix);\n \n var center = vec3.create();\n vec3.add(center, eye, lookAt);\n mat4.lookAt(viewMatrix, eye, center, upVector);\n viewMatrixUniform = gl.getUniformLocation(shaderProgram, 'viewMatrix');\n gl.uniformMatrix4fv(viewMatrixUniform, gl.FALSE, viewMatrix);\n\n // mat4.identity(transformMatrix);\n xformMatrixUniform = gl.getUniformLocation(shaderProgram, 'xformMatrix');\n gl.uniformMatrix4fv(xformMatrixUniform, gl.FALSE, transformMatrix);\n\n lightPosUniform = gl.getUniformLocation(shaderProgram, 'lightPos');\n gl.uniform3fv(lightPosUniform, lightPos);\n\n lightColorUniform = gl.getUniformLocation(shaderProgram, 'lightColor');\n gl.uniform3fv(lightColorUniform, lightColor);\n\n currentShapeUniform = gl.getUniformLocation(shaderProgram, 'currentShape');\n gl.uniform1f(currentShapeUniform, shapeNum);\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function Init ( esContext )\n{\n var userData = esContext.userData;\n var vShaderStr =\n 'uniform float u_offset; \\n\\\n attribute vec4 a_position; \\n\\\n attribute vec2 a_texCoord; \\n\\\n varying vec2 v_texCoord; \\n\\\n void main() \\n\\\n { \\n\\\n gl_Position = a_position; \\n\\\n gl_Position.x += u_offset;\\n\\\n v_texCoord = a_texCoord; \\n\\\n } \\n';\n\n var fShaderStr =\n 'precision mediump float; \\n\\\n varying vec2 v_texCoord; \\n\\\n uniform sampler2D s_texture; \\n\\\n void main() \\n\\\n { \\n\\\n gl_FragColor = texture2D( s_texture, v_texCoord );\\n\\\n } \\n';\n\n // Load the shaders and get a linked program object\n userData.programObject = esLoadProgram ( vShaderStr, fShaderStr );\n\n // Get the attribute locations\n userData.positionLoc = gl.getAttribLocation ( userData.programObject, \"a_position\" );\n userData.texCoordLoc = gl.getAttribLocation ( userData.programObject, \"a_texCoord\" );\n\n // Get the sampler location\n userData.samplerLoc = gl.getUniformLocation ( userData.programObject, \"s_texture\" );\n\n // Get the offset location\n userData.offsetLoc = gl.getUniformLocation( userData.programObject, \"u_offset\" );\n\n // Load the texture\n userData.textureId = CreateMipMappedTexture2D ();\n\n // Generate the VBOs\n var vVertices = new Float32Array(\n [ -0.5, 0.5, 0.0, 1.5, // Position 0\n 0.0, 0.0, // TexCoord 0\n -0.5, -0.5, 0.0, 0.75, // Position 1\n 0.0, 1.0, // TexCoord 1\n 0.5, -0.5, 0.0, 0.75, // Position 2\n 1.0, 1.0, // TexCoord 2\n 0.5, 0.5, 0.0, 1.5, // Position 3\n 1.0, 0.0 // TexCoord 3\n ]);\n var indices = new Uint16Array([ 0, 1, 2, 0, 2, 3 ]);\n\n userData.vertexObject = gl.createBuffer();\n gl.bindBuffer ( gl.ARRAY_BUFFER, userData.vertexObject );\n gl.bufferData ( gl.ARRAY_BUFFER, vVertices, gl.STATIC_DRAW );\n userData.vertexBytesPerElement = vVertices.BYTES_PER_ELEMENT;\n userData.indexObject = gl.createBuffer();\n gl.bindBuffer ( gl.ELEMENT_ARRAY_BUFFER, userData.indexObject );\n gl.bufferData ( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW );\n\n\n gl.clearColor ( 0.0, 0.0, 0.0, 1.0 );\n return true;\n}", "function initShaders() {\n //get shader source\n \n var fs_source = fragmentShaderSource;\n var vs_source = vertexShaderSource;\n\n //compile shaders \n vertexShader = makeShader(vs_source, gl.VERTEX_SHADER);\n fragmentShader = makeShader(fs_source, gl.FRAGMENT_SHADER);\n \n //create program\n glProgram_terreno = gl.createProgram();\n \n //attach and link shaders to the program\n gl.attachShader(glProgram_terreno, vertexShader);\n gl.attachShader(glProgram_terreno, fragmentShader);\n gl.linkProgram(glProgram_terreno);\n\n if (!gl.getProgramParameter(glProgram_terreno, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n\n //use program\n gl.useProgram(glProgram_terreno);\n \n\n glProgram_terreno.vertexPositionAttribute = gl.getAttribLocation(glProgram_terreno, \"aPosition\");\n gl.enableVertexAttribArray(glProgram_terreno.vertexPositionAttribute);\n\n glProgram_terreno.textureCoordAttribute = gl.getAttribLocation(glProgram_terreno, \"aUv\");\n gl.enableVertexAttribArray(glProgram_terreno.textureCoordAttribute);\n\n glProgram_terreno.vertexNormalAttribute = gl.getAttribLocation(glProgram_terreno, \"aNormal\");\n if (glProgram_terreno.vertexNormalAttribute != -1){ //Por optimizaciones del compilador que elimina variables no utilizadas\n gl.enableVertexAttribArray(glProgram_terreno.vertexNormalAttribute);\n }\n\n glProgram_terreno.pMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uPMatrix\");\n glProgram_terreno.mMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uMMatrix\");\n glProgram_terreno.vMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uVMatrix\");\n glProgram_terreno.nMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uNMatrix\");\n glProgram_terreno.traslacionTextura = gl.getUniformLocation(glProgram_terreno, \"traslacionTextura\");\n glProgram_terreno.samplerUniform = gl.getUniformLocation(glProgram_terreno, \"uSampler\");\n glProgram_terreno.useLightingUniform = gl.getUniformLocation(glProgram_terreno, \"uUseLighting\");\n glProgram_terreno.uColor = gl.getUniformLocation(glProgram_terreno, \"uAmbientColor\");\n glProgram_terreno.frameUniform = gl.getUniformLocation(glProgram_terreno, \"time\");\n glProgram_terreno.lightingDirectionUniform = gl.getUniformLocation(glProgram_terreno, \"uLightPosition\");\n glProgram_terreno.directionalColorUniform = gl.getUniformLocation(glProgram_terreno, \"uDirectionalColor\");\n\n glProgram_terreno.lightingDirectionUniform2 = gl.getUniformLocation(glProgram_terreno, \"uLightPosition2\");\n glProgram_terreno.directionalColorUniform2 = gl.getUniformLocation(glProgram_terreno, \"uDirectionalColor2\");\n //glProgram_terreno.uColor = gl.getUniformLocation(glProgram_terreno, \"uColor\");\n\n var fs_source2 = fragmentShaderSource2;\n var vs_source2 = vertexShaderSource2;\n\n //compile shaders \n vertexShader = makeShader(vs_source2, gl.VERTEX_SHADER);\n fragmentShader = makeShader(fs_source2, gl.FRAGMENT_SHADER);\n \n //create program\n glProgram_helicoptero = gl.createProgram();\n \n //attach and link shaders to the program\n gl.attachShader(glProgram_helicoptero, vertexShader);\n gl.attachShader(glProgram_helicoptero, fragmentShader);\n gl.linkProgram(glProgram_helicoptero);\n\n if (!gl.getProgramParameter(glProgram_helicoptero, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n\n //use program\n gl.useProgram(glProgram_helicoptero);\n \n glProgram_helicoptero.textureCoordAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aUv\");\n gl.enableVertexAttribArray(glProgram_helicoptero.textureCoordAttribute);\n\n glProgram_helicoptero.vertexPositionAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aPosition\");\n gl.enableVertexAttribArray(glProgram_helicoptero.vertexPositionAttribute);\n\n glProgram_helicoptero.vertexNormalAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aNormal\");\n gl.enableVertexAttribArray(glProgram_helicoptero.vertexNormalAttribute); \n \n glProgram_helicoptero.uColor = gl.getUniformLocation(glProgram_helicoptero, \"uColor\");\n\n glProgram_helicoptero.lightingDirectionUniform = gl.getUniformLocation(glProgram_helicoptero, \"uLightPosition\");\n glProgram_helicoptero.directionalColorUniform = gl.getUniformLocation(glProgram_helicoptero, \"uDirectionalColor\");\n}", "function initShaders() {\n console.log('init shader');\n var vertexShaderSource = loadText(\"vertex.glsl\");\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexShaderSource);\n\n gl.compileShader(vertexShader);\n\n var fragmentShaderSource = loadText(\"fragment.glsl\");\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentShaderSource);\n\n gl.compileShader(fragmentShader);\n program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n gl.linkProgram(program);\n\n gl.useProgram(program)\n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n\n attribute vec2 a_texcoord;\n varying vec2 v_texcoord;\n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n \n v_texcoord = a_texcoord;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n\n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n \n varying vec2 v_texcoord;\n\n void main(void) {\n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n \n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float ndotLight = 2.0*dot(normal, light);\n vec3 reflectVec = normalize(ndotLight*normal - light);\n float highlight = 0.0;\n \thighlight = pow(max(0.0,dot(normal,halfVec)),uShininess); //Bling_Phong\n\n vec3 ambient = uAmbient*uLightAmbient; // ambient term\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n gl_FragColor = vec4(colorOut, 1.0); \n \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to array\n tPosAttribLoc = gl.getAttribLocation(shaderProgram, \"a_texcoord\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(tPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n \n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n attribute vec2 aTextureCoord; // texture coordinate\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n varying vec2 vTextureCoord; \n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n \n // texture\n vTextureCoord = aTextureCoord;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n \n uniform sampler2D uSampler;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n varying vec2 vTextureCoord; // texture coordinate\n \n uniform bool uUseTexture;\n // transparency?\n uniform float uAlpha;\n \n void main(void) {\n \n // ambient term\n vec3 ambient = uAmbient*uLightAmbient; \n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float highlight = pow(max(0.0,dot(normal,halfVec)),uShininess);\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n \t\tvec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \n \n // check if an object is using a texture\n \t\tif(uUseTexture){\n \t\t\tgl_FragColor = vec4(textureColor.rgb * colorOut, textureColor.a*uAlpha);\n \t\t}else{\n \t\t\tgl_FragColor = vec4(colorOut, uAlpha);\n \t\t}\n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to array\n \n /**texture coord*/\n vTexAttribLoc = gl.getAttribLocation(shaderProgram, \"aTextureCoord\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vTexAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n /**texture*/\n samplerLoc = gl.getUniformLocation(shaderProgram, \"uSampler\");\n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n /** ptr to using texture or not*/\n usetextureULoc = gl.getUniformLocation(shaderProgram, \"uUseTexture\"); \n /** issue with blending*/\n alphaULoc = gl.getUniformLocation(shaderProgram, \"uAlpha\");\n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n \n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function j$2(j){const E=new n$8,O=E.vertex.code,_=E.fragment.code;return E.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),E.include(o$7),E.varyings.add(\"vpos\",\"vec3\"),E.include(e$9,j),E.include(n$9,j),E.include(t$f,j),0!==j.output&&7!==j.output||(E.include(o$8,j),E.include(r$9,{linearDepth:!1}),j.offsetBackfaces&&E.include(e$8),j.instancedColor&&E.attributes.add(\"instanceColor\",\"vec4\"),E.varyings.add(\"vNormalWorld\",\"vec3\"),E.varyings.add(\"localvpos\",\"vec3\"),j.multipassTerrainEnabled&&E.varyings.add(\"depth\",\"float\"),E.include(t$b,j),E.include(a$5,j),E.include(r$7,j),E.include(r$6,j),E.vertex.uniforms.add(\"externalColor\",\"vec4\"),E.varyings.add(\"vcolorExt\",\"vec4\"),O.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${j.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n ${j.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n ${j.multipassTerrainEnabled?t$i`depth = (view * vec4(vpos, 1.0)).z;`:\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===j.output&&(E.include(c$6,j),E.include(r$h,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${j.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n\n gl_FragColor = vec4(opacity_);\n }\n `)),0===j.output&&(E.include(c$6,j),E.include(l$4,j),E.include(o$6,j),E.include(r$h,j),j.receiveShadows&&E.include(i$9,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.include(r$a,j),E.include(a$4,j),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n vec3 viewDirection = normalize(vpos - camPos);\n ${1===j.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${j.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===j.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${j.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${t$i`\n vec3 shadedNormal = normalize(vNormalWorld);\n albedo_ *= 1.2;\n vec3 viewForward = - vec3(view[0][2], view[1][2], view[2][2]);\n float alignmentLightView = clamp(dot(-viewForward, lightingMainDirection), 0.0, 1.0);\n float transmittance = 1.0 - clamp(dot(-viewForward, shadedNormal), 0.0, 1.0);\n float treeRadialFalloff = vColor.r;\n float backLightFactor = 0.5 * treeRadialFalloff * alignmentLightView * transmittance * (1.0 - shadow);\n additionalLight += backLightFactor * lightingMainIntensity;`}\n ${1===j.pbrMode||2===j.pbrMode?1===j.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===j.pbrMode||2===j.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${j.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),E.include(u$3,j),E}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n attribute vec2 aVertexTexture; // vertex texture\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n varying vec2 vVertexTexture; // interpolated texture for frag shader\n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n vVertexTexture = aVertexTexture;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n uniform float uAlpha; // the alpha value\n uniform float uBlendMode; // the blend mode\n\n // sampler\n uniform sampler2D uSampler;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n varying vec2 vVertexTexture; // vertex texture (u, v)\n \n void main(void) {\n \n // ambient term\n vec3 ambient = uAmbient*uLightAmbient; \n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float highlight = pow(max(0.0,dot(normal,halfVec)),uShininess);\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n\n vec4 flatColor = vec4(colorOut, 1.0);\n vec4 texColor = texture2D(uSampler, vec2(vVertexTexture.x, vVertexTexture.y));\n\n if (uBlendMode == 0.0) {\n gl_FragColor = vec4(texColor.rgb * colorOut, texColor.a * uAlpha);\n }\n if (uBlendMode == 1.0) {\n gl_FragColor = vec4(texColor.rgb, texColor.a * uAlpha);\n }\n if (uBlendMode == 2.0) {\n gl_FragColor = texColor;\n }\n if (uBlendMode == 3.0) {\n gl_FragColor = flatColor;\n }\n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to arrayconsole.log(textures);\n vTexAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexTexture\");\n gl.enableVertexAttribArray(vTexAttribLoc);\n \n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n\n // locate sampler uniform\n samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\"); // ptr to sampler\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n\n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n alphaULoc = gl.getUniformLocation(shaderProgram, \"uAlpha\"); // ptr to alpha\n lightBlendULoc = gl.getUniformLocation(shaderProgram, \"uBlendMode\"); // ptr to blend mode\n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "getProgram(parameters, material){\n \n let definePrefix = getDefinePrefix(parameters, material);\n\n if(this.programs.has(definePrefix)){\n return this.programs.get(definePrefix);\n }\n\n let vertexSource = material.getVertexShaderSource();\n vertexSource = definePrefix + vertexSource;\n\n let vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER);\n\n let fragmentSource = material.getFragmentShaderSource();\n fragmentSource = definePrefix + fragmentSource;\n\n let fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER);\n\n let program = new Program(vertexShader, fragmentShader);\n this.programs.set(definePrefix, program);\n\n return program;\n \n }", "function initShaders(data) {\r\n var gl = data.context;\r\n\r\n data.pShader = gl.createProgram();\r\n\r\n data.vShader = gl.createShader(gl.VERTEX_SHADER);\r\n gl.shaderSource(data.vShader, getVertexShader());\r\n gl.compileShader(data.vShader);\r\n gl.attachShader(data.pShader, data.vShader);\r\n\r\n data.fShader = gl.createShader(gl.FRAGMENT_SHADER);\r\n gl.shaderSource(data.fShader, getFragmentShader());\r\n gl.compileShader(data.fShader);\r\n gl.attachShader(data.pShader, data.fShader);\r\n\r\n gl.linkProgram(data.pShader);\r\n\r\n gl.useProgram(data.pShader);\r\n }", "function shaderString (uv, method, inputs, shaderParams) {\n const str = inputs.map((input) => {\n if (input.isUniform) {\n return input.name\n } else if (input.value && input.value.transforms) {\n // this by definition needs to be a generator, hence we start with 'st' as the initial value for generating the glsl fragment\n return `${generateGlsl(input.value.transforms, shaderParams)('st')}`\n }\n return input.value\n }).reduce((p, c) => `${p}, ${c}`, '')\n\n return `${method}(${uv}${str})`\n}", "function makeProgramFromCode(gl, vertexCode, fragmentCode) {\n // create GLSL shaders, upload the GLSL source, compile the shaders\n let vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexCode);\n let fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentCode);\n // Link the two shaders into a program\n return createProgram(gl, vertexShader, fragmentShader);\n}", "function setupShaders() {\r\n //console.log(\"SETTING UP SHADER FOR CUBE\\n\");\r\n vertexShader = loadShaderFromDOM(\"shader-vs\");\r\n fragmentShader = loadShaderFromDOM(\"shader-fs\");\r\n\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Failed to setup shaders\");\r\n }\r\n\r\n gl.useProgram(shaderProgram);\r\n\r\n\r\n\r\n\r\n shaderProgram.texCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTexCoord\");\r\n //console.log(\"Tex coord attrib: \", shaderProgram.texCoordAttribute);\r\n gl.enableVertexAttribArray(shaderProgram.texCoordAttribute);\r\n\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\r\n //console.log(\"Vertex attrib: \", shaderProgram.vertexPositionAttribute);\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n\r\n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n\n uniform float xtranslate;\n uniform float ytranslate;\n uniform float ztranslate;\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n\n void main(void) {\n \n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition[0] + xtranslate, aVertexPosition[1] + ytranslate, aVertexPosition[2] + ztranslate, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uDiffuse; // the diffuse reflectivity\n\n // transparency\n uniform float uTransp;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n \n void main(void) {\n \n vec3 diffuse = uDiffuse*uLightDiffuse;\n \n vec3 colorOut = diffuse;\n gl_FragColor = vec4(colorOut, uTransp); \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n transpULoc = gl.getUniformLocation(shaderProgram, \"uTransp\"); \n xTransULoc = gl.getUniformLocation(shaderProgram, \"xtranslate\"); \n yTransULoc = gl.getUniformLocation(shaderProgram, \"ytranslate\"); \n zTransULoc = gl.getUniformLocation(shaderProgram, \"ztranslate\"); \n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function P$2(P){const _=new n$8,S=_.vertex.code,$=_.fragment.code;return _.include(u$2,{name:\"Default Material Shader\",output:P.output}),_.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),_.include(o$7),_.varyings.add(\"vpos\",\"vec3\"),_.include(e$9,P),_.include(n$9,P),_.include(t$f,P),0!==P.output&&7!==P.output||(_.include(o$8,P),_.include(r$9,{linearDepth:!1}),0===P.normalType&&P.offsetBackfaces&&_.include(e$8),_.include(n$7,P),_.include(l$5,P),P.instancedColor&&_.attributes.add(\"instanceColor\",\"vec4\"),_.varyings.add(\"localvpos\",\"vec3\"),_.include(t$b,P),_.include(a$5,P),_.include(r$7,P),_.include(r$6,P),_.vertex.uniforms.add(\"externalColor\",\"vec4\"),_.varyings.add(\"vcolorExt\",\"vec4\"),P.multipassTerrainEnabled&&_.varyings.add(\"depth\",\"float\"),S.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${P.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n ${0===P.normalType?t$i`\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));`:\"\"}\n vpos = addVerticalOffset(vpos, localOrigin);\n ${P.vertexTangets?\"vTangent = dpTransformVertexTangent(tangent);\":\"\"}\n gl_Position = transformPosition(proj, view, vpos);\n ${0===P.normalType&&P.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n\n ${P.multipassTerrainEnabled?\"depth = (view * vec4(vpos, 1.0)).z;\":\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===P.output&&(_.include(c$6,P),_.include(r$h,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.fragment.include(i$7),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${P.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n gl_FragColor = vec4(opacity_);\n }\n `)),0===P.output&&(_.include(c$6,P),_.include(l$4,P),_.include(o$6,P),_.include(r$h,P),P.receiveShadows&&_.include(i$9,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.include(r$a,P),_.include(a$4,P),_.fragment.include(i$7),_.include(r$5,P),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n shadingParams.viewDirection = normalize(vpos - camPos);\n ${3===P.normalType?t$i`\n vec3 normal = screenDerivativeNormal(localvpos);`:t$i`\n shadingParams.normalView = vNormalWorld;\n vec3 normal = shadingNormal(shadingParams);`}\n ${1===P.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${P.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===P.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${P.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${P.hasNormalTexture?t$i`\n mat3 tangentSpace = ${P.vertexTangets?\"computeTangentSpace(normal);\":\"computeTangentSpace(normal, vpos, vuv0);\"}\n vec3 shadedNormal = computeTextureNormal(tangentSpace, vuv0);`:\"vec3 shadedNormal = normal;\"}\n ${1===P.pbrMode||2===P.pbrMode?1===P.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===P.pbrMode||2===P.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, shadingParams.viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${P.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),_.include(u$3,P),_}", "function create_program(gl, vertex_shader, fragment_shader) {\r\n\tlet program = gl.createProgram()\r\n\tgl.attachShader(program, vertex_shader)\r\n\tgl.attachShader(program, fragment_shader)\r\n\tgl.linkProgram(program)\r\n\tlet success = gl.getProgramParameter(program, gl.LINK_STATUS)\r\n\r\n\tif (success)\r\n\t\treturn program;\r\n\r\n\tif (!success) { // log errors\r\n\t\tconsole.log(gl.getProgramInfoLog(program))\r\n\t\tgl.deleteProgram(program) // clean up\r\n\t}\r\n}", "createProgram() {\n const vertexShader = this._compileShader(\n this.gl.VERTEX_SHADER,\n this.vertexShader\n );\n const fragmentShader = this._compileShader(\n this.gl.FRAGMENT_SHADER,\n this.fragmentShader\n );\n\n this.program = this.gl.createProgram();\n this.gl.attachShader(this.program, vertexShader);\n this.gl.attachShader(this.program, fragmentShader);\n this.gl.linkProgram(this.program);\n if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n console.error(this.gl.getProgramInfoLog(this.program));\n }\n return this.program;\n }", "function Shader(vertexSource, fragmentSource) {\n\t\t// Allow passing in the id of an HTML script tag with the source\n\n\n\t\tfunction followScriptTagById(id) {\n\t\t\tvar element = document.getElementById(id);\n\t\t\treturn element ? element.text : id;\n\t\t}\n\t\tvertexSource = followScriptTagById(vertexSource);\n\t\tfragmentSource = followScriptTagById(fragmentSource);\n\n\t\t// Headers are prepended to the sources to provide some automatic functionality.\n\t\tvar header = '\\\n uniform mat3 gl_NormalMatrix;\\\n uniform mat4 gl_ModelViewMatrix;\\\n uniform mat4 gl_ProjectionMatrix;\\\n uniform mat4 gl_ModelViewProjectionMatrix;\\\n uniform mat4 gl_ModelViewMatrixInverse;\\\n uniform mat4 gl_ProjectionMatrixInverse;\\\n uniform mat4 gl_ModelViewProjectionMatrixInverse;\\\n ';\n\t\tvar vertexHeader = header + '\\\n attribute vec4 gl_Vertex;\\\n attribute vec4 gl_TexCoord;\\\n attribute vec3 gl_Normal;\\\n attribute vec4 gl_Color;\\\n vec4 ftransform() {\\\n return gl_ModelViewProjectionMatrix * gl_Vertex;\\\n }\\\n ';\n\t\tvar fragmentHeader = '\\\n precision highp float;\\\n ' + header;\n\n\t\t// Check for the use of built-in matrices that require expensive matrix\n\t\t// multiplications to compute, and record these in `usedMatrices`.\n\t\tvar source = vertexSource + fragmentSource;\n\t\tvar usedMatrices = {};\n\t\tregexMap(/\\b(gl_[^;]*)\\b;/g, header, function(groups) {\n\t\t\tvar name = groups[1];\n\t\t\tif(source.indexOf(name) != -1) {\n\t\t\t\tvar capitalLetters = name.replace(/[a-z_]/g, '');\n\t\t\t\tusedMatrices[capitalLetters] = LIGHTGL_PREFIX + name;\n\t\t\t}\n\t\t});\n\t\tif(source.indexOf('ftransform') != -1) usedMatrices.MVPM = LIGHTGL_PREFIX + 'gl_ModelViewProjectionMatrix';\n\t\tthis.usedMatrices = usedMatrices;\n\n\t\t// The `gl_` prefix must be substituted for something else to avoid compile\n\t\t// errors, since it's a reserved prefix. This prefixes all reserved names with\n\t\t// `_`. The header is inserted after any extensions, since those must come\n\t\t// first.\n\n\n\t\tfunction fix(header, source) {\n\t\t\tvar replaced = {};\n\t\t\tvar match = /^((\\s*\\/\\/.*\\n|\\s*#extension.*\\n)+)\\^*$/.exec(source);\n\t\t\tsource = match ? match[1] + header + source.substr(match[1].length) : header + source;\n\t\t\tregexMap(/\\bgl_\\w+\\b/g, header, function(result) {\n\t\t\t\tif(!(result in replaced)) {\n\t\t\t\t\tsource = source.replace(new RegExp('\\\\b' + result + '\\\\b', 'g'), LIGHTGL_PREFIX + result);\n\t\t\t\t\treplaced[result] = true;\n\t\t\t\t}\n\t\t\t});\n\t\t\treturn source;\n\t\t}\n\t\tvertexSource = fix(vertexHeader, vertexSource);\n\t\tfragmentSource = fix(fragmentHeader, fragmentSource);\n\n\t\t// Compile and link errors are thrown as strings.\n\n\n\t\tfunction compileSource(type, source) {\n\t\t\tvar shader = gl.createShader(type);\n\t\t\tgl.shaderSource(shader, source);\n\t\t\tgl.compileShader(shader);\n\t\t\tif(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\t\t\tthrow 'compile error: ' + gl.getShaderInfoLog(shader);\n\t\t\t}\n\t\t\treturn shader;\n\t\t}\n\t\tthis.program = gl.createProgram();\n\t\tgl.attachShader(this.program, compileSource(gl.VERTEX_SHADER, vertexSource));\n\t\tgl.attachShader(this.program, compileSource(gl.FRAGMENT_SHADER, fragmentSource));\n\t\tgl.linkProgram(this.program);\n\t\tif(!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {\n\t\t\tthrow 'link error: ' + gl.getProgramInfoLog(this.program);\n\t\t}\n\t\tthis.attributes = {};\n\t\tthis.uniformLocations = {};\n\n\t\t// Sampler uniforms need to be uploaded using `gl.uniform1i()` instead of `gl.uniform1f()`.\n\t\t// To do this automatically, we detect and remember all uniform samplers in the source code.\n\t\tvar isSampler = {};\n\t\tregexMap(/uniform\\s+sampler(1D|2D|3D|Cube)\\s+(\\w+)\\s*;/g, vertexSource + fragmentSource, function(groups) {\n\t\t\tisSampler[groups[2]] = 1;\n\t\t});\n\t\tthis.isSampler = isSampler;\n\t}", "function getVertexShaderSource() {\n\treturn `\n\t\t// an attribute will receive data from a buffer\n\t\tattribute vec3 vertPosition; // [x, y, z] coordinates\n\t\tattribute vec3 vertColor; // [r, g, b]\n\t\t\n\t\t// matrices mat4= 4x4 matrix\n\t\tuniform mat4 worldM; \n\t\tuniform mat4 viewM;\n\t\tuniform mat4 projM;\n\n\t\tvoid main() {\n\t\t\tgl_Position = projM * viewM * worldM * vec4(vertPosition, 1.0);\n\t\t}\n\t`;\n}", "function initProgram() {\n // Compile shaders\n // Vertex Shader: simplest possible\n let vertShader = compileShader(gl, gl.VERTEX_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 aPosition;\n in vec4 aColor;\n out vec4 vColor;\n \n void main() {\n gl_Position = aPosition;\n gl_PointSize = 5.0; // make points visible\n vColor = aColor;\n }`\n );\n // Fragment Shader: simplest possible, chosen color is red for each point\n let fragShader = compileShader(gl, gl.FRAGMENT_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 vColor;\n out vec4 fragColor;\n void main() {\n fragColor = vColor;\n }`\n );\n\n // Link the shaders into a program and use them with the WebGL context\n let program = linkProgram(gl, vertShader, fragShader);\n gl.useProgram(program);\n \n // Get and save the position and color attribute indices\n program.aPosition = gl.getAttribLocation(program, 'aPosition'); // get the vertex shader attribute \"aPosition\"\n program.aColor = gl.getAttribLocation(program, 'aColor'); // get the vertex shader attribute \"aColor\"\n \n return program;\n}", "function makeProgram (shaders) {\r\n\tvar p = gl.createProgram();\r\n\tshaders.forEach(function (s) {\r\n\t\tgl.attachShader(p, s);\r\n\t});\r\n\tgl.linkProgram(p);\r\n\tif (!gl.getProgramParameter(p, gl.LINK_STATUS)) {\r\n\t alert(\"Unable to initialize the shader program: \" + gl.getProgramInfoLog(shader));\r\n\t}\r\n\r\n\treturn p;\r\n}", "function initShaders() {\n\n var fragmentShader = getShader(\"shader-frag\", gl.FRAGMENT_SHADER);\n var vertexShader = getShader(\"shader-vert\", gl.VERTEX_SHADER);\n\n scene.shader = {};\n\n var program = gl.createProgram();\n scene.shader['default'] = program;\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n gl.linkProgram(program);\n\n program.vertexPositionAttribute = gl.getAttribLocation(program, \"aVertPosition\");\n\n program.texturePositionAttribute = gl.getAttribLocation(program, \"aTexPosition\");\n\n program.transformUniform = gl.getUniformLocation(program, \"uTransform\");\n program.samplerUniform = gl.getUniformLocation(program, \"sampler\");\n\n // it's the only one for now so we can use it immediately\n gl.useProgram(program);\n gl.enableVertexAttribArray(program.vertexPositionAttribute);\n gl.enableVertexAttribArray(program.texturePositionAttribute);\n}", "function initShaders( )\n{\n\n var fragmentShader = getShader( gl, \"shader-fs\" );\n var vertexShader = getShader( gl, \"shader-vs\" );\n\n shaderProgram = gl.createProgram( );\n gl.attachShader( shaderProgram, vertexShader );\n gl.attachShader( shaderProgram, fragmentShader );\n gl.linkProgram( shaderProgram );\n\n if ( !gl.getProgramParameter( shaderProgram, gl.LINK_STATUS ) )\n {\n\n console.error( \"Could not initialize shaders.\" );\n\n }\n\n gl.useProgram( shaderProgram );\n\n // Acquire handles to shader program variables in order to pass data to the shaders.\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation( shaderProgram, \"aVertexPosition\" );\n gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );\n\n shaderProgram.vertexColorAttribute = gl.getAttribLocation( shaderProgram, \"aVertexColor\" );\n gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation( shaderProgram, \"aVertexNormal\" );\n gl.enableVertexAttribArray( shaderProgram.vertexNormalAttribute );\n\n shaderProgram.pMatrixUniform = gl.getUniformLocation( shaderProgram, \"uPMatrix\" );\n shaderProgram.mvMatrixUniform = gl.getUniformLocation( shaderProgram, \"uMVMatrix\" );\n shaderProgram.nMatrixUniform = gl.getUniformLocation( shaderProgram, \"uNMatrix\" );\n\n shaderProgram.ambientColorUniform = gl.getUniformLocation( shaderProgram, \"uAmbientColor\" );\n shaderProgram.pointLightLocationUniform = gl.getUniformLocation( shaderProgram, \"uPointLightLocation\" );\n shaderProgram.pointLightColorUniform = gl.getUniformLocation( shaderProgram, \"uPointLightColor\" );\n shaderProgram.screenSizeUniform = gl.getUniformLocation( shaderProgram, \"uSreenSize\" );\n\n}", "function createProgram(gl, vshader, fshader) {\n // 创建着色器对象\n let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);\n let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);\n if (!vertexShader || !fragmentShader) {\n return null;\n }\n\n // 创建程序对象\n let program = gl.createProgram();\n if (!program) {\n return null;\n }\n\n // 为程序对象分配顶点着色器和片元着色器\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n // 连接着色器\n gl.linkProgram(program);\n\n // 检查连接\n let linked = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (!linked) {\n let error = gl.getProgramInfoLog(program);\n console.error('无法连接程序对象: ' + error);\n gl.deleteProgram(program);\n gl.deleteShader(fragmentShader);\n gl.deleteShader(vertexShader);\n return null;\n }\n return program;\n}", "function u$3(u,c){const p=u.vertex.code,v=u.fragment.code;1!==c.output&&3!==c.output||(u.include(r$9,{linearDepth:!0}),u.include(t$b,c),u.include(e$9,c),u.include(e$7,c),u.include(c$6,c),u.vertex.uniforms.add(\"cameraNearFar\",\"vec2\"),u.varyings.add(\"depth\",\"float\"),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),p.add(t$i`void main(void) {\nvpos = calculateVPos();\nvpos = subtractOrigin(vpos);\nvpos = addVerticalOffset(vpos, localOrigin);\ngl_Position = transformPositionWithDepth(proj, view, vpos, cameraNearFar, depth);\nforwardTextureCoordinates();\n}`),u.include(r$h,c),v.add(t$i`\n void main(void) {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n outputDepth(depth);\n }\n `)),2===c.output&&(u.include(r$9,{linearDepth:!1}),u.include(o$8,c),u.include(l$5,c),u.include(t$b,c),u.include(e$9,c),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),u.vertex.uniforms.add(\"viewNormal\",\"mat4\"),u.varyings.add(\"vPositionView\",\"vec3\"),p.add(t$i`\n void main(void) {\n vpos = calculateVPos();\n vpos = subtractOrigin(vpos);\n ${0===c.normalType?t$i`\n vNormalWorld = dpNormalView(vvLocalNormal(normalModel()));`:\"\"}\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n forwardTextureCoordinates();\n }\n `),u.include(c$6,c),u.include(r$h,c),v.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n\n ${3===c.normalType?t$i`\n vec3 normal = screenDerivativeNormal(vPositionView);`:t$i`\n vec3 normal = normalize(vNormalWorld);\n if (gl_FrontFacing == false) normal = -normal;`}\n gl_FragColor = vec4(vec3(0.5) + 0.5 * normal, 1.0);\n }\n `)),4===c.output&&(u.include(r$9,{linearDepth:!1}),u.include(t$b,c),u.include(e$9,c),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),p.add(t$i`void main(void) {\nvpos = calculateVPos();\nvpos = subtractOrigin(vpos);\nvpos = addVerticalOffset(vpos, localOrigin);\ngl_Position = transformPosition(proj, view, vpos);\nforwardTextureCoordinates();\n}`),u.include(c$6,c),u.include(r$h,c),u.include(r$e),v.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n outputHighlight();\n }\n `));}", "function createProgram(gl, vshader, fshader) {\n // Create shader object\n var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);\n var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);\n\n if (!vertexShader || !fragmentShader) {\n return null;\n } // Create a program object\n\n\n var program = gl.createProgram();\n\n if (!program) {\n return null;\n }\n\n program.vertexShader = vertexShader;\n program.fragmentShader = fragmentShader; // Attach the shader objects\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader); // Link the program object\n\n gl.linkProgram(program); // Check the result of linking\n\n var linked = gl.getProgramParameter(program, gl.LINK_STATUS);\n\n if (!linked) {\n var error = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n gl.deleteShader(fragmentShader);\n gl.deleteShader(vertexShader);\n throw new Error('Failed to link program: ' + error);\n }\n\n return program;\n}", "function shader(id)\n{\n var shaderScript = document.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n\n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n\n var shader;\n if (shaderScript.type == \"frag\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"vert\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader) + \" \" + id);\n return null;\n }\n\n return shader;\n}", "function glsl() {\n\n return {\n\n transform(code, id) {\n\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {\n mappings: ''\n }\n };\n\n }\n\n };\n\n}", "function create_shader(gl, type, string) {\r\n\tlet shader = gl.createShader(type)\r\n\tgl.shaderSource(shader, string)\r\n\tgl.compileShader(shader)\r\n\tlet success = gl.getShaderParameter(shader, gl.COMPILE_STATUS)\r\n\t\r\n\tif (success) {\r\n\t\treturn shader\r\n\t}\r\n\r\n\tif (!success) { // log errors\r\n\t\tconsole.log(gl.getShaderInfoLog(shader))\r\n\t\tgl.deleteShader(shader) // clean up\r\n\t}\r\n}", "constructor(vertexShaderPath, fragmentShaderPath) {\r\n // instance variables\r\n // Convention: all instance variables: mVariables\r\n this.mCompiledShader = null; // reference to the compiled shader in webgl context \r\n this.mVertexPositionRef = null; // reference to VertexPosition within the shader\r\n this.mPixelColorRef = null; // reference to the pixelColor uniform in the fragment shader\r\n this.mModelMatrixRef = null; // reference to model transform matrix in vertex shader\r\n this.mCameraMatrixRef = null; // reference to the View/Projection matrix in the vertex shader\r\n\r\n let gl = glSys.get();\r\n // \r\n // Step A: load and compile vertex and fragment shaders\r\n this.mVertexShader = compileShader(vertexShaderPath, gl.VERTEX_SHADER);\r\n this.mFragmentShader = compileShader(fragmentShaderPath, gl.FRAGMENT_SHADER);\r\n\r\n // Step B: Create and link the shaders into a program.\r\n this.mCompiledShader = gl.createProgram();\r\n gl.attachShader(this.mCompiledShader, this.mVertexShader);\r\n gl.attachShader(this.mCompiledShader, this.mFragmentShader);\r\n gl.linkProgram(this.mCompiledShader);\r\n\r\n // Step C: check for error\r\n if (!gl.getProgramParameter(this.mCompiledShader, gl.LINK_STATUS)) {\r\n throw new Error(\"Shader linking failed with [\" + vertexShaderPath + \" \" + fragmentShaderPath +\"].\");\r\n return null;\r\n }\r\n\r\n // Step D: Gets a reference to the aVertexPosition attribute within the shaders.\r\n this.mVertexPositionRef = gl.getAttribLocation(this.mCompiledShader, \"aVertexPosition\");\r\n\r\n // Step E: Gets references to the uniform variables\r\n this.mPixelColorRef = gl.getUniformLocation(this.mCompiledShader, \"uPixelColor\");\r\n this.mModelMatrixRef = gl.getUniformLocation(this.mCompiledShader, \"uModelXformMatrix\");\r\n this.mCameraMatrixRef = gl.getUniformLocation(this.mCompiledShader, \"uCameraXformMatrix\");\r\n }", "function setupShaders() {\n vertexShader = loadShaderFromDOM(\"shader-vs\");\n fragmentShader = loadShaderFromDOM(\"shader-fs\");\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Failed to setup shaders\");\n }\n\n gl.useProgram(shaderProgram);\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\");\n shaderProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram, \"uAmbientLightColor\");\n shaderProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram, \"uDiffuseLightColor\");\n shaderProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram, \"uSpecularLightColor\");\n shaderProgram.uniformShininessLoc = gl.getUniformLocation(shaderProgram, \"uShininess\");\n shaderProgram.uniformAmbientMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKAmbient\");\n shaderProgram.uniformDiffuseMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKDiffuse\");\n shaderProgram.uniformSpecularMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKSpecular\");\n\n shaderProgram.uSkyboxSampler = gl.getUniformLocation(shaderProgram, \"uSkyboxSampler\");\n shaderProgram.ucheckSky = gl.getUniformLocation(shaderProgram, \"ucheckSky\");\n\n\n}", "async function processMainShaderCode() {\n // somehow, this makes it work?\n await sleep(1);\n let funclist = funcs;\n let textlist = [];\n\n // parse each equation, then add the necessary uniforms to `variables`\n hideVariables();\n for (let i in funclist) {\n let e = funclist[i];\n if (e.value === undefined) {continue;}\n let eq = latex2GLSL(e.value);\n console.log(\"Parsed equation: \" + eq);\n let vars = eq.matchAll(/u_(([a-zA-Z]|\\\\[a-zA-Z]+)(_([a-zA-Z0-9]+))?)\\b/g);\n for (let v of vars) {\n let name = v[0].replace(/\\\\/g, \"\");// just the entire match2\n let latexname = v[0].slice(2).replace(new RegExp(`(${v[4]})`), \"{$1}\");// change back to latex\n if (!(name == \"u_phi_0\")) // to allow it to be a constant\n addVariable(name, latexname);\n }\n textlist.push(eq);\n }\n // add in variables as uniforms\n let sourcecode = format(data.loadedShaderCode, {variables: getVariables()});\n\n // custom preprocessor to handle the changes for each function\n while (sourcecode.indexOf(\"FOREACH\") >= 0) {\n let index = sourcecode.indexOf(\"FOREACH\");\n let start = index + \"FOREACH\".length;\n while (sourcecode[start] != \"{\") {\n start++;\n }\n let level = 1;\n let end = start;\n while (level > 0) {\n end++;\n if (sourcecode[end] == \"{\") {\n level++;\n }\n if (sourcecode[end] == \"}\") {\n level--;\n }\n }\n let inner = sourcecode.substr(start + 1, end - start - 2);\n\n // loop through each equation, substituting in the necessary variables\n let replace = \"\";\n for (let i in textlist) {\n let eq = textlist[i];\n // default to not solid\n let ineq = \"false\";\n\n if (eq.match(/(<|>|<=|>=)/)) {\n var tempList = eq.split(/(<=|>=)/);\n if (tempList.length == 1){\n tempList = eq.split(/(<|>)/);\n }\n if (tempList.length > 3) {\n return \"error\";\n }\n ineq = `${eq}`;\n eq = `(${tempList[0]}) - (${tempList[2]})`;\n }\n replace += format(inner, {i:i,eq:eq,ineq:ineq,MAX_I:textlist.length});\n }\n sourcecode = sourcecode.slice(0, index) + replace + sourcecode.slice(end + 1);\n }\n mainShader.code = sourcecode;\n data.didChange = true;\n }", "function compileShader(id) {\n var shaderScript = document.getElementById(id);\n var k = shaderScript.firstChild;\n var str = k.textContent;\n console.log(str);\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n }\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(id + \"\\n\" + gl.getShaderInfoLog(shader));\n return null;\n }\n\n return shader;\n}", "function linkShaders() {\n console.log(`*** INFO: Linking shaders... ***`);\n let program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error(`*** ERROR linking program ***`, gl.getProgramInfoLog(program));\n return;\n }\n console.log(`*** INFO: Validating program... ***`);\n gl.validateProgram(program);\n if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {\n console.error(`*** ERROR validating program ***`, gl.getProgramInfoLog(program));\n return;\n }\n setupBuffers();\n linkAttributes(program);\n gl.useProgram(program);\n\n time_location = gl.getUniformLocation(program, `u_time`);\n resolution_location = gl.getUniformLocation(program, `u_resolution`);\n mouse_location = gl.getUniformLocation(program, `u_mouse`);\n colshift_location = gl.getUniformLocation(program, `u_colshift`);\n if (!started) {\n t0 = Date.now();\n }\n started = true;\n render(program); \n }", "function toGLSL(returnType, name, fn){\n\n var glsl = returnType + ' ' +\n name + '(' + applyEnvParameters(fn.toString())\n .replace(\n /var\\s+([\\w|\\d]+)\\s*=\\s*new\\s+([\\w|\\d]+)\\((.*)\\)/g,\n function(expr, name, dtype, value){\n var parts;\n if(value)\n parts = [dtype.toLowerCase(), name, '=', value];\n else\n parts = [dtype.toLowerCase(), name];\n\n return parts.join(' ')\n }\n )\n .replace(/for\\s*\\(\\s*var\\s+/g, 'for(int ')\n .replace(/(var|let)\\s/g, 'float ')\n // .replace(/(\\.0)([^\\d])/g, '$10000000001 $2 ')\n .replace(/this./g, '')\n .replace(/\\$(.*)\\((.*)\\)\\s*(=|;)/g, \"$1 $2 $3\");\n // .replace(/\\$(.*?)\\./g, \"$1 \")\n\n if(name == \"main\") {\n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*{/, '(){') + \"\\n\";\n } else {\n var args = glsl.match(/function|\\w.*\\(\\s*([\\s\\S]*?)\\s*\\)/)[1];\n var isObject = args.match(/{([\\s\\S]*)}/);\n if(isObject) {\n args = isObject[1].split(',')\n .map(d=>d.split('='))\n .map(d=> d[1].replace(/(\\'|\\\")/g, '') + ' ' + d[0])\n .join(', ')\n } else if(args != \"\") {\n args = args.replace(/\\$([\\w|\\d]+)_/g, \"$1 \");\n }\n \n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*\\)/, '(' + args+')') + \"\\n\";\n }\n return glsl;\n }", "function initShaders()\n{\n var vertexShader=get_shader(shader_vertex_source, gl.VERTEX_SHADER, \"VERTEX\");\n var fragmentShader=get_shader(shader_fragment_source, gl.FRAGMENT_SHADER, \"FRAGMENT\");\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))\n {\n alert(\"Could not initialise shaders\");\n }\n\n gl.useProgram(shaderProgram);\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\n shaderProgram.sampler2Uniform = gl.getUniformLocation(shaderProgram, \"uSampler2\");\n shaderProgram.dualTex = gl.getUniformLocation(shaderProgram,\"uDualTex\")\n\n //lighting\n shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, \"uUseLighting\");\n shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, \"uAmbientColor\");\n shaderProgram.pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, \"uPointLightingLocation\");\n shaderProgram.pointLightingColorUniform = gl.getUniformLocation(shaderProgram, \"uPointLightingColor\");\n\n //transparency\n shaderProgram.alphaUniform = gl.getUniformLocation(shaderProgram, \"uAlpha\");\n shaderProgram.useBlending = gl.getUniformLocation(shaderProgram, \"uUseBlending\");\n\n}", "fragment_glsl_code() {\n // ********* FRAGMENT SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n\n void main()\n { // Sample the texture image in the correct place:\n vec4 tex_color = texture2D( texture, f_tex_coord );\n if( tex_color.w < .01 ) discard;\n // Slightly disturb normals based on sampling the same image that was used for texturing:\n vec3 bumped_N = N + tex_color.rgb - .5*vec3(1,1,1);\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( bumped_N ), vertex_worldspace );\n } `\n );\n }", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error(\"Error compling vertex shader:\", errLog)\n throw new Error(\"Error compiling vertex shader:\" + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error(\"Error compiling fragment shader:\", errLog)\n throw new Error(\"Error compiling fragment shader:\" + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error(\"Error linking shader program:\", errLog)\n throw new Error(\"Error linking shader program:\" + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function glsl() {\n return {\n transform(code, id) {\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {mappings: ''}\n };\n }\n };\n}", "function createProgram(gl, vshader, fshader) {\n // Create shader object\n let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);\n let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);\n if(!vertexShader || !fragmentShader) {\n return null;\n }\n\n // Create a program object\n let program = gl.createProgram();\n if(!program) {\n return null;\n }\n program.vertexShader = vertexShader;\n program.fragmentShader = fragmentShader;\n\n // Attach the shader objects\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n // Link the program object\n gl.linkProgram(program);\n\n // Check the result of linking\n let linked = gl.getProgramParameter(program, gl.LINK_STATUS);\n if(!linked) {\n let error = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n gl.deleteShader(fragmentShader);\n gl.deleteShader(vertexShader);\n throw new Error('Failed to link program: ' + error);\n }\n return program;\n}", "function initShaders (){\n\tvar vertexShader = createShaderFromScriptElement(gl, \"vertex-shader\");\n\tvar fragmentShader = createShaderFromScriptElement(gl, \"fragment-shader\");\n\tprogram = createProgram(gl, [vertexShader, fragmentShader]);\n\tgl.useProgram(program);\n\n\tvertexPositionAttribute = gl.getAttribLocation(program, \"aVertexPosition\");\n\tgl.enableVertexAttribArray(vertexPositionAttribute);\n\t\n\tvertexColorAttribute = gl.getAttribLocation(program, \"aVertexColor\");\n\tgl.enableVertexAttribArray(vertexColorAttribute);\n}", "_processVertexShader(props = {}) {\n const {sourceTextures, targetTexture} = this.bindings[this.currentIndex];\n // @ts-ignore TODO - uniforms is not present\n const {vs, uniforms, targetTextureType, inject, samplerTextureMap} = updateForTextures({\n vs: props.vs,\n sourceTextureMap: sourceTextures,\n targetTextureVarying: this.targetTextureVarying,\n targetTexture\n });\n const combinedInject = combineInjects([props.inject || {}, inject]);\n this.targetTextureType = targetTextureType;\n this.samplerTextureMap = samplerTextureMap;\n const fs =\n props._fs ||\n getPassthroughFS({\n version: getShaderVersion(vs),\n input: this.targetTextureVarying,\n inputType: targetTextureType,\n output: FS_OUTPUT_VARIABLE\n });\n const modules =\n this.hasSourceTextures || this.targetTextureVarying\n ? [transformModule].concat(props.modules || [])\n : props.modules;\n return {vs, fs, modules, uniforms, inject: combinedInject};\n }", "function vertexShaderOther()\n{\n return [\"varying vec3 color;\",\n \"varying vec2 uvCoordinates;\",\n \"uniform mat4 customPointMatrix;\",\n \"uniform mat4 customNormalMatrix;\",\n \"uniform vec3 customColor;\",\n \"void main() {\",\n \"uvCoordinates = uv;\",\n \"vec4 wsPos = customPointMatrix * vec4(position, 1.0);\",\n \"vec3 wsNorm = \",\n \"(customNormalMatrix * vec4(normal, 0.0)).xyz;\",\n \"gl_Position = projectionMatrix * modelViewMatrix * wsPos;\",\n \"float diffDot = \",\n \"dot(normalize(wsNorm), -normalize(wsPos.xyz));\",\n \"color = vec3(0.15, 0.15, 0.3) * customColor;\",\n \"color += clamp(diffDot, 0.0, 1.0) * customColor;\",\n \"}\"].join(\"\\n\");\n}", "function glsl () {\n return {\n transform ( code, id ) {\n if ( !/\\.glsl$/.test( id ) ) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n .replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n .replace( /\\n{2,}/g, '\\n' )\n ) + ';';\n return {\n code: transformedCode,\n map: { mappings: '' }\n }\n }\n };\n}", "function createProgram(gl, vertexShader, fragmentShader)\n{\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n var success = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (success)\n {return program;}\n\n console.log(gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n}", "function d$2(o,r){o.include(o$7),o.vertex.include(r$b,r),o.varyings.add(\"vPositionWorldCameraRelative\",\"vec3\"),o.varyings.add(\"vPosition_view\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_RS\",\"mat3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_TH\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_TL\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromView_TH\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromView_TL\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_ViewFromCameraRelative_RS\",\"mat3\"),o.vertex.uniforms.add(\"uTransform_ProjFromView\",\"mat4\"),o.vertex.code.add(t$i`vec3 positionWorldCameraRelative() {\nvec3 rotatedModelPosition = uTransform_WorldFromModel_RS * positionModel();\nvec3 transform_CameraRelativeFromModel = dpAdd(\nuTransform_WorldFromModel_TL,\nuTransform_WorldFromModel_TH,\n-uTransform_WorldFromView_TL,\n-uTransform_WorldFromView_TH\n);\nreturn transform_CameraRelativeFromModel + rotatedModelPosition;\n}\nvec3 position_view() {\nreturn uTransform_ViewFromCameraRelative_RS * positionWorldCameraRelative();\n}\nvoid forwardPosition() {\nvPositionWorldCameraRelative = positionWorldCameraRelative();\nvPosition_view = position_view();\ngl_Position = uTransform_ProjFromView * vec4(vPosition_view, 1.0);\n}\nvec3 positionWorld() {\nreturn uTransform_WorldFromView_TL + vPositionWorldCameraRelative;\n}`),o.fragment.uniforms.add(\"uTransform_WorldFromView_TL\",\"vec3\"),o.fragment.code.add(t$i`vec3 positionWorld() {\nreturn uTransform_WorldFromView_TL + vPositionWorldCameraRelative;\n}`);}", "getShaders() {\n return Object.assign({}, super.getShaders(), {\n // inject: https://github.com/uber/luma.gl/blob/master/docs/api-reference/shadertools/assemble-shaders.md\n inject: {\n 'vs:#decl': `\n uniform float coef;\n `,\n 'vs:#main-end': `\n if (coef > 0.0) {\n vec4 pct = vec4(segmentRatio);\n pct.a = step(coef, segmentRatio);\n vec4 colorA = instanceSourceColors;\n vec4 colorB = vec4(instanceTargetColors.r, instanceTargetColors.g, instanceTargetColors.b, 0.0);\n vec4 color = mix(colorA, colorB, pct) / 255.;\n vColor = color;\n }\n `,\n 'fs:#main-start': `\n if (vColor.a == 0.0) discard;\n `,\n },\n });\n }", "function glsl () {\n\treturn {\n\t\ttransform ( code, id ) {\n\t\t\tif ( !/\\.glsl$/.test( id ) ) return;\n\n\t\t\tvar transformedCode = 'export default ' + JSON.stringify(\n\t\t\t\tcode\n\t\t\t\t\t.replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n\t\t\t\t\t.replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n\t\t\t\t\t.replace( /\\n{2,}/g, '\\n' )\n\t\t\t) + ';';\n\t\t\treturn {\n\t\t\t\tcode: transformedCode,\n\t\t\t\tmap: { mappings: '' }\n\t\t\t}\n\t\t}\n\t};\n}" ]
[ "0.7355941", "0.7309056", "0.72453344", "0.7197336", "0.7173911", "0.706077", "0.7050887", "0.69718146", "0.69665784", "0.6952566", "0.6946477", "0.68665755", "0.68568987", "0.6852311", "0.6820704", "0.6807097", "0.679693", "0.6762495", "0.6761029", "0.674114", "0.6729581", "0.6718299", "0.67136854", "0.67126346", "0.6709699", "0.6675589", "0.66723186", "0.6671499", "0.6668036", "0.6667937", "0.6663205", "0.66601485", "0.66582376", "0.66582376", "0.66582376", "0.6655287", "0.6655287", "0.6641204", "0.66324556", "0.6628123", "0.6617575", "0.6608658", "0.66056925", "0.6589095", "0.65885764", "0.658262", "0.6581396", "0.657784", "0.6547439", "0.65463233", "0.65428674", "0.65413404", "0.6525423", "0.65175444", "0.65175444", "0.65020174", "0.65015703", "0.65005374", "0.64992326", "0.64992326", "0.6487709", "0.64861286", "0.6485369", "0.6484957", "0.64787024", "0.6471517", "0.64709985", "0.64689136", "0.6464562", "0.6462993", "0.64609337", "0.6449298", "0.64440644", "0.6443156", "0.64401656", "0.6432891", "0.64255303", "0.6424385", "0.6420377", "0.64145875", "0.6411869", "0.6402156", "0.64013195", "0.6394125", "0.63936", "0.63903606", "0.63886005", "0.638838", "0.6387798", "0.6385724", "0.63761574", "0.63713515", "0.6365792", "0.6355208", "0.6354448", "0.6353136", "0.634858", "0.6341673", "0.6338897", "0.63348275" ]
0.6409478
81
combine above functions to create a program from GLSL code:
function makeProgramFromCode(gl, vertexCode, fragmentCode) { // create GLSL shaders, upload the GLSL source, compile the shaders let vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexCode); let fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentCode); // Link the two shaders into a program return createProgram(gl, vertexShader, fragmentShader); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "vertex_glsl_code () {}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n // This nested function retrieves the text content of an\n // element on the web page. It is used here to get the shader\n // source code from the script elements that contain it.\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\n function getTextContent( elementID ) {\n var element = document.getElementById(elementID);\n var node = element.firstChild;\n var str = \"\";\n while (node) {\n if (node.nodeType == 3) // this is a text node\n str += node.textContent;\n node = node.nextSibling;\n }\n return str;\n }\n try {\n var vertexShaderSource = getTextContent( vertexShaderID );\n var fragmentShaderSource = getTextContent( fragmentShaderID );\n }\n catch (e) {\n throw \"Error: Could not get shader source code from script elements.\";\n }\n var vsh = gl.createShader( gl.VERTEX_SHADER );\n gl.shaderSource(vsh,vertexShaderSource);\n gl.compileShader(vsh);\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\n }\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\n gl.shaderSource(fsh, fragmentShaderSource);\n gl.compileShader(fsh);\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\n }\n var prog = gl.createProgram();\n gl.attachShader(prog,vsh);\n gl.attachShader(prog, fsh);\n gl.linkProgram(prog);\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\n }\n return prog;\n}", "function createProgram(gl, vertexShaderID, fragmentShaderID) {\r\n function getTextContent( elementID ) {\r\n // This nested function retrieves the text content of an\r\n // element on the web page. It is used here to get the shader\r\n // source code from the script elements that contain it.\r\n var element = document.getElementById(elementID);\r\n var node = element.firstChild;\r\n var str = \"\";\r\n while (node) {\r\n if (node.nodeType == 3) // this is a text node\r\n str += node.textContent;\r\n node = node.nextSibling;\r\n }\r\n return str;\r\n }\r\n try {\r\n var vertexShaderSource = getTextContent( vertexShaderID );\r\n var fragmentShaderSource = getTextContent( fragmentShaderID );\r\n }\r\n catch (e) {\r\n throw \"Error: Could not get shader source code from script elements.\";\r\n }\r\n var vsh = gl.createShader( gl.VERTEX_SHADER );\r\n gl.shaderSource(vsh,vertexShaderSource);\r\n gl.compileShader(vsh);\r\n if ( ! gl.getShaderParameter(vsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in vertex shader: \" + gl.getShaderInfoLog(vsh);\r\n }\r\n var fsh = gl.createShader( gl.FRAGMENT_SHADER );\r\n gl.shaderSource(fsh, fragmentShaderSource);\r\n gl.compileShader(fsh);\r\n if ( ! gl.getShaderParameter(fsh, gl.COMPILE_STATUS) ) {\r\n throw \"Error in fragment shader: \" + gl.getShaderInfoLog(fsh);\r\n }\r\n var prog = gl.createProgram();\r\n gl.attachShader(prog,vsh);\r\n gl.attachShader(prog, fsh);\r\n gl.linkProgram(prog);\r\n if ( ! gl.getProgramParameter( prog, gl.LINK_STATUS) ) {\r\n throw \"Link error in program: \" + gl.getProgramInfoLog(prog);\r\n }\r\n return prog;\r\n}", "function toGLSL(returnType, name, fn){\n\n var glsl = returnType + ' ' +\n name + '(' + applyEnvParameters(fn.toString())\n .replace(\n /var\\s+([\\w|\\d]+)\\s*=\\s*new\\s+([\\w|\\d]+)\\((.*)\\)/g,\n function(expr, name, dtype, value){\n var parts;\n if(value)\n parts = [dtype.toLowerCase(), name, '=', value];\n else\n parts = [dtype.toLowerCase(), name];\n\n return parts.join(' ')\n }\n )\n .replace(/for\\s*\\(\\s*var\\s+/g, 'for(int ')\n .replace(/(var|let)\\s/g, 'float ')\n // .replace(/(\\.0)([^\\d])/g, '$10000000001 $2 ')\n .replace(/this./g, '')\n .replace(/\\$(.*)\\((.*)\\)\\s*(=|;)/g, \"$1 $2 $3\");\n // .replace(/\\$(.*?)\\./g, \"$1 \")\n\n if(name == \"main\") {\n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*{/, '(){') + \"\\n\";\n } else {\n var args = glsl.match(/function|\\w.*\\(\\s*([\\s\\S]*?)\\s*\\)/)[1];\n var isObject = args.match(/{([\\s\\S]*)}/);\n if(isObject) {\n args = isObject[1].split(',')\n .map(d=>d.split('='))\n .map(d=> d[1].replace(/(\\'|\\\")/g, '') + ' ' + d[0])\n .join(', ')\n } else if(args != \"\") {\n args = args.replace(/\\$([\\w|\\d]+)_/g, \"$1 \");\n }\n \n glsl = glsl.replace(/\\(.*(function|\\w).*\\(\\s*([\\s\\S]*?)\\s*\\)/, '(' + args+')') + \"\\n\";\n }\n return glsl;\n }", "function createProgram(id) { \n programShader=gl.createProgram(); \n var vert=getShader(id+\"-vs\"); \n var frag=getShader(id+\"-fs\"); \n gl.attachShader(programShader,vert); \n gl.attachShader(programShader,frag); \n gl.linkProgram(programShader); \n if (!gl.getProgramParameter(programShader,gl.LINK_STATUS)) { \n alert(gl.getProgramInfoLog(programShader)); \n return null; \n } \n console.log(\"compilation shader ok\"); \n return programShader; \n}", "function glsl() {\n\n return {\n\n transform(code, id) {\n\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {\n mappings: ''\n }\n };\n\n }\n\n };\n\n}", "function generateGlsl (transforms, shaderParams) {\n\n // transform function that outputs a shader string corresponding to gl_FragColor\n var fragColor = () => ''\n // var uniforms = []\n // var glslFunctions = []\n transforms.forEach((transform) => {\n var inputs = formatArguments(transform, shaderParams.uniforms.length)\n // console.log('inputs', inputs, transform)\n inputs.forEach((input) => {\n if(input.isUniform) shaderParams.uniforms.push(input)\n })\n\n // add new glsl function to running list of functions\n if(!contains(transform, shaderParams.glslFunctions)) shaderParams.glslFunctions.push(transform)\n\n // current function for generating frag color shader code\n var f0 = fragColor\n if (transform.transform.type === 'src') {\n fragColor = (uv) => `${shaderString(uv, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'coord') {\n fragColor = (uv) => `${f0(`${shaderString(uv, transform.name, inputs, shaderParams)}`)}`\n } else if (transform.transform.type === 'color') {\n fragColor = (uv) => `${shaderString(`${f0(uv)}`, transform.name, inputs, shaderParams)}`\n } else if (transform.transform.type === 'combine') {\n // combining two generated shader strings (i.e. for blend, mult, add funtions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${shaderString(`${f0(uv)}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`\n } else if (transform.transform.type === 'combineCoord') {\n // combining two generated shader strings (i.e. for modulate functions)\n var f1 = inputs[0].value && inputs[0].value.transforms ?\n (uv) => `${generateGlsl(inputs[0].value.transforms, shaderParams)(uv)}` :\n (inputs[0].isUniform ? () => inputs[0].name : () => inputs[0].value)\n fragColor = (uv) => `${f0(`${shaderString(`${uv}, ${f1(uv)}`, transform.name, inputs.slice(1), shaderParams)}`)}`\n\n\n }\n })\n// console.log(fragColor)\n // break;\n return fragColor\n}", "function setupShaders() {\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n \tprecision mediump float;\n\n \tvarying vec3 vColor;\n\n void main(void) {\n \t//gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); // all fragments are white\n gl_FragColor = vec4(vColor,1.0); // give the fragment that color\n }\n `;\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 vertexPosition;\n attribute vec3 vertexColor;\n\n uniform mat4 uMVMatrix;\n uniform mat4 uPMatrix;\n\n varying vec3 vColor;\n\n void main(void) {\n gl_Position = uPMatrix * uMVMatrix * vec4(vertexPosition, 1.0); // use the untransformed position\n //gl_Position = vec4(vertexPosition, 1.0);\n vColor = vertexColor;\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n\n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); // get pointer to vertex shader input\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n console.log('before enable');\n vertexColorAttrib = gl.getAttribLocation(shaderProgram, \"vertexColor\");\n gl.enableVertexAttribArray(vertexColorAttrib);\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n mat4.identity(mvMatrix);\n mat4.identity(perspective);\n //mat4.perspective(pMatrix, 90*(3.14/180), 600/600, 0.5, 1.5);\n //mat4.lookAt(mvMatrix, eye, lookAt, lookUp);\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f '+\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#', end: '$'\n }\n ]\n };\n}", "function setupShaders() {\n \n // define fragment shader in essl using es6 template strings\n // here you need to take care of color attibutes\n var fShaderCode = `#version 300 es\n precision highp float;\n\n out vec4 FragColor;\n in vec4 oColor;\n\n void main(void) {\n FragColor = oColor; // all fragments are white\n }\n `;\n \n // define vertex shader in essl using es6 template strings\n // have in/out for vertex colors \n var vShaderCode = `#version 300 es\n in vec3 vertexPosition;\n in vec3 vertexColor;\n\n out vec4 oColor;\n\n void main(void) {\n gl_Position = vec4(vertexPosition, 1.0); // use the untransformed position\n oColor = vec4(vertexColor, 1.0);\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); \n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n // set up vertexColorAttrib from vertexColor\n vertexColorAttrib = gl.getAttribLocation(shaderProgram, \"vertexColor\"); \n gl.enableVertexAttribArray(vertexColorAttrib)\n\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function makeShaderProgram(){\n\t// Compile vertex shader\n\tvar vShader = gl.createShader(gl.VERTEX_SHADER);\n\tgl.shaderSource(vShader, vsCode);\n\tgl.compileShader(vShader);\n\tvar test = gl.getShaderParameter(vShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if vertex shader compiled correcly.\n\t\talert(\"ERROR: vertex shader not compiled.\");\n\t}\n\t\n\t// Compile fragment shader\n\tvar fShader = gl.createShader(gl.FRAGMENT_SHADER);\n\tgl.shaderSource(fShader, fsCode);\n\tgl.compileShader(fShader);\n\ttest = gl.getShaderParameter(fShader, gl.COMPILE_STATUS);\n\tif(!test){ // Test if fragment shader compiled correcly.\n\t\talert(\"ERROR: fragment shader not compiled.\");\n\t}\n\t\n\t// Create shader program\n\tsProgram = gl.createProgram();\n\tgl.attachShader(sProgram, vShader);\n\tgl.attachShader(sProgram, fShader);\n\tgl.linkProgram(sProgram);\n\ttest = gl.getProgramParameter(sProgram, gl.LINK_STATUS);\n\tif(!test){ // Test if shader program linked correcly.\n\t\talert(\"ERROR: shader program not linked.\");\n\t}\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "function glsl(hljs) {\n return {\n name: 'GLSL',\n keywords: {\n keyword:\n // Statements\n 'break continue discard do else for if return while switch case default ' +\n // Qualifiers\n 'attribute binding buffer ccw centroid centroid varying coherent column_major const cw ' +\n 'depth_any depth_greater depth_less depth_unchanged early_fragment_tests equal_spacing ' +\n 'flat fractional_even_spacing fractional_odd_spacing highp in index inout invariant ' +\n 'invocations isolines layout line_strip lines lines_adjacency local_size_x local_size_y ' +\n 'local_size_z location lowp max_vertices mediump noperspective offset origin_upper_left ' +\n 'out packed patch pixel_center_integer point_mode points precise precision quads r11f_g11f_b10f ' +\n 'r16 r16_snorm r16f r16i r16ui r32f r32i r32ui r8 r8_snorm r8i r8ui readonly restrict ' +\n 'rg16 rg16_snorm rg16f rg16i rg16ui rg32f rg32i rg32ui rg8 rg8_snorm rg8i rg8ui rgb10_a2 ' +\n 'rgb10_a2ui rgba16 rgba16_snorm rgba16f rgba16i rgba16ui rgba32f rgba32i rgba32ui rgba8 ' +\n 'rgba8_snorm rgba8i rgba8ui row_major sample shared smooth std140 std430 stream triangle_strip ' +\n 'triangles triangles_adjacency uniform varying vertices volatile writeonly',\n type:\n 'atomic_uint bool bvec2 bvec3 bvec4 dmat2 dmat2x2 dmat2x3 dmat2x4 dmat3 dmat3x2 dmat3x3 ' +\n 'dmat3x4 dmat4 dmat4x2 dmat4x3 dmat4x4 double dvec2 dvec3 dvec4 float iimage1D iimage1DArray ' +\n 'iimage2D iimage2DArray iimage2DMS iimage2DMSArray iimage2DRect iimage3D iimageBuffer ' +\n 'iimageCube iimageCubeArray image1D image1DArray image2D image2DArray image2DMS image2DMSArray ' +\n 'image2DRect image3D imageBuffer imageCube imageCubeArray int isampler1D isampler1DArray ' +\n 'isampler2D isampler2DArray isampler2DMS isampler2DMSArray isampler2DRect isampler3D ' +\n 'isamplerBuffer isamplerCube isamplerCubeArray ivec2 ivec3 ivec4 mat2 mat2x2 mat2x3 ' +\n 'mat2x4 mat3 mat3x2 mat3x3 mat3x4 mat4 mat4x2 mat4x3 mat4x4 sampler1D sampler1DArray ' +\n 'sampler1DArrayShadow sampler1DShadow sampler2D sampler2DArray sampler2DArrayShadow ' +\n 'sampler2DMS sampler2DMSArray sampler2DRect sampler2DRectShadow sampler2DShadow sampler3D ' +\n 'samplerBuffer samplerCube samplerCubeArray samplerCubeArrayShadow samplerCubeShadow ' +\n 'image1D uimage1DArray uimage2D uimage2DArray uimage2DMS uimage2DMSArray uimage2DRect ' +\n 'uimage3D uimageBuffer uimageCube uimageCubeArray uint usampler1D usampler1DArray ' +\n 'usampler2D usampler2DArray usampler2DMS usampler2DMSArray usampler2DRect usampler3D ' +\n 'samplerBuffer usamplerCube usamplerCubeArray uvec2 uvec3 uvec4 vec2 vec3 vec4 void',\n built_in:\n // Constants\n 'gl_MaxAtomicCounterBindings gl_MaxAtomicCounterBufferSize gl_MaxClipDistances gl_MaxClipPlanes ' +\n 'gl_MaxCombinedAtomicCounterBuffers gl_MaxCombinedAtomicCounters gl_MaxCombinedImageUniforms ' +\n 'gl_MaxCombinedImageUnitsAndFragmentOutputs gl_MaxCombinedTextureImageUnits gl_MaxComputeAtomicCounterBuffers ' +\n 'gl_MaxComputeAtomicCounters gl_MaxComputeImageUniforms gl_MaxComputeTextureImageUnits ' +\n 'gl_MaxComputeUniformComponents gl_MaxComputeWorkGroupCount gl_MaxComputeWorkGroupSize ' +\n 'gl_MaxDrawBuffers gl_MaxFragmentAtomicCounterBuffers gl_MaxFragmentAtomicCounters ' +\n 'gl_MaxFragmentImageUniforms gl_MaxFragmentInputComponents gl_MaxFragmentInputVectors ' +\n 'gl_MaxFragmentUniformComponents gl_MaxFragmentUniformVectors gl_MaxGeometryAtomicCounterBuffers ' +\n 'gl_MaxGeometryAtomicCounters gl_MaxGeometryImageUniforms gl_MaxGeometryInputComponents ' +\n 'gl_MaxGeometryOutputComponents gl_MaxGeometryOutputVertices gl_MaxGeometryTextureImageUnits ' +\n 'gl_MaxGeometryTotalOutputComponents gl_MaxGeometryUniformComponents gl_MaxGeometryVaryingComponents ' +\n 'gl_MaxImageSamples gl_MaxImageUnits gl_MaxLights gl_MaxPatchVertices gl_MaxProgramTexelOffset ' +\n 'gl_MaxTessControlAtomicCounterBuffers gl_MaxTessControlAtomicCounters gl_MaxTessControlImageUniforms ' +\n 'gl_MaxTessControlInputComponents gl_MaxTessControlOutputComponents gl_MaxTessControlTextureImageUnits ' +\n 'gl_MaxTessControlTotalOutputComponents gl_MaxTessControlUniformComponents ' +\n 'gl_MaxTessEvaluationAtomicCounterBuffers gl_MaxTessEvaluationAtomicCounters ' +\n 'gl_MaxTessEvaluationImageUniforms gl_MaxTessEvaluationInputComponents gl_MaxTessEvaluationOutputComponents ' +\n 'gl_MaxTessEvaluationTextureImageUnits gl_MaxTessEvaluationUniformComponents ' +\n 'gl_MaxTessGenLevel gl_MaxTessPatchComponents gl_MaxTextureCoords gl_MaxTextureImageUnits ' +\n 'gl_MaxTextureUnits gl_MaxVaryingComponents gl_MaxVaryingFloats gl_MaxVaryingVectors ' +\n 'gl_MaxVertexAtomicCounterBuffers gl_MaxVertexAtomicCounters gl_MaxVertexAttribs gl_MaxVertexImageUniforms ' +\n 'gl_MaxVertexOutputComponents gl_MaxVertexOutputVectors gl_MaxVertexTextureImageUnits ' +\n 'gl_MaxVertexUniformComponents gl_MaxVertexUniformVectors gl_MaxViewports gl_MinProgramTexelOffset ' +\n // Variables\n 'gl_BackColor gl_BackLightModelProduct gl_BackLightProduct gl_BackMaterial ' +\n 'gl_BackSecondaryColor gl_ClipDistance gl_ClipPlane gl_ClipVertex gl_Color ' +\n 'gl_DepthRange gl_EyePlaneQ gl_EyePlaneR gl_EyePlaneS gl_EyePlaneT gl_Fog gl_FogCoord ' +\n 'gl_FogFragCoord gl_FragColor gl_FragCoord gl_FragData gl_FragDepth gl_FrontColor ' +\n 'gl_FrontFacing gl_FrontLightModelProduct gl_FrontLightProduct gl_FrontMaterial ' +\n 'gl_FrontSecondaryColor gl_GlobalInvocationID gl_InstanceID gl_InvocationID gl_Layer gl_LightModel ' +\n 'gl_LightSource gl_LocalInvocationID gl_LocalInvocationIndex gl_ModelViewMatrix ' +\n 'gl_ModelViewMatrixInverse gl_ModelViewMatrixInverseTranspose gl_ModelViewMatrixTranspose ' +\n 'gl_ModelViewProjectionMatrix gl_ModelViewProjectionMatrixInverse gl_ModelViewProjectionMatrixInverseTranspose ' +\n 'gl_ModelViewProjectionMatrixTranspose gl_MultiTexCoord0 gl_MultiTexCoord1 gl_MultiTexCoord2 ' +\n 'gl_MultiTexCoord3 gl_MultiTexCoord4 gl_MultiTexCoord5 gl_MultiTexCoord6 gl_MultiTexCoord7 ' +\n 'gl_Normal gl_NormalMatrix gl_NormalScale gl_NumSamples gl_NumWorkGroups gl_ObjectPlaneQ ' +\n 'gl_ObjectPlaneR gl_ObjectPlaneS gl_ObjectPlaneT gl_PatchVerticesIn gl_Point gl_PointCoord ' +\n 'gl_PointSize gl_Position gl_PrimitiveID gl_PrimitiveIDIn gl_ProjectionMatrix gl_ProjectionMatrixInverse ' +\n 'gl_ProjectionMatrixInverseTranspose gl_ProjectionMatrixTranspose gl_SampleID gl_SampleMask ' +\n 'gl_SampleMaskIn gl_SamplePosition gl_SecondaryColor gl_TessCoord gl_TessLevelInner gl_TessLevelOuter ' +\n 'gl_TexCoord gl_TextureEnvColor gl_TextureMatrix gl_TextureMatrixInverse gl_TextureMatrixInverseTranspose ' +\n 'gl_TextureMatrixTranspose gl_Vertex gl_VertexID gl_ViewportIndex gl_WorkGroupID gl_WorkGroupSize gl_in gl_out ' +\n // Functions\n 'EmitStreamVertex EmitVertex EndPrimitive EndStreamPrimitive abs acos acosh all any asin ' +\n 'asinh atan atanh atomicAdd atomicAnd atomicCompSwap atomicCounter atomicCounterDecrement ' +\n 'atomicCounterIncrement atomicExchange atomicMax atomicMin atomicOr atomicXor barrier ' +\n 'bitCount bitfieldExtract bitfieldInsert bitfieldReverse ceil clamp cos cosh cross ' +\n 'dFdx dFdy degrees determinant distance dot equal exp exp2 faceforward findLSB findMSB ' +\n 'floatBitsToInt floatBitsToUint floor fma fract frexp ftransform fwidth greaterThan ' +\n 'greaterThanEqual groupMemoryBarrier imageAtomicAdd imageAtomicAnd imageAtomicCompSwap ' +\n 'imageAtomicExchange imageAtomicMax imageAtomicMin imageAtomicOr imageAtomicXor imageLoad ' +\n 'imageSize imageStore imulExtended intBitsToFloat interpolateAtCentroid interpolateAtOffset ' +\n 'interpolateAtSample inverse inversesqrt isinf isnan ldexp length lessThan lessThanEqual log ' +\n 'log2 matrixCompMult max memoryBarrier memoryBarrierAtomicCounter memoryBarrierBuffer ' +\n 'memoryBarrierImage memoryBarrierShared min mix mod modf noise1 noise2 noise3 noise4 ' +\n 'normalize not notEqual outerProduct packDouble2x32 packHalf2x16 packSnorm2x16 packSnorm4x8 ' +\n 'packUnorm2x16 packUnorm4x8 pow radians reflect refract round roundEven shadow1D shadow1DLod ' +\n 'shadow1DProj shadow1DProjLod shadow2D shadow2DLod shadow2DProj shadow2DProjLod sign sin sinh ' +\n 'smoothstep sqrt step tan tanh texelFetch texelFetchOffset texture texture1D texture1DLod ' +\n 'texture1DProj texture1DProjLod texture2D texture2DLod texture2DProj texture2DProjLod ' +\n 'texture3D texture3DLod texture3DProj texture3DProjLod textureCube textureCubeLod ' +\n 'textureGather textureGatherOffset textureGatherOffsets textureGrad textureGradOffset ' +\n 'textureLod textureLodOffset textureOffset textureProj textureProjGrad textureProjGradOffset ' +\n 'textureProjLod textureProjLodOffset textureProjOffset textureQueryLevels textureQueryLod ' +\n 'textureSize transpose trunc uaddCarry uintBitsToFloat umulExtended unpackDouble2x32 ' +\n 'unpackHalf2x16 unpackSnorm2x16 unpackSnorm4x8 unpackUnorm2x16 unpackUnorm4x8 usubBorrow',\n literal: 'true false'\n },\n illegal: '\"',\n contains: [\n hljs.C_LINE_COMMENT_MODE,\n hljs.C_BLOCK_COMMENT_MODE,\n hljs.C_NUMBER_MODE,\n {\n className: 'meta',\n begin: '#',\n end: '$'\n }\n ]\n };\n}", "fragment_glsl_code() {\n // ********* FRAGMENT SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n\n void main()\n { // Sample the texture image in the correct place:\n vec4 tex_color = texture2D( texture, f_tex_coord );\n if( tex_color.w < .01 ) discard;\n // Slightly disturb normals based on sampling the same image that was used for texturing:\n vec3 bumped_N = N + tex_color.rgb - .5*vec3(1,1,1);\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( bumped_N ), vertex_worldspace );\n } `\n );\n }", "function glsl() {\n return {\n transform(code, id) {\n if (/\\.glsl$/.test(id) === false) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace(/[ \\t]*\\/\\/.*\\n/g, '') // remove //\n .replace(/[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '') // remove /* */\n .replace(/\\n{2,}/g, '\\n') // # \\n+ to \\n\n ) + ';';\n return {\n code: transformedCode,\n map: {mappings: ''}\n };\n }\n };\n}", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 5.0);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 0.7);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 1.5);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "constructor(gl, vsPath, fsPath, vsSource, fsSource, vsSubs, fsSubs) {\nvar a, i, j, k, ref, ref1, shprog, sz, u, vsfsStr;\nthis.gl = gl;\nthis.vsPath = vsPath;\nthis.fsPath = fsPath;\nthis.vsSource = vsSource;\nthis.fsSource = fsSource;\nthis.vsSubs = vsSubs;\nthis.fsSubs = fsSubs;\n//----------\nthis._prog = null; // WebGL program.\nthis._vs = null; // WebGL vertex shader.\nthis._fs = null; // WebGL fragment shader.\nthis._nUniforms = -1; // Number of uniforms.\nthis._uniforms = {}; // Uniform locations.\nthis._nAttributes = -1; // Number of attributes.\nthis._attributes = {}; // Attribute locations.\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Vert Uniforms: ${this.gl.getParameter(this.gl.MAX_VERTEX_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Max Frag Uniforms: ${this.gl.getParameter(this.gl.MAX_FRAGMENT_UNIFORM_VECTORS)}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Vert source: ${this.vsSource}`);\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: Frag source: ${this.fsSource}`);\n}\n// Load vertex and fragment shaders, performing substitutions if any.\nthis._vs = this._loadShader(this.vsPath, this.vsSource, this.vsSubs);\nthis._fs = this._loadShader(this.fsPath, this.fsSource, this.fsSubs);\n// Create and link the program\nshprog = this.gl.createProgram();\nif (this._vs && this._fs) {\nthis.gl.attachShader(shprog, this._vs);\nif (this._fs) {\nthis.gl.attachShader(shprog, this._fs);\n}\n// Keep Chrome happy\nthis.gl.bindAttribLocation(shprog, 0, \"BindPos\");\nthis.gl.linkProgram(shprog);\n}\nvsfsStr = `VrtxS=${this.vsPath} FragS=${this.fsPath}`;\nif (this.gl.getProgramParameter(shprog, this.gl.LINK_STATUS)) {\nif (typeof lggr.info === \"function\") {\nlggr.info(`Shader: Program using: ${vsfsStr} created`);\n}\nthis._prog = shprog;\n} else {\nlggr.warn(`Shader: Program using: ${vsfsStr} failed to link: ${this.gl.getProgramInfoLog(shprog)}`);\nthis.gl.deleteProgram(shprog);\nthis._vs = this._fs = null;\n}\nif (this._prog) {\n// Grab uniforms.\nthis._nUniforms = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_UNIFORMS);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nUniforms} Uniform Variables used ####`);\n}\nsz = 0;\nfor (i = j = 0, ref = this._nUniforms; (0 <= ref ? j < ref : j > ref); i = 0 <= ref ? ++j : --j) {\nu = this.gl.getActiveUniform(this._prog, i);\nthis._uniforms[u.name] = this.gl.getUniformLocation(this._prog, u.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${u.name} size ${(this.gl.getActiveUniform(this._prog, i)).size}`);\n}\nsz += (this.gl.getActiveUniform(this._prog, i)).size;\n}\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${sz} Shader Uniforms used ####`);\n}\n// Grab attributes.\nthis._nAttributes = this.gl.getProgramParameter(this._prog, this.gl.ACTIVE_ATTRIBUTES);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${this._nAttributes} Active Attributes`);\n}\nfor (i = k = 0, ref1 = this._nAttributes; (0 <= ref1 ? k < ref1 : k > ref1); i = 0 <= ref1 ? ++k : --k) {\na = this.gl.getActiveAttrib(this._prog, i);\nthis._attributes[a.name] = this.gl.getAttribLocation(this._prog, a.name);\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`Shader: ${a.name}: ${this._attributes[a.name]}`);\n}\n}\n}\nthis.DO_CHECK_LOC_NAME = false;\n}", "fragment_glsl_code() {\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n \n void main(){\n // Sample the texture image in the correct place:\n float t= animation_time;\n if (t >= 20.0)\n {\n t=t-20.0;\n }\n vec2 new_coor=vec2(f_tex_coord.x-0.05*t,f_tex_coord.y);\n \n vec4 tex_color = texture2D( texture, new_coor);\n \n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `\n );\n }", "function glsl () {\n\treturn {\n\t\ttransform ( code, id ) {\n\t\t\tif ( !/\\.glsl$/.test( id ) ) return;\n\n\t\t\tvar transformedCode = 'export default ' + JSON.stringify(\n\t\t\t\tcode\n\t\t\t\t\t.replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n\t\t\t\t\t.replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n\t\t\t\t\t.replace( /\\n{2,}/g, '\\n' )\n\t\t\t) + ';';\n\t\t\treturn {\n\t\t\t\tcode: transformedCode,\n\t\t\t\tmap: { mappings: '' }\n\t\t\t}\n\t\t}\n\t};\n}", "function glsl () {\n return {\n transform ( code, id ) {\n if ( !/\\.glsl$/.test( id ) ) return;\n\n var transformedCode = 'export default ' + JSON.stringify(\n code\n .replace( /[ \\t]*\\/\\/.*\\n/g, '' )\n .replace( /[ \\t]*\\/\\*[\\s\\S]*?\\*\\//g, '' )\n .replace( /\\n{2,}/g, '\\n' )\n ) + ';';\n return {\n code: transformedCode,\n map: { mappings: '' }\n }\n }\n };\n}", "function generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n\n if (!/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m.test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) {\n return a > b ? 1 : -1;\n }); // eslint-disable-line no-confusing-arrow\n\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n\n gl.linkProgram(webGLProgram);\n }\n\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size)\n };\n }\n\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord - 2.5 * animation_time;\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal; // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n\n void main()\n { // The vertex's final resting place (in NDCS):\n gl_Position = projection_camera_model_transform * vec4( position, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n \n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `\n );\n }", "function initProgram(id) {\n var programShader = gl.createProgram();\n var vert = compileShader(id + \"-vs\");\n var frag = compileShader(id + \"-fs\");\n gl.attachShader(programShader, vert);\n gl.attachShader(programShader, frag);\n gl.linkProgram(programShader);\n if (!gl.getProgramParameter(programShader, gl.LINK_STATUS)) {\n alert(gl.getProgramInfoLog(programShader));\n return null;\n }\n return programShader;\n}", "static load_shader(scriptid, attrs) {\n var script = document.getElementById(scriptid);\n var text = script.text;\n\n var ret = new ShaderProgram(undefined, undefined, undefined, [\"position\", \"normal\", \"uv\", \"color\", \"id\"]);\n\n var lowertext = text.toLowerCase();\n var vshader = text.slice(0, lowertext.search(\"//fragment\"));\n var fshader = text.slice(lowertext.search(\"//fragment\"), text.length);\n\n ret.vertexSource = vshader;\n ret.fragmentSource = fshader;\n ret.ready = true;\n\n ret.promise = new Promise(function(accept, reject) {\n accept(ret);\n });\n\n ret.then = function() {\n return this.promise.then.apply(this.promise, arguments);\n }\n\n return ret;\n }", "function setupShaders() {\r\n \r\n // define fragment shader in essl using es6 template strings\r\n var fShaderCode = `\r\n precision mediump float;\r\n varying vec4 v_Color;\r\n void main(void) {\r\n gl_FragColor = v_Color; // all fragments are white\r\n }\r\n `;\r\n \r\n // define vertex shader in essl using es6 template strings\r\n var vShaderCode = `\r\n attribute vec3 vertexPosition;\r\n attribute vec3 diffuse;\r\n attribute vec3 ambient;\r\n attribute vec3 specular;\r\n varying vec4 v_Color;\r\n uniform mat4 uModelMatrix; // the model matrix\r\n uniform mat4 view; // the view matrix\r\n uniform mat4 projection;\r\n uniform mat4 modelMatrix;\r\n uniform mat4 viewMatrix;\r\n // Apply lighting effect\r\n attribute highp vec3 Norm;\r\n attribute highp vec3 Half;\r\n attribute highp vec3 Light;\r\n attribute highp float n;\r\n\r\n void main(void) {\r\n // position \r\n gl_Position = projection * view * uModelMatrix * vec4(vertexPosition, 1.0);\r\n //color\r\n float NdotL = dot(normalize(vec3(view * uModelMatrix * vec4(Norm, 0.0))), normalize(vec3(view * uModelMatrix * vec4(Light, 0.0))));\r\n float NdotH = dot(normalize(vec3(view * uModelMatrix * vec4(Norm, 0.0))), normalize(vec3(view * uModelMatrix * vec4(Half, 0.0))));\r\n float maxNdotL = max(NdotL, 0.0);\r\n float maxNdotH = max(NdotH, 0.0);\r\n v_Color = vec4(ambient, 1.0) + vec4(diffuse * maxNdotL, 1.0) + vec4(specular * pow(maxNdotH, n), 1.0);\r\n \r\n }\r\n `;\r\n \r\n try {\r\n // console.log(\"fragment shader: \"+fShaderCode);\r\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\r\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\r\n gl.compileShader(fShader); // compile the code for gpu execution\r\n\r\n // console.log(\"vertex shader: \"+vShaderCode);\r\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\r\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\r\n gl.compileShader(vShader); // compile the code for gpu execution\r\n \r\n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\r\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \r\n gl.deleteShader(fShader);\r\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\r\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \r\n gl.deleteShader(vShader);\r\n } else { // no compile errors\r\n var shaderProgram = gl.createProgram(); // create the single shader program\r\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\r\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\r\n gl.linkProgram(shaderProgram); // link program into gl context\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\r\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\r\n } else { // no shader program link errors\r\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\r\n vertexPositionAttrib = // get pointer to vertex shader input\r\n gl.getAttribLocation(shaderProgram, \"vertexPosition\"); \r\n modelMatrixULoc = gl.getUniformLocation(shaderProgram, \"uModelMatrix\"); // ptr to mmat\r\n view = gl.getUniformLocation(shaderProgram, \"view\"); // ptr to mmat\r\n projection = gl.getUniformLocation(shaderProgram, \"projection\"); // ptr to mmat\r\n\r\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\r\n //color\r\n diffuse = gl.getAttribLocation(shaderProgram, 'diffuse');\r\n gl.enableVertexAttribArray(diffuse);\r\n ambient = gl.getAttribLocation(shaderProgram, 'ambient');\r\n gl.enableVertexAttribArray(ambient);\r\n specular = gl.getAttribLocation(shaderProgram, 'specular');\r\n gl.enableVertexAttribArray(specular);\r\n\r\n //vectors\r\n Norm = gl.getAttribLocation(shaderProgram, 'Norm');\r\n gl.enableVertexAttribArray(Norm);\r\n Light = gl.getAttribLocation(shaderProgram, 'Light');\r\n gl.enableVertexAttribArray(Light);\r\n Half = gl.getAttribLocation(shaderProgram, 'Half');\r\n gl.enableVertexAttribArray(Half);\r\n n = gl.getAttribLocation(shaderProgram, 'n');\r\n gl.enableVertexAttribArray(n);\r\n } // end if no shader program link errors\r\n } // end if no compile errors\r\n } // end try \r\n \r\n catch(e) {\r\n console.log(e);\r\n } // end catch\r\n} // end setup shaders", "render() {\n const canvas = this.canvas;\n const dataset = this.currentDataset;\n\n canvas.width = dataset.width;\n canvas.height = dataset.height;\n\n let ids = null;\n if (this.expressionAst) {\n const idsSet = new Set([]);\n const getIds = (node) => {\n if (typeof node === 'string') {\n // ids should not contain unary operators\n idsSet.add(node.replace(new RegExp(/[+-]/, 'g'), ''));\n }\n if (typeof node.lhs === 'string') {\n idsSet.add(node.lhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.lhs === 'object') {\n getIds(node.lhs);\n }\n if (typeof node.rhs === 'string') {\n idsSet.add(node.rhs.replace(new RegExp(/[+-]/, 'g'), ''));\n } else if (typeof node.rhs === 'object') {\n getIds(node.rhs);\n }\n };\n getIds(this.expressionAst);\n ids = Array.from(idsSet);\n }\n\n let program = null;\n\n if (this.gl) {\n const gl = this.gl;\n gl.viewport(0, 0, dataset.width, dataset.height);\n\n if (this.expressionAst) {\n const vertexShaderSourceExpressionTemplate = `\n attribute vec2 a_position;\n attribute vec2 a_texCoord;\n uniform mat3 u_matrix;\n uniform vec2 u_resolution;\n varying vec2 v_texCoord;\n void main() {\n // apply transformation matrix\n vec2 position = (u_matrix * vec3(a_position, 1)).xy;\n // convert the rectangle from pixels to 0.0 to 1.0\n vec2 zeroToOne = position / u_resolution;\n // convert from 0->1 to 0->2\n vec2 zeroToTwo = zeroToOne * 2.0;\n // convert from 0->2 to -1->+1 (clipspace)\n vec2 clipSpace = zeroToTwo - 1.0;\n gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);\n // pass the texCoord to the fragment shader\n // The GPU will interpolate this value between points.\n v_texCoord = a_texCoord;\n }`;\n const expressionReducer = (node) => {\n if (typeof node === 'object') {\n if (node.op === '**') {\n // math power operator substitution\n return `pow(${expressionReducer(node.lhs)}, ${expressionReducer(node.rhs)})`;\n }\n if (node.fn) {\n return `(${node.fn}(${expressionReducer(node.lhs)}))`;\n }\n return `(${expressionReducer(node.lhs)} ${node.op} ${expressionReducer(node.rhs)})`;\n } else if (typeof node === 'string') {\n return `${node}_value`;\n }\n return `float(${node})`;\n };\n\n const compiledExpression = expressionReducer(this.expressionAst);\n\n // Definition of fragment shader\n const fragmentShaderSourceExpressionTemplate = `\n precision mediump float;\n // our texture\n uniform sampler2D u_textureScale;\n\n // add all required textures\n${ids.map(id => ` uniform sampler2D u_texture_${id};`).join('\\n')}\n\n uniform vec2 u_textureSize;\n uniform vec2 u_domain;\n uniform float u_noDataValue;\n uniform bool u_clampLow;\n uniform bool u_clampHigh;\n // the texCoords passed in from the vertex shader.\n varying vec2 v_texCoord;\n void main() {\n${ids.map(id => ` float ${id}_value = texture2D(u_texture_${id}, v_texCoord)[0];`).join('\\n')}\n float value = ${compiledExpression};\n\n if (value == u_noDataValue)\n gl_FragColor = vec4(0.0, 0, 0, 0.0);\n else if ((!u_clampLow && value < u_domain[0]) || (!u_clampHigh && value > u_domain[1]))\n gl_FragColor = vec4(0, 0, 0, 0);\n else {\n float normalisedValue = (value - u_domain[0]) / (u_domain[1] - u_domain[0]);\n gl_FragColor = texture2D(u_textureScale, vec2(normalisedValue, 0));\n }\n }`;\n program = createProgram(gl, vertexShaderSource, fragmentShaderSourceExpressionTemplate);\n gl.useProgram(program);\n\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 0);\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n for (let i = 0; i < ids.length; ++i) {\n const location = i + 1;\n const id = ids[i];\n const ds = this.datasetCollection[id];\n if (!ds) {\n throw new Error(`No such dataset registered: '${id}'`);\n }\n gl.uniform1i(gl.getUniformLocation(program, `u_texture_${id}`), location);\n gl.activeTexture(gl[`TEXTURE${location}`]);\n gl.bindTexture(gl.TEXTURE_2D, ds.textureData);\n }\n } else {\n program = this.program;\n gl.useProgram(program);\n // set the images\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureData'), 0);\n gl.uniform1i(gl.getUniformLocation(program, 'u_textureScale'), 1);\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, dataset.textureData);\n gl.activeTexture(gl.TEXTURE1);\n gl.bindTexture(gl.TEXTURE_2D, this.textureScale);\n }\n const positionLocation = gl.getAttribLocation(program, 'a_position');\n const domainLocation = gl.getUniformLocation(program, 'u_domain');\n const displayRangeLocation = gl.getUniformLocation(\n program, 'u_display_range'\n );\n const applyDisplayRangeLocation = gl.getUniformLocation(\n program, 'u_apply_display_range'\n );\n const resolutionLocation = gl.getUniformLocation(program, 'u_resolution');\n const noDataValueLocation = gl.getUniformLocation(program, 'u_noDataValue');\n const clampLowLocation = gl.getUniformLocation(program, 'u_clampLow');\n const clampHighLocation = gl.getUniformLocation(program, 'u_clampHigh');\n const matrixLocation = gl.getUniformLocation(program, 'u_matrix');\n\n gl.uniform2f(resolutionLocation, canvas.width, canvas.height);\n gl.uniform2fv(domainLocation, this.domain);\n gl.uniform2fv(displayRangeLocation, this.displayRange);\n gl.uniform1i(applyDisplayRangeLocation, this.applyDisplayRange);\n gl.uniform1i(clampLowLocation, this.clampLow);\n gl.uniform1i(clampHighLocation, this.clampHigh);\n gl.uniform1f(noDataValueLocation, this.noDataValue);\n gl.uniformMatrix3fv(matrixLocation, false, this.matrix);\n\n const positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.enableVertexAttribArray(positionLocation);\n gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);\n\n setRectangle(gl, 0, 0, canvas.width, canvas.height);\n\n // Draw the rectangle.\n gl.drawArrays(gl.TRIANGLES, 0, 6);\n } else if (this.ctx) {\n const ctx = this.ctx;\n const w = canvas.width;\n const h = canvas.height;\n\n const imageData = ctx.createImageData(w, h);\n\n const trange = this.domain[1] - this.domain[0];\n const steps = this.colorScaleCanvas.width;\n const csImageData = this.colorScaleCanvas.getContext('2d').getImageData(0, 0, steps, 1).data;\n let alpha;\n\n const data = dataset.data;\n\n for (let y = 0; y < h; y++) {\n for (let x = 0; x < w; x++) {\n const i = (y * w) + x;\n // TODO: Possible increase of performance through use of worker threads?\n\n let c = Math.floor(((data[i] - this.domain[0]) / trange) * (steps - 1));\n alpha = 255;\n if (c < 0) {\n c = 0;\n if (!this.clampLow) {\n alpha = 0;\n }\n } else if (c > 255) {\n c = 255;\n if (!this.clampHigh) {\n alpha = 0;\n }\n }\n // NaN values should be the only values that are not equal to itself\n if (data[i] === this.noDataValue || data[i] !== data[i]) {\n alpha = 0;\n } else if (this.applyDisplayRange\n && (data[i] < this.displayRange[0] || data[i] >= this.displayRange[1])) {\n alpha = 0;\n }\n\n const index = ((y * w) + x) * 4;\n imageData.data[index + 0] = csImageData[c * 4];\n imageData.data[index + 1] = csImageData[(c * 4) + 1];\n imageData.data[index + 2] = csImageData[(c * 4) + 2];\n imageData.data[index + 3] = Math.min(alpha, csImageData[(c * 4) + 3]);\n }\n }\n\n ctx.putImageData(imageData, 0, 0); // at coords 0,0\n }\n }", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord - vec2(0.5, 0.5);\n float PI = 3.1415926;\n float angle = -PI * animation_time / 60.0;\n // float angle = 10.0 * PI * animation_time / 60.0;\n mat2 rotation = mat2(cos(angle), -sin(angle), sin(angle), cos(angle)); \n current_coord = rotation * current_coord;\n current_coord = current_coord + vec2(0.5, 0.5);\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "function vs() {\n return \"\\n uniform mat4 uModelMatrix;\\n uniform mat4 uViewMatrix;\\n uniform mat4 uProjMatrix;\\n\\n attribute vec3 aPos;\\n attribute vec2 aTexCoord;\\n attribute vec4 aColor;\\n\\n varying vec4 vColor;\\n varying vec2 vTexCoord;\\n\\n void main(void) {\\n gl_Position = uProjMatrix * uViewMatrix * ( uModelMatrix * vec4( aPos, 1.0 ) );\\n vTexCoord = aTexCoord;\\n vColor = vec4(aColor.rgb, 1.0);\\n }\\n\";\n}", "function initShaders() {\n // Load the shaders and compile them (shaders are located in the HTML)\n var vertexShader = loadShader( gl.VERTEX_SHADER, document.getElementById('vshader').innerHTML );\n var fragmentShader = loadShader( gl.FRAGMENT_SHADER, document.getElementById('fshader').innerHTML );\n \n // Create the program object\n var programObject = gl.createProgram();\n gl.attachShader(programObject, vertexShader);\n gl.attachShader(programObject, fragmentShader);\n gl_program = programObject;\n \n // link the program\n gl.linkProgram(gl_program);\n \n // verify link\n var linked = gl.getProgramParameter(gl_program, gl.LINK_STATUS);\n if( !linked && !gl.isContextLost()) {\n var infoLog = gl.getProgramInfoLog(gl_program);\n window.console.log(\"Error linking program:\\n\" + infoLog);\n gl.deleteProgram(gl_program);\n return;\n }\n \n // Get the uniform/attribute locations\n gl_program_loc.uMVMatrix = gl.getUniformLocation(gl_program, \"uMVMatrix\");\n gl_program_loc.uPMatrix = gl.getUniformLocation(gl_program, \"uPMatrix\");\n gl_program_loc.uNMatrix = gl.getUniformLocation(gl_program, \"uNMatrix\");\n gl_program_loc.uColor = gl.getUniformLocation(gl_program, \"uColor\");\n gl_program_loc.uLighting = gl.getUniformLocation(gl_program, \"uLighting\");\n gl_program_loc.aPosition = gl.getAttribLocation(gl_program, \"aPosition\");\n}", "fragment_glsl_code() {\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n uniform sampler2D texture;\n uniform float animation_time;\n \n void main(){\n // Sample the texture image in the correct place:\n vec2 current_coord = f_tex_coord + 0.1 * animation_time;\n // vec2 current_coord = f_tex_coord - 2.5 * animation_time;\n vec4 tex_color = texture2D( texture, current_coord );\n if( tex_color.w < .01 ) discard;\n // Compute an initial (ambient) color:\n gl_FragColor = vec4( ( tex_color.xyz + shape_color.xyz ) * ambient, shape_color.w * tex_color.w ); \n // Compute the final color with contributions from lights:\n gl_FragColor.xyz += phong_model_lights( normalize( N ), vertex_worldspace );\n } `;\n }", "function getShader(vshad_str, fshad_str) {\n var vs = shader(vshad_str, 'vert');\n var fs = shader(fshad_str, 'frag');\n\n var Program = gl.createProgram();\n\n gl.attachShader(Program, vs);\n gl.attachShader(Program, fs);\n gl.linkProgram(Program);\n\n if (!gl.getProgramParameter(Program, gl.LINK_STATUS)) {\n alert(\"Could not initialise shaders\");\n return null;\n }\n\n return Program;\n}", "function createMapShaders() \n{\n // vertex shader \n var vertCode = document.getElementById('pointVertexShader').text;\n var vertShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertShader, vertCode);\n gl.compileShader(vertShader);\n\n // fragment shader \n var fragCode = document.getElementById('pointFragmentShader').text; \n var fragShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragShader, fragCode); \n gl.compileShader(fragShader);\n\n // link shaders to create our program\n var shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertShader); \n gl.attachShader(shaderProgram, fragShader);\n gl.linkProgram(shaderProgram);\n gl.useProgram(shaderProgram);\n \n return shaderProgram;\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error('gl-shader: Error compling vertex shader:', errLog)\n throw new Error('gl-shader: Error compiling vertex shader:' + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error('gl-shader: Error compiling fragment shader:', errLog)\n throw new Error('gl-shader: Error compiling fragment shader:' + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n\n //Optional default attriubte locations\n attributes.forEach(function(a) {\n if (typeof a.location === 'number') \n gl.bindAttribLocation(program, a.location, a.name)\n })\n\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error('gl-shader: Error linking shader program:', errLog)\n throw new Error('gl-shader: Error linking shader program:' + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function shaderString (uv, method, inputs, shaderParams) {\n const str = inputs.map((input) => {\n if (input.isUniform) {\n return input.name\n } else if (input.value && input.value.transforms) {\n // this by definition needs to be a generator, hence we start with 'st' as the initial value for generating the glsl fragment\n return `${generateGlsl(input.value.transforms, shaderParams)('st')}`\n }\n return input.value\n }).reduce((p, c) => `${p}, ${c}`, '')\n\n return `${method}(${uv}${str})`\n}", "function Program (gl, vs, fs) {\n let program = gl.createProgram(vs, fs)\n\n gl.attachShader(program, vs)\n gl.attachShader(program, fs)\n gl.linkProgram(program)\n return program\n}", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function getVShaderCode() {\n return `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec2 textureUV;\n\n uniform mat4 uMMatrix; // Model transformation\n uniform mat4 uVMatrix; // Viewing transformation\n uniform mat4 uPMatrix; // Projection transformation\n uniform mat3 uNMatrix; // Normal vector transformation\n uniform vec3 uCameraPos; // Camera position\n uniform bool uDoubleSide;\n \n varying vec3 vTransformedNormal;\n varying vec4 vPosition;\n varying vec3 vCameraDirection;\n varying vec2 vTextureUV;\n\n void main(void) {\n vPosition = uMMatrix * vec4(vertexPosition, 1.0);\n vTextureUV = textureUV;\n vCameraDirection = uCameraPos - vPosition.xyz;\n gl_Position = uPMatrix * uVMatrix * vPosition;\n vTransformedNormal = uNMatrix * vertexNormal;\n if(uDoubleSide && dot(vCameraDirection, vTransformedNormal) < 0.0)\n vTransformedNormal = -vTransformedNormal;\n }\n `;\n }", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n uniform mat4 upvmMatrix; // the project view model matrix\n\n void main(void) {\n \n // vertex position\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n \n // material properties\n uniform vec3 uDiffuse; // the diffuse reflectivity\n \n void main(void) {\n gl_FragColor = vec4(uDiffuse, 1.0); \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n colorULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function main(gl, program) {\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n //var uniformSetters = createUniformSetters(gl, program);\n //var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n //Sets up quad to have 16 x 16 vertices\n for (var i = 0; i < 16; i++) {\n for (var j = 0; j < 16; j++) {\n arrays.position.data.push(i * (10 / 16), j * (10 / 16), 0);\n arrays.normal.data.push(0, 0, -1);\n arrays.texcoord.data.push(1 - (i / 16), 1 - (j / 16));\n }\n }\n for (var i = 0; i < 15; i++) {\n for (var j = 0; j < 15; j++) {\n arrays.indices.data.push(i + j * 16, i + j * 16 + 1, i + ((j + 1) * 16));\n arrays.indices.data.push(i + j * 16 + 1, (j + 1) * 16 + i, (j + 1) * 16 + i + 1);\n }\n }\n var center = [5, 5, 0];\n var scaleFactor = 20;\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [50, 30, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n //Added for green screen effect\n u_image0: gl.createTexture(),\n u_image1: gl.createTexture(),\n //Added for warble\n u_clock: 0.0\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n //Creating our two textures\n var texture1 = gl.createTexture();\n var image1 = new Image();\n image1.src = \"resources/texture1.jpg\";\n image1.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture1);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image1);\n };\n var texture2 = gl.createTexture();\n var image2 = new Image();\n image2.src = \"resources/texture2.jpg\";\n image2.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture2);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image2);\n };\n uniformsThatAreTheSameForAllObjects.u_image0 = texture1;\n uniformsThatAreTheSameForAllObjects.u_image1 = texture2;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n //console.log(uniformsThatAreTheSameForAllObjects.u_clock);\n // measure time taken for the little stats meter\n stats.begin();\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program\n if (currentShader == 1) {\n gl.useProgram(program[0]);\n }\n else if (currentShader == 2) {\n gl.useProgram(program[1]);\n }\n else if (currentShader == 3) {\n gl.useProgram(program[2]);\n }\n else {\n gl.useProgram(program[3]);\n }\n if (currentShader == 1) {\n var uniformSetters = createUniformSetters(gl, program[0]);\n var attribSetters = createAttributeSetters(gl, program[0]);\n }\n else if (currentShader == 2) {\n var uniformSetters = createUniformSetters(gl, program[1]);\n var attribSetters = createAttributeSetters(gl, program[1]);\n }\n else if (currentShader == 3) {\n var uniformSetters = createUniformSetters(gl, program[2]);\n var attribSetters = createAttributeSetters(gl, program[2]);\n }\n else {\n uniformsThatAreTheSameForAllObjects.u_clock = clock;\n clock += 0.1;\n var uniformSetters = createUniformSetters(gl, program[3]);\n var attribSetters = createAttributeSetters(gl, program[3]);\n }\n // Setup all the needed attributes and buffers. \n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n ///////////////////////////////////////////////////////\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n // adjust the rotation based on mouse activity. mouseAngles is set if user is dragging \n if (mouseAngles[0] !== 0 || mouseAngles[1] !== 0) {\n /*\n * only rotate around Y, use the second mouse value for scale. Leaving the old code from A3\n * here, commented out\n *\n // need an inverse world transform so we can find out what the world X axis for our first rotation is\n mat4.invert(invMatrix, matrix);\n // get the world X axis\n var xAxis = vec3.transformMat4(axisVector, vec3.fromValues(1,0,0), invMatrix);\n \n // rotate about the world X axis (the X parallel to the screen!)\n mat4.rotate(matrix, matrix, -mouseAngles[1], xAxis);\n */\n // now get the inverse world transform so we can find the world Y axis\n mat4.invert(invMatrix, matrix);\n // get the world Y axis\n var yAxis = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), invMatrix);\n // rotate about teh world Y axis\n mat4.rotate(matrix, matrix, mouseAngles[0], yAxis);\n // save the resulting matrix back to the cumulative rotation matrix \n mat4.copy(rotationMatrix, matrix);\n // use mouseAngles[1] to scale\n scaleFactor += mouseAngles[1];\n vec2.set(mouseAngles, 0, 0);\n }\n // add a translate and scale to the object World xform, so we have: R * T * S\n mat4.translate(matrix, rotationMatrix, [-center[0] * scaleFactor, -center[1] * scaleFactor,\n -center[2] * scaleFactor]);\n mat4.scale(matrix, matrix, [scaleFactor, scaleFactor, scaleFactor]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n // get proj * view * world\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n // get worldInvTranspose. For an explaination of why we need this, for fixing the normals, see\n // http://www.unknownroad.com/rtfm/graphics/rt_normals.html\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n // Set the uniforms we just computed\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n // Set the uniforms that are specific to the this object.\n setUniforms(uniformSetters, objectState.materialUniforms);\n // Draw the geometry. Everything is keyed to the \"\"\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n // stats meter\n stats.end();\n requestAnimationFrame(drawScene);\n }\n }", "function createShaderProgram(fragSrc, vertSrc){\r\n\tif(!use2D){\r\n\t\tvar frag;\r\n\t\tvar vert;\r\n\t\tvar attribCount = 0;\r\n\t\t\r\n\t\tfragSrc = fragSrc ? fragSrc : defaultFragSrc;\r\n\t\tfrag = compileShader(ctx, fragSrc);\r\n\t\t\r\n\t\tvertSrc = vertSrc ? vertSrc : defaultVertSrc;\r\n\t\tvert = compileShader(ctx, vertSrc);\r\n\t\t\r\n\t\tvar newProgram = ctx.createProgram();\r\n\t\tctx.attachShader(newProgram, vert);\r\n\t\tctx.attachShader(newProgram, frag);\r\n\t\tctx.linkProgram(newProgram);\r\n\t\tnewProgram.attribCount = attribCount;\r\n\t\t\r\n\t\tif(!ctx.getProgramParameter(newProgram, ctx.LINK_STATUS)){\r\n\t\t\tconsole.log(\"Could not initiate shaders\");\r\n\t\t}else{\r\n\t\t\t\r\n\t\t\t/*//This may need to be uncommented for legacy code\r\n\t\t\tnewProgram.vertexPositionAttribute = ctx.getAttribLocation(newProgram, \"aVertexPosition\");\r\n\t\t\t//println(newProgram.vertexPositionAttribute);\r\n\t\t\t//ctx.bindAttribLocation(newProgram, 0, \"aVertexPosition\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.vertexPositionAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.textureCoordAttribute = ctx.getAttribLocation(newProgram, \"aTextureCoord\");\r\n\t\t\tctx.enableVertexAttribArray(newProgram.textureCoordAttribute);\r\n\t\t\t\r\n\t\t\tnewProgram.pMatrixUniform = ctx.getUniformLocation(newProgram, \"uPMatrix\");\r\n\t\t\tnewProgram.mvMatrixUniform = ctx.getUniformLocation(newProgram, \"uMVMatrix\");\r\n\t\t\t\r\n\t\t\tnewProgram.aspect = ctx.getUniformLocation(newProgram, \"aspect\");*/\r\n\t\t\t\r\n\t\t\tif(exists(fragSrc)){\r\n\t\t\t\tfragSrc.code = fragSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = fragSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif(exists(vertSrc)){\r\n\t\t\t\tvertSrc.code = vertSrc.code.replace(new RegExp(\"; \", \"g\"), \";\\n\");\r\n\t\t\t\tvar lines = vertSrc.code.split(\"\\n\");\r\n\t\t\t\tfor(var line in lines){\r\n\t\t\t\t\tline = lines[line].split(\" \");\r\n\t\t\t\t\tif(line[0] == \"uniform\" || line[0] == \"attribute\"){\r\n\t\t\t\t\t\tvar uName = line[2];\r\n\t\t\t\t\t\tvar bIndex = uName.indexOf(\"[\");\r\n\t\t\t\t\t\tbIndex = bIndex > 0 ? bIndex : uName.indexOf(\";\");\r\n\t\t\t\t\t\tuName = uName.substring(0, bIndex);\r\n\t\t\t\t\t\tif(!exists(newProgram[uName])){\r\n\t\t\t\t\t\t\tif(line[0] == \"uniform\"){\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getUniformLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t}else{\r\n\t\t\t\t\t\t\t\tnewProgram[uName] = ctx.getAttribLocation(newProgram, uName);\r\n\t\t\t\t\t\t\t\tctx.enableVertexAttribArray(newProgram[uName]);\r\n\t\t\t\t\t\t\t\tnewProgram.attribCount++;\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\treturn newProgram;\r\n\t\t}\r\n\t}\r\n\treturn null;\r\n}", "function loadShaderProgram(v,f) {\n \n v = \"Shaders/vpBasic.cg\" // ab: temp \n //f = \"fpXRAY.cg\";\n \n v = v.split(\".cg\").join(\"\");\n f = f.split(\".cg\").join(\"\");\n \n var name = v+\"+\"+f;\n \n if (programCache[name]) {\n return programCache[name];\n }\n \n var fragmentShader = getShader(gl, f);\n var vertexShader = getShader(gl, v);\n \n if (!fragmentShader || !vertexShader) {\n console.error(\"missing shader \"+ name)\n return null;\n }\n \n var shaderProgram = gl.createProgram();\n \n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n console.error(\"LINK_STATUS error\")\n return null;\n }\n \n var shaderObj = createShaderObj(shaderProgram); \n var attribute = shaderObj.meta.attribute;\n\n gl.useProgram(shaderProgram);\n\n gl.enableVertexAttribArray(attribute.aVertexPosition.location);\n gl.enableVertexAttribArray(attribute.aTextureCoord.location);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);\n gl.vertexAttribPointer(attribute.aVertexPosition.location, gl.box.vertexObject.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);\n gl.vertexAttribPointer(attribute.aTextureCoord.location, gl.box.texCoordObject.itemSize, gl.FLOAT, false, 0, 0);\n\n shaderProgram = createShaderObj(shaderProgram)\n programCache[name] = shaderProgram;\n \n if (!defaultShader) {\n defaultShader = shaderObj;\n }\n \n return shaderObj;\n }", "async function processMainShaderCode() {\n // somehow, this makes it work?\n await sleep(1);\n let funclist = funcs;\n let textlist = [];\n\n // parse each equation, then add the necessary uniforms to `variables`\n hideVariables();\n for (let i in funclist) {\n let e = funclist[i];\n if (e.value === undefined) {continue;}\n let eq = latex2GLSL(e.value);\n console.log(\"Parsed equation: \" + eq);\n let vars = eq.matchAll(/u_(([a-zA-Z]|\\\\[a-zA-Z]+)(_([a-zA-Z0-9]+))?)\\b/g);\n for (let v of vars) {\n let name = v[0].replace(/\\\\/g, \"\");// just the entire match2\n let latexname = v[0].slice(2).replace(new RegExp(`(${v[4]})`), \"{$1}\");// change back to latex\n if (!(name == \"u_phi_0\")) // to allow it to be a constant\n addVariable(name, latexname);\n }\n textlist.push(eq);\n }\n // add in variables as uniforms\n let sourcecode = format(data.loadedShaderCode, {variables: getVariables()});\n\n // custom preprocessor to handle the changes for each function\n while (sourcecode.indexOf(\"FOREACH\") >= 0) {\n let index = sourcecode.indexOf(\"FOREACH\");\n let start = index + \"FOREACH\".length;\n while (sourcecode[start] != \"{\") {\n start++;\n }\n let level = 1;\n let end = start;\n while (level > 0) {\n end++;\n if (sourcecode[end] == \"{\") {\n level++;\n }\n if (sourcecode[end] == \"}\") {\n level--;\n }\n }\n let inner = sourcecode.substr(start + 1, end - start - 2);\n\n // loop through each equation, substituting in the necessary variables\n let replace = \"\";\n for (let i in textlist) {\n let eq = textlist[i];\n // default to not solid\n let ineq = \"false\";\n\n if (eq.match(/(<|>|<=|>=)/)) {\n var tempList = eq.split(/(<=|>=)/);\n if (tempList.length == 1){\n tempList = eq.split(/(<|>)/);\n }\n if (tempList.length > 3) {\n return \"error\";\n }\n ineq = `${eq}`;\n eq = `(${tempList[0]}) - (${tempList[2]})`;\n }\n replace += format(inner, {i:i,eq:eq,ineq:ineq,MAX_I:textlist.length});\n }\n sourcecode = sourcecode.slice(0, index) + replace + sourcecode.slice(end + 1);\n }\n mainShader.code = sourcecode;\n data.didChange = true;\n }", "function initShaders() {\n //get shader source\n \n var fs_source = fragmentShaderSource;\n var vs_source = vertexShaderSource;\n\n //compile shaders \n vertexShader = makeShader(vs_source, gl.VERTEX_SHADER);\n fragmentShader = makeShader(fs_source, gl.FRAGMENT_SHADER);\n \n //create program\n glProgram_terreno = gl.createProgram();\n \n //attach and link shaders to the program\n gl.attachShader(glProgram_terreno, vertexShader);\n gl.attachShader(glProgram_terreno, fragmentShader);\n gl.linkProgram(glProgram_terreno);\n\n if (!gl.getProgramParameter(glProgram_terreno, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n\n //use program\n gl.useProgram(glProgram_terreno);\n \n\n glProgram_terreno.vertexPositionAttribute = gl.getAttribLocation(glProgram_terreno, \"aPosition\");\n gl.enableVertexAttribArray(glProgram_terreno.vertexPositionAttribute);\n\n glProgram_terreno.textureCoordAttribute = gl.getAttribLocation(glProgram_terreno, \"aUv\");\n gl.enableVertexAttribArray(glProgram_terreno.textureCoordAttribute);\n\n glProgram_terreno.vertexNormalAttribute = gl.getAttribLocation(glProgram_terreno, \"aNormal\");\n if (glProgram_terreno.vertexNormalAttribute != -1){ //Por optimizaciones del compilador que elimina variables no utilizadas\n gl.enableVertexAttribArray(glProgram_terreno.vertexNormalAttribute);\n }\n\n glProgram_terreno.pMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uPMatrix\");\n glProgram_terreno.mMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uMMatrix\");\n glProgram_terreno.vMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uVMatrix\");\n glProgram_terreno.nMatrixUniform = gl.getUniformLocation(glProgram_terreno, \"uNMatrix\");\n glProgram_terreno.traslacionTextura = gl.getUniformLocation(glProgram_terreno, \"traslacionTextura\");\n glProgram_terreno.samplerUniform = gl.getUniformLocation(glProgram_terreno, \"uSampler\");\n glProgram_terreno.useLightingUniform = gl.getUniformLocation(glProgram_terreno, \"uUseLighting\");\n glProgram_terreno.uColor = gl.getUniformLocation(glProgram_terreno, \"uAmbientColor\");\n glProgram_terreno.frameUniform = gl.getUniformLocation(glProgram_terreno, \"time\");\n glProgram_terreno.lightingDirectionUniform = gl.getUniformLocation(glProgram_terreno, \"uLightPosition\");\n glProgram_terreno.directionalColorUniform = gl.getUniformLocation(glProgram_terreno, \"uDirectionalColor\");\n\n glProgram_terreno.lightingDirectionUniform2 = gl.getUniformLocation(glProgram_terreno, \"uLightPosition2\");\n glProgram_terreno.directionalColorUniform2 = gl.getUniformLocation(glProgram_terreno, \"uDirectionalColor2\");\n //glProgram_terreno.uColor = gl.getUniformLocation(glProgram_terreno, \"uColor\");\n\n var fs_source2 = fragmentShaderSource2;\n var vs_source2 = vertexShaderSource2;\n\n //compile shaders \n vertexShader = makeShader(vs_source2, gl.VERTEX_SHADER);\n fragmentShader = makeShader(fs_source2, gl.FRAGMENT_SHADER);\n \n //create program\n glProgram_helicoptero = gl.createProgram();\n \n //attach and link shaders to the program\n gl.attachShader(glProgram_helicoptero, vertexShader);\n gl.attachShader(glProgram_helicoptero, fragmentShader);\n gl.linkProgram(glProgram_helicoptero);\n\n if (!gl.getProgramParameter(glProgram_helicoptero, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n\n //use program\n gl.useProgram(glProgram_helicoptero);\n \n glProgram_helicoptero.textureCoordAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aUv\");\n gl.enableVertexAttribArray(glProgram_helicoptero.textureCoordAttribute);\n\n glProgram_helicoptero.vertexPositionAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aPosition\");\n gl.enableVertexAttribArray(glProgram_helicoptero.vertexPositionAttribute);\n\n glProgram_helicoptero.vertexNormalAttribute = gl.getAttribLocation(glProgram_helicoptero, \"aNormal\");\n gl.enableVertexAttribArray(glProgram_helicoptero.vertexNormalAttribute); \n \n glProgram_helicoptero.uColor = gl.getUniformLocation(glProgram_helicoptero, \"uColor\");\n\n glProgram_helicoptero.lightingDirectionUniform = gl.getUniformLocation(glProgram_helicoptero, \"uLightPosition\");\n glProgram_helicoptero.directionalColorUniform = gl.getUniformLocation(glProgram_helicoptero, \"uDirectionalColor\");\n}", "function create_program(gl, vertex_shader, fragment_shader) {\r\n\tlet program = gl.createProgram()\r\n\tgl.attachShader(program, vertex_shader)\r\n\tgl.attachShader(program, fragment_shader)\r\n\tgl.linkProgram(program)\r\n\tlet success = gl.getProgramParameter(program, gl.LINK_STATUS)\r\n\r\n\tif (success)\r\n\t\treturn program;\r\n\r\n\tif (!success) { // log errors\r\n\t\tconsole.log(gl.getProgramInfoLog(program))\r\n\t\tgl.deleteProgram(program) // clean up\r\n\t}\r\n}", "function initProgram() {\n // Compile shaders\n // Vertex Shader: simplest possible\n let vertShader = compileShader(gl, gl.VERTEX_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 aPosition;\n in vec4 aColor;\n out vec4 vColor;\n \n void main() {\n gl_Position = aPosition;\n gl_PointSize = 5.0; // make points visible\n vColor = aColor;\n }`\n );\n // Fragment Shader: simplest possible, chosen color is red for each point\n let fragShader = compileShader(gl, gl.FRAGMENT_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 vColor;\n out vec4 fragColor;\n void main() {\n fragColor = vColor;\n }`\n );\n\n // Link the shaders into a program and use them with the WebGL context\n let program = linkProgram(gl, vertShader, fragShader);\n gl.useProgram(program);\n \n // Get and save the position and color attribute indices\n program.aPosition = gl.getAttribLocation(program, 'aPosition'); // get the vertex shader attribute \"aPosition\"\n program.aColor = gl.getAttribLocation(program, 'aColor'); // get the vertex shader attribute \"aColor\"\n \n return program;\n}", "function fs() {\n return \"\\n precision highp float;\\n uniform sampler2D uSampler;\\n varying vec4 vColor;\\n varying vec2 vTexCoord;\\n void main(void) {\\n vec4 color = texture2D( uSampler, vec2( vTexCoord.s, vTexCoord.t ) ) * vec4( vColor.rgb, 1.0 );\\n \\tif ( color.a < 0.1 ) discard;\\n \\tgl_FragColor = vec4( color.rgb, vColor.a );\\n }\\n\";\n}", "getFragmentShader()\n {\n return dedent\n `#version 300 es\n precision mediump float;\n in vec2 frgTexCoord;\n\n const float PI = 3.14159;\n\n out vec4 glFragColor;\n\n void main()\n {\n // distance entre les coordonnées de texture du fragment et le centre\n const vec2 center = vec2(0.5, 0.5);\n float k = distance(frgTexCoord.st, center);\n // 6 ondulations par unité de distance\n float f = 0.5*sin(2.0*PI*(6.0*k)) + 0.5;\n // action sur le rouge et le vert => jaune vif\n glFragColor = vec4(f, f, 0.0, 1.0);\n }`;\n }", "function loadShader( _gl, _shaderSrc, canvas ) {\n\n\tvar vertString = \"\";\n\n\tif(_shaderSrc.vertURL){\n\t\tvertString = fetchHTTP( _shaderSrc.vertURL );\n\t} else {\n vertString =\n\"attribute mediump vec2 a_position;\\n\\\nattribute mediump vec2 a_texcoord;\\n\\\nvarying mediump vec2 CoronaTexCoord;\\n\\\nvoid main() {\\n\\\ngl_Position = vec4(a_position, 0.0, 1.0);\\n\\\nCoronaTexCoord = a_texcoord;\\n\\\n}\\n\\\n\";\n\t}\n\n\tvar fragString = \"\\\n#define P_DEFAULT highp\\n\\\n#define P_RANDOM highp\\n\\\n#define P_POSITION mediump\\n\\\n#define P_NORMAL mediump\\n\\\n#define P_UV mediump\\n\\\n#define P_COLOR lowp\\n\\\n#define FRAGMENT_SHADER_SUPPORTS_HIGHP 1\\n\\\nvarying mediump vec2 CoronaTexCoord; uniform P_RANDOM vec4 v_ColorScale; uniform P_RANDOM vec4 CoronaVertexUserData; uniform highp vec2 u_full_resolution;uniform sampler2D CoronaSampler0;uniform sampler2D CoronaSampler1;uniform highp vec2 u_mouse;uniform highp float CoronaTotalTime; \\\nhighp vec4 CoronaColorScale(highp vec4 c) { return v_ColorScale*c; } P_DEFAULT float CoronaDeltaTime=0.02; uniform P_UV vec4 CoronaTexelSize; P_POSITION vec2 CoronaContentScale = vec2(1.0,1.0); \\n\\\nP_COLOR vec4 FragmentKernel( P_UV vec2 position );\\nvoid main(){gl_FragColor = FragmentKernel(CoronaTexCoord);}\\n\";\n\n\terrorLineOffset = fragString.split(/\\r\\n|\\r|\\n/).length\n\n\n if (_shaderSrc.fragSTR){\n\t\tfragString += _shaderSrc.fragSTR;\n\t} else if(_shaderSrc.fragURL){\n\t\tfragString += fetchHTTP( _shaderSrc.fragURL );\n\t} else {\n\t\tfragString += \"P_COLOR vec4 FragmentKernel( P_UV vec2 texCoord ){P_COLOR vec4 ret = vec4(texCoord.x, texCoord.y, abs(sin(CoronaTotalTime)), 1); return CoronaColorScale(ret);}\";\n\t}\n\n\tvar vertexShader = createShader(_gl, vertString, _gl.VERTEX_SHADER, canvas);\n\tvar fragmentShader = createShader(_gl, fragString , _gl.FRAGMENT_SHADER, canvas);\n\n\tif(!fragmentShader){\n\t\tfragmentShader = createShader(_gl, \"void main(){\\n\\\n\tgl_FragColor = vec4(1.0);\\n\\\n}\" , _gl.FRAGMENT_SHADER, canvas);\n\t}\n\n\t// Create and use program\n\tvar program = createProgram( _gl, [vertexShader, fragmentShader]);\n\t_gl.useProgram(program);\n\n\t// Delete shaders\n\t// _gl.detachShader(program, vertexShader);\n // _gl.detachShader(program, fragmentShader);\n // _gl.deleteShader(vertexShader);\n // _gl.deleteShader(fragmentShader);\n\n\treturn program;\n}", "createProgram() {\n const vertexShader = this._compileShader(\n this.gl.VERTEX_SHADER,\n this.vertexShader\n );\n const fragmentShader = this._compileShader(\n this.gl.FRAGMENT_SHADER,\n this.fragmentShader\n );\n\n this.program = this.gl.createProgram();\n this.gl.attachShader(this.program, vertexShader);\n this.gl.attachShader(this.program, fragmentShader);\n this.gl.linkProgram(this.program);\n if (!this.gl.getProgramParameter(this.program, this.gl.LINK_STATUS)) {\n console.error(this.gl.getProgramInfoLog(this.program));\n }\n return this.program;\n }", "function initShaders() { \n \n Shader = (function() {\n \n var UNIFORM_SETTER = {};\n\n // Return the number of elements for GL type\n var getTypeLength = function(type) {\n\n switch(type) {\n case gl.FLOAT_MAT4:\n return 4*4;\n case gl.FLOAT_MAT3:\n return 3*3;\n case gl.FLOAT_MAT2:\n return 2*2;\n case gl.FLOAT_VEC4:\n case gl.INT_VEC4:\n case gl.BOOL_VEC4:\n return 4;\n case gl.FLOAT_VEC3:\n case gl.INT_VEC3:\n case gl.BOOL_VEC3:\n return 3;\n case gl.FLOAT_VEC2:\n case gl.INT_VEC2:\n case gl.BOOL_VEC2:\n return 2;\n default:\n return 1;\n }\n \n }\n\n // Map GL type to a uniform setter method\n UNIFORM_SETTER[gl.FIXED] = gl.uniform1i;\n UNIFORM_SETTER[gl.SHORT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.BYTE] = gl.uniform1i;\n UNIFORM_SETTER[gl.INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.UNSIGNED_INT] = gl.uniform1i;\n UNIFORM_SETTER[gl.FLOAT] = gl.uniform1f;\n UNIFORM_SETTER[gl.SAMPLER_2D] = gl.uniform1i;\n\n UNIFORM_SETTER[gl.FLOAT_MAT4] = gl.uniformMatrix4fv;\n UNIFORM_SETTER[gl.FLOAT_MAT3] = gl.uniformMatrix3fv;\n UNIFORM_SETTER[gl.FLOAT_MAT2] = gl.uniformMatrix2fv;\n\n UNIFORM_SETTER[gl.FLOAT_VEC2] = gl.uniform2fv;\n UNIFORM_SETTER[gl.FLOAT_VEC3] = gl.uniform3fv;\n UNIFORM_SETTER[gl.FLOAT_VEC4] = gl.uniform4fv;\n UNIFORM_SETTER[gl.INT_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.INT_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.INT_VEC4] = gl.uniform4iv;\n UNIFORM_SETTER[gl.BOOL] = gl.uniform1i;\n UNIFORM_SETTER[gl.BOOL_VEC2] = gl.uniform2iv;\n UNIFORM_SETTER[gl.BOOL_VEC3] = gl.uniform3iv;\n UNIFORM_SETTER[gl.BOOL_VEC4] = gl.uniform4iv;\n\n var defaultShader = null; // Default shader program\n var programCache = {}; // Store of all loading shader programs\n\n \n // Get and Compile and fragment or vertex shader by ID.\n // (shader source is currently embeded within HTML file)\n function getShader(gl, id) {\n var shaderScript = doc.getElementById(id);\n if (!shaderScript) {\n return null;\n }\n\n var str = \"\";\n var k = shaderScript.firstChild;\n while (k) {\n if (k.nodeType == 3) {\n str += k.textContent;\n }\n k = k.nextSibling;\n }\n\n var shader;\n if (shaderScript.type == \"x-shader/x-fragment\") {\n shader = gl.createShader(gl.FRAGMENT_SHADER);\n } else if (shaderScript.type == \"x-shader/x-vertex\") {\n shader = gl.createShader(gl.VERTEX_SHADER);\n } else {\n return null;\n }\n\n gl.shaderSource(shader, str);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n alert(gl.getShaderInfoLog(shader));\n return null;\n }\n return shader;\n }\n \n // Shader data object\n // - program: GL Shader program\n // - meta: list of metadata about GL Shader program (uniform names/types)\n function createShaderObj(shaderProgram) {\n return {\n program: shaderProgram,\n meta: getShaderData(shaderProgram)\n };\n }\n \n\n // Create, load and link a GL shader program \n function loadShaderProgram(v,f) {\n \n v = \"Shaders/vpBasic.cg\" // ab: temp \n //f = \"fpXRAY.cg\";\n \n v = v.split(\".cg\").join(\"\");\n f = f.split(\".cg\").join(\"\");\n \n var name = v+\"+\"+f;\n \n if (programCache[name]) {\n return programCache[name];\n }\n \n var fragmentShader = getShader(gl, f);\n var vertexShader = getShader(gl, v);\n \n if (!fragmentShader || !vertexShader) {\n console.error(\"missing shader \"+ name)\n return null;\n }\n \n var shaderProgram = gl.createProgram();\n \n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n console.error(\"LINK_STATUS error\")\n return null;\n }\n \n var shaderObj = createShaderObj(shaderProgram); \n var attribute = shaderObj.meta.attribute;\n\n gl.useProgram(shaderProgram);\n\n gl.enableVertexAttribArray(attribute.aVertexPosition.location);\n gl.enableVertexAttribArray(attribute.aTextureCoord.location);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.vertexObject);\n gl.vertexAttribPointer(attribute.aVertexPosition.location, gl.box.vertexObject.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.box.texCoordObject);\n gl.vertexAttribPointer(attribute.aTextureCoord.location, gl.box.texCoordObject.itemSize, gl.FLOAT, false, 0, 0);\n\n shaderProgram = createShaderObj(shaderProgram)\n programCache[name] = shaderProgram;\n \n if (!defaultShader) {\n defaultShader = shaderObj;\n }\n \n return shaderObj;\n }\n\n // Create shader program metadata (uniform names/types)\n var getShaderData = function(shader) {\n \n var meta = {uniforms:[], uniform:{}, attribute:{}};\n\n var keys = [],i;\n for (i in gl) {\n keys.push(i);\n }\n keys = keys.sort();\n\n var rgl = {}\n\n keys.forEach(function(key) {\n rgl[gl[key]] = key;\n })\n\n var info;\n var i = 0;\n var len = gl.getProgramParameter(shader, gl.ACTIVE_UNIFORMS)\n \n while (i<len) {\n \n info = gl.getActiveUniform(shader,i);\n meta.uniforms.push(info.name);\n meta.uniform[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getUniformLocation(shader, info.name)\n };\n \n i++;\n }\n\n len = gl.getProgramParameter(shader, gl.ACTIVE_ATTRIBUTES)\n i = 0;\n while (i<len) {\n info = gl.getActiveAttrib(shader,i);\n meta.attribute[info.name] = {\n name: info.name,\n glType: info.type,\n type: rgl[info.type],\n length: getTypeLength(info.type),\n idx: i,\n location: gl.getAttribLocation(shader, info.name)\n };\n i++;\n }\n \n return meta;\n\n }\n\n // (createShader maps to this method)\n return function(v,f) {\n \n var glShader = loadShaderProgram(v,f) || defaultShader;\n \n var shaderValues = {\n alpha: 1\n };\n \n var self = this;\n \n // Create getter/setters for all uniforms and textures on Shader object\n glShader.meta.uniforms.forEach(function(name) {\n var uniform = glShader.meta.uniform[name];\n var len = uniform.length;\n var name = uniform.name;\n var vals = shaderValues;\n (name != \"uMVMatrix\" && name != \"uMVMatrix\")&&Object.defineProperty(self, uniform.name, {\n get: function() {\n return vals[name];\n },\n set: function(v) {\n if (v && v.length !== len) {\n v.length = len;\n }\n vals[name] = v;\n }\n }); \n });\n \n // Draw leaf node\n // (mv matrix, primary texture passed in)\n // [internal method]\n this.__draw = function(gl, mv, imageTexture) {\n \n var usetter = UNIFORM_SETTER;\n var meta = glShader.meta;\n var uniform = meta.uniform;\n var uniforms = meta.uniforms;\n var name, val, u, i = uniforms.length;\n \n // Change shader program if different from last draw\n //if (gl.currentShaderProgram !== glShader) {\n gl.currentShaderProgram = glShader;\n gl.useProgram(glShader.program);\n gl.uniformMatrix4fv(uniform.uPMatrix.location, false, gl.perspectiveMatrixArray);\n //}\n \n // set mv matrix\n gl.uniformMatrix4fv(uniform.uMVMatrix.location, false, mv);\n \n // add primary texture to shader values\n var vals = shaderValues;\n \n if (imageTexture) {\n vals.texture = imageTexture;\n }\n\n var textureSlot = 0;\n \n // Iterate over uniforms and textures setting values from JS to shader program\n while (i--) { \n name = uniforms[i];\n val = vals[name];\n u = uniform[name];\n \n if (val !== undefined && val !== null) {\n if (u.glType === gl.SAMPLER_2D) { // if texture\n gl.activeTexture(gl['TEXTURE'+textureSlot]);\n gl.bindTexture(gl.TEXTURE_2D, val);\n val = textureSlot++;\n }\n usetter[u.glType].apply(gl, [u.location, val]); // uses uniform setter map to set value\n }\n }\n \n // Draw call\n gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);\n \n }\n \n this.__getShaderProgram = function() {\n return glShader.program;\n }\n\n }\n\n })(gl);\n \n var defaultShader = new Shader(\"Shaders/vpBasic.cg\", \"Shaders/fpAlphaTexture.cg\");\n\n\n }", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n\n attribute vec2 a_texcoord;\n varying vec2 v_texcoord;\n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n \n v_texcoord = a_texcoord;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n\n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n \n varying vec2 v_texcoord;\n\n void main(void) {\n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n \n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float ndotLight = 2.0*dot(normal, light);\n vec3 reflectVec = normalize(ndotLight*normal - light);\n float highlight = 0.0;\n \thighlight = pow(max(0.0,dot(normal,halfVec)),uShininess); //Bling_Phong\n\n vec3 ambient = uAmbient*uLightAmbient; // ambient term\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n gl_FragColor = vec4(colorOut, 1.0); \n \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to array\n tPosAttribLoc = gl.getAttribLocation(shaderProgram, \"a_texcoord\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(tPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n \n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function initShaders() {\n var fragmentShader = getShader(gl, \"shader-fs\");\n var vertexShader = getShader(gl, \"shader-vs\");\n \n // Create the shader program\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n \n // If creating the shader program failed, alert\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n }\n \n // start using shading program for rendering\n gl.useProgram(shaderProgram);\n \n // store location of aVertexPosition variable defined in shader\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n \n // turn on vertex position attribute at specified position\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n // store location of aTextureCoord variable defined in shader\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\n\n // turn on vertex texture coordinates attribute at specified position\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n\n // store location of uPMatrix variable defined in shader - projection matrix \n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n // store location of uMVMatrix variable defined in shader - model-view matrix \n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n\n // store location of uSampler variable defined in shader\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\n}", "getVertexShader()\n {\n return dedent\n `#version 300 es\n in vec3 glVertex;\n in vec2 glTexCoord;\n out vec2 frgTexCoord;\n uniform mat4 mat4ModelView;\n uniform mat4 mat4Projection;\n void main()\n {\n gl_Position = mat4Projection * mat4ModelView * vec4(glVertex, 1.0);\n frgTexCoord = glTexCoord;\n }`;\n }", "function _processGLSL(str, inputs, textureSlot) {\n return str\n .replace(/%\\d/g, function (s) {\n return _makeLabel(inputs[s[1]-1]);\n })\n .replace(/\\$TEXTURE/, 'u_textures[' + textureSlot + ']');\n}", "function createProgram() {\n var vert = gl.createShader(gl.VERTEX_SHADER),\n frag = gl.createShader(gl.FRAGMENT_SHADER);\n\n gl.shaderSource(vert, vertexShader);\n gl.shaderSource(frag, fragmentShader);\n gl.compileShader(vert);\n gl.compileShader(frag);\n\n shader = gl.createProgram();\n gl.attachShader(shader, vert);\n gl.attachShader(shader, frag);\n gl.linkProgram(shader);\n gl.useProgram(shader);\n\n // params\n shader.vertex = gl.getAttribLocation(shader, 'vertex');\n gl.enableVertexAttribArray(shader.vertex);\n shader.textureCoord = gl.getAttribLocation(shader, 'textureCoord');\n gl.enableVertexAttribArray(shader.textureCoord);\n shader.tex = gl.getUniformLocation(shader, 'tex');\n\n shader.alpha = gl.getUniformLocation(shader, 'alpha');\n\n // modelView matrix\n shader.modelView = gl.getUniformLocation(shader, 'modelView');\n modelView = mat4.create();\n\n // perspective matrix\n shader.perspective = gl.getUniformLocation(shader, 'perspective');\n perspectiveMatrix = mat4.create();\n mat4.ortho(perspectiveMatrix, 0, exports.width, 0, exports.height, 0, 1);\n gl.uniformMatrix4fv(shader.perspective, false, perspectiveMatrix);\n }", "function createProgram(gl, vertexShader, fragmentShader)\n{\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n var success = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (success)\n {return program;}\n\n console.log(gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n}", "function P$2(P){const _=new n$8,S=_.vertex.code,$=_.fragment.code;return _.include(u$2,{name:\"Default Material Shader\",output:P.output}),_.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),_.include(o$7),_.varyings.add(\"vpos\",\"vec3\"),_.include(e$9,P),_.include(n$9,P),_.include(t$f,P),0!==P.output&&7!==P.output||(_.include(o$8,P),_.include(r$9,{linearDepth:!1}),0===P.normalType&&P.offsetBackfaces&&_.include(e$8),_.include(n$7,P),_.include(l$5,P),P.instancedColor&&_.attributes.add(\"instanceColor\",\"vec4\"),_.varyings.add(\"localvpos\",\"vec3\"),_.include(t$b,P),_.include(a$5,P),_.include(r$7,P),_.include(r$6,P),_.vertex.uniforms.add(\"externalColor\",\"vec4\"),_.varyings.add(\"vcolorExt\",\"vec4\"),P.multipassTerrainEnabled&&_.varyings.add(\"depth\",\"float\"),S.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${P.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n ${0===P.normalType?t$i`\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));`:\"\"}\n vpos = addVerticalOffset(vpos, localOrigin);\n ${P.vertexTangets?\"vTangent = dpTransformVertexTangent(tangent);\":\"\"}\n gl_Position = transformPosition(proj, view, vpos);\n ${0===P.normalType&&P.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n\n ${P.multipassTerrainEnabled?\"depth = (view * vec4(vpos, 1.0)).z;\":\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===P.output&&(_.include(c$6,P),_.include(r$h,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.fragment.include(i$7),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${P.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n gl_FragColor = vec4(opacity_);\n }\n `)),0===P.output&&(_.include(c$6,P),_.include(l$4,P),_.include(o$6,P),_.include(r$h,P),P.receiveShadows&&_.include(i$9,P),P.multipassTerrainEnabled&&(_.fragment.include(a$6),_.include(r$c,P)),_.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),P.hasColorTexture&&_.fragment.uniforms.add(\"tex\",\"sampler2D\"),_.include(r$a,P),_.include(a$4,P),_.fragment.include(i$7),_.include(r$5,P),$.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${P.multipassTerrainEnabled?\"terrainDepthTest(gl_FragCoord, depth);\":\"\"}\n ${P.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${P.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n shadingParams.viewDirection = normalize(vpos - camPos);\n ${3===P.normalType?t$i`\n vec3 normal = screenDerivativeNormal(localvpos);`:t$i`\n shadingParams.normalView = vNormalWorld;\n vec3 normal = shadingNormal(shadingParams);`}\n ${1===P.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${P.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===P.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${P.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${P.hasNormalTexture?t$i`\n mat3 tangentSpace = ${P.vertexTangets?\"computeTangentSpace(normal);\":\"computeTangentSpace(normal, vpos, vuv0);\"}\n vec3 shadedNormal = computeTextureNormal(tangentSpace, vuv0);`:\"vec3 shadedNormal = normal;\"}\n ${1===P.pbrMode||2===P.pbrMode?1===P.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===P.pbrMode||2===P.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, shadingParams.viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${P.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),_.include(u$3,P),_}", "function initProgram() {\r\n // Compile shaders\r\n // Vertex Shader\r\n let vert_shader = compileShader(gl, gl.VERTEX_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Matrices\r\n uniform mat4 uModelViewMatrix;\r\n uniform mat4 uProjectionMatrix;\r\n\r\n // Light Position\r\n const vec4 light = vec4(0, 0, 5, 1);\r\n\r\n // Attributes for the vertex (from VBOs)\r\n in vec4 aPosition;\r\n in vec3 aNormal;\r\n\r\n // Vectors (varying variables to vertex shader)\r\n out vec3 vNormalVector;\r\n out vec3 vLightVector;\r\n out vec3 vEyeVector;\r\n\r\n // Texture information\r\n out vec3 vTexCoord;\r\n\r\n void main() {\r\n vec4 P = uModelViewMatrix * aPosition;\r\n\r\n vNormalVector = mat3(uModelViewMatrix) * aNormal;\r\n vLightVector = light.w == 1.0 ? P.xyz - light.xyz : light.xyz;\r\n vEyeVector = -P.xyz;\r\n\r\n gl_Position = uProjectionMatrix * P;\r\n\r\n\t\t\tvTexCoord = aPosition.xyz;\r\n }`\r\n );\r\n // Fragment Shader - Phong Shading and Reflections\r\n let frag_shader = compileShader(gl, gl.FRAGMENT_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Light and material properties\r\n const vec3 lightColor = vec3(1, 1, 1);\r\n const vec4 materialColor = vec4(0, 1, 0, 1);\r\n const float materialAmbient = 0.2;\r\n const float materialDiffuse = 0.5;\r\n const float materialSpecular = 0.3;\r\n const float materialShininess = 10.0;\r\n\r\n // Vectors (varying variables from vertex shader)\r\n in vec3 vNormalVector;\r\n in vec3 vLightVector;\r\n in vec3 vEyeVector;\r\n\r\n // Texture information\r\n uniform samplerCube uTexture;\r\n in vec3 vTexCoord;\r\n\r\n // Output color\r\n out vec4 fragColor;\r\n\r\n void main() {\r\n // Normalize vectors\r\n vec3 N = normalize(vNormalVector);\r\n vec3 L = normalize(vLightVector);\r\n vec3 E = normalize(vEyeVector);\r\n\r\n // Compute lighting\r\n float diffuse = dot(-L, N);\r\n float specular = 0.0;\r\n if (diffuse < 0.0) {\r\n diffuse = 0.0;\r\n } else {\r\n vec3 R = reflect(L, N);\r\n specular = pow(max(dot(R, E), 0.0), materialShininess);\r\n }\r\n \r\n // Object color combined from texture and material\r\n vec4 color = texture(uTexture, vTexCoord);\r\n\r\n // Compute final color\r\n fragColor.rgb = lightColor * (\r\n (materialAmbient + materialDiffuse * diffuse) * color.rgb +\r\n materialSpecular * specular);\r\n fragColor.a = 1.0;\r\n }`\r\n );\r\n\r\n // Link the shaders into a program and use them with the WebGL context\r\n let program = linkProgram(gl, vert_shader, frag_shader);\r\n gl.useProgram(program);\r\n \r\n // Get the attribute indices\r\n program.aPosition = gl.getAttribLocation(program, 'aPosition');\r\n program.aNormal = gl.getAttribLocation(program, 'aNormal');\r\n program.aTexCoord = gl.getAttribLocation(program, 'aTexCoord');\r\n\r\n // Get the uniform indices\r\n program.uModelViewMatrix = gl.getUniformLocation(program, 'uModelViewMatrix');\r\n program.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');\r\n\r\n return program;\r\n}", "function initShaders() {\r\n var fragmentShader = getShader(gl, \"shader-fs\");\r\n var vertexShader = getShader(gl, \"shader-vs\");\r\n\r\n // Create the shader program\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n // If creating the shader program failed, alert\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Unable to initialize the shader program.\");\r\n }\r\n\r\n // start using shading program for rendering\r\n gl.useProgram(shaderProgram);\r\n\r\n // store location of aVertexPosition variable defined in shader\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\r\n\r\n // turn on vertex position attribute at specified position\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n // store location of aVertexNormal variable defined in shader\r\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\r\n\r\n // store location of aTextureCoord variable defined in shader\r\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\r\n\r\n // store location of uPMatrix variable defined in shader - projection matrix\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n // store location of uMVMatrix variable defined in shader - model-view matrix\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n // store location of uSampler variable defined in shader\r\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\r\n}", "function main(gl, shaderText) {\n var textures = [];\n var letters = [];\n for (var ii = 0; ii < 26; ii++) {\n var curr = new Image();\n textures.push(curr);\n curr.onload = function () {\n letters[ii].src = this.src;\n };\n curr.src = \"letters/\" + \"myletter\" + ii.toString() + \".jpg\";\n }\n // images.push(image2);\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n // var program = createProgramFromSources(gl, [shaderText[effectI], shaderText[effectI + 1]]);\n // var uniformSetters = createUniformSetters(gl, program);\n // var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n var center = vec4.fromValues(70 * scaleFactor, 0, 0, 0);\n var scaleFactor = 10;\n var lineArrays = { position: { numComponents: 3, data: [0, 1, 0, 0, -1, 0] },\n indices: { numComponents: 1, data: [0, 1] } };\n // console.log(newPosition);\n var n = 2;\n for (var ii = 0; ii < n; ii++) {\n for (var jj = 0; jj < n; jj++) {\n arrays.position.data.push.apply(arrays.position.data, [jj * (10 / (n - 1)), ii * (10 / (n - 1)), 0]);\n arrays.normal.data.push.apply(arrays.normal.data, [0, 0, -1]);\n arrays.texcoord.data.push(jj * 1 / (n - 1), ii * (1 / (n - 1)));\n if (ii != n - 1 && jj != n - 1) {\n arrays.indices.data.push(jj + ii * n, jj + ii * n + 1, jj + (ii + 1) * n);\n arrays.indices.data.push(jj + ii * n + 1, jj + (ii + 1) * n, jj + (ii + 1) * n + 1);\n }\n }\n }\n for (var ii = 0; ii < arrays.texcoord.data.length / 2; ii++) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[arrays.texcoord.data.length - ii - 1];\n arrays.texcoord.data[arrays.texcoord.data.length - ii - 1] = tempt;\n }\n for (var ii = 0; ii < arrays.texcoord.data.length; ii += 2) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[ii + 1];\n arrays.texcoord.data[ii + 1] = tempt;\n }\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n var bufferInfo0 = createBufferInfoFromArrays(gl, lineArrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [0, 0, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n // var texture = .... create a texture of some form\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n u_colorOfLetter: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n u_disToCenter: undefined,\n u_verticalPos: undefined\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n var capacity = 14;\n var spacing = 0;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n var program = createProgramFromSources(gl, [shaderText[0], shaderText[1]]);\n var lineProgram = createProgramFromSources(gl, [shaderText[2], shaderText[3]]);\n var uniformSetters = createUniformSetters(gl, program);\n var attribSetters = createAttributeSetters(gl, program);\n // measure time taken for the little stats meter\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program (will need to change this)\n gl.useProgram(program);\n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n var curr = {\n letter: undefined,\n rotateZ: mat4.create(),\n rotateX: mat4.create(),\n isSpinning: false,\n spinningSpeed: 0.0,\n height: 0.0,\n u_colorMult: chroma.hsv(rand(baseColor - 100, baseColor + 100), 0.5, 0.5).gl(),\n texture: undefined,\n angle: 0.0,\n positionX: undefined,\n time: 0.0,\n spinningAngle: 0.0\n };\n var texture;\n if (pressFromKeyboard != undefined) {\n curr.letter = pressFromKeyboard;\n curr.height = rand(-80, 0);\n if (pressFromKeyboard == 8) {\n letters.pop();\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard == 13) {\n letters = [];\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard >= 65 && pressFromKeyboard <= 122) {\n if (pressFromKeyboard >= 91 && pressFromKeyboard <= 122) {\n pressFromKeyboard = pressFromKeyboard - 32;\n }\n curr.angle = degToRad(rand(-20, 20));\n var axis = vec3.transformMat4(axisVector, vec3.fromValues(0, 0, 1), mat4.create());\n mat4.rotate(curr.rotateZ, mat4.create(), curr.angle, axis);\n curr.texture = textures[pressFromKeyboard - 65];\n }\n if (letters.length > capacity) {\n letters.shift();\n }\n letters.push(curr);\n pressFromKeyboard = undefined;\n }\n }\n }\n var scaleForLetters = scaleFactor * 0.3;\n spacing = 140 / capacity * 0.2;\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n mat4.copy(matrix, rotationMatrix);\n matrix = mat4.create();\n if (letters[i].isSpinning) {\n if (letters[i].time >= 0 && letters[i].spinningSpeed >= 1.0) {\n if (Math.abs(letters[i].spinningAngle) < 360.0) {\n var rotateY = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), mat4.create());\n letters[i].spinningAngle = letters[i].spinningSpeed + letters[i].spinningAngle;\n mat4.rotate(matrix, matrix, degToRad(letters[i].spinningAngle), rotateY);\n }\n else {\n letters[i].spinningSpeed = letters[i].spinningSpeed / 2.0;\n letters[i].time--;\n letters[i].spinningAngle = 0.0;\n }\n }\n else {\n letters[i].isSpnning = false;\n letters[i].time = 0.0;\n letters[i].spinningSpeed = 0.0;\n matrix = mat4.create();\n letters[i].spinningSpeed = 0.0;\n }\n }\n mat4.copy(letters[i].rotateX, matrix);\n mat4.multiply(matrix, letters[i].rotateX, letters[i].rotateZ);\n mat4.scale(matrix, matrix, [scaleForLetters, scaleForLetters, scaleForLetters]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n objectState.materialUniforms.u_colorMult = letters[i].u_colorMult;\n objectState.materialUniforms.u_verticalPos = vec4.fromValues(0, letters[i].height, 0, 0);\n letters[i].positionX = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n objectState.materialUniforms.u_disToCenter = vec4.fromValues(scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)), 0, 0, 0);\n setUniforms(uniformSetters, objectState.materialUniforms);\n texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, letters[i].texture);\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n }\n }\n if (mouseDown != undefined) {\n if (canvas != undefined) {\n if (gl != undefined) {\n var mousePosition = 0.0;\n var currDist = Infinity;\n var currID = undefined;\n mousePosition = mouseDown[0] - 717;\n mousePosition = mousePosition / 717;\n for (var i = 0; i < letters.length; i++) {\n if (Math.abs(mousePosition - letters[i].positionX) < currDist) {\n currID = i;\n currDist = Math.abs(mousePosition - letters[i].positionX);\n }\n }\n if (letters[currID].isSpinning == false) {\n letters[currID].isSpinning = true;\n letters[currID].time = currDist * 360;\n letters[currID].spinningSpeed = letters[currID].time * 10.0;\n var soundEffect = new Howl({\n urls: ['sounds/spin.mp3']\n }).play();\n }\n }\n }\n mouseDown = undefined;\n }\n gl.useProgram(lineProgram);\n uniformSetters = createUniformSetters(gl, lineProgram);\n attribSetters = createAttributeSetters(gl, lineProgram);\n var uniformsOfLines = {\n u_worldViewProjection: mat4.create(),\n u_colorMult: [0, 0, 0, 1],\n u_horizontalPos: vec4.create(),\n u_height: 0.0\n };\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n var horizontalPos = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n uniformsOfLines.u_colorMult = letters[i].u_colorMult;\n uniformsOfLines.u_horizontalPos = vec4.fromValues(horizontalPos, 0, 0, 0);\n uniformsOfLines.u_height = letters[i].height / 200;\n setBuffersAndAttributes(gl, attribSetters, bufferInfo0);\n setUniforms(uniformSetters, uniformsOfLines);\n gl.lineWidth(2.0);\n gl.drawElements(gl.LINES, 2, gl.UNSIGNED_SHORT, 0);\n }\n }\n requestAnimationFrame(drawScene);\n }\n }", "function setupterrianShaders(){\n var vertexShadert =loadShaderFromDOM(\"terrain-vs\");\n var fragmentShadert =loadShaderFromDOM(\"terrain-fs\");\n\n terrainProgram = gl.createProgram();\n gl.attachShader(terrainProgram, vertexShadert);\n gl.attachShader(terrainProgram, fragmentShadert);\n gl.linkProgram(terrainProgram);\n\n if (!gl.getProgramParameter(terrainProgram, gl.LINK_STATUS)){\n alert(\"Failed to setup terrainshaders\");\n }\n\n gl.useProgram(terrainProgram);\n\n terrainProgram.vertexNormalAttribute =gl.getAttribLocation(terrainProgram, \"aVertexNormalt\");\n console.log(\"Vex norm attrib: \", terrainProgram.vertexNormalAttribute);\n gl.enableVertexAttribArray(terrainProgram.vertexNormalAttribute);\n\n terrainProgram.vertexPositionAttribute = gl.getAttribLocation(terrainProgram, \"aVertexPositiont\");\n console.log(\"Vertex Position attrib: \", terrainProgram.vertexPositionAttribute);\n gl.enableVertexAttribArray(terrainProgram.vertexPositionAttribute);\n\n terrainProgram.textureCoordAttribute = gl.getAttribLocation(terrainProgram, \"aTexCoord\");\n gl.enableVertexAttribArray(terrainProgram.textureCoordAttribute);\n\n terrainProgram.mvMatrixUniform = gl.getUniformLocation(terrainProgram, \"uMVMatrixt\");\n terrainProgram.pMatrixUniform = gl.getUniformLocation(terrainProgram, \"uPMatrixt\");\n terrainProgram.nMatrixUniform = gl.getUniformLocation(terrainProgram, \"uNMatrixt\");\n terrainProgram.uniformLightPositionLoc = gl.getUniformLocation(terrainProgram, \"uLightPosition\"); \n terrainProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(terrainProgram, \"uAmbientLightColor\"); \n terrainProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(terrainProgram, \"uDiffuseLightColor\");\n terrainProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(terrainProgram, \"uSpecularLightColor\");\n terrainProgram.TextureSamplerUniform = gl.getUniformLocation(terrainProgram, \"uImage\");\n\n \n}", "function setupShaders() {\n\n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 vertexPosition;\n attribute vec3 vertexNormal;\n attribute vec3 ambient;\n attribute vec3 diffuse;\n attribute vec3 specular;\n attribute float specularExponent;\n attribute float shapeNum;\n\n uniform vec3 eyePos;\n uniform vec3 lightPos;\n uniform vec3 lightColor;\n uniform mat4 projMatrix;\n uniform mat4 viewMatrix;\n uniform mat4 xformMatrix;\n uniform float currentShape;\n\n varying lowp vec4 vColor;\n\n void main(void) {\n vec3 N = normalize(vertexNormal); // normal vector\n vec3 L = normalize(lightPos - vertexPosition); // light vector\n vec3 V = normalize(eyePos - vertexPosition); // view vector\n vec3 H = normalize(L + V);\n \n vec3 color;\n for (int i = 0; i < 3; i++) {\n color[i] = ambient[i] * lightColor[0]; // ambient term\n color[i] += diffuse[i] * lightColor[1] * dot(N, L); // diffuse term\n color[i] += specular[i] * lightColor[2] * pow(dot(N, H), specularExponent); // specular term\n\n // Clamp color\n if (color[i] > 1.0) {\n color[i] = 1.0;\n } else if (color[i] < 0.0) {\n color[i] = 0.0;\n }\n }\n\n if (shapeNum == currentShape) {\n gl_Position = projMatrix * viewMatrix * xformMatrix * vec4(vertexPosition, 1.0); // use transform matrix\n } else {\n gl_Position = projMatrix * viewMatrix * mat4(1.0) * vec4(vertexPosition, 1.0); // use untransformed position\n }\n\n vColor = vec4(color, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n varying lowp vec4 vColor;\n\n void main(void) {\n gl_FragColor = vColor;\n }\n `;\n \n try {\n // console.log(\"fragment shader: \"+fShaderCode);\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n // console.log(\"vertex shader: \"+vShaderCode);\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n\n // Setup attributes\n vertexPositionAttrib = gl.getAttribLocation(shaderProgram, \"vertexPosition\"); // get pointer to vertex shader input\n gl.enableVertexAttribArray(vertexPositionAttrib); // input to shader from array\n\n vertexNormalAttrib = gl.getAttribLocation(shaderProgram, \"vertexNormal\");\n gl.enableVertexAttribArray(vertexNormalAttrib);\n\n vertexAmbientAttrib = gl.getAttribLocation(shaderProgram, \"ambient\");\n gl.enableVertexAttribArray(vertexAmbientAttrib);\n\n vertexDiffuseAttrib = gl.getAttribLocation(shaderProgram, \"diffuse\");\n gl.enableVertexAttribArray(vertexDiffuseAttrib);\n\n vertexSpecularAttrib = gl.getAttribLocation(shaderProgram, \"specular\");\n gl.enableVertexAttribArray(vertexSpecularAttrib);\n\n vertexSpecExpAttrib = gl.getAttribLocation(shaderProgram, \"specularExponent\");\n gl.enableVertexAttribArray(vertexSpecExpAttrib);\n\n vertexShapeNumAttrib = gl.getAttribLocation(shaderProgram, \"shapeNum\");\n gl.enableVertexAttribArray(vertexShapeNumAttrib);\n\n // Setup uniforms\n eyePosUniform = gl.getUniformLocation(shaderProgram, 'eyePos');\n gl.uniform3fv(eyePosUniform, eye);\n\n mat4.perspective(projectionMatrix, glMatrix.toRadian(90), 1, 0.1, 100);\n projMatrixUniform = gl.getUniformLocation(shaderProgram, 'projMatrix');\n gl.uniformMatrix4fv(projMatrixUniform, gl.FALSE, projectionMatrix);\n \n var center = vec3.create();\n vec3.add(center, eye, lookAt);\n mat4.lookAt(viewMatrix, eye, center, upVector);\n viewMatrixUniform = gl.getUniformLocation(shaderProgram, 'viewMatrix');\n gl.uniformMatrix4fv(viewMatrixUniform, gl.FALSE, viewMatrix);\n\n // mat4.identity(transformMatrix);\n xformMatrixUniform = gl.getUniformLocation(shaderProgram, 'xformMatrix');\n gl.uniformMatrix4fv(xformMatrixUniform, gl.FALSE, transformMatrix);\n\n lightPosUniform = gl.getUniformLocation(shaderProgram, 'lightPos');\n gl.uniform3fv(lightPosUniform, lightPos);\n\n lightColorUniform = gl.getUniformLocation(shaderProgram, 'lightColor');\n gl.uniform3fv(lightColorUniform, lightColor);\n\n currentShapeUniform = gl.getUniformLocation(shaderProgram, 'currentShape');\n gl.uniform1f(currentShapeUniform, shapeNum);\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function initShaders(gl) {\n\n var vertexShaderSource = \"\\\n\tattribute vec3 a_position; \\n\\\n\tattribute vec3 a_color; \\n\\\n\tvarying vec3 vertexcolor; \\n\\\n\tvoid main(void) \\n\\\n\t{ \\n\\\n\t vertexcolor = a_color; \\n\\\n\t\tgl_Position = vec4(a_position, 1.0); \\n\\\n\t} \\n\\\n\t\";\n\n var fragmentShaderSource = \"\\\n\tprecision highp float; \\n\\\n\tvarying vec3 vertexcolor; \\n\\\n\tvoid main(void) \\n\\\n\t{ \\n\\\n\t\tgl_FragColor = vec4(vertexcolor, 1.0); \\n\\\n\t} \\n\\\n\t\";\n\n // create the vertex shader\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexShaderSource);\n gl.compileShader(vertexShader);\n\n // create the fragment shader\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentShaderSource);\n gl.compileShader(fragmentShader);\n\n // Create the shader program\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n // If creating the shader program failed, we show compilation and linking errors.\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Unable to initialize the shader program.\");\n var str = \"\";\n str += \"VS:\\n\" + gl.getShaderInfoLog(vertexShader) + \"\\n\\n\";\n str += \"FS:\\n\" + gl.getShaderInfoLog(fragmentShader) + \"\\n\\n\";\n str += \"PROG:\\n\" + gl.getProgramInfoLog(shaderProgram);\n alert(str);\n }\n}", "function makeProgram (shaders) {\r\n\tvar p = gl.createProgram();\r\n\tshaders.forEach(function (s) {\r\n\t\tgl.attachShader(p, s);\r\n\t});\r\n\tgl.linkProgram(p);\r\n\tif (!gl.getProgramParameter(p, gl.LINK_STATUS)) {\r\n\t alert(\"Unable to initialize the shader program: \" + gl.getProgramInfoLog(shader));\r\n\t}\r\n\r\n\treturn p;\r\n}", "function createProgram(gl, vertexShader, fragmentShader) {\n let program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n let success = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (success) {\n return program;\n }\n console.error(\"shader program error\", gl.getProgramInfoLog(program)); \n gl.deleteProgram(program);\n return undefined;\n}", "function j$2(j){const E=new n$8,O=E.vertex.code,_=E.fragment.code;return E.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),E.include(o$7),E.varyings.add(\"vpos\",\"vec3\"),E.include(e$9,j),E.include(n$9,j),E.include(t$f,j),0!==j.output&&7!==j.output||(E.include(o$8,j),E.include(r$9,{linearDepth:!1}),j.offsetBackfaces&&E.include(e$8),j.instancedColor&&E.attributes.add(\"instanceColor\",\"vec4\"),E.varyings.add(\"vNormalWorld\",\"vec3\"),E.varyings.add(\"localvpos\",\"vec3\"),j.multipassTerrainEnabled&&E.varyings.add(\"depth\",\"float\"),E.include(t$b,j),E.include(a$5,j),E.include(r$7,j),E.include(r$6,j),E.vertex.uniforms.add(\"externalColor\",\"vec4\"),E.varyings.add(\"vcolorExt\",\"vec4\"),O.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${j.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n ${j.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n ${j.multipassTerrainEnabled?t$i`depth = (view * vec4(vpos, 1.0)).z;`:\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===j.output&&(E.include(c$6,j),E.include(r$h,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${j.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n\n gl_FragColor = vec4(opacity_);\n }\n `)),0===j.output&&(E.include(c$6,j),E.include(l$4,j),E.include(o$6,j),E.include(r$h,j),j.receiveShadows&&E.include(i$9,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.include(r$a,j),E.include(a$4,j),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n vec3 viewDirection = normalize(vpos - camPos);\n ${1===j.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${j.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===j.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${j.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${t$i`\n vec3 shadedNormal = normalize(vNormalWorld);\n albedo_ *= 1.2;\n vec3 viewForward = - vec3(view[0][2], view[1][2], view[2][2]);\n float alignmentLightView = clamp(dot(-viewForward, lightingMainDirection), 0.0, 1.0);\n float transmittance = 1.0 - clamp(dot(-viewForward, shadedNormal), 0.0, 1.0);\n float treeRadialFalloff = vColor.r;\n float backLightFactor = 0.5 * treeRadialFalloff * alignmentLightView * transmittance * (1.0 - shadow);\n additionalLight += backLightFactor * lightingMainIntensity;`}\n ${1===j.pbrMode||2===j.pbrMode?1===j.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===j.pbrMode||2===j.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${j.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),E.include(u$3,j),E}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n attribute vec2 aVertexTexture; // vertex texture\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n varying vec2 vVertexTexture; // interpolated texture for frag shader\n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n vVertexTexture = aVertexTexture;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n uniform float uAlpha; // the alpha value\n uniform float uBlendMode; // the blend mode\n\n // sampler\n uniform sampler2D uSampler;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n varying vec2 vVertexTexture; // vertex texture (u, v)\n \n void main(void) {\n \n // ambient term\n vec3 ambient = uAmbient*uLightAmbient; \n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float highlight = pow(max(0.0,dot(normal,halfVec)),uShininess);\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n\n vec4 flatColor = vec4(colorOut, 1.0);\n vec4 texColor = texture2D(uSampler, vec2(vVertexTexture.x, vVertexTexture.y));\n\n if (uBlendMode == 0.0) {\n gl_FragColor = vec4(texColor.rgb * colorOut, texColor.a * uAlpha);\n }\n if (uBlendMode == 1.0) {\n gl_FragColor = vec4(texColor.rgb, texColor.a * uAlpha);\n }\n if (uBlendMode == 2.0) {\n gl_FragColor = texColor;\n }\n if (uBlendMode == 3.0) {\n gl_FragColor = flatColor;\n }\n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to arrayconsole.log(textures);\n vTexAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexTexture\");\n gl.enableVertexAttribArray(vTexAttribLoc);\n \n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n\n // locate sampler uniform\n samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\"); // ptr to sampler\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n\n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n alphaULoc = gl.getUniformLocation(shaderProgram, \"uAlpha\"); // ptr to alpha\n lightBlendULoc = gl.getUniformLocation(shaderProgram, \"uBlendMode\"); // ptr to blend mode\n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function getVertexShaderSource() {\n\treturn `\n\t\t// an attribute will receive data from a buffer\n\t\tattribute vec3 vertPosition; // [x, y, z] coordinates\n\t\tattribute vec3 vertColor; // [r, g, b]\n\t\t\n\t\t// matrices mat4= 4x4 matrix\n\t\tuniform mat4 worldM; \n\t\tuniform mat4 viewM;\n\t\tuniform mat4 projM;\n\n\t\tvoid main() {\n\t\t\tgl_Position = projM * viewM * worldM * vec4(vertPosition, 1.0);\n\t\t}\n\t`;\n}", "function setupShaders() {\n //Load the vertex and fragment shaders\n vertexShader =loadShaderFromDOM(\"blinn-phong-vs\");\n fragmentShader =loadShaderFromDOM(\"blinn-phong-fs\");\n\n //Create the shader program and attach the vertex/fragment shaders\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n //Alert if shaders not set up properly\n alert(\"Failed to setup shaders\");\n console.log(gl.getProgramInfoLog(shaderProgram));\n }\n\n // Use the shaderProgram just created\n gl.useProgram(shaderProgram);\n\n // Get attributes from shaders and enable arrays that will be needed later\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n // Get the uniforms\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\");\n shaderProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram, \"uAmbientLightColor\");\n shaderProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram, \"uDiffuseLightColor\");\n shaderProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram, \"uSpecularLightColor\");\n shaderProgram.uniformShininessLoc = gl.getUniformLocation(shaderProgram, \"uShininess\");\n shaderProgram.uniformAmbientMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKAmbient\");\n shaderProgram.uniformDiffuseColorLoc1 = gl.getUniformLocation(shaderProgram, \"kDiffuse1\");\n shaderProgram.uniformDiffuseColorLoc2 = gl.getUniformLocation(shaderProgram, \"kDiffuse2\");\n shaderProgram.uniformDiffuseColorLoc3 = gl.getUniformLocation(shaderProgram, \"kDiffuse3\");\n shaderProgram.uniformDiffuseColorLoc4 = gl.getUniformLocation(shaderProgram, \"kDiffuse4\");\n shaderProgram.uniformSpecularMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKSpecular\");\n\n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n attribute vec3 aVertexNormal; // vertex normal\n attribute vec2 aTextureCoord; // texture coordinate\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n varying vec3 vVertexNormal; // interpolated normal for frag shader\n varying vec2 vTextureCoord; \n\n void main(void) {\n \n // vertex position\n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition, 1.0);\n\n // vertex normal (assume no non-uniform scale)\n vec4 vWorldNormal4 = umMatrix * vec4(aVertexNormal, 0.0);\n vVertexNormal = normalize(vec3(vWorldNormal4.x,vWorldNormal4.y,vWorldNormal4.z)); \n \n // texture\n vTextureCoord = aTextureCoord;\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightAmbient; // the light's ambient color\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightSpecular; // the light's specular color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uAmbient; // the ambient reflectivity\n uniform vec3 uDiffuse; // the diffuse reflectivity\n uniform vec3 uSpecular; // the specular reflectivity\n uniform float uShininess; // the specular exponent\n \n uniform sampler2D uSampler;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n varying vec3 vVertexNormal; // normal of fragment\n varying vec2 vTextureCoord; // texture coordinate\n \n uniform bool uUseTexture;\n // transparency?\n uniform float uAlpha;\n \n void main(void) {\n \n // ambient term\n vec3 ambient = uAmbient*uLightAmbient; \n \n // diffuse term\n vec3 normal = normalize(vVertexNormal); \n vec3 light = normalize(uLightPosition - vWorldPos);\n float lambert = max(0.0,dot(normal,light));\n vec3 diffuse = uDiffuse*uLightDiffuse*lambert; // diffuse term\n \n // specular term\n vec3 eye = normalize(uEyePosition - vWorldPos);\n vec3 halfVec = normalize(light+eye);\n float highlight = pow(max(0.0,dot(normal,halfVec)),uShininess);\n vec3 specular = uSpecular*uLightSpecular*highlight; // specular term\n \n // combine to output color\n vec3 colorOut = ambient + diffuse + specular; // no specular yet\n \t\tvec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t)); \n \n // check if an object is using a texture\n \t\tif(uUseTexture){\n \t\t\tgl_FragColor = vec4(textureColor.rgb * colorOut, textureColor.a*uAlpha);\n \t\t}else{\n \t\t\tgl_FragColor = vec4(colorOut, uAlpha);\n \t\t}\n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n vNormAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexNormal\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vNormAttribLoc); // connect attrib to array\n \n /**texture coord*/\n vTexAttribLoc = gl.getAttribLocation(shaderProgram, \"aTextureCoord\"); // ptr to vertex normal attrib\n gl.enableVertexAttribArray(vTexAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n /**texture*/\n samplerLoc = gl.getUniformLocation(shaderProgram, \"uSampler\");\n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightAmbientULoc = gl.getUniformLocation(shaderProgram, \"uLightAmbient\"); // ptr to light ambient\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightSpecularULoc = gl.getUniformLocation(shaderProgram, \"uLightSpecular\"); // ptr to light specular\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n ambientULoc = gl.getUniformLocation(shaderProgram, \"uAmbient\"); // ptr to ambient\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n specularULoc = gl.getUniformLocation(shaderProgram, \"uSpecular\"); // ptr to specular\n shininessULoc = gl.getUniformLocation(shaderProgram, \"uShininess\"); // ptr to shininess\n /** ptr to using texture or not*/\n usetextureULoc = gl.getUniformLocation(shaderProgram, \"uUseTexture\"); \n /** issue with blending*/\n alphaULoc = gl.getUniformLocation(shaderProgram, \"uAlpha\");\n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightAmbientULoc,lightAmbient); // pass in the light's ambient emission\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightSpecularULoc,lightSpecular); // pass in the light's specular emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n \n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function Shader(vertexSource, fragmentSource) {\n\t\t// Allow passing in the id of an HTML script tag with the source\n\n\n\t\tfunction followScriptTagById(id) {\n\t\t\tvar element = document.getElementById(id);\n\t\t\treturn element ? element.text : id;\n\t\t}\n\t\tvertexSource = followScriptTagById(vertexSource);\n\t\tfragmentSource = followScriptTagById(fragmentSource);\n\n\t\t// Headers are prepended to the sources to provide some automatic functionality.\n\t\tvar header = '\\\n uniform mat3 gl_NormalMatrix;\\\n uniform mat4 gl_ModelViewMatrix;\\\n uniform mat4 gl_ProjectionMatrix;\\\n uniform mat4 gl_ModelViewProjectionMatrix;\\\n uniform mat4 gl_ModelViewMatrixInverse;\\\n uniform mat4 gl_ProjectionMatrixInverse;\\\n uniform mat4 gl_ModelViewProjectionMatrixInverse;\\\n ';\n\t\tvar vertexHeader = header + '\\\n attribute vec4 gl_Vertex;\\\n attribute vec4 gl_TexCoord;\\\n attribute vec3 gl_Normal;\\\n attribute vec4 gl_Color;\\\n vec4 ftransform() {\\\n return gl_ModelViewProjectionMatrix * gl_Vertex;\\\n }\\\n ';\n\t\tvar fragmentHeader = '\\\n precision highp float;\\\n ' + header;\n\n\t\t// Check for the use of built-in matrices that require expensive matrix\n\t\t// multiplications to compute, and record these in `usedMatrices`.\n\t\tvar source = vertexSource + fragmentSource;\n\t\tvar usedMatrices = {};\n\t\tregexMap(/\\b(gl_[^;]*)\\b;/g, header, function(groups) {\n\t\t\tvar name = groups[1];\n\t\t\tif(source.indexOf(name) != -1) {\n\t\t\t\tvar capitalLetters = name.replace(/[a-z_]/g, '');\n\t\t\t\tusedMatrices[capitalLetters] = LIGHTGL_PREFIX + name;\n\t\t\t}\n\t\t});\n\t\tif(source.indexOf('ftransform') != -1) usedMatrices.MVPM = LIGHTGL_PREFIX + 'gl_ModelViewProjectionMatrix';\n\t\tthis.usedMatrices = usedMatrices;\n\n\t\t// The `gl_` prefix must be substituted for something else to avoid compile\n\t\t// errors, since it's a reserved prefix. This prefixes all reserved names with\n\t\t// `_`. The header is inserted after any extensions, since those must come\n\t\t// first.\n\n\n\t\tfunction fix(header, source) {\n\t\t\tvar replaced = {};\n\t\t\tvar match = /^((\\s*\\/\\/.*\\n|\\s*#extension.*\\n)+)\\^*$/.exec(source);\n\t\t\tsource = match ? match[1] + header + source.substr(match[1].length) : header + source;\n\t\t\tregexMap(/\\bgl_\\w+\\b/g, header, function(result) {\n\t\t\t\tif(!(result in replaced)) {\n\t\t\t\t\tsource = source.replace(new RegExp('\\\\b' + result + '\\\\b', 'g'), LIGHTGL_PREFIX + result);\n\t\t\t\t\treplaced[result] = true;\n\t\t\t\t}\n\t\t\t});\n\t\t\treturn source;\n\t\t}\n\t\tvertexSource = fix(vertexHeader, vertexSource);\n\t\tfragmentSource = fix(fragmentHeader, fragmentSource);\n\n\t\t// Compile and link errors are thrown as strings.\n\n\n\t\tfunction compileSource(type, source) {\n\t\t\tvar shader = gl.createShader(type);\n\t\t\tgl.shaderSource(shader, source);\n\t\t\tgl.compileShader(shader);\n\t\t\tif(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n\t\t\t\tthrow 'compile error: ' + gl.getShaderInfoLog(shader);\n\t\t\t}\n\t\t\treturn shader;\n\t\t}\n\t\tthis.program = gl.createProgram();\n\t\tgl.attachShader(this.program, compileSource(gl.VERTEX_SHADER, vertexSource));\n\t\tgl.attachShader(this.program, compileSource(gl.FRAGMENT_SHADER, fragmentSource));\n\t\tgl.linkProgram(this.program);\n\t\tif(!gl.getProgramParameter(this.program, gl.LINK_STATUS)) {\n\t\t\tthrow 'link error: ' + gl.getProgramInfoLog(this.program);\n\t\t}\n\t\tthis.attributes = {};\n\t\tthis.uniformLocations = {};\n\n\t\t// Sampler uniforms need to be uploaded using `gl.uniform1i()` instead of `gl.uniform1f()`.\n\t\t// To do this automatically, we detect and remember all uniform samplers in the source code.\n\t\tvar isSampler = {};\n\t\tregexMap(/uniform\\s+sampler(1D|2D|3D|Cube)\\s+(\\w+)\\s*;/g, vertexSource + fragmentSource, function(groups) {\n\t\t\tisSampler[groups[2]] = 1;\n\t\t});\n\t\tthis.isSampler = isSampler;\n\t}", "function ShaderProgram(gl, vertex_src, fragment_src)\n{\n \n this.vertexShader = null;\n this.fragmentShader = null; \n this.attributeLocations = [];\n this.shaderProgram = null;\n this.gl = gl;\n\n this.getVertexShaderSourceCode = function()\n {\n return vertex_src;\n }\n this.getFragmentShaderSourceCode = function()\n {\n return fragment_src;\n }\n}", "function setupShaders() {\n __shaders.vertexShader_normal = document.getElementById(\"vertexShader_normal\").text;\n __shaders.fragmentShader_normal = document.getElementById(\"fragmentShader_normal\").text;\n}", "function createProgram(gl, vertexShader, fragmentShader)\n{\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n var success = gl.getProgramParameter(program, gl.LINK_STATUS);\n if(success){\n return program;\n }\n \n console.log(\"error creating program: \" + gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n}", "function setupShaders() {\n vertexShader = loadShaderFromDOM(\"shader-vs\");\n fragmentShader = loadShaderFromDOM(\"shader-fs\");\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Failed to setup shaders\");\n }\n\n gl.useProgram(shaderProgram);\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\");\n shaderProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram, \"uAmbientLightColor\");\n shaderProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram, \"uDiffuseLightColor\");\n shaderProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram, \"uSpecularLightColor\");\n shaderProgram.uniformShininessLoc = gl.getUniformLocation(shaderProgram, \"uShininess\");\n shaderProgram.uniformAmbientMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKAmbient\");\n shaderProgram.uniformDiffuseMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKDiffuse\");\n shaderProgram.uniformSpecularMaterialColorLoc = gl.getUniformLocation(shaderProgram, \"uKSpecular\");\n\n shaderProgram.uSkyboxSampler = gl.getUniformLocation(shaderProgram, \"uSkyboxSampler\");\n shaderProgram.ucheckSky = gl.getUniformLocation(shaderProgram, \"ucheckSky\");\n\n\n}", "init(vertexShaderName, fragmentShaderName, textureName1) {\n let vertexShaderSource = document.getElementById(vertexShaderName).innerHTML;\n let fragmentShaderSource = document.getElementById(fragmentShaderName).innerHTML;\n this.shaderProgram = createProgram(this.gl, vertexShaderSource, fragmentShaderSource);\n if (!this.shaderProgram) {\n console.log('Feil ved initialisering av shaderkoden.');\n } else {\n this.loadTexture(textureName1);\n }\n }", "function createProgram(gl, vshader, fshader) {\n // Create shader object\n var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);\n var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);\n\n if (!vertexShader || !fragmentShader) {\n return null;\n } // Create a program object\n\n\n var program = gl.createProgram();\n\n if (!program) {\n return null;\n }\n\n program.vertexShader = vertexShader;\n program.fragmentShader = fragmentShader; // Attach the shader objects\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader); // Link the program object\n\n gl.linkProgram(program); // Check the result of linking\n\n var linked = gl.getProgramParameter(program, gl.LINK_STATUS);\n\n if (!linked) {\n var error = gl.getProgramInfoLog(program);\n gl.deleteProgram(program);\n gl.deleteShader(fragmentShader);\n gl.deleteShader(vertexShader);\n throw new Error('Failed to link program: ' + error);\n }\n\n return program;\n}", "function initShaders()\n{\n var vertexShader=get_shader(shader_vertex_source, gl.VERTEX_SHADER, \"VERTEX\");\n var fragmentShader=get_shader(shader_fragment_source, gl.FRAGMENT_SHADER, \"FRAGMENT\");\n\n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))\n {\n alert(\"Could not initialise shaders\");\n }\n\n gl.useProgram(shaderProgram);\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.textureCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTextureCoord\");\n gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, \"uSampler\");\n shaderProgram.sampler2Uniform = gl.getUniformLocation(shaderProgram, \"uSampler2\");\n shaderProgram.dualTex = gl.getUniformLocation(shaderProgram,\"uDualTex\")\n\n //lighting\n shaderProgram.useLightingUniform = gl.getUniformLocation(shaderProgram, \"uUseLighting\");\n shaderProgram.ambientColorUniform = gl.getUniformLocation(shaderProgram, \"uAmbientColor\");\n shaderProgram.pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, \"uPointLightingLocation\");\n shaderProgram.pointLightingColorUniform = gl.getUniformLocation(shaderProgram, \"uPointLightingColor\");\n\n //transparency\n shaderProgram.alphaUniform = gl.getUniformLocation(shaderProgram, \"uAlpha\");\n shaderProgram.useBlending = gl.getUniformLocation(shaderProgram, \"uUseBlending\");\n\n}", "function setupShaders() {\r\n //console.log(\"SETTING UP SHADER FOR CUBE\\n\");\r\n vertexShader = loadShaderFromDOM(\"shader-vs\");\r\n fragmentShader = loadShaderFromDOM(\"shader-fs\");\r\n\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Failed to setup shaders\");\r\n }\r\n\r\n gl.useProgram(shaderProgram);\r\n\r\n\r\n\r\n\r\n shaderProgram.texCoordAttribute = gl.getAttribLocation(shaderProgram, \"aTexCoord\");\r\n //console.log(\"Tex coord attrib: \", shaderProgram.texCoordAttribute);\r\n gl.enableVertexAttribArray(shaderProgram.texCoordAttribute);\r\n\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\r\n //console.log(\"Vertex attrib: \", shaderProgram.vertexPositionAttribute);\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n\r\n}", "function setupShaders() {\n \n // define vertex shader in essl using es6 template strings\n var vShaderCode = `\n attribute vec3 aVertexPosition; // vertex position\n \n uniform mat4 umMatrix; // the model matrix\n uniform mat4 upvmMatrix; // the project view model matrix\n\n uniform float xtranslate;\n uniform float ytranslate;\n uniform float ztranslate;\n \n varying vec3 vWorldPos; // interpolated world position of vertex\n\n void main(void) {\n \n vec4 vWorldPos4 = umMatrix * vec4(aVertexPosition, 1.0);\n vWorldPos = vec3(vWorldPos4.x,vWorldPos4.y,vWorldPos4.z);\n gl_Position = upvmMatrix * vec4(aVertexPosition[0] + xtranslate, aVertexPosition[1] + ytranslate, aVertexPosition[2] + ztranslate, 1.0);\n }\n `;\n \n // define fragment shader in essl using es6 template strings\n var fShaderCode = `\n precision mediump float; // set float to medium precision\n\n // eye location\n uniform vec3 uEyePosition; // the eye's position in world\n \n // light properties\n uniform vec3 uLightDiffuse; // the light's diffuse color\n uniform vec3 uLightPosition; // the light's position\n \n // material properties\n uniform vec3 uDiffuse; // the diffuse reflectivity\n\n // transparency\n uniform float uTransp;\n \n // geometry properties\n varying vec3 vWorldPos; // world xyz of fragment\n \n void main(void) {\n \n vec3 diffuse = uDiffuse*uLightDiffuse;\n \n vec3 colorOut = diffuse;\n gl_FragColor = vec4(colorOut, uTransp); \n }\n `;\n \n try {\n var fShader = gl.createShader(gl.FRAGMENT_SHADER); // create frag shader\n gl.shaderSource(fShader,fShaderCode); // attach code to shader\n gl.compileShader(fShader); // compile the code for gpu execution\n\n var vShader = gl.createShader(gl.VERTEX_SHADER); // create vertex shader\n gl.shaderSource(vShader,vShaderCode); // attach code to shader\n gl.compileShader(vShader); // compile the code for gpu execution\n \n if (!gl.getShaderParameter(fShader, gl.COMPILE_STATUS)) { // bad frag shader compile\n throw \"error during fragment shader compile: \" + gl.getShaderInfoLog(fShader); \n gl.deleteShader(fShader);\n } else if (!gl.getShaderParameter(vShader, gl.COMPILE_STATUS)) { // bad vertex shader compile\n throw \"error during vertex shader compile: \" + gl.getShaderInfoLog(vShader); \n gl.deleteShader(vShader);\n } else { // no compile errors\n var shaderProgram = gl.createProgram(); // create the single shader program\n gl.attachShader(shaderProgram, fShader); // put frag shader in program\n gl.attachShader(shaderProgram, vShader); // put vertex shader in program\n gl.linkProgram(shaderProgram); // link program into gl context\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { // bad program link\n throw \"error during shader program linking: \" + gl.getProgramInfoLog(shaderProgram);\n } else { // no shader program link errors\n gl.useProgram(shaderProgram); // activate shader program (frag and vert)\n \n // locate and enable vertex attributes\n vPosAttribLoc = gl.getAttribLocation(shaderProgram, \"aVertexPosition\"); // ptr to vertex pos attrib\n gl.enableVertexAttribArray(vPosAttribLoc); // connect attrib to array\n \n // locate vertex uniforms\n mMatrixULoc = gl.getUniformLocation(shaderProgram, \"umMatrix\"); // ptr to mmat\n pvmMatrixULoc = gl.getUniformLocation(shaderProgram, \"upvmMatrix\"); // ptr to pvmmat\n \n // locate fragment uniforms\n var eyePositionULoc = gl.getUniformLocation(shaderProgram, \"uEyePosition\"); // ptr to eye position\n var lightDiffuseULoc = gl.getUniformLocation(shaderProgram, \"uLightDiffuse\"); // ptr to light diffuse\n var lightPositionULoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); // ptr to light position\n diffuseULoc = gl.getUniformLocation(shaderProgram, \"uDiffuse\"); // ptr to diffuse\n transpULoc = gl.getUniformLocation(shaderProgram, \"uTransp\"); \n xTransULoc = gl.getUniformLocation(shaderProgram, \"xtranslate\"); \n yTransULoc = gl.getUniformLocation(shaderProgram, \"ytranslate\"); \n zTransULoc = gl.getUniformLocation(shaderProgram, \"ztranslate\"); \n \n // pass global constants into fragment uniforms\n gl.uniform3fv(eyePositionULoc,Eye); // pass in the eye's position\n gl.uniform3fv(lightDiffuseULoc,lightDiffuse); // pass in the light's diffuse emission\n gl.uniform3fv(lightPositionULoc,lightPosition); // pass in the light's position\n } // end if no shader program link errors\n } // end if no compile errors\n } // end try \n \n catch(e) {\n console.log(e);\n } // end catch\n} // end setup shaders", "function createShader(gl, sourceCode, type) {\n // Compiles either a shader of type gl.VERTEX_SHADER or gl.FRAGMENT_SHADER\n var shader = gl.createShader(type);\n gl.shaderSource(shader, sourceCode);\n gl.compileShader(shader);\n \n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n var info = gl.getShaderInfoLog(shader);\n throw 'Could not compile WebGL program. shader \\n\\n' + info;\n }\n console.log(\"shader compiled succesfully!\");\n return shader;\n }", "function createShader(\n gl\n , vertSource\n , fragSource\n , uniforms\n , attributes) {\n \n //Compile vertex shader\n var vertShader = gl.createShader(gl.VERTEX_SHADER)\n gl.shaderSource(vertShader, vertSource)\n gl.compileShader(vertShader)\n if(!gl.getShaderParameter(vertShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(vertShader)\n console.error(\"Error compling vertex shader:\", errLog)\n throw new Error(\"Error compiling vertex shader:\" + errLog)\n }\n \n //Compile fragment shader\n var fragShader = gl.createShader(gl.FRAGMENT_SHADER)\n gl.shaderSource(fragShader, fragSource)\n gl.compileShader(fragShader)\n if(!gl.getShaderParameter(fragShader, gl.COMPILE_STATUS)) {\n var errLog = gl.getShaderInfoLog(fragShader)\n console.error(\"Error compiling fragment shader:\", errLog)\n throw new Error(\"Error compiling fragment shader:\" + errLog)\n }\n \n //Link program\n var program = gl.createProgram()\n gl.attachShader(program, fragShader)\n gl.attachShader(program, vertShader)\n gl.linkProgram(program)\n if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n var errLog = gl.getProgramInfoLog(program)\n console.error(\"Error linking shader program:\", errLog)\n throw new Error(\"Error linking shader program:\" + errLog)\n }\n \n //Return final linked shader object\n var shader = new Shader(\n gl,\n program,\n vertShader,\n fragShader\n )\n shader.updateExports(uniforms, attributes)\n\n return shader\n}", "function initShaders( )\n{\n\n var fragmentShader = getShader( gl, \"shader-fs\" );\n var vertexShader = getShader( gl, \"shader-vs\" );\n\n shaderProgram = gl.createProgram( );\n gl.attachShader( shaderProgram, vertexShader );\n gl.attachShader( shaderProgram, fragmentShader );\n gl.linkProgram( shaderProgram );\n\n if ( !gl.getProgramParameter( shaderProgram, gl.LINK_STATUS ) )\n {\n\n console.error( \"Could not initialize shaders.\" );\n\n }\n\n gl.useProgram( shaderProgram );\n\n // Acquire handles to shader program variables in order to pass data to the shaders.\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation( shaderProgram, \"aVertexPosition\" );\n gl.enableVertexAttribArray( shaderProgram.vertexPositionAttribute );\n\n shaderProgram.vertexColorAttribute = gl.getAttribLocation( shaderProgram, \"aVertexColor\" );\n gl.enableVertexAttribArray( shaderProgram.vertexColorAttribute );\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation( shaderProgram, \"aVertexNormal\" );\n gl.enableVertexAttribArray( shaderProgram.vertexNormalAttribute );\n\n shaderProgram.pMatrixUniform = gl.getUniformLocation( shaderProgram, \"uPMatrix\" );\n shaderProgram.mvMatrixUniform = gl.getUniformLocation( shaderProgram, \"uMVMatrix\" );\n shaderProgram.nMatrixUniform = gl.getUniformLocation( shaderProgram, \"uNMatrix\" );\n\n shaderProgram.ambientColorUniform = gl.getUniformLocation( shaderProgram, \"uAmbientColor\" );\n shaderProgram.pointLightLocationUniform = gl.getUniformLocation( shaderProgram, \"uPointLightLocation\" );\n shaderProgram.pointLightColorUniform = gl.getUniformLocation( shaderProgram, \"uPointLightColor\" );\n shaderProgram.screenSizeUniform = gl.getUniformLocation( shaderProgram, \"uSreenSize\" );\n\n}", "function initShaders() {\n console.log('init shader');\n var vertexShaderSource = loadText(\"vertex.glsl\");\n var vertexShader = gl.createShader(gl.VERTEX_SHADER);\n gl.shaderSource(vertexShader, vertexShaderSource);\n\n gl.compileShader(vertexShader);\n\n var fragmentShaderSource = loadText(\"fragment.glsl\");\n var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n gl.shaderSource(fragmentShader, fragmentShaderSource);\n\n gl.compileShader(fragmentShader);\n program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n gl.linkProgram(program);\n\n gl.useProgram(program)\n}", "function Shader()\n {\n var program_;\n var uniforms_;\n var attributes_;\n var samplerSlots_;\n }", "function createProgram(gl, vshader, fshader) {\n // 创建着色器对象\n let vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);\n let fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);\n if (!vertexShader || !fragmentShader) {\n return null;\n }\n\n // 创建程序对象\n let program = gl.createProgram();\n if (!program) {\n return null;\n }\n\n // 为程序对象分配顶点着色器和片元着色器\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n\n // 连接着色器\n gl.linkProgram(program);\n\n // 检查连接\n let linked = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (!linked) {\n let error = gl.getProgramInfoLog(program);\n console.error('无法连接程序对象: ' + error);\n gl.deleteProgram(program);\n gl.deleteShader(fragmentShader);\n gl.deleteShader(vertexShader);\n return null;\n }\n return program;\n}", "function createProgram(gl, vertexShader, fragmentShader) {\n var program = gl.createProgram();\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n var success = gl.getProgramParameter(program, gl.LINK_STATUS);\n if (success) {\n return program;\n }\n\n console.log(gl.getProgramInfoLog(program));\n gl.deleteProgram(program);\n}", "createProgram() {\n const gl = this.gl\n\n const program = gl.createProgram()\n gl.attachShader(program, this.vertexShader)\n gl.attachShader(program, this.fragmentShader)\n gl.linkProgram(program)\n\n const success = gl.getProgramParameter(program, gl.LINK_STATUS)\n if (success) {\n this.program = program\n gl.useProgram(program)\n } else {\n console.error(gl.getProgramInfoLog(program))\n gl.deleteProgram(program)\n }\n }", "function u$3(u,c){const p=u.vertex.code,v=u.fragment.code;1!==c.output&&3!==c.output||(u.include(r$9,{linearDepth:!0}),u.include(t$b,c),u.include(e$9,c),u.include(e$7,c),u.include(c$6,c),u.vertex.uniforms.add(\"cameraNearFar\",\"vec2\"),u.varyings.add(\"depth\",\"float\"),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),p.add(t$i`void main(void) {\nvpos = calculateVPos();\nvpos = subtractOrigin(vpos);\nvpos = addVerticalOffset(vpos, localOrigin);\ngl_Position = transformPositionWithDepth(proj, view, vpos, cameraNearFar, depth);\nforwardTextureCoordinates();\n}`),u.include(r$h,c),v.add(t$i`\n void main(void) {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n outputDepth(depth);\n }\n `)),2===c.output&&(u.include(r$9,{linearDepth:!1}),u.include(o$8,c),u.include(l$5,c),u.include(t$b,c),u.include(e$9,c),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),u.vertex.uniforms.add(\"viewNormal\",\"mat4\"),u.varyings.add(\"vPositionView\",\"vec3\"),p.add(t$i`\n void main(void) {\n vpos = calculateVPos();\n vpos = subtractOrigin(vpos);\n ${0===c.normalType?t$i`\n vNormalWorld = dpNormalView(vvLocalNormal(normalModel()));`:\"\"}\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n forwardTextureCoordinates();\n }\n `),u.include(c$6,c),u.include(r$h,c),v.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n\n ${3===c.normalType?t$i`\n vec3 normal = screenDerivativeNormal(vPositionView);`:t$i`\n vec3 normal = normalize(vNormalWorld);\n if (gl_FrontFacing == false) normal = -normal;`}\n gl_FragColor = vec4(vec3(0.5) + 0.5 * normal, 1.0);\n }\n `)),4===c.output&&(u.include(r$9,{linearDepth:!1}),u.include(t$b,c),u.include(e$9,c),c.hasColorTexture&&u.fragment.uniforms.add(\"tex\",\"sampler2D\"),p.add(t$i`void main(void) {\nvpos = calculateVPos();\nvpos = subtractOrigin(vpos);\nvpos = addVerticalOffset(vpos, localOrigin);\ngl_Position = transformPosition(proj, view, vpos);\nforwardTextureCoordinates();\n}`),u.include(c$6,c),u.include(r$h,c),u.include(r$e),v.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${c.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n discardOrAdjustAlpha(texColor);`:\"\"}\n outputHighlight();\n }\n `));}", "function initGL() {\n var prog = createProgram(gl,\"vshader-source\",\"fshader-source\");\n gl.useProgram(prog);\n a_coords_loc = gl.getAttribLocation(prog, \"a_coords\");\n a_normal_loc = gl.getAttribLocation(prog, \"a_normal\");\n a_texcoords_loc = gl.getAttribLocation(prog, \"a_texcoords\");\n\n u_modelview = gl.getUniformLocation(prog, \"modelview\");\n u_projection = gl.getUniformLocation(prog, \"projection\");\n u_normalMatrix = gl.getUniformLocation(prog, \"normalMatrix\");\n u_lightPosition= gl.getUniformLocation(prog, \"lightPosition\");\n u_diffuseColor = gl.getUniformLocation(prog, \"diffuseColor\");\n u_specularColor = gl.getUniformLocation(prog, \"specularColor\");\n u_specularExponent = gl.getUniformLocation(prog, \"specularExponent\");\n u_lightPositions = gl.getUniformLocation(prog, \"lightPositions\");\n u_attenuation = gl.getUniformLocation(prog, \"attenuation\");\n u_lightDir = gl.getUniformLocation(prog, \"lightDir\");\n u_drawMode = gl.getUniformLocation(prog, \"drawMode\");\n u_lightAngleLimit = gl.getUniformLocation(prog, \"lightAngleLimit\");\n u_lightEnable = gl.getUniformLocation(prog, \"enable\");\n u_texture = gl.getUniformLocation(prog, \"texture\");\n\n gl.clearColor(0.0,0.0,0.0,1.0);\n gl.enable(gl.DEPTH_TEST);\n\n gl.uniform3f(u_specularColor, 0.5, 0.5, 0.5); \n gl.uniform1f(u_specularExponent, 10);\n texture0 = gl.createTexture();\n\n}", "function getUnpackAndPreprocessInputShader(gpgpu, inputShapeRC, useFloatTextures) {\n var setOutputSnippet = void 0;\n\n if (useFloatTextures) {\n setOutputSnippet = '\\n void setOutput(float decodedValue) {\\n gl_FragColor = vec4(decodedValue, 0, 0, 0);\\n }\\n ';\n } else {\n setOutputSnippet = '\\n const vec4 floatPowers = vec4(\\n 1.0,\\n 255.0,\\n 255.0 * 255.0,\\n 255.0 * 255.0 * 255.0\\n );\\n\\n const float maxValue = 20000.0;\\n const float minValue = -maxValue;\\n const float range = (maxValue - minValue) / 255.0;\\n\\n const vec2 recipRange = vec2(1.0/range);\\n const vec2 recipRange255 = vec2(1.0/(maxValue - minValue));\\n\\n void setOutput(float decodedValue) {\\n float a = dot(vec2(decodedValue, -minValue), recipRange);\\n float b = fract(a) * 255.0;\\n float c = fract(b) * 255.0;\\n float d = fract(c) * 255.0;\\n gl_FragColor = floor(vec4(a, b, c, d)) / 255.0;\\n }\\n ';\n }\n\n var fragmentShaderSource = '\\n precision highp float;\\n uniform sampler2D source;\\n varying vec2 resultUV;\\n\\n const vec2 inputShapeCR = vec2(' + inputShapeRC[1] + '.0, ' + inputShapeRC[0] + '.0);\\n\\n const vec2 halfCR = vec2(0.5, 0.5);\\n\\n ' + setOutputSnippet + '\\n\\n void main() {\\n vec2 outputCR = floor(gl_FragCoord.xy);\\n\\n vec2 sourceCR = vec2(floor(outputCR[0] / 3.0), outputCR[1]);\\n vec2 sourceUV = (sourceCR + halfCR) / inputShapeCR;\\n\\n vec4 sourceValue = texture2D(source, sourceUV) * 255.0;\\n\\n float channelValue = 0.0;\\n int channel = int(mod(outputCR[0], 3.0));\\n\\n if (channel == 0) {\\n channelValue = sourceValue.r - 103.939;\\n } else if (channel == 1) {\\n channelValue = sourceValue.g - 116.779;\\n } else if (channel == 2) {\\n channelValue = sourceValue.b - 123.68;\\n }\\n\\n setOutput(channelValue);\\n }';\n\n return gpgpu.createProgram(fragmentShaderSource);\n}", "function GLSLBench({ element, url, spec }) {\n let anyErrors = false;\n\n let errorCallback = (errorText) => {\n throw new Error(errorText);\n };\n\n function error(errorText) {\n anyErrors = true;\n errorCallback(errorText);\n }\n\n this.onError = (callback) => {\n errorCallback = callback;\n };\n\n let render;\n let shader;\n let frameBuffers;\n let frameNumber;\n let resolution;\n\n const mousePos = {\n x: 0, y: 0, rel_x: 0, rel_y: 0\n };\n\n if (!element) {\n return error('Missing attribute: (DOM) element');\n }\n\n // try to initialize WebGL\n const container = element;\n const canvas = document.createElement('canvas');\n const gl = canvas.getContext('webgl');\n\n if (gl === null) {\n return error('Unable to initialize WebGL. Your browser or machine may not support it.');\n }\n\n // changed when the shader starts\n this.running = false;\n this.stop = () => {};\n\n this.destroy = () => {\n this.stop();\n if (canvas) canvas.parentNode.removeChild(canvas);\n };\n\n this.captureImage = (callback) => {\n if (!this.running && this.resume) {\n // if stopped, must render a new frame before capture\n this.captureCallback = (data) => {\n callback(data);\n this.stop();\n };\n this.resume();\n } else {\n this.captureCallback = callback;\n }\n };\n\n container.appendChild(canvas);\n\n const VERTEX_SHADER_SOURCE = `\n precision highp float;\n precision highp int;\n attribute vec3 position;\n\n varying vec3 pos;\n void main() {\n pos = position;\n gl_Position = vec4( position, 1.0 );\n }\n `;\n\n const RAW_FRAGMENT_SHADER_PREFIX = `${[\n 'precision highp float;',\n 'precision highp int;'\n ].join('\\n')}\\n`;\n\n function finalFragCoord(flipY = false) {\n return flipY ? 'vec2(gl_FragCoord.x/resolution.x, 1.0 - gl_FragCoord.y/resolution.y)' : 'gl_FragCoord.xy / resolution.xy';\n }\n\n function buildCopyFragmentShader(flipY = false) {\n return `\n uniform sampler2D source;\n uniform vec2 resolution;\n void main() {\n gl_FragColor = texture2D(source, ${finalFragCoord(flipY)});\n }`;\n }\n\n function buildGammaCorrectionFragmentShader(flipY = false) {\n return `\n uniform sampler2D source;\n uniform vec2 resolution;\n uniform float gamma;\n void main() {\n vec4 src = texture2D(source, ${finalFragCoord(flipY)});\n gl_FragColor = vec4(pow(src.xyz, vec3(1,1,1) / gamma), src.w);\n }`;\n }\n\n function buildSRGBFragmentShader(flipY = false) {\n return `\n uniform sampler2D source;\n uniform vec2 resolution;\n void main() {\n // https://gamedev.stackexchange.com/a/148088\n vec4 src = texture2D(source, ${finalFragCoord(flipY)});\n vec3 cutoff = vec3(lessThan(src.xyz, vec3(0.0031308)));\n vec3 higher = vec3(1.055)*pow(src.xyz, vec3(1.0/2.4)) - vec3(0.055);\n vec3 lower = src.xyz * vec3(12.92);\n gl_FragColor = vec4(higher * (vec3(1.0) - cutoff) + lower * cutoff, src.w);\n }\n `;\n }\n\n // simple jQuery replacements\n const helpers = {\n getFile(fileUrl, onSuccess, onError) {\n const request = new XMLHttpRequest();\n request.onload = () => {\n if (request.status >= 400) {\n request.onerror(request.statusText);\n } else {\n onSuccess(request.response);\n }\n };\n if (onError) {\n request.onerror = onError;\n } else {\n request.onerror = () => {\n error(`Failed to GET '${fileUrl}'`);\n };\n }\n request.open('get', fileUrl, true);\n request.send();\n },\n\n getJSON(jsonUrl, onSuccess, onError) {\n helpers.getFile(jsonUrl, (data) => {\n let parsed;\n try {\n parsed = JSON.parse(data);\n } catch (err) {\n if (onError) return onError(err.message);\n return error(err.message);\n }\n return onSuccess(parsed);\n }, onError);\n },\n\n isString(x) {\n // https://stackoverflow.com/a/17772086/1426569\n return Object.prototype.toString.call(x) === '[object String]';\n },\n\n isObject(x) {\n // https://stackoverflow.com/a/14706877/1426569\n return !Array.isArray(x) && x === Object(x);\n },\n\n offset(el) {\n const rect = el.getBoundingClientRect();\n return {\n top: rect.top + document.body.scrollTop,\n left: rect.left + document.body.scrollLeft\n };\n }\n };\n\n function generateRandom(distribution, size) {\n // TODO: Math.random is of low quality on older browsers\n // but Xorshift128+ on newer\n\n // from https://stackoverflow.com/a/36481059/1426569\n // Standard Normal variate using Box-Muller transform\n function randnBoxMuller() {\n let u = 0; let\n v = 0;\n while (u === 0) u = Math.random(); // Converting [0,1) to (0,1)\n while (v === 0) v = Math.random();\n return Math.sqrt(-2.0 * Math.log(u)) * Math.cos(2.0 * Math.PI * v);\n }\n\n const generate = () => {\n switch (distribution) {\n case 'uniform':\n return Math.random();\n case 'normal':\n return randnBoxMuller();\n default:\n return error(`invalid random distribution ${distribution}`);\n }\n };\n\n const sample = [];\n for (let i = 0; i < size; ++i) {\n sample.push(generate());\n }\n return sample;\n }\n\n function Shader(shaderParams, shaderFolder) {\n const time0 = new Date().getTime();\n const textures = {};\n this.source = null;\n this.params = shaderParams;\n\n const checkLoaded = () => {\n if (anyErrors) return;\n if (Object.values(textures).filter(x => x === null).length > 0) return;\n if (this.source === null) return;\n init();\n };\n\n const doStart = (shaderSource) => {\n // console.log(shaderSource);\n this.source = shaderSource;\n checkLoaded();\n };\n\n if (shaderParams.source) {\n setTimeout(() => doStart(shaderParams.source), 0);\n } else if (shaderParams.source_path) {\n helpers.getFile(shaderFolder + shaderParams.source_path, doStart);\n } else {\n return error('No shader source code defined');\n }\n\n function buildFixed(value) {\n if (Array.isArray(value)) {\n return new Float32Array(value);\n }\n return value;\n }\n\n function buildRandom(val) {\n // TODO: this encoding is silly\n const parts = val.split('_');\n const distribution = parts[1];\n\n let size = 1;\n if (parts.length > 2) {\n size = parts[2];\n if (parts.length > 3 || size > 4) {\n throw new Error(`invalid random ${val}`);\n }\n }\n\n if (size > 1) {\n return () => new Float32Array(generateRandom(distribution, size));\n }\n return () => generateRandom(distribution, 1)[0];\n }\n\n function buildDynamic(val) {\n switch (val) {\n case 'time':\n return () => (new Date().getTime() - time0) / 1000.0;\n case 'resolution':\n return () => new Float32Array([\n resolution.x,\n resolution.y\n ]);\n case 'mouse':\n return () => new Float32Array([\n mousePos.x,\n mousePos.y\n ]);\n case 'relative_mouse':\n return () => new Float32Array([\n mousePos.rel_x,\n mousePos.rel_y\n ]);\n case 'frame_number':\n return () => frameNumber;\n case 'previous_frame':\n return () => {\n const curBuffer = frameNumber % 2;\n return frameBuffers[1 - curBuffer].attachments[0];\n };\n default:\n if (val.startsWith('random_')) {\n return buildRandom(val);\n }\n\n throw new Error(`invalid uniform mapping ${val}`);\n }\n }\n\n this.uniforms = {};\n\n const loadTexture = (symbol, filename, options = {}) => {\n textures[symbol] = null;\n twgl.createTexture(gl, Object.assign({\n src: filename,\n mag: gl.NEAREST,\n min: gl.NEAREST\n }, options), (err, tex) => {\n if (err) {\n return error(err);\n }\n textures[symbol] = tex;\n this.uniforms[symbol] = tex;\n return checkLoaded();\n });\n };\n\n const loadTextureArray = (textureArray, options = {}) => {\n let array = [...textureArray];\n // flatten\n while (array[0].length > 1) array = array.reduce((a, b) => a.concat(b));\n array = new Float32Array(array);\n\n gl.getExtension('OES_texture_float');\n return twgl.createTexture(gl, Object.assign({\n src: array,\n format: gl.RGBA,\n type: gl.FLOAT,\n mag: gl.NEAREST,\n min: gl.NEAREST,\n wrap: gl.CLAMP_TO_EDGE,\n width: array.length / 4,\n height: 1,\n auto: false\n }, options));\n };\n\n const boundUniforms = {};\n\n Object.keys(shaderParams.uniforms).forEach((key) => {\n const val = shaderParams.uniforms[key];\n\n try {\n if (helpers.isString(val)) {\n const builder = buildDynamic(val);\n boundUniforms[key] = builder;\n } else if (helpers.isObject(val)) {\n if (val.file) {\n loadTexture(key, shaderFolder + val.file);\n } else if (val.data) {\n this.uniforms[key] = loadTextureArray(val.data, {\n width: val.data[0].length,\n height: val.length\n });\n } else if (val.random) {\n const generate = () => new Float32Array(\n generateRandom(val.random.distribution, val.random.size * 4)\n );\n\n const tex = loadTextureArray(generate());\n this.uniforms[key] = tex;\n boundUniforms[key] = () => {\n gl.bindTexture(gl.TEXTURE_2D, tex);\n const internalFormat = gl.RGBA;\n const format = internalFormat;\n const width = val.random.size;\n const height = 1;\n const type = gl.FLOAT;\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat,\n width, height, 0, format, type, generate());\n return tex;\n };\n } else if (val.dynamic) {\n boundUniforms[key] = () => buildFixed(val.dynamic());\n } else if (val.default) {\n this.uniforms[key] = buildFixed(val.default);\n } else {\n throw new Error(`invalid uniform ${JSON.stringify(val)}`);\n }\n } else {\n this.uniforms[key] = buildFixed(val);\n }\n } catch (err) {\n error(err.message);\n }\n });\n\n this.update = () => {\n Object.keys(boundUniforms).forEach((key) => {\n this.uniforms[key] = boundUniforms[key]();\n });\n };\n }\n\n function parseShaderErrorWithContext(msg, code) {\n const match = /\\**\\s*ERROR:\\s*\\d+:(\\d+)/.exec(msg);\n const errorLineNo = match && match[1];\n if (errorLineNo) {\n const lines = code.split('\\n');\n const i = parseInt(errorLineNo, 10) - 1;\n const context = [i - 1, i, i + 1].map(j => ({ lineNo: j + 1, line: lines[j] }))\n .filter(x => x.line !== undefined)\n .map(x => `${x.lineNo}: ${x.line}`)\n .join('\\n');\n\n return `${msg}\\n${context}`;\n }\n\n return `Shader error: ${msg}`;\n }\n\n const init = () => {\n this.fragmentShaderSource = RAW_FRAGMENT_SHADER_PREFIX + shader.source;\n const programInfo = twgl.createProgramInfo(gl, [\n VERTEX_SHADER_SOURCE,\n this.fragmentShaderSource\n ], {\n errorCallback: (sourceAndError) => {\n const src = this.fragmentShaderSource;\n const errorMsg = sourceAndError.split('\\n').slice(src.split('\\n').length).join('\\n');\n error(parseShaderErrorWithContext(errorMsg, src));\n }\n });\n\n const flipY = shader.params.flip_y;\n let gamma = shader.params.gamma || 1.0;\n\n let postprocessor;\n if (parseFloat(gamma) === 1.0) {\n postprocessor = twgl.createProgramInfo(gl, [\n VERTEX_SHADER_SOURCE,\n RAW_FRAGMENT_SHADER_PREFIX + buildCopyFragmentShader(flipY)\n ], { errorCallback: error });\n gamma = null;\n } else if (gamma.toUpperCase && gamma.toUpperCase() === 'SRGB') {\n postprocessor = twgl.createProgramInfo(gl, [\n VERTEX_SHADER_SOURCE,\n RAW_FRAGMENT_SHADER_PREFIX + buildSRGBFragmentShader(flipY)\n ], { errorCallback: error });\n gamma = null;\n } else {\n postprocessor = twgl.createProgramInfo(gl, [\n VERTEX_SHADER_SOURCE,\n RAW_FRAGMENT_SHADER_PREFIX + buildGammaCorrectionFragmentShader(flipY)\n ], { errorCallback: error });\n gamma = parseFloat(gamma);\n }\n\n if (!programInfo || !postprocessor) return;\n\n const arrays = {\n position: [-1, -1, 0, 1, -1, 0, -1, 1, 0, -1, 1, 0, 1, -1, 0, 1, 1, 0]\n };\n const bufferInfo = twgl.createBufferInfoFromArrays(gl, arrays);\n\n function checkResize() {\n const width = gl.canvas.clientWidth;\n const height = gl.canvas.clientHeight;\n if (gl.canvas.width !== width\n || gl.canvas.height !== height) {\n gl.canvas.width = width;\n gl.canvas.height = height;\n onResize();\n }\n }\n\n render = (division = 0, nDivisions = 1) => {\n try {\n const firstDivision = division === 0;\n const lastDivision = division === nDivisions - 1;\n checkResize();\n if (shader.params.dynamic_reset && shader.params.dynamic_reset()) {\n frameNumber = 0;\n }\n\n resolution = {\n x: gl.canvas.clientWidth,\n y: gl.canvas.clientHeight\n };\n\n if (firstDivision) {\n shader.update();\n if (anyErrors) return;\n }\n\n gl.useProgram(programInfo.program);\n twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);\n twgl.setUniforms(programInfo, shader.uniforms);\n\n // TODO: rather undescriptive\n if (!shader.params.monte_carlo && !shader.params.float_buffers) {\n // render directly to screen\n twgl.drawBufferInfo(gl, bufferInfo);\n } else {\n const currentTarget = frameBuffers[frameNumber % 2];\n\n twgl.bindFramebufferInfo(gl, currentTarget);\n\n if (nDivisions > 1) {\n const rowsBegin = Math.floor(division / nDivisions * resolution.y);\n const rowsEnd = Math.floor((division + 1) / nDivisions * resolution.y);\n gl.enable(gl.SCISSOR_TEST);\n gl.scissor(0, rowsBegin, resolution.x, rowsEnd - rowsBegin);\n twgl.drawBufferInfo(gl, bufferInfo);\n gl.disable(gl.SCISSOR_TEST);\n } else {\n twgl.drawBufferInfo(gl, bufferInfo);\n }\n\n // renderer.render( scene, camera, currentTarget );\n\n if (lastDivision && frameNumber % this.refreshEvery === 0) {\n const uniforms = {\n source: currentTarget.attachments[0],\n resolution: [resolution.x, resolution.y]\n };\n\n if (gamma) {\n uniforms.gamma = gamma;\n }\n\n gl.useProgram(postprocessor.program);\n twgl.bindFramebufferInfo(gl, null);\n twgl.setBuffersAndAttributes(gl, postprocessor, bufferInfo);\n twgl.setUniforms(postprocessor, uniforms);\n\n twgl.drawBufferInfo(gl, bufferInfo);\n if (this.captureCallback) {\n this.captureCallback(canvas.toDataURL('image/png', 1));\n this.captureCallback = null;\n }\n }\n }\n if (lastDivision) frameNumber++;\n } catch (err) {\n error(err.message);\n }\n };\n\n if (shader.params.resolution) {\n canvas.width = shader.params.resolution[0];\n canvas.height = shader.params.resolution[1];\n }\n\n onResize();\n\n // TODO: canvas\n document.onmousemove = (e) => {\n mousePos.x = e.pageX - container.offsetLeft;\n mousePos.y = e.pageY - container.offsetTop;\n mousePos.rel_x = mousePos.x / container.offsetWidth;\n mousePos.rel_y = mousePos.y / container.offsetHeight;\n };\n\n animate();\n };\n\n function onResize() {\n const width = gl.drawingBufferWidth;\n const height = gl.drawingBufferHeight;\n\n // console.log(`resize ${width}x${height}`);\n\n // https://webglfundamentals.org/webgl/lessons/webgl-anti-patterns.html\n gl.viewport(0, 0, width, height);\n\n // TODO rather undescriptive\n if (shader.params.monte_carlo || shader.params.float_buffers) {\n const attachments = [{\n format: gl.RGBA,\n type: gl.FLOAT,\n min: gl.NEAREST,\n mag: gl.NEAREST,\n wrap: gl.CLAMP_TO_EDGE\n }];\n\n if (frameBuffers) {\n frameBuffers.forEach(fb => twgl.resizeFramebufferInfo(gl, fb, attachments, width, height));\n } else {\n gl.getExtension('OES_texture_float');\n // TODO: are these always zero or do they have to be initialized?\n frameBuffers = [\n twgl.createFramebufferInfo(gl, attachments, width, height),\n twgl.createFramebufferInfo(gl, attachments, width, height)\n ];\n }\n }\n frameNumber = 0;\n }\n\n this.setLoadProfile = (load) => {\n if (load < 0) {\n this.nDivisions = -load;\n this.refreshEvery = 1;\n this.frameGap = 30;\n } else if (load < 1) {\n this.refreshEvery = 5;\n this.nDivisions = 1;\n this.frameGap = Math.ceil((1.0 - load) * 29) + 1;\n } else {\n this.nDivisions = 1;\n this.refreshEvery = 10;\n this.batchSize = Math.round(load);\n this.frameGap = 0;\n }\n };\n\n this.setLoadProfile(1);\n\n const animate = () => {\n this.running = true;\n if (shader.params.monte_carlo) {\n let nDivisions = this.nDivisions;\n if (!shader.params.batch_size) {\n this.batchSize = 1;\n } else {\n this.batchSize = shader.params.batch_size;\n }\n\n let curDivision = 0;\n const renderFrame = () => {\n if (!this.running) return;\n\n if (curDivision === 0) {\n nDivisions = this.nDivisions;\n }\n for (let i = 0; i < this.batchSize; ++i) {\n render(curDivision, nDivisions);\n curDivision = (curDivision + 1) % nDivisions;\n }\n\n if (this.frameGap > 1) {\n setTimeout(() => {\n if (this.running) requestAnimationFrame(renderFrame);\n }, this.frameGap);\n } else {\n // with small frame gap, render at maximum speed by dropping\n // requestAnimationFrame, which has a high risk of freezing the\n // UI if the GPU cannot keep up\n setTimeout(renderFrame, this.frameGap);\n }\n };\n\n setTimeout(renderFrame, 0);\n\n this.stop = () => {\n this.running = false;\n };\n } else {\n // capped frame rate\n const timer = requestAnimationFrame(animate);\n this.stop = () => {\n cancelAnimationFrame(timer);\n this.running = false;\n };\n render();\n }\n };\n\n this.resume = () => { animate(); };\n\n function startShader({ shaderUrl, shaderSpec }) {\n function getFolderName(str) {\n const parts = str.split('/');\n if (parts.length === 1) return '';\n parts.pop();\n let folder = parts.join('/');\n if (parts.pop() !== '') folder += '/'; // add trailing /\n return folder;\n }\n\n let shaderFolder = '';\n\n function doStart(shaderParams) {\n if (!shaderParams) {\n error('missing shader spec!');\n }\n this.refreshEvery = parseInt(shaderParams.refresh_every || 1, 10);\n shader = new Shader(shaderParams, shaderFolder);\n }\n\n if (shaderUrl) {\n if (shaderSpec) return error(\"can't have both url and spec\");\n shaderFolder = getFolderName(shaderUrl);\n helpers.getJSON(shaderUrl, doStart);\n } else {\n doStart(shaderSpec);\n }\n return null;\n }\n\n startShader({ shaderUrl: url, shaderSpec: spec });\n}", "function setupShaders(vshader,fshader) {\n vertexShader = loadShaderFromDOM(vshader);\n fragmentShader = loadShaderFromDOM(fshader);\n \n shaderProgram = gl.createProgram();\n gl.attachShader(shaderProgram, vertexShader);\n gl.attachShader(shaderProgram, fragmentShader);\n gl.linkProgram(shaderProgram);\n\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n alert(\"Failed to setup shaders\");\n }\n\n gl.useProgram(shaderProgram);\n\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"aVertexPosition\");\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\n\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"aVertexNormal\");\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\n\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n shaderProgram.uniformLightPositionLoc = gl.getUniformLocation(shaderProgram, \"uLightPosition\"); \n shaderProgram.uniformAmbientLightColorLoc = gl.getUniformLocation(shaderProgram, \"uAmbientLightColor\"); \n shaderProgram.uniformDiffuseLightColorLoc = gl.getUniformLocation(shaderProgram, \"uDiffuseLightColor\");\n shaderProgram.uniformSpecularLightColorLoc = gl.getUniformLocation(shaderProgram, \"uSpecularLightColor\");\n shaderProgram.uniformDiffuseMaterialColor = gl.getUniformLocation(shaderProgram, \"uDiffuseMaterialColor\");\n shaderProgram.uniformAmbientMaterialColor = gl.getUniformLocation(shaderProgram, \"uAmbientMaterialColor\");\n shaderProgram.uniformSpecularMaterialColor = gl.getUniformLocation(shaderProgram, \"uSpecularMaterialColor\");\n\n shaderProgram.uniformShininess = gl.getUniformLocation(shaderProgram, \"uShininess\"); \n}" ]
[ "0.7843709", "0.7721926", "0.76132065", "0.75705516", "0.75207317", "0.7485093", "0.73318017", "0.7267953", "0.72601026", "0.72469103", "0.72469103", "0.72404313", "0.7237193", "0.7232126", "0.7232126", "0.7225409", "0.7223412", "0.7219811", "0.7183373", "0.7181857", "0.71394235", "0.7136873", "0.7117174", "0.7068486", "0.70357513", "0.7017736", "0.69949293", "0.6954481", "0.694498", "0.6943076", "0.69343", "0.6932614", "0.6928237", "0.6905659", "0.6887208", "0.6885055", "0.6879703", "0.68674254", "0.68674254", "0.68674254", "0.6866138", "0.68558306", "0.68528634", "0.68528634", "0.6850117", "0.68493897", "0.68474823", "0.6842719", "0.6818885", "0.679551", "0.6784624", "0.6781706", "0.67728543", "0.67641914", "0.6762424", "0.67551935", "0.67340124", "0.6732974", "0.6714184", "0.6709726", "0.67029554", "0.6696624", "0.66776747", "0.6674942", "0.66630346", "0.6658069", "0.6656297", "0.66550916", "0.6654202", "0.665241", "0.66522855", "0.66472137", "0.6621876", "0.66155475", "0.66118693", "0.66042215", "0.6601947", "0.6601356", "0.65907574", "0.6589325", "0.6589175", "0.6588188", "0.6583017", "0.65829796", "0.6575673", "0.6564388", "0.65615666", "0.65590394", "0.6554769", "0.6552333", "0.6552303", "0.65509224", "0.65406144", "0.6539394", "0.65315604", "0.65308195", "0.65287817", "0.65273196", "0.65229106", "0.65213424" ]
0.7459755
6
create a GPU buffer to hold some vertex data:
function makeBuffer(gl, vertices) { let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, null); // done. return buffer; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "initBuffer() {\n\t\tlet data = this.model.mesh.concat(this.model.normals).concat(this.model.texCoord)\n\n\t\tgl.useProgram(program)\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.vbo)\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n\t}", "_compile(){\n let positionInfo = this._attribsInfo[VertexSemantic.POSITION];\n if(positionInfo == null){\n console.error('VertexBuffer: no attrib position');\n return;\n }\n if(positionInfo.data == null || positionInfo.data.length===0){\n console.error('VertexBuffer: position data is empty');\n return;\n }\n\n this._vertexCount = positionInfo.data.length / positionInfo.size; \n this._vertexStride = this._vertexFormat.getVertexSize() * this.BYTES_PER_ELEMENT; \n \n this._bufferData = [];\n for(let i=0; i<this._vertexCount; ++i){\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n if(info==null || info.data==null){\n console.error('VertexBuffer: bad semantic '+semantic);\n continue;\n }\n for(let k=0; k<info.size; ++k){\n let value = info.data[ i * info.size + k ];\n if(value===undefined){\n console.error('VertexBuffer: missing value for '+semantic);\n }\n this._bufferData.push(value);\n }\n } \n }\n\n //compute offset for attrib info, and free info.data\n let offset = 0;\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n info.offset = offset;\n info.data = null;\n offset += info.size * this.BYTES_PER_ELEMENT;\n }\n }", "create_vertex_arrays() {\r\n\r\n this.glTF.bufferViews.forEach(bufferView => {\r\n // console.log(bufferView);\r\n\r\n // Create the buffer.\r\n const [buffer, arrayBuffer] = this.gpuDevice.createBufferMapped({\r\n size: bufferView.byteLength,\r\n usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\r\n });\r\n\r\n // Fill it.\r\n new Float32Array(arrayBuffer).set(bufferView.data);\r\n\r\n // Prepare buffer for GPU operations.\r\n buffer.unmap();\r\n\r\n bufferView.buffer = buffer;\r\n });\r\n\r\n console.log(`Created ${this.glTF.bufferViews.length} vertex array(s).`);\r\n }", "function createBuffer(data)\n{\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n return buffer;\n}", "createGeometry()\n {\n this.executeMidpoint();\n\n // Prepare specifics buffers for WebGL\n this.verticesBuffer = getVertexBufferWithVertices(this.vertices);\n this.colorsBuffer = getVertexBufferWithVertices(this.colors);\n this.indicesBuffer = getIndexBufferWithIndices(this.indices);\n this.normalsBuffer = getVertexBufferWithVertices(this.normals);\n }", "initBuffer () {\n gl.useProgram(program);\n gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesVBO);\n\n // TODO: Übergebe hier sowohl das Mesh, als auch die Normalen an das VBO\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.mesh.concat(this.normals).concat(this.textureCoordinates)), gl.STATIC_DRAW);\n gl.uniformMatrix4fv(modelMatrixLoc, false, new Float32Array(this.modelMatrix));\n gl.uniformMatrix4fv(normalMatrixLoc, false, new Float32Array(this.normalMatrix));\n }", "static createVBO(data) {\r\n\t\tlet vbo = gl.createBuffer();\r\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\r\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);\r\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\t\treturn vbo;\r\n\t}", "CreateVertexBuffer(RenderContext)\n\t{\n\t\tconst gl = RenderContext.GetGlContext();\n\t\t\n\t\tconst Attribs = this.Attribs;\n\t\tthis.VertexBuffer = gl.createBuffer();\n\t\tthis.VertexBufferContextVersion = RenderContext.ContextVersion;\n\t\t\n\t\tthis.PrimitiveType = gl.TRIANGLES;\n\t\tif ( this.TriangleIndexes )\n\t\t{\n\t\t\tthis.IndexCount = this.TriangleIndexes.length;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tconst FirstAttrib = Attribs[Object.keys(Attribs)[0]];\n\t\t\tthis.IndexCount = (FirstAttrib.Data.length / FirstAttrib.Size);\n\t\t}\n\t\t\n\t\t//\tthis needs changing for non-triangle geometry\n\t\tif ( this.IndexCount % 3 != 0 )\n\t\t{\n\t\t\tthrow \"Triangle index count not divisible by 3\";\n\t\t}\n\t\t\n\t\t\n\t\t//\tget the opengl-vertex/attrib layout\n\t\tthis.OpenglAttributes = GetOpenglAttributes(Attribs,gl);\n\n\t\tlet TotalByteLength = 0;\n\t\tfor ( let Attrib of Object.values(Attribs) )\n\t\t\tTotalByteLength += Attrib.Data.byteLength;\n\t\t\n\t\t\n\t\t//\ttodo: detect when attribs all use same buffer and have a stride (interleaved data)\n\t\t//\tconcat data\n\t\tlet TotalData = new Float32Array( TotalByteLength / 4 );//Float32Array.BYTES_PER_ELEMENT );\n\t\t\n\t\tlet TotalDataOffset = 0;\n\t\tfor ( let Attrib of this.OpenglAttributes )\n\t\t{\n\t\t\tTotalData.set( Attrib.Floats, TotalDataOffset );\n\t\t\tAttrib.ByteOffset = TotalDataOffset * Float32Array.BYTES_PER_ELEMENT;\n\t\t\tTotalDataOffset += Attrib.Floats.length;\n\t\t\tthis.OpenglByteSize = TotalDataOffset;\n\t\t}\n\t\t\n\t\t//\tset the total buffer data\n\t\tgl.bindBuffer( gl.ARRAY_BUFFER, this.VertexBuffer );\n\t\tif ( TotalData )\n\t\t{\n\t\t\tgl.bufferData( gl.ARRAY_BUFFER, TotalData, gl.STATIC_DRAW );\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//\tinit buffer size\n\t\t\tgl.bufferData(gl.ARRAY_BUFFER, TotalByteLength, gl.STREAM_DRAW);\n\t\t\t//gl.bufferData( gl.ARRAY_BUFFER, VertexData, gl.STATIC_DRAW );\n\n\t\t\tlet AttribByteOffset = 0;\n\t\t\tfunction BufferAttribData(Attrib)\n\t\t\t{\n\t\t\t\t//gl.bufferData( gl.ARRAY_BUFFER, VertexData, gl.STATIC_DRAW );\n\t\t\t\tgl.bufferSubData( gl.ARRAY_BUFFER, AttribByteOffset, Attrib.Floats );\n\t\t\t\tAttrib.ByteOffset = AttribByteOffset;\n\t\t\t\tAttribByteOffset += Attrib.Floats.byteLength;\n\t\t\t}\n\t\t\tthis.OpenglAttributes.forEach( BufferAttribData );\n\t\t\tthis.OpenglByteSize = AttribByteOffset;\n\t\t}\n\t\t\n\t\tRenderContext.OnAllocatedGeometry( this );\n\t}", "initBuffers() {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer_1.Buffer(WebGLSettings_1.WebGLSettings.createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer_1.Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i$1 = 0; i$1 < this.staticProperties.length; ++i$1) {\n var property$1 = this.staticProperties[i$1];\n property$1.offset = staticOffset;\n staticOffset += property$1.size;\n this.staticStride += property$1.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer_1.Buffer(this.staticData, true, false);\n for (var i$2 = 0; i$2 < this.dynamicProperties.length; ++i$2) {\n var property$2 = this.dynamicProperties[i$2];\n geometry.addAttribute(property$2.attributeName, this.dynamicBuffer, 0, property$2.type === WebGLSettings_1.WebGLSettings.TYPES.UNSIGNED_BYTE, property$2.type, this.dynamicStride * 4, property$2.offset * 4);\n }\n for (var i$3 = 0; i$3 < this.staticProperties.length; ++i$3) {\n var property$3 = this.staticProperties[i$3];\n geometry.addAttribute(property$3.attributeName, this.staticBuffer, 0, property$3.type === WebGLSettings_1.WebGLSettings.TYPES.UNSIGNED_BYTE, property$3.type, this.staticStride * 4, property$3.offset * 4);\n }\n }", "function create_vertex_attr_buffer(program, name, x, n) {\r\n\tlet is_array = Array.isArray(x);\r\n\tlet bufferId = gl.createBuffer(); // create a new buffer\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, bufferId); // bind to the new buffer\r\n\tgl.bufferData(gl.ARRAY_BUFFER, is_array ? flatten(x) : (x*n*sizeof.vec2/2), gl.STATIC_DRAW); // load the flattened data into the buffer\r\n\tlet attrib_loc = gl.getAttribLocation(program, name); // get the vertex shader attribute location\r\n\tgl.vertexAttribPointer(attrib_loc, is_array ? x[0].length : n, gl.FLOAT, false, 0, 0); // associate the buffer with the attributes making sure it knows its type\r\n\tgl.enableVertexAttribArray(attrib_loc); // enable this set of data\r\n\treturn bufferId;\r\n}", "function initVertexBuffer() {\n models[SPHERE] = new Sphere();\n models[HELICOPTERBODY] = new HelicopterBody();\n models[BRICK] = new Brick();\n models[CYLINDER] = new Cylinder();\n models[TORUS] = new Torus();\n models[GROUNDGRID] = new GroundGrid();\n\n var vSiz = Object.keys(models).reduce((result, key) => result + models[key].getVertices().length, 0);\n\n console.log('Number of vertices is', vSiz / floatsPerVertex, ', point per vertex is', floatsPerVertex);\n\n verticesArrayBuffer = new ArrayBufferFloat32Array(vSiz);\n Object.keys(models).map(key => verticesArrayBuffer.appendObject(key, models[key].getVertices()));\n\n var nSiz = vSiz;\n normalVectorsArrayBuffer = new ArrayBufferFloat32Array(nSiz);\n Object.keys(models).map(key => normalVectorsArrayBuffer.appendObject(key, models[key].getNormalVectors()));\n\n var modelIndices = [models[SPHERE], models[HELICOPTERBODY], models[BRICK]]\n .reduce((array, m) => {\n array.push(m.getVerticesIndices());\n return array;\n }, []);\n var iSiz = modelIndices.reduce((result, mi) => result + mi.length, 0);\n console.log('iSiz is', iSiz);\n\n indiceArrayBuffer = new ArrayBufferUint8Array(iSiz);\n var hlcIndexIncr = verticesArrayBuffer.getObjectStartPosition(HELICOPTERBODY) / floatsPerVertex;\n var brkIndexIncr = verticesArrayBuffer.getObjectStartPosition(BRICK) / floatsPerVertex;\n indiceArrayBuffer.appendObject(SPHERE, modelIndices[0]);\n indiceArrayBuffer.appendObject(HELICOPTERBODY,\n modelIndices[1].map(idx => idx + hlcIndexIncr));\n indiceArrayBuffer.appendObject(BRICK,\n modelIndices[2].map(idx => idx + brkIndexIncr));\n\n // We create two separate buffers so that you can modify normals if you wish.\n if (!initGLArrayBuffer('a_Position', verticesArrayBuffer.getArray(), gl.FLOAT, floatsPerVertex)) return -1;\n if (!initGLArrayBuffer('a_Normal', normalVectorsArrayBuffer.getArray(), gl.FLOAT, floatsPerVertex)) return -1;\n\n // Unbind the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n // Write the indices to the buffer object\n var indexBuffer = gl.createBuffer();\n if (!indexBuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indiceArrayBuffer.getArray(), gl.STATIC_DRAW);\n\n return indiceArrayBuffer.getArray().length;\n }", "createBuffers() {\n this.createBuffer('COLOR')\n this.createBuffer('POSITION')\n }", "function CreateVertexBuffer(gl, a_vertexLoc) {\n var data = [\n 0, 0,\n 1, 0,\n 1, 1,\n 1, 1,\n 0, 1,\n 0, 0\n ];\n\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);\n gl.vertexAttribPointer(a_vertexLoc, 2, gl.FLOAT, false, 0, 0);\n}", "function initBuffers() {\n // Create and bind VAO\n gl.vectorsVAO = gl.createVertexArray();\n gl.bindVertexArray(gl.vectorsVAO);\n\n // Load the vertex coordinate data onto the GPU and associate with attribute\n gl.posBuffer = gl.createBuffer(); // create position buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.posBuffer); // bind the position buffer\n gl.bufferData(gl.ARRAY_BUFFER, 100000*2*Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW); // load the data into the position buffer\n gl.vertexAttribPointer(gl.program.aPosition, 2, gl.FLOAT, false, 0, 0); // associate the buffer with \"aPosition\" as length-2 vectors of floats\n gl.enableVertexAttribArray(gl.program.aPosition); // enable this set of data\n\n // Load the vertex color data onto the GPU and associate with attribute\n gl.colorBuffer = gl.createBuffer(); \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.colorBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, 100000*3*Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);\n gl.vertexAttribPointer(gl.program.aColor, 3, gl.FLOAT, false, 0, 0); // associate the buffer with \"aColor\" as length-3 vectors of floats\n gl.enableVertexAttribArray(gl.program.aColor);\n \n // Cleanup\n gl.bindVertexArray(null);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n}", "constructor(GL, elSize1, data, mode1, attrLoc, itemType, glTarget, usage1) {\n//----------\nthis.GL = GL;\nthis.elSize = elSize1;\nthis.mode = mode1;\nthis.attrLoc = attrLoc;\nthis.itemType = itemType;\nthis.glTarget = glTarget;\nthis.usage = usage1;\n// Private members\nthis._buffer = this.GL.createBuffer();\nthis._nVertices = data.length / this.elSize;\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`VBO: elSize=${this.elSize} length=${data.length} verts=${this._nVertices}`);\n}\n// Create and initialise the buffer.\nthis.GL.bindBuffer(this.glTarget, this._buffer);\nthis.GL.bufferData(this.glTarget, data, this.usage);\nthis.GL.bindBuffer(this.glTarget, null);\n}", "build() {\n var points = this.points;\n if (!points) {\n return;\n }\n var vertexBuffer = this.getAttribute('aVertexPosition');\n var uvBuffer = this.getAttribute('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n // indices[0] = 0;\n // indices[1] = 1;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i$1 = 0; i$1 < total - 1; i$1++) {\n var index$1 = i$1 * 2;\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }", "constructor(args) {\n\t\tthis.obj = gl.createBuffer();\n\t\tthis.setData(args.data, args.usage || gl.STATIC_DRAW, args.keep);\n\t}", "constructor(_shader) {\n this.shader = _shader;\n // Creating vertex buffers.\n let vertices = new Float32Array([\n 1.0, 1.0, 0.0, // top right\n -1.0, 1.0, 0.0, // top left\n -1.0,-1.0, 0.0, // bottom left\n 1.0,-1.0, 0.0, // bottom right\n ]);\n let uvs = new Float32Array([\n 1.0, 0.0, \n 0.0, 0.0,\n 0.0, 1.0, \n 1.0, 1.0,\n ]);\n let indices = new Int8Array([\n 0,1,2,\n 0,2,3,\n ]);\n\n this.vertexBuffer = gl.createBuffer();\n this.uvBuffer = gl.createBuffer();\n this.indexBuffer = gl.createBuffer();\n\n // Create and bind new VAO\n this.vao = gl.createVertexArray();\n gl.bindVertexArray(this.vao);\n\n // Load indice data\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW, 0);\n\n // Load vertice data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW, 0);\n let posLoc = this.shader.attribSpecs[\"a_Pos\"].location;\n gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(posLoc);\n\n // Load UV data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, uvs, gl.STATIC_DRAW, 0);\n let uvLoc = this.shader.attribSpecs[\"a_Texcoord\"].location;\n gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(uvLoc);\n\n gl.bindVertexArray(null);\n }", "initBuffers() {\n let tmp;\n const gl = this.gl;\n\n // Create vertex position buffer.\n this.quadVPBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer);\n tmp = [1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0];\n\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);\n this.quadVPBuffer.itemSize = 3;\n this.quadVPBuffer.numItems = 4;\n\n /*\n +--------------------+\n | -1,1 (1) | 1,1 (0)\n | |\n | |\n | |\n | |\n | |\n | -1,-1 (3) | 1,-1 (2)\n +--------------------+\n */\n\n const scaleX = 1.0;\n const scaleY = 1.0;\n\n // Create vertex texture coordinate buffer.\n this.quadVTCBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer);\n tmp = [scaleX, 0.0, 0.0, 0.0, scaleX, scaleY, 0.0, scaleY];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);\n }", "function VBO(type) {\n\t// initialization\n\tvar _object = __WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].createBuffer();\n\tvar _type = type;\n\tvar _size = 0;\n\tvar _dimentions = 0;\n\t\n\t// methods\n\t/**\n\t * Binds vertex buffer object for current\n\t * webgl context.\n\t */\n\tthis.bind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindBuffer(_type, _object);\n\t}\n\t\n\t/**\n\t * Unbinds all vertex buffer objects from current\n\t * webgl context. \n\t */\n\tthis.unbind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindBuffer(_type, null);\n\t}\n\t\n\t/**\n\t * Stores data into video buffer.\n\t */\n\tthis.storeData = function(values, dimentions) {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bufferData(type, new Float32Array(values),\n\t\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].STATIC_DRAW);\n\t\t_size = values.length / dimentions;\n\t\t_dimentions = dimentions;\n\t}\n\t\n\t/**\n\t * Stores indices into video buffer.\n\t */\n\tthis.storeIndexData = function(values) {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bufferData(type, new Uint16Array(values),\n\t\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].STATIC_DRAW);\n\t\t_size = values.length;\n\t}\n\t\n\t/**\n\t * Releases current vertex array object.\n\t */\n\tthis.clean = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].deleteBuffer(_object);\n\t}\n\t\n\tthis.getObject = function() {\n\t\treturn _object;\n\t}\n\t\n\tthis.getSize = function() {\n\t\treturn _size;\n\t}\n\t\n\tthis.getDimentions = function() {\n\t\treturn _dimentions;\n\t}\n\t\n}", "function setUpBuffers(){\r\n \"use strict\";\r\n\r\n\r\n var vertices = [\r\n //Pos X, Y, Z\r\n 0, 0, 0,\r\n 1, 0, 0,\r\n 1, 1, 0,\r\n 0, 1, 0,\r\n\r\n 0, 0, 1,\r\n 1, 0, 1,\r\n 1, 1, 1,\r\n 0, 1, 1,\r\n ];\r\n\r\n vertexBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\r\n\r\n var vertexIndices = [ //Welche vertices sind mit welchen anderen vertices verbunden?\r\n 0, 1,\r\n 0, 3,\r\n 0, 4,\r\n 1, 2,\r\n 1, 5,\r\n 2, 3,\r\n 2, 6,\r\n 3, 7,\r\n 4, 5,\r\n 4, 7,\r\n 5, 6,\r\n 6, 7,\r\n ];\r\n edgeBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, edgeBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(vertexIndices), gl.STATIC_DRAW);\r\n\r\n\r\n\r\n}", "function initBuffers() {\n // 3 stk 3D vertekser:\n let trianglePositions = new Float32Array([ //NB! ClockWise!!\n -10, -10, 0, //0\n 0, -5, 0,\n 10, -8, 0,\n -1, -8, 0,\n 3, 4, 0,\n 7, -6, 0,\n -15, -10, 0,\n 0, 5, 0,\n 10, -7, -5,\n 2, 5, 0,\n 5, -7, -5, //10\n\n -25, 9, 0, //11 triangle\n -25, -15, 0,\n -10, 8, -2,\n\n -26, 11, 0, //14 line\n -29, -16, 0,\n\n -30, -25, 0, //16 line\n 6, -20, 0,\n\n -15, -25, 0, //18 LINE_STRIP\n 6, -10, 0,\n 8, -15, 0,\n -15, -25, 0,\n\n -8, -25, 0, //22 TRIANGLE_STRIP\n -6, -10, 0,\n -9, -15, 0,\n\n -15, -20, 0,\n -12, -22, 0,\n\n -9, -30, 0,\n -15, -29, 0,\n\n -12, -18, 0,\n -12, -17, 0, //30\n\n\n ]);\n\n // Verteksbuffer:\n positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, trianglePositions, gl.STATIC_DRAW);\n\n positionBuffer.itemSize = 3; // NB!!\n positionBuffer.numberOfItems = 3; // NB!!\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.a_Position, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.a_Normal, 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.a_Color, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n return o;\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.a_Position, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.a_Normal, 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.a_Color, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n return o;\n}", "initGLSLBuffers() {\n var attributeBuffer = this.gl.createBuffer();\n var indexBuffer = this.gl.createBuffer();\n\n if (!attributeBuffer || !indexBuffer) {\n console.log(\"Failed to create buffers!\");\n return;\n }\n\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, attributeBuffer);\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n }", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "upload(){\n this._compile();\n\n let buffer = new Float32Array(this._bufferData);\n\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, this._vbo);\n exports.gl.bufferData(exports.gl.ARRAY_BUFFER, buffer, exports.gl.STATIC_DRAW);\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, null);\n \n this._bufferData = null;\n }", "setFloat32Buffers() {\n let tempArr = []\n for(let i = 0; i < this.vertices.length; i++) {\n let vertex = this.vertices[i];\n tempArr[3*i] = vertex.points[0];\n tempArr[3*i + 1] = vertex.points[1];\n tempArr[3*i + 2] = vertex.points[2];\n }\n this.vertexPosArray = new Float32Array(tempArr);\n this.colorArray = new Float32Array(this.colors);\n this.normalArray = new Float32Array(this.normals);\n }", "function initVertexBuffers(gl) {\n // Map texture coordinates to the WebGL coordinates\n var verticesTexCoords = new Float32Array([\n // Vertex coordinates, texture coordinate\n -1, 1, 0.0, 4.0, // Top Left\n -1, -1, 0.0, 0.0, // Bottom Left\n 1, 1, 4.0, 4.0, // Top Right\n 1, -1, 4.0, 0.0, // Bottom Right\n ]);\n var n = 4; // The number of vertices\n\n // Create a buffer object to hold the vertex coordinates\n var vertexTexCoordBuffer = gl.createBuffer();\n // Failsafe\n if (!vertexTexCoordBuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n\n // Bind the buffer object to its target\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexTexCoordBuffer);\n // Write the data from the texture coordinates into the buffer object\n gl.bufferData(gl.ARRAY_BUFFER, verticesTexCoords, gl.STATIC_DRAW);\n\n // Size of each element in the vertex coordinate array\n var FSIZE = verticesTexCoords.BYTES_PER_ELEMENT;\n // Get the storage location of the 'a_position' variable in the vertex shader\n var a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n // Failsafe\n if (a_Position < 0) {\n console.log('Failed to get the storage location of a_Position');\n return -1;\n }\n // Write data from the buffer object to the 'a_position' variable in the vertex shader\n // The second parameter indicates the number of elements to use\n // The two final parameters indicate the distance between elements and the starting point in the array\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, FSIZE * 4, 0);\n // Enable the assignment of the buffer object\n gl.enableVertexAttribArray(a_Position);\n\n // Get the storage location of the 'a_TexCoord' variable in the vertex shader\n var a_TexCoord = gl.getAttribLocation(gl.program, 'a_TexCoord');\n // Failsafe\n if (a_TexCoord < 0) {\n console.log('Failed to get the storage location of a_TexCoord');\n return -1;\n }\n // Write data from the buffer object to the 'a_TexCoord' variable in the vertex shader\n // The second parameter indicates the number of elements to use\n // The two final parameters indicate the distance between elements and the starting point in the array\n gl.vertexAttribPointer(a_TexCoord, 2, gl.FLOAT, false, FSIZE * 4, FSIZE * 2);\n // Enable the assignment of the buffer object\n gl.enableVertexAttribArray(a_TexCoord);\n\n return n;\n}", "function createBuffers() {\n\n indexBuffer = gl.createBuffer();\n verticesBuffer = gl.createBuffer();\n normalsBuffer = gl.createBuffer();\n texCoordBuffer = gl.createBuffer();\n}", "addToGlBuffer(particle, posBuffer, colorBuffer, sizeBuffer) {\n posBuffer.push(particle.position[0],particle.position[1],particle.position[2]);\n colorBuffer.push(particle.color[0],particle.color[1],particle.color[2],particle.color[3]);\n sizeBuffer.push(particle.size);\n }", "function GLBuffer(elementSize, dataType, targetBufferType, mode) {\n if (dataType === void 0) { dataType = B2DGAME.gl.FLOAT; }\n if (targetBufferType === void 0) { targetBufferType = B2DGAME.gl.ARRAY_BUFFER; }\n if (mode === void 0) { mode = B2DGAME.gl.TRIANGLES; }\n this._hasAttributeLocation = false;\n this._data = [];\n this._attributes = [];\n this._elementSize = elementSize;\n this._dataType = dataType;\n this._targetBufferType = targetBufferType;\n this._mode = mode;\n //Determine byte size\n switch (this._dataType) {\n case B2DGAME.gl.FLOAT:\n case B2DGAME.gl.INT:\n case B2DGAME.gl.UNSIGNED_INT:\n this._typeSize = 4;\n break;\n case B2DGAME.gl.SHORT:\n case B2DGAME.gl.UNSIGNED_SHORT:\n this._typeSize = 2;\n break;\n case B2DGAME.gl.BYTE:\n case B2DGAME.gl.UNSIGNED_BYTE:\n this._typeSize = 1;\n break;\n default:\n throw new Error(\"Unrecognized data type: \" + dataType.toString());\n }\n this._stride = this._elementSize * this._typeSize;\n this._buffer = B2DGAME.gl.createBuffer();\n }", "function createParticleBuffers ( geometry ) {\n\n geometry.__webglVertexBuffer = _gl.createBuffer();\n geometry.__webglColorBuffer = _gl.createBuffer();\n\n _this.info.memory.geometries ++;\n\n }", "function createParticleBuffers ( geometry ) {\r\n\r\n\t\tgeometry.__webglVertexBuffer = _gl.createBuffer();\r\n\t\tgeometry.__webglColorBuffer = _gl.createBuffer();\r\n\r\n\t\t_this.info.memory.geometries ++;\r\n\r\n\t}", "function initBuffers() {\n\n\t// Vertex Coordinates\n\n\ttriangleVertexPositionBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n\ttriangleVertexPositionBuffer.itemSize = 3;\n\ttriangleVertexPositionBuffer.numItems = vertices.length / 3;\n\n\t// Associating to the vertex shader\n\n\tgl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,\n\t\ttriangleVertexPositionBuffer.itemSize,\n\t\tgl.FLOAT, false, 0, 0);\n\n\t// Vertex Normal Vectors\n\n\ttriangleVertexNormalBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexNormalBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);\n\ttriangleVertexNormalBuffer.itemSize = 3;\n\ttriangleVertexNormalBuffer.numItems = normals.length / 3;\n\n\t// Associating to the vertex shader\n\n\tgl.vertexAttribPointer(shaderProgram.vertexNormalAttribute,\n\t\ttriangleVertexNormalBuffer.itemSize,\n\t\tgl.FLOAT, false, 0, 0);\n}", "function createParticleBuffers ( geometry ) {\n\n\t\tgeometry.__webglVertexBuffer = _gl.createBuffer();\n\t\tgeometry.__webglColorBuffer = _gl.createBuffer();\n\n\t\t_this.info.memory.geometries ++;\n\n\t}", "function initVertexBuffers(gl) {\r\n // Coordinates(Cube which length of one side is 1 with the origin on the center of the bottom)\r\n var vertices = new Float32Array([\r\n 0.5, 1.0, 0.5, -0.5, 1.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, // v0-v1-v2-v3 front\r\n 0.5, 1.0, 0.5, 0.5, 0.0, 0.5, 0.5, 0.0,-0.5, 0.5, 1.0,-0.5, // v0-v3-v4-v5 right\r\n 0.5, 1.0, 0.5, 0.5, 1.0,-0.5, -0.5, 1.0,-0.5, -0.5, 1.0, 0.5, // v0-v5-v6-v1 up\r\n -0.5, 1.0, 0.5, -0.5, 1.0,-0.5, -0.5, 0.0,-0.5, -0.5, 0.0, 0.5, // v1-v6-v7-v2 left\r\n -0.5, 0.0,-0.5, 0.5, 0.0,-0.5, 0.5, 0.0, 0.5, -0.5, 0.0, 0.5, // v7-v4-v3-v2 down\r\n 0.5, 0.0,-0.5, -0.5, 0.0,-0.5, -0.5, 1.0,-0.5, 0.5, 1.0,-0.5 // v4-v7-v6-v5 back\r\n ]);\r\n\r\n // Normal\r\n var normals = new Float32Array([\r\n 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front\r\n 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right\r\n 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up\r\n -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left\r\n 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, // v7-v4-v3-v2 down\r\n 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 // v4-v7-v6-v5 back\r\n ]);\r\n\r\n // Indices of the vertices\r\n var indices = new Uint8Array([\r\n 0, 1, 2, 0, 2, 3, // front\r\n 4, 5, 6, 4, 6, 7, // right\r\n 8, 9,10, 8,10,11, // up\r\n 12,13,14, 12,14,15, // left\r\n 16,17,18, 16,18,19, // down\r\n 20,21,22, 20,22,23 // back\r\n ]);\r\n\r\n // Write the vertex property to buffers (coordinates and normals)\r\n if (!initArrayBuffer(gl, 'a_Position', vertices, gl.FLOAT, 3)) return -1;\r\n if (!initArrayBuffer(gl, 'a_Normal', normals, gl.FLOAT, 3)) return -1;\r\n\r\n // Unbind the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\r\n // Write the indices to the buffer object\r\n var indexBuffer = gl.createBuffer();\r\n if (!indexBuffer) {\r\n console.log('Failed to create the buffer object');\r\n return -1;\r\n }\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);\r\n\r\n return indices.length;\r\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.vPosition, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.vNormal , 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.vColor, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n return o;\n}", "function initVertexBuffers(ev, gl, canvas, a_Position, n) {\n n = g_lines.length / 2; //Number of (x,y) pairs\n\n if (end === true) {\n n = g_points.length; //(x,y) point pairs\n }\n\n //Create buffer object\n var vertexBuffer = gl.createBuffer();\n if (!vertexBuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n\n //Bind buffer to target and write data into buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(g_lines), gl.STATIC_DRAW);\n\n //Initialize a_Position for shader\n var a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n if (a_Position < 0) {\n console.log('Failed to get the storage location of a_Position');\n return -1;\n }\n\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(a_Position);\n return n;\n}", "function initVertexBuffers(gl, program) {\n var o = new Object(); // Utilize Object object to return multiple buffer objects\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.a_Position, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.a_Normal, 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.a_Color, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n if (!o.vertexBuffer || !o.normalBuffer || !o.colorBuffer || !o.indexBuffer) { return null; }\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n return o;\n}", "function createBuffer(data, components) {\n var count = data.length / components;\n if (count * components != data.length)\n throw \"invalid buffer size\";\n\n var type = determineBufferType(data);\n\n var buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n buffer.count = count;\n buffer.components = components;\n buffer.type = type;\n\n return buffer;\n}", "function initBuffers() {\n\n var vertices,\n textureCoords,\n vertexIndices,\n _w = t.tex.image.width / inst.parent.w,\n _h = t.tex.image.height / inst.parent.h;\n\n vertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\n vertices = [\n _w, _h, 0.0, -_w, _h, 0.0,\n _w, -_h, 0.0, -_w, -_h, 0.0\n ];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n vertexPositionBuffer.itemSize = 3;\n vertexPositionBuffer.numItems = 4;\n\n vertexTextureCoordBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexTextureCoordBuffer);\n textureCoords = [\n // Front face\n 1.0, 0.0,\n 0.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0\n ];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);\n vertexTextureCoordBuffer.itemSize = 2;\n vertexTextureCoordBuffer.numItems = 6;\n\n vertexIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);\n vertexIndices = [\n 0, 1, 2, 0, 2, 3, // Front face\n ];\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(vertexIndices), gl.STATIC_DRAW);\n vertexIndexBuffer.itemSize = 1;\n vertexIndexBuffer.numItems = 6;\n }", "link_buffer_to_primitives() {\r\n\r\n this.glTF.meshes.forEach(mesh => {\r\n mesh.primitives.forEach(primitive => {\r\n\r\n if (primitive.indicies === null) {\r\n console.error(`Primitive not using indices are not supported`);\r\n return;\r\n }\r\n\r\n // Create the buffer.\r\n const [vertexBuffer, vertexArray] = this.gpuDevice.createBufferMapped({\r\n size: bufferView.byteLength,\r\n usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\r\n });\r\n\r\n\r\n\r\n\r\n });\r\n });\r\n\r\n console.log(`Linked GPU buffers to all mesh primitives.`);\r\n }", "function initBuffer(src, dynamic) {\n var buffer = gl.createBuffer();\n gl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n if (dynamic) gl.bufferData( gl.ARRAY_BUFFER, src, gl.DYNAMIC_DRAW );\n else gl.bufferData( gl.ARRAY_BUFFER, src, gl.STATIC_DRAW );\n\n return buffer;\n }", "constructor(){\n this.isLoaded = false;\n this.minXYZ=[0,0,0];\n this.maxXYZ=[0,0,0];\n \n this.numFaces=0;\n this.numVertices=0;\n \n // Allocate vertex array\n this.vBuffer = [];\n // Allocate triangle array\n this.fBuffer = [];\n // Allocate normal array\n this.nBuffer = [];\n // Allocate array for edges so we can draw wireframe\n this.eBuffer = [];\n // Allocate array for texture coordinates\n this.texcoordBuffer = [];\n \n console.log(\"TriMesh: Allocated buffers\");\n \n // Get extension for 4 byte integer indices for drawElements\n var ext = gl.getExtension('OES_element_index_uint');\n if (ext ==null){\n alert(\"OES_element_index_uint is unsupported by your browser and terrain generation cannot proceed.\");\n }\n else{\n console.log(\"OES_element_index_uint is supported!\");\n }\n }", "function initArrayBuffer(gl, attribute, data, num, type){\n\tvar buffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n\tvar a_attribute = gl.getAttribLocation(gl.program, attribute);\n\tgl.vertexAttribPointer(a_attribute, num, type, false, data.BYTES_PER_ELEMENT * num, 0);\n\tgl.enableVertexAttribArray(a_attribute);\n\treturn true;\n}", "function initBuffers(gl, programInfo, gearData) {\r\n const vertices = gearData[0];\r\n const colors = gearData[1];\r\n const normals = gearData[2];\r\n\r\n // Create buffers for the object's vertex positions\r\n const vertexBuffer = gl.createBuffer();\r\n\r\n // Select the positionBuffer as the one to apply buffer\r\n // operations to from here out.\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\r\n\r\n // Now pass the list of vertices to the GPU to build the\r\n // shape. We do this by creating a Float32Array from the\r\n // JavaScript array, then use it to fill the current buffer.\r\n gl.bufferData(gl.ARRAY_BUFFER,\r\n new Float32Array(vertices),\r\n gl.STATIC_DRAW);\r\n\r\n\r\n // do likewise for colors\r\n const colorBuffer = gl.createBuffer();\r\n\r\n gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);\r\n\r\n gl.bufferData(gl.ARRAY_BUFFER,\r\n new Float32Array(colors),\r\n gl.STATIC_DRAW);\r\n\r\n\r\n const normalBuffer = gl.createBuffer();\r\n\r\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\r\n\r\n gl.bufferData(gl.ARRAY_BUFFER,\r\n new Float32Array(normals),\r\n gl.STATIC_DRAW);\r\n\r\n return {\r\n // each vertex in buffer has 3 floats\r\n num_vertices: vertices.length / 3,\r\n vertex: vertexBuffer,\r\n color: colorBuffer,\r\n normal: normalBuffer\r\n };\r\n\r\n}", "function initVertexBuffers(ev,gl,canvas,a_Position,n){ \n var n = xy_points.length/2; //Number of coordinate pairs\n \n if(right_clicked == true){\n n= g_points.length/2;\n }\n //Create buffer object\n var vertexBuffer = gl.createBuffer();\n if (!vertexBuffer){\n console.log('Failed to create the buffer object');\n return -1;\n }\n \n //Bind buffer to target and write data into buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, xy_points, gl.STATIC_DRAW);\n \n //Initialize a_Position for shader\n var a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n if (a_Position < 0){\n console.log('Failed to get the storage location of a_Position');\n return -1;\n }\n\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(a_Position);\n return n; \n}", "function setUpBuffers() {\n const vertices = [\n -1, -1, 0,\n 0, -1, 0,\n -0.5, 1, 0,\n 1, -1, 0,\n 0.5, 1, 0,\n ];\n const texturePositions = [\n 0, 0,\n 0.5, 0,\n 0.25, 1,\n 1, 0,\n 0.75, 1,\n ];\n sceneObject.positionBuffer = bufferDataToAttribute(new Float32Array(vertices), 3, \"vertexPosition\", gl.FLOAT);\n sceneObject.texturePositionBuffer = bufferDataToAttribute(new Float32Array(texturePositions), 2, \"texturePosition\", gl.FLOAT);\n\n const indices = [\n 0, 1, 2,\n 1, 3, 4,\n ];\n sceneObject.indexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, sceneObject.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n}", "function createEmptyArrayBuffer(gl, a_attribute, num, type) {\n var buffer = gl.createBuffer(); // Create a buffer object\n if (!buffer) {\n console.log('Failed to create the buffer object');\n return null;\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0); // Assign the buffer object to the attribute variable\n gl.enableVertexAttribArray(a_attribute); // Enable the assignment\n\n //在buffer中填入type和element数量信息,以备之后绘制过程中绑定shader使用\n buffer.num = num;\n buffer.type = type;\n\n return buffer;\n}", "function UniformBuffer(engine,data,dynamic){this._engine=engine;this._noUBO=engine.webGLVersion===1;this._dynamic=dynamic;this._data=data||[];this._uniformLocations={};this._uniformSizes={};this._uniformLocationPointer=0;this._needSync=false;if(this._noUBO){this.updateMatrix3x3=this._updateMatrix3x3ForEffect;this.updateMatrix2x2=this._updateMatrix2x2ForEffect;this.updateFloat=this._updateFloatForEffect;this.updateFloat2=this._updateFloat2ForEffect;this.updateFloat3=this._updateFloat3ForEffect;this.updateFloat4=this._updateFloat4ForEffect;this.updateMatrix=this._updateMatrixForEffect;this.updateVector3=this._updateVector3ForEffect;this.updateVector4=this._updateVector4ForEffect;this.updateColor3=this._updateColor3ForEffect;this.updateColor4=this._updateColor4ForEffect;}else{this.updateMatrix3x3=this._updateMatrix3x3ForUniform;this.updateMatrix2x2=this._updateMatrix2x2ForUniform;this.updateFloat=this._updateFloatForUniform;this.updateFloat2=this._updateFloat2ForUniform;this.updateFloat3=this._updateFloat3ForUniform;this.updateFloat4=this._updateFloat4ForUniform;this.updateMatrix=this._updateMatrixForUniform;this.updateVector3=this._updateVector3ForUniform;this.updateVector4=this._updateVector4ForUniform;this.updateColor3=this._updateColor3ForUniform;this.updateColor4=this._updateColor4ForUniform;}}", "function initBuffers() {\n //3 stk 3D vertekser:\n let positions = new Float32Array([\n 0.0, 0.5, 0,\n -0.5, -0.5, 0,\n 0.5, -0.5, 0]);\n\n //Farge til verteksene:\n let colors = new Float32Array([\n 1.0, 0.0, 0.0, 1.0,\t\t//Rød (RgbA)\n 0.0, 1.0, 0.0, 1.0,\t\t//Grønn (rGbA)\n 0.0, 0.0, 1.0, 1.0]);\t//Blå \t(rgBA)\n\n //POSISJONSBUFRET: oppretter, binder og skriver data til bufret:\n positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);\n //Setter antall floats per verteks og antall vertekser i dette bufret:\n positionBuffer.itemSize = 3;\n positionBuffer.numberOfItems = positions.length / 3;\n\n //COLORBUFRET: oppretter, binder og skriver data til bufret:\n colorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);\n //Setter antall floats per verteks og antall vertekser i dette bufret:\n colorBuffer.itemSize = 4; // NB!!\n colorBuffer.numberOfItems = colors.length / 4; // NB!!\n\n // Kople fra.\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n}", "initializeInstanceBuffer(bufferInfo) {\n\t\tconst gl = this.gl;\n\n\t\tbufferInfo.instanceBuffer = gl.createBuffer();\n\n\t\tconst instanceVertexBuffer = bufferInfo.getInstanceBuffer();\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.instanceBuffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, instanceVertexBuffer, gl.DYNAMIC_DRAW);\n\n\t\tgl.vertexAttribPointer(this.currentShader.attributes['aTransform'], \n\t\t\t4, gl.FLOAT, false, 4 * instanceVertexBuffer.BYTES_PER_ELEMENT, 0);\n\t\t\t\n\t\tgl.vertexAttribDivisor(this.currentShader.attributes['aTransform'], 1);\n\t\tgl.enableVertexAttribArray(this.currentShader.attributes['aTransform']);\n\t}", "function initBuffers() {\n\n // Create a buffer for the cube's vertices.\n cubeVertexPositionBuffer = gl.createBuffer();\n \n // Select the cubeVertexPositionBuffer as the one to apply vertex\n // operations to from here out.\n gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);\n \n // Now create an array of vertices for the cube.\n vertices = [\n // Front face\n -1.0, -1.0, 1.0,\n 1.0, -1.0, 1.0,\n 1.0, 1.0, 1.0,\n -1.0, 1.0, 1.0,\n\n // Back face\n -1.0, -1.0, -1.0,\n -1.0, 1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, -1.0, -1.0,\n\n // Top face\n -1.0, 1.0, -1.0,\n -1.0, 1.0, 1.0,\n 1.0, 1.0, 1.0,\n 1.0, 1.0, -1.0,\n\n // Bottom face\n -1.0, -1.0, -1.0,\n 1.0, -1.0, -1.0,\n 1.0, -1.0, 1.0,\n -1.0, -1.0, 1.0,\n\n // Right face\n 1.0, -1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, 1.0, 1.0,\n 1.0, -1.0, 1.0,\n\n // Left face\n -1.0, -1.0, -1.0,\n -1.0, -1.0, 1.0,\n -1.0, 1.0, 1.0,\n -1.0, 1.0, -1.0\n ];\n \n // Now pass the list of vertices into WebGL to build the shape. We\n // do this by creating a Float32Array from the JavaScript array,\n // then use it to fill the current vertex buffer.\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n cubeVertexPositionBuffer.itemSize = 3;\n cubeVertexPositionBuffer.numItems = 24;\n\n // Map the texture onto the cube's faces.\n cubeVertexTextureCoordBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);\n \n // Now create an array of vertex texture coordinates for the cube.\n var textureCoordinates = [\n // Front\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Back\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n 0.0, 0.0,\n // Top\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Bottom\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n // Right\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0,\n 0.0, 0.0,\n // Left\n 0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0\n ];\n\n // Pass the texture coordinates into WebGL\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW);\n cubeVertexTextureCoordBuffer.itemSize = 2;\n cubeVertexTextureCoordBuffer.numItems = 24;\n\n // Build the element array buffer; this specifies the indices\n // into the vertex array for each face's vertices.\n cubeVertexIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);\n \n // This array defines each face as two triangles, using the\n // indices into the vertex array to specify each triangle's\n // position.\n var cubeVertexIndices = [\n 0, 1, 2, 0, 2, 3, // front\n 4, 5, 6, 4, 6, 7, // back\n 8, 9, 10, 8, 10, 11, // top\n 12, 13, 14, 12, 14, 15, // bottom\n 16, 17, 18, 16, 18, 19, // right\n 20, 21, 22, 20, 22, 23 // left\n ];\n \n // Now send the element array to GL\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);\n cubeVertexIndexBuffer.itemSize = 1;\n cubeVertexIndexBuffer.numItems = 36;\n}", "function setupBuffers() {\r\n\r\n // Create a buffer for the cube's vertices.\r\n\r\n cubeVertexBuffer = gl.createBuffer();\r\n\r\n // Select the cubeVerticesBuffer as the one to apply vertex\r\n // operations to from here out.\r\n\r\n gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexBuffer);\r\n\r\n // Now create an array of vertices for the cube.\r\n\r\n var vertices = [\r\n // Front face\r\n -1.0, -1.0, 1.0,\r\n 1.0, -1.0, 1.0,\r\n 1.0, 1.0, 1.0,\r\n -1.0, 1.0, 1.0,\r\n\r\n // Back face\r\n -1.0, -1.0, -1.0,\r\n -1.0, 1.0, -1.0,\r\n 1.0, 1.0, -1.0,\r\n 1.0, -1.0, -1.0,\r\n\r\n // Top face\r\n -1.0, 1.0, -1.0,\r\n -1.0, 1.0, 1.0,\r\n 1.0, 1.0, 1.0,\r\n 1.0, 1.0, -1.0,\r\n\r\n // Bottom face\r\n -1.0, -1.0, -1.0,\r\n 1.0, -1.0, -1.0,\r\n 1.0, -1.0, 1.0,\r\n -1.0, -1.0, 1.0,\r\n\r\n // Right face\r\n 1.0, -1.0, -1.0,\r\n 1.0, 1.0, -1.0,\r\n 1.0, 1.0, 1.0,\r\n 1.0, -1.0, 1.0,\r\n\r\n // Left face\r\n -1.0, -1.0, -1.0,\r\n -1.0, -1.0, 1.0,\r\n -1.0, 1.0, 1.0,\r\n -1.0, 1.0, -1.0\r\n ];\r\n\r\n // Now pass the list of vertices into WebGL to build the shape. We\r\n // do this by creating a Float32Array from the JavaScript array,\r\n // then use it to fill the current vertex buffer.\r\n\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\r\n\r\n // Map the texture onto the cube's faces.\r\n\r\n cubeTCoordBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, cubeTCoordBuffer);\r\n\r\n //need to change, coords are clockwise\r\n var textureCoordinates = [\r\n // Front\r\n //used\r\n -1.0, -1.0, 1.0,\r\n 1.0, -1.0, 1.0,\r\n 1.0, 1.0, 1.0,\r\n -1.0, 1.0, 1.0,\r\n\r\n // Back face\r\n -1.0, -1.0, -1.0,\r\n -1.0, 1.0, -1.0,\r\n 1.0, 1.0, -1.0,\r\n 1.0, -1.0, -1.0,\r\n\r\n // Top face\r\n -1.0, 1.0, -1.0,\r\n -1.0, 1.0, 1.0,\r\n 1.0, 1.0, 1.0,\r\n 1.0, 1.0, -1.0,\r\n\r\n // Bottom face\r\n -1.0, -1.0, -1.0,\r\n 1.0, -1.0, -1.0,\r\n 1.0, -1.0, 1.0,\r\n -1.0, -1.0, 1.0,\r\n\r\n // Right face\r\n 1.0, -1.0, -1.0,\r\n 1.0, 1.0, -1.0,\r\n 1.0, 1.0, 1.0,\r\n 1.0, -1.0, 1.0,\r\n\r\n // Left face\r\n -1.0, -1.0, -1.0,\r\n -1.0, -1.0, 1.0,\r\n -1.0, 1.0, 1.0,\r\n -1.0, 1.0, -1.0\r\n ];\r\n\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),\r\n gl.STATIC_DRAW);\r\n\r\n // Build the element array buffer; this specifies the indices\r\n // into the vertex array for each face's vertices.\r\n\r\n cubeTriIndexBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeTriIndexBuffer);\r\n\r\n // This array defines each face as two triangles, using the\r\n // indices into the vertex array to specify each triangle's\r\n // position.\r\n\r\n var cubeVertexIndices = [\r\n 0, 1, 2, 0, 2, 3, // front\r\n 4, 5, 6, 4, 6, 7, // back\r\n 8, 9, 10, 8, 10, 11, // top\r\n 12, 13, 14, 12, 14, 15, // bottom\r\n 16, 17, 18, 16, 18, 19, // right\r\n 20, 21, 22, 20, 22, 23 // left\r\n ]\r\n\r\n // Now send the element array to GL\r\n\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,\r\n new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);\r\n}", "function Init ( esContext )\n{\n var userData = esContext.userData;\n var vShaderStr =\n 'uniform float u_offset; \\n\\\n attribute vec4 a_position; \\n\\\n attribute vec2 a_texCoord; \\n\\\n varying vec2 v_texCoord; \\n\\\n void main() \\n\\\n { \\n\\\n gl_Position = a_position; \\n\\\n gl_Position.x += u_offset;\\n\\\n v_texCoord = a_texCoord; \\n\\\n } \\n';\n\n var fShaderStr =\n 'precision mediump float; \\n\\\n varying vec2 v_texCoord; \\n\\\n uniform sampler2D s_texture; \\n\\\n void main() \\n\\\n { \\n\\\n gl_FragColor = texture2D( s_texture, v_texCoord );\\n\\\n } \\n';\n\n // Load the shaders and get a linked program object\n userData.programObject = esLoadProgram ( vShaderStr, fShaderStr );\n\n // Get the attribute locations\n userData.positionLoc = gl.getAttribLocation ( userData.programObject, \"a_position\" );\n userData.texCoordLoc = gl.getAttribLocation ( userData.programObject, \"a_texCoord\" );\n\n // Get the sampler location\n userData.samplerLoc = gl.getUniformLocation ( userData.programObject, \"s_texture\" );\n\n // Get the offset location\n userData.offsetLoc = gl.getUniformLocation( userData.programObject, \"u_offset\" );\n\n // Load the texture\n userData.textureId = CreateMipMappedTexture2D ();\n\n // Generate the VBOs\n var vVertices = new Float32Array(\n [ -0.5, 0.5, 0.0, 1.5, // Position 0\n 0.0, 0.0, // TexCoord 0\n -0.5, -0.5, 0.0, 0.75, // Position 1\n 0.0, 1.0, // TexCoord 1\n 0.5, -0.5, 0.0, 0.75, // Position 2\n 1.0, 1.0, // TexCoord 2\n 0.5, 0.5, 0.0, 1.5, // Position 3\n 1.0, 0.0 // TexCoord 3\n ]);\n var indices = new Uint16Array([ 0, 1, 2, 0, 2, 3 ]);\n\n userData.vertexObject = gl.createBuffer();\n gl.bindBuffer ( gl.ARRAY_BUFFER, userData.vertexObject );\n gl.bufferData ( gl.ARRAY_BUFFER, vVertices, gl.STATIC_DRAW );\n userData.vertexBytesPerElement = vVertices.BYTES_PER_ELEMENT;\n userData.indexObject = gl.createBuffer();\n gl.bindBuffer ( gl.ELEMENT_ARRAY_BUFFER, userData.indexObject );\n gl.bufferData ( gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW );\n\n\n gl.clearColor ( 0.0, 0.0, 0.0, 1.0 );\n return true;\n}", "function renewBuffers(){\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n index = 0; \n for (var i = 0; i < vertices.length; i+=2){\n var k = vec2(vertices[i], vertices[i+1])\n gl.bufferSubData(gl.ARRAY_BUFFER, 8*index, flatten(k));\n index++;\n }\n\n gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);\n t = cindex_shape;\n var temp = index;\n for (temp; temp > 0; temp--) {\n gl.bufferSubData(gl.ARRAY_BUFFER, 16 * (temp - 1), flatten(t));\n }\n}", "function initBuffers1(gl, program) {\n var o = new Object();\n\n o.vertexBuffer = gl.createBuffer();\n o.vertexBuffer.num = 3;\n o.vertexBuffer.type = gl.FLOAT;\n\n o.normalBuffer = gl.createBuffer();\n o.normalBuffer.num = 3;\n o.normalBuffer.type = gl.FLOAT;\n\n o.colorBuffer = gl.createBuffer();\n o.colorBuffer.num = 4;\n o.colorBuffer.type = gl.FLOAT;\n\n o.indexBuffer = gl.createBuffer();\n \n return o;\n}", "initBuffers() \n\t{\n\n\t\tthis.vertices = [\n\t\t\tthis.vCoords[0][0], this.vCoords[0][1], this.vCoords[0][2],\n\t\t\tthis.vCoords[1][0], this.vCoords[1][1], this.vCoords[1][2],\n\t\t\tthis.vCoords[2][0], this.vCoords[2][1], this.vCoords[2][2],\n\t\t\tthis.vCoords[0][0], this.vCoords[0][1], this.vCoords[0][2],\n\t\t\tthis.vCoords[1][0], this.vCoords[1][1], this.vCoords[1][2],\n\t\t\tthis.vCoords[2][0], this.vCoords[2][1], this.vCoords[2][2]\n\t\t];\n\n\t\tthis.indices = [\n\t\t\t0, 1, 2,\n\t\t\t3, 5, 4\n\t\t];\n\n\t\tvar vecAB = [this.vCoords[1][0] - this.vCoords[0][0], this.vCoords[1][1] - this.vCoords[0][1], this.vCoords[1][2] - this.vCoords[0][2]];\n\t\tvar vecAC = [this.vCoords[2][0] - this.vCoords[0][0], this.vCoords[2][1] - this.vCoords[0][1], this.vCoords[2][2] - this.vCoords[0][2]];\n\t\tvar vecBC = [this.vCoords[2][0] - this.vCoords[1][0], this.vCoords[2][1] - this.vCoords[1][1], this.vCoords[2][2] - this.vCoords[1][2]];\n\n\t\tvar normalVector = [\n\t\t\tvecAB[1] * vecAC[2] - vecAB[2] * vecAC[1],\n\t\t\tvecAB[2] * vecAC[0] - vecAB[0] * vecAC[2],\n\t\t\tvecAB[0] * vecAC[1] - vecAB[1] * vecAC[0]\n\t\t];\n\n\t\tthis.normals = [\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2]\n\t\t];\n\n\t\t//based on the file given\n\t\tvar b = Math.sqrt(vecAC[0] ** 2 + vecAC[1] ** 2 + vecAC[2] ** 2);\n\t\tvar a = Math.sqrt(vecBC[0] ** 2 + vecBC[1] ** 2 + vecBC[2] ** 2);\n\t\tvar c = Math.sqrt(vecAB[0] ** 2 + vecAB[1] ** 2 + vecAB[2] ** 2);\n\n\t\tvar d = (a ** 2 - b ** 2 - c ** 2) / (-2 * c);\n\t\tvar sinAlfa = Math.sqrt(1 - (d / b) ** 2);\n\t\tvar h = b * sinAlfa;\n\n\t\tthis.c = c;\n\t\tthis.d = d;\n\t\tthis.h = h;\n\n\t\tthis.texCoords = [\n\t\t\t0, 1,\n\t\t\tthis.c, 1,\n\t\t\tthis.d, 1 - (this.h),\n\t\t\t0, 1,\n\t\t\tthis.c, 1,\n\t\t\tthis.d, 1 - (this.h)\n\t\t];\n\n\t\tthis.primitiveType = this.scene.gl.TRIANGLES;\n\t\tthis.initGLBuffers();\n\t}", "function BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}", "function BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}", "function BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}", "function initBuffers( model ) {\t\n\t\n\t// Vertex Coordinates\n\t\t\n\ttriangleVertexPositionBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(model.vertices), gl.STATIC_DRAW);\n\ttriangleVertexPositionBuffer.itemSize = 3;\n\ttriangleVertexPositionBuffer.numItems = model.vertices.length / 3;\t\t\t\n\n\t// Associating to the vertex shader\n\t\n\tgl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, \n\t\t\ttriangleVertexPositionBuffer.itemSize, \n\t\t\tgl.FLOAT, false, 0, 0);\n\t\n\t// Vertex Colors\n\ttriangleVertexColorBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexColorBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(model.colors), gl.STATIC_DRAW);\n\ttriangleVertexColorBuffer.itemSize = 3;\n\ttriangleVertexColorBuffer.numItems = model.colors.length / 3;\t\t\t\n\n\t// Associating to the vertex shader\n\t\n\tgl.vertexAttribPointer(shaderProgram.vertexColorAttribute, \n\t\t\ttriangleVertexColorBuffer.itemSize, \n\t\t\tgl.FLOAT, false, 0, 0);\n}", "function setVertexBuffer(gl, vertices) {\r\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);\r\n}", "function loadVertices(){\n VertexBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, VertexBuffer)\n let vertexPoints = [\n -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5,\n -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5,\n\n -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5,\n -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5,\n\n -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5,\n -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5,\n\n -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5,\n -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5,\n\n -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5,\n -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,\n\n 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5,\n 0.5, -0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5 ]\n VertexBuffer.itemSize = 3\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPoints), gl.STATIC_DRAW)\n VertexBuffer.numberOfItems = vertexPoints.length /VertexBuffer.itemSize\n}", "loadBuffers()\n {\n // Specify the vertex coordinates\n this.VertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\n this.VertexPositionBuffer.itemSize = 3;\n this.VertexPositionBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\n \n // Specify normals to be able to do lighting calculations\n this.VertexNormalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\n gl.STATIC_DRAW);\n this.VertexNormalBuffer.itemSize = 3;\n this.VertexNormalBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\n \n // Specify faces of the terrain \n this.IndexTriBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\n gl.STATIC_DRAW);\n this.IndexTriBuffer.itemSize = 1;\n this.IndexTriBuffer.numItems = this.fBuffer.length;\n console.log(\"Loaded \", this.IndexTriBuffer.numItems/3, \" triangles\");\n \n //Setup Edges \n this.IndexEdgeBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\n gl.STATIC_DRAW);\n this.IndexEdgeBuffer.itemSize = 1;\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\n }", "function initQuad() {\n VertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, VertexPositionBuffer);\n vertices = [\n 1.0, 1.0, 0.0,\n -1.0, 1.0, 0.0,\n 1.0, -1.0, 0.0,\n -1.0, -1.0, 0.0\n ];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n VertexPositionBuffer.itemSize = 3;\n VertexPositionBuffer.numItems = 4;\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, VertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);\n\tgl.enableVertexAttribArray(0);\n}", "function initBuffers( model ) {\t\t\n\t// Vertex Coordinates\t\t\n\ttriangleVertexPositionBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexPositionBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(model.vertices), gl.STATIC_DRAW);\n\ttriangleVertexPositionBuffer.itemSize = 3;\n\ttriangleVertexPositionBuffer.numItems = model.vertices.length / 3;\t\t\t\n\n\t// Associating to the vertex shader\t\n\tgl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, \n\t\t\ttriangleVertexPositionBuffer.itemSize, \n\t\t\tgl.FLOAT, false, 0, 0);\n\t\n\t// Vertex Normal Vectors\t\t\n\ttriangleVertexNormalBuffer = gl.createBuffer();\n\tgl.bindBuffer(gl.ARRAY_BUFFER, triangleVertexNormalBuffer);\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array( model.normals), gl.STATIC_DRAW);\n\ttriangleVertexNormalBuffer.itemSize = 3;\n\ttriangleVertexNormalBuffer.numItems = model.normals.length / 3;\t\t\t\n\n\t// Associating to the vertex shader\t\n\tgl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n\t\t\ttriangleVertexNormalBuffer.itemSize, \n\t\t\tgl.FLOAT, false, 0, 0);\t\n}", "_bindVertices() {\n let gl = this.context.context;\n\n // bind vertices\n let position = this.attributes[POS_ATTRIBUTE_NAME].location;\n gl.enableVertexAttribArray(position);\n\n var vertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n\n // define a square that covers the screen\n var vertices = [-1.0, -1.0, 0.0,\t// bottom left\n 1.0, -1.0, 0.0,\t// bottom right\n 1.0, 1.0, 0.0,\t// top right\n -1.0, 1.0, 0.0];\t// top left\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n gl.vertexAttribPointer(position, /*item size*/3, gl.FLOAT, false, 0, 0);\n\n\n // bind texture cords\n var texture = this.attributes[TEX_ATTRIBUTE_NAME].location;\n var texCoords = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, texCoords);\n var textureCoords = [0.0, 0.0,\n 1.0, 0.0,\n 1.0, 1.0,\n 0.0, 1.0];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);\n gl.vertexAttribPointer(texture, /*item size*/2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(texture);\n\n // index to vertices\n var indices = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices);\n // tesselate square into triangles\n // indeces into vertex array creating triangles, with counter-clockwise winding\n var vertexIndices = [0, 1, 2,\t// bottom right triangle\n 0, 2, 3];\t// top left triangle\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(vertexIndices), gl.STATIC_DRAW);\n }", "function initBuffer(gl) {\n // Create a buffer for the square's positions.\n const positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n \n // Now create an array of positions for the square.\n const positions = [\n 1.0, 1.0,\n -1.0, 1.0,\n 1.0, -1.0,\n -1.0, -1.0,\n ];\n \n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array(positions),\n gl.STATIC_DRAW);\n \n return positionBuffer;\n}", "push(x, y, u, v, tint) {\n let offset = this.vertexCount * this.vertexSize;\n\n if (this.vertexCount >= this.maxVertex) {\n this.resize(this.vertexCount);\n }\n\n this.bufferF32[offset] = x;\n this.bufferF32[++offset] = y;\n\n if (typeof u !== \"undefined\") {\n this.bufferF32[++offset] = u;\n this.bufferF32[++offset] = v;\n }\n\n if (typeof tint !== \"undefined\") {\n this.bufferU32[++offset] = tint;\n }\n\n this.vertexCount++;\n\n return this;\n }", "function BufferDef(size, src, dst, attr, map) {\n this.size = size; // the number of FLOATs in each vertex\n this.src = src; // the name of the model's source array\n this.dst = dst; // the name of the geometry's buffer\n this.attr = attr; // the name of the vertex attribute\n this.map = map; // optional, a transformation function to apply to src\n }", "function BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n}", "function GLVertexBufferObject() {\n\t// Identifier assigned to the vertex object.\n\tthis.vertexBuffer = null;\n\n\t// Identifier assigned to the vertex uv object.\n\tthis.uvBuffer = null;\n\n\t// Identifier assigned to the vertex normal object.\n\tthis.normalBuffer = null;\n\n\t// Identifier assigned to the vertex colour object.\n\tthis.colourBuffer = null;\n\n\t// Identifier assigned to the vertex bone object.\n\tthis.boneBuffer = null;\n\n\t// Identifier assigned to the vertex bone weight object.\n\tthis.boneWeightBuffer = null;\n\n\t// Identifier assigned to the index object.\n\tthis.indexBuffer = null;\n\n\t// Stores the buffer type.\n\tthis.type\n\n\t// Reference to the polygon mesh assigned to this VBO.\n\tthis.mesh = null;\n}", "function createVao(gl, geom, program) {\n let self = {\n\t\tid: gl.createVertexArray(),\n geom: geom,\n program: program,\n\n indexType: gl.UNSIGNED_SHORT,\n\n setGeom(geom) {\n this.bind();\n if (geom) {\n if (!geom.vertexComponents) geom.vertexComponents = 3;\n\n if (geom.vertices) {\n if (!this.vertexBuffer) {\n let buffer = gl.createBuffer();\n this.vertexBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_position\") : 0;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry)\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.normals) {\n if (!this.normalBuffer) {\n let buffer = gl.createBuffer();\n this.normalBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_normal\") : 1;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 3; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.texCoords) {\n if (!this.normalBuffer) {\n let buffer = gl.createBuffer();\n this.texCoordBuffer = buffer;\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_texCoord\") : 2;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)\n let size = 2; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.colors) {\n if (!this.colorBuffer) {\n let buffer = gl.createBuffer();\n this.colorBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_color\") : 3;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 4; // components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.indices) {\n if (!this.indexBuffer) {\n let buffer = gl.createBuffer();\n this.indexBuffer = buffer;\n }\n this.indexType = (geom.indices.constructor == Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n }\n }\n this.unbind()\n },\n\n init(program) {\n this.bind();\n if (geom) {\n if (!geom.vertexComponents) geom.vertexComponents = 3;\n if (geom.vertices) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_position\") : 0;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry)\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.vertexBuffer = buffer;\n }\n if (geom.normals) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_normal\") : 1;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 3; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.normalBuffer = buffer;\n }\n if (geom.texCoords) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_texCoord\") : 2;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)\n let size = 2; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.texCoordBuffer = buffer;\n }\n if (geom.colors) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_color\") : 3;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 4; // components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.colorBuffer = buffer;\n }\n if (geom.indices) {\n // check type: \n if (geom.indices.constructor == Uint32Array) this.indexType = gl.UNSIGNED_INT \n\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n this.indexBuffer = buffer;\n }\n }\n this.unbind();\n },\n\n // assumes vao and buffer are already bound:\n setAttributes(buffer, bytestride, bufferFields, instanced) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n for (let field of bufferFields) {\n const attrLoc = gl.getAttribLocation(this.program, field.name);\n const normalize = false;\n const bytesize = field.bytesize / field.components;\n // watch out: if field.componnents > 4, it occupies several attribute slots\n // need to enable and bind each of them in turn:\n for (let i=0; i<field.components; i+=4) {\n const loc = attrLoc + i/4; \n const byteoffset = field.byteoffset + (i * bytesize);\n const components = Math.min(4, field.components - i);\n gl.enableVertexAttribArray(loc);\n gl.vertexAttribPointer(loc, components, field.type, normalize, bytestride, byteoffset);\n if (instanced) {\n gl.vertexAttribDivisor(loc, 1);\n } else {\n gl.vertexAttribDivisor(loc, 0);\n }\n //console.log(\"set attr\", field.name, loc, components, instanced, bytestride, byteoffset)\n }\n }\n return this;\n },\n\n bind() {\n gl.bindVertexArray(this.id);\n return this;\n },\n unbind() {\n gl.bindVertexArray(this.id, null);\n return this;\n },\n\t\t// bind first:\n\t\tsubmit() {\n //gl.bufferData(gl.ARRAY_BUFFER, this.data, gl.DYNAMIC_DRAW);\n if (geom.vertices) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW);\n }\n if (geom.colors) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW);\n }\n if (geom.normals) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW);\n }\n if (geom.texCoords) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW);\n }\n if (geom.indices) {\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n }\n\t\t\treturn this;\n\t\t},\n draw(count=0, offset=0) {\n\t\t\tif (geom.indices) gl.drawElements(gl.TRIANGLES, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.TRIANGLES, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawLines(count=0, offset=0) {\n\t\t\tif (geom.indices) gl.drawElements(gl.LINES, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.LINES, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawPoints(count=0, offset=0) {\n if (geom.indices) gl.drawElements(gl.POINTS, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.POINTS, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawInstanced(instanceCount=1, primitive=gl.TRIANGLES) {\n if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, 0, instanceCount);\n else gl.drawArraysInstanced(primitive, 0, geom.vertices.length/geom.vertexComponents, instanceCount)\n\t\t\treturn this;\n },\n drawInstancedRange(instanceStart=0, instanceCount=1, primitive=gl.TRIANGLES) {\n if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, instanceStart, instanceCount);\n else gl.drawArraysInstanced(primitive, instanceStart, geom.vertices.length/geom.vertexComponents, instanceCount)\n\t\t\treturn this;\n },\n\n\n dispose() {\n if(this.indexBuffer) gl.deleteBuffers(this.indexBuffer)\n if(this.texCoordBuffer) gl.deleteBuffers(this.texCoordBuffer)\n if(this.normalBuffer) gl.deleteBuffers(this.normalBuffer)\n if(this.colorBuffer) gl.deleteBuffers(this.colorBuffer)\n if(this.vertexBuffer) gl.deleteBuffers(this.vertexBuffer)\n gl.deleteVertexArrays(this.id)\n },\n }\n self.init(program);\n\n return self;\n}", "function initCubeVertexBuffers(gl) {\r\n // Create a cube\r\n // Size: 1 by 1 by 1\r\n // v6----- v5\r\n // /| /|\r\n // v1------v0|\r\n // | | | |\r\n // | |v7---|-|v4\r\n // |/ |/\r\n // v2------v3\r\n var vertices = new Float32Array([\r\n // Coordinates\r\n 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, // v0-v1-v2-v3 front\r\n 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, // v0-v3-v4-v5 right\r\n 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, // v0-v5-v6-v1 up\r\n -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, // v1-v6-v7-v2 left\r\n -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, // v7-v4-v3-v2 down\r\n 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5 // v4-v7-v6-v5 back\r\n ]);\r\n\r\n var normals = new Float32Array([\r\n // Normal\r\n 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front\r\n 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right\r\n 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up\r\n -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left\r\n 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, // v7-v4-v3-v2 down\r\n 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0 // v4-v7-v6-v5 back\r\n ]);\r\n\r\n\r\n // Indices of the vertices\r\n var indices = new Uint8Array([\r\n // Indices\r\n 0, 1, 2, 0, 2, 3, // front\r\n 4, 5, 6, 4, 6, 7, // right\r\n 8, 9, 10, 8, 10, 11, // up\r\n 12, 13, 14, 12, 14, 15, // left\r\n 16, 17, 18, 16, 18, 19, // down\r\n 20, 21, 22, 20, 22, 23 // back\r\n ]);\r\n\r\n\r\n // Write the vertex property to buffers (coordinates, colors and normals)\r\n if (!initArrayBuffer(gl, 'a_Position', vertices, 3, gl.FLOAT)) return -1;\r\n if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1;\r\n\r\n // Write the indices to the buffer object\r\n var indexBuffer = gl.createBuffer();\r\n if (!indexBuffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);\r\n\r\n return indices.length;\r\n}", "function initBuffers(gl){\r\n\t//Sprite\r\n\tspriteVPB = gl.createBuffer();\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, spriteVPB);\r\n\tvar vertices = [\r\n\t\t0, -1, 0,\r\n\t\t1, -1, 0,\r\n\t\t1, 0, 0,\r\n\t\t0, 0, 0,\r\n\t];\r\n\t\r\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\r\n\tspriteVPB.itemSize = 3;\r\n\tspriteVPB.numItems = 4;\r\n\t\r\n\tspriteVTB = gl.createBuffer();\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, spriteVTB);\r\n\tvar texCoords = [\r\n\t\t0.0, 0.0,\r\n\t\t1.0, 0.0,\r\n\t\t1.0, 1.0,\r\n\t\t0.0, 1.0\r\n\t];\r\n\t\r\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(texCoords), gl.STATIC_DRAW);\r\n\tspriteVTB.itemSize = 2;\r\n\tspriteVTB.numItems = 4;\r\n\t\r\n\tspriteVIB = gl.createBuffer();\r\n\tgl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, spriteVIB);\r\n\tvar spriteVertexIndices = [0, 1, 2,\t\t0, 2, 3];\r\n\tgl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(spriteVertexIndices), gl.STATIC_DRAW);\r\n\tspriteVIB.itemSize = 1;\r\n\tspriteVIB.numItems = 6;\r\n}", "function BufferGeometry() {\n\n\tObject.defineProperty(this, 'id', { value: bufferGeometryId += 2 });\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n}", "function addVertex(e) {\n let [x, y, w, h] = [e.offsetX, e.offsetY, this.offsetWidth, this.offsetHeight];\n \n // Convert x and y from window coordinates (pixels) to clip coordinates (-1,-1 to 1,1)\n let xy = [(2 * x) / w - 1, 1 - (2 * y) / h];\n\n /** \n * Gets the previous object in drawingHistory if the current mode is the same as the previouse mode,\n * otherwise pushes new object on with the current drawing mode.\n */\n if (drawingHistory.length === 0 || gl.drawingMode !== drawingHistory[drawingHistory.length - 1].mode) {\n drawingHistory.push({mode: gl.drawingMode, vertLength: 0}); \n }\n drawingHistory[drawingHistory.length - 1].vertLength += 1; // Add one to the vertex count for the current mode\n\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.posBuffer);\n gl.bufferSubData(gl.ARRAY_BUFFER, gl.currentCoordByteOffset, Float32Array.from(xy)); // Add new vertex to buffer\n \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.colorBuffer); \n gl.bufferSubData(gl.ARRAY_BUFFER, gl.currentColorByteOffset, Float32Array.from(gl.drawingColor)); // Add new color to buffer \n\n // Cleanup\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n // Update offsets\n gl.currentCoordByteOffset += 2*Float32Array.BYTES_PER_ELEMENT;\n gl.currentColorByteOffset += 3*Float32Array.BYTES_PER_ELEMENT;\n\n render();\n}", "function createEmptyArrayBuffer(gl, a_attribute, num, type) {\n var buffer = gl.createBuffer(); //Create a buffer object\n\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\n gl.enableVertexAttribArray(a_attribute); // Enable the assignment\n\n return buffer;\n}", "function initVertexBuffers_triangle(gl, x, y, a_Position, size) {\r\n var n = 3; // The number of vertices\r\n // creating the vertices for square\r\n var vertices = new Float32Array([\r\n x, y+(1/size)*0.5,\r\n x-(1/size)*0.5, y-(1/size)*0.5,\r\n x+(1/size)*0.5, y-(1/size)*0.5]);\r\n\r\n // Create a buffer object\r\n var vertexBuffer = gl.createBuffer();\r\n if (!vertexBuffer) {\r\n console.log('Failed to create the buffer object');\r\n return -1;\r\n }\r\n // Bind the buffer object to target\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\r\n // Write date into the buffer object\r\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);\r\n // Assign the buffer object to a_Position variable\r\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);\r\n // Enable the assignment to a_Position variable\r\n gl.enableVertexAttribArray(a_Position);\r\n return n;\r\n}", "createBufferGeometry (buffers, vertexBufferSize, blockFaceBufferSize) {\n this.blockFaceBuffer = buffers.blockFaceBuffer\n this.bfbIndicesForFaces = buffers.bfbIndicesForFaces\n this.bfbOffsetsForBlocks = buffers.bfbOffsetsForBlocks\n this.blockIndicesForFaces = buffers.blockIndicesForFaces\n this.blockIndicesForBfbOffsets = buffers.blockIndicesForBfbOffsets\n this.blockFaceBufferSize = blockFaceBufferSize\n\n const geometry = new Three.BufferGeometry ()\n const material = new Three.MeshLambertMaterial ({ vertexColors: Three.VertexColors })\n\n geometry.setAttribute ('position', new Three.BufferAttribute (buffers.vertexBuffer, 3))\n geometry.setAttribute ('color', new Three.BufferAttribute (buffers.colorBuffer, 3))\n geometry.setDrawRange (0, vertexBufferSize / 3)\n geometry.computeVertexNormals ()\n\n this.mesh = new Three.Mesh (geometry, material)\n this.mesh.name = \"CHUNK\"\n this.mesh.position.set (this.position.x * 16, this.position.y * 16, this.position.z * 16)\n this.world.scene.add (this.mesh) }", "function createEmptyArrayBuffer(gl, a_attribute, num, type) {\n var buffer = gl.createBuffer(); // Create a buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\n gl.enableVertexAttribArray(a_attribute); // Enable the assignment\n return buffer;\n}", "function createEmptyArrayBuffer(gl, a_attribute, num, type) {\n var buffer = gl.createBuffer(); // Create a buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\n gl.enableVertexAttribArray(a_attribute); // Enable the assignment\n return buffer;\n}", "function initBuffers(gl) {\n return { positions: gl.createBuffer(),\n offsets: gl.createBuffer(),\n normals: gl.createBuffer(),\n randomSeeds: gl.createBuffer(),\n rotationAxes: gl.createBuffer() };\n}", "initBuffers() {\n this.vertices = [\n this.x1, this.y1, 0,\n this.x2, this.y1, 0,\n this.x2, this.y2, 0,\n this.x1, this.y2, 0\n ];\n\n this.indices = [\n 0, 1, 3,\n 2, 3, 1\n ];\n\n this.normals = [\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1\n ];\n\n let maxS = (this.x2 - this.x1) / this.ls;\n let maxT = (this.y2 - this.y1) / this.lt;\n\n this.texCoords = [\n 0, maxT,\n maxS, maxT,\n maxS, 0,\n 0, 0\n ];\n\n this.primitiveType = this.scene.gl.TRIANGLES;\n this.initGLBuffers();\n }", "function _updateBufferObject(buffer_id, data) {\n // Make the buffer object the active buffer.\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer_id);\n\n // Upload the data for this buffer object to the GPU.\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n }", "updateBuffer () {\n // Push the matrix to the buffer\n gl.uniformMatrix4fv(modelMatrixLoc, false, new Float32Array(this.modelMatrix));\n\n // TODO: Übergebe hier die Normalenmatrix an den Shader\n gl.uniformMatrix4fv(normalMatrixLoc, false, new Float32Array(this.normalMatrix));\n // TODO: Übergebe hier die Materialkoeffizienten des Objektes an den Shader\n gl.uniform3f(kaLoc, this.ka[0], this.ka[1], this.ka[2]);\n gl.uniform3f(ksLoc, this.ks[0], this.ks[1], this.ks[2]);\n gl.uniform3f(kdLoc, this.kd[0], this.kd[1], this.kd[2]);\n\n gl.uniform1f(withLightningLoc, this.withLightning);\n gl.uniform1f(withTextureLoc, this.withTexture);\n gl.uniform1f(withBumpmapLoc, this.withBumpmap);\n gl.uniform1f(isWaterLoc, this.isWater);\n }", "function createBindBuffer(gl, bufferType, array)\n{\n var buffer;\n if(bufferType == gl.ARRAY_BUFFER){\n buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(array), gl.STATIC_DRAW);\n } else if(bufferType == gl.ELEMENT_ARRAY_BUFFER){ // only other we're using is ELEMENT_ARRAY_BUFFER but to be safe..\n buffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(array), gl.STATIC_DRAW);\n }\n return buffer;\n}", "function initArrayBuffer(gl, data, num, type, attribute) {\r\n var buffer = gl.createBuffer(); // Create a buffer object\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n \r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n return true;\r\n}", "createPlanes (planes, colours = null) {\n const positionBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([].concat(...planes)),\n gl.STATIC_DRAW\n )\n\n let colourBuffer, textureCoordBuffer\n if (colours) {\n colours = colours.map(c => [...c.map(ch => ch / 255), 1])\n const colourTable = []\n for (const colour of colours) {\n // Four times for each vertex of face\n colourTable.push(...colour, ...colour, ...colour, ...colour)\n }\n\n colourBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, colourBuffer)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colourTable), gl.STATIC_DRAW)\n } else {\n const textureCoordinates = []\n for (let i = 0; i < planes.length; i++) {\n textureCoordinates.push(0, 0, 1, 0, 1, 1, 0, 1)\n }\n\n textureCoordBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW)\n }\n\n const indices = []\n for (let i = 0; i < planes.length; i++) {\n indices.push(i * 4, i * 4 + 1, i * 4 + 2)\n indices.push(i * 4, i * 4 + 3, i * 4 + 2)\n }\n\n const indexBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer)\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW)\n\n return {\n position: positionBuffer,\n colour: colourBuffer,\n textureCoord: textureCoordBuffer,\n indices: indexBuffer,\n vertexCount: indices.length\n }\n }", "function TileBuffer( tile, bufferVertices, bufferEdges, material, bufferHeights, processUvs, bufferUIDs ){\n\n //might be useful ...\n this.tile = tile;\n\n var vertexCount = 0;\n bufferVertices.forEach( function(pts){ vertexCount += pts.length;});\n\n //vertex pool\n var vertices = new Float32Array( vertexCount * 3 * 2 );\n\n\n //uvs pool\n var uvs;\n processUvs = Boolean( processUvs );\n if( processUvs ) uvs = new Float32Array( vertexCount * 2 * 2 );\n\n //creates a temp buffer for indices (as we don't know yet how many there will be)\n var indicesBuffer = [];\n\n //get all vertices, their associated uvs and performs triangulation + extrusion\n var inc = 0, p, i;\n\n var vertexInc = 0;\n var uvInc = 0;\n bufferVertices.forEach( function( points, k ){\n\n\n //uvs bounds\n if( processUvs ){\n var uvbounds = new THREE.Vector4(0,0,1,1);\n\n //get uv min / max\n var min = new THREE.Vector2( Math.POSITIVE_INFINITY, Math.POSITIVE_INFINITY );\n var max = new THREE.Vector2( Math.NEGATIVE_INFINITY, Math.NEGATIVE_INFINITY );\n }\n\n //create vertx pool\n for ( i = 0; i < points.length * 2; i++ ) {\n\n //stores 2 versions of each point: the ground and the roof\n p = points[ i % points.length ];\n vertices[vertexInc++] = p[0];\n vertices[vertexInc++] = i >= points.length ? bufferHeights[ k ] : 0;//uses the extrusion height\n vertices[vertexInc++] = p[1];\n\n //check uv min / max\n if( processUvs ){\n min.x = Math.min( p[0], min.x );\n min.y = Math.min( p[1], min.y );\n max.x = Math.max( p[0], max.x );\n max.y = Math.max( p[1], max.y );\n }\n }\n\n //map uvs to uvBounds\n if( processUvs ){\n for( i = 0; i < points.length * 2; i++){\n p = points[ i % points.length ];\n uvs[ uvInc++ ] = uvbounds.x + ( ( p[0] - min.x ) / ( max.x - min.x ) ) * uvbounds.z;\n uvs[ uvInc++ ] = uvbounds.y + ( ( p[1] - min.y ) / ( max.y - min.y ) ) * uvbounds.w;\n }\n }\n\n //retrieves edges corresponding to this vertices set\n var edges = bufferEdges[k];\n\n //tesselation: top\n var result = cdt2d( points, edges, {exterior: false} );\n\n var capIndices = new Uint32Array( result.length * 3 );\n var indicesInc = 0;\n for ( i = 0; i < result.length; i++) {\n capIndices[indicesInc++] = result[i][ 0 ] + points.length;\n capIndices[indicesInc++] = result[i][ 1 ] + points.length;\n capIndices[indicesInc++] = result[i][ 2 ] + points.length;\n }\n capIndices.reverse();\n\n //tesselation: sides ( extrusion )\n var sideIndices = new Uint32Array( points.length * 3 * 2 );\n var sides = points.length;\n var step = 0, back, j, i0, i1, i2, i3;\n indicesInc = 0;\n for ( i = 0; i < 2; i++ ){\n\n //create faces\n if ( step > 0 ){\n\n back = step - sides;\n for ( j = 0; j < sides; j++ ){\n\n i0 = back + j;\n i1 = back + ( j + 1 ) % sides;\n i2 = step + j;\n i3 = step + ( j + 1 ) % sides;\n\n sideIndices[indicesInc++] = i1;\n sideIndices[indicesInc++] = i0;\n sideIndices[indicesInc++] = i2;\n\n sideIndices[indicesInc++] = i1;\n sideIndices[indicesInc++] = i2;\n sideIndices[indicesInc++] = i3;\n\n }\n }\n step += sides;\n }\n\n //merging faces indices, then we'll need to concatenate them\n var indices = new Uint32Array( sideIndices.length + capIndices.length );\n indices.set( sideIndices );\n indices.set( capIndices, sideIndices.length );\n\n indicesBuffer.push( indices );\n\n } );\n\n //merges all indices buffers into one\n var indicesCount = 0;\n indicesBuffer.forEach( function( ind ){ indicesCount += ind.length; });\n\n //final indices buffer\n var indices = new Uint32Array( indicesCount );\n var indicesOffset = 0, inc = 0;\n indicesBuffer.forEach( function( ind, i ){\n\n //the indices offset is the length of the previous vertexbuffer * height 'slices' count ( default 2 for linear extrusion )\n if( i > 0 ) indicesOffset += bufferVertices[ ( i - 1 )].length * 2;\n\n //recursively adds all the faces' indices\n for( var j = 0; j < ind.length; j++){\n indices[inc++] = indicesOffset + ind[ j ];\n }\n\n });\n\n //normals\n var a = new THREE.Vector3();\n var b = new THREE.Vector3();\n var c = new THREE.Vector3();\n var ab = new THREE.Vector3();\n var ac = new THREE.Vector3();\n var no = new THREE.Vector3();\n var normals = new Float32Array( indices.length );\n inc = 0;\n for( i = 0; i< indices.length; i+= 3){\n\n a.x = vertices[ indices[i] * 3];\n a.y = vertices[ indices[i] * 3 + 1 ];\n a.z = vertices[ indices[i] * 3 + 2 ];\n\n b.x = vertices[ indices[i + 1 ] * 3];\n b.y = vertices[ indices[i + 1 ] * 3 + 1 ];\n b.z = vertices[ indices[i + 1 ] * 3 + 2 ];\n\n c.x = vertices[ indices[i + 2 ] * 3];\n c.y = vertices[ indices[i + 2 ] * 3 + 1 ];\n c.z = vertices[ indices[i + 2 ] * 3 + 2 ];\n\n ab.x = b.x- a.x;\n ab.y = b.y- a.y;\n ab.z = b.z- a.z;\n\n ac.x = c.x- a.x;\n ac.y = c.y- a.y;\n ac.z = c.z- a.z;\n\n no = ab.cross( ac ).normalize();\n normals[inc++] = no.x;\n normals[inc++] = no.y;\n normals[inc++] = no.z;\n\n }\n\n //build geometry\n var geom = new THREE.BufferGeometry();\n geom.setIndex( new THREE.BufferAttribute( indices, 1 ) );\n geom.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );\n geom.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );\n if( processUvs ){\n console.log( \"processUvs\" );\n geom.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );\n }\n THREE.Mesh.call( this, geom, material );\n\n }", "function bufferInit(gl, programInfo, CylinderData, lowerRectangleData, upperRectangleData) {\n resize(gl.canvas);\n gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);\n //gl.useProgram(programInfo.program);\n\n var allPoints = (CylinderData.points).concat(lowerRectangleData.points);\n allPoints = allPoints.concat(upperRectangleData.points);\n var allColors = (CylinderData.colors).concat(lowerRectangleData.colors);\n allColors = allColors.concat(upperRectangleData.colors);\n var allNormals = (CylinderData.normals).concat(lowerRectangleData.normals);\n allNormals = allNormals.concat(upperRectangleData.normals);\n\n // Point buffer\n var pointsBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, pointsBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(allPoints), gl.STATIC_DRAW);\n\n // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)\n var psize = 3; // 3 components per iteration (xyz), w defaults to 1 in shader\n var ptype = gl.FLOAT; // the data is 32bit floats\n var pnormalize = false; // don't normalize the data\n var pstride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n var poffset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(programInfo.attributes.position, psize, ptype, pnormalize, pstride, poffset);\n gl.enableVertexAttribArray(programInfo.attributes.position);\n \n // Color buffer\n var colorsBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, colorsBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Uint8Array(allColors), gl.STATIC_DRAW);\n \n // Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)\n var csize = 3; // 3 components per iteration (rgb), a defaults to 1 in shader\n var ctype = gl.UNSIGNED_BYTE; // the data is 8bit unsigned values\n var cnormalize = true; // normalize the data (convert from 0-255 to 0-1)\n var cstride = 0;\n var coffset = 0;\n gl.vertexAttribPointer(programInfo.attributes.color, csize, ctype, cnormalize, cstride, coffset);\n gl.enableVertexAttribArray(programInfo.attributes.color);\n \n // Normal buffer\n var normalsBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, normalsBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(allNormals), gl.STATIC_DRAW);\n \n // Tell the attribute how to get data out of normalBuffer (ARRAY_BUFFER)\n var nsize = 3;\n var ntype = gl.FLOAT;\n var nnormalize = false;\n var nstride = 0;\n var noffset = 0;\n gl.vertexAttribPointer(programInfo.attributes.normal, nsize, ntype, nnormalize, nstride, noffset);\n gl.enableVertexAttribArray(programInfo.attributes.normal);\n \n}", "function initArrayBuffer(gl, attribute, data, num, type) {\r\n\r\n // Create a buffer object\r\n var buffer = gl.createBuffer();\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n\r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n // Unbind the buffer\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\r\n return true;\r\n}", "function initBuffers() {\n buffer = gl.createBuffer();\n bufferColor = gl.createBuffer();\n \n pos = gl.getAttribLocation(program, \"position\");\n color = gl.getAttribLocation(program, \"color\");\n\n perspective = gl.getUniformLocation(program, \"perspective\");\n translation = gl.getUniformLocation(program, \"translation\");\n rotation = gl.getUniformLocation(program, \"rotation\");\n scale = gl.getUniformLocation(program, \"scale\");\n size = 3;\n\n gl.enableVertexAttribArray(pos);\n gl.enableVertexAttribArray(color);\n mat4.translate(perscaleMatrix, perscaleMatrix, [0, 0, -2]);\n\n refreshBuffers()\n}", "function BufferGeometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t}", "function BufferGeometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t}", "function BufferGeometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'BufferGeometry';\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\n\t\tthis.morphAttributes = {};\n\n\t\tthis.groups = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\tthis.drawRange = { start: 0, count: Infinity };\n\n\t}", "function TranslateHelperGeometry() {\n\n const geometry = new THREE.BufferGeometry();\n\n geometry.setAttribute('position', new THREE.Float32BufferAttribute([0, 0, 0, 1, 1, 1], 3));\n\n return geometry;\n\n}", "function makePlaneBuffer(check, W, H) \n\t{\n /*~~~~~~~~~~***Plane***~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/\n planePositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, planePositionBuffer);\n var withB = 1.0;\n var hightB = -1.0;\n\n if (check == 1)\n {\n var vertices = [\n //Front\n hightB, hightB, hightB, //A\n withB, hightB, hightB, //B\n hightB, withB, hightB, //D\n withB, withB, hightB, //C \n ];\n }\n else if (check == 2)\n {\n var vertices = [\n //Sides\n withB, withB, hightB,\n withB, hightB, hightB,\n withB, withB, withB,\n withB, hightB, withB \n ];\n }\n else if (check == 3)\n {\n var vertices = [\n //Topp \n withB, withB, withB,\n withB, withB, hightB,\n hightB, withB, withB,\n hightB, withB, hightB \n ];\n }\n\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n planePositionBuffer.itemSize = 3;\n planePositionBuffer.numItems = 4;\n\n /* //Adding the colors based on the values given when we called the function\n planeColorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, planeColorBuffer);\n var colors = [\n R, G, B, A,\n R, G, B, A,\n R, G, B, A,\n R, G, B, A\n ];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);\n planeColorBuffer.itemSize = 4;\n planeColorBuffer.numItems = 4;*/\n\n//Texture\n pwgl.planeTextureBufferCoordinationBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, pwgl.planeTextureBufferCoordinationBuffer);\n\n if (check == 3) {\n var planeTextureCoordinates = [\n 0.0, 0.0,\n W , 0.0,\n\n W , H,\n 0.0, H \n ];\n }\n if (check == 2) {\n var planeTextureCoordinates = [\n \n W , H,\n W , 0.0,\n 0.0, H, \n 0.0, 0.0, \n ];\n }\n if (check == 1) {\n var planeTextureCoordinates = [\n 0.0, 0.0, \n W , H, \n W , 0.0,\n 0.0, H \n ];\n }\n\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(planeTextureCoordinates), gl.STATIC_DRAW);\n pwgl.PLANE_VERTEX_TEX_COORD_BUF_ITEM_SIZE = 2;\n pwgl.PLANE_VERTEX_TEX_COORD_BUF_NUM_ITEMS = 4;\n}" ]
[ "0.73325396", "0.71912247", "0.7175517", "0.7138409", "0.6997888", "0.6970502", "0.69186836", "0.6867162", "0.68176657", "0.6792161", "0.6756437", "0.67483467", "0.6744788", "0.6732762", "0.6653843", "0.6636573", "0.6556943", "0.6524794", "0.6520739", "0.651643", "0.6515282", "0.64686614", "0.64475983", "0.64475983", "0.6440954", "0.6437769", "0.64351916", "0.6424937", "0.6415769", "0.6408922", "0.6384259", "0.63743025", "0.63623095", "0.63608617", "0.63491654", "0.6343836", "0.63328075", "0.6323916", "0.63182896", "0.6313276", "0.6312792", "0.63127327", "0.6308136", "0.62786305", "0.62737596", "0.6262154", "0.62586534", "0.6255635", "0.62488097", "0.62412494", "0.6237116", "0.6231274", "0.6229713", "0.62211084", "0.62147737", "0.61915916", "0.6188072", "0.6184548", "0.6180186", "0.61701304", "0.61701304", "0.61701304", "0.6156847", "0.61567485", "0.6155467", "0.61428696", "0.61380595", "0.6137525", "0.61347973", "0.6134646", "0.6127877", "0.61272573", "0.6116627", "0.6115452", "0.6110736", "0.6108817", "0.61042833", "0.6098842", "0.6096048", "0.6094326", "0.60790026", "0.60784763", "0.6068396", "0.6068396", "0.6056744", "0.6052574", "0.6031527", "0.60265994", "0.6022183", "0.6020646", "0.6017495", "0.60144466", "0.5999204", "0.5992867", "0.59913933", "0.59830815", "0.59830815", "0.59830815", "0.597953", "0.597065" ]
0.6909696
7
type of data we are supplying, allocate local data
allocate() { if (!this.data) { let elements = this.width * this.height * this.channels; if (this.isFloat) { this.data = new Float32Array(elements); } else { this.data = new Uint8Array(elements); } } return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function allocateDataArguments(fullModeParameters, abiParameters, userDefinedTypes, abiAllocations, compilationId, compiler, offset = 0) {\n let allocationMode = fullModeParameters ? \"full\" : \"abi\"; //can degrade\n let parameterTypes;\n let abiAllocation;\n if (allocationMode === \"full\") {\n let id = \"-1\"; //fake ID that doesn't matter\n parameterTypes = fullModeParameters.map(parameter => ({\n name: parameter.name,\n type: Ast.Import.definitionToType(parameter, compilationId, compiler) //if node is defined, compiler had also better be!\n }));\n debug(\"parameterTypes: %O\", parameterTypes);\n //now: perform the allocation!\n try {\n abiAllocation = allocateMembers(id, parameterTypes, userDefinedTypes, abiAllocations, offset)[id];\n }\n catch (_a) {\n //if something goes wrong, switch to ABI mdoe\n allocationMode = \"abi\";\n }\n }\n if (allocationMode === \"abi\") {\n //THIS IS DELIBERATELY NOT AN ELSE\n //this is the ABI case. we end up here EITHER\n //if node doesn't exist, OR if something went wrong\n //during allocation\n let id = \"-1\"; //fake irrelevant ID\n parameterTypes = abiParameters.map(parameter => ({\n name: parameter.name,\n type: Import.abiParameterToType(parameter)\n }));\n abiAllocation = allocateMembers(id, parameterTypes, userDefinedTypes, abiAllocations, offset)[id];\n }\n return { allocation: abiAllocation, mode: allocationMode };\n}", "function createDataSet(dataRecieved){\n\n\n}", "_packData(buf) {\n const objType = this._objType;\n if (objType.isCollection) {\n buf.writeUInt8(objType.collectionFlags);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n this._ensureAssocKeys();\n buf.writeLength(this.unpackedAssocKeys.length);\n for (const index of this.unpackedAssocKeys) {\n buf.writeInt32BE(index);\n this._packValue(buf, objType.elementType, objType.elementTypeClass,\n this.unpackedAssocArray.get(index));\n }\n } else {\n buf.writeLength(this.unpackedArray.length);\n for (const value of this.unpackedArray) {\n this._packValue(buf, objType.elementType, objType.elementTypeClass,\n value);\n }\n }\n } else {\n for (const attr of objType.attributes) {\n this._packValue(buf, attr.type, attr.typeClass,\n this.unpackedAttrs.get(attr.name));\n }\n }\n }", "function whatIsIt(data) { //create the function with a data argument\n return typeof(data) //return the data type\n}", "function createData(device, date_internal, count) {\n dataStore = { \"device\": device.id, \"date\": date_internal, \"count\": count, \"capacity\": device.capacity};\n //console.log(typeof(dataStore))\n return dataStore;\n }", "_newDataSet(...params){\n const Type = this.options.DataSetType || DataSet;\n return new Type(...params); \n }", "function allocateContent()\n{\n\tfor(item in dataModel)\n\t{\n\t\t//[tile,minerals,tileImage]\n\t\tdataModel[item] = [\"grass\",0,\"g1\"];\n\t}\n\n\t\t//add features\n\t\tloadLayouts();\n}", "function AlgDataType() {}", "function get_data() {}", "function argsDataType() {\n\n}", "function prepareData(datatype){\n switch(datatype){\n case \"strain\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Strain / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : ew_arr[i] };\n });\n break;\n\n case \"force\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Force (µN) / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : fw_arr[i] };\n });\n break;\n\n case \"displacement\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Displacement (mm) / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : dw_arr[i] };\n });\n break;\n\n //Range values\n case \"cutoff\":\n dim1_text = parseDimensionText(param_id);\n dim2_text = \"Cutoff Frequency (Hz)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : cutoff_arr[i] };\n });\n break;\n case \"maxForce\":\n dim1_text= parseDimensionText(param_id);\n dim2_text= \"Max Force (µN) / Voltage (V)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : maxFW_arr[i] };\n });\n break;\n case \"maxDisplacement\":\n dim1_text= parseDimensionText(param_id);\n dim2_text= \"Max Displacement (mm) / Voltage (V)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : maxDW_arr[i] };\n });\n break;\n }\n \n\n\n // if(state ==\"fixed_values\"){\n // dim1_text = \"Frequency\";\n // dim2_text = \"Strain/Voltage (V)\";\n // data = f_arr.map(function(d, i){\n // return { 'dim1' : f_arr[i], 'dim2' : ew_arr[i] };\n // });\n // }\n // else if(state == \"range_values\" && datatype==\"cutoff_arr\"){\n // dim1_text = param_id;\n // dim2_text = \"Cutoff Value\";\n // data = param_arr.map(function(d, i){\n // return { 'dim1' : param_arr[i], 'dim2' : cutoff_arr[i] };\n // });\n // }\n // else if(state == \"range_values\" && datatype==\"maxF_arr\"){\n // dim1_text= param_id;\n // dim2_text= \"Max Value\";\n // data = param_arr.map(function(d, i){\n // return { 'dim1' : param_arr[i], 'dim2' : maxF_arr[i] };\n // });\n // }\n}", "compileDataAssignment(opts) {\nopts.srcInfo = this.compileSourceExpression(opts);\nopts.destInfo = this._varExpression.compileExpressionToRegister({\nidentifier: opts.destIdentifier,\nexpression: opts.destExpression,\nreg: $.REG_PTR,\nforWriting: true\n});\nopts.srcVrOrType = opts.srcInfo.type;\nopts.destVrOrType = opts.destInfo.type;\nthis\n.validateRecords(opts)\n.validateTypes(opts)\n.validateDataSize(opts);\nlet copySize = 0;\nlet type = helper.getTypeFromIdentifier(opts.srcVrOrType);\nif (opts.srcVrOrType.getPointer && (opts.srcVrOrType.getPointer() || opts.srcVrOrType.getType().typePointer) &&\nopts.destVrOrType.getPointer && (opts.destVrOrType.getPointer() || opts.destVrOrType.getType().typePointer)) {\nthis._program.addCommand($.CMD_SET, $.T_NUM_P, 0, $.T_NUM_L, this._scope.getStackOffset());\n} else if (opts.address) {\n// Check if it's a data type like: number ^a[10]\nif (opts.destInfo.type && opts.destInfo.type.getPointer && !opts.destInfo.type.getPointer()) {\n// Check if it's a data type like: ^SomeObject a\nif (!opts.destInfo.type.getType().typePointer) {\nthrow errors.createError(err.POINTER_TYPE_EXPECTED, opts.destInfo.type.getToken(), 'Pointer type expected.');\n}\n}\nthis.compileAddressPointerAssignment(opts);\n} else if (type === t.LEXEME_STRING) {\nthis.compileStringAssignment(opts);\n} else if (type === t.LEXEME_PROC) {\nopts.srcIdentifier = this._scope.findIdentifier(opts.srcExpression.tokens[0].lexeme);\nthis.validateProcAssignment(opts);\ncopySize = this.compileNumberAssignment(opts);\n} else if (type === t.LEXEME_NUMBER) {\ncopySize = this.compileNumberAssignment(opts);\n} else {\ncopySize = opts.srcVrOrType.getTotalSize();\n}\nif (copySize) {\nthis._program.addCommand(\n$.CMD_SET, $.T_NUM_G, $.REG_DEST, $.T_NUM_G, $.REG_PTR,\n$.CMD_SET, $.T_NUM_G, $.REG_SRC, $.T_NUM_L, this._scope.getStackOffset(),\n$.CMD_COPY, 0, 0, $.T_NUM_C, copySize\n);\n}\n}", "function calldataSizeAndAllocate(definition, referenceDeclarations, existingAllocations) {\n switch (DecodeUtils.Definition.typeClass(definition)) {\n case \"bool\":\n case \"address\":\n case \"contract\":\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n case \"enum\":\n return [DecodeUtils.EVM.WORD_SIZE, false, existingAllocations];\n case \"string\":\n return [DecodeUtils.EVM.WORD_SIZE, true, existingAllocations];\n case \"bytes\":\n return [DecodeUtils.EVM.WORD_SIZE, DecodeUtils.Definition.specifiedSize(definition) == null,\n existingAllocations];\n case \"mapping\":\n return [undefined, undefined, existingAllocations];\n case \"function\":\n switch (DecodeUtils.Definition.visibility(definition)) {\n case \"external\":\n return [DecodeUtils.EVM.WORD_SIZE, false, existingAllocations];\n case \"internal\":\n return [undefined, undefined, existingAllocations];\n }\n case \"array\": {\n if (DecodeUtils.Definition.isDynamicArray(definition)) {\n return [DecodeUtils.EVM.WORD_SIZE, true, existingAllocations];\n }\n else {\n //static array case\n const length = DecodeUtils.Definition.staticLength(definition);\n if (length === 0) {\n //arrays of length 0 are static regardless of base type\n return [0, false, existingAllocations];\n }\n const baseDefinition = definition.baseType || definition.typeName.baseType;\n const [baseSize, dynamic, allocations] = calldataSizeAndAllocate(baseDefinition, referenceDeclarations, existingAllocations);\n return [length * baseSize, dynamic, allocations];\n }\n }\n case \"struct\": {\n const referenceId = DecodeUtils.Definition.typeId(definition);\n let allocations = existingAllocations;\n let allocation = allocations[referenceId];\n if (allocation === undefined) {\n //if we don't find an allocation, we'll have to do the allocation ourselves\n const referenceDeclaration = referenceDeclarations[referenceId];\n allocations = allocateStruct(referenceDeclaration, referenceDeclarations, existingAllocations);\n allocation = allocations[referenceId];\n }\n //having found our allocation, if it's not null, we can just look up its size and dynamicity\n if (allocation !== null) {\n return [allocation.length, allocation.dynamic, allocations];\n }\n //if it is null, this type doesn't go in calldata\n else {\n return [undefined, undefined, allocations];\n }\n }\n }\n}", "loadData() {\r\n\t\t// load the current tracker type data from localStorage\r\n\t\tlet currentData = localStorage.getItem( this.type );\r\n\r\n\t\t// parse it into an object if it exists\r\n\t\tif ( currentData ) {\r\n\t\t\tthis.data = JSON.parse(currentData);\r\n\t\t} else {\r\n\t\t\tthis.data = {};\r\n\t\t}\r\n\t}", "function allocateStruct(dataType) {\n let memberAllocations = [];\n let position = 0;\n for (const { name, type: memberType } of dataType.memberTypes) {\n const length = isSkippedInMemoryStructs(memberType)\n ? 0\n : Evm.Utils.WORD_SIZE;\n memberAllocations.push({\n name,\n type: memberType,\n pointer: {\n location: \"memory\",\n start: position,\n length\n }\n });\n position += length;\n }\n return {\n members: memberAllocations\n };\n}", "function requestData() {\n firstDataPass = true;\n __notifySubscribersForNewDataCache(firstDataValues);\n firstDataValues = [];\n }", "function MemDataProvider() {\n\tthis._init();\n}", "function initData() {\n\tsensorTypes = {};\n}", "copyFrom(data) {\n if (data instanceof NDArray) {\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromTo(data.handle, this.handle, 0));\n return this;\n }\n else {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n if (data.length != size) {\n throw new Error(\"data size and shape mismatch data.length\" +\n data.length +\n \" vs \" +\n size);\n }\n let buffer;\n if (this.dtype == \"float32\") {\n buffer = Float32Array.from(data).buffer;\n }\n else if (this.dtype == \"float64\") {\n buffer = Float64Array.from(data).buffer;\n }\n else if (this.dtype == \"int32\") {\n buffer = Int32Array.from(data).buffer;\n }\n else if (this.dtype == \"int8\") {\n buffer = Int8Array.from(data).buffer;\n }\n else if (this.dtype == \"uint8\") {\n buffer = Uint8Array.from(data).buffer;\n }\n else {\n throw new Error(\"Unsupported data type \" + this.dtype);\n }\n return this.copyFromRawBytes(new Uint8Array(buffer));\n }\n }", "function datasetDangerously () {}", "function getDataHelper(byteLength, bytes) {\nvar dataBuffer, dataArray;\ndataBuffer = new ArrayBuffer(byteLength);\ndataArray = new Uint8Array(dataBuffer);\nif (bytes)\ndataArray.set(bytes, 0);\nreturn {\nbuffer : dataBuffer,\narray : dataArray,\nview : new DataView(dataBuffer)\n};\n}", "updateDataType_() {\n /** @type {!Object} */\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n float: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "function abiSizeAndAllocate(dataType, userDefinedTypes, existingAllocations) {\n switch (dataType.typeClass) {\n case \"bool\":\n case \"address\":\n case \"contract\":\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n case \"enum\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: false,\n allocations: existingAllocations\n };\n case \"string\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: true,\n allocations: existingAllocations\n };\n case \"bytes\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: dataType.kind === \"dynamic\",\n allocations: existingAllocations\n };\n case \"mapping\":\n return {\n allocations: existingAllocations\n };\n case \"function\":\n switch (dataType.visibility) {\n case \"external\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: false,\n allocations: existingAllocations\n };\n case \"internal\":\n return {\n allocations: existingAllocations\n };\n }\n case \"array\": {\n switch (dataType.kind) {\n case \"dynamic\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: true,\n allocations: existingAllocations\n };\n case \"static\":\n if (dataType.length.isZero()) {\n //arrays of length 0 are static regardless of base type\n return {\n size: 0,\n dynamic: false,\n allocations: existingAllocations\n };\n }\n const { size: baseSize, dynamic, allocations } = abiSizeAndAllocate(dataType.baseType, userDefinedTypes, existingAllocations);\n return {\n //WARNING! The use of toNumber() here may throw an exception!\n //I'm judging this OK since if you have arrays that large we have bigger problems :P\n size: dataType.length.toNumber() * baseSize,\n dynamic,\n allocations\n };\n }\n }\n case \"struct\": {\n let allocations = existingAllocations;\n let allocation = allocations[dataType.id];\n if (allocation === undefined) {\n //if we don't find an allocation, we'll have to do the allocation ourselves\n const storedType = (userDefinedTypes[dataType.id]);\n if (!storedType) {\n throw new Common.UnknownUserDefinedTypeError(dataType.id, Format.Types.typeString(dataType));\n }\n allocations = allocateStruct(storedType, userDefinedTypes, existingAllocations);\n allocation = allocations[storedType.id];\n }\n //having found our allocation, if it's not null, we can just look up its size and dynamicity\n if (allocation !== null) {\n return {\n size: allocation.length,\n dynamic: allocation.dynamic,\n allocations\n };\n }\n //if it is null, this type doesn't go in the abi\n else {\n return {\n allocations\n };\n }\n }\n case \"tuple\": {\n //Warning! Yucky wasteful recomputation here!\n let size = 0;\n let dynamic = false;\n //note that we don't just invoke allocateStruct here!\n //why not? because it has no ID to store the result in!\n //and we can't use a fake like -1 because there might be a recursive call to it,\n //and then the results would overwrite each other\n //I mean, we could do some hashing thing or something, but I think it's easier to just\n //copy the logic in this one case (sorry)\n for (let member of dataType.memberTypes) {\n let { size: memberSize, dynamic: memberDynamic } = abiSizeAndAllocate(member.type, userDefinedTypes, existingAllocations);\n size += memberSize;\n dynamic = dynamic || memberDynamic;\n }\n return { size, dynamic, allocations: existingAllocations };\n }\n }\n}", "function fillTileSetData()\n\t{\n\t\tcurTileSetData.tileData.length = tp.getNumTiles();\n\t\t\n\t\tfor (var i = 0; i < curTileSetData.tileData.length; ++i)\n\t\t{\n\t\t\tif (typeof curTileSetData.tileData[i] === \"undefined\")\n\t\t\t\tcurTileSetData.tileData[i] = new TileData();\n\t\t}\n\t}", "function Data() { }", "async function prepareData( param ) {\n\n // get source data\n const source = DataStore.getDataset( param.data_id ),\n cols = source.getColumnMeta(),\n srcData = source.getData(),\n rowCount = source.getRowCount();\n\n // shortcuts\n const namecol = srcData[ param.name ],\n sizecol = srcData[ param.size ];\n\n // collect data per column set\n const result = [];\n for( let i=0; i<rowCount; i++ ) {\n\n // add value\n result.push( {\n n: namecol[i],\n s: sizecol[i],\n });\n\n }\n\n return {\n values: result,\n };\n\n }", "_unpackValue(buf, type, typeClass) {\n let isNull, obj, value;\n switch (type) {\n case types.DB_TYPE_NUMBER:\n value = buf.readOracleNumber();\n if (value !== null)\n value = parseFloat(value);\n return value;\n case types.DB_TYPE_BINARY_INTEGER:\n return buf.readBinaryInteger();\n case types.DB_TYPE_VARCHAR:\n case types.DB_TYPE_CHAR:\n return buf.readStr(constants.CSFRM_IMPLICIT);\n case types.DB_TYPE_NVARCHAR:\n case types.DB_TYPE_NCHAR:\n return buf.readStr(constants.CSFRM_NCHAR);\n case types.DB_TYPE_RAW:\n return Buffer.from(buf.readBytesWithLength());\n case types.DB_TYPE_BINARY_DOUBLE:\n return buf.readBinaryDouble();\n case types.DB_TYPE_BINARY_FLOAT:\n return buf.readBinaryFloat();\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n return buf.readOracleDate(true);\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n return buf.readOracleDate(false);\n case types.DB_TYPE_BOOLEAN:\n return buf.readBool();\n case types.DB_TYPE_OBJECT:\n isNull = buf.getIsAtomicNull();\n if (isNull)\n return null;\n obj = new ThinDbObjectImpl(typeClass);\n if (obj._objType.isCollection || this._objType.isCollection) {\n obj.packedData = Buffer.from(buf.readBytesWithLength());\n } else {\n obj._unpackDataFromBuf(buf);\n }\n return obj;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }", "_unpackDataFromBuf(buf) {\n let unpackedArray, unpackedAssocArray, assocIndex, unpackedAttrs;\n const objType = this._objType;\n if (objType.isCollection) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray = new Map();\n } else {\n unpackedArray = [];\n }\n this.collectionFlags = buf.readUInt8();\n const numElements = buf.readLength();\n for (let i = 0; i < numElements; i++) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n assocIndex = buf.readUInt32BE();\n }\n const value = this._unpackValue(buf, objType.elementType,\n objType.elementTypeClass);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray.set(assocIndex, value);\n } else {\n unpackedArray.push(value);\n }\n }\n } else {\n unpackedAttrs = new Map();\n for (const attr of objType.attributes) {\n const value = this._unpackValue(buf, attr.type, attr.typeClass);\n unpackedAttrs.set(attr.name, value);\n }\n }\n this.unpackedAttrs = unpackedAttrs;\n this.unpackedArray = unpackedArray;\n this.unpackedAssocArray = unpackedAssocArray;\n }", "function or(){this.__data__=new Ut}", "function packageData(dataObj,objType)\n{\n // It is assumed that datOBj is in a array; \n var localData = null; \n\n if(objType == 'Single Matrixs')\n {\n var localObj = {};\n \n if(Array.isArray(dataObj))\n {\n localData = dataObj[0];\n }\n else\n {\n localData = dataObj;\n }\n \n var dimensions = localData.shape()[1];\n var points = localData.shape()[0];\n\n if(dimensions==1)\n {\n var A = matrix.range(points);\n plotArray[activePlotIndex].x = A.flatten();\n plotArray[activePlotIndex].y = localData.flatten();\n\n }\n else // Assumes in proper format already\n {\n localObj.data = localData.value; \n }\n }\n else\n {\n plotArray[activePlotIndex].x = dataObj[0].flatten();\n plotArray[activePlotIndex].y = dataObj[1].flatten();\n\n if((typeof dataObj[2]) !='undefined')\n {\n plotArray[activePlotIndex].type = 'scatter3d';\n plotArray[activePlotIndex].z = dataObj[2].flatten();\n }\n\n }\n var points = plotArray[activePlotIndex].x.length; \n\n if((plotOptions.color == null) && (plotOptions.type=='scatter'))\n {\n plotArray[activePlotIndex].marker.color = plotArray[activePlotIndex].x;\n }\n\n if(plotOptions.type=='scatter')\n {\n var markerSize = plotArray[activePlotIndex].marker.size; \n plotArray[activePlotIndex].marker.size = Matrixs.zeros(points).add(markerSize).flatten();\n }\n\n}", "processData() {\n for (const item of this.unprocessedData) {\n this.addToData(buildOrInfer(item));\n }\n this.unprocessedData.clear();\n }", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case 'date':\n return 'Date';\n case 'number':\n return 'double';\n }\n\n return type;\n}", "function dataLoaded(data) {\n screenWidth = $(document).width() * 0.6;\n screenHeight = $(document).height() * 0.6;\n recit = data.recit;\n appendPool();\n}", "updateDataType_() {\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "function addData(datatype, dataset, data)\n{\n\tvar variableIndex=findVariable (datatype, dataset.toLowerCase());\n \tfor(var person in people)\n\t{\n\t\tvar fipcode=people[person].fip;\n\t\tif(datatype=='super')\n\t\t{\n\t\t\tvar distribution=data[fipcode];\n\t\t\tvar key=Math.random();\n\t\t\tvar index=0;\n\t\t\twhile(key>distribution[index])\n\t\t\t{\n\t\t\t\tindex++;\n\t\t\t}\n\t\t\tpeople[person][dataset]=superUsage['dependancies'][variableIndex][index];\n\t\t}\n\t\telse\n\t\t{\n\t\t\tpeople[person][dataset]=data[fipcode];\n\t\t}\n\t\t\n\t} \n}", "function displayData(somedata) {\n var someOtherData = TYPE;\n return somedata;\n}", "updateDataType_() {\r\n this.dataType = {\r\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\r\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\r\n signed: this.bitDepth != '8',\r\n be: this.container == 'RIFX'\r\n };\r\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\r\n this.dataType.bits = 8;\r\n this.dataType.signed = false;\r\n }\r\n }", "set_data(data) {\n this.wasmInstance.exports.opa_heap_ptr_set(this.baseHeapPtr);\n this.wasmInstance.exports.opa_heap_top_set(this.baseHeapTop);\n this.dataAddr = _loadJSON(this.wasmInstance, this.mem, data);\n this.dataHeapPtr = this.wasmInstance.exports.opa_heap_ptr_get();\n this.dataHeapTop = this.wasmInstance.exports.opa_heap_top_get();\n }", "function getLinkedData(dataType) {\n\t var mainData = inner$8(this).mainData;\n\t return dataType == null || mainData == null ? mainData : inner$8(mainData).datas[dataType];\n\t }", "prepareData() {\n super.prepareData();\n\n const actorData = this.data;\n const data = actorData.data;\n const flags = actorData.flags;\n }", "static newWithData(dummyGlobal, dummyPacks) {\n const manager = new DataManager();\n manager.globalDataInternal = dummyGlobal || manager.globalDataInternal;\n Object.assign(manager.packDataComplete, dummyPacks);\n return manager;\n }", "function QueueData(type, time, d1, d2, d3) {\r\n\tthis.ActionType = (type != \"undefined\") ? type : ExtraTools.eProcessActionType.None;\r\n\tthis.ExecuteTime = (time != \"undefined\") ? time : 0;\r\n\tthis.Data1 = (d1 != \"undefined\") ? d1 : null;\r\n\tthis.Data2 = (d2 != \"undefined\") ? d2 : null;\r\n\tthis.Data3 = (d3 != \"undefined\") ? d3 : null;\r\n}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "function storageSize(dataType, userDefinedTypes, allocations) {\n return storageSizeAndAllocate(dataType, userDefinedTypes, allocations).size;\n}", "function initData(){\n container.prepend(progressInfo);\n jQuery.get(getPageURL(0, resource)).done(function(data) {\n records = processData(data, true);\n initView(new recline.Model.Dataset({records:records}));\n numReq = getRequestNumber(data.result.total, pageSize);\n for (var i = 1; i <= numReq; i++) {\n requestData(getPageURL(i, resource));\n };\n });\n }", "GetData() {}", "function image_data_acquire() {\r\n\r\n}", "function abiSizeInfo(dataType, allocations) {\n let { size, dynamic } = abiSizeAndAllocate(dataType, null, allocations);\n //the above line should work fine... as long as allocation is already done!\n //the middle argument, userDefinedTypes, is only needed during allocation\n //again, this function is only for use if allocation is done, so it's safe to pass null here\n return { size, dynamic };\n}", "get_new_data() {\n return data\n }", "function getType(data) {\n return typeof data;\n}", "function local_change_type(input_object, new_type)\n {\n if(input_object instanceof new_type)\n return input_object;\n\n var new_object = new new_type();\n new_object.id_block = input_object.id_block;\n new_object.len_block = input_object.len_block;\n new_object.warnings = input_object.warnings;\n new_object.value_before_decode = util_copybuf(input_object.value_before_decode);\n\n return new_object;\n }", "function getDataContainer(data) {\n if (data === null || data === undefined) {\n return null;\n }\n\n if (data instanceof Buffer || data instanceof ArrayBuffer || ArrayBuffer.isView(data)) {\n return 'binary';\n }\n\n // Cover string || object\n return typeof data;\n}", "function ProviderData() {}", "function ProviderData() {}", "function ProviderData() {}", "function getStorageAllocations(userDefinedTypes) {\n let allocations = {};\n for (const dataType of Object.values(userDefinedTypes)) {\n if (dataType.typeClass === \"struct\") {\n try {\n allocations = allocateStruct(dataType, userDefinedTypes, allocations);\n }\n catch (_) {\n //if allocation fails... oh well, allocation fails, we do nothing and just move on :P\n //note: a better way of handling this would probably be to *mark* it\n //as failed rather than throwing an exception as that would lead to less\n //recomputation, but this is simpler and I don't think the recomputation\n //should really be a problem\n }\n }\n }\n return allocations;\n}", "createImageData(w,h,param) { // imagedata contains a texture\n\t\tw=w||0;\n\t\th=h||0;\n\t\tconst isFrozen=!!(param&&param.isFrozen);\n\n\t\tlet imgData=null;\n\t\tif(isFrozen) { // create array\n\t\t\tconst SIZE=w*h*(this.dataFormat==gl.UNSIGNED_SHORT_4_4_4_4? 1:4);\n\t\t\tswitch(this.dataFormat) {\n\t\t\t\tcase gl.FLOAT: imgData=Float32Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_SHORT_4_4_4_4:\n\t\t\t\tcase gl.HALF_FLOAT: imgData=Uint16Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_BYTE: imgData=Uint8Array(SIZE); break;\n\t\t\t}\n\t\t}\n\t\telse { // create gl texture\n\t\t\tconst gl=this.gl;\n\t\t\timgData=GLProgram.createAndSetupTexture(gl);\n\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,w,h,0,gl.RGBA,this.dataFormat,null);\n\t\t}\n\n\t\treturn { // a texture - image data type\n\t\t\ttype: isFrozen? \"GLRAMBuf\":\"GLTexture\",\n\t\t\tdata: imgData,\n\t\t\tid: ENV?ENV.hash(\"t\"):null, // for DEBUG ONLY! Does not guarantee uniqueness\n\t\t\tbitDepth: this.bitDepth,\n\t\t\twidth: w, // width and ...\n\t\t\theight: h, // ... height are immutable: do not change by assignment!\n\t\t\tleft: 0, // left & top can be changed directly: all relative to the viewport\n\t\t\ttop: 0,\n\t\t\ttagColor: [\n\t\t\t\tMath.random()*0.6+0.2,\n\t\t\t\tMath.random()*0.7+0.1,\n\t\t\t\tMath.random()*0.7+0.2\n\t\t\t],\n\t\t\tvalidArea: { // area that has content, coordinate {w,h,l,t} same as `this`\n\t\t\t\twidth: 0,\n\t\t\t\theight: 0,\n\t\t\t\tleft: 0,\n\t\t\t\ttop: 0\n\t\t\t}\n\t\t};\n\t\t// If you modify the structure here, also modify GLImageDataFactory.getRAMBufFromTexture\n\t}", "function initArrayBuffer(gl, data, num, type, loc_attribute) {\n const buffer = gl.createBuffer(); // Create a buffer object\n if (!buffer) {\n console.log(\"Failed to create the buffer object\");\n return false;\n }\n // Write date into the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n // Assign the buffer object to the attribute variable\n gl.vertexAttribPointer(loc_attribute, num, type, false, 0, 0);\n // Enable the assignment of the buffer object to the attribute variable\n gl.enableVertexAttribArray(loc_attribute);\n\n return true;\n}", "function createData(cost, amount, total) {\n return { cost, amount, total };\n}", "function prepareTypedata(mytypedata) {\n typelabels = [];\n $.each(mytypedata.types, function (i, types) {\n typelabels.push(types.type)\n });\n typelabels = Array.from(new Set(typelabels));\n typedata = {\n 'labels': typelabels,\n 'datasets': []\n };\n datalabels = [];\n $.each(mytypedata.types, function (i, types) {\n datalabels.push(types.site)\n });\n datalabels = Array.from(new Set(datalabels));\n $.each(datalabels, function (i, label) {\n var typedatasets = {\n \"data\": [],\n \"label\": label\n };\n typedata.datasets.push(typedatasets);\n });\n $.each(typedata.datasets, function (i, dataset) {\n $.each(typedata.labels, function (i, label) {\n dataset.data.push(0)\n });\n });\n $.each(mytypedata.types, function (i, type) {\n mysite = type.site;\n mytype = type.type;\n mycount = type.count;\n $.each(typedata.labels, function (i, label) {\n if (mytype == label) {\n myindex = i;\n $.each(typedata.datasets, function (i, dataset) {\n if (dataset.label == mysite) {\n $.each(dataset.data, function (e, data) {\n if (e == myindex) {\n dataset.data[myindex] = mycount;\n }\n });\n }\n });\n }\n })\n });\n return typedata;\n}", "function initArrayBuffer(gl, data, num, type, attribute) {\r\n var buffer = gl.createBuffer(); // Create a buffer object\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n \r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n return true;\r\n}", "prepareDataUsageGraphData() {\n this.prepareUsageGraphData(\n this.streamUsageGraphData,\n this.streamData,\n 'logs_home_data_stream',\n );\n this.prepareUsageGraphData(\n this.archiveUsageGraphData,\n this.archiveData,\n 'logs_home_data_archive',\n );\n this.prepareUsageGraphData(\n this.indiceUsageGraphData,\n this.indiceData,\n 'logs_home_data_index',\n );\n }", "function ProviderData(){}", "on_assign_data() {\n }", "function loadData(){\n\t\tloadParetoData();\n\t\tloadConstraints();\n\t\t\n\t}", "function Memory(){\n this.data = {};\n }", "function Memory(){\n this.data = {};\n }", "function ProviderData() { }", "function ProviderData() { }", "isDataSafe(type, value) {\n\n return true;\n }", "function setBufferData(gl, buffer, data, num, type, attribute) {\n // Write date into the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n // Assign the buffer object to the attribute variable\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\n if (a_attribute < 0) {\n console.log('Failed to get the storage location of ' + attribute);\n return false;\n }\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\n // Enable the assignment of the buffer object to the attribute variable\n gl.enableVertexAttribArray(a_attribute);\n\n return true;\n}", "function loadData(data) {\n _userData = data.userData;\n}", "function Initialize1(data) {\n // Make sure all variables in this thread are initialized only once.\n self.littleEndian = data.littleEndian;\n self.compressed = data.compressed;\n self.memoryBudget = data.memoryBudget;\n self.attributesData = data.attributesData;\n self.sceneData = data.sceneData;\n self.version = data.version;\n }", "prepare(data) {\n return data\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.depth * this.channels;\n\t\t\t\tthis.elements = elements;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "function loadData(data) {\r\n // returns a promise\r\n }", "function accessesingData2() {\n\n}", "function accessesingData2() {\n\n}", "allocate(qty=1) {\n assert(qty > 0, \"allocation requires an instance count\")\n if (qty > this.allocated) {\n // need to allocate more space:\n const existingdata = this.data;\n const existingcount = this.allocated;\n this.data = new ArrayBuffer(this.bytestride * qty);\n this.allocated = qty;\n // copy any existing data:\n if (existingdata) {\n new Uint8Array(this.data).set(new Uint8Array(existingdata));\n }\n\n // create interfaces for the instances:\n for (let i=0; i<this.allocated; i++) {\n let byteoffset = i * this.bytestride;\n let obj = this.instances[i];\n if (i >= existingcount) {\n // allocate new object:\n obj = {\n index: i,\n byteoffset: byteoffset,\n }\n this.instances[i] = obj;\n }\n // map fields to the new arraybuffer:\n for (let field of this.fields) {\n obj[field.name] = new Float32Array(this.data, byteoffset + field.byteoffset, field.components);\n }\n }\n this.instances.length = this.allocated;\n } \n // can't render more than we have:\n this.count = Math.min(this.count, this.allocated);\n\t\t\treturn this;\n\t\t}", "function initArrayBuffer(gl, attribute, data, num, type) {\r\n\r\n // Create a buffer object\r\n var buffer = gl.createBuffer();\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n\r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n // Unbind the buffer\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\r\n return true;\r\n}", "function store(self, buftype) {\n if (arguments.length == 2) {\n // no x,y,z given -- find it\n return storeVecBuf(self, buftype);\n }\n var buf = self._tmp[buftype];\n buf[0] = arguments[2];\n buf[1] = arguments[3];\n buf[2] = arguments[4];\n return buf;\n }", "_packValue(buf, type, typeClass, value) {\n if (value === null || value === undefined) {\n if (typeClass && !typeClass.prototype.isCollection) {\n buf.writeUInt8(constants.TNS_OBJ_ATOMIC_NULL);\n } else {\n buf.writeUInt8(constants.TNS_NULL_LENGTH_INDICATOR);\n }\n } else {\n switch (type) {\n case types.DB_TYPE_CHAR:\n case types.DB_TYPE_VARCHAR:\n buf.writeBytesWithLength(Buffer.from(value));\n break;\n case types.DB_TYPE_NCHAR:\n case types.DB_TYPE_NVARCHAR:\n buf.writeBytesWithLength(Buffer.from(value, 'utf16le').swap16());\n break;\n case types.DB_TYPE_NUMBER:\n buf.writeOracleNumber(value.toString());\n break;\n case types.DB_TYPE_BINARY_INTEGER:\n case types.DB_TYPE_BOOLEAN:\n buf.writeUInt8(4);\n buf.writeUInt32BE(value);\n break;\n case types.DB_TYPE_RAW:\n buf.writeBytesWithLength(value);\n break;\n case types.DB_TYPE_BINARY_DOUBLE:\n buf.writeBinaryDouble(value);\n break;\n case types.DB_TYPE_BINARY_FLOAT:\n buf.writeBinaryFloat(value);\n break;\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n buf.writeOracleDate(value, type);\n break;\n case types.DB_TYPE_OBJECT:\n if (this._objType.isCollection || value._objType.isCollection) {\n buf.writeBytesWithLength(value._getPackedData());\n } else {\n value._packData(buf);\n }\n break;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }\n }", "get type () {\n return this._mem.type;\n }", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case Date:\n case 'date':\n return 'Date';\n case Number:\n case 'number':\n return 'double';\n case String:\n return 'string';\n case Array:\n case 'array':\n return 'array';\n case 'any':\n return 'any';\n case 'object':\n return 'object';\n }\n\n if (Array.isArray(type)) {\n return 'array';\n }\n\n return typeof type == 'string' ? type : 'object';\n}", "function checkMem() {\n // see: https://github.com/WebAssembly/design/issues/1210\n if (buffer !== memory.buffer) {\n buffer = memory.buffer;\n I8 = new Int8Array(buffer);\n U8 = new Uint8Array(buffer);\n I16 = new Int16Array(buffer);\n U16 = new Uint16Array(buffer);\n I32 = new Int32Array(buffer);\n U32 = new Uint32Array(buffer);\n if (hasBigInt64) {\n I64 = new BigInt64Array(buffer);\n U64 = new BigUint64Array(buffer);\n }\n F32 = new Float32Array(buffer);\n F64 = new Float64Array(buffer);\n }\n }", "function prepareRequest(type, memo, row) {\n var aliquot = [{sample_uuid: row[0].uuid, type: type.aliquot}];\n\n memo.push({\n _barcode: row[1],\n aliquots: aliquot\n });\n return memo;\n }", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "loadingData() {}", "loadingData() {}", "SetData() {}", "function allocateCalldataAndReturndata(abiEntry, contractNode, referenceDeclarations, userDefinedTypes, abiAllocations, compilationId, compiler, constructorContext, deployedContext) {\n //first: determine the corresponding function node\n //(simultaneously: determine the offset)\n let node = undefined;\n let inputParametersFull;\n let outputParametersFull;\n let inputParametersAbi;\n let outputParametersAbi;\n let offset; //refers to INPUT offset; output offset is always 0\n switch (abiEntry.type) {\n case \"constructor\":\n if (!constructorContext) {\n return undefined;\n }\n let rawLength = constructorContext.binary.length;\n offset = (rawLength - 2) / 2; //number of bytes in 0x-prefixed bytestring\n //for a constructor, we only want to search the particular contract\n if (contractNode) {\n node = contractNode.nodes.find(functionNode => AbiDataUtils.definitionMatchesAbi(\n //note this needn't actually be a function node, but then it will\n //return false (well, unless it's a getter node!)\n abiEntry, functionNode, referenceDeclarations));\n }\n //if we can't find it, we'll handle this below\n break;\n case \"function\":\n offset = Evm.Utils.SELECTOR_SIZE;\n //search through base contracts, from most derived (left) to most base (right)\n if (contractNode) {\n const linearizedBaseContracts = contractNode.linearizedBaseContracts;\n debug(\"linearized: %O\", linearizedBaseContracts);\n node = findNodeAndContract(linearizedBaseContracts, referenceDeclarations, functionNode => AbiDataUtils.definitionMatchesAbi(abiEntry, functionNode, referenceDeclarations), contractNode).node; //may be undefined! that's OK!\n }\n break;\n }\n //now: get the parameters (both full-mode & ABI)\n if (node) {\n switch (node.nodeType) {\n case \"FunctionDefinition\":\n //normal case\n inputParametersFull = node.parameters.parameters;\n outputParametersFull = node.returnParameters.parameters; //this exists even for constructors!\n break;\n case \"VariableDeclaration\":\n //getter case\n ({\n inputs: inputParametersFull,\n outputs: outputParametersFull\n } = Ast.Utils.getterParameters(node, referenceDeclarations));\n break;\n }\n }\n else {\n inputParametersFull = undefined;\n outputParametersFull = undefined;\n }\n inputParametersAbi = abiEntry.inputs;\n switch (abiEntry.type) {\n case \"function\":\n outputParametersAbi = abiEntry.outputs;\n break;\n case \"constructor\":\n //we just leave this empty for constructors\n outputParametersAbi = [];\n break;\n }\n //now: do the allocation!\n let { allocation: abiAllocationInput, mode: inputMode } = allocateDataArguments(inputParametersFull, inputParametersAbi, userDefinedTypes, abiAllocations, compilationId, compiler, offset);\n let { allocation: abiAllocationOutput, mode: outputMode } = allocateDataArguments(outputParametersFull, outputParametersAbi, userDefinedTypes, abiAllocations, compilationId, compiler\n //note no offset\n );\n //finally: transform the allocation appropriately\n let inputArgumentsAllocation = abiAllocationInput.members.map(member => (Object.assign(Object.assign({}, member), { pointer: {\n location: \"calldata\",\n start: member.pointer.start,\n length: member.pointer.length\n } })));\n let outputArgumentsAllocation = abiAllocationOutput.members.map(member => (Object.assign(Object.assign({}, member), { pointer: {\n location: \"returndata\",\n start: member.pointer.start,\n length: member.pointer.length\n } })));\n let inputsAllocation = {\n abi: abiEntry,\n offset,\n arguments: inputArgumentsAllocation,\n allocationMode: inputMode\n };\n let outputsAllocation;\n switch (abiEntry.type) {\n case \"function\":\n outputsAllocation = {\n selector: new Uint8Array(),\n arguments: outputArgumentsAllocation,\n allocationMode: outputMode,\n kind: \"return\"\n };\n break;\n case \"constructor\":\n outputsAllocation = constructorOutputAllocation(deployedContext, contractNode, referenceDeclarations, outputMode);\n break;\n }\n return { input: inputsAllocation, output: outputsAllocation }; //TS chokes on this for some reason\n}", "function accessesingData1() {\n\n}", "function accessesingData1() {\n\n}", "function Data() {\n this.columns = null;\n this.items = null;\n this.projection = null;\n this.num_rows = 0;\n this.num_cols = 0;\n}", "function getData(data) {\n dataActivity = data.activity;\n dataType = data.type;\n dataAccessibility = data.accessibility;\n dataPrice = data.price;\n dataParticipants = data.participants;\n}", "function initArrayBuffer(gl, attribute, data, type, num) {\r\n // Create a buffer object\r\n var buffer = gl.createBuffer();\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n\r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n return true;\r\n}", "function makeData(md,x) {nextData.push({md});}", "function allocate(slab, types, allocator, ptr) {\n var zeroinit, size;\n if (typeof slab === 'number') {\n zeroinit = true;\n size = slab;\n } else {\n zeroinit = false;\n size = slab.length;\n }\n var singleType = typeof types === 'string' ? types : null;\n var ret;\n if (allocator == ALLOC_NONE) {\n ret = ptr;\n } else {\n ret = [_malloc, Runtime.stackAlloc, Runtime.staticAlloc, Runtime.dynamicAlloc][allocator === undefined ? ALLOC_STATIC : allocator](Math.max(size, singleType ? 1 : types.length));\n }\n if (zeroinit) {\n var ptr = ret, stop;\n assert((ret & 3) == 0);\n stop = ret + (size & ~3);\n for (; ptr < stop; ptr += 4) {\n HEAP32[((ptr)>>2)]=0;\n }\n stop = ret + size;\n while (ptr < stop) {\n HEAP8[((ptr++)|0)]=0;\n }\n return ret;\n }\n if (singleType === 'i8') {\n if (slab.subarray || slab.slice) {\n HEAPU8.set(slab, ret);\n } else {\n HEAPU8.set(new Uint8Array(slab), ret);\n }\n return ret;\n }\n var i = 0, type, typeSize, previousType;\n while (i < size) {\n var curr = slab[i];\n if (typeof curr === 'function') {\n curr = Runtime.getFunctionIndex(curr);\n }\n type = singleType || types[i];\n if (type === 0) {\n i++;\n continue;\n }\n assert(type, 'Must know what type to store in allocate!');\n if (type == 'i64') type = 'i32'; // special case: we have one i32 here, and one i32 later\n setValue(ret+i, curr, type);\n // no need to look up size unless type changes, so cache it\n if (previousType !== type) {\n typeSize = Runtime.getNativeTypeSize(type);\n previousType = type;\n }\n i += typeSize;\n }\n return ret;\n}" ]
[ "0.5941845", "0.56758064", "0.55801606", "0.5576391", "0.5567373", "0.5513551", "0.5409601", "0.54086673", "0.54035175", "0.54002774", "0.53902924", "0.53839403", "0.5366819", "0.53421795", "0.5329315", "0.5291023", "0.5279332", "0.5264979", "0.5246155", "0.52431357", "0.5242883", "0.5214336", "0.5213625", "0.5210465", "0.5209814", "0.5193151", "0.51887363", "0.5185509", "0.51854765", "0.5174797", "0.5169394", "0.5162902", "0.5161151", "0.5145814", "0.51425564", "0.513039", "0.5123838", "0.511988", "0.5112314", "0.5109319", "0.51084423", "0.5067065", "0.50605994", "0.50605994", "0.50605994", "0.50605994", "0.5056531", "0.5054107", "0.50400484", "0.5037", "0.5033523", "0.50326574", "0.50293636", "0.50191975", "0.5018577", "0.5015987", "0.5015987", "0.5015987", "0.50126064", "0.5011228", "0.5004678", "0.4994665", "0.49928793", "0.49897236", "0.49870285", "0.49842685", "0.49842468", "0.49830148", "0.49714285", "0.49714285", "0.49701005", "0.49701005", "0.49633545", "0.49596566", "0.49596274", "0.49475372", "0.4944322", "0.49435818", "0.49435583", "0.49346563", "0.49346563", "0.49290562", "0.4923602", "0.49206078", "0.49193057", "0.4914105", "0.49007002", "0.48993465", "0.4890556", "0.48868224", "0.48847514", "0.48847514", "0.48746464", "0.48716307", "0.48627004", "0.48627004", "0.48602414", "0.48601994", "0.48594245", "0.48465624", "0.48328996" ]
0.0
-1
TODO read / readInto methods for accessing underlying data
read(pos) { let x = Math.floor(pos[0]); let y = Math.floor(pos[1]); let idx = (y*this.width + x) * this.channels; // TODO: assumes single-channel return this.data[idx]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function accessesingData2() {\n\n}", "function accessesingData2() {\n\n}", "function get_data() {}", "GetData() {}", "function accessesingData1() {\n\n}", "function accessesingData1() {\n\n}", "getData() {\n // todo: read from fs if you have it already or retrieve using storage layer client\n return fs.readFileSync(Chunk.getChunkStoragePath(this.id), { encoding: null });\n }", "getData () {\n }", "_unpackDataFromBuf(buf) {\n let unpackedArray, unpackedAssocArray, assocIndex, unpackedAttrs;\n const objType = this._objType;\n if (objType.isCollection) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray = new Map();\n } else {\n unpackedArray = [];\n }\n this.collectionFlags = buf.readUInt8();\n const numElements = buf.readLength();\n for (let i = 0; i < numElements; i++) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n assocIndex = buf.readUInt32BE();\n }\n const value = this._unpackValue(buf, objType.elementType,\n objType.elementTypeClass);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray.set(assocIndex, value);\n } else {\n unpackedArray.push(value);\n }\n }\n } else {\n unpackedAttrs = new Map();\n for (const attr of objType.attributes) {\n const value = this._unpackValue(buf, attr.type, attr.typeClass);\n unpackedAttrs.set(attr.name, value);\n }\n }\n this.unpackedAttrs = unpackedAttrs;\n this.unpackedArray = unpackedArray;\n this.unpackedAssocArray = unpackedAssocArray;\n }", "getData(){}", "_unpackData() {\n const buf = new DbObjectPickleBuffer(this.packedData);\n buf.readHeader(this);\n this._unpackDataFromBuf(buf);\n this.packedData = undefined;\n }", "get data() {\n return getIn(privateDataMap.get(this).currentData, this.path);\n }", "get data () {return this._data;}", "get data() {\n\t\treturn this.__data;\n\t}", "read() {\n // Read next tag.\n let [op, arg] = this.read_tag();\n let object;\n switch (op) {\n case 0:\n // REF.\n object = this.refs[arg];\n if (object == undefined) throw \"Invalid reference\";\n break;\n\n case 1:\n // FRAME.\n object = this.read_frame(arg, -1);\n break;\n\n case 2:\n // STRING.\n object = this.read_string(arg);\n this.refs.push(object);\n break;\n\n case 3:\n // SYMBOL.\n object = this.read_symbol(arg);\n this.refs.push(object);\n break;\n\n case 4:\n // LINK.\n object = this.read_link(arg);\n this.refs.push(object);\n break;\n\n case 5:\n // INTEGER.\n object = arg;\n break;\n\n case 6:\n // FLOAT.\n object = bits_to_float(arg << 2);\n break;\n\n case 7:\n // SPECIAL.\n switch (arg) {\n case 1: object = null; break;\n case 2: object = this.store.id; break;\n case 3: object = this.store.isa; break;\n case 4: object = this.store.is; break;\n\n case 5:\n // ARRAY.\n object = this.read_array();\n break;\n\n case 6:\n // INDEX.\n object = bits_to_float((this.read_varint32() << 2) | 0xffc00003)\n break;\n\n case 7:\n // RESOLVE.\n let slots = this.read_varint32();\n let replace = this.read_varint32();\n object = this.read_frame(slots, replace);\n break;\n\n case 8:\n // QSTRING.\n object = this.read_qstring(arg);\n break;\n }\n break;\n }\n\n return object;\n }", "_read() {}", "_read() {}", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = RelayRecord.create(getComponentDataID(state));\n\t }\n\t !(data instanceof Object) ? process.env.NODE_ENV !== 'production' ? invariant(false, 'readRelayQueryData(): Unable to read field on non-object.') : invariant(false) : undefined;\n\t return data;\n\t}", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = RelayRecord.create(getComponentDataID(state));\n\t }\n\t !(data instanceof Object) ? process.env.NODE_ENV !== 'production' ? invariant(false, 'readRelayQueryData(): Unable to read field on non-object.') : invariant(false) : undefined;\n\t return data;\n\t}", "read(base, arraySize) {\r\n\t//console.log(\"DEBUG Memory.read(base=\" + base + \", arraySize=\" + arraySize + \")\") \r\n if((base + arraySize) > this.data.length) {\r\n console.warn(\"WARN memory address ' + base + ' + ' + arraySize + ' does not exist :-(\")\r\n return null\r\n }\r\n let data = []\r\n for(let i = 0; i < arraySize; i++) {\r\n data[i] = this.data[base + i]\r\n }\r\n\tif(this.observer) {\r\n this.observer.readFromMemory(base, arraySize)\r\n\t}\r\n return data\r\n }", "get data() { return this._data.value; }", "static getDataByteInfoInner(component, memberName) {\n const data = component['_' + memberName];\n const typedArray = data.v;\n const byteOffsetInBuffer = typedArray.byteOffset;\n const byteLength = typedArray.byteLength;\n const componentNumber = typedArray.length;\n const locationOffsetInBuffer = byteOffsetInBuffer / 4 / 4; // 4byte is the size of Float32Array, and texel fetch is 4 components unit.\n const byteOffsetInThisComponent = this['_byteOffsetOfAccessorInComponent_' + memberName] + component.componentSID * componentNumber * 4;\n const locationOffsetInThisComponent = this['_byteOffsetOfAccessorInComponent_' + memberName] + component.componentSID * componentNumber;\n const thisComponentByteOffsetInBuffer = component.__byteOffsetOfThisComponent;\n const thisComponentLocationOffsetInBuffer = component.__byteOffsetOfThisComponent / 4 / 4;\n return {\n byteLength,\n byteOffsetInBuffer,\n byteOffsetInThisComponent,\n locationOffsetInBuffer,\n locationOffsetInThisComponent,\n thisComponentByteOffsetInBuffer,\n thisComponentLocationOffsetInBuffer,\n componentNumber\n };\n }", "rawData() {\n return fs.readFileSync(dbPath);\n }", "get data() {return this[VALUE];}", "getData(key) { return this.data[key]; }", "readDbObject() {\n const obj = {};\n let numBytes = this.readUB4();\n if (numBytes > 0)\n obj.toid = Buffer.from(this.readBytesWithLength());\n numBytes = this.readUB4();\n if (numBytes > 0)\n obj.oid = Buffer.from(this.readBytesWithLength());\n numBytes = this.readUB4();\n if (numBytes > 0)\n obj.snapshot = Buffer.from(this.readBytesWithLength());\n this.skipUB2(); // version\n numBytes = this.readUB4();\n this.skipUB2(); // flags\n if (numBytes > 0)\n obj.packedData = Buffer.from(this.readBytesWithLength());\n return obj;\n }", "readData( key, fallback ) {\n\t\tlet value = BdApi.loadData( this.getShortName(), key );\n\t\treturn typeof value !== 'undefined' ? value : fallback;\n\t}", "function Data() { }", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = __webpack_require__(198).create(getComponentDataID(state));\n\t }\n\t __webpack_require__(10)(data instanceof Object, 'readRelayQueryData(): Unable to read field on non-object.');\n\t return data;\n\t}", "get Data() {\n return this._data;\n }", "get data(){\r\n\t\treturn this.__data \r\n\t\t\t?? (this.__data = idb.createStore(this.__db__, this.__store__)) }", "function accessesingData1() {\n return store3[1]['inventory sold']['Berry Bites'];\n}", "_read () {}", "_read () {}", "_read () {}", "read() {\n return this.reader.read();\n }", "get data() {\n\t\treturn this._tableData;\n\t}", "get_new_data() {\n return data\n }", "_onRead(data) {\n\t this.valueBytes.write(data);\n\t }", "get Data () {\n return this._data\n }", "getData() { return this.doc.data; }", "function getData(data) {\n return data;\n}", "data() {\n\t\t\tlet data = {};\n\t\t\tupdate(bs => {\n\t\t\t\tdata = bs;\n\t\t\t\treturn bs;\n\t\t\t});\n\t\t\treturn data;\n\t\t}", "function accessesingData2() {\n return store3[3]['inventory sold']['Mint Wafers']['quantity'];\n}", "function OBJReader () {}", "getData()\n {\n let data = {};\n\n for (let field in this.__.originalData)\n {\n data[field] = this[field];\n }\n\n return data;\n }", "get data() {\n return this._data;\n }", "get data() {\n return this._data;\n }", "get data() {\n return this._data;\n }", "_read() {\n }", "_read() {\n\n }", "get userData() {}", "serializedData() {\n return this.serialize(this);\n }", "getData() {\n return this._cachedData;\n }", "function getDataIndirect(cb) {\n new C(getConnection()).getData(cb);\n}", "getData() {\n \n}", "function accessesingData1() {\n return (store1[\"2015-01-08\"][0][1]);\n}", "async GetAllData(ctx) {\n const allResults = [];\n // This is for a test, to see all the data in the world state.\n const iterator = await ctx.stub.getStateByRange('', '');\n let result = await iterator.next();\n while (!result.done) {\n const strValue = Buffer.from(result.value.value.toString()).toString('utf8');\n let record;\n try {\n record = JSON.parse(strValue);\n } catch (err) {\n console.log(err);\n record = strValue;\n }\n allResults.push({ Key: result.value.key, Record: record });\n result = await iterator.next();\n }\n return JSON.stringify(allResults);\n }", "function getData(data) {\n return data;\n}", "function read() {\n\t var length = header.getInt32(4, false) * 2 - 4, type = header.getInt32(8, true);\n\t return length < 0 || (type && type !== that._type) ? skip() : that._source.slice(length).then(function(chunk) {\n\t return {done: false, value: type ? that._parse(view(concat(array.slice(8), chunk))) : null};\n\t });\n\t }", "getWalkedRecordCopy() {}", "_read(size) {\n this._source.read(size);\n }", "static getRawObject(data) {\n if (data && typeof data.toObject === 'function') {\n return data.toObject();\n }\n return data;\n }", "constructor() {\n this.data = this._loadData();\n }", "read() {\n this.lastRead = this.tape[this.y][this.x];\n }", "get data() {\n return this.getData();\n }", "getDataFromEntry(entry){\n let _item = this.getFromEntry(entry); \n if(this._isNullItem(_item)) return null;\n ON_LOG && console.log('getDataFromEntry' , entry, _item);\n return _item.data;\n }", "readData() {\n const drive = this.drives[this.currentDrive];\n // The read command can do various things depending on the specific\n // current command, but we only support reading from the diskette.\n switch (this.currentCommand & COMMAND_MASK) {\n case COMMAND_READ:\n // Keep reading from the buffer.\n if (this.sectorData !== undefined && (this.status & STATUS_DRQ) !== 0 && drive.floppyDisk !== undefined) {\n this.data = this.sectorData.data[this.dataIndex];\n this.dataIndex++;\n if (this.dataIndex >= this.sectorData.data.length) {\n this.sectorData = undefined;\n this.status &= ~STATUS_DRQ;\n this.machine.diskDrqInterrupt(false);\n this.machine.eventScheduler.cancelByEventTypeMask(EventScheduler_1.EventType.DISK_LOST_DATA);\n this.machine.eventScheduler.add(EventScheduler_1.EventType.DISK_DONE, this.machine.tStateCount + 64, () => this.done(0));\n }\n }\n break;\n default:\n // Might be okay, not sure.\n throw new Error(\"Unhandled case in readData()\");\n }\n return this.data;\n }", "_read(size) { // how much to read (not used often)\n if (this.index == this.keys.length) return this.push(null)\n\n this.push((this.source[this.keys[this.index++]]).toString() + '\\n') // we can only push strings and buffers (not numbers)\n }", "get raw() { return this._raw; }", "get raw() { return this._raw; }", "function accessesingData2() {\n return (store1[\"2015-01-06\"][1][2])\n}", "function readNotes() {\n return data;\n}", "function ic(e){return new DataView(e.buffer,e.byteOffset,e.byteLength)}", "get buffer(){\n return typeof(this._buffer)==='object' ? JSON.parse(JSON.stringify(this._buffer)) : this._buffer;\n }", "parse(data) {\n if (data instanceof Response) {\n if (!data.ok) {\n throw `Error retrieving data from ${data.url}: ${data.statusText}`;\n }\n return data.arrayBuffer().then(data => this.parse(data));\n }\n if (data instanceof Blob) {\n return data.arrayBuffer().then(data => this.parse(data));\n }\n\n if (has_binary_marker(data)) {\n let decoder = new Decoder(this, data);\n return decoder.readall();\n } else {\n let reader = new Reader(this, data);\n let obj = reader.parseall();\n return obj;\n }\n }", "prepareData() {\n super.prepareData();\n\n const actorData = this.data;\n const data = actorData.data;\n const flags = actorData.flags;\n }", "getRawInfo() {\n let rv = {};\n for (const { key, value } of this.data.info) {\n rv[key] = typeof value === 'string' ? Serialize.hexToUint8Array(value) : value;\n }\n return rv;\n }", "async read() {\n await this.getStream();\n return this.data;\n }", "getDataInfo(dataId) {\n return this.texData.get(dataId);\n }", "read() {}", "_readObject(token) {\n switch (token.type) {\n case 'literal':\n // Regular literal, can still get a datatype or language\n if (token.prefix.length === 0) {\n this._literalValue = token.value;\n return this._readDataTypeOrLang;\n } // Pre-datatyped string literal (prefix stores the datatype)\n else this._object = this._literal(token.value, this._namedNode(token.prefix));\n\n break;\n\n case '[':\n // Start a new quad with a new blank node as subject\n this._saveContext('blank', this._graph, this._subject, this._predicate, this._subject = this._blank());\n\n return this._readBlankNodeHead;\n\n case '(':\n // Start a new list\n this._saveContext('list', this._graph, this._subject, this._predicate, this.RDF_NIL);\n\n this._subject = null;\n return this._readListItem;\n\n case '{':\n // Start a new formula\n if (!this._n3Mode) return this._error('Unexpected graph', token);\n\n this._saveContext('formula', this._graph, this._subject, this._predicate, this._graph = this._blank());\n\n return this._readSubject;\n\n default:\n // Read the object entity\n if ((this._object = this._readEntity(token)) === undefined) return; // In N3 mode, the object might be a path\n\n if (this._n3Mode) return this._getPathReader(this._getContextEndReader());\n }\n\n return this._getContextEndReader();\n }", "function processedFFData() {\n\t\tthis.moteid = idMote;\n\t\tthis.sensorType = sensorType;\n\t\tthis.lastTimestamp = lastTimeStamp;\n\t\tthis.lastValue = lastValue;\n\t\tthis.arrayValuesDay = valuesDay;\n\t\tthis.populationDay = populationDay;\n\t\tthis.arrayValuesWeek = valuesWeek;\n\t\tthis.populationWeek = populationWeek;\n\t\tthis.platform = platform;\n\t\tthis.unit = unit;\n\t}", "async bytes() {\n this.throwIfDisposed();\n const data = await trackerFn().read(this.dataId);\n if (this.dtype === 'string') {\n return data;\n }\n else {\n return new Uint8Array(data.buffer);\n }\n }", "constructor() { this.rows = []; this.cmd = this.oid = this.binary = this.rowParser = undefined; this.rowCount = 0; }", "function Fn(e){return new DataView(e.buffer,e.byteOffset,e.byteLength)}", "_unpackValue(buf, type, typeClass) {\n let isNull, obj, value;\n switch (type) {\n case types.DB_TYPE_NUMBER:\n value = buf.readOracleNumber();\n if (value !== null)\n value = parseFloat(value);\n return value;\n case types.DB_TYPE_BINARY_INTEGER:\n return buf.readBinaryInteger();\n case types.DB_TYPE_VARCHAR:\n case types.DB_TYPE_CHAR:\n return buf.readStr(constants.CSFRM_IMPLICIT);\n case types.DB_TYPE_NVARCHAR:\n case types.DB_TYPE_NCHAR:\n return buf.readStr(constants.CSFRM_NCHAR);\n case types.DB_TYPE_RAW:\n return Buffer.from(buf.readBytesWithLength());\n case types.DB_TYPE_BINARY_DOUBLE:\n return buf.readBinaryDouble();\n case types.DB_TYPE_BINARY_FLOAT:\n return buf.readBinaryFloat();\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n return buf.readOracleDate(true);\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n return buf.readOracleDate(false);\n case types.DB_TYPE_BOOLEAN:\n return buf.readBool();\n case types.DB_TYPE_OBJECT:\n isNull = buf.getIsAtomicNull();\n if (isNull)\n return null;\n obj = new ThinDbObjectImpl(typeClass);\n if (obj._objType.isCollection || this._objType.isCollection) {\n obj.packedData = Buffer.from(buf.readBytesWithLength());\n } else {\n obj._unpackDataFromBuf(buf);\n }\n return obj;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }", "getData() {\n \n return {\n \n } \n }", "obtain(){}", "function ElementData() {}", "function ElementData() {}", "function ElementData() {}", "getStructuredData(){\n return model.getData()\n .then((text) => {\n return this.createStructuredData(text);\n });\n }", "function readUserData() {\r\n\treturn fs.readFileSync(storagePath, \"utf8\");\r\n}", "_readObject(token) {\n switch (token.type) {\n case 'literal':\n // Regular literal, can still get a datatype or language\n if (token.prefix.length === 0) {\n this._literalValue = token.value;\n return this._readDataTypeOrLang;\n }\n // Pre-datatyped string literal (prefix stores the datatype)\n else this._object = this._literal(token.value, this._namedNode(token.prefix));\n break;\n case '[':\n // Start a new quad with a new blank node as subject\n this._saveContext('blank', this._graph, this._subject, this._predicate, this._subject = this._blankNode());\n return this._readBlankNodeHead;\n case '(':\n // Start a new list\n this._saveContext('list', this._graph, this._subject, this._predicate, this.RDF_NIL);\n this._subject = null;\n return this._readListItem;\n case '{':\n // Start a new formula\n if (!this._n3Mode) return this._error('Unexpected graph', token);\n this._saveContext('formula', this._graph, this._subject, this._predicate, this._graph = this._blankNode());\n return this._readSubject;\n case '<<':\n if (!this._supportsRDFStar) return this._error('Unexpected RDF* syntax', token);\n this._saveContext('<<', this._graph, this._subject, this._predicate, null);\n this._graph = null;\n return this._readSubject;\n default:\n // Read the object entity\n if ((this._object = this._readEntity(token)) === undefined) return;\n // In N3 mode, the object might be a path\n if (this._n3Mode) return this._getPathReader(this._getContextEndReader());\n }\n return this._getContextEndReader();\n }", "function Data() {\n this.columns = null;\n this.items = null;\n this.projection = null;\n this.num_rows = 0;\n this.num_cols = 0;\n}", "readData() {\n\t\t// Se non esiste, lo crea, con le impostazioni di default\n\t\tif (!fs.existsSync(this.filepath)) {\n\t\t\tlogger.debug('Creato nuovo file di impostazioni.');\n\t\t\tthis.writeData();\n\t\t\treturn;\n\t\t}\n\n\t\ttry {\n\t\t\tconst text = fs.readFileSync(this.filepath, 'utf8');\n\t\t\t// file YAML => {}\n\t\t\tconst data = yaml.safeLoad(text);\n\n\t\t\t// NOTE: validazione in lettura su readData, mentre in scrittura su setData.\n\t\t\tif (!isValid(data)) {\n\t\t\t\tthrow new Error('impostazioni del file non valide.');\n\t\t\t} else {\n\t\t\t\tthis.data = data;\n\t\t\t}\n\t\t} catch (e) {\n\t\t\tlogger.error(`Errore nella lettura file yaml: ${e.toString()}`);\n\t\t}\n\t}", "getData(numRecords = undefined) {\n return !numRecords ? this.data : this.data.slice(0, numRecords);\n }", "function getData() {\n return {\n ergReps: ergReps,\n bikeReps: bikeReps,\n repRate: repRate,\n totTime: totTime,\n Distance: Distance\n }\n }", "data () {\n let data = {}\n\n for (let property in this.originalData) {\n data[property] = this[property]\n }\n\n return data\n }", "getData() {\n return this._data;\n }" ]
[ "0.62611353", "0.62611353", "0.62044", "0.6127878", "0.5995301", "0.5995301", "0.59335786", "0.59180677", "0.5832399", "0.5744813", "0.5729151", "0.5722716", "0.5693273", "0.5670417", "0.5666443", "0.5651168", "0.5651168", "0.56109357", "0.56109357", "0.56069237", "0.56027126", "0.55989826", "0.55982864", "0.55598706", "0.5538722", "0.5524226", "0.55237323", "0.5522282", "0.55062133", "0.5462809", "0.5460586", "0.545593", "0.5450608", "0.5450608", "0.5450608", "0.5413469", "0.5399091", "0.53840935", "0.53830576", "0.5370475", "0.5363217", "0.53525203", "0.53422785", "0.5341107", "0.53318745", "0.53225696", "0.53193676", "0.53193676", "0.53193676", "0.53084445", "0.5289462", "0.5281991", "0.52803886", "0.5275018", "0.5268591", "0.5255223", "0.52525467", "0.5251019", "0.5247755", "0.52446645", "0.5240109", "0.52346665", "0.52268356", "0.52129257", "0.5211563", "0.5203003", "0.51968", "0.5194688", "0.51924324", "0.51883346", "0.51883346", "0.5185051", "0.51814353", "0.5176915", "0.517459", "0.51708114", "0.5170488", "0.5166555", "0.5165745", "0.51521915", "0.5145947", "0.51332164", "0.5119626", "0.51144135", "0.511435", "0.51138234", "0.51106447", "0.51055044", "0.51033515", "0.51000917", "0.51000917", "0.51000917", "0.5098114", "0.5094111", "0.5088119", "0.50861895", "0.5085688", "0.50809515", "0.5080288", "0.5076609", "0.50735724" ]
0.0
-1
type of data we are supplying,
load(url) { if (!this.data) this.allocate(); let self = this; const img = new Image(); // Create new img element const canvas = new OffscreenCanvas(this.width, this.height); img.onload = function() { // TODO: assert width/height match? let ctx = canvas.getContext("2d"); ctx.drawImage(img, 0, 0); let imgdata = ctx.getImageData(0, 0, self.width, self.height); let binary = new Uint8ClampedArray(imgdata.data.buffer); let length = imgdata.data.length; for (let i=0; i<length; i++) { self.data[i*4+0] = (binary[i*4+0] / 255); self.data[i*4+1] = (binary[i*4+1] / 255); self.data[i*4+2] = (binary[i*4+2] / 255); self.data[i*4+3] = (binary[i*4+3] / 255); } self.bind().submit(); // self.width = this.width; // self.height = this.height; // self.canvas.width = self.width; // self.canvas.height = self.height; // let length = self.width * self.height; // let ctx = self.canvas.getContext("2d"); // ctx.drawImage(img, 0, 0); // self.imgdata = ctx.getImageData(0, 0, self.width, self.height); // let binary = new Uint8ClampedArray(self.imgdata.data.buffer); // let data = new Float32Array(length*4); // for (let i=0; i<length; i++) { // data[i*4+0] = (binary[i*4+0] / 255); // data[i*4+1] = (binary[i*4+1] / 255); // data[i*4+2] = (binary[i*4+2] / 255); // data[i*4+3] = (binary[i*4+3] / 255); // } // self.data = data; // if (callback) callback.apply(self); } img.src = url; // Set source path return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getType(data) {\n return typeof data;\n}", "function whatIsIt(data) { //create the function with a data argument\n return typeof(data) //return the data type\n}", "getType() {\n return this._data.type;\n }", "function whatDataTypeIsIt(data){\n if(data===null){return 'Null'}\n else if(Number.isNaN(data)){return 'NaN'}\n else{return typeof data}\n}", "function dataType(input) {\nconsole.log(`The argument type is:`,typeof(input));\n}", "function getDataType(args) {\n return typeof args;\n}", "function theType(dataType){\n return theType(dataType);// This function will return the type of any argument passed into this function\n}", "function argsDataType() {\n\n}", "function whatDatatype(arg){\n return typeof(arg);\n}", "function dataType(){\n\n}", "_determineType(data) {\n\t\tlet type;\n\t\tif (data.pressure !== undefined) {\n\t\t\ttype = 'THB';\n\t\t} else if (data.humidity !== undefined) {\n\t\t\ttype = 'TH';\n\t\t} else if (data.currentspeed !== undefined || data.averagespeed !== undefined) {\n\t\t\ttype = 'W';\n\t\t} else if (data.raintotal !== undefined || data.rainrate !== undefined) {\n\t\t\ttype = 'R';\n\t\t} else if (data.uvindex !== undefined) {\n\t\t\ttype = 'UV';\n\t\t} else if (data.brightness !== undefined) {\n\t\t\ttype = 'L';\n\t\t} else if (data.temperature !== undefined) {\n\t\t\ttype = 'T';\n\t\t}\n\t\treturn type;\n\t}", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case 'date':\n return 'Date';\n case 'number':\n return 'double';\n }\n\n return type;\n}", "function getDatatype(dataType) {\n\tdataType = dataType.replace(')', '');\n\tvar arrDT = dataType.split('(');\n\n\tvar dt = arrDT[0];\n\tvar dtLen = (arrDT.length == 2 ? arrDT[1] : null);\n\n\tvar dataProps = {\n\t\t'Type'\t\t\t\t: '',\n\t\t'Length'\t\t\t: '',\n\t\t'Decimal Places'\t: ''\n\t};\n\n\tvar dtMap = {\n\t\t'bit'\t\t: 'Checkbox',\n\t\t'datetime'\t: 'DateTime',\n\t\t'image'\t\t: 'Text',\n\t\t'int'\t\t: 'Number',\n\t\t'money'\t\t: 'Currency',\n\t\t'nchar'\t\t: 'Text',\n\t\t'ntext'\t\t: 'Text',\n\t\t'nvarchar'\t: 'Text',\n\t\t'real'\t\t: 'Number',\n\t\t'smallint'\t: 'Number',\n\t\t'sysname'\t: 'Text',\n\t\t'varbinary'\t: 'Text'\n\t};\n\n\t//set the basic data type to a Salesforce type\n\tvar dType = '<unknown>';\n\tif (dt in dtMap) {\n\t\tdType = dtMap[dt];\n\t}\n\tdataProps['Type'] = dType;\n\n\t//set the field length\n\tif (dType == 'Text') {\n\t\tif (dtLen == 'MAX') {\n\t\t\tdataProps['Length'] = 255;\t\n\t\t} else if (dtLen != null) {\n\t\t\tdataProps['Length'] = dtLen;\t\t\n\t\t} else {\n\t\t\tdataProps['Length'] = 255;\t\n\t\t}\n\t}\n\n\tif (dType == 'Currency') {\n\t\tdataProps['Length'] = 16;\t\t\n\t\tdataProps['Decimal Places'] = 2;\t\t\n\t}\n\n\tif (dt == 'int') {\n\t\tdataProps['Length'] = 10;\t\t\n\t\tdataProps['Decimal Places'] = 0;\t\t\t\n\t}\n\n\tif (dt == 'real') {\n\t\tdataProps['Length'] = 11;\t\t\n\t\tdataProps['Decimal Places'] = 7;\t\t\t\n\t}\n\n\tif (dt == 'smallint') {\n\t\tdataProps['Length'] = 5;\t\t\n\t\tdataProps['Decimal Places'] = 0;\t\t\t\n\t}\n\n\treturn dataProps;\n}", "function rs_type(data) {\n self.file_types(self, data);\n }", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case Date:\n case 'date':\n return 'Date';\n case Number:\n case 'number':\n return 'double';\n case String:\n return 'string';\n case Array:\n case 'array':\n return 'array';\n case 'any':\n return 'any';\n case 'object':\n return 'object';\n }\n\n if (Array.isArray(type)) {\n return 'array';\n }\n\n return typeof type == 'string' ? type : 'object';\n}", "function typeOfData(dataValue){\n let output4 = `Type of \"${dataValue}\": is ${typeof dataValue}`;\n console.log(output4);\n}", "function AlgDataType() {}", "function realType(data)\n{\n let array = Object.prototype.toString.call(data); //It returns [object string]\n let type = array.split(\" \");\n let typeString=\"\";\n for(i=0;i<type[1].length;i++)\n {\n if(type[1].charAt(i) !== \"]\") //For getting only string\n typeString+= type[1].charAt(i);\n }\n return typeString;\n}", "static typeFromData(data) {\n if (!data) return null;\n if (data.movie) return 'movie';\n if (data.show && data.episode) return 'episode';\n return null;\n }", "function detectType(dataType) {\n return typeof dataType\n}", "getType() {}", "isDataSafe(type, value) {\n\n return true;\n }", "function ifDataType(source, dataType) {\n return \"[object \" + dataType + \"]\" === {}.toString.call(source)\n}", "function convType(data, size) {\n\n var unknown = 'unknown';\n var precision = 0;\n var scale = 0;\n\n if (data == CHAR || data == NCHAR || data == VARCHAR2 || data == NVARCHAR2) {\n return 'string';\n }\n if (data == LONG || data == CLOB || data == NCLOB || data == ROWID) {\n return 'string';\n }\n if (data == BINARY_DOUBLE) {\n return 'double';\n }\n if (data == BINARY_FLOAT) {\n return 'float';\n }\n\n if (data == FLOAT) return 'decimal';\n if (data == TIMESTAMP) return 'DateTime';\n if (data == DATE) return 'DateTime';\n\n if (data == BFILE || data == RAW || data == BLOB) {\n return 'byte[]';\n }\n\n if (data == NUMBER) {\n var arr = size.toString().trim().split(\",\");\n if (arr.length == 0) {\n return unknown;\n } else if (arr.length == 1) {\n if (!isNumber(arr[0])) {\n return unknown;\n }\n precision = toNumber(arr[0]);\n return getNumericType(precision, 0);\n } else {\n arr[0] = arr[0].toString().trim();\n arr[1] = arr[1].toString().trim();\n\n if (!isNumber(arr[0]) || !isNumber(arr[1])) {\n return unknown;\n }\n precision = toNumber(arr[0]);\n scale = toNumber(arr[1]);\n return getNumericType(precision, scale);\n }\n }\n\n return unknown;\n}", "function type(input) {\n \treturn typeof input\n}", "function detectType(dataType) {\n return typeof dataType;\n}", "getType(){return this.__type}", "function dataTypes() {\n console.log(typeof true);\n console.log(typeof null);\n console.log(typeof undefined);\n console.log(typeof 5);\n console.log(typeof NaN);\n console.log(typeof 'Hello');\n\n}", "function dataTypes(val) {\n var msg = \"\"; // Feedback Message\n\n switch (typeOf(val)) {\n // If type of data is string\n case 'string':\n if(val == ''){\n msg = 0;\n }else{\n msg = val.length;\n }\n break;\n //If type of data is null, it falls through that of undefined. They have the same feedback message.\n case 'null':\n case 'undefined':\n msg = \"no value\";\n break;\n //If type of data is boolean\n case 'boolean':\n if(val == true){\n msg = true;\n }else{\n msg = false;\n }\n break;\n //If type of data is number\n case 'number':\n if(val < 100){\n msg = \"less than 100\";\n }else if(val == 100){\n msg = \"equal to 100\";\n }else{\n msg = \"more than 100\";\n }\n break;\n //If type of object is array\n case 'array':\n // If the array does not contain upto 3 items\n if(val.length < 3){\n val = \"undefined\"; // Set the array to undefined\n msg = val.valueType;\n // If the array is empty\n }else if(val.length == 0){\n val = \"undefined\"; // Set the array to undefined\n msg = val.valueType;\n }else{\n msg = val[2]; // Otherwise if the array has more than 3 items then send the third item as the feedback message\n }\n break;\n // If the type of object is function\n case 'function':\n val(true);\n return \"called callback\";\n break;\n default:\n console.log(\"You must supply a value\");\n }\n return msg;\n}", "updateDataType_() {\n /** @type {!Object} */\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n float: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "function getType(evt, _data) {\r\n return evt.originalEvent ? evt.originalEvent.type : evt.type;\r\n}", "function _fnDetectType( sData )\n\t\t{\n\t\t\tvar aTypes = _oExt.aTypes;\n\t\t\tvar iLen = aTypes.length;\n\t\t\t\n\t\t\tfor ( var i=0 ; i<iLen ; i++ )\n\t\t\t{\n\t\t\t\tvar sType = aTypes[i]( sData );\n\t\t\t\tif ( sType !== null )\n\t\t\t\t{\n\t\t\t\t\treturn sType;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\treturn 'string';\n\t\t}", "function _fnDetectType( sData )\n\t\t{\n\t\t\tvar aTypes = _oExt.aTypes;\n\t\t\tvar iLen = aTypes.length;\n\t\t\t\n\t\t\tfor ( var i=0 ; i<iLen ; i++ )\n\t\t\t{\n\t\t\t\tvar sType = aTypes[i]( sData );\n\t\t\t\tif ( sType !== null )\n\t\t\t\t{\n\t\t\t\t\treturn sType;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\treturn 'string';\n\t\t}", "function checkDataType (curiousGeorge){\n if (typeof (curiousGeorge) === 'number') {\n return 'It\\'s a Number'\n } if (typeof (curiousGeorge) === 'string'){\n return 'It\\'s a String' \n } if (typeof (curiousGeorge) === 'boolean') {\n return 'It\\'s a Boolean'\n }\n}", "get type() { return this._type; }", "get type() { return this._type; }", "get type() { return this._type; }", "get type() {}", "function _fnDetectType(sData) {\n\t\t\tvar aTypes = _oExt.aTypes;\n\t\t\tvar iLen = aTypes.length;\n\n\t\t\tfor (var i = 0; i < iLen; i++) {\n\t\t\t\tvar sType = aTypes[i](sData);\n\t\t\t\tif (sType !== null) {\n\t\t\t\t\treturn sType;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn 'string';\n\t\t}", "get type () {\r\n\t\treturn this._type;\r\n\t}", "get type () {\r\n\t\treturn this._type;\r\n\t}", "get type () {\n return this._mem.type;\n }", "updateDataType_() {\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "get typeInput() {\n return this._type;\n }", "get typeInput() {\n return this._type;\n }", "get typeInput() {\n return this._type;\n }", "function convertData(type, data) { \n switch (type) {\n case 'datetime':\n dateField = new Date(data);\n content = moment(dateField).format('DD/MM/YYYY HH:mm')\n break;\n case 'float,1d':\n content = Number(data).toFixed(1);\n break;\n case 'float,2d':\n content = Number(data).toFixed(2);\n break;\n default:\n break;\n }\n return content;\n}", "getSpeechForDataType(dataType) {\n return this._dataTypes[dataType] ? this._dataTypes[dataType] : undefinedDataType;\n }", "function type(d) {\n \td.labtime = +d.labtime;\n \td.classtime = +d.classtime;\n \td.grading = +d.grading;\n \td.officehr = +d.officehr;\n \td.classprep = +d.classprep;\n \td.other = +d.other;\n \td.week = +d.week;\n \treturn d;\n}", "function type(d) {\n \td.labtime = +d.labtime;\n \td.classtime = +d.classtime;\n \td.grading = +d.grading;\n \td.officehr = +d.officehr;\n \td.classprep = +d.classprep;\n \td.other = +d.other;\n \td.week = +d.week;\n \treturn d;\n}", "type(o) {\n if (o === true) return type;\n if (isString(o)) {\n if (columnTypes[o]) {\n type = columnTypes[o](sample);\n return column;\n } else {\n throw new Error('unknown column type: ' + o);\n }\n }\n return type.name();\n }", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type () {\n\t\treturn this._type;\n\t}", "get type()\n {\n //Returning the type value\n return this._type;\n }", "get type()\n {\n //Returning the type value\n return this._type;\n }", "updateDataType_() {\r\n this.dataType = {\r\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\r\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\r\n signed: this.bitDepth != '8',\r\n be: this.container == 'RIFX'\r\n };\r\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\r\n this.dataType.bits = 8;\r\n this.dataType.signed = false;\r\n }\r\n }", "_dataType(col, passed_options) {\n const options = Object.assign(\n {},\n {\n is_atomic: false,\n },\n passed_options,\n );\n const { is_atomic } = options;\n const props = this.fields[col];\n\n if (this._isKeyCandidate(col)) {\n return 'BIGINT.UNSIGNED';\n } else {\n let { type } = props;\n\n if (type.startsWith('ref|list')) {\n if (is_atomic) {\n type = type.replace('ref|list|', '');\n } else {\n return 'TEXT';\n }\n }\n\n switch (type) {\n case 'short':\n return 'INTEGER';\n case 'int':\n return 'INTEGER';\n case 'uint':\n return 'INTEGER.UNSIGNED';\n case 'long':\n return 'BIGINT';\n case 'ulong':\n return 'BIGINT.UNSIGNED';\n case 'float':\n return 'FLOAT';\n case 'double':\n return 'DOUBLE';\n case 'ref|string':\n return 'TEXT';\n case 'bool':\n return 'BOOLEAN';\n case 'byte':\n // TINYINT\n return 'INTEGER'; // TODO bits in sequelize\n case 'ref|int':\n return 'INTEGER';\n case 'ubyte':\n return 'INTEGER.UNSIGNED'; // TODO bits in sequelize\n default:\n throw new Error(`unrecognized type '${props.type}'`);\n }\n }\n }", "function Type(){\n\t\t\tthis.array='Array';\n\t\t\tthis.object='object';\n\t\t\tthis.string='string';\n\t\t\tthis.fn='function';\n\t\t\tthis.number='number';\n\t\t}", "getType () {\n\t\treturn this.type;\n\t}", "setType(type) { }", "function _fnDetectType( sData )\n\t\t{\n\t\t\tif ( _fnIsNumeric(sData) )\n\t\t\t{\n\t\t\t\treturn 'numeric';\n\t\t\t}\n\t\t\telse if ( ! isNaN(Date.parse(sData) ) )\n\t\t\t{\n\t\t\t\treturn 'date';\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\treturn 'string';\n\t\t\t}\n\t\t}", "function variablesTypes(input) {\n console.log(\"My name: \" + input[0] + '//type is ' + typeof(input[0]) +\n '. My age: ' + input[1] + ' //type is ' + typeof(input[1]) +\n '. I am male: ' + input[2] + '//type is ' + typeof(input[2]) + '. My favorite foods are:' + input[3].toString() + '. //type is ' + typeof(input[3]));\n}", "function whatsTheTypeOf(input) {\n return typeof input ; //returns the type information as a string\n}", "function getInputDatatype(idx) {\r\n\tvar result = $(inputmetadata[idx]).find(\"profile>data\");\r\n\tif (result == null || result.text()==null) {return \"java.lang.Integer\"}\r\n\telse return extract(result.text());\r\n}", "function getDataContainer(data) {\n if (data === null || data === undefined) {\n return null;\n }\n\n if (data instanceof Buffer || data instanceof ArrayBuffer || ArrayBuffer.isView(data)) {\n return 'binary';\n }\n\n // Cover string || object\n return typeof data;\n}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "get type() {\n\t\treturn this.__type;\n\t}", "getType() {\n\t\treturn this.type;\n\t}", "set type(value) {}", "function datatypeHandler(format) {\n\tvar dt;\n\tif (format == 'json') {\n\t\tdt = 'json';\n\t} else if (format == 'xml') {\n\t\tdt = 'xml';\n\t} else {\n\t\tdt = 'text';\n\t}\n\treturn dt;\n}", "function dataTypes(){\n console.log(\"I like Numbers because they can be divided and multiplied and many other operations.\");\n console.log(\"I like Strings because I like my name and my name is a string.\");\n console.log(\"I like Objects most of all because they can hold all sorts of information.\")\n}", "set dataType (dataType) {\n if (!Util.validateType(dataType, 'string')) {\n throw new Error('DataType must be a string')\n }\n if (this._data && this._data._value) { delete this._data._value } // delete data which was there before if the type changes.\n this._dataType = dataType\n }", "function makeDataSampleWithJava(type) {\n if (type == NUMBER) {\n return 0;\n }\n if (type == TIMESTAMP) {\n return \"timestampBatchEnter\";\n }\n\n return \"null\";\n}", "function displayData(somedata) {\n var someOtherData = TYPE;\n return somedata;\n}", "_computeType(type) {\n return ['row', type].join(' ');\n }", "get type() {\n return this._type;\n }", "get type() {\n return this._type;\n }", "get type() {\n return this._type;\n }", "get type() {\n return this._type;\n }", "function typeOf(input) {\r\n\t\r\n\t\t\treturn ({}).toString.call(input).slice(8, -1).toLowerCase();\r\n\t\r\n\t\t}" ]
[ "0.74201536", "0.73167145", "0.7036128", "0.7007918", "0.69795245", "0.6897275", "0.6878288", "0.68563735", "0.68433774", "0.6821662", "0.6721413", "0.6656678", "0.66069245", "0.64591426", "0.64200544", "0.64076555", "0.63960135", "0.63619846", "0.6357105", "0.62368584", "0.6211533", "0.62086827", "0.617056", "0.61364764", "0.61298084", "0.6074492", "0.60539776", "0.6053858", "0.6044702", "0.6044285", "0.6004777", "0.5987079", "0.5987079", "0.5983859", "0.59836125", "0.59836125", "0.59836125", "0.59775907", "0.59751326", "0.59656477", "0.59656477", "0.5961459", "0.5949001", "0.5943187", "0.5943187", "0.5943187", "0.5936968", "0.59245455", "0.591863", "0.591863", "0.5914572", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5899158", "0.5867478", "0.5867478", "0.5856173", "0.5831342", "0.5827929", "0.58209497", "0.57897323", "0.5785682", "0.57810473", "0.57752025", "0.5769961", "0.5761697", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.57608056", "0.5752679", "0.575059", "0.5742866", "0.57319766", "0.57250273", "0.57116467", "0.5709242", "0.5700578", "0.5700422", "0.5700422", "0.5700422", "0.5700422", "0.56988376" ]
0.0
-1
type of data we are supplying, allocate local data
allocate() { if (!this.data) { let elements = this.width * this.height * this.depth * this.channels; this.elements = elements; if (this.isFloat) { this.data = new Float32Array(elements); } else { this.data = new Uint8Array(elements); } } return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function allocateDataArguments(fullModeParameters, abiParameters, userDefinedTypes, abiAllocations, compilationId, compiler, offset = 0) {\n let allocationMode = fullModeParameters ? \"full\" : \"abi\"; //can degrade\n let parameterTypes;\n let abiAllocation;\n if (allocationMode === \"full\") {\n let id = \"-1\"; //fake ID that doesn't matter\n parameterTypes = fullModeParameters.map(parameter => ({\n name: parameter.name,\n type: Ast.Import.definitionToType(parameter, compilationId, compiler) //if node is defined, compiler had also better be!\n }));\n debug(\"parameterTypes: %O\", parameterTypes);\n //now: perform the allocation!\n try {\n abiAllocation = allocateMembers(id, parameterTypes, userDefinedTypes, abiAllocations, offset)[id];\n }\n catch (_a) {\n //if something goes wrong, switch to ABI mdoe\n allocationMode = \"abi\";\n }\n }\n if (allocationMode === \"abi\") {\n //THIS IS DELIBERATELY NOT AN ELSE\n //this is the ABI case. we end up here EITHER\n //if node doesn't exist, OR if something went wrong\n //during allocation\n let id = \"-1\"; //fake irrelevant ID\n parameterTypes = abiParameters.map(parameter => ({\n name: parameter.name,\n type: Import.abiParameterToType(parameter)\n }));\n abiAllocation = allocateMembers(id, parameterTypes, userDefinedTypes, abiAllocations, offset)[id];\n }\n return { allocation: abiAllocation, mode: allocationMode };\n}", "function createDataSet(dataRecieved){\n\n\n}", "_packData(buf) {\n const objType = this._objType;\n if (objType.isCollection) {\n buf.writeUInt8(objType.collectionFlags);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n this._ensureAssocKeys();\n buf.writeLength(this.unpackedAssocKeys.length);\n for (const index of this.unpackedAssocKeys) {\n buf.writeInt32BE(index);\n this._packValue(buf, objType.elementType, objType.elementTypeClass,\n this.unpackedAssocArray.get(index));\n }\n } else {\n buf.writeLength(this.unpackedArray.length);\n for (const value of this.unpackedArray) {\n this._packValue(buf, objType.elementType, objType.elementTypeClass,\n value);\n }\n }\n } else {\n for (const attr of objType.attributes) {\n this._packValue(buf, attr.type, attr.typeClass,\n this.unpackedAttrs.get(attr.name));\n }\n }\n }", "function whatIsIt(data) { //create the function with a data argument\n return typeof(data) //return the data type\n}", "function createData(device, date_internal, count) {\n dataStore = { \"device\": device.id, \"date\": date_internal, \"count\": count, \"capacity\": device.capacity};\n //console.log(typeof(dataStore))\n return dataStore;\n }", "_newDataSet(...params){\n const Type = this.options.DataSetType || DataSet;\n return new Type(...params); \n }", "function allocateContent()\n{\n\tfor(item in dataModel)\n\t{\n\t\t//[tile,minerals,tileImage]\n\t\tdataModel[item] = [\"grass\",0,\"g1\"];\n\t}\n\n\t\t//add features\n\t\tloadLayouts();\n}", "function AlgDataType() {}", "function get_data() {}", "function argsDataType() {\n\n}", "function prepareData(datatype){\n switch(datatype){\n case \"strain\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Strain / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : ew_arr[i] };\n });\n break;\n\n case \"force\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Force (µN) / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : fw_arr[i] };\n });\n break;\n\n case \"displacement\":\n dim1_text = \"Frequency (Hz)\";\n dim2_text = \"Displacement (mm) / Voltage (V)\";\n data = f_arr.map(function(d, i){\n return { 'dim1' : f_arr[i], 'dim2' : dw_arr[i] };\n });\n break;\n\n //Range values\n case \"cutoff\":\n dim1_text = parseDimensionText(param_id);\n dim2_text = \"Cutoff Frequency (Hz)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : cutoff_arr[i] };\n });\n break;\n case \"maxForce\":\n dim1_text= parseDimensionText(param_id);\n dim2_text= \"Max Force (µN) / Voltage (V)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : maxFW_arr[i] };\n });\n break;\n case \"maxDisplacement\":\n dim1_text= parseDimensionText(param_id);\n dim2_text= \"Max Displacement (mm) / Voltage (V)\";\n data = param_arr.map(function(d, i){\n return { 'dim1' : param_arr[i], 'dim2' : maxDW_arr[i] };\n });\n break;\n }\n \n\n\n // if(state ==\"fixed_values\"){\n // dim1_text = \"Frequency\";\n // dim2_text = \"Strain/Voltage (V)\";\n // data = f_arr.map(function(d, i){\n // return { 'dim1' : f_arr[i], 'dim2' : ew_arr[i] };\n // });\n // }\n // else if(state == \"range_values\" && datatype==\"cutoff_arr\"){\n // dim1_text = param_id;\n // dim2_text = \"Cutoff Value\";\n // data = param_arr.map(function(d, i){\n // return { 'dim1' : param_arr[i], 'dim2' : cutoff_arr[i] };\n // });\n // }\n // else if(state == \"range_values\" && datatype==\"maxF_arr\"){\n // dim1_text= param_id;\n // dim2_text= \"Max Value\";\n // data = param_arr.map(function(d, i){\n // return { 'dim1' : param_arr[i], 'dim2' : maxF_arr[i] };\n // });\n // }\n}", "compileDataAssignment(opts) {\nopts.srcInfo = this.compileSourceExpression(opts);\nopts.destInfo = this._varExpression.compileExpressionToRegister({\nidentifier: opts.destIdentifier,\nexpression: opts.destExpression,\nreg: $.REG_PTR,\nforWriting: true\n});\nopts.srcVrOrType = opts.srcInfo.type;\nopts.destVrOrType = opts.destInfo.type;\nthis\n.validateRecords(opts)\n.validateTypes(opts)\n.validateDataSize(opts);\nlet copySize = 0;\nlet type = helper.getTypeFromIdentifier(opts.srcVrOrType);\nif (opts.srcVrOrType.getPointer && (opts.srcVrOrType.getPointer() || opts.srcVrOrType.getType().typePointer) &&\nopts.destVrOrType.getPointer && (opts.destVrOrType.getPointer() || opts.destVrOrType.getType().typePointer)) {\nthis._program.addCommand($.CMD_SET, $.T_NUM_P, 0, $.T_NUM_L, this._scope.getStackOffset());\n} else if (opts.address) {\n// Check if it's a data type like: number ^a[10]\nif (opts.destInfo.type && opts.destInfo.type.getPointer && !opts.destInfo.type.getPointer()) {\n// Check if it's a data type like: ^SomeObject a\nif (!opts.destInfo.type.getType().typePointer) {\nthrow errors.createError(err.POINTER_TYPE_EXPECTED, opts.destInfo.type.getToken(), 'Pointer type expected.');\n}\n}\nthis.compileAddressPointerAssignment(opts);\n} else if (type === t.LEXEME_STRING) {\nthis.compileStringAssignment(opts);\n} else if (type === t.LEXEME_PROC) {\nopts.srcIdentifier = this._scope.findIdentifier(opts.srcExpression.tokens[0].lexeme);\nthis.validateProcAssignment(opts);\ncopySize = this.compileNumberAssignment(opts);\n} else if (type === t.LEXEME_NUMBER) {\ncopySize = this.compileNumberAssignment(opts);\n} else {\ncopySize = opts.srcVrOrType.getTotalSize();\n}\nif (copySize) {\nthis._program.addCommand(\n$.CMD_SET, $.T_NUM_G, $.REG_DEST, $.T_NUM_G, $.REG_PTR,\n$.CMD_SET, $.T_NUM_G, $.REG_SRC, $.T_NUM_L, this._scope.getStackOffset(),\n$.CMD_COPY, 0, 0, $.T_NUM_C, copySize\n);\n}\n}", "function calldataSizeAndAllocate(definition, referenceDeclarations, existingAllocations) {\n switch (DecodeUtils.Definition.typeClass(definition)) {\n case \"bool\":\n case \"address\":\n case \"contract\":\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n case \"enum\":\n return [DecodeUtils.EVM.WORD_SIZE, false, existingAllocations];\n case \"string\":\n return [DecodeUtils.EVM.WORD_SIZE, true, existingAllocations];\n case \"bytes\":\n return [DecodeUtils.EVM.WORD_SIZE, DecodeUtils.Definition.specifiedSize(definition) == null,\n existingAllocations];\n case \"mapping\":\n return [undefined, undefined, existingAllocations];\n case \"function\":\n switch (DecodeUtils.Definition.visibility(definition)) {\n case \"external\":\n return [DecodeUtils.EVM.WORD_SIZE, false, existingAllocations];\n case \"internal\":\n return [undefined, undefined, existingAllocations];\n }\n case \"array\": {\n if (DecodeUtils.Definition.isDynamicArray(definition)) {\n return [DecodeUtils.EVM.WORD_SIZE, true, existingAllocations];\n }\n else {\n //static array case\n const length = DecodeUtils.Definition.staticLength(definition);\n if (length === 0) {\n //arrays of length 0 are static regardless of base type\n return [0, false, existingAllocations];\n }\n const baseDefinition = definition.baseType || definition.typeName.baseType;\n const [baseSize, dynamic, allocations] = calldataSizeAndAllocate(baseDefinition, referenceDeclarations, existingAllocations);\n return [length * baseSize, dynamic, allocations];\n }\n }\n case \"struct\": {\n const referenceId = DecodeUtils.Definition.typeId(definition);\n let allocations = existingAllocations;\n let allocation = allocations[referenceId];\n if (allocation === undefined) {\n //if we don't find an allocation, we'll have to do the allocation ourselves\n const referenceDeclaration = referenceDeclarations[referenceId];\n allocations = allocateStruct(referenceDeclaration, referenceDeclarations, existingAllocations);\n allocation = allocations[referenceId];\n }\n //having found our allocation, if it's not null, we can just look up its size and dynamicity\n if (allocation !== null) {\n return [allocation.length, allocation.dynamic, allocations];\n }\n //if it is null, this type doesn't go in calldata\n else {\n return [undefined, undefined, allocations];\n }\n }\n }\n}", "loadData() {\r\n\t\t// load the current tracker type data from localStorage\r\n\t\tlet currentData = localStorage.getItem( this.type );\r\n\r\n\t\t// parse it into an object if it exists\r\n\t\tif ( currentData ) {\r\n\t\t\tthis.data = JSON.parse(currentData);\r\n\t\t} else {\r\n\t\t\tthis.data = {};\r\n\t\t}\r\n\t}", "function allocateStruct(dataType) {\n let memberAllocations = [];\n let position = 0;\n for (const { name, type: memberType } of dataType.memberTypes) {\n const length = isSkippedInMemoryStructs(memberType)\n ? 0\n : Evm.Utils.WORD_SIZE;\n memberAllocations.push({\n name,\n type: memberType,\n pointer: {\n location: \"memory\",\n start: position,\n length\n }\n });\n position += length;\n }\n return {\n members: memberAllocations\n };\n}", "function requestData() {\n firstDataPass = true;\n __notifySubscribersForNewDataCache(firstDataValues);\n firstDataValues = [];\n }", "function MemDataProvider() {\n\tthis._init();\n}", "function initData() {\n\tsensorTypes = {};\n}", "copyFrom(data) {\n if (data instanceof NDArray) {\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromTo(data.handle, this.handle, 0));\n return this;\n }\n else {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n if (data.length != size) {\n throw new Error(\"data size and shape mismatch data.length\" +\n data.length +\n \" vs \" +\n size);\n }\n let buffer;\n if (this.dtype == \"float32\") {\n buffer = Float32Array.from(data).buffer;\n }\n else if (this.dtype == \"float64\") {\n buffer = Float64Array.from(data).buffer;\n }\n else if (this.dtype == \"int32\") {\n buffer = Int32Array.from(data).buffer;\n }\n else if (this.dtype == \"int8\") {\n buffer = Int8Array.from(data).buffer;\n }\n else if (this.dtype == \"uint8\") {\n buffer = Uint8Array.from(data).buffer;\n }\n else {\n throw new Error(\"Unsupported data type \" + this.dtype);\n }\n return this.copyFromRawBytes(new Uint8Array(buffer));\n }\n }", "function datasetDangerously () {}", "function getDataHelper(byteLength, bytes) {\nvar dataBuffer, dataArray;\ndataBuffer = new ArrayBuffer(byteLength);\ndataArray = new Uint8Array(dataBuffer);\nif (bytes)\ndataArray.set(bytes, 0);\nreturn {\nbuffer : dataBuffer,\narray : dataArray,\nview : new DataView(dataBuffer)\n};\n}", "updateDataType_() {\n /** @type {!Object} */\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n float: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "function abiSizeAndAllocate(dataType, userDefinedTypes, existingAllocations) {\n switch (dataType.typeClass) {\n case \"bool\":\n case \"address\":\n case \"contract\":\n case \"int\":\n case \"uint\":\n case \"fixed\":\n case \"ufixed\":\n case \"enum\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: false,\n allocations: existingAllocations\n };\n case \"string\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: true,\n allocations: existingAllocations\n };\n case \"bytes\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: dataType.kind === \"dynamic\",\n allocations: existingAllocations\n };\n case \"mapping\":\n return {\n allocations: existingAllocations\n };\n case \"function\":\n switch (dataType.visibility) {\n case \"external\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: false,\n allocations: existingAllocations\n };\n case \"internal\":\n return {\n allocations: existingAllocations\n };\n }\n case \"array\": {\n switch (dataType.kind) {\n case \"dynamic\":\n return {\n size: Evm.Utils.WORD_SIZE,\n dynamic: true,\n allocations: existingAllocations\n };\n case \"static\":\n if (dataType.length.isZero()) {\n //arrays of length 0 are static regardless of base type\n return {\n size: 0,\n dynamic: false,\n allocations: existingAllocations\n };\n }\n const { size: baseSize, dynamic, allocations } = abiSizeAndAllocate(dataType.baseType, userDefinedTypes, existingAllocations);\n return {\n //WARNING! The use of toNumber() here may throw an exception!\n //I'm judging this OK since if you have arrays that large we have bigger problems :P\n size: dataType.length.toNumber() * baseSize,\n dynamic,\n allocations\n };\n }\n }\n case \"struct\": {\n let allocations = existingAllocations;\n let allocation = allocations[dataType.id];\n if (allocation === undefined) {\n //if we don't find an allocation, we'll have to do the allocation ourselves\n const storedType = (userDefinedTypes[dataType.id]);\n if (!storedType) {\n throw new Common.UnknownUserDefinedTypeError(dataType.id, Format.Types.typeString(dataType));\n }\n allocations = allocateStruct(storedType, userDefinedTypes, existingAllocations);\n allocation = allocations[storedType.id];\n }\n //having found our allocation, if it's not null, we can just look up its size and dynamicity\n if (allocation !== null) {\n return {\n size: allocation.length,\n dynamic: allocation.dynamic,\n allocations\n };\n }\n //if it is null, this type doesn't go in the abi\n else {\n return {\n allocations\n };\n }\n }\n case \"tuple\": {\n //Warning! Yucky wasteful recomputation here!\n let size = 0;\n let dynamic = false;\n //note that we don't just invoke allocateStruct here!\n //why not? because it has no ID to store the result in!\n //and we can't use a fake like -1 because there might be a recursive call to it,\n //and then the results would overwrite each other\n //I mean, we could do some hashing thing or something, but I think it's easier to just\n //copy the logic in this one case (sorry)\n for (let member of dataType.memberTypes) {\n let { size: memberSize, dynamic: memberDynamic } = abiSizeAndAllocate(member.type, userDefinedTypes, existingAllocations);\n size += memberSize;\n dynamic = dynamic || memberDynamic;\n }\n return { size, dynamic, allocations: existingAllocations };\n }\n }\n}", "function fillTileSetData()\n\t{\n\t\tcurTileSetData.tileData.length = tp.getNumTiles();\n\t\t\n\t\tfor (var i = 0; i < curTileSetData.tileData.length; ++i)\n\t\t{\n\t\t\tif (typeof curTileSetData.tileData[i] === \"undefined\")\n\t\t\t\tcurTileSetData.tileData[i] = new TileData();\n\t\t}\n\t}", "function Data() { }", "async function prepareData( param ) {\n\n // get source data\n const source = DataStore.getDataset( param.data_id ),\n cols = source.getColumnMeta(),\n srcData = source.getData(),\n rowCount = source.getRowCount();\n\n // shortcuts\n const namecol = srcData[ param.name ],\n sizecol = srcData[ param.size ];\n\n // collect data per column set\n const result = [];\n for( let i=0; i<rowCount; i++ ) {\n\n // add value\n result.push( {\n n: namecol[i],\n s: sizecol[i],\n });\n\n }\n\n return {\n values: result,\n };\n\n }", "_unpackValue(buf, type, typeClass) {\n let isNull, obj, value;\n switch (type) {\n case types.DB_TYPE_NUMBER:\n value = buf.readOracleNumber();\n if (value !== null)\n value = parseFloat(value);\n return value;\n case types.DB_TYPE_BINARY_INTEGER:\n return buf.readBinaryInteger();\n case types.DB_TYPE_VARCHAR:\n case types.DB_TYPE_CHAR:\n return buf.readStr(constants.CSFRM_IMPLICIT);\n case types.DB_TYPE_NVARCHAR:\n case types.DB_TYPE_NCHAR:\n return buf.readStr(constants.CSFRM_NCHAR);\n case types.DB_TYPE_RAW:\n return Buffer.from(buf.readBytesWithLength());\n case types.DB_TYPE_BINARY_DOUBLE:\n return buf.readBinaryDouble();\n case types.DB_TYPE_BINARY_FLOAT:\n return buf.readBinaryFloat();\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n return buf.readOracleDate(true);\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n return buf.readOracleDate(false);\n case types.DB_TYPE_BOOLEAN:\n return buf.readBool();\n case types.DB_TYPE_OBJECT:\n isNull = buf.getIsAtomicNull();\n if (isNull)\n return null;\n obj = new ThinDbObjectImpl(typeClass);\n if (obj._objType.isCollection || this._objType.isCollection) {\n obj.packedData = Buffer.from(buf.readBytesWithLength());\n } else {\n obj._unpackDataFromBuf(buf);\n }\n return obj;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }", "_unpackDataFromBuf(buf) {\n let unpackedArray, unpackedAssocArray, assocIndex, unpackedAttrs;\n const objType = this._objType;\n if (objType.isCollection) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray = new Map();\n } else {\n unpackedArray = [];\n }\n this.collectionFlags = buf.readUInt8();\n const numElements = buf.readLength();\n for (let i = 0; i < numElements; i++) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n assocIndex = buf.readUInt32BE();\n }\n const value = this._unpackValue(buf, objType.elementType,\n objType.elementTypeClass);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray.set(assocIndex, value);\n } else {\n unpackedArray.push(value);\n }\n }\n } else {\n unpackedAttrs = new Map();\n for (const attr of objType.attributes) {\n const value = this._unpackValue(buf, attr.type, attr.typeClass);\n unpackedAttrs.set(attr.name, value);\n }\n }\n this.unpackedAttrs = unpackedAttrs;\n this.unpackedArray = unpackedArray;\n this.unpackedAssocArray = unpackedAssocArray;\n }", "function or(){this.__data__=new Ut}", "function packageData(dataObj,objType)\n{\n // It is assumed that datOBj is in a array; \n var localData = null; \n\n if(objType == 'Single Matrixs')\n {\n var localObj = {};\n \n if(Array.isArray(dataObj))\n {\n localData = dataObj[0];\n }\n else\n {\n localData = dataObj;\n }\n \n var dimensions = localData.shape()[1];\n var points = localData.shape()[0];\n\n if(dimensions==1)\n {\n var A = matrix.range(points);\n plotArray[activePlotIndex].x = A.flatten();\n plotArray[activePlotIndex].y = localData.flatten();\n\n }\n else // Assumes in proper format already\n {\n localObj.data = localData.value; \n }\n }\n else\n {\n plotArray[activePlotIndex].x = dataObj[0].flatten();\n plotArray[activePlotIndex].y = dataObj[1].flatten();\n\n if((typeof dataObj[2]) !='undefined')\n {\n plotArray[activePlotIndex].type = 'scatter3d';\n plotArray[activePlotIndex].z = dataObj[2].flatten();\n }\n\n }\n var points = plotArray[activePlotIndex].x.length; \n\n if((plotOptions.color == null) && (plotOptions.type=='scatter'))\n {\n plotArray[activePlotIndex].marker.color = plotArray[activePlotIndex].x;\n }\n\n if(plotOptions.type=='scatter')\n {\n var markerSize = plotArray[activePlotIndex].marker.size; \n plotArray[activePlotIndex].marker.size = Matrixs.zeros(points).add(markerSize).flatten();\n }\n\n}", "processData() {\n for (const item of this.unprocessedData) {\n this.addToData(buildOrInfer(item));\n }\n this.unprocessedData.clear();\n }", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case 'date':\n return 'Date';\n case 'number':\n return 'double';\n }\n\n return type;\n}", "function dataLoaded(data) {\n screenWidth = $(document).width() * 0.6;\n screenHeight = $(document).height() * 0.6;\n recit = data.recit;\n appendPool();\n}", "updateDataType_() {\n this.dataType = {\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\n signed: this.bitDepth != '8',\n be: this.container == 'RIFX'\n };\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\n this.dataType.bits = 8;\n this.dataType.signed = false;\n }\n }", "function addData(datatype, dataset, data)\n{\n\tvar variableIndex=findVariable (datatype, dataset.toLowerCase());\n \tfor(var person in people)\n\t{\n\t\tvar fipcode=people[person].fip;\n\t\tif(datatype=='super')\n\t\t{\n\t\t\tvar distribution=data[fipcode];\n\t\t\tvar key=Math.random();\n\t\t\tvar index=0;\n\t\t\twhile(key>distribution[index])\n\t\t\t{\n\t\t\t\tindex++;\n\t\t\t}\n\t\t\tpeople[person][dataset]=superUsage['dependancies'][variableIndex][index];\n\t\t}\n\t\telse\n\t\t{\n\t\t\tpeople[person][dataset]=data[fipcode];\n\t\t}\n\t\t\n\t} \n}", "function displayData(somedata) {\n var someOtherData = TYPE;\n return somedata;\n}", "updateDataType_() {\r\n this.dataType = {\r\n bits: ((parseInt(this.bitDepth, 10) - 1) | 7) + 1,\r\n fp: this.bitDepth == '32f' || this.bitDepth == '64',\r\n signed: this.bitDepth != '8',\r\n be: this.container == 'RIFX'\r\n };\r\n if (['4', '8a', '8m'].indexOf(this.bitDepth) > -1 ) {\r\n this.dataType.bits = 8;\r\n this.dataType.signed = false;\r\n }\r\n }", "set_data(data) {\n this.wasmInstance.exports.opa_heap_ptr_set(this.baseHeapPtr);\n this.wasmInstance.exports.opa_heap_top_set(this.baseHeapTop);\n this.dataAddr = _loadJSON(this.wasmInstance, this.mem, data);\n this.dataHeapPtr = this.wasmInstance.exports.opa_heap_ptr_get();\n this.dataHeapTop = this.wasmInstance.exports.opa_heap_top_get();\n }", "function getLinkedData(dataType) {\n\t var mainData = inner$8(this).mainData;\n\t return dataType == null || mainData == null ? mainData : inner$8(mainData).datas[dataType];\n\t }", "prepareData() {\n super.prepareData();\n\n const actorData = this.data;\n const data = actorData.data;\n const flags = actorData.flags;\n }", "static newWithData(dummyGlobal, dummyPacks) {\n const manager = new DataManager();\n manager.globalDataInternal = dummyGlobal || manager.globalDataInternal;\n Object.assign(manager.packDataComplete, dummyPacks);\n return manager;\n }", "function QueueData(type, time, d1, d2, d3) {\r\n\tthis.ActionType = (type != \"undefined\") ? type : ExtraTools.eProcessActionType.None;\r\n\tthis.ExecuteTime = (time != \"undefined\") ? time : 0;\r\n\tthis.Data1 = (d1 != \"undefined\") ? d1 : null;\r\n\tthis.Data2 = (d2 != \"undefined\") ? d2 : null;\r\n\tthis.Data3 = (d3 != \"undefined\") ? d3 : null;\r\n}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "makeData (callback) {\n\t\tthis.init(callback);\n\t}", "function storageSize(dataType, userDefinedTypes, allocations) {\n return storageSizeAndAllocate(dataType, userDefinedTypes, allocations).size;\n}", "function initData(){\n container.prepend(progressInfo);\n jQuery.get(getPageURL(0, resource)).done(function(data) {\n records = processData(data, true);\n initView(new recline.Model.Dataset({records:records}));\n numReq = getRequestNumber(data.result.total, pageSize);\n for (var i = 1; i <= numReq; i++) {\n requestData(getPageURL(i, resource));\n };\n });\n }", "GetData() {}", "function image_data_acquire() {\r\n\r\n}", "function abiSizeInfo(dataType, allocations) {\n let { size, dynamic } = abiSizeAndAllocate(dataType, null, allocations);\n //the above line should work fine... as long as allocation is already done!\n //the middle argument, userDefinedTypes, is only needed during allocation\n //again, this function is only for use if allocation is done, so it's safe to pass null here\n return { size, dynamic };\n}", "get_new_data() {\n return data\n }", "function getType(data) {\n return typeof data;\n}", "function local_change_type(input_object, new_type)\n {\n if(input_object instanceof new_type)\n return input_object;\n\n var new_object = new new_type();\n new_object.id_block = input_object.id_block;\n new_object.len_block = input_object.len_block;\n new_object.warnings = input_object.warnings;\n new_object.value_before_decode = util_copybuf(input_object.value_before_decode);\n\n return new_object;\n }", "function getDataContainer(data) {\n if (data === null || data === undefined) {\n return null;\n }\n\n if (data instanceof Buffer || data instanceof ArrayBuffer || ArrayBuffer.isView(data)) {\n return 'binary';\n }\n\n // Cover string || object\n return typeof data;\n}", "function ProviderData() {}", "function ProviderData() {}", "function ProviderData() {}", "function getStorageAllocations(userDefinedTypes) {\n let allocations = {};\n for (const dataType of Object.values(userDefinedTypes)) {\n if (dataType.typeClass === \"struct\") {\n try {\n allocations = allocateStruct(dataType, userDefinedTypes, allocations);\n }\n catch (_) {\n //if allocation fails... oh well, allocation fails, we do nothing and just move on :P\n //note: a better way of handling this would probably be to *mark* it\n //as failed rather than throwing an exception as that would lead to less\n //recomputation, but this is simpler and I don't think the recomputation\n //should really be a problem\n }\n }\n }\n return allocations;\n}", "createImageData(w,h,param) { // imagedata contains a texture\n\t\tw=w||0;\n\t\th=h||0;\n\t\tconst isFrozen=!!(param&&param.isFrozen);\n\n\t\tlet imgData=null;\n\t\tif(isFrozen) { // create array\n\t\t\tconst SIZE=w*h*(this.dataFormat==gl.UNSIGNED_SHORT_4_4_4_4? 1:4);\n\t\t\tswitch(this.dataFormat) {\n\t\t\t\tcase gl.FLOAT: imgData=Float32Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_SHORT_4_4_4_4:\n\t\t\t\tcase gl.HALF_FLOAT: imgData=Uint16Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_BYTE: imgData=Uint8Array(SIZE); break;\n\t\t\t}\n\t\t}\n\t\telse { // create gl texture\n\t\t\tconst gl=this.gl;\n\t\t\timgData=GLProgram.createAndSetupTexture(gl);\n\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,w,h,0,gl.RGBA,this.dataFormat,null);\n\t\t}\n\n\t\treturn { // a texture - image data type\n\t\t\ttype: isFrozen? \"GLRAMBuf\":\"GLTexture\",\n\t\t\tdata: imgData,\n\t\t\tid: ENV?ENV.hash(\"t\"):null, // for DEBUG ONLY! Does not guarantee uniqueness\n\t\t\tbitDepth: this.bitDepth,\n\t\t\twidth: w, // width and ...\n\t\t\theight: h, // ... height are immutable: do not change by assignment!\n\t\t\tleft: 0, // left & top can be changed directly: all relative to the viewport\n\t\t\ttop: 0,\n\t\t\ttagColor: [\n\t\t\t\tMath.random()*0.6+0.2,\n\t\t\t\tMath.random()*0.7+0.1,\n\t\t\t\tMath.random()*0.7+0.2\n\t\t\t],\n\t\t\tvalidArea: { // area that has content, coordinate {w,h,l,t} same as `this`\n\t\t\t\twidth: 0,\n\t\t\t\theight: 0,\n\t\t\t\tleft: 0,\n\t\t\t\ttop: 0\n\t\t\t}\n\t\t};\n\t\t// If you modify the structure here, also modify GLImageDataFactory.getRAMBufFromTexture\n\t}", "function initArrayBuffer(gl, data, num, type, loc_attribute) {\n const buffer = gl.createBuffer(); // Create a buffer object\n if (!buffer) {\n console.log(\"Failed to create the buffer object\");\n return false;\n }\n // Write date into the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n // Assign the buffer object to the attribute variable\n gl.vertexAttribPointer(loc_attribute, num, type, false, 0, 0);\n // Enable the assignment of the buffer object to the attribute variable\n gl.enableVertexAttribArray(loc_attribute);\n\n return true;\n}", "function createData(cost, amount, total) {\n return { cost, amount, total };\n}", "function prepareTypedata(mytypedata) {\n typelabels = [];\n $.each(mytypedata.types, function (i, types) {\n typelabels.push(types.type)\n });\n typelabels = Array.from(new Set(typelabels));\n typedata = {\n 'labels': typelabels,\n 'datasets': []\n };\n datalabels = [];\n $.each(mytypedata.types, function (i, types) {\n datalabels.push(types.site)\n });\n datalabels = Array.from(new Set(datalabels));\n $.each(datalabels, function (i, label) {\n var typedatasets = {\n \"data\": [],\n \"label\": label\n };\n typedata.datasets.push(typedatasets);\n });\n $.each(typedata.datasets, function (i, dataset) {\n $.each(typedata.labels, function (i, label) {\n dataset.data.push(0)\n });\n });\n $.each(mytypedata.types, function (i, type) {\n mysite = type.site;\n mytype = type.type;\n mycount = type.count;\n $.each(typedata.labels, function (i, label) {\n if (mytype == label) {\n myindex = i;\n $.each(typedata.datasets, function (i, dataset) {\n if (dataset.label == mysite) {\n $.each(dataset.data, function (e, data) {\n if (e == myindex) {\n dataset.data[myindex] = mycount;\n }\n });\n }\n });\n }\n })\n });\n return typedata;\n}", "function initArrayBuffer(gl, data, num, type, attribute) {\r\n var buffer = gl.createBuffer(); // Create a buffer object\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n \r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n return true;\r\n}", "prepareDataUsageGraphData() {\n this.prepareUsageGraphData(\n this.streamUsageGraphData,\n this.streamData,\n 'logs_home_data_stream',\n );\n this.prepareUsageGraphData(\n this.archiveUsageGraphData,\n this.archiveData,\n 'logs_home_data_archive',\n );\n this.prepareUsageGraphData(\n this.indiceUsageGraphData,\n this.indiceData,\n 'logs_home_data_index',\n );\n }", "function ProviderData(){}", "on_assign_data() {\n }", "function loadData(){\n\t\tloadParetoData();\n\t\tloadConstraints();\n\t\t\n\t}", "function Memory(){\n this.data = {};\n }", "function Memory(){\n this.data = {};\n }", "function ProviderData() { }", "function ProviderData() { }", "isDataSafe(type, value) {\n\n return true;\n }", "function setBufferData(gl, buffer, data, num, type, attribute) {\n // Write date into the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n // Assign the buffer object to the attribute variable\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\n if (a_attribute < 0) {\n console.log('Failed to get the storage location of ' + attribute);\n return false;\n }\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\n // Enable the assignment of the buffer object to the attribute variable\n gl.enableVertexAttribArray(a_attribute);\n\n return true;\n}", "function loadData(data) {\n _userData = data.userData;\n}", "function Initialize1(data) {\n // Make sure all variables in this thread are initialized only once.\n self.littleEndian = data.littleEndian;\n self.compressed = data.compressed;\n self.memoryBudget = data.memoryBudget;\n self.attributesData = data.attributesData;\n self.sceneData = data.sceneData;\n self.version = data.version;\n }", "prepare(data) {\n return data\n }", "function loadData(data) {\r\n // returns a promise\r\n }", "function accessesingData2() {\n\n}", "function accessesingData2() {\n\n}", "allocate(qty=1) {\n assert(qty > 0, \"allocation requires an instance count\")\n if (qty > this.allocated) {\n // need to allocate more space:\n const existingdata = this.data;\n const existingcount = this.allocated;\n this.data = new ArrayBuffer(this.bytestride * qty);\n this.allocated = qty;\n // copy any existing data:\n if (existingdata) {\n new Uint8Array(this.data).set(new Uint8Array(existingdata));\n }\n\n // create interfaces for the instances:\n for (let i=0; i<this.allocated; i++) {\n let byteoffset = i * this.bytestride;\n let obj = this.instances[i];\n if (i >= existingcount) {\n // allocate new object:\n obj = {\n index: i,\n byteoffset: byteoffset,\n }\n this.instances[i] = obj;\n }\n // map fields to the new arraybuffer:\n for (let field of this.fields) {\n obj[field.name] = new Float32Array(this.data, byteoffset + field.byteoffset, field.components);\n }\n }\n this.instances.length = this.allocated;\n } \n // can't render more than we have:\n this.count = Math.min(this.count, this.allocated);\n\t\t\treturn this;\n\t\t}", "function initArrayBuffer(gl, attribute, data, num, type) {\r\n\r\n // Create a buffer object\r\n var buffer = gl.createBuffer();\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n\r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n // Unbind the buffer\r\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\r\n return true;\r\n}", "function store(self, buftype) {\n if (arguments.length == 2) {\n // no x,y,z given -- find it\n return storeVecBuf(self, buftype);\n }\n var buf = self._tmp[buftype];\n buf[0] = arguments[2];\n buf[1] = arguments[3];\n buf[2] = arguments[4];\n return buf;\n }", "_packValue(buf, type, typeClass, value) {\n if (value === null || value === undefined) {\n if (typeClass && !typeClass.prototype.isCollection) {\n buf.writeUInt8(constants.TNS_OBJ_ATOMIC_NULL);\n } else {\n buf.writeUInt8(constants.TNS_NULL_LENGTH_INDICATOR);\n }\n } else {\n switch (type) {\n case types.DB_TYPE_CHAR:\n case types.DB_TYPE_VARCHAR:\n buf.writeBytesWithLength(Buffer.from(value));\n break;\n case types.DB_TYPE_NCHAR:\n case types.DB_TYPE_NVARCHAR:\n buf.writeBytesWithLength(Buffer.from(value, 'utf16le').swap16());\n break;\n case types.DB_TYPE_NUMBER:\n buf.writeOracleNumber(value.toString());\n break;\n case types.DB_TYPE_BINARY_INTEGER:\n case types.DB_TYPE_BOOLEAN:\n buf.writeUInt8(4);\n buf.writeUInt32BE(value);\n break;\n case types.DB_TYPE_RAW:\n buf.writeBytesWithLength(value);\n break;\n case types.DB_TYPE_BINARY_DOUBLE:\n buf.writeBinaryDouble(value);\n break;\n case types.DB_TYPE_BINARY_FLOAT:\n buf.writeBinaryFloat(value);\n break;\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n buf.writeOracleDate(value, type);\n break;\n case types.DB_TYPE_OBJECT:\n if (this._objType.isCollection || value._objType.isCollection) {\n buf.writeBytesWithLength(value._getPackedData());\n } else {\n value._packData(buf);\n }\n break;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }\n }", "get type () {\n return this._mem.type;\n }", "function prepareDataType(type) {\n if (!type) {\n return 'void';\n }\n\n // TODO(schoon) - Add support for complex dataTypes, \"models\", etc.\n switch (type) {\n case 'buffer':\n return 'byte';\n case Date:\n case 'date':\n return 'Date';\n case Number:\n case 'number':\n return 'double';\n case String:\n return 'string';\n case Array:\n case 'array':\n return 'array';\n case 'any':\n return 'any';\n case 'object':\n return 'object';\n }\n\n if (Array.isArray(type)) {\n return 'array';\n }\n\n return typeof type == 'string' ? type : 'object';\n}", "function checkMem() {\n // see: https://github.com/WebAssembly/design/issues/1210\n if (buffer !== memory.buffer) {\n buffer = memory.buffer;\n I8 = new Int8Array(buffer);\n U8 = new Uint8Array(buffer);\n I16 = new Int16Array(buffer);\n U16 = new Uint16Array(buffer);\n I32 = new Int32Array(buffer);\n U32 = new Uint32Array(buffer);\n if (hasBigInt64) {\n I64 = new BigInt64Array(buffer);\n U64 = new BigUint64Array(buffer);\n }\n F32 = new Float32Array(buffer);\n F64 = new Float64Array(buffer);\n }\n }", "function prepareRequest(type, memo, row) {\n var aliquot = [{sample_uuid: row[0].uuid, type: type.aliquot}];\n\n memo.push({\n _barcode: row[1],\n aliquots: aliquot\n });\n return memo;\n }", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "loadingData() {}", "loadingData() {}", "SetData() {}", "function allocateCalldataAndReturndata(abiEntry, contractNode, referenceDeclarations, userDefinedTypes, abiAllocations, compilationId, compiler, constructorContext, deployedContext) {\n //first: determine the corresponding function node\n //(simultaneously: determine the offset)\n let node = undefined;\n let inputParametersFull;\n let outputParametersFull;\n let inputParametersAbi;\n let outputParametersAbi;\n let offset; //refers to INPUT offset; output offset is always 0\n switch (abiEntry.type) {\n case \"constructor\":\n if (!constructorContext) {\n return undefined;\n }\n let rawLength = constructorContext.binary.length;\n offset = (rawLength - 2) / 2; //number of bytes in 0x-prefixed bytestring\n //for a constructor, we only want to search the particular contract\n if (contractNode) {\n node = contractNode.nodes.find(functionNode => AbiDataUtils.definitionMatchesAbi(\n //note this needn't actually be a function node, but then it will\n //return false (well, unless it's a getter node!)\n abiEntry, functionNode, referenceDeclarations));\n }\n //if we can't find it, we'll handle this below\n break;\n case \"function\":\n offset = Evm.Utils.SELECTOR_SIZE;\n //search through base contracts, from most derived (left) to most base (right)\n if (contractNode) {\n const linearizedBaseContracts = contractNode.linearizedBaseContracts;\n debug(\"linearized: %O\", linearizedBaseContracts);\n node = findNodeAndContract(linearizedBaseContracts, referenceDeclarations, functionNode => AbiDataUtils.definitionMatchesAbi(abiEntry, functionNode, referenceDeclarations), contractNode).node; //may be undefined! that's OK!\n }\n break;\n }\n //now: get the parameters (both full-mode & ABI)\n if (node) {\n switch (node.nodeType) {\n case \"FunctionDefinition\":\n //normal case\n inputParametersFull = node.parameters.parameters;\n outputParametersFull = node.returnParameters.parameters; //this exists even for constructors!\n break;\n case \"VariableDeclaration\":\n //getter case\n ({\n inputs: inputParametersFull,\n outputs: outputParametersFull\n } = Ast.Utils.getterParameters(node, referenceDeclarations));\n break;\n }\n }\n else {\n inputParametersFull = undefined;\n outputParametersFull = undefined;\n }\n inputParametersAbi = abiEntry.inputs;\n switch (abiEntry.type) {\n case \"function\":\n outputParametersAbi = abiEntry.outputs;\n break;\n case \"constructor\":\n //we just leave this empty for constructors\n outputParametersAbi = [];\n break;\n }\n //now: do the allocation!\n let { allocation: abiAllocationInput, mode: inputMode } = allocateDataArguments(inputParametersFull, inputParametersAbi, userDefinedTypes, abiAllocations, compilationId, compiler, offset);\n let { allocation: abiAllocationOutput, mode: outputMode } = allocateDataArguments(outputParametersFull, outputParametersAbi, userDefinedTypes, abiAllocations, compilationId, compiler\n //note no offset\n );\n //finally: transform the allocation appropriately\n let inputArgumentsAllocation = abiAllocationInput.members.map(member => (Object.assign(Object.assign({}, member), { pointer: {\n location: \"calldata\",\n start: member.pointer.start,\n length: member.pointer.length\n } })));\n let outputArgumentsAllocation = abiAllocationOutput.members.map(member => (Object.assign(Object.assign({}, member), { pointer: {\n location: \"returndata\",\n start: member.pointer.start,\n length: member.pointer.length\n } })));\n let inputsAllocation = {\n abi: abiEntry,\n offset,\n arguments: inputArgumentsAllocation,\n allocationMode: inputMode\n };\n let outputsAllocation;\n switch (abiEntry.type) {\n case \"function\":\n outputsAllocation = {\n selector: new Uint8Array(),\n arguments: outputArgumentsAllocation,\n allocationMode: outputMode,\n kind: \"return\"\n };\n break;\n case \"constructor\":\n outputsAllocation = constructorOutputAllocation(deployedContext, contractNode, referenceDeclarations, outputMode);\n break;\n }\n return { input: inputsAllocation, output: outputsAllocation }; //TS chokes on this for some reason\n}", "function accessesingData1() {\n\n}", "function accessesingData1() {\n\n}", "function Data() {\n this.columns = null;\n this.items = null;\n this.projection = null;\n this.num_rows = 0;\n this.num_cols = 0;\n}", "function getData(data) {\n dataActivity = data.activity;\n dataType = data.type;\n dataAccessibility = data.accessibility;\n dataPrice = data.price;\n dataParticipants = data.participants;\n}", "function initArrayBuffer(gl, attribute, data, type, num) {\r\n // Create a buffer object\r\n var buffer = gl.createBuffer();\r\n if (!buffer) {\r\n console.log('Failed to create the buffer object');\r\n return false;\r\n }\r\n // Write date into the buffer object\r\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\r\n\r\n // Assign the buffer object to the attribute variable\r\n var a_attribute = gl.getAttribLocation(gl.program, attribute);\r\n if (a_attribute < 0) {\r\n console.log('Failed to get the storage location of ' + attribute);\r\n return false;\r\n }\r\n gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);\r\n // Enable the assignment of the buffer object to the attribute variable\r\n gl.enableVertexAttribArray(a_attribute);\r\n\r\n return true;\r\n}", "function makeData(md,x) {nextData.push({md});}", "function allocate(slab, types, allocator, ptr) {\n var zeroinit, size;\n if (typeof slab === 'number') {\n zeroinit = true;\n size = slab;\n } else {\n zeroinit = false;\n size = slab.length;\n }\n var singleType = typeof types === 'string' ? types : null;\n var ret;\n if (allocator == ALLOC_NONE) {\n ret = ptr;\n } else {\n ret = [_malloc, Runtime.stackAlloc, Runtime.staticAlloc, Runtime.dynamicAlloc][allocator === undefined ? ALLOC_STATIC : allocator](Math.max(size, singleType ? 1 : types.length));\n }\n if (zeroinit) {\n var ptr = ret, stop;\n assert((ret & 3) == 0);\n stop = ret + (size & ~3);\n for (; ptr < stop; ptr += 4) {\n HEAP32[((ptr)>>2)]=0;\n }\n stop = ret + size;\n while (ptr < stop) {\n HEAP8[((ptr++)|0)]=0;\n }\n return ret;\n }\n if (singleType === 'i8') {\n if (slab.subarray || slab.slice) {\n HEAPU8.set(slab, ret);\n } else {\n HEAPU8.set(new Uint8Array(slab), ret);\n }\n return ret;\n }\n var i = 0, type, typeSize, previousType;\n while (i < size) {\n var curr = slab[i];\n if (typeof curr === 'function') {\n curr = Runtime.getFunctionIndex(curr);\n }\n type = singleType || types[i];\n if (type === 0) {\n i++;\n continue;\n }\n assert(type, 'Must know what type to store in allocate!');\n if (type == 'i64') type = 'i32'; // special case: we have one i32 here, and one i32 later\n setValue(ret+i, curr, type);\n // no need to look up size unless type changes, so cache it\n if (previousType !== type) {\n typeSize = Runtime.getNativeTypeSize(type);\n previousType = type;\n }\n i += typeSize;\n }\n return ret;\n}" ]
[ "0.5941845", "0.56758064", "0.55801606", "0.5576391", "0.5567373", "0.5513551", "0.5409601", "0.54086673", "0.54035175", "0.54002774", "0.53902924", "0.53839403", "0.5366819", "0.53421795", "0.5329315", "0.5291023", "0.5279332", "0.5264979", "0.5246155", "0.52431357", "0.5242883", "0.5214336", "0.5213625", "0.5210465", "0.5209814", "0.5193151", "0.51887363", "0.5185509", "0.51854765", "0.5174797", "0.5169394", "0.5162902", "0.5161151", "0.5145814", "0.51425564", "0.513039", "0.5123838", "0.511988", "0.5112314", "0.5109319", "0.51084423", "0.5067065", "0.50605994", "0.50605994", "0.50605994", "0.50605994", "0.5056531", "0.5054107", "0.50400484", "0.5037", "0.5033523", "0.50326574", "0.50293636", "0.50191975", "0.5018577", "0.5015987", "0.5015987", "0.5015987", "0.50126064", "0.5011228", "0.5004678", "0.4994665", "0.49928793", "0.49897236", "0.49870285", "0.49842685", "0.49842468", "0.49830148", "0.49714285", "0.49714285", "0.49701005", "0.49701005", "0.49633545", "0.49596566", "0.49596274", "0.49475372", "0.4944322", "0.49435583", "0.49346563", "0.49346563", "0.49290562", "0.4923602", "0.49206078", "0.49193057", "0.4914105", "0.49007002", "0.48993465", "0.4890556", "0.48868224", "0.48847514", "0.48847514", "0.48746464", "0.48716307", "0.48627004", "0.48627004", "0.48602414", "0.48601994", "0.48594245", "0.48465624", "0.48328996" ]
0.49435818
77
TODO read / readInto methods for accessing underlying data
read(pos) { let x = Math.floor(pos[0]); let y = Math.floor(pos[1]); let z = Math.floor(pos[2]); let idx = ((this.height*z + y)*this.width + x) * this.channels; // TODO: assumes single-channel return this.data[idx]; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function accessesingData2() {\n\n}", "function accessesingData2() {\n\n}", "function get_data() {}", "GetData() {}", "function accessesingData1() {\n\n}", "function accessesingData1() {\n\n}", "getData() {\n // todo: read from fs if you have it already or retrieve using storage layer client\n return fs.readFileSync(Chunk.getChunkStoragePath(this.id), { encoding: null });\n }", "getData () {\n }", "_unpackDataFromBuf(buf) {\n let unpackedArray, unpackedAssocArray, assocIndex, unpackedAttrs;\n const objType = this._objType;\n if (objType.isCollection) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray = new Map();\n } else {\n unpackedArray = [];\n }\n this.collectionFlags = buf.readUInt8();\n const numElements = buf.readLength();\n for (let i = 0; i < numElements; i++) {\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n assocIndex = buf.readUInt32BE();\n }\n const value = this._unpackValue(buf, objType.elementType,\n objType.elementTypeClass);\n if (objType.collectionType === constants.TNS_OBJ_PLSQL_INDEX_TABLE) {\n unpackedAssocArray.set(assocIndex, value);\n } else {\n unpackedArray.push(value);\n }\n }\n } else {\n unpackedAttrs = new Map();\n for (const attr of objType.attributes) {\n const value = this._unpackValue(buf, attr.type, attr.typeClass);\n unpackedAttrs.set(attr.name, value);\n }\n }\n this.unpackedAttrs = unpackedAttrs;\n this.unpackedArray = unpackedArray;\n this.unpackedAssocArray = unpackedAssocArray;\n }", "getData(){}", "_unpackData() {\n const buf = new DbObjectPickleBuffer(this.packedData);\n buf.readHeader(this);\n this._unpackDataFromBuf(buf);\n this.packedData = undefined;\n }", "get data() {\n return getIn(privateDataMap.get(this).currentData, this.path);\n }", "get data () {return this._data;}", "get data() {\n\t\treturn this.__data;\n\t}", "read() {\n // Read next tag.\n let [op, arg] = this.read_tag();\n let object;\n switch (op) {\n case 0:\n // REF.\n object = this.refs[arg];\n if (object == undefined) throw \"Invalid reference\";\n break;\n\n case 1:\n // FRAME.\n object = this.read_frame(arg, -1);\n break;\n\n case 2:\n // STRING.\n object = this.read_string(arg);\n this.refs.push(object);\n break;\n\n case 3:\n // SYMBOL.\n object = this.read_symbol(arg);\n this.refs.push(object);\n break;\n\n case 4:\n // LINK.\n object = this.read_link(arg);\n this.refs.push(object);\n break;\n\n case 5:\n // INTEGER.\n object = arg;\n break;\n\n case 6:\n // FLOAT.\n object = bits_to_float(arg << 2);\n break;\n\n case 7:\n // SPECIAL.\n switch (arg) {\n case 1: object = null; break;\n case 2: object = this.store.id; break;\n case 3: object = this.store.isa; break;\n case 4: object = this.store.is; break;\n\n case 5:\n // ARRAY.\n object = this.read_array();\n break;\n\n case 6:\n // INDEX.\n object = bits_to_float((this.read_varint32() << 2) | 0xffc00003)\n break;\n\n case 7:\n // RESOLVE.\n let slots = this.read_varint32();\n let replace = this.read_varint32();\n object = this.read_frame(slots, replace);\n break;\n\n case 8:\n // QSTRING.\n object = this.read_qstring(arg);\n break;\n }\n break;\n }\n\n return object;\n }", "_read() {}", "_read() {}", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = RelayRecord.create(getComponentDataID(state));\n\t }\n\t !(data instanceof Object) ? process.env.NODE_ENV !== 'production' ? invariant(false, 'readRelayQueryData(): Unable to read field on non-object.') : invariant(false) : undefined;\n\t return data;\n\t}", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = RelayRecord.create(getComponentDataID(state));\n\t }\n\t !(data instanceof Object) ? process.env.NODE_ENV !== 'production' ? invariant(false, 'readRelayQueryData(): Unable to read field on non-object.') : invariant(false) : undefined;\n\t return data;\n\t}", "read(base, arraySize) {\r\n\t//console.log(\"DEBUG Memory.read(base=\" + base + \", arraySize=\" + arraySize + \")\") \r\n if((base + arraySize) > this.data.length) {\r\n console.warn(\"WARN memory address ' + base + ' + ' + arraySize + ' does not exist :-(\")\r\n return null\r\n }\r\n let data = []\r\n for(let i = 0; i < arraySize; i++) {\r\n data[i] = this.data[base + i]\r\n }\r\n\tif(this.observer) {\r\n this.observer.readFromMemory(base, arraySize)\r\n\t}\r\n return data\r\n }", "get data() { return this._data.value; }", "static getDataByteInfoInner(component, memberName) {\n const data = component['_' + memberName];\n const typedArray = data.v;\n const byteOffsetInBuffer = typedArray.byteOffset;\n const byteLength = typedArray.byteLength;\n const componentNumber = typedArray.length;\n const locationOffsetInBuffer = byteOffsetInBuffer / 4 / 4; // 4byte is the size of Float32Array, and texel fetch is 4 components unit.\n const byteOffsetInThisComponent = this['_byteOffsetOfAccessorInComponent_' + memberName] + component.componentSID * componentNumber * 4;\n const locationOffsetInThisComponent = this['_byteOffsetOfAccessorInComponent_' + memberName] + component.componentSID * componentNumber;\n const thisComponentByteOffsetInBuffer = component.__byteOffsetOfThisComponent;\n const thisComponentLocationOffsetInBuffer = component.__byteOffsetOfThisComponent / 4 / 4;\n return {\n byteLength,\n byteOffsetInBuffer,\n byteOffsetInThisComponent,\n locationOffsetInBuffer,\n locationOffsetInThisComponent,\n thisComponentByteOffsetInBuffer,\n thisComponentLocationOffsetInBuffer,\n componentNumber\n };\n }", "rawData() {\n return fs.readFileSync(dbPath);\n }", "get data() {return this[VALUE];}", "getData(key) { return this.data[key]; }", "readDbObject() {\n const obj = {};\n let numBytes = this.readUB4();\n if (numBytes > 0)\n obj.toid = Buffer.from(this.readBytesWithLength());\n numBytes = this.readUB4();\n if (numBytes > 0)\n obj.oid = Buffer.from(this.readBytesWithLength());\n numBytes = this.readUB4();\n if (numBytes > 0)\n obj.snapshot = Buffer.from(this.readBytesWithLength());\n this.skipUB2(); // version\n numBytes = this.readUB4();\n this.skipUB2(); // flags\n if (numBytes > 0)\n obj.packedData = Buffer.from(this.readBytesWithLength());\n return obj;\n }", "readData( key, fallback ) {\n\t\tlet value = BdApi.loadData( this.getShortName(), key );\n\t\treturn typeof value !== 'undefined' ? value : fallback;\n\t}", "function Data() { }", "function getDataObject(state) {\n\t var data = state.data;\n\t if (!data) {\n\t data = state.data = __webpack_require__(198).create(getComponentDataID(state));\n\t }\n\t __webpack_require__(10)(data instanceof Object, 'readRelayQueryData(): Unable to read field on non-object.');\n\t return data;\n\t}", "get Data() {\n return this._data;\n }", "get data(){\r\n\t\treturn this.__data \r\n\t\t\t?? (this.__data = idb.createStore(this.__db__, this.__store__)) }", "function accessesingData1() {\n return store3[1]['inventory sold']['Berry Bites'];\n}", "_read () {}", "_read () {}", "_read () {}", "read() {\n return this.reader.read();\n }", "get data() {\n\t\treturn this._tableData;\n\t}", "get_new_data() {\n return data\n }", "_onRead(data) {\n\t this.valueBytes.write(data);\n\t }", "get Data () {\n return this._data\n }", "getData() { return this.doc.data; }", "function getData(data) {\n return data;\n}", "data() {\n\t\t\tlet data = {};\n\t\t\tupdate(bs => {\n\t\t\t\tdata = bs;\n\t\t\t\treturn bs;\n\t\t\t});\n\t\t\treturn data;\n\t\t}", "function accessesingData2() {\n return store3[3]['inventory sold']['Mint Wafers']['quantity'];\n}", "function OBJReader () {}", "getData()\n {\n let data = {};\n\n for (let field in this.__.originalData)\n {\n data[field] = this[field];\n }\n\n return data;\n }", "get data() {\n return this._data;\n }", "get data() {\n return this._data;\n }", "get data() {\n return this._data;\n }", "_read() {\n }", "_read() {\n\n }", "get userData() {}", "serializedData() {\n return this.serialize(this);\n }", "getData() {\n return this._cachedData;\n }", "function getDataIndirect(cb) {\n new C(getConnection()).getData(cb);\n}", "getData() {\n \n}", "function accessesingData1() {\n return (store1[\"2015-01-08\"][0][1]);\n}", "async GetAllData(ctx) {\n const allResults = [];\n // This is for a test, to see all the data in the world state.\n const iterator = await ctx.stub.getStateByRange('', '');\n let result = await iterator.next();\n while (!result.done) {\n const strValue = Buffer.from(result.value.value.toString()).toString('utf8');\n let record;\n try {\n record = JSON.parse(strValue);\n } catch (err) {\n console.log(err);\n record = strValue;\n }\n allResults.push({ Key: result.value.key, Record: record });\n result = await iterator.next();\n }\n return JSON.stringify(allResults);\n }", "function getData(data) {\n return data;\n}", "function read() {\n\t var length = header.getInt32(4, false) * 2 - 4, type = header.getInt32(8, true);\n\t return length < 0 || (type && type !== that._type) ? skip() : that._source.slice(length).then(function(chunk) {\n\t return {done: false, value: type ? that._parse(view(concat(array.slice(8), chunk))) : null};\n\t });\n\t }", "getWalkedRecordCopy() {}", "_read(size) {\n this._source.read(size);\n }", "static getRawObject(data) {\n if (data && typeof data.toObject === 'function') {\n return data.toObject();\n }\n return data;\n }", "constructor() {\n this.data = this._loadData();\n }", "read() {\n this.lastRead = this.tape[this.y][this.x];\n }", "get data() {\n return this.getData();\n }", "getDataFromEntry(entry){\n let _item = this.getFromEntry(entry); \n if(this._isNullItem(_item)) return null;\n ON_LOG && console.log('getDataFromEntry' , entry, _item);\n return _item.data;\n }", "readData() {\n const drive = this.drives[this.currentDrive];\n // The read command can do various things depending on the specific\n // current command, but we only support reading from the diskette.\n switch (this.currentCommand & COMMAND_MASK) {\n case COMMAND_READ:\n // Keep reading from the buffer.\n if (this.sectorData !== undefined && (this.status & STATUS_DRQ) !== 0 && drive.floppyDisk !== undefined) {\n this.data = this.sectorData.data[this.dataIndex];\n this.dataIndex++;\n if (this.dataIndex >= this.sectorData.data.length) {\n this.sectorData = undefined;\n this.status &= ~STATUS_DRQ;\n this.machine.diskDrqInterrupt(false);\n this.machine.eventScheduler.cancelByEventTypeMask(EventScheduler_1.EventType.DISK_LOST_DATA);\n this.machine.eventScheduler.add(EventScheduler_1.EventType.DISK_DONE, this.machine.tStateCount + 64, () => this.done(0));\n }\n }\n break;\n default:\n // Might be okay, not sure.\n throw new Error(\"Unhandled case in readData()\");\n }\n return this.data;\n }", "_read(size) { // how much to read (not used often)\n if (this.index == this.keys.length) return this.push(null)\n\n this.push((this.source[this.keys[this.index++]]).toString() + '\\n') // we can only push strings and buffers (not numbers)\n }", "get raw() { return this._raw; }", "get raw() { return this._raw; }", "function accessesingData2() {\n return (store1[\"2015-01-06\"][1][2])\n}", "function readNotes() {\n return data;\n}", "function ic(e){return new DataView(e.buffer,e.byteOffset,e.byteLength)}", "get buffer(){\n return typeof(this._buffer)==='object' ? JSON.parse(JSON.stringify(this._buffer)) : this._buffer;\n }", "parse(data) {\n if (data instanceof Response) {\n if (!data.ok) {\n throw `Error retrieving data from ${data.url}: ${data.statusText}`;\n }\n return data.arrayBuffer().then(data => this.parse(data));\n }\n if (data instanceof Blob) {\n return data.arrayBuffer().then(data => this.parse(data));\n }\n\n if (has_binary_marker(data)) {\n let decoder = new Decoder(this, data);\n return decoder.readall();\n } else {\n let reader = new Reader(this, data);\n let obj = reader.parseall();\n return obj;\n }\n }", "prepareData() {\n super.prepareData();\n\n const actorData = this.data;\n const data = actorData.data;\n const flags = actorData.flags;\n }", "getRawInfo() {\n let rv = {};\n for (const { key, value } of this.data.info) {\n rv[key] = typeof value === 'string' ? Serialize.hexToUint8Array(value) : value;\n }\n return rv;\n }", "async read() {\n await this.getStream();\n return this.data;\n }", "getDataInfo(dataId) {\n return this.texData.get(dataId);\n }", "read() {}", "_readObject(token) {\n switch (token.type) {\n case 'literal':\n // Regular literal, can still get a datatype or language\n if (token.prefix.length === 0) {\n this._literalValue = token.value;\n return this._readDataTypeOrLang;\n } // Pre-datatyped string literal (prefix stores the datatype)\n else this._object = this._literal(token.value, this._namedNode(token.prefix));\n\n break;\n\n case '[':\n // Start a new quad with a new blank node as subject\n this._saveContext('blank', this._graph, this._subject, this._predicate, this._subject = this._blank());\n\n return this._readBlankNodeHead;\n\n case '(':\n // Start a new list\n this._saveContext('list', this._graph, this._subject, this._predicate, this.RDF_NIL);\n\n this._subject = null;\n return this._readListItem;\n\n case '{':\n // Start a new formula\n if (!this._n3Mode) return this._error('Unexpected graph', token);\n\n this._saveContext('formula', this._graph, this._subject, this._predicate, this._graph = this._blank());\n\n return this._readSubject;\n\n default:\n // Read the object entity\n if ((this._object = this._readEntity(token)) === undefined) return; // In N3 mode, the object might be a path\n\n if (this._n3Mode) return this._getPathReader(this._getContextEndReader());\n }\n\n return this._getContextEndReader();\n }", "function processedFFData() {\n\t\tthis.moteid = idMote;\n\t\tthis.sensorType = sensorType;\n\t\tthis.lastTimestamp = lastTimeStamp;\n\t\tthis.lastValue = lastValue;\n\t\tthis.arrayValuesDay = valuesDay;\n\t\tthis.populationDay = populationDay;\n\t\tthis.arrayValuesWeek = valuesWeek;\n\t\tthis.populationWeek = populationWeek;\n\t\tthis.platform = platform;\n\t\tthis.unit = unit;\n\t}", "async bytes() {\n this.throwIfDisposed();\n const data = await trackerFn().read(this.dataId);\n if (this.dtype === 'string') {\n return data;\n }\n else {\n return new Uint8Array(data.buffer);\n }\n }", "constructor() { this.rows = []; this.cmd = this.oid = this.binary = this.rowParser = undefined; this.rowCount = 0; }", "function Fn(e){return new DataView(e.buffer,e.byteOffset,e.byteLength)}", "_unpackValue(buf, type, typeClass) {\n let isNull, obj, value;\n switch (type) {\n case types.DB_TYPE_NUMBER:\n value = buf.readOracleNumber();\n if (value !== null)\n value = parseFloat(value);\n return value;\n case types.DB_TYPE_BINARY_INTEGER:\n return buf.readBinaryInteger();\n case types.DB_TYPE_VARCHAR:\n case types.DB_TYPE_CHAR:\n return buf.readStr(constants.CSFRM_IMPLICIT);\n case types.DB_TYPE_NVARCHAR:\n case types.DB_TYPE_NCHAR:\n return buf.readStr(constants.CSFRM_NCHAR);\n case types.DB_TYPE_RAW:\n return Buffer.from(buf.readBytesWithLength());\n case types.DB_TYPE_BINARY_DOUBLE:\n return buf.readBinaryDouble();\n case types.DB_TYPE_BINARY_FLOAT:\n return buf.readBinaryFloat();\n case types.DB_TYPE_DATE:\n case types.DB_TYPE_TIMESTAMP:\n return buf.readOracleDate(true);\n case types.DB_TYPE_TIMESTAMP_LTZ:\n case types.DB_TYPE_TIMESTAMP_TZ:\n return buf.readOracleDate(false);\n case types.DB_TYPE_BOOLEAN:\n return buf.readBool();\n case types.DB_TYPE_OBJECT:\n isNull = buf.getIsAtomicNull();\n if (isNull)\n return null;\n obj = new ThinDbObjectImpl(typeClass);\n if (obj._objType.isCollection || this._objType.isCollection) {\n obj.packedData = Buffer.from(buf.readBytesWithLength());\n } else {\n obj._unpackDataFromBuf(buf);\n }\n return obj;\n default:\n errors.throwErr(errors.ERR_NOT_IMPLEMENTED, type);\n }\n }", "getData() {\n \n return {\n \n } \n }", "obtain(){}", "function ElementData() {}", "function ElementData() {}", "function ElementData() {}", "getStructuredData(){\n return model.getData()\n .then((text) => {\n return this.createStructuredData(text);\n });\n }", "function readUserData() {\r\n\treturn fs.readFileSync(storagePath, \"utf8\");\r\n}", "_readObject(token) {\n switch (token.type) {\n case 'literal':\n // Regular literal, can still get a datatype or language\n if (token.prefix.length === 0) {\n this._literalValue = token.value;\n return this._readDataTypeOrLang;\n }\n // Pre-datatyped string literal (prefix stores the datatype)\n else this._object = this._literal(token.value, this._namedNode(token.prefix));\n break;\n case '[':\n // Start a new quad with a new blank node as subject\n this._saveContext('blank', this._graph, this._subject, this._predicate, this._subject = this._blankNode());\n return this._readBlankNodeHead;\n case '(':\n // Start a new list\n this._saveContext('list', this._graph, this._subject, this._predicate, this.RDF_NIL);\n this._subject = null;\n return this._readListItem;\n case '{':\n // Start a new formula\n if (!this._n3Mode) return this._error('Unexpected graph', token);\n this._saveContext('formula', this._graph, this._subject, this._predicate, this._graph = this._blankNode());\n return this._readSubject;\n case '<<':\n if (!this._supportsRDFStar) return this._error('Unexpected RDF* syntax', token);\n this._saveContext('<<', this._graph, this._subject, this._predicate, null);\n this._graph = null;\n return this._readSubject;\n default:\n // Read the object entity\n if ((this._object = this._readEntity(token)) === undefined) return;\n // In N3 mode, the object might be a path\n if (this._n3Mode) return this._getPathReader(this._getContextEndReader());\n }\n return this._getContextEndReader();\n }", "function Data() {\n this.columns = null;\n this.items = null;\n this.projection = null;\n this.num_rows = 0;\n this.num_cols = 0;\n}", "readData() {\n\t\t// Se non esiste, lo crea, con le impostazioni di default\n\t\tif (!fs.existsSync(this.filepath)) {\n\t\t\tlogger.debug('Creato nuovo file di impostazioni.');\n\t\t\tthis.writeData();\n\t\t\treturn;\n\t\t}\n\n\t\ttry {\n\t\t\tconst text = fs.readFileSync(this.filepath, 'utf8');\n\t\t\t// file YAML => {}\n\t\t\tconst data = yaml.safeLoad(text);\n\n\t\t\t// NOTE: validazione in lettura su readData, mentre in scrittura su setData.\n\t\t\tif (!isValid(data)) {\n\t\t\t\tthrow new Error('impostazioni del file non valide.');\n\t\t\t} else {\n\t\t\t\tthis.data = data;\n\t\t\t}\n\t\t} catch (e) {\n\t\t\tlogger.error(`Errore nella lettura file yaml: ${e.toString()}`);\n\t\t}\n\t}", "getData(numRecords = undefined) {\n return !numRecords ? this.data : this.data.slice(0, numRecords);\n }", "function getData() {\n return {\n ergReps: ergReps,\n bikeReps: bikeReps,\n repRate: repRate,\n totTime: totTime,\n Distance: Distance\n }\n }", "data () {\n let data = {}\n\n for (let property in this.originalData) {\n data[property] = this[property]\n }\n\n return data\n }", "getData() {\n return this._data;\n }" ]
[ "0.62611353", "0.62611353", "0.62044", "0.6127878", "0.5995301", "0.5995301", "0.59335786", "0.59180677", "0.5832399", "0.5744813", "0.5729151", "0.5722716", "0.5693273", "0.5670417", "0.5666443", "0.5651168", "0.5651168", "0.56109357", "0.56109357", "0.56069237", "0.56027126", "0.55989826", "0.55982864", "0.55598706", "0.5538722", "0.5524226", "0.55237323", "0.5522282", "0.55062133", "0.5462809", "0.5460586", "0.545593", "0.5450608", "0.5450608", "0.5450608", "0.5413469", "0.5399091", "0.53840935", "0.53830576", "0.5370475", "0.5363217", "0.53525203", "0.53422785", "0.5341107", "0.53318745", "0.53225696", "0.53193676", "0.53193676", "0.53193676", "0.53084445", "0.5289462", "0.5281991", "0.52803886", "0.5275018", "0.5268591", "0.5255223", "0.52525467", "0.5251019", "0.5247755", "0.52446645", "0.5240109", "0.52346665", "0.52268356", "0.52129257", "0.5211563", "0.5203003", "0.51968", "0.5194688", "0.51924324", "0.51883346", "0.51883346", "0.5185051", "0.51814353", "0.5176915", "0.517459", "0.51708114", "0.5170488", "0.5166555", "0.5165745", "0.51521915", "0.5145947", "0.51332164", "0.5119626", "0.51144135", "0.511435", "0.51138234", "0.51106447", "0.51055044", "0.51033515", "0.51000917", "0.51000917", "0.51000917", "0.5098114", "0.5094111", "0.5088119", "0.50861895", "0.5085688", "0.50809515", "0.5080288", "0.5076609", "0.50735724" ]
0.0
-1
be sure to set viewport & clear after begin()
begin() { gl.bindFramebuffer(gl.FRAMEBUFFER, id); return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "static flush() {\n const instance = Viewport.getInstance();\n if (instance.addId) {\n cancelAnimationFrame(instance.addId);\n instance.addId = null;\n }\n\n instance.items.forEach((item, id) => {\n Viewport.remove(id);\n });\n\n instance.items.clear();\n instance.unbindEvents();\n }", "reset() {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle_1.Rectangle();\n }", "redraw() {\n self.clear();\n self.draw();\n }", "function resetView()\n{\n xOffset = 0;\n yOffset = 0;\n inputX = 0;\n inputY = 0;\n fillCanvas();\n updateCoordinates();\n}", "function initViewport(gl, canvas)\n{\n gl.viewport(0, 0, canvas.width, canvas.height);\n}", "start () {\n // Draw the starting point for the view with no elements\n }", "start () {\n // Draw the starting point for the view with no elements\n }", "clear()\r\n {\r\n // shifting the line to a point outside of the page so that it does not show anymore\r\n this.position.x = -5000;\r\n this.position.y = -5000;\r\n }", "function clearAndSetViewportByController() {\r\n viewportBounds = new google.maps.LatLngBounds();\r\n setViewportByController();\r\n map.fitBounds(viewportBounds);\r\n}", "redraw() {\n\t\tthis.scene.project.clear();\n\t\tthis.draw();\n\t}", "clearViewer ()\n {\n this.viewerState.viewport.top = 0;\n\n // Clear all the timeouts to prevent undesired pages from loading\n clearTimeout(this.viewerState.resizeTimer);\n }", "clear() {\n this.start = null\n this.end = null\n this.rendered = false\n }", "update() {\n this.clear();\n this.draw();\n }", "componentDidUpdate() {\n this.clear();\n this.draw();\n }", "function updateViewport(){\n ux.viewport.width = $(window).width();\n ux.viewport.height = $(window).height();\n}", "attach(viewport) {\n this._viewport = viewport;\n\n this._updateTotalContentSize();\n\n this._updateRenderedRange();\n }", "postrender() {\n this.gl.flush();\n }", "function initViewport(gl, canvas) {\n\tgl.viewport(0, 0, canvas.width, canvas.height);\n}", "function initViewport(gl, canvas) {\n\tgl.viewport(0, 0, canvas.width, canvas.height);\n}", "function clearAll()\n\t{\n\t\tif (connected){\n\t\tcontext.clearRect(-300,-300,2000,6000);\n\t\t}\t\n\t}", "function lateRender() {\n\t\tsetTimeout( function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\t\t\trenderView();\n\t\t\t\t\t}\n\t\t\t\t}, 0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "resetCanvas() {\n this.positions = this.calcSizeAndPosition();\n }", "function reinitView() {\n\t\tignoreWindowResize++;\n\t\tfreezeContentHeight();\n\n\t\tvar viewType = currentView.type;\n\t\tvar scrollState = currentView.queryScroll();\n\t\tclearView();\n\t\tcalcSize();\n\t\trenderView(viewType, scrollState);\n\n\t\tthawContentHeight();\n\t\tignoreWindowResize--;\n\t}", "function reinitView() {\n\t\tignoreWindowResize++;\n\t\tfreezeContentHeight();\n\n\t\tvar viewType = currentView.type;\n\t\tvar scrollState = currentView.queryScroll();\n\t\tclearView();\n\t\trenderView(viewType, scrollState);\n\n\t\tunfreezeContentHeight();\n\t\tignoreWindowResize--;\n\t}", "function reinitView() {\n\t\t\tignoreWindowResize++;\n\t\t\tfreezeContentHeight();\n\n\t\t\tvar viewType = currentView.type;\n\t\t\tvar scrollState = currentView.queryScroll();\n\t\t\tclearView();\n\t\t\trenderView(viewType, scrollState);\n\n\t\t\tunfreezeContentHeight();\n\t\t\tignoreWindowResize--;\n\t\t}", "attach(viewport) {\n this._viewport = viewport;\n this._updateTotalContentSize();\n this._updateRenderedRange();\n }", "attach(viewport) {\n this._viewport = viewport;\n this._updateTotalContentSize();\n this._updateRenderedRange();\n }", "function redraw_canvas()\n{\n\tif(!needsRedraw)\n\t{\n\t\treturn;\n\t}\n\tneedsRedraw = false;\n\tlet ctx = canvas.getContext('2d');\n\tlet image_data = draw_chunk(cv_viewport);\n\tif(image_data)\n\t{\n\t\tctx.putImageData(image_data, 0, 0);\n\t}\n}", "function render() {\n\tclearCanvas();\n\tRenderer.draw();\n\t\n\t\t\n}", "function initInViewport() {\n\tjQuery('.animate').itemInViewport({});\n}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n const renderedRange = this._viewport.getRenderedRange();\n const newRange = { start: renderedRange.start, end: renderedRange.end };\n const viewportSize = this._viewport.getViewportSize();\n const dataLength = this._viewport.getDataLength();\n let scrollOffset = this._viewport.measureScrollOffset();\n // Prevent NaN as result when dividing by zero.\n let firstVisibleIndex = (this._itemSize > 0) ? scrollOffset / this._itemSize : 0;\n // If user scrolls to the bottom of the list and data changes to a smaller list\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems));\n // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n }\n else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n this._viewport.setRenderedRange(newRange);\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "function setViewportByController() {\r\n setViewportBounds(webController.getLastViewport());\r\n}", "function setViewport() {\n\t\t// Center the scene and scale frustum to the canvas.\n\t\t// See mat4.multiplyVec4 for indices.\n\t\tvar w = ctx.width;\n\t\tvar h = ctx.height;\n\t\tvar w2 = w / 2.0;\n\t\tvar h2 = h / 2.0;\n\t\tviewport[0] = w2;\n\t\tviewport[5] = h2;\n\t\tviewport[12] = w2;\n\t\tviewport[13] = h2;\n\t\t//console.log(\"viewport: w\" + w + \" h\" + h + \" w2 \" + w2 + \" h2 \" + h2);\n\t\t//var matrix = [w2, 0, 0, 0, 0, h2, 0, 0, 0, 0, 1, 0, w2, h2, 1, 1];\n\t\t//mat4.set(matrix, viewport);\n\t}", "function clearCanvas() {\nscene.clearGeometry();\n}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n const renderedRange = this._viewport.getRenderedRange();\n const newRange = { start: renderedRange.start, end: renderedRange.end };\n const viewportSize = this._viewport.getViewportSize();\n const dataLength = this._viewport.getDataLength();\n let scrollOffset = this._viewport.measureScrollOffset();\n let firstVisibleIndex = scrollOffset / this._itemSize;\n // If user scrolls to the bottom of the list and data changes to a smaller list\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems));\n // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n }\n else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n this._viewport.setRenderedRange(newRange);\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "function clearCanvas() {\n _drawContext.clearRect(_scrollOffsetX,_scrollOffsetY, _canvas.width, _canvas.height);\n}", "cacheViewport() {\n\n let w = $(window);\n\n this.tl = [0, 0];\n this.br = [w.width(), w.height()];\n\n this.setExtent();\n\n }", "function clearScene() {\n\tcontext.save();\n\tcontext.setTransform(h, 0.0, 0.0, -h, 0.0, h);\n\tcontext.clearRect(0, 0, w, h);\n\tcontext.restore();\n}", "flush() {\n this._renderer.flush();\n }", "function clear() {\n ctx.clearRect(-2000, -2000, 5000, 5000);\n }", "reset(){\n this.buffer = []\n this.svg.selectAll('*').remove()\n this.setup()\n }", "clear() {\n this.graphics.clear()\n }", "render(){\n this.clear()\n this.init()\n this.redraw()\n }", "render() {\n const self = this;\n const data = self.get('data');\n if (!data) {\n throw new Error('data must be defined first');\n }\n self.clear();\n self.emit('beforerender');\n self.refreshLayout(this.get('fitView'));\n self.emit('afterrender');\n }", "redraw() {\n this.createBackground();\n this.render();\n }", "_updateViewport () {\n const $scrollElement = this.$(this._scrollClass)\n this.set('_viewport.scrollLeft', $scrollElement[0].scrollLeft)\n this.set('_viewport.width', $scrollElement.width())\n }", "function render() {\r\n graphics.clear();\r\n myTexture.draw();\r\n }", "clearGeometry() {\n this.geometries = [];\n this.texGeometries = [];\n this.render();\n }", "function draw() { \n gl.clear(clearOpt);\n \n scene.render();\n\n Fx.requestAnimationFrame(draw);\n }", "function draw() {\n\t\t\t// Adjust render settings if we switched to multiple viewports or vice versa\n\t\t\tif (medeactx.frame_flags & medeactx.FRAME_VIEWPORT_UPDATED) {\n\t\t\t\tif (medeactx.GetEnabledViewportCount()>1) {\n\t\t\t\t\tmedeactx.gl.enable(medeactx.gl.SCISSOR_TEST);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tmedeactx.gl.disable(medeactx.gl.SCISSOR_TEST);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Perform rendering\n\t\t\tvar viewports = medeactx.GetViewports();\n\t\t\tfor(var vn = 0; vn < viewports.length; ++vn) {\n\t\t\t\tviewports[vn].Render(medeactx,dtime);\n\t\t\t}\n\t\t}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n\n const renderedRange = this._viewport.getRenderedRange();\n\n const newRange = {\n start: renderedRange.start,\n end: renderedRange.end\n };\n\n const viewportSize = this._viewport.getViewportSize();\n\n const dataLength = this._viewport.getDataLength();\n\n let scrollOffset = this._viewport.measureScrollOffset(); // Prevent NaN as result when dividing by zero.\n\n\n let firstVisibleIndex = this._itemSize > 0 ? scrollOffset / this._itemSize : 0; // If user scrolls to the bottom of the list and data changes to a smaller list\n\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems)); // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n } else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n\n this._viewport.setRenderedRange(newRange);\n\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "_render() {\n\t\tthis.tracker.replaceSelectedMeasures();\n }", "function redraw() {\n // Adjust the canvas window in the scene\n context.setTransform(scale_x, 0, 0, scale_y, pan_x, pan_y);\n\n // Draw background\n if (bg_loaded) {\n var pattern = context.createPattern(bg_tile, 'repeat');\n context.rect(-pan_x/scale_x, -pan_y/scale_y, canvas.width / scale_x, canvas.height / scale_y);\n context.fillStyle = pattern;\n context.fill();\n }\n\n // Draw objects\n for (var i=0; i<editorObjects.length; i++) {\n editorObjects[i].draw(context);\n }\n\n // *cough* hack *cough* otherwise the last object being rendered will\n // have a transparent fill in some cases... this is a nigh-invisible tri\n context.fillTri(0,0,0.01,0);\n}", "function render() {\n\t if(stopped || scene.contextLost) {\n\t return\n\t }\n\t requestAnimationFrame(render)\n\t redraw()\n\t }", "function render() {\n\t if(stopped || scene.contextLost) {\n\t return\n\t }\n\t requestAnimationFrame(render)\n\t redraw()\n\t }", "function render() {\n window.requestAnimationFrame(render);\n manipulationCanvas.getContext('2d').clearRect(0, 0, manipulationCanvas.width, manipulationCanvas.height); //clears canvas\n triRenderer.render();\n }", "function render() {\n // Check for canvas resize\n if (checkCanvasAndViewportResize(gl) || needToRender) {\n needToRender = false;\n draw(gl, resolutionUniformLocation, colorLocation);\n }\n requestAnimationFrame(render);\n }", "function _redraw() {\n _self.container.style.left = _pixel.x - (_self.container.clientWidth / 2) + 'px';\n _self.container.style.top = _pixel.y - (_self.container.clientHeight) + 'px';\n }", "clear () {\n this.d_frame = 0;\n this.d_last_draw_time = 0;\n this.d_render_time = 0;\n this.d_fps = 0;\n\n this.d_scale = 1;\n this.d_offset = [0, 0];\n\n this.d_selected_nodes = {};\n this.d_node_dragged = null;\n this.d_node_over = null;\n this.d_node_capturing_input = null;\n this.d_connecting_node = null;\n\n this.d_dirty_canvas = true;\n this.d_dirty_bgcanvas = true;\n this.d_dirty_area = null;\n\n this.d_node_in_panel = null;\n\n this.d_last_mouse = [0, 0];\n this.d_last_mouseclick = 0;\n\n if (this.d_onClear)\n this.onClear();\n //this.UIinit();\n }", "function paintCanvas() {\r\n ctx.clearRect(0, 0, width, height);\r\n }", "_updateRendering() {\n this._domElement.style.width = this._width + 'px'\n this._domElement.style.height = this._height + 'px'\n this._adjustAll()\n }", "addPanes() {\n do {\n this.addPane(null);\n } while (!this.finished());\n this.root.render(this.sampler);\n }", "update(){\n CTX.clearRect(this.x,this.y,this.content.width,this.content.height);\n CTX.drawImage(this.content, this.x,this.y);\n }", "start() {\n this.zoomArea = null;\n this._startPoint = null;\n this._startHandPoint = null;\n }", "function clear() {\n lastPos = null;\n delta = 0;\n }", "clean() {\n const height = this.ctx.canvas.height;\n const width = this.ctx.canvas.width;\n // Origin is at the center, so start painting from bottom left.\n this.ctx.clearRect(width * -1 / 2, height * -1 / 2, width, height);\n }", "static update() {\n Viewport.getInstance().update();\n }", "function resetContent() {\n \tscrollLine.scroffset = 0;\n \tscrollOffScreen.clear();\n \tscrollScreen.clear();\n \tcurrentScrollBackPos = 10;\n }", "function ResetCanvas()\n{\n if(_horizScrollVisible)\n {\n var currentLeft = _horizThumb.style.left;\n var newLeft = 0;\n newLeft = Number(currentLeft.substr(0,currentLeft.length-2));\n MoveHorizontalThumb((-newLeft));\n }\n \n if(_verticalScrollVisible)\n {\n var currentTop = _verticalThumb.style.top;\n var newTop = 0;\n newTop = Number(currentTop.substr(0,currentTop.length-2));\n MoveVerticalThumb((-newTop));\n }\n\n LayerCollection = [];\n SelectedRectangle = undefined;\n CurrentLayer = undefined;\n _selectedRectOverlay = undefined;\n InitLayers();\n RefreshPropertyControls();\n RefreshRectangles();\n}", "renderView(){\n\n var left = Math.floor( window.innerWidth * this._config.left );\n var bottom = Math.floor( window.innerHeight * this._config.bottom );\n var width = Math.floor( window.innerWidth * this._config.width );\n var height = Math.floor( window.innerHeight * this._config.height );\n\n this._renderer.setViewport( left, bottom, width, height );\n this._renderer.setScissor( left, bottom, width, height );\n this._renderer.setScissorTest( true );\n this._renderer.setClearColor( this._backgroundColor );\n this._camera.aspect = width / height;\n this._camera.updateProjectionMatrix();\n this._renderer.render( this._scene, this._camera );\n }", "function draw_qt() {\n qt_rect.clear();\n qt.root.draw(qt_rect);\n}", "clearCanvas() {\r\n this.context = this.canvas.getContext('2d');\r\n this.isDrawing = false;\r\n this.x = 0;\r\n this.y = 0;\r\n // On récupère le decalage du canevas en x et y par rapport aux bords\r\n // de la page\r\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\r\n }", "function reset() {\n step = 0;\n ctx.clearRect(0, 0, 645, 60);\n fewDeferred.reject();\n fewDeferred = null;\n }", "function render(){\t\t\n\trenderer.clear()\t\t\n\trenderer.render( scene, camera )\n}", "rebuild(viewport = ViewportDetection.getCurrentViewport()) {\n this._getSettings(viewport.toLowerCase());\n\n // get the current index and use it as the start index\n try {\n if (this._slider) {\n const currentIndex = this._getCurrentIndex();\n this._sliderSettings.startIndex = currentIndex;\n this._thumbnailSliderSettings.startIndex = currentIndex;\n }\n\n this.destroy();\n this._initSlider();\n } catch (e) {\n // something went wrong\n }\n }", "function clear_screen(){\r\n if (tracing) return;\r\n ctx.clearRect(0, 0, cnvs.width, cnvs.height);\r\n}", "function initViewport() {\n\n // Remove .current and .active class selectors\n $('.page').removeClass('current');\n $('.page:in-viewport').addClass('current');\n $('.segment').removeClass('active');\n $('.segment:in-viewport').addClass('active');\n\n // Give segment height and width\n $('.segment').css('width', ''+fswidth+'px');\n\n // Assign secton name to state variable\n state = $('.current').attr('class');\n state = state.split(' ');\n state = state[1];\n\n // Overide state variable on 'about' section\n if ($('.segment:in-viewport').hasClass('about-ajax') || state == \"about-page\") {\n state = \"about\";\n }\n\n // Calculate width of segment-container\n var noOfSegments = $('.current .segment-container .segment').length;\n var segmentContainerWidth = fswidth * noOfSegments;\n $('.current .segment-container').css(\"width\", segmentContainerWidth);\n\n // Do UI layout\n initUIelements();\n\n // Preload next page contents\n if (state == \"homepage\" || state == \"work\") {\n loadPage(\"next\");\n loadPage(\"prev\");\n $('a[rel=\"info\"]').removeClass('selected');\n }\n\n}", "flush()\n {\n this.setObjectRenderer(this.emptyRenderer);\n }", "function internal_ui_resize_common()\r\n{\r\n\tgl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio / ewgl_desktop.subsample;\r\n\tgl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio / ewgl_desktop.subsample;\r\n\tgl.viewport(0, 0, gl.canvas.width, gl.canvas.height);\r\n}", "function forceRepaint() {\n\t\t\tself.impl.needsRender = true;\n\t\t\tself.removeEventListener(zv.GEOMETRY_LOADED_EVENT, forceRepaint);\n\t\t}", "detach() {\n this._scrolledIndexChange.complete();\n\n this._viewport = null;\n }", "flush() {\n this.setObjectRenderer(this.emptyRenderer);\n }", "function clearGrid() {\n for (let i = 0; i < numRectanglesWide; i++) {\n for (let j = 0; j < numRectanglesHigh; j++) {\n setAndPlotRectangle(i, j, false);\n }\n }\n }", "reset() {\n var _a, _b;\n /**\n * Since _setup handles a full terminal creation, we have to carry forward\n * a few things that should not reset.\n */\n this.options.rows = this.rows;\n this.options.cols = this.cols;\n const customKeyEventHandler = this._customKeyEventHandler;\n this._setup();\n super.reset();\n (_a = this._selectionService) === null || _a === void 0 ? void 0 : _a.reset();\n // reattach\n this._customKeyEventHandler = customKeyEventHandler;\n // do a full screen refresh\n this.refresh(0, this.rows - 1);\n (_b = this.viewport) === null || _b === void 0 ? void 0 : _b.syncScrollArea();\n }", "_render(){\n this._ctx.save();\n this._ctx.clearRect(0, 0, this._width, this._height);\n this._ctx.fillStyle = this._background;\n this._ctx.fillRect(0, 0, this._width, this._height);\n\n // Update this object's canvas here.\n this._ctx.restore();\n }", "fitCanvasToScreen() {\n this.canvas.width = window.innerWidth;\n this.canvas.height = window.innerHeight;\n this._rect = this.canvas.getBoundingClientRect(); // Update\n }", "function render() {\n if(stopped || scene.contextLost) {\n return\n }\n requestAnimationFrame(render)\n redraw()\n }", "function updateCanvas() {\n clearGraph();\n\n updatePoints();\n}", "function updateViewport() {\n // only update if connection established and at least one viewport state received from server\n if (typeof viewport === 'undefined') {\n return;\n }\n\n var i, j, cell;\n for (i = 0; i < base.constants.viewport.width; i += 1) {\n for (j = 0; j < base.constants.viewport.height; j += 1) {\n cell = viewport[i][j];\n\n // ground\n // all cells have this attribute of type \"number\"\n sprites[i][j].ground.texture = textures.grounds[cell.ground];\n\n // objects\n // if present, attribute is of type \"number\"\n // if empty, attribute is undefined\n if (typeof cell.object !== 'undefined') {\n sprites[i][j].object.visible = true;\n sprites[i][j].object.texture = textures.objects[cell.object];\n } else {\n sprites[i][j].object.visible = false;\n }\n\n // bags\n // if present, attribute is of type \"object\"\n // if empty, attribute is undefined\n sprites[i][j].bag.visible = (typeof cell.bag !== 'undefined' && cell.object !== base.objectId['Chest']);\n\n\n // characters\n // if present, attribute is of type \"object\"\n // if empty, attribute is undefined\n if (typeof cell.char !== 'undefined') {\n sprites[i][j].char.visible = true;\n sprites[i][j].char.tint = cell.char.tint;\n if (cell.char.type === 'player') {\n sprites[i][j].char.texture = textures.hero;\n } else if (cell.char.type === 'mob') {\n sprites[i][j].char.texture = textures.mobs[cell.char.bid];\n }\n\n // Submerge characters in water by masking their bottoms\n if (cell.ground === base.groundId['Water']) {\n sprites[i][j].char.mask = waterMask;\n } else {\n sprites[i][j].char.mask = null;\n }\n } else {\n sprites[i][j].char.visible = false;\n }\n\n\n\n\n // enclosure marks\n sprites[i][j].mark.visible = (ui.settings.interior === true && cell.interior === true);\n }\n }\n }", "function clearCanvas() {\r\n\t\tvar ctx = $['mapsettings'].ctx;\r\n\t\tvar left = parseInt($('#inner').css('left'));\r\n\t\tvar top = parseInt($('#inner').css('top'));\r\n\t\tvar offsetLeft = 0;\r\n\t\tvar offsetTop = 0;\r\n\t\tif(left < 0) offsetLeft = -left;\r\n\t\tif(top < 0) offsetTop = -top;\t \r\n\t\tctx.clearRect(offsetLeft/$['mapsettings'].scale.x, offsetTop/$['mapsettings'].scale.y, ($['mapsettings'].element.width() - left)/$['mapsettings'].scale.x, ($['mapsettings'].element.height() - top)/$['mapsettings'].scale.y);\r\n\t}", "draw()\n {\n if(this.isActive)\n {\n super.clear();\n let camFocus = this.getWorldFocus();\n\n if(States.current.tileset > -1)\n {\n let texture = MapQuery.findTextureByID(States.current.tileset);\n let path = States.projectPath + Explorer.resFolder + texture.src;\n let img = States.findImgObjBySrc(path);\n if(img != null)\n {\n this.ctx.drawImage(img, camFocus.x, camFocus.y);\n }\n }\n\n if(States.isRulersVisible)\n {\n this.ruler.draw(this);\n }\n\n this.drawHUD(camFocus);\n }\n }", "function startPosition(){\n painting = true;\n }", "_updateViewportSize() {\n const window = this._getWindow();\n this._viewportSize = this._platform.isBrowser ?\n { width: window.innerWidth, height: window.innerHeight } :\n { width: 0, height: 0 };\n }", "_updateViewportSize() {\n const window = this._getWindow();\n this._viewportSize = this._platform.isBrowser ?\n { width: window.innerWidth, height: window.innerHeight } :\n { width: 0, height: 0 };\n }", "function clear() {\n contentVeil.reset();\n contentVeil.hide();\n removePreviewLegend();\n unwrapInterestingRange();\n }", "begin() {\n this.ctx.beginPath();\n this.ctx.moveTo(this.position[0], this.position[1]);\n }" ]
[ "0.69330746", "0.6482987", "0.64751095", "0.64064443", "0.6326007", "0.6318732", "0.6318732", "0.6252632", "0.6158185", "0.6137167", "0.61280656", "0.60897446", "0.60819197", "0.6075404", "0.6070534", "0.6042081", "0.6030079", "0.6023727", "0.6023727", "0.60103905", "0.6008009", "0.6007451", "0.6007451", "0.6007451", "0.6007451", "0.6007451", "0.6003207", "0.59992045", "0.59972715", "0.598438", "0.596359", "0.596359", "0.59520274", "0.5933268", "0.59278995", "0.590806", "0.5903916", "0.5898427", "0.5895872", "0.58919394", "0.5887046", "0.5870996", "0.58659613", "0.5861917", "0.5859548", "0.5856581", "0.582809", "0.5824115", "0.58152765", "0.57988584", "0.5788584", "0.5783747", "0.577519", "0.57708526", "0.57670665", "0.5766773", "0.57665557", "0.5764801", "0.576166", "0.576166", "0.5761097", "0.57334095", "0.5732553", "0.5732146", "0.5717268", "0.57153374", "0.5696291", "0.5695056", "0.56882596", "0.5687218", "0.5685705", "0.5682944", "0.56765705", "0.56720173", "0.5668234", "0.5649934", "0.5648684", "0.5631859", "0.56305367", "0.56250054", "0.56239426", "0.5621042", "0.56194246", "0.56184477", "0.56172985", "0.56118536", "0.5601377", "0.55784005", "0.55727136", "0.5571469", "0.5568436", "0.5565734", "0.5558418", "0.55582345", "0.55581945", "0.55568045", "0.5554214", "0.5553932", "0.5553932", "0.55524427", "0.55500287" ]
0.0
-1
be sure to set viewport & clear after begin()
begin() { gl.bindFramebuffer(gl.FRAMEBUFFER, id); return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "static flush() {\n const instance = Viewport.getInstance();\n if (instance.addId) {\n cancelAnimationFrame(instance.addId);\n instance.addId = null;\n }\n\n instance.items.forEach((item, id) => {\n Viewport.remove(id);\n });\n\n instance.items.clear();\n instance.unbindEvents();\n }", "reset() {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle_1.Rectangle();\n }", "redraw() {\n self.clear();\n self.draw();\n }", "function resetView()\n{\n xOffset = 0;\n yOffset = 0;\n inputX = 0;\n inputY = 0;\n fillCanvas();\n updateCoordinates();\n}", "function initViewport(gl, canvas)\n{\n gl.viewport(0, 0, canvas.width, canvas.height);\n}", "start () {\n // Draw the starting point for the view with no elements\n }", "start () {\n // Draw the starting point for the view with no elements\n }", "clear()\r\n {\r\n // shifting the line to a point outside of the page so that it does not show anymore\r\n this.position.x = -5000;\r\n this.position.y = -5000;\r\n }", "function clearAndSetViewportByController() {\r\n viewportBounds = new google.maps.LatLngBounds();\r\n setViewportByController();\r\n map.fitBounds(viewportBounds);\r\n}", "redraw() {\n\t\tthis.scene.project.clear();\n\t\tthis.draw();\n\t}", "clearViewer ()\n {\n this.viewerState.viewport.top = 0;\n\n // Clear all the timeouts to prevent undesired pages from loading\n clearTimeout(this.viewerState.resizeTimer);\n }", "clear() {\n this.start = null\n this.end = null\n this.rendered = false\n }", "update() {\n this.clear();\n this.draw();\n }", "componentDidUpdate() {\n this.clear();\n this.draw();\n }", "function updateViewport(){\n ux.viewport.width = $(window).width();\n ux.viewport.height = $(window).height();\n}", "attach(viewport) {\n this._viewport = viewport;\n\n this._updateTotalContentSize();\n\n this._updateRenderedRange();\n }", "postrender() {\n this.gl.flush();\n }", "function initViewport(gl, canvas) {\n\tgl.viewport(0, 0, canvas.width, canvas.height);\n}", "function initViewport(gl, canvas) {\n\tgl.viewport(0, 0, canvas.width, canvas.height);\n}", "function clearAll()\n\t{\n\t\tif (connected){\n\t\tcontext.clearRect(-300,-300,2000,6000);\n\t\t}\t\n\t}", "function lateRender() {\n\t\tsetTimeout( function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\t\t\trenderView();\n\t\t\t\t\t}\n\t\t\t\t}, 0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "function lateRender() {\n\t\tsetTimeout(function() { // IE7 needs this so dimensions are calculated correctly\n\t\t\tif (!currentView.start && bodyVisible()) { // !currentView.start makes sure this never happens more than once\n\t\t\t\trenderView();\n\t\t\t}\n\t\t},0);\n\t}", "resetCanvas() {\n this.positions = this.calcSizeAndPosition();\n }", "function reinitView() {\n\t\tignoreWindowResize++;\n\t\tfreezeContentHeight();\n\n\t\tvar viewType = currentView.type;\n\t\tvar scrollState = currentView.queryScroll();\n\t\tclearView();\n\t\tcalcSize();\n\t\trenderView(viewType, scrollState);\n\n\t\tthawContentHeight();\n\t\tignoreWindowResize--;\n\t}", "function reinitView() {\n\t\tignoreWindowResize++;\n\t\tfreezeContentHeight();\n\n\t\tvar viewType = currentView.type;\n\t\tvar scrollState = currentView.queryScroll();\n\t\tclearView();\n\t\trenderView(viewType, scrollState);\n\n\t\tunfreezeContentHeight();\n\t\tignoreWindowResize--;\n\t}", "function reinitView() {\n\t\t\tignoreWindowResize++;\n\t\t\tfreezeContentHeight();\n\n\t\t\tvar viewType = currentView.type;\n\t\t\tvar scrollState = currentView.queryScroll();\n\t\t\tclearView();\n\t\t\trenderView(viewType, scrollState);\n\n\t\t\tunfreezeContentHeight();\n\t\t\tignoreWindowResize--;\n\t\t}", "attach(viewport) {\n this._viewport = viewport;\n this._updateTotalContentSize();\n this._updateRenderedRange();\n }", "attach(viewport) {\n this._viewport = viewport;\n this._updateTotalContentSize();\n this._updateRenderedRange();\n }", "function redraw_canvas()\n{\n\tif(!needsRedraw)\n\t{\n\t\treturn;\n\t}\n\tneedsRedraw = false;\n\tlet ctx = canvas.getContext('2d');\n\tlet image_data = draw_chunk(cv_viewport);\n\tif(image_data)\n\t{\n\t\tctx.putImageData(image_data, 0, 0);\n\t}\n}", "function render() {\n\tclearCanvas();\n\tRenderer.draw();\n\t\n\t\t\n}", "function initInViewport() {\n\tjQuery('.animate').itemInViewport({});\n}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n const renderedRange = this._viewport.getRenderedRange();\n const newRange = { start: renderedRange.start, end: renderedRange.end };\n const viewportSize = this._viewport.getViewportSize();\n const dataLength = this._viewport.getDataLength();\n let scrollOffset = this._viewport.measureScrollOffset();\n // Prevent NaN as result when dividing by zero.\n let firstVisibleIndex = (this._itemSize > 0) ? scrollOffset / this._itemSize : 0;\n // If user scrolls to the bottom of the list and data changes to a smaller list\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems));\n // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n }\n else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n this._viewport.setRenderedRange(newRange);\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "function setViewportByController() {\r\n setViewportBounds(webController.getLastViewport());\r\n}", "function setViewport() {\n\t\t// Center the scene and scale frustum to the canvas.\n\t\t// See mat4.multiplyVec4 for indices.\n\t\tvar w = ctx.width;\n\t\tvar h = ctx.height;\n\t\tvar w2 = w / 2.0;\n\t\tvar h2 = h / 2.0;\n\t\tviewport[0] = w2;\n\t\tviewport[5] = h2;\n\t\tviewport[12] = w2;\n\t\tviewport[13] = h2;\n\t\t//console.log(\"viewport: w\" + w + \" h\" + h + \" w2 \" + w2 + \" h2 \" + h2);\n\t\t//var matrix = [w2, 0, 0, 0, 0, h2, 0, 0, 0, 0, 1, 0, w2, h2, 1, 1];\n\t\t//mat4.set(matrix, viewport);\n\t}", "function clearCanvas() {\nscene.clearGeometry();\n}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n const renderedRange = this._viewport.getRenderedRange();\n const newRange = { start: renderedRange.start, end: renderedRange.end };\n const viewportSize = this._viewport.getViewportSize();\n const dataLength = this._viewport.getDataLength();\n let scrollOffset = this._viewport.measureScrollOffset();\n let firstVisibleIndex = scrollOffset / this._itemSize;\n // If user scrolls to the bottom of the list and data changes to a smaller list\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems));\n // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n }\n else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n this._viewport.setRenderedRange(newRange);\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "function clearCanvas() {\n _drawContext.clearRect(_scrollOffsetX,_scrollOffsetY, _canvas.width, _canvas.height);\n}", "cacheViewport() {\n\n let w = $(window);\n\n this.tl = [0, 0];\n this.br = [w.width(), w.height()];\n\n this.setExtent();\n\n }", "function clearScene() {\n\tcontext.save();\n\tcontext.setTransform(h, 0.0, 0.0, -h, 0.0, h);\n\tcontext.clearRect(0, 0, w, h);\n\tcontext.restore();\n}", "flush() {\n this._renderer.flush();\n }", "function clear() {\n ctx.clearRect(-2000, -2000, 5000, 5000);\n }", "reset(){\n this.buffer = []\n this.svg.selectAll('*').remove()\n this.setup()\n }", "clear() {\n this.graphics.clear()\n }", "render(){\n this.clear()\n this.init()\n this.redraw()\n }", "render() {\n const self = this;\n const data = self.get('data');\n if (!data) {\n throw new Error('data must be defined first');\n }\n self.clear();\n self.emit('beforerender');\n self.refreshLayout(this.get('fitView'));\n self.emit('afterrender');\n }", "redraw() {\n this.createBackground();\n this.render();\n }", "_updateViewport () {\n const $scrollElement = this.$(this._scrollClass)\n this.set('_viewport.scrollLeft', $scrollElement[0].scrollLeft)\n this.set('_viewport.width', $scrollElement.width())\n }", "function render() {\r\n graphics.clear();\r\n myTexture.draw();\r\n }", "clearGeometry() {\n this.geometries = [];\n this.texGeometries = [];\n this.render();\n }", "function draw() { \n gl.clear(clearOpt);\n \n scene.render();\n\n Fx.requestAnimationFrame(draw);\n }", "function draw() {\n\t\t\t// Adjust render settings if we switched to multiple viewports or vice versa\n\t\t\tif (medeactx.frame_flags & medeactx.FRAME_VIEWPORT_UPDATED) {\n\t\t\t\tif (medeactx.GetEnabledViewportCount()>1) {\n\t\t\t\t\tmedeactx.gl.enable(medeactx.gl.SCISSOR_TEST);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tmedeactx.gl.disable(medeactx.gl.SCISSOR_TEST);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Perform rendering\n\t\t\tvar viewports = medeactx.GetViewports();\n\t\t\tfor(var vn = 0; vn < viewports.length; ++vn) {\n\t\t\t\tviewports[vn].Render(medeactx,dtime);\n\t\t\t}\n\t\t}", "_updateRenderedRange() {\n if (!this._viewport) {\n return;\n }\n\n const renderedRange = this._viewport.getRenderedRange();\n\n const newRange = {\n start: renderedRange.start,\n end: renderedRange.end\n };\n\n const viewportSize = this._viewport.getViewportSize();\n\n const dataLength = this._viewport.getDataLength();\n\n let scrollOffset = this._viewport.measureScrollOffset(); // Prevent NaN as result when dividing by zero.\n\n\n let firstVisibleIndex = this._itemSize > 0 ? scrollOffset / this._itemSize : 0; // If user scrolls to the bottom of the list and data changes to a smaller list\n\n if (newRange.end > dataLength) {\n // We have to recalculate the first visible index based on new data length and viewport size.\n const maxVisibleItems = Math.ceil(viewportSize / this._itemSize);\n const newVisibleIndex = Math.max(0, Math.min(firstVisibleIndex, dataLength - maxVisibleItems)); // If first visible index changed we must update scroll offset to handle start/end buffers\n // Current range must also be adjusted to cover the new position (bottom of new list).\n\n if (firstVisibleIndex != newVisibleIndex) {\n firstVisibleIndex = newVisibleIndex;\n scrollOffset = newVisibleIndex * this._itemSize;\n newRange.start = Math.floor(firstVisibleIndex);\n }\n\n newRange.end = Math.max(0, Math.min(dataLength, newRange.start + maxVisibleItems));\n }\n\n const startBuffer = scrollOffset - newRange.start * this._itemSize;\n\n if (startBuffer < this._minBufferPx && newRange.start != 0) {\n const expandStart = Math.ceil((this._maxBufferPx - startBuffer) / this._itemSize);\n newRange.start = Math.max(0, newRange.start - expandStart);\n newRange.end = Math.min(dataLength, Math.ceil(firstVisibleIndex + (viewportSize + this._minBufferPx) / this._itemSize));\n } else {\n const endBuffer = newRange.end * this._itemSize - (scrollOffset + viewportSize);\n\n if (endBuffer < this._minBufferPx && newRange.end != dataLength) {\n const expandEnd = Math.ceil((this._maxBufferPx - endBuffer) / this._itemSize);\n\n if (expandEnd > 0) {\n newRange.end = Math.min(dataLength, newRange.end + expandEnd);\n newRange.start = Math.max(0, Math.floor(firstVisibleIndex - this._minBufferPx / this._itemSize));\n }\n }\n }\n\n this._viewport.setRenderedRange(newRange);\n\n this._viewport.setRenderedContentOffset(this._itemSize * newRange.start);\n\n this._scrolledIndexChange.next(Math.floor(firstVisibleIndex));\n }", "_render() {\n\t\tthis.tracker.replaceSelectedMeasures();\n }", "function redraw() {\n // Adjust the canvas window in the scene\n context.setTransform(scale_x, 0, 0, scale_y, pan_x, pan_y);\n\n // Draw background\n if (bg_loaded) {\n var pattern = context.createPattern(bg_tile, 'repeat');\n context.rect(-pan_x/scale_x, -pan_y/scale_y, canvas.width / scale_x, canvas.height / scale_y);\n context.fillStyle = pattern;\n context.fill();\n }\n\n // Draw objects\n for (var i=0; i<editorObjects.length; i++) {\n editorObjects[i].draw(context);\n }\n\n // *cough* hack *cough* otherwise the last object being rendered will\n // have a transparent fill in some cases... this is a nigh-invisible tri\n context.fillTri(0,0,0.01,0);\n}", "function render() {\n window.requestAnimationFrame(render);\n manipulationCanvas.getContext('2d').clearRect(0, 0, manipulationCanvas.width, manipulationCanvas.height); //clears canvas\n triRenderer.render();\n }", "function render() {\n\t if(stopped || scene.contextLost) {\n\t return\n\t }\n\t requestAnimationFrame(render)\n\t redraw()\n\t }", "function render() {\n\t if(stopped || scene.contextLost) {\n\t return\n\t }\n\t requestAnimationFrame(render)\n\t redraw()\n\t }", "function render() {\n // Check for canvas resize\n if (checkCanvasAndViewportResize(gl) || needToRender) {\n needToRender = false;\n draw(gl, resolutionUniformLocation, colorLocation);\n }\n requestAnimationFrame(render);\n }", "function _redraw() {\n _self.container.style.left = _pixel.x - (_self.container.clientWidth / 2) + 'px';\n _self.container.style.top = _pixel.y - (_self.container.clientHeight) + 'px';\n }", "clear () {\n this.d_frame = 0;\n this.d_last_draw_time = 0;\n this.d_render_time = 0;\n this.d_fps = 0;\n\n this.d_scale = 1;\n this.d_offset = [0, 0];\n\n this.d_selected_nodes = {};\n this.d_node_dragged = null;\n this.d_node_over = null;\n this.d_node_capturing_input = null;\n this.d_connecting_node = null;\n\n this.d_dirty_canvas = true;\n this.d_dirty_bgcanvas = true;\n this.d_dirty_area = null;\n\n this.d_node_in_panel = null;\n\n this.d_last_mouse = [0, 0];\n this.d_last_mouseclick = 0;\n\n if (this.d_onClear)\n this.onClear();\n //this.UIinit();\n }", "function paintCanvas() {\r\n ctx.clearRect(0, 0, width, height);\r\n }", "_updateRendering() {\n this._domElement.style.width = this._width + 'px'\n this._domElement.style.height = this._height + 'px'\n this._adjustAll()\n }", "addPanes() {\n do {\n this.addPane(null);\n } while (!this.finished());\n this.root.render(this.sampler);\n }", "update(){\n CTX.clearRect(this.x,this.y,this.content.width,this.content.height);\n CTX.drawImage(this.content, this.x,this.y);\n }", "start() {\n this.zoomArea = null;\n this._startPoint = null;\n this._startHandPoint = null;\n }", "function clear() {\n lastPos = null;\n delta = 0;\n }", "clean() {\n const height = this.ctx.canvas.height;\n const width = this.ctx.canvas.width;\n // Origin is at the center, so start painting from bottom left.\n this.ctx.clearRect(width * -1 / 2, height * -1 / 2, width, height);\n }", "static update() {\n Viewport.getInstance().update();\n }", "function resetContent() {\n \tscrollLine.scroffset = 0;\n \tscrollOffScreen.clear();\n \tscrollScreen.clear();\n \tcurrentScrollBackPos = 10;\n }", "function ResetCanvas()\n{\n if(_horizScrollVisible)\n {\n var currentLeft = _horizThumb.style.left;\n var newLeft = 0;\n newLeft = Number(currentLeft.substr(0,currentLeft.length-2));\n MoveHorizontalThumb((-newLeft));\n }\n \n if(_verticalScrollVisible)\n {\n var currentTop = _verticalThumb.style.top;\n var newTop = 0;\n newTop = Number(currentTop.substr(0,currentTop.length-2));\n MoveVerticalThumb((-newTop));\n }\n\n LayerCollection = [];\n SelectedRectangle = undefined;\n CurrentLayer = undefined;\n _selectedRectOverlay = undefined;\n InitLayers();\n RefreshPropertyControls();\n RefreshRectangles();\n}", "renderView(){\n\n var left = Math.floor( window.innerWidth * this._config.left );\n var bottom = Math.floor( window.innerHeight * this._config.bottom );\n var width = Math.floor( window.innerWidth * this._config.width );\n var height = Math.floor( window.innerHeight * this._config.height );\n\n this._renderer.setViewport( left, bottom, width, height );\n this._renderer.setScissor( left, bottom, width, height );\n this._renderer.setScissorTest( true );\n this._renderer.setClearColor( this._backgroundColor );\n this._camera.aspect = width / height;\n this._camera.updateProjectionMatrix();\n this._renderer.render( this._scene, this._camera );\n }", "function draw_qt() {\n qt_rect.clear();\n qt.root.draw(qt_rect);\n}", "clearCanvas() {\r\n this.context = this.canvas.getContext('2d');\r\n this.isDrawing = false;\r\n this.x = 0;\r\n this.y = 0;\r\n // On récupère le decalage du canevas en x et y par rapport aux bords\r\n // de la page\r\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\r\n }", "function reset() {\n step = 0;\n ctx.clearRect(0, 0, 645, 60);\n fewDeferred.reject();\n fewDeferred = null;\n }", "function render(){\t\t\n\trenderer.clear()\t\t\n\trenderer.render( scene, camera )\n}", "rebuild(viewport = ViewportDetection.getCurrentViewport()) {\n this._getSettings(viewport.toLowerCase());\n\n // get the current index and use it as the start index\n try {\n if (this._slider) {\n const currentIndex = this._getCurrentIndex();\n this._sliderSettings.startIndex = currentIndex;\n this._thumbnailSliderSettings.startIndex = currentIndex;\n }\n\n this.destroy();\n this._initSlider();\n } catch (e) {\n // something went wrong\n }\n }", "function clear_screen(){\r\n if (tracing) return;\r\n ctx.clearRect(0, 0, cnvs.width, cnvs.height);\r\n}", "function initViewport() {\n\n // Remove .current and .active class selectors\n $('.page').removeClass('current');\n $('.page:in-viewport').addClass('current');\n $('.segment').removeClass('active');\n $('.segment:in-viewport').addClass('active');\n\n // Give segment height and width\n $('.segment').css('width', ''+fswidth+'px');\n\n // Assign secton name to state variable\n state = $('.current').attr('class');\n state = state.split(' ');\n state = state[1];\n\n // Overide state variable on 'about' section\n if ($('.segment:in-viewport').hasClass('about-ajax') || state == \"about-page\") {\n state = \"about\";\n }\n\n // Calculate width of segment-container\n var noOfSegments = $('.current .segment-container .segment').length;\n var segmentContainerWidth = fswidth * noOfSegments;\n $('.current .segment-container').css(\"width\", segmentContainerWidth);\n\n // Do UI layout\n initUIelements();\n\n // Preload next page contents\n if (state == \"homepage\" || state == \"work\") {\n loadPage(\"next\");\n loadPage(\"prev\");\n $('a[rel=\"info\"]').removeClass('selected');\n }\n\n}", "function internal_ui_resize_common()\r\n{\r\n\tgl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio / ewgl_desktop.subsample;\r\n\tgl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio / ewgl_desktop.subsample;\r\n\tgl.viewport(0, 0, gl.canvas.width, gl.canvas.height);\r\n}", "flush()\n {\n this.setObjectRenderer(this.emptyRenderer);\n }", "function forceRepaint() {\n\t\t\tself.impl.needsRender = true;\n\t\t\tself.removeEventListener(zv.GEOMETRY_LOADED_EVENT, forceRepaint);\n\t\t}", "detach() {\n this._scrolledIndexChange.complete();\n\n this._viewport = null;\n }", "flush() {\n this.setObjectRenderer(this.emptyRenderer);\n }", "function clearGrid() {\n for (let i = 0; i < numRectanglesWide; i++) {\n for (let j = 0; j < numRectanglesHigh; j++) {\n setAndPlotRectangle(i, j, false);\n }\n }\n }", "reset() {\n var _a, _b;\n /**\n * Since _setup handles a full terminal creation, we have to carry forward\n * a few things that should not reset.\n */\n this.options.rows = this.rows;\n this.options.cols = this.cols;\n const customKeyEventHandler = this._customKeyEventHandler;\n this._setup();\n super.reset();\n (_a = this._selectionService) === null || _a === void 0 ? void 0 : _a.reset();\n // reattach\n this._customKeyEventHandler = customKeyEventHandler;\n // do a full screen refresh\n this.refresh(0, this.rows - 1);\n (_b = this.viewport) === null || _b === void 0 ? void 0 : _b.syncScrollArea();\n }", "_render(){\n this._ctx.save();\n this._ctx.clearRect(0, 0, this._width, this._height);\n this._ctx.fillStyle = this._background;\n this._ctx.fillRect(0, 0, this._width, this._height);\n\n // Update this object's canvas here.\n this._ctx.restore();\n }", "fitCanvasToScreen() {\n this.canvas.width = window.innerWidth;\n this.canvas.height = window.innerHeight;\n this._rect = this.canvas.getBoundingClientRect(); // Update\n }", "function render() {\n if(stopped || scene.contextLost) {\n return\n }\n requestAnimationFrame(render)\n redraw()\n }", "function updateViewport() {\n // only update if connection established and at least one viewport state received from server\n if (typeof viewport === 'undefined') {\n return;\n }\n\n var i, j, cell;\n for (i = 0; i < base.constants.viewport.width; i += 1) {\n for (j = 0; j < base.constants.viewport.height; j += 1) {\n cell = viewport[i][j];\n\n // ground\n // all cells have this attribute of type \"number\"\n sprites[i][j].ground.texture = textures.grounds[cell.ground];\n\n // objects\n // if present, attribute is of type \"number\"\n // if empty, attribute is undefined\n if (typeof cell.object !== 'undefined') {\n sprites[i][j].object.visible = true;\n sprites[i][j].object.texture = textures.objects[cell.object];\n } else {\n sprites[i][j].object.visible = false;\n }\n\n // bags\n // if present, attribute is of type \"object\"\n // if empty, attribute is undefined\n sprites[i][j].bag.visible = (typeof cell.bag !== 'undefined' && cell.object !== base.objectId['Chest']);\n\n\n // characters\n // if present, attribute is of type \"object\"\n // if empty, attribute is undefined\n if (typeof cell.char !== 'undefined') {\n sprites[i][j].char.visible = true;\n sprites[i][j].char.tint = cell.char.tint;\n if (cell.char.type === 'player') {\n sprites[i][j].char.texture = textures.hero;\n } else if (cell.char.type === 'mob') {\n sprites[i][j].char.texture = textures.mobs[cell.char.bid];\n }\n\n // Submerge characters in water by masking their bottoms\n if (cell.ground === base.groundId['Water']) {\n sprites[i][j].char.mask = waterMask;\n } else {\n sprites[i][j].char.mask = null;\n }\n } else {\n sprites[i][j].char.visible = false;\n }\n\n\n\n\n // enclosure marks\n sprites[i][j].mark.visible = (ui.settings.interior === true && cell.interior === true);\n }\n }\n }", "draw()\n {\n if(this.isActive)\n {\n super.clear();\n let camFocus = this.getWorldFocus();\n\n if(States.current.tileset > -1)\n {\n let texture = MapQuery.findTextureByID(States.current.tileset);\n let path = States.projectPath + Explorer.resFolder + texture.src;\n let img = States.findImgObjBySrc(path);\n if(img != null)\n {\n this.ctx.drawImage(img, camFocus.x, camFocus.y);\n }\n }\n\n if(States.isRulersVisible)\n {\n this.ruler.draw(this);\n }\n\n this.drawHUD(camFocus);\n }\n }", "function clearCanvas() {\r\n\t\tvar ctx = $['mapsettings'].ctx;\r\n\t\tvar left = parseInt($('#inner').css('left'));\r\n\t\tvar top = parseInt($('#inner').css('top'));\r\n\t\tvar offsetLeft = 0;\r\n\t\tvar offsetTop = 0;\r\n\t\tif(left < 0) offsetLeft = -left;\r\n\t\tif(top < 0) offsetTop = -top;\t \r\n\t\tctx.clearRect(offsetLeft/$['mapsettings'].scale.x, offsetTop/$['mapsettings'].scale.y, ($['mapsettings'].element.width() - left)/$['mapsettings'].scale.x, ($['mapsettings'].element.height() - top)/$['mapsettings'].scale.y);\r\n\t}", "function updateCanvas() {\n clearGraph();\n\n updatePoints();\n}", "_updateViewportSize() {\n const window = this._getWindow();\n this._viewportSize = this._platform.isBrowser ?\n { width: window.innerWidth, height: window.innerHeight } :\n { width: 0, height: 0 };\n }", "_updateViewportSize() {\n const window = this._getWindow();\n this._viewportSize = this._platform.isBrowser ?\n { width: window.innerWidth, height: window.innerHeight } :\n { width: 0, height: 0 };\n }", "function startPosition(){\n painting = true;\n }", "function clear() {\n contentVeil.reset();\n contentVeil.hide();\n removePreviewLegend();\n unwrapInterestingRange();\n }", "clear() {\n this.deactivateAlternateScreen();\n this.sections = this.sections.slice(-1);\n if (this.sections[0] instanceof VT100Section) {\n this.sections[0].userInitiatedClear();\n }\n this.emit('update');\n }" ]
[ "0.6933435", "0.6483852", "0.6474827", "0.640671", "0.6327261", "0.63191605", "0.63191605", "0.6252912", "0.6158941", "0.6137346", "0.6128861", "0.60894907", "0.60817116", "0.60753125", "0.60717714", "0.60432947", "0.6029035", "0.6024857", "0.6024857", "0.60103977", "0.6008071", "0.6007527", "0.6007527", "0.6007527", "0.6007527", "0.6007527", "0.6003203", "0.5999358", "0.5997449", "0.59845984", "0.59647095", "0.59647095", "0.5951865", "0.59332395", "0.5928817", "0.5907932", "0.5904475", "0.58997834", "0.58957964", "0.5891766", "0.5887352", "0.5872705", "0.58661854", "0.5860999", "0.5859491", "0.5855347", "0.5828098", "0.5823911", "0.58158123", "0.57984596", "0.5789301", "0.57840526", "0.5774338", "0.5770571", "0.5767775", "0.57666844", "0.5765949", "0.5765507", "0.5761228", "0.576072", "0.576072", "0.5734421", "0.5732681", "0.57322043", "0.5717724", "0.57153606", "0.56968147", "0.5695023", "0.5687715", "0.5686481", "0.56863505", "0.56838065", "0.5676635", "0.56727403", "0.56704545", "0.56508464", "0.5648959", "0.5631488", "0.5630577", "0.56267303", "0.5624062", "0.562208", "0.5620036", "0.56188244", "0.5616403", "0.5610971", "0.5600809", "0.5579439", "0.55732197", "0.5571776", "0.55700874", "0.55649376", "0.55597997", "0.55590826", "0.5558971", "0.5557654", "0.5555099", "0.5555099", "0.55534756", "0.5551653", "0.5549869" ]
0.0
-1
reads the GPU memory back into this.data
getData(attachment = 0) { const cfg = this.config[attachment] if (cfg.float) { if (!this.data[attachment]) this.data[attachment] = new Float32Array(this.width * this.height * 4); } else { if (!this.data[attachment]) this.data[attachment] = new Uint8Array(this.width * this.height * 4); } gl.bindTexture(gl.TEXTURE_2D, this.textures[attachment]) gl.getTexImage(gl.TEXTURE_2D, 0, cfg.format, cfg.type, this.data[attachment]); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "toRawBytes() {\n if (this.context.deviceType != DeviceStrToEnum.cpu) {\n throw new Error(\"Can only synchronize copy for GPU array, use copyfrom instead.\");\n }\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyToBytes(this.handle, tempPtr, nbytes));\n const ret = this.lib.memory.loadRawBytes(tempPtr, nbytes);\n this.lib.recycleCallStack(stack);\n return ret;\n }", "onDataRead(data) {\n this._vramAddr += (this._control & (1 << 2) ? 32 : 1);\n const result = this._dataBuffer;\n this._dataBuffer = this.read(this._vramAddr);\n return result;\n }", "read(base, arraySize) {\r\n\t//console.log(\"DEBUG Memory.read(base=\" + base + \", arraySize=\" + arraySize + \")\") \r\n if((base + arraySize) > this.data.length) {\r\n console.warn(\"WARN memory address ' + base + ' + ' + arraySize + ' does not exist :-(\")\r\n return null\r\n }\r\n let data = []\r\n for(let i = 0; i < arraySize; i++) {\r\n data[i] = this.data[base + i]\r\n }\r\n\tif(this.observer) {\r\n this.observer.readFromMemory(base, arraySize)\r\n\t}\r\n return data\r\n }", "_read(sz){\n // console.log('sz ' + sz);\n // console.log('pushing');\n \n let ret = true;\n while(ret && this.count > 0) {\n\n\n let j = mt.complex(0,1);\n for(let i = 0; i < this.chunk; i++) {\n // console.log('' + this.factor + ' - ' + this.phase);\n let res = mt.exp(mt.multiply(j,this.phase));\n this.phase += this.factor;\n // cdata.push(res);\n\n\n this.float64_view[2*i] = res.re;\n this.float64_view[(2*i)+1] = res.im;\n\n // this.float64_view[2*i] = this.debug_count++;\n // this.float64_view[(2*i)+1] = 0;\n\n // combdata.push(res.re);\n // combdata.push(res.im);\n // data.push(Math.random()*100);\n }\n\n\n // seems like we need to copy the buffer here\n // because the code above uses the same buffer over and over for this class\n // if we allocated a new buffer above we could remove the slice here\n ret = this.push(this.uint8_view.slice(0));\n this.count--;\n\n\n }\n }", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "get data() {\n DEBUG && debugAssert(this._data);\n return new Uint8Array(\n this._data.buffer.slice(this._dataIdx, this._dataIdx + this._dataLen)\n );\n }", "async function downloadData(device, buffer, offset, size) {\n\n // Create the GPU-side staging buffer.\n const staging = device.createBuffer({\n size,\n usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,\n })\n\n // Copy the data to the buffer from the GPU.\n const encoder = device.createCommandEncoder()\n encoder.copyBufferToBuffer(buffer, offset, staging, 0, size)\n const commands = encoder.finish()\n device.queue.submit([commands])\n\n // Wait for the GPU to be done and map the buffer.\n await staging.mapAsync(GPUMapMode.READ)\n const stagingMapping = staging.getMappedRange()\n\n // Copy the data to the CPU and unmap/destroy the staging buffer.\n const copy = stagingMapping.slice(0)\n staging.unmap()\n staging.destroy()\n\n return copy\n}", "function Memory(){\n this.data = {};\n }", "function Memory(){\n this.data = {};\n }", "function memory() {\n return this._memory = this._memory || {};\n}", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.depth * this.channels;\n\t\t\t\tthis.elements = elements;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "update(){\n\t\tif( !this.updated ) return this;\n\t\tthis.mesh.element_cnt\t= this.data.len;\n\t\tthis.updated\t\t\t= false;\n\n\t\t// Update the GPU buffers with the new data.\n\t\tif( this.mesh.element_cnt > 0 ){\n\t\t\tApp.buffer.update_data( this.buf, this.data.buffer );\n\t\t}\n\t\treturn this;\n\t}", "get currentMemory() {\n return this._currentMemory;\n }", "read() {\n this.lastRead = this.tape[this.y][this.x];\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.channels;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "_bufferDataTexture(){\n return (async() => {\n const _data = await getData(this.csvUrl);\n this.width = Math.max(..._data.map(p => p.X), 0) + 1;\n this.height = Math.max(..._data.map(p => p.Y), 0) + 1;\n const _depth = Math.max(..._data.map(p => p.Z), 0); // +1 is not required for Z values since seeking for data max value\n \tconst _Zmin = Math.min(..._data.map(p => p.Z));\n \tconst _size = this.height * this.width;\n \t\t\t\n const _buffer = new Uint8Array ( _size * 3 );\n \n for ( let i = 0; i < _data.length; i++ ) {\n let stride = i * 3;\n //if ( parseInt(_data[i]['X']) !== 0 && parseInt(_data[i]['Y']) !== 0 && parseInt(_data[i]['Y']) !== this.height-1 && parseInt(_data[i]['X']) !== this.width -1) {\n \t\t//_buffer[ stride ] = Math.floor((255 * ( _data[i]['Y'] / _depth))); //normalize 0 to 255\n _buffer[ stride ] = _data[i]['Z'] ; //normalize 0 to 255\n //_buffer[ stride + 1 ] = _data[i]['Y'];\n //_buffer[ stride + 2 ] = _data[i]['Z'];\n //} else {\n // \t\t_buffer[ stride ] = Math.floor((255 * (_Zmin / _depth)));\n // }\n } \n console.log(_buffer);\n return _buffer;\n \n })()\n \t}", "readData() {\n const drive = this.drives[this.currentDrive];\n // The read command can do various things depending on the specific\n // current command, but we only support reading from the diskette.\n switch (this.currentCommand & COMMAND_MASK) {\n case COMMAND_READ:\n // Keep reading from the buffer.\n if (this.sectorData !== undefined && (this.status & STATUS_DRQ) !== 0 && drive.floppyDisk !== undefined) {\n this.data = this.sectorData.data[this.dataIndex];\n this.dataIndex++;\n if (this.dataIndex >= this.sectorData.data.length) {\n this.sectorData = undefined;\n this.status &= ~STATUS_DRQ;\n this.machine.diskDrqInterrupt(false);\n this.machine.eventScheduler.cancelByEventTypeMask(EventScheduler_1.EventType.DISK_LOST_DATA);\n this.machine.eventScheduler.add(EventScheduler_1.EventType.DISK_DONE, this.machine.tStateCount + 64, () => this.done(0));\n }\n }\n break;\n default:\n // Might be okay, not sure.\n throw new Error(\"Unhandled case in readData()\");\n }\n return this.data;\n }", "function DataMemory(numberOfMemoryCells) {\n var _ram = new RAM(numberOfMemoryCells);\n var _media = new Media();\n var _tableManager = new TableManager()\n\n this.ram = function() {\n return _ram;\n }\n\n this.media = function() {\n return _media;\n }\n\n this.tableManager = function() {\n return _tableManager;\n }\n\n this.reset = function() {\n _ram.reset();\n _tableManager.reset();\n }\n}", "loadToImageData(target,img) { // load img into target\n\t\tthis.vramManager.verify(target);\n\t\tconst gl=this.gl;\n\t\tif(img.type) {\n\t\t\tif(img.type==\"GLRAMBuf\") { // load a buffer\n\t\t\t\t// Here, suppose that the size of target will always contain img\n\t\t\t\t// Setup temp texture for extracting data\n\t\t\t\tconst lOffset=img.left-target.left;\n\t\t\t\tconst dOffset=target.top+target.height-img.top-img.height;\n\t\t\t\tconst tOffset=img.top-target.top;\n\t\t\t\tconst rOffset=target.left+target.width-img.left-img.width;\n\n\t\t\t\tconst tmpD=this.tmpImageData;\n\t\t\t\tif(lOffset>=0&&rOffset>=0&&tOffset>=0&&dOffset>=0){ //inside, may use texSub\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,target.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\tlOffset,dOffset,img.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// border size\n\t\t\t\t\ttarget.validArea=GLProgram.extendBorderSize(target.validArea,img.validArea);\n\t\t\t\t}\n\t\t\t\telse if(img.width<=tmpD.width&&img.height<=tmpD.height){ // can be contained using tmpD\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,tmpD.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\t0,tmpD.height-img.height, // Left-Top corner\n\t\t\t\t\t\timg.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// set position\n\t\t\t\t\ttmpD.left=img.left;\n\t\t\t\t\ttmpD.top=img.top;\n\t\t\t\t\tObject.assign(tmpD.validArea,img.validArea);\n\t\t\t\t\t// copy\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpD,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t}\n\t\t\t\telse{ // outside, create new texture\n\t\t\t\t\tconst tmpTexture=GLProgram.createAndSetupTexture(gl);\n\t\t\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,img.width,img.height,0,gl.RGBA,this.dataFormat,img.data);\n\t\t\t\t\tconst tmpImageData={ // create a GLTexture copy of img\n\t\t\t\t\t\ttype: \"GLTexture\",\n\t\t\t\t\t\tbitDepth: img.bitDepth,\n\t\t\t\t\t\tdata: tmpTexture,\n\t\t\t\t\t\twidth: img.width,\n\t\t\t\t\t\theight: img.height,\n\t\t\t\t\t\tleft: img.left,\n\t\t\t\t\t\ttop: img.top,\n\t\t\t\t\t\tvalidArea: img.validArea // borrow values\n\t\t\t\t\t}\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpImageData,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t\tgl.deleteTexture(tmpTexture);\n\t\t\t\t\t//this.deleteImageData(tmpImageData); // No need: directly called textureBlender, not verified\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\telse if(img.type==\"RAMBuf8\") { // load a CTX2D ImageData, defined in Storage\n\t\t\t\tif(!(target.width&&target.height)) { // the target is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tif(!(img.width&&img.height)) { // the img is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tconst canvas=document.createElement(\"canvas\");\n\t\t\t\tcanvas.width=img.width;\n\t\t\t\tcanvas.height=img.height;\n\t\t\t\tconst ctx2d=canvas.getContext(\"2d\"); // Use Context2D mode @TODO: may cause context lost on large data!\n\t\t\t\t// @TODO: using texImage2D-ArrayBuffer as input\n\t\t\t\t// @TODO: at present has nothing to do with the position (left/top) of img!!\n\t\t\t\tconst imgData2D=ctx2d.createImageData(canvas.width,canvas.height);\n\t\t\t\timgData2D.data.set(img.data);\n\t\t\t\tcanvas.width=0; // release canvas resource\n\t\t\t\tcanvas.height=0;\n\t\t\t\tthis.loadToImageData(target,imgData2D);\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,true); // non-premult img\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,true); // normal Y-direction\n\t\t\t// img can be Context2DImageData/HTMLImageElement/HTMLCanvasElement/ImageBitmap\n\t\t\tthis.imageDataFactory.loadToImageData(target,img);\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,false); // restore\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,false);\n\t\t}\n\t}", "function _clearMemory () {\n memory = 0;\n }", "function post_sync()\n\t{\n\t\tvar data = os_ctx.getImageData(0, 0, BUFFER_X, BUFFER_Y).data;\n\t\t\n\t\tfor (var i = 0; i <BUFFER_X * BUFFER_Y * 4; i++)\n\t\t\tfb_data8[i] = data[i];\n\t}", "reset() {\n this.buffers = {\n front: new Buffer(this.width, this.height),\n back: new Buffer(this.width, this.height),\n };\n }", "freemem() {\n let mem;\n while ((mem = this.allocatedmem.pop())) { _free(mem); }\n return null;\n }", "function ms() {\n other_memory = current_input;\n console.log(other_memory);\n}", "function checkMem() {\n // see: https://github.com/WebAssembly/design/issues/1210\n if (buffer !== memory.buffer) {\n buffer = memory.buffer;\n I8 = new Int8Array(buffer);\n U8 = new Uint8Array(buffer);\n I16 = new Int16Array(buffer);\n U16 = new Uint16Array(buffer);\n I32 = new Int32Array(buffer);\n U32 = new Uint32Array(buffer);\n if (hasBigInt64) {\n I64 = new BigInt64Array(buffer);\n U64 = new BigUint64Array(buffer);\n }\n F32 = new Float32Array(buffer);\n F64 = new Float64Array(buffer);\n }\n }", "function _saveMemory () {\n memory = total;\n }", "render(){\n this.canvas_data.set(this.data);\n this.context.putImageData(this.canvas_imageData, 0, 0);\n }", "zeroMemory () {\n for (let i = 0; i < this.SIZE; i++) {\n this.data[i] = this.ZERO;\n }\n }", "function read(addr, size) {\n oob_arr[victim_buf_idx_ptr] = addr.asDouble();\n let a = new Uint8Array(victim_buf, 0, size);\n var res = Array.from(a);\n // restore the old object when we are done\n oob_arr[victim_buf_idx_ptr] = old;\n return UnTag(res);\n}", "function ms() {\n this.otherMemory = this.currentInput;\n console.log(this.otherMemory);\n}", "bindRenderBuf() {\n\n const shaderSourceHash = [this._scene.canvas.canvas.id, this._scene._sectionPlanesState.getHash()].join(\";\");\n if (shaderSourceHash !== this._shaderSourceHash) {\n this._shaderSourceHash = shaderSourceHash;\n this._shaderSourceDirty = true;\n }\n\n if (this._shaderSourceDirty) { // TODO: Set this when hash changes\n this._buildShaderSource();\n this._shaderSourceDirty = false;\n this._programDirty = true;\n }\n\n if (this._programDirty) {\n this._buildProgram();\n this._programDirty = false;\n this._occlusionTestListDirty = true;\n }\n\n if (this._markerListDirty) {\n this._buildMarkerList();\n this._markerListDirty = false;\n this._positionsDirty = true;\n this._occlusionTestListDirty = true;\n }\n\n if (this._positionsDirty) { ////////////// TODO: Don't rebuild this when positions change, very wasteful\n this._buildPositions();\n this._positionsDirty = false;\n this._vbosDirty = true;\n }\n\n if (this._vbosDirty) {\n this._buildVBOs();\n this._vbosDirty = false;\n }\n\n if (this._occlusionTestListDirty) {\n this._buildOcclusionTestList();\n }\n\n {\n this._readPixelBuf = this._readPixelBuf || (this._readPixelBuf = new RenderBuffer(this._scene.canvas.canvas, this._scene.canvas.gl));\n this._readPixelBuf.bind();\n this._readPixelBuf.clear();\n }\n }", "get memoryAvailable() {\n return this._memoryAvailable;\n }", "loadTestData() {\n this.vram[0] = 0x7f;\n this.vram[1] = 0x7f;\n this.vram[2] = 0x49;\n this.vram[3] = 0x41;\n this.vram[4] = 0x5c;\n this.vram[5] = 0x54;\n this.vram[6] = 0x5c;\n this.vram[7] = 0x54;\n this.vram[8] = 0x7f;\n this.vram[9] = 0x40;\n this.vram[10] = 0xff;\n this.vram[11] = 0x83;\n this.vram[12] = 0xff;\n this.vram[13] = 0x87;\n this.vram[14] = 0x7f;\n this.vram[15] = 0x7f;\n }", "function readPixels(texture, face) {\n var rt = new pc.RenderTarget({ colorBuffer: texture, depth: false, face: face });\n var data = new Uint8ClampedArray(texture.width * texture.height * 4);\n var device = texture.device;\n\n device.setFramebuffer(rt._glFrameBuffer);\n device.initRenderTarget(rt);\n device.gl.readPixels(0, 0, texture.width, texture.height, device.gl.RGBA, device.gl.UNSIGNED_BYTE, data);\n\n rt.destroy();\n\n return data;\n}", "data( data )\n\t{\n\t\tgl.bufferData( this.target, data, this.usage );\n\t\treturn this;\n\t}", "readFrame() {\n if (this.isReadFrameReady()) {\n // Retrieve frame data.\n const frameData = this.videoDataBuffer.slice(0, this.frameSize);\n\n // Remove frame data from accumulated data buffer.\n this.videoDataBuffer = this.videoDataBuffer.slice(this.frameSize);\n // Reset frame size.\n this.frameSize = VideoData.FRAME_SIZE_NOT_READY;\n\n return frameData;\n } else {\n return Buffer.alloc(0);\n }\n }", "function __getArrayBuffer(ptr) {\n const buffer = memory.buffer;\n const length = new Uint32Array(buffer)[ptr + SIZE_OFFSET >>> 2];\n return buffer.slice(ptr, ptr + length);\n }", "writeBack(base, data) {\r\n console.log(\"DEBUG Memory.writeBack(base=\" + base + \", data=...)\")\r\n for(let i = 0; i < data.length; i++) {\r\n let adr = base + i\r\n this.data[adr] = data[i]\r\n\t if(this.observer) {\r\n this.observer.memoryChanged(adr)\r\n\t }\r\n }\r\n }", "readData(data) {\n // note: there is no need to unlock this buffer, as we are only reading from it\n var indices = this._lockTypedArray();\n var count = this.numIndices;\n\n if (ArrayBuffer.isView(data)) {\n // destination data is typed array\n data.set(indices);\n } else {\n // data is array, copy right amount manually\n data.length = 0;\n var i;\n for (i = 0; i < count; i++)\n data[i] = indices[i];\n }\n\n return count;\n }", "copyFromRawBytes(data) {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n if (nbytes != data.length) {\n throw new Error(\"Expect the data's length equals nbytes=\" + nbytes);\n }\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.memory.storeRawBytes(tempPtr, data);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromBytes(this.handle, tempPtr, nbytes));\n this.lib.recycleCallStack(stack);\n return this;\n }", "onDataWrite(data) {\n this._dataBuffer = data;\n this.write(this._vramAddr, this._dataBuffer);\n this._vramAddr += (this._control & (1 << 2) ? 32 : 1);\n }", "getData() {\n return this._cachedData;\n }", "get(pointer) {\n return this.memory[pointer];\n }", "_releaseAllUserData() {\n this.#userDataPtrMap = {};\n this.#userDataIIdMap = {};\n this.#userDataPointer = 0;\n }", "_read() {\n this._buildProtobuf();\n\n const header = Buffer.allocUnsafe(HEADER_SZ);\n header.writeInt8(getVersion(), HEADER_VERSION_OFFSET);\n header.writeInt32BE(this.getProtobufSize(), HEADER_PBUFSZ_OFFSET);\n header.writeInt32BE(this.getChunkSize(), HEADER_CHUNKSZ_OFFSET);\n\n this.push(header);\n\n this.push(this.getProtobuf().toBuffer());\n\n this.push(null);\n }", "function mr() {\n this.currentInput = this.otherMemory;\n this.displayCurrentInput();\n console.log(\"memory is \" + this.otherMemory);\n}", "memLoad(prgmBuffer) {\n console.log(\"Loading program buffer into memory.\")\n\n CHIP8.r.I = 0;\n CHIP8.r.PC = 0x200;\n\n CHIP8.r.V = new Uint8Array(new ArrayBuffer(16));\n prgm = new Uint8Array(prgmBuffer);\n\n for (let i = 0; i < prgm.length; i++) {\n CHIP8_MEM[i + 0x200] = prgm[i];\n }\n\n console.log(\"Also loading reserved fonts.\")\n for (let i = 0; i < FONT.length; i++) {\n for (let ix = 0; ix < FONT[i].length; ix++) {\n CHIP8_MEM[i * 5 + ix] = FONT[i][ix];\n }\n }\n }", "function saveDrawSurfaceImageData() {\n drawSurfaceImageData = ctx.getImageData(0, 0, w, h);\n }", "loadBrushtipImageData(tgt,data){\n\t\tif(tgt.type!=\"RAMBuf8\"){\n\t\t\tLOGGING&&console.warn(\"Not RAMBuf8 brushtip imagedata!\");\n\t\t\treturn;\n\t\t}\n\t\tconst bImg=this.createImageData(tgt.width,tgt.height);\n\t\tbImg.left=tgt.left;\n\t\tbImg.top=tgt.top;\n\t\tthis.vramManager.addWhiteList(bImg); // No need to freeze brushtip always\n\n\t\t// loading\n\t\ttgt.data=data;\n\t\tthis.loadToImageData(bImg,tgt);\n\t\treturn bImg;\n\t}", "function doubleStorage() {\n storageCount *= 2; // The number of elements stored in the container\n var newStorage = new Vec3StorageConstructor.TYPED_ARRAY(storageCount * 3); // The resulting size is the total number of members stored\n newStorage.set(storage); // Does the copy\n storage = newStorage;\n }", "function GetBuffer(ram,addr,size) {\n\tvar retbuffer = new Uint8Array(size);\n\tfor(var i=0; i<size; i++) {\n\t\tretbuffer[i]=ram.Read8(addr+i);\n\t}\n\treturn retbuffer;\n}", "finalize() {\n if (this._finalized) {\n this.error(\"Already finalized\");\n return;\n }\n\n const state = this._state;\n const gl = this.model.scene.canvas.gl;\n const buffer = this._buffer;\n\n if (this._preCompressed) {\n state.positionsDecodeMatrix = this._positionsDecodeMatrix;\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.positions, buffer.lenPositions, 3, gl.STATIC_DRAW);\n } else {\n quantizePositions(buffer.positions, buffer.lenPositions, this._modelAABB, buffer.quantizedPositions, state.positionsDecodeMatrix); // BOTTLENECK\n\n if (buffer.lenPositions > 0) {\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.quantizedPositions.slice(0, buffer.lenPositions), buffer.lenPositions, 3, gl.STATIC_DRAW);\n }\n }\n\n if (buffer.lenNormals > 0) {\n let normalized = true; // For oct encoded UIn\n //let normalized = false; // For scaled\n state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.normals.slice(0, buffer.lenNormals), buffer.lenNormals, 3, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenColors > 0) {\n let normalized = false;\n state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.colors.slice(0, buffer.lenColors), buffer.lenColors, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenFlags > 0) {\n let normalized = true;\n state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n state.flags2Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags2.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenPickColors > 0) {\n let normalized = false;\n state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.pickColors.slice(0, buffer.lenPickColors), buffer.lenPickColors, 4, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenIndices > 0) {\n state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.indices.slice(0, buffer.lenIndices), buffer.lenIndices, 1, gl.STATIC_DRAW);\n }\n if (buffer.lenEdgeIndices > 0) {\n state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.edgeIndices.slice(0, buffer.lenEdgeIndices), buffer.lenEdgeIndices, 1, gl.STATIC_DRAW);\n }\n\n buffer.lenPositions = 0;\n buffer.lenColors = 0;\n buffer.lenNormals = 0;\n buffer.lenFlags = 0;\n buffer.lenPickColors = 0;\n buffer.lenIndices = 0;\n buffer.lenEdgeIndices = 0;\n\n this._buffer = null;\n this._finalized = true;\n }", "faceData(face, data) {\n if (!Array.isArray(data)) {\n DUMMY_UNIT_ARRAY[0] = data;\n data = DUMMY_UNIT_ARRAY;\n }\n\n let numLevels = this.mipmaps ? data.length : 1;\n let width = this.width;\n let height = this.height;\n let i;\n\n this.gl.pixelStorei(GL.UNPACK_FLIP_Y_WEBGL, this.flipY);\n this.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);\n\n if (this.compressed) {\n for (i = 0; i < numLevels; ++i) {\n this.gl.compressedTexSubImage2D(face, i, 0, 0, width, height, this.format, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n } else {\n for (i = 0; i < numLevels; ++i) {\n this.gl.texSubImage2D(face, i, 0, 0, width, height, this.format, this.type, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n }\n\n return this;\n }", "function snapshot() {\n var ctx = canvas.getContext('2d');\n var feed = liveFeed.getContext('2d');\n imageData = feed.getImageData(0, 0, 224, 224);\n ctx.putImageData(imageData,0,0);\n}", "function getUserData() {\n\n return currUserData;\n }", "async bytes() {\n this.throwIfDisposed();\n const data = await trackerFn().read(this.dataId);\n if (this.dtype === 'string') {\n return data;\n }\n else {\n return new Uint8Array(data.buffer);\n }\n }", "function mr() {\n current_input = other_memory;\n displayCurrentInput();\n console.log(\"memory is \" + other_memory);\n}", "readPixels(attachment = gl.COLOR_ATTACHMENT0) {\n if (!this.front.data) this.front.allocate();\n gl.readBuffer(attachment);\n gl.readPixels(0, 0, this.front.width, this.front.height, this.front.format, this.front.dataType, this.front.data);\n return this;\n }", "function data() {\n\treturn {\n\t\tsize: 224,\n\t\tN: undefined,\n\t\tpos: undefined,\n\t\tylabels: undefined,\n\t\tdatasource: undefined\n\t};\n}", "deleteGraphicsData() {\n if (this.bufferInfo) {\n const gl = this.gl;\n // A hack to prevent WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute\n // TODO: Consider using bufferSubData or DYNAMIC_DRAW etc...\n for (let i = 0; i < 8; i++) {\n gl.disableVertexAttribArray(i);\n }\n\n Object.values(this.bufferInfo.attribs).forEach((attribInfo) =>\n this.gl.deleteBuffer(attribInfo.buffer)\n );\n if (this.bufferInfo.indices) {\n this.gl.deleteBuffer(this.bufferInfo.indices);\n }\n this.bufferInfo = undefined;\n }\n }", "constructor(options, options2){\n super(options); //Passing options to native class constructor. (REQUIRED)\n this.count = options2.count; //A self declared variable to limit the data which is to be read.\n this.factor = options2.theta;\n this.chunk = options2.chunk;\n\n this.debug_count = 0;\n this.phase = 0;\n\n\n // dv.setFloat64(0, number, false);\n\n // 8 is for bytes per float, 2 is for real/imag\n this.thebuffer = new ArrayBuffer(this.chunk*8*2); // in bytes\n this.uint8_view = new Uint8Array(this.thebuffer);\n this.uint32_view = new Uint32Array(this.thebuffer);\n this.float64_view = new Float64Array(this.thebuffer);\n // this.dv = new DataView(this.thebuffer);\n\n for(let i = 0; i < this.chunk; i++) {\n this.uint32_view[i] = i;\n }\n\n\n }", "async function calcMem(saveflag = false){\n\n blxDataMem = {total:0, incnew:0, max:-1, mode:-1}\n\n let v_data_idx = findFileInDir('data.edt') // might set blxErrMsg\n let v_data_old_idx = findFileInDir('data.edt.old') // might set blxErrMsg\n await blStore.get(blxIDs.deviceMAC + '_data.edt.old')\n let KeyVal_data_old = blStore.result() // undefined opt.\n await blStore.get(blxIDs.deviceMAC + '_data.edt')\n let KeyVal_data = blStore.result() // undefined opt.\n\n if(blxIDs.iparam !== undefined){ // Par. [12] iparam.flags 0: Record OFF, Bit 1:Measure, Bit 2: Ring\n blxDataMem.mode = parseInt(blxIDs.iparam[12]) // flags is at [12]\n if(blxDataMem.mode&2){ // Ring Mode\n if(blxIDs.sys_param!=undefined){\n blxDataMem.max = parseInt(blxIDs.sys_param[17])*2 // maxmem is at [17]\n }\n }else{ // Linear Mode\n blxDataMem.max = blxIDs.disk.diskSize - 102400 // 25 Sect. for System\n }\n }\n \n // Wenn v.data.edt.old == DB.data.edt dann shiften\n if(v_data_old_idx >= 0){ // Auf Device gibt es data.edt.old\n if (KeyVal_data != undefined ){ // und im Store data.edt\n if(blxIDs.disk.files[v_data_old_idx].date.getTime() === KeyVal_data.v.ctime.getTime()){\n // Zeiten sind gleich, also shiften, mgl. fehlt ein Teil von old, neu in jedem Fall dann ganz\n KeyVal_data_old = KeyVal_data\n KeyVal_data_old.k = blxIDs.deviceMAC + '_data.edt.old'\n KeyVal_data = undefined\n console.log(\"Shift 'data.edt'->'data.edt.old'\")\n if(saveflag === true){ // Merken der geshifteten Werte in DB\n try{\n await blStore.remove(blxIDs.deviceMAC + '_data.edt')\n await blStore.set(KeyVal_data_old.k, KeyVal_data_old.v)\n } catch (err) {\n blxErrMsg = 'ERROR(Store): ' + err\n return\n }\n }\n }\n }\n }\n\n // Es gibt eine OLD im DB, aber keine oder keine passende OLD im V\n if( (KeyVal_data_old != undefined) && ((v_data_old_idx < 0) || (blxIDs.disk.files[v_data_old_idx].date.getTime() !== KeyVal_data_old.v.ctime.getTime()))){\n v_data_old_idx = -1\n KeyVal_data_old = undefined\n if(saveflag === true){\n try{\n await blStore.remove(blxIDs.deviceMAC + '_data.edt.old')\n } catch (err) {\n blxErrMsg = 'ERROR(Store): ' + err\n return\n }\n }\n }\n // Dto fuer neu\n if( (KeyVal_data != undefined) && ((v_data_idx < 0) || (blxIDs.disk.files[v_data_idx].date.getTime() !== KeyVal_data.v.ctime.getTime()))){\n KeyVal_data = undefined\n if(saveflag === true){\n try{\n await blStore.remove(blxIDs.deviceMAC + '_data.edt')\n } catch (err) {\n blxErrMsg = 'ERROR(Store): ' + err\n return\n }\n }\n }\n\n if(v_data_idx>=0){\n blxDataMem.total += blxIDs.disk.files[v_data_idx].len\n }\n if(v_data_old_idx >=0){\n blxDataMem.total += blxIDs.disk.files[v_data_old_idx].len\n }\n blxDataMem.incnew = blxDataMem.total\n // Nun noch testen was vorhanden ist\n if(KeyVal_data != undefined){\n blxDataMem.incnew -= KeyVal_data.v.akt_len\n }\n if(KeyVal_data_old != undefined){\n blxDataMem.incnew -= KeyVal_data_old.v.akt_len\n }\n\n blxErrMsg = 0\n }", "function memory() {\r\n this.left = 0;\r\n this.right = 1;\r\n}", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "_renderBuffers() {\n let buffers = this._bufferData;\n this._buffers.clearLayers();\n if (!buffers) return;\n\n buffers.features.forEach((feature) => {\n if (this._state[feature.properties.id]) {\n this._buffers.addData(feature);\n }\n }, this);\n }", "function refreshView() {\n if (exports.memory) {\n view = new Int32Array(exports.memory.buffer);\n }\n}", "closeAndStartNewBuffer_() {\n this.blocks_.push(new Uint8Array(this.currentBuffer_));\n this.currentBuffer_ = [];\n }", "function CoreMemory()\n{\n this.frameNum = 3;\n this.frameSize = 256; // This is the default page size.\n this.baseAddress = 0;\n this.limitAddress = this.frameNum*this.frameSize;\n \n this.memory = new Array(this.frameNum*this.frameSize);\n \n this.init = function()\n {\n for (var index =0 ; index < this.memory.length; index ++)\n {\n this.memory[index] = \"00\"; \n }\n };\n}", "subData( offset, data )\n\t{\n\t\tgl.bufferSubData( this.target, offset, data );\n\t\treturn this;\n\t}", "get buffer() {\n return this.buffers.active;\n }", "function getImageData(){\n\n }", "initBuffer() {\n\t\tlet data = this.model.mesh.concat(this.model.normals).concat(this.model.texCoord)\n\n\t\tgl.useProgram(program)\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.vbo)\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n\t}", "link_buffer_to_primitives() {\r\n\r\n this.glTF.meshes.forEach(mesh => {\r\n mesh.primitives.forEach(primitive => {\r\n\r\n if (primitive.indicies === null) {\r\n console.error(`Primitive not using indices are not supported`);\r\n return;\r\n }\r\n\r\n // Create the buffer.\r\n const [vertexBuffer, vertexArray] = this.gpuDevice.createBufferMapped({\r\n size: bufferView.byteLength,\r\n usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\r\n });\r\n\r\n\r\n\r\n\r\n });\r\n });\r\n\r\n console.log(`Linked GPU buffers to all mesh primitives.`);\r\n }", "function getImageData() {\n //get the minimum bounding box around the drawing \n const mbb = getMinBox()\n\n //get image data according to dpi \n const dpi = window.devicePixelRatio\n const imgData = canvas.contextContainer.getImageData(mbb.min.x * dpi, mbb.min.y * dpi,\n (mbb.max.x - mbb.min.x) * dpi, (mbb.max.y - mbb.min.y) * dpi);\n return imgData\n }", "getData() {\n return this.globalData;\n }", "flush() {\n // trace(\"BatchRender flush \" + this.currentSize)\n if (this.currentSize === 0) {\n return;\n }\n var gl = this.renderer.gl;\n var MAX_TEXTURES = this.MAX_TEXTURES;\n var buffer = this.getAttributeBuffer(this.currentSize);\n // reveal(buffer);\n var indexBuffer = this.getIndexBuffer(this.currentIndexSize);\n // reveal(indexBuffer);\n var elements = this.elements;\n var groups = this.groups;\n var float32View = buffer.float32View;\n // reveal(float32View);\n var uint32View = buffer.uint32View;\n // reveal(uint32View);\n var touch = this.renderer.textureGC.count;\n var index = 0;\n var indexCount = 0;\n var nextTexture;\n var currentTexture;\n var groupCount = 0;\n var textureCount = 0;\n var currentGroup = groups[0];\n // reveal(currentGroup);\n var blendMode = -1; // premultiplyBlendMode[elements[0]._texture.baseTexture.premultiplyAlpha ? 0 : ][elements[0].blendMode];\n currentGroup.textureCount = 0;\n currentGroup.start = 0;\n currentGroup.blend = blendMode;\n var TICK = ++BaseTexture_1.BaseTexture._globalBatch;\n var i;\n for (i = 0; i < this.currentIndex; ++i) {\n // upload the sprite elements...\n // they have all ready been calculated so we just need to push them into the buffer.\n var sprite = elements[i];\n elements[i] = null;\n nextTexture = sprite._texture.baseTexture;\n // reveal(nextTexture);\n var spriteBlendMode = BlendModesSettings_1.BlendModesSettings.premultiplyBlendMode[nextTexture.premultiplyAlpha ? 1 : 0][sprite.blendMode];\n if (blendMode !== spriteBlendMode) {\n blendMode = spriteBlendMode;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n currentGroup.size = indexCount - currentGroup.start;\n currentGroup = groups[groupCount++];\n currentGroup.textureCount = 0;\n currentGroup.blend = blendMode;\n currentGroup.start = indexCount;\n }\n nextTexture.touched = touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._id = textureCount;\n currentGroup.textures[currentGroup.textureCount++] = nextTexture;\n // reveal(currentGroup);\n // reveal(nextTexture);\n textureCount++;\n }\n }\n this.packGeometry(sprite, float32View, uint32View, indexBuffer, index, indexCount); // argb, nextTexture._id, float32View, uint32View, indexBuffer, index, indexCount);\n // HERE \n // push a graphics..\n index += (sprite.vertexData.length / 2) * this.vertSize;\n indexCount += sprite.indices.length;\n }\n BaseTexture_1.BaseTexture._globalBatch = TICK;\n currentGroup.size = indexCount - currentGroup.start;\n // this.indexBuffer.update();\n if (!WebGLSettings_1.WebGLSettings.CAN_UPLOAD_SAME_BUFFER) {\n // this is still needed for IOS performance..\n // it really does not like uploading to the same buffer in a single frame!\n if (this.vaoMax <= this.vertexCount) {\n this.vaoMax++;\n /* eslint-disable max-len */\n this.vaos[this.vertexCount] = new BatchGeometry_1.BatchGeometry();\n }\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // this.vertexBuffers[this.vertexCount].update(buffer.vertices, 0);\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n this.renderer.geometry.updateBuffers();\n this.vertexCount++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // if (true)// this.spriteOnly)\n // {\n // this.vaos[this.vertexCount].indexBuffer = this.defualtSpriteIndexBuffer;\n // this.vaos[this.vertexCount].buffers[1] = this.defualtSpriteIndexBuffer;\n // }\n // this.vaos[0].attributes.aColor.stride = 24\n // this.vaos[0].attributes.aColor.start = 16\n // NOT SET\n // this.vaos[0].attributes.aTextureCoord.stride = 24\n // this.vaos[0].attributes.aTextureCoord.start = 8\n // NOT SET\n // this.vaos[0].attributes.aVertexPosition.stride = 24\n // NOT SET\n this.renderer.geometry.updateBuffers();\n // \n }\n // this.renderer.state.set(this.state);\n var textureSystem = this.renderer.texture;\n var stateSystem = this.renderer.state;\n // e.log(groupCount);\n // / render the groups..\n // trace(\"groupcount: \" + groupCount)\n // trace(\"BatchRenderer count: \" + groupCount)\n for (i = 0; i < groupCount; i++) {\n var group = groups[i];\n var groupTextureCount = group.textureCount;\n for (var j = 0; j < groupTextureCount; j++) {\n // trace(\"possible textureSystem bind call (BathRenderer)\")\n // trace(\"binding: \" + group.textures[j] + \" to \" + j)\n textureSystem.bind(group.textures[j], j);\n group.textures[j] = null;\n }\n // this.state.blendMode = group.blend;\n // this.state.blend = true;\n // this.renderer.state.setState(this.state);\n // set the blend mode..\n stateSystem.setBlendMode(group.blend);\n gl.drawElements(group.type, group.size, gl.UNSIGNED_SHORT, group.start * 2);\n }\n // reset elements for the next flush\n this.currentIndex = 0;\n this.currentSize = 0;\n this.currentIndexSize = 0;\n }", "calculateUvs() {\n var geomUvs = this.geometry.buffers[1];\n if (!this.shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs_1.MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n }", "function dump_memory(userID, channelID, message, parameter_set){\n bot.sendMessage({ to: channelID, \n message: \"Current state of `CORE_MEMORY`:\\n```\" + Memory.print_core_memory() + \"```\" \n })\n}", "get value() {\n // See https://github.com/whatwg/html/issues/5380 for why not `new SharedArrayBuffer()`\n return new WebAssembly.Memory({ shared:true, initial:1, maximum:1 }).buffer;\n }", "constructor() {\n this.length = 0;\n this._capacity = 0;\n // Sets up the pointer where the memory is allocated\n this.ptr = memory.allocate(this.length);\n }", "function resetMemory(){\n\tRawMemory.set('{}');\n\tMemory.creeps = {};\n\tMemory.rooms = {};\n\tMemory.flags = {};\n\tMemory.spawns = {};\n}", "updateArrayBuffer(buffer, data) {\n\t\tconst gl = this.gl;\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);\n\t}", "get data() {\n\t\treturn this.__data;\n\t}", "_unpackData() {\n const buf = new DbObjectPickleBuffer(this.packedData);\n buf.readHeader(this);\n this._unpackDataFromBuf(buf);\n this.packedData = undefined;\n }", "async getMemoryInfo(){\r\n return this.call('getmemoryinfo',...(Array.from(arguments)));\r\n }", "function BufferToArrayBuffer () {\n return (new Buffer(this)).buffer\n}", "function BufferToArrayBuffer () {\n return (new Buffer(this)).buffer\n}", "function BufferToArrayBuffer () {\n return (new Buffer(this)).buffer\n}", "function BufferToArrayBuffer () {\n return (new Buffer(this)).buffer\n}", "get byteOffsetInRawArrayBufferOfBuffer() {\n return this.__byteOffsetInRawArrayBufferOfBuffer;\n }", "function BBDataBuffer(){\n\tthis.arrayBuffer=null;\n\tthis.dataView=null;\n\tthis.length=0;\n}", "function LazyUint8Array() {\r\n this.lengthKnown = false;\r\n this.chunks = []; // Loaded chunks. Index is the chunk number\r\n }", "load(url) {\n if (!this.data) this.allocate();\n\n let self = this;\n const img = new Image(); // Create new img element\n const canvas = new OffscreenCanvas(this.width, this.height);\n img.onload = function() {\n\n // TODO: assert width/height match?\n let ctx = canvas.getContext(\"2d\");\n ctx.drawImage(img, 0, 0);\n let imgdata = ctx.getImageData(0, 0, self.width, self.height);\n let binary = new Uint8ClampedArray(imgdata.data.buffer);\n let length = imgdata.data.length;\n for (let i=0; i<length; i++) {\n self.data[i*4+0] = (binary[i*4+0] / 255);\n self.data[i*4+1] = (binary[i*4+1] / 255);\n self.data[i*4+2] = (binary[i*4+2] / 255);\n self.data[i*4+3] = (binary[i*4+3] / 255);\n }\n self.bind().submit();\n // self.width = this.width;\n // self.height = this.height;\n // self.canvas.width = self.width;\n // self.canvas.height = self.height;\n // let length = self.width * self.height;\n // let ctx = self.canvas.getContext(\"2d\");\n // ctx.drawImage(img, 0, 0);\n // self.imgdata = ctx.getImageData(0, 0, self.width, self.height);\n // let binary = new Uint8ClampedArray(self.imgdata.data.buffer);\n // let data = new Float32Array(length*4);\n // for (let i=0; i<length; i++) {\n // data[i*4+0] = (binary[i*4+0] / 255);\n // data[i*4+1] = (binary[i*4+1] / 255);\n // data[i*4+2] = (binary[i*4+2] / 255);\n // data[i*4+3] = (binary[i*4+3] / 255);\n // }\n // self.data = data;\n\n // if (callback) callback.apply(self);\n }\n img.src = url; // Set source path\n return this;\n }", "requestLocalData() {\n if (this.sendBuffers.length > 0) {\n const sendData = this.sendBuffers.shift();\n this.sp.write(sendData.data, () => {\n if (this.sp) {\n this.sp.drain(() => {\n this.executeCheckList[sendData.index] = sendData.id;\n });\n }\n });\n }\n// console.count('write hardware');\n return;\n }", "setM(m) {\n this.m = m;\n\n // initialization like in the constructor\n this.coord = new Float32Array(this.n * this.m * 2);\n this.old_coord = new Float32Array(this.n * this.m * 2);\n this.color = new Float32Array(3 * this.m * this.n);\n\n this.initializeCoords();\n\n this.stress = new Float32Array(this.m * this.n);\n this.initializeStress();\n\n this.edges_per_node = new Array(this.m * this.n);\n this.initializeEdgesPerNode();\n\n this.edge_index = new Uint16Array((this.m * (this.n - 1) + this.n * (this.m - 1)) * 2);\n this.initializeEdgeIndex();\n\n this.node_index = new Uint16Array(this.n * this.m);\n this.initializeNodeIndex();\n\n this.locked_nodes = new Array();\n this.initializeLockedNodes();\n\n this.gl.deleteBuffer(this.index_buffer);\n this.gl.deleteBuffer(this.data_buffer);\n this.index_buffer = this.gl.createBuffer();\n this.data_buffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.index_buffer);\n let size;\n if (this.show_nodes == false) {\n size = this.edge_index.BYTES_PER_ELEMENT * this.edge_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.edge_index);\n }\n else {\n size = this.node_index.BYTES_PER_ELEMENT * this.node_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.node_index);\n }\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.data_buffer);\n size = this.coord.BYTES_PER_ELEMENT * this.coord.length + this.color.BYTES_PER_ELEMENT * this.color.length;\n this.gl.bufferData(this.gl.ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.vertexAttribPointer(this.a_Position, 2, this.gl.FLOAT, false, 0, 0);\n this.gl.vertexAttribPointer(this.a_FragColor, 3, this.gl.FLOAT, false, 0, this.coord.BYTES_PER_ELEMENT * this.coord.length);\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }" ]
[ "0.6496159", "0.6204977", "0.6061052", "0.6028191", "0.6005479", "0.6005479", "0.5894079", "0.58023906", "0.56559694", "0.56559694", "0.5543816", "0.5540128", "0.54851764", "0.5453968", "0.5447617", "0.54396856", "0.5436932", "0.5350107", "0.53428", "0.5287773", "0.52538", "0.52462995", "0.5229779", "0.52291775", "0.5209787", "0.52015024", "0.51843786", "0.5170677", "0.5168384", "0.5165655", "0.51569545", "0.5152816", "0.5144002", "0.51407176", "0.5118187", "0.5107559", "0.5103995", "0.5100676", "0.50958616", "0.5077667", "0.50344294", "0.50309896", "0.5030282", "0.5013135", "0.5012589", "0.50092006", "0.500581", "0.49981475", "0.49841204", "0.49796832", "0.49764797", "0.49720994", "0.49681854", "0.49646187", "0.49365672", "0.49361822", "0.49267733", "0.49243006", "0.49213493", "0.49178994", "0.49107105", "0.49058026", "0.49003577", "0.4892927", "0.48927835", "0.48901632", "0.48879513", "0.48843744", "0.48733658", "0.48707443", "0.4869453", "0.4868283", "0.48628762", "0.48584434", "0.4845822", "0.48273808", "0.4816104", "0.48160595", "0.4812239", "0.48071867", "0.48035726", "0.48030543", "0.47923976", "0.47846258", "0.4748618", "0.4748315", "0.4747839", "0.4747839", "0.4747839", "0.4747839", "0.47456515", "0.47402376", "0.4737114", "0.47358397", "0.47280097", "0.47255903", "0.47221324", "0.47221324", "0.47221324", "0.47221324" ]
0.47538203
84
reads the GPU memory back into this.data must begin() first! warning: can be slow
readPixels(attachment = 0) { const cfg = this.config[attachment] if (cfg.float) { if (!this.data[attachment]) this.data[attachment] = new Float32Array(this.width * this.height * 4); } else { if (!this.data[attachment]) this.data[attachment] = new Uint8Array(this.width * this.height * 4); } gl.readBuffer(gl.COLOR_ATTACHMENT0 + attachment); gl.readPixels(0, 0, this.width, this.height, cfg.format, cfg.type, this.data[attachment]); return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "toRawBytes() {\n if (this.context.deviceType != DeviceStrToEnum.cpu) {\n throw new Error(\"Can only synchronize copy for GPU array, use copyfrom instead.\");\n }\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyToBytes(this.handle, tempPtr, nbytes));\n const ret = this.lib.memory.loadRawBytes(tempPtr, nbytes);\n this.lib.recycleCallStack(stack);\n return ret;\n }", "_read(sz){\n // console.log('sz ' + sz);\n // console.log('pushing');\n \n let ret = true;\n while(ret && this.count > 0) {\n\n\n let j = mt.complex(0,1);\n for(let i = 0; i < this.chunk; i++) {\n // console.log('' + this.factor + ' - ' + this.phase);\n let res = mt.exp(mt.multiply(j,this.phase));\n this.phase += this.factor;\n // cdata.push(res);\n\n\n this.float64_view[2*i] = res.re;\n this.float64_view[(2*i)+1] = res.im;\n\n // this.float64_view[2*i] = this.debug_count++;\n // this.float64_view[(2*i)+1] = 0;\n\n // combdata.push(res.re);\n // combdata.push(res.im);\n // data.push(Math.random()*100);\n }\n\n\n // seems like we need to copy the buffer here\n // because the code above uses the same buffer over and over for this class\n // if we allocated a new buffer above we could remove the slice here\n ret = this.push(this.uint8_view.slice(0));\n this.count--;\n\n\n }\n }", "onDataRead(data) {\n this._vramAddr += (this._control & (1 << 2) ? 32 : 1);\n const result = this._dataBuffer;\n this._dataBuffer = this.read(this._vramAddr);\n return result;\n }", "update(){\n\t\tif( !this.updated ) return this;\n\t\tthis.mesh.element_cnt\t= this.data.len;\n\t\tthis.updated\t\t\t= false;\n\n\t\t// Update the GPU buffers with the new data.\n\t\tif( this.mesh.element_cnt > 0 ){\n\t\t\tApp.buffer.update_data( this.buf, this.data.buffer );\n\t\t}\n\t\treturn this;\n\t}", "_bufferDataTexture(){\n return (async() => {\n const _data = await getData(this.csvUrl);\n this.width = Math.max(..._data.map(p => p.X), 0) + 1;\n this.height = Math.max(..._data.map(p => p.Y), 0) + 1;\n const _depth = Math.max(..._data.map(p => p.Z), 0); // +1 is not required for Z values since seeking for data max value\n \tconst _Zmin = Math.min(..._data.map(p => p.Z));\n \tconst _size = this.height * this.width;\n \t\t\t\n const _buffer = new Uint8Array ( _size * 3 );\n \n for ( let i = 0; i < _data.length; i++ ) {\n let stride = i * 3;\n //if ( parseInt(_data[i]['X']) !== 0 && parseInt(_data[i]['Y']) !== 0 && parseInt(_data[i]['Y']) !== this.height-1 && parseInt(_data[i]['X']) !== this.width -1) {\n \t\t//_buffer[ stride ] = Math.floor((255 * ( _data[i]['Y'] / _depth))); //normalize 0 to 255\n _buffer[ stride ] = _data[i]['Z'] ; //normalize 0 to 255\n //_buffer[ stride + 1 ] = _data[i]['Y'];\n //_buffer[ stride + 2 ] = _data[i]['Z'];\n //} else {\n // \t\t_buffer[ stride ] = Math.floor((255 * (_Zmin / _depth)));\n // }\n } \n console.log(_buffer);\n return _buffer;\n \n })()\n \t}", "read(base, arraySize) {\r\n\t//console.log(\"DEBUG Memory.read(base=\" + base + \", arraySize=\" + arraySize + \")\") \r\n if((base + arraySize) > this.data.length) {\r\n console.warn(\"WARN memory address ' + base + ' + ' + arraySize + ' does not exist :-(\")\r\n return null\r\n }\r\n let data = []\r\n for(let i = 0; i < arraySize; i++) {\r\n data[i] = this.data[base + i]\r\n }\r\n\tif(this.observer) {\r\n this.observer.readFromMemory(base, arraySize)\r\n\t}\r\n return data\r\n }", "reset() {\n this.buffers = {\n front: new Buffer(this.width, this.height),\n back: new Buffer(this.width, this.height),\n };\n }", "loadToImageData(target,img) { // load img into target\n\t\tthis.vramManager.verify(target);\n\t\tconst gl=this.gl;\n\t\tif(img.type) {\n\t\t\tif(img.type==\"GLRAMBuf\") { // load a buffer\n\t\t\t\t// Here, suppose that the size of target will always contain img\n\t\t\t\t// Setup temp texture for extracting data\n\t\t\t\tconst lOffset=img.left-target.left;\n\t\t\t\tconst dOffset=target.top+target.height-img.top-img.height;\n\t\t\t\tconst tOffset=img.top-target.top;\n\t\t\t\tconst rOffset=target.left+target.width-img.left-img.width;\n\n\t\t\t\tconst tmpD=this.tmpImageData;\n\t\t\t\tif(lOffset>=0&&rOffset>=0&&tOffset>=0&&dOffset>=0){ //inside, may use texSub\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,target.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\tlOffset,dOffset,img.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// border size\n\t\t\t\t\ttarget.validArea=GLProgram.extendBorderSize(target.validArea,img.validArea);\n\t\t\t\t}\n\t\t\t\telse if(img.width<=tmpD.width&&img.height<=tmpD.height){ // can be contained using tmpD\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,tmpD.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\t0,tmpD.height-img.height, // Left-Top corner\n\t\t\t\t\t\timg.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// set position\n\t\t\t\t\ttmpD.left=img.left;\n\t\t\t\t\ttmpD.top=img.top;\n\t\t\t\t\tObject.assign(tmpD.validArea,img.validArea);\n\t\t\t\t\t// copy\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpD,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t}\n\t\t\t\telse{ // outside, create new texture\n\t\t\t\t\tconst tmpTexture=GLProgram.createAndSetupTexture(gl);\n\t\t\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,img.width,img.height,0,gl.RGBA,this.dataFormat,img.data);\n\t\t\t\t\tconst tmpImageData={ // create a GLTexture copy of img\n\t\t\t\t\t\ttype: \"GLTexture\",\n\t\t\t\t\t\tbitDepth: img.bitDepth,\n\t\t\t\t\t\tdata: tmpTexture,\n\t\t\t\t\t\twidth: img.width,\n\t\t\t\t\t\theight: img.height,\n\t\t\t\t\t\tleft: img.left,\n\t\t\t\t\t\ttop: img.top,\n\t\t\t\t\t\tvalidArea: img.validArea // borrow values\n\t\t\t\t\t}\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpImageData,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t\tgl.deleteTexture(tmpTexture);\n\t\t\t\t\t//this.deleteImageData(tmpImageData); // No need: directly called textureBlender, not verified\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\telse if(img.type==\"RAMBuf8\") { // load a CTX2D ImageData, defined in Storage\n\t\t\t\tif(!(target.width&&target.height)) { // the target is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tif(!(img.width&&img.height)) { // the img is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tconst canvas=document.createElement(\"canvas\");\n\t\t\t\tcanvas.width=img.width;\n\t\t\t\tcanvas.height=img.height;\n\t\t\t\tconst ctx2d=canvas.getContext(\"2d\"); // Use Context2D mode @TODO: may cause context lost on large data!\n\t\t\t\t// @TODO: using texImage2D-ArrayBuffer as input\n\t\t\t\t// @TODO: at present has nothing to do with the position (left/top) of img!!\n\t\t\t\tconst imgData2D=ctx2d.createImageData(canvas.width,canvas.height);\n\t\t\t\timgData2D.data.set(img.data);\n\t\t\t\tcanvas.width=0; // release canvas resource\n\t\t\t\tcanvas.height=0;\n\t\t\t\tthis.loadToImageData(target,imgData2D);\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,true); // non-premult img\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,true); // normal Y-direction\n\t\t\t// img can be Context2DImageData/HTMLImageElement/HTMLCanvasElement/ImageBitmap\n\t\t\tthis.imageDataFactory.loadToImageData(target,img);\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,false); // restore\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,false);\n\t\t}\n\t}", "async function downloadData(device, buffer, offset, size) {\n\n // Create the GPU-side staging buffer.\n const staging = device.createBuffer({\n size,\n usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,\n })\n\n // Copy the data to the buffer from the GPU.\n const encoder = device.createCommandEncoder()\n encoder.copyBufferToBuffer(buffer, offset, staging, 0, size)\n const commands = encoder.finish()\n device.queue.submit([commands])\n\n // Wait for the GPU to be done and map the buffer.\n await staging.mapAsync(GPUMapMode.READ)\n const stagingMapping = staging.getMappedRange()\n\n // Copy the data to the CPU and unmap/destroy the staging buffer.\n const copy = stagingMapping.slice(0)\n staging.unmap()\n staging.destroy()\n\n return copy\n}", "function post_sync()\n\t{\n\t\tvar data = os_ctx.getImageData(0, 0, BUFFER_X, BUFFER_Y).data;\n\t\t\n\t\tfor (var i = 0; i <BUFFER_X * BUFFER_Y * 4; i++)\n\t\t\tfb_data8[i] = data[i];\n\t}", "flush() {\n // trace(\"BatchRender flush \" + this.currentSize)\n if (this.currentSize === 0) {\n return;\n }\n var gl = this.renderer.gl;\n var MAX_TEXTURES = this.MAX_TEXTURES;\n var buffer = this.getAttributeBuffer(this.currentSize);\n // reveal(buffer);\n var indexBuffer = this.getIndexBuffer(this.currentIndexSize);\n // reveal(indexBuffer);\n var elements = this.elements;\n var groups = this.groups;\n var float32View = buffer.float32View;\n // reveal(float32View);\n var uint32View = buffer.uint32View;\n // reveal(uint32View);\n var touch = this.renderer.textureGC.count;\n var index = 0;\n var indexCount = 0;\n var nextTexture;\n var currentTexture;\n var groupCount = 0;\n var textureCount = 0;\n var currentGroup = groups[0];\n // reveal(currentGroup);\n var blendMode = -1; // premultiplyBlendMode[elements[0]._texture.baseTexture.premultiplyAlpha ? 0 : ][elements[0].blendMode];\n currentGroup.textureCount = 0;\n currentGroup.start = 0;\n currentGroup.blend = blendMode;\n var TICK = ++BaseTexture_1.BaseTexture._globalBatch;\n var i;\n for (i = 0; i < this.currentIndex; ++i) {\n // upload the sprite elements...\n // they have all ready been calculated so we just need to push them into the buffer.\n var sprite = elements[i];\n elements[i] = null;\n nextTexture = sprite._texture.baseTexture;\n // reveal(nextTexture);\n var spriteBlendMode = BlendModesSettings_1.BlendModesSettings.premultiplyBlendMode[nextTexture.premultiplyAlpha ? 1 : 0][sprite.blendMode];\n if (blendMode !== spriteBlendMode) {\n blendMode = spriteBlendMode;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n currentGroup.size = indexCount - currentGroup.start;\n currentGroup = groups[groupCount++];\n currentGroup.textureCount = 0;\n currentGroup.blend = blendMode;\n currentGroup.start = indexCount;\n }\n nextTexture.touched = touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._id = textureCount;\n currentGroup.textures[currentGroup.textureCount++] = nextTexture;\n // reveal(currentGroup);\n // reveal(nextTexture);\n textureCount++;\n }\n }\n this.packGeometry(sprite, float32View, uint32View, indexBuffer, index, indexCount); // argb, nextTexture._id, float32View, uint32View, indexBuffer, index, indexCount);\n // HERE \n // push a graphics..\n index += (sprite.vertexData.length / 2) * this.vertSize;\n indexCount += sprite.indices.length;\n }\n BaseTexture_1.BaseTexture._globalBatch = TICK;\n currentGroup.size = indexCount - currentGroup.start;\n // this.indexBuffer.update();\n if (!WebGLSettings_1.WebGLSettings.CAN_UPLOAD_SAME_BUFFER) {\n // this is still needed for IOS performance..\n // it really does not like uploading to the same buffer in a single frame!\n if (this.vaoMax <= this.vertexCount) {\n this.vaoMax++;\n /* eslint-disable max-len */\n this.vaos[this.vertexCount] = new BatchGeometry_1.BatchGeometry();\n }\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // this.vertexBuffers[this.vertexCount].update(buffer.vertices, 0);\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n this.renderer.geometry.updateBuffers();\n this.vertexCount++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // if (true)// this.spriteOnly)\n // {\n // this.vaos[this.vertexCount].indexBuffer = this.defualtSpriteIndexBuffer;\n // this.vaos[this.vertexCount].buffers[1] = this.defualtSpriteIndexBuffer;\n // }\n // this.vaos[0].attributes.aColor.stride = 24\n // this.vaos[0].attributes.aColor.start = 16\n // NOT SET\n // this.vaos[0].attributes.aTextureCoord.stride = 24\n // this.vaos[0].attributes.aTextureCoord.start = 8\n // NOT SET\n // this.vaos[0].attributes.aVertexPosition.stride = 24\n // NOT SET\n this.renderer.geometry.updateBuffers();\n // \n }\n // this.renderer.state.set(this.state);\n var textureSystem = this.renderer.texture;\n var stateSystem = this.renderer.state;\n // e.log(groupCount);\n // / render the groups..\n // trace(\"groupcount: \" + groupCount)\n // trace(\"BatchRenderer count: \" + groupCount)\n for (i = 0; i < groupCount; i++) {\n var group = groups[i];\n var groupTextureCount = group.textureCount;\n for (var j = 0; j < groupTextureCount; j++) {\n // trace(\"possible textureSystem bind call (BathRenderer)\")\n // trace(\"binding: \" + group.textures[j] + \" to \" + j)\n textureSystem.bind(group.textures[j], j);\n group.textures[j] = null;\n }\n // this.state.blendMode = group.blend;\n // this.state.blend = true;\n // this.renderer.state.setState(this.state);\n // set the blend mode..\n stateSystem.setBlendMode(group.blend);\n gl.drawElements(group.type, group.size, gl.UNSIGNED_SHORT, group.start * 2);\n }\n // reset elements for the next flush\n this.currentIndex = 0;\n this.currentSize = 0;\n this.currentIndexSize = 0;\n }", "copyFromRawBytes(data) {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n if (nbytes != data.length) {\n throw new Error(\"Expect the data's length equals nbytes=\" + nbytes);\n }\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.memory.storeRawBytes(tempPtr, data);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromBytes(this.handle, tempPtr, nbytes));\n this.lib.recycleCallStack(stack);\n return this;\n }", "zeroMemory () {\n for (let i = 0; i < this.SIZE; i++) {\n this.data[i] = this.ZERO;\n }\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.depth * this.channels;\n\t\t\t\tthis.elements = elements;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "get data() {\n DEBUG && debugAssert(this._data);\n return new Uint8Array(\n this._data.buffer.slice(this._dataIdx, this._dataIdx + this._dataLen)\n );\n }", "read() {\n this.lastRead = this.tape[this.y][this.x];\n }", "bindRenderBuf() {\n\n const shaderSourceHash = [this._scene.canvas.canvas.id, this._scene._sectionPlanesState.getHash()].join(\";\");\n if (shaderSourceHash !== this._shaderSourceHash) {\n this._shaderSourceHash = shaderSourceHash;\n this._shaderSourceDirty = true;\n }\n\n if (this._shaderSourceDirty) { // TODO: Set this when hash changes\n this._buildShaderSource();\n this._shaderSourceDirty = false;\n this._programDirty = true;\n }\n\n if (this._programDirty) {\n this._buildProgram();\n this._programDirty = false;\n this._occlusionTestListDirty = true;\n }\n\n if (this._markerListDirty) {\n this._buildMarkerList();\n this._markerListDirty = false;\n this._positionsDirty = true;\n this._occlusionTestListDirty = true;\n }\n\n if (this._positionsDirty) { ////////////// TODO: Don't rebuild this when positions change, very wasteful\n this._buildPositions();\n this._positionsDirty = false;\n this._vbosDirty = true;\n }\n\n if (this._vbosDirty) {\n this._buildVBOs();\n this._vbosDirty = false;\n }\n\n if (this._occlusionTestListDirty) {\n this._buildOcclusionTestList();\n }\n\n {\n this._readPixelBuf = this._readPixelBuf || (this._readPixelBuf = new RenderBuffer(this._scene.canvas.canvas, this._scene.canvas.gl));\n this._readPixelBuf.bind();\n this._readPixelBuf.clear();\n }\n }", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "function checkMem() {\n // see: https://github.com/WebAssembly/design/issues/1210\n if (buffer !== memory.buffer) {\n buffer = memory.buffer;\n I8 = new Int8Array(buffer);\n U8 = new Uint8Array(buffer);\n I16 = new Int16Array(buffer);\n U16 = new Uint16Array(buffer);\n I32 = new Int32Array(buffer);\n U32 = new Uint32Array(buffer);\n if (hasBigInt64) {\n I64 = new BigInt64Array(buffer);\n U64 = new BigUint64Array(buffer);\n }\n F32 = new Float32Array(buffer);\n F64 = new Float64Array(buffer);\n }\n }", "resetBuffer() {\n while (this.blocked == true) { }; // dangerous ...\n if (this.copybuffer != undefined) {\n this.copybuffer.length = 0;\n this.copybuffer = undefined;\n\n for (let idx = 0; idx > this.PreStageFilter.length; idx++) {\n this.PreStageFilter.resetMemories();\n }\n }\n }", "closeAndStartNewBuffer_() {\n this.blocks_.push(new Uint8Array(this.currentBuffer_));\n this.currentBuffer_ = [];\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.channels;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "function LazyUint8Array() {\nthis.lengthKnown = false;\nthis.chunks = []; // Loaded chunks. Index is the chunk number\n}", "render(){\n this.canvas_data.set(this.data);\n this.context.putImageData(this.canvas_imageData, 0, 0);\n }", "function LazyUint8Array() {\r\n this.lengthKnown = false;\r\n this.chunks = []; // Loaded chunks. Index is the chunk number\r\n }", "refill() {\n while (!this.buffer.isFull()) {\n const v = this.upstream.next();\n this.buffer.push(v);\n }\n }", "requestLocalData() {\n if (this.sendBuffers.length > 0) {\n const sendData = this.sendBuffers.shift();\n this.sp.write(sendData.data, () => {\n if (this.sp) {\n this.sp.drain(() => {\n this.executeCheckList[sendData.index] = sendData.id;\n });\n }\n });\n }\n// console.count('write hardware');\n return;\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "loadBrushtipImageData(tgt,data){\n\t\tif(tgt.type!=\"RAMBuf8\"){\n\t\t\tLOGGING&&console.warn(\"Not RAMBuf8 brushtip imagedata!\");\n\t\t\treturn;\n\t\t}\n\t\tconst bImg=this.createImageData(tgt.width,tgt.height);\n\t\tbImg.left=tgt.left;\n\t\tbImg.top=tgt.top;\n\t\tthis.vramManager.addWhiteList(bImg); // No need to freeze brushtip always\n\n\t\t// loading\n\t\ttgt.data=data;\n\t\tthis.loadToImageData(bImg,tgt);\n\t\treturn bImg;\n\t}", "_renderBuffers() {\n let buffers = this._bufferData;\n this._buffers.clearLayers();\n if (!buffers) return;\n\n buffers.features.forEach((feature) => {\n if (this._state[feature.properties.id]) {\n this._buffers.addData(feature);\n }\n }, this);\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "_compile(){\n let positionInfo = this._attribsInfo[VertexSemantic.POSITION];\n if(positionInfo == null){\n console.error('VertexBuffer: no attrib position');\n return;\n }\n if(positionInfo.data == null || positionInfo.data.length===0){\n console.error('VertexBuffer: position data is empty');\n return;\n }\n\n this._vertexCount = positionInfo.data.length / positionInfo.size; \n this._vertexStride = this._vertexFormat.getVertexSize() * this.BYTES_PER_ELEMENT; \n \n this._bufferData = [];\n for(let i=0; i<this._vertexCount; ++i){\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n if(info==null || info.data==null){\n console.error('VertexBuffer: bad semantic '+semantic);\n continue;\n }\n for(let k=0; k<info.size; ++k){\n let value = info.data[ i * info.size + k ];\n if(value===undefined){\n console.error('VertexBuffer: missing value for '+semantic);\n }\n this._bufferData.push(value);\n }\n } \n }\n\n //compute offset for attrib info, and free info.data\n let offset = 0;\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n info.offset = offset;\n info.data = null;\n offset += info.size * this.BYTES_PER_ELEMENT;\n }\n }", "finalize() {\n if (this._finalized) {\n this.error(\"Already finalized\");\n return;\n }\n\n const state = this._state;\n const gl = this.model.scene.canvas.gl;\n const buffer = this._buffer;\n\n if (this._preCompressed) {\n state.positionsDecodeMatrix = this._positionsDecodeMatrix;\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.positions, buffer.lenPositions, 3, gl.STATIC_DRAW);\n } else {\n quantizePositions(buffer.positions, buffer.lenPositions, this._modelAABB, buffer.quantizedPositions, state.positionsDecodeMatrix); // BOTTLENECK\n\n if (buffer.lenPositions > 0) {\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.quantizedPositions.slice(0, buffer.lenPositions), buffer.lenPositions, 3, gl.STATIC_DRAW);\n }\n }\n\n if (buffer.lenNormals > 0) {\n let normalized = true; // For oct encoded UIn\n //let normalized = false; // For scaled\n state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.normals.slice(0, buffer.lenNormals), buffer.lenNormals, 3, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenColors > 0) {\n let normalized = false;\n state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.colors.slice(0, buffer.lenColors), buffer.lenColors, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenFlags > 0) {\n let normalized = true;\n state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n state.flags2Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags2.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenPickColors > 0) {\n let normalized = false;\n state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.pickColors.slice(0, buffer.lenPickColors), buffer.lenPickColors, 4, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenIndices > 0) {\n state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.indices.slice(0, buffer.lenIndices), buffer.lenIndices, 1, gl.STATIC_DRAW);\n }\n if (buffer.lenEdgeIndices > 0) {\n state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.edgeIndices.slice(0, buffer.lenEdgeIndices), buffer.lenEdgeIndices, 1, gl.STATIC_DRAW);\n }\n\n buffer.lenPositions = 0;\n buffer.lenColors = 0;\n buffer.lenNormals = 0;\n buffer.lenFlags = 0;\n buffer.lenPickColors = 0;\n buffer.lenIndices = 0;\n buffer.lenEdgeIndices = 0;\n\n this._buffer = null;\n this._finalized = true;\n }", "function LazyUint8Array() {\n this.lengthKnown = false;\n this.chunks = []; // Loaded chunks. Index is the chunk number\n }", "writeBack(base, data) {\r\n console.log(\"DEBUG Memory.writeBack(base=\" + base + \", data=...)\")\r\n for(let i = 0; i < data.length; i++) {\r\n let adr = base + i\r\n this.data[adr] = data[i]\r\n\t if(this.observer) {\r\n this.observer.memoryChanged(adr)\r\n\t }\r\n }\r\n }", "data( data )\n\t{\n\t\tgl.bufferData( this.target, data, this.usage );\n\t\treturn this;\n\t}", "function requestData() {\n firstDataPass = true;\n __notifySubscribersForNewDataCache(firstDataValues);\n firstDataValues = [];\n }", "function _clearMemory () {\n memory = 0;\n }", "function isSlowBuffer(obj){return typeof obj.readFloatLE===\"function\"&&typeof obj.slice===\"function\"&&isBuffer(obj.slice(0,0))}", "readData() {\n const drive = this.drives[this.currentDrive];\n // The read command can do various things depending on the specific\n // current command, but we only support reading from the diskette.\n switch (this.currentCommand & COMMAND_MASK) {\n case COMMAND_READ:\n // Keep reading from the buffer.\n if (this.sectorData !== undefined && (this.status & STATUS_DRQ) !== 0 && drive.floppyDisk !== undefined) {\n this.data = this.sectorData.data[this.dataIndex];\n this.dataIndex++;\n if (this.dataIndex >= this.sectorData.data.length) {\n this.sectorData = undefined;\n this.status &= ~STATUS_DRQ;\n this.machine.diskDrqInterrupt(false);\n this.machine.eventScheduler.cancelByEventTypeMask(EventScheduler_1.EventType.DISK_LOST_DATA);\n this.machine.eventScheduler.add(EventScheduler_1.EventType.DISK_DONE, this.machine.tStateCount + 64, () => this.done(0));\n }\n }\n break;\n default:\n // Might be okay, not sure.\n throw new Error(\"Unhandled case in readData()\");\n }\n return this.data;\n }", "function computeBuffer() {\r\n this._buffer = map.layerPointToLatLng(new L.Point(0,0)).lat -\r\n map.layerPointToLatLng(new L.Point(this.options.snapDistance, 0)).lat;\r\n }", "faceData(face, data) {\n if (!Array.isArray(data)) {\n DUMMY_UNIT_ARRAY[0] = data;\n data = DUMMY_UNIT_ARRAY;\n }\n\n let numLevels = this.mipmaps ? data.length : 1;\n let width = this.width;\n let height = this.height;\n let i;\n\n this.gl.pixelStorei(GL.UNPACK_FLIP_Y_WEBGL, this.flipY);\n this.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);\n\n if (this.compressed) {\n for (i = 0; i < numLevels; ++i) {\n this.gl.compressedTexSubImage2D(face, i, 0, 0, width, height, this.format, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n } else {\n for (i = 0; i < numLevels; ++i) {\n this.gl.texSubImage2D(face, i, 0, 0, width, height, this.format, this.type, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n }\n\n return this;\n }", "since(p)\n {\n return this.buf.subarray(p, this.o);\n }", "function image_data_acquire() {\r\n\r\n}", "function Memory(){\n this.data = {};\n }", "function Memory(){\n this.data = {};\n }", "reset() {\n this.samples_ = [];\n this.first_ = null;\n this.totalBytes_ = 0;\n }", "function updateCanvas() {\n ctx.putImageData(canvasData, 0, 0);\n}", "function updateCanvas() {\n ctx.putImageData(canvasData, 0, 0);\n}", "function pre_sync()\n\t{\n\t\t// Link in 8 bit off screen data\n\t\tos_imagedata.data.set(fb_data8);\n\t\t\n\t\t// Write current into off screen buffer\n\t\tos_ctx.putImageData(os_imagedata, 0, 0);\n\t}", "drawBuffer(){\r\n this.context.drawImage(this.buffer, 0, 0);\r\n }", "build() {\n var points = this.points;\n if (!points) {\n return;\n }\n var vertexBuffer = this.getAttribute('aVertexPosition');\n var uvBuffer = this.getAttribute('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n // indices[0] = 0;\n // indices[1] = 1;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i$1 = 0; i$1 < total - 1; i$1++) {\n var index$1 = i$1 * 2;\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }", "async load() {\r\n\t\twhile (this.data.remainingBytes > 0) {\r\n\t\t\tconst chunkID = this.data.readUInt32LE();\r\n\t\t\tconst chunkSize = this.data.readUInt32LE();\r\n\t\t\tconst nextChunkPos = this.data.offset + chunkSize;\r\n\r\n\t\t\tconst handler = WMOChunkHandlers[chunkID];\r\n\t\t\tif (handler)\r\n\t\t\t\thandler.call(this, this.data, chunkSize);\r\n\t\r\n\t\t\t// Ensure that we start at the next chunk exactly.\r\n\t\t\tthis.data.seek(nextChunkPos);\r\n\t\t}\r\n\r\n\t\t// Drop internal reference to raw data.\r\n\t\tthis.data = undefined;\r\n\t}", "function memory() {\n return this._memory = this._memory || {};\n}", "function refreshView() {\n if (exports.memory) {\n view = new Int32Array(exports.memory.buffer);\n }\n}", "constructor(options, options2){\n super(options); //Passing options to native class constructor. (REQUIRED)\n this.count = options2.count; //A self declared variable to limit the data which is to be read.\n this.factor = options2.theta;\n this.chunk = options2.chunk;\n\n this.debug_count = 0;\n this.phase = 0;\n\n\n // dv.setFloat64(0, number, false);\n\n // 8 is for bytes per float, 2 is for real/imag\n this.thebuffer = new ArrayBuffer(this.chunk*8*2); // in bytes\n this.uint8_view = new Uint8Array(this.thebuffer);\n this.uint32_view = new Uint32Array(this.thebuffer);\n this.float64_view = new Float64Array(this.thebuffer);\n // this.dv = new DataView(this.thebuffer);\n\n for(let i = 0; i < this.chunk; i++) {\n this.uint32_view[i] = i;\n }\n\n\n }", "constructor() {\n this.length = 0;\n this._capacity = 0;\n // Sets up the pointer where the memory is allocated\n this.ptr = memory.allocate(this.length);\n }" ]
[ "0.6289906", "0.60750294", "0.5878865", "0.58161634", "0.5755518", "0.57434857", "0.5586082", "0.5505148", "0.54992765", "0.54888517", "0.5483447", "0.54824245", "0.54675204", "0.544701", "0.5430653", "0.5423125", "0.54019403", "0.53861064", "0.53861064", "0.5346014", "0.53398764", "0.53197235", "0.53028566", "0.5299144", "0.5292422", "0.52416867", "0.5217979", "0.5211973", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.5200346", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.518946", "0.51784676", "0.51777864", "0.51694643", "0.51694643", "0.51694643", "0.51694643", "0.51393354", "0.5126786", "0.5123832", "0.5116252", "0.5109316", "0.50947964", "0.5090954", "0.5088855", "0.50539446", "0.50534207", "0.50453496", "0.5011759", "0.50109226", "0.5005222", "0.5005222", "0.50033015", "0.49990728", "0.49990728", "0.4995681", "0.4995035", "0.49938723", "0.4993577", "0.4991824", "0.4990502", "0.49895853", "0.49777392" ]
0.0
-1
reads the GPU memory back into this.data must bind() first! warning: can be slow
readPixels(attachment = gl.COLOR_ATTACHMENT0) { if (!this.front.data) this.front.allocate(); gl.readBuffer(attachment); gl.readPixels(0, 0, this.front.width, this.front.height, this.front.format, this.front.dataType, this.front.data); return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "toRawBytes() {\n if (this.context.deviceType != DeviceStrToEnum.cpu) {\n throw new Error(\"Can only synchronize copy for GPU array, use copyfrom instead.\");\n }\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyToBytes(this.handle, tempPtr, nbytes));\n const ret = this.lib.memory.loadRawBytes(tempPtr, nbytes);\n this.lib.recycleCallStack(stack);\n return ret;\n }", "bindRenderBuf() {\n\n const shaderSourceHash = [this._scene.canvas.canvas.id, this._scene._sectionPlanesState.getHash()].join(\";\");\n if (shaderSourceHash !== this._shaderSourceHash) {\n this._shaderSourceHash = shaderSourceHash;\n this._shaderSourceDirty = true;\n }\n\n if (this._shaderSourceDirty) { // TODO: Set this when hash changes\n this._buildShaderSource();\n this._shaderSourceDirty = false;\n this._programDirty = true;\n }\n\n if (this._programDirty) {\n this._buildProgram();\n this._programDirty = false;\n this._occlusionTestListDirty = true;\n }\n\n if (this._markerListDirty) {\n this._buildMarkerList();\n this._markerListDirty = false;\n this._positionsDirty = true;\n this._occlusionTestListDirty = true;\n }\n\n if (this._positionsDirty) { ////////////// TODO: Don't rebuild this when positions change, very wasteful\n this._buildPositions();\n this._positionsDirty = false;\n this._vbosDirty = true;\n }\n\n if (this._vbosDirty) {\n this._buildVBOs();\n this._vbosDirty = false;\n }\n\n if (this._occlusionTestListDirty) {\n this._buildOcclusionTestList();\n }\n\n {\n this._readPixelBuf = this._readPixelBuf || (this._readPixelBuf = new RenderBuffer(this._scene.canvas.canvas, this._scene.canvas.gl));\n this._readPixelBuf.bind();\n this._readPixelBuf.clear();\n }\n }", "loadToImageData(target,img) { // load img into target\n\t\tthis.vramManager.verify(target);\n\t\tconst gl=this.gl;\n\t\tif(img.type) {\n\t\t\tif(img.type==\"GLRAMBuf\") { // load a buffer\n\t\t\t\t// Here, suppose that the size of target will always contain img\n\t\t\t\t// Setup temp texture for extracting data\n\t\t\t\tconst lOffset=img.left-target.left;\n\t\t\t\tconst dOffset=target.top+target.height-img.top-img.height;\n\t\t\t\tconst tOffset=img.top-target.top;\n\t\t\t\tconst rOffset=target.left+target.width-img.left-img.width;\n\n\t\t\t\tconst tmpD=this.tmpImageData;\n\t\t\t\tif(lOffset>=0&&rOffset>=0&&tOffset>=0&&dOffset>=0){ //inside, may use texSub\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,target.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\tlOffset,dOffset,img.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// border size\n\t\t\t\t\ttarget.validArea=GLProgram.extendBorderSize(target.validArea,img.validArea);\n\t\t\t\t}\n\t\t\t\telse if(img.width<=tmpD.width&&img.height<=tmpD.height){ // can be contained using tmpD\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D,tmpD.data);\n\t\t\t\t\tgl.texSubImage2D( // fill in part\n\t\t\t\t\t\tgl.TEXTURE_2D,0,\n\t\t\t\t\t\t0,tmpD.height-img.height, // Left-Top corner\n\t\t\t\t\t\timg.width,img.height,\n\t\t\t\t\t\tgl.RGBA,this.dataFormat,img.data\n\t\t\t\t\t);\n\t\t\t\t\t// set position\n\t\t\t\t\ttmpD.left=img.left;\n\t\t\t\t\ttmpD.top=img.top;\n\t\t\t\t\tObject.assign(tmpD.validArea,img.validArea);\n\t\t\t\t\t// copy\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpD,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t}\n\t\t\t\telse{ // outside, create new texture\n\t\t\t\t\tconst tmpTexture=GLProgram.createAndSetupTexture(gl);\n\t\t\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,img.width,img.height,0,gl.RGBA,this.dataFormat,img.data);\n\t\t\t\t\tconst tmpImageData={ // create a GLTexture copy of img\n\t\t\t\t\t\ttype: \"GLTexture\",\n\t\t\t\t\t\tbitDepth: img.bitDepth,\n\t\t\t\t\t\tdata: tmpTexture,\n\t\t\t\t\t\twidth: img.width,\n\t\t\t\t\t\theight: img.height,\n\t\t\t\t\t\tleft: img.left,\n\t\t\t\t\t\ttop: img.top,\n\t\t\t\t\t\tvalidArea: img.validArea // borrow values\n\t\t\t\t\t}\n\t\t\t\t\tthis.textureBlender.blendTexture(tmpImageData,target,{mode: GLRenderer.SOURCE});\n\t\t\t\t\tgl.deleteTexture(tmpTexture);\n\t\t\t\t\t//this.deleteImageData(tmpImageData); // No need: directly called textureBlender, not verified\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t\telse if(img.type==\"RAMBuf8\") { // load a CTX2D ImageData, defined in Storage\n\t\t\t\tif(!(target.width&&target.height)) { // the target is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tif(!(img.width&&img.height)) { // the img is empty\n\t\t\t\t\treturn; // return directly\n\t\t\t\t}\n\t\t\t\tconst canvas=document.createElement(\"canvas\");\n\t\t\t\tcanvas.width=img.width;\n\t\t\t\tcanvas.height=img.height;\n\t\t\t\tconst ctx2d=canvas.getContext(\"2d\"); // Use Context2D mode @TODO: may cause context lost on large data!\n\t\t\t\t// @TODO: using texImage2D-ArrayBuffer as input\n\t\t\t\t// @TODO: at present has nothing to do with the position (left/top) of img!!\n\t\t\t\tconst imgData2D=ctx2d.createImageData(canvas.width,canvas.height);\n\t\t\t\timgData2D.data.set(img.data);\n\t\t\t\tcanvas.width=0; // release canvas resource\n\t\t\t\tcanvas.height=0;\n\t\t\t\tthis.loadToImageData(target,imgData2D);\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,true); // non-premult img\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,true); // normal Y-direction\n\t\t\t// img can be Context2DImageData/HTMLImageElement/HTMLCanvasElement/ImageBitmap\n\t\t\tthis.imageDataFactory.loadToImageData(target,img);\n\t\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL,false); // restore\n\t\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL,false);\n\t\t}\n\t}", "update(){\n\t\tif( !this.updated ) return this;\n\t\tthis.mesh.element_cnt\t= this.data.len;\n\t\tthis.updated\t\t\t= false;\n\n\t\t// Update the GPU buffers with the new data.\n\t\tif( this.mesh.element_cnt > 0 ){\n\t\t\tApp.buffer.update_data( this.buf, this.data.buffer );\n\t\t}\n\t\treturn this;\n\t}", "_renderBuffers() {\n let buffers = this._bufferData;\n this._buffers.clearLayers();\n if (!buffers) return;\n\n buffers.features.forEach((feature) => {\n if (this._state[feature.properties.id]) {\n this._buffers.addData(feature);\n }\n }, this);\n }", "initBuffer() {\n\t\tlet data = this.model.mesh.concat(this.model.normals).concat(this.model.texCoord)\n\n\t\tgl.useProgram(program)\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.vbo)\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n\t}", "_read(sz){\n // console.log('sz ' + sz);\n // console.log('pushing');\n \n let ret = true;\n while(ret && this.count > 0) {\n\n\n let j = mt.complex(0,1);\n for(let i = 0; i < this.chunk; i++) {\n // console.log('' + this.factor + ' - ' + this.phase);\n let res = mt.exp(mt.multiply(j,this.phase));\n this.phase += this.factor;\n // cdata.push(res);\n\n\n this.float64_view[2*i] = res.re;\n this.float64_view[(2*i)+1] = res.im;\n\n // this.float64_view[2*i] = this.debug_count++;\n // this.float64_view[(2*i)+1] = 0;\n\n // combdata.push(res.re);\n // combdata.push(res.im);\n // data.push(Math.random()*100);\n }\n\n\n // seems like we need to copy the buffer here\n // because the code above uses the same buffer over and over for this class\n // if we allocated a new buffer above we could remove the slice here\n ret = this.push(this.uint8_view.slice(0));\n this.count--;\n\n\n }\n }", "function computeBuffer() {\r\n this._buffer = map.layerPointToLatLng(new L.Point(0,0)).lat -\r\n map.layerPointToLatLng(new L.Point(this.options.snapDistance, 0)).lat;\r\n }", "onDataRead(data) {\n this._vramAddr += (this._control & (1 << 2) ? 32 : 1);\n const result = this._dataBuffer;\n this._dataBuffer = this.read(this._vramAddr);\n return result;\n }", "constructor(GL, elSize1, data, mode1, attrLoc, itemType, glTarget, usage1) {\n//----------\nthis.GL = GL;\nthis.elSize = elSize1;\nthis.mode = mode1;\nthis.attrLoc = attrLoc;\nthis.itemType = itemType;\nthis.glTarget = glTarget;\nthis.usage = usage1;\n// Private members\nthis._buffer = this.GL.createBuffer();\nthis._nVertices = data.length / this.elSize;\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`VBO: elSize=${this.elSize} length=${data.length} verts=${this._nVertices}`);\n}\n// Create and initialise the buffer.\nthis.GL.bindBuffer(this.glTarget, this._buffer);\nthis.GL.bufferData(this.glTarget, data, this.usage);\nthis.GL.bindBuffer(this.glTarget, null);\n}", "_bufferDataTexture(){\n return (async() => {\n const _data = await getData(this.csvUrl);\n this.width = Math.max(..._data.map(p => p.X), 0) + 1;\n this.height = Math.max(..._data.map(p => p.Y), 0) + 1;\n const _depth = Math.max(..._data.map(p => p.Z), 0); // +1 is not required for Z values since seeking for data max value\n \tconst _Zmin = Math.min(..._data.map(p => p.Z));\n \tconst _size = this.height * this.width;\n \t\t\t\n const _buffer = new Uint8Array ( _size * 3 );\n \n for ( let i = 0; i < _data.length; i++ ) {\n let stride = i * 3;\n //if ( parseInt(_data[i]['X']) !== 0 && parseInt(_data[i]['Y']) !== 0 && parseInt(_data[i]['Y']) !== this.height-1 && parseInt(_data[i]['X']) !== this.width -1) {\n \t\t//_buffer[ stride ] = Math.floor((255 * ( _data[i]['Y'] / _depth))); //normalize 0 to 255\n _buffer[ stride ] = _data[i]['Z'] ; //normalize 0 to 255\n //_buffer[ stride + 1 ] = _data[i]['Y'];\n //_buffer[ stride + 2 ] = _data[i]['Z'];\n //} else {\n // \t\t_buffer[ stride ] = Math.floor((255 * (_Zmin / _depth)));\n // }\n } \n console.log(_buffer);\n return _buffer;\n \n })()\n \t}", "requestLocalData() {\n if (this.sendBuffers.length > 0) {\n const sendData = this.sendBuffers.shift();\n this.sp.write(sendData.data, () => {\n if (this.sp) {\n this.sp.drain(() => {\n this.executeCheckList[sendData.index] = sendData.id;\n });\n }\n });\n }\n// console.count('write hardware');\n return;\n }", "render(){\n this.canvas_data.set(this.data);\n this.context.putImageData(this.canvas_imageData, 0, 0);\n }", "loadBrushtipImageData(tgt,data){\n\t\tif(tgt.type!=\"RAMBuf8\"){\n\t\t\tLOGGING&&console.warn(\"Not RAMBuf8 brushtip imagedata!\");\n\t\t\treturn;\n\t\t}\n\t\tconst bImg=this.createImageData(tgt.width,tgt.height);\n\t\tbImg.left=tgt.left;\n\t\tbImg.top=tgt.top;\n\t\tthis.vramManager.addWhiteList(bImg); // No need to freeze brushtip always\n\n\t\t// loading\n\t\ttgt.data=data;\n\t\tthis.loadToImageData(bImg,tgt);\n\t\treturn bImg;\n\t}", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "get gpuMemoryUsageInBytes() {\n return this._gpuMemoryUsageInBytes;\n }", "data( data )\n\t{\n\t\tgl.bufferData( this.target, data, this.usage );\n\t\treturn this;\n\t}", "link_buffer_to_primitives() {\r\n\r\n this.glTF.meshes.forEach(mesh => {\r\n mesh.primitives.forEach(primitive => {\r\n\r\n if (primitive.indicies === null) {\r\n console.error(`Primitive not using indices are not supported`);\r\n return;\r\n }\r\n\r\n // Create the buffer.\r\n const [vertexBuffer, vertexArray] = this.gpuDevice.createBufferMapped({\r\n size: bufferView.byteLength,\r\n usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST\r\n });\r\n\r\n\r\n\r\n\r\n });\r\n });\r\n\r\n console.log(`Linked GPU buffers to all mesh primitives.`);\r\n }", "build() {\n var points = this.points;\n if (!points) {\n return;\n }\n var vertexBuffer = this.getAttribute('aVertexPosition');\n var uvBuffer = this.getAttribute('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n // indices[0] = 0;\n // indices[1] = 1;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i$1 = 0; i$1 < total - 1; i$1++) {\n var index$1 = i$1 * 2;\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.depth * this.channels;\n\t\t\t\tthis.elements = elements;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "flush() {\n // trace(\"BatchRender flush \" + this.currentSize)\n if (this.currentSize === 0) {\n return;\n }\n var gl = this.renderer.gl;\n var MAX_TEXTURES = this.MAX_TEXTURES;\n var buffer = this.getAttributeBuffer(this.currentSize);\n // reveal(buffer);\n var indexBuffer = this.getIndexBuffer(this.currentIndexSize);\n // reveal(indexBuffer);\n var elements = this.elements;\n var groups = this.groups;\n var float32View = buffer.float32View;\n // reveal(float32View);\n var uint32View = buffer.uint32View;\n // reveal(uint32View);\n var touch = this.renderer.textureGC.count;\n var index = 0;\n var indexCount = 0;\n var nextTexture;\n var currentTexture;\n var groupCount = 0;\n var textureCount = 0;\n var currentGroup = groups[0];\n // reveal(currentGroup);\n var blendMode = -1; // premultiplyBlendMode[elements[0]._texture.baseTexture.premultiplyAlpha ? 0 : ][elements[0].blendMode];\n currentGroup.textureCount = 0;\n currentGroup.start = 0;\n currentGroup.blend = blendMode;\n var TICK = ++BaseTexture_1.BaseTexture._globalBatch;\n var i;\n for (i = 0; i < this.currentIndex; ++i) {\n // upload the sprite elements...\n // they have all ready been calculated so we just need to push them into the buffer.\n var sprite = elements[i];\n elements[i] = null;\n nextTexture = sprite._texture.baseTexture;\n // reveal(nextTexture);\n var spriteBlendMode = BlendModesSettings_1.BlendModesSettings.premultiplyBlendMode[nextTexture.premultiplyAlpha ? 1 : 0][sprite.blendMode];\n if (blendMode !== spriteBlendMode) {\n blendMode = spriteBlendMode;\n // force the batch to break!\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n currentGroup.size = indexCount - currentGroup.start;\n currentGroup = groups[groupCount++];\n currentGroup.textureCount = 0;\n currentGroup.blend = blendMode;\n currentGroup.start = indexCount;\n }\n nextTexture.touched = touch;\n nextTexture._batchEnabled = TICK;\n nextTexture._id = textureCount;\n currentGroup.textures[currentGroup.textureCount++] = nextTexture;\n // reveal(currentGroup);\n // reveal(nextTexture);\n textureCount++;\n }\n }\n this.packGeometry(sprite, float32View, uint32View, indexBuffer, index, indexCount); // argb, nextTexture._id, float32View, uint32View, indexBuffer, index, indexCount);\n // HERE \n // push a graphics..\n index += (sprite.vertexData.length / 2) * this.vertSize;\n indexCount += sprite.indices.length;\n }\n BaseTexture_1.BaseTexture._globalBatch = TICK;\n currentGroup.size = indexCount - currentGroup.start;\n // this.indexBuffer.update();\n if (!WebGLSettings_1.WebGLSettings.CAN_UPLOAD_SAME_BUFFER) {\n // this is still needed for IOS performance..\n // it really does not like uploading to the same buffer in a single frame!\n if (this.vaoMax <= this.vertexCount) {\n this.vaoMax++;\n /* eslint-disable max-len */\n this.vaos[this.vertexCount] = new BatchGeometry_1.BatchGeometry();\n }\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // this.vertexBuffers[this.vertexCount].update(buffer.vertices, 0);\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n this.renderer.geometry.updateBuffers();\n this.vertexCount++;\n }\n else {\n // lets use the faster option, always use buffer number 0\n this.vaos[this.vertexCount]._buffer.update(buffer.vertices, 0);\n this.vaos[this.vertexCount]._indexBuffer.update(indexBuffer, 0);\n // if (true)// this.spriteOnly)\n // {\n // this.vaos[this.vertexCount].indexBuffer = this.defualtSpriteIndexBuffer;\n // this.vaos[this.vertexCount].buffers[1] = this.defualtSpriteIndexBuffer;\n // }\n // this.vaos[0].attributes.aColor.stride = 24\n // this.vaos[0].attributes.aColor.start = 16\n // NOT SET\n // this.vaos[0].attributes.aTextureCoord.stride = 24\n // this.vaos[0].attributes.aTextureCoord.start = 8\n // NOT SET\n // this.vaos[0].attributes.aVertexPosition.stride = 24\n // NOT SET\n this.renderer.geometry.updateBuffers();\n // \n }\n // this.renderer.state.set(this.state);\n var textureSystem = this.renderer.texture;\n var stateSystem = this.renderer.state;\n // e.log(groupCount);\n // / render the groups..\n // trace(\"groupcount: \" + groupCount)\n // trace(\"BatchRenderer count: \" + groupCount)\n for (i = 0; i < groupCount; i++) {\n var group = groups[i];\n var groupTextureCount = group.textureCount;\n for (var j = 0; j < groupTextureCount; j++) {\n // trace(\"possible textureSystem bind call (BathRenderer)\")\n // trace(\"binding: \" + group.textures[j] + \" to \" + j)\n textureSystem.bind(group.textures[j], j);\n group.textures[j] = null;\n }\n // this.state.blendMode = group.blend;\n // this.state.blend = true;\n // this.renderer.state.setState(this.state);\n // set the blend mode..\n stateSystem.setBlendMode(group.blend);\n gl.drawElements(group.type, group.size, gl.UNSIGNED_SHORT, group.start * 2);\n }\n // reset elements for the next flush\n this.currentIndex = 0;\n this.currentSize = 0;\n this.currentIndexSize = 0;\n }", "init() {\n // Set up shader\n this.shader_loc =\n createProgram(gl, this.VERTEX_SHADER, this.FRAGMENT_SHADER);\n if (!this.shader_loc) {\n console.log(this.constructor.name +\n '.init() failed to create executable Shaders on the GPU.');\n return;\n }\n gl.program = this.shader_loc;\n\n this.vbo_loc = gl.createBuffer();\n if (!this.vbo_loc) {\n console.log(this.constructor.name +\n '.init() failed to create VBO in GPU.');\n return;\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo_loc);\n gl.bufferData(gl.ARRAY_BUFFER, this.vbo, gl.STATIC_DRAW);\n\n // Set up attributes\n this.attributes.forEach((attribute, i) => {\n attribute.location =\n gl.getAttribLocation(this.shader_loc, attribute.name);\n if (attribute.locaiton < 0) {\n console.log(this.constructor.name +\n '.init() Failed to get GPU location of ' +\n attribute.name);\n return;\n }\n });\n\n // Set up uniforms\n this.u_mvp_matrix_loc =\n gl.getUniformLocation(this.shader_loc, 'u_mvp_matrix_' + this.box_num);\n if (!this.u_mvp_matrix_loc) {\n console.log(this.constructor.name +\n '.init() failed to get GPU location for u_mvp_matrix_' + this.box_num + ' uniform');\n return;\n }\n\n // Set up texture for raytraced image\n if (this.box_num == 1) {\n this.u_texture_location = gl.createTexture();\n if (!this.u_texture_location) {\n console.log(this.constructor.name +\n '.init() failed to create the texture object');\n return;\n }\n\n this.u_sampler_location = gl.getUniformLocation(this.shader_loc, 'u_sampler_' + this.box_num);\n if (!this.u_sampler_location) {\n console.log(this.constructor.name +\n '.init() failed to get GPU location for u_sampler_' + this.box_num + ' uniform');\n return;\n }\n\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, this.u_texture_location);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, g_scene.buffer.width, g_scene.buffer.height, 0, gl.RGB, gl.UNSIGNED_BYTE, g_scene.buffer.iBuf);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n }\n }", "reset() {\n this.buffers = {\n front: new Buffer(this.width, this.height),\n back: new Buffer(this.width, this.height),\n };\n }", "function post_sync()\n\t{\n\t\tvar data = os_ctx.getImageData(0, 0, BUFFER_X, BUFFER_Y).data;\n\t\t\n\t\tfor (var i = 0; i <BUFFER_X * BUFFER_Y * 4; i++)\n\t\t\tfb_data8[i] = data[i];\n\t}", "function UniformBuffer(engine, data, dynamic) {\n /** @hidden */\n this._alreadyBound = false;\n // Matrix cache\n this._valueCache = {};\n this._engine = engine;\n this._noUBO = !engine.supportsUniformBuffers;\n this._dynamic = dynamic;\n this._data = data || [];\n this._uniformLocations = {};\n this._uniformSizes = {};\n this._uniformLocationPointer = 0;\n this._needSync = false;\n if (this._noUBO) {\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\n this.updateFloat = this._updateFloatForEffect;\n this.updateFloat2 = this._updateFloat2ForEffect;\n this.updateFloat3 = this._updateFloat3ForEffect;\n this.updateFloat4 = this._updateFloat4ForEffect;\n this.updateMatrix = this._updateMatrixForEffect;\n this.updateVector3 = this._updateVector3ForEffect;\n this.updateVector4 = this._updateVector4ForEffect;\n this.updateColor3 = this._updateColor3ForEffect;\n this.updateColor4 = this._updateColor4ForEffect;\n }\n else {\n this._engine._uniformBuffers.push(this);\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\n this.updateFloat = this._updateFloatForUniform;\n this.updateFloat2 = this._updateFloat2ForUniform;\n this.updateFloat3 = this._updateFloat3ForUniform;\n this.updateFloat4 = this._updateFloat4ForUniform;\n this.updateMatrix = this._updateMatrixForUniform;\n this.updateVector3 = this._updateVector3ForUniform;\n this.updateVector4 = this._updateVector4ForUniform;\n this.updateColor3 = this._updateColor3ForUniform;\n this.updateColor4 = this._updateColor4ForUniform;\n }\n }", "finalize() {\n if (this._finalized) {\n this.error(\"Already finalized\");\n return;\n }\n\n const state = this._state;\n const gl = this.model.scene.canvas.gl;\n const buffer = this._buffer;\n\n if (this._preCompressed) {\n state.positionsDecodeMatrix = this._positionsDecodeMatrix;\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.positions, buffer.lenPositions, 3, gl.STATIC_DRAW);\n } else {\n quantizePositions(buffer.positions, buffer.lenPositions, this._modelAABB, buffer.quantizedPositions, state.positionsDecodeMatrix); // BOTTLENECK\n\n if (buffer.lenPositions > 0) {\n state.positionsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.quantizedPositions.slice(0, buffer.lenPositions), buffer.lenPositions, 3, gl.STATIC_DRAW);\n }\n }\n\n if (buffer.lenNormals > 0) {\n let normalized = true; // For oct encoded UIn\n //let normalized = false; // For scaled\n state.normalsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.normals.slice(0, buffer.lenNormals), buffer.lenNormals, 3, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenColors > 0) {\n let normalized = false;\n state.colorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.colors.slice(0, buffer.lenColors), buffer.lenColors, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenFlags > 0) {\n let normalized = true;\n state.flagsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n state.flags2Buf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.flags2.slice(0, buffer.lenFlags), buffer.lenFlags, 4, gl.DYNAMIC_DRAW, normalized);\n }\n if (buffer.lenPickColors > 0) {\n let normalized = false;\n state.pickColorsBuf = new ArrayBuf(gl, gl.ARRAY_BUFFER, buffer.pickColors.slice(0, buffer.lenPickColors), buffer.lenPickColors, 4, gl.STATIC_DRAW, normalized);\n }\n if (buffer.lenIndices > 0) {\n state.indicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.indices.slice(0, buffer.lenIndices), buffer.lenIndices, 1, gl.STATIC_DRAW);\n }\n if (buffer.lenEdgeIndices > 0) {\n state.edgeIndicesBuf = new ArrayBuf(gl, gl.ELEMENT_ARRAY_BUFFER, buffer.edgeIndices.slice(0, buffer.lenEdgeIndices), buffer.lenEdgeIndices, 1, gl.STATIC_DRAW);\n }\n\n buffer.lenPositions = 0;\n buffer.lenColors = 0;\n buffer.lenNormals = 0;\n buffer.lenFlags = 0;\n buffer.lenPickColors = 0;\n buffer.lenIndices = 0;\n buffer.lenEdgeIndices = 0;\n\n this._buffer = null;\n this._finalized = true;\n }", "copyFromRawBytes(data) {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n const nbytes = this.dlDataType.numStorageBytes() * size;\n if (nbytes != data.length) {\n throw new Error(\"Expect the data's length equals nbytes=\" + nbytes);\n }\n const stack = this.lib.getOrAllocCallStack();\n const tempOffset = stack.allocRawBytes(nbytes);\n const tempPtr = stack.ptrFromOffset(tempOffset);\n this.lib.memory.storeRawBytes(tempPtr, data);\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromBytes(this.handle, tempPtr, nbytes));\n this.lib.recycleCallStack(stack);\n return this;\n }", "allocate() {\n if (!this.data) {\n let elements = this.width * this.height * this.channels;\n if (this.isFloat) {\n this.data = new Float32Array(elements);\n } else {\n this.data = new Uint8Array(elements);\n }\n }\n return this;\n }", "load(url) {\n if (!this.data) this.allocate();\n\n let self = this;\n const img = new Image(); // Create new img element\n const canvas = new OffscreenCanvas(this.width, this.height);\n img.onload = function() {\n\n // TODO: assert width/height match?\n let ctx = canvas.getContext(\"2d\");\n ctx.drawImage(img, 0, 0);\n let imgdata = ctx.getImageData(0, 0, self.width, self.height);\n let binary = new Uint8ClampedArray(imgdata.data.buffer);\n let length = imgdata.data.length;\n for (let i=0; i<length; i++) {\n self.data[i*4+0] = (binary[i*4+0] / 255);\n self.data[i*4+1] = (binary[i*4+1] / 255);\n self.data[i*4+2] = (binary[i*4+2] / 255);\n self.data[i*4+3] = (binary[i*4+3] / 255);\n }\n self.bind().submit();\n // self.width = this.width;\n // self.height = this.height;\n // self.canvas.width = self.width;\n // self.canvas.height = self.height;\n // let length = self.width * self.height;\n // let ctx = self.canvas.getContext(\"2d\");\n // ctx.drawImage(img, 0, 0);\n // self.imgdata = ctx.getImageData(0, 0, self.width, self.height);\n // let binary = new Uint8ClampedArray(self.imgdata.data.buffer);\n // let data = new Float32Array(length*4);\n // for (let i=0; i<length; i++) {\n // data[i*4+0] = (binary[i*4+0] / 255);\n // data[i*4+1] = (binary[i*4+1] / 255);\n // data[i*4+2] = (binary[i*4+2] / 255);\n // data[i*4+3] = (binary[i*4+3] / 255);\n // }\n // self.data = data;\n\n // if (callback) callback.apply(self);\n }\n img.src = url; // Set source path\n return this;\n }", "updateBuffer () {\n // Push the matrix to the buffer\n gl.uniformMatrix4fv(modelMatrixLoc, false, new Float32Array(this.modelMatrix));\n\n // TODO: Übergebe hier die Normalenmatrix an den Shader\n gl.uniformMatrix4fv(normalMatrixLoc, false, new Float32Array(this.normalMatrix));\n // TODO: Übergebe hier die Materialkoeffizienten des Objektes an den Shader\n gl.uniform3f(kaLoc, this.ka[0], this.ka[1], this.ka[2]);\n gl.uniform3f(ksLoc, this.ks[0], this.ks[1], this.ks[2]);\n gl.uniform3f(kdLoc, this.kd[0], this.kd[1], this.kd[2]);\n\n gl.uniform1f(withLightningLoc, this.withLightning);\n gl.uniform1f(withTextureLoc, this.withTexture);\n gl.uniform1f(withBumpmapLoc, this.withBumpmap);\n gl.uniform1f(isWaterLoc, this.isWater);\n }", "drawBuffer(){\r\n this.context.drawImage(this.buffer, 0, 0);\r\n }", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "gpu() {\n\n }", "async function downloadData(device, buffer, offset, size) {\n\n // Create the GPU-side staging buffer.\n const staging = device.createBuffer({\n size,\n usage: GPUBufferUsage.MAP_READ | GPUBufferUsage.COPY_DST,\n })\n\n // Copy the data to the buffer from the GPU.\n const encoder = device.createCommandEncoder()\n encoder.copyBufferToBuffer(buffer, offset, staging, 0, size)\n const commands = encoder.finish()\n device.queue.submit([commands])\n\n // Wait for the GPU to be done and map the buffer.\n await staging.mapAsync(GPUMapMode.READ)\n const stagingMapping = staging.getMappedRange()\n\n // Copy the data to the CPU and unmap/destroy the staging buffer.\n const copy = stagingMapping.slice(0)\n staging.unmap()\n staging.destroy()\n\n return copy\n}", "_compile(){\n let positionInfo = this._attribsInfo[VertexSemantic.POSITION];\n if(positionInfo == null){\n console.error('VertexBuffer: no attrib position');\n return;\n }\n if(positionInfo.data == null || positionInfo.data.length===0){\n console.error('VertexBuffer: position data is empty');\n return;\n }\n\n this._vertexCount = positionInfo.data.length / positionInfo.size; \n this._vertexStride = this._vertexFormat.getVertexSize() * this.BYTES_PER_ELEMENT; \n \n this._bufferData = [];\n for(let i=0; i<this._vertexCount; ++i){\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n if(info==null || info.data==null){\n console.error('VertexBuffer: bad semantic '+semantic);\n continue;\n }\n for(let k=0; k<info.size; ++k){\n let value = info.data[ i * info.size + k ];\n if(value===undefined){\n console.error('VertexBuffer: missing value for '+semantic);\n }\n this._bufferData.push(value);\n }\n } \n }\n\n //compute offset for attrib info, and free info.data\n let offset = 0;\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n info.offset = offset;\n info.data = null;\n offset += info.size * this.BYTES_PER_ELEMENT;\n }\n }", "start() {\n this.renderer.state.setState(this.state);\n this.renderer.shader.bind(this.shader);\n if (WebGLSettings_1.WebGLSettings.CAN_UPLOAD_SAME_BUFFER) {\n // bind buffer #0, we don't need others\n this.renderer.geometry.bind(this.vaos[this.vertexCount]);\n }\n }", "function UniformBuffer(engine,data,dynamic){this._engine=engine;this._noUBO=engine.webGLVersion===1;this._dynamic=dynamic;this._data=data||[];this._uniformLocations={};this._uniformSizes={};this._uniformLocationPointer=0;this._needSync=false;if(this._noUBO){this.updateMatrix3x3=this._updateMatrix3x3ForEffect;this.updateMatrix2x2=this._updateMatrix2x2ForEffect;this.updateFloat=this._updateFloatForEffect;this.updateFloat2=this._updateFloat2ForEffect;this.updateFloat3=this._updateFloat3ForEffect;this.updateFloat4=this._updateFloat4ForEffect;this.updateMatrix=this._updateMatrixForEffect;this.updateVector3=this._updateVector3ForEffect;this.updateVector4=this._updateVector4ForEffect;this.updateColor3=this._updateColor3ForEffect;this.updateColor4=this._updateColor4ForEffect;}else{this.updateMatrix3x3=this._updateMatrix3x3ForUniform;this.updateMatrix2x2=this._updateMatrix2x2ForUniform;this.updateFloat=this._updateFloatForUniform;this.updateFloat2=this._updateFloat2ForUniform;this.updateFloat3=this._updateFloat3ForUniform;this.updateFloat4=this._updateFloat4ForUniform;this.updateMatrix=this._updateMatrixForUniform;this.updateVector3=this._updateVector3ForUniform;this.updateVector4=this._updateVector4ForUniform;this.updateColor3=this._updateColor3ForUniform;this.updateColor4=this._updateColor4ForUniform;}}", "upload(){\n this._compile();\n\n let buffer = new Float32Array(this._bufferData);\n\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, this._vbo);\n exports.gl.bufferData(exports.gl.ARRAY_BUFFER, buffer, exports.gl.STATIC_DRAW);\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, null);\n \n this._bufferData = null;\n }", "update_GPU( g_state, model_transform, material, gpu = this.g_addrs, gl = this.gl )\n { // First, send the matrices to the GPU, additionally cache-ing some products of them we know we'll need:\n this.update_matrices( g_state, model_transform, gpu, gl );\n }", "resetBuffer() {\n while (this.blocked == true) { }; // dangerous ...\n if (this.copybuffer != undefined) {\n this.copybuffer.length = 0;\n this.copybuffer = undefined;\n\n for (let idx = 0; idx > this.PreStageFilter.length; idx++) {\n this.PreStageFilter.resetMemories();\n }\n }\n }", "deleteGraphicsData() {\n if (this.bufferInfo) {\n const gl = this.gl;\n // A hack to prevent WebGL: INVALID_OPERATION: drawArrays: no buffer is bound to enabled attribute\n // TODO: Consider using bufferSubData or DYNAMIC_DRAW etc...\n for (let i = 0; i < 8; i++) {\n gl.disableVertexAttribArray(i);\n }\n\n Object.values(this.bufferInfo.attribs).forEach((attribInfo) =>\n this.gl.deleteBuffer(attribInfo.buffer)\n );\n if (this.bufferInfo.indices) {\n this.gl.deleteBuffer(this.bufferInfo.indices);\n }\n this.bufferInfo = undefined;\n }\n }", "initBuffers() {\n var geometry = this.geometry;\n var dynamicOffset = 0;\n /**\n * Holds the indices of the geometry (quads) to draw\n *\n * @member {Uint16Array}\n * @private\n */\n this.indexBuffer = new Buffer_1.Buffer(WebGLSettings_1.WebGLSettings.createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (var i = 0; i < this.dynamicProperties.length; ++i) {\n var property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n var dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer_1.Buffer(this.dynamicData, false, false);\n // static //\n var staticOffset = 0;\n this.staticStride = 0;\n for (var i$1 = 0; i$1 < this.staticProperties.length; ++i$1) {\n var property$1 = this.staticProperties[i$1];\n property$1.offset = staticOffset;\n staticOffset += property$1.size;\n this.staticStride += property$1.size;\n }\n var statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer_1.Buffer(this.staticData, true, false);\n for (var i$2 = 0; i$2 < this.dynamicProperties.length; ++i$2) {\n var property$2 = this.dynamicProperties[i$2];\n geometry.addAttribute(property$2.attributeName, this.dynamicBuffer, 0, property$2.type === WebGLSettings_1.WebGLSettings.TYPES.UNSIGNED_BYTE, property$2.type, this.dynamicStride * 4, property$2.offset * 4);\n }\n for (var i$3 = 0; i$3 < this.staticProperties.length; ++i$3) {\n var property$3 = this.staticProperties[i$3];\n geometry.addAttribute(property$3.attributeName, this.staticBuffer, 0, property$3.type === WebGLSettings_1.WebGLSettings.TYPES.UNSIGNED_BYTE, property$3.type, this.staticStride * 4, property$3.offset * 4);\n }\n }", "faceData(face, data) {\n if (!Array.isArray(data)) {\n DUMMY_UNIT_ARRAY[0] = data;\n data = DUMMY_UNIT_ARRAY;\n }\n\n let numLevels = this.mipmaps ? data.length : 1;\n let width = this.width;\n let height = this.height;\n let i;\n\n this.gl.pixelStorei(GL.UNPACK_FLIP_Y_WEBGL, this.flipY);\n this.gl.pixelStorei(GL.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this.premultiplyAlpha);\n\n if (this.compressed) {\n for (i = 0; i < numLevels; ++i) {\n this.gl.compressedTexSubImage2D(face, i, 0, 0, width, height, this.format, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n } else {\n for (i = 0; i < numLevels; ++i) {\n this.gl.texSubImage2D(face, i, 0, 0, width, height, this.format, this.type, data[i]);\n width = Math.max(width >> 1, 1);\n height = Math.max(height >> 1, 1);\n }\n }\n\n return this;\n }", "update() {\n\n // TODO: implement faster version of this, which does not call SetTexture, which does a map lookup\n\n const textureFormats = this.format.textureFormats;\n for (let i = 0; i < textureFormats.length; i++) {\n const textureFormat = textureFormats[i];\n const value = textureFormat.scopeId.value;\n Debug.assert(value, `Value was not set when assigning texture slot [${textureFormat.name}] to a bind group, while rendering [${DebugGraphics.toString()}]`, this);\n this.setTexture(textureFormat.name, value);\n }\n\n // update uniform buffer offsets\n this.uniformBufferOffsets.length = this.uniformBuffers.length;\n for (let i = 0; i < this.uniformBuffers.length; i++) {\n const uniformBuffer = this.uniformBuffers[i];\n\n // offset\n this.uniformBufferOffsets[i] = uniformBuffer.offset;\n\n // test if any of the uniform buffers have changed (not their content, but the buffer container itself)\n if (this.renderVersionUpdated < uniformBuffer.renderVersionDirty) {\n this.dirty = true;\n }\n }\n\n if (this.dirty) {\n this.dirty = false;\n this.renderVersionUpdated = this.device.renderVersion;\n this.impl.update(this);\n }\n }", "loadBuffers()\n {\n // Specify the vertex coordinates\n this.VertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\n this.VertexPositionBuffer.itemSize = 3;\n this.VertexPositionBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\n \n // Specify normals to be able to do lighting calculations\n this.VertexNormalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\n gl.STATIC_DRAW);\n this.VertexNormalBuffer.itemSize = 3;\n this.VertexNormalBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\n \n // Specify faces of the terrain \n this.IndexTriBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\n gl.STATIC_DRAW);\n this.IndexTriBuffer.itemSize = 1;\n this.IndexTriBuffer.numItems = this.fBuffer.length;\n console.log(\"Loaded \", this.IndexTriBuffer.numItems/3, \" triangles\");\n \n //Setup Edges \n this.IndexEdgeBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\n gl.STATIC_DRAW);\n this.IndexEdgeBuffer.itemSize = 1;\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\n }", "render() {\n this.context.drawImage(this.buffer.canvas, 0, 0, this.buffer.canvas.width, this.buffer.canvas.height, 0, 0, this.context.canvas.width, this.context.canvas.height);\n }", "update_GPU( context, gpu_addresses, graphics_state, model_transform, material ) // Define how to synchronize our JavaScript's variables to the GPU's:\n { const [ P, C, M ] = [ graphics_state.projection_transform, graphics_state.camera_inverse, model_transform ],\n PCM = P.times( C ).times( M );\n context.uniformMatrix4fv( gpu_addresses.projection_camera_model_transform, false, Mat.flatten_2D_to_1D( PCM.transposed() ) );\n }", "read(base, arraySize) {\r\n\t//console.log(\"DEBUG Memory.read(base=\" + base + \", arraySize=\" + arraySize + \")\") \r\n if((base + arraySize) > this.data.length) {\r\n console.warn(\"WARN memory address ' + base + ' + ' + arraySize + ' does not exist :-(\")\r\n return null\r\n }\r\n let data = []\r\n for(let i = 0; i < arraySize; i++) {\r\n data[i] = this.data[base + i]\r\n }\r\n\tif(this.observer) {\r\n this.observer.readFromMemory(base, arraySize)\r\n\t}\r\n return data\r\n }", "function snapshot() {\n var ctx = canvas.getContext('2d');\n var feed = liveFeed.getContext('2d');\n imageData = feed.getImageData(0, 0, 224, 224);\n ctx.putImageData(imageData,0,0);\n}", "loadBuffers()\n {\n // Specify the vertex coordinates\n this.VertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\n this.VertexPositionBuffer.itemSize = 3;\n this.VertexPositionBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\n \n // Specify normals to be able to do lighting calculations\n this.VertexNormalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\n gl.STATIC_DRAW);\n this.VertexNormalBuffer.itemSize = 3;\n this.VertexNormalBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\n \n // Specify faces of the terrain \n this.IndexTriBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\n gl.STATIC_DRAW);\n this.IndexTriBuffer.itemSize = 1;\n this.IndexTriBuffer.numItems = this.fBuffer.length;\n console.log(\"Loaded \", this.IndexTriBuffer.numItems, \" triangles\");\n \n //Setup Edges \n this.IndexEdgeBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\n gl.STATIC_DRAW);\n this.IndexEdgeBuffer.itemSize = 1;\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\n \n console.log(\"triangulatedPlane: loadBuffers\");\n }", "loadBuffers()\n {\n // Specify the vertex coordinates\n this.VertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\n this.VertexPositionBuffer.itemSize = 3;\n this.VertexPositionBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\n \n // Specify normals to be able to do lighting calculations\n this.VertexNormalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\n gl.STATIC_DRAW);\n this.VertexNormalBuffer.itemSize = 3;\n this.VertexNormalBuffer.numItems = this.numVertices;\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\n \n // Specify faces of the terrain \n this.IndexTriBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\n gl.STATIC_DRAW);\n this.IndexTriBuffer.itemSize = 1;\n this.IndexTriBuffer.numItems = this.fBuffer.length;\n console.log(\"Loaded \", this.IndexTriBuffer.numItems, \" triangles\");\n \n //Setup Edges \n this.IndexEdgeBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\n gl.STATIC_DRAW);\n this.IndexEdgeBuffer.itemSize = 1;\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\n \n console.log(\"triangulatedPlane: loadBuffers\");\n }", "function renewBuffers(){\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n index = 0; \n for (var i = 0; i < vertices.length; i+=2){\n var k = vec2(vertices[i], vertices[i+1])\n gl.bufferSubData(gl.ARRAY_BUFFER, 8*index, flatten(k));\n index++;\n }\n\n gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);\n t = cindex_shape;\n var temp = index;\n for (temp; temp > 0; temp--) {\n gl.bufferSubData(gl.ARRAY_BUFFER, 16 * (temp - 1), flatten(t));\n }\n}", "async run() {\n if (!this.executionInfos)\n throw new Error('ExecutionInfos is not loaded');\n if (!this.inputViews || !this.outputViews)\n throw new Error('getInputViews and getOutputViews must be called prior to run');\n if (!this.staticBuffer)\n throw new Error('StaticBuffer is not initialized');\n if (!this.dynamicBuffer)\n throw new Error('DynamicBuffer is not initialized');\n if (!this.metaBuffers)\n throw new Error('MetaBuffer is not initialized');\n if (!this.placeholderContext)\n throw new Error('PlaceholderContext is not initialized');\n if (!this.placeholderContext.isResolved)\n throw new Error(`Not all placeholders are resolved: ${this.placeholderContext}`);\n let staticBuffer = this.staticBuffer;\n let dynamicBuffer = this.dynamicBuffer;\n let metaBuffers = this.metaBuffers;\n if (webdnn_1.getConfiguration('DEBUG', false)) {\n let records = [];\n let totalElapsedTime = 0;\n for (let i = 0; i < this.executionInfos.length; i++) {\n let exec_info = this.executionInfos[i];\n let start = performance.now();\n await this.webgpuHandler.executeSinglePipelineState('descriptor.' + exec_info.entry_func_name, exec_info.threadgroups_per_grid, exec_info.threads_per_thread_group, [staticBuffer, dynamicBuffer, metaBuffers[i]], true);\n let elapsedTime = performance.now() - start;\n records.push({\n 'Kernel': exec_info.entry_func_name,\n 'Elapsed time [ms]': elapsedTime\n });\n totalElapsedTime += elapsedTime;\n }\n let summary = Array.from(Object.values(records.reduce((summary, record) => {\n if (!(record['Kernel'] in summary)) {\n summary[record['Kernel']] = {\n 'Kernel': record['Kernel'],\n 'Count': 0,\n 'Elapsed time [ms]': 0,\n };\n }\n summary[record['Kernel']]['Count']++;\n summary[record['Kernel']]['Elapsed time [ms]'] += record['Elapsed time [ms]'];\n return summary;\n }, {})));\n summary.forEach(record => record['Ratio [%]'] = (record['Elapsed time [ms]'] / totalElapsedTime).toFixed(2));\n console.table(records);\n console.table(summary);\n }\n else {\n let complete_promise = null;\n for (let i = 0; i < this.executionInfos.length; i++) {\n let exec_info = this.executionInfos[i];\n let is_last = i == this.executionInfos.length - 1;\n complete_promise = this.webgpuHandler.executeSinglePipelineState('descriptor.' + exec_info.entry_func_name, exec_info.threadgroups_per_grid, exec_info.threads_per_thread_group, [staticBuffer, dynamicBuffer, metaBuffers[i]], is_last);\n }\n return complete_promise; //wait to finish final kernel\n }\n // this._running = false;\n }", "initBuffer () {\n gl.useProgram(program);\n gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesVBO);\n\n // TODO: Übergebe hier sowohl das Mesh, als auch die Normalen an das VBO\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.mesh.concat(this.normals).concat(this.textureCoordinates)), gl.STATIC_DRAW);\n gl.uniformMatrix4fv(modelMatrixLoc, false, new Float32Array(this.modelMatrix));\n gl.uniformMatrix4fv(normalMatrixLoc, false, new Float32Array(this.normalMatrix));\n }", "bindForGL(gl) {\nthis.gl = gl;\n//--------\n// Bind to GL\nthis.bindTextures();\nreturn this.setUpMeshesForGL();\n}", "setM(m) {\n this.m = m;\n\n // initialization like in the constructor\n this.coord = new Float32Array(this.n * this.m * 2);\n this.old_coord = new Float32Array(this.n * this.m * 2);\n this.color = new Float32Array(3 * this.m * this.n);\n\n this.initializeCoords();\n\n this.stress = new Float32Array(this.m * this.n);\n this.initializeStress();\n\n this.edges_per_node = new Array(this.m * this.n);\n this.initializeEdgesPerNode();\n\n this.edge_index = new Uint16Array((this.m * (this.n - 1) + this.n * (this.m - 1)) * 2);\n this.initializeEdgeIndex();\n\n this.node_index = new Uint16Array(this.n * this.m);\n this.initializeNodeIndex();\n\n this.locked_nodes = new Array();\n this.initializeLockedNodes();\n\n this.gl.deleteBuffer(this.index_buffer);\n this.gl.deleteBuffer(this.data_buffer);\n this.index_buffer = this.gl.createBuffer();\n this.data_buffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.index_buffer);\n let size;\n if (this.show_nodes == false) {\n size = this.edge_index.BYTES_PER_ELEMENT * this.edge_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.edge_index);\n }\n else {\n size = this.node_index.BYTES_PER_ELEMENT * this.node_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.node_index);\n }\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.data_buffer);\n size = this.coord.BYTES_PER_ELEMENT * this.coord.length + this.color.BYTES_PER_ELEMENT * this.color.length;\n this.gl.bufferData(this.gl.ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.vertexAttribPointer(this.a_Position, 2, this.gl.FLOAT, false, 0, 0);\n this.gl.vertexAttribPointer(this.a_FragColor, 3, this.gl.FLOAT, false, 0, this.coord.BYTES_PER_ELEMENT * this.coord.length);\n }", "loadBuffers()\r\n {\r\n // Specify the vertex coordinates\r\n this.VertexPositionBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\r\n this.VertexPositionBuffer.itemSize = 3;\r\n this.VertexPositionBuffer.numItems = this.numVertices;\r\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\r\n\r\n // Specify normals to be able to do lighting calculations\r\n this.VertexNormalBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\r\n gl.STATIC_DRAW);\r\n this.VertexNormalBuffer.itemSize = 3;\r\n this.VertexNormalBuffer.numItems = this.numVertices;\r\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\r\n\r\n // Specify faces of the terrain\r\n this.IndexTriBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\r\n gl.STATIC_DRAW);\r\n this.IndexTriBuffer.itemSize = 1;\r\n this.IndexTriBuffer.numItems = this.fBuffer.length;\r\n console.log(\"Loaded \", this.IndexTriBuffer.numItems, \" triangles\");\r\n\r\n //Setup Edges\r\n this.IndexEdgeBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\r\n gl.STATIC_DRAW);\r\n this.IndexEdgeBuffer.itemSize = 1;\r\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\r\n\r\n console.log(\"triangulatedPlane: loadBuffers\");\r\n }", "__$$use(resTex) {\n resTex.bindToGpu(this.getResUid());\n }", "onCommandBuffersSubmitted() {\n // map the staging buffers for write to alow them to be reused - this resolves when the CBs\n // using them are done on the GPU\n const count = this.pendingStagingBuffers.length;\n if (count) {\n for (let i = 0; i < count; i++) {\n const stagingBuffer = this.pendingStagingBuffers[i];\n stagingBuffer.buffer.mapAsync(GPUMapMode.WRITE).then(() => {\n stagingBuffer.onAvailable();\n this.stagingBuffers.push(stagingBuffer);\n });\n }\n this.pendingStagingBuffers.length = 0;\n }\n }", "detachFrameBuffer() {\n this.rttTexture.detachFromFrameBuffer();\n }", "updateArrayBuffer(buffer, data) {\n\t\tconst gl = this.gl;\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);\n\t}", "loadBuffers()\r\n {\r\n // Specify the vertex coordinates\r\n this.VertexPositionBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer); \r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vBuffer), gl.STATIC_DRAW);\r\n this.VertexPositionBuffer.itemSize = 3;\r\n this.VertexPositionBuffer.numItems = this.numVertices;\r\n console.log(\"Loaded \", this.VertexPositionBuffer.numItems, \" vertices\");\r\n \r\n // Specify normals to be able to do lighting calculations\r\n this.VertexNormalBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.nBuffer),\r\n gl.STATIC_DRAW);\r\n this.VertexNormalBuffer.itemSize = 3;\r\n this.VertexNormalBuffer.numItems = this.numVertices;\r\n console.log(\"Loaded \", this.VertexNormalBuffer.numItems, \" normals\");\r\n \r\n // Specify faces of the terrain \r\n this.IndexTriBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexTriBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.fBuffer),\r\n gl.STATIC_DRAW);\r\n this.IndexTriBuffer.itemSize = 1;\r\n this.IndexTriBuffer.numItems = this.fBuffer.length;\r\n console.log(\"Loaded \", this.IndexTriBuffer.numItems, \" triangles\");\r\n \r\n //Setup Edges \r\n this.IndexEdgeBuffer = gl.createBuffer();\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.eBuffer),\r\n gl.STATIC_DRAW);\r\n this.IndexEdgeBuffer.itemSize = 1;\r\n this.IndexEdgeBuffer.numItems = this.eBuffer.length;\r\n \r\n console.log(\"triangulatedPlane: loadBuffers\");\r\n }", "constructor() {\n this.type = ModelType.DEFAULT;\n this.scene = null;\n this.node = null;\n this.transform = null;\n this.enabled = true;\n this.visFlags = Layers.Enum.NONE;\n this.castShadow = false;\n this.isDynamicBatching = false;\n this.instancedAttributes = {\n buffer: null,\n list: []\n };\n this._worldBounds = null;\n this._modelBounds = null;\n this._subModels = [];\n this._device = void 0;\n this._inited = false;\n this._descriptorSetCount = 1;\n this._updateStamp = -1;\n this._transformUpdated = true;\n this._localData = new Float32Array(UBOLocal.COUNT);\n this._localBuffer = null;\n this._instMatWorldIdx = -1;\n this._lightmap = null;\n this._lightmapUVParam = new Vec4();\n this._receiveShadow = true;\n this._device = legacyCC.director.root.device;\n }", "loadRemoteData(modelBBox, callback) {\n var img = new Image();\n var height = Math.floor(modelBBox.pixelHeight() * this.width/modelBBox.pixelWidth());\n\n\n this.canvas.width = this.width;\n this.canvas.height = height;\n\n this._getCachedData(modelBBox.bbox, (data) => {\n /* cached data was found */\n\n var imageData = this.ctx.createImageData(this.canvas.width, this.canvas.height);\n\n _.each(data, function(d, idx) {\n imageData.data[idx] = d;\n });\n\n this.imageData = data;\n this.ctx.putImageData(imageData, 0, 0);\n\n if (typeof callback === 'function') {\n callback();\n }\n }, () => {\n /* cached data was not found. We have to hit the server. */\n\n img.crossOrigin = '';\n\n img.onload = () => {\n this.ctx.drawImage(img, 0, 0);\n\n this.imageData = this.ctx.getImageData(0, 0, this.width, height).data;\n\n /* cache the image data */\n this._putCachedData(modelBBox.bbox, this.imageData);\n\n if (typeof callback === 'function') {\n callback();\n }\n };\n\n img.src = this.url.namedFormat({\n s : modelBBox.bbox.getSouth(),\n w : modelBBox.bbox.getWest(),\n n : modelBBox.bbox.getNorth(),\n e : modelBBox.bbox.getEast(),\n width: this.width,\n height: height\n });\n });\n }", "update_GPU( g_state, model_transform, material, gpu = this.g_addrs, gl = this.gl )\r\n { // First, send the matrices to the GPU, additionally cache-ing some products of them we know we'll need:\r\n this.update_matrices( g_state, model_transform, gpu, gl );\r\n gl.uniform1f ( gpu.animation_time_loc, g_state.animation_time / 1000 );\r\n\r\n if( g_state.gouraud === undefined ) { g_state.gouraud = g_state.color_normals = false; } // Keep the flags seen by the shader \r\n gl.uniform1i( gpu.GOURAUD_loc, g_state.gouraud ); // program up-to-date and make sure \r\n gl.uniform1i( gpu.COLOR_NORMALS_loc, g_state.color_normals ); // they are declared.\r\n\r\n gl.uniform4fv( gpu.shapeColor_loc, material.color ); // Send the desired shape-wide material qualities \r\n gl.uniform1f ( gpu.ambient_loc, material.ambient ); // to the graphics card, where they will tweak the\r\n gl.uniform1f ( gpu.diffusivity_loc, material.diffusivity ); // Phong lighting formula.\r\n gl.uniform1f ( gpu.specularity_loc, material.specularity );\r\n gl.uniform1f ( gpu.smoothness_loc, material.smoothness );\r\n\r\n if( material.texture ) // NOTE: To signal not to draw a texture, omit the texture parameter from Materials.\r\n { gpu.shader_attributes[\"tex_coord\"].enabled = true;\r\n gl.uniform1f ( gpu.USE_TEXTURE_loc, 1 );\r\n gl.bindTexture( gl.TEXTURE_2D, material.texture.id );\r\n }\r\n else { gl.uniform1f ( gpu.USE_TEXTURE_loc, 0 ); gpu.shader_attributes[\"tex_coord\"].enabled = false; }\r\n\r\n if( !g_state.lights.length ) return;\r\n var lightPositions_flattened = [], lightColors_flattened = [], lightAttenuations_flattened = [];\r\n for( var i = 0; i < 4 * g_state.lights.length; i++ )\r\n { lightPositions_flattened .push( g_state.lights[ Math.floor(i/4) ].position[i%4] );\r\n lightColors_flattened .push( g_state.lights[ Math.floor(i/4) ].color[i%4] );\r\n lightAttenuations_flattened[ Math.floor(i/4) ] = g_state.lights[ Math.floor(i/4) ].attenuation;\r\n }\r\n gl.uniform4fv( gpu.lightPosition_loc, lightPositions_flattened );\r\n gl.uniform4fv( gpu.lightColor_loc, lightColors_flattened );\r\n gl.uniform1fv( gpu.attenuation_factor_loc, lightAttenuations_flattened );\r\n }", "draw() {\n var c2 = document.getElementById(this.canvasId);\n\n if (c2 instanceof HTMLCanvasElement) {\n var ctx2 = c2.getContext('2d');\n }\n else {\n throw 'c2 is not a canvas';\n }\n\n var c1 = document.createElement('canvas');\n\n if (c1 instanceof HTMLCanvasElement) {\n c1.width = this.size;\n c1.height = this.size;\n var ctx1 = c1.getContext('2d');\n\n if (ctx1 === null || ctx1 === undefined) {\n throw 'ctx1 is null';\n }\n\n var pixelData1 = new Array(this.size * this.size);\n\n var imgData = ctx1.createImageData(this.size, this.size);\n for (var i = 0; i < this.size; i++) {\n for (var j = 0; j < this.size; j++) {\n var k = j * this.size;\n\n var position = this.positions[i + k];\n var pixelData = position.getPixelData();\n pixelData1[i + k] = {};\n\n // Get pixel data for each pass\n // foreach pass\n // px = pass.getPixelData(position, pixelData, i + k);\n $(this.passes).each(function(i : number, pass : WP.WorldPass) {\n pass.getPixelData(position);\n pixelData1[i + k].r = pixelData.r;\n pixelData1[i + k].g = pixelData.g;\n pixelData1[i + k].b = pixelData.b;\n });\n\n }\n }\n console.log(pixelData);\n\n for (var i = 0; i < imgData.data.length; i+= 4) {\n var j = i/4;\n\n var r = pixelData1[j].r;\n if (r != null) {\n imgData.data[i] = r;\n }\n var g = pixelData1[j].g;\n if (g != null) {\n imgData.data[i+1] = g;\n }\n var b = pixelData1[j].b;\n if (b != null) {\n imgData.data[i+2] = b;\n }\n\n imgData.data[i+3] = 255;\n\n }\n ctx1.putImageData(imgData, 0, 0);\n\n //ctx2.mozImageSmoothingEnabled = false;\n //ctx2.webkitImageSmoothingEnabled = false;\n //ctx2.msImageSmoothingEnabled = false;\n //ctx2.imageSmoothingEnabled = false;\n if (ctx2 instanceof CanvasRenderingContext2D) {\n ctx2.drawImage(c1, 0, 0, this.size * 2, this.size * 2);\n }\n else {\n throw 'ctx2 is not a canvas rendering context';\n }\n\n }\n\n }", "ProcessRenderCommands(RenderCommands,DeviceRenderTarget)\n\t{\n\t\tif ( !DeviceRenderTarget )\n\t\t\tthrow `\"null\" (device) render target missing in ProcessRenderCommands()`;\n\t\t\t\n\t\t//\tcurrent state\n\t\tlet PassRenderTarget = null;\t//\tMRT is still one target, so this is nice and simple\n\t\tlet PassTargetUnbind = null;\n\t\tlet ReadBackPass = false;\n\t\tlet InsidePass = false;\n\t\t\n\t\t//\trelease any pool-allocated array buffers\n\t\t//\tthese could still be rendering... maybe this needs to be after a glfinish?\n\t\tlet PoolArrayBuffers = [];\n\t\tconst ReleaseArrayBuffers = function()\n\t\t{\n\t\t\tif ( this.ArrayBufferPool )\n\t\t\t\tPoolArrayBuffers.forEach( this.ArrayBufferPool.Release.bind(this.ArrayBufferPool) );\n\t\t}.bind(this);\n\t\t\n\t\tconst EndPass = function()\n\t\t{\n\t\t\tif ( InsidePass )\n\t\t\t{\n\t\t\t\tif ( ReadBackPass )\n\t\t\t\t{\n\t\t\t\t\ttry\n\t\t\t\t\t{\n\t\t\t\t\t\t//\ttodo: need to support depth textures here\n\t\t\t\t\t\tconst TargetImage0 = PassRenderTarget.ColourImages[0];\n\t\t\t\t\t\tif ( this.Context.CanReadPixelsAsync() )\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\t//\tsets up buffers and makes a promise for pixel data, \n\t\t\t\t\t\t\t//\twhich we'll hope has updated by the time the user wants it\n\t\t\t\t\t\t\tPassRenderTarget.ReadPixelsAsync(TargetImage0);\n\t\t\t\t\t\t}\n\t\t\t\t\t\telse\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tconst ReadFormat = TargetImage0.GetFormat();\n\t\t\t\t\t\t\tconst Pixels = PassRenderTarget.ReadPixels(ReadFormat);\n\t\t\t\t\t\t\t//\tgr: need to set gl version to match pixels version here\n\t\t\t\t\t\t\tTargetImage0.WritePixels(Pixels.Width,Pixels.Height,Pixels.Data,Pixels.Format);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tcatch(e)\n\t\t\t\t\t{\n\t\t\t\t\t\tconsole.error(`Error reading back texture in pass; ${e}`);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\telse if ( PassRenderTarget.ColourImages )\n\t\t\t\t{\n\t\t\t\t\t//\ttodo: need to support depth textures here\n\t\t\t\t\tconst TargetImage0 = PassRenderTarget.ColourImages[0];\n\t\t\t\t\tTargetImage0.OnOpenglRenderedTo();\n\t\t\t\t}\n\t\t\t\n\t\t\t\t//\tendpass()\n\t\t\t\t//\tunbind targets?\n\t\t\t\tPassTargetUnbind();\n\t\t\t\tPassTargetUnbind = null;\n\t\t\t\tPassRenderTarget = null;\n\t\t\t\tInsidePass = false;\n\t\t\t}\n\t\t}.bind(this);\n\t\t\n\t\tconst NewPass = function(SetRenderTargetCommand,ClearColour,ReadBack)\n\t\t{\n\t\t\t//\tzero alpha = no clear so we just load old contents\n\t\t\t//\t\tso alpha needs to be null\n\t\t\t//\tgr: we sometimes WANT zero alpha (eg, clearing a texture to 0,0,0,0)\n\t\t\t//\tso explicitly needs to be missing clear colour to not clear\n\t\t\t//if ( ClearColour && ClearColour[3] <= 0.0 )\n\t\t\t//\tClearColour = null;\n\t\t\t\t\n\t\t\tEndPass();\n\t\t\tlet Target;\t\n\t\t\tif ( SetRenderTargetCommand.IsDeviceRenderTarget() )\n\t\t\t{\n\t\t\t\t//\tbind to screen\n\t\t\t\tTarget = DeviceRenderTarget;\n\t\t\t\tif ( ReadBack )\n\t\t\t\t\tthrow `ReadBack not currently supported to screen. Need to allow user to pass in a texture instead of true/format here`;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tlet ColourTargetImages = SetRenderTargetCommand.ColourTargetImages;\n\t\t\t\tlet DepthTargetImages = SetRenderTargetCommand.DepthTargetImages;\n\t\t\t\n\t\t\t\t//\tget texture target\n\t\t\t\tTarget = this.GetTextureRenderTarget(ColourTargetImages,DepthTargetImages);\n\t\t\t}\n\t\t\t\n\t\t\tconst Unbind = Target.BindRenderTarget(this);\n\t\t\tPassRenderTarget = Target;\n\t\t\tPassTargetUnbind = Unbind;\n\t\t\tReadBackPass = ReadBack;\n\t\t\tInsidePass = true;\n\t\t\t\n\t\t\tif ( ClearColour )\n\t\t\t{\n\t\t\t\tPassRenderTarget.ClearColour(...ClearColour);\n\t\t\t}\n\t\t\telse // always clear depth... make this an option!\n\t\t\t{\n\t\t\t\tPassRenderTarget.ClearDepth();\n\t\t\t}\n\t\t\t\n\t\t\tPassRenderTarget.ResetState();\n\t\t\t//PassRenderTarget.SetBlendModeAlpha();\n\t\t}.bind(this);\n\t\t\n\t\t//\trun each command\n\t\ttry\n\t\t{\n\t\t\tfor ( let RenderCommand of RenderCommands.Commands )\n\t\t\t{\n\t\t\t\tif ( RenderCommand instanceof RenderCommand_UpdateImage )\n\t\t\t\t{\n\t\t\t\t\tconst RenderContext = this;\n\t\t\t\t\tRenderCommand.Image.UpdateTexturePixels(RenderContext);\n\t\t\t\t}\n\t\t\t\telse if ( RenderCommand instanceof RenderCommand_Draw ) \n\t\t\t\t{\n\t\t\t\t\tconst RenderContext = this;\n\t\t\t\t\tconst Geometry = RenderCommand.Geometry;\n\t\t\t\t\tconst Shader = RenderCommand.Shader;\n\t\t\t\t\tconst StateParams = RenderCommand.StateParams;\n\t\t\t\t\t\n\t\t\t\t\t//\tbind geo & shader (these are intrinsicly linked by attribs, we should change code\n\t\t\t\t\t//\tso they HAVE to be bound together)\n\t\t\t\t\tShader.Bind( RenderContext );\n\n\t\t\t\t\t//\tgr: change this around so we set all uniforms, \n\t\t\t\t\t//\t\tthen setup attributes in one go\n\n\t\t\t\t\t//\tseems to be okay after, putting after in case array buffers mess anything up\n\t\t\t\t\t//\tbut we may need to be after so uniform-attribs override geo attribs\n\t\t\t\t\tGeometry.Bind( RenderContext, Shader );\n\n\t\t\t\t\tlet InstanceCount = 0;\n\n\t\t\t\t\t//\tset uniforms on shader\n\t\t\t\t\tfor ( let UniformKey in RenderCommand.Uniforms )\n\t\t\t\t\t{\n\t\t\t\t\t\tconst UniformValue = RenderCommand.Uniforms[UniformKey];\n\t\t\t\t\t\tif ( Shader.SetUniform( UniformKey, UniformValue ) )\n\t\t\t\t\t\t\tcontinue;\n\n\t\t\t\t\t\t//\tgr: this also picks up uniforms that have been optimised out...\n\t\t\t\t\t\tconst AttributeMeta = Shader.GetAttributeMeta(UniformKey);\n\t\t\t\t\t\tif ( !AttributeMeta )\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\n\t\t\t\t\t\t//console.log(`Turn ${UniformKey} into attrib`,AttributeMeta);\n\t\t\t\t\t\t//\tprep for instancing support;\n\t\t\t\t\t\t//\tif there are uniforms provided that are attributes, (AND not in geo?)\n\t\t\t\t\t\t//\twe need to turn these values into an attribute buffer and bind it\n\t\t\t\t\t\t\n\t\t\t\t\t\t//\tgr: for instancing, this needs to be an array for each instance...\n\t\t\t\t\t\t//\tgr: now auto unrolling and expecting to align...\n\t\t\t\t\t\tconst Values = UniformValue;\n\t\t\t\t\t\tconst Bind = this.AllocAndBindAttribInstances( AttributeMeta, Values );\n\t\t\t\t\t\tconst Buffer = Bind.Buffer;\n\t\t\t\t\t\tif ( Buffer.Pooled )\n\t\t\t\t\t\t\tPoolArrayBuffers.push( Buffer );\n\t\t\t\t\t\t\n\t\t\t\t\t\tif ( InstanceCount != 0 )\n\t\t\t\t\t\t\tif ( Bind.InstanceCount < InstanceCount )\n\t\t\t\t\t\t\t\tconsole.warn(`Attribute ${AttributeMeta.Name} detected ${Bind.InstanceCount} instances, but already detected ${InstanceCount}`);\n\t\t\t\t\t\t\n\t\t\t\t\t\t//\tthings wont render if any input data isnt aligned to instance count\n\t\t\t\t\t\t//\tshould we change this to min()>0 so something will render?\n\t\t\t\t\t\tif ( InstanceCount == 0 )\n\t\t\t\t\t\t\tInstanceCount = Bind.InstanceCount;\n\t\t\t\t\t\telse\n\t\t\t\t\t\t\tInstanceCount = Math.min( InstanceCount, Bind.InstanceCount );\n\t\t\t\t\t}\n\n\t\t\t\t\t//\tsokol sets state every frame, we should too\n\t\t\t\t\tPassRenderTarget.SetState(StateParams);\n\n\t\t\t\t\t//\tdraw polygons\n\t\t\t\t\tGeometry.Draw( RenderContext, InstanceCount );\n\t\t\t\t}\n\t\t\t\telse if ( RenderCommand instanceof RenderCommand_SetRenderTarget ) \n\t\t\t\t{\n\t\t\t\t\t//\tget all target texture[s]/null\n\t\t\t\t\t//\tget clear colour\n\t\t\t\t\t//\tfetch opengl render targets/screen target\n\t\t\t\t\t//\tbind target[s]\n\t\t\t\t\t//\tclear\n\t\t\t\t\tNewPass( RenderCommand, RenderCommand.ClearColour, RenderCommand.ReadBack );\n\t\t\t\t}\n\t\t\t\telse if ( RenderCommand instanceof RenderCommand_ReadPixels )\n\t\t\t\t{\n\t\t\t\t\t//\tget image\n\t\t\t\t\t//\tbind render target\n\t\t\t\t\t//\tbind PBO etc\n\t\t\t\t\t//\tread into buffer\n\t\t\t\t\t//\tupdate image contents\n\t\t\t\t\tthrow `Handle RenderCommand_ReadPixels`; \n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\tthrow `Unknown render command type ${typeof RenderCommand}`;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t/*\n\t\tcatch(e)\n\t\t{\n\t\t}*/\n\t\tfinally\n\t\t{\n\t\t\tEndPass();\n\t\t\tReleaseArrayBuffers();\n\t\t}\n\t}", "function _updateBufferObject(buffer_id, data) {\n // Make the buffer object the active buffer.\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer_id);\n\n // Upload the data for this buffer object to the GPU.\n gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);\n }", "function batchGLCommandsToNative() {\n if (gl._flushCommands) {\n if (isSupportTypeArray()) {\n console.log('Enable batch GL commands optimization!');\n attachMethodOpt();\n buffer_data = new Float32Array(total_size);\n } else {\n console.log('Disable batch GL commands, TypedArray Native API isn\\'t supported!');\n }\n } else {\n console.log('Disable batch GL commands, _flushCommands isn\\'t binded!');\n }\n}", "constructor(args) {\n\t\tthis.obj = gl.createBuffer();\n\t\tthis.setData(args.data, args.usage || gl.STATIC_DRAW, args.keep);\n\t}", "closeAndStartNewBuffer_() {\n this.blocks_.push(new Uint8Array(this.currentBuffer_));\n this.currentBuffer_ = [];\n }", "function checkMem() {\n // see: https://github.com/WebAssembly/design/issues/1210\n if (buffer !== memory.buffer) {\n buffer = memory.buffer;\n I8 = new Int8Array(buffer);\n U8 = new Uint8Array(buffer);\n I16 = new Int16Array(buffer);\n U16 = new Uint16Array(buffer);\n I32 = new Int32Array(buffer);\n U32 = new Uint32Array(buffer);\n if (hasBigInt64) {\n I64 = new BigInt64Array(buffer);\n U64 = new BigUint64Array(buffer);\n }\n F32 = new Float32Array(buffer);\n F64 = new Float64Array(buffer);\n }\n }", "update_GPU( g_state, model_transform, material, gpu = this.g_addrs, gl = this.gl )\n { // First, send the matrices to the GPU, additionally cache-ing some products of them we know we'll need:\n this.update_matrices( g_state, model_transform, gpu, gl );\n gl.uniform1f ( gpu.animation_time_loc, g_state.animation_time / 1000 );\n\n if( g_state.gouraud === undefined ) { g_state.gouraud = g_state.color_normals = false; } // Keep the flags seen by the shader \n gl.uniform1i( gpu.GOURAUD_loc, g_state.gouraud || material.gouraud ); // program up-to-date and make sure \n gl.uniform1i( gpu.COLOR_NORMALS_loc, g_state.color_normals ); // they are declared.\n\n gl.uniform4fv( gpu.shapeColor_loc, material.color ); // Send the desired shape-wide material qualities \n gl.uniform1f ( gpu.ambient_loc, material.ambient ); // to the graphics card, where they will tweak the\n gl.uniform1f ( gpu.diffusivity_loc, material.diffusivity ); // Phong lighting formula.\n gl.uniform1f ( gpu.specularity_loc, material.specularity );\n gl.uniform1f ( gpu.smoothness_loc, material.smoothness );\n\n if( material.texture ) // NOTE: To signal not to draw a texture, omit the texture parameter from Materials.\n { gpu.shader_attributes[\"tex_coord\"].enabled = true;\n gl.uniform1f ( gpu.USE_TEXTURE_loc, 1 );\n gl.bindTexture( gl.TEXTURE_2D, material.texture.id );\n }\n else { gl.uniform1f ( gpu.USE_TEXTURE_loc, 0 ); gpu.shader_attributes[\"tex_coord\"].enabled = false; }\n\n if( !g_state.lights.length ) return;\n var lightPositions_flattened = [], lightColors_flattened = [], lightAttenuations_flattened = [];\n for( var i = 0; i < 4 * g_state.lights.length; i++ )\n { lightPositions_flattened .push( g_state.lights[ Math.floor(i/4) ].position[i%4] );\n lightColors_flattened .push( g_state.lights[ Math.floor(i/4) ].color[i%4] );\n lightAttenuations_flattened[ Math.floor(i/4) ] = g_state.lights[ Math.floor(i/4) ].attenuation;\n }\n gl.uniform4fv( gpu.lightPosition_loc, lightPositions_flattened );\n gl.uniform4fv( gpu.lightColor_loc, lightColors_flattened );\n gl.uniform1fv( gpu.attenuation_factor_loc, lightAttenuations_flattened );\n }", "refreshFromPhysics() {\n this.position.copy(this.physicsObj.position);\n this.quaternion.copy(this.physicsObj.quaternion);\n this.velocity.copy(this.physicsObj.velocity);\n this.angularVelocity.copy(this.physicsObj.angularVelocity);\n }", "function isSlowBuffer(obj){return typeof obj.readFloatLE===\"function\"&&typeof obj.slice===\"function\"&&isBuffer(obj.slice(0,0))}", "cacheGLUniformLocations() {\nvar ssuLoc, ssuaLoc;\n//----------------------\nssuLoc = (unm) => {\nreturn this.skinningShader.getUniformLocation(unm);\n};\nssuaLoc = function(uanm) {\nreturn ssuLoc(`${uanm}[0]`);\n};\nthis.uniformMVMat = ssuLoc(\"ModelViewMat\");\nthis.uniformMVPMat = ssuLoc(\"ModelViewProjMat\");\nif (this.DO_TRX_BONE_UNIFORMS) {\nif (!this.TEST_CPU_TRX_TO_MAT) {\nif (this.USE_TEXTURES) {\nthis.uniformSkelXformsWidth = ssuLoc(\"SkelXformsWidth\");\nthis.uniformSkelXformsHeight = ssuLoc(\"SkelXformsHeight\");\nthis.uniformSkelXforms = ssuLoc(\"SkelXforms\");\nif (this.DO_ARM_TWISTS) {\nthis.uniformBoneTwistWidth = ssuLoc(\"BoneTwistWidth\");\nthis.uniformBoneTwistHeight = ssuLoc(\"BoneTwistHeight\");\nthis.uniformBoneTwistData = ssuLoc(\"BoneTwistData\");\n}\n} else {\nthis.uniformSkelXforms = ssuaLoc(\"SkelXforms\");\nif (this.DO_ARM_TWISTS) {\nthis.uniformBoneTwistData = ssuaLoc(\"BoneTwistData\");\n}\n}\n} else {\nthis.uniformBones = ssuaLoc(\"Bones\");\n}\n} else {\nthis.uniformBones = ssuaLoc(\"Bones\");\n}\nthis.uniformMorphWeights = ssuLoc(\"MorphWeights\");\nreturn this.uniformTexture = ssuLoc(\"Texture\");\n}", "copyFrom(data) {\n if (data instanceof NDArray) {\n this.lib.checkCall(this.lib.exports.TVMArrayCopyFromTo(data.handle, this.handle, 0));\n return this;\n }\n else {\n const size = this.shape.reduce((a, b) => {\n return a * b;\n }, 1);\n if (data.length != size) {\n throw new Error(\"data size and shape mismatch data.length\" +\n data.length +\n \" vs \" +\n size);\n }\n let buffer;\n if (this.dtype == \"float32\") {\n buffer = Float32Array.from(data).buffer;\n }\n else if (this.dtype == \"float64\") {\n buffer = Float64Array.from(data).buffer;\n }\n else if (this.dtype == \"int32\") {\n buffer = Int32Array.from(data).buffer;\n }\n else if (this.dtype == \"int8\") {\n buffer = Int8Array.from(data).buffer;\n }\n else if (this.dtype == \"uint8\") {\n buffer = Uint8Array.from(data).buffer;\n }\n else {\n throw new Error(\"Unsupported data type \" + this.dtype);\n }\n return this.copyFromRawBytes(new Uint8Array(buffer));\n }\n }", "createImageData(w,h,param) { // imagedata contains a texture\n\t\tw=w||0;\n\t\th=h||0;\n\t\tconst isFrozen=!!(param&&param.isFrozen);\n\n\t\tlet imgData=null;\n\t\tif(isFrozen) { // create array\n\t\t\tconst SIZE=w*h*(this.dataFormat==gl.UNSIGNED_SHORT_4_4_4_4? 1:4);\n\t\t\tswitch(this.dataFormat) {\n\t\t\t\tcase gl.FLOAT: imgData=Float32Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_SHORT_4_4_4_4:\n\t\t\t\tcase gl.HALF_FLOAT: imgData=Uint16Array(SIZE); break;\n\t\t\t\tcase gl.UNSIGNED_BYTE: imgData=Uint8Array(SIZE); break;\n\t\t\t}\n\t\t}\n\t\telse { // create gl texture\n\t\t\tconst gl=this.gl;\n\t\t\timgData=GLProgram.createAndSetupTexture(gl);\n\t\t\tgl.texImage2D(gl.TEXTURE_2D,0,gl.RGBA,w,h,0,gl.RGBA,this.dataFormat,null);\n\t\t}\n\n\t\treturn { // a texture - image data type\n\t\t\ttype: isFrozen? \"GLRAMBuf\":\"GLTexture\",\n\t\t\tdata: imgData,\n\t\t\tid: ENV?ENV.hash(\"t\"):null, // for DEBUG ONLY! Does not guarantee uniqueness\n\t\t\tbitDepth: this.bitDepth,\n\t\t\twidth: w, // width and ...\n\t\t\theight: h, // ... height are immutable: do not change by assignment!\n\t\t\tleft: 0, // left & top can be changed directly: all relative to the viewport\n\t\t\ttop: 0,\n\t\t\ttagColor: [\n\t\t\t\tMath.random()*0.6+0.2,\n\t\t\t\tMath.random()*0.7+0.1,\n\t\t\t\tMath.random()*0.7+0.2\n\t\t\t],\n\t\t\tvalidArea: { // area that has content, coordinate {w,h,l,t} same as `this`\n\t\t\t\twidth: 0,\n\t\t\t\theight: 0,\n\t\t\t\tleft: 0,\n\t\t\t\ttop: 0\n\t\t\t}\n\t\t};\n\t\t// If you modify the structure here, also modify GLImageDataFactory.getRAMBufFromTexture\n\t}", "function MemDataProvider() {\n\tthis._init();\n}", "onDataWrite(data) {\n this._dataBuffer = data;\n this.write(this._vramAddr, this._dataBuffer);\n this._vramAddr += (this._control & (1 << 2) ? 32 : 1);\n }", "dataUploadToGpu(gl, texData, texDatas, force = false) {\n this.version = 0;\n let interType = TextureConst_1.TextureFormat.ToGL(gl, this.internalFormat);\n let format = TextureConst_1.TextureFormat.ToGL(gl, this.srcFormat);\n let type = TextureConst_1.TextureDataType.ToGL(gl, this.dataType);\n let d = texData;\n\n if (texDatas == null) {\n if (d.status > -1 || force) d.updateToGpu(gl, this.m_sampler, interType, format, type, force);\n } else {\n let ds = texDatas;\n\n for (let i = 0, len = ds.length; i < len; ++i) {\n d = ds[i];\n\n if (d != null) {\n if (d.status > -1 || force) d.updateToGpu(gl, this.m_sampler, interType, format, type, force);\n }\n }\n\n this.m_generateMipmap = false;\n }\n }", "writeBack(base, data) {\r\n console.log(\"DEBUG Memory.writeBack(base=\" + base + \", data=...)\")\r\n for(let i = 0; i < data.length; i++) {\r\n let adr = base + i\r\n this.data[adr] = data[i]\r\n\t if(this.observer) {\r\n this.observer.memoryChanged(adr)\r\n\t }\r\n }\r\n }", "function image_data_acquire() {\r\n\r\n}", "render() {\n this.context.drawImage(this.buffer.canvas,\n 0, 0,\n this.buffer.canvas.width,\n this.buffer.canvas.height,\n 0, 0,\n this.context.canvas.width,\n this.context.canvas.height);\n }", "disposeData(dataId, force = false) {\n if (this.pendingDisposal.has(dataId)) {\n return false;\n }\n // No-op if already disposed.\n if (!this.texData.has(dataId)) {\n return true;\n }\n // if force flag is set, change refCount to 0, this would ensure disposal\n // when added to the pendingDisposal queue. Memory may or may not be\n // released, which also depends on dataRefCount, see `releaseGPU`.\n if (force) {\n this.texData.get(dataId).refCount = 0;\n }\n else {\n this.texData.get(dataId).refCount--;\n }\n if (!force && this.texData.get(dataId).refCount > 0) {\n return false;\n }\n if (this.pendingRead.has(dataId)) {\n this.pendingDisposal.add(dataId);\n this.pendingDeletes++;\n return false;\n }\n this.releaseGPUData(dataId);\n const { complexTensorInfos } = this.texData.get(dataId);\n if (complexTensorInfos != null) {\n this.disposeData(complexTensorInfos.real.dataId, force);\n this.disposeData(complexTensorInfos.imag.dataId, force);\n }\n this.texData.delete(dataId);\n return true;\n }", "function updateCanvas() {\n ctx.putImageData(canvasData, 0, 0);\n}", "function updateCanvas() {\n ctx.putImageData(canvasData, 0, 0);\n}", "calculateUvs() {\n var geomUvs = this.geometry.buffers[1];\n if (!this.shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs_1.MeshBatchUvs(geomUvs, this.shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n }\n else {\n this.uvs = geomUvs.data;\n }\n }", "refreshFromPhysics() {\n this.position.copy(this.physicsObj.position);\n this.quaternion.copy(this.physicsObj.quaternion);\n this.velocity.copy(this.physicsObj.velocity);\n this.angularVelocity.copy(this.physicsObj.angularVelocity);\n }", "renderbufferStorage(ctx, funcName, args) {\n const [target, internalFormat, width, height] = args;\n updateRenderbuffer(target, 1, internalFormat, width, height);\n }", "init() {\n if ( this.dataOnlyMode ) {\n this._screenData = new Uint8ClampedArray( this.width * this.height );\n if ( !this._palette ) {\n this._palette = standardPalette;\n }\n return;\n }\n\n this.container = document.getElementById( this.conainerId );\n\n this.canvas = document.createElement( 'canvas' );\n this.canvas.setAttribute( 'id', 'game-device' );\n this.canvas.setAttribute( 'width', this.width );\n this.canvas.setAttribute( 'height', this.height );\n\n this._setScale();\n\n if ( this.rescaleOnWindowResize && this.scaleMode !== Screen.SCALE_CONSTANT ) {\n window.onresize = () => {\n this._setScale();\n this._setCanvasStyle();\n };\n }\n\n this._setCanvasStyle();\n\n this.container.appendChild( this.canvas );\n\n this._context = this.canvas.getContext( '2d', { alpha: false } );\n this._context.imageSmoothingEnabled = false;\n this._screenData = new Uint8ClampedArray( this.width * this.height );\n this._imageData = this._context.getImageData( 0, 0, this.width, this.height );\n\n // check if we are little endian\n const buffer = new ArrayBuffer( 4 );\n const test8 = new Uint8ClampedArray( buffer );\n const test32 = new Uint32Array( buffer );\n test32[0] = 0x0a0b0c0d;\n\n if ( test8[0] === 0x0a\n && test8[1] === 0x0b\n && test8[2] === 0x0c\n && test8[3] === 0x0d\n ) {\n this._isLittleEndian = false;\n }\n\n if ( !this._palette ) {\n this._palette = standardPalette;\n }\n\n this._buildPalette();\n }", "function pre_sync()\n\t{\n\t\t// Link in 8 bit off screen data\n\t\tos_imagedata.data.set(fb_data8);\n\t\t\n\t\t// Write current into off screen buffer\n\t\tos_ctx.putImageData(os_imagedata, 0, 0);\n\t}", "refresh() {\n // Canvas width / height we want\n const cw = this._cfg.cw;\n const ch = this._cfg.ch;\n\n if (this._canvasNeedsToUpdate) {\n this._canvasNeedsToUpdate = false;\n\n this._canvas.width = cw;\n this._canvas.height = ch;\n \n // Is this OK?\n this._dw = cw;\n this._dh = ch;\n\n const ctx = this._canvas.getContext(\"2d\");\n\n assert(ctx !== null);\n\n this._ctx = ctx;\n\n for (let i = 0; i < this._imageData.data.length; i += 1) {\n this._imageDataBuffer.data[i] = this._imageData.data[i];\n }\n\n this._imageData = this._ctx.getImageData(0, 0, cw, ch);\n\n this._back_canvas.width = cw;\n this._back_canvas.height = ch;\n\n const back_ctx = this._back_canvas.getContext(\"2d\");\n assert(back_ctx !== null);\n this._back_ctx = back_ctx;\n }\n\n // Move and scale the previous image\n\n this._back_ctx.clearRect(0, 0, cw, ch);\n\n // Draw to back canvas\n this._back_ctx.drawImage(\n this._canvas, \n 0, 0, cw, ch, \n this._dx, this._dy, this._dw, this._dh\n );\n\n // Clear front canvas\n this._ctx.clearRect(0, 0, cw, ch);\n\n // Draw from back canvas to front canvas.\n this._ctx.drawImage(this._back_canvas, 0, 0);\n\n this._imageData = this._ctx.getImageData(0, 0, cw, ch);\n // this.ctx.putImageData(this.imageData, 0, 0);\n\n this._cfg.id = Date.now();\n this.stopCurrentWork();\n this._qtree.free();\n this.makeAllAvailableWorkersWork();\n }", "__preload() {\n this.changeMaterialForDefine();\n\n super.__preload();\n\n if (this._spriteFrame) {\n this._spriteFrame.on('load', this._markForUpdateUvDirty, this);\n\n this._markForUpdateUvDirty();\n }\n }", "bindParameters() {\n\n if (this.weights != null) {\n for (let i = 0; i < this.weights.length; i++) {\n gl.uniform1f(this.weightHandles[i], this.weights[i]);\n }\n }\n\n gl.uniform1i(this.outputVariableHandle, this.outputVariable);\n\n gl.uniform1f(this.timeHandle, this.time);\n\n this.brdfIntegrationMapTexture = this.environment.getBRDFIntegrationMap();\n this.environmentTexture = this.environment.getCubeMap();\n\n gl.uniform1f(this.alphaCutoffHandle, this.alphaCutoff);\n\n gl.uniform1f(this.iorHandle, this.ior);\n\n let alphaModeAsInt;\n switch (this.alphaMode) {\n case AlphaModes.BLEND:\n alphaModeAsInt = 1;\n break;\n case AlphaModes.MASK:\n alphaModeAsInt = 2;\n break;\n default:\n alphaModeAsInt = 0;\n }\n\n gl.uniform1i(this.alphaModeHandle, alphaModeAsInt);\n\n gl.activeTexture(gl.TEXTURE0 + this.brdfTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.brdfIntegrationMapTexture);\n gl.uniform1i(this.brdfTextureHandle, this.brdfTextureUnit);\n\n gl.activeTexture(gl.TEXTURE0 + this.environmentTextureUnit);\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.environmentTexture);\n gl.uniform1i(this.environmentTextureHandle, this.environmentTextureUnit);\n\n if (this.hasBaseColorTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.baseColorTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.baseColorTexture);\n gl.uniform1i(this.baseColorTextureHandle, this.baseColorTextureUnit);\n gl.uniform1i(this.baseColorTextureUVHandle, this.baseColorTextureUV);\n }\n\n gl.uniform4fv(this.baseColorHandle, this.baseColorFactor);\n\n if (this.hasNormalTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.normalTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.normalTexture);\n gl.uniform1i(this.normalTextureHandle, this.normalTextureUnit);\n gl.uniform1i(this.normalTextureUVHandle, this.normalTextureUV);\n gl.uniform1f(this.normalScaleHandle, this.normalScale);\n }\n\n if (this.hasEmissiveTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.emissiveTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.emissiveTexture);\n gl.uniform1i(this.emissiveTextureHandle, this.emissiveTextureUnit);\n gl.uniform1i(this.emissiveTextureUVHandle, this.emissiveTextureUV);\n }\n\n if (this.hasEmissiveFactor) {\n gl.uniform3fv(this.emissiveFactorHandle, this.emissiveFactor);\n }\n\n if (this.hasTransmissionTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.transmissionTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.transmissionTexture);\n gl.uniform1i(this.transmissionTextureHandle, this.transmissionTextureUnit);\n gl.uniform1i(this.transmissionTextureUVHandle, this.transmissionTextureUV);\n }\n if (this.hasTransmissionFactor) {\n gl.uniform1f(this.transmissionFactorHandle, this.transmissionFactor);\n }\n if (this.hasTransmission) {\n gl.activeTexture(gl.TEXTURE0 + this.backgroundTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.backgroundTexture);\n gl.uniform1i(this.backgroundTextureHandle, this.backgroundTextureUnit);\n }\n\n if (this.hasMetallicRoughnessTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.metallicRoughnessTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.metallicRoughnessTexture);\n gl.uniform1i(this.metallicRoughnessTextureHandle, this.metallicRoughnessTextureUnit);\n gl.uniform1i(this.metallicRoughnessTextureUVHandle, this.metallicRoughnessTextureUV);\n }\n\n gl.uniform1f(this.metallicFactorHandle, this.metallicFactor);\n gl.uniform1f(this.roughnessFactorHandle, this.roughnessFactor);\n\n\n if (this.hasAO) {\n gl.uniform1f(this.occlusionStrengthHandle, this.occlusionStrength);\n }\n if (this.hasAOTexture) {\n gl.activeTexture(gl.TEXTURE0 + this.occlusionTextureUnit);\n gl.bindTexture(gl.TEXTURE_2D, this.occlusionTexture);\n gl.uniform1i(this.occlusionTextureHandle, this.occlusionTextureUnit);\n gl.uniform1i(this.occlusionTextureUVHandle, this.occlusionTextureUV);\n }\n }", "read() {\n this.lastRead = this.tape[this.y][this.x];\n }", "reload()\n\t{\n\t\tvar self = this;\n\t\tvar priv = PRIVATE.get(this);\t\t\n\t\t\n\t\treturn new Promise((resolve, reject)=>{\n\t\t\tDevice.getFromDataStore(self.id, self.sessionId, priv.ds)\n\t\t\t\t.then((devicecopy)=>{\n\t\t\t\t\tif(devicecopy)\n\t\t\t\t\t{\n\t\t\t\t\t\tself.contextId = devicecopy.contextId;\n\t\t\t\t\t\tself.responseChannel = devicecopy.responseChannel;\n\t\t\t\t\t\tself.requestChannel = devicecopy.requestChannel;\n\t\t\t\t\t\tself.timelines = devicecopy.timelines; \t\t\t\t\t\t\n\t\t\t\t\t\tresolve(true);\t\t\t\t\t\n\t\t\t\t\t}else\n\t\t\t\t\t{\n\t\t\t\t\t\t// device not found in datastore\n\t\t\t\t\t\tself.persist(priv.ds);\n\t\t\t\t\t\tresolve(false);\n\t\t\t\t\t}\n\t\t\t\t\t// devicecopy to be garbage-collected\n\t\t\t\t}).catch((err)=>{reject(err);});\n\t\t});\n\t}", "loadDrawing(){\n submitCanvas(this.sendToNeuralNet);\n }", "runKernelFunc(kernelParams) {\n let outputs;\n let saved = [];\n const isTapeOn = this.isTapeOn();\n const startingBytecount = this.state.numBytes;\n const startingNumTensors = this.state.numTensors;\n if (this.shouldCheckForMemLeaks()) {\n this.state.numDataMovesStack.push(0);\n }\n let kernelFunc;\n if (this.backendName == null) {\n // backend has not been initialized yet (backend initialization is lazy\n // can be deferred until an op/ kernel is run).\n // The below getter has side effects that will try to initialize the\n // backend and set properties like this.backendName\n // tslint:disable-next-line: no-unused-expression\n this.backend;\n }\n let out;\n const kernelOrScopeName = isRegisteredKernelInvocation(kernelParams) ?\n kernelParams.kernelName :\n this.state.activeScope != null ? this.state.activeScope.name : '';\n // Create the kernelFunc from either a registered kernel OR passed in\n // forward/backward functions (used by custom grad). In this context a\n // kernelFunc wraps a kernel implementation with some bookkeeping.\n if (isRegisteredKernelInvocation(kernelParams)) {\n const { kernelName, inputs, attrs } = kernelParams;\n if (this.backendName == null) {\n // backend has not been initialized yet (backend initialization is lazy\n // can be deferred until an op/ kernel is run).\n // The below getter has side effects that will try to initialize the\n // backend and set properties like this.backendName\n // tslint:disable-next-line: no-unused-expression\n this.backend;\n }\n const kernel = Object(_kernel_registry__WEBPACK_IMPORTED_MODULE_4__[\"getKernel\"])(kernelName, this.backendName);\n _util__WEBPACK_IMPORTED_MODULE_9__[\"assert\"](kernel != null, () => `Cannot find registered kernel '${kernelName}' for backend '${this.backendName}'`);\n kernelFunc = () => {\n const numDataIdsBefore = this.backend.numDataIds();\n out = kernel.kernelFunc({ inputs, attrs, backend: this.backend });\n const outInfos = Array.isArray(out) ? out : [out];\n if (this.shouldCheckForMemLeaks()) {\n this.checkKernelForMemLeak(kernelName, numDataIdsBefore, outInfos);\n }\n const outTensors = outInfos.map((outInfo) => {\n // todo (yassogba) remove this option (Tensor) when node backend\n // methods have been modularized and they all return tensorInfo.\n // TensorInfos do not have a rank attribute.\n if (outInfo.rank != null) {\n return outInfo;\n }\n const { dataId, shape, dtype } = outInfo;\n return this.makeTensorFromDataId(dataId, shape, dtype);\n });\n // Save any required inputs and outputs.\n // Do not save unless we are recording to the tape. Otherwise it would\n // cause a mem leak since there would be no backprop for these tensors\n // (which would otherwise dispose them).\n if (isTapeOn) {\n const tensorsToSave = this.getTensorsForGradient(kernelName, inputs, outTensors);\n saved = this.saveTensorsForBackwardMode(tensorsToSave);\n }\n return outTensors;\n };\n }\n else {\n const { forwardFunc } = kernelParams;\n // Running a customGrad op.\n const saveFunc = (tensors) => {\n // Do not save unless we are recording to the tape. Otherwise it would\n // cause a mem leak since we would never run backprop, which disposes\n // the kept tensors.\n if (!isTapeOn) {\n return;\n }\n saved = tensors.map(tensor => this.keep(this.clone(tensor)));\n };\n kernelFunc = () => {\n const numDataIdsBefore = this.backend.numDataIds();\n out = this.tidy(() => forwardFunc(this.backend, saveFunc));\n const outs = (Array.isArray(out) ? out : [out]);\n if (this.shouldCheckForMemLeaks()) {\n // Scope name is used to print a more helpful error message if needed.\n this.checkKernelForMemLeak(kernelOrScopeName, numDataIdsBefore, outs);\n }\n return outs;\n };\n }\n //\n // Run the kernelFunc. Optionally profiling it.\n //\n const { inputs, attrs } = kernelParams;\n const backwardsFunc = isRegisteredKernelInvocation(kernelParams) ?\n null :\n kernelParams.backwardsFunc;\n let kernelProfile;\n this.scopedRun(\n // Stop recording to a tape when running a kernel.\n () => this.state.kernelDepth++, () => this.state.kernelDepth--, () => {\n if (!this.ENV.getBool('DEBUG') && !this.state.profiling) {\n outputs = kernelFunc();\n }\n else {\n kernelProfile = this.profiler.profileKernel(kernelOrScopeName, inputs, () => kernelFunc());\n if (this.ENV.getBool('DEBUG')) {\n this.profiler.logKernelProfile(kernelProfile);\n }\n outputs = kernelProfile.outputs;\n }\n });\n if (isTapeOn) {\n this.addTapeNode(kernelOrScopeName, inputs, outputs, backwardsFunc, saved, attrs);\n }\n if (this.state.profiling) {\n this.state.activeProfile.kernels.push({\n name: kernelOrScopeName,\n bytesAdded: this.state.numBytes - startingBytecount,\n totalBytesSnapshot: this.state.numBytes,\n tensorsAdded: this.state.numTensors - startingNumTensors,\n totalTensorsSnapshot: this.state.numTensors,\n inputShapes: Object.keys(inputs).map(key => inputs[key] != null ? inputs[key].shape : null),\n outputShapes: outputs.map(item => item.shape),\n kernelTimeMs: kernelProfile.timeMs,\n extraInfo: kernelProfile.extraInfo\n });\n }\n return (Array.isArray(out) ? outputs : outputs[0]);\n }", "updateBuffer() {\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.vbo)\n\n\t\tthis.setNormalMatrix(this.makeNormalMatrix())\n\n\t\tgl.uniformMatrix4fv(state.loc.matrices.model, false, new Float32Array(this.modelMatrix))\n\t\tgl.uniformMatrix4fv(state.loc.matrices.normal, false, new Float32Array(this.normalMatrix))\n\n\t\tgl.uniform4fv(state.loc.light.ambientColor, this.colors.ambientColor)\n\t\tgl.uniform4fv(state.loc.light.diffuseColor, this.colors.diffuseColor)\n\t\tgl.uniform4fv(state.loc.light.specularColor, this.colors.specularColor)\n\t\tgl.uniform1f(state.loc.light.specularExponent, this.colors.specularExponent)\n\t}", "run() {\n var tm = this.renderer.texture;\n var managedTextures = tm.managedTextures;\n var wasRemoved = false;\n for (var i = 0; i < managedTextures.length; i++) {\n var texture = managedTextures[i];\n // only supports non generated textures at the moment!\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n var j = 0;\n for (var i$1 = 0; i$1 < managedTextures.length; i$1++) {\n if (managedTextures[i$1] !== null) {\n managedTextures[j++] = managedTextures[i$1];\n }\n }\n managedTextures.length = j;\n }\n }" ]
[ "0.630378", "0.628053", "0.5961585", "0.58549345", "0.5722528", "0.56826377", "0.5655147", "0.5654877", "0.5645955", "0.5614445", "0.55513865", "0.5548186", "0.55324894", "0.5418073", "0.54083997", "0.54083997", "0.5397527", "0.53965145", "0.5395481", "0.53872246", "0.5362984", "0.5354735", "0.5338134", "0.5338016", "0.53341895", "0.5327292", "0.5317618", "0.52949584", "0.52670854", "0.5255621", "0.5243099", "0.5243069", "0.5231752", "0.521349", "0.5209087", "0.5208219", "0.5205161", "0.51936656", "0.5185831", "0.5174844", "0.51747143", "0.5163571", "0.51489615", "0.51241714", "0.5120013", "0.5104514", "0.51037574", "0.5101996", "0.51012474", "0.5097507", "0.5097507", "0.5091792", "0.5081785", "0.50815034", "0.5079822", "0.5077687", "0.5073108", "0.5061935", "0.50551236", "0.5054491", "0.5046573", "0.50427824", "0.5041742", "0.50390685", "0.502639", "0.5024131", "0.5021103", "0.5019111", "0.5008054", "0.50052375", "0.49990565", "0.49812", "0.4974378", "0.49737692", "0.4969176", "0.49689427", "0.4950922", "0.49493608", "0.49403444", "0.4931212", "0.49308828", "0.4922169", "0.49167228", "0.4912528", "0.49124262", "0.49053106", "0.49053106", "0.49039876", "0.4902193", "0.48866236", "0.48706725", "0.48678228", "0.4866494", "0.48634183", "0.48611015", "0.48430005", "0.4842551", "0.48412383", "0.4838393", "0.48376557", "0.48318553" ]
0.0
-1
geom should have vertices, normals, indices if no program is given the attributes are laid out as follows: 0: position (vec2 or vec3 depending on geometry) 1: normal (vec3) 2: texcoord (vec2) 3: color (vec4)
function createVao(gl, geom, program) { let self = { id: gl.createVertexArray(), geom: geom, program: program, indexType: gl.UNSIGNED_SHORT, setGeom(geom) { this.bind(); if (geom) { if (!geom.vertexComponents) geom.vertexComponents = 3; if (geom.vertices) { if (!this.vertexBuffer) { let buffer = gl.createBuffer(); this.vertexBuffer = buffer; // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_position") : 0; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry) let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); } gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, 0); } if (geom.normals) { if (!this.normalBuffer) { let buffer = gl.createBuffer(); this.normalBuffer = buffer; // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_normal") : 1; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = 3; // 2 components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); } gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, 0); } if (geom.texCoords) { if (!this.normalBuffer) { let buffer = gl.createBuffer(); this.texCoordBuffer = buffer; // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_texCoord") : 2; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) let size = 2; // 2 components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); } gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, 0); } if (geom.colors) { if (!this.colorBuffer) { let buffer = gl.createBuffer(); this.colorBuffer = buffer; // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_color") : 3; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = 4; // components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); } gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW); gl.bindBuffer(gl.ARRAY_BUFFER, 0); } if (geom.indices) { if (!this.indexBuffer) { let buffer = gl.createBuffer(); this.indexBuffer = buffer; } this.indexType = (geom.indices.constructor == Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT; gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW); } } this.unbind() }, init(program) { this.bind(); if (geom) { if (!geom.vertexComponents) geom.vertexComponents = 3; if (geom.vertices) { let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.STATIC_DRAW); // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_position") : 0; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry) let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); // done with buffer: gl.bindBuffer(gl.ARRAY_BUFFER, 0); this.vertexBuffer = buffer; } if (geom.normals) { let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.STATIC_DRAW); // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_normal") : 1; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = 3; // 2 components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); // done with buffer: gl.bindBuffer(gl.ARRAY_BUFFER, 0); this.normalBuffer = buffer; } if (geom.texCoords) { let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.STATIC_DRAW); // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_texCoord") : 2; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER) let size = 2; // 2 components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); // done with buffer: gl.bindBuffer(gl.ARRAY_BUFFER, 0); this.texCoordBuffer = buffer; } if (geom.colors) { let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ARRAY_BUFFER, buffer); gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.STATIC_DRAW); // look up in the shader program where the vertex attributes need to go. let attrLoc = program ? gl.getAttribLocation(program, "a_color") : 3; // Turn on the attribute gl.enableVertexAttribArray(attrLoc); // Tell the attribute how to get data out of buffer (ARRAY_BUFFER) let size = 4; // components per iteration let type = gl.FLOAT; // the data is 32bit floats let normalize = false; // don't normalize the data let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position let offset = 0; // start at the beginning of the buffer gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset); // done with buffer: gl.bindBuffer(gl.ARRAY_BUFFER, 0); this.colorBuffer = buffer; } if (geom.indices) { // check type: if (geom.indices.constructor == Uint32Array) this.indexType = gl.UNSIGNED_INT let buffer = gl.createBuffer(); // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW); this.indexBuffer = buffer; } } this.unbind(); }, // assumes vao and buffer are already bound: setAttributes(buffer, bytestride, bufferFields, instanced) { gl.bindBuffer(gl.ARRAY_BUFFER, buffer); for (let field of bufferFields) { const attrLoc = gl.getAttribLocation(this.program, field.name); const normalize = false; const bytesize = field.bytesize / field.components; // watch out: if field.componnents > 4, it occupies several attribute slots // need to enable and bind each of them in turn: for (let i=0; i<field.components; i+=4) { const loc = attrLoc + i/4; const byteoffset = field.byteoffset + (i * bytesize); const components = Math.min(4, field.components - i); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, components, field.type, normalize, bytestride, byteoffset); if (instanced) { gl.vertexAttribDivisor(loc, 1); } else { gl.vertexAttribDivisor(loc, 0); } //console.log("set attr", field.name, loc, components, instanced, bytestride, byteoffset) } } return this; }, bind() { gl.bindVertexArray(this.id); return this; }, unbind() { gl.bindVertexArray(this.id, null); return this; }, // bind first: submit() { //gl.bufferData(gl.ARRAY_BUFFER, this.data, gl.DYNAMIC_DRAW); if (geom.vertices) { gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW); } if (geom.colors) { gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW); } if (geom.normals) { gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW); } if (geom.texCoords) { gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer); gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW); } if (geom.indices) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW); } return this; }, draw(count=0, offset=0) { if (geom.indices) gl.drawElements(gl.TRIANGLES, count ? count : geom.indices.length, this.indexType, offset); else gl.drawArrays(gl.TRIANGLES, offset, count ? count : geom.vertices.length/geom.vertexComponents); return this; }, drawLines(count=0, offset=0) { if (geom.indices) gl.drawElements(gl.LINES, count ? count : geom.indices.length, this.indexType, offset); else gl.drawArrays(gl.LINES, offset, count ? count : geom.vertices.length/geom.vertexComponents); return this; }, drawPoints(count=0, offset=0) { if (geom.indices) gl.drawElements(gl.POINTS, count ? count : geom.indices.length, this.indexType, offset); else gl.drawArrays(gl.POINTS, offset, count ? count : geom.vertices.length/geom.vertexComponents); return this; }, drawInstanced(instanceCount=1, primitive=gl.TRIANGLES) { if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, 0, instanceCount); else gl.drawArraysInstanced(primitive, 0, geom.vertices.length/geom.vertexComponents, instanceCount) return this; }, drawInstancedRange(instanceStart=0, instanceCount=1, primitive=gl.TRIANGLES) { if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, instanceStart, instanceCount); else gl.drawArraysInstanced(primitive, instanceStart, geom.vertices.length/geom.vertexComponents, instanceCount) return this; }, dispose() { if(this.indexBuffer) gl.deleteBuffers(this.indexBuffer) if(this.texCoordBuffer) gl.deleteBuffers(this.texCoordBuffer) if(this.normalBuffer) gl.deleteBuffers(this.normalBuffer) if(this.colorBuffer) gl.deleteBuffers(this.colorBuffer) if(this.vertexBuffer) gl.deleteBuffers(this.vertexBuffer) gl.deleteVertexArrays(this.id) }, } self.init(program); return self; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function link( geoms ) {\r\n\r\n const g = new THREE.BufferGeometry( );\r\n \r\n g.faceCounts = [];\r\n g.positionCounts = [];\r\n let faceCount = 0;\r\n let positionCount = 0;\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n g.faceCounts[ i ] = geoms[ i ].index.array.length / 3;\r\n faceCount += g.faceCounts[ i ];\r\n \r\n g.positionCounts[ i ] = geoms[ i ].attributes.position.count;\r\n positionCount += g.positionCounts[ i ];\r\n \r\n }\r\n \r\n const indices = new Uint32Array( faceCount * 3 );\r\n const positions = new Float32Array( positionCount * 3 );\r\n const normals = new Float32Array( positionCount * 3 );\r\n const uvs = new Float32Array( positionCount * 2 );\r\n \r\n g.setIndex( new THREE.BufferAttribute( indices, 1 ) );\t\r\n g.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );\r\n g.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );\r\n g.setAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );\r\n \r\n let indOffs = 0;\r\n let indVal = 0;\r\n let posOffs = 0;\r\n let uvsOffs = 0;\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n for ( let j = 0; j <= geoms[ i ].index.array.length; j ++ ) {\r\n \r\n indices[ j + indOffs ] = indVal + geoms[ i ].index.array[ j ] ;\r\n \r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.position.count * 3; j ++ ) {\r\n \r\n positions[ j + posOffs ] = geoms[ i ].attributes.position.array[ j ];\r\n\r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.normal.count * 3; j ++ ) {\r\n \r\n normals[ j + posOffs ] = geoms[ i ].attributes.normal.array[ j ];\r\n\r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.uv.count * 2; j ++ ) {\r\n \r\n uvs[ j + uvsOffs ] = geoms[ i ].attributes.uv.array[ j ];\r\n \r\n }\r\n \r\n g.addGroup( indOffs, g.faceCounts[ i ] * 3, i ); // multi material groups\r\n \r\n indOffs += g.faceCounts[ i ] * 3;\r\n indVal += g.positionCounts[ i ];\r\n posOffs += g.positionCounts[ i ] * 3;\r\n uvsOffs += g.positionCounts[ i ] * 2;\r\n \r\n }\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n geoms[ i ].dispose( ); // Only if the individual geometries are not required.\r\n \r\n }\r\n \r\n return g;\r\n\r\n}", "function geomFromOBJ(objcode) {\n\tlet lines = objcode.split(/\\r\\n|\\n/)\n let vertices = []\n let gvertices = []\n\tlet normals = []\n let gnormals = []\n\tlet texCoords = []\n\tlet gtexCoords = []\n\tlet memo = {}\n\tlet gindices = []\n\tlet indexcount=0;\n\tfor (let line of lines) {\n\t\tif (line.substring(0,2) == \"vn\") {\n\t\t\tlet match = line.match(/vn\\s+([0-9.e-]+)\\s+([0-9.e-]+)\\s+([0-9.e-]+)/)\n\t\t\tnormals.push([+match[1], +match[2], +match[3]])\n\t\t} else if (line.substring(0,2) == \"vt\") {\n let match = line.match(/vt\\s+([0-9.e-]+)\\s+([0-9.e-]+)/)\n texCoords.push([+match[1], +match[2]])\n\t\t} else if (line.substring(0,1) == \"v\") {\n let match = line.match(/v\\s+([0-9.e-]+)\\s+([0-9.e-]+)\\s+([0-9.e-]+)/)\n vertices.push([+match[1], +match[2], +match[3]])\n\t\t} else if (line.substring(0,1) == \"f\") {\n\t\t\tlet face = []\n\t\t\tlet match\n // this only works for v/vt/vn input\n\t\t\tlet regex = /([0-9]+)\\s*(\\/\\s*([0-9]*))?\\s*(\\/\\s*([0-9]*))?/g\n\t\t\twhile (match = regex.exec(line)) {\n let V = match[1]\n let T = match[3]\n let N = match[5]\n\t\t\t\tlet name = `${V}/${T}/${N}`\n\t\t\t\tlet id = memo[name]\n\t\t\t \tif (id == undefined) {\n\t\t\t\t\t// a new vertex/normal/texcoord combo, create a new entry for it\n\t\t\t\t\tid = indexcount;\n\t\t\t\t\tlet v = vertices[(+V)-1]\n gvertices.push(v[0], v[1], v[2])\n if (T && texCoords.length) {\n let vt = texCoords[(+T)-1]\n gtexCoords.push(vt[0], vt[1])\n }\n if (N && normals.length) {\n let vn = normals[(+N)-1]\n gnormals.push(vn[0], vn[1], vn[2])\n }\n\t\t\t\t\tmemo[name] = id;\n\t\t\t\t\tindexcount++;\n\t\t\t\t}\n\t\t\t\tif (face.length >= 3) {\n\t\t\t\t\t// triangle strip\n\t\t\t\t\t//face.push(face[face.length-1], face[face.length-2]);\n\t\t\t\t\t// triangle fan poly\n\t\t\t\t\tface.push(face[face.length-1], face[0]);\n\t\t\t\t}\n \t\t\t\tface.push(id);\n\t\t\t}\n\t\t\tfor (let id of face) {\n\t\t\t\tgindices.push(id);\n\t\t\t}\n\t\t} else {\n\t\t\t//console.log(\"ignored\", line)\n\t\t}\n\n }\n let geom = {\n vertices: new Float32Array(gvertices)\n }\n\tif (gnormals.length) geom.normals = new Float32Array(gnormals)\n\tif (gtexCoords.length) geom.texCoords = new Float32Array(gtexCoords)\n\tif (gindices.length) {\n geom.indices = new Uint32Array(gindices)\n }\n\treturn geom\n}", "function processGeometry( g ) {\n\n\t\t\tvar info = geometryInfo.get( g );\n\n\t\t\tif ( ! info ) {\n\n\t\t\t\t// convert the geometry to bufferGeometry if it isn't already\n\t\t\t\tvar bufferGeometry = g;\n\t\t\t\tif ( bufferGeometry instanceof Geometry ) {\n\n\t\t\t\t\tbufferGeometry = ( new BufferGeometry() ).fromGeometry( bufferGeometry );\n\n\t\t\t\t}\n\n\t\t\t\tvar meshid = \"Mesh\" + (libraryGeometries.length + 1);\n\n\t\t\t\tvar indexCount =\n\t\t\t\t\tbufferGeometry.index ?\n\t\t\t\t\t\tbufferGeometry.index.count * bufferGeometry.index.itemSize :\n\t\t\t\t\t\tbufferGeometry.attributes.position.count;\n\n\t\t\t\tvar groups =\n\t\t\t\t\tbufferGeometry.groups != null && bufferGeometry.groups.length !== 0 ?\n\t\t\t\t\t\tbufferGeometry.groups :\n\t\t\t\t\t\t[ { start: 0, count: indexCount, materialIndex: 0 } ];\n\n\t\t\t\tvar gnode = \"<geometry id=\\\"\" + meshid + \"\\\" name=\\\"\" + (g.name) + \"\\\"><mesh>\";\n\n\t\t\t\t// define the geometry node and the vertices for the geometry\n\t\t\t\tvar posName = meshid + \"-position\";\n\t\t\t\tvar vertName = meshid + \"-vertices\";\n\t\t\t\tgnode += getAttribute( bufferGeometry.attributes.position, posName, [ 'X', 'Y', 'Z' ], 'float' );\n\t\t\t\tgnode += \"<vertices id=\\\"\" + vertName + \"\\\"><input semantic=\\\"POSITION\\\" source=\\\"#\" + posName + \"\\\" /></vertices>\";\n\n\t\t\t\t// NOTE: We're not optimizing the attribute arrays here, so they're all the same length and\n\t\t\t\t// can therefore share the same triangle indices. However, MeshLab seems to have trouble opening\n\t\t\t\t// models with attributes that share an offset.\n\t\t\t\t// MeshLab Bug#424: https://sourceforge.net/p/meshlab/bugs/424/\n\n\t\t\t\t// serialize normals\n\t\t\t\tvar triangleInputs = \"<input semantic=\\\"VERTEX\\\" source=\\\"#\" + vertName + \"\\\" offset=\\\"0\\\" />\";\n\t\t\t\tif ( 'normal' in bufferGeometry.attributes ) {\n\n\t\t\t\t\tvar normName = meshid + \"-normal\";\n\t\t\t\t\tgnode += getAttribute( bufferGeometry.attributes.normal, normName, [ 'X', 'Y', 'Z' ], 'float' );\n\t\t\t\t\ttriangleInputs += \"<input semantic=\\\"NORMAL\\\" source=\\\"#\" + normName + \"\\\" offset=\\\"0\\\" />\";\n\n\t\t\t\t}\n\n\t\t\t\t// serialize uvs\n\t\t\t\tif ( 'uv' in bufferGeometry.attributes ) {\n\n\t\t\t\t\tvar uvName = meshid + \"-texcoord\";\n\t\t\t\t\tgnode += getAttribute( bufferGeometry.attributes.uv, uvName, [ 'S', 'T' ], 'float' );\n\t\t\t\t\ttriangleInputs += \"<input semantic=\\\"TEXCOORD\\\" source=\\\"#\" + uvName + \"\\\" offset=\\\"0\\\" set=\\\"0\\\" />\";\n\n\t\t\t\t}\n\n\t\t\t\t// serialize colors\n\t\t\t\tif ( 'color' in bufferGeometry.attributes ) {\n\n\t\t\t\t\tvar colName = meshid + \"-color\";\n\t\t\t\t\tgnode += getAttribute( bufferGeometry.attributes.color, colName, [ 'X', 'Y', 'Z' ], 'uint8' );\n\t\t\t\t\ttriangleInputs += \"<input semantic=\\\"COLOR\\\" source=\\\"#\" + colName + \"\\\" offset=\\\"0\\\" />\";\n\n\t\t\t\t}\n\n\t\t\t\tvar indexArray = null;\n\t\t\t\tif ( bufferGeometry.index ) {\n\n\t\t\t\t\tindexArray = attrBufferToArray( bufferGeometry.index );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tindexArray = new Array( indexCount );\n\t\t\t\t\tfor ( var i = 0, l = indexArray.length; i < l; i ++ ) { indexArray[ i ] = i; }\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\tvar group = groups[ i ];\n\t\t\t\t\tvar subarr = subArray( indexArray, group.start, group.count );\n\t\t\t\t\tvar polycount = subarr.length / 3;\n\t\t\t\t\tgnode += \"<triangles material=\\\"MESH_MATERIAL_\" + (group.materialIndex) + \"\\\" count=\\\"\" + polycount + \"\\\">\";\n\t\t\t\t\tgnode += triangleInputs;\n\n\t\t\t\t\tgnode += \"<p>\" + (subarr.join( ' ' )) + \"</p>\";\n\t\t\t\t\tgnode += '</triangles>';\n\n\t\t\t\t}\n\n\t\t\t\tgnode += \"</mesh></geometry>\";\n\n\t\t\t\tlibraryGeometries.push( gnode );\n\n\t\t\t\tinfo = { meshid: meshid, bufferGeometry: bufferGeometry };\n\t\t\t\tgeometryInfo.set( g, info );\n\n\t\t\t}\n\n\t\t\treturn info;\n\n\t\t}", "function attach_parsed_OBJ_gl_buffers_to_shader_vertex_attributes( gl, mesh, buffers, shaderProgram, attributeMap )\n {\n var attributeLocations = {};\n \n for( var attrib in attributeMap )\n {\n var prop = attributeMap[ attrib ];\n gl.bindBuffer( gl.ARRAY_BUFFER, buffers.vertex[ prop ] );\n \n var loc = gl.getAttribLocation( shaderProgram, attrib );\n gl.vertexAttribPointer( loc, mesh.vertex[ prop ][0].length, gl.FLOAT, false, 0, 0 );\n gl.enableVertexAttribArray( loc );\n \n attributeLocations[ attrib ] = loc;\n }\n \n return attributeLocations;\n }", "function GeometryObject(containerObject, isItPoly) {\n\n /**\n * Name of object\n */\n this.name = containerObject.name;\n\n /**\n * Object material \n */\n this.material = containerObject.material;\n \n /**\n * Vertex Normal Buffer \n */\n this.vertexNormalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexNormalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(containerObject.vertexNormals), gl.STATIC_DRAW);\n this.vertexNormalBuffer.itemSize = 3;\n this.vertexNormalBuffer.numItems = containerObject.vertexNormals.length / 3;\n\n /**\n * Vertex Texture Coordination Buffer \n */\n this.vertexTextureCoordBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexTextureCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(containerObject.vertexTextureCoords0), gl.STATIC_DRAW);\n this.vertexTextureCoordBuffer.itemSize = 2;\n this.vertexTextureCoordBuffer.numItems = containerObject.vertexTextureCoords0.length / 2;\n\n /**\n * Polygon have addition attributes - they have lightmaps\n */\n if(!isItPoly){\n\n /**\n * Vertex Diffuse Color Buffer \n */\n this.vertexDiffuseColorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexDiffuseColorBuffer );\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(containerObject.vertexDiffuse), gl.STATIC_DRAW);\n this.vertexDiffuseColorBuffer .itemSize = 2;\n this.vertexDiffuseColorBuffer .numItems = containerObject.vertexDiffuse.length / 2;\n \n /**\n * Vertex Specular Color Buffer \n */\n this.vertexSpecularColorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexSpecularColorBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(containerObject.vertexSpecular), gl.STATIC_DRAW);\n this.vertexSpecularColorBuffer.itemSize = 2;\n this.vertexSpecularColorBuffer.numItems = containerObject.vertexDiffuse.length / 2;\n }\n\n /** \n * Vertex Position Buffer \n */\n this.vertexPositionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexPositionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(containerObject.vertexPositions), gl.STATIC_DRAW);\n this.vertexPositionBuffer.itemSize = 3;\n this.vertexPositionBuffer.numItems = containerObject.vertexPositions.length / 3;\n\n /**\n * Original vertex positions\n */\n this.originalVertexPositions = new Float32Array(containerObject.vertexPositions);\n\n /**\n * Original indices\n */\n this.originalIndices = new Uint16Array(containerObject.indices);\n\n /**\n * Maximal values in x, y and z axis\n */\n this.max = [0, 0, 0];\n\n /**\n * Minimal values in x, y and z axis\n */\n this.min = [0, 0, 0];\n\n /**\n * Creating envelope - getting maximal and\n * minimal values in all axis\n */\n var index = 0;\n for(index; index < this.originalIndices.length; index++){\n\n var indexInVertexPositions = this.originalIndices[index] * 3;\n var vertexPositionInAxisX = this.originalVertexPositions[indexInVertexPositions];\n var vertexPositionInAxisY = this.originalVertexPositions[indexInVertexPositions + 1];\n var vertexPositionInAxisZ = this.originalVertexPositions[indexInVertexPositions + 2];\n\n\n if(vertexPositionInAxisX > this.max[0]){\n this.max[0] = vertexPositionInAxisX;\n }\n else if(vertexPositionInAxisX < this.min[0]){\n this.min[0] = vertexPositionInAxisX;\n }\n\n if(vertexPositionInAxisY > this.max[1]){\n this.max[1] = vertexPositionInAxisY;\n }\n else if(vertexPositionInAxisY < this.min[1]){\n this.min[1] = vertexPositionInAxisY;\n }\n\n if(vertexPositionInAxisZ > this.max[2]){\n this.max[2] = vertexPositionInAxisZ;\n }\n else if(vertexPositionInAxisZ < this.min[2]){\n this.min[2] = vertexPositionInAxisZ;\n }\n }\n \n /**\n * Vertex Index Buffer \n */\n this.vertexIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.vertexIndexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(containerObject.indices), gl.STATIC_DRAW);\n this.vertexIndexBuffer.itemSize = 1;\n this.vertexIndexBuffer.numItems = containerObject.indices.length;\n\n /** \n * Creating center of object\n */\n this.size = [];\n this.size[0] = this.max[0] - this.min[0];\n this.size[1] = this.max[1] - this.min[1];\n this.size[2] = this.max[2] - this.min[2];\n \n this.center = [];\n this.center[0] = getCenter(this.min[0], this.max[0]);\n this.center[1] = getCenter(this.min[1], this.max[1]);\n this.center[2] = getCenter(this.min[2], this.max[2]);\n}", "function main(gl, program) {\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n //var uniformSetters = createUniformSetters(gl, program);\n //var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n //Sets up quad to have 16 x 16 vertices\n for (var i = 0; i < 16; i++) {\n for (var j = 0; j < 16; j++) {\n arrays.position.data.push(i * (10 / 16), j * (10 / 16), 0);\n arrays.normal.data.push(0, 0, -1);\n arrays.texcoord.data.push(1 - (i / 16), 1 - (j / 16));\n }\n }\n for (var i = 0; i < 15; i++) {\n for (var j = 0; j < 15; j++) {\n arrays.indices.data.push(i + j * 16, i + j * 16 + 1, i + ((j + 1) * 16));\n arrays.indices.data.push(i + j * 16 + 1, (j + 1) * 16 + i, (j + 1) * 16 + i + 1);\n }\n }\n var center = [5, 5, 0];\n var scaleFactor = 20;\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [50, 30, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n //Added for green screen effect\n u_image0: gl.createTexture(),\n u_image1: gl.createTexture(),\n //Added for warble\n u_clock: 0.0\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n //Creating our two textures\n var texture1 = gl.createTexture();\n var image1 = new Image();\n image1.src = \"resources/texture1.jpg\";\n image1.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture1);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image1);\n };\n var texture2 = gl.createTexture();\n var image2 = new Image();\n image2.src = \"resources/texture2.jpg\";\n image2.onload = function () {\n gl.bindTexture(gl.TEXTURE_2D, texture2);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image2);\n };\n uniformsThatAreTheSameForAllObjects.u_image0 = texture1;\n uniformsThatAreTheSameForAllObjects.u_image1 = texture2;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n //console.log(uniformsThatAreTheSameForAllObjects.u_clock);\n // measure time taken for the little stats meter\n stats.begin();\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program\n if (currentShader == 1) {\n gl.useProgram(program[0]);\n }\n else if (currentShader == 2) {\n gl.useProgram(program[1]);\n }\n else if (currentShader == 3) {\n gl.useProgram(program[2]);\n }\n else {\n gl.useProgram(program[3]);\n }\n if (currentShader == 1) {\n var uniformSetters = createUniformSetters(gl, program[0]);\n var attribSetters = createAttributeSetters(gl, program[0]);\n }\n else if (currentShader == 2) {\n var uniformSetters = createUniformSetters(gl, program[1]);\n var attribSetters = createAttributeSetters(gl, program[1]);\n }\n else if (currentShader == 3) {\n var uniformSetters = createUniformSetters(gl, program[2]);\n var attribSetters = createAttributeSetters(gl, program[2]);\n }\n else {\n uniformsThatAreTheSameForAllObjects.u_clock = clock;\n clock += 0.1;\n var uniformSetters = createUniformSetters(gl, program[3]);\n var attribSetters = createAttributeSetters(gl, program[3]);\n }\n // Setup all the needed attributes and buffers. \n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n ///////////////////////////////////////////////////////\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n // adjust the rotation based on mouse activity. mouseAngles is set if user is dragging \n if (mouseAngles[0] !== 0 || mouseAngles[1] !== 0) {\n /*\n * only rotate around Y, use the second mouse value for scale. Leaving the old code from A3\n * here, commented out\n *\n // need an inverse world transform so we can find out what the world X axis for our first rotation is\n mat4.invert(invMatrix, matrix);\n // get the world X axis\n var xAxis = vec3.transformMat4(axisVector, vec3.fromValues(1,0,0), invMatrix);\n \n // rotate about the world X axis (the X parallel to the screen!)\n mat4.rotate(matrix, matrix, -mouseAngles[1], xAxis);\n */\n // now get the inverse world transform so we can find the world Y axis\n mat4.invert(invMatrix, matrix);\n // get the world Y axis\n var yAxis = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), invMatrix);\n // rotate about teh world Y axis\n mat4.rotate(matrix, matrix, mouseAngles[0], yAxis);\n // save the resulting matrix back to the cumulative rotation matrix \n mat4.copy(rotationMatrix, matrix);\n // use mouseAngles[1] to scale\n scaleFactor += mouseAngles[1];\n vec2.set(mouseAngles, 0, 0);\n }\n // add a translate and scale to the object World xform, so we have: R * T * S\n mat4.translate(matrix, rotationMatrix, [-center[0] * scaleFactor, -center[1] * scaleFactor,\n -center[2] * scaleFactor]);\n mat4.scale(matrix, matrix, [scaleFactor, scaleFactor, scaleFactor]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n // get proj * view * world\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n // get worldInvTranspose. For an explaination of why we need this, for fixing the normals, see\n // http://www.unknownroad.com/rtfm/graphics/rt_normals.html\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n // Set the uniforms we just computed\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n // Set the uniforms that are specific to the this object.\n setUniforms(uniformSetters, objectState.materialUniforms);\n // Draw the geometry. Everything is keyed to the \"\"\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n // stats meter\n stats.end();\n requestAnimationFrame(drawScene);\n }\n }", "function setUpAttributesAndUniforms(){\n\n \"use strict\";\n\n // Finds index of the variable in the program\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n //ctx.uColorId = gl.getUniformLocation(ctx.shaderProgram, \"uColor\");\n ctx.texture2DId = gl.getUniformLocation(ctx.shaderProgram, \"texture2D\");\n\n}", "constructor(_shader) {\n this.shader = _shader;\n // Creating vertex buffers.\n let vertices = new Float32Array([\n 1.0, 1.0, 0.0, // top right\n -1.0, 1.0, 0.0, // top left\n -1.0,-1.0, 0.0, // bottom left\n 1.0,-1.0, 0.0, // bottom right\n ]);\n let uvs = new Float32Array([\n 1.0, 0.0, \n 0.0, 0.0,\n 0.0, 1.0, \n 1.0, 1.0,\n ]);\n let indices = new Int8Array([\n 0,1,2,\n 0,2,3,\n ]);\n\n this.vertexBuffer = gl.createBuffer();\n this.uvBuffer = gl.createBuffer();\n this.indexBuffer = gl.createBuffer();\n\n // Create and bind new VAO\n this.vao = gl.createVertexArray();\n gl.bindVertexArray(this.vao);\n\n // Load indice data\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW, 0);\n\n // Load vertice data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW, 0);\n let posLoc = this.shader.attribSpecs[\"a_Pos\"].location;\n gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(posLoc);\n\n // Load UV data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, uvs, gl.STATIC_DRAW, 0);\n let uvLoc = this.shader.attribSpecs[\"a_Texcoord\"].location;\n gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(uvLoc);\n\n gl.bindVertexArray(null);\n }", "function initPositions(gl, cylinderProgram, lineProgram, tag) {\n if (tag == 0) {\n gl.useProgram(cylinderProgram);\n var vertices = new Float32Array(points);\n // Create a buffer object\n var positionbuffer = gl.createBuffer();\n if (!positionbuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n // Write the vertex coordinates and color to the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, positionbuffer);\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);\n gl.vertexAttribPointer(cylinderProgram.a_Position, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(cylinderProgram.a_Position);\n }\n else {\n gl.useProgram(lineProgram);\n var normals = new Float32Array(shown);\n // Create a buffer object\n var normalbuffer = gl.createBuffer();\n if (!normalbuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n // Write the vertex coordinates and color to the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, normalbuffer);\n gl.bufferData(gl.ARRAY_BUFFER, normals, gl.STATIC_DRAW);\n gl.vertexAttribPointer(lineProgram.a_Position, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(lineProgram.a_Position);\n }\n}", "render()\n {\n let prg = this.prg;\n let indices = this.indices;\n let pointSize = this.size;\n\n glContext.bindBuffer(glContext.ARRAY_BUFFER, this.normalsBuffer);\n glContext.vertexAttribPointer(prg.vertexNormalAttribute, 3, glContext.FLOAT, false, 0, 0);\n\n glContext.bindBuffer(glContext.ARRAY_BUFFER, this.verticesBuffer);\n glContext.vertexAttribPointer(prg.vertexPositionAttribute, 3, glContext.FLOAT, false, 0, 0);\n glContext.bindBuffer(glContext.ARRAY_BUFFER, this.colorsBuffer);\n glContext.vertexAttribPointer(prg.colorAttribute, 4, glContext.FLOAT, false, 0, 0);\n glContext.bindBuffer(glContext.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);\n glContext.uniform1f(prg.pointSize, pointSize);\n glContext.drawElements(glContext.LINE_STRIP, indices.length, glContext.UNSIGNED_SHORT,0);\n }", "function draw(gl, program, o, viewProjMatrix) {\n initAttributeVariable(gl, program.a_Position, o.vertexBuffer);\n if (o.colorBuffer != undefined) // If object has a_Color from initVBO.js\n initAttributeVariable(gl, program.a_Color, o.colorBuffer);\n if (o.normalBuffer != undefined) // If object has a_Normal from initVBO.js\n initAttributeVariable(gl, program.a_Normal, o.normalBuffer);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, o.indexBuffer); //bind index array \n\n // Calculate the model view project matrix and pass it to u_MvpMatrix\n g_mvpMatrix.set(viewProjMatrix);\n g_mvpMatrix.multiply(g_modelMatrix);\n gl.uniformMatrix4fv(program.u_MvpMatrix, false, g_mvpMatrix.elements);\n\n //Find inverse transpose of modelMatrix to set normalMatrix:\n\tnormalMatrix.setInverseOf(g_modelMatrix);\n\tnormalMatrix.transpose();\n gl.uniformMatrix4fv(program.u_NormalMatrix, false, normalMatrix.elements);\n\n if (o.indexBuffer != undefined) {\n gl.drawElements(gl.TRIANGLES, o.numIndices, gl.UNSIGNED_BYTE, 0);\n }\n else {\n gl.drawArrays(gl.LINES, 0, o.numIndices); //for ground grid\n }\n}", "setImageCoords(shaderProg) {\n let attributeCoords = this.gl.getAttribLocation(shaderProg, \"a_coords\");\n this.gl.enableVertexAttribArray(attributeCoords);\n\n // Set Up Draw buffer draw coords\n let bufferCoords = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, bufferCoords);\n this.gl.bufferData(this.gl.ARRAY_BUFFER,\n new Float32Array([\n -1.0, -1.0,\n 1.0, -1.0,\n -1.0, 1.0,\n -1.0, 1.0,\n 1.0, -1.0,\n 1.0, 1.0]),\n this.gl.STATIC_DRAW);\n this.gl.vertexAttribPointer(attributeCoords, 2, this.gl.FLOAT, false, 0, 0);\n }", "function setUpAttributesAndUniforms(){\n \"use strict\";\n // finds the index of the variable in the program || überschreibt ctx.aVertexPositionId\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.aVertexColorId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexColor\");\n\n ctx.uModelMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelMat\");\n ctx.uProjMatId = gl.getUniformLocation(ctx.shaderProgram, \"uProjMat\");\n ctx.uModelViewMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelViewMat\");\n}", "static mk_geo( g ){\n\t\t\tlet geo = new THREE.BufferGeometry();\n\t\t\tgeo.setAttribute( \"position\", new THREE.BufferAttribute( g.vertices.data, g.vertices.comp_len ) );\n\n\t\t\t//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\t\t\tif( g.indices )\n\t\t\t\tgeo.setIndex( new THREE.BufferAttribute( g.indices.data, 1 ) );\n\n\t\t\tif( g.normal )\n\t\t\t\tgeo.setAttribute( \"normal\", new THREE.BufferAttribute( g.normal.data, g.normal.comp_len ) );\n\n\t\t\tif( g.uv )\n\t\t\t\tgeo.setAttribute( \"uv\", new THREE.BufferAttribute( g.uv.data, g.uv.comp_len ) );\n\n\t\t\t//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n\t\t\tgeo.name = g.name;\n\t\t\treturn geo;\n\t\t}", "setUpAttributesAndUniforms() {\n \"use strict\";\n // finds the index of the variable in the program || überschreibt ctx.aVertexPositionId\n this.ctx.aVertexPositionId = this.gl.getAttribLocation(\n this.ctx.shaderProgram,\n \"aVertexPosition\"\n );\n this.ctx.uColorId = this.gl.getUniformLocation(\n this.ctx.shaderProgram,\n \"uColor\"\n );\n this.ctx.colorId = this.gl.getAttribLocation(\n this.ctx.shaderProgram,\n \"color\"\n );\n this.ctx.uProjectionMatId = this.gl.getUniformLocation(\n this.ctx.shaderProgram,\n \"projectionMat\"\n );\n\n this.ctx.uModelMatId = this.gl.getUniformLocation(\n this.ctx.shaderProgram,\n \"modelMat\"\n );\n\n var projectionMat = mat3.create();\n mat3.fromScaling(projectionMat, [\n 2.0 / this.gl.drawingBufferWidth,\n 2.0 / this.gl.drawingBufferHeight\n ]);\n this.gl.uniformMatrix3fv(this.ctx.uProjectionMatId, false, projectionMat);\n }", "function setUpAttributesAndUniforms() {\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.aVertexColorId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexColor\");\n ctx.aTextureCoordId = gl.getAttribLocation(ctx.shaderProgram, \"aTextureCoord\");\n ctx.aVertexNormalId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexNormal\");\n ctx.uEnableTextureId = gl.getUniformLocation(ctx.shaderProgram, \"uEnableTexture\");\n ctx.uSampler2DId = gl.getUniformLocation(ctx.shaderProgram, \"uSampler2D\");\n ctx.uModelViewMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelViewMat\");\n ctx.uProjectionMatId = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMat\");\n ctx.uNormalMatId = gl.getUniformLocation(ctx.shaderProgram, \"uNormalMat\");\n ctx.uEnableLightingId = gl.getUniformLocation(ctx.shaderProgram, \"uEnableLighting\");\n ctx.uLightPositionId = gl.getUniformLocation(ctx.shaderProgram, \"uLightPosition\");\n ctx.uLightColorId = gl.getUniformLocation(ctx.shaderProgram, \"uLightColor\");\n}", "function setUpAttributesAndUniforms() {\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.aVertexColorId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexColor\");\n ctx.aTextureCoordId = gl.getAttribLocation(ctx.shaderProgram, \"aTextureCoord\");\n ctx.aVertexNormalId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexNormal\");\n ctx.uEnableTextureId = gl.getUniformLocation(ctx.shaderProgram, \"uEnableTexture\");\n ctx.uSampler2DId = gl.getUniformLocation(ctx.shaderProgram, \"uSampler2D\");\n ctx.uModelViewMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelViewMat\");\n ctx.uProjectionMatId = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMat\");\n ctx.uNormalMatId = gl.getUniformLocation(ctx.shaderProgram, \"uNormalMat\");\n ctx.uEnableLightingId = gl.getUniformLocation(ctx.shaderProgram, \"uEnableLighting\");\n ctx.uLightPositionId = gl.getUniformLocation(ctx.shaderProgram, \"uLightPosition\");\n ctx.uLightColorId = gl.getUniformLocation(ctx.shaderProgram, \"uLightColor\");\n}", "function drawInit(normals) {\r\n\tvar pBuffer = gl.createBuffer();\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, pBuffer);\r\n\tgl.bufferData(gl.ARRAY_BUFFER, flatten(pointsArray), gl.STATIC_DRAW);\r\n\r\n\tvar vPosition = gl.getAttribLocation(program, \"vPosition\");\r\n\tgl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);\r\n\tgl.enableVertexAttribArray(vPosition);\r\n\r\n\tvar nBuffer = gl.createBuffer();\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, nBuffer);\r\n\tgl.bufferData(gl.ARRAY_BUFFER, flatten(normals), gl.STATIC_DRAW ); // TODO change this back\r\n\r\n\tvar vNormal = gl.getAttribLocation( program, \"vNormal\" );\r\n\tgl.vertexAttribPointer(vNormal, 4, gl.FLOAT, false, 0, 0 );\r\n\tgl.enableVertexAttribArray(vNormal);\r\n}", "render() {\n // Clear the geometry onscreen\n this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);\n\n for (var i = 0; i < this.scene.geometries.length; i++) {\n var geometry = this.scene.geometries[i];\n\n // Switch to shader attached to geometry\n this.gl.useProgram(geometry.shader.program);\n this.gl.program = geometry.shader.program;\n\n geometry.shader.setUniform(\"u_ViewMatrix\", this.camera.viewMatrix.elements);\n geometry.shader.setUniform(\"u_ProjectionMatrix\", this.camera.projectionMatrix.elements);\n //geometry.shader.setUniform(\"u_ModelMatrix\", this.camera.modelMatrix.elements);\n\n if(geometry.image != null) {\n if(!(geometry.image.src in this.textures)) {\n // Create a texture object and store id using its path as key\n this.textures[geometry.image.src] = this.gl.createTexture();\n this.loadTexture(this.textures[geometry.image.src], geometry.image);\n }\n else {\n // Enable texture unit0\n this.gl.activeTexture(this.gl.TEXTURE0);\n // Bind the texture object to the target\n this.gl.bindTexture(this.gl.TEXTURE_2D, this.textures[geometry.image.src]);\n }\n }\n\n // Callback function in the case user wants to change the\n // geometry before the draw call\n geometry.render();\n\n // Set attribute buffer with the geometry data\n this.sendVertexDataToGLSL(geometry.data, geometry.dataCounts, geometry.shader);\n\n // Passes the indices of a geometry to the index buffer a\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, geometry.indices, this.gl.STATIC_DRAW);\n\n // Draw geometries using current buffer data\n this.gl.drawElements(this.gl.TRIANGLES, geometry.indices.length, this.gl.UNSIGNED_SHORT, 0);\n }\n }", "function setUpAttributesAndUniforms(){\r\n \"use strict\";\r\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\r\n ctx.aColorId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexColor\");\r\n ctx.uModelViewMatrixId = gl.getUniformLocation(ctx.shaderProgram, \"uModelViewMatrix\");\r\n ctx.uProjectionMatrixId = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMatrix\");\r\n\r\n}", "map_attribute_name_to_buffer_name( name ) // The shader will pull single entries out of the vertex arrays, by their data fields'\n { \n return { object_space_pos: \"positions\" }[ name ]; // Use a simple lookup table.\n }", "function setUpAttributesAndUniforms(){\n \"use strict\";\n // finds the index of the variable in the program || überschreibt ctx.aVertexPositionId\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.aVertexTexCoordId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexTexCoord\");\n ctx.uSampler2DId = gl.getUniformLocation(ctx.shaderProgram, \"uSampler\");\n}", "function createVAO(obj) {\n var vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n\n var positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(obj.vertices), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(positionAttributeLocation);\n gl.vertexAttribPointer(positionAttributeLocation, 3, gl.FLOAT, false, 0, 0);\n\n var normalBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(obj.vertexNormals), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(normalAttributeLocation);\n gl.vertexAttribPointer(normalAttributeLocation, 3, gl.FLOAT, false, 0, 0);\n\n var uvBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(obj.textures), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(uvAttributeLocation);\n gl.vertexAttribPointer(uvAttributeLocation, 2, gl.FLOAT, false, 0, 0);\n\n var indexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(obj.indices), gl.STATIC_DRAW);\n\n return vao;\n}", "function drawMesh(regl) {\n var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : { extras: {} };\n var prop = regl.prop,\n buffer = regl.buffer;\n var geometry = params.geometry;\n\n var commandParams = {\n vert: \"precision mediump float;\\n#define GLSLIFY 1\\n\\nuniform float camNear, camFar;\\nuniform mat4 model, view, projection;\\n\\nattribute vec3 position, normal;\\n\\nvarying vec3 fragNormal, fragPosition;\\nvarying vec4 _worldSpacePosition;\\n\\nvec4 zBufferAdjust(vec4 glPosition, float camNear, float camFar)\\n{\\n glPosition.z = 2.0*log(glPosition.w/camNear)/log(camFar/camNear) - 1.;\\n glPosition.z *= glPosition.w;\\n return glPosition;\\n}\\n\\nvoid main() {\\n fragPosition = position;\\n fragNormal = normal;\\n vec4 worldSpacePosition = model * vec4(position, 1);\\n _worldSpacePosition = worldSpacePosition;\\n //gl_Position = projection * view * worldSpacePosition;\\n\\n vec4 glPosition = projection * view * model * vec4(position, 1);\\n gl_Position = glPosition;\\n //gl_Position = zBufferAdjust(glPosition, camNear, camFar);\\n}\\n\",\n frag: \"/*precision mediump float;\\n\\nuniform vec4 color;\\nvarying vec3 vnormal;\\nvarying vec3 fragNormal, fragPosition;\\n\\nvoid main() {\\n //gl_FragColor = color;\\n gl_FragColor = vec4(abs(fragNormal), 1.0);\\n}*/\\n\\nprecision mediump float;\\n#define GLSLIFY 1\\nvarying vec3 fragNormal;\\nuniform float ambientLightAmount;\\nuniform float diffuseLightAmount;\\nuniform vec4 color;\\nuniform vec3 lightDir;\\nuniform vec3 opacity;\\n\\nvarying vec4 _worldSpacePosition;\\n\\nuniform vec2 printableArea;\\n\\nvec4 errorColor = vec4(0.15, 0.15, 0.15, 0.3);//vec4(0.15, 0.15, 0.15, 0.3);\\n\\nvoid main () {\\n vec4 depth = gl_FragCoord;\\n\\n float v = 0.8; // shadow value\\n vec4 endColor = color;\\n\\n //if anything is outside the printable area, shade differently\\n /*if(_worldSpacePosition.x>printableArea.x*0.5 || _worldSpacePosition.x<-printableArea.x*0.5){\\n endColor = errorColor;\\n }\\n if(_worldSpacePosition.y>printableArea.y*0.5 || _worldSpacePosition.y<printableArea.y*-0.5) {\\n endColor = errorColor;\\n }*/\\n\\n vec3 ambient = ambientLightAmount * endColor.rgb;\\n float cosTheta = dot(fragNormal, lightDir);\\n vec3 diffuse = diffuseLightAmount * endColor.rgb * clamp(cosTheta , 0.0, 1.0 );\\n\\n float cosTheta2 = dot(fragNormal, vec3(-lightDir.x, -lightDir.y, lightDir.z));\\n vec3 diffuse2 = diffuseLightAmount * endColor.rgb * clamp(cosTheta2 , 0.0, 1.0 );\\n\\n gl_FragColor = vec4((ambient + diffuse + diffuse2 * v), endColor.a);\\n}\\n\",\n\n uniforms: {\n model: function model(context, props) {\n return props.model || _glMat2.default.identity([]);\n },\n color: prop('color'),\n printableArea: function printableArea(context, props) {\n return props.printableArea || [0, 0];\n }\n },\n attributes: {\n position: buffer(geometry.positions)\n },\n cull: {\n enable: true,\n face: 'back'\n }\n };\n\n if (geometry.cells) {\n commandParams.elements = geometry.cells;\n } else if (geometry.indices) {\n //FIXME: not entirely sure about all this\n var indices = geometry.indices;\n /*let type\n if (indices instanceof Uint32Array && regl.hasExtension('oes_element_index_uint')) {\n type = 'uint32'\n }else if (indices instanceof Uint16Array) {\n type = 'uint16'\n } else {\n type = 'uint8'\n }*/\n\n commandParams.elements = regl.elements({\n //type,\n data: indices\n });\n } else {\n commandParams.count = geometry.positions.length / 3;\n }\n\n if (geometry.normals) {\n commandParams.attributes.normal = buffer(geometry.normals);\n }\n // Splice in any extra params\n commandParams = Object.assign({}, commandParams, params.extras);\n return regl(commandParams);\n}", "map_attribute_name_to_buffer_name( name ) // The shader will pull single entries out of the vertex arrays, by their data fields'\r\n { // names. Map those names onto the arrays we'll pull them from. This determines\r\n // which kinds of Shapes this Shader is compatible with. Thanks to this function, \r\n // Vertex buffers in the GPU can get their pointers matched up with pointers to \r\n // attribute names in the GPU. Shapes and Shaders can still be compatible even\r\n // if some vertex data feilds are unused. \r\n return { object_space_pos: \"positions\", color: \"colors\" }[ name ]; // Use a simple lookup table.\r\n }", "function drawSphere(){\n gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sphereVertexPositionBuffer.itemSize, \n gl.FLOAT, false, 0, 0);\n\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexNormalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n sphereVertexNormalBuffer.itemSize,\n gl.FLOAT, false, 0, 0);\n gl.drawArrays(gl.TRIANGLES, 0, sphereVertexPositionBuffer.numItems); \n}", "function drawSphere(){\n gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, sphereVertexPositionBuffer.itemSize, \n gl.FLOAT, false, 0, 0);\n\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, sphereVertexNormalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n sphereVertexNormalBuffer.itemSize,\n gl.FLOAT, false, 0, 0);\n gl.drawArrays(gl.TRIANGLES, 0, sphereVertexPositionBuffer.numItems); \n}", "function Geometry()\r\n{\r\n\tthis.id = MathUtils.generateID();\r\n\tthis.name = \"\";\r\n\tthis.type = \"Geometry\";\r\n\r\n\t/** \r\n\t * Geometry vertices, each vertex is composed of 3 values.\r\n\t */\r\n\tthis.vertex = [];\r\n\r\n\t/**\r\n\t * Vertex UV for texture mapping, each UV is composed of 2 values.\r\n\t */\r\n\tthis.uvs = [];\r\n\r\n\t/**\r\n\t * Normal vector of the vertex, each vector composed of 3 values.\r\n\t */\r\n\tthis.normals = [];\r\n\r\n\t/**\r\n\t * List of faces that compose the geometry, each face is composed of 3 indices. Each one for a point of the face.\r\n\t */\r\n\tthis.faces = [];\r\n\r\n\t/**\r\n\t * Tangent vectors, used for normal mapping in tangent space.\r\n\t */\r\n\tthis.tangent = [];\r\n}", "map_attribute_name_to_buffer_name(name) // The shader will pull single entries out of the vertex arrays, by their data fields'\n { // names. Map those names onto the arrays we'll pull them from. This determines\n // which kinds of Shapes this Shader is compatible with. Thanks to this function, \n // Vertex buffers in the GPU can get their pointers matched up with pointers to \n // attribute names in the GPU. Shapes and Shaders can still be compatible even\n // if some vertex data feilds are unused. \n return { object_space_pos: \"positions\" }[name]; // Use a simple lookup table.\n }", "function create_vertex_attr_buffer(program, name, x, n) {\r\n\tlet is_array = Array.isArray(x);\r\n\tlet bufferId = gl.createBuffer(); // create a new buffer\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, bufferId); // bind to the new buffer\r\n\tgl.bufferData(gl.ARRAY_BUFFER, is_array ? flatten(x) : (x*n*sizeof.vec2/2), gl.STATIC_DRAW); // load the flattened data into the buffer\r\n\tlet attrib_loc = gl.getAttribLocation(program, name); // get the vertex shader attribute location\r\n\tgl.vertexAttribPointer(attrib_loc, is_array ? x[0].length : n, gl.FLOAT, false, 0, 0); // associate the buffer with the attributes making sure it knows its type\r\n\tgl.enableVertexAttribArray(attrib_loc); // enable this set of data\r\n\treturn bufferId;\r\n}", "function setUpAttributesAndUniforms(){\n \"use strict\";\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.uColorId = gl.getUniformLocation(ctx.shaderProgram, \"uColor\");\n ctx.uProjectionMatrix = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMatrix\");\n ctx.uModelMat = gl.getUniformLocation(ctx.shaderProgram, \"uModelMat\");\n ctx.uModelViewMatrix = gl.getUniformLocation(ctx.shaderProgram, \"uModelViewMatrix\");\n}", "function initProgram() {\r\n // Compile shaders\r\n // Vertex Shader\r\n let vert_shader = compileShader(gl, gl.VERTEX_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Matrices\r\n uniform mat4 uModelViewMatrix;\r\n uniform mat4 uProjectionMatrix;\r\n\r\n // Light Position\r\n const vec4 light = vec4(0, 0, 5, 1);\r\n\r\n // Attributes for the vertex (from VBOs)\r\n in vec4 aPosition;\r\n in vec3 aNormal;\r\n\r\n // Vectors (varying variables to vertex shader)\r\n out vec3 vNormalVector;\r\n out vec3 vLightVector;\r\n out vec3 vEyeVector;\r\n\r\n // Texture information\r\n out vec3 vTexCoord;\r\n\r\n void main() {\r\n vec4 P = uModelViewMatrix * aPosition;\r\n\r\n vNormalVector = mat3(uModelViewMatrix) * aNormal;\r\n vLightVector = light.w == 1.0 ? P.xyz - light.xyz : light.xyz;\r\n vEyeVector = -P.xyz;\r\n\r\n gl_Position = uProjectionMatrix * P;\r\n\r\n\t\t\tvTexCoord = aPosition.xyz;\r\n }`\r\n );\r\n // Fragment Shader - Phong Shading and Reflections\r\n let frag_shader = compileShader(gl, gl.FRAGMENT_SHADER,\r\n `#version 300 es\r\n precision mediump float;\r\n\r\n // Light and material properties\r\n const vec3 lightColor = vec3(1, 1, 1);\r\n const vec4 materialColor = vec4(0, 1, 0, 1);\r\n const float materialAmbient = 0.2;\r\n const float materialDiffuse = 0.5;\r\n const float materialSpecular = 0.3;\r\n const float materialShininess = 10.0;\r\n\r\n // Vectors (varying variables from vertex shader)\r\n in vec3 vNormalVector;\r\n in vec3 vLightVector;\r\n in vec3 vEyeVector;\r\n\r\n // Texture information\r\n uniform samplerCube uTexture;\r\n in vec3 vTexCoord;\r\n\r\n // Output color\r\n out vec4 fragColor;\r\n\r\n void main() {\r\n // Normalize vectors\r\n vec3 N = normalize(vNormalVector);\r\n vec3 L = normalize(vLightVector);\r\n vec3 E = normalize(vEyeVector);\r\n\r\n // Compute lighting\r\n float diffuse = dot(-L, N);\r\n float specular = 0.0;\r\n if (diffuse < 0.0) {\r\n diffuse = 0.0;\r\n } else {\r\n vec3 R = reflect(L, N);\r\n specular = pow(max(dot(R, E), 0.0), materialShininess);\r\n }\r\n \r\n // Object color combined from texture and material\r\n vec4 color = texture(uTexture, vTexCoord);\r\n\r\n // Compute final color\r\n fragColor.rgb = lightColor * (\r\n (materialAmbient + materialDiffuse * diffuse) * color.rgb +\r\n materialSpecular * specular);\r\n fragColor.a = 1.0;\r\n }`\r\n );\r\n\r\n // Link the shaders into a program and use them with the WebGL context\r\n let program = linkProgram(gl, vert_shader, frag_shader);\r\n gl.useProgram(program);\r\n \r\n // Get the attribute indices\r\n program.aPosition = gl.getAttribLocation(program, 'aPosition');\r\n program.aNormal = gl.getAttribLocation(program, 'aNormal');\r\n program.aTexCoord = gl.getAttribLocation(program, 'aTexCoord');\r\n\r\n // Get the uniform indices\r\n program.uModelViewMatrix = gl.getUniformLocation(program, 'uModelViewMatrix');\r\n program.uProjectionMatrix = gl.getUniformLocation(program, 'uProjectionMatrix');\r\n\r\n return program;\r\n}", "function setUpAttributesAndUniforms(){\n \"use strict\";\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.uColorId = gl.getUniformLocation(ctx.shaderProgram, \"uColor\");\n\n ctx.uProjectionMatId = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMat\");\n ctx.uModelMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelMat\");\n}", "function setUpAttributesAndUniforms(){\n \"use strict\";\n ctx.aVertexPositionId = gl.getAttribLocation(ctx.shaderProgram, \"aVertexPosition\");\n ctx.uColorId = gl.getUniformLocation(ctx.shaderProgram, \"uColor\");\n\n ctx.uProjectionMatId = gl.getUniformLocation(ctx.shaderProgram, \"uProjectionMat\");\n ctx.uModelMatId = gl.getUniformLocation(ctx.shaderProgram, \"uModelMat\");\n}", "function generateProgram(gl, program) {\n var glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n var glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n var webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n gl.linkProgram(webGLProgram);\n\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl); // GLSL 1.00: bind attributes sorted by name in ascending order\n // GLSL 3.00: don't change the attribute locations that where chosen by the compiler\n // or assigned by the layout specifier in the shader source code\n\n if (!/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m.test(program.vertexSrc)) {\n var keys = Object.keys(program.attributeData);\n keys.sort(function (a, b) {\n return a > b ? 1 : -1;\n }); // eslint-disable-line no-confusing-arrow\n\n for (var i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n\n gl.linkProgram(webGLProgram);\n }\n\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n var uniformData = {};\n\n for (var i in program.uniformData) {\n var data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size)\n };\n }\n\n var glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}", "render() {\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n useShader(gl, normShaders);\n for (let geom of this.geometries) {\n geom.render();\n }\n \n for (let geom of this.texGeometries) {\n geom.render();\n }\n }", "function drawTerrain() {\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBufferProgram);\n //console.log(shaderProgram);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexBufferProgram.itemSize, \n gl.FLOAT, false, 0, 0);\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, normalBufferProgram);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n normalBufferProgram.itemSize,\n gl.FLOAT, false, 0, 0); \n\n //Draw \n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleBufferProgram);\n gl.drawElements(gl.TRIANGLES, triangleBufferProgram.numItems, gl.UNSIGNED_INT,0);\n}", "function GetOpenglAttributes(Attribs,RenderContext)\n{\n\tconst gl = RenderContext;\n\t\n\tfunction CleanupAttrib(Attrib)\n\t{\n\t\t//\tfix attribs\n\t\t//\tdata as array doesn't work properly and gives us\n\t\t//\tgldrawarrays attempt to access out of range vertices in attribute 0\n\t\tif ( Array.isArray(Attrib.Data) )\n\t\t\tAttrib.Data = new Float32Array( Attrib.Data );\n\t\t\t\n\t\tAttrib.Stride = Attrib.Stride || 0;\n\t}\n\t\t\t\n\tfunction AttribNameToOpenglAttrib(Name,Index)\n\t{\n\t\t//\tshould get location from shader binding!\n\t\tconst Attrib = Attribs[Name];\n\t\tCleanupAttrib(Attrib);\n\t\t\n\t\tconst OpenglAttrib = {};\n\t\tOpenglAttrib.Name = Name;\n\t\tOpenglAttrib.Floats = Attrib.Data;\n\t\tOpenglAttrib.Size = Attrib.Size;\n\t\tOpenglAttrib.Type = GetOpenglElementType( gl, Attrib.Data );\n\t\tOpenglAttrib.DataIndex = Index;\n\t\tOpenglAttrib.Stride = Attrib.Stride;\n\t\t//\twe do NOT store location here, it's per-shader, not per geometry\n\n\t\treturn OpenglAttrib;\n\t}\n\tconst OpenglAttributes = Object.keys( Attribs ).map( AttribNameToOpenglAttrib );\n\treturn OpenglAttributes;\n}", "createGeometry()\n {\n this.executeMidpoint();\n\n // Prepare specifics buffers for WebGL\n this.verticesBuffer = getVertexBufferWithVertices(this.vertices);\n this.colorsBuffer = getVertexBufferWithVertices(this.colors);\n this.indicesBuffer = getIndexBufferWithIndices(this.indices);\n this.normalsBuffer = getVertexBufferWithVertices(this.normals);\n }", "setAttributes(vertexArray){\n let attribLocationNames = this.vertexShader.getAttributeLocationNames().concat(this.fragmentShader.getAttributeLocationNames());\n\n let vertexBufferArray = vertexArray.getVertexBufferArray();\n for(let name of attribLocationNames){\n let index = this.findIndexVertex(name, vertexBufferArray);\n if(index === -1) throw Error(\"Property \" + name + \" not found in vertexArray object\");\n\n gl.enableVertexAttribArray(this.attributeLocations[name + \"Loc\"]);\n\n //Check if combineBuffer was created\n if(vertexArray.getCombinedBuffer() === null){\n vertexBufferArray[index].getAttributeBuffer().bind();\n } else {\n vertexArray.getCombinedBuffer().bind();\n }\n\n gl.vertexAttribPointer(this.attributeLocations[name + \"Loc\"], vertexBufferArray[index].getNumOfComponents(),\n gl[vertexBufferArray[index].getTypeOfValue()], vertexBufferArray[index].getNormalisation(),\n vertexBufferArray[index].getStride(), vertexBufferArray[index].getOffset());\n }\n }", "constructor()\n\t{\n\t\t// Compile the shader program\n\t\tthis.prog = InitShaderProgram( modelVS, modelFS );\n\t\t// Get the ids of the uniform variables in the shaders\n\t\tthis.mvp = gl.getUniformLocation( this.prog, 'mvp' );\n\n\t\t// Get the ids of the vertex attributes in the shaders\n\t\tthis.vertPos = gl.getAttribLocation( this.prog, 'pos' );\n\n\t\tthis.txc = gl.getAttribLocation(this.prog,'txc');\n\n\n\n\t\tthis.mv_ = gl.getUniformLocation( this.prog, 'mv_' );\n\t\tthis.mv = gl.getAttribLocation( this.prog, 'mv' );\n\n\t\tthis.norm = gl.getUniformLocation( this.prog, 'norm' );\n\t\tthis.normals = gl.getAttribLocation( this.prog, 'normals' );\n\n\n\n\t\tthis.sampler = gl.getUniformLocation(this.prog,'tex');\n\n\t\tthis.swap = gl.getUniformLocation(this.prog,'swap');\n\n\t\tthis.toShow = gl.getUniformLocation(this.prog,'toShow');\n\n\n\t\tthis.x = gl.getUniformLocation(this.prog,'x');\n\t\tthis.y = gl.getUniformLocation(this.prog,'y');\n\t\tthis.z = gl.getUniformLocation(this.prog,'z');\n\t\tthis.shiny = gl.getUniformLocation(this.prog,'shiny');\n\n\t\tthis.vertbuffer = gl.createBuffer();\n\t\tthis.textureBuffer = gl.createBuffer();\n\t\tthis.normalBuffer = gl.createBuffer();\n\n\t}", "generate({ width, height, uSpan, vSpan, isUVRepeat = false, flipTextureCoordinateY = false, material }) {\n var positions = [];\n for (let i = 0; i <= vSpan; i++) {\n for (let j = 0; j <= uSpan; j++) {\n positions.push((j / uSpan - 1 / 2) * width);\n positions.push(0);\n positions.push((i / vSpan - 1 / 2) * height);\n }\n }\n var indices = [];\n for (let i = 0; i < vSpan; i++) {\n let degenerate_left_index = 0;\n let degenerate_right_index = 0;\n for (let j = 0; j <= uSpan; j++) {\n indices.push(i * (uSpan + 1) + j);\n indices.push((i + 1) * (uSpan + 1) + j);\n if (j === 0) {\n degenerate_left_index = (i + 1) * (uSpan + 1) + j;\n }\n else if (j === uSpan) {\n degenerate_right_index = (i + 1) * (uSpan + 1) + j;\n }\n }\n indices.push(degenerate_right_index);\n indices.push(degenerate_left_index);\n }\n var normals = [];\n for (let i = 0; i <= vSpan; i++) {\n for (let j = 0; j <= uSpan; j++) {\n normals.push(0);\n normals.push(1);\n normals.push(0);\n }\n }\n var texcoords = [];\n for (let i = 0; i <= vSpan; i++) {\n const i_ = flipTextureCoordinateY ? i : vSpan - i;\n for (let j = 0; j <= uSpan; j++) {\n if (isUVRepeat) {\n texcoords.push(j);\n texcoords.push(i_);\n }\n else {\n texcoords.push(j / uSpan);\n texcoords.push(i_ / vSpan);\n }\n }\n }\n // Check Size\n const attributeCompositionTypes = [_definitions_CompositionType__WEBPACK_IMPORTED_MODULE_1__[\"CompositionType\"].Vec3, _definitions_CompositionType__WEBPACK_IMPORTED_MODULE_1__[\"CompositionType\"].Vec3, _definitions_CompositionType__WEBPACK_IMPORTED_MODULE_1__[\"CompositionType\"].Vec2];\n const attributeSemantics = [_definitions_VertexAttribute__WEBPACK_IMPORTED_MODULE_2__[\"VertexAttribute\"].Position, _definitions_VertexAttribute__WEBPACK_IMPORTED_MODULE_2__[\"VertexAttribute\"].Normal, _definitions_VertexAttribute__WEBPACK_IMPORTED_MODULE_2__[\"VertexAttribute\"].Texcoord0];\n const primitiveMode = _definitions_PrimitiveMode__WEBPACK_IMPORTED_MODULE_3__[\"PrimitiveMode\"].TriangleStrip;\n const attributes = [new Float32Array(positions), new Float32Array(normals), new Float32Array(texcoords)];\n let sumOfAttributesByteSize = 0;\n attributes.forEach(attribute => {\n sumOfAttributesByteSize += attribute.byteLength;\n });\n const indexSizeInByte = indices.length * 2;\n // Create Buffer\n const buffer = _core_MemoryManager__WEBPACK_IMPORTED_MODULE_4__[\"default\"].getInstance().createBufferOnDemand(indexSizeInByte + sumOfAttributesByteSize, this);\n // Index Buffer\n const indicesBufferView = buffer.takeBufferView({ byteLengthToNeed: indexSizeInByte /*byte*/, byteStride: 0, isAoS: false });\n const indicesAccessor = indicesBufferView.takeAccessor({\n compositionType: _definitions_CompositionType__WEBPACK_IMPORTED_MODULE_1__[\"CompositionType\"].Scalar,\n componentType: _definitions_ComponentType__WEBPACK_IMPORTED_MODULE_5__[\"ComponentType\"].UnsignedShort,\n count: indices.length\n });\n for (let i = 0; i < indices.length; i++) {\n indicesAccessor.setScalar(i, indices[i], {});\n }\n // VertexBuffer\n const attributesBufferView = buffer.takeBufferView({ byteLengthToNeed: sumOfAttributesByteSize, byteStride: 0, isAoS: false });\n const attributeAccessors = [];\n const attributeComponentTypes = [];\n attributes.forEach((attribute, i) => {\n attributeComponentTypes[i] = _definitions_ComponentType__WEBPACK_IMPORTED_MODULE_5__[\"ComponentType\"].fromTypedArray(attributes[i]);\n const accessor = attributesBufferView.takeAccessor({\n compositionType: attributeCompositionTypes[i],\n componentType: _definitions_ComponentType__WEBPACK_IMPORTED_MODULE_5__[\"ComponentType\"].fromTypedArray(attributes[i]),\n count: attribute.byteLength / attributeCompositionTypes[i].getNumberOfComponents() / attributeComponentTypes[i].getSizeInBytes()\n });\n accessor.copyFromTypedArray(attribute);\n attributeAccessors.push(accessor);\n });\n const attributeMap = new Map();\n for (let i = 0; i < attributeSemantics.length; i++) {\n attributeMap.set(attributeSemantics[i], attributeAccessors[i]);\n }\n this.setData(attributeMap, primitiveMode, material, indicesAccessor);\n }", "function addVertex (array, vertexIndex) {\n geomBuffer.vertices[index] = array[vertexIndex];\n geomBuffer.normals[index++] = 0;\n geomBuffer.vertices[index] = array[vertexIndex + 1];\n geomBuffer.normals[index++] = 0;\n}", "function addVertex (array, vertexIndex) {\n geomBuffer.vertices[index] = array[vertexIndex];\n geomBuffer.normals[index++] = 0;\n geomBuffer.vertices[index] = array[vertexIndex + 1];\n geomBuffer.normals[index++] = 0;\n}", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 1.5);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 5.0);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return this.shared_glsl_code() + `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal, offset; \n // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n \n void main(){ \n // The vertex's final resting place (in NDCS):\n vec3 temp = offset;\n temp[1] = mod(temp[1], 0.7);\n gl_Position = projection_camera_model_transform * vec4(position + temp, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `;\n }", "function prepareScene(gl, program, uniforms) {\n // Clear screen\n gl.clearColor(0.0, 0.0, 0.0, 1.0);\n gl.clearDepth(1.0);\n\n // Setup vertex position attribute as vec2\n gl.vertexAttribPointer(program.vertices, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(program.vertices);\n \n // Set shader program\n gl.useProgram(program.program);\n}", "function validateGeometryAttributes(attributes, useMeshColors) {\n const hasColorAttribute = attributes.COLOR_0 || attributes.colors;\n const useColorAttribute = hasColorAttribute && useMeshColors;\n if (!useColorAttribute) {\n attributes.colors = {constant: true, value: new Float32Array([1, 1, 1])};\n }\n _deck_gl_core__WEBPACK_IMPORTED_MODULE_0__[\"log\"].assert(\n attributes.positions || attributes.POSITION,\n 'no \"postions\" or \"POSITION\" attribute in mesh'\n );\n}", "drawEdges(){\n \n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, this.VertexPositionBuffer.itemSize, \n gl.FLOAT, false, 0, 0);\n\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n this.VertexNormalBuffer.itemSize,\n gl.FLOAT, false, 0, 0); \n \n //Draw \n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.drawElements(gl.LINES, this.IndexEdgeBuffer.numItems, gl.UNSIGNED_INT,0); \n }", "drawEdges(){\n \n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, this.VertexPositionBuffer.itemSize, \n gl.FLOAT, false, 0, 0);\n\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n this.VertexNormalBuffer.itemSize,\n gl.FLOAT, false, 0, 0); \n \n //Draw \n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.drawElements(gl.LINES, this.IndexEdgeBuffer.numItems, gl.UNSIGNED_INT,0); \n }", "drawEdges(){\n \n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, this.VertexPositionBuffer.itemSize, \n gl.FLOAT, false, 0, 0);\n\n // Bind normal buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, this.VertexNormalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalAttribute, \n this.VertexNormalBuffer.itemSize,\n gl.FLOAT, false, 0, 0); \n \n //Draw \n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.IndexEdgeBuffer);\n gl.drawElements(gl.LINES, this.IndexEdgeBuffer.numItems, gl.UNSIGNED_INT,0); \n }", "getGeometryData (geomData) {\n let result = {};\n\n let meshData = geomData.mesh[0];\n let meshSource = meshData.source;\n let vertices = meshData.vertices[0];\n\n if (!meshData.triangles) {\n throw new Error('Only triangles mesh supported');\n }\n\n let triangles = meshData.triangles[0];\n let stride = triangles.input.length;\n\n if (meshData.vertices.length > 1) {\n throw new Error('Multiple mesh.vertices not supported');\n }\n\n let sources = {};\n\n function appendInputSource (input, defaultOffset = 0) {\n for (let i = 0; i < input.length; i++) {\n let inputData = input[i].$;\n let semantic = inputData.semantic;\n\n let offset = inputData.offset;\n if (offset === undefined) {\n offset = defaultOffset;\n }\n\n if (semantic === 'VERTEX') {\n appendInputSource(vertices.input, offset);\n continue;\n };\n\n let source = inputData.source.slice(1); // skip leading #\n if (inputData.set !== undefined) {\n semantic += inputData.set;\n }\n\n sources[semantic] = {\n source: source,\n offset: parseInt(offset)\n };\n }\n }\n\n appendInputSource(triangles.input);\n\n for (let semantic in sources) {\n let source = sources[semantic];\n let arrayID = source.source;\n let offset = source.offset;\n\n result[semantic] = {\n data: this.getGeometryArray(arrayID, meshSource),\n offset: offset\n }\n }\n\n let indices = triangles.p[0].split(\" \");\n for (let i = 0; i < indices.length; i++) {\n indices[i] = parseInt(indices[i]);\n }\n\n result.indices = indices;\n result.stride = stride;\n result.triangleCount = parseInt(triangles.$.count);\n result.renderMode = MODE_TRIANGLES;\n\n return result;\n }", "function setUpAttributesAndUniforms() {\n \"use strict\";\n ctx.aVertexPositionId = gl.getAttribLocation(\n ctx.shaderProgram,\n \"aVertexPosition\"\n );\n ctx.aVertexTextureCoordId = gl.getAttribLocation(\n ctx.shaderProgram,\n \"aVertexTextureCoord\"\n );\n ctx.uSamplerId = gl.getUniformLocation(ctx.shaderProgram, \"uSampler\");\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.vPosition, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.vNormal , 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.vColor, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n return o;\n}", "function handleLoadedWorld(data, index) {\r\n var lines = data.split(\"\\n\");\r\n var vertexCount = 0;\r\n var vertexPositions = [];\r\n var vertexTextureCoords = [];\r\n for (var i in lines) {\r\n var vals = lines[i].replace(/^\\s+/, \"\").split(/\\s+/);\r\n if (vals.length == 5 && vals[0] != \"//\") {\r\n // It is a line describing a vertex; get X, Y and Z first\r\n vertexPositions.push(parseFloat(vals[0]));\r\n vertexPositions.push(parseFloat(vals[1]));\r\n vertexPositions.push(parseFloat(vals[2]));\r\n\r\n // And then the texture coords\r\n vertexTextureCoords.push(parseFloat(vals[3]));\r\n vertexTextureCoords.push(parseFloat(vals[4]));\r\n\r\n vertexCount += 1;\r\n }\r\n }\r\n\r\n vertexPositionBuffers[index] = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffers[index]);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositions), gl.STATIC_DRAW);\r\n vertexPositionBuffers[index].itemSize = 3;\r\n vertexPositionBuffers[index].numItems = vertexCount;\r\n\r\n vertexTextureCoordBuffers[index] = gl.createBuffer();\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexTextureCoordBuffers[index]);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexTextureCoords), gl.STATIC_DRAW);\r\n vertexTextureCoordBuffers[index].itemSize = 2;\r\n vertexTextureCoordBuffers[index].numItems = vertexCount;\r\n\r\n document.getElementById(\"loadingtext\").textContent = \"\";\r\n}", "placeVertexAndNormals(z){\r\n let ang = 0;\r\n let beta = 30;\r\n let acum_beta = beta;\r\n\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n this.normals.push(Math.cos(acum_beta*Math.PI/180),Math.sin(acum_beta*Math.PI/180),0);\r\n this.texCoords.push(0,z);\r\n if(this.regular){\r\n for(let i=0;i<3;i++){\r\n ang+=60;\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n this.texCoords.push((i+1)*0.25,z);\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n this.texCoords.push((i+1)*0.25,z);\r\n\r\n this.normals.push(Math.cos(acum_beta*Math.PI/180),Math.sin(acum_beta*Math.PI/180),0);\r\n acum_beta+=60;\r\n if(i!=2)\r\n this.normals.push(Math.cos(acum_beta*Math.PI/180),Math.sin(acum_beta*Math.PI/180),0);\r\n else\r\n this.normals.push(Math.cos(-90*Math.PI/180),Math.sin(-90*Math.PI/180),0);\r\n }\r\n }\r\n else{\r\n for(let i=0;i<3;i++){\r\n ang+=60;\r\n if(i>0){\r\n this.vertices.push(0,Math.sin(ang*Math.PI/180),z);\r\n this.vertices.push(0,Math.sin(ang*Math.PI/180),z);\r\n }\r\n else{\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n }\r\n this.texCoords.push((i+1)*0.25,z);\r\n this.texCoords.push((i+1)*0.25,z);\r\n\r\n this.normals.push(Math.cos(acum_beta*Math.PI/180),Math.sin(acum_beta*Math.PI/180),0);\r\n if(i>0){\r\n acum_beta+=90;\r\n }else\r\n acum_beta+=60;\r\n this.normals.push(Math.cos(acum_beta*Math.PI/180),Math.sin(acum_beta*Math.PI/180),0);\r\n }\r\n }\r\n ang = 0;\r\n this.vertices.push(Math.cos(ang*Math.PI/180),Math.sin(ang*Math.PI/180),z);\r\n this.normals.push(Math.cos(-90*Math.PI/180),Math.sin(-90*Math.PI/180),0);\r\n this.texCoords.push(1,z);\r\n }", "constructor() {\n super(\"position\", \"normal\", \"texture_coord\");\n // Specify the 4 square corner locations, and match those up with normal vectors:\n this.arrays.position = Vec.cast(\n [-1, -1, 0],\n [1, -1, 0],\n [-1, 1, 0],\n [1, 1, 0]\n );\n this.arrays.normal = Vec.cast([0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1]);\n // Arrange the vertices into a square shape in texture space too:\n this.arrays.texture_coord = Vec.cast([0, 0], [1, 0], [0, 1], [1, 1]);\n // Use two triangles this time, indexing into four distinct vertices:\n this.indices.push(0, 1, 2, 1, 3, 2);\n }", "draw(){\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.vertexBuffer); // The active buffer is now an ARRAY_BUFFER, vertexBuffer.\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(this.vertices), this.gl.STATIC_DRAW); \t// This uses whatever buffer is active. Float32Array is needed because webGL only uses 32 bit floats. gl.STATIC_DRAW means we are sending the information once and not changing it.\n\n\t\tthis.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.indexBuffer);\n\t\tthis.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.indices), this.gl.STATIC_DRAW);\n\n\t\tthis.gl.vertexAttribPointer( this.positionAttribLocation,\n\t\t3, // Number of elements per attribute\n\t\tthis.gl.FLOAT, // Type of elements\n\t\tthis.gl.FALSE, // Normalization?\n\t\t3 * Float32Array.BYTES_PER_ELEMENT, // Size of individual vertex in bytes.\n\t\t0 // Offset from beginning of single vertex to this attribute.\n\t\t);\n\t\tthis.gl.enableVertexAttribArray( this.positionAttribLocation);\n\n\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.normalBuffer);\n\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(this.normals), this.gl.STATIC_DRAW);\n\n\t\tthis.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.buffers.indexNormalBuffer);\n\t\tthis.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.indices), this.gl.STATIC_DRAW);\n\n\t\tthis.gl.vertexAttribPointer(this.normalAttribLocation,\n\t\t\t3,\n\t\t\tthis.gl.FLOAT,\n\t\t\tthis.gl.FALSE,\n\t\t\t3 * Float32Array.BYTES_PER_ELEMENT,\n\t\t\t0\n\t\t);\n\t\tthis.gl.enableVertexAttribArray(this.normalAttribLocation);\n\n\t\t// Setup materials for lighting\n\t\tthis.gl.uniform1f(this.diffusivityLocation, this.material.diffusivity);\n\t\tthis.gl.uniform1f(this.smoothnessLocation, this.material.smoothness);\n\t\tthis.gl.uniform1f(this.shininessLocation, this.material.shininess);\n\t\tif(this.shapeColor != null) this.gl.uniform4fv(this.shapeColorLocation, this.shapeColor);\n\n\n\t\tif(this.use_texture){\n\t\t\tthis.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.buffers.texCoordBuffer);\n\t\t\tthis.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(this.textureCoords), this.gl.STATIC_DRAW);\n\n\t\t\tthis.gl.enableVertexAttribArray(this.textureCoordAttribLocation);\n\t\t\tthis.gl.vertexAttribPointer(this.textureCoordAttribLocation, 2, this.gl.FLOAT, false, 0, 0);\n\n\t\t\tthis.gl.activeTexture(this.gl.TEXTURE0);\n\t\t\tthis.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);\n\t\t\tthis.gl.uniform1i(this.samplerLocation, 0);\n\t\t\tthis.gl.uniform1i(this.useTextureLocation, 1);\n\n\t\t\tthis.gl.drawElements(this.gl.TRIANGLES, this.indices.length, this.gl.UNSIGNED_SHORT, 0);\n\n\t\t\tthis.gl.disableVertexAttribArray(this.textureCoordAttribLocation); // This is important!\n\t\t}\n\t\telse {\n\t\t\tthis.gl.uniform1i(this.useTextureLocation, 0);\n\n\t\t\tthis.gl.drawElements(this.gl.TRIANGLES, this.indices.length, this.gl.UNSIGNED_SHORT, 0);\n\t\t}\n\n\t}", "constructor() {\r\n super(\"positions\", \"normals\"); // Name the values we'll define per each vertex. They'll have positions and normals.\r\n\r\n // First, specify the vertex positions -- just a bunch of points that exist at the corners of an imaginary cube.\r\n this.positions.push(...Vec.cast(\r\n [-1, -1, -1], [1, -1, -1], [-1, -1, 1], [1, -1, 1], [1, 1, -1], [-1, 1, -1], [1, 1, 1], [-1, 1, 1],\r\n [-1, -1, -1], [-1, -1, 1], [-1, 1, -1], [-1, 1, 1], [1, -1, 1], [1, -1, -1], [1, 1, 1], [1, 1, -1],\r\n [-1, -1, 1], [1, -1, 1], [-1, 1, 1], [1, 1, 1], [1, -1, -1], [-1, -1, -1], [1, 1, -1], [-1, 1, -1]));\r\n // Supply vectors that point away from eace face of the cube. They should match up with the points in the above list\r\n // Normal vectors are needed so the graphics engine can know if the shape is pointed at light or not, and color it accordingly.\r\n this.normals.push(...Vec.cast(\r\n [0, -1, 0], [0, -1, 0], [0, -1, 0], [0, -1, 0], [0, 1, 0], [0, 1, 0], [0, 1, 0], [0, 1, 0],\r\n [-1, 0, 0], [-1, 0, 0], [-1, 0, 0], [-1, 0, 0], [1, 0, 0], [1, 0, 0], [1, 0, 0], [1, 0, 0],\r\n [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, -1], [0, 0, -1], [0, 0, -1], [0, 0, -1]));\r\n\r\n // Those two lists, positions and normals, fully describe the \"vertices\". What's the \"i\"th vertex? Simply the combined\r\n // data you get if you look up index \"i\" of both lists above -- a position and a normal vector, together. Now let's\r\n // tell it how to connect vertex entries into triangles. Every three indices in this list makes one triangle:\r\n this.indices.push(0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6, 8, 9, 10, 9, 11, 10, 12, 13, 14, 13, 15, 14, 16, 17, 18, 17, 19, \r\n 18, 20, 21, 22, 21, 23, 22);\r\n // It stinks to manage arrays this big. Later we'll show code that generates these same cube vertices more automatically.\r\n }", "function prepareGlVariables() {\n context.aVertexPositionId = gl.getAttribLocation(context.shaderProgram, \"aVertexPosition\");\n context.aVertexColorId = gl.getAttribLocation(context.shaderProgram, \"aVertexColor\");\n context.aVertexTextureCoordId = gl.getAttribLocation(context.shaderProgram, \"aVertexTextureCoord\");\n\n context.uProjectionMatId = gl.getUniformLocation(context.shaderProgram, \"uProjectionMat\");\n context.uModelMatId = gl.getUniformLocation(context.shaderProgram, \"uModelMat\");\n context.uIsTextureDrawingId = gl.getUniformLocation(context.shaderProgram, \"uIsTextureDrawing\");\n context.uSamplerId = gl.getUniformLocation(context.shaderProgram, \"uSampler\");\n}", "function parseData(data) {\n var points = data.split(/\\s+/); //split on white space\n //three numbers at a time for xyz\n for(var i = 0; i < points.length; i+= 3) {\n trackPoints.push(vec4(parseFloat(points[i]), parseFloat(points[i + 1]), parseFloat(points[i + 2]), 1));\n }\n\n worldToDraw = worldToDraw.concat(track).concat(rails);\n //////Bind buffer and set position and color/////\n bufferId = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, bufferId);\n gl.bufferData(gl.ARRAY_BUFFER, flatten(worldToDraw), gl.STATIC_DRAW);\n //Set position\n var vPosition = gl.getAttribLocation(program, \"vPosition\");\n gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 48, 0);\n gl.enableVertexAttribArray(vPosition);\n //Set color\n var vColor = gl.getAttribLocation(program, \"vColor\");\n gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 48, 16);\n gl.enableVertexAttribArray(vColor);\n //Set Normals\n var vNormal = gl.getAttribLocation(program, \"vNormal\");\n gl.vertexAttribPointer(vNormal, 4, gl.FLOAT, false, 48, 32);\n gl.enableVertexAttribArray(vNormal);\n\n gl.useProgram(lightProgram);\n //Set position\n var vPosition = gl.getAttribLocation(lightProgram, \"vPosition\");\n gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 48, 0);\n gl.enableVertexAttribArray(vPosition);\n gl.useProgram(program);\n}", "function objFunc(data) {\n\n //parse color set for list of vertex\n if (data.substr(0,7) == \"usemtl \") {\n\n //sets current color array from material list object\n currentBufferMaterial = data.slice(7);\n currentDiffuseColor = materialList[currentBufferMaterial] \n //takes the current color array and adds it to the vertex color array \n //does it for each vertex that has been added\n //this is because obj files give off vertex -> color -> faces in that order\n //this matches the position and color together \n \n \n// for (var i = 0; i < currentVertexCount; i++){\n// vertexDiffuseColor = vertexDiffuseColor.concat(currentDiffuseColor);\n// }\n// \n// currentVertexCount = 0; //resets counter \n \n \n } //parses vertexs\n else if (data.substr(0,2) == \"v \") {\n indexSpace1 = data.indexOf(\" \",2);\n indexSpace2 = data.indexOf(\" \",indexSpace1 + 1);\n\n buffer_vertexPositions.push(parseFloat(data.substring(2, indexSpace1)));\n buffer_vertexPositions.push(parseFloat(data.substring(indexSpace1 + 1, indexSpace2)));\n buffer_vertexPositions.push(parseFloat(data.substring(indexSpace2 + 1)));\n \n // currentVertexCount++;\n \n \n } //parse normals\n else if (data.substr(0,3) == \"vn \") {\n \n //vertex normals are given per vertx in face\n //this means either 3 or 4 will be given per set of vertx on a face\n //because we are using flat faces they are all the same\n \n indexSpace1 = data.indexOf(\" \",3);\n indexSpace2 = data.indexOf(\" \",indexSpace1 + 1);\n\n buffer_vertexNormals.push(parseFloat(data.substring(3, indexSpace1)));\n buffer_vertexNormals.push(parseFloat(data.substring(indexSpace1 + 1, indexSpace2)));\n buffer_vertexNormals.push(parseFloat(data.substring(indexSpace2 + 1)));\n \n \n \n\n } //parse textures\n else if (data.substr(0,3) == \"vt \") {\n \n indexSpace1 = data.indexOf(\" \",3);\n// indexSpace2 = data.indexOf(\" \",indexSpace1 + 1);\n\n buffer_vertexColors.push(parseFloat(data.substring(3, indexSpace1)));\n buffer_vertexColors.push(parseFloat(data.substring(indexSpace1 + 1)));\n \n \n \n\n }//parse indices\n else if (data.substr(0,2) == \"f \") {\n \n var triSet = data.substring(2).split(\" \");\n for (var j = 0; j < 3; j++) {\n var triSubset = triSet[j].split(\"/\"); \n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) ]);\n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) + 1 ]);\n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) + 2 ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) + 1 ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) + 2 ]);\n vertexColors.push(buffer_vertexColors[ 2 * (parseInt(triSubset[1])-1) ]);\n vertexColors.push(buffer_vertexColors[ 2 * (parseInt(triSubset[1])-1) + 1 ]);\n \n vertexDiffuseColor.push(currentDiffuseColor[0]);\n vertexDiffuseColor.push(currentDiffuseColor[1]);\n vertexDiffuseColor.push(currentDiffuseColor[2]);\n }\n vertexIndices.push(3 * faceIndex);\n vertexIndices.push(3 * faceIndex + 1);\n vertexIndices.push(3 * faceIndex + 2);\n \n \n //for Quads we need to add extra face\n //if \n // f 1 2 3 4\n // we need 1, 2, 3 and 1, 3, 4\n \n if (triSet.length == 4 ) {\n for (var j = 0; j < 4; j++) {\n if (j == 1) continue;\n var triSubset = triSet[j].split(\"/\"); \n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) ]);\n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) + 1 ]);\n vertexPositions.push(buffer_vertexPositions[ 3 * (parseInt(triSubset[0])-1) + 2 ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) + 1 ]);\n vertexNormals.push(buffer_vertexNormals[ 3 * (parseInt(triSubset[2])-1) + 2 ]);\n vertexColors.push(buffer_vertexColors[ 2 * (parseInt(triSubset[1])-1) ]);\n vertexColors.push(buffer_vertexColors[ 2 * (parseInt(triSubset[1])-1) + 1 ]);\n \n vertexDiffuseColor.push(currentDiffuseColor[0]);\n vertexDiffuseColor.push(currentDiffuseColor[1]);\n vertexDiffuseColor.push(currentDiffuseColor[2]);\n }\n vertexIndices.push(3 * faceIndex);\n vertexIndices.push(3 * faceIndex + 1);\n vertexIndices.push(3 * faceIndex + 2);\n vertexDiffuseColor.concat(currentDiffuseColor);\n }\n\n \n\n //All faces are orderd by vertex normal index order\n //as why stated in the \"vn\" section need to check for 3 or 4 vn\n\n } \n \n}", "function createAttributeWrapper(gl, program, attributes, doLink) {\n var obj = {}\n for(var i=0, n=attributes.length; i<n; ++i) {\n var a = attributes[i]\n var name = a.name\n var type = a.type\n var location = gl.getAttribLocation(program, name)\n \n switch(type) {\n case 'bool':\n case 'int':\n case 'float':\n addVectorAttribute(gl, program, location, 1, obj, name, doLink)\n break\n \n default:\n if(type.indexOf('vec') >= 0) {\n var d = type.charCodeAt(type.length-1) - 48\n if(d < 2 || d > 4) {\n throw new Error('gl-shader: Invalid data type for attribute ' + name + ': ' + type)\n }\n addVectorAttribute(gl, program, location, d, obj, name, doLink)\n } else {\n throw new Error('gl-shader: Unknown data type for attribute ' + name + ': ' + type)\n }\n break\n }\n }\n return obj\n}", "function createAttributeWrapper(gl, program, attributes, doLink) {\n var obj = {}\n for(var i=0, n=attributes.length; i<n; ++i) {\n var a = attributes[i]\n var name = a.name\n var type = a.type\n var location = gl.getAttribLocation(program, name)\n \n switch(type) {\n case 'bool':\n case 'int':\n case 'float':\n addVectorAttribute(gl, program, location, 1, obj, name, doLink)\n break\n \n default:\n if(type.indexOf('vec') >= 0) {\n var d = type.charCodeAt(type.length-1) - 48\n if(d < 2 || d > 4) {\n throw new Error('gl-shader: Invalid data type for attribute ' + name + ': ' + type)\n }\n addVectorAttribute(gl, program, location, d, obj, name, doLink)\n } else {\n throw new Error('gl-shader: Unknown data type for attribute ' + name + ': ' + type)\n }\n break\n }\n }\n return obj\n}", "function createAttributeWrapper(gl, program, attributes, doLink) {\n var obj = {}\n for(var i=0, n=attributes.length; i<n; ++i) {\n var a = attributes[i]\n var name = a.name\n var type = a.type\n var location = gl.getAttribLocation(program, name)\n \n switch(type) {\n case 'bool':\n case 'int':\n case 'float':\n addVectorAttribute(gl, program, location, 1, obj, name, doLink)\n break\n \n default:\n if(type.indexOf('vec') >= 0) {\n var d = type.charCodeAt(type.length-1) - 48\n if(d < 2 || d > 4) {\n throw new Error('gl-shader: Invalid data type for attribute ' + name + ': ' + type)\n }\n addVectorAttribute(gl, program, location, d, obj, name, doLink)\n } else {\n throw new Error('gl-shader: Unknown data type for attribute ' + name + ': ' + type)\n }\n break\n }\n }\n return obj\n}", "constructor() // etc) smaller and more cache friendly.\r\n { super( \"positions\", \"normals\", \"texture_coords\" ); // Name the values we'll define per each vertex.\r\n this.positions .push( ...Vec.cast( [-1,-1,0], [1,-1,0], [-1,1,0], [1,1,0] ) ); // Specify the 4 square corner locations.\r\n this.normals .push( ...Vec.cast( [0,0,1], [0,0,1], [0,0,1], [0,0,1] ) ); // Match those up with normal vectors.\r\n this.texture_coords.push( ...Vec.cast( [0,0], [1,0], [0,1], [1,1] ) ); // Draw a square in texture coordinates too.\r\n this.indices .push( 0, 1, 2, 1, 3, 2 ); // Two triangles this time, indexing into four distinct vertices.\r\n }", "function drawMesh(regl) {\n var params = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : { extras: {} };\n var prop = regl.prop,\n buffer = regl.buffer;\n var geometry = params.geometry;\n\n var commandParams = {\n vert: \"precision mediump float;\\n#define GLSLIFY 1\\n\\nuniform float camNear, camFar;\\nuniform mat4 model, view, projection;\\n\\nattribute vec3 position;\\nvarying vec3 fragNormal, fragPosition;\\nvarying vec4 worldPosition;\\n\\nvec4 zBufferAdjust(vec4 glPosition, float camNear, float camFar)\\n{\\n glPosition.z = 2.0*log(glPosition.w/camNear)/log(camFar/camNear) - 1.;\\n glPosition.z *= glPosition.w;\\n return glPosition;\\n}\\n\\nvoid main() {\\n //fragNormal = normal;\\n fragPosition = position;\\n worldPosition = model * vec4(position, 1);\\n vec4 glPosition = projection * view * worldPosition;\\n gl_Position = glPosition;\\n //gl_Position = zBufferAdjust(glPosition, camNear, camFar);\\n}\\n\",\n frag: \"precision mediump float;\\n#define GLSLIFY 1\\nvarying vec3 fragPosition;\\nuniform vec4 color;\\n\\nvoid main() {\\n gl_FragColor = color;\\n}\\n\",\n\n uniforms: {\n model: function model(context, props) {\n return props.model || _glMat2.default.identity([]);\n },\n color: prop('color')\n },\n attributes: {\n position: buffer(geometry.positions)\n },\n elements: geometry.cells,\n cull: {\n enable: false,\n face: 'front'\n }\n };\n\n // Splice in any extra params\n commandParams = Object.assign({}, commandParams, params.extras);\n return regl(commandParams);\n}", "function multiMaterial(geometry){\n\tgeometry.computeFaceNormals();\n\tgeometry.faces.forEach((e,i) =>{\n\t\tif (e.normal.x == 1)\n\t\t\te.materialIndex = 0;\n\t\telse if(e.normal.x == -1)\n\t\t\te.materialIndex = 1;\n\t\telse if(e.normal.y == 1)\n\t\t\te.materialIndex = 2;\n\t\telse if(e.normal.y == -1)\n\t\t\te.materialIndex = 3;\n\t\telse if(e.normal.z == 1)\n\t\t\te.materialIndex = 4;\n\t\telse if(e.normal.z == -1)\n\t\t\te.materialIndex = 5;\n\n\t})\n\treturn geometry;\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.a_Position, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.a_Normal, 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.a_Color, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n return o;\n}", "function initVertexBuffers(gl, program) {\n var o = new Object();\n o.vertexBuffer = createEmptyArrayBuffer(gl, program.a_Position, 3, gl.FLOAT);\n o.normalBuffer = createEmptyArrayBuffer(gl, program.a_Normal, 3, gl.FLOAT);\n o.colorBuffer = createEmptyArrayBuffer(gl, program.a_Color, 4, gl.FLOAT);\n o.indexBuffer = gl.createBuffer();\n return o;\n}", "function createGhost(gl,program,text, translation, scaling, rotatex, rotatey, rotatez) {\n\n var localProgram = program;\n\n //Model data from obj file\n parseOBJFile(text);\n\n var vertices = ObjData.objVertices;\n\n var normals = ObjData.objNormals;\n\n var faces = ObjData.objFaces;\n\n\n //Buffers\n var vBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);\n\n var nBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, nBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normals), gl.STATIC_DRAW);\n\n\n //Attributes\n var vPosition = gl.getAttribLocation(localProgram, \"vPosition\");\n var vNormal = gl.getAttribLocation(localProgram,\"vNormal\");\n\n gl.enableVertexAttribArray(vPosition);\n gl.enableVertexAttribArray(vNormal);\n\n\n //Uniform Locations\n getUniformsLoc(gl,localProgram);\n\n //Matrices from viewing initialization\n mMatrix = mat4.create();\n pmatrix = mat4.create();\n viewMatrix = mat4.create();\n normalMatrix = mat3.create();\n viewmodel = mat4.create();\n projviewmodel = mat4.create();\n\n\n gl.useProgram(localProgram);\n\n this.renderGhost = function () {\n\n //Projection on plane\n perspective(pmatrix);\n\n //Local transformations\n localTransform(mMatrix,translation,scaling,rotatex, rotatey, rotatez);\n\n //Looking from positive z-axis at center\n lookingAt(viewMatrix);\n\n //combined matrix of model, view and projection matrices to set the coordinates\n mat4.multiply(viewmodel, viewMatrix, mMatrix);\n mat4.multiply(projviewmodel, pmatrix, viewmodel);\n\n //Light translation according to global coordinates\n //Light doesn't move when the object is being transformed\n mat3.normalFromMat4(normalMatrix, viewmodel);\n\n //send to GPU\n //Matrices for viewing\n gl.uniformMatrix3fv(normalMLoc, false, normalMatrix);\n gl.uniformMatrix4fv(viewmodelLoc, false, viewmodel);\n gl.uniformMatrix4fv(projviewmodelLoc, false, projviewmodel);\n\n //Light\n gl.uniform4fv(ambientLoc, Iambient);\n gl.uniform4fv(diffuseLoc, Idiffuse);\n gl.uniform4fv(lightPositionLoc, lightPosition);\n\n //Color of object\n gl.uniform3fv(fColor, color);\n\n //bind buffers for drawing with current program\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n gl.vertexAttribPointer(vPosition, 3, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, nBuffer);\n gl.vertexAttribPointer(vNormal, 3, gl.FLOAT, false, 0, 0);\n\n //draw shape\n gl.drawArrays(gl.TRIANGLES, 0, faces.length / 2);\n\n\n };\n this.transformations = function (ghost){\n //ghost 1 movement\n if(ghost === ghost1) {\n //left movement\n if(translation[0]>=-3 && gleft) {\n rotatey = degToRad(150);\n rotatex = degToRad(45)\n translation[0] -= 0.01;\n }\n //right movement\n else if(translation[0]<=3 && !gright)\n {\n rotatey = degToRad(-45);\n rotatex = degToRad(45);\n gleft = false;\n translation[0] += 0.01;\n }\n //back to left movement\n else{\n rotatey = degToRad(150);\n rotatex = degToRad(45)\n gleft = true;\n }\n }\n //ghost 2 movement\n if(ghost === ghost2) {\n //down movement\n if(translation[1]>=-1 && gdown) {\n rotatex = degToRad(90);\n rotatey = degToRad(-120);\n translation[1] -= 0.01;\n }\n //up movement\n else if(translation[1]<=2 && !gup)\n {\n rotatex = degToRad(90);\n rotatey =degToRad(60);\n gdown = false;\n translation[1] += 0.01;\n }\n //back to down movement\n else{\n rotatex = degToRad(90);\n rotatey = degToRad(-120);\n gdown = true;\n }\n }\n };\n\n this.getTranslation = function (){\n return translation;\n }\n\n this.setLighting1 = function (){\n\n ambientLightColor = [0.2, 0.2, 0.2, 1];\n ambientMaterialColor = [0.13, 0.22, 0.15, 1];\n diffuseLightColor = [0.5, 0.5, 0.5, 1];\n diffuseMaterialColor = [0.54, 0.89, 0.63, 1];\n\n setLightElements(ambientLightColor, diffuseLightColor, ambientMaterialColor, diffuseMaterialColor);\n }\n\n this.setLighting2 = function (){\n\n ambientLightColor = [0.5, 0, 0.1, 1];\n ambientMaterialColor = [0.5, 0, 0, 1];\n diffuseLightColor = [1, 0, 0, 1];\n diffuseMaterialColor = [0.5, 0, 0, 1];\n\n setLightElements(ambientLightColor, diffuseLightColor, ambientMaterialColor, diffuseMaterialColor);\n\n }\n\n}", "function o$8(o,d){0===d.normalType&&(o.attributes.add(\"normal\",\"vec3\"),o.vertex.code.add(t$i`vec3 normalModel() {\nreturn normal;\n}`)),1===d.normalType&&(o.include(o$9),o.attributes.add(\"normalCompressed\",\"vec2\"),o.vertex.code.add(t$i`vec3 normalModel() {\nreturn decodeNormal(normalCompressed);\n}`)),3===d.normalType&&(o.extensions.add(\"GL_OES_standard_derivatives\"),o.fragment.code.add(t$i`vec3 screenDerivativeNormal(vec3 positionView) {\nreturn normalize(cross(dFdx(positionView), dFdy(positionView)));\n}`));}", "function getAttributes(gl, program) {\n var attributes = {};\n var numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n for (var i = 0; i < numAttributes; ++i) {\n var attributeString = gl.getActiveAttrib(program, i).name;\n attributes[attributeString] = gl.getAttribLocation(program, attributeString);\n }\n\n return attributes;\n}", "vertex_glsl_code() {\n // ********* VERTEX SHADER *********\n return (\n this.shared_glsl_code() +\n `\n varying vec2 f_tex_coord;\n attribute vec3 position, normal; // Position is expressed in object coordinates.\n attribute vec2 texture_coord;\n \n uniform mat4 model_transform;\n uniform mat4 projection_camera_model_transform;\n\n void main()\n { // The vertex's final resting place (in NDCS):\n gl_Position = projection_camera_model_transform * vec4( position, 1.0 );\n // The final normal vector in screen space.\n N = normalize( mat3( model_transform ) * normal / squared_scale);\n \n vertex_worldspace = ( model_transform * vec4( position, 1.0 ) ).xyz;\n // Turn the per-vertex texture coordinate into an interpolated variable.\n f_tex_coord = texture_coord;\n } `\n );\n }", "function MeshGeom(gl, float32Allocator, uint16Allocator) {\n BaseGeom.call(this, gl);\n this._indexedVAs = [ ];\n this._float32Allocator = float32Allocator;\n this._uint16Allocator = uint16Allocator;\n this._remainingVerts = null;\n this._remainingIndices = null;\n}", "function initShaders() {\n\tvar fragmentShader = getShader(gl, \"shader-fs\");\n\tvar vertexShader = getShader(gl, \"shader-vs\");\n\n\tvar shaderProgram = gl.createProgram();\n\tgl.attachShader(shaderProgram, vertexShader);\n\tgl.attachShader(shaderProgram, fragmentShader);\n\tgl.linkProgram(shaderProgram);\n\n\tif (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\n\t\talert(\"Could not initialise shaders\");\n\t}\n\tgl.useProgram(shaderProgram);\n\n\tconst attrs = {\n\t\taVertexPosition: OBJ.Layout.POSITION.key,\n\t\taVertexNormal: OBJ.Layout.NORMAL.key,\n\t\taTextureCoord: OBJ.Layout.UV.key,\n\t\taDiffuse: OBJ.Layout.DIFFUSE.key,\n\t\taSpecular: OBJ.Layout.SPECULAR.key,\n\t\taSpecularExponent: OBJ.Layout.SPECULAR_EXPONENT.key\n\t};\n\n\tshaderProgram.attrIndices = {};\n\tfor (const attrName in attrs) {\n\t\tif (!attrs.hasOwnProperty(attrName)) {\n\t\t\tcontinue;\n\t\t}\n\t\tshaderProgram.attrIndices[attrName] = gl.getAttribLocation(shaderProgram, attrName);\n\t\tif (shaderProgram.attrIndices[attrName] != -1) {\n\t\t\tgl.enableVertexAttribArray(shaderProgram.attrIndices[attrName]);\n\t\t} else {\n\t\t\tconsole.warn(\n\t\t\t\t'Shader attribute \"' +\n\t\t\t\tattrName +\n\t\t\t\t'\" not found in shader. Is it undeclared or unused in the shader code?'\n\t\t\t);\n\t\t}\n\t}\n\n\tshaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\n\tshaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\n\tshaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\n\n\tshaderProgram.applyAttributePointers = function(model) {\n\t\tconst layout = model.mesh.vertexBuffer.layout;\n\t\tfor (const attrName in attrs) {\n\t\t\tif (!attrs.hasOwnProperty(attrName) || shaderProgram.attrIndices[attrName] == -1) {\n\t\t\t\tcontinue;\n\t\t\t}\n\t\t\tconst layoutKey = attrs[attrName];\n\t\t\tif (shaderProgram.attrIndices[attrName] != -1) {\n\t\t\t\tconst attr = layout[layoutKey];\n\t\t\t\tgl.vertexAttribPointer(\n\t\t\t\t\tshaderProgram.attrIndices[attrName],\n\t\t\t\t\tattr.size,\n\t\t\t\t\tgl[attr.type],\n\t\t\t\t\tattr.normalized,\n\t\t\t\t\tattr.stride,\n\t\t\t\t\tattr.offset\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t};\n\treturn shaderProgram;\n}", "function sendAttributeData(gl, shaderProgram, buffers, teapots, index) {\n // Sending vertex position data using the array buffer\n var mPosition = gl.getAttribLocation(shaderProgram, 'm_Position');\n gl.bindBuffer(gl.ARRAY_BUFFER, buffers.positions);\n gl.vertexAttribPointer(mPosition, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(mPosition);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapots.vertices), gl.STATIC_DRAW);\n\n // Sending offset data to the GPU\n var mOffset = gl.getAttribLocation(shaderProgram, 'm_Offset');\n gl.bindBuffer(gl.ARRAY_BUFFER, buffers.offsets);\n gl.vertexAttribPointer(mOffset, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(mOffset);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapots.offsets), gl.DYNAMIC_DRAW);\n\n // Sending normal vectors to the GPU\n var mNormal = gl.getAttribLocation(shaderProgram, 'm_Normal');\n gl.bindBuffer(gl.ARRAY_BUFFER, buffers.normals);\n gl.vertexAttribPointer(mNormal, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(mNormal);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapots.normals), gl.DYNAMIC_DRAW);\n\n // Sending random numbers to the GPU\n var mRandom = gl.getAttribLocation(shaderProgram, 'm_Random');\n gl.bindBuffer(gl.ARRAY_BUFFER, buffers.randomSeeds);\n gl.vertexAttribPointer(mRandom, 1, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(mRandom);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapots.randomSeeds), gl.DYNAMIC_DRAW);\n\n // Sending rotation axes to the GPU\n var mAxis = gl.getAttribLocation(shaderProgram, 'm_Axis');\n gl.bindBuffer(gl.ARRAY_BUFFER, buffers.rotationAxes);\n gl.vertexAttribPointer(mAxis, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(mAxis);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(teapots.rotationAxes), gl.DYNAMIC_DRAW);\n}", "function setupNormalMappingShaders()\r\n{\r\n vertexShader = loadShaderFromDOM(\"cube_map-vs\");\r\n fragmentShader = loadShaderFromDOM(\"cube_map-fs\");\r\n\r\n shaderProgram = gl.createProgram();\r\n gl.attachShader(shaderProgram, vertexShader);\r\n gl.attachShader(shaderProgram, fragmentShader);\r\n gl.linkProgram(shaderProgram);\r\n\r\n if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {\r\n alert(\"Failed to setup shaders\");\r\n }\r\n\r\n\r\n\r\n gl.useProgram(shaderProgram);\r\n\r\n shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, \"vPosition\");\r\n gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);\r\n\r\n shaderProgram.vertexNormalAttribute = gl.getAttribLocation(shaderProgram, \"vNormal\");\r\n gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);\r\n\r\n shaderProgram.nMatrixUniform = gl.getUniformLocation(shaderProgram, \"uNMatrix\");\r\n\r\n shaderProgram.reflectionRotationVector = gl.getUniformLocation(shaderProgram, \"refTransform\");\r\n shaderProgram.inverseViewTransform = gl.getUniformLocation(shaderProgram, \"inverseViewTransform\");\r\n shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, \"uMVMatrix\");\r\n shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, \"uPMatrix\");\r\n\r\n}", "function initGL() {\r\n var prog = createProgram(gl,\"vshader-source\",\"fshader-source\");\r\n gl.useProgram(prog);\r\n a_coords_loc = gl.getAttribLocation(prog, \"a_coords\");\r\n a_normal_loc = gl.getAttribLocation(prog, \"a_normal\");\r\n u_modelview = gl.getUniformLocation(prog, \"modelview\");\r\n u_projection = gl.getUniformLocation(prog, \"projection\");\r\n u_normalMatrix = gl.getUniformLocation(prog, \"normalMatrix\");\r\n u_lightPosition= gl.getUniformLocation(prog, \"lightPosition\");\r\n u_lightPositionA= gl.getUniformLocation(prog, \"lightPositionA\");\r\n u_lightPositionB= gl.getUniformLocation(prog, \"lightPositionB\");\r\n u_diffuseColor = gl.getUniformLocation(prog, \"diffuseColor\");\r\n u_specularColor = gl.getUniformLocation(prog, \"specularColor\");\r\n u_specularExponent = gl.getUniformLocation(prog, \"specularExponent\");\r\n u_color = gl.getUniformLocation(prog, \"color\");\r\n u_spotLightDir = gl.getUniformLocation(prog, \"spotLightDir\");\r\n u_day = gl.getUniformLocation(prog, \"day\");\r\n a_coords_buffer = gl.createBuffer();\r\n a_normal_buffer = gl.createBuffer();\r\n index_buffer = gl.createBuffer();\r\n gl.enable(gl.DEPTH_TEST);\r\n gl.uniform3f(u_specularColor, 0.5, 0.5, 0.5);\r\n gl.uniform4f(u_diffuseColor, 1, 1, 1, 1);\r\n gl.uniform1f(u_specularExponent, 10); \r\n gl.uniform4f(u_lightPosition, lightPositions[0][0], lightPositions[0][1], lightPositions[0][2], lightPositions[0][3]); \r\n gl.uniform4f(u_lightPositionA, lightPositions[1][0], lightPositions[1][1], lightPositions[1][2], lightPositions[1][3]);\r\n gl.uniform4f(u_lightPositionB, lightPositions[2][0], lightPositions[2][1], lightPositions[2][2], lightPositions[2][3]);\r\n}", "function n$9(e,i){i.instanced&&i.instancedDoublePrecision&&(e.attributes.add(\"modelOriginHi\",\"vec3\"),e.attributes.add(\"modelOriginLo\",\"vec3\"),e.attributes.add(\"model\",\"mat3\"),e.attributes.add(\"modelNormal\",\"mat3\")),i.instancedDoublePrecision&&(e.vertex.include(r$b,i),e.vertex.uniforms.add(\"viewOriginHi\",\"vec3\"),e.vertex.uniforms.add(\"viewOriginLo\",\"vec3\"));const n=[t$i`\n vec3 calculateVPos() {\n ${i.instancedDoublePrecision?\"return model * localPosition().xyz;\":\"return localPosition().xyz;\"}\n }\n `,t$i`\n vec3 subtractOrigin(vec3 _pos) {\n ${i.instancedDoublePrecision?t$i`\n vec3 originDelta = dpAdd(viewOriginHi, viewOriginLo, -modelOriginHi, -modelOriginLo);\n return _pos - originDelta;`:\"return vpos;\"}\n }\n `,t$i`\n vec3 dpNormal(vec4 _normal) {\n ${i.instancedDoublePrecision?\"return normalize(modelNormal * _normal.xyz);\":\"return normalize(_normal.xyz);\"}\n }\n `,t$i`\n vec3 dpNormalView(vec4 _normal) {\n ${i.instancedDoublePrecision?\"return normalize((viewNormal * vec4(modelNormal * _normal.xyz, 1.0)).xyz);\":\"return normalize((viewNormal * _normal).xyz);\"}\n }\n `,i.vertexTangets?t$i`\n vec4 dpTransformVertexTangent(vec4 _tangent) {\n ${i.instancedDoublePrecision?\"return vec4(modelNormal * _tangent.xyz, _tangent.w);\":\"return _tangent;\"}\n\n }\n `:t$i``];e.vertex.code.add(n[0]),e.vertex.code.add(n[1]),e.vertex.code.add(n[2]),2===i.output&&e.vertex.code.add(n[3]),e.vertex.code.add(n[4]);}", "function initProgram() {\n // Compile shaders\n // Vertex Shader: simplest possible\n let vertShader = compileShader(gl, gl.VERTEX_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 aPosition;\n in vec4 aColor;\n out vec4 vColor;\n \n void main() {\n gl_Position = aPosition;\n gl_PointSize = 5.0; // make points visible\n vColor = aColor;\n }`\n );\n // Fragment Shader: simplest possible, chosen color is red for each point\n let fragShader = compileShader(gl, gl.FRAGMENT_SHADER,\n `#version 300 es\n precision mediump float;\n in vec4 vColor;\n out vec4 fragColor;\n void main() {\n fragColor = vColor;\n }`\n );\n\n // Link the shaders into a program and use them with the WebGL context\n let program = linkProgram(gl, vertShader, fragShader);\n gl.useProgram(program);\n \n // Get and save the position and color attribute indices\n program.aPosition = gl.getAttribLocation(program, 'aPosition'); // get the vertex shader attribute \"aPosition\"\n program.aColor = gl.getAttribLocation(program, 'aColor'); // get the vertex shader attribute \"aColor\"\n \n return program;\n}", "update_positions() {\n let positions = this.vertex_positions;\n for (var i = 0; i < this.vertices.length; i++) {\n positions[i * 3] = this.vertices[i].x;\n positions[i * 3 + 1] = this.vertices[i].y;\n positions[i * 3 + 2] = this.vertices[i].z;\n }\n this.geometry.attributes.position.needsUpdate = true;\n }", "function bunnyDrawFilled(gl, program)\n{\n gl.useProgram(program);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, bunny_points_buffer);\n var vPosition = gl.getAttribLocation(program, \"vPosition\");\n gl.vertexAttribPointer(vPosition, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(vPosition);\n \n gl.bindBuffer(gl.ARRAY_BUFFER, bunny_normals_buffer);\n var vNormal = gl.getAttribLocation(program, \"vNormal\");\n gl.vertexAttribPointer(vNormal, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(vNormal);\n \n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, bunny_faces_buffer);\n gl.drawElements(gl.TRIANGLES, bunny_faces.length, gl.UNSIGNED_SHORT, 0);\n}", "function setNormalAttribute(gl, normal, programInfo) {\n const numComponents = 3;\n const type = gl.FLOAT;\n const normalize = false;\n const stride = 0;\n const offset = 0;\n gl.bindBuffer(gl.ARRAY_BUFFER, normal);\n gl.vertexAttribPointer(\n programInfo.attributes.vertexNormal,\n numComponents,\n type,\n normalize,\n stride,\n offset\n );\n gl.enableVertexAttribArray(programInfo.attributes.vertexNormal);\n}", "function main(gl, shaderText) {\n var textures = [];\n var letters = [];\n for (var ii = 0; ii < 26; ii++) {\n var curr = new Image();\n textures.push(curr);\n curr.onload = function () {\n letters[ii].src = this.src;\n };\n curr.src = \"letters/\" + \"myletter\" + ii.toString() + \".jpg\";\n }\n // images.push(image2);\n // use the webgl-utils library to create setters for all the uniforms and attributes in our shaders.\n // It enumerates all of the uniforms and attributes in the program, and creates utility functions to \n // allow \"setUniforms\" and \"setAttributes\" (below) to set the shader variables from a javascript object. \n // The objects have a key for each uniform or attribute, and a value containing the parameters for the\n // setter function\n // var program = createProgramFromSources(gl, [shaderText[effectI], shaderText[effectI + 1]]);\n // var uniformSetters = createUniformSetters(gl, program);\n // var attribSetters = createAttributeSetters(gl, program);\n // an indexed quad\n var arrays = {\n position: { numComponents: 3, data: [], },\n texcoord: { numComponents: 2, data: [], },\n normal: { numComponents: 3, data: [], },\n indices: { numComponents: 3, data: [], },\n };\n var center = vec4.fromValues(70 * scaleFactor, 0, 0, 0);\n var scaleFactor = 10;\n var lineArrays = { position: { numComponents: 3, data: [0, 1, 0, 0, -1, 0] },\n indices: { numComponents: 1, data: [0, 1] } };\n // console.log(newPosition);\n var n = 2;\n for (var ii = 0; ii < n; ii++) {\n for (var jj = 0; jj < n; jj++) {\n arrays.position.data.push.apply(arrays.position.data, [jj * (10 / (n - 1)), ii * (10 / (n - 1)), 0]);\n arrays.normal.data.push.apply(arrays.normal.data, [0, 0, -1]);\n arrays.texcoord.data.push(jj * 1 / (n - 1), ii * (1 / (n - 1)));\n if (ii != n - 1 && jj != n - 1) {\n arrays.indices.data.push(jj + ii * n, jj + ii * n + 1, jj + (ii + 1) * n);\n arrays.indices.data.push(jj + ii * n + 1, jj + (ii + 1) * n, jj + (ii + 1) * n + 1);\n }\n }\n }\n for (var ii = 0; ii < arrays.texcoord.data.length / 2; ii++) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[arrays.texcoord.data.length - ii - 1];\n arrays.texcoord.data[arrays.texcoord.data.length - ii - 1] = tempt;\n }\n for (var ii = 0; ii < arrays.texcoord.data.length; ii += 2) {\n var tempt = arrays.texcoord.data[ii];\n arrays.texcoord.data[ii] = arrays.texcoord.data[ii + 1];\n arrays.texcoord.data[ii + 1] = tempt;\n }\n var bufferInfo = createBufferInfoFromArrays(gl, arrays);\n var bufferInfo0 = createBufferInfoFromArrays(gl, lineArrays);\n function degToRad(d) {\n return d * Math.PI / 180;\n }\n var cameraAngleRadians = degToRad(0);\n var fieldOfViewRadians = degToRad(60);\n var cameraHeight = 50;\n var uniformsThatAreTheSameForAllObjects = {\n u_lightWorldPos: [0, 0, -100],\n u_viewInverse: mat4.create(),\n u_lightColor: [1, 1, 1, 1],\n u_ambient: [0.1, 0.1, 0.1, 0.1],\n };\n var uniformsThatAreComputedForEachObject = {\n u_worldViewProjection: mat4.create(),\n u_world: mat4.create(),\n u_worldInverseTranspose: mat4.create(),\n };\n // var texture = .... create a texture of some form\n var baseColor = rand(240);\n var objectState = {\n materialUniforms: {\n u_colorMult: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n u_colorOfLetter: chroma.hsv(rand(baseColor, baseColor + 120), 0.5, 1).gl(),\n //u_diffuse: texture,\n u_specular: [1, 1, 1, 1],\n u_shininess: 450,\n u_specularFactor: 0.75,\n u_disToCenter: undefined,\n u_verticalPos: undefined\n }\n };\n // some variables we'll reuse below\n var projectionMatrix = mat4.create();\n var viewMatrix = mat4.create();\n var rotationMatrix = mat4.create();\n var matrix = mat4.create(); // a scratch matrix\n var invMatrix = mat4.create();\n var axisVector = vec3.create();\n var capacity = 14;\n var spacing = 0;\n requestAnimationFrame(drawScene);\n // Draw the scene.\n function drawScene(time) {\n time *= 0.001;\n var program = createProgramFromSources(gl, [shaderText[0], shaderText[1]]);\n var lineProgram = createProgramFromSources(gl, [shaderText[2], shaderText[3]]);\n var uniformSetters = createUniformSetters(gl, program);\n var attribSetters = createAttributeSetters(gl, program);\n // measure time taken for the little stats meter\n // if the window changed size, reset the WebGL canvas size to match. The displayed size of the canvas\n // (determined by window size, layout, and your CSS) is separate from the size of the WebGL render buffers, \n // which you can control by setting canvas.width and canvas.height\n resizeCanvasToDisplaySize(canvas);\n // Set the viewport to match the canvas\n gl.viewport(0, 0, canvas.width, canvas.height);\n // Clear the canvas AND the depth buffer.\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n // Compute the projection matrix\n var aspect = canvas.clientWidth / canvas.clientHeight;\n mat4.perspective(projectionMatrix, fieldOfViewRadians, aspect, 1, 2000);\n // Compute the camera's matrix using look at.\n var cameraPosition = [0, 0, -200];\n var target = [0, 0, 0];\n var up = [0, 1, 0];\n var cameraMatrix = mat4.lookAt(uniformsThatAreTheSameForAllObjects.u_viewInverse, cameraPosition, target, up);\n // Make a view matrix from the camera matrix.\n mat4.invert(viewMatrix, cameraMatrix);\n // tell WebGL to use our shader program (will need to change this)\n gl.useProgram(program);\n setBuffersAndAttributes(gl, attribSetters, bufferInfo);\n // Set the uniforms that are the same for all objects. Unlike the attributes, each uniform setter\n // is different, depending on the type of the uniform variable. Look in webgl-util.js for the\n // implementation of setUniforms to see the details for specific types \n setUniforms(uniformSetters, uniformsThatAreTheSameForAllObjects);\n // Compute the view matrix and corresponding other matrices for rendering.\n // first make a copy of our rotationMatrix\n mat4.copy(matrix, rotationMatrix);\n var curr = {\n letter: undefined,\n rotateZ: mat4.create(),\n rotateX: mat4.create(),\n isSpinning: false,\n spinningSpeed: 0.0,\n height: 0.0,\n u_colorMult: chroma.hsv(rand(baseColor - 100, baseColor + 100), 0.5, 0.5).gl(),\n texture: undefined,\n angle: 0.0,\n positionX: undefined,\n time: 0.0,\n spinningAngle: 0.0\n };\n var texture;\n if (pressFromKeyboard != undefined) {\n curr.letter = pressFromKeyboard;\n curr.height = rand(-80, 0);\n if (pressFromKeyboard == 8) {\n letters.pop();\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard == 13) {\n letters = [];\n pressFromKeyboard = undefined;\n }\n else {\n if (pressFromKeyboard >= 65 && pressFromKeyboard <= 122) {\n if (pressFromKeyboard >= 91 && pressFromKeyboard <= 122) {\n pressFromKeyboard = pressFromKeyboard - 32;\n }\n curr.angle = degToRad(rand(-20, 20));\n var axis = vec3.transformMat4(axisVector, vec3.fromValues(0, 0, 1), mat4.create());\n mat4.rotate(curr.rotateZ, mat4.create(), curr.angle, axis);\n curr.texture = textures[pressFromKeyboard - 65];\n }\n if (letters.length > capacity) {\n letters.shift();\n }\n letters.push(curr);\n pressFromKeyboard = undefined;\n }\n }\n }\n var scaleForLetters = scaleFactor * 0.3;\n spacing = 140 / capacity * 0.2;\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n mat4.copy(matrix, rotationMatrix);\n matrix = mat4.create();\n if (letters[i].isSpinning) {\n if (letters[i].time >= 0 && letters[i].spinningSpeed >= 1.0) {\n if (Math.abs(letters[i].spinningAngle) < 360.0) {\n var rotateY = vec3.transformMat4(axisVector, vec3.fromValues(0, 1, 0), mat4.create());\n letters[i].spinningAngle = letters[i].spinningSpeed + letters[i].spinningAngle;\n mat4.rotate(matrix, matrix, degToRad(letters[i].spinningAngle), rotateY);\n }\n else {\n letters[i].spinningSpeed = letters[i].spinningSpeed / 2.0;\n letters[i].time--;\n letters[i].spinningAngle = 0.0;\n }\n }\n else {\n letters[i].isSpnning = false;\n letters[i].time = 0.0;\n letters[i].spinningSpeed = 0.0;\n matrix = mat4.create();\n letters[i].spinningSpeed = 0.0;\n }\n }\n mat4.copy(letters[i].rotateX, matrix);\n mat4.multiply(matrix, letters[i].rotateX, letters[i].rotateZ);\n mat4.scale(matrix, matrix, [scaleForLetters, scaleForLetters, scaleForLetters]);\n mat4.copy(uniformsThatAreComputedForEachObject.u_world, matrix);\n mat4.multiply(matrix, viewMatrix, uniformsThatAreComputedForEachObject.u_world);\n mat4.multiply(uniformsThatAreComputedForEachObject.u_worldViewProjection, projectionMatrix, matrix);\n mat4.transpose(uniformsThatAreComputedForEachObject.u_worldInverseTranspose, mat4.invert(matrix, uniformsThatAreComputedForEachObject.u_world));\n setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);\n objectState.materialUniforms.u_colorMult = letters[i].u_colorMult;\n objectState.materialUniforms.u_verticalPos = vec4.fromValues(0, letters[i].height, 0, 0);\n letters[i].positionX = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n objectState.materialUniforms.u_disToCenter = vec4.fromValues(scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)), 0, 0, 0);\n setUniforms(uniformSetters, objectState.materialUniforms);\n texture = gl.createTexture();\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, letters[i].texture);\n gl.drawElements(gl.TRIANGLES, bufferInfo.numElements, gl.UNSIGNED_SHORT, 0);\n }\n }\n if (mouseDown != undefined) {\n if (canvas != undefined) {\n if (gl != undefined) {\n var mousePosition = 0.0;\n var currDist = Infinity;\n var currID = undefined;\n mousePosition = mouseDown[0] - 717;\n mousePosition = mousePosition / 717;\n for (var i = 0; i < letters.length; i++) {\n if (Math.abs(mousePosition - letters[i].positionX) < currDist) {\n currID = i;\n currDist = Math.abs(mousePosition - letters[i].positionX);\n }\n }\n if (letters[currID].isSpinning == false) {\n letters[currID].isSpinning = true;\n letters[currID].time = currDist * 360;\n letters[currID].spinningSpeed = letters[currID].time * 10.0;\n var soundEffect = new Howl({\n urls: ['sounds/spin.mp3']\n }).play();\n }\n }\n }\n mouseDown = undefined;\n }\n gl.useProgram(lineProgram);\n uniformSetters = createUniformSetters(gl, lineProgram);\n attribSetters = createAttributeSetters(gl, lineProgram);\n var uniformsOfLines = {\n u_worldViewProjection: mat4.create(),\n u_colorMult: [0, 0, 0, 1],\n u_horizontalPos: vec4.create(),\n u_height: 0.0\n };\n for (var i = 0; i < letters.length; i++) {\n if (letters[i].letter != 32) {\n var horizontalPos = scaleFactor * (i * spacing - spacing * 0.5 * (letters.length - 1)) / 200;\n uniformsOfLines.u_colorMult = letters[i].u_colorMult;\n uniformsOfLines.u_horizontalPos = vec4.fromValues(horizontalPos, 0, 0, 0);\n uniformsOfLines.u_height = letters[i].height / 200;\n setBuffersAndAttributes(gl, attribSetters, bufferInfo0);\n setUniforms(uniformSetters, uniformsOfLines);\n gl.lineWidth(2.0);\n gl.drawElements(gl.LINES, 2, gl.UNSIGNED_SHORT, 0);\n }\n }\n requestAnimationFrame(drawScene);\n }\n }", "draw() {\n // TODO\n let vPosition = gl.getAttribLocation( program, \"vPosition\");\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vBuffer);\n gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(vPosition);\n\n let vColor = gl.getAttribLocation( program, \"vColor\" );\n gl.bindBuffer(gl.ARRAY_BUFFER, this.cBuffer);\n \tgl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );\n \tgl.enableVertexAttribArray( vColor );\n\n \n\n let location = gl.getUniformLocation(program, \"mat\");\n gl.uniformMatrix4fv(location, false, flatten(this.mat));\n gl.drawArrays( gl.TRIANGLES, 0, this.numVertices);\n\n\n }", "function IndexGeometry( geometry ){\n\tvar faces = geometry.faces;\n\tthis.geometry = geometry;\n\tthis.vertices = {};\n\tthis.triNode = null;\n\n\tvar keys = 'abc'.split('');\n\tfor( var i=0, l=faces.length; i<l; i+=1 ){\n\t\tvar face = faces[i];\n\t\tfor( var j=0, jl=keys.length; j<jl; j+=1 ){\n\t\t\tif( this.vertices.hasOwnProperty( face[keys[j]] ) ){\n\t\t\t\tthis.vertices[''+face[keys[j]]].push( face );\n\t\t\t}else{\n\t\t\t\tthis.vertices[''+face[keys[j]]] = [ face ];\n\t\t\t}\n\t\t}\n\t}\n}", "function Geometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: geometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Geometry';\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\tthis.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = false;\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.lineDistancesNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}", "function Geometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: geometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Geometry';\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\tthis.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = false;\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.lineDistancesNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}", "function Geometry() {\n\n\t\tObject.defineProperty( this, 'id', { value: geometryId += 2 } );\n\n\t\tthis.uuid = _Math.generateUUID();\n\n\t\tthis.name = '';\n\t\tthis.type = 'Geometry';\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\tthis.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = false;\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.lineDistancesNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}", "function Material(kd, ks, m, ni) {\n this.kd = vec3.create(kd);\n this.ks = ks;\n this.m = m;\n this.ni = ni;\n this.createUniform = function (shape) {\n gl.useProgram(shaderProgram);\n if (shape.hasOwnProperty('center')){\n this.kdLocation = gl.getUniformLocation(shaderProgram, \"sphere\"+shape.id+\"_kd\");\n this.ksLocation = gl.getUniformLocation(shaderProgram, \"sphere\"+shape.id+\"_ks\");\n this.mLocation = gl.getUniformLocation(shaderProgram, \"sphere\"+shape.id+\"_m\");\n this.niLocation = gl.getUniformLocation(shaderProgram, \"sphere\"+shape.id+\"_ni\");\n }\n if (shape.hasOwnProperty('normal')){\n this.kdLocation = gl.getUniformLocation(shaderProgram, \"plan\"+shape.id+\"_kd\");\n this.ksLocation = gl.getUniformLocation(shaderProgram, \"plan\"+shape.id+\"_ks\");\n this.mLocation = gl.getUniformLocation(shaderProgram, \"plan\"+shape.id+\"_m\");\n this.niLocation = gl.getUniformLocation(shaderProgram, \"plan\"+shape.id+\"_ni\");\n }\n };\n this.updateUniform = function () {\n gl.uniform3f(this.kdLocation,this.kd[0],this.kd[1],this.kd[2]);\n gl.uniform1f(this.ksLocation,this.ks);\n gl.uniform1f(this.mLocation,this.m);\n gl.uniform1f(this.niLocation,this.ni);\n };\n}", "build() {\n var points = this.points;\n if (!points) {\n return;\n }\n var vertexBuffer = this.getAttribute('aVertexPosition');\n var uvBuffer = this.getAttribute('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n // indices[0] = 0;\n // indices[1] = 1;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i$1 = 0; i$1 < total - 1; i$1++) {\n var index$1 = i$1 * 2;\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }", "function GLProgram(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }", "constructor() // etc) smaller and more cache friendly.\n { super( \"positions\", \"normals\", \"texture_coords\" );\n var size = 0.8; // Name the values we'll define per each vertex.\n this.positions .push( ...Vec.cast( [-size,-size,0], [size,-size,0], [-size,size,0], [size,size,0] ) ); // Specify the 4 square corner locations.\n this.normals .push( ...Vec.cast( [0,0,1], [0,0,1], [0,0,1], [0,0,1] ) ); // Match those up with normal vectors.\n this.texture_coords.push( ...Vec.cast( [0,0], [1,0], [0,1], [1,1] ) ); // Draw a square in texture coordinates too.\n this.indices .push( 0, 1, 2, 1, 2, 3 ); // Two triangles this time, indexing into four distinct vertices.\n }", "updateProgram(gl, program) {\n for (var c in this._uniforms) {\n if (this._uniforms[c].dirty) {\n var u = gl.getUniformLocation(program, this._uniforms[c].name);\n switch (this._uniforms[c].type) {\n case '1f':\n gl.uniform1f(u, this._uniforms[c].values[0]);\n break;\n\n case '2f':\n gl.uniform2f(u, this._uniforms[c].values[0], this._uniforms[c].values[1]);\n break;\n\n case '3f':\n gl.uniform3f(u, this._uniforms[c].values[0], this._uniforms[c].values[1], this._uniforms[c].values[2]);\n break;\n\n case '4f':\n gl.uniform4f(u, this._uniforms[c].values[0], this._uniforms[c].values[1], this._uniforms[c].values[2], this._uniforms[c].values[3]);\n break;\n\n case '1i':\n gl.uniform1i(u, this._uniforms[c].values[0]);\n break;\n\n case '2i':\n gl.uniform2i(u, this._uniforms[c].values[0], this._uniforms[c].values[1]);\n break;\n\n case '3i':\n gl.uniform3i(u, this._.uniforms[c].values[0], this._uniforms[c].values[1], this._uniforms[c].values[2]);\n break;\n\n case '4i':\n gl.uniformif(u, this._uniforms[c].values[0], this._uniforms[c].values[1], this._uniforms[c].values[2], this._uniforms[c].values[3]);\n break;\n }\n }\n }\n }", "calculateVertices() {\n var geometry = this.geometry;\n var vertices = geometry.buffers[0].data;\n if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n for (var i$1 = 0; i$1 < vertexData.length; i$1++) {\n vertexData[i$1] = Math.round(vertexData[i$1]);\n }\n }\n this.vertexDirty = geometry.vertexDirtyId;\n }", "function initGL() {\n var prog = createProgram(gl,\"vshader-source\",\"fshader-source\");\n gl.useProgram(prog);\n a_coords_loc = gl.getAttribLocation(prog, \"a_coords\");\n a_normal_loc = gl.getAttribLocation(prog, \"a_normal\");\n a_texcoords_loc = gl.getAttribLocation(prog, \"a_texcoords\");\n\n u_modelview = gl.getUniformLocation(prog, \"modelview\");\n u_projection = gl.getUniformLocation(prog, \"projection\");\n u_normalMatrix = gl.getUniformLocation(prog, \"normalMatrix\");\n u_lightPosition= gl.getUniformLocation(prog, \"lightPosition\");\n u_diffuseColor = gl.getUniformLocation(prog, \"diffuseColor\");\n u_specularColor = gl.getUniformLocation(prog, \"specularColor\");\n u_specularExponent = gl.getUniformLocation(prog, \"specularExponent\");\n u_lightPositions = gl.getUniformLocation(prog, \"lightPositions\");\n u_attenuation = gl.getUniformLocation(prog, \"attenuation\");\n u_lightDir = gl.getUniformLocation(prog, \"lightDir\");\n u_drawMode = gl.getUniformLocation(prog, \"drawMode\");\n u_lightAngleLimit = gl.getUniformLocation(prog, \"lightAngleLimit\");\n u_lightEnable = gl.getUniformLocation(prog, \"enable\");\n u_texture = gl.getUniformLocation(prog, \"texture\");\n\n gl.clearColor(0.0,0.0,0.0,1.0);\n gl.enable(gl.DEPTH_TEST);\n\n gl.uniform3f(u_specularColor, 0.5, 0.5, 0.5); \n gl.uniform1f(u_specularExponent, 10);\n texture0 = gl.createTexture();\n\n}", "function initializeShaders(){\n //Load shaders and initialize attribute buffers\n program = initShaders(gl, \"shader-vs\", \"shader-fs\");\n gl.useProgram(program);\n\n //Associate attributes to vertex shader\n _Pmatrix = gl.getUniformLocation(program, \"Pmatrix\");\n _Vmatrix = gl.getUniformLocation(program, \"Vmatrix\");\n _Mmatrix = gl.getUniformLocation(program, \"Mmatrix\");\n _Nmatrix = gl.getUniformLocation(program, \"normalMatrix\");\n\n //Bind vertex buffer with position attribute \n gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);\n var _position = gl.getAttribLocation(program, \"position\");\n gl.vertexAttribPointer(_position, 3, gl.FLOAT, false,0,0);\n gl.enableVertexAttribArray(_position); \n\n //Attributes\n textureCoordAttribute = gl.getAttribLocation(program, \"aTextureCoord\");\n gl.enableVertexAttribArray(textureCoordAttribute);\n\n normalAttribute = gl.getAttribLocation(program, \"normal\");\n gl.enableVertexAttribArray(normalAttribute);\n}", "function Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: geometryId += 2 } );\n\n\tthis.uuid = _Math.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}" ]
[ "0.6368806", "0.6258489", "0.6144786", "0.6087233", "0.6060527", "0.60583866", "0.60557264", "0.59683114", "0.59390205", "0.59354186", "0.5917502", "0.59052366", "0.5900026", "0.5885891", "0.58760595", "0.5873838", "0.5873838", "0.5860215", "0.5836514", "0.5833644", "0.5786429", "0.5785753", "0.57743007", "0.5774173", "0.5768199", "0.57434267", "0.57434267", "0.574158", "0.5740471", "0.57383794", "0.5733883", "0.5731766", "0.5727944", "0.5727944", "0.5727111", "0.5719311", "0.5698086", "0.5694644", "0.56942976", "0.5688207", "0.5683372", "0.5676137", "0.566337", "0.566337", "0.56559354", "0.56556755", "0.56540865", "0.5650119", "0.5644053", "0.5640425", "0.5640425", "0.5640425", "0.5639443", "0.5636234", "0.5627743", "0.5625434", "0.56196636", "0.56136173", "0.56005853", "0.5600373", "0.55892384", "0.55861646", "0.55784065", "0.557628", "0.557628", "0.557628", "0.555773", "0.55536896", "0.5551612", "0.55487216", "0.55487216", "0.55469954", "0.554063", "0.55370986", "0.5536367", "0.55350447", "0.5532258", "0.5529914", "0.5528545", "0.5524048", "0.55238014", "0.5522351", "0.5518463", "0.55098295", "0.5485796", "0.5479013", "0.54764456", "0.5471149", "0.5471033", "0.5471033", "0.5471033", "0.5469298", "0.54660004", "0.5463745", "0.5458207", "0.5458046", "0.54517245", "0.54490817", "0.5442808", "0.54419166" ]
0.7001351
0
assumes vao and buffer are already bound:
setAttributes(buffer, bytestride, bufferFields, instanced) { gl.bindBuffer(gl.ARRAY_BUFFER, buffer); for (let field of bufferFields) { const attrLoc = gl.getAttribLocation(this.program, field.name); const normalize = false; const bytesize = field.bytesize / field.components; // watch out: if field.componnents > 4, it occupies several attribute slots // need to enable and bind each of them in turn: for (let i=0; i<field.components; i+=4) { const loc = attrLoc + i/4; const byteoffset = field.byteoffset + (i * bytesize); const components = Math.min(4, field.components - i); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, components, field.type, normalize, bytestride, byteoffset); if (instanced) { gl.vertexAttribDivisor(loc, 1); } else { gl.vertexAttribDivisor(loc, 0); } //console.log("set attr", field.name, loc, components, instanced, bytestride, byteoffset) } } return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "bindToVAO () {\n if (this._location === -1) return\n\n this.bind()\n this._gl.enableVertexAttribArray(this._location)\n this._gl.vertexAttribPointer(\n this._location, \n this._size, \n this._type, \n this._normalize, \n this._stride, \n this._offset\n )\n this._ext.vertexAttribDivisorANGLE(this._location, 1)\n this.unbind()\n }", "bindToVAO () {\n if (this._location === -1) return\n \n this.bind()\n this._gl.enableVertexAttribArray(this._location)\n this._gl.vertexAttribPointer(\n this._location, \n this._size, \n this._type, \n this._normalize, \n this._stride, \n this._offset\n )\n this.unbind()\n }", "constructor(GL, elSize1, data, mode1, attrLoc, itemType, glTarget, usage1) {\n//----------\nthis.GL = GL;\nthis.elSize = elSize1;\nthis.mode = mode1;\nthis.attrLoc = attrLoc;\nthis.itemType = itemType;\nthis.glTarget = glTarget;\nthis.usage = usage1;\n// Private members\nthis._buffer = this.GL.createBuffer();\nthis._nVertices = data.length / this.elSize;\nif (typeof lggr.trace === \"function\") {\nlggr.trace(`VBO: elSize=${this.elSize} length=${data.length} verts=${this._nVertices}`);\n}\n// Create and initialise the buffer.\nthis.GL.bindBuffer(this.glTarget, this._buffer);\nthis.GL.bufferData(this.glTarget, data, this.usage);\nthis.GL.bindBuffer(this.glTarget, null);\n}", "glBindBufferBase(target, index, buffer) {\n gl.bindBufferBase(target, index, objects_.get(buffer));\n }", "bufferData(gl, funcName, args) {\n const [target, src, /* usage */, srcOffset = 0, length = undefined] = args;\n let obj;\n switch (target) {\n case ELEMENT_ARRAY_BUFFER:\n {\n const info = webglObjectToMemory.get(sharedState.currentVertexArray);\n obj = info.elementArrayBuffer;\n }\n break;\n default:\n obj = bindings.get(target);\n break;\n }\n if (!obj) {\n throw new Error(`no buffer bound to ${target}`);\n }\n let newSize = 0;\n if (length !== undefined) {\n newSize = length;\n } else if (isBufferSource(src)) {\n newSize = src.byteLength;\n } else if (isNumber(src)) {\n newSize = src;\n } else {\n throw new Error(`unsupported bufferData src type ${src}`);\n }\n\n const info = webglObjectToMemory.get(obj);\n if (!info) {\n throw new Error(`unknown buffer ${obj}`);\n }\n\n memory.buffer -= info.size;\n info.size = newSize;\n memory.buffer += newSize;\n }", "function VAO() {\n\t// initialization\n\tvar _object = __WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].createVertexArray();\t\n\tvar _vbos = [];\n\tvar _indexBuffer = null;\n \t \n\t// methods\n\t/**\n\t * Binds current vertex array object for webgl context. \n\t */\n\tthis.bind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindVertexArray(_object);\n\t}\n\t\n\t/**\n\t * Unbinds all vertex array objects from webgl context.\n\t */\n\tthis.unbind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindVertexArray(null);\n\t}\n\t\n\t/**\n\t * Binds vertex buffer objects within current \n\t * vertex array object for special buffer indices\n\t * of webgl context.\n\t * \n\t * @param attributes - array of vbo binding points \n\t */\n\tthis.bindAttrib = function(attributes) {\n\t\tthis.bind();\n\t\tfor(var attribute in attributes) {\n\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].enableVertexAttribArray(attribute);\n\t\t}\n\t}\n\t\n\t/**\n\t * Unbinds vertex array and buffer objects from special\n\t * buffer indices of webgl context.\n\t * \n\t * @param attributes - array of vbo binding points\n\t */\n\tthis.unbindAttrib = function(attributes) {\n\t\tfor(var attribute in attributes) {\n\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].disableVertexAttribArray(attribute);\n\t\t}\n\t\tthis.unbind();\n\t}\n\t\n\t/**\n\t * Creates and loads data for new vertex buffer object \n\t * attribute of current vertex array buffer.\n\t * \n\t * @param attribute - bind point of current vbo\n\t * @param dimentions - count of data values dimentions\n\t * @param values - values to store into vertex array buffer.\n\t */\n\tthis.createAttribute = function(attribute, dimentions, values) {\n\t\tvar vbo = new __WEBPACK_IMPORTED_MODULE_1__primitive_VBO__[\"a\" /* VBO */](__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].ARRAY_BUFFER);\n\t\tvbo.bind();\n\t\tvbo.storeData(values, dimentions);\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].vertexAttribPointer(\n\t\t\t\tattribute, dimentions, __WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].FLOAT, false, 4 * dimentions, 0);\n\t\tvbo.unbind();\n\t\t_vbos.push(vbo);\n\t}\n\t\n\t/**\n\t * Creates and loads indices data for new element array\n\t * buffer object attribute of current vertex array buffer. \n\t */\n\tthis.createIndexBuffer = function(values) {\n\t\tvar indexVBO = new __WEBPACK_IMPORTED_MODULE_1__primitive_VBO__[\"a\" /* VBO */](__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].ELEMENT_ARRAY_BUFFER);\n\t\tindexVBO.bind();\n\t\tindexVBO.storeIndexData(values);\n\t\t_indexBuffer = indexVBO; \n\t}\n\t\n\t/**\n\t * Releases all vertex buffer objects of current vertex \n\t * array object from webgl context.\n\t */\n\tthis.clean = function() {\n\t\tfor(let vbo in vbos) {\n\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].deleteBuffer(vbo.object);\n\t\t}\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].deleteVertexArray(_object);\n\t}\n\t\n\tthis.getObject = function() {\n\t\treturn _object;\n\t}\n\t\n\tthis.getVbos = function() {\n\t\treturn _vbos;\n\t}\n\t\n\tthis.getIndexBuffer = function() {\n\t\treturn _indexBuffer;\n\t}\n}", "function setupVAO(gl, info) {\n info.vao = gl.createVertexArray();\n gl.bindVertexArray(info.vao);\n\n const num = 2; // pull out 2 values per iteration\n const type = gl.FLOAT; // the data in the buffer is 32bit floats\n const normalize = false; // don't normalize\n const stride = 0; // how many bytes to get from one set of values to the next\n // 0 = use type and numComponents above\n const offset = 0; // how many bytes inside the buffer to start from\n\n // Create and bind position buffer\n const positionBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);\n const positions = [\n 1.0, 1.0,\n -1.0, 1.0,\n 1.0, -1.0,\n -1.0, -1.0,\n ];\n gl.bufferData(gl.ARRAY_BUFFER,\n new Float32Array(positions),\n gl.STATIC_DRAW);\n\n gl.vertexAttribPointer(\n info.attribLocations.vertexPosition, num, type, normalize, stride, offset);\n gl.enableVertexAttribArray(info.attribLocations.vertexPosition);\n\n if(info.attribLocations.textureCoord != -1) {\n // Create and bind texture buffer\n const textureCoordBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer);\n const textureCoordinates = [\n // Main Square\n 1.0, 1.0,\n 0.0, 1.0,\n 1.0, 0.0,\n 0.0, 0.0,\n ];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates),\n gl.STATIC_DRAW);\n gl.vertexAttribPointer(\n info.attribLocations.textureCoord, num, type, normalize, stride, offset);\n gl.enableVertexAttribArray(info.attribLocations.textureCoord);\n }\n}", "createBuffers() {\n this.createBuffer('COLOR')\n this.createBuffer('POSITION')\n }", "initBuffer() {\n\t\tlet data = this.model.mesh.concat(this.model.normals).concat(this.model.texCoord)\n\n\t\tgl.useProgram(program)\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, this.vbo)\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW)\n\t}", "useVAO(VAO) {\n\t\tthis.gl.bindVertexArray(VAO);\n\t}", "function VAO() {\n\t// initialization\n\tvar _object = gl.createVertexArray();\t\n\tvar _vbos = [];\n\tvar _indexBuffer = null;\n \t \n\t// methods\n\t/**\n\t * Binds current vertex array object for webgl context. \n\t */\n\tthis.bind = function() {\n\t\tgl.bindVertexArray(_object);\n\t}\n\t\n\t/**\n\t * Unbinds all vertex array objects from webgl context.\n\t */\n\tthis.unbind = function() {\n\t\tgl.bindVertexArray(null);\n\t}\n\t\n\t/**\n\t * Binds vertex buffer objects within current \n\t * vertex array object for special buffer indices\n\t * of webgl context.\n\t * \n\t * @param attributes - array of vbo binding points \n\t */\n\tthis.bindAttrib = function(attributes) {\n\t\tthis.bind();\n\t\tfor(var attribute in attributes) {\n\t\t\tgl.enableVertexAttribArray(attribute);\n\t\t}\n\t}\n\t\n\t/**\n\t * Unbinds vertex array and buffer objects from special\n\t * buffer indices of webgl context.\n\t * \n\t * @param attributes - array of vbo binding points\n\t */\n\tthis.unbindAttrib = function(attributes) {\n\t\tfor(var attribute in attributes) {\n\t\t\tgl.disableVertexAttribArray(attribute);\n\t\t}\n\t\tthis.unbind();\n\t}\n\t\n\t/**\n\t * Creates and loads data for new vertex buffer object \n\t * attribute of current vertex array buffer.\n\t * \n\t * @param attribute - bind point of current vbo\n\t * @param dimentions - count of data values dimentions\n\t * @param values - values to store into vertex array buffer.\n\t */\n\tthis.createAttribute = function(attribute, dimentions, values) {\n\t\tvar vbo = new VBO(gl.ARRAY_BUFFER);\n\t\tvbo.bind();\n\t\tvbo.storeData(values, dimentions);\n\t\tgl.vertexAttribPointer(\n\t\t\t\tattribute, dimentions, gl.FLOAT, false, 4 * dimentions, 0);\n\t\tvbo.unbind();\n\t\t_vbos.push(vbo);\n\t}\n\t\n\t/**\n\t * Creates and loads indices data for new element array\n\t * buffer object attribute of current vertex array buffer. \n\t */\n\tthis.createIndexBuffer = function(values) {\n\t\tvar indexVBO = new VBO(gl.ELEMENT_ARRAY_BUFFER);\n\t\tindexVBO.bind();\n\t\tindexVBO.storeIndexData(values);\n\t\t_indexBuffer = indexVBO; \n\t}\n\t\n\t/**\n\t * Releases all vertex buffer objects of current vertex \n\t * array object from webgl context.\n\t */\n\tthis.clean = function() {\n\t\tfor(let vbo in vbos) {\n\t\t\tgl.deleteBuffer(vbo.object);\n\t\t}\n\t\tgl.deleteVertexArray(_object);\n\t}\n\t\n\tthis.getObject = function() {\n\t\treturn _object;\n\t}\n\t\n\tthis.getVbos = function() {\n\t\treturn _vbos;\n\t}\n\t\n\tthis.getIndexBuffer = function() {\n\t\treturn _indexBuffer;\n\t}\n}", "addToGlBuffer(particle, posBuffer, colorBuffer, sizeBuffer) {\n posBuffer.push(particle.position[0],particle.position[1],particle.position[2]);\n colorBuffer.push(particle.color[0],particle.color[1],particle.color[2],particle.color[3]);\n sizeBuffer.push(particle.size);\n }", "constructor(_shader) {\n this.shader = _shader;\n // Creating vertex buffers.\n let vertices = new Float32Array([\n 1.0, 1.0, 0.0, // top right\n -1.0, 1.0, 0.0, // top left\n -1.0,-1.0, 0.0, // bottom left\n 1.0,-1.0, 0.0, // bottom right\n ]);\n let uvs = new Float32Array([\n 1.0, 0.0, \n 0.0, 0.0,\n 0.0, 1.0, \n 1.0, 1.0,\n ]);\n let indices = new Int8Array([\n 0,1,2,\n 0,2,3,\n ]);\n\n this.vertexBuffer = gl.createBuffer();\n this.uvBuffer = gl.createBuffer();\n this.indexBuffer = gl.createBuffer();\n\n // Create and bind new VAO\n this.vao = gl.createVertexArray();\n gl.bindVertexArray(this.vao);\n\n // Load indice data\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW, 0);\n\n // Load vertice data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW, 0);\n let posLoc = this.shader.attribSpecs[\"a_Pos\"].location;\n gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(posLoc);\n\n // Load UV data\n gl.bindBuffer(gl.ARRAY_BUFFER, this.uvBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, uvs, gl.STATIC_DRAW, 0);\n let uvLoc = this.shader.attribSpecs[\"a_Texcoord\"].location;\n gl.vertexAttribPointer(uvLoc, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(uvLoc);\n\n gl.bindVertexArray(null);\n }", "_compile(){\n let positionInfo = this._attribsInfo[VertexSemantic.POSITION];\n if(positionInfo == null){\n console.error('VertexBuffer: no attrib position');\n return;\n }\n if(positionInfo.data == null || positionInfo.data.length===0){\n console.error('VertexBuffer: position data is empty');\n return;\n }\n\n this._vertexCount = positionInfo.data.length / positionInfo.size; \n this._vertexStride = this._vertexFormat.getVertexSize() * this.BYTES_PER_ELEMENT; \n \n this._bufferData = [];\n for(let i=0; i<this._vertexCount; ++i){\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n if(info==null || info.data==null){\n console.error('VertexBuffer: bad semantic '+semantic);\n continue;\n }\n for(let k=0; k<info.size; ++k){\n let value = info.data[ i * info.size + k ];\n if(value===undefined){\n console.error('VertexBuffer: missing value for '+semantic);\n }\n this._bufferData.push(value);\n }\n } \n }\n\n //compute offset for attrib info, and free info.data\n let offset = 0;\n for(let semantic of this._vertexFormat.attribs){\n let info = this._attribsInfo[semantic];\n info.offset = offset;\n info.data = null;\n offset += info.size * this.BYTES_PER_ELEMENT;\n }\n }", "bind( v ){ this.gl.ctx.bindVertexArray( v.id ); return this; }", "static createVBO(data) {\r\n\t\tlet vbo = gl.createBuffer();\r\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\r\n\t\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(data), gl.STATIC_DRAW);\r\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\r\n\t\treturn vbo;\r\n\t}", "updateArrayBuffer(buffer, data) {\n\t\tconst gl = this.gl;\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);\n\t}", "createVAO(buffer) {\n\t\tconst VAO = this.gl.createVertexArray();\n\t\tthis.gl.bindVertexArray(VAO);\n\n\t\tthis.initializeBuffersAndAttributes(buffer);\n\n\t\treturn VAO;\n\t}", "function showBuffer( e )\n {\n if( !scope ) return;\n\n sendVideoEvent( Constants.VIDEO_SHOW_BUFFER );\n }", "function bindVAO (shape) {\n //create and bind VAO\n let theVAO = gl.createVertexArray();\n gl.bindVertexArray(theVAO);\n \n // create and bind vertex buffer\n let myVertexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, myVertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(shape.points), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(program.aVertexPosition);\n gl.vertexAttribPointer(program.aVertexPosition, 4, gl.FLOAT, false, 0, 0);\n \n // create and bind bary buffer\n let myBaryBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, myBaryBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(shape.bary), gl.STATIC_DRAW);\n gl.enableVertexAttribArray(program.aBary);\n gl.vertexAttribPointer(program.aBary, 3, gl.FLOAT, false, 0, 0);\n \n // Setting up the IBO\n let myIndexBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, myIndexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(shape.indices), gl.STATIC_DRAW);\n\n // Clean\n gl.bindVertexArray(null);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n \n return theVAO;\n \n }", "function VBO(type) {\n\t// initialization\n\tvar _object = __WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].createBuffer();\n\tvar _type = type;\n\tvar _size = 0;\n\tvar _dimentions = 0;\n\t\n\t// methods\n\t/**\n\t * Binds vertex buffer object for current\n\t * webgl context.\n\t */\n\tthis.bind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindBuffer(_type, _object);\n\t}\n\t\n\t/**\n\t * Unbinds all vertex buffer objects from current\n\t * webgl context. \n\t */\n\tthis.unbind = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bindBuffer(_type, null);\n\t}\n\t\n\t/**\n\t * Stores data into video buffer.\n\t */\n\tthis.storeData = function(values, dimentions) {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bufferData(type, new Float32Array(values),\n\t\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].STATIC_DRAW);\n\t\t_size = values.length / dimentions;\n\t\t_dimentions = dimentions;\n\t}\n\t\n\t/**\n\t * Stores indices into video buffer.\n\t */\n\tthis.storeIndexData = function(values) {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].bufferData(type, new Uint16Array(values),\n\t\t\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].STATIC_DRAW);\n\t\t_size = values.length;\n\t}\n\t\n\t/**\n\t * Releases current vertex array object.\n\t */\n\tthis.clean = function() {\n\t\t__WEBPACK_IMPORTED_MODULE_0__index_js__[\"a\" /* gl */].deleteBuffer(_object);\n\t}\n\t\n\tthis.getObject = function() {\n\t\treturn _object;\n\t}\n\t\n\tthis.getSize = function() {\n\t\treturn _size;\n\t}\n\t\n\tthis.getDimentions = function() {\n\t\treturn _dimentions;\n\t}\n\t\n}", "function isArrayBufferView(obj){return typeof ArrayBuffer.isView===\"function\"&&ArrayBuffer.isView(obj)}", "function addBufferClickHandler(window, elem, buffer) {\n\t if (buffer && buffer.target) {\n\t elem.addEventListener('click', function (e) {\n\t window.showBuffer(buffer);\n\t });\n\t elem.className = elem.className + \" vertexattrib-clickable\";\n\t }\n\t }", "function IndexBufferBinding(buffer, format) {\n this._buffer = void 0;\n this._format = void 0;\n this._buffer = buffer;\n this._format = format;\n }", "function initBuffers() {\n // Create and bind VAO\n gl.vectorsVAO = gl.createVertexArray();\n gl.bindVertexArray(gl.vectorsVAO);\n\n // Load the vertex coordinate data onto the GPU and associate with attribute\n gl.posBuffer = gl.createBuffer(); // create position buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, gl.posBuffer); // bind the position buffer\n gl.bufferData(gl.ARRAY_BUFFER, 100000*2*Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW); // load the data into the position buffer\n gl.vertexAttribPointer(gl.program.aPosition, 2, gl.FLOAT, false, 0, 0); // associate the buffer with \"aPosition\" as length-2 vectors of floats\n gl.enableVertexAttribArray(gl.program.aPosition); // enable this set of data\n\n // Load the vertex color data onto the GPU and associate with attribute\n gl.colorBuffer = gl.createBuffer(); \n gl.bindBuffer(gl.ARRAY_BUFFER, gl.colorBuffer); \n gl.bufferData(gl.ARRAY_BUFFER, 100000*3*Float32Array.BYTES_PER_ELEMENT, gl.DYNAMIC_DRAW);\n gl.vertexAttribPointer(gl.program.aColor, 3, gl.FLOAT, false, 0, 0); // associate the buffer with \"aColor\" as length-3 vectors of floats\n gl.enableVertexAttribArray(gl.program.aColor);\n \n // Cleanup\n gl.bindVertexArray(null);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n}", "upload(){\n this._compile();\n\n let buffer = new Float32Array(this._bufferData);\n\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, this._vbo);\n exports.gl.bufferData(exports.gl.ARRAY_BUFFER, buffer, exports.gl.STATIC_DRAW);\n exports.gl.bindBuffer(exports.gl.ARRAY_BUFFER, null);\n \n this._bufferData = null;\n }", "initBuffers() \n\t{\n\n\t\tthis.vertices = [\n\t\t\tthis.vCoords[0][0], this.vCoords[0][1], this.vCoords[0][2],\n\t\t\tthis.vCoords[1][0], this.vCoords[1][1], this.vCoords[1][2],\n\t\t\tthis.vCoords[2][0], this.vCoords[2][1], this.vCoords[2][2],\n\t\t\tthis.vCoords[0][0], this.vCoords[0][1], this.vCoords[0][2],\n\t\t\tthis.vCoords[1][0], this.vCoords[1][1], this.vCoords[1][2],\n\t\t\tthis.vCoords[2][0], this.vCoords[2][1], this.vCoords[2][2]\n\t\t];\n\n\t\tthis.indices = [\n\t\t\t0, 1, 2,\n\t\t\t3, 5, 4\n\t\t];\n\n\t\tvar vecAB = [this.vCoords[1][0] - this.vCoords[0][0], this.vCoords[1][1] - this.vCoords[0][1], this.vCoords[1][2] - this.vCoords[0][2]];\n\t\tvar vecAC = [this.vCoords[2][0] - this.vCoords[0][0], this.vCoords[2][1] - this.vCoords[0][1], this.vCoords[2][2] - this.vCoords[0][2]];\n\t\tvar vecBC = [this.vCoords[2][0] - this.vCoords[1][0], this.vCoords[2][1] - this.vCoords[1][1], this.vCoords[2][2] - this.vCoords[1][2]];\n\n\t\tvar normalVector = [\n\t\t\tvecAB[1] * vecAC[2] - vecAB[2] * vecAC[1],\n\t\t\tvecAB[2] * vecAC[0] - vecAB[0] * vecAC[2],\n\t\t\tvecAB[0] * vecAC[1] - vecAB[1] * vecAC[0]\n\t\t];\n\n\t\tthis.normals = [\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\tnormalVector[0], normalVector[1], normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2],\n\t\t\t-normalVector[0], -normalVector[1], -normalVector[2]\n\t\t];\n\n\t\t//based on the file given\n\t\tvar b = Math.sqrt(vecAC[0] ** 2 + vecAC[1] ** 2 + vecAC[2] ** 2);\n\t\tvar a = Math.sqrt(vecBC[0] ** 2 + vecBC[1] ** 2 + vecBC[2] ** 2);\n\t\tvar c = Math.sqrt(vecAB[0] ** 2 + vecAB[1] ** 2 + vecAB[2] ** 2);\n\n\t\tvar d = (a ** 2 - b ** 2 - c ** 2) / (-2 * c);\n\t\tvar sinAlfa = Math.sqrt(1 - (d / b) ** 2);\n\t\tvar h = b * sinAlfa;\n\n\t\tthis.c = c;\n\t\tthis.d = d;\n\t\tthis.h = h;\n\n\t\tthis.texCoords = [\n\t\t\t0, 1,\n\t\t\tthis.c, 1,\n\t\t\tthis.d, 1 - (this.h),\n\t\t\t0, 1,\n\t\t\tthis.c, 1,\n\t\t\tthis.d, 1 - (this.h)\n\t\t];\n\n\t\tthis.primitiveType = this.scene.gl.TRIANGLES;\n\t\tthis.initGLBuffers();\n\t}", "function initPos(){\n //todo: get location, create buffer stays; bind-enable could leave?\n //get location of attribute variable\n a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n if (a_Position < 0 ){\n console.log('Failed to get storage location for a_position');\n return;\n }\n //initialize vertex buffer object\n g_vertexBuffer = gl.createBuffer();\n if(!g_vertexBuffer){\n console.log('failed to create vertexbuffer');\n return;\n }\n\n}", "build() {\n var points = this.points;\n if (!points) {\n return;\n }\n var vertexBuffer = this.getAttribute('aVertexPosition');\n var uvBuffer = this.getAttribute('aTextureCoord');\n var indexBuffer = this.getIndex();\n // if too little points, or texture hasn't got UVs set yet just move on.\n if (points.length < 1) {\n return;\n }\n // if the number of points has changed we will need to recreate the arraybuffers\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n var uvs = uvBuffer.data;\n var indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n // indices[0] = 0;\n // indices[1] = 1;\n var total = points.length; // - 1;\n for (var i = 0; i < total; i++) {\n // time to do some smart drawing!\n var index = i * 4;\n var amount = i / (total - 1);\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n var indexCount = 0;\n for (var i$1 = 0; i$1 < total - 1; i$1++) {\n var index$1 = i$1 * 2;\n indices[indexCount++] = index$1;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 2;\n indices[indexCount++] = index$1 + 1;\n indices[indexCount++] = index$1 + 3;\n }\n // ensure that the changes are uploaded\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }", "function bindAndBuffer(glArrayType, buffer, arrayToBuffer, glDrawType)\n{\n gl.bindBuffer(glArrayType, buffer);\n gl.bufferData(glArrayType, new Float32Array(arrayToBuffer), glDrawType);\n}", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "function isArrayBufferView(obj) {\n return typeof ArrayBuffer.isView === 'function' && ArrayBuffer.isView(obj);\n }", "initBuffer () {\n gl.useProgram(program);\n gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesVBO);\n\n // TODO: Übergebe hier sowohl das Mesh, als auch die Normalen an das VBO\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.mesh.concat(this.normals).concat(this.textureCoordinates)), gl.STATIC_DRAW);\n gl.uniformMatrix4fv(modelMatrixLoc, false, new Float32Array(this.modelMatrix));\n gl.uniformMatrix4fv(normalMatrixLoc, false, new Float32Array(this.normalMatrix));\n }", "function isArrayBufferView (obj) {\n\t return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n\t}", "onReceive( packet)\n{\n let packet_view = new Uint8Array(packet);\n this.rxMsgArrayBuffer = appendArray(this.rxMsgArrayBuffer, packet_view);\n let view = new Uint8Array(this.rxMsgArrayBuffer);\n\n if (this.size_Of_request)\n {\n let data = new Uint8Array(this.size_Of_request);\n let offset = 0;\n for(let index = 0; index < view.byteLength; ++index)\n {\n switch(view[index])\n {\n case ESC:\n data[offset++] = this.xor_20(view[index]);\n break;\n\n case SOP:\n offset = 0;\n break;\n\n case EOP:\n break;\n\n default:\n data[offset++] = view[index];\n break;\n }\n }\n\n if (this.size_Of_request == offset)\n {\n //dumpArray(data);\n if (this.postCallback)\n this.postCallback(data);\n this.rxMsgArrayBuffer = new ArrayBuffer();\n\n }\n \n }\n}", "function createVao(gl, geom, program) {\n let self = {\n\t\tid: gl.createVertexArray(),\n geom: geom,\n program: program,\n\n indexType: gl.UNSIGNED_SHORT,\n\n setGeom(geom) {\n this.bind();\n if (geom) {\n if (!geom.vertexComponents) geom.vertexComponents = 3;\n\n if (geom.vertices) {\n if (!this.vertexBuffer) {\n let buffer = gl.createBuffer();\n this.vertexBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_position\") : 0;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry)\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.normals) {\n if (!this.normalBuffer) {\n let buffer = gl.createBuffer();\n this.normalBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_normal\") : 1;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 3; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.texCoords) {\n if (!this.normalBuffer) {\n let buffer = gl.createBuffer();\n this.texCoordBuffer = buffer;\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_texCoord\") : 2;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)\n let size = 2; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.colors) {\n if (!this.colorBuffer) {\n let buffer = gl.createBuffer();\n this.colorBuffer = buffer;\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_color\") : 3;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 4; // components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n }\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW);\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n }\n if (geom.indices) {\n if (!this.indexBuffer) {\n let buffer = gl.createBuffer();\n this.indexBuffer = buffer;\n }\n this.indexType = (geom.indices.constructor == Uint32Array) ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n }\n }\n this.unbind()\n },\n\n init(program) {\n this.bind();\n if (geom) {\n if (!geom.vertexComponents) geom.vertexComponents = 3;\n if (geom.vertices) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_position\") : 0;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = geom.vertexComponents; // how many components per vertex (e.g. 2D, 3D geometry)\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.vertexBuffer = buffer;\n }\n if (geom.normals) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_normal\") : 1;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 3; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.normalBuffer = buffer;\n }\n if (geom.texCoords) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_texCoord\") : 2;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)\n let size = 2; // 2 components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.texCoordBuffer = buffer;\n }\n if (geom.colors) {\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.STATIC_DRAW);\n // look up in the shader program where the vertex attributes need to go.\n let attrLoc = program ? gl.getAttribLocation(program, \"a_color\") : 3;\n // Turn on the attribute\n gl.enableVertexAttribArray(attrLoc);\n // Tell the attribute how to get data out of buffer (ARRAY_BUFFER)\n let size = 4; // components per iteration\n let type = gl.FLOAT; // the data is 32bit floats\n let normalize = false; // don't normalize the data\n let stride = 0; // 0 = move forward size * sizeof(type) each iteration to get the next position\n let offset = 0; // start at the beginning of the buffer\n gl.vertexAttribPointer(attrLoc, size, type, normalize, stride, offset);\n // done with buffer:\n gl.bindBuffer(gl.ARRAY_BUFFER, 0);\n this.colorBuffer = buffer;\n }\n if (geom.indices) {\n // check type: \n if (geom.indices.constructor == Uint32Array) this.indexType = gl.UNSIGNED_INT \n\n let buffer = gl.createBuffer();\n // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n this.indexBuffer = buffer;\n }\n }\n this.unbind();\n },\n\n // assumes vao and buffer are already bound:\n setAttributes(buffer, bytestride, bufferFields, instanced) {\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n for (let field of bufferFields) {\n const attrLoc = gl.getAttribLocation(this.program, field.name);\n const normalize = false;\n const bytesize = field.bytesize / field.components;\n // watch out: if field.componnents > 4, it occupies several attribute slots\n // need to enable and bind each of them in turn:\n for (let i=0; i<field.components; i+=4) {\n const loc = attrLoc + i/4; \n const byteoffset = field.byteoffset + (i * bytesize);\n const components = Math.min(4, field.components - i);\n gl.enableVertexAttribArray(loc);\n gl.vertexAttribPointer(loc, components, field.type, normalize, bytestride, byteoffset);\n if (instanced) {\n gl.vertexAttribDivisor(loc, 1);\n } else {\n gl.vertexAttribDivisor(loc, 0);\n }\n //console.log(\"set attr\", field.name, loc, components, instanced, bytestride, byteoffset)\n }\n }\n return this;\n },\n\n bind() {\n gl.bindVertexArray(this.id);\n return this;\n },\n unbind() {\n gl.bindVertexArray(this.id, null);\n return this;\n },\n\t\t// bind first:\n\t\tsubmit() {\n //gl.bufferData(gl.ARRAY_BUFFER, this.data, gl.DYNAMIC_DRAW);\n if (geom.vertices) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.vertices, gl.DYNAMIC_DRAW);\n }\n if (geom.colors) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.colorBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.colors, gl.DYNAMIC_DRAW);\n }\n if (geom.normals) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.normals, gl.DYNAMIC_DRAW);\n }\n if (geom.texCoords) {\n gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, geom.texCoords, gl.DYNAMIC_DRAW);\n }\n if (geom.indices) {\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, geom.indices, gl.DYNAMIC_DRAW);\n }\n\t\t\treturn this;\n\t\t},\n draw(count=0, offset=0) {\n\t\t\tif (geom.indices) gl.drawElements(gl.TRIANGLES, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.TRIANGLES, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawLines(count=0, offset=0) {\n\t\t\tif (geom.indices) gl.drawElements(gl.LINES, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.LINES, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawPoints(count=0, offset=0) {\n if (geom.indices) gl.drawElements(gl.POINTS, count ? count : geom.indices.length, this.indexType, offset);\n\t\t\telse gl.drawArrays(gl.POINTS, offset, count ? count : geom.vertices.length/geom.vertexComponents);\n\t\t\treturn this;\n },\n drawInstanced(instanceCount=1, primitive=gl.TRIANGLES) {\n if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, 0, instanceCount);\n else gl.drawArraysInstanced(primitive, 0, geom.vertices.length/geom.vertexComponents, instanceCount)\n\t\t\treturn this;\n },\n drawInstancedRange(instanceStart=0, instanceCount=1, primitive=gl.TRIANGLES) {\n if (geom.indices) gl.drawElementsInstanced(primitive, geom.indices.length, this.indexType, instanceStart, instanceCount);\n else gl.drawArraysInstanced(primitive, instanceStart, geom.vertices.length/geom.vertexComponents, instanceCount)\n\t\t\treturn this;\n },\n\n\n dispose() {\n if(this.indexBuffer) gl.deleteBuffers(this.indexBuffer)\n if(this.texCoordBuffer) gl.deleteBuffers(this.texCoordBuffer)\n if(this.normalBuffer) gl.deleteBuffers(this.normalBuffer)\n if(this.colorBuffer) gl.deleteBuffers(this.colorBuffer)\n if(this.vertexBuffer) gl.deleteBuffers(this.vertexBuffer)\n gl.deleteVertexArrays(this.id)\n },\n }\n self.init(program);\n\n return self;\n}", "function initVertexBuffers(ev,gl,canvas,a_Position,n){ \n var n = xy_points.length/2; //Number of coordinate pairs\n \n if(right_clicked == true){\n n= g_points.length/2;\n }\n //Create buffer object\n var vertexBuffer = gl.createBuffer();\n if (!vertexBuffer){\n console.log('Failed to create the buffer object');\n return -1;\n }\n \n //Bind buffer to target and write data into buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, xy_points, gl.STATIC_DRAW);\n \n //Initialize a_Position for shader\n var a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n if (a_Position < 0){\n console.log('Failed to get the storage location of a_Position');\n return -1;\n }\n\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(a_Position);\n return n; \n}", "function initVertexBuffers(ev, gl, canvas, a_Position, n) {\n n = g_lines.length / 2; //Number of (x,y) pairs\n\n if (end === true) {\n n = g_points.length; //(x,y) point pairs\n }\n\n //Create buffer object\n var vertexBuffer = gl.createBuffer();\n if (!vertexBuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n\n //Bind buffer to target and write data into buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(g_lines), gl.STATIC_DRAW);\n\n //Initialize a_Position for shader\n var a_Position = gl.getAttribLocation(gl.program, 'a_Position');\n if (a_Position < 0) {\n console.log('Failed to get the storage location of a_Position');\n return -1;\n }\n\n gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(a_Position);\n return n;\n}", "function updateBuffers2(){\n\n //change both x and y coordinates of 4 vertex of the top of Letter 'I'\n for (var i = 3;i < 9; i++) {\n triangleVerticestop[i] = triangleVerticestop[i] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n };\n for (var i = 18;i < 24; i++) {\n triangleVerticestop[i] = triangleVerticestop[i] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20));\n };\n //change both x and y coordinates of 4 vertex of the bommon of Letter 'I'\n for (var i = 3;i < 9; i++) {\n triangleVerticesmid[i] = triangleVerticesmid[i] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n };\n for (var i = 18;i < 24; i++) {\n triangleVerticesmid[i] = triangleVerticesmid[i] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n };\n\n //update the top buffers new positions\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffertop);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticestop), gl.DYNAMIC_DRAW);\n vertexPositionBuffertop.itemSize = 3;\n vertexPositionBuffertop.numberOfItems = 8;\n //update the bommon buffers new positions\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffermid);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticesmid), gl.DYNAMIC_DRAW);\n vertexPositionBuffermid.itemSize = 3;\n vertexPositionBuffermid.numberOfItems = 8;\n\n}", "function DBusBuffer(buffer, startPos, options) {\n if (typeof options !== 'object') {\n options = { ayBuffer: true, ReturnLongjs: false };\n } else if (options.ayBuffer === undefined) {\n // default settings object\n options.ayBuffer = true; // enforce truthy default props\n }\n this.options = options;\n this.buffer = buffer;\n (this.startPos = startPos ? startPos : 0), (this.pos = 0);\n}", "function BindMesh(Mesh, obj){\n console.log(\"Binding positions...\");\n obj.Buffer.position = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, obj.Buffer.position);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(Mesh.data.attributes.position.array), gl.STATIC_DRAW);\n obj.Buffer.position.itemSize = Mesh.data.attributes.position.itemSize;\n obj.Buffer.position.numItems = Mesh.data.attributes.position.array.length;\n console.log(\"Binding normals...\");\n obj.Buffer.normal = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, obj.Buffer.normal);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(Mesh.data.attributes.normal.array), gl.STATIC_DRAW);\n obj.Buffer.normal.itemSize = Mesh.data.attributes.normal.itemSize;\n console.log(\"Binding UVs...\");\n obj.Buffer.uv = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, obj.Buffer.uv);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(Mesh.data.attributes.uv.array), gl.STATIC_DRAW);\n obj.Buffer.uv.itemSize = Mesh.data.attributes.uv.itemSize;\n console.log(\"Binding indicies...\");\n obj.Buffer.Index = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, obj.Buffer.Index);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(Mesh.data.index.array), gl.STATIC_DRAW);\n obj.Buffer.Index.numVerts = Mesh.data.index.array.length;\n console.log(\"Mesh initialized.\");\n obj.initialized = true;\n obj.propogateChanges();\n console.groupEnd();\n}", "function renewBuffers(){\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n index = 0; \n for (var i = 0; i < vertices.length; i+=2){\n var k = vec2(vertices[i], vertices[i+1])\n gl.bufferSubData(gl.ARRAY_BUFFER, 8*index, flatten(k));\n index++;\n }\n\n gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);\n t = cindex_shape;\n var temp = index;\n for (temp; temp > 0; temp--) {\n gl.bufferSubData(gl.ARRAY_BUFFER, 16 * (temp - 1), flatten(t));\n }\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function isArrayBufferView (obj) {\n return (typeof ArrayBuffer.isView === 'function') && ArrayBuffer.isView(obj)\n}", "function updateVelocity(){\r\n\t// ---- ADVECT -------------------------------------------------------------------------------------\r\n\tadvectBuffer.material.uniforms.texInput.value = u.texA;\r\n\tadvectBuffer.material.uniforms.velocity.value = u.texA;\r\n\tadvectBuffer.material.uniforms.dissipation.value = 1.0;\r\n\trenderer.render(advectBuffer.scene, camera, u.texB, true);\t\r\n\tu.swap();\r\n\r\n\tadvectBuffer.material.uniforms.time += 1;\t\r\n\tadvectBuffer.material.uniforms.res.value.x = w();\r\n\tadvectBuffer.material.uniforms.res.value.y = h();\r\n\r\n\t// ---- DIFFUSE -------------------------------------------------------------------------------------\r\n\t// jacobiBuffer.material.uniforms.alpha.value = alpha1();\r\n\t// jacobiBuffer.material.uniforms.rBeta.value = beta1();\r\n\t// for (var i = 0; i < DIFFUSE_ITER_MAX; i++) {\r\n\t// \tjacobiBuffer.material.uniforms.texInput.value = u.texA;\r\n\t// \tjacobiBuffer.material.uniforms.b.value = u.texA;\r\n\t// \trenderer.render(jacobiBuffer.scene, camera, u.texB, true);\t\r\n\t// \tu.swap();\r\n\t// }\t\r\n\r\n\t// jacobiBuffer.material.uniforms.res.value.x = w();\r\n\t// jacobiBuffer.material.uniforms.res.value.y = h();\r\n\t\r\n\t// ---- APPLY FORCES -------------------------------------------------------------------------------------\r\n\tforceBuffer.material.uniforms.texInput.value = u.texA;\r\n\trenderer.render(forceBuffer.scene, camera, u.texB, true);\r\n\tu.swap();\r\n\r\n\t// ---- PROJECT -------------------------------------------------------------------------------------\r\n\t// * ---- COMPUTE PRESSURE \t\r\n\t// * - CALC. div(u)\r\n\tdivBuffer.uniforms.texInput.value = u.texA;\r\n\trenderer.render(divBuffer.scene, camera, div_u.texA, true);\r\n\r\n\t// * - SOLVE POISSONS FOR P\r\n\tjacobiBuffer.material.uniforms.alpha.value = alpha2();\r\n\tjacobiBuffer.material.uniforms.rBeta.value = 1.0/4.0;\r\n\tfor (var i = 0; i < PRESSURE_ITER_MAX; i++) {\r\n\t\tjacobiBuffer.material.uniforms.texInput.value = p.texA;\r\n\t\tjacobiBuffer.material.uniforms.b.value = div_u.texA;\r\n\t\trenderer.render(jacobiBuffer.scene, camera, p.texB, true);\t\r\n\t\tp.swap();\r\n\t}\t\r\n\t\r\n\t// * ---- SUBTRACT grad(p)\r\n\tgradBuffer.uniforms.texInput.value = u.texA;\r\n\tgradBuffer.uniforms.pressure.value = p.texA;\r\n\trenderer.render(gradBuffer.scene, camera, u.texB, true);\r\n\tu.swap();\r\n}", "function isArrayBufferView(obj) {\n return typeof ArrayBuffer.isView === 'function' && ArrayBuffer.isView(obj);\n}", "function initVertexBuffer() {\n models[SPHERE] = new Sphere();\n models[HELICOPTERBODY] = new HelicopterBody();\n models[BRICK] = new Brick();\n models[CYLINDER] = new Cylinder();\n models[TORUS] = new Torus();\n models[GROUNDGRID] = new GroundGrid();\n\n var vSiz = Object.keys(models).reduce((result, key) => result + models[key].getVertices().length, 0);\n\n console.log('Number of vertices is', vSiz / floatsPerVertex, ', point per vertex is', floatsPerVertex);\n\n verticesArrayBuffer = new ArrayBufferFloat32Array(vSiz);\n Object.keys(models).map(key => verticesArrayBuffer.appendObject(key, models[key].getVertices()));\n\n var nSiz = vSiz;\n normalVectorsArrayBuffer = new ArrayBufferFloat32Array(nSiz);\n Object.keys(models).map(key => normalVectorsArrayBuffer.appendObject(key, models[key].getNormalVectors()));\n\n var modelIndices = [models[SPHERE], models[HELICOPTERBODY], models[BRICK]]\n .reduce((array, m) => {\n array.push(m.getVerticesIndices());\n return array;\n }, []);\n var iSiz = modelIndices.reduce((result, mi) => result + mi.length, 0);\n console.log('iSiz is', iSiz);\n\n indiceArrayBuffer = new ArrayBufferUint8Array(iSiz);\n var hlcIndexIncr = verticesArrayBuffer.getObjectStartPosition(HELICOPTERBODY) / floatsPerVertex;\n var brkIndexIncr = verticesArrayBuffer.getObjectStartPosition(BRICK) / floatsPerVertex;\n indiceArrayBuffer.appendObject(SPHERE, modelIndices[0]);\n indiceArrayBuffer.appendObject(HELICOPTERBODY,\n modelIndices[1].map(idx => idx + hlcIndexIncr));\n indiceArrayBuffer.appendObject(BRICK,\n modelIndices[2].map(idx => idx + brkIndexIncr));\n\n // We create two separate buffers so that you can modify normals if you wish.\n if (!initGLArrayBuffer('a_Position', verticesArrayBuffer.getArray(), gl.FLOAT, floatsPerVertex)) return -1;\n if (!initGLArrayBuffer('a_Normal', normalVectorsArrayBuffer.getArray(), gl.FLOAT, floatsPerVertex)) return -1;\n\n // Unbind the buffer object\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n // Write the indices to the buffer object\n var indexBuffer = gl.createBuffer();\n if (!indexBuffer) {\n console.log('Failed to create the buffer object');\n return -1;\n }\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indiceArrayBuffer.getArray(), gl.STATIC_DRAW);\n\n return indiceArrayBuffer.getArray().length;\n }", "bindRenderBuf() {\n\n const shaderSourceHash = [this._scene.canvas.canvas.id, this._scene._sectionPlanesState.getHash()].join(\";\");\n if (shaderSourceHash !== this._shaderSourceHash) {\n this._shaderSourceHash = shaderSourceHash;\n this._shaderSourceDirty = true;\n }\n\n if (this._shaderSourceDirty) { // TODO: Set this when hash changes\n this._buildShaderSource();\n this._shaderSourceDirty = false;\n this._programDirty = true;\n }\n\n if (this._programDirty) {\n this._buildProgram();\n this._programDirty = false;\n this._occlusionTestListDirty = true;\n }\n\n if (this._markerListDirty) {\n this._buildMarkerList();\n this._markerListDirty = false;\n this._positionsDirty = true;\n this._occlusionTestListDirty = true;\n }\n\n if (this._positionsDirty) { ////////////// TODO: Don't rebuild this when positions change, very wasteful\n this._buildPositions();\n this._positionsDirty = false;\n this._vbosDirty = true;\n }\n\n if (this._vbosDirty) {\n this._buildVBOs();\n this._vbosDirty = false;\n }\n\n if (this._occlusionTestListDirty) {\n this._buildOcclusionTestList();\n }\n\n {\n this._readPixelBuf = this._readPixelBuf || (this._readPixelBuf = new RenderBuffer(this._scene.canvas.canvas, this._scene.canvas.gl));\n this._readPixelBuf.bind();\n this._readPixelBuf.clear();\n }\n }", "_checkBuffer() {\n const EPS = 1e-3;\n if (this.config.isLive) {\n // Live stream, try to maintain buffer between 3s and 8s\n // TODO make 3s and 8s configurable\n let currentBufferEnd = this.getCurrentBufferEnd();\n if (typeof currentBufferEnd === 'undefined') {\n // QUICKFIX:\n // if getCurrentBuffereEnd() is undefined, check if currentTime is in a gap,\n // and if it is jump to the latest buffered area\n \n const buffered = this.video.buffered;\n const lenBuffered = buffered.length;\n if (lenBuffered > 0 \n && buffered.start(lenBuffered - 1) > this.video.currentTime + EPS) {\n // In a gap, jump to latest buffered area\n Log.verbose('currentTime being in no-data GaP detected. Jumping to '\n + buffered.start(lenBuffered - 1));\n this.video.currentTime = buffered.start(lenBuffered - 1);\n currentBufferEnd = buffered.end(lenBuffered - 1);\n } else {\n // Not in a gap, noop\n return;\n }\n }\n const buffered = currentBufferEnd - this.video.currentTime;\n if (this._lastBufferd != null) {\n const changePlaybackRate = (toRate) => {\n Log.verbose('Change playback rate from ' + this.video.playbackRate + ' to ' + toRate + ', buffered:' + buffered);\n this.video.playbackRate = toRate;\n this.realtimeBeaconBuilder.playbackSpeedChanged(toRate);\n };\n if (this.video.playbackRate < 1 - EPS) {\n // Slowed down case. If buffer recovers to >= 5s, resume regular speed\n if (buffered > 5 - EPS) {\n changePlaybackRate(1.0);\n }\n } else if (this.video.playbackRate > 1 + EPS) {\n // Speeded up case. If buffer recovers to <= 5s, resume regular speed\n if (buffered < 5 + EPS) {\n changePlaybackRate(1.0);\n } else if (buffered > 8 + EPS) {\n // drop excessive data\n // Log.verbose('Dropping excessive data, buffer: ' + buffered);\n // this.realtimeBeaconBuilder.excessiveDataDropped(buffered - 5);\n // this.video.currentTime += buffered - 5;\n }\n } else {\n // Regular speed case. If buffer drops to < 3s or grows to > 6s, adjust speed accordingly\n // If buffer significantly grows to > 10s, keep 5s and drop excessive data\n if (buffered < 3 - EPS) {\n // changePlaybackRate(0.75);\n } else if (buffered > 8 + EPS) {\n // drop excessive data\n // Log.verbose('Dropping excessive data, buffer: ' + buffered);\n // this.realtimeBeaconBuilder.excessiveDataDropped(buffered - 5);\n // this.video.currentTime += buffered - 5;\n } else if (buffered > 6 + EPS) {\n // changePlaybackRate(1.25);\n }\n }\n }\n this._lastBufferd = buffered;\n }\n }", "function typedBuffer() {\n }", "initBuffers() {\n let tmp;\n const gl = this.gl;\n\n // Create vertex position buffer.\n this.quadVPBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVPBuffer);\n tmp = [1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0];\n\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);\n this.quadVPBuffer.itemSize = 3;\n this.quadVPBuffer.numItems = 4;\n\n /*\n +--------------------+\n | -1,1 (1) | 1,1 (0)\n | |\n | |\n | |\n | |\n | |\n | -1,-1 (3) | 1,-1 (2)\n +--------------------+\n */\n\n const scaleX = 1.0;\n const scaleY = 1.0;\n\n // Create vertex texture coordinate buffer.\n this.quadVTCBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, this.quadVTCBuffer);\n tmp = [scaleX, 0.0, 0.0, 0.0, scaleX, scaleY, 0.0, scaleY];\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(tmp), gl.STATIC_DRAW);\n }", "function updateBuffers() {\n \n triangleVerticestop[0] = triangleVerticestop[0] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticestop[3] = triangleVerticestop[3] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticestop[6] = triangleVerticestop[6] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20));\n triangleVerticestop[9] = triangleVerticestop[9] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20));\n triangleVerticestop[12] = triangleVerticestop[12] -0.03*Math.sin(2*Math.PI*((framecount+5)/20)); //repeat vetex, should be the same pace with the bommon fan\n triangleVerticestop[15] = triangleVerticestop[15] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20));\n triangleVerticestop[18] = triangleVerticestop[18] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticestop[21] = triangleVerticestop[21] +0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n\n \n \n triangleVerticesmid[0] = triangleVerticesmid[0] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[3] = triangleVerticesmid[3] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[6] = triangleVerticesmid[6] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[9] = triangleVerticesmid[9] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[15] = triangleVerticesmid[15] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[12] = triangleVerticesmid[12] + 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0)); //repeat vetex, should be the same pace with the top fan\n triangleVerticesmid[18] = triangleVerticesmid[18] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n triangleVerticesmid[21] = triangleVerticesmid[21] - 0.03*Math.sin(2*Math.PI*((framecount+5)/20.0));\n\n //update the top buffer new positions\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffertop);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticestop), gl.DYNAMIC_DRAW);\n vertexPositionBuffertop.itemSize = 3;\n vertexPositionBuffertop.numberOfItems = 8;\n //update the bottom buffer new positions\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffermid);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVerticesmid), gl.DYNAMIC_DRAW);\n vertexPositionBuffermid.itemSize = 3;\n vertexPositionBuffermid.numberOfItems = 8;\n}", "function isBuf(obj) {\n\t return (withNativeBuffer && global.Buffer.isBuffer(obj)) ||\n\t (withNativeArrayBuffer && (obj instanceof global.ArrayBuffer || isView(obj)));\n\t}", "initializeInstanceBuffer(bufferInfo) {\n\t\tconst gl = this.gl;\n\n\t\tbufferInfo.instanceBuffer = gl.createBuffer();\n\n\t\tconst instanceVertexBuffer = bufferInfo.getInstanceBuffer();\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, bufferInfo.instanceBuffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, instanceVertexBuffer, gl.DYNAMIC_DRAW);\n\n\t\tgl.vertexAttribPointer(this.currentShader.attributes['aTransform'], \n\t\t\t4, gl.FLOAT, false, 4 * instanceVertexBuffer.BYTES_PER_ELEMENT, 0);\n\t\t\t\n\t\tgl.vertexAttribDivisor(this.currentShader.attributes['aTransform'], 1);\n\t\tgl.enableVertexAttribArray(this.currentShader.attributes['aTransform']);\n\t}", "function isSlowBuffer(obj){return typeof obj.readFloatLE===\"function\"&&typeof obj.slice===\"function\"&&isBuffer(obj.slice(0,0))}", "function isSlowBuffer(obj) {\n return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isBuffer(obj.slice(0, 0));\n }", "_pushBuffer(gen, obj) {\n return gen._pushTypedArray(gen, obj);\n }", "emitBuffered() {\n this.receiveBuffer.forEach((args) => this.emitEvent(args));\n this.receiveBuffer = [];\n this.sendBuffer.forEach((packet) => this.packet(packet));\n this.sendBuffer = [];\n }", "constructor() {\n this.r = new Uint16Array(10);\n this.h = new Uint16Array(10);\n this.pad = new Uint16Array(8);\n this.buffer = Buffer.alloc(16);\n this.fin = -1;\n this.leftover = 0;\n }", "function emitBuffer (e) {\n let arraybuffer = req.response\n emitter.emit('buffer', arraybuffer)\n }", "initGLSLBuffers() {\n var attributeBuffer = this.gl.createBuffer();\n var indexBuffer = this.gl.createBuffer();\n\n if (!attributeBuffer || !indexBuffer) {\n console.log(\"Failed to create buffers!\");\n return;\n }\n\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, attributeBuffer);\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer);\n }", "function SafeSourceBuffer(video, srcBuf) {\n this._video = video;\n this._srcBuf = srcBuf;\n this._pending = new Queue();\n this._srcBuf.addEventListener('updateend', this._process.bind(this));\n}", "emitBuffered() {\n this.receiveBuffer.forEach(args => this.emitEvent(args));\n this.receiveBuffer = [];\n this.sendBuffer.forEach(packet => this.packet(packet));\n this.sendBuffer = [];\n }", "function createBindBuffer(gl, bufferType, array)\n{\n var buffer;\n if(bufferType == gl.ARRAY_BUFFER){\n buffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(array), gl.STATIC_DRAW);\n } else if(bufferType == gl.ELEMENT_ARRAY_BUFFER){ // only other we're using is ELEMENT_ARRAY_BUFFER but to be safe..\n buffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(array), gl.STATIC_DRAW);\n }\n return buffer;\n}", "function isBuf(obj) {\n return withNativeBuffer && Buffer.isBuffer(obj) ||\n withNativeArrayBuffer && (obj instanceof ArrayBuffer || isView(obj));\n }", "function isBuf(obj) {\n return withNativeBuffer && Buffer.isBuffer(obj) ||\n withNativeArrayBuffer && (obj instanceof ArrayBuffer || isView(obj));\n }", "function isBuf(obj){return global.Buffer && global.Buffer.isBuffer(obj) || global.ArrayBuffer && obj instanceof ArrayBuffer;}", "function initBuffer(src, dynamic) {\n var buffer = gl.createBuffer();\n gl.bindBuffer( gl.ARRAY_BUFFER, buffer );\n if (dynamic) gl.bufferData( gl.ARRAY_BUFFER, src, gl.DYNAMIC_DRAW );\n else gl.bufferData( gl.ARRAY_BUFFER, src, gl.STATIC_DRAW );\n\n return buffer;\n }", "function bR(){this.b=this.i=0;this.h=!1;this.buffer=null}", "function _bufferFullHandler() {\n\t _adModel.getVideo().play();\n\t }", "bypass(inBuffer, outBuffer){\n for (let i = 0; i < inBuffer.length; i++){\n outBuffer[i] = inBuffer[i];\n }\n }", "function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n }", "function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n }", "function isBuffer(obj) {\n return obj != null && (!!obj._isBuffer || isFastBuffer(obj) || isSlowBuffer(obj))\n }", "get bufferValue() { return this._bufferValue; }", "createGLVBOs(skeleton) {\nvar GL, setVBO_std, ssal;\n//-----------\n// Auxiliary definitions.\nGL = this.gl;\nssal = (id) => {\nreturn this.skinningShader.getAttributeLocation(id);\n};\nsetVBO_std = (id, n, buf) => {\nthis.vbos[id] = VBO.makeStd(GL, n, buf, ssal(id));\nreturn void 0;\n};\n// Create the buffers.\nsetVBO_std(\"BindPos\", 3, this.bindPos);\nsetVBO_std(\"BindNorm\", 3, this.bindNorm);\nsetVBO_std(\"BoneIxs\", 4, this.boneIxs);\nsetVBO_std(\"BoneWeights\", 4, this.boneWeights);\nif (this.DO_ARM_TWISTS) {\nsetVBO_std(\"BoneTwists\", 4, this.boneTwists);\n}\nsetVBO_std(\"VSTexCoord0\", 2, this.texCoords);\nthis.morphsManager.createGLVBOs(GL, ssal);\nthis.vbos[\"TriStripIndices\"] = VBO.makeEls(GL, 1, this.triStripIndices, GL.TRIANGLE_STRIP, false);\nreturn void 0; // (dummy result, simplifies JS output)\n}", "updateBuffer(bufferType,newData) {\n\t\t\tlet status = false;\n\t\t\tswitch (bufferType) {\n\t\t\tcase bg.base.BufferType.VERTEX:\n\t\t\t\tstatus = this.vertex.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.NORMAL:\n\t\t\t\tstatus = this.normal.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.TEX_COORD_0:\n\t\t\t\tstatus = this.texCoord0.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.TEX_COORD_1:\n\t\t\t\tstatus = this.texCoord1.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.TEX_COORD_2:\n\t\t\t\tstatus = this.texCoord2.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.COLOR:\n\t\t\t\tstatus = this.color.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.TANGENT:\n\t\t\t\tstatus = this.tangent.length==newData.length;\n\t\t\t\tbreak;\n\t\t\tcase bg.base.BufferType.INDEX:\n\t\t\t\tstatus = this.index.length==newData.length;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t\tif (!status) {\n\t\t\t\tthrow new Error(\"Error updating buffer: The new buffer have different size as the old one.\");\n\t\t\t}\n\t\t\telse {\n\t\t\t\tbg.Engine.Get().polyList.update(this.context,this._plist,bufferType,newData);\n\t\t\t}\n\t\t}", "function typedBuffer() {\n}", "function typedBuffer() {\n}", "function typedBuffer() {\n}", "function typedBuffer() {\n}", "function typedBuffer() {\n}" ]
[ "0.6333811", "0.62590873", "0.62362087", "0.6230219", "0.61477584", "0.61212975", "0.6074578", "0.60474324", "0.600035", "0.59871376", "0.59390485", "0.5855524", "0.5827428", "0.582526", "0.5817698", "0.58091205", "0.58088607", "0.58024967", "0.577453", "0.5769674", "0.575822", "0.56945735", "0.5672987", "0.56442547", "0.5624381", "0.5608761", "0.5604947", "0.5576521", "0.5568175", "0.5568154", "0.5558377", "0.5558377", "0.5558377", "0.5543738", "0.5538797", "0.5530363", "0.5504909", "0.5490253", "0.5483541", "0.5474431", "0.54726905", "0.5471257", "0.5463122", "0.54608566", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5451102", "0.5449568", "0.54469794", "0.54226714", "0.5420575", "0.5419923", "0.541938", "0.54188985", "0.53978044", "0.5395412", "0.5395006", "0.5394285", "0.53899187", "0.5386676", "0.5381756", "0.53732485", "0.5372815", "0.5370205", "0.53650326", "0.5354754", "0.5352021", "0.5344176", "0.5344176", "0.53343225", "0.533053", "0.5327708", "0.5325081", "0.53215575", "0.53182787", "0.53182787", "0.53182787", "0.5310597", "0.5292917", "0.5291801", "0.5290924", "0.5290924", "0.5290924", "0.5290924", "0.5290924" ]
0.0
-1
this will (re)allocate memory as needed for the count if there was existing data in the arraybuffer, it will be copied over
allocate(qty=1) { assert(qty > 0, "allocation requires an instance count") if (qty > this.allocated) { // need to allocate more space: const existingdata = this.data; const existingcount = this.allocated; this.data = new ArrayBuffer(this.bytestride * qty); this.allocated = qty; // copy any existing data: if (existingdata) { new Uint8Array(this.data).set(new Uint8Array(existingdata)); } // create interfaces for the instances: for (let i=0; i<this.allocated; i++) { let byteoffset = i * this.bytestride; let obj = this.instances[i]; if (i >= existingcount) { // allocate new object: obj = { index: i, byteoffset: byteoffset, } this.instances[i] = obj; } // map fields to the new arraybuffer: for (let field of this.fields) { obj[field.name] = new Float32Array(this.data, byteoffset + field.byteoffset, field.components); } } this.instances.length = this.allocated; } // can't render more than we have: this.count = Math.min(this.count, this.allocated); return this; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "extend_if_needed(num) {\n if ((this.buffer.length - this.size) < num) {\n let new_buffer = new Uint8Array(this.size + num * 2);\n new_buffer.set(this.buffer);\n this.buffer = new_buffer;\n } \n }", "fill(buffers, totalLength) {\n this._size = Math.min(this.capacity, totalLength);\n let i = 0, j = 0, targetOffset = 0, sourceOffset = 0, totalCopiedNum = 0;\n while (totalCopiedNum < this._size) {\n const source = buffers[i];\n const target = this.buffers[j];\n const copiedNum = source.copy(target, targetOffset, sourceOffset);\n totalCopiedNum += copiedNum;\n sourceOffset += copiedNum;\n targetOffset += copiedNum;\n if (sourceOffset === source.length) {\n i++;\n sourceOffset = 0;\n }\n if (targetOffset === target.length) {\n j++;\n targetOffset = 0;\n }\n }\n // clear copied from source buffers\n buffers.splice(0, i);\n if (buffers.length > 0) {\n buffers[0] = buffers[0].slice(sourceOffset);\n }\n }", "fill(buffers, totalLength) {\n this._size = Math.min(this.capacity, totalLength);\n let i = 0, j = 0, targetOffset = 0, sourceOffset = 0, totalCopiedNum = 0;\n while (totalCopiedNum < this._size) {\n const source = buffers[i];\n const target = this.buffers[j];\n const copiedNum = source.copy(target, targetOffset, sourceOffset);\n totalCopiedNum += copiedNum;\n sourceOffset += copiedNum;\n targetOffset += copiedNum;\n if (sourceOffset === source.length) {\n i++;\n sourceOffset = 0;\n }\n if (targetOffset === target.length) {\n j++;\n targetOffset = 0;\n }\n }\n // clear copied from source buffers\n buffers.splice(0, i);\n if (buffers.length > 0) {\n buffers[0] = buffers[0].slice(sourceOffset);\n }\n }", "function reassembleBuffer(buffer) {\r\n //first thing to do it get the header which contains the buffer size and chunk size\r\n var header = new Uint32Array(buffer, 0, 4);\r\n var dataSize = header[1]; //data size in bytes\r\n var chunkSize = header[2];\r\n \r\n //now we need to work backwards from splitBuffer\r\n var additionalSize = (Math.ceil(dataSize / chunkSize) + 4 * 4) * 4; \r\n\r\n var chunkCount = Math.ceil((dataSize + additionalSize) / chunkSize);\r\n for (var i=chunkCount-1; i>=0; i--) {\r\n var dataDest = new Uint8Array(buffer,i*chunkSize,4*4);\r\n var movedDataArrayOffset = dataSize + i * 4*4;\r\n var dataSource = new Uint8Array(buffer,movedDataArrayOffset,4*4);\r\n dataDest.set(dataSource); \r\n }\r\n}", "ensure(n) {\n let minsize = this.pos + n;\n if (minsize > this.capacity) {\n let cap = this.capacity * 2;\n while (cap < minsize) cap *= 2;\n let newbuf = new Uint8Array(cap);\n newbuf.set(this.buffer);\n this.buffer = newbuf;\n this.capacity = cap;\n }\n }", "_grow(numBytes) {\n const remainder = numBytes % constants.BUFFER_CHUNK_SIZE;\n if (remainder > 0) {\n numBytes += (constants.BUFFER_CHUNK_SIZE - remainder);\n }\n const buf = Buffer.alloc(numBytes);\n this.buf.copy(buf);\n this.buf = buf;\n this.maxSize = this.size = numBytes;\n }", "function fillBufferFromCountsArray(self, buffer) {\n const countsLimit = self.countsArrayIndex(self.maxValue) + 1;\n let srcIndex = 0;\n while (srcIndex < countsLimit) {\n // V2 encoding format uses a ZigZag LEB128-64b9B encoded long. Positive values are counts,\n // while negative values indicate a repeat zero counts.\n const count = self.getCountAtIndex(srcIndex++);\n if (count < 0) {\n throw new Error(\"Cannot encode histogram containing negative counts (\" +\n count +\n \") at index \" +\n srcIndex +\n \", corresponding the value range [\" +\n self.lowestEquivalentValue(self.valueFromIndex(srcIndex)) +\n \",\" +\n self.nextNonEquivalentValue(self.valueFromIndex(srcIndex)) +\n \")\");\n }\n // Count trailing 0s (which follow this count):\n let zerosCount = 0;\n if (count == 0) {\n zerosCount = 1;\n while (srcIndex < countsLimit && self.getCountAtIndex(srcIndex) == 0) {\n zerosCount++;\n srcIndex++;\n }\n }\n if (zerosCount > 1) {\n ZigZagEncoding_1.default.encode(buffer, -zerosCount);\n }\n else {\n ZigZagEncoding_1.default.encode(buffer, count);\n }\n }\n}", "closeAndStartNewBuffer_() {\n this.blocks_.push(new Uint8Array(this.currentBuffer_));\n this.currentBuffer_ = [];\n }", "function fillBufferFromCountsArray(self, buffer) {\n\t var countsLimit = self.countsArrayIndex(self.maxValue) + 1;\n\t var srcIndex = 0;\n\t while (srcIndex < countsLimit) {\n\t // V2 encoding format uses a ZigZag LEB128-64b9B encoded long. Positive values are counts,\n\t // while negative values indicate a repeat zero counts.\n\t var count = self.getCountAtIndex(srcIndex++);\n\t if (count < 0) {\n\t throw new Error(\"Cannot encode histogram containing negative counts (\" +\n\t count +\n\t \") at index \" +\n\t srcIndex +\n\t \", corresponding the value range [\" +\n\t self.lowestEquivalentValue(self.valueFromIndex(srcIndex)) +\n\t \",\" +\n\t self.nextNonEquivalentValue(self.valueFromIndex(srcIndex)) +\n\t \")\");\n\t }\n\t // Count trailing 0s (which follow this count):\n\t var zerosCount = 0;\n\t if (count == 0) {\n\t zerosCount = 1;\n\t while (srcIndex < countsLimit && self.getCountAtIndex(srcIndex) == 0) {\n\t zerosCount++;\n\t srcIndex++;\n\t }\n\t }\n\t if (zerosCount > 1) {\n\t ZigZagEncoding_1.default.encode(buffer, -zerosCount);\n\t }\n\t else {\n\t ZigZagEncoding_1.default.encode(buffer, count);\n\t }\n\t }\n\t}", "writeData(data, count) {\n var indices = this._lockTypedArray();\n\n // if data contains more indices than needed, copy from its subarray\n if (data.length > count) {\n\n // if data is typed array\n if (ArrayBuffer.isView(data)) {\n data = data.subarray(0, count);\n indices.set(data);\n } else {\n // data is array, copy right amount manually\n var i;\n for (i = 0; i < count; i++)\n indices[i] = data[i];\n }\n } else {\n // copy whole data\n indices.set(data);\n }\n\n this.unlock();\n }", "expand() {\n const newCapacity = this.capacity * 2;\n const newData = new Array(newCapacity);\n const len = this.length();\n // Rotate the buffer to start at index 0 again, since we can't just\n // allocate more space at the end.\n for (let i = 0; i < len; i++) {\n newData[i] = this.get(this.wrap(this.begin + i));\n }\n this.data = newData;\n this.capacity = newCapacity;\n this.doubledCapacity = 2 * this.capacity;\n this.begin = 0;\n this.end = len;\n }", "clear() {\n\t\t\tthis._buffer = [ ];\n\t\t}", "_clearBuffer(buffer) {\n buffer.length = 0;\n }", "shiftBufferFromUnresolvedDataArray(buffer) {\n if (!buffer) {\n buffer = new PooledBuffer(this.bufferSize, this.unresolvedDataArray, this.unresolvedLength);\n }\n else {\n buffer.fill(this.unresolvedDataArray, this.unresolvedLength);\n }\n this.unresolvedLength -= buffer.size;\n return buffer;\n }", "shiftBufferFromUnresolvedDataArray(buffer) {\n if (!buffer) {\n buffer = new PooledBuffer(this.bufferSize, this.unresolvedDataArray, this.unresolvedLength);\n }\n else {\n buffer.fill(this.unresolvedDataArray, this.unresolvedLength);\n }\n this.unresolvedLength -= buffer.size;\n return buffer;\n }", "reuseBuffer(buffer) {\n this.incoming.push(buffer);\n if (!this.isError && this.resolveData() && !this.isStreamEnd) {\n this.readable.resume();\n }\n }", "reuseBuffer(buffer) {\n this.incoming.push(buffer);\n if (!this.isError && this.resolveData() && !this.isStreamEnd) {\n this.readable.resume();\n }\n }", "function _prepareOutDataBuffer(numberOfExtraBytesNeeded, encodeCtx) {\n if (encodeCtx.outDataCapacity - encodeCtx.outDataSize < numberOfExtraBytesNeeded) {\n // Not enough space - resize buffer.\n const oldOutData = encodeCtx.outData\n encodeCtx.outDataCapacity = Math.max(encodeCtx.outDataCapacity * 2, encodeCtx.outDataCapacity + numberOfExtraBytesNeeded)\n encodeCtx.outData = Buffer.alloc(encodeCtx.outDataCapacity)\n\n oldOutData.copy(encodeCtx.outData, 0, 0, encodeCtx.outDataSize)\n\n if (BJSON_ENCODE_LOGS_LEVEL > 0) {\n K.BJSON._debugLog('resized outData buffer to', encodeCtx.outDataCapacity)\n }\n }\n}", "recycle() {\n if (this._length !== this._maxLength) {\n throw new Error('Can only recycle when the buffer is full');\n }\n this._startIndex = ++this._startIndex % this._maxLength;\n this.onTrimEmitter.fire(1);\n return this._array[this._getCyclicIndex(this._length - 1)];\n }", "updateBuffer(newData) {\n\t\t\tif(newData.length != this.bufferSize) {\n\t\t\t\tthrow \"WaveForm.updateBuffer: new buffer data array is of the wrong length!\" + \" Received: \" + newData.length + \" Expecting: \" + this.bufferSize;\n\t\t\t}\n\t\t\tthis.buffer = newData;\n\t\t}", "constructor() {\n //starts array as empty\n this.length = 0;\n //capacity will be value for length of items in array + any empty spaces\n this._capacity = 0;\n //allocates the space for the length of new array, as long as there is room in memory\n this.ptr = newMem.allocate(this.length);\n }", "refill() {\n while (!this.buffer.isFull()) {\n const v = this.upstream.next();\n this.buffer.push(v);\n }\n }", "resetBuffer() {\n while (this.blocked == true) { }; // dangerous ...\n if (this.copybuffer != undefined) {\n this.copybuffer.length = 0;\n this.copybuffer = undefined;\n\n for (let idx = 0; idx > this.PreStageFilter.length; idx++) {\n this.PreStageFilter.resetMemories();\n }\n }\n }", "addBuffer(buffer)\n {\n // if the buffer array is empty it will start the timer\n\n if(this.buffer.length === 0)\n {\n this.startTimer();\n }\n\n // it pushes all the buffers into an array that are coming from on data event\n\n this.buffer.push(buffer);\n\n // if current packet length is 0 then the current packet as only the current buffer\n\n // if the current packet length is not 0 then it append the latest buffer with the old one\n\n if(this.curPacket.length === 0)\n {\n this.curPacket = Buffer.concat([this.buffer.shift()]);\n }\n else\n {\n this.curPacket = Buffer.concat([this.curPacket, this.buffer.shift()]);\n }\n }", "add(val) {\n this.buffer.push(val);\n this.buffer = this.buffer.slice(-this.size);\n }", "readData(data) {\n // note: there is no need to unlock this buffer, as we are only reading from it\n var indices = this._lockTypedArray();\n var count = this.numIndices;\n\n if (ArrayBuffer.isView(data)) {\n // destination data is typed array\n data.set(indices);\n } else {\n // data is array, copy right amount manually\n data.length = 0;\n var i;\n for (i = 0; i < count; i++)\n data[i] = indices[i];\n }\n\n return count;\n }", "_read(sz){\n // console.log('sz ' + sz);\n // console.log('pushing');\n \n let ret = true;\n while(ret && this.count > 0) {\n\n\n let j = mt.complex(0,1);\n for(let i = 0; i < this.chunk; i++) {\n // console.log('' + this.factor + ' - ' + this.phase);\n let res = mt.exp(mt.multiply(j,this.phase));\n this.phase += this.factor;\n // cdata.push(res);\n\n\n this.float64_view[2*i] = res.re;\n this.float64_view[(2*i)+1] = res.im;\n\n // this.float64_view[2*i] = this.debug_count++;\n // this.float64_view[(2*i)+1] = 0;\n\n // combdata.push(res.re);\n // combdata.push(res.im);\n // data.push(Math.random()*100);\n }\n\n\n // seems like we need to copy the buffer here\n // because the code above uses the same buffer over and over for this class\n // if we allocated a new buffer above we could remove the slice here\n ret = this.push(this.uint8_view.slice(0));\n this.count--;\n\n\n }\n }", "_grow(numBytes) {\n errors.throwErr(errors.ERR_BUFFER_LENGTH_INSUFFICIENT, this.numBytesLeft(),\n numBytes);\n }", "_read(size) {\n if (this.pushedBytesLength >= this.byteLength) {\n this.push(null);\n }\n if (!size) {\n size = this.readableHighWaterMark;\n }\n const outBuffers = [];\n let i = 0;\n while (i < size && this.pushedBytesLength < this.byteLength) {\n // The last buffer may be longer than the data it contains.\n const remainingDataInAllBuffers = this.byteLength - this.pushedBytesLength;\n const remainingCapacityInThisBuffer = this.buffers[this.bufferIndex].byteLength - this.byteOffsetInCurrentBuffer;\n const remaining = Math.min(remainingCapacityInThisBuffer, remainingDataInAllBuffers);\n if (remaining > size - i) {\n // chunkSize = size - i\n const end = this.byteOffsetInCurrentBuffer + size - i;\n outBuffers.push(this.buffers[this.bufferIndex].slice(this.byteOffsetInCurrentBuffer, end));\n this.pushedBytesLength += size - i;\n this.byteOffsetInCurrentBuffer = end;\n i = size;\n break;\n }\n else {\n // chunkSize = remaining\n const end = this.byteOffsetInCurrentBuffer + remaining;\n outBuffers.push(this.buffers[this.bufferIndex].slice(this.byteOffsetInCurrentBuffer, end));\n if (remaining === remainingCapacityInThisBuffer) {\n // this.buffers[this.bufferIndex] used up, shift to next one\n this.byteOffsetInCurrentBuffer = 0;\n this.bufferIndex++;\n }\n else {\n this.byteOffsetInCurrentBuffer = end;\n }\n this.pushedBytesLength += remaining;\n i += remaining;\n }\n }\n if (outBuffers.length > 1) {\n this.push(Buffer.concat(outBuffers));\n }\n else if (outBuffers.length === 1) {\n this.push(outBuffers[0]);\n }\n }", "_read(size) {\n if (this.pushedBytesLength >= this.byteLength) {\n this.push(null);\n }\n if (!size) {\n size = this.readableHighWaterMark;\n }\n const outBuffers = [];\n let i = 0;\n while (i < size && this.pushedBytesLength < this.byteLength) {\n // The last buffer may be longer than the data it contains.\n const remainingDataInAllBuffers = this.byteLength - this.pushedBytesLength;\n const remainingCapacityInThisBuffer = this.buffers[this.bufferIndex].byteLength - this.byteOffsetInCurrentBuffer;\n const remaining = Math.min(remainingCapacityInThisBuffer, remainingDataInAllBuffers);\n if (remaining > size - i) {\n // chunkSize = size - i\n const end = this.byteOffsetInCurrentBuffer + size - i;\n outBuffers.push(this.buffers[this.bufferIndex].slice(this.byteOffsetInCurrentBuffer, end));\n this.pushedBytesLength += size - i;\n this.byteOffsetInCurrentBuffer = end;\n i = size;\n break;\n }\n else {\n // chunkSize = remaining\n const end = this.byteOffsetInCurrentBuffer + remaining;\n outBuffers.push(this.buffers[this.bufferIndex].slice(this.byteOffsetInCurrentBuffer, end));\n if (remaining === remainingCapacityInThisBuffer) {\n // this.buffers[this.bufferIndex] used up, shift to next one\n this.byteOffsetInCurrentBuffer = 0;\n this.bufferIndex++;\n }\n else {\n this.byteOffsetInCurrentBuffer = end;\n }\n this.pushedBytesLength += remaining;\n i += remaining;\n }\n }\n if (outBuffers.length > 1) {\n this.push(Buffer.concat(outBuffers));\n }\n else if (outBuffers.length === 1) {\n this.push(outBuffers[0]);\n }\n }", "readBufferedDocuments(number) {\n return this[kDocuments].splice(0, number !== null && number !== void 0 ? number : this[kDocuments].length);\n }", "clear() {\n for (let y = 0; y < this.height; y++) {\n this.buffer[this.currentBufferIndex][y].fill(0);\n }\n }", "clear() {\n for (let y = 0; y < this.height; y++) {\n this.buffer[this.currentBufferIndex][y].fill(0);\n }\n }", "clear() {\n for (let y = 0; y < this.height; y++) {\n this.buffer[this.currentBufferIndex][y].fill(0);\n }\n }", "function onAlloc () {\n allocDoneCount++\n }", "ensureExplicitCapacity() {\n if (this.elementData.length < this.sizeNum + 1) {\n let oldCapacity = this.elementData.length;\n let newCapacity = oldCapacity + (oldCapacity >> 1);\n this.elementData.length = newCapacity;\n }\n }", "ensureCapacity(len) {\n if (len == this.#array.length) {\n let newLen = this.#array.length * 2;\n let newArr = new Array(newLen);\n for (var i = 0; i < this.#size; i++) {\n newArr[i] = this.#array[i];\n }\n this.#array = newArr;\n }\n }", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "function prepareBuffer(buffer, position) {\n var j;\n while (buffer[position] == undefined && buffer.length < getMaskLength()) {\n j = 0;\n while (getActiveBufferTemplate()[j] !== undefined) { //add a new buffer\n buffer.push(getActiveBufferTemplate()[j++]);\n }\n }\n\n return position;\n }", "collect () {\n const buf = []\n buf.dataLength = 0\n this.on('data', c => {\n buf.push(c)\n buf.dataLength += c.length\n })\n return this.promise().then(() => buf)\n }", "addAll(buffer) {\n assert.instanceOf(buffer, [ArrayBuffer, Uint8Array]);\n const oldSize = this.size;\n const newSize = this.size + buffer.byteLength;\n this.grow(newSize);\n this.size = newSize;\n new Uint8Array(this.buffer).set(exports.asUint8Array(buffer), oldSize);\n return this;\n }", "add (data) {\n if (this.dead) return;\n\n this.bufferedBytes += data.length;\n this.buffers.push(data);\n this.startLoop();\n }", "add (data) {\n\t if (this.dead) return;\n\n\t this.bufferedBytes += data.length;\n\t this.buffers.push(data);\n\t this.startLoop();\n\t }", "reset() {\n this.buffers = {\n front: new Buffer(this.width, this.height),\n back: new Buffer(this.width, this.height),\n };\n }", "resize(vertexCount) {\n\n while (vertexCount > this.maxVertex) {\n // double the vertex size\n this.maxVertex <<= 1;\n }\n\n // save a reference to the previous data\n let data = this.bufferF32;\n\n // recreate ArrayBuffer and views\n this.buffer = new ArrayBuffer(this.maxVertex * this.vertexSize * this.objSize);\n this.bufferF32 = new Float32Array(this.buffer);\n this.bufferU32 = new Uint32Array(this.buffer);\n\n // copy previous data\n this.bufferF32.set(data);\n\n return this;\n }", "function renewBuffers(){\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vBuffer);\n index = 0; \n for (var i = 0; i < vertices.length; i+=2){\n var k = vec2(vertices[i], vertices[i+1])\n gl.bufferSubData(gl.ARRAY_BUFFER, 8*index, flatten(k));\n index++;\n }\n\n gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);\n t = cindex_shape;\n var temp = index;\n for (temp; temp > 0; temp--) {\n gl.bufferSubData(gl.ARRAY_BUFFER, 16 * (temp - 1), flatten(t));\n }\n}", "constructor (capacity = 600) {\n this._buffer = new Array(capacity)\n this.flush()\n }", "_set(source, offset, count) {\n if (source == null) {\n this.bytes[offset] = count;\n } else {\n this.bytes = new Array(count);\n this.Size = count;\n for (var x = 0; x < count; x++) {\n // Flex doesn't know bytes -> make it a byte\n if (source[offset + x] > 127) {\n this.bytes[x] = (256-source[offset + x])*-1;\n } else {\n this.bytes[x] = source[offset + x];\n }\n }\n }\n }", "clear() {\n // !!!! IMPLEMENT ME !!!!\n for (let grid = 0; grid < this.height; grid++) {\n this.buffer[this.currentBufferIndex][grid].fill(0);\n }\n }", "function splitBuffer(buffer, messageNumber, chunkSize) {\r\n \r\n var bufferSize = buffer.byteLength;\r\n //calculate the size of the data (doesn't include extra space in buffer)\r\n \r\n var sizeArray = new Int32Array(buffer, 0, 6*4);\r\n var dataSize = sizeArray[0]; \r\n\r\n console.log(\"dataSize:\", dataSize);\r\n \r\n var maxChunkSize = 1024*16;\r\n if (Number.isFinite(chunkSize)) {maxChunkSize = chunkSize;} //allow specification of a different chunk size. \r\n \r\n var additionalSize = (Math.ceil(dataSize / maxChunkSize) + 4 * 4) * 4; \r\n \r\n //var additionalSize = bufferSize - dataSize;\r\n //var movedDataArray = new Int32Array(buffer, dataSize, additionalSize); //this is where the data overwritten by the header is placed.\r\n //var dataArray = new Int32Array(buffer, 0, dataSize); //this is the original data\r\n var bufferArray = new Int8Array(buffer);\r\n var int32Array = new Int32Array(buffer);\r\n \r\n //var movedDataArrayOffset = dataSize; //this is where we start placing copied data so it won't get permanently overwritten by headers\r\n \r\n var chunkCount = Math.ceil((dataSize + additionalSize) / maxChunkSize);\r\n \r\n for (var i=0; i<chunkCount; i++) {\r\n var dataSource = new Uint8Array(buffer,i*maxChunkSize,4*4);\r\n var movedDataArrayOffset = dataSize + i * 4*4;\r\n bufferArray.set(dataSource, movedDataArrayOffset);\r\n //movedDataArrayOffset += 4*4;\r\n \r\n //after the data is moved then add a header to this chunk\r\n var header = new Uint32Array(buffer, i*maxChunkSize, 4);\r\n header[0] = messageNumber;\r\n header[1] = dataSize;\r\n header[2] = maxChunkSize;\r\n header[3] = i;\r\n }\r\n\r\n return(chunkCount);\r\n}", "add (data) {\n\t if (this._dead) return;\n\n\t this._bufferedBytes += data.length;\n\t this._buffers.push(data);\n\t this.startLoop();\n\t }", "add (data) {\n if (this._dead) return;\n\n this._bufferedBytes += data.length;\n this._buffers.push(data);\n this.startLoop();\n }", "function createSizeBuffer() {\n\n let sizebuff = new Float32Array( pointcloud_data.length );\n\n\tlet pcl_len = pointcloud_data.length;\n for(let i = 0; i < pcl_len; i++) {\n sizebuff[i] = DEFAULT_POINT_SIZE;\n }\n return sizebuff;\n}", "function countToArrayObject(source, storage){\r\n for(i=0; i<source.length; i++){\r\n if(i===0){\r\n storage.push(source[i]);\r\n storage[i].count += 1\r\n }\r\n if(i>0){\r\n var cek = 0;\r\n for(j = 0; j < storage.length; j++){\r\n if((source[i].key === storage[j].key) === true){\r\n cek = 1;\r\n pos = j;\r\n break;\r\n } \r\n }\r\n \r\n if(cek === 0){\r\n storage.push(source[i]);\r\n storage[storage.length -1 ].count += 1;\r\n }\r\n else{\r\n storage[pos].count += 1;\r\n }\r\n }\r\n }\r\n}", "updateArrayBuffer(buffer, data) {\n\t\tconst gl = this.gl;\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, buffer);\n\t\tgl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);\n\t}", "function refresh() {\n // if RESERVE bytes are still available in the buffer, no update is required\n if (buf.length - i >= RESERVE) return;\n\n // CHANGE: now using undefined as an EOF marker, so a bounds check is unneeded\n // // if we're close to the end of the file, start checking for overflow\n // // (we don't do this all the time because the bounds check on every read\n // // causes a significant slowdown, as much as 20%)\n // if (fileLen - (bufOffs + i) < RESERVE) {\n // obj.peek = safePeek;\n // obj.getChar = safeGetChar;\n // }\n\n // if buffer reaches the end of the file, no update is required\n if (bufOffs + buf.length >= fileLen) return;\n\n // fewer than RESERVE bytes are unread in buffer -- update the buffer\n bufOffs += i;\n i = 0;\n buf = reader.readSync(bufOffs, BUFLEN);\n }", "if (!this._array.hasOwnProperty(indexStart)) {\n indexStart = this._count;\n }", "grow(size) {\n assert.integer(size);\n if (size > this.buffer.byteLength) { //if resizing is necessary\n const newBuffer = new ArrayBuffer(size << 1);\n new Uint8Array(newBuffer).set(new Uint8Array(this.buffer));\n this.buffer = newBuffer;\n }\n return this;\n }", "function _handleArrayBufferClone(buf) {\n var dst = new ArrayBuffer(buf.byteLength);\n for (var i = 0, l = buf.byteLength; i < l; i++) {\n dst[i] = buf[i];\n }\n return dst;\n }", "reset() {\n // Initial values\n this._data = new WordArray();\n this._nDataBytes = 0;\n }", "_read(size) { // how much to read (not used often)\n if (this.index == this.source.length) return this.push(null)\n\n this.push((this.source[this.index++]).toString() + '\\n') // we can only push strings and buffers (not numbers)\n }", "function addToRollingBuffer1(buffer, maxBufferSize, newElement) {\n buffer.push(newElement);\n if (buffer.length > maxBufferSize) {\n buffer.shift();\n }\n return buffer;\n}", "zeroMemory () {\n for (let i = 0; i < this.SIZE; i++) {\n this.data[i] = this.ZERO;\n }\n }", "function caml_realloc_global (len) {\n if (len + 1 > caml_global_data.length) caml_global_data.length = len + 1;\n return 0;\n}", "constructor(arrBuffer) {\n if (arrBuffer == null)\n this.buf = [];\n else\n this.buf = arrBuffer;\n this.offset = 0;\n }", "resetBuffer(buffer) {\r\n\t\tsuper.resetBuffer(buffer);\r\n\t\tbuffer.colorsIndex = 0;\r\n\t}", "append(data) {\n this.array[this.length] = data\n this.length++\n }", "prealloc(count) {\n const nodePool = this._nodePool;\n for (let i = 0; i < count; i++) {\n nodePool.push({\n prev: null,\n next: null,\n key: null,\n value: null\n });\n }\n }", "flush () {\n this._length = 0\n this._start = 0\n this._buffer.fill(undefined)\n }", "set arraySize(value) {}", "constructor(buffers, byteLength, options) {\n super(options);\n this.buffers = buffers;\n this.byteLength = byteLength;\n this.byteOffsetInCurrentBuffer = 0;\n this.bufferIndex = 0;\n this.pushedBytesLength = 0;\n // check byteLength is no larger than buffers[] total length\n let buffersLength = 0;\n for (const buf of this.buffers) {\n buffersLength += buf.byteLength;\n }\n if (buffersLength < this.byteLength) {\n throw new Error(\"Data size shouldn't be larger than the total length of buffers.\");\n }\n }", "constructor(buffers, byteLength, options) {\n super(options);\n this.buffers = buffers;\n this.byteLength = byteLength;\n this.byteOffsetInCurrentBuffer = 0;\n this.bufferIndex = 0;\n this.pushedBytesLength = 0;\n // check byteLength is no larger than buffers[] total length\n let buffersLength = 0;\n for (const buf of this.buffers) {\n buffersLength += buf.byteLength;\n }\n if (buffersLength < this.byteLength) {\n throw new Error(\"Data size shouldn't be larger than the total length of buffers.\");\n }\n }", "function expandBuffer({ buffer, minSize }) {\n const copyTimes = Math.ceil(minSize / buffer.length)\n const bufferList = Array(copyTimes).fill(buffer)\n return Buffer.concat(bufferList)\n}", "_initBuffer(data){\n\t\tthis.buffer=new Uint16Array(data); // buffer containing 16bit data\n\t\tconst size=data.length;\n\t\tfor(let i=0;i<size;i++){ // 8bit->16bit: 0~255 -> 0~65535\n\t\t\tthis.buffer[i]+=this.buffer[i]<<8; // *257\n\t\t}\n\t}", "function DynamicDataView(arrayBufferOrSize)\r\n{\r\n var mySize;\r\n var myArrayBuffer;\r\n \r\n if (arrayBufferOrSize.constructor === ArrayBuffer)\r\n {\r\n mySize = arrayBufferOrSize.byteLength;\r\n myArrayBuffer = arrayBufferOrSize;\r\n }\r\n else\r\n {\r\n mySize = arrayBufferOrSize;\r\n myArrayBuffer = new ArrayBuffer(mySize);\r\n }\r\n \r\n var myDataView = new DataView(myArrayBuffer);\r\n\r\n \r\n this.getArrayBuffer = function()\r\n {\r\n return myArrayBuffer;\r\n }\r\n \r\n this.readBytes = function(idx, size)\r\n {\r\n var anArrayBuffer = myDataView.buffer;\r\n \r\n // Get bytes in ArrayBuffer.\r\n var aResult = anArrayBuffer.slice(idx, idx + size);\r\n return aResult;\r\n }\r\n \r\n this.writeBytes = function(idx, arrayBuffer)\r\n {\r\n var aMinimalSize = idx + arrayBuffer.byteLength;\r\n expand(aMinimalSize);\r\n \r\n // Copy incoming array buffer.\r\n new Uint8Array(myArrayBuffer, idx).set(new Uint8Array(arrayBuffer));\r\n }\r\n \r\n this.getInt32 = function(idx, isLittleEndian)\r\n {\r\n return myDataView.getInt32(idx, isLittleEndian);\r\n }\r\n \r\n this.setInt32 = function(idx, value, isLittleEndian)\r\n {\r\n expand(idx + 4);\r\n myDataView.setInt32(idx, value, isLittleEndian);\r\n }\r\n \r\n this.getUint16 = function(idx, isLittleEndian)\r\n {\r\n return myDataView.getUint16(idx, isLittleEndian);\r\n }\r\n \r\n this.setUint16 = function(idx, value, isLittleEndian)\r\n {\r\n expand(idx + 2);\r\n myDataView.setUint16(idx, value, isLittleEndian);\r\n }\r\n \r\n this.getUint8 = function(idx)\r\n {\r\n return myDataView.getUint8(idx);\r\n }\r\n \r\n this.setUint8 = function(idx, value)\r\n {\r\n expand(idx + 1);\r\n myDataView.setUint8(idx, value);\r\n }\r\n \r\n var expand = function(minimalSize)\r\n {\r\n if (minimalSize <= mySize)\r\n {\r\n // nothing to do.\r\n return;\r\n }\r\n \r\n // Create new\r\n var aNewSize = minimalSize + 50;\r\n var aNewArrayBuffer = new ArrayBuffer(aNewSize);\r\n \r\n // Copy\r\n new Uint8Array(aNewArrayBuffer).set(new Uint8Array(myArrayBuffer));\r\n \r\n // Set new\r\n mySize = aNewSize;\r\n myArrayBuffer = aNewArrayBuffer;\r\n myDataView = new DataView(myArrayBuffer);\r\n }\r\n}", "function calcLength () {\n return buffers.reduce(function (a, b) {\n return a + b.length\n }, 0)\n }", "function calcLength () {\n return buffers.reduce(function (a, b) {\n return a + b.length\n }, 0)\n }", "function calcLength () {\n return buffers.reduce(function (a, b) {\n return a + b.length\n }, 0)\n }", "function calcLength () {\n return buffers.reduce(function (a, b) {\n return a + b.length\n }, 0)\n }", "resize(capacity) {\n this.capacity = capacity;\n this.values = new Uint8Array(Math.ceil(capacity / 8));\n }", "constructor() {\n this.length = 0;\n this._capacity = 0;\n // Sets up the pointer where the memory is allocated\n this.ptr = memory.allocate(this.length);\n }", "get bufferSize() {return this._pp.keys.length;}", "function concat_arraybuffers(arr, len) {\n var tmp = new Uint8Array(len);\n arr.reduce(function (i, x) {\n tmp.set(new Uint8Array(x), i);\n return i + x.byteLength;\n }, 0);\n return tmp.buffer;\n}", "push(value) {\n //if the length is greater than the capacity currently then resize\n if (this.length >= this._capacity) {\n this._resize((this.length + 1) * Array.SIZE_RATIO);\n }\n //otherwise, set the new array length and the values\n newMem.set(this.ptr + this.length, value);\n //increase the length counter\n this.length++;\n }", "insertMemoryLine(line, count) {\n var pos = line * 4;\n var newLineArgs = new Array(4).fill('00');\n newLineArgs.unshift(pos, 0);\n Array.prototype.splice.apply(this.memory._memory, newLineArgs);\n // Trim array\n this.memory._memory.splice(256);\n\n\n this.validLine.splice(line, 0, 0);\n this.validLine.pop();\n\n this.lines.splice(line, 0, 0);\n this.lines.pop();\n this.updateUsedLines();\n }", "collect () {\n const buf = []\n if (!this[OBJECTMODE])\n buf.dataLength = 0\n // set the promise first, in case an error is raised\n // by triggering the flow here.\n const p = this.promise()\n this.on('data', c => {\n buf.push(c)\n if (!this[OBJECTMODE])\n buf.dataLength += c.length\n })\n return p.then(() => buf)\n }", "collect () {\n const buf = []\n if (!this[OBJECTMODE])\n buf.dataLength = 0\n // set the promise first, in case an error is raised\n // by triggering the flow here.\n const p = this.promise()\n this.on('data', c => {\n buf.push(c)\n if (!this[OBJECTMODE])\n buf.dataLength += c.length\n })\n return p.then(() => buf)\n }", "collect () {\n const buf = []\n if (!this[OBJECTMODE])\n buf.dataLength = 0\n // set the promise first, in case an error is raised\n // by triggering the flow here.\n const p = this.promise()\n this.on('data', c => {\n buf.push(c)\n if (!this[OBJECTMODE])\n buf.dataLength += c.length\n })\n return p.then(() => buf)\n }", "collect () {\n const buf = []\n if (!this[OBJECTMODE])\n buf.dataLength = 0\n // set the promise first, in case an error is raised\n // by triggering the flow here.\n const p = this.promise()\n this.on('data', c => {\n buf.push(c)\n if (!this[OBJECTMODE])\n buf.dataLength += c.length\n })\n return p.then(() => buf)\n }", "function $SYhk$var$copyFromBuffer(n, list) {\n var ret = $SYhk$var$Buffer.allocUnsafe(n);\n var p = list.head;\n var c = 1;\n p.data.copy(ret);\n n -= p.data.length;\n\n while (p = p.next) {\n var buf = p.data;\n var nb = n > buf.length ? buf.length : n;\n buf.copy(ret, ret.length - n, 0, nb);\n n -= nb;\n\n if (n === 0) {\n if (nb === buf.length) {\n ++c;\n if (p.next) list.head = p.next;else list.head = list.tail = null;\n } else {\n list.head = p;\n p.data = buf.slice(nb);\n }\n\n break;\n }\n\n ++c;\n }\n\n list.length -= c;\n return ret;\n}", "function empty_array (buffer_to_empty) {\n while(buffer_to_empty.length > 0) {buffer_to_empty.pop();}\n }", "submitToAllocation(count) {\n const componentClass = this.constructor;\n const memberInfoArray = Component.__memberInfo.get(componentClass);\n if (this._component_sid === 0) {\n if (!Component.__members.has(componentClass)) {\n Component.__members.set(componentClass, new Map());\n }\n const member = Component.__members.get(componentClass);\n memberInfoArray.forEach(info => {\n member.set(info.bufferUse, []);\n });\n memberInfoArray.forEach(info => {\n member.get(info.bufferUse).push(info);\n });\n // take a BufferView for all entities for each member fields.\n for (let bufferUse of member.keys()) {\n const infoArray = member.get(bufferUse);\n if (!Component.__byteLengthSumOfMembers.has(componentClass)) {\n Component.__byteLengthSumOfMembers.set(componentClass, new Map());\n }\n let byteLengthSumOfMembers = Component.__byteLengthSumOfMembers.get(componentClass);\n if (!byteLengthSumOfMembers.has(bufferUse)) {\n byteLengthSumOfMembers.set(bufferUse, 0);\n }\n infoArray.forEach(info => {\n byteLengthSumOfMembers.set(bufferUse, byteLengthSumOfMembers.get(bufferUse) +\n info.compositionType.getNumberOfComponents() * info.componentType.getSizeInBytes());\n });\n if (infoArray.length > 0) {\n const bufferView = Component.takeBufferView(bufferUse, componentClass, byteLengthSumOfMembers.get(bufferUse), count);\n this.__byteOffsetOfThisComponent = bufferView.byteOffsetInBuffer;\n }\n }\n // take a Accessor for all entities for each member fields (same as BufferView)\n for (let bufferUse of member.keys()) {\n const infoArray = member.get(bufferUse);\n infoArray.forEach(info => {\n const accessor = Component.takeAccessor(info.bufferUse, info.memberName, componentClass, info.compositionType, info.componentType, count);\n this['_byteOffsetOfAccessorInBuffer_' + info.memberName] = accessor.byteOffsetInBuffer;\n this['_byteOffsetOfAccessorInComponent_' + info.memberName] = accessor.byteOffsetInBufferView;\n });\n }\n }\n const member = Component.__members.get(componentClass);\n // take a field value allocation for each entity for each member field\n for (let bufferUse of member.keys()) {\n const infoArray = member.get(bufferUse);\n infoArray.forEach(info => {\n this.takeOne(info.memberName, info.dataClassType, info.initValues);\n });\n }\n }", "function restartUsed(){\n arrUsedBefore.splice(1,questlength);\n }", "function enlargeMemory() {\n // TOTAL_MEMORY is the current size of the actual array, and DYNAMICTOP is the new top.\n assert(DYNAMICTOP >= TOTAL_MEMORY);\n assert(TOTAL_MEMORY > 4); // So the loop below will not be infinite\n\n var OLD_TOTAL_MEMORY = TOTAL_MEMORY;\n\n\n while (TOTAL_MEMORY <= DYNAMICTOP) { // Simple heuristic.\n TOTAL_MEMORY = alignMemoryPage(2*TOTAL_MEMORY);\n }\n\n TOTAL_MEMORY = Math.max(TOTAL_MEMORY, 16*1024*1024);\n\n Module.printErr('Warning: Enlarging memory arrays, this is not fast! ' + [OLD_TOTAL_MEMORY, TOTAL_MEMORY]);\n\n\n assert(TOTAL_MEMORY <= Math.pow(2, 30)); // 2^30==1GB is a practical maximum - 2^31 is already close to possible negative numbers etc.\n\n var start = Date.now();\n\n if (ArrayBuffer.transfer) {\n buffer = ArrayBuffer.transfer(buffer, TOTAL_MEMORY);\n } else {\n var oldHEAP8 = HEAP8;\n buffer = new ArrayBuffer(TOTAL_MEMORY);\n }\n Module['buffer'] = buffer;\n Module['HEAP8'] = HEAP8 = new Int8Array(buffer);\n Module['HEAP16'] = HEAP16 = new Int16Array(buffer);\n Module['HEAP32'] = HEAP32 = new Int32Array(buffer);\n Module['HEAPU8'] = HEAPU8 = new Uint8Array(buffer);\n Module['HEAPU16'] = HEAPU16 = new Uint16Array(buffer);\n Module['HEAPU32'] = HEAPU32 = new Uint32Array(buffer);\n Module['HEAPF32'] = HEAPF32 = new Float32Array(buffer);\n Module['HEAPF64'] = HEAPF64 = new Float64Array(buffer);\n if (!ArrayBuffer.transfer) {\n HEAP8.set(oldHEAP8);\n }\n var success = _emscripten_replace_memory(buffer);\n assert(success);\n\n Module.printErr('enlarged memory arrays from ' + OLD_TOTAL_MEMORY + ' to ' + TOTAL_MEMORY + ', took ' + (Date.now() - start) + ' ms (has ArrayBuffer.transfer? ' + (!!ArrayBuffer.transfer) + ')');\n\n}", "function handle_data_available(event) {\n if (event.data.size > 0) {\n recordedChunks.push(event.data);\n }\n}", "function clear() {\n bufferData = \"\";\n readPointer = 0;\n }", "function BBDataBuffer(){\n\tthis.arrayBuffer=null;\n\tthis.dataView=null;\n\tthis.length=0;\n}", "grow(){\n let head = this.body[this.body.length-1].copy();\n this.len++;\n this.body.push(head);\n\n //Increase the Frame Rate every other win\n if (this.body.length%2){\n fr +=1;\n frameRate(fr);\n }\n }", "enqueue(data){\n if(!this.isFull()){\n this.data[this.rear] = data;\n if(this.rear === this.data.length-1){\n this.rear = 0;\n }else{\n this.rear ++;\n }\n }\n }" ]
[ "0.6775966", "0.61831635", "0.61831635", "0.616623", "0.61051464", "0.6104081", "0.5994997", "0.5981141", "0.5908923", "0.58743685", "0.58514917", "0.5811495", "0.58030593", "0.5782913", "0.5782913", "0.57799107", "0.57799107", "0.57687426", "0.5701309", "0.56951976", "0.5686001", "0.56823075", "0.5635134", "0.56334376", "0.56226444", "0.56152165", "0.5574464", "0.55382156", "0.55236906", "0.55236906", "0.55025154", "0.5479646", "0.5466007", "0.5466007", "0.54631406", "0.54417187", "0.54373354", "0.54354906", "0.54354906", "0.54354906", "0.54291904", "0.5417201", "0.5415749", "0.540324", "0.5398218", "0.5391935", "0.5387958", "0.53811496", "0.53308696", "0.5321223", "0.5316302", "0.5294448", "0.529222", "0.52796704", "0.52782506", "0.52708244", "0.52570045", "0.5252396", "0.5250392", "0.5248817", "0.5213262", "0.5194856", "0.51850206", "0.51817554", "0.51674026", "0.5167173", "0.5165157", "0.5164898", "0.51494855", "0.51455796", "0.5141524", "0.5133155", "0.5133155", "0.5117313", "0.51150054", "0.5104294", "0.5102755", "0.5102755", "0.5102755", "0.5102755", "0.50963634", "0.5088337", "0.5084037", "0.5084011", "0.5080611", "0.50804085", "0.50702226", "0.50702226", "0.50702226", "0.50702226", "0.5068995", "0.50689465", "0.50562865", "0.5055815", "0.5052353", "0.5052288", "0.50378466", "0.5034991", "0.50291765", "0.50235367" ]
0.5366595
48
by default, a simple line segment from [0,0,0] to [1,0,0]
function makeLine(options) { let opt = options || {} let min = opt.min; if (min == undefined) min = 0; let max = opt.max; if (max == undefined) max = 1; let div = opt.div; if (div == undefined) div = 1; let span = max-min; let step = 1/div; let vertices = []; let normals = []; let texCoords = []; let indices = []; for (let x=0; x<div; x++) { let a = step * x; let b = a + step; let va = min + a*span; let vb = min + b*span; let idx = vertices.length/1; vertices.push( va, vb ); texCoords.push( a, a, b, a ); // do normals even make sense? // perhaps it needs tangents also... // normals.push( // 0, 1, 0, // 0, 1, 0 // ); indices.push( idx+0, idx+1 ); } return { vertexComponents: 1, vertices: new Float32Array(vertices), //normals: new Float32Array(normals), texCoords: new Float32Array(texCoords), indices: new Uint16Array(indices), } }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function draw_first_line(){\n points.push(start);\n points.push(end);\n}", "drawLineSegment(line, circle){\n // this.lineGraphics.lineStyle(10, 0xfdfd96, 0.7);\n // this.lineGraphics.strokeLineShape(line);\n // this.lineGraphics.fillStyle(0xfdfd96, 0.7);\n // this.lineGraphics.fillCircleShape(circle);\n\n\n }", "drawLine() {\n ctx.moveTo(this.u0, this.v0);\n ctx.lineTo(this.u1, this.v1);\n ctx.stroke();\n }", "function addZero(){\n ctx.beginPath();\n ctx.moveTo((width/2), height-((rows-1)*step));\n ctx.lineTo(width, height-(step*rows));\n ctx.stroke();\n }", "function single(){\n ctx.moveTo(0, height-(rows*step));\n ctx.lineTo((width/2), height-((rows-1)*step));\n }", "function Line(){}", "function segment(x, y, a) {\n translate(x, y);\n rotate(a);\n line(0, 0, segLength, 0);\n}", "function LineSegment(x1, y1, x2, y2) {\n this.x1 = x1;\n this.y1 = y1;\n this.x2 = x2;\n this.y2 = y2;\n}", "function Line() {}", "function Line() {}", "function Line() {}", "function Line() {}", "function Line() {}", "function segment(x, y, a) { //left arm\r\n translate(x, y);\r\n rotate(a);\r\n line(0, 0, segLength, 0);\r\n }", "function drawSplines() {\n}", "function lines()\n{\n //line colour\n stroke(255);\n strokeWeight(5);\n //vertical lines\n line(100,200,400,200)\n line(100,300,400,300)\n //horizontal lines\n line(200,100,200,400)\n line(300,100,300,400)\n \n \n}", "static insertSegmentStrip(points, color) {\n if (points == null || points.length == 0)\n return null;\n\n let lineGeometry = new THREE.Geometry();\n let lineMaterial = new THREE.LineBasicMaterial({\n color: color,\n linewidth: 5\n });\n\n for (let i = 0; i < points.length; i++) {\n lineGeometry.vertices.push(points[i]);\n }\n lineGeometry.computeLineDistances();\n return new THREE.Line(lineGeometry, lineMaterial);\n }", "function addOneDash(){\n ctx.beginPath();\n ctx.moveTo(0, height-(rows*step));\n ctx.lineTo((width/2), height-((rows-1)*step));\n ctx.stroke();\n\n ctx.beginPath();\n ctx.setLineDash([5]);\n ctx.moveTo((width/2), height-((rows-1)*step));\n ctx.lineTo(width, height-(step*rows));\n ctx.stroke();\n ctx.setLineDash([]);\n }", "function addOnePer(){\n ctx.beginPath();\n single();\n ctx.lineTo(width, height-(step*rows));\n ctx.stroke();\n }", "function addZeroDash(){\n ctx.beginPath();\n ctx.setLineDash([5]);\n ctx.moveTo(0, height-(rows*step));\n ctx.lineTo((width/2), height-((rows-1)*step));\n ctx.stroke();\n ctx.setLineDash([]);\n\n ctx.beginPath();\n ctx.moveTo((width/2), height-((rows-1)*step));\n ctx.lineTo(width, height-(step*rows));\n ctx.stroke();\n }", "function addOnePerDash(){\n ctx.beginPath();\n ctx.setLineDash([5]);\n single();\n ctx.lineTo(width, height-(step*rows));\n ctx.stroke();\n ctx.setLineDash([]);\n }", "function midline()\r\n{\r\nfor(i=0;i<480;i+=10)\r\n{\r\nvar y = 0;\r\nfill(\"white\");\r\nstroke(0);\r\nrect(width/2,y+i,10,480);\r\n}\r\n}", "function strline(begin_l,begin_t,end_l,end_t){ \n ctx.beginPath();\n ctx.moveTo(begin_l,begin_t);\n ctx.lineTo(end_l,end_t);\n ctx.strokeStyle=\"#7f7e7e\";\n ctx.stroke();\n }", "function fdrawLineI(){\r\n\tthis.ctx.beginPath();\r\n\tthis.ctx.lineWidth = 1;\r\n\tthis.ctx.strokeStyle = 'rgba(0,0,0,0)';\r\n\tthis.ctx.moveTo(this.ax,this.ay);\r\n\tthis.ctx.fillStyle = 'rgba(67,175,250,0.2)';\r\n\tvar xx;\r\n\tfor (var i = 0; i < this.points.length; i++) {\r\n\t\tthis.ctx.lineTo(this.points[i].x,this.points[i].y);\r\n\t\txx = this.points[i].x;\r\n\t}\r\n\tthis.ctx.lineTo(xx,this.ay);\r\n\tthis.ctx.closePath();\r\n\tthis.ctx.stroke();\r\n\tthis.ctx.fill();\r\n}", "function draw() { \n background(200); \t\t\t// Set the background to black\n x = x + 1; \n if (x > width) { \n x = 0; \n } \n line(x, 0, x, height); \n}", "function drawLines() {\n}", "function drawLines() {\n}", "function LineSegment(startpoint, endpoint=[0,0]) {\n\n // general\n this.id = Nickel.UTILITY.assign_id();\n this.type = 'LineSegment';\n\n // pos\n this.x = startpoint[0];\n this.y = startpoint[1];\n this.xend = endpoint[0];\n this.yend = endpoint[1];\n\n // dir\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n\n this.get_pos = function() {\n //-- returns the start position\n //--\n\n return [this.x, this.y];\n }\n\n this.get_end = function() {\n //-- returns the end position\n //--\n\n return [this.xend, this.yend];\n }\n\n this.get_dir = function() {\n //-- returns the direction vector from start\n //--\n\n return [this.dx, this.dy];\n }\n\n this.get_rot = function() {\n //-- Returns angle from start to end\n //--\n\n return Nickel.UTILITY.atan2(-this.dy, this.dx) * 180 / Math.PI;\n }\n\n this.set_dir = function(dir) {\n //-- Sets the direction vector from start,\n //-- ultimately changing the end point\n //--\n\n this.dx = dir[0];\n this.dy = dir[1];\n this.xend = this.x + dir[0];\n this.yend = this.y + dir[1];\n }\n\n this.set_end = function(endpoint) {\n //-- Sets the end point, ultimately changing the\n //-- direction vector\n //--\n\n this.dx = endpoint[0] - this.x;\n this.dy = endpoint[1] - this.y;\n this.xend = endpoint[0];\n this.yend = endpoint[1];\n\n }\n}//end LineSegment", "function drawStandVertical()\r\n{\r\n ctx.beginPath();\r\n ctx.moveTo(30,10);\r\n ctx.strokeStyle=\"red\";\r\n ctx.lineTo(30,140);\r\n ctx.stroke();\r\n}", "function drawSeperationLine(weights){\n var canvas = document.getElementById(\"2d-plane\");\n var context = canvas.getContext(\"2d\");\n context.strokeStyle = '#ADFF2F';\n context.beginPath();\n context.lineWidth = 4;\n context.moveTo(0, -(weights.bias_weight/weights.weight_2));\n context.lineTo(400, -(weights.bias_weight/weights.weight_2)-(weights.weight_1/weights.weight_2)*400);\n context.stroke(); \n}", "function draw_line(sx,sy,dx,dy,indicator){\r\n\r\n\t\tctx.beginPath();\r\n\t\tctx.moveTo(sx,sy);\r\n\t\tctx.lineTo(dx,dy);\r\n\t\tif(indicator==0)\r\n\t ctx.strokeStyle=\"black\";\r\n\t else\r\n\t\t ctx.strokeStyle=\"#4A8\";\r\n\r\n ctx.lineWidth=3;\r\n\t\tctx.stroke();\r\n\t\t \r\n\t }", "function firstLineDraw(){\n\n if(firstLineLog === 90) {\n clearInterval(lineOneAnimation);\n ctx.closePath();\n lineTwoAnimation = setInterval(secondLineDraw, 20);\n }\n //Specify start path\n ctx.moveTo(10,10);\n //move to the default start location\n ctx.lineTo(firstLineLog, firstLineLog);\n //fill in the line using stroke()\n ctx.stroke();\n //add 10px to move the line for the next stroke\n firstLineLog += 10;\n }", "function intializeLine() {\n var svg = document.getElementsByTagName('svg')[0];\n svgLine.setAttribute('stroke', 'black');\n svgLine.setAttribute('x1', line.x1);\n svgLine.setAttribute('y1', line.y1);\n svg.appendChild(svgLine);\n}", "function line(x0, y0, x1, y1){\n var dx = Math.abs(x1-x0);\n var dy = Math.abs(y1-y0);\n var sx = (x0 < x1) ? 1 : -1;\n var sy = (y0 < y1) ? 1 : -1;\n var err = dx-dy;\n var terminationConst = 1.1;\n\n while(true){\n // putPixel\n ctx.fillStyle = 'black';\n ctx.fillRect(x0, y0, 1, 1);\n\n if ((Math.abs(x0-x1) < terminationConst) && (Math.abs(y0-y1) < terminationConst)) break;\n var e2 = 2*err;\n if (e2 >-dy){ err -= dy; x0 += sx; }\n if (e2 < dx){ err += dx; y0 += sy; }\n }\n }", "function get_line_x1(step) {\n\treturn 75 + step * 50;\n}", "function generate_line()\n{\n\tlet x={};\n\tx.NUM_STEP=200;\n\tx.step_size=1/x.NUM_STEP;\n\tx.linepoints = new Float32Array(x.NUM_STEP);\n\tfor(let n=0; n <x.NUM_STEP ; n++)\n\t{\n\t\tx.linepoints[n] = x.step_size*n;\n\t}\n\treturn x;\n}", "function draw_center_line(point1,point2)\r\n\t{\r\n\t\tcenter_line = new Path.Line(point1,point2);\r\n\t\tcenter_line.strokeWidth = 4;\r\n\t\tcenter_line.strokeColor = 'white';\r\n\t\tcenter_line.dashArray = [10,4];\r\n\t}", "function startLine(e){\n\t\t\tcontext.beginPath();\n\t\t\tcontext.strokeStyle = \"black\";\n\t\t\tcontext.lineCap = \"round\";\n\t\t\tcontext.lineWidth = 5;\n\t\t\tcontext.moveTo(e.clientX - theCanvas.offsetLeft, e.clientY - theCanvas.offsetTop);\n\t\t}", "function draw() {\n background(0); // Set the background to black\n y = y - 1;\n if (y < 0) {\n y = height;\n }\n line(0, y, width, y);\n}", "function lines(){\n\n\tsetColors();\n\tstroke(colorOne,colorTwo,colorThree);\n\t//lines used to divide the space\n\t//line(0,0,500,500);\n\t//line(0,500,500,0);\n\t//line(0,250,500,250);\n\t//line(250,0,250,500);\n\n\t\n}", "display() {\n line(this.start.x, this.start.y, this.end.x, this.end.y);\n }", "function drawLineSegment(set, i, x, y, step, shape) {\n var cx, cy;\n\n // curvy line\n if (shape === \"smooth\") {\n cx = getXForIndex(i - 0.5, set.length);\n cy = getYForValue(set[i - 1]);\n ctx.bezierCurveTo(cx, cy, cx, y, x, y);\n }\n else {\n // stepped line\n if (shape === \"step\") {\n ctx.lineTo(x - (step / 2), getYForValue(set[i - 1]));\n ctx.lineTo(x - (step / 2), y);\n }\n // else straight line\n ctx.lineTo(x, y);\n }\n }", "function addZeroPlus(dash){\n ctx.beginPath();\n if ( dash ) ctx.setLineDash([5]);\n ctx.moveTo(width, height-(rows*step));\n ctx.lineTo((width/2), height-((rows-1)*step));\n ctx.lineTo((width/2)-(width/10), height-(rows*step)+step*0.75);\n ctx.stroke();\n if ( dash ) ctx.setLineDash([]);\n }", "function custom_line(specs) {\n // Store relevant variables\n var delta_x = specs.Point_b.x - specs.Point_a.x;\n var delta_y = specs.Point_b.y - specs.Point_a.y;\n var increment_x = delta_x / specs.nsegments;\n var increment_y = delta_y / specs.nsegments;\n\n // Calculate the points\n var points = [];\n points.push(specs.Point_a);\n for (var i = 1; i < specs.nsegments; i++) {\n this_point = [\n specs.Point_a.x +\n increment_x * i +\n randFBtwn(-specs.wobble, specs.wobble),\n specs.Point_a.y +\n increment_y * i +\n randFBtwn(-specs.wobble, specs.wobble),\n ];\n points.push(this_point);\n }\n points.push(specs.Point_b);\n\n // Create path\n var myPath = new Path({\n segments: points,\n });\n\n // Style path\n myPath.strokeWidth = specs.stroke_width;\n myPath.strokeColor = specs.stroke_color;\n myPath.strokeCap = specs.stroke_cap;\n myPath.smooth();\n\n // myPath.parent = specs.parent;\n}", "function Line(x1, y1, x2, y2, settings){\r\n\t\tICollider.apply(this, [settings]);\r\n\t\tthis.p1 = new Vec(x1, y1), this.p2 = new Vec(x2, y2);\r\n\t\t\r\n\t\tthis.filled = 0; //-1 for left, 1 for right\r\n\t\tthis.capped = true;\r\n\t}", "function drawLine(P0, P1, line, color, stage) {\r\n line.graphics.setStrokeStyle(2).beginStroke(color);\r\n line.graphics.moveTo(P0.x, P0.y);\r\n line.graphics.lineTo(P1.x, P1.y).endStroke();\r\n stage.update();\r\n}", "line(x1, y1, x2, y2) {\n this.ctx.beginPath();\n this.ctx.moveTo(x1, y1);\n this.ctx.lineTo(x2, y2);\n this.ctx.stroke();\n }", "function createX(){\n line(0, 0, -vScale/2, -vScale/2);\n line(0, 0, vScale/2, -vScale/2);\n line(0, 0, vScale/2, vScale/2);\n line(0, 0, -vScale/2, vScale/2);\n}", "function updateLine(line, fromX, fromY, toX, toY) {\n\n line.graphics.clear();\n line.graphics.alpha = 1.0;\n line.graphics.setStrokeStyle(1);\n line.graphics.beginStroke(color.GRAY);\n line.graphics.moveTo(fromX, fromY);\n line.graphics.lineTo(toX, toY);\n line.graphics.endStroke();\n}", "function lines(){\n\tctx.beginPath();\n\tctx.moveTo(0,h/2);\n\tctx.lineTo(w,h/2);\n\tctx.lineWidth=\"3\";\n\tctx.strokeStyle = \"white\"\n\tctx.stroke();\n}", "function drawSingleLine(x, y) {\n \n ctx.beginPath();\n ctx.moveTo(x, y);\n ctx.lineTo(300, 200);\n ctx.stroke();\n\n}", "function dibujarLineas(color, x_init, y_init, x_end, y_end){\r\n\r\n\tlienzo.beginPath();\r\n\tlienzo.strokeStyle = color;\r\n\tlienzo.moveTo(x_init, y_init);\r\n\tlienzo.lineTo(x_end, y_end);\r\n\tlienzo.stroke();\r\n\tlienzo.closePath();\r\n\r\n}", "function drawLine() {\n var i = term.width;\n while(i--) {\n term.blue(\"-\");\n }\n term.blue(\"\\n\");\n}", "function segment(line, intersect1, intersect2) {\n this.line = line;\n this.intersect1 = intersect1;\n this.intersect2 = intersect2;\n }", "function line (x1, y1, x2, y2, c) {\r\n newPath(); // Neuer Grafikpfad (Standardwerte)\r\n if (c) ctx.strokeStyle = c; // Linienfarbe festlegen, falls angegeben\r\n ctx.moveTo(x1,y1); ctx.lineTo(x2,y2); // Linie vorbereiten\r\n ctx.stroke(); // Linie zeichnen\r\n }", "function line (x1, y1, x2, y2) {\n newPath(); // Neuer Grafikpfad (Standardwerte)\n ctx.moveTo(x1,y1); // Anfangspunkt\n ctx.lineTo(x2,y2); // Weiter zum Endpunkt\n ctx.stroke(); // Linie zeichnen\n }", "function line (x1, y1, x2, y2, c, w) {\n newPath(); // Neuer Grafikpfad (Standardwerte)\n if (c) ctx.strokeStyle = c; // Linienfarbe festlegen\n if (w) ctx.lineWidth = w; // Liniendicke festlegen\n ctx.moveTo(x1,y1); ctx.lineTo(x2,y2); // Linie vorbereiten\n ctx.stroke(); // Linie zeichnen\n }", "function line (x1, y1, x2, y2, c) {\n newPath(); // Neuer Grafikpfad (Standardwerte)\n if (c) ctx.strokeStyle = c; // Linienfarbe festlegen, falls angegeben\n ctx.moveTo(x1,y1); ctx.lineTo(x2,y2); // Linie vorbereiten\n ctx.stroke(); // Linie zeichnen\n }", "line(x0, y0, x1, y1, c) {\n // evaluate runtime errors\n this.colorRangeError(c);\n x0 = Math.ceil(x0);\n y0 = Math.ceil(y0);\n x1 = Math.ceil(x1);\n y1 = Math.ceil(y1);\n let dx = Math.abs(x1 - x0);\n let dy = Math.abs(y1 - y0);\n let sx = x0 < x1 ? 1 : -1;\n let sy = y0 < y1 ? 1 : -1;\n let err = dx - dy;\n for (let x = 0; x <= dx; x++) {\n for (let y = 0; y <= dy; y++) {\n this.pix(x0, y0, c);\n if (x0 == x1 && y0 == y1) {\n break;\n }\n let e2 = 2 * err;\n if (e2 >= -dy) {\n err -= dy;\n x0 += sx;\n }\n if (e2 < dx) {\n err += dx;\n y0 += sy;\n }\n }\n }\n }", "function addTwo(dash){\n ctx.beginPath();\n if (dash){\n ctx.setLineDash([5]);\n }\n single();\n ctx.lineTo(0, height-(rows*step)-(step/2));\n ctx.stroke();\n ctx.setLineDash([]);\n }", "function line (u1, v1, u2, v2) {\n newPath(); // Neuer Pfad (Standardwerte)\n ctx.moveTo(u1,v1); ctx.lineTo(u2,v2); // Linie vorbereiten\n ctx.stroke(); // Linie zeichnen\n }", "function lineas(color, xinicial, yinicial, xfinal, yfinal) {\r\n lienzo.beginPath();\r\n lienzo.strokeStyle = color;\r\n lienzo.lineWidth = 4;\r\n lienzo.moveTo(xinicial, yinicial);\r\n lienzo.lineTo(xfinal, yfinal);\r\n lienzo.stroke();\r\n lienzo.closePath;\r\n}", "function drawlines(){\n stroke(0);\n for(var i = 0; i < 450; i = i + 45){\n line(298, 135 + i, 380, 135 + i);\n }\n}", "static DistancePointToLineSegment() {}", "function drawLine() {\n\t\t// Si début du dessin : initialisation\n\t\tif(!started) {\n\t\t\tcontext.beginPath();\n\t\t\tcontext.moveTo(cursorX, cursorY);\n\t\t\tstarted = true;\n\t\t}\n\t\t//Sinon, je dessine\n\t\telse {\n\t\t\tcontext.lineTo(cursorX, cursorY);\n\t\t\tcontext.lineWidth = width_brush;\n\t\t\tcontext.stroke();\n\t\t}\n\t}", "function guideLine(){\n ctx.beginPath();\n ctx.moveTo(300, 300);\n ctx.lineTo(0, 300);\n ctx.lineTo(200, 200);\n ctx.closePath();\n ctx.fillStyle = \"gold\";\n ctx.fill();\n}", "drawLine(){\n for (var index in this.draw){\n this.draw[index] = this.fracToPixel(this.draw[index])\n }\n canvas.beginPath();\n canvas.moveTo(this.draw[\"rightX\"],this.draw[\"rightY\"]);\n canvas.lineTo(this.draw[\"leftX\"],this.draw[\"leftY\"]);\n canvas.stroke();\n }", "function drawLine() {\n // if one point isn't on the plane, do not draw a line\n if (pt1.pinned && plane.getContext) {\n let ctx = plane.getContext('2d');\n ctx.beginPath();\n ctx.strokeStyle = 'rgb(45, 166, 87)';\n // when pt2 is not pinned, line is dotted\n if (!pt2.pinned) {\n ctx.setLineDash([5, 5]);\n // moving dotted line animation\n ctx.lineDashOffset -= .25;\n }\n ctx.lineWidth = 3;\n // we want the line to extend past the points up to the edges of the plane\n // therefore we need the canvas boundary intercepts\n let boundInt = getPlaneBoundaryIntercepts();\n ctx.moveTo(boundInt.xBoundary1, boundInt.yBoundary1);\n ctx.lineTo(boundInt.xBoundary2, boundInt.yBoundary2);\n ctx.stroke();\n // reset line dash to be solid\n ctx.setLineDash([]);\n }\n}", "function line(x1, y1, x2, y2, lW, sS) {\n window.ctx.save();\n window.ctx.lineWidth = lW + 2;\n window.ctx.beginPath();\n window.ctx.moveTo(x1, y1);\n window.ctx.lineTo(x2, y2);\n window.ctx.strokeStyle = \"rgba(0, 0, 0, 0.25)\";\n window.ctx.stroke();\n window.ctx.lineWidth = lW;\n window.ctx.strokeStyle = sS;\n window.ctx.stroke();\n window.ctx.restore();\n}", "getStraightLines() {\n\n let points = [];\n\n points.push(this.getLine(-1, 0));\n points.push(this.getLine(1, 0));\n points.push(this.getLine(0, -1));\n points.push(this.getLine(0, 1));\n\n return points;\n\n }", "function drawNet() {\n ctx.fillStyle = \"black\";\n ctx.beginPath();\n ctx.setLineDash([14]);\n ctx.moveTo(canvas.width / 2, 0);\n ctx.lineTo(canvas.width / 2, 650);\n ctx.closePath();\n ctx.stroke();\n }", "function draw() {\n line(lineX, lineY, lineXEnd, lineY);\n lineX+=5;\n lineXEnd +=5;\n if(lineX==width && lineXEnd==width){\n noLoop();\n }\n}", "function wuLine(x1, y1, x2, y2) {\n var canvas = document.getElementById(\"canvas3\");\n var context = canvas.getContext(\"2d\");\n var steep = Math.abs(y2 - y1) > Math.abs(x2 - x1);\n if (steep) {\n x1 = [y1, y1 = x1][0];\n x2 = [y2, y2 = x2][0];\n }\n if (x1 > x2) {\n x1 = [x2, x2 = x1][0];\n y1 = [y2, y2 = y1][0];\n }\n draw(context, colorFigure, steep ? y1 : x1, steep ? x1 : y1);\n draw(context, colorFigure, steep ? y2 : x2, steep ? x2 : y2);\n var dx = x2 - x1;\n var dy = y2 - y1;\n var gradient = dy / dx;\n var y = y1 + gradient;\n for (var x = x1 + 1; x < x2 - 1; x++) {\n colorFigure.a = (1 - (y - Math.floor(y))) * 10000;\n draw(context, colorFigure, x, Math.floor(y));\n colorFigure.a = (y - Math.floor(y)) * 10000;\n draw(context, colorFigure, x, Math.floor(y));\n y += gradient;\n }\n}", "function Line(x1,y1,x2,y2){\n\tthis.x1 = x1;\n\tthis.y1 = y1;\n\tthis.x2 = x2;\n\tthis.y2 = y2;\n\tthis.vertical = x1==x2;\n\tif(!this.vertical){\n\t\tthis.m = (y2-y1)/(x2-x1);\n\t\tthis.n = y2 - this.m*x2;\n\t}else{\n\t\tthis.m = Number.POSITIVE_INFINITY;\n\t\tthis.n = undefined;\n\t}\n}", "function addFour(dash){\n ctx.beginPath();\n if (dash){\n ctx.setLineDash([5]);\n }\n single();\n ctx.lineTo(0, height-(rows*step)-(step/4));\n ctx.stroke();\n ctx.moveTo((width/2), height-((rows-1)*step));\n ctx.lineTo(0, height-(rows*step)-step*2/4);\n ctx.stroke();\n ctx.moveTo((width/2), height-((rows-1)*step));\n ctx.lineTo(0, height-(rows*step)-step*3/4);\n ctx.stroke();\n ctx.setLineDash([]);\n }", "updateLastLine(line) { // this is used when drawing with the pen\r\n if (line.length < 2) return;\r\n var point1 = line.points[line.points.length - 1];\r\n var point2 = line.points[line.points.length - 2];\r\n point1 = this.worldPointToChunkScreenPoint(point1);\r\n point2 = this.worldPointToChunkScreenPoint(point2);\r\n this.ctx.beginPath();\r\n this.ctx.lineWidth = Main.Camera.getRelativeWidth(line.width);\r\n this.ctx.strokeStyle = line.style;\r\n this.ctx.lineTo(point1.x, point1.y);\r\n this.ctx.lineTo(point2.x, point2.y);\r\n this.ctx.stroke();\r\n }", "function SimpleLine(scene, startpoint, endpoint) {\n\n // general\n this.id = Nickel.UTILITY.assign_id();\n this.type = 'SimpleLine';\n this.scene = scene;\n this.canvas = scene.canvas;\n this.context = this.canvas.getContext(\"2d\");\n\n // style\n this.stroke_width = 1;\n this.stroke_dash_length = 0;\n this.stroke_gap_length = 0;\n this.stroke_color = null;\n\n // pos\n this.x = startpoint[0];\n this.y = startpoint[1];\n this.xend = endpoint[0];\n this.yend = endpoint[1];\n\n // dir\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n\n // other\n this.dead = false;\n this.visibility = true;\n\n this.update = function() {\n //-- Called every frame.\n //-- Updates changing parameters.\n //--\n\n // skip if marked for deletion\n if (this.dead == true) {\n return;\n }\n\n // user custom update\n this.update_more();\n\n // render graphics\n this.draw();\n }\n\n this.draw = function() {\n //-- Called every frame. Processes graphics\n //-- based on current parameters.\n //--\n\n // skip if marked for invisibility\n if (this.visibility == false || this.dead == true) {\n return;\n }\n\n // skip if no stroke color\n if (!this.stroke_color) {\n return;\n }\n\n // draw\n var ctx = this.context;\n ctx.save();\n\n // stroke properties\n ctx.lineWidth = this.stroke_width;\n ctx.setLineDash([this.stroke_dash_length, this.stroke_gap_length]);\n ctx.strokeStyle = this.stroke_color;\n\n // draw line\n ctx.beginPath();\n ctx.moveTo(this.x, this.y);\n ctx.lineTo(this.xend, this.yend);\n ctx.stroke();\n\n ctx.restore();\n }\n\n this.destroy = function() {\n //-- Marks current instance for deletion\n //--\n\n this.dead = true;\n this.visibility = false;\n }\n\n this.hide = function() {\n //-- Marks current instance's visibility to hidden\n //--\n\n this.visibility = false;\n }\n\n this.show = function() {\n //-- Marks current instance's visibility to shown\n //--\n\n this.visibility = true;\n }\n\n this.is_visible = function() {\n //-- Returns if self is visible\n //--\n\n return this.visibility;\n }\n\n this.update_more = function() {\n //-- Called in update. Meant to be over-ridden.\n //--\n\n }\n\n this.get_pos = function() {\n //-- returns the start position\n //--\n\n return [this.x, this.y];\n }\n\n this.get_end = function() {\n //-- returns the end position\n //--\n\n return [this.xend, this.yend];\n }\n\n this.get_dir = function() {\n //-- returns the direction vector from start\n //--\n\n return [this.dx, this.dy];\n }\n\n this.get_rot = function() {\n //-- Returns angle (in radians) from start to end\n //--\n\n return Nickel.UTILITY.atan2(-this.dy, this.dx) * 180 / Math.PI;\n }\n\n this.get_center = function() {\n //-- Returns midpoint of linesegment\n //--\n\n return [this.x + this.dx/2, this.y + this.dy/2];\n //return [this.x+(this.xend-this.x)/2, this.y+(this.yend-this.y)/2];\n }\n\n this.set_pos = function(startpoint) {\n //-- Sets the start point, ultimately changing the\n //-- direction vector\n //--\n\n this.x = startpoint[0];\n this.y = startpoint[1];\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n }\n\n this.set_end = function(endpoint) {\n //-- Sets the end point, ultimately changing the\n //-- direction vector\n //--\n\n this.xend = endpoint[0];\n this.yend = endpoint[1];\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n }\n\n this.set_dir = function(dir) {\n //-- Sets the direction vector from start,\n //-- ultimately changing the end point\n //--\n\n this.dx = dir[0];\n this.dy = dir[1];\n this.xend = this.x + dir[0];\n this.yend = this.y + dir[1];\n }\n\n this.set_center = function(new_center) {\n //-- Centers midpoint onto a position (expensive)\n //--\n\n var center = this.get_center();\n var difx = new_center[0] - center[0];\n var dify = new_center[1] - center[1];\n\n this.shift_pos(difx, dify);\n }\n\n this.shift_pos = function(shiftx, shifty) {\n //-- Shifts endpoints\n //--\n\n this.x += shiftx;\n this.y += shifty;\n this.xend += shiftx;\n this.yend += shifty;\n\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n }\n\n this.scale_around = function(scale, point) {\n //-- Scales self's endpoints around a point\n //--\n\n this.scale_around(scale, scale, point);\n }\n\n this.scale_around2 = function(scalex, scaley, point) {\n //-- Scales self's endpoints around a point\n //--\n\n this.x = scalex * (this.x - point[0]) + point[0];\n this.y = scaley * (this.y - point[1]) + point[1];\n this.xend = scalex * (this.xend - point[0]) + point[0];\n this.yend = scaley * (this.yend - point[1]) + point[1];\n }\n\n this.rotate_around = function(degrees, point) {\n //-- Applies a rotation transformation to both endpoints\n //--\n\n var radians = degrees*Math.PI/180*-1;\n var tmpx, tmpy;\n\n tmpx = this.x - point[0];\n tmpy = this.y - point[1];\n this.x = tmpx * Math.cos(radians) - tmpy * Math.sin(radians) + point[0];\n this.y = tmpx * Math.sin(radians) + tmpy * Math.cos(radians) + point[1];\n\n tmpx = this.xend - point[0];\n tmpy = this.yend - point[1];\n this.xend = tmpx * Math.cos(radians) - tmpy * Math.sin(radians) + point[0];\n this.yend = tmpx * Math.sin(radians) + tmpy * Math.cos(radians) + point[1];\n\n this.dx = this.xend - this.x;\n this.dy = this.yend - this.y;\n }\n\n //\n // proxy functions:\n //\n\n this.offset_position = function(offx, offy) {\n //-- shift_pos proxy\n //--\n\n this.shift_pos(offx, offy);\n }\n\n this.offset_turn = function(angle, point) {\n //-- rotate_around proxy\n //--\n\n this.rotate_around(angle, point);\n }\n\n this.offset_scale = function(scale, point) {\n //-- scale_around proxy\n //--\n\n this.scale_around(scale, point);\n }\n}//end SimpleLine", "show () {\n stroke(255);\n line(this.initial.x, this.initial.y, this.final.x, this.final.y)\n }", "function drawLine(m, b) {\n m *= -1; // flip\n let x1 = 0;\n let y1 = (x1 * m) + b;\n\n let x2 = W;\n let y2 = (x2 * m) + b;\n\n line(x1, y1,\n x2, y2);\n}", "_drawLineLow( x1, y1, x2, y2, id ) {\n const dx = x2 - x1;\n let dy = y2 - y1;\n let yIncrement = 1;\n if ( dy < 0 ) {\n yIncrement = -1;\n dy = -dy;\n }\n\n let decision = 2 * dy - dx;\n let y = y1;\n\n for ( let x = x1; x <= x2; x += 1 ) {\n this.setPixel( x, y, id );\n\n if ( decision > 0 ) {\n y += yIncrement;\n decision = decision - ( 2 * dx );\n }\n\n decision = decision + ( 2 * dy );\n }\n }", "function addLine () {\n\tconst linksCoords = this.getBoundingClientRect();\n\tline.style.width = `${linksCoords.width}px`;\n\tline.style.transform = `translate(${linksCoords.left}px, ${linksCoords.top}px)`;\n\tline.style.opacity = 1;\n}", "function unir(initial, final){\n ctx.beginPath();\n ctx.lineWidth = 2*(numScale/minimo);\n ctx.strokeStyle = '#003300';\n ctx.moveTo(initial.x,initial.y);\n ctx.lineTo(final.x,final.y);\n ctx.stroke();\n}", "function Line(startx, starty, endx, endy, stroke){\n\tctx.beginPath();\n\tctx.moveTo(startx, starty);\n\tctx.lineTo(endx, endy);\n\tctx.strokeStyle = \"rgba(255,255,255,\" + stroke + \")\"\n\tctx.lineWidth = .5;\n\tctx.stroke();\n}", "function drawSegment([ay, ax], [by, bx], color, scale, ctx) {\n ctx.beginPath();\n ctx.moveTo(ax * scale, ay * scale);\n ctx.lineTo(bx * scale, by * scale);\n ctx.lineWidth = lineWidth;\n ctx.strokeStyle = color;\n ctx.stroke();\n}", "function segment(x, y, length, angle = 9) {\n\tconst r = length / 2;\n\tconst u = Math.cos(angle * PI);\n\tconst v = Math.sin(angle * PI);\n\t//line(x - u * r, y - v * r, x + u * r, y + v * r);\n\tline(x + u * r, y + v * r, x * u * r, y * v * r);\n}", "drawLines() {\n stroke(this.lineColor);\n line(this.startLine, this.top, this.startLine, this.bottom); // start line\n line(this.endLine, this.top, this.endLine, this.bottom); // end line\n }", "function drawLine(x1, y1, x2, y2, clr) {\n \"use strict\";\n var scaledX1, scaledY1, scaledX2, scaledY2;\n scaledX1 = scaleX(Number(x1));\n scaledY1 = scaleY(Number(y1));\n scaledX2 = scaleX(Number(x2));\n scaledY2 = scaleY(Number(y2));\n //origin\n ctx.beginPath();\n ctx.moveTo(scaledX1, scaledY1);\n ctx.lineTo(scaledX2, scaledY2);\n ctx.strokeStyle = clr;\n ctx.lineWidth = 1.0;\n ctx.stroke();\n}", "drawLine(ctx, start, end) {\n ctx.save();\n\n ctx.beginPath();\n ctx.moveTo(start.x, start.y);\n ctx.lineTo(end.x, end.y);\n ctx.stroke();\n ctx.closePath();\n\n ctx.restore();\n }", "function dibujarlinea(color, x_inicial, y_inicial, x_final, y_final)\n{\n lienzo.beginPath();\n lienzo.strokeStyle = color;\n lienzo.moveTo(x_inicial, y_inicial);\n lienzo.lineTo(x_final, y_final);\n lienzo.stroke();\n lienzo.closePath();\n}", "function drawSegment(ctx, points, start, segLen, allLen, dir, smooth, smoothMonotone, connectNulls) {\n\t var prevX;\n\t var prevY;\n\t var cpx0;\n\t var cpy0;\n\t var cpx1;\n\t var cpy1;\n\t var idx = start;\n\t var k = 0;\n\t\n\t for (; k < segLen; k++) {\n\t var x = points[idx * 2];\n\t var y = points[idx * 2 + 1];\n\t\n\t if (idx >= allLen || idx < 0) {\n\t break;\n\t }\n\t\n\t if (isPointNull(x, y)) {\n\t if (connectNulls) {\n\t idx += dir;\n\t continue;\n\t }\n\t\n\t break;\n\t }\n\t\n\t if (idx === start) {\n\t ctx[dir > 0 ? 'moveTo' : 'lineTo'](x, y);\n\t cpx0 = x;\n\t cpy0 = y;\n\t } else {\n\t var dx = x - prevX;\n\t var dy = y - prevY; // Ignore tiny segment.\n\t\n\t if (dx * dx + dy * dy < 0.5) {\n\t idx += dir;\n\t continue;\n\t }\n\t\n\t if (smooth > 0) {\n\t var nextIdx = idx + dir;\n\t var nextX = points[nextIdx * 2];\n\t var nextY = points[nextIdx * 2 + 1];\n\t var tmpK = k + 1;\n\t\n\t if (connectNulls) {\n\t // Find next point not null\n\t while (isPointNull(nextX, nextY) && tmpK < segLen) {\n\t tmpK++;\n\t nextIdx += dir;\n\t nextX = points[nextIdx * 2];\n\t nextY = points[nextIdx * 2 + 1];\n\t }\n\t }\n\t\n\t var ratioNextSeg = 0.5;\n\t var vx = 0;\n\t var vy = 0;\n\t var nextCpx0 = void 0;\n\t var nextCpy0 = void 0; // Is last point\n\t\n\t if (tmpK >= segLen || isPointNull(nextX, nextY)) {\n\t cpx1 = x;\n\t cpy1 = y;\n\t } else {\n\t vx = nextX - prevX;\n\t vy = nextY - prevY;\n\t var dx0 = x - prevX;\n\t var dx1 = nextX - x;\n\t var dy0 = y - prevY;\n\t var dy1 = nextY - y;\n\t var lenPrevSeg = void 0;\n\t var lenNextSeg = void 0;\n\t\n\t if (smoothMonotone === 'x') {\n\t lenPrevSeg = Math.abs(dx0);\n\t lenNextSeg = Math.abs(dx1);\n\t cpx1 = x - lenPrevSeg * smooth;\n\t cpy1 = y;\n\t nextCpx0 = x + lenPrevSeg * smooth;\n\t nextCpy0 = y;\n\t } else if (smoothMonotone === 'y') {\n\t lenPrevSeg = Math.abs(dy0);\n\t lenNextSeg = Math.abs(dy1);\n\t cpx1 = x;\n\t cpy1 = y - lenPrevSeg * smooth;\n\t nextCpx0 = x;\n\t nextCpy0 = y + lenPrevSeg * smooth;\n\t } else {\n\t lenPrevSeg = Math.sqrt(dx0 * dx0 + dy0 * dy0);\n\t lenNextSeg = Math.sqrt(dx1 * dx1 + dy1 * dy1); // Use ratio of seg length\n\t\n\t ratioNextSeg = lenNextSeg / (lenNextSeg + lenPrevSeg);\n\t cpx1 = x - vx * smooth * (1 - ratioNextSeg);\n\t cpy1 = y - vy * smooth * (1 - ratioNextSeg); // cp0 of next segment\n\t\n\t nextCpx0 = x + vx * smooth * ratioNextSeg;\n\t nextCpy0 = y + vy * smooth * ratioNextSeg; // Smooth constraint between point and next point.\n\t // Avoid exceeding extreme after smoothing.\n\t\n\t nextCpx0 = mathMin$5(nextCpx0, mathMax$5(nextX, x));\n\t nextCpy0 = mathMin$5(nextCpy0, mathMax$5(nextY, y));\n\t nextCpx0 = mathMax$5(nextCpx0, mathMin$5(nextX, x));\n\t nextCpy0 = mathMax$5(nextCpy0, mathMin$5(nextY, y)); // Reclaculate cp1 based on the adjusted cp0 of next seg.\n\t\n\t vx = nextCpx0 - x;\n\t vy = nextCpy0 - y;\n\t cpx1 = x - vx * lenPrevSeg / lenNextSeg;\n\t cpy1 = y - vy * lenPrevSeg / lenNextSeg; // Smooth constraint between point and prev point.\n\t // Avoid exceeding extreme after smoothing.\n\t\n\t cpx1 = mathMin$5(cpx1, mathMax$5(prevX, x));\n\t cpy1 = mathMin$5(cpy1, mathMax$5(prevY, y));\n\t cpx1 = mathMax$5(cpx1, mathMin$5(prevX, x));\n\t cpy1 = mathMax$5(cpy1, mathMin$5(prevY, y)); // Adjust next cp0 again.\n\t\n\t vx = x - cpx1;\n\t vy = y - cpy1;\n\t nextCpx0 = x + vx * lenNextSeg / lenPrevSeg;\n\t nextCpy0 = y + vy * lenNextSeg / lenPrevSeg;\n\t }\n\t }\n\t\n\t ctx.bezierCurveTo(cpx0, cpy0, cpx1, cpy1, x, y);\n\t cpx0 = nextCpx0;\n\t cpy0 = nextCpy0;\n\t } else {\n\t ctx.lineTo(x, y);\n\t }\n\t }\n\t\n\t prevX = x;\n\t prevY = y;\n\t idx += dir;\n\t }\n\t\n\t return k;\n\t }", "function dibujarLinea(color, xinicial, yinicial, xfinal, yfinal)\n{\n lienzo.beginPath();\n lienzo.strokeStyle = color;\n lienzo.moveTo(xinicial, yinicial);\n lienzo.lineTo(xfinal, yfinal);\n lienzo.stroke();\n lienzo.closePath();\n}", "function drawSegment([ax, ay], [bx, by], color, scale, ctx) {\r\n ctx.beginPath();\r\n ctx.moveTo(ax * scale, ay * scale);\r\n ctx.lineTo(bx * scale, by * scale);\r\n ctx.lineWidth = 2;\r\n ctx.strokeStyle = color;\r\n ctx.stroke();\r\n}", "function createSegment(x1, y1, x2, y2, color){\n\tvar p1 = createPoint(x1, y1, color);\n\tvar p2 = createPoint(x2, y2, color);\n\tboard.create('segment', [p1, p2], {fixed:true, fillColor: color, strokeColor: color});\n}", "function _drawLineStrip(points, color) {\n if (points.length < 2) {\n console.error('Line strips must have at least 2 points.');\n return;\n }\n\n var p = new Primitive();\n\n p.vertices = points;\n p.color = toColor(color);\n\n renderer.addPrimitive(p);\n }", "function _drawLine(v0, v1, color) {\n var p = new Primitive();\n\n p.vertices = [v0, v1];\n p.color = toColor(color);\n\n renderer.addPrimitive(p);\n }", "function drawLine(v1, v2) {\n push();\n strokeWeight(rez * 0.2);\n stroke(255, randomG, randomB);\n line(v1.x, v1.y, v2.x, v2.y);\n pop();\n}", "function animateLineDrawing(){\r\n const animationLoop=requestAnimationFrame(animateLineDrawing);\r\n c.clearRect(0,0,608,608);\r\n c.beginPath();\r\n c.moveTo(x1,y1);\r\n c.lineTo(x,y);\r\n c.lineWidth=10;\r\n c.strokeStyle='rgba(70,255,33,.8)';\r\n c.stroke();\r\n if(x1<=x2&&y1<=y2){\r\n if(x<x2){x+=10;}\r\n if(y<y2){y+=10;}\r\n if(x>=x2&&y>=y2){cancelAnimationFrame(animationLoop);}\r\n }\r\n if(x1<=x2&&y1>=y2){\r\n if(x<x2){x+=10;}\r\n if(y>y2){y-=10;}\r\n if(x>=x2&&y<=y2){cancelAnimationFrame(animationLoop);}\r\n }\r\n}", "lineSpaceX(start, stepSize) {\n for (let i = 0; i < this.numPoints; i++) {\n // set x to -num/2:1:+num/2\n this.setX(i, start + stepSize * i);\n }\n }", "drawLine(x1,y1,x2,y2){\n ctx.beginPath();\n ctx.moveTo(x1,y1);\n ctx.lineTo(x2,y2);\n ctx.strokeStyle = this.dragFill;\n ctx.lineWidth = 5;\n ctx.stroke();\n }", "function makeLine(x1, y1, x2, y2){\n\tlet color;\n\tlet lineClass = \"l\" + selCurve;\n\tif(lineCB.checked) color = \"#a832a0\";\n\telse color = \"#00000000\";\n\tvar l = document.createElementNS(web, \"line\");\n\tl.setAttribute(\"x1\", x1);\n\tl.setAttribute(\"y1\", y1);\n\tl.setAttribute('x2', x2);\n\tl.setAttribute('y2', y2);\n\tl.setAttribute('style', 'stroke : ' + color + '; stroke-width : 2');\n\tl.setAttribute(\"class\", lineClass);\n\tmainCanvas.appendChild(l);\n}", "function renderAxisLine() {\n ctx.save();\n ctx.setLineDash(renderAttrs.lineDash || []);\n if( renderAttrs.orientation === 'horizontal') {\n drawLine( ctx, { x: renderMin, y: originCrossAxisCoord },\n { x: renderMax, y: originCrossAxisCoord });\n }\n else {\n drawLine( ctx, { x: originCrossAxisCoord, y: renderMin },\n { x: originCrossAxisCoord, y: renderMax });\n }\n ctx.restore();\n }" ]
[ "0.69404435", "0.68030375", "0.6723234", "0.6713075", "0.6689465", "0.6598104", "0.6576342", "0.64817685", "0.64635444", "0.64635444", "0.64635444", "0.64635444", "0.64635444", "0.64398706", "0.64163077", "0.6395216", "0.6361001", "0.6327923", "0.62939537", "0.62904704", "0.62802124", "0.62698674", "0.62296045", "0.6222315", "0.6221289", "0.6202039", "0.6202039", "0.6160633", "0.6154161", "0.6151764", "0.6143108", "0.6142977", "0.61377865", "0.61165833", "0.6102695", "0.6091741", "0.6084672", "0.60779613", "0.60668623", "0.60626245", "0.6057498", "0.6042151", "0.60414", "0.6041029", "0.6026267", "0.6021959", "0.602061", "0.60202134", "0.6014377", "0.5999318", "0.5991469", "0.59831154", "0.5982917", "0.5967971", "0.59530056", "0.5946956", "0.59469444", "0.59396046", "0.5936519", "0.59268147", "0.59191424", "0.5916674", "0.59125483", "0.59087795", "0.58996063", "0.5894433", "0.58891416", "0.58850527", "0.5872905", "0.5870955", "0.58675593", "0.58642006", "0.5863268", "0.5860834", "0.5854479", "0.5852323", "0.5850817", "0.5847481", "0.5846047", "0.5843601", "0.5832612", "0.5827189", "0.58267057", "0.5822614", "0.58167607", "0.5815972", "0.5815839", "0.5812219", "0.5811749", "0.5799054", "0.57981646", "0.5797295", "0.57970333", "0.57917845", "0.57856745", "0.57837045", "0.5783297", "0.57778984", "0.5773955", "0.57670933", "0.5763406" ]
0.0
-1
TODO: this assumes triangle faces only; can we add support to turn quads into triangles? TODO: autocenter & autonormalize?
function geomFromOBJ(objcode) { let lines = objcode.split(/\r\n|\n/) let vertices = [] let gvertices = [] let normals = [] let gnormals = [] let texCoords = [] let gtexCoords = [] let memo = {} let gindices = [] let indexcount=0; for (let line of lines) { if (line.substring(0,2) == "vn") { let match = line.match(/vn\s+([0-9.e-]+)\s+([0-9.e-]+)\s+([0-9.e-]+)/) normals.push([+match[1], +match[2], +match[3]]) } else if (line.substring(0,2) == "vt") { let match = line.match(/vt\s+([0-9.e-]+)\s+([0-9.e-]+)/) texCoords.push([+match[1], +match[2]]) } else if (line.substring(0,1) == "v") { let match = line.match(/v\s+([0-9.e-]+)\s+([0-9.e-]+)\s+([0-9.e-]+)/) vertices.push([+match[1], +match[2], +match[3]]) } else if (line.substring(0,1) == "f") { let face = [] let match // this only works for v/vt/vn input let regex = /([0-9]+)\s*(\/\s*([0-9]*))?\s*(\/\s*([0-9]*))?/g while (match = regex.exec(line)) { let V = match[1] let T = match[3] let N = match[5] let name = `${V}/${T}/${N}` let id = memo[name] if (id == undefined) { // a new vertex/normal/texcoord combo, create a new entry for it id = indexcount; let v = vertices[(+V)-1] gvertices.push(v[0], v[1], v[2]) if (T && texCoords.length) { let vt = texCoords[(+T)-1] gtexCoords.push(vt[0], vt[1]) } if (N && normals.length) { let vn = normals[(+N)-1] gnormals.push(vn[0], vn[1], vn[2]) } memo[name] = id; indexcount++; } if (face.length >= 3) { // triangle strip //face.push(face[face.length-1], face[face.length-2]); // triangle fan poly face.push(face[face.length-1], face[0]); } face.push(id); } for (let id of face) { gindices.push(id); } } else { //console.log("ignored", line) } } let geom = { vertices: new Float32Array(gvertices) } if (gnormals.length) geom.normals = new Float32Array(gnormals) if (gtexCoords.length) geom.texCoords = new Float32Array(gtexCoords) if (gindices.length) { geom.indices = new Uint32Array(gindices) } return geom }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "_buildTriangles() {\n // geometry.faces.push( new THREE.Face3( 0, 1, 2 ) );\n\n // temporary vertice for buiding triangles\n var aIndex = undefined;\n var bIndex = undefined;\n var cIndex = undefined;\n var dIndex = undefined;\n\n // part 2: building the triangles from the vertice\n for (var iy = 0; iy < this.height - 1; iy++) {\n\n for (var ix = 0; ix < this.width - 1; ix++) {\n\n // (0, 0)\n if (ix == 0 && iy == 0) {\n aIndex = 0;\n bIndex = 1;\n cIndex = 2;\n dIndex = 3;\n\n // (1, 0)\n } else if (ix == 1 && iy == 0) {\n aIndex = ix;\n bIndex = (ix * 2) + 2;\n cIndex = (ix * 2) + 3;\n dIndex = ((ix - 1) * 2) + 2;\n\n // (0, 1)\n } else if (ix == 0 && iy == 1) {\n aIndex = 3;\n bIndex = 2;\n cIndex = this.firstRowSum + 1;\n dIndex = this.firstRowSum + 2;\n\n // (1, 1)\n } else if (ix == 1 && iy == 1) {\n aIndex = 2;\n bIndex = 5;\n cIndex = this.firstRowSum + 3;\n dIndex = this.firstRowSum + 1;\n\n // 1st row (except 1st col)\n } else if (iy == 0) {\n aIndex = ix * 2;\n bIndex = (ix * 2) + 2;\n cIndex = (ix * 2) + 3;\n dIndex = ((ix - 1) * 2) + 3;\n\n // 2nd row (except 1st and 2nd col)\n } else if (iy == 1) {\n aIndex = (ix * 2) + 1;\n bIndex = (ix * 2) + 3;\n cIndex = this.firstRowSum + 2 + ix;\n dIndex = this.firstRowSum + 1 + ix;\n\n // 1st col (except 1st and 2nd row)\n } else if (ix == 0) {\n aIndex = this.firstRowSum + (iy - 2) * this.width + 2;\n bIndex = this.firstRowSum + (iy - 2) * this.width + 1;\n cIndex = this.firstRowSum + (iy - 1) * this.width + 1;\n dIndex = this.firstRowSum + (iy - 1) * this.width + 2;\n\n // 2nd col (except 1st and 2nd row)\n } else if (ix == 1) {\n aIndex = this.firstRowSum + (iy - 2) * this.width + 1;\n bIndex = this.firstRowSum + (iy - 2) * this.width + 3;\n cIndex = this.firstRowSum + (iy - 1) * this.width + 3;\n dIndex = this.firstRowSum + (iy - 1) * this.width + 1;\n\n // # all other cases\n } else {\n aIndex = this.firstRowSum + this.width * (iy - 2) + ix + 1;\n bIndex = this.firstRowSum + this.width * (iy - 2) + ix + 2;\n cIndex = this.firstRowSum + this.width * (iy - 1) + ix + 2;\n dIndex = this.firstRowSum + this.width * (iy - 1) + ix + 1;\n }\n\n var face1 = new THREE.Face3(aIndex, bIndex, cIndex);\n var face2 = new THREE.Face3(aIndex, cIndex, dIndex);\n\n // getting a relevant color depending on altitude\n var altitude = Math.floor((this.geometry.vertices[aIndex].y) * this._groundResolution + this.min);\n var altiColor = this.altitudeColorPicker2(altitude);\n\n if (typeof altiColor === \"undefined\") {\n console.log(altitude);\n } else {\n face1.color.setRGB(altiColor.r, altiColor.g, altiColor.b);\n face2.color.setRGB(altiColor.r, altiColor.g, altiColor.b);\n }\n\n // Add triangle T1, vertices a, b, c\n this.geometry.faces.push(face1);\n\n // Add triangle T2, vertices a, c, d\n this.geometry.faces.push(face2);\n\n }\n\n }\n }", "generateTriangles() {\r\n // MP2: Implement the rest of this function!\r\n\r\n // positionData: 1D array of floats\r\n const deltaX = (this.maxX - this.minX) / this.div;\r\n const deltaY = (this.maxY - this.minY) / this.div;\r\n for (let i = 0; i <= this.div; i++) {\r\n for(let j = 0; j <= this.div; j++) {\r\n this.positionData.push(this.minX + deltaX * j);\r\n this.positionData.push(this.minY + deltaY * i);\r\n this.positionData.push(0);\r\n }\r\n }\r\n\r\n\r\n // faceData\r\n for (let i = 0; i < this.div; i++) {\r\n for(let j = 0; j < this.div; j++) {\r\n // bottom left index\r\n let bottomLeft = (i * (this.div + 1)) + j;\r\n let triangular1 = [bottomLeft, bottomLeft+1, bottomLeft + this.div + 1];\r\n let triangular2 = [bottomLeft + 1, bottomLeft + this.div + 2, bottomLeft + this.div + 1];\r\n this.faceData.push(...triangular1);\r\n this.faceData.push(...triangular2);\r\n }\r\n }\r\n\r\n // We'll need these to set up the WebGL buffers.\r\n this.numVertices = this.positionData.length/3;\r\n this.numFaces = this.faceData.length/3;\r\n }", "function triangle(a, b, c) \r\n{\r\n normalsArray.push(vec3(a[0], a[1], a[2]));\r\n normalsArray.push(vec3(b[0], b[1], b[2]));\r\n normalsArray.push(vec3(c[0], c[1], c[2]));\r\n \r\n pointsArray.push(a);\r\n pointsArray.push(b); \r\n pointsArray.push(c);\r\n\t \r\n\t texCoordsArray.push(texCoord[0]);\r\n\t texCoordsArray.push(texCoord[1]);\r\n\t texCoordsArray.push(texCoord[2]);\r\n\r\n sphereCount += 3;\r\n}", "function makeCube (subdivisions) {\n // fill in your code here.\n // delete the code below first.\n var side_len = 1 / subdivisions\n\n var start = 0.5\n for(var row = 0; row < subdivisions; row++) {\n for(var col = 0; col < subdivisions; col++) {\n // front\n addTriangle (-start + (col * side_len), start - (row * side_len), start, \n -start + side_len + (col * side_len), start - side_len - (row * side_len), start, \n -start + side_len + (col * side_len), start - (row * side_len), start);\n addTriangle (-start + (col * side_len), start - (row * side_len), start, \n -start + (col * side_len), start - side_len - (row * side_len), start,\n -start + side_len + (col * side_len), start - side_len - (row * side_len), start);\n\n // back\n addTriangle (-start + side_len + (col * side_len), start - side_len - (row * side_len), -start, \n -start + (col * side_len), start - (row * side_len), -start, \n -start + side_len + (col * side_len), start - (row * side_len), -start);\n addTriangle (-start + (col * side_len), start - side_len - (row * side_len), -start,\n -start + (col * side_len), start - (row * side_len), -start, \n -start + side_len + (col * side_len), start - side_len - (row * side_len), -start);\n \n // left\n addTriangle (-start, start - (row * side_len), -start + (col * side_len), \n -start, start - side_len - (row * side_len), -start + side_len + (col * side_len), \n -start, start - (row * side_len), -start + side_len + (col * side_len));\n addTriangle (-start, start - (row * side_len), -start + (col * side_len), \n -start, start - side_len- (row * side_len), -start + (col * side_len), \n -start, start - side_len - (row * side_len), -start + side_len + (col * side_len));\n\n // right\n addTriangle (start, start - side_len - (row * side_len), -start + side_len + (col * side_len),\n start, start - (row * side_len), -start + (col * side_len), \n start, start - (row * side_len), -start + side_len + (col * side_len));\n addTriangle (start, start - side_len- (row * side_len), -start + (col * side_len), \n start, start - (row * side_len), -start + (col * side_len), \n start, start - side_len - (row * side_len), -start + side_len + (col * side_len));\n\n // top\n addTriangle (-start + (col * side_len), start, -start + (row * side_len), \n -start + side_len + (col * side_len), start, -start + side_len + (row * side_len), \n -start + side_len + (col * side_len), start, -start + (row * side_len));\n addTriangle (-start + (col * side_len), start, -start + (row * side_len), \n -start + (col * side_len), start, -start + side_len + (row * side_len),\n -start + side_len + (col * side_len), start, -start + side_len + (row * side_len));\n \n // bottom\n addTriangle (-start + side_len + (col * side_len), -start, -start + side_len + (row * side_len),\n -start + (col * side_len), -start, -start + (row * side_len), \n -start + side_len + (col * side_len), -start, -start + (row * side_len));\n addTriangle (-start + (col * side_len), -start, -start + side_len + (row * side_len),\n -start + (col * side_len), -start, -start + (row * side_len), \n -start + side_len + (col * side_len), -start, -start + side_len + (row * side_len)); \n }\n }\n}", "function triangle( p1, p2, p3, c1, c2, c3, smooth )\n {\n\n // Push the vertices to this triangle in counter-clockwise order.\n //\n // 1.....4\n // . . . .\n // . . . .\n // 3.....2.....5\n //\n // 1 then 2 then 3 would be clockwise order.\n // 3 then 2 then 1 would be counter-closewise order.\n\n // WebGL default for the front of the face of the triangle is counter-clockwise order.\n // Thus push 3, 2, and then 1 in that order.\n\n vertices.push( p3[ 0 ] ); vertices.push( p3[ 1 ] ); vertices.push( p3[ 2 ] );\n vertices.push( p2[ 0 ] ); vertices.push( p2[ 1 ] ); vertices.push( p2[ 2 ] );\n vertices.push( p1[ 0 ] ); vertices.push( p1[ 1 ] ); vertices.push( p1[ 2 ] );\n\n // Push the vertex colors for this triangle face.\n\n vertex_colors.push( c3[ 0 ] ); vertex_colors.push( c3[ 1 ] ); vertex_colors.push( c3[ 2 ] ); vertex_colors.push( 1.0 );\n vertex_colors.push( c2[ 0 ] ); vertex_colors.push( c2[ 1 ] ); vertex_colors.push( c2[ 2 ] ); vertex_colors.push( 1.0 );\n vertex_colors.push( c1[ 0 ] ); vertex_colors.push( c1[ 1 ] ); vertex_colors.push( c1[ 2 ] ); vertex_colors.push( 1.0 );\n\n // Compute this triangle face's face normal for use in the lighting calculations.\n\n var triangle_side_u = [ p2[ 0 ] - p1[ 0 ], p2[ 1 ] - p1[ 1 ], p2[ 2 ] - p1[ 2 ] ];\n var triangle_side_v = [ p3[ 0 ] - p1[ 0 ], p3[ 1 ] - p1[ 1 ], p3[ 2 ] - p1[ 2 ] ];\n\n // Cross product N = U x V where U = <x1,y1,z1> and V = <x2,y2,z2>.\n\n // Nx = ( z1 * y2 ) - ( y1 * z2 )\n // Ny = ( x1 * z2 ) - ( z1 * x2 )\n // Nz = ( y1 * x2 ) - ( x1 * y2 )\n\n var face_normal_x = ( triangle_side_u[ 2 ] * triangle_side_v[ 1 ] ) - ( triangle_side_u[ 1 ] * triangle_side_v[ 2 ] );\n var face_normal_y = ( triangle_side_u[ 0 ] * triangle_side_v[ 2 ] ) - ( triangle_side_u[ 2 ] * triangle_side_v[ 0 ] );\n var face_normal_z = ( triangle_side_u[ 1 ] * triangle_side_v[ 0 ] ) - ( triangle_side_u[ 0 ] * triangle_side_v[ 1 ] );\n\n var length = Math.sqrt( ( face_normal_x * face_normal_x ) + ( face_normal_y * face_normal_y ) + ( face_normal_z * face_normal_z ) );\n\n // Normalize this face normal.\n\n if ( length !== 0.0 )\n {\n\n face_normal_x = face_normal_x / length;\n face_normal_y = face_normal_y / length;\n face_normal_z = face_normal_z / length;\n\n }\n\n // Use the face normal of this triangle face as the vertex normal for all of the vertex normals\n // that make up this triangle face. These vertex normals will be used in the lighting calculations.\n // Instead, to compute the vertex normals, you could average all of the face normals that are adjacent\n // to a particular vertex as the vertex normal. This would provide a smooth surface appearance.\n\n if ( smooth === false )\n {\n\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n\n }\n\n // Return the face normal to later compute the average of all the face normals that are adjacent to a particular vertex.\n\n return [ face_normal_x, face_normal_y, face_normal_z ];\n\n }", "constructor({ width = 1.0, height = 1.0, length = 1.0 }) {\n super();\n /* Points 0, 1, 2, 3 are on the left.\n * Points 4, 5, 6, 7 are on the right.\n * x = width, y = length, z = height*/\n const topLeftOut = [(width / 2), 0, (height / 2)];\n const botLeftOut = [(width / 2), 0, -(height / 2)];\n const topLeftIn = [-(width / 2), 0, (height / 2)];\n const botLeftIn = [-(width / 2), 0, -(height / 2)];\n const topRightOut = [(width / 2), length, (height / 2)];\n const botRightOut = [(width / 2), length, -(height / 2)];\n const topRightIn = [-(width / 2), length, (height / 2)];\n const botRightIn = [-(width / 2), length, -(height / 2)];\n this.vertices.push(topLeftOut);\n this.vertices.push(botLeftOut);\n this.vertices.push(topLeftIn);\n this.vertices.push(botLeftIn);\n this.vertices.push(topRightOut);\n this.vertices.push(botRightOut);\n this.vertices.push(topRightIn);\n this.vertices.push(botRightIn);\n\n // Left side face\n this.triangles.push([0, 1, 2]);\n this.triangles.push([2, 3, 1]);\n // Back side face\n this.triangles.push([2, 3, 6]);\n this.triangles.push([3, 6, 7]);\n // Right side face\n this.triangles.push([4, 5, 6]);\n this.triangles.push([5, 6, 7]);\n // Bottom face\n this.triangles.push([3, 5, 1]);\n this.triangles.push([5, 6, 3]);\n // Front side face\n this.triangles.push([1, 5, 4]);\n this.triangles.push([0, 1, 4]);\n // Top face\n this.triangles.push([0, 2, 4]);\n this.triangles.push([2, 4, 6]);\n }", "function make( v1, v2, v3, detail ) {\r\n\r\n\t\tif ( detail < 1 ) {\r\n\r\n\t\t\tvar face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );\r\n\t\t\tface.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );\r\n\t\t\tface.normal = face.centroid.clone().normalize();\r\n\t\t\tthat.faces.push( face );\r\n\r\n\t\t\tvar azi = azimuth( face.centroid );\r\n\t\t\tthat.faceVertexUvs[ 0 ].push( [\r\n\t\t\t\tcorrectUV( v1.uv, v1, azi ),\r\n\t\t\t\tcorrectUV( v2.uv, v2, azi ),\r\n\t\t\t\tcorrectUV( v3.uv, v3, azi )\r\n\t\t\t] );\r\n\r\n\t\t} else {\r\n\r\n\t\t\tdetail -= 1;\r\n\r\n\t\t\t// split triangle into 4 smaller triangles\r\n\r\n\t\t\tmake( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant\r\n\t\t\tmake( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant\r\n\t\t\tmake( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant\r\n\t\t\tmake( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant\r\n\r\n\t\t}\r\n\r\n\t}", "static appendTriangleNormals(geo) {\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n // Make sure there is enough space to for normals for each vertex\n // if not, append extra space to normals.\n let i;\n const iAry = geo.indices;\n const vAry = geo.vertices;\n const nAry = geo.normals;\n const vCnt = vAry.length;\n const nCnt = nAry.length;\n if (vCnt > nCnt) {\n for (i = nCnt; i < vCnt; i++)\n nAry.push(0);\n }\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n // Accumlate the normal direction for each vertex.\n const a = new Vec3();\n const b = new Vec3();\n const c = new Vec3();\n const n = new Vec3();\n const aSeg = new Vec3();\n const bSeg = new Vec3();\n const cSeg = new Vec3();\n let ai, bi, ci;\n for (i = 0; i < geo.indices.length; i += 3) {\n // Flat Vertex Index from Indices for each triangel face.\n ai = 3 * iAry[i];\n bi = 3 * iAry[i + 1];\n ci = 3 * iAry[i + 2];\n // Grab the vertex position\n a.fromBuf(vAry, ai);\n b.fromBuf(vAry, bi);\n c.fromBuf(vAry, ci);\n // Get two side of a triangle and cross product to get face direction\n bSeg.fromSub(b, a);\n cSeg.fromSub(c, a);\n aSeg.fromCross(bSeg, cSeg);\n // Add new normal to the old ones for each point in triangle.\n n.fromBuf(nAry, ai).add(aSeg).toBuf(nAry, ai);\n n.fromBuf(nAry, bi).add(aSeg).toBuf(nAry, bi);\n n.fromBuf(nAry, ci).add(aSeg).toBuf(nAry, ci);\n }\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n // Average Out All Normal Values by normalizing it\n for (i = 0; i < nAry.length; i += 3) {\n n.fromBuf(nAry, i).norm().toBuf(nAry, i);\n }\n }", "generateTriangles() {\r\n // MP2: Implement the rest of this function!\r\n\r\n // We'll need these to set up the WebGL buffers.\r\n this.numVertices = this.positionData.length/3;\r\n this.numFaces = this.faceData.length/3;\r\n }", "function createTriangle(geometry,topPoint,rightPoint,leftPoint,currentIndex) {\n\n\tif (facingCamera){//Regra da mao direita a comecar em cima\n\t\tgeometry.vertices.push(topPoint);\n\t\tgeometry.vertices.push(leftPoint);\n\t\tgeometry.vertices.push(rightPoint);\n\t}\n\telse{\n\t\tgeometry.vertices.push(topPoint);\n\t\tgeometry.vertices.push(rightPoint);\n\t\tgeometry.vertices.push(leftPoint);\n\t}\n\t\n\t\n\tvar color = new THREE.Color( 0x000000 );\n\t\n\tvar face = new THREE.Face3( currentIndex, currentIndex+1,currentIndex+2, color);\n\n\tgeometry.faces.push( face );\n\n\tgeometry.computeFaceNormals();\n\tgeometry.computeVertexNormals();\n}", "function cube() {\r\n\r\n var half = 0.5\r\n var verts = [vec4(-half,-half,-half,1),\r\n vec4(half,-half,-half,1),\r\n vec4(half,half,-half,1),\r\n vec4(-half,half,-half,1),\r\n vec4(-half,-half,half,1),\r\n vec4(half,-half,half,1),\r\n vec4(half,half,half,1),\r\n vec4(-half,half,half,1)];\r\n\r\n var tris = [\r\n [1,0,2], //Bottom\r\n [3,2,0],\r\n [0,1,5], //Sides\r\n [5,4,0],\r\n [1,2,6],\r\n [6,5,1],\r\n [2,3,7],\r\n [7,6,2],\r\n [3,0,4],\r\n [4,7,3],\r\n [4,5,6], //Top\r\n [6,7,4]\r\n ];\r\n\r\n var colors = [vec4(1.0,0,0,1),\r\n vec4(1.0,0,0,1),\r\n\r\n vec4(0,1.0,0,1),\r\n vec4(0,1.0,0,1),\r\n\r\n vec4(0,0,1.0,1),\r\n vec4(0,0,1.0,1),\r\n\r\n vec4(0.5,0.5,0,1),\r\n vec4(0.5,0.5,0,1),\r\n\r\n vec4(0,0.5,0.5,1),\r\n vec4(0,0.5,0.5,1),\r\n\r\n vec4(0.5,0,0.5,1),\r\n vec4(0.5,0,0.5,1)];\r\n\r\n var normals = calculateNormals(verts,tris);\r\n\r\n return {\r\n verts: verts,\r\n tris: tris,\r\n normals: normals,\r\n face_colors: colors\r\n };\r\n}", "function addTriangle(geometry,offset,tri,indices) {\n\n var newTri = tri.clone();\n scale = DECAY + Math.sin(segments.length*params.SINE_FREQ)*params.SINE_DECAY;\n newTri = tScale(newTri,scale);\n newTri = tAlign(newTri,offset);\n newTri = new THREE.Triangle( newTri.a.add(offset), newTri.b.add(offset), newTri.c.add(offset) );\n\n geometry.vertices.push (\n new THREE.Vector3( newTri.a.x, newTri.a.y, newTri.a.z ),\n new THREE.Vector3( newTri.b.x, newTri.b.y, newTri.b.z ),\n new THREE.Vector3( newTri.c.x, newTri.c.y, newTri.c.z )\n );\n \n geometry.faces.push(new THREE.Face3(currentIndex,currentIndex+1, currentIndex+2));\n \n geometry.faces.push(new THREE.Face3(indices.x,currentIndex,currentIndex+2));\n geometry.faces.push(new THREE.Face3(indices.y,currentIndex+1,currentIndex));\n geometry.faces.push(new THREE.Face3(indices.z,currentIndex+2,currentIndex+1));\n \n geometry.faces.push(new THREE.Face3(indices.x,indices.y,currentIndex));\n geometry.faces.push(new THREE.Face3(indices.y,indices.z,currentIndex+1));\n geometry.faces.push(new THREE.Face3(indices.z,indices.x,currentIndex+2));\n \n segments.push(new Segment(tri.a,newTri.a,newTri.c, indices.x,currentIndex,currentIndex+2));\n segments.push(new Segment(tri.b,newTri.b,newTri.a, indices.y,currentIndex+1,currentIndex));\n segments.push(new Segment(tri.c,newTri.c,newTri.b, indices.z,currentIndex+2,currentIndex+1));\n segments.push(new Segment(tri.a,tri.b,newTri.a, indices.x,indices.y,currentIndex));\n segments.push(new Segment(tri.b,tri.c,newTri.b, indices.y,indices.z,currentIndex+1));\n segments.push(new Segment(tri.c,tri.a,newTri.c, indices.z,indices.x,currentIndex+2));\n \n currentIndex += 3;\n return newTri;\n}", "function Triangle(v1, v2, v3) {\n\n this.v1 = v1;\n this.v2 = v2;\n this.v3 = v3;\n\n this.normal = new THREE.Vector3();\n\n this.computeNormal();\n\n v1.faces.push(this);\n v1.addUniqueNeighbor(v2);\n v1.addUniqueNeighbor(v3);\n\n v2.faces.push(this);\n v2.addUniqueNeighbor(v1);\n v2.addUniqueNeighbor(v3);\n\n\n v3.faces.push(this);\n v3.addUniqueNeighbor(v1);\n v3.addUniqueNeighbor(v2);\n\n }", "constructor({ length = .5, height = .5, width = .5}) {\n super();\n\n /* Bottom front left */\n this.vertices.push([width, length, 2]);\n\n /* 1) Bottom front right */\n this.vertices.push([width, length * 2, 2]);\n\n /* 2) top front right */\n this.vertices.push([width, length * 2, height + 2]);\n\n /* 3) top front left */\n this.vertices.push([width, length, height + 2]);\n\n /* 4) Bottom back right */\n this.vertices.push([0, length * 2, 2]);\n\n /* 5) Bottom back left */\n this.vertices.push([0, length, 2]);\n\n /* 6) top back right */\n this.vertices.push([0, length * 2, height + 2]);\n\n /* 7) top back left */\n this.vertices.push([0, length, height + 2]);\n\n // Pushing the triangles\n // Triangle 1 front bottom\n this.triangles.push([0, 1, 2]);\n\n //Triangle 2 front top\n this.triangles.push([0, 2, 3]);\n\n // Triangle 3 right bottom\n this.triangles.push([1, 4, 6]);\n\n // Triangle 4 right top\n this.triangles.push([1, 6, 2]);\n\n // Triangle 5 back bottom\n this.triangles.push([4, 5, 7]);\n\n // Triangle 6 back top\n this.triangles.push([4, 7, 6]);\n\n // Triangle 7 left bottom\n this.triangles.push([5, 0, 3]);\n\n // Triangle 8 left top\n this.triangles.push([5, 3, 7]);\n\n // Triangle 9 top bottom\n this.triangles.push([3, 2, 6]);\n\n // Triangle 10 top top\n this.triangles.push([3, 6, 7]);\n\n // Triangle 11 bottom bottom\n this.triangles.push([1, 0, 5]);\n\n // Triangle 12 bottom top\n this.triangles.push([1, 5, 4]);\n }", "function createTriangles(){ \n\t\t/* Obj.triangles = [[0,1,2], [3,4,5], ...] */\n\t\tObj.triangles = [];\n\t\tfor(var i = 0; i<Obj.positions.length/3; ++i){\n\t\t\tObj.triangles[i] = [3*i, 3*i+1, 3*i+2];\n\t\t}\n\t}", "drawGeometry(scene){\n var triangleGeometry = new THREE.Geometry();\n\n triangleGeometry.vertices.push(new THREE.Vector3(0,17,0));\n triangleGeometry.vertices.push(new THREE.Vector3(3,0,0));\n triangleGeometry.vertices.push(new THREE.Vector3(-3,0,0));\n\n triangleGeometry.faces.push( new THREE.Face3(0,1,2));\n\n var basicMaterial = new THREE.MeshBasicMaterial({\n color: 0x2685AA,\n side: THREE.DoubleSide\n });\n\n var triangleMesh = new THREE.Mesh(triangleGeometry, basicMaterial);\n scene.add(triangleMesh);\n }", "function makeCube (subdivisions) {\n \n // fill in your code here.\n // delete the code below first.\n\n\t//// Old code\n //addTriangle (-0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5);\n\n\t// var A = [-0.5, 0.5, 0.5];\n\t// var B = [ 0.5, 0.5, 0.5];\n\t// var C = [-0.5, -0.5, 0.5];\n\t// var D = [ 0.5, -0.5, 0.5];\n\t// var E = [-0.5, 0.5, -0.5];\n\t// var F = [ 0.5, 0.5, -0.5];\n\t// var G = [-0.5, -0.5, -0.5];\n\t// var H = [ 0.5, -0.5, -0.5];\n\n\t// var triangles = [\n\t// \t[A, C, B],\n\t// \t[B, C, D],\n\t// \t[E, A, F],\n\t// \t[F, A, B],\n\t// \t[E, G, A],\n\t// \t[A, G, C],\n\t// \t[B, D, F],\n\t// \t[F, D, H],\n\t// \t[F, H, E],\n\t// \t[E, H, G],\n\t// \t[H, D, G],\n\t// \t[G, D, C]\n\n\t// ];\n\n\t// // while subdivision is not finished , generate more triangles from last triangles array\n\t// while (subdivisions > 0){\n\t// \ttri_num = triangles.length;\n\t// \tfor(var i=0; i<tri_num; i++){\n\t// \t\tvar this_tri = triangles.shift();\n\t// \t\tvar m1 = [\n\t// \t\t\t(this_tri[0][0] + this_tri[1][0]) / 2,\n\t// \t\t\t(this_tri[0][1] + this_tri[1][1]) / 2,\n\t// \t\t\t(this_tri[0][2] + this_tri[1][2]) / 2\n\t// \t\t];\n\t// \t\tvar m2 = [\n\t// \t\t\t(this_tri[0][0] + this_tri[2][0]) / 2,\n\t// \t\t\t(this_tri[0][1] + this_tri[2][1]) / 2,\n\t// \t\t\t(this_tri[0][2] + this_tri[2][2]) / 2\n\t// \t\t];\n\t// \t\tvar m3 = [\n\t// \t\t\t(this_tri[1][0] + this_tri[2][0]) / 2,\n\t// \t\t\t(this_tri[1][1] + this_tri[2][1]) / 2,\n\t// \t\t\t(this_tri[1][2] + this_tri[2][2]) / 2\n\t// \t\t];\n\t// \t\tvar v0 = this_tri[0];\n\t// \t\tvar v1 = this_tri[1];\n\t// \t\tvar v2 = this_tri[2];\n\n\t// \t\ttriangles.push([v0, m1, m2]);\n\t// \t\ttriangles.push([m2, m1, m3]);\n\t// \t\ttriangles.push([m1, v1, m3]);\n\t// \t\ttriangles.push([m2, m3, v2]);\n\t// \t}\n\n\t// \tsubdivisions --;\n\n\t// }\n\t//// Old code\n\n\tvar triangles = [];\n\tconst step = 1 / subdivisions;\n\n\t// Front\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [-0.5 + i*step, -0.5 + j*step, 0.5];\n\t\t\tvar v1 = [-0.5 + (i+1)*step, -0.5 + j*step, 0.5];\n\t\t\tvar v2 = [-0.5 + i*step, -0.5 + (j+1)*step, 0.5];\n\t\t\tvar v3 = [-0.5 + (i+1)*step, -0.5 + (j+1)*step, 0.5];\n\n\t\t\ttriangles.push([v0, v3, v2]);\n\t\t\ttriangles.push([v0, v1, v3]);\n\t\t}\n\t}\n\n\t// Left\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [-0.5, -0.5+i*step, -0.5+j*step];\n\t\t\tvar v1 = [-0.5, -0.5+(i+1)*step, -0.5+j*step];\n\t\t\tvar v2 = [-0.5, -0.5+i*step, -0.5+(j+1)*step];\n\t\t\tvar v3 = [-0.5, -0.5+(i+1)*step, -0.5+(j+1)*step];\n\n\t\t\ttriangles.push([v0, v2, v3]);\n\t\t\ttriangles.push([v0, v3, v1]);\n\t\t}\n\t}\n\n\t// Right\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [0.5, -0.5+i*step, -0.5+j*step];\n\t\t\tvar v1 = [0.5, -0.5+(i+1)*step, -0.5+j*step];\n\t\t\tvar v2 = [0.5, -0.5+i*step, -0.5+(j+1)*step];\n\t\t\tvar v3 = [0.5, -0.5+(i+1)*step, -0.5+(j+1)*step];\n\n\t\t\ttriangles.push([v0, v3, v2]);\n\t\t\ttriangles.push([v0, v1, v3]);\n\t\t}\n\t}\n\n\t// Top\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [-0.5+i*step, 0.5, -0.5+j*step];\n\t\t\tvar v1 = [-0.5+(i+1)*step, 0.5, -0.5+j*step];\n\t\t\tvar v2 = [-0.5+i*step, 0.5, -0.5+(j+1)*step];\n\t\t\tvar v3 = [-0.5+(i+1)*step, 0.5, -0.5+(j+1)*step];\n\n\t\t\ttriangles.push([v0, v2, v3]);\n\t\t\ttriangles.push([v0, v3, v1]);\n\t\t}\n\t}\n\n\t// Back\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [-0.5 + i*step, -0.5 + j*step, -0.5];\n\t\t\tvar v1 = [-0.5 + (i+1)*step, -0.5 + j*step, -0.5];\n\t\t\tvar v2 = [-0.5 + i*step, -0.5 + (j+1)*step, -0.5];\n\t\t\tvar v3 = [-0.5 + (i+1)*step, -0.5 + (j+1)*step, -0.5];\n\n\t\t\ttriangles.push([v0, v2, v3]);\n\t\t\ttriangles.push([v0, v3, v1]);\n\t\t}\n\t}\n\n\t// Buttom\n\tfor(var i=0; i<subdivisions; i++){\n\t\tfor(var j=0;j<subdivisions;j++){\n\t\t\tvar v0 = [-0.5+i*step, -0.5, -0.5+j*step];\n\t\t\tvar v1 = [-0.5+(i+1)*step, -0.5, -0.5+j*step];\n\t\t\tvar v2 = [-0.5+i*step, -0.5, -0.5+(j+1)*step];\n\t\t\tvar v3 = [-0.5+(i+1)*step, -0.5, -0.5+(j+1)*step];\n\n\t\t\ttriangles.push([v0, v3, v2]);\n\t\t\ttriangles.push([v0, v1, v3]);\n\t\t}\n\t}\n\n\t// add triangles to finish the make process\n\tfor (tri of triangles){\n\t\taddTriangle(\n\t\t\ttri[0][0], tri[0][1], tri[0][2],\n\t\t\ttri[1][0], tri[1][1], tri[1][2],\n\t\t\ttri[2][0], tri[2][1], tri[2][2]\n\t\t\t);\n\t}\n\n \n}", "generateTriangles()\n{\n //Your code here\n var dx = (this.maxX - this.minX) / this.div;\n var dy = (this.maxY - this.minY) / this.div;\n \n // Push vertex buffer\n for(var i = 0; i <= this.div; i ++)\n for(var j = 0; j <= this.div; j ++){\n this.vBuffer.push(this.minX + dx * j);\n this.vBuffer.push(this.minY + dy * i);\n this.vBuffer.push(0);\n }\n // Set Normal Buffer\n for(var i = 0; i <= this.div; i ++)\n for(var j = 0; j <= this.div; j ++){\n this.nBuffer.push(0);\n this.nBuffer.push(0);\n this.nBuffer.push(0);\n }\n for(var i = 0; i < this.div; i ++)\n for(var j = 0; j < this.div; j ++){\n \n // Revised div\n var rdiv = this.div + 1;\n // Revised vindex\n var vindex = i * rdiv + j;\n \n\n this.fBuffer.push(vindex);\n this.fBuffer.push(vindex + 1);\n this.fBuffer.push(vindex + rdiv);\n\n this.fBuffer.push(vindex + 1);\n this.fBuffer.push( vindex + 1 + rdiv );\n this.fBuffer.push( vindex + rdiv );\n\n }\n this.numVertices = this.vBuffer.length/3;\n this.numFaces = this.fBuffer.length/3;\n}", "function calcVertices(){\r\n //create first row of face normals set to 0\r\n normRow = [];\r\n for(var k=0; k<=shape.length; k++){\r\n normRow.push(new coord(0,0,0));\r\n }\r\n normFaces.push(normRow);\r\n\r\n for (var i=0; i<shape[0].length-1; i++) {\r\n normRow = [];\r\n for (j=0; j<shape.length-1; j++) {\r\n \r\n var index = (vert.length/3);\r\n var currentLine = shape[j];\r\n var nextLine = shape[j+1];\r\n var thirdLine = shape[j+2];\r\n\r\n //push four points to make polygon\r\n vert.push(currentLine[i].x, currentLine[i].y, currentLine[i].z);\r\n vert.push(currentLine[i + 1].x, currentLine[i + 1].y, currentLine[i + 1].z);\r\n vert.push(nextLine[i + 1].x, nextLine[i + 1].y, nextLine[i + 1].z);\r\n vert.push(nextLine[i].x, nextLine[i].y, nextLine[i].z); \r\n \r\n //1st triangle in poly\r\n ind.push(index, index + 1, index + 2); //0,1,2\r\n //2nd triangle in poly\r\n ind.push(index, index + 2, index + 3); //0,2,3\r\n \r\n //CALCULATE SURFACE NORMALS\r\n \r\n var Snorm = calcNormal(nextLine[i], currentLine[i], currentLine[i+1]);\r\n \r\n if (j===0 || j===shape.length-2){\r\n //pushes first and last faces twice for first vertex\r\n normRow.push(new coord(Snorm.elements[0], Snorm.elements[1], Snorm.elements[2]));\r\n }\r\n normRow.push(new coord(Snorm.elements[0], Snorm.elements[1], Snorm.elements[2]));\r\n \r\n Snorm.normalize();\r\n \r\n surfaceNormz.push(Snorm.elements[0], Snorm.elements[1], Snorm.elements[2]);\r\n flatNormz.push(new coord(Snorm.elements[0], Snorm.elements[1], Snorm.elements[2]));\r\n \r\n //push start point for drawing\r\n drawFnormz.push(currentLine[i].x);\r\n drawFnormz.push(currentLine[i].y);\r\n drawFnormz.push(currentLine[i].z);\r\n //push normal vector\r\n drawFnormz.push(currentLine[i].x + Snorm.elements[0]*100);\r\n drawFnormz.push(currentLine[i].y + Snorm.elements[1]*100);\r\n drawFnormz.push(currentLine[i].z + Snorm.elements[2]*100); \r\n \r\n //CALCULATE FLAT COLORS\r\n \r\n var lightDir = new Vector3([1, 1, 1]);\r\n lightDir.normalize();\r\n \r\n //cos(theta) = dot product of lightDir and normal vector\r\n var FdotP = (lightDir.elements[0]*Snorm.elements[0])+(lightDir.elements[1]*Snorm.elements[1])+ (lightDir.elements[2]*Snorm.elements[2]);\r\n //surface color = light color x base color x FdotP (DIFFUSE)\r\n var R = 1.0 * 0.0 * FdotP;\r\n var G = 1.0 * 1.0 * FdotP;\r\n var B = 1.0 * 0.0 * FdotP;\r\n\r\n flatColor.push(R, G, B);\r\n flatColor.push(R, G, B);\r\n flatColor.push(R, G, B);\r\n flatColor.push(R, G, B);\r\n }\r\n normFaces.push(normRow); //pushes new row \r\n }\r\n //create last row of face normals set to 0\r\n normRow = [];\r\n for(var c=0; c<=shape.length; c++){\r\n normRow.push(new coord(0,0,0));\r\n }\r\n normFaces.push(normRow);\r\n \r\n //push surface normal colors - red\r\n for (j=0; j<drawFnormz.length; j+=3){\r\n normColor.push(1.0);\r\n normColor.push(0.0);\r\n normColor.push(0.0);\r\n }\r\n}", "function prepareCat() {\r\n\tfor (var i = 0; i < quads.length; i+=12) {\r\n\t\t\r\n\t\t// first triangle\r\n\t\taddTriangleVertexForIndices(quads[i]-1, quads[i+1]-1, quads[i+2]-1); \r\n\t\taddTriangleVertexForIndices(quads[i+3]-1, quads[i+4]-1, quads[i+5]-1);\r\n\t\taddTriangleVertexForIndices(quads[i+6]-1, quads[i+7]-1, quads[i+8]-1);\r\n\t\t\r\n\t\t// second triangle\r\n\t\taddTriangleVertexForIndices(quads[i]-1, quads[i+1]-1, quads[i+2]-1); \r\n\t\taddTriangleVertexForIndices(quads[i+6]-1, quads[i+7]-1, quads[i+8]-1);\r\n\t\taddTriangleVertexForIndices(quads[i+9]-1, quads[i+10]-1, quads[i+11]-1);\r\n\t}\r\n\tfor (var i = 0; i < triangles.length; i+=9) {\r\n\t\t\r\n\t\taddTriangleVertexForIndices(quads[i]-1, quads[i+1]-1, quads[i+2]-1); \r\n\t\taddTriangleVertexForIndices(quads[i+3]-1, quads[i+4]-1, quads[i+5]-1);\r\n\t\taddTriangleVertexForIndices(quads[i+6]-1, quads[i+7]-1, quads[i+8]-1);\r\n\t}\r\n}", "function Triangle( v1, v2, v3, a, b, c ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.v1 = v1;\n\t\tthis.v2 = v2;\n\t\tthis.v3 = v3;\n\n\t\tthis.normal = new Vector3();\n\n\t\tthis.computeNormal();\n\n\t\tv1.faces.push( this );\n\t\tv1.addUniqueNeighbor( v2 );\n\t\tv1.addUniqueNeighbor( v3 );\n\n\t\tv2.faces.push( this );\n\t\tv2.addUniqueNeighbor( v1 );\n\t\tv2.addUniqueNeighbor( v3 );\n\t\tv3.faces.push( this );\n\t\tv3.addUniqueNeighbor( v1 );\n\t\tv3.addUniqueNeighbor( v2 );\n\n\t}", "generateTriangles() {\n\t\tvar icosphere = Icosphere.create(this.config.recursion_level);\n\n\t\tthis.triangles = icosphere.triangles;\n\t}", "generateTriangles()\r\n{\r\n //Your code here\r\n var deltaX = (this.maxX - this.minX)/this.div;\r\n var deltaY = (this.maxY - this.minY)/this.div;\r\n \r\n // Populate vertex buffer and normal buffer\r\n for(var i = 0; i <= this.div; i++){\r\n for(var j = 0; j <= this.div; j++){\r\n this.vBuffer.push(this.minX + deltaX * j); //Start from bottom left, to the right \r\n this.vBuffer.push(this.minY + deltaY * i); // i is constant, Y is constant\r\n this.vBuffer.push(0);\r\n \r\n this.nBuffer.push(0);\r\n this.nBuffer.push(0);\r\n this.nBuffer.push(0);\r\n\r\n }\r\n }\r\n \r\n // Populate face buffer (index into vertex buffer)\r\n for(var i = 0; i < this.div; i++){\r\n for(var j = 0; j < this.div; j++){\r\n var locBuffer = i * (this.div + 1) + j;\r\n // First triangle in a square\r\n this.fBuffer.push(locBuffer);\r\n this.fBuffer.push(locBuffer + 1);\r\n this.fBuffer.push(locBuffer + this.div + 1);\r\n \r\n // Second triangle in a square\r\n this.fBuffer.push(locBuffer + 1);\r\n this.fBuffer.push(locBuffer + this.div + 1 + 1);\r\n this.fBuffer.push(locBuffer + this.div + 1);\r\n }\r\n }\r\n \r\n //(Div + 1) is the size of the grid\r\n this.numVertices = this.vBuffer.length/3;\r\n this.numFaces = this.fBuffer.length/3;\r\n this.diamondSquare(this.div + 1);\r\n this.setNormal();\r\n}", "function prepareTeapot() {\n\tfor (var i = 0; i < triangles.length; i+=9) {\n\t\tindices.push(triangles[i]-1, triangles[i+3]-1, triangles[i+6]-1); \n\t}\n\t\n\t//Recalculate normals\n\tvar vertLength = vertices.length / 3;\n\tindexedNormals = new Array(vertLength).fill(vec3(0,0,0));\n\t//console.log(\"Len: \" + indexedNormals.length + \" vertL: \" + vertLength);\n\tfor(var i = 2; i < triangles.length; i+=3)\n\t{\n\t\tvar selectedNorm = (triangles[i] - 1) * 3;\n\t\t\n\t\tvar normal = vec3(normals[selectedNorm], normals[selectedNorm + 1], normals[selectedNorm + 2]);\n\t\t\n\t\tif(indexedNormals[triangles[i - 2] - 1] == undefined)\n\t\t\tindexedNormals[triangles[i - 2] - 1] = normal;\n\t\telse\n\t\t\tindexedNormals[triangles[i - 2] - 1] = add(normal, indexedNormals[triangles[i - 2] - 1]);\n\t}\n\t\n\t//Normalize normals\n\tfor(var i = 0; i < indexedNormals.length; i++)\n\t{\n\t\tindexedNormals[i] = normalize(indexedNormals[i]);\n\t\t//console.log(\"[\" + i + \"]: \" + indexedNormals[i]);\n\t}\n\t\n\t//Recalculate texcoords\n\tindexedTexCoords = new Array(vertLength);\n\tfor(var i = 1; i < triangles.length; i+=3)\n\t{\n\t\tvar selectedTexc = (triangles[i] - 1) * 2;\n\t\t\n\t\tvar texCoordinate = vec2(texcoords[selectedTexc], texcoords[selectedTexc + 1]);\n\t\t\n\t\tif(indexedTexCoords[triangles[i - 1] - 1] == undefined)\n\t\t\tindexedTexCoords[triangles[i - 1] - 1] = texCoordinate;\n\t}\n}", "function IsoscelesTriangleGeometry(base, height) {\n this.geometry = new THREE.Geometry();\n this.geometry.vertices.push( new THREE.Vector3(-base, 0, 0) );\n this.geometry.vertices.push( new THREE.Vector3( base, 0, 0) );\n this.geometry.vertices.push( new THREE.Vector3( 0, height, 0) );\n this.geometry.faces.push( new THREE.Face3(0, 1, 2) );\n this.geometry.computeFaceNormals();\n this.geometry.computeVertexNormals();\n return this.geometry;\n }", "generateTriangles()\r\n{\r\n //Your code here\r\n var deltaX = (this.maxX - this.minX) / this.div;\r\n var deltaY = (this.maxY - this.minY) / this.div;\r\n\r\n for (var i = 0; i <= this.div; i++) {\r\n for (var j = 0; j <= this.div; j++) {\r\n // Fill the vertexes by interpolating across\r\n this.vBuffer.push(this.minX + deltaX * j);\r\n this.vBuffer.push(this.minY + deltaY * i);\r\n this.vBuffer.push(0); // set the z value to 0 initially for diamond-square\r\n // terrain is flat so normal starts with 0 in x and y\r\n this.nBuffer.push(0);\r\n this.nBuffer.push(0);\r\n this.nBuffer.push(1);\r\n }\r\n }\r\n\r\n for (var i = 0; i < this.div; i++) {\r\n for (var j = 0; j < this.div; j++) {\r\n var vid = i * (this.div + 1) + j;\r\n // fill in the faces\r\n this.fBuffer.push(vid);\r\n this.fBuffer.push(vid + 1);\r\n this.fBuffer.push(vid + this.div + 1);\r\n\r\n this.fBuffer.push(vid + 1);\r\n this.fBuffer.push(vid + 1 + this.div + 1);\r\n this.fBuffer.push(vid + this.div + 1);\r\n }\r\n }\r\n this.numVertices = this.vBuffer.length/3;\r\n this.numFaces = this.fBuffer.length/3;\r\n // Do the algorithm and then update the normals based on how the diamond square algorithm worked\r\n this.diamondSquare();\r\n this.updateVertexNormals();\r\n}", "function drawQuad(centerPos, transform)\n{\n if(!global.scene.isRecording())\n {\n fadePath = false;\n\n var left = centerPos.x - 3;\n var right = centerPos.x + 3;\n var top = centerPos.z + 3;\n var bottom = centerPos.z - 3; \n \n var colorVal = new vec3(1,1,1);\n \n var v1 = centerPos.add(transform.forward.uniformScale(3.0)).add(transform.right.uniformScale(-3.0));\n var v2 = centerPos.add(transform.forward.uniformScale(-3.0)).add(transform.right.uniformScale(-3.0));\n var v3 = centerPos.add(transform.forward.uniformScale(-3.0)).add(transform.right.uniformScale(3.0));\n var v4 = centerPos.add(transform.forward.uniformScale(3.0)).add(transform.right.uniformScale(3.0));\n builder.appendVerticesInterleaved([\n // Position Normal UV Color Index\n v1.x, centerPos.y, v1.z, 0, 0, 1, 0, 1, colorVal.x,colorVal.y,colorVal.z,0, // 0\n v2.x, centerPos.y, v2.z, 0, 0, 1, 0, 0, colorVal.x,colorVal.y,colorVal.z,0, // 1 \n v3.x, centerPos.y, v3.z, 0, 0, 1, 1, 0, colorVal.x,colorVal.y,colorVal.z,0, // 2\n v4.x, centerPos.y, v4.z, 0, 0, 1, 1, 1, colorVal.x,colorVal.y,colorVal.z,0, // 3 \n ]);\n \n var startIndex = (pointCounter-1) * 4;\n builder.appendIndices([\n 0 + startIndex, 1 + startIndex, 2 + startIndex, // First Triangle\n 2 + startIndex, 3 + startIndex, 0 + startIndex, // Second Triangle\n ]);\n \n if(builder.isValid()){\n script.drawingObject.mesh = builder.getMesh();\n builder.updateMesh();\n }\n else{\n print(\"Follow Path Anim: Mesh data invalid!\");\n }\n } \n}", "function createTriangle() {\n\n var testTriangle_geom = new THREE.Geometry();\n\n var tv0 = new THREE.Vector3(0,0,-100);\n var tv1 = new THREE.Vector3(100,0,0);\n var tv2 = new THREE.Vector3(0,0,100);\n var tv3 = new THREE.Vector3(0,100,0);\n testTriangle_geom.vertices.push(tv0,tv1,tv2,tv3);\n\n var tf0 = new THREE.Face3(0,1,2);\n var tf1 = new THREE.Face3(2,3,0);\n var tf2 = new THREE.Face3(3,1,0);\n var tf3 = new THREE.Face3(2,1,3);\n\n var c1 = new THREE.Color(0xFF0000);//顶点1颜色——红色\n var c2 = new THREE.Color(0x00FF00);//顶点2颜色——绿色\n var c3 = new THREE.Color(0x0000FF);//顶点3颜色——蓝色\n\n // 设置各个顶点颜色\n testTriangle_geom.colors.push(c1,c2,c3,c1);\n\n // tf0.vertexColors.push(c1, c2, c3);//定义三角面三个顶点的颜色\n // tf1.vertexColors.push(c1, c2, c3);//定义三角面三个顶点的颜色\n // tf2.vertexColors.push(c1, c2, c3);//定义三角面三个顶点的颜色\n // tf3.vertexColors.push(c1, c2, c3);//定义三角面三个顶点的颜色\n\n testTriangle_geom.faces.push(tf0,tf1,tf2,tf3);\n\n var random_material=new THREE.MeshLambertMaterial({\n vertexColors: THREE.VertexColors,//以顶点颜色为准\n side: THREE.DoubleSide,//两面可见\n opacity: 1.0\n });//材质对象\n\n // var testTriangle = new THREE.Mesh(testTriangle_geom,random_material);\n // scene_3D_S.add(testTriangle);\n\n\n // ShaderMaterial测试\n var attributes = {\n color_r: {\n type: 'f', // a float\n value: [] // an empty array\n },\n color_g: {\n type: 'f', // a float\n value: [] // an empty array\n },\n color_b:{\n type: 'f', // a float\n value: [] // an empty array\n }\n };\n // now populate the array of attributes\n var verts = testTriangle_geom.vertices;\n var color_r = attributes.color_r.value;\n var color_g = attributes.color_g.value;\n var color_b = attributes.color_b.value;\n for (var v = 0; v < verts.length; v++) {\n color_r.push(Math.random());\n color_g.push(Math.random());\n color_b.push(Math.random());\n }\n console.log(color_r);\n\n var shaderMaterial_test;\n // // load shader\n $.get('http://localhost:3000/../shaders/my.vs', function(vShader){\n $.get('http://localhost:3000/../shaders/my.fs', function(fShader){\n // console.log(vShader); // test success\n // console.log(fShader); // test success\n shaderMaterial_test = new THREE.ShaderMaterial({\n vertexShader: vShader,\n fragmentShader: fShader,\n attributes: attributes\n });\n // create triangle and add it to scene[这两步必须放到材质生成之后,jQuery中]\n var triangle_test = new THREE.Mesh(testTriangle_geom, shaderMaterial_test);//网格模型对象\n scene_3D_S.add(triangle_test); //模型添加到场景中\n });\n });\n}", "function Cube () {\r\n\r\n\tthis.name = \"cube\";\r\n\t\r\n\t// vertices definition\r\n\t////////////////////////////////////////////////////////////\r\n\t\r\n\tthis.vertices = new Float32Array([\r\n\t\t-1.0, -1.0, 1.0,\r\n\t\t 1.0, -1.0, 1.0,\r\n\t\t-1.0, 1.0, 1.0,\r\n\t\t 1.0, 1.0, 1.0,\r\n\t\t-1.0, -1.0, -1.0,\r\n\t\t 1.0, -1.0, -1.0,\r\n\t\t-1.0, 1.0, -1.0,\r\n\t\t 1.0, 1.0, -1.0\r\n\t]);\r\n\r\n\t// triangles definition\r\n\t////////////////////////////////////////////////////////////\r\n\t\r\n\tthis.triangleIndices = new Uint16Array([\r\n\t\t0, 1, 2, 2, 1, 3, // front\r\n\t\t5, 4, 7, 7, 4, 6, // back\r\n\t\t4, 0, 6, 6, 0, 2, // left\r\n\t\t1, 5, 3, 3, 5, 7, // right\r\n\t\t2, 3, 6, 6, 3, 7, // top\r\n\t\t4, 5, 0, 0, 5, 1 // bottom\r\n\t]);\r\n\t\r\n\tthis.numVertices = this.vertices.length/3;\r\n\tthis.numTriangles = this.triangleIndices.length/3;\r\n\t\r\n}", "function Cube () {\r\n\r\n\tthis.name = \"cube\";\r\n\t\r\n\t// vertices definition\r\n\t////////////////////////////////////////////////////////////\r\n\t\r\n\tthis.vertices = new Float32Array([\r\n\t\t-1.0, -1.0, 1.0,\r\n\t\t 1.0, -1.0, 1.0,\r\n\t\t-1.0, 1.0, 1.0,\r\n\t\t 1.0, 1.0, 1.0,\r\n\t\t-1.0, -1.0, -1.0,\r\n\t\t 1.0, -1.0, -1.0,\r\n\t\t-1.0, 1.0, -1.0,\r\n\t\t 1.0, 1.0, -1.0\r\n\t]);\r\n\r\n\t// triangles definition\r\n\t////////////////////////////////////////////////////////////\r\n\t\r\n\tthis.triangleIndices = new Uint16Array([\r\n\t\t0, 1, 2, 2, 1, 3, // front\r\n\t\t5, 4, 7, 7, 4, 6, // back\r\n\t\t4, 0, 6, 6, 0, 2, // left\r\n\t\t1, 5, 3, 3, 5, 7, // right\r\n\t\t2, 3, 6, 6, 3, 7, // top\r\n\t\t4, 5, 0, 0, 5, 1 // bottom\r\n\t]);\r\n\t\r\n\tthis.numVertices = this.vertices.length/3;\r\n\tthis.numTriangles = this.triangleIndices.length/3;\r\n\t\r\n}", "buildQuarterDome(numTriangleStrips = 32) {\n const zAxis = vec3.fromValues(0.0, 0.0, 1.0);\n const yAxis = vec3.fromValues(0.0, 1.0, 0.0);\n const start = vec3.fromValues(0.0, 1.0, 0.0);\n const halfPI = Math.PI / 2;\n const vertices = [];\n const indices = [];\n\n /* \n * This works by generating a large triangle composed of numTriangleStrips\n * number of triangle strips. A \"large triangle\" with numTriangleStrips = 2\n * would look like this.\n *\n * /\\\n * /__\\\n * /\\ /\\\n * /__\\/__\\\n * \n * The vertices are generated by starting at point 0,1,0, and rotating\n * 90 degrees around the z axis numTriangleStrips + 1 times. For each\n * iteration, vertices are generated by rotating 90 degrees about the y\n * axis.\n */\n for (let level = 0; level < numTriangleStrips + 1; ++level) {\n const angleZ = halfPI / numTriangleStrips * level;\n const rotationZ = mat4.fromRotation(mat4.create(), angleZ, zAxis);\n const vertsThisLevel = level + 1;\n\n for (let v = 0; v < vertsThisLevel; ++v) {\n const angleY = (vertsThisLevel === 1) ? 0 : halfPI / (vertsThisLevel - 1) * v;\n const rotationY = mat4.fromRotation(mat4.create(), angleY, yAxis);\n\n // \"start\" is rotated about Z then about Y.\n vertices.push(\n vec3.transformMat4(vec3.create(),\n vec3.transformMat4(vec3.create(), start, rotationZ), rotationY));\n }\n }\n\n /**\n * From the vertices generated above, create vertex indices that can be\n * used to draw the quarter dome.\n *\n * |Level|Triangles\n * |-----|---------\n * 0 | 0 |\n * / \\ | |\n * 1---2 | 1 | [0,2,1 UP]\n * / \\ / \\ | |\n * 3---4---5 | 2 | [1,4,3 UP] [2,5,4 UP] [1,2,4 DOWN]\n * / \\ / \\ / \\ | |\n * 6---7---8---9 | 3 | [3,7,6 UP] [4,8,7 UP] [5,9,8 UP] [3,4,7 DOWN] [4,5,8 DOWN]\n */\n for (let level = 1; level < numTriangleStrips + 1; ++level) {\n const numUp = level;\n const numDown = level - 1;\n // The start index for the level is a sequence: n(n+1) / 2.\n // I.e. the start points are 0, 1, 3, 6, 10, 15, ...\n const lInd = (level - 1)*level / 2;\n const nInd = lInd + level;\n\n // The vertices are pushed clockwise for vertex normal computation.\n for (let u = 0; u < numUp; ++u) {\n indices.push(lInd + u);\n indices.push(nInd + u + 1);\n indices.push(nInd + u);\n }\n\n for (let d = 0; d < numDown; ++d) {\n indices.push(lInd + d);\n indices.push(lInd + d + 1);\n indices.push(nInd + d + 1);\n }\n }\n\n return {vertices, indices};\n }", "function createCube(gl) {\n var cube = [];\n // Coordinates Cube which length of one side is 1 with the origin on the center of the bottom)\n var vertices = new Float32Array([\n 0.5, 1.0, 0.5, -0.5, 1.0, 0.5, -0.5, 0.0, 0.5, 0.5, 0.0, 0.5, // v0-v1-v2-v3 front\n 0.5, 1.0, 0.5, 0.5, 0.0, 0.5, 0.5, 0.0,-0.5, 0.5, 1.0,-0.5, // v0-v3-v4-v5 right\n 0.5, 1.0, 0.5, 0.5, 1.0,-0.5, -0.5, 1.0,-0.5, -0.5, 1.0, 0.5, // v0-v5-v6-v1 up\n -0.5, 1.0, 0.5, -0.5, 1.0,-0.5, -0.5, 0.0,-0.5, -0.5, 0.0, 0.5, // v1-v6-v7-v2 left\n -0.5, 0.0,-0.5, 0.5, 0.0,-0.5, 0.5, 0.0, 0.5, -0.5, 0.0, 0.5, // v7-v4-v3-v2 down\n 0.5, 0.0,-0.5, -0.5, 0.0,-0.5, -0.5, 1.0,-0.5, 0.5, 1.0,-0.5 // v4-v7-v6-v5 back\n ]);\n\n // Normal\n var normals = new Float32Array([\n 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, // v0-v1-v2-v3 front\n 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, // v0-v3-v4-v5 right\n 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, // v0-v5-v6-v1 up\n -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, // v1-v6-v7-v2 left\n 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, // v7-v4-v3-v2 down\n 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0, 0.0, 0.0,-1.0 // v4-v7-v6-v5 back\n ]);\n\n // Indices of the vertices\n var indices = new Uint8Array([\n 0, 1, 2, 0, 2, 3, // front\n 4, 5, 6, 4, 6, 7, // right\n 8, 9,10, 8,10,11, // up\n 12,13,14, 12,14,15, // left\n 16,17,18, 16,18,19, // down\n 20,21,22, 20,22,23 // back\n ]);\n\n cube.vertexBuffer = initArrayBufferForLaterUse(gl,vertices,3,gl.FLOAT);\n cube.normalBuffer = initArrayBufferForLaterUse(gl,normals,3,gl.FLOAT);\n cube.indexBuffer = initElementArrayBufferForLaterUse(gl,indices,gl.STATIC_DRAW);\n cube.num_vertices = indices.length;\n cube.drawtype = gl.TRIANGLES;\n\n return cube;\n}", "function buildFace(geometry,triangleNumber,startPoint){\n\tvar material = new THREE.MeshStandardMaterial( { color : 0x000000 ,wireframe: true } );\n\tvar nextIndex = 0\n\tfor(i = triangleNumber; i>0; i--){\n\t\tstartPoint = buildTriangleLine(geometry,0.10,0.10,i,startPoint,nextIndex);\n\t\tnextIndex += 3*i;\n\t}\n\n\tstartPoint = new THREE.Vector3( -40, -30,startPoint.z);\n\ttriangleNumber--;\n\tfor(i = triangleNumber; i>0; i--){\n\t\tstartPoint = buildInvertedTriangleLine(geometry,0.10,0.10,i,startPoint,nextIndex);\n\t\tnextIndex += 3*i;\n\t}\n\t\n\tbuildBottomBorders(geometry,nextIndex);\n\tnextIndex += 6;\n\tbuildRightBorder(geometry,nextIndex);\n\tnextIndex += 6;\n\tbuildLeftBorder(geometry,nextIndex);\n\tnextIndex += 6;\n\treturn new THREE.Mesh( geometry, material );\n}", "function flip(ourindices){\n\tvar old_edgelen = polyhedron_edge_length[ourindices[0]][ourindices[1]];\n\tvar l_a = polyhedron_edge_length[ourindices[0]][ourindices[2]];\n\tvar l_b = polyhedron_edge_length[ourindices[1]][ourindices[2]];\n\tvar l_c = polyhedron_edge_length[ourindices[0]][ourindices[3]];\n\tvar l_d = polyhedron_edge_length[ourindices[1]][ourindices[3]];\n\t\n\tvar cosalpha = get_cos_of_summed_acoses(get_cos_rule(l_b,l_a,old_edgelen),get_cos_rule(l_d,l_c,old_edgelen) );\n\tvar newlength = Math.sqrt( l_a*l_a + l_c*l_c - 2*l_a*l_c * cosalpha );\n\t\n\tpolyhedron_edge_length[ourindices[0]][ourindices[1]] = 666;\n\tpolyhedron_edge_length[ourindices[1]][ourindices[0]] = 666;\n\t\n\tpolyhedron_edge_length[ourindices[2]][ourindices[3]] = newlength;\n\tpolyhedron_edge_length[ourindices[3]][ourindices[2]] = newlength;\n\t\n\t//want to change\tourindices[0 then 2 then 1 ] to\t[0 then 2 then 3 ]\n\t//and \t\t\t\tourindices[0 then 1 then 3 ] to [2 then 1 then 3]\n\t\n\tvar num_triangles_swapped = 0;\n\tfor(var i = 0; i < 20; i++){ //we got more to do in here?\n\t\tfor(var j = 0; j < 3; j++){\n\t\t\tif( alexandrov_triangle_vertex_indices[i*3+(j+0)%3] === ourindices[0] &&\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+1)%3] === ourindices[2] &&\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+2)%3] === ourindices[1] \n\t\t\t ){\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+2)%3] = ourindices[3];\n\t\t\t\tnum_triangles_swapped++;\n\t\t\t}\n\t\t\telse\n\t\t\tif(\talexandrov_triangle_vertex_indices[i*3+(j+0)%3] === ourindices[0] &&\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+1)%3] === ourindices[1] &&\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+2)%3] === ourindices[3] \n\t\t\t ){\n\t\t\t\talexandrov_triangle_vertex_indices[i*3+(j+0)%3] = ourindices[2];\n\t\t\t\tnum_triangles_swapped++;\n\t\t\t}\n\t\t} \n\t}\n\t\n\t//so for every pair of triangles, we check for crossings\n//\tfor(var i = 0; i < 12; i++){\n//\t\tfor(var j = 0; j < 12; j++){\n//\t\t\tif(polyhedron_edge_length[i][j] !== 666){\n//\t\t\t\tvar crossindices = get_diamond_indices(i,j);\n//\t\t\t\tif(polyhedron_edge_length[crossindices[2] ] [ crossindices[3] ] !== 666 )\n//\t\t\t\t\tconsole.log(\"crossing!\", crossindices); //expect these to be reported in pairs\n//\t\t\t}\n//\t\t}\n//\t}\n\t\n//\tif(num_triangles_swapped != 2){\n//\t\tconsole.log(\"tried to swap \" + num_triangles_swapped + \" triangles, should be 2\");\n//\t}\n\t\n\t//crossing is the first problem to arise, this is canary #2\n//\tfor(var i = 0; i < 20; i++){\n//\t\tfor(var j = i+1; j < 20; j++){\n//\t\t\tif(\talexandrov_triangle_vertex_indices[i*3+0] === alexandrov_triangle_vertex_indices[j*3+0] ||\n//\t\t\t\talexandrov_triangle_vertex_indices[i*3+0] === alexandrov_triangle_vertex_indices[j*3+1] ||\n//\t\t\t\talexandrov_triangle_vertex_indices[i*3+0] === alexandrov_triangle_vertex_indices[j*3+2] ){\n//\t\t\t\tif(\talexandrov_triangle_vertex_indices[i*3+1] === alexandrov_triangle_vertex_indices[j*3+0] ||\n//\t\t\t\t\talexandrov_triangle_vertex_indices[i*3+1] === alexandrov_triangle_vertex_indices[j*3+1] ||\n//\t\t\t\t\talexandrov_triangle_vertex_indices[i*3+1] === alexandrov_triangle_vertex_indices[j*3+2] ){\n//\t\t\t\t\tif(\talexandrov_triangle_vertex_indices[i*3+2] === alexandrov_triangle_vertex_indices[j*3+0] ||\n//\t\t\t\t\t\talexandrov_triangle_vertex_indices[i*3+2] === alexandrov_triangle_vertex_indices[j*3+1] ||\n//\t\t\t\t\t\talexandrov_triangle_vertex_indices[i*3+2] === alexandrov_triangle_vertex_indices[j*3+2] )\n//\t\t\t\t\t\tconsole.log(\"duplicate triangle\")\n//\t\t\t\t\t//the only way for this to make sense is if there was previously a \"cross\"?\n//\t\t\t\t}\n//\t\t\t}\t\t\n//\t\t}\n//\t}\n}", "function triangle(w, h) {\n\tvar t1 = tube(w, h);\n\tvar t1R = ROTATE([2,0])(PI*(1/5))(t1);\n\tvar t2 = ROTATE([2,0])(PI*(-6/5))(t1);\n\tvar t2R = T([0,2])([0.75,1])(t2);\n\treturn STRUCT([t1R, t2R]);\n}", "subdivide_triangle( a, b, c, count ) { \n\n // Base case of recursion - we've hit the finest level of detail we want. \n if( count <= 0) {\n this.indices.push( a,b,c ); \n return; \n }\n\n // So we're not at the base case. So, build 3 new vertices at midpoints,\n // and extrude them out to touch the unit sphere (length 1).\n var ab_vert = this.arrays.position[a].mix( this.arrays.position[b], 0.5).normalized(), \n ac_vert = this.arrays.position[a].mix( this.arrays.position[c], 0.5).normalized(),\n bc_vert = this.arrays.position[b].mix( this.arrays.position[c], 0.5).normalized(); \n\n // Here, push() returns the indices of the three new vertices (plus one).\n var ab = this.arrays.position.push( ab_vert ) - 1,\n ac = this.arrays.position.push( ac_vert ) - 1, \n bc = this.arrays.position.push( bc_vert ) - 1; \n\n // Recurse on four smaller triangles, and we're done. Skipping every fourth vertex index in \n // our list takes you down one level of detail, and so on, due to the way we're building it.\n this.subdivide_triangle( a, ab, ac, count - 1 );\n this.subdivide_triangle( ab, b, bc, count - 1 );\n this.subdivide_triangle( ac, bc, c, count - 1 );\n this.subdivide_triangle( ab, bc, ac, count - 1 );\n }", "function capTriangle(geometry,offset,tri,indices) {\n var newTri = tri.clone();\n var newPoint = newTri.midpoint().add(offset);\n \n geometry.vertices.push( new THREE.Vector3(newPoint.x, newPoint.y, newPoint.z) );\n \n geometry.faces.push(new THREE.Face3(indices.x,indices.y,currentIndex));\n geometry.faces.push(new THREE.Face3(indices.y,indices.z,currentIndex));\n geometry.faces.push(new THREE.Face3(indices.z,indices.x,currentIndex));\n \n currentIndex += 1;\n return newTri;\n}", "function animate() {\r\n\tif(Math.abs(rotAngle2) > 30) {\r\n\t\tmode = -1 * mode;\r\n\t}\r\n\trotAngle = rotAngle + 0.3;\r\n\trotAngle2 = rotAngle2 + mode * 0.3;\t//set rotAngle2 keep changing between -30 to 30\r\n\tdeg += 0.03;\r\n\t var triangleVertices = [\t//Non-affine transformation\r\n\t\t-0.9 , 0.95, 0.0,\r\n\t\t-0.9 , 0.6 , 0.0,\r\n\t\t-0.75, 0.6\t , 0.0,\r\n\r\n\t\t-0.9 , 0.95, 0.0,\r\n\t\t-0.75, 0.6\t , 0.0,\r\n\t\t-0.33, 0.6\t , 0.0,\r\n\r\n\t\t-0.9 , 0.95, 0.0,\r\n\t\t-0.33, 0.6\t , 0.0,\r\n\t\t 0.0 , 0.95, 0.0,\r\n\r\n\t\t 0.0 , 0.95, 0.0,\r\n\t\t-0.33, 0.6\t , 0.0,\r\n\t\t 0.33, 0.6\t , 0.0,\r\n\r\n\t\t 0.0 , 0.95, 0.0,\r\n\t\t 0.33, 0.6\t , 0.0,\r\n\t\t 0.9 , 0.95, 0.0,\r\n\r\n\t\t 0.9 , 0.95, 0.0,\r\n\t\t 0.75, 0.6\t , 0.0,\r\n\t\t 0.33, 0.6\t , 0.0,\r\n\r\n\t\t 0.9 , 0.95, 0.0,\r\n\t\t 0.9 , 0.6\t , 0.0,\r\n\t\t 0.75, 0.6\t , 0.0,\t\t//top\r\n\r\n\t\t -0.75, 0.6 , 0.0,\r\n\t\t -0.75, -0.3, 0.0,\r\n\t\t -0.33, -0.3, 0.0,\r\n\r\n\t\t -0.75, 0.6 , 0.0,\r\n\t\t -0.33, -0.3 , 0.0,\r\n\t\t -0.33, -0.05, 0.0, \r\n\r\n\t\t -0.75, 0.6 , 0.0,\r\n\t\t -0.33, -0.3 , 0.0,\r\n\t\t -0.33, 0.35 , 0.0,\r\n\r\n\t\t -0.75, 0.6 , 0.0,\r\n\t\t -0.33, 0.35 , 0.0,\r\n\t\t -0.33, 0.6 , 0.0,\r\n\r\n\t\t -0.33, 0.35, 0.0,\r\n\t\t -0.18 , 0.35, 0.0,\r\n\t\t -0.18 , -0.05, 0.0,\r\n\r\n\t\t -0.33, 0.35, 0.0,\r\n\t\t -0.18 , -0.05, 0.0,\r\n\t\t -0.33, -0.05, 0.0,\t\t//middle left\r\n\r\n\t\t 0.75, 0.6 , 0.0,\r\n\t\t 0.75, -0.3, 0.0,\r\n\t\t 0.33, -0.3, 0.0,\r\n\r\n\t\t 0.75, 0.6 , 0.0,\r\n\t\t 0.33, -0.3 , 0.0,\r\n\t\t 0.33, -0.05, 0.0, \r\n\r\n\t\t 0.75, 0.6 , 0.0,\r\n\t\t 0.33, -0.3 , 0.0,\r\n\t\t 0.33, 0.35 , 0.0,\r\n\r\n\t\t 0.75, 0.6 , 0.0,\r\n\t\t 0.33, 0.35 , 0.0,\r\n\t\t 0.33, 0.6 , 0.0,\r\n\r\n\t\t 0.33, 0.35, 0.0,\r\n\t\t 0.18 , 0.35, 0.0,\r\n\t\t 0.18 , -0.05, 0.0,\r\n\r\n\t\t 0.33, 0.35, 0.0,\r\n\t\t 0.18 , -0.05, 0.0,\r\n\t\t 0.33, -0.05, 0.0,\t\t//middle right\r\n\t\t //make the bottom part of the badge dance\r\n\t\t -0.75 , -0.35, 0.0,\r\n\t\t -0.75+Math.sin(deg)*0.12, -0.5 , 0.0,\r\n\t\t -0.6 + Math.sin(deg)*0.1, -0.6, 0.0,\r\n\r\n\t\t -0.75, -0.35, 0.0,\r\n\t\t -0.6+Math.sin(deg)*0.1 , -0.6 , 0.0,\r\n\t\t -0.6 , -0.35 , 0.0,\r\n\r\n\t\t -0.48, -0.35, 0.0,\r\n\t\t -0.48+Math.sin(deg)*0.1, -0.68 , 0.0,\r\n\t\t -0.33+Math.sin(deg)*0.1, -0.78 , 0.0,\r\n\r\n\t\t -0.48, -0.35, 0.0,\r\n\t\t -0.33+Math.sin(deg)*0.1, -0.78 , 0.0,\r\n\t\t -0.33, -0.35, 0.0,\r\n\r\n\t\t -0.21, -0.35, 0.0,\r\n\t\t -0.21+Math.sin(deg)*0.1, -0.86, 0.0,\r\n\t\t -0.06+Math.sin(deg)*0.06, -0.96 , 0.0,\r\n\r\n\t\t -0.21, -0.35, 0.0,\r\n\t\t -0.06+Math.sin(deg)*0.06, -0.96 , 0.0,\r\n\t\t -0.06, -0.35, 0.0,\r\n\r\n\t\t 0.75, -0.35, 0.0,\r\n\t\t 0.75-Math.sin(deg)*0.12, -0.5 , 0.0,\r\n\t\t 0.6-Math.sin(deg)*0.1 , -0.6, 0.0,\r\n\r\n\t\t 0.75, -0.35, 0.0,\r\n\t\t 0.6 -Math.sin(deg)*0.1, -0.6 , 0.0,\r\n\t\t 0.6 , -0.35 , 0.0,\r\n\r\n\t\t 0.48, -0.35, 0.0,\r\n\t\t 0.48-Math.sin(deg)*0.1, -0.68, 0.0,\r\n\t\t 0.33-Math.sin(deg)*0.1, -0.78 , 0.0,\r\n\r\n\t\t 0.48, -0.35, 0.0,\r\n\t\t 0.33-Math.sin(deg)*0.1 , -0.78, 0.0,\r\n\t\t 0.33, -0.35, 0.0,\r\n\r\n\t\t 0.21, -0.35, 0.0,\r\n\t\t 0.21-Math.sin(deg)*0.1, -0.86 , 0.0,\r\n\t\t 0.06-Math.sin(deg)*0.06, -0.96, 0.0,\r\n\r\n\t\t 0.21, -0.35, 0.0,\r\n\t\t 0.06-Math.sin(deg)*0.06, -0.96 , 0.0,\r\n\t\t 0.06, -0.35, 0.0\t\t\t//bottom\r\n\t];\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\r\n\tgl.bufferData(gl.ARRAY_BUFFER, new Float32Array(triangleVertices), gl.DYNAMIC_DRAW);\r\n\tvertexPositionBuffer.itemSize = 3;\r\n\tvertexPositionBuffer.numberOfItems = 93;\r\n}", "function makeCube2(){\n var vertexBuf = [];\n var triBuf = [];\n var normBuf = [];\n var vertices = [[0,0,1],[1,0,1],[1,1,1],[0,1,1],[0,0,0],[1,0,0],[1,1,0],[0,1,0]];\n var triangles = [[6,2,3],[3,7,6],[4,0,1],[1,5,4]];\n var normals = [[0,1,0],[0,1,0],[0,-1,0],[0,-1,0],[0,1,0],[0,1,0],[0,-1,0],[0,-1,0]];\n\n for(var i=0; i<vertices.length; i++)\n {\n vertexBuf.push(vertices[i][0],vertices[i][1],vertices[i][2]);\n }\n\n for(var i=0; i<triangles.length; i++)\n {\n triBuf.push(triangles[i][0],triangles[i][1],triangles[i][2]);\n }\n\n for(var i=0; i<normals.length; i++)\n {\n normBuf.push(normals[i][0],normals[i][1],normals[i][2]);\n }\n //triBufSize = triangles.length;\nreturn({vertices:vertexBuf, normals:normBuf, triangles:triBuf, triSize:triangles.length});\n}", "function triangle(a, b, c)\r\n{\r\n\tspherePoints.push(c);\r\n \tspherePoints.push(b);\r\n\tspherePoints.push(a);\r\n\r\n \tsphereVertexNormals.push(c[0],c[1], c[2], 0.0);\r\n\tsphereVertexNormals.push(b[0],b[1], b[2], 0.0);\r\n\tsphereVertexNormals.push(a[0],a[1], a[2], 0.0);\r\n}", "function makeCube()\n{\n\t // vertices of cube\n\tvar rawVertices = new Float32Array([\n\t-0.5, -0.5, 0.5,\n\t0.5, -0.5, 0.5,\n\t0.5, 0.5, 0.5,\n\t-0.5, 0.5, 0.5,\n\t-0.5, -0.5, -0.5,\n\t0.5, -0.5, -0.5,\n\t0.5, 0.5, -0.5,\n\t-0.5, 0.5, -0.5]);\n\n\tvar rawColors = new Float32Array([\n 0.4, 0.4, 1.0, 1.0, // Z blue\n 1.0, 0.4, 0.4, 1.0, // X red\n 0.0, 0.0, 0.7, 1.0, // -Z dk blue\n 0.7, 0.0, 0.0, 1.0, // -X dk red\n 0.4, 1.0, 0.4, 1.0, // Y green\n 0.0, 0.7, 0.0, 1.0, // -Y dk green\n]);\n\n\tvar rawNormals = new Float32Array([\n\t0, 0, 1,\n\t1, 0, 0,\n\t0, 0, -1,\n\t-1, 0, 0,\n\t0, 1, 0,\n\t0, -1, 0 ]);\n\n\tvar indices = new Uint16Array([\n\t0, 1, 2, 0, 2, 3, // z face\n\t1, 5, 6, 1, 6, 2, // +x face\n\t5, 4, 7, 5, 7, 6, // -z face\n\t4, 0, 3, 4, 3, 7, // -x face\n\t3, 2, 6, 3, 6, 7, // + y face\n\t4, 5, 1, 4, 1, 0 // -y face\n\t]);\n\n\tvar verticesArray = [];\n\tvar colorsArray = [];\n\tvar normalsArray = [];\n\tfor (var i = 0; i < 36; ++i)\n\t{\n\t\t// for each of the 36 vertices...\n\t\tvar face = Math.floor(i / 6);\n\t\tvar index = indices[i];\n\n\t\t// (x, y, z): three numbers for each point\n\t\tfor (var j = 0; j < 3; ++j)\n\t\t{\n\t\t\tverticesArray.push(rawVertices[3 * index + j]);\n\t\t}\n\n\t\t// (r, g, b, a): four numbers for each point\n\t\tfor (var j = 0; j < 4; ++j)\n\t\t{\n\t\t\tcolorsArray.push(rawColors[4 * face + j]);\n\t\t}\n\n\t\t// three numbers for each point\n\t\tfor (var j = 0; j < 3; ++j)\n\t\t{\n\t\t\tnormalsArray.push(rawNormals[3 * face + j]);\n\t\t}\n\t}\n\n\treturn {\n\t\tvertices: new Float32Array(verticesArray),\n\t\tcolors: new Float32Array(colorsArray),\n\t\tnormals: new Float32Array(normalsArray)\n\t};\n}", "get triangles() {\r\n\t\tlet triangles = [];\r\n\t\tfor (let i = 1; i < this.vertexCount - 1; i++)\r\n\t\t\ttriangles.push(this.vertices[0], this.vertices[i], this.vertices[i + 1]);\r\n\t\treturn triangles;\r\n\t}", "function quad(a, b, c, d) {\r\n\t//calcoliamo info normali\r\n var t1 = m4.subtractVectors(vertices_floor[b], vertices_floor[a]);\r\n var t2 = m4.subtractVectors(vertices_floor[c], vertices_floor[b]);\r\n var normal=[];\r\n normal = normalize(m4.cross(t1, t2, normal));\r\n\t\r\n\t//Il calcolo dei vettori tangenti non è così semplice come il vettore normale\r\n\t//Sostanzialmente possiamo osservare che la direzione del vettore tangente si allinea con la direzione in cui definiamo le coordinate della texture di una superficie\r\n\t//possiamo calcolare tangenti e bitangenti dai vertici di un triangolo e le sue coordinate texture (poiché le coordinate uv sono nello stesso spazio dei vettori tangenti) \r\n\t\r\n\ttangent1 = new Array();\r\n\ttangent2 = new Array();\r\n\t\r\n\tdeltaUV1 = new Array();\r\n\tdeltaUV2 = new Array();\r\n\t\r\n\tedge1=new Array();\r\n\tedge2=new Array();\r\n\r\n\t\r\n\t//triangle 1\r\n\tedge1[0]=vertices_floor[b][0]-vertices_floor[c][0];\r\n\tedge1[1]=vertices_floor[b][1]-vertices_floor[c][1];\r\n\tedge1[2]=vertices_floor[b][2]-vertices_floor[c][2];\r\n\tedge2[0]=vertices_floor[a][0]-vertices_floor[c][0];\r\n\tedge2[1]=vertices_floor[a][1]-vertices_floor[c][1];\r\n\tedge2[2]=vertices_floor[a][2]-vertices_floor[c][2];\r\n\t\r\n\tdeltaUV1[0]= uv2[0]-uv1[0];\r\n deltaUV1[1]= uv2[1]-uv1[1];\r\n\tdeltaUV2[0]= uv3[0]-uv1[0];\r\n\tdeltaUV2[1]= uv3[1]-uv1[1];\r\n\t\r\n\tf = 1.0 / (deltaUV1[0] * deltaUV2[1]- deltaUV2[0]* deltaUV1[1]);\r\n\t\r\n\t//calcoliamo informazione tangente per i vertici primo triangolo\r\n tangent1[0] = f * (deltaUV2[1] * edge1[0] - deltaUV1[1] * edge2[0]);\r\n tangent1[1] = f * (deltaUV2[1] * edge1[1] - deltaUV1[1] * edge2[1]);\r\n tangent1[2] = f * (deltaUV2[1] * edge1[2] - deltaUV1[1] * edge2[2]);\r\n\ttangent1=normalize(tangent1);\r\n\t\r\n vertices_floor_array.push(vertices_floor[a],vertices_floor[b],vertices_floor[c]);\r\n\ttexcoord2D_floor_array.push(uv_floor[a],uv_floor[b],uv_floor[c])\r\n normals_floor_array.push(normal,normal,normal); \r\n\ttangent_floor_array.push(tangent1,tangent1,tangent1);\r\n\r\n\t//triangle 2\r\n\tedge1[0]=vertices_floor[a][0]-vertices_floor[c][0];\r\n\tedge1[1]=vertices_floor[a][1]-vertices_floor[c][1];\r\n\tedge1[2]=vertices_floor[a][2]-vertices_floor[c][2];\r\n\tedge2[0]=vertices_floor[d][0]-vertices_floor[c][0];\r\n\tedge2[1]=vertices_floor[d][1]-vertices_floor[c][1];\r\n\tedge2[2]=vertices_floor[d][2]-vertices_floor[c][2];\r\n\t\r\n\tdeltaUV1[0]= uv3[0]-uv1[0];\r\n deltaUV1[1]= uv3[1]-uv1[1];\r\n\tdeltaUV2[0]= uv4[0]-uv1[0];\r\n\tdeltaUV2[1]= uv4[1]-uv1[1];\r\n\t\r\n\tf = 1.0 / (deltaUV1[0] * deltaUV2[1]- deltaUV2[0]* deltaUV1[1]);\r\n\r\n\t//calcoliamo informazione tangente per i vertici secondo triangolo\r\n tangent2[0] = f * (deltaUV2[1] * edge1[0] - deltaUV1[1] * edge2[0]);\r\n tangent2[1] = f * (deltaUV2[1] * edge1[1] - deltaUV1[1] * edge2[1]);\r\n tangent2[2] = f * (deltaUV2[1] * edge1[2] - deltaUV1[1] * edge2[2]);\r\n\ttangent2=normalize(tangent2);\r\n\t\r\n vertices_floor_array.push(vertices_floor[a],vertices_floor[c],vertices_floor[d]);\r\n\ttexcoord2D_floor_array.push(uv_floor[a],uv_floor[c],uv_floor[d])\r\n normals_floor_array.push(normal,normal,normal); \r\n\ttangent_floor_array.push(tangent2,tangent2,tangent2); \r\n}", "constructor(using_flat_shading) {\n super(\"position\", \"normal\", \"texture_coord\");\n var a = 1 / Math.sqrt(3);\n if (!using_flat_shading) {\n // Method 1: A tetrahedron with shared vertices. Compact, performs better,\n // but can't produce flat shading or discontinuous seams in textures.\n this.arrays.position = Vec.cast(\n [0, 0, 0],\n [1, 0, 0],\n [0, 1, 0],\n [0, 0, 1]\n );\n this.arrays.normal = Vec.cast(\n [-a, -a, -a],\n [1, 0, 0],\n [0, 1, 0],\n [0, 0, 1]\n );\n this.arrays.texture_coord = Vec.cast([0, 0], [1, 0], [0, 1], [1, 1]);\n // Notice the repeats in the index list. Vertices are shared\n // and appear in multiple triangles with this method.\n this.indices.push(0, 1, 2, 0, 1, 3, 0, 2, 3, 1, 2, 3);\n } else {\n // Method 2: A tetrahedron with four independent triangles.\n this.arrays.position = Vec.cast(\n [0, 0, 0],\n [1, 0, 0],\n [0, 1, 0],\n [0, 0, 0],\n [1, 0, 0],\n [0, 0, 1],\n [0, 0, 0],\n [0, 1, 0],\n [0, 0, 1],\n [0, 0, 1],\n [1, 0, 0],\n [0, 1, 0]\n );\n\n // The essence of flat shading: This time, values of normal vectors can\n // be constant per whole triangle. Repeat them for all three vertices.\n this.arrays.normal = Vec.cast(\n [0, 0, -1],\n [0, 0, -1],\n [0, 0, -1],\n [0, -1, 0],\n [0, -1, 0],\n [0, -1, 0],\n [-1, 0, 0],\n [-1, 0, 0],\n [-1, 0, 0],\n [a, a, a],\n [a, a, a],\n [a, a, a]\n );\n\n // Each face in Method 2 also gets its own set of texture coords (half the\n // image is mapped onto each face). We couldn't do this with shared\n // vertices since this features abrupt transitions when approaching the\n // same point from different directions.\n this.arrays.texture_coord = Vec.cast(\n [0, 0],\n [1, 0],\n [1, 1],\n [0, 0],\n [1, 0],\n [1, 1],\n [0, 0],\n [1, 0],\n [1, 1],\n [0, 0],\n [1, 0],\n [1, 1]\n );\n // Notice all vertices are unique this time.\n this.indices.push(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11);\n }\n }", "function Triangle(p1, p2, p3) {\n this.blockers = [0,0,0,0,0,0,0,0,0,0];\n this.pos = [p1,p2,p3];\n //this.bounds = bounds(this.pos);\n var edge1 = sub(p3, p1);\n var edge2 = sub(p2, p1);\n var normal = cross(edge1, edge2);\n var axis;\n if (Math.abs(normal[0]) > Math.abs(normal[1]))\n if (Math.abs(normal[0]) > Math.abs(normal[2]))\n axis = 0; \n else \n axis = 2;\n else\n if (Math.abs(normal[1]) > Math.abs(normal[2])) \n axis = 1;\n else \n axis = 2;\n var u = (axis + 1) % 3;\n var v = (axis + 2) % 3;\n var normal = normalise(normal);\n var nu = normal[u] / normal[axis];\n var nv = normal[v] / normal[axis];\n var nd = dot(normal, p1) / normal[axis];\n var eu = p1[u];\n var ev = p1[v]; \n var d = (edge1[u] * edge2[v] - edge1[v] * edge2[u]);\n var nu1 = edge1[u] / d;\n var nv1 = -edge1[v] / d;\n var nu2 = edge2[v] / d;\n var nv2 = -edge2[u] / d;\n var dir = [\"dx\", \"dy\", \"dz\"];\n var orig = [\"ox\", \"oy\", \"oz\"];\n\tvar func = new Function(\"ox, oy, oz, dx, dy, dz, near, far\",\n\t\t\"var d = \" + dir[axis] + (nu ? (\" - \" + (-nu) + \" * \" + dir[u]) : \"\") + (nv ? (\" - \" + (-nv) + \" * \" + dir[v]) : \"\") +\";\\n\" +\n\t\t\"var t = (\" + nd + \" - \" + orig[axis] + (nu ? (\" - \" + nu + \" * \" + orig[u]) : \"\") + (nv ? (\" - \" + nv + \" * \" + orig[v]) : \"\") + \") / d;\\n\" +\n\t\t\"if (t < near || t > far)\\n\" +\n\t\t\"\treturn t;\\n\" +\n\t\t\"var Pu = \" + orig[u] + \" + t * \" + dir[u] + \" - \" + eu + \";\\n\" +\n\t\t\"var Pv = \" + orig[v] + \" + t * \" + dir[v] + \" - \" + ev + \";\\n\" +\n\t\t\"var a2 = Pv * \" + nu1 + \" - Pu * \" + (-nv1) + \";\\n\" +\n\t\t\"if (a2 < 0)\\n\" +\n\t\t\"\treturn -10000000;\\n\" +\n\t\t\"var a3 = Pu * \" + (-nu2) + \" - Pv * \" + nv2 + \";\\n\" +\n\t\t\"if (a3 > 0)\\n\" +\n\t\t\"\treturn -10000000;\\n\" +\n\t\n\t\t\"if ((a2 - a3) > 1)\\n\" +\n\t\t\"\treturn -10000000;\\n\" +\n\t\t\"return t;\\n\"\n\t)\n\tfunc.normal = normal;\n\tfunc.material = [0.7, 0.7, 0.7];\n\treturn func;\n}", "function Tetrahedron () {\n var a = 1 / 3;\n var b = Math.sqrt(2) / 3;\n var c = Math.sqrt(6) / 3;\n\n var vertices = [\n 1.0, 0.0, 0.0,\n -a, 2 * b, 0,\n -a, -b, c,\n -a, -b, -c\n ];\n\n var indices = [\n 1, 3, 2,\n 0, 2, 3,\n 0, 3, 1,\n 0, 1, 2\n ];\n\n var normals = vertices.slice();\n // From the FreeGLUT code, it looks like I should need this?\n // But the rendering doesn't look correct in regards to the shading with it.\n //for (var i = 0, len = vertices.length; i < len; ++i) normals[i] *= -1;\n\n return {\n vertices: vertices,\n indices: indices,\n normals: normals,\n };\n}", "function polyhedronTri(source){\n let triangles = source.polygons.reduce(\n function (arr, p) {\n if (p.length == 3) {\n arr.push(p);\n } else {\n arr.push([p[0],p[1],p[2]],[p[2],p[3],p[0]]);\n }\n return arr;\n }, []);\n\n return polyhedron({points: source.points, triangles:triangles});\n}", "constructor( max_subdivisions ) // unit sphere) and group them into triangles by following the predictable pattern of the recursion.\r\n { super( \"positions\", \"normals\", \"texture_coords\" ); // Start from the following equilateral tetrahedron:\r\n this.positions.push( ...Vec.cast( [ 0, 0, -1 ], [ 0, .9428, .3333 ], [ -.8165, -.4714, .3333 ], [ .8165, -.4714, .3333 ] ) );\r\n \r\n this.subdivideTriangle( 0, 1, 2, max_subdivisions); // Begin recursion.\r\n this.subdivideTriangle( 3, 2, 1, max_subdivisions);\r\n this.subdivideTriangle( 1, 0, 3, max_subdivisions);\r\n this.subdivideTriangle( 0, 2, 3, max_subdivisions); \r\n \r\n for( let p of this.positions )\r\n { this.normals.push( p.copy() ); // Each point has a normal vector that simply goes to the point from the origin.\r\n\r\n // Textures are tricky. A Subdivision sphere has no straight seams to which image \r\n // edges in UV space can be mapped. The only way to avoid artifacts is to smoothly \r\n this.texture_coords.push( // wrap & unwrap the image in reverse - displaying the texture twice on the sphere.\r\n Vec.of( Math.asin( p[0]/Math.PI ) + .5, Math.asin( p[1]/Math.PI ) + .5 ) ) }\r\n }", "constructor() {\r\n super(\"positions\", \"normals\"); // Name the values we'll define per each vertex. They'll have positions and normals.\r\n\r\n // First, specify the vertex positions -- just a bunch of points that exist at the corners of an imaginary cube.\r\n this.positions.push(...Vec.cast(\r\n [-1, -1, -1], [1, -1, -1], [-1, -1, 1], [1, -1, 1], [1, 1, -1], [-1, 1, -1], [1, 1, 1], [-1, 1, 1],\r\n [-1, -1, -1], [-1, -1, 1], [-1, 1, -1], [-1, 1, 1], [1, -1, 1], [1, -1, -1], [1, 1, 1], [1, 1, -1],\r\n [-1, -1, 1], [1, -1, 1], [-1, 1, 1], [1, 1, 1], [1, -1, -1], [-1, -1, -1], [1, 1, -1], [-1, 1, -1]));\r\n // Supply vectors that point away from eace face of the cube. They should match up with the points in the above list\r\n // Normal vectors are needed so the graphics engine can know if the shape is pointed at light or not, and color it accordingly.\r\n this.normals.push(...Vec.cast(\r\n [0, -1, 0], [0, -1, 0], [0, -1, 0], [0, -1, 0], [0, 1, 0], [0, 1, 0], [0, 1, 0], [0, 1, 0],\r\n [-1, 0, 0], [-1, 0, 0], [-1, 0, 0], [-1, 0, 0], [1, 0, 0], [1, 0, 0], [1, 0, 0], [1, 0, 0],\r\n [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, 1], [0, 0, -1], [0, 0, -1], [0, 0, -1], [0, 0, -1]));\r\n\r\n // Those two lists, positions and normals, fully describe the \"vertices\". What's the \"i\"th vertex? Simply the combined\r\n // data you get if you look up index \"i\" of both lists above -- a position and a normal vector, together. Now let's\r\n // tell it how to connect vertex entries into triangles. Every three indices in this list makes one triangle:\r\n this.indices.push(0, 1, 2, 1, 3, 2, 4, 5, 6, 5, 7, 6, 8, 9, 10, 9, 11, 10, 12, 13, 14, 13, 15, 14, 16, 17, 18, 17, 19, \r\n 18, 20, 21, 22, 21, 23, 22);\r\n // It stinks to manage arrays this big. Later we'll show code that generates these same cube vertices more automatically.\r\n }", "function Unwrapper( mesh, options )\r\n{\r\n\tvar verticesBuffer = mesh.vertexBuffers[\"vertices\"];\r\n\tvar indicesBuffer = mesh.indexBuffers[\"triangles\"];\r\n\r\n\tif(!indices)\r\n\t{\r\n\t\tconsole.error(\"Only can generate UVs from indexed meshes\");\r\n\t\treturn false;\r\n\t}\r\n\r\n\tvar vertices = verticesBuffer.data;\r\n\tvar indices = IndicesBuffer.data;\r\n\tvar num_triangles = indices.length / 3;\r\n\r\n\t//triplanar separation *********************\r\n\tvar blocks = [];\r\n\tfor(var i = 0; i < 6; ++i)\r\n\t\tblocks[i] = new Unwrapper.Block();\r\n\r\n\tvar AB = vec3.create();\r\n\tvar BC = vec3.create();\r\n\tvar CA = vec3.create();\r\n\tvar N = vec3.create();\r\n\r\n\t//blocks: 0:+X, 1:-X, 2:+Y, 3:-Y, 4:+Z, 5:-Z\r\n\tvar BVs = new Float32Array(6);\r\n\tvar chart_candidates = Array(3);\r\n\r\n\t//for every triangle add it to a chart in a block\r\n\tfor(var i = 0; i < num_triangles; ++i)\r\n\t{\r\n\t\tvar Ai = indices[i*3];\r\n\t\tvar Bi = indices[i*3+1];\r\n\t\tvar Ci = indices[i*3+2];\r\n\r\n\t\tvar A = vertices.subarray( Ai, Ai + 3 );\r\n\t\tvar B = vertices.subarray( Bi, Bi + 3 );\r\n\t\tvar C = vertices.subarray( Ci, Ci + 3 );\r\n\r\n\t\tvec3.sub( AB, B, A );\r\n\t\tvec3.sub( BC, B, C );\r\n\t\tvec3.sub( CA, A, C );\r\n\r\n\t\t//compute normal\r\n\t\tvec3.cross( N, AB, CA ); //we should us AC but doesnt matter, we will fix it\r\n\t\tvar len = vec3.length( N );\r\n\t\tvec3.scale( N, N, -len ); //reverse and normalize\r\n\r\n\t\t//compute which block belongs\r\n\t\tvar max = -2; var block_id = -1;\r\n\t\tBVs[0] = N[0]; BVs[1] = N[1]; BVs[2] = N[2];\r\n\t\tBVs[3] = -N[0]; BVs[4] = -N[1]; BVs[5] = -N[2];\r\n\t\tfor(var j = 0; j < 6; ++j)\r\n\t\t{\r\n\t\t\tif(BVs[j] < max)\r\n\t\t\t\tcontinue;\r\n\t\t\tblock_id = j;\r\n\t\t\tmax = BVs[j];\r\n\t\t}\r\n\r\n\t\t//get block\r\n\t\tvar block = blocks[ block_id ];\r\n\r\n\t\t//search for chart\r\n\t\tvar ABname = Ai + \",\" + Bi;\r\n\t\tvar BCname = Bi + \",\" + Ci;\r\n\t\tvar CAname = Ci + \",\" + Ai;\r\n\r\n\t\tchart = block.by_edge[ ABname ];\r\n\t\tchart_candidates[0] = block.by_edge[ ABname ];\r\n\t\tchart_candidates[1] = block.by_edge[ BCname ];\r\n\t\tchart_candidates[2] = block.by_edge[ CAname ];\r\n\r\n\t\tif( chart_candidates[0] && chart_candidates[1] && chart_candidates[0] != chart_candidates[1] )\r\n\t\t{\r\n\t\t\tchart_candidates[0].mergeWith( chart_candidates[1] );\r\n\t\t\tblock.removeChart( chart_candidates[1] );\r\n\t\t\tchart_candidates[1] = null;\r\n\t\t}\r\n\r\n\t\tif( chart_candidates[0] && chart_candidates[2] && chart_candidates[0] != chart_candidates[2] )\r\n\t\t{\r\n\t\t\tchart_candidates[0].mergeWith( chart_candidates[2] );\r\n\t\t\tblock.removeChart( chart_candidates[2] );\r\n\t\t\tchart_candidates[2] = null;\r\n\t\t}\r\n\r\n\t\tif( chart_candidates[1] && chart_candidates[2] && chart_candidates[1] != chart_candidates[2] )\r\n\t\t{\r\n\t\t\tchart_candidates[1].mergeWith( chart_candidates[2] );\r\n\t\t\tblock.removeChart( chart_candidates[2] );\r\n\t\t\tchart_candidates[2] = null;\r\n\t\t}\r\n\r\n\t\tvar final_chart = chart_candidates[0] || chart_candidates[1] || chart_candidates[2];\r\n\r\n\t\tif( !final_chart )\r\n\t\t{\r\n\t\t\tfinal_chart = new Unwrapper.Chart();\r\n\t\t\tblock.addChart( final_chart );\r\n\t\t}\r\n\r\n\t\t//add triangle to chart\r\n\t\tfinal_chart.addTriangle( A,B,C );\r\n\t}\r\n\r\n\t//put all charts together\r\n\tvar final_chart_list = [];\r\n\tfor(var i = 0; i < blocks.length; ++i)\r\n\t{\r\n\t\tvar block = blocks[i];\r\n\t\tif(block)\r\n\t\t\tfinal_chart_list = final_chart_list.concat( block.charts );\r\n\t}\r\n\r\n\t//compute bounding and area of every chart\r\n\tvar total_area = 0;\r\n\tfor(var i = 0; i < final_chart_list.length; ++i)\r\n\t{\r\n\t\tvar chart = final_chart_list[i];\r\n\t\tchart.computeInfo();\r\n\t\ttotal_area += chart.area;\r\n\t}\r\n\r\n\t//arrange charts from big to small\r\n\tfinal_chart_list.sort( function ( A, B ) { return A.area - B.area; } );\r\n\r\n\t//compute best possible area size\r\n\tvar area_size = Math.sqrt( total_area );\r\n\tfor(var i = 0; i < final_chart_list.length; ++i)\r\n\t{\r\n\t\tvar chart = final_chart_list[i];\r\n\t\tif(area_size < chart.width)\r\n\t\t\tarea_size = chart.width;\r\n\t\tif(area_size < chart.height)\r\n\t\t\tarea_size = chart.height;\r\n\t}\r\n\r\n\tvar root = { x:0, y: 0, width: area_size, height: area_size };\r\n\r\n\t//for every Chart\r\n\t\t//check in which region belongs\r\n\t\t\t//add it to the smallest where it fits\r\n\t\t\t//subdivide\r\n\t\t//no region found, increase size and restart\r\n}", "constructor({ eta = 0.1, phi = 0.1, deta = 0.025, dphi = 0.025, rmin = 20, rmax = 50 }) {\n super();\n this.parameters = { eta, phi, deta, dphi, rmin, rmax };\n this.type = 'GeoTrd3Buffer';\n \n // helper arrays\n let vertices = [], // 3 entries per vector\n \tindices = []; // 1 entry per index, 3 entries form face3\n\n\t\tlet theta1 = ( Math.atan( Math.exp( ( -( eta - deta ) ) ) ) * 2 ),\n\t\t\ttheta2 = ( Math.atan( Math.exp( ( -( eta + deta ) ) ) ) * 2 ),\n\t\t\tphi1 = phi - dphi,\n\t\t\tphi2 = phi + dphi;\n\n\t\t// four vertices, upper half\n\t\tvertices.push(\trmax * Math.cos( phi2 ), rmax * Math.sin( phi2 ), rmax / Math.tan( theta1 ),\n\t\t\t\t\t\trmax * Math.cos( phi1 ), rmax * Math.sin( phi1 ), rmax / Math.tan( theta1 ),\n\t\t\t\t\t\trmax * Math.cos( phi1 ), rmax * Math.sin( phi1 ), rmax / Math.tan( theta2 ),\n\t\t\t\t\t\trmax * Math.cos( phi2 ), rmax * Math.sin( phi2 ), rmax / Math.tan( theta2 ) );\n\n\t\t// four vertices, lower half\n\t\tvertices.push(\trmin * Math.cos( phi2 ), rmin * Math.sin( phi2 ), rmin / Math.tan( theta1 ),\n\t\t\t\t\t\trmin * Math.cos( phi1 ), rmin * Math.sin( phi1 ), rmin / Math.tan( theta1 ),\n\t\t\t\t\t\trmin * Math.cos( phi1 ), rmin * Math.sin( phi1 ), rmin / Math.tan( theta2 ),\n\t\t\t\t\t\trmin * Math.cos( phi2 ), rmin * Math.sin( phi2 ), rmin / Math.tan( theta2 ) );\n\n\t\tlet i0, i1, i2, i3;\n\n\t\t// six planes of the trapezoid\n\t\ti0 = 3; i1 = 2; i2 = 1; i3 = 0;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\t\ti0 = 4; i1 = 5; i2 = 6; i3 = 7;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\t\ti0 = 4; i1 = 7; i2 = 3; i3 = 0;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\t\ti0 = 1; i1 = 2; i2 = 6; i3 = 5;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\t\ti0 = 5; i1 = 4; i2 = 0; i3 = 1;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\t\ti0 = 2; i1 = 3; i2 = 7; i3 = 6;\n\t\tindices.push( i3, i0, i1, i3, i1, i2 );\n\n // convert data into buffers\n this.setIndex( indices );\n this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );\n this.computeVertexNormals();\n }", "function tetrahedron(a, b, c, d, verts, inds) {\r\n\tlet off = verts.length;\r\n\tverts.push(a, b, c, d);\r\n\tinds.push(off+0, off+1, off+2, off+3, off+0, off+1);\r\n}", "function loadTriangles(inputTriangles) {\n if (inputTriangles != String.null) { \n triBufferSize = 0;\n var whichSetVert; // index of vertex in current triangle set\n var whichSetTri; // index of triangle in current triangle set\n var coordArray = []; // 1D array of vertex coords for WebGL\n var colorArray = [];\n var colToAdd = vec3.create() //color to push to col array parametric calculation\n var indexArray = []; // 1D array for indeces\n var vtxBufferSize = 0; // number of vertices in the vertex buffer\n var vtxToAdd =[] // vtx coords to add to the coord array\n var indexOffset = vec3.create(); //the index offset in the current set\n var triToAdd = vec3.create()\n\n \n // loop over sets\n for (var whichSet=0; whichSet<inputTriangles.length; whichSet++) {\n // keep track of offset\n vec3.set(indexOffset, vtxBufferSize, vtxBufferSize, vtxBufferSize);\n // set up the vertex coord array\n for (whichSetVert=0; whichSetVert<inputTriangles[whichSet].vertices.length; whichSetVert++){\n vtxToAdd = inputTriangles[whichSet].vertices[whichSetVert];\n coordArray.push(vtxToAdd[0], vtxToAdd[1], vtxToAdd[2]);\n //coordArray = coordArray.concat(inputTriangles[whichSet].vertices[whichSetVert]);\n // console.log(inputTriangles[whichSet].vertices[whichSetVert]);\n var Ld = inputTriangles[whichSet].material.diffuse;\n colorArray.push(Ld[0], Ld[1], Ld[2]);\n }\n // add element to color array\n var La = inputTriangles[whichSet].material.ambient;\n var Ld = inputTriangles[whichSet].material.diffuse;\n var Ls = inputTriangles[whichSet].material.specular;\n var n = inputTriangles[whichSet].material.n;\n\n var BA = vec3.create(); \n var CA = vec3.create(); \n var N = vec3.create(); \n \n var V0 = vec3.fromValues(coordArray[whichSet], coordArray[whichSet+1], coordArray[whichSet+2]);\n var V1 = vec3.fromValues(coordArray[whichSet+3], coordArray[whichSet+4], coordArray[whichSet+5]);\n var V2 = vec3.fromValues(coordArray[whichSet+6], coordArray[whichSet+7], coordArray[whichSet+8]);\n \n //console.log(V0);\n vec3.sub(BA, coordArray[0], vtxToAdd[0]);\n vec3.sub(CA, vtxToAdd[2], vtxToAdd[0]);\n\n vec3.cross(N, BA, CA);\n\n var L = vec3.fromValues(-3, 1, 0.5);\n var L_norm = vec3.create();\n vec3.normalize(L_norm, L);\n\n var V = vec3.fromValues(0, 0, 1);\n \n var H = vec3.create();\n var H_norm = vec3.create();\n vec3.add(H, L, V);\n vec3.normalize(H_norm ,H);\n\n var NxL = vec3.dot(N, L_norm);\n var NxH = vec3.dot(N, H_norm);\n\n var KLa = vec3.create();\n vec3.scale(KLa, La, 0.2);\n\n var KLd = vec3.create();\n var LdxNxL = vec3.create();\n vec3.scale(LdxNxL, KLd, NxL);\n vec3.scale(KLd, LdxNxL, 0.6);\n\n var KLs = vec3.create();\n var LsxNxH = vec3.create();\n vec3.scale(LsxNxH, KLs, NxH);\n vec3.scale(KLs, LsxNxH, 0.2);\n\n var add1 = vec3.create();\n //var add2 = vec3.create();\n vec3.add(add1, KLa, KLd);\n vec3.add(colToAdd, add1, KLs); \n\n //colToAdd = KLa+ KLd + KLs;//change it up\n //console.log(colToAdd);\n //colorArray.push(colToAdd[0] ,colToAdd[1], colToAdd[2]);\n //colorArray.push(colToAdd[0] ,colToAdd[1], colToAdd[2]);\n //colorArray.push(colToAdd[0] ,colToAdd[1], colToAdd[2]);\n \n // set up triangle index array adjusting offset\n for (whichSetTri=0; whichSetTri<inputTriangles[whichSet].triangles.length; whichSetTri++) {\n vec3.add(triToAdd, indexOffset, inputTriangles[whichSet].triangles[whichSetTri]);\n indexArray.push(triToAdd[0], triToAdd[1], triToAdd[2]);\n }\n\n // loop over inputTriangles[whichSet].triangles\n vtxBufferSize += inputTriangles[whichSet].vertices.length;\n triBufferSize += inputTriangles[whichSet].triangles.length;\n // keep track of vertex and traingle buffer sizes\n\n } // end for each triangle set \n triBufferSize *= 3;\n // console.log(coordArray.length);\n\n // send the vertex coords to webGL\n vertexBuffer = gl.createBuffer(); // init empty vertex coord buffer\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer); // activate that buffer\n gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(coordArray),gl.STATIC_DRAW); // coords to that buffer\n \n // send color indeces to webGL\n colorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); // activate that buffer\n gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(colorArray),gl.STATIC_DRAW); // coords to that buffer\n\n // send triangle indeces to webGL\n triangleBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleBuffer); // activate that buffer\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexArray), gl.STATIC_DRAW); // coords to that buffer\n\n\n } // end if triangles found\n} // end load triangles", "function initBuffers( )\n{\n\n // Finds the midpoint between two points which form an edge of the tetrahedron.\n\n function midpoint( one, two )\n {\n\n var point = [ ( one[ 0 ] + two[ 0 ] ) / 2.0, ( one[ 1 ] + two[ 1 ] ) / 2.0, ( one[ 2 ] + two[ 2 ] ) / 2.0 ];\n\n return point;\n\n }\n\n // Generates one triangle face to the tetrahedron\n\n function triangle( p1, p2, p3, c1, c2, c3, smooth )\n {\n\n // Push the vertices to this triangle in counter-clockwise order.\n //\n // 1.....4\n // . . . .\n // . . . .\n // 3.....2.....5\n //\n // 1 then 2 then 3 would be clockwise order.\n // 3 then 2 then 1 would be counter-closewise order.\n\n // WebGL default for the front of the face of the triangle is counter-clockwise order.\n // Thus push 3, 2, and then 1 in that order.\n\n vertices.push( p3[ 0 ] ); vertices.push( p3[ 1 ] ); vertices.push( p3[ 2 ] );\n vertices.push( p2[ 0 ] ); vertices.push( p2[ 1 ] ); vertices.push( p2[ 2 ] );\n vertices.push( p1[ 0 ] ); vertices.push( p1[ 1 ] ); vertices.push( p1[ 2 ] );\n\n // Push the vertex colors for this triangle face.\n\n vertex_colors.push( c3[ 0 ] ); vertex_colors.push( c3[ 1 ] ); vertex_colors.push( c3[ 2 ] ); vertex_colors.push( 1.0 );\n vertex_colors.push( c2[ 0 ] ); vertex_colors.push( c2[ 1 ] ); vertex_colors.push( c2[ 2 ] ); vertex_colors.push( 1.0 );\n vertex_colors.push( c1[ 0 ] ); vertex_colors.push( c1[ 1 ] ); vertex_colors.push( c1[ 2 ] ); vertex_colors.push( 1.0 );\n\n // Compute this triangle face's face normal for use in the lighting calculations.\n\n var triangle_side_u = [ p2[ 0 ] - p1[ 0 ], p2[ 1 ] - p1[ 1 ], p2[ 2 ] - p1[ 2 ] ];\n var triangle_side_v = [ p3[ 0 ] - p1[ 0 ], p3[ 1 ] - p1[ 1 ], p3[ 2 ] - p1[ 2 ] ];\n\n // Cross product N = U x V where U = <x1,y1,z1> and V = <x2,y2,z2>.\n\n // Nx = ( z1 * y2 ) - ( y1 * z2 )\n // Ny = ( x1 * z2 ) - ( z1 * x2 )\n // Nz = ( y1 * x2 ) - ( x1 * y2 )\n\n var face_normal_x = ( triangle_side_u[ 2 ] * triangle_side_v[ 1 ] ) - ( triangle_side_u[ 1 ] * triangle_side_v[ 2 ] );\n var face_normal_y = ( triangle_side_u[ 0 ] * triangle_side_v[ 2 ] ) - ( triangle_side_u[ 2 ] * triangle_side_v[ 0 ] );\n var face_normal_z = ( triangle_side_u[ 1 ] * triangle_side_v[ 0 ] ) - ( triangle_side_u[ 0 ] * triangle_side_v[ 1 ] );\n\n var length = Math.sqrt( ( face_normal_x * face_normal_x ) + ( face_normal_y * face_normal_y ) + ( face_normal_z * face_normal_z ) );\n\n // Normalize this face normal.\n\n if ( length !== 0.0 )\n {\n\n face_normal_x = face_normal_x / length;\n face_normal_y = face_normal_y / length;\n face_normal_z = face_normal_z / length;\n\n }\n\n // Use the face normal of this triangle face as the vertex normal for all of the vertex normals\n // that make up this triangle face. These vertex normals will be used in the lighting calculations.\n // Instead, to compute the vertex normals, you could average all of the face normals that are adjacent\n // to a particular vertex as the vertex normal. This would provide a smooth surface appearance.\n\n if ( smooth === false )\n {\n\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n vertex_normals.push( face_normal_x ); vertex_normals.push( face_normal_y ); vertex_normals.push( face_normal_z );\n\n }\n\n // Return the face normal to later compute the average of all the face normals that are adjacent to a particular vertex.\n\n return [ face_normal_x, face_normal_y, face_normal_z ];\n\n }\n\n function weighted_vertex_normal( v, fN1, fN2, fN3 )\n {\n\n // Sum all of the face normals adjacent to this vertex component wise.\n\n var face_normal_sum = [ fN1[ 0 ] + fN2[ 0 ] + fN3[ 0 ], fN1[ 1 ] + fN2[ 1 ] + fN3[ 1 ], fN1[ 2 ] + fN2[ 2 ] + fN3[ 2 ] ];\n\n // Compute the average.\n\n var face_normal_average = [ face_normal_sum[ 0 ] / 3.0, face_normal_sum[ 1 ] / 3.0, face_normal_sum[ 2 ] / 3.0 ];\n\n // Normalize the average.\n\n var length = Math.sqrt( ( face_normal_average[ 0 ] * face_normal_average[ 0 ] ) + ( face_normal_average[ 1 ] * face_normal_average[ 1 ] ) + ( face_normal_average[ 2 ] * face_normal_average[ 2 ] ) );\n\n if ( length !== 0.0 )\n {\n\n face_normal_average[ 0 ] = face_normal_average[ 0 ] / length;\n face_normal_average[ 1 ] = face_normal_average[ 1 ] / length;\n face_normal_average[ 2 ] = face_normal_average[ 2 ] / length;\n\n }\n\n // This vertex normal is the normalized average of all the face normals that are adjacent to this vertex.\n\n vertex_normals.push( face_normal_average[ 0 ] ); vertex_normals.push( face_normal_average[ 1 ] ); vertex_normals.push( face_normal_average[ 2 ] );\n\n }\n\n function tetrahedron( p1, p2, p3, p4, c1, c2, c3, c4, smooth )\n {\n\n var fN1 = triangle( p1, p2, p3, c1, c2, c3, smooth ); // Front face.\n var fN2 = triangle( p1, p4, p2, c1, c2, c4, smooth ); // Right face.\n var fN3 = triangle( p1, p3, p4, c1, c3, c4, smooth ); // Left face.\n var fN4 = triangle( p2, p4, p3, c2, c3, c4, smooth ); // Bottom face.\n\n // Compute and add the vertex normals using the face normals returned.\n // These vertex normals will be used for the lighting calculations\n // making for a smooth appearance.\n\n if ( smooth === true )\n {\n\n // Compute in counter-clockwise order since the vertices\n // were added in counter-clockwise order.\n\n weighted_vertex_normal( p3, fN1, fN3, fN4 );\n weighted_vertex_normal( p2, fN1, fN4, fN2 );\n weighted_vertex_normal( p1, fN1, fN2, fN3 );\n\n weighted_vertex_normal( p2, fN1, fN4, fN2 );\n weighted_vertex_normal( p4, fN2, fN4, fN3 );\n weighted_vertex_normal( p1, fN1, fN2, fN3 );\n\n weighted_vertex_normal( p4, fN2, fN4, fN3 );\n weighted_vertex_normal( p3, fN1, fN3, fN4 );\n weighted_vertex_normal( p1, fN1, fN2, fN3 );\n\n weighted_vertex_normal( p3, fN1, fN3, fN4 );\n weighted_vertex_normal( p4, fN2, fN4, fN3 );\n weighted_vertex_normal( p2, fN1, fN4, fN2 );\n\n }\n\n }\n\n\n function divide_tetrahedron( p1, p2, p3, p4, c1, c2, c3, c4, count, smooth )\n {\n\n // If the subdivision count is greater than zero.\n\n if ( count > 0 )\n {\n\n // Find the midpoints to all of the edges of this pyramid/tetrahedron.\n\n var p1_p2 = midpoint( p1, p2 );\n var p1_p3 = midpoint( p1, p3 );\n var p1_p4 = midpoint( p1, p4 );\n var p2_p3 = midpoint( p2, p3 );\n var p2_p4 = midpoint( p2, p4 );\n var p3_p4 = midpoint( p3, p4 );\n\n // Subdivide the vertex colors as well--similar to subdividing the edges.\n\n var c1_c2 = midpoint( c1, c2 );\n var c1_c3 = midpoint( c1, c3 );\n var c1_c4 = midpoint( c1, c4 );\n var c2_c3 = midpoint( c2, c3 );\n var c2_c4 = midpoint( c2, c4 );\n var c3_c4 = midpoint( c3, c4 );\n\n // Each subdivision of a tetrahedron/pyramid produces four new pyramids from the subdivided pyramid.\n // One on top and three on the bottom.\n\n // Four recursive calls.\n\n divide_tetrahedron( p1, p1_p2, p1_p3, p1_p4, c1, c1_c2, c1_c3, c1_c4, count - 1, smooth );\n divide_tetrahedron( p1_p2, p2, p2_p3, p2_p4, c1_c2, c2, c2_c3, c2_c4, count - 1, smooth );\n divide_tetrahedron( p1_p3, p2_p3, p3, p3_p4, c1_c3, c2_c3, c3, c3_c4, count - 1, smooth );\n divide_tetrahedron( p1_p4, p2_p4, p3_p4, p4, c1_c4, c2_c4, c3_c4, c4, count - 1, smooth );\n\n }\n else\n {\n\n // No more subdivision, so assemble this tetrahedron/pyramid.\n // The recursive base case.\n\n tetrahedron( p1, p2, p3, p4, c1, c2, c3, c4, smooth );\n\n }\n\n }\n\n // Begin creating the Sierpinski pyramid.\n\n // Dimension of the Sierpinski tetrahedron.\n\n var r = 3;\n\n // The main points of the Sierpinski tetrahedron.\n\n var a = 0;\n var b = r;\n var c = b * Math.sqrt( 2 ) * 2.0 / 3.0;\n var d = -1 * b / 3.0;\n var e = -1 * b * Math.sqrt( 2 ) / 3.0;\n var f = b * Math.sqrt( 2 ) / Math.sqrt( 3 );\n var g = -1 * f;\n\n var point_one = [ a, b, a ];\n var point_two = [ c, d, a ];\n var point_three = [ e, d, f ];\n var point_four = [ e, d, g ];\n\n // Vertex colors of the four main points of the Sierpinski tetrahedron/pyramid.\n\n var color_one = [ 0.212, 0.816, 0.678 ];\n var color_two = [ 0.267, 0.498, 0.820 ];\n var color_three = [ 1.0, 0.722, 0.259 ];\n var color_four = [ 1.0, 0.541, 0.259 ];\n\n // Temporary arrays to hold all of the data that will be read into the buffers.\n\n var vertices = [ ];\n var vertex_normals = [ ];\n var vertex_colors = [ ];\n\n subdivide_count = Math.floor(subdivide_count);\n\n divide_tetrahedron(\n\n point_one,\n point_two,\n point_three,\n point_four,\n color_one,\n color_two,\n color_three,\n color_four,\n subdivide_count,\n false\n\n );\n\n // Create the vertex buffer and bind it getting it ready to read in the vertices to the tetrahedron/pyramid.\n\n pyramidVertexPositionBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, pyramidVertexPositionBuffer );\n\n // Bind and fill the pyramid vertices.\n\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertices ), gl.STATIC_DRAW );\n pyramidVertexPositionBuffer.itemSize = 3;\n pyramidVertexPositionBuffer.numItems = vertices.length / 3;\n\n // Bind and fill the pyramid vertex normals.\n\n pyramidVertexNormalBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, pyramidVertexNormalBuffer );\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertex_normals ), gl.STATIC_DRAW );\n pyramidVertexNormalBuffer.itemSize = 3;\n pyramidVertexNormalBuffer.numItems = vertex_normals.length / 3;\n\n // Bind and fill the pyramid vertex colors.\n\n pyramidVertexColorBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, pyramidVertexColorBuffer );\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertex_colors ), gl.STATIC_DRAW );\n pyramidVertexColorBuffer.itemSize = 4;\n pyramidVertexColorBuffer.numItems = vertex_colors.length / 4;\n\n // Begin creating the cube.\n // This cube gives a visual representation to the unseen point light in the rendering.\n\n cubeVertexPositionBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, cubeVertexPositionBuffer );\n\n vertices = [\n\n // Front face.\n -1.0, -1.0, 1.0,\n 1.0, -1.0, 1.0,\n 1.0, 1.0, 1.0,\n -1.0, 1.0, 1.0,\n\n // Back face.\n -1.0, -1.0, -1.0,\n -1.0, 1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, -1.0, -1.0,\n\n // Top face.\n -1.0, 1.0, -1.0,\n -1.0, 1.0, 1.0,\n 1.0, 1.0, 1.0,\n 1.0, 1.0, -1.0,\n\n // Bottom face.\n -1.0, -1.0, -1.0,\n 1.0, -1.0, -1.0,\n 1.0, -1.0, 1.0,\n -1.0, -1.0, 1.0,\n\n // Right face.\n 1.0, -1.0, -1.0,\n 1.0, 1.0, -1.0,\n 1.0, 1.0, 1.0,\n 1.0, -1.0, 1.0,\n\n // Left face.\n -1.0, -1.0, -1.0,\n -1.0, -1.0, 1.0,\n -1.0, 1.0, 1.0,\n -1.0, 1.0, -1.0,\n\n ];\n\n vertex_colors = [\n\n // Front face.\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n\n // Back face.\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n\n // Top face.\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n\n // Bottom face.\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n\n // Right face.\n 1.0, 0.796, 0.671, 1.0,\n 1.0, 0.796, 0.671, 1.0,\n 1.0, 0.796, 0.671, 1.0,\n 1.0, 0.796, 0.671, 1.0,\n\n // Left face.\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n 0.5, 0.5, 0.7, 1.0,\n\n ];\n\n vertex_normals = [\n\n // Front face.\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n 0.0, 0.0, 1.0,\n\n // Back face.\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n 0.0, 0.0, -1.0,\n\n // Top face.\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n 0.0, 1.0, 0.0,\n\n // Bottom face.\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n 0.0, -1.0, 0.0,\n\n // Right face.\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n 1.0, 0.0, 0.0,\n\n // Left face.\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0,\n -1.0, 0.0, 0.0,\n\n ];\n\n var vertex_indices = [\n\n 0, 1, 2, 0, 2, 3, // Front face.\n 4, 5, 6, 4, 6, 7, // Back face.\n 8, 9, 10, 8, 10, 11, // Top face.\n 12, 13, 14, 12, 14, 15, // Bottom face.\n 16, 17, 18, 16, 18, 19, // Right face.\n 20, 21, 22, 20, 22, 23 // Left face.\n\n ];\n\n // Bind and fill the cube's buffers.\n\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertices ), gl.STATIC_DRAW );\n cubeVertexPositionBuffer.itemSize = 3;\n cubeVertexPositionBuffer.numItems = vertices.length / 3;\n\n cubeVertexNormalBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, cubeVertexNormalBuffer );\n\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertex_normals ), gl.STATIC_DRAW );\n cubeVertexNormalBuffer.itemSize = 3;\n cubeVertexNormalBuffer.numItems = vertex_normals.length / 3;\n\n cubeVertexColorBuffer = gl.createBuffer( );\n gl.bindBuffer( gl.ARRAY_BUFFER, cubeVertexColorBuffer );\n\n gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( vertex_colors ), gl.STATIC_DRAW );\n cubeVertexColorBuffer.itemSize = 4;\n cubeVertexColorBuffer.numItems = vertex_colors.length / 4;\n\n cubeVertexIndexBuffer = gl.createBuffer();\n gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer );\n\n gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( vertex_indices ), gl.STATIC_DRAW );\n cubeVertexIndexBuffer.itemSize = 1;\n cubeVertexIndexBuffer.numItems = vertex_indices.length;\n\n}", "function triangleSphere(a, b, c) {\n\n var t1 = subtract(b, a);\n var t2 = subtract(c, a);\n var normal = cross(t2, t1);\n normal = vec3(normal);\n //normal = vec3(1, 1, 1);\n\n points.push(a);\n points.push(b);\n points.push(c);\n normalsArray.push(normal);\n normalsArray.push(normal);\n normalsArray.push(normal);\n\n if (ghost % 3 == 2) {\n \n texCoordsArray.push(texCoord[0]);\n texCoordsArray.push(texCoord[1]);\n texCoordsArray.push(texCoord[2]);\n\n } else {\n\n texCoordsArray.push(texCoord[0]);\n texCoordsArray.push(texCoord[2]);\n texCoordsArray.push(texCoord[3]);\n\n }\n\n indexSphere += 3;\n ghost++;\n\n}", "function getGeometryTriangleNormals(geo, ia, ib, ic, a, b, c) {\n var normals = geo.arrays.normals;\n var iax, ibx, icx;\n if (!normals) {\n a = a.set([0,0,0]);\n b = b.set([0,0,0]);\n c = c.set([0,0,0]);\n return false; // no normals exist\n }\n if (geo.compressedNormals) {\n\n var iax = ia * 2;\n var ibx = ib * 2;\n var icx = ic * 2;\n\n var encna = normals.subarray(iax, iax + 2);\n var encnb = normals.subarray(ibx, ibx + 2);\n var encnc = normals.subarray(icx, icx + 2);\n\n SceneJS_math_octDecodeVec2(normals.subarray(iax, iax + 2), a);\n SceneJS_math_octDecodeVec2(normals.subarray(ibx, ibx + 2), b);\n SceneJS_math_octDecodeVec2(normals.subarray(icx, icx + 2), c);\n\n } else {\n iax = ia*3;\n ibx = ib*3;\n icx = ic*3;\n a[0] = normals[iax];\n a[1] = normals[iax + 1];\n a[2] = normals[iax + 2];\n\n b[0] = normals[ibx];\n b[1] = normals[ibx + 1];\n b[2] = normals[ibx + 2];\n\n c[0] = normals[icx];\n c[1] = normals[icx + 1];\n c[2] = normals[icx + 2];\n\n }\n return true;\n }", "function calcFaceNormals(hf: Heightfield) {\n const csz = hf.cellSize,\n xc = hf.xCount, // tile X & Y counts\n yc = hf.yCount,\n hxc = hf.xCount + 1, // height X count (1 larger than tile count)\n heights = hf.heights, // 1 less indirection\n normals = hf.faceNormals,\n v0 = Vec3.create(),\n v1 = Vec3.create(),\n n = Vec3.create(); // used to compute normals\n let i = 0;\n\n const tStart = Date.now();\n for (let iy = 0; iy < yc; ++iy) {\n for (let ix = 0; ix < xc; ++ix) {\n i = 6 * (ix + iy * xc);\n const ih = ix + iy * hxc;\n const z = heights[ih];\n\n // 2 vectors of top-left tri\n v0.x = csz;\n v0.y = csz;\n v0.z = heights[ih + hxc + 1] - z;\n\n v1.x = 0.0;\n v1.y = csz;\n v1.z = heights[ih + hxc] - z;\n\n Vec3.cross(v0, v1, n);\n Vec3.normalize(n, n);\n normals[i + 0] = n.x;\n normals[i + 1] = n.y;\n normals[i + 2] = n.z;\n\n // 2 vectors of bottom-right tri\n v0.x = csz;\n v0.y = 0.0;\n v0.z = heights[ih + 1] - z;\n\n v1.x = csz;\n v1.y = csz;\n v1.z = heights[ih + hxc + 1] - z;\n\n Vec3.cross(v0, v1, n);\n Vec3.normalize(n, n);\n normals[i + 3] = n.x;\n normals[i + 4] = n.y;\n normals[i + 5] = n.z;\n }\n }\n const dt = Date.now() - tStart;\n}", "addQuads(quads) {\n for (let i = 0; i < quads.length; i++) this.addQuad(quads[i]);\n }", "addQuads(quads) {\n for (let i = 0; i < quads.length; i++) this.addQuad(quads[i]);\n }", "drawTriangles() {\r\n gl.bindVertexArray(this.vertexArrayObject);\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleIndexBuffer);\r\n gl.drawElements(gl.TRIANGLES, this.triangleIndexBuffer.numItems,\r\n gl.UNSIGNED_INT,0);\r\n }", "drawTriangles() {\r\n gl.bindVertexArray(this.vertexArrayObject);\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.triangleIndexBuffer);\r\n gl.drawElements(gl.TRIANGLES, this.triangleIndexBuffer.numItems,\r\n gl.UNSIGNED_INT,0);\r\n }", "addQuads(quads) {\n for (var i = 0; i < quads.length; i++) this.addQuad(quads[i]);\n }", "addQuads(quads) {\n for (var i = 0; i < quads.length; i++) this.addQuad(quads[i]);\n }", "function quad(a, b, c, d) {\n var t1 = subtract(vertices[b], vertices[a]);\n var t2 = subtract(vertices[c], vertices[b]);\n var normal = vec4(cross(t1, t2), 0);\n\n pointsArray.push(vertices[a]); \n normalsArray.push(normal); \n pointsArray.push(vertices[b]); \n normalsArray.push(normal); \n pointsArray.push(vertices[c]); \n normalsArray.push(normal); \n pointsArray.push(vertices[a]); \n normalsArray.push(normal); \n pointsArray.push(vertices[c]); \n normalsArray.push(normal); \n pointsArray.push(vertices[d]); \n normalsArray.push(normal); \n}", "function buildInvertedTriangleLine(geometry,triangleHeight,triangleBaseLenght,triangleNumber,startPoint,startIndex){\n\n\tvar startOfNext = null;\n\tvar currentIndex = startIndex;\n\n\n\tfor (i= 0; i< triangleNumber; i++){\n\t\t\n\t\tvar leftPoint = startPoint;\n\t\tvar rightPoint = new THREE.Vector3(leftPoint.x + (triangleBaseLenght/2),leftPoint.y - triangleHeight,leftPoint.z);\n\t\tvar topPoint = new THREE.Vector3(leftPoint.x +triangleBaseLenght, leftPoint.y,leftPoint.z);\n\n\t\tif(startOfNext == null){\n\t\t\tstartOfNext = new THREE.Vector3(topPoint.x-(triangleBaseLenght/2),topPoint.y + triangleHeight,topPoint.z);\n\t\t}\n\n\t\tstartPoint = topPoint;\n\t\tcreateTriangle(geometry,topPoint,rightPoint,leftPoint,currentIndex);\n\t\tcurrentIndex+=3;\n\n\t}\n\treturn startOfNext;\n}", "function loadTriangles() {\n var inputTriangles = getJSONFile(INPUT_TRIANGLES_URL,\"triangles\"); console.log(inputTriangles);\n\n if (inputTriangles != String.null) { \n var whichSetVert; // index of vertex in current triangle set\n var whichSetTri; // index of triangle in current triangle set\n var coordArray = []; // 1D array of vertex coords for WebGL\n var indexArray = []; // 1D array of vertex indices for WebGL\n var diffColorArray = []; //1D array of colors for WebGL\n var vtxBufferSize = 0; // the number of vertices in the vertex buffer\n var vtxToAdd = []; // vtx coords to add to the coord array\n var indexOffset = vec3.create(); // the index offset for the current set\n var triToAdd = vec3.create(); // tri indices to add to the index array\n \n for (var whichSet=0; whichSet<inputTriangles.length; whichSet++) {\n vec3.set(indexOffset,vtxBufferSize,vtxBufferSize,vtxBufferSize); // update vertex offset\n console.log(\"indexOffset:: \"+indexOffset);\n var colorToAdd = inputTriangles[whichSet].material.diffuse;\n // set up the vertex coord array\n for (whichSetVert=0; whichSetVert<inputTriangles[whichSet].vertices.length; whichSetVert++) {\n vtxToAdd = inputTriangles[whichSet].vertices[whichSetVert];\n coordArray.push(vtxToAdd[0],vtxToAdd[1],vtxToAdd[2]); \n diffColorArray.push(colorToAdd[0], colorToAdd[1], colorToAdd[2]);\t\n } // end for vertices in set\n //console.log(coordArray);\n // set up the triangle index array, adjusting indices across sets\n for (whichSetTri=0; whichSetTri<inputTriangles[whichSet].triangles.length; whichSetTri++) {\n vec3.add(triToAdd,indexOffset,inputTriangles[whichSet].triangles[whichSetTri]); console.log(\"triToAdd:: \"+triToAdd); \n indexArray.push(triToAdd[0],triToAdd[1],triToAdd[2]); console.log(\"indexArray:: \"+indexArray);\n } // end for triangles in set\n //console.log(indexArray);\n vtxBufferSize += inputTriangles[whichSet].vertices.length; // total number of vertices\n console.log(\"vtxBufferSize:: \"+vtxBufferSize);\n triBufferSize += inputTriangles[whichSet].triangles.length; // total number of tris\n console.log(\"triBufferSize:: \"+triBufferSize);\n\n //get diffused colors\n } // end for each triangle set \n triBufferSize *= 3; // now total number of indices\n console.log(\"triBufferSize:: \"+triBufferSize);\n //console.log('diffColorArray:: '+diffColorArray.length);\n //console.log(\"coordinates: \"+coordArray.length);\n // console.log(\"numverts: \"+vtxBufferSize);\n // console.log(\"indices: \"+indexArray.toString());\n // console.log(\"numindices: \"+triBufferSize);\n \n // send the vertex coords to webGL\n vertexBuffer = gl.createBuffer(); // init empty vertex coord buffer\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer); // activate that buffer\n gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(coordArray),gl.STATIC_DRAW); // coords to that buffer\n console.log(coordArray);\n //send the diffuse colors to WebGL\n colorBuffer = gl.createBuffer();\n gl.bindBuffer(gl.ARRAY_BUFFER,colorBuffer);\n gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(diffColorArray),gl.STATIC_DRAW);\n \n // send the triangle indices to webGL\n triangleBuffer = gl.createBuffer(); // init empty triangle index buffer\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleBuffer); // activate that buffer\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint16Array(indexArray),gl.STATIC_DRAW); // indices to that buffer\n\n \n\n } // end if triangles found\n} // end load triangles", "function quad(a, b, c, d) \n{\n\n\n var indices = [ a, b, c, a, c, d ];\n\n for ( var i = 0; i < indices.length; ++i ) {\n points.push( vertices[indices[i] + v0] );\n // for solid colored faces use\n colors.push(vertexColors[a + v0]); //** CORRECTED\n }\n\n numPoints += indices.length;\n //console.log(\" \");\n //console.log(numPoints);\n //console.log(points.length);\n}", "static subDivideTriangle(out, a, b, c, div) {\n const irow = [[0]]; // Index of each vert per rowl\n const seg_a = new Vec3(); // Lerping\n const seg_b = new Vec3();\n const seg_c = new Vec3();\n let i, j, t, row, idx = 1; // Running Vertex Index Count\n out.vertices.push(a[0], a[1], a[2]); // Add First Point\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n // Create new Vertices\n for (i = 1; i <= div; i++) {\n t = i / div; // Get Lerp T\n seg_b.fromLerp(a, b, t); // Get Position of two sides of the triangle.\n seg_c.fromLerp(a, c, t);\n row = [idx++]; // Start New Row index Array\n out.vertices.push(seg_b[0], seg_b[1], seg_b[2]); // Add First Point in the Row\n // Loop the Remaining Points of the row\n for (j = 1; j < i; j++) {\n t = j / i;\n seg_a.fromLerp(seg_b, seg_c, t);\n row.push(idx++);\n out.vertices.push(seg_a[0], seg_a[1], seg_a[2]);\n }\n // Add Last row point\n row.push(idx++);\n out.vertices.push(seg_c[0], seg_c[1], seg_c[2]);\n // Save Row indexes for later.\n irow.push(row);\n }\n //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n // Create Indices\n let ra, rb;\n for (i = 1; i < irow.length; i++) {\n ra = irow[i - 1]; // top Row\n rb = irow[i]; // bottom row\n // Create Quads if possible else just a triangle\n for (j = 0; j < ra.length; j++) {\n out.indices.push(rb[j], rb[j + 1], ra[j]);\n if (j + 1 < ra.length)\n out.indices.push(ra[j], rb[j + 1], ra[j + 1]);\n }\n }\n }", "function createVertexTriangles(points)\n{\n\tvar triangles = [];\n\tfor (var i = 0; i < points.length - 1; i+=4)\n\t{\n\t\t//\tv2----v1\n\t\t// | \t/ |\n\t\t// | / |\n\t\t// v3----v4\n\t\t// Ordem de criação\n\n\t\t// v1 -> v2 -> v3\n\t\ttriangles.push(points[i][0], points[i][1], points[i][2])\n\t\ttriangles.push(points[i+1][0], points[i+1][1], points[i+1][2])\n\t\ttriangles.push(points[i+2][0], points[i+2][1], points[i+2][2])\n\n\t\t// v1 -> v3 -> v4\n\t\ttriangles.push(points[i][0], points[i][1], points[i][2])\n\t\ttriangles.push(points[i+2][0], points[i+2][1], points[i+2][2])\n\t\ttriangles.push(points[i+3][0], points[i+3][1], points[i+3][2])\n\t}\n\n\treturn triangles;\n}", "constructor(num_blades) {\n super(\"position\", \"normal\", \"texture_coord\");\n // A for loop to automatically generate the triangles:\n for (let i = 0; i < num_blades; i++) {\n // Rotate around a few degrees in the XZ plane to place each new point:\n const spin = Mat4.rotation(\n (i * 2 * Math.PI) / num_blades,\n Vec.of(0, 1, 0)\n );\n // Apply that XZ rotation matrix to point (1,0,0) of the base triangle.\n const newPoint = spin.times(Vec.of(1, 0, 0, 1)).to3();\n const triangle = [\n newPoint, // Store that XZ position as point 1.\n newPoint.plus([0, 1, 0]), // Store it again but with higher y coord as point 2.\n Vec.of(0, 0, 0)\n ]; // All triangles touch this location -- point 3.\n\n this.arrays.position.push(...triangle);\n // Rotate our base triangle's normal (0,0,1) to get the new one. Careful! Normal vectors are not\n // points; their perpendicularity constraint gives them a mathematical quirk that when applying\n // matrices you have to apply the transposed inverse of that matrix instead. But right now we've\n // got a pure rotation matrix, where the inverse and transpose operations cancel out, so it's ok.\n var newNormal = spin.times(Vec.of(0, 0, 1).to4(0)).to3();\n // Propagate the same normal to all three vertices:\n this.arrays.normal.push(newNormal, newNormal, newNormal);\n this.arrays.texture_coord.push(...Vec.cast([0, 0], [0, 1], [1, 0]));\n // Procedurally connect the 3 new vertices into triangles:\n this.indices.push(3 * i, 3 * i + 1, 3 * i + 2);\n }\n }", "function draw_triangles(){\n //draw k\n draw_poly(1,6);\n draw_poly(1,7);\n draw_poly(2,5);\n draw_poly(2,6);\n draw_poly(3,4);\n draw_poly(3,5);\n draw_poly(4,3);\n draw_poly(4,4);\n draw_poly(4,5);\n draw_poly(4,6);\n draw_poly(4,7);\n draw_poly(4,8);\n draw_poly(5,2);\n draw_poly(5,3);\n draw_poly(5,5);\n draw_poly(5,6);\n draw_poly(6,1);\n draw_poly(6,2);\n draw_poly(6,6);\n draw_poly(6,7);\n\n //draw y\n draw_poly(4,12);\n draw_poly(4,13);\n draw_poly(5,13);\n draw_poly(5,14);\n draw_poly(6,14);\n draw_poly(4,17);\n draw_poly(4,18);\n draw_poly(5,16);\n draw_poly(5,17);\n draw_poly(6,15);\n draw_poly(6,16);\n draw_poly(7,14);\n draw_poly(7,15);\n draw_poly(8,13);\n draw_poly(8,14);\n draw_poly(9,12);\n draw_poly(9,13);\n \n //draw l\n draw_poly(6,19);\n draw_poly(6,20);\n draw_poly(5,20);\n draw_poly(5,21);\n draw_poly(4,21);\n draw_poly(4,22);\n draw_poly(3,22);\n draw_poly(3,23);\n draw_poly(2,23);\n draw_poly(2,24);\n draw_poly(1,24);\n draw_poly(1,25);\n\n //draw e\n draw_poly(6,26);\n draw_poly(6,27);\n draw_poly(5,25);\n draw_poly(5,26);\n draw_poly(4,25);\n draw_poly(4,26);\n draw_poly(4,27);\n draw_poly(3,26);\n draw_poly(3,27);\n draw_poly(3,28);\n draw_poly(3,29);\n draw_poly(3,30);\n draw_poly(4,30);\n draw_poly(4,29);\n draw_poly(5,29);\n\n //draw m\n draw_poly(6,35);\n draw_poly(6,36);\n draw_poly(5,36);\n draw_poly(5,37);\n draw_poly(4,37);\n draw_poly(4,38);\n draw_poly(3,38);\n draw_poly(4,39);\n draw_poly(4,40);\n draw_poly(4,41);\n draw_poly(5,41);\n draw_poly(5,40);\n draw_poly(6,40);\n draw_poly(6,39);\n draw_poly(4,43);\n draw_poly(4,44);\n draw_poly(4,45);\n draw_poly(5,45);\n draw_poly(5,44);\n draw_poly(6,44);\n draw_poly(6,43);\n\n //draw a\n draw_poly(6,48);\n draw_poly(6,49);\n draw_poly(6,50);\n draw_poly(6,52);\n draw_poly(5,48);\n draw_poly(5,49);\n draw_poly(5,51);\n draw_poly(5,52);\n draw_poly(4,49);\n draw_poly(4,50);\n draw_poly(4,51);\n\n //draw r\n draw_poly(6,55);\n draw_poly(6,56);\n draw_poly(5,56);\n draw_poly(5,57);\n draw_poly(4,57);\n draw_poly(4,58);\n draw_poly(4,59);\n draw_poly(4,60);\n\n //draw x\n draw_poly(3,63);\n draw_poly(3,64);\n draw_poly(3,66);\n draw_poly(3,67);\n draw_poly(4,64);\n draw_poly(4,65);\n draw_poly(4,66);\n draw_poly(5,64);\n draw_poly(5,65);\n draw_poly(5,66);\n draw_poly(6,63);\n draw_poly(6,64);\n draw_poly(6,66);\n draw_poly(6,67);\n\n //scale the name drawn\n// $('#main').attr('transform', \"scale(0.125)\");\n}", "function triangle() {\n\n}", "function showTriangleLighted(model) {\n model.vertices([\n 0, 0, 0,\n 100, 50, 0,\n 200, 200, 0 ]);\n\n model.normals([\n 0, 0, 1,\n 0, 0, 1,\n 0, 0, 1\n ]);\n}", "function cubeTriangles(grid, isoLevel)\r\n{\r\n let triangles = [];\r\n let cubeindex = 0;\r\n let vertlist = [];\r\n\r\n /*\r\n Determine the index into the edge table which\r\n tells us which vertices are inside of the surface\r\n */\r\n cubeindex = 0;\r\n if (grid.val[0] < isoLevel) cubeindex |= 1;\r\n if (grid.val[1] < isoLevel) cubeindex |= 2;\r\n if (grid.val[2] < isoLevel) cubeindex |= 4;\r\n if (grid.val[3] < isoLevel) cubeindex |= 8;\r\n if (grid.val[4] < isoLevel) cubeindex |= 16;\r\n if (grid.val[5] < isoLevel) cubeindex |= 32;\r\n if (grid.val[6] < isoLevel) cubeindex |= 64;\r\n if (grid.val[7] < isoLevel) cubeindex |= 128;\r\n\r\n /* Cube is entirely in/out of the surface */\r\n if (edgeTable[cubeindex] == 0)\r\n return(0);\r\n\r\n /* Find the vertices where the surface intersects the cube */\r\n if (edgeTable[cubeindex] & 1) vertlist[0] = vertexInterp(isoLevel,grid.p[0],grid.p[1],grid.val[0],grid.val[1]);\r\n if (edgeTable[cubeindex] & 2) vertlist[1] = vertexInterp(isoLevel,grid.p[1],grid.p[2],grid.val[1],grid.val[2]);\r\n if (edgeTable[cubeindex] & 4) vertlist[2] = vertexInterp(isoLevel,grid.p[2],grid.p[3],grid.val[2],grid.val[3]);\r\n if (edgeTable[cubeindex] & 8) vertlist[3] = vertexInterp(isoLevel,grid.p[3],grid.p[0],grid.val[3],grid.val[0]);\r\n if (edgeTable[cubeindex] & 16) vertlist[4] = vertexInterp(isoLevel,grid.p[4],grid.p[5],grid.val[4],grid.val[5]);\r\n if (edgeTable[cubeindex] & 32) vertlist[5] = vertexInterp(isoLevel,grid.p[5],grid.p[6],grid.val[5],grid.val[6]);\r\n if (edgeTable[cubeindex] & 64) vertlist[6] = vertexInterp(isoLevel,grid.p[6],grid.p[7],grid.val[6],grid.val[7]);\r\n if (edgeTable[cubeindex] & 128) vertlist[7] = vertexInterp(isoLevel,grid.p[7],grid.p[4],grid.val[7],grid.val[4]);\r\n if (edgeTable[cubeindex] & 256) vertlist[8] = vertexInterp(isoLevel,grid.p[0],grid.p[4],grid.val[0],grid.val[4]);\r\n if (edgeTable[cubeindex] & 512) vertlist[9] = vertexInterp(isoLevel,grid.p[1],grid.p[5],grid.val[1],grid.val[5]);\r\n if (edgeTable[cubeindex] & 1024) vertlist[10] = vertexInterp(isoLevel,grid.p[2],grid.p[6],grid.val[2],grid.val[6]);\r\n if (edgeTable[cubeindex] & 2048) vertlist[11] = vertexInterp(isoLevel,grid.p[3],grid.p[7],grid.val[3],grid.val[7]);\r\n\r\n /* Create the triangle */\r\n let ntriang = 0;\r\n for (let i=0; triTable[cubeindex][i]!=-1; i+=3) {\r\n triangles[ntriang] = []\r\n triangles[ntriang][0] = vertlist[triTable[cubeindex][i ]];\r\n triangles[ntriang][1] = vertlist[triTable[cubeindex][i+1]];\r\n triangles[ntriang][2] = vertlist[triTable[cubeindex][i+2]];\r\n ntriang++;\r\n }\r\n triangles.numTriangles = ntriang\r\n return(triangles);\r\n}", "function createScene() {\r\n // geometry\r\n var geometry = new THREE.Geometry(2,2,2);\r\n\r\n// Make the simplest shape possible: a triangle.\r\ngeometry.vertices.push(\r\n new THREE.Vector3(-10, 10, 0),\r\n new THREE.Vector3(-10, -10, 0),\r\n new THREE.Vector3( 10, -10, 0)\r\n);\r\n\r\n// Note that I'm assigning the face to a variable\r\n// I'm not just shoving it into the geometry.\r\nvar face = new THREE.Face4(0, 1, 2,3);\r\n\r\n// Assign the colors to the vertices of the face.\r\nface.vertexColors[0] = new THREE.Color(0xff0000); // red\r\nface.vertexColors[1] = new THREE.Color(0x00ff00); // green\r\nface.vertexColors[2] = new THREE.Color(0x0000ff); // blue\r\nface.vertexColors[3]= new THREE.Color(0x0000ff);\r\n// Now the face gets added to the geometry.\r\ngeometry.faces.push(face);\r\n\r\n// Using this material is important.\r\nvar material = new THREE.MeshBasicMaterial({vertexColors: THREE.VertexColors});\r\n\r\nvar mesh = new THREE.Mesh(geometry, material);\r\n scene.add(mesh);\r\n}", "function computeVertexNormal(hf: Heightfield, vx: number, vy: number, n: Vec3) {\n const fnorms = hf.faceNormals;\n // This vertex is belongs to 4 quads\n // Do the faces this vertex is the 1st point of for this quad.\n // This is the quad up and to the right\n let qx = vx % hf.xCount;\n let qy = vy % hf.yCount;\n let ni = (qy * hf.xCount + qx) * 3 * 2;\n n.x = fnorms[ni + 0];\n n.y = fnorms[ni + 1];\n n.z = fnorms[ni + 2];\n ni += 3;\n n.x += fnorms[ni + 0];\n n.y += fnorms[ni + 1];\n n.z += fnorms[ni + 2];\n\n // 2nd tri of quad up and to the left\n qx = pmod(qx - 1, hf.xCount);\n ni = (qy * hf.xCount + qx) * 3 * 2 + 3;\n n.x += fnorms[ni + 0];\n n.y += fnorms[ni + 1];\n n.z += fnorms[ni + 2];\n\n // both tris of quad down and to the left\n qy = pmod(qy - 1, hf.yCount);\n ni = (qy * hf.xCount + qx) * 3 * 2;\n n.x += fnorms[ni + 0];\n n.y += fnorms[ni + 1];\n n.z += fnorms[ni + 2];\n ni += 3;\n n.x += fnorms[ni + 0];\n n.y += fnorms[ni + 1];\n n.z += fnorms[ni + 2];\n\n // 1st tri of quad down and to the right\n qx = (qx + 1) % hf.xCount;\n ni = (qy * hf.xCount + qx) * 3 * 2;\n n.x += fnorms[ni + 0];\n n.y += fnorms[ni + 1];\n n.z += fnorms[ni + 2];\n\n // Normalize to 'average' the result normal\n Vec3.normalize(n, n);\n}", "constructor(shapes, choppedVtxA, edgeAB, edgeAC, edgeAD, baseColourSquare, baseColourTriangle, material) {\r\n\t\tlet adjVtxA = vecPlus(vecPlus(vecPlus(choppedVtxA, vecScalar(LITTLE_SPACE, vecNormalize(edgeAB))),\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t vecScalar(LITTLE_SPACE, vecNormalize(edgeAC))),\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t vecScalar(LITTLE_SPACE, vecNormalize(edgeAD)));\r\n\t\t// create 12 vertices: combinations of up/down, nesw; A is down south west.\r\n\t\tlet ds = vecPlus(adjVtxA, vecScalar(0.5 - LITTLE_SPACE / vecLength(edgeAB), edgeAB));\r\n\t\tlet dw = vecPlus(adjVtxA, vecScalar(0.5 - LITTLE_SPACE / vecLength(edgeAC), edgeAC));\r\n\t\tlet dn = vecPlus(ds, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAC), edgeAC));\r\n\t\tlet de = vecPlus(dw, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAB), edgeAB));\r\n\r\n\t\tlet sw = vecPlus(adjVtxA, vecScalar(0.5 - LITTLE_SPACE / vecLength(edgeAD), edgeAD));\r\n\t\tlet nw = vecPlus(sw, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAC), edgeAC));\r\n\t\tlet ne = vecPlus(nw, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAB), edgeAB));\r\n\t\tlet se = vecPlus(sw, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAB), edgeAB));\r\n\t\t\r\n\t\tlet un = vecPlus(dn, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAD), edgeAD));\r\n\t\tlet ue = vecPlus(de, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAD), edgeAD));\r\n\t\tlet us = vecPlus(ds, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAD), edgeAD));\r\n\t\tlet uw = vecPlus(dw, vecScalar(1 - 2 * LITTLE_SPACE / vecLength(edgeAD), edgeAD));\r\n\r\n\t\tshapes.push(new Square(ds, vecMinus(dw, ds), vecMinus(de, ds), baseColourSquare, material));\r\n\t\tshapes.push(new Square(ne, vecMinus(dn, ne), vecMinus(un, ne), baseColourSquare, material));\r\n\t\tshapes.push(new Square(se, vecMinus(de, se), vecMinus(ue, se), baseColourSquare, material));\r\n\t\tshapes.push(new Square(sw, vecMinus(ds, sw), vecMinus(us, sw), baseColourSquare, material));\r\n\t\tshapes.push(new Square(nw, vecMinus(dw, nw), vecMinus(uw, nw), baseColourSquare, material));\r\n\t\tshapes.push(new Square(us, vecMinus(ue, us), vecMinus(uw, us), baseColourSquare, material));\r\n\t\r\n\t\tshapes.push(new Triangle(dn, vecMinus(ne, dn), vecMinus(de, dn), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(de, vecMinus(se, de), vecMinus(ds, de), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(ds, vecMinus(sw, ds), vecMinus(dw, ds), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(dw, vecMinus(nw, dw), vecMinus(dn, dw), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(un, vecMinus(ue, un), vecMinus(ne, un), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(ue, vecMinus(us, ue), vecMinus(se, ue), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(us, vecMinus(uw, us), vecMinus(sw, us), baseColourTriangle, material));\r\n\t\tshapes.push(new Triangle(uw, vecMinus(un, uw), vecMinus(nw, uw), baseColourTriangle, material));\r\n\t}", "getGeometryData (geomData) {\n let result = {};\n\n let meshData = geomData.mesh[0];\n let meshSource = meshData.source;\n let vertices = meshData.vertices[0];\n\n if (!meshData.triangles) {\n throw new Error('Only triangles mesh supported');\n }\n\n let triangles = meshData.triangles[0];\n let stride = triangles.input.length;\n\n if (meshData.vertices.length > 1) {\n throw new Error('Multiple mesh.vertices not supported');\n }\n\n let sources = {};\n\n function appendInputSource (input, defaultOffset = 0) {\n for (let i = 0; i < input.length; i++) {\n let inputData = input[i].$;\n let semantic = inputData.semantic;\n\n let offset = inputData.offset;\n if (offset === undefined) {\n offset = defaultOffset;\n }\n\n if (semantic === 'VERTEX') {\n appendInputSource(vertices.input, offset);\n continue;\n };\n\n let source = inputData.source.slice(1); // skip leading #\n if (inputData.set !== undefined) {\n semantic += inputData.set;\n }\n\n sources[semantic] = {\n source: source,\n offset: parseInt(offset)\n };\n }\n }\n\n appendInputSource(triangles.input);\n\n for (let semantic in sources) {\n let source = sources[semantic];\n let arrayID = source.source;\n let offset = source.offset;\n\n result[semantic] = {\n data: this.getGeometryArray(arrayID, meshSource),\n offset: offset\n }\n }\n\n let indices = triangles.p[0].split(\" \");\n for (let i = 0; i < indices.length; i++) {\n indices[i] = parseInt(indices[i]);\n }\n\n result.indices = indices;\n result.stride = stride;\n result.triangleCount = parseInt(triangles.$.count);\n result.renderMode = MODE_TRIANGLES;\n\n return result;\n }", "function renderTrianglesOneArray(){\r\n //render Triangles in ONE array\r\n // define the modeling matrix \r\n TriMatrix = mat4.create(); // modeling mat for tri set\r\n //Model = keyEvent();\r\n //console.log(Model);\r\n //mat4.multiply(TriMatrix,Model,TriMatrix); // rotate 90 degs\r\n \r\n // pass modeling matrix for set to shadeer\r\n gl.uniformMatrix4fv(modelMatrixULoc, false, TriMatrix);\r\n gl.uniformMatrix4fv(view, false, V);\r\n gl.uniformMatrix4fv(projection, false, P);\r\n \r\n // vertex buffer: activate and feed into vertex shader\r\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer_oneArray); // activate\r\n gl.vertexAttribPointer(vertexPositionAttrib,3,gl.FLOAT,false,13*FSIZE,0); // vtx coord\r\n gl.vertexAttribPointer(diffuse, 3, gl.FLOAT, false, 13*FSIZE, 3* FSIZE); // diffuse\r\n gl.vertexAttribPointer(ambient, 3, gl.FLOAT, false, 13*FSIZE, 6* FSIZE); //ambient\r\n gl.vertexAttribPointer(specular, 3, gl.FLOAT, false, 13*FSIZE, 9* FSIZE); //specular\r\n gl.vertexAttribPointer(n, 1, gl.FLOAT, false, 13*FSIZE, 12* FSIZE);\r\n\r\n\r\n //norm buffer\r\n gl.bindBuffer(gl.ARRAY_BUFFER, TriNormBuffer);\r\n gl.vertexAttribPointer(Norm, 3, gl.FLOAT, false, 9*FSIZE, 0);\r\n gl.vertexAttribPointer(Light, 3, gl.FLOAT, false, 9*FSIZE, 3*FSIZE);\r\n gl.vertexAttribPointer(Half, 3, gl.FLOAT, false, 9*FSIZE, 6*FSIZE);\r\n\r\n // triangle buffer: activate and render\r\n gl.drawArrays(gl.TRIANGLES,0, numTriVtx); // render\r\n}//useless", "function DrawTriangles(vertices) {\n for (let v = 2; v < vertices.length; v += 3) {\n Triangle(vertices[v - 2], vertices[v - 1], vertices[v]);\n }\n}", "function Quad() { return [\n -1.0, -1.0,\n 1.0, -1.0,\n -1.0, 1.0,\n\n -1.0, 1.0,\n 1.0, 1.0,\n 1.0, -1.0]\n }", "function Quad() { return [\n -1.0, -1.0,\n 1.0, -1.0,\n -1.0, 1.0,\n\n -1.0, 1.0,\n 1.0, 1.0,\n 1.0, -1.0]\n }", "function getIcosahedronMesh() {\n var mesh = new PolyMesh();\n var phi = (1+Math.sqrt(5))/2;\n //Use the unit cube to help construct the icosahedron\n //Front cube face vertices\n var FL = mesh.addVertex(vec3.fromValues(-0.5, 0, phi/2));\n var FR = mesh.addVertex(vec3.fromValues(0.5, 0, phi/2));\n //Back cube face vertices\n BL = mesh.addVertex(vec3.fromValues(-0.5, 0, -phi/2));\n BR = mesh.addVertex(vec3.fromValues(0.5, 0, -phi/2));\n //Top cube face vertices\n TF = mesh.addVertex(vec3.fromValues(0, phi/2, 0.5));\n TB = mesh.addVertex(vec3.fromValues(0, phi/2, -0.5));\n //Bottom cube face vertices\n BF = mesh.addVertex(vec3.fromValues(0, -phi/2, 0.5));\n BB = mesh.addVertex(vec3.fromValues(0, -phi/2, -0.5));\n //Left cube face vertices\n LT = mesh.addVertex(vec3.fromValues(-phi/2, 0.5, 0));\n LB = mesh.addVertex(vec3.fromValues(-phi/2, -0.5, 0));\n //Right cube face vertices\n RT = mesh.addVertex(vec3.fromValues(phi/2, 0.5, 0));\n RB = mesh.addVertex(vec3.fromValues(phi/2, -0.5, 0));\n \n //Add the icosahedron faces associated with each cube face\n //Front cube face faces\n mesh.addFace([TF, FL, FR]);\n mesh.addFace([BF, FR, FL]);\n //Back cube face faces\n mesh.addFace([TB, BR, BL]);\n mesh.addFace([BB, BL, BR]);\n //Top cube face faces\n mesh.addFace([TB, TF, RT]);\n mesh.addFace([TF, TB, LT]);\n //Bottom cube face faces\n mesh.addFace([BF, BB, RB]);\n mesh.addFace([BB, BF, LB]);\n //Left cube face faces\n mesh.addFace([LB, LT, BL]);\n mesh.addFace([LT, LB, FL]);\n //Right cube face faces\n mesh.addFace([RT, RB, BR]);\n mesh.addFace([RB, RT, FR]);\n \n //Add the icosahedron faces associated with each cube vertex\n //Front of cube\n mesh.addFace([FL, TF, LT]); //Top left corner\n mesh.addFace([BF, LB, FL]); //Bottom left corner\n mesh.addFace([FR, RT, TF]); //Top right corner\n mesh.addFace([BF, RB, FR]); //Bottom right corner\n //Back of cube\n mesh.addFace([LT, TB, BL]); //Top left corner\n mesh.addFace([BL, LB, BB]); //Bottom left corner\n mesh.addFace([RT, BR, TB]); //Top right corner\n mesh.addFace([BB, RB, BR]); //Bottom right corner\n return mesh;\n}", "function unit_sphere(num_subdivisions) {\r\n if (typeof num_subdivisions === \"undefined\") { num_subdivisions = 7; }\r\n\r\n let num_triangles = Math.pow(4, num_subdivisions); // number of triangles per face of tetrahedron\r\n let indices = new Uint16Array(12 * num_triangles);\r\n let coords = new Float32Array(6 * num_triangles + 6); // see https://oeis.org/A283070\r\n let indices_pos = 0, coords_pos = 0; // current position in each of the arrays\r\n let map = new Map();\r\n\r\n /**\r\n * Gets the index of the coordinate c. If c already exists than its previous index is\r\n * returned otherwise c is added and its new index is returned. The whole point of this\r\n * function (and the map variable) is so that duplicate coordinates get merged into a single\r\n * vertex.\r\n */\r\n function add_coord(c) {\r\n let str = c.toString();\r\n if (!map.has(str)) {\r\n map.set(str, coords_pos);\r\n coords.set(c, coords_pos*3);\r\n coords_pos++;\r\n }\r\n indices[indices_pos++] = map.get(str);\r\n }\r\n\r\n /**\r\n * Recursive function to continually divide a triangle similar to the Sierpinski's triangle\r\n * recursive function.\r\n */\r\n function divide_triangle(a, b, c, n) {\r\n if (n === 0) {\r\n // Base case: add the triangle\r\n add_coord(b);\r\n add_coord(a);\r\n add_coord(c);\r\n } else {\r\n // Get the midpoints\r\n let ab = vec3.lerp(vec3.create(), a, b, 0.5);\r\n let ac = vec3.lerp(vec3.create(), a, c, 0.5);\r\n let bc = vec3.lerp(vec3.create(), b, c, 0.5);\r\n\r\n // Recursively divide\r\n divide_triangle(a, ab, ac, n-1);\r\n divide_triangle(ab, b, bc, n-1);\r\n divide_triangle(ac, bc, c, n-1);\r\n divide_triangle(ab, bc, ac, n-1);\r\n }\r\n }\r\n\r\n // Initial tetrahedron to be divdied, 4 equidistant points at approximately:\r\n // <0,0,-1>, <0,2*√2/3,1/3>, <-√6/3, -√2/3, 1/3>, and <√6/3, -√2/3, 1/3>\r\n\tlet a = vec3.fromValues(0.0, 0.0, -1.0);\r\n\tlet b = vec3.fromValues(0.0, 0.94280904158, 0.33333333333);\r\n\tlet c = vec3.fromValues(-0.81649658093, -0.4714045207, 0.33333333333);\r\n\tlet d = vec3.fromValues( 0.81649658093, -0.4714045207, 0.33333333333);\r\n \r\n // Subdivide each face of the tetrahedron\r\n\tdivide_triangle(a, b, c, num_subdivisions);\r\n\tdivide_triangle(d, c, b, num_subdivisions);\r\n\tdivide_triangle(a, d, b, num_subdivisions);\r\n divide_triangle(a, c, d, num_subdivisions);\r\n\r\n // Normalize each vertex so that it is moved to the surface of the unit sphere\r\n\tfor (let i = 0; i < coords.length; i += 3) {\r\n let coord = coords.subarray(i, i+3);\r\n vec3.normalize(coord, coord);\r\n }\r\n\r\n return [coords, indices];\r\n}", "function renderTriangles() {\r\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // clear frame/depth buffers\r\n \r\n //change background color\r\n // bgColor = (bgColor < 1) ? (bgColor + 0.001) : 0;\r\n // gl.clearColor(bgColor, 0, 0, 1.0);\r\n requestAnimationFrame(renderTriangles);\r\n\r\n \r\n for (var whichTriSet=0; whichTriSet<numTriangleSets; whichTriSet++) { \r\n // define the modeling matrix \r\n inputTriangles[whichTriSet].mMatrix = mat4.create(); // modeling mat for tri set\r\n\r\n\r\n // pass modeling matrix for set to shadeer\r\n gl.uniformMatrix4fv(modelMatrixULoc, false, inputTriangles[whichTriSet].mMatrix);\r\n\r\n // vertex buffer: activate and feed into vertex shader\r\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffers[whichTriSet]); // activate\r\n gl.vertexAttribPointer(vertexPositionAttrib,3,gl.FLOAT,false,6*FSIZE,0); // feed\r\n gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6*FSIZE, 3* FSIZE);\r\n\r\n // triangle buffer: activate and render\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER,triangleBuffers[whichTriSet]); // activate\r\n gl.drawElements(gl.TRIANGLES,3*triSetSizes[whichTriSet],gl.UNSIGNED_SHORT,0); // render\r\n } // end for each tri set\r\n} // end render triangles", "function loadTriangles() {\r\n inputTriangles = getJSONFile(INPUT_TRIANGLES_URL,\"triangles\");\r\n\r\n if (inputTriangles != String.null) { \r\n var whichSetVert; // index of vertex in current triangle set\r\n var whichSetTri; // index of triangle in current triangle set\r\n var vtxToAdd; // vtx coords to add to the coord array\r\n var triToAdd; // tri indices to add to the index array\r\n var vtxcToAdd;\r\n var vtxaToAdd;\r\n var vtxsToAdd;\r\n var vtxnToAdd;\r\n var vtxNormToAdd;\r\n var vtxLightToAdd;\r\n var view;\r\n var vtxHalfToAdd;\r\n\r\n // for each set of tris in the input file\r\n numTriangleSets = inputTriangles.length;\r\n for (var whichSet=0; whichSet<numTriangleSets; whichSet++) {\r\n centerTri[whichSet] = [0, 0, 0];\r\n // set up the vertex coord array\r\n inputTriangles[whichSet].coordArray = []; // create a list of coords for this tri set\r\n inputTriangles[whichSet].normArray = []; // create a list of coords for this tri set\r\n for (whichSetVert=0; whichSetVert<inputTriangles[whichSet].vertices.length; whichSetVert++) {\r\n vtxToAdd = inputTriangles[whichSet].vertices[whichSetVert];\r\n vtxcToAdd = inputTriangles[whichSet].material.diffuse;\r\n vtxaToAdd = inputTriangles[whichSet].material.ambient;\r\n vtxsToAdd = inputTriangles[whichSet].material.specular;\r\n vtxnToAdd = inputTriangles[whichSet].material.n;\r\n vtxNormToAdd = inputTriangles[whichSet].normals[whichSetVert];\r\n //new Vector(inputTriangles[whichSet].normals[whichSetVert].x, inputTriangles[whichSet].normals[whichSetVert].z, inputTriangles[whichSet].normals[whichSetVert].z);\r\n vtxLightToAdd = Vector.normalize(new Vector(light[0]-vtxToAdd[0], light[1]-vtxToAdd[1], light[2]-vtxToAdd[2]));\r\n view = Vector.normalize(new Vector(eye[0]-vtxToAdd[0], eye[1]-vtxToAdd[1], eye[2]-vtxToAdd[2]));\r\n vtxHalfToAdd = Vector.normalize(Vector.add(vtxLightToAdd, view));\r\n //push coord array\r\n inputTriangles[whichSet].coordArray.push(vtxToAdd[0],vtxToAdd[1],vtxToAdd[2]); //push vtx\r\n inputTriangles[whichSet].coordArray.push(vtxcToAdd[0],vtxcToAdd[1],vtxcToAdd[2]); //push diffuse\r\n inputTriangles[whichSet].coordArray.push(vtxaToAdd[0],vtxaToAdd[1],vtxaToAdd[2]); //push ambient\r\n inputTriangles[whichSet].coordArray.push(vtxsToAdd[0],vtxsToAdd[1],vtxsToAdd[2]); //push specular\r\n inputTriangles[whichSet].coordArray.push(vtxnToAdd); //push n\r\n //push norm array\r\n inputTriangles[whichSet].normArray.push(vtxNormToAdd[0],vtxNormToAdd[1],vtxNormToAdd[2]); //push norm\r\n inputTriangles[whichSet].normArray.push(vtxLightToAdd.x,vtxLightToAdd.y,vtxLightToAdd.z); //push light\r\n inputTriangles[whichSet].normArray.push(vtxHalfToAdd.x,vtxHalfToAdd.y,vtxHalfToAdd.z); //push half\r\n //collect vertex info for center\r\n centerTri[whichSet][0] += vtxToAdd[0];\r\n centerTri[whichSet][1] += vtxToAdd[1];\r\n centerTri[whichSet][2] += vtxToAdd[2];\r\n } // end for vertices in set\r\n //calculate center\r\n centerTri[whichSet][0] = centerTri[whichSet][0]/inputTriangles[whichSet].vertices.length;\r\n centerTri[whichSet][1] = centerTri[whichSet][1]/inputTriangles[whichSet].vertices.length;\r\n centerTri[whichSet][2] = centerTri[whichSet][2]/inputTriangles[whichSet].vertices.length;\r\n\r\n // send the vertex coords to webGL\r\n //console.log('TRI normArray', inputTriangles[whichSet].normArray);\r\n vertexBuffers[whichSet] = gl.createBuffer(); // init empty vertex coord buffer for current set\r\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffers[whichSet]); // activate that buffer\r\n gl.bufferData(gl.ARRAY_BUFFER,new Float32Array(inputTriangles[whichSet].coordArray),gl.STATIC_DRAW); // coords to that buffer\r\n\r\n //triangle norm array\r\n TriNormBuffer[whichSet] = gl.createBuffer(); //DID NOT normalize!\r\n gl.bindBuffer(gl.ARRAY_BUFFER, TriNormBuffer[whichSet]);\r\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(inputTriangles[whichSet].normArray), gl.STATIC_DRAW);\r\n \r\n // set up the triangle index array, adjusting indices across sets\r\n inputTriangles[whichSet].indexArray = []; // create a list of tri indices for this tri set\r\n triSetSizes[whichSet] = inputTriangles[whichSet].triangles.length;\r\n for (whichSetTri=0; whichSetTri<triSetSizes[whichSet]; whichSetTri++) {\r\n triToAdd = inputTriangles[whichSet].triangles[whichSetTri];\r\n inputTriangles[whichSet].indexArray.push(triToAdd[0],triToAdd[1],triToAdd[2]);\r\n } // end for triangles in set\r\n\r\n // send the triangle indices to webGL\r\n triangleBuffers[whichSet] = gl.createBuffer(); // init empty triangle index buffer for current tri set\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, triangleBuffers[whichSet]); // activate that buffer\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER,new Uint16Array(inputTriangles[whichSet].indexArray),gl.STATIC_DRAW); // indices to that buffer\r\n } // end for each triangle set \r\n } // end if triangles found\r\n} // end load triangles", "function buildLeftBorder(geometry,currentIndex){\n\tif(facingCamera){/*Serve para construir face que pode ser vista de fora*/\n\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,0));//PONTO A\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));// PONTO B\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,0));// PONTO C\n\t\t\n\t\tvar color = new THREE.Color( 0x000000 );\n\t\tvar face = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face)\n\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,0));\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,-0.10));\n\t\tface = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face)\n\n\t}\n\telse{/*Serve para construir face que pode ser vista de dentro*/\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,0));//PONTO A\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,0));// PONTO C A DIFERENCA ESTA NA ORDEM\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));// PONTO B DESTAS DUAS LINHAS QUE ESTAO TROCADAS\n\t\t\t\n\t\tvar color = new THREE.Color( 0x000000 );\n\t\tvar face = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face)\n\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,0));\n\t\tgeometry.vertices.push(new THREE.Vector3(-0.25,-0.25,-0.10));\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));\n\t\tface = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face)\n\n\n\t}\n}", "function makeTriangles (l, d, u, r) {\n var triangles = {\n left: l,\n down: d,\n up: u,\n right: r,\n display: displayTriangles,\n move: moveTriangles\n }\n return triangles;\n}", "addShapeVertices(shape, vertices, indices, normals) {\n var indexOffset = vertices.length / 3;\n let i, l, shapeHole, curveSegments;\n if (this.parameters.curveSegments === undefined) {\n console.warn(\n \"If you don't specify curveSegments explicitly, you'll have to keep \" +\n \"the default synchronized with upstream.\"\n );\n curveSegments = 12;\n } else {\n curveSegments = this.parameters.curveSegments;\n }\n\n let points = shape.extractPoints(curveSegments);\n let shapeVertices = points.shape;\n let shapeHoles = points.holes;\n\n // Ensure correct ordering of vertices.\n if (!THREE.ShapeUtils.isClockWise(shapeVertices)) {\n shapeVertices = shapeVertices.reverse();\n }\n for (i = 0, l = shapeHoles.length; i < l; i++) {\n shapeHole = shapeHoles[i];\n if (THREE.ShapeUtils.isClockWise(shapeHole)) {\n shapeHoles[i] = shapeHole.reverse();\n }\n }\n var faces = THREE.ShapeUtils.triangulateShape(shapeVertices, shapeHoles);\n\n // Join vertices of inner and outer paths to a single array.\n for (i = 0, l = shapeHoles.length; i < l; i++) {\n shapeHole = shapeHoles[i];\n shapeVertices = shapeVertices.concat(shapeHole);\n }\n\n // Append to vertices.\n for (i = 0, l = shapeVertices.length; i < l; i++) {\n var vertex = shapeVertices[i];\n vertices.push(vertex.x, vertex.y, 0);\n normals.push(0, 0, 1);\n }\n\n // incides\n for (i = 0, l = faces.length; i < l; i++) {\n var face = faces[i];\n var a = face[0] + indexOffset;\n var b = face[1] + indexOffset;\n var c = face[2] + indexOffset;\n indices.push(a, b, c);\n }\n }", "function makeCube(highX, lowX, highY, lowY, highZ, lowZ, colors, array) {\n //vec4's alternate between vertex and color\n\n //front\n array.push(vec4(highX, lowY, highZ, 1.0));//Bottom Right\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, highZ, 1.0));//Top Right\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, highZ, 1.0));//Top Left\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, highZ, 1.0));//Top Left\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, highZ, 1.0));//Bottom Left\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, highZ, 1.0));//Bottom Right\n array.push(colors[0]);\n array.push(vec4(0.0, 0.0, 1.0, 0.0)); //Normal Vector\n\n //back\n array.push(vec4(lowX, lowY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, lowZ, 1.0));\n array.push(colors[1]);\n array.push(vec4(0.0, 0.0, -1.0, 0.0)); //Normal Vector\n\n //left\n array.push(vec4(highX, highY, highZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, highZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, lowZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, lowZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, lowZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, highZ, 1.0));\n array.push(colors[2]);\n array.push(vec4(1.0, 0.0, 0.0, 0.0)); //Normal Vector\n\n //right\n array.push(vec4(lowX, highY, lowZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, lowZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, highZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, highZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, highZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, lowZ, 1.0));\n array.push(colors[3]);\n array.push(vec4(-1.0, 0.0, 0.0, 0.0)); //Normal Vector\n\n //top\n array.push(vec4(highX, highY, highZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, lowZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, lowZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, lowZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, highY, highZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, highY, highZ, 1.0));\n array.push(colors[4]);\n array.push(vec4(0.0, 1.0, 0.0, 0.0)); //Normal Vector\n\n //bottom\n array.push(vec4(highX, lowY, lowZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, highZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, highZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, highZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(lowX, lowY, lowZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n array.push(vec4(highX, lowY, lowZ, 1.0));\n array.push(colors[5]);\n array.push(vec4(0.0, -1.0, 0.0, 0.0)); //Normal Vector\n\n if(array === track) {\n trackVertices += 36;\n } else if(array === rails) {\n railVertices += 36;\n } else if(array === cubes) {\n cubeVertices += 36;\n }\n\n}", "function preproc()\n{\n // nodal coordinates as passed to opengl\n let coords = []\n // 3 corner nodes of a face to compute the face normal in the shader\n let As = []\n let Bs = []\n let Cs = []\n // triangles as passed to open gl\n let trias = []\n // displacement vector per vertex to displace said vertex\n let disps = []\n // global min/max to normalize result amplitudes\n let min = 0.0\n let max = 0.0\n // texture coordinates to properly map results per face\n let texcoords = []\n // all four corner nodes to compute the texture mapping\n let corners = []\n\n // for each quad\n for(let i = 0; i < quads.length; ++i) {\n let quad = quads[i]\n // triangulate\n trias.push(4 * i + 0, 4 * i + 1, 4 * i + 2, 4 * i + 0, 4 * i + 2, 4 * i + 3)\n // set texture coordinates\n texcoords.push(\n 0.0, 0.0,\n 0.0, 1.0,\n 1.0, 1.0,\n 1.0, 0.0\n )\n // push coordinates\n coords.push(\n nodes[quad[0]][0],\n nodes[quad[0]][1],\n nodes[quad[0]][2],\n nodes[quad[1]][0],\n nodes[quad[1]][1],\n nodes[quad[1]][2],\n nodes[quad[2]][0],\n nodes[quad[2]][1],\n nodes[quad[2]][2],\n nodes[quad[3]][0],\n nodes[quad[3]][1],\n nodes[quad[3]][2])\n // push A,B and C corner nodes to compute the face normal\n As.push(\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2],\n nodes[quad[0]][0] + results[quad[0]][0],\n nodes[quad[0]][1] + results[quad[0]][1],\n nodes[quad[0]][2] + results[quad[0]][2])\n Bs.push(\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2],\n nodes[quad[1]][0] + results[quad[1]][0],\n nodes[quad[1]][1] + results[quad[1]][1],\n nodes[quad[1]][2] + results[quad[1]][2])\n Cs.push(\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2],\n nodes[quad[2]][0] + results[quad[2]][0],\n nodes[quad[2]][1] + results[quad[2]][1],\n nodes[quad[2]][2] + results[quad[2]][2])\n // push displacements\n disps.push(\n results[quad[0]][0],\n results[quad[0]][1],\n results[quad[0]][2],\n results[quad[1]][0],\n results[quad[1]][1],\n results[quad[1]][2],\n results[quad[2]][0],\n results[quad[2]][1],\n results[quad[2]][2],\n results[quad[3]][0],\n results[quad[3]][1],\n results[quad[3]][2])\n min = [ \n results.reduce( (acc, v) => Math.min(acc, v[0]), 999999),\n results.reduce( (acc, v) => Math.min(acc, v[1]), 999999),\n results.reduce( (acc, v) => Math.min(acc, v[2]), 999999),\n results.reduce( (acc, v) => Math.min(acc, Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])), 999999)\n ]\n max = [ \n results.reduce( (acc, v) => Math.max(acc, v[0]), -999999),\n results.reduce( (acc, v) => Math.max(acc, v[1]), -999999),\n results.reduce( (acc, v) => Math.max(acc, v[2]), -999999),\n results.reduce( (acc, v) => Math.max(acc, Math.sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2])), 0)\n ]\n let result = state.component\n if(result == 3) {\n let sqr = (x) => x*x;\n corners.push(\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])),\n Math.sqrt(sqr(results[quad[0]][0]) + sqr(results[quad[0]][1]) + sqr(results[quad[0]][2])),\n Math.sqrt(sqr(results[quad[1]][0]) + sqr(results[quad[1]][1]) + sqr(results[quad[1]][2])),\n Math.sqrt(sqr(results[quad[2]][0]) + sqr(results[quad[2]][1]) + sqr(results[quad[2]][2])),\n Math.sqrt(sqr(results[quad[3]][0]) + sqr(results[quad[3]][1]) + sqr(results[quad[3]][2])))\n } else {\n corners.push(\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result],\n results[quad[0]][result],\n results[quad[1]][result],\n results[quad[2]][result],\n results[quad[3]][result])\n }\n // pick the appropriate min/max per the selected component\n max = max[result]\n min = min[result]\n \n }\n\n return {\n coords: coords,\n trias: trias,\n disps: disps,\n As: As,\n Bs: Bs,\n Cs, Cs,\n min: min,\n max: max,\n texcoords: texcoords,\n corners: corners\n }\n}", "function box_model() {\n var points = [];\n\n /*\n This code is derived from the code for chapter 4 in the text.\n */\n function quad(a, b, c, d)\n {\n var vertices = [\n vec4( -0.5, -0.5, 0.5, 1.0 ),\n vec4( -0.5, 0.5, 0.5, 1.0 ),\n vec4( 0.5, 0.5, 0.5, 1.0 ),\n vec4( 0.5, -0.5, 0.5, 1.0 ),\n vec4( -0.5, -0.5, -0.5, 1.0 ),\n vec4( -0.5, 0.5, -0.5, 1.0 ),\n vec4( 0.5, 0.5, -0.5, 1.0 ),\n vec4( 0.5, -0.5, -0.5, 1.0 )\n ];\n\n\n // We need to parition the quad into two triangles in order for\n // WebGL to be able to render it. In this case, we create two\n // triangles from the quad indices\n\n //vertex color assigned by the index of the vertex\n\n var indices = [ a, b, c, a, c, d ];\n\n for ( var i = 0; i < indices.length; ++i ) {\n points.push( vertices[indices[i]] );\n }\n }\n\n quad( 1, 0, 3, 2 );\n quad( 2, 3, 7, 6 );\n quad( 3, 0, 4, 7 );\n quad( 6, 5, 1, 2 );\n quad( 4, 5, 6, 7 );\n quad( 5, 4, 0, 1 );\n\n return points;\n}", "function cube(side) {\r\n var s = (side || 1) / 2;\r\n var coords = [];\r\n var normals = [];\r\n var texCoords = [];\r\n var indices = [];\r\n\r\n function face(xyz, nrm) {\r\n var start = coords.length / 3;\r\n var i;\r\n for (i = 0; i < 12; i++) {\r\n coords.push(xyz[i]);\r\n }\r\n for (i = 0; i < 4; i++) {\r\n normals.push(nrm[0], nrm[1], nrm[2]);\r\n }\r\n texCoords.push(0, 0, 1, 0, 1, 1, 0, 1);\r\n indices.push(start, start + 1, start + 2, start, start + 2, start + 3);\r\n }\r\n\r\n face([-s, -s, s, s, -s, s, s, s, s, -s, s, s], [0, 0, 1]);\r\n face([-s, -s, -s, -s, s, -s, s, s, -s, s, -s, -s], [0, 0, -1]);\r\n face([-s, s, -s, -s, s, s, s, s, s, s, s, -s], [0, 1, 0]);\r\n face([-s, -s, -s, s, -s, -s, s, -s, s, -s, -s, s], [0, -1, 0]);\r\n face([s, -s, -s, s, s, -s, s, s, s, s, -s, s], [1, 0, 0]);\r\n face([-s, -s, -s, -s, -s, s, -s, s, s, -s, s, -s], [-1, 0, 0]);\r\n return {\r\n vertexPositions: new Float32Array(coords),\r\n vertexNormals: new Float32Array(normals),\r\n vertexTextureCoords: new Float32Array(texCoords),\r\n indices: new Uint16Array(indices)\r\n }\r\n }", "extractAmmoShapeFromMesh(mesh, scale) {\r\n function traverseModel(mesh, modelVertices=[]) {\r\n if (mesh.type === \"SkinnedMesh\" || mesh.type === \"Mesh\" || mesh.type === \"InstancedMesh\") {\r\n let bufferGeometry = mesh.geometry;\r\n let attr = bufferGeometry.attributes;\r\n let position = attr.position;\r\n let tmpVertices = Array.from(position.array);\r\n //modelVertices = modelVertices.concat(tmpVertices);\r\n modelVertices.push(...tmpVertices);\r\n }\r\n mesh.children.forEach((child, ndx) => {\r\n traverseModel(child, modelVertices);\r\n });\r\n return modelVertices;\r\n }\r\n\r\n if (!scale)\r\n scale = {x:1, y:1, z: 1};\r\n\r\n let vertices = traverseModel(mesh); // Fungerer kun sammen med BufferGeometry!!\r\n let ammoMesh = new Ammo.btTriangleMesh();\r\n for (let i = 0; i < vertices.length; i += 9)\r\n {\r\n let v1_x = vertices[i];\r\n let v1_y = vertices[i+1];\r\n let v1_z = vertices[i+2];\r\n\r\n let v2_x = vertices[i+3];\r\n let v2_y = vertices[i+4];\r\n let v2_z = vertices[i+5];\r\n\r\n let v3_x = vertices[i+6];\r\n let v3_y = vertices[i+7];\r\n let v3_z = vertices[i+8];\r\n\r\n let bv1 = new Ammo.btVector3(v1_x, v1_y, v1_z);\r\n let bv2 = new Ammo.btVector3(v2_x, v2_y, v2_z);\r\n let bv3 = new Ammo.btVector3(v3_x, v3_y, v3_z);\r\n\r\n ammoMesh.addTriangle(bv1, bv2, bv3);\r\n }\r\n let triangleShape = new Ammo.btBvhTriangleMeshShape(ammoMesh, false);\r\n triangleShape.setMargin( 0.01 );\r\n triangleShape.setLocalScaling(new Ammo.btVector3(scale.x, scale.y, scale.z));\r\n return triangleShape;\r\n }", "function Triangle(a,b,c) {\n this.a = a\n this.b = b\n this.c = c\n this.type='triunghi'\n}", "function triangle(a, b) {\n\n}", "function createSTL(mesh)\n{\n\tstl = 'solid test \\n';\t\n\tif (loop.torusDefined)\n\t{\n var vertices = loop.loopMesh.geometry.vertices;\n var faces = loop.loopMesh.geometry.faces;\n \n //Loop for all faces, adding each vertex to the stl file and making triangles from them.\n for (var i = 0; i < faces.length; i++)\n {\n stl += 'facet normal ' + convertVectorToString(faces[i].normal) + ' \\n';\n stl += 'outer loop \\n';\n stl += convertVertexToString(vertices[faces[i].a], true);\n stl += convertVertexToString(vertices[faces[i].b], true);\n stl += convertVertexToString(vertices[faces[i].c], true);\n stl += 'endloop \\n';\n stl += 'endfacet \\n';\n \n if (faces[i] instanceof THREE.Face4)\n {\n stl += 'facet normal ' + convertVectorToString(faces[i].normal) + ' \\n';\n stl += 'outer loop \\n';\n stl += convertVertexToString(vertices[faces[i].a], true);\n stl += convertVertexToString(vertices[faces[i].c], true);\n stl += convertVertexToString(vertices[faces[i].d], true);\n stl += 'endloop \\n';\n stl += 'endfacet \\n';\n }\n }\n\t}\n var vertices = mesh.geometry.vertices;\n var faces = mesh.geometry.faces;\n \n //Loop for all faces, adding each vertex to the stl file and making triangles from them.\n for (var i = 0; i < faces.length; i++)\n {\n stl += 'facet normal ' + convertVectorToString(faces[i].normal) + ' \\n';\n stl += 'outer loop \\n';\n stl += convertVertexToString(vertices[faces[i].a]);\n stl += convertVertexToString(vertices[faces[i].b]);\n stl += convertVertexToString(vertices[faces[i].c]);\n stl += 'endloop \\n';\n stl += 'endfacet \\n';\n \n if (faces[i] instanceof THREE.Face4)\n {\n stl += 'facet normal ' + convertVectorToString(faces[i].normal) + ' \\n';\n stl += 'outer loop \\n';\n stl += convertVertexToString(vertices[faces[i].a]);\n stl += convertVertexToString(vertices[faces[i].c]);\n stl += convertVertexToString(vertices[faces[i].d]);\n stl += 'endloop \\n';\n stl += 'endfacet \\n';\n }\n }\n\n stl += 'endsolid';\n\t\t\n return stl;\n}", "function drawFaces(faces, filled) {\n\n\n // for necessari per disegnare la maschera\n for (var i = 0; i < faces.length; i++) {\n const keypoints = faces[i].scaledMesh;\n\n //calcolo distanza fra due punti della maschera per scalarla in seguito\n for (var j = 0; j < keypoints.length; j++) {\n let [x, y, z] = keypoints[j];\n\n let x1 = keypoints[234][0];\n let y1 = keypoints[234][1];\n let z1 = keypoints[234][2];\n let x2 = keypoints[454][0];\n let y2 = keypoints[454][1];\n let z2 = keypoints[454][2];\n d = dist(x1,y1,z1,x2,y2,z2);\n }\n\n //disegno la maschera\n for (var j = 0; j < triPie.length; j += 3) {\n var a = keypoints[triPie[j]];\n var b = keypoints[triPie[j+1]];\n var c = keypoints[triPie[j+2]];\n\n let n=noise( j, t);\n n = map(n,0,1,-maxMap,maxMap);\n t += vel\n\n let n2=noise( j, t2);\n n2 = map(n2,0,1,-6,6);\n t2 += 0.001;\n\n push()\n fill(triFill);\n\n strokeWeight(0);\n stroke(255,90);\n triangle(\n a[0]+n2+n,a[1],\n b[0]-n2-n,b[1],\n c[0]+n2+n,c[1],\n )\n pop()\n }\n\n }\n}", "function getMorphTriangleNormals(morph, ia, ib, ic, a, b, c) {\n var iax, ibx, icx;\n var normals1 = morph.targets[morph.key1].normals;\n var normals2 = morph.targets[morph.key2].normals;\n if (morph.compressedNormals) {\n iax = ia * 2;\n ibx = ib * 2;\n icx = ic * 2;\n SceneJS_math_octDecodeVec2(normals1.subarray(iax, iax + 2), a1);\n SceneJS_math_octDecodeVec2(normals2.subarray(iax, iax + 2), a2);\n SceneJS_math_octDecodeVec2(normals1.subarray(ibx, ibx + 2), b1);\n SceneJS_math_octDecodeVec2(normals2.subarray(ibx, ibx + 2), b2);\n SceneJS_math_octDecodeVec2(normals1.subarray(icx, icx + 2), c1);\n SceneJS_math_octDecodeVec2(normals2.subarray(icx, icx + 2), c2);\n } else {\n iax = ia * 3;\n ibx = ib * 3;\n icx = ic * 3;\n a1.set(normals1.subarray(iax, iax + 3));\n a2.set(normals2.subarray(iax, iax + 3));\n b1.set(normals1.subarray(ibx, ibx + 3));\n b2.set(normals2.subarray(ibx, ibx + 3));\n c1.set(normals1.subarray(icx, icx + 3));\n c2.set(normals2.subarray(icx, icx + 3));\n }\n vec3.lerp(a, a1, a2, morph.factor);\n vec3.lerp(b, b1, b2, morph.factor);\n vec3.lerp(c, c1, c2, morph.factor);\n return true; // normals exist\n }", "function renderTriangles() {\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // clear frame/depth buffers\n \n // vertex buffer: activate and feed into vertex shader\n gl.bindBuffer(gl.ARRAY_BUFFER,vertexBuffer); // activate\n gl.vertexAttribPointer(vertexPositionAttrib,3,gl.FLOAT,false,0,0); // feed\n\n // color buffer: activate and feed into vertex shader\n gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); // activate\n gl.vertexAttribPointer(vertexColorAttrib,3,gl.FLOAT,false,0,0); // feed\n\n // triangle buffer: activate and render\n gl.bindBuffer(gl.ARRAY_BUFFER, triangleBuffer); // activate\n gl.drawElements(gl.TRIANGLES, triBufferSize, gl.UNSIGNED_SHORT, 0); // feed\n \n gl.drawArrays(gl.TRIANGLES,0,3); // render\n} // end render triangles", "function buildRightBorder(geometry,currentIndex){\n\tif (facingCamera){/*Serve para construir face que pode ser vista de fora*/\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,0));//PONTO A\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,0));// PONTO B\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));// PONTO C\n\n\t\tvar color = new THREE.Color( 0x0000000 );\n\t\tvar face = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);//Constroi um triangulo\n\t\tcurrentIndex += 3; // com os ultimos 3 vertices pushed\n\t\tgeometry.faces.push(face);\n\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,0));\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,-0.10));\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));\n\n\t\tface = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);//Constroi um triangulo\n\t\tcurrentIndex += 3; // com os ultimos 3 vertices pushed\n\t\tgeometry.faces.push(face);\n\n\t}\n\n\telse{/*Serve para construir face que pode ser vista de dentro*/\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,0));\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10)); //A DIFERENCA ESTA NA ORDEM\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,0)); // DESTAS DUAS LINHAS QUE ESTAO TROCADAS\n\n\t\tvar color = new THREE.Color( 0x000000 );\n\t\tvar face = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face);\n\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,0));\n\t\tgeometry.vertices.push(new THREE.Vector3(0,0.25,-0.10));\n\t\tgeometry.vertices.push(new THREE.Vector3(0.25,-0.25,-0.10));\n\n\t\tface = new THREE.Face3(currentIndex,currentIndex+1,currentIndex+2,color);\n\t\tcurrentIndex += 3;\n\t\tgeometry.faces.push(face);\n\n\t}\n}" ]
[ "0.6886296", "0.652211", "0.6520439", "0.6512794", "0.6490831", "0.64629865", "0.64526224", "0.6429431", "0.64204246", "0.63785905", "0.6368438", "0.6350693", "0.63167477", "0.6297286", "0.6284727", "0.6201376", "0.6198194", "0.6180619", "0.61750734", "0.6170406", "0.61583066", "0.6152365", "0.6150208", "0.61492246", "0.6142444", "0.6114439", "0.60616106", "0.6052751", "0.6010636", "0.6010636", "0.60076326", "0.6003857", "0.6001462", "0.5999623", "0.59839964", "0.59733063", "0.59625715", "0.59556705", "0.5947891", "0.5931905", "0.592679", "0.592245", "0.59112287", "0.58991486", "0.58873945", "0.58845186", "0.5868098", "0.58644843", "0.5863594", "0.585447", "0.58385956", "0.5838535", "0.5837243", "0.583633", "0.58329344", "0.58250886", "0.5820658", "0.5813227", "0.5813227", "0.5802113", "0.5802113", "0.57539946", "0.57539946", "0.5752451", "0.5742276", "0.5739859", "0.57377195", "0.5727586", "0.5727385", "0.57240206", "0.5715914", "0.5712441", "0.5690172", "0.56875634", "0.56793463", "0.5678494", "0.5668082", "0.56663805", "0.56617045", "0.56306666", "0.56295973", "0.56295973", "0.55991036", "0.5598801", "0.5598703", "0.5598238", "0.55759054", "0.55744714", "0.55631936", "0.5547414", "0.55466413", "0.5537274", "0.55342925", "0.5533861", "0.55268514", "0.55175835", "0.55154604", "0.551516", "0.5513629", "0.5510969", "0.551067" ]
0.0
-1
m4 should be a mat4 geom should have vertexComponents 3+
function geomTransform(geom, m4) { // apply mat4 mat to all vertices: let vc = geom.vertexComponents || 3 if (vc < 3) console.log("warning: transforming a 2D geom with a mat4 may not work as intended") if (vc==3) { for (let i=0; i<geom.vertices.length; i+=vc) { let v = new Float32Array(geom.vertices.buffer, i*4, vc); vec3.transformMat4(v, v, m4) } } else if (vc==4) { for (let i=0; i<geom.vertices.length; i+=vc) { let v = new Float32Array(geom.vertices.buffer, i*4, vc); vec4.transformMat4(v, v, m4) } } if (geom.normals) { let m3 = mat3.create() mat3.fromMat4(m3, m4) for (let i=0; i<geom.normals.length; i+=3) { let v = new Float32Array(geom.normals.buffer, i*4, 3); vec2.transformMat3(v, v, m3) } } return geom }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function vec4multMat4(out, a, m) {\n var x = a[0], y = a[1], z = a[2], w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}", "function multMat4Vec4 (m, vec) {\n var tv = [];\n\n tv[0] = m[0][0] * vec[0] + m[0][1] * vec[1] + m[0][2] * vec[2] + m[0][3] * vec[3];\n tv[1] = m[1][0] * vec[0] + m[1][1] * vec[1] + m[1][2] * vec[2] + m[1][3] * vec[3];\n tv[2] = m[2][0] * vec[0] + m[2][1] * vec[1] + m[2][2] * vec[2] + m[2][3] * vec[3];\n tv[3] = m[3][0] * vec[0] + m[3][1] * vec[1] + m[3][2] * vec[2] + m[3][3] * vec[3];\n\n return tv;\n}", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "function vec4multMat4(out, a, m) {\n\t var x = a[0], y = a[1], z = a[2], w = a[3];\n\t out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n\t out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n\t out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n\t out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n\t return out;\n\t}", "scaleMat4v(xyz, m) {\n\n const x = xyz[0];\n const y = xyz[1];\n const z = xyz[2];\n\n m[0] *= x;\n m[4] *= y;\n m[8] *= z;\n m[1] *= x;\n m[5] *= y;\n m[9] *= z;\n m[2] *= x;\n m[6] *= y;\n m[10] *= z;\n m[3] *= x;\n m[7] *= y;\n m[11] *= z;\n\n return m;\n }", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function mat3from4(out, mat4x4) {\n\t out[0][0] = mat4x4[0]\n\t out[0][1] = mat4x4[1]\n\t out[0][2] = mat4x4[2]\n\t \n\t out[1][0] = mat4x4[4]\n\t out[1][1] = mat4x4[5]\n\t out[1][2] = mat4x4[6]\n\t\n\t out[2][0] = mat4x4[8]\n\t out[2][1] = mat4x4[9]\n\t out[2][2] = mat4x4[10]\n\t}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function mat3from4(out, mat4x4) {\n out[0][0] = mat4x4[0]\n out[0][1] = mat4x4[1]\n out[0][2] = mat4x4[2]\n \n out[1][0] = mat4x4[4]\n out[1][1] = mat4x4[5]\n out[1][2] = mat4x4[6]\n\n out[2][0] = mat4x4[8]\n out[2][1] = mat4x4[9]\n out[2][2] = mat4x4[10]\n}", "function createMat4() {\n return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n}", "function createMat4() {\n return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n}", "function createMat4() {\n return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];\n}", "function Matrix4() {\n\tthis.elements = new Float32Array([\n\t\t1, 0, 0, 0,\n\t\t0, 1, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t0, 0, 0, 1\n\t]);\n}", "function meshToGeometry(mdata) {\n\n var mesh = mdata.mesh;\n var geometry = createLmvBufferGeometry();\n\n\n geometry.byteSize = 0;\n\n geometry.vb = mesh.vb;\n geometry.vbbuffer = undefined;\n geometry.vbNeedsUpdate = true;\n geometry.byteSize += mesh.vb.byteLength;\n\n geometry.vbstride = mesh.vbstride;\n if (mesh.isLines) /* mesh is SVF lines */\n geometry.isLines = mesh.isLines;\n if (mdata.is2d) /* mesh is from F2D */\n geometry.is2d = true;\n\n geometry.numInstances = mesh.numInstances;\n\n for (var attributeName in mesh.vblayout) {\n var attributeData = mesh.vblayout[attributeName];\n\n //geometry.addAttribute(attributeName, findBufferAttribute(attributeData, geometry.numInstances));\n geometry.attributes[attributeName] = findBufferAttribute(attributeName, attributeData, geometry.numInstances);\n }\n\n //Index buffer setup\n if (!Private_Global.memoryOptimizedLoading) {\n geometry.addAttribute(\"index\", new THREE.BufferAttribute(mesh.indices, 1));\n } else {\n\n geometry.attributes.index = indexAttr;\n geometry.ib = mesh.indices;\n geometry.ibbuffer = undefined;\n }\n\n geometry.attributesKeys = findAttributesKeys(geometry);\n\n geometry.byteSize += mesh.indices.byteLength;\n\n //TODO: Not sure chunking into list of smaller offset/counts\n //is required for LMV data since it's already broken up.\n //if (mesh.indices.length > 65535)\n if (mesh.vb.length / mesh.vbstride > 65535)\n Logger.warn(\"Mesh with >65535 vertices. It will fail to draw.\");\n\n //TODO: This is a transient object that gets freed once the geometry\n //is added to the GeometryList. We can save on the object creation\n //eventually when we do micro optimizations.\n geometry.boundingBox = new THREE.Box3().copy(mesh.boundingBox);\n geometry.boundingSphere = new THREE.Sphere().copy(mesh.boundingSphere);\n\n //MEM\n geometry.drawcalls = null;\n geometry.offsets = null;\n\n mdata.geometry = geometry;\n\n mdata.mesh = null;\n }", "function Matrix4() {\n\t\tthis.elements = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\t}", "function draw() { \r\n gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight); //viewing angle static\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n mat4.identity(mvMatrix);\r\n mat4.rotateY(mvMatrix, mvMatrix, degToRad(rotAngle)); //rotate along the Y axis\r\n mat4.rotateX(mvMatrix, mvMatrix, degToRad(rotAngle)); //rotate along the X axis\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\r\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, \r\n vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0); //draw the mesh\r\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\r\n gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, \r\n vertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0); //color the mesh\r\n \r\n setMatrixUniforms();\r\n gl.drawArrays(gl.TRIANGLES, 0, vertexPositionBuffer.numberOfItems);\r\n}", "function drawMesh(mesh, modelMatrix)\n{\n //vertex attributes\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.positionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionHandle, POSITION_DATA_SIZE, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(shaderProgram.vertexPositionHandle);\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.normalBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexNormalHandle, NORMAL_DATA_SIZE, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(shaderProgram.vertexNormalHandle);\n\n //calculate and set normal matrix (just based on model)\n var normalMatrix = mat3.normalFromMat4(mat3.create(), modelMatrix);\n gl.uniformMatrix3fv(shaderProgram.normalMatrixHandle, false, normalMatrix);\n\n //modelview -- calculate and pass\n var MVPmatrix = mat4.mul(mat4.create(), viewMatrix, modelMatrix);\n gl.uniformMatrix4fv(shaderProgram.MVmatrixHandle, false, MVPmatrix);\n\n //pass projection matrix\n gl.uniformMatrix4fv(shaderProgram.PmatrixHandle, false, projectionMatrix);\n\n //draw the model!\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.indexBuffer);\n gl.drawElements(gl.TRIANGLES, mesh.indexBuffer.numItems, gl.UNSIGNED_SHORT, 0);\n\n}", "traceMat4(m) {\n return (m[0] + m[5] + m[10] + m[15]);\n }", "function link( geoms ) {\r\n\r\n const g = new THREE.BufferGeometry( );\r\n \r\n g.faceCounts = [];\r\n g.positionCounts = [];\r\n let faceCount = 0;\r\n let positionCount = 0;\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n g.faceCounts[ i ] = geoms[ i ].index.array.length / 3;\r\n faceCount += g.faceCounts[ i ];\r\n \r\n g.positionCounts[ i ] = geoms[ i ].attributes.position.count;\r\n positionCount += g.positionCounts[ i ];\r\n \r\n }\r\n \r\n const indices = new Uint32Array( faceCount * 3 );\r\n const positions = new Float32Array( positionCount * 3 );\r\n const normals = new Float32Array( positionCount * 3 );\r\n const uvs = new Float32Array( positionCount * 2 );\r\n \r\n g.setIndex( new THREE.BufferAttribute( indices, 1 ) );\t\r\n g.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );\r\n g.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );\r\n g.setAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );\r\n \r\n let indOffs = 0;\r\n let indVal = 0;\r\n let posOffs = 0;\r\n let uvsOffs = 0;\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n for ( let j = 0; j <= geoms[ i ].index.array.length; j ++ ) {\r\n \r\n indices[ j + indOffs ] = indVal + geoms[ i ].index.array[ j ] ;\r\n \r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.position.count * 3; j ++ ) {\r\n \r\n positions[ j + posOffs ] = geoms[ i ].attributes.position.array[ j ];\r\n\r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.normal.count * 3; j ++ ) {\r\n \r\n normals[ j + posOffs ] = geoms[ i ].attributes.normal.array[ j ];\r\n\r\n }\r\n \r\n for ( let j = 0; j < geoms[ i ].attributes.uv.count * 2; j ++ ) {\r\n \r\n uvs[ j + uvsOffs ] = geoms[ i ].attributes.uv.array[ j ];\r\n \r\n }\r\n \r\n g.addGroup( indOffs, g.faceCounts[ i ] * 3, i ); // multi material groups\r\n \r\n indOffs += g.faceCounts[ i ] * 3;\r\n indVal += g.positionCounts[ i ];\r\n posOffs += g.positionCounts[ i ] * 3;\r\n uvsOffs += g.positionCounts[ i ] * 2;\r\n \r\n }\r\n \r\n for ( let i = 0; i < geoms.length; i ++ ) {\r\n \r\n geoms[ i ].dispose( ); // Only if the individual geometries are not required.\r\n \r\n }\r\n \r\n return g;\r\n\r\n}", "mat4To3(m) {\n return [\n m[0], m[1], m[2],\n m[4], m[5], m[6],\n m[8], m[9], m[10]\n ];\n }", "convertToMat4x4(m) {\n//--------------\nm[3] = m[7] = m[11] = 0;\nTRX.setMat4x4Trans(m, this._t);\nreturn TRX.setMat4x4Rot(m, this._r);\n}", "calculateVertices() {\n var geometry = this.geometry;\n var vertices = geometry.buffers[0].data;\n if (geometry.vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n var wt = this.transform.worldTransform;\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var vertexData = this.vertexData;\n for (var i = 0; i < vertexData.length / 2; i++) {\n var x = vertices[(i * 2)];\n var y = vertices[(i * 2) + 1];\n vertexData[(i * 2)] = (a * x) + (c * y) + tx;\n vertexData[(i * 2) + 1] = (b * x) + (d * y) + ty;\n }\n if (this._roundPixels) {\n for (var i$1 = 0; i$1 < vertexData.length; i$1++) {\n vertexData[i$1] = Math.round(vertexData[i$1]);\n }\n }\n this.vertexDirty = geometry.vertexDirtyId;\n }", "makeMat4x4() {\nvar m;\nm = new Float32Array(16);\nreturn this.convertToMat4x4(m);\n}", "getPoints(){\n let v = this.vertices.slice();\n glmatrix.mat4.identity(this.m);\n\n glmatrix.mat4.multiply(this.m, this.m, this.mT);\n glmatrix.mat4.multiply(this.m, this.m, this.mRY);\n glmatrix.mat4.multiply(this.m, this.m, this.mTAnchor);\n\n\n let verts = [];\n for (var i = 0; i < v.length; i++) {\n glmatrix.vec3.transformMat4(v[i], v[i], this.m);\n }\n\n return v;\n }", "static makeIdMat4() {\nvar m;\n//----------\nm = new Float32Array(16);\nm[0] = m[5] = m[10] = m[15] = 1;\nreturn m;\n}", "toTRMat4x4(m) {\nreturn RQ.setTRMat4x4FromQV(m, this.xyzw, true, false, true);\n}", "transformVec4(m, v, dest) {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n dest = dest || math.vec4();\n dest[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12] * v3;\n dest[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13] * v3;\n dest[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14] * v3;\n dest[3] = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15] * v3;\n return dest;\n }", "rotationMat4v(anglerad, axis, m) {\n const ax = math.normalizeVec4([axis[0], axis[1], axis[2], 0.0], []);\n const s = Math.sin(anglerad);\n const c = Math.cos(anglerad);\n const q = 1.0 - c;\n\n const x = ax[0];\n const y = ax[1];\n const z = ax[2];\n\n let xy;\n let yz;\n let zx;\n let xs;\n let ys;\n let zs;\n\n //xx = x * x; used once\n //yy = y * y; used once\n //zz = z * z; used once\n xy = x * y;\n yz = y * z;\n zx = z * x;\n xs = x * s;\n ys = y * s;\n zs = z * s;\n\n m = m || math.mat4();\n\n m[0] = (q * x * x) + c;\n m[1] = (q * xy) + zs;\n m[2] = (q * zx) - ys;\n m[3] = 0.0;\n\n m[4] = (q * xy) - zs;\n m[5] = (q * y * y) + c;\n m[6] = (q * yz) + xs;\n m[7] = 0.0;\n\n m[8] = (q * zx) + ys;\n m[9] = (q * yz) - xs;\n m[10] = (q * z * z) + c;\n m[11] = 0.0;\n\n m[12] = 0.0;\n m[13] = 0.0;\n m[14] = 0.0;\n m[15] = 1.0;\n\n return m;\n }", "function Vec4 (x, y, z, t) {\n this.x = x\n this.y = y\n this.z = z\n this.t = t\n}", "function draw_aff() {\n gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n\n mat4.identity(mvMatrix);\n mat4.identity(pMatrix);\n mat4.perspective(pMatrix,degToRad(90), 1 , 0.5, 100.0);\n vec3.set(transformVec,xpos,0,-2);\n mat4.translate(mvMatrix, mvMatrix,transformVec);\n //console.log(mat4.str(pMatrix));\n mat4.rotateX(mvMatrix, mvMatrix, degToRad(rotAngle));\n // mat4.rotateY(mvMatrix, mvMatrix, degToRad(rotAngle - 90));\n // mat4.rotateZ(mvMatrix, mvMatrix, degToRad(rotAngle));\n // mat4.rotateX(mvMatrix, mvMatrix, degToRad((rotAngle - 90)) % 360);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,\n vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,\n vertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);\n setMatrixUniforms();\n gl.drawArrays(gl.TRIANGLES, 0, vertexPositionBuffer.numberOfItems);\n}", "mulMat4v4(m, v, dest = math.vec4()) {\n const v0 = v[0];\n const v1 = v[1];\n const v2 = v[2];\n const v3 = v[3];\n dest[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12] * v3;\n dest[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13] * v3;\n dest[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14] * v3;\n dest[3] = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15] * v3;\n return dest;\n }", "function Vector4(x,y,z,w){this.x=x;this.y=y;this.z=z;this.w=w;}", "function d$2(o,r){o.include(o$7),o.vertex.include(r$b,r),o.varyings.add(\"vPositionWorldCameraRelative\",\"vec3\"),o.varyings.add(\"vPosition_view\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_RS\",\"mat3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_TH\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromModel_TL\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromView_TH\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_WorldFromView_TL\",\"vec3\"),o.vertex.uniforms.add(\"uTransform_ViewFromCameraRelative_RS\",\"mat3\"),o.vertex.uniforms.add(\"uTransform_ProjFromView\",\"mat4\"),o.vertex.code.add(t$i`vec3 positionWorldCameraRelative() {\nvec3 rotatedModelPosition = uTransform_WorldFromModel_RS * positionModel();\nvec3 transform_CameraRelativeFromModel = dpAdd(\nuTransform_WorldFromModel_TL,\nuTransform_WorldFromModel_TH,\n-uTransform_WorldFromView_TL,\n-uTransform_WorldFromView_TH\n);\nreturn transform_CameraRelativeFromModel + rotatedModelPosition;\n}\nvec3 position_view() {\nreturn uTransform_ViewFromCameraRelative_RS * positionWorldCameraRelative();\n}\nvoid forwardPosition() {\nvPositionWorldCameraRelative = positionWorldCameraRelative();\nvPosition_view = position_view();\ngl_Position = uTransform_ProjFromView * vec4(vPosition_view, 1.0);\n}\nvec3 positionWorld() {\nreturn uTransform_WorldFromView_TL + vPositionWorldCameraRelative;\n}`),o.fragment.uniforms.add(\"uTransform_WorldFromView_TL\",\"vec3\"),o.fragment.code.add(t$i`vec3 positionWorld() {\nreturn uTransform_WorldFromView_TL + vPositionWorldCameraRelative;\n}`);}", "function drawModel_Merc()\n{\n viewMatrix_Scene3 = mat4.create();\n\n \n \n\t//gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT);\n\tgl.useProgram(MercedesProgramObject_Merc);\n\t//lighting details\n\t\n// if(gParts_Table)\n// console.log(gParts_Table.length);\n\n\n\tvar modelMatrix = mat4.create();\n \n \n viewScene3[0] = Math.sin(MercRotY) + MercTransX_Eye\n viewScene3[1] = -1.0 + (MercTransY_Eye * 6)\n viewScene3[2] = Math.cos(MercRotY) + MercTransZ_Eye\n //Initially values [0.0, -1.5, 1.0], [0.0, -1.5, 0.0]\n mat4.lookAt(viewMatrix_Scene3, viewScene3, [MercTransX_Eye, -1.0 + MercTransY_Eye, MercTransZ_Eye], [0.0, 1.0, 0.0]);\n //var angleInRadian = degreeToRadian(gAngle);\n mat4.translate(modelMatrix, modelMatrix, [MercTransX, MercTransY, MercTransZ]);\n\n // mat4.rotateY(modelMatrix, modelMatrix, deg2rad(180));\n mat4.scale(modelMatrix, modelMatrix, [MercScale, MercScale, MercScale]);\n\n GRPushToStack_logo(modelMatrix);\n\t//var angleInRadian = degreeToRadian(gAngle);\n\t// mat4.translate(modelMatrix, modelMatrix, [0.0,transY_Merc,-100.0]);\n // mat4.scale(modelMatrix, modelMatrix, [0.2,0.2,0.2]);\n//\tmat4.rotateY(modelMatrix,modelMatrix,degreeToRadian(gAngleTriangle_modelLoading));\n\t\n\t//gAngleTriangle_modelLoading += 0.005;\n\t//mat4.rotateY(modelMatrix,modelMatrix,degreeToRadian(gAngleTriangle));\n\t//mat4.multiply(modelViewMatrix, modelViewMatrix, modelMatrix);\n\tgl.uniformMatrix4fv(modelUniform_modelLoading_Merc,false,modelMatrix);\n\tgl.uniformMatrix4fv(viewUniform_modelLoading_Merc,false,viewMatrix_Scene3);\n\tgl.uniformMatrix4fv(projectionUniform_modelLoading_Merc,false,perspectiveMatrix);\n gl.uniform3fv(cameraPosUniform_Merc,[0.0,0.0,0.0]);\n\n var lightPos = [100.0,100.0,100.0];\n \n gl.uniform3fv(u_lightDirectionUniform_Merc,vec3.normalize(lightPos,[100.0,100.0,100.0]));\n\n\n\n\t\n\t// if(gParts_Table)\n\t// {\n\t\t\n\n\t// \tfor(var i = 0; i < gParts_Table.length;i++)\n\t// \t{\n\n\t// \t\tif(gbLighting_modelLoading){\n\t// \t\t\tgl.uniform1i(LKeyPressed_modelLoading, 1);\n\t// \t\t\tgl.uniform3fv(LAUniform_modelLoading, light_ambient_modelLoading);\n\t// \t\t\tgl.uniform3fv(LDUniform_modelLoading, light_diffuse_modelLoading);\n\t// \t\t\tgl.uniform3fv(LSUniform_modelLoading, light_specular_modelLoading);\n\t\t\t\t\n\t// \t\t\tgl.uniform4fv(LightPositionUniform_modelLoading, light_position_modelLoading);\n\t\t\t\t\n\t// \t\t\t//set material properties\n\t// \t\t\tgl.uniform3fv(KAUniform_modelLoading, gParts_Table[i].material.ambient);\n\t// \t\t\tgl.uniform3fv(KDUniform_modelLoading, gParts_Table[i].material.diffuse);\n\t// \t\t\tgl.uniform3fv(KSUniform_modelLoading, gParts_Table[i].material.specular);\n\t// \t\t\tgl.uniform1f(MaterialShininessUniform_modelLoading,gParts_Table[i].material.shininess);\n\t\t\t\t\n\t// \t\t\t}\n\t// \t\t\telse\n\t// \t\t\t{\n\t// \t\t\t\t\tgl.uniform1i(LKeyPressed_modelLoading, 0);\n\t// \t\t\t}\n\t// \t\tgl.bindTexture(gl.TEXTURE_2D, gParts_Table[i].material.diffuseMap);\n\n\t// \t\t\tgl.bindVertexArray(vao_mercedes_modelLoading[i]);\n\t\t\n\t// \t\t\tgl.drawArrays(gl.TRIANGLES,0,numElements_Teapot[i]);\n\t// \t}\n \n\t// }\n\n\n if(gParts_Teapot_Merc)\n\t{\n\t\t\n\n\t\tfor(var i = 0; i < gParts_Teapot_Merc.length;i++)\n\t\t{\n\n\t\t\tif(gbLighting_modelLoading_Merc){\n\t\t\t\tgl.uniform1i(LKeyPressed_modelLoading_Merc, 1);\n\t\t\t\t// gl.uniform3fv(LAUniform_modelLoading, light_ambient_modelLoading);\n\t\t\t\t// gl.uniform3fv(LDUniform_modelLoading, light_diffuse_modelLoading);\n\t\t\t\t// gl.uniform3fv(LSUniform_modelLoading, light_specular_modelLoading);\n\t\t\t\t\n\t\t\t\t// gl.uniform4fv(LightPositionUniform_modelLoading, light_position_modelLoading);\n\t\t\t\t\n\t\t\t\t//set material properties\n\t\t\t\tgl.uniform3fv(ambientUniform_Merc, gParts_Teapot_Merc[i].material.ambient);\n\t\t//\t\tgl.uniform3fv(diffuseMapUniform, gParts_Teapot[i].material.diffuseMap);\n\t\t\t\tgl.uniform3fv(diffuseUniform_Merc, gParts_Teapot_Merc[i].material.diffuse);\n gl.uniform3fv(specularUniform_Merc, gParts_Teapot_Merc[i].material.specular);\n\t\t\t\tgl.uniform1f(shininessUniform_Merc,gParts_Teapot_Merc[i].material.shininess);\n\t\t\t\tgl.uniform1f(opacityUniform_Merc,gParts_Teapot_Merc[i].material.opacity);\n\n\t\t\t\t}\n\t\t\t\telse\n\t\t\t\t{\n\t\t\t\t\t\tgl.uniform1i(LKeyPressed_modelLoading_Merc, 0);\n\t\t\t\t}\n\t\t\tgl.bindTexture(gl.TEXTURE_2D, gParts_Teapot_Merc[i].material.diffuseMap);\n\n\t\t\t\tgl.bindVertexArray(vao_teapot_Merc[i]);\n\t\t\n\t\t\t\tgl.drawArrays(gl.TRIANGLES,0,numElements_table[i]);\n\t\t}\n \n\t}\n\t\n\t\n\tgl.useProgram(null);\n\n //logo\n GRDisplayLogo();\n\n\n\t// requestAnimationFrame(drawModel_Merc,canvas);\n\t console.log(i);\n\t\n\t// if( gAngleTriangle_modelLoading_Merc >= 360.0)\n\t// \t\tgAngleTriangle_modelLoading_Merc = 0.0;\n\t// \telse\n\t// \t\tgAngleTriangle_modelLoading_Merc = gAngleTriangle_modelLoading_Merc + 1.0;\n\t\n\t// if( gAngleSquare_modelLoading_Merc >= 360.0)\n\t// \t\tgAngleSquare_modelLoading_Merc = 0.0;\n\t// \telse\n\t// \t\tgAngleSquare_modelLoading_Merc = gAngleSquare_modelLoading_Merc + 1.0;\n}", "function Vector4(x, y, z, w) {\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n }", "function j$2(j){const E=new n$8,O=E.vertex.code,_=E.fragment.code;return E.vertex.uniforms.add(\"proj\",\"mat4\").add(\"view\",\"mat4\").add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\"),E.include(o$7),E.varyings.add(\"vpos\",\"vec3\"),E.include(e$9,j),E.include(n$9,j),E.include(t$f,j),0!==j.output&&7!==j.output||(E.include(o$8,j),E.include(r$9,{linearDepth:!1}),j.offsetBackfaces&&E.include(e$8),j.instancedColor&&E.attributes.add(\"instanceColor\",\"vec4\"),E.varyings.add(\"vNormalWorld\",\"vec3\"),E.varyings.add(\"localvpos\",\"vec3\"),j.multipassTerrainEnabled&&E.varyings.add(\"depth\",\"float\"),E.include(t$b,j),E.include(a$5,j),E.include(r$7,j),E.include(r$6,j),E.vertex.uniforms.add(\"externalColor\",\"vec4\"),E.varyings.add(\"vcolorExt\",\"vec4\"),O.add(t$i`\n void main(void) {\n forwardNormalizedVertexColor();\n vcolorExt = externalColor;\n ${j.instancedColor?\"vcolorExt *= instanceColor;\":\"\"}\n vcolorExt *= vvColor();\n vcolorExt *= getSymbolColor();\n forwardColorMixMode();\n\n if (vcolorExt.a < ${t$i.float(o$f)}) {\n gl_Position = vec4(1e38, 1e38, 1e38, 1.0);\n }\n else {\n vpos = calculateVPos();\n localvpos = vpos - view[3].xyz;\n vpos = subtractOrigin(vpos);\n vNormalWorld = dpNormal(vvLocalNormal(normalModel()));\n vpos = addVerticalOffset(vpos, localOrigin);\n gl_Position = transformPosition(proj, view, vpos);\n ${j.offsetBackfaces?\"gl_Position = offsetBackfacingClipPosition(gl_Position, vpos, vNormalWorld, camPos);\":\"\"}\n }\n ${j.multipassTerrainEnabled?t$i`depth = (view * vec4(vpos, 1.0)).z;`:\"\"}\n forwardLinearDepth();\n forwardTextureCoordinates();\n }\n `)),7===j.output&&(E.include(c$6,j),E.include(r$h,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n ${j.attributeColor?t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n\n gl_FragColor = vec4(opacity_);\n }\n `)),0===j.output&&(E.include(c$6,j),E.include(l$4,j),E.include(o$6,j),E.include(r$h,j),j.receiveShadows&&E.include(i$9,j),j.multipassTerrainEnabled&&(E.fragment.include(a$6),E.include(r$c,j)),E.fragment.uniforms.add(\"camPos\",\"vec3\").add(\"localOrigin\",\"vec3\").add(\"ambient\",\"vec3\").add(\"diffuse\",\"vec3\").add(\"opacity\",\"float\").add(\"layerOpacity\",\"float\"),E.fragment.uniforms.add(\"view\",\"mat4\"),j.hasColorTexture&&E.fragment.uniforms.add(\"tex\",\"sampler2D\"),E.include(r$a,j),E.include(a$4,j),E.fragment.include(i$7),_.add(t$i`\n void main() {\n discardBySlice(vpos);\n ${j.multipassTerrainEnabled?t$i`terrainDepthTest(gl_FragCoord, depth);`:\"\"}\n ${j.hasColorTexture?t$i`\n vec4 texColor = texture2D(tex, vuv0);\n ${j.textureAlphaPremultiplied?\"texColor.rgb /= texColor.a;\":\"\"}\n discardOrAdjustAlpha(texColor);`:t$i`vec4 texColor = vec4(1.0);`}\n vec3 viewDirection = normalize(vpos - camPos);\n ${1===j.pbrMode?\"applyPBRFactors();\":\"\"}\n float ssao = evaluateAmbientOcclusionInverse();\n ssao *= getBakedOcclusion();\n\n float additionalAmbientScale = _oldHeuristicLighting(vpos + localOrigin);\n vec3 additionalLight = ssao * lightingMainIntensity * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor;\n ${j.receiveShadows?\"float shadow = readShadowMap(vpos, linearDepth);\":1===j.viewingMode?\"float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);\":\"float shadow = 0.0;\"}\n vec3 matColor = max(ambient, diffuse);\n ${j.attributeColor?t$i`\n vec3 albedo_ = mixExternalColor(vColor.rgb * matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(vColor.a * opacity, texColor.a, vcolorExt.a, int(colorMixMode));`:t$i`\n vec3 albedo_ = mixExternalColor(matColor, texColor.rgb, vcolorExt.rgb, int(colorMixMode));\n float opacity_ = layerOpacity * mixExternalOpacity(opacity, texColor.a, vcolorExt.a, int(colorMixMode));\n `}\n ${t$i`\n vec3 shadedNormal = normalize(vNormalWorld);\n albedo_ *= 1.2;\n vec3 viewForward = - vec3(view[0][2], view[1][2], view[2][2]);\n float alignmentLightView = clamp(dot(-viewForward, lightingMainDirection), 0.0, 1.0);\n float transmittance = 1.0 - clamp(dot(-viewForward, shadedNormal), 0.0, 1.0);\n float treeRadialFalloff = vColor.r;\n float backLightFactor = 0.5 * treeRadialFalloff * alignmentLightView * transmittance * (1.0 - shadow);\n additionalLight += backLightFactor * lightingMainIntensity;`}\n ${1===j.pbrMode||2===j.pbrMode?1===j.viewingMode?t$i`vec3 normalGround = normalize(vpos + localOrigin);`:t$i`vec3 normalGround = vec3(0.0, 0.0, 1.0);`:t$i``}\n ${1===j.pbrMode||2===j.pbrMode?t$i`\n float additionalAmbientIrradiance = additionalAmbientIrradianceFactor * lightingMainIntensity[2];\n vec3 shadedColor = evaluateSceneLightingPBR(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight, viewDirection, normalGround, mrr, emission, additionalAmbientIrradiance);`:\"vec3 shadedColor = evaluateSceneLighting(shadedNormal, albedo_, shadow, 1.0 - ssao, additionalLight);\"}\n gl_FragColor = highlightSlice(vec4(shadedColor, opacity_), vpos);\n ${j.OITEnabled?\"gl_FragColor = premultiplyAlpha(gl_FragColor);\":\"\"}\n }\n `)),E.include(u$3,j),E}", "function Matrix4f() {\n\tthis.m = [[],[],[],[]];\n\tthis.setIdentity;\n\tvar self = this;\n\t\n\t/**\n\t * Makes current matrix zero.\n\t */\n\tthis.zero = function() {\n\t\tthis.m[0][0] = 0; this.m[0][1] = 0; this.m[0][2] = 0; this.m[0][3] = 0;\n\t\tthis.m[1][0] = 0; this.m[1][1] = 0; this.m[1][2] = 0; this.m[1][3] = 0;\n\t\tthis.m[2][0] = 0; this.m[2][1] = 0; this.m[2][2] = 0; this.m[2][3] = 0;\n\t\tthis.m[3][0] = 0; this.m[3][1] = 0; this.m[3][2] = 0; this.m[3][3] = 0;\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Makes current matrix indentity.\n\t */\n\tthis.setIdentity = function() {\n\t\tthis.m[0][0] = 1; this.m[0][1] = 0; this.m[0][2] = 0; this.m[0][3] = 0;\n\t\tthis.m[1][0] = 0; this.m[1][1] = 1; this.m[1][2] = 0; this.m[1][3] = 0;\n\t\tthis.m[2][0] = 0; this.m[2][1] = 0; this.m[2][2] = 1; this.m[2][3] = 0;\n\t\tthis.m[3][0] = 0; this.m[3][1] = 0; this.m[3][2] = 0; this.m[3][3] = 1;\n\t\n\t\treturn this;\n\t}\n\t\n\tthis.orthographic2D = function(width, height) {\n\t\tthis.m[0][0] = 2 / width; this.m[0][1] = 0; \t\t this.m[0][2] = 0; this.m[0][3] = -1;\n\t\tthis.m[1][0] = 0;\t\t this.m[1][1] = 2 / height; this.m[1][2] = 0; this.m[1][3] = -1;\n\t\tthis.m[2][0] = 0; \t\t this.m[2][1] = 0; \t\t this.m[2][2] = 1; this.m[2][3] = 0;\n\t\tthis.m[3][0] = 0; \t\t this.m[3][1] = 0; \t\t this.m[3][2] = 0; this.m[3][3] = 1;\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Translates current matrix by argument of Vector3f translation object.\n\t */\n\tthis.translate3f = function(translation) {\n\t\tthis.m[3][0] += this.m[0][0] * translation.x + this.m[1][0] * translation.y + this.m[2][0] * translation.z;\n\t\tthis.m[3][1] += this.m[0][1] * translation.x + this.m[1][1] * translation.y + this.m[2][1] * translation.z;\n\t\tthis.m[3][2] += this.m[0][2] * translation.x + this.m[1][2] * translation.y + this.m[2][2] * translation.z;\n\t\tthis.m[3][3] += this.m[0][3] * translation.x + this.m[1][3] * translation.y + this.m[2][3] * translation.z;\n\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Translates current matrix by argument of Vector2f translation object.\n\t */\n\tthis.translate2f = function(translation) {\t\t\n\t\tthis.m[3][0] += this.m[0][0] * translation.x + this.m[1][0] * translation.y;\n\t\tthis.m[3][1] += this.m[0][1] * translation.x + this.m[1][1] * translation.y;\n\t\tthis.m[3][2] += this.m[0][2] * translation.x + this.m[1][2] * translation.y;\n\t\tthis.m[3][3] += this.m[0][3] * translation.x + this.m[1][3] * translation.y;\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Creates tranformation plane from current matrix by argument of Vector4f plane object.\n\t */\n\tthis.transform = function(plane) {\n\t\tvar x = this.m[0][0] * plane.x + this.m[1][0] * plane.y + this.m[2][0] * plane.z + this.m[3][0] * plane.w;\n\t\tvar y = this.m[0][1] * plane.x + this.m[1][1] * plane.y + this.m[2][1] * plane.z + this.m[3][1] * plane.w;\n\t\tvar z = this.m[0][2] * plane.x + this.m[1][2] * plane.y + this.m[2][2] * plane.z + this.m[3][2] * plane.w;\n\t\tvar w = this.m[0][3] * plane.x + this.m[1][3] * plane.y + this.m[2][3] * plane.z + this.m[3][3] * plane.w;\n\t\t\n\t\treturn new Vector4f(x,y,z,w);\n\t}\n\t\n\t//TODO: need to be static\n\tthis.transform = function(matrix, plane) {\n\t\tvar x = matrix.m[0][0] * plane.x + matrix.m[1][0] * plane.y + matrix.m[2][0] * plane.z + matrix.m[3][0] * plane.w;\n\t\tvar y = matrix.m[0][1] * plane.x + matrix.m[1][1] * plane.y + matrix.m[2][1] * plane.z + matrix.m[3][1] * plane.w;\n\t\tvar z = matrix.m[0][2] * plane.x + matrix.m[1][2] * plane.y + matrix.m[2][2] * plane.z + matrix.m[3][2] * plane.w;\n\t\tvar w = matrix.m[0][3] * plane.x + matrix.m[1][3] * plane.y + matrix.m[2][3] * plane.z + matrix.m[3][3] * plane.w;\n\t\t\n\t\treturn new Vector4f(x,y,z,w);\n\t}\n\t\n\t/**\n\t * Rotates by argument of vector3f rotation object.\n\t */\n\tthis.rotate = function(rotation) {\n\t\tvar rx = new Matrix4f();\n\t\tvar ry = new Matrix4f();\n\t\tvar rz = new Matrix4f();\n\t\t\n\t\t//TODO: toRadiants - is there such a function in JS?\n\t\tvar x = Math.toRadians(rotation.getX());\n\t\tvar y = Math.toRadians(rotation.getY());\n\t\tvar z = Math.toRadians(rotation.getZ());\n\t\t\n\t\trz.m[0][0] = Math.cos(z); \t\t rz.m[0][1] = -Math.sin(z); \t \t rz.m[0][2] = 0; \t\t\t\t rz.m[0][3] = 0;\n\t\trz.m[1][0] = Math.sin(z); \t\t rz.m[1][1] = Math.cos(z); \t \t rz.m[1][2] = 0; \t\t\t\t rz.m[1][3] = 0;\n\t\trz.m[2][0] = 0; \t\t\t\t rz.m[2][1] = 0; \t\t\t\t \t rz.m[2][2] = 1; \t\t\t\t rz.m[2][3] = 0;\n\t\trz.m[3][0] = 0; \t\t\t\t rz.m[3][1] = 0; \t\t\t\t \t rz.m[3][2] = 0; \t\t\t\t rz.m[3][3] = 1;\n\t\t\n\t\trx.m[0][0] = 1; \t\t\t\t rx.m[0][1] = 0;\t\t\t\t\t rx.m[0][2] = 0; \t\t\t\t rx.m[0][3] = 0;\n\t\trx.m[1][0] = 0; \t\t\t\t rx.m[1][1] = Math.cos(x); \t\t\t rx.m[1][2] = -Math.sin(x); \t rx.m[1][3] = 0;\n\t\trx.m[2][0] = 0; \t\t\t\t rx.m[2][1] = Math.sin(x); \t \t\t rx.m[2][2] = Math.cos(x); \t rx.m[2][3] = 0;\n\t\trx.m[3][0] = 0; \t\t\t\t rx.m[3][1] = 0; \t\t\t\t \t rx.m[3][2] = 0;\t\t\t\t rx.m[3][3] = 1;\n\t\t\n\t\try.m[0][0] = Math.cos(y); \t\t ry.m[0][1] = 0; \t\t\t\t\t ry.m[0][2] = Math.sin(y); \t ry.m[0][3] = 0;\n\t\try.m[1][0] = 0; \t\t\t\t ry.m[1][1] = 1; \t\t\t\t \t ry.m[1][2] = 0; \t\t\t\t ry.m[1][3] = 0;\n\t\try.m[2][0] = -Math.sin(y);\t\t ry.m[2][1] = 0;\t\t\t\t\t ry.m[2][2] = Math.cos(y); \t ry.m[2][3] = 0;\n\t\try.m[3][0] = 0; \t\t\t\t ry.m[3][1] = 0; \t\t\t\t\t ry.m[3][2] = 0; \t\t\t\t ry.m[3][3] = 1;\n\t\n\t\tthis.m = rz.mul(ry.mul(rx)).getM();\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Rotates current matrix by arguments of rotation angle and axis.\n\t */\n\tthis.rotate = function(angle, axis) {\t\t\n\t\tvar c = Math.cos(angle);\n\t\tvar s = Math.sin(angle);\n\t\tvar oneminusc = 1.0 - c;\n\t\tvar xy = axis.x * axis.y;\n\t\tvar yz = axis.y * axis.z;\n\t\tvar xz = axis.x * axis.z;\n\t\tvar xs = axis.x * s;\n\t\tvar ys = axis.y * s;\n\t\tvar zs = axis.z * s;\n\n\t\tvar f00 = axis.x * axis.x * oneminusc + c;\n\t\tvar f01 = xy * oneminusc + zs;\n\t\tvar f02 = xz * oneminusc - ys;\n\t\t// n[3] not used\n\t\tvar f10 = xy * oneminusc - zs;\n\t\tvar f11 = axis.y * axis.y * oneminusc + c;\n\t\tvar f12 = yz * oneminusc + xs;\n\t\t// n[7] not used\n\t\tvar f20 = xz * oneminusc + ys;\n\t\tvar f21 = yz * oneminusc - xs;\n\t\tvar f22 = axis.z * axis.z * oneminusc + c;\n\n\t\tvar t00 = this.m[0][0] * f00 + this.m[1][0] * f01 + this.m[2][0] * f02;\n\t\tvar t01 = this.m[0][1] * f00 + this.m[1][1] * f01 + this.m[2][1] * f02;\n\t\tvar t02 = this.m[0][2] * f00 + this.m[1][2] * f01 + this.m[2][2] * f02;\n\t\tvar t03 = this.m[0][3] * f00 + this.m[1][3] * f01 + this.m[2][3] * f02;\n\t\tvar t10 = this.m[0][0] * f10 + this.m[1][0] * f11 + this.m[2][0] * f12;\n\t\tvar t11 = this.m[0][1] * f10 + this.m[1][1] * f11 + this.m[2][1] * f12;\n\t\tvar t12 = this.m[0][2] * f10 + this.m[1][2] * f11 + this.m[2][2] * f12;\n\t\tvar t13 = this.m[0][3] * f10 + this.m[1][3] * f11 + this.m[2][3] * f12;\n\t\t\n\t\t\n\t\tthis.m[2][0] = this.m[0][0] * f20 + this.m[1][0] * f21 + this.m[2][0] * f22;\n\t\tthis.m[2][1] = this.m[0][1] * f20 + this.m[1][1] * f21 + this.m[2][1] * f22;\n\t\tthis.m[2][2] = this.m[0][2] * f20 + this.m[1][2] * f21 + this.m[2][2] * f22;\n\t\tthis.m[2][3] = this.m[0][3] * f20 + this.m[1][3] * f21 + this.m[2][3] * f22;\n\t\tthis.m[0][0] = t00;\n\t\tthis.m[0][1] = t01;\n\t\tthis.m[0][2] = t02;\n\t\tthis.m[0][3] = t03;\n\t\tthis.m[1][0] = t10;\n\t\tthis.m[1][1] = t11;\n\t\tthis.m[1][2] = t12;\n\t\tthis.m[1][3] = t13;\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Scales current matrix by argument Vector2f object\n\t */\n\tthis.scale = function(scaling) {\n\t\tthis.m[0][0] = this.m[0][0] * scaling.x;\n\t\tthis.m[0][1] = this.m[0][1] * scaling.x;\n\t\tthis.m[0][2] = this.m[0][2] * scaling.x;\n\t\tthis.m[0][3] = this.m[0][3] * scaling.x;\n\t\tthis.m[1][0] = this.m[1][0] * scaling.y;\n\t\tthis.m[1][1] = this.m[1][1] * scaling.y;\n\t\tthis.m[1][2] = this.m[1][2] * scaling.y;\n\t\tthis.m[1][3] = this.m[1][3] * scaling.y;\n\t\tthis.m[2][0] = this.m[2][0] * scaling.z;\n\t\tthis.m[2][1] = this.m[2][1] * scaling.z;\n\t\tthis.m[2][2] = this.m[2][2] * scaling.z;\n\t\tthis.m[2][3] = this.m[2][3] * scaling.z;\n\t\t\n\t\treturn this;\n\t}\t\n\t\n\t/**\n\t * Multiplies current matrix by argument matrix.\n\t */\n\tthis.mul = function(matrix) {\n\t\t\n\t\treturn this.load(this.mul(this, matrix));\n\t}\n\t\n\t//TODO: need to be static\n\t/**\n\t * Gets result of multiplication of two matrices.\n\t */\n\tthis.mul = function(left, right) {\n\t\tvar matrix = new Matrix4f();\n\t\tmatrix.m[0][0] = left.m[0][0] * right.m[0][0] + left.m[1][0] * right.m[0][1] + left.m[2][0] * right.m[0][2] + left.m[3][0] * right.m[0][3];\n\t\tmatrix.m[0][1] = left.m[0][1] * right.m[0][0] + left.m[1][1] * right.m[0][1] + left.m[2][1] * right.m[0][2] + left.m[3][1] * right.m[0][3];\n\t\tmatrix.m[0][2] = left.m[0][2] * right.m[0][0] + left.m[1][2] * right.m[0][1] + left.m[2][2] * right.m[0][2] + left.m[3][2] * right.m[0][3];\n\t\tmatrix.m[0][3] = left.m[0][3] * right.m[0][0] + left.m[1][3] * right.m[0][1] + left.m[2][3] * right.m[0][2] + left.m[3][3] * right.m[0][3];\n\t\tmatrix.m[1][0] = left.m[0][0] * right.m[1][0] + left.m[1][0] * right.m[1][1] + left.m[2][0] * right.m[1][2] + left.m[3][0] * right.m[1][3];\n\t\tmatrix.m[1][1] = left.m[0][1] * right.m[1][0] + left.m[1][1] * right.m[1][1] + left.m[2][1] * right.m[1][2] + left.m[3][1] * right.m[1][3];\n\t\tmatrix.m[1][2] = left.m[0][2] * right.m[1][0] + left.m[1][2] * right.m[1][1] + left.m[2][2] * right.m[1][2] + left.m[3][2] * right.m[1][3];\n\t\tmatrix.m[1][3] = left.m[0][3] * right.m[1][0] + left.m[1][3] * right.m[1][1] + left.m[2][3] * right.m[1][2] + left.m[3][3] * right.m[1][3];\n\t\tmatrix.m[2][0] = left.m[0][0] * right.m[2][0] + left.m[1][0] * right.m[2][1] + left.m[2][0] * right.m[2][2] + left.m[3][0] * right.m[2][3];\n\t\tmatrix.m[2][1] = left.m[0][1] * right.m[2][0] + left.m[1][1] * right.m[2][1] + left.m[2][1] * right.m[2][2] + left.m[3][1] * right.m[2][3];\n\t\tmatrix.m[2][2] = left.m[0][2] * right.m[2][0] + left.m[1][2] * right.m[2][1] + left.m[2][2] * right.m[2][2] + left.m[3][2] * right.m[2][3];\n\t\tmatrix.m[2][3] = left.m[0][3] * right.m[2][0] + left.m[1][3] * right.m[2][1] + left.m[2][3] * right.m[2][2] + left.m[3][3] * right.m[2][3];\n\t\tmatrix.m[3][0] = left.m[0][0] * right.m[3][0] + left.m[1][0] * right.m[3][1] + left.m[2][0] * right.m[3][2] + left.m[3][0] * right.m[3][3];\n\t\tmatrix.m[3][1] = left.m[0][1] * right.m[3][0] + left.m[1][1] * right.m[3][1] + left.m[2][1] * right.m[3][2] + left.m[3][1] * right.m[3][3];\n\t\tmatrix.m[3][2] = left.m[0][2] * right.m[3][0] + left.m[1][2] * right.m[3][1] + left.m[2][2] * right.m[3][2] + left.m[3][2] * right.m[3][3];\n\t\tmatrix.m[3][3] = left.m[0][3] * right.m[3][0] + left.m[1][3] * right.m[3][1] + left.m[2][3] * right.m[3][2] + left.m[3][3] * right.m[3][3];\n\n\t\treturn matrix;\n\t}\n\t\n\tthis.traspose = function() {\n\t\tvar result = new Matrix4f();\n\t\t\n\t\tfor(var i=0; i<4; i++){\n\t\t\tfor(var j=0; j<4; j++){\n\t\t\t\tresult.set(i, j, get(j,i));\n\t\t\t}\n\t\t}\n\t\treturn result;\n\t}\n\t\t\n\tthis.invert = function(src, dest) {\n\t\tif(!dest) {\n\t\t\tdest = new Matrix4f();\n\t\t}\n\t\t\n\t\tif(!src) {\n\t\t\tsrc = self;\n\t\t}\n\t\t\n\t\tvar determinant = src.determinant();\n\n\t\tif (determinant) {\n\t\t\t/*\n\t\t\t * m00 m01 m02 m03\n\t\t\t * m10 m11 m12 m13\n\t\t\t * m20 m21 m22 m23\n\t\t\t * m30 m31 m32 m33\n\t\t\t */\n\t\t\tvar determinant_inv = 1 / determinant;\n\n\t\t\t// first row\n\t\t\tvar t00 = this.determinant3x3(src.m[1][1], src.m[1][2], src.m[1][3], src.m[2][1], src.m[2][2], src.m[2][3], src.m[3][1], src.m[3][2], src.m[3][3]);\n\t\t\tvar t01 = -this.determinant3x3(src.m[1][0], src.m[1][2], src.m[1][3], src.m[2][0], src.m[2][2], src.m[2][3], src.m[3][0], src.m[3][2], src.m[3][3]);\n\t\t\tvar t02 = this.determinant3x3(src.m[1][0], src.m[1][1], src.m[1][3], src.m[2][0], src.m[2][1], src.m[2][3], src.m[3][0], src.m[3][1], src.m[3][3]);\n\t\t\tvar t03 = -this.determinant3x3(src.m[1][0], src.m[1][1], src.m[1][2], src.m[2][0], src.m[2][1], src.m[2][2], src.m[3][0], src.m[3][1], src.m[3][2]);\n\t\t\t// second row\n\t\t\tvar t10 = -this.determinant3x3(src.m[0][1], src.m[0][2], src.m[0][3], src.m[2][1], src.m[2][2], src.m[2][3], src.m[3][1], src.m[3][2], src.m[3][3]);\n\t\t\tvar t11 = this.determinant3x3(src.m[0][0], src.m[0][2], src.m[0][3], src.m[2][0], src.m[2][2], src.m[2][3], src.m[3][0], src.m[3][2], src.m[3][3]);\n\t\t\tvar t12 = -this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][3], src.m[2][0], src.m[2][1], src.m[2][3], src.m[3][0], src.m[3][1], src.m[3][3]);\n\t\t\tvar t13 = this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][2], src.m[2][0], src.m[2][1], src.m[2][2], src.m[3][0], src.m[3][1], src.m[3][2]);\n\t\t\t// third row\n\t\t\tvar t20 = this.determinant3x3(src.m[0][1], src.m[0][2], src.m[0][3], src.m[1][1], src.m[1][2], src.m[1][3], src.m[3][1], src.m[3][2], src.m[3][3]);\n\t\t\tvar t21 = -this.determinant3x3(src.m[0][0], src.m[0][2], src.m[0][3], src.m[1][0], src.m[1][2], src.m[1][3], src.m[3][0], src.m[3][2], src.m[3][3]);\n\t\t\tvar t22 = this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][3], src.m[1][0], src.m[1][1], src.m[1][3], src.m[3][0], src.m[3][1], src.m[3][3]);\n\t\t\tvar t23 = -this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][2], src.m[1][0], src.m[1][1], src.m[1][2], src.m[3][0], src.m[3][1], src.m[3][2]);\n\t\t\t// fourth row\n\t\t\tvar t30 = -this.determinant3x3(src.m[0][1], src.m[0][2], src.m[0][3], src.m[1][1], src.m[1][2], src.m[1][3], src.m[2][1], src.m[2][2], src.m[2][3]);\n\t\t\tvar t31 = this.determinant3x3(src.m[0][0], src.m[0][2], src.m[0][3], src.m[1][0], src.m[1][2], src.m[1][3], src.m[2][0], src.m[2][2], src.m[2][3]);\n\t\t\tvar t32 = -this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][3], src.m[1][0], src.m[1][1], src.m[1][3], src.m[2][0], src.m[2][1], src.m[2][3]);\n\t\t\tvar t33 = this.determinant3x3(src.m[0][0], src.m[0][1], src.m[0][2], src.m[1][0], src.m[1][1], src.m[1][2], src.m[2][0], src.m[2][1], src.m[2][2]);\n\n\t\t\t// transpose and divide by the determinant\n\t\t\tdest.m[0][0] = t00*determinant_inv;\n\t\t\tdest.m[1][1] = t11*determinant_inv;\n\t\t\tdest.m[2][2] = t22*determinant_inv;\n\t\t\tdest.m[3][3] = t33*determinant_inv;\n\t\t\tdest.m[0][1] = t10*determinant_inv;\n\t\t\tdest.m[1][0] = t01*determinant_inv;\n\t\t\tdest.m[2][0] = t02*determinant_inv;\n\t\t\tdest.m[0][2] = t20*determinant_inv;\n\t\t\tdest.m[1][2] = t21*determinant_inv;\n\t\t\tdest.m[2][1] = t12*determinant_inv;\n\t\t\tdest.m[0][3] = t30*determinant_inv;\n\t\t\tdest.m[3][0] = t03*determinant_inv;\n\t\t\tdest.m[1][3] = t31*determinant_inv;\n\t\t\tdest.m[3][1] = t13*determinant_inv;\n\t\t\tdest.m[3][2] = t23*determinant_inv;\n\t\t\tdest.m[2][3] = t32*determinant_inv;\n\t\t\treturn dest;\n\t\t} else\n\t\t\treturn null;\n\t}\n\t\n\tthis.determinant3x3 = function(t00, t01, t02,\n\t\t t10, t11, t12,\n\t\t t20, t21, t22)\t{\n\t\treturn t00 * (t11 * t22 - t12 * t21)\n\t\t + t01 * (t12 * t20 - t10 * t22)\n\t\t + t02 * (t10 * t21 - t11 * t20);\n\t}\n\t\n\tthis.determinant = function determinant() {\n\t\tvar f =\n\t\t\tthis.m[0][0]\n\t\t\t\t* ((this.m[1][1] * this.m[2][2] * this.m[3][3] + this.m[1][2] * this.m[2][3] * this.m[3][1] + this.m[1][3] * this.m[2][1] * this.m[3][2])\n\t\t\t\t\t- this.m[1][3] * this.m[2][2] * this.m[3][1]\n\t\t\t\t\t- this.m[1][1] * this.m[2][3] * this.m[3][2]\n\t\t\t\t\t- this.m[1][2] * this.m[2][1] * this.m[3][3]);\n\t\tf -= this.m[0][1]\n\t\t\t* ((this.m[1][0] * this.m[2][2] * this.m[3][3] + this.m[1][2] * this.m[2][3] * this.m[3][0] + this.m[1][3] * this.m[2][0] * this.m[3][2])\n\t\t\t\t- this.m[1][3] * this.m[2][2] * this.m[3][0]\n\t\t\t\t- this.m[1][0] * this.m[2][3] * this.m[3][2]\n\t\t\t\t- this.m[1][2] * this.m[2][0] * this.m[3][3]);\n\t\tf += this.m[0][2]\n\t\t\t* ((this.m[1][0] * this.m[2][1] * this.m[3][3] + this.m[1][1] * this.m[2][3] * this.m[3][0] + this.m[1][3] * this.m[2][0] * this.m[3][1])\n\t\t\t\t- this.m[1][3] * this.m[2][1] * this.m[3][0]\n\t\t\t\t- this.m[1][0] * this.m[2][3] * this.m[3][1]\n\t\t\t\t- this.m[1][1] * this.m[2][0] * this.m[3][3]);\n\t\tf -= this.m[0][3]\n\t\t\t* ((this.m[1][0] * this.m[2][1] * this.m[3][2] + this.m[1][1] * this.m[2][2] * this.m[3][0] + this.m[1][2] * this.m[2][0] * this.m[3][1])\n\t\t\t\t- this.m[1][2] * this.m[2][1] * this.m[3][0]\n\t\t\t\t- this.m[1][0] * this.m[2][2] * this.m[3][1]\n\t\t\t\t- this.m[1][1] * this.m[2][0] * this.m[3][2]);\n\t\treturn f;\n\t}\n\t\n\tthis.equals = function(m) {\n\t\tif (this.m[0][0] == m.getM()[0][0] && this.m[0][1] == m.getM()[0][1] &&\n\t\t\tthis.m[0][2] == m.getM()[0][2] && this.m[0][3] == m.getM()[0][3] &&\n\t\t\tthis.m[1][0] == m.getM()[1][0] && this.m[1][1] == m.getM()[1][1] &&\n\t\t\tthis.m[1][2] == m.getM()[1][2] && this.m[1][3] == m.getM()[1][3] &&\n\t\t\tthis.m[2][0] == m.getM()[2][0] && this.m[2][1] == m.getM()[2][1] &&\n\t\t\tthis.m[2][2] == m.getM()[2][2] && this.m[2][3] == m.getM()[2][3] &&\n\t\t\tthis.m[3][0] == m.getM()[3][0] && this.m[3][1] == m.getM()[3][1] &&\n\t\t\tthis.m[3][2] == m.getM()[3][2] && this.m[3][3] == m.getM()[3][3])\n\t\t\t\treturn true;\n\t\telse\n\t\t\treturn false;\t\n\t}\n\t\n\tthis.set = function(x, y, value) {\n\t\tthis.m[x][y] = value;\n\t}\n\t\n\tthis.get = function(x, y) {\n\t\treturn this.m[x][y];\n\t}\n\n\tthis.getM = function() {\n\t\treturn this.m;\n\t}\n\t\n\t/**\n\t * Load from a float buffer. The buffer stores the matrix in column major\n\t * (OpenGL) order.\n\t *\n\t * @param buf A float buffer to read from\n\t * @return this\n\t */\n\tthis.loadBuffer = function(buf) {\n\n\t\tthis.m[0][0] = buf.get();\n\t\tthis.m[0][1] = buf.get();\n\t\tthis.m[0][2] = buf.get();\n\t\tthis.m[0][3] = buf.get();\n\t\tthis.m[1][0] = buf.get();\n\t\tthis.m[1][1] = buf.get();\n\t\tthis.m[1][2] = buf.get();\n\t\tthis.m[1][3] = buf.get();\n\t\tthis.m[2][0] = buf.get();\n\t\tthis.m[2][1] = buf.get();\n\t\tthis.m[2][2] = buf.get();\n\t\tthis.m[2][3] = buf.get();\n\t\tthis.m[3][0] = buf.get();\n\t\tthis.m[3][1] = buf.get();\n\t\tthis.m[3][2] = buf.get();\n\t\tthis.m[3][3] = buf.get();\n\n\t\treturn this;\n\t}\n\t\n\tthis.load = function(matrix) {\n\t\tthis.m = matrix;\n\t}\n\t\n\t/**\n\t * Store this matrix in a float buffer. The matrix is stored in column\n\t * major (openGL) order.\n\t * @param buf The buffer to store this matrix in\n\t */\n\tthis.store = function(buf) {\n\t\tbuf.push(this.m[0][0]);\n\t\tbuf.push(this.m[0][1]);\n\t\tbuf.push(this.m[0][2]);\n\t\tbuf.push(this.m[0][3]);\n\t\tbuf.push(this.m[1][0]);\n\t\tbuf.push(this.m[1][1]);\n\t\tbuf.push(this.m[1][2]);\n\t\tbuf.push(this.m[1][3]);\n\t\tbuf.push(this.m[2][0]);\n\t\tbuf.push(this.m[2][1]);\n\t\tbuf.push(this.m[2][2]);\n\t\tbuf.push(this.m[2][3]);\n\t\tbuf.push(this.m[3][0]);\n\t\tbuf.push(this.m[3][1]);\n\t\tbuf.push(this.m[3][2]);\n\t\tbuf.push(this.m[3][3]);\n\t\t\n\t\treturn this;\n\t}\n\t\n\t/**\n\t * Verticle visualization\n\t */\n\tthis.toString = function() {\n\t\t\n\t\treturn \t\"|\" + this.m[0][0] + \" \" + this.m[1][0] + \" \" + this.m[2][0] + \" \" + this.m[3][0] + \"|\\n\" +\n\t\t\t\t\"|\" + this.m[0][1] + \" \" + this.m[1][1] + \" \" + this.m[2][1] + \" \" + this.m[3][1] + \"|\\n\" +\n\t\t\t\t\"|\" + this.m[0][2] + \" \" + this.m[1][2] + \" \" + this.m[2][2] + \" \" + this.m[3][2] + \"|\\n\" +\n\t\t\t\t\"|\" + this.m[0][3] + \" \" + this.m[1][3] + \" \" + this.m[2][3] + \" \" + this.m[3][3] + \"|\";\n\t}\n\t\n\t\n}", "draw(gl) {\n let camera = this.engine.camera;\n let pvmMatrix = mat4.create();\n let modelMatrix = mat4.create(); // Creates a blank identity matrix\n \n // Step A: compute translation, for now z is always at 0.0\n mat4.translate(modelMatrix, modelMatrix, vec3.fromValues(this.originX, this.originY, 0.0));\n // Step B: concatenate with rotation.\n // mat4.rotateZ(matrix, matrix, this.getRotationInRad());\n // Step C: concatenate with scaling\n // mat4.scale(modelMatrix, modelMatrix, vec3.fromValues(this.width, this.height, 1.0));\n\n mat4.multiply(pvmMatrix, camera.getPVMatrix(), modelMatrix);\n\n // Activates the vertex buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer.id);\n\n Grid.shader.activate(gl);\n // Describe the characteristic of the vertex position attribute\n gl.vertexAttribPointer(Grid.shader.getPositionLocation(),\n 3, // each element is a 3-float (x,y,z)\n gl.FLOAT, // data type is FLOAT\n false, // if the content is normalized vectors\n 0, // number of bytes to skip in between elements\n 0); // offsets to the first element\n\n gl.enableVertexAttribArray(Grid.shader.getPositionLocation());\n gl.uniformMatrix4fv(Grid.shader.getPVMTransformLocation(), false, pvmMatrix);\n gl.uniform4fv(Grid.shader.getColorLocation(), this.color);\n // Grid.shader.activate();\n\n gl.drawArrays(gl.LINES, 0, this.num_lines * 2);\n\n // Activates the vertex buffer\n gl.bindBuffer(gl.ARRAY_BUFFER, this.backgroundVertexBuffer.id);\n gl.vertexAttribPointer(Grid.shader.getPositionLocation(),\n 3, // each element is a 3-float (x,y,z)\n gl.FLOAT, // data type is FLOAT\n false, // if the content is normalized vectors\n 0, // number of bytes to skip in between elements\n 0); // offsets to the first element\n\n gl.enableVertexAttribArray(Grid.shader.getPositionLocation());\n gl.uniformMatrix4fv(Grid.shader.getPVMTransformLocation(), false, pvmMatrix);\n\n // gl.uniform4fv(Grid.shader.getColorLocation(), [0.0, 0.5, 0.0, 1.0]);\n // gl.drawArrays(gl.TRIANGLES, 0, 36);\n\n for(let i = 0; i < this.num_triangles; i += 1) {\n gl.uniform4fv(Grid.shader.getColorLocation(), this.colors[i]);\n // console.log(this.colors[i]);\n // if (i % 2 == 0) {\n // gl.uniform4fv(Grid.shader.getColorLocation(), [0.0, i / this.num_triangles, 0.0, 1.0]);\n // } else {\n // gl.uniform4fv(Grid.shader.getColorLocation(), [0.0, 0.0, i / this.num_triangles, 1.0]);\n // }\n \n gl.drawArrays(gl.TRIANGLES, i * 3, 3);\n }\n }", "frustumMat4v(fmin, fmax, m) {\n if (!m) {\n m = math.mat4();\n }\n\n const fmin4 = [fmin[0], fmin[1], fmin[2], 0.0];\n const fmax4 = [fmax[0], fmax[1], fmax[2], 0.0];\n\n math.addVec4(fmax4, fmin4, tempMat1);\n math.subVec4(fmax4, fmin4, tempMat2);\n\n const t = 2.0 * fmin4[2];\n\n const tempMat20 = tempMat2[0];\n const tempMat21 = tempMat2[1];\n const tempMat22 = tempMat2[2];\n\n m[0] = t / tempMat20;\n m[1] = 0.0;\n m[2] = 0.0;\n m[3] = 0.0;\n\n m[4] = 0.0;\n m[5] = t / tempMat21;\n m[6] = 0.0;\n m[7] = 0.0;\n\n m[8] = tempMat1[0] / tempMat20;\n m[9] = tempMat1[1] / tempMat21;\n m[10] = -tempMat1[2] / tempMat22;\n m[11] = -1.0;\n\n m[12] = 0.0;\n m[13] = 0.0;\n m[14] = -t * fmax4[2] / tempMat22;\n m[15] = 0.0;\n\n return m;\n }", "draw() {\n \n //gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vBuffer );\n let vPosition = gl.getAttribLocation( program, \"vPosition\" );\n gl.vertexAttribPointer( vPosition, 4, gl.FLOAT, false, 0, 0 );\n gl.enableVertexAttribArray( vPosition );\n\n gl.bindBuffer(gl.ARRAY_BUFFER, this.cBuffer ); \n let vColor = gl.getAttribLocation( program, \"vColor\" );\n gl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );\n gl.enableVertexAttribArray( vColor );\n\n let location = gl.getUniformLocation(program, \"mat\");\n gl.uniformMatrix4fv(location, false, flatten(this.mat));\n \n\n gl.drawArrays(this.drawMode, 0 , this.numVertices);\n\n }", "function dumpVector4( v )\n{\n\tlog('d vector4 x:' + v.x +' y:' + v.y + ' z:' + v.z + ' w:' + v.w );\n}", "translateMat4v(xyz, m) {\n return math.translateMat4c(xyz[0], xyz[1], xyz[2], m);\n }", "draw() {\n if (!this.validate()) {\n console.log('ERROR: Before .draw() you need to call .enable()');\n }\n if (this.box_num == 1) {\n gl.drawArrays(this.draw_method, 0, this.vertex_count);\n return;\n }\n var v_count = 0;\n var temp;\n var geom;\n for (var i = 0; i < g_scene.geometries.size; i++) {\n temp = glMatrix.mat4.clone(this._mvp_matrix);\n geom = g_scene.geometries.get(i);\n // Perform transformations\n for (var j = 0; j < geom.transformations.length; j++) {\n switch (geom.transformations[j].type) {\n case TRANSFORMATIONS.TRANSLATE:\n glMatrix.mat4.translate(this._mvp_matrix, this._mvp_matrix, geom.transformations[j].vector);\n break;\n case TRANSFORMATIONS.ROTATE:\n glMatrix.mat4.rotate(this._mvp_matrix, this._mvp_matrix, geom.transformations[j].rad, geom.transformations[j].vector);\n break;\n case TRANSFORMATIONS.SCALE:\n glMatrix.mat4.scale(this._mvp_matrix, this._mvp_matrix, geom.transformations[j].vector);\n break;\n default:\n break;\n }\n }\n // Update vbo\n gl.uniformMatrix4fv(this.u_mvp_matrix_loc, false, this._mvp_matrix);\n // draw the appropriate shape\n switch (geom.type) {\n case GEOMETRIES.GRID:\n gl.drawArrays(this.draw_method, this.grid_vertex_offset, this.grid_vertex_count);\n break;\n case GEOMETRIES.DISC:\n gl.drawArrays(this.draw_method, this.disc_vertex_offset, this.disc_vertex_count);\n break;\n case GEOMETRIES.SPHERE:\n default:\n gl.drawArrays(this.draw_method, this.sphere_vertex_offset, this.sphere_vertex_count);\n break;\n }\n // Reset transformations\n glMatrix.mat4.copy(this._mvp_matrix, temp);\n }\n }", "static makeMat4() {\nreturn new Float32Array(16);\n}", "function createHemisphereGeometry(radius,dir,cu,cv) {\n let r = radius;\n\n var geom = new THREE.Geometry(); \n\n let points = [];\n\n let num_z_segments = 16;\n let num_xy_segments = 32;\n\n let uvs = [];\n let margin = 0.05;\n let ru = 0.25 * (1.0 - margin);\n let rv = 0.5 * (1.0 - margin);;\n\n let half_pi = Math.PI / 2.0;\n for(let s=0; s<num_z_segments; s++) {\n let zc = (s / num_z_segments) * half_pi;\n\n for(let t=0; t<num_xy_segments; t++) {\n\n // angle of rotation on xy plane in radians\n let xyc = (t / num_xy_segments) * (Math.PI * 2.0) * dir;\n\n let x = Math.cos(xyc) * Math.cos(zc) * r;\n let y = Math.sin(xyc) * Math.cos(zc) * r;\n let z = Math.sin(zc) * r * dir * (-1.0);\n\n geom.vertices.push(new THREE.Vector3(x,y,z));\n\n let u = cu + (Math.cos(xyc) * ru * (num_z_segments - s) / num_z_segments) * dir;\n let v = cv + Math.sin(xyc) * rv * (num_z_segments - s) / num_z_segments;\n uvs.push( new THREE.Vector2(u,v) );\n }\n }\n\n // Add the last one vertex to close the top of the dome\n geom.vertices.push(new THREE.Vector3(0,0,r * dir * (-1.0)));\n uvs.push( new THREE.Vector2(cu,cv) );\n\n // Faces (polygon indices)\n\n for(let s=0; s<num_z_segments-1; s++) {\n for(let t=0; t<num_xy_segments; t++) {\n //let i = ;\n let i0 = s * num_xy_segments + t;\n let i1 = s * num_xy_segments + (t+1) % num_xy_segments;\n let i2 = (s+1) * num_xy_segments + (t+1) % num_xy_segments;\n let i3 = (s+1) * num_xy_segments + t;\n geom.faces.push( new THREE.Face3(i0,i1,i2) );\n geom.faces.push( new THREE.Face3(i0,i2,i3) );\n\n geom.faceVertexUvs[0].push([ uvs[i0], uvs[i1], uvs[i2] ]);\n geom.faceVertexUvs[0].push([ uvs[i0], uvs[i2], uvs[i3] ]);\n }\n }\n\n // Close the hole\n let i2 = num_z_segments * num_xy_segments;\n for(let t=0; t<num_xy_segments; t++) {\n let i0 = (num_z_segments-1) * num_xy_segments + t;\n let i1 = (num_z_segments-1) * num_xy_segments + (t+1) % num_xy_segments;\n geom.faces.push( new THREE.Face3(i0,i1,i2) );\n geom.faceVertexUvs[0].push([ uvs[i0], uvs[i1], uvs[i2] ]);\n }\n\n return geom;\n}", "toRotMat4x4(m) {\nreturn RQ.setRotMat4x4FromQV(m, this.xyzw, true, false, false);\n}", "function Vector4( x, y, z, w ) {\n\n\tthis.x = x || 0;\n\tthis.y = y || 0;\n\tthis.z = z || 0;\n\tthis.w = ( w !== undefined ) ? w : 1;\n\n}", "setRotationMatrix4(rotationMatrix4) {\n this._m0.gain.value = rotationMatrix4[0];\n this._m1.gain.value = rotationMatrix4[1];\n this._m2.gain.value = rotationMatrix4[2];\n this._m3.gain.value = rotationMatrix4[4];\n this._m4.gain.value = rotationMatrix4[5];\n this._m5.gain.value = rotationMatrix4[6];\n this._m6.gain.value = rotationMatrix4[8];\n this._m7.gain.value = rotationMatrix4[9];\n this._m8.gain.value = rotationMatrix4[10];\n }", "function draw() {\r\n\tvar transfromVec = vec3.create();\r\n\tvar scaleVec = vec3.create();\r\n\tgl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);\r\n\tgl.clear(gl.COLOR_BUFFER_BIT);\r\n\r\n\tmat4.identity(mvMatrix);\r\n\tvec3.set(transfromVec, 0,Math.sin(deg)*0.3,0);\t\t\t//translate matrix\r\n\tmat4.translate(mvMatrix, mvMatrix, transfromVec)\t\t//move the badge up and down\r\n\tvec3.set(scaleVec, 0.5,0.5* (75-Math.abs(rotAngle2)/2)/60 ,0); \t//scale matrix\r\n\tmat4.rotateZ(mvMatrix, mvMatrix, degToRad(rotAngle));\t//rotate \r\n\tmat4.scale(mvMatrix, mvMatrix, scaleVec);\t\t\t\t//squash and squeeze y-axis\r\n\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\r\n\tgl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);\r\n\tgl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\r\n\tgl.vertexAttribPointer(shaderProgram.vertexColorAttribute, vertexColorBuffer.itemSize, gl.FLOAT, false, 0,0);\r\n\tgl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\r\n\tgl.drawArrays(gl.TRIANGLES, 0, vertexPositionBuffer.numberOfItems);\r\n}", "OLDtranslateMat4c(x, y, z, m) {\n\n const m12 = m[12];\n m[0] += m12 * x;\n m[4] += m12 * y;\n m[8] += m12 * z;\n\n const m13 = m[13];\n m[1] += m13 * x;\n m[5] += m13 * y;\n m[9] += m13 * z;\n\n const m14 = m[14];\n m[2] += m14 * x;\n m[6] += m14 * y;\n m[10] += m14 * z;\n\n const m15 = m[15];\n m[3] += m15 * x;\n m[7] += m15 * y;\n m[11] += m15 * z;\n\n return m;\n }", "processSurface(v,j) {\n\n let c = v.position;\n let vtemp, vtemp1;\n // console.log(c);\n // c = new THREE.Vector3(0,0,0);\n // geometry changes\n vtemp = v.children[0].geometry.clone();\n // vtemp = vtemp.applyMatrix( new THREE.Matrix4().makeRotationY(Math.PI/2) );\n vtemp = vtemp.applyMatrix( new THREE.Matrix4().makeTranslation(c.x, c.y, c.z ));\n // let vtemp = v.children[0].geometry;\n vtemp1 = v.children[1].geometry;\n // vtemp1 = vtemp1.applyMatrix( new THREE.Matrix4().makeRotationY(Math.PI/2) );\n vtemp1 = vtemp1.clone().applyMatrix( new THREE.Matrix4().makeTranslation(c.x, c.y, c.z ));\n // debug\n // let mesh = new THREE.Mesh(vtemp1, new THREE.MeshBasicMaterial( {color:0xff0000,side: THREE.DoubleSide, wireframe: true}));\n // v.children[0].material = new THREE.MeshBasicMaterial( {wireframe:true,color:0xff0000,side: THREE.DoubleSide});\n // v.children[1].material = new THREE.MeshBasicMaterial( {wireframe:true,color:0x00ff00,side: THREE.DoubleSide});\n // console.log({v});\n // let test = v.clone();\n // let nn = v.children[1].clone();\n // nn.geometry = v.children[1].geometry.clone();\n // nn.material = new THREE.MeshBasicMaterial( {color:0x00ff00,side: THREE.DoubleSide, wireframe: true});\n // nn.position.copy(v.position);\n \n // nn.rotation.copy(v.rotation);\n // nn.rotateX(Math.PI);\n // nn.geometry.applyMatrix( new THREE.Matrix4().makeRotationX(Math.PI) );\n\n // console.log(v.rotation,'rot');\n // nn.position.copy(v.position);\n // nn.geometry.applyMatrix( new THREE.Matrix4().makeTranslation(v.position.x, v.position.y, v.position.z ) );\n\n // nn.geometry.applyMatrix( new THREE.Matrix4().makeTranslation(-v.position.x, -v.position.y, -v.position.z ) );\n // nn.geometry.applyMatrix( new THREE.Matrix4().makeRotationX(Math.PI) );\n // nn.geometry.applyMatrix( new THREE.Matrix4().makeTranslation(v.position.x, v.position.y, v.position.z ) );\n\n // console.log({v},{nn},{test});\n // this.scene.add(test);\n // if(j===1) {\n // this.scene.add(test);\n // this.scene.add(nn);\n // this.scene.add( new THREE.AxesHelper( 20 ) );\n // }\n \n // \n // console.log({nn});\n \n\n\n let len = v.children[0].geometry.attributes.position.array.length/3;\n let len1 = v.children[1].geometry.attributes.position.array.length/3;\n // console.log(len,len1);\n // fragment id\n let offset = new Array(len).fill(j/100);\n vtemp.addAttribute( 'offset', new THREE.BufferAttribute( new Float32Array(offset), 1 ) );\n\n let offset1 = new Array(len1).fill(j/100);\n vtemp1.addAttribute( 'offset', new THREE.BufferAttribute( new Float32Array(offset1), 1 ) );\n\n // axis\n let axis = getRandomAxis();\n let axes = new Array(len*3).fill(0);\n let axes1 = new Array(len1*3).fill(0);\n for (let i = 0; i < len*3; i=i+3) {\n axes[i] = axis.x;\n axes[i+1] = axis.y;\n axes[i+2] = axis.z;\n }\n vtemp.addAttribute( 'axis', new THREE.BufferAttribute( new Float32Array(axes), 3 ) );\n // volume axes\n for (let i = 0; i < len1*3; i=i+3) {\n axes1[i] = axis.x;\n axes1[i+1] = axis.y;\n axes1[i+2] = axis.z;\n }\n vtemp1.addAttribute( 'axis', new THREE.BufferAttribute( new Float32Array(axes1), 3 ) );\n\n\n // centroid\n let centroidVector = getCentroid(vtemp);\n let centroid = new Array(len*3).fill(0);\n let centroid1 = new Array(len1*3).fill(0);\n for (let i = 0; i < len*3; i=i+3) {\n centroid[i] = centroidVector.x;\n centroid[i+1] = centroidVector.y;\n centroid[i+2] = centroidVector.z;\n }\n for (let i = 0; i < len1*3; i=i+3) {\n centroid1[i] = centroidVector.x;\n centroid1[i+1] = centroidVector.y;\n centroid1[i+2] = centroidVector.z;\n }\n vtemp.addAttribute( 'centroid', new THREE.BufferAttribute( new Float32Array(centroid), 3 ) );\n vtemp1.addAttribute( 'centroid', new THREE.BufferAttribute( new Float32Array(centroid1), 3 ) );\n \n\n return {surface: vtemp, volume: vtemp1};\n }", "function draw() { \n gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); \n\n mat4.identity(mvMatrix);\n mat4.identity(pMatrix);\n \n\n var sca = clk2 * 0.005;\n vec3.set(scaleVec, sca * 0.5 +0.5, sca * 0.5 +0.5, 1);\n if ((clk2 < 600)&(clk2 > 200)){ \n mat4.scale(mvMatrix, mvMatrix, scaleVec);\n mat4.rotateZ(mvMatrix, mvMatrix, degToRad(100*sca - 100));\n }\n\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, \n vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexColorAttribute, \n vertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);\n \n setMatrixUniforms();\n gl.drawArrays(gl.TRIANGLES, 0, vertexPositionBuffer.numberOfItems);\n}", "function dumpMatrix4( m )\n{\n\tvar r1 = '['+m.n11+']['+m.n12+']['+m.n13+']['+m.n14+']';\n\tvar r2 = '['+m.n21+']['+m.n22+']['+m.n23+']['+m.n24+']';\n\tvar r3 = '['+m.n31+']['+m.n32+']['+m.n33+']['+m.n34+']';\n\tvar r4 = '['+m.n41+']['+m.n42+']['+m.n43+']['+m.n44+']';\n\tlog('d matrix4:\\n'+r1+'\\n'+r2+'\\n'+r3+'\\n'+r4);\n}", "function Add3DObject(object, id, center, vertex_semantic, vertexlist, indexlist)\n{\n if (!object[\"Objects\"])\n {\n object[\"Objects\"] = [];\n }\n var object3d = {};\n\n var navframe = mat4.create();\n mat4.CalcNavigationFrameZUp(navframe, center[0], center[1]);\n\n var cartesian = WGS84ToCartesian(center[0],center[1],center[2]);\n\n mat4.scale(navframe,navframe,vec3.fromValues(1.1920930376163765926810017443897e-7,1.1920930376163765926810017443897e-7,1.1920930376163765926810017443897e-7));\n\n // manually set translation component.\n navframe[12] = cartesian[0];\n navframe[13] = cartesian[1];\n navframe[14] = cartesian[2];\n // ...now the navframe matrix transforms cartesian positions to the globe\n // at the specified position.\n\n // create inverse of navframe\n //navframe_inv = mat4.create();\n //mat4.invert(navframe_inv, navframe);\n\n var n=GetVertexLength(vertex_semantic);\n\n if (vertexlist.length % n != 0)\n {\n console.log(\"ERROR: size of vertex list is not correct! Check semantic!\");\n return;\n }\n\n if (indexlist.length % 3 != 0)\n {\n console.log(\"ERROR: size of index list is not correct!\");\n return;\n }\n\n var pos = vec3.create();\n var pos_transformed = vec3.create();\n //var texcoord = vec2.create();\n for (var i=0;i<vertexlist.length / n;i++)\n {\n pos[0] = vertexlist[i*n+0];\n pos[1] = vertexlist[i*n+1];\n pos[2] = vertexlist[i*n+2];\n\n vec3.transformMat4(pos_transformed, pos, navframe);\n //console.log(\"transformed: \", vec3.str(pos_transformed));\n\n vertexlist[i*n+0] = pos_transformed[0];\n vertexlist[i*n+1] = pos_transformed[1];\n vertexlist[i*n+2] = pos_transformed[2];\n\n }\n\n object3d[\"Id\"] = id;\n object3d[\"VertexSemantic\"] = vertex_semantic;\n object3d[\"Vertices\"] = vertexlist;\n object3d[\"Indices\"] = indexlist;\n object3d[\"IndexSemantic\"] = \"TRIANGLES\";\n\n object[\"Objects\"].push(object3d);\n\n}", "function Matrix4x4(param) {\n\t// Methods\n\tthis.toString = function() {\n\t\tvar s = \"Matrix4x4\\n\";\n\t\tfor (var r = 0; r < 4; r++) {\n\t\t\ts = s.concat('[');\n\t\t\tfor (var c = 0; c < 4; c++) {\n\t\t\t\ts = s.concat(this.m[c * 4 + r]);\n\t\t\t\tif (c < 3) s = s.concat(',');\n\t\t\t}\n\t\t\ts = s.concat(']');\n\t\t\ts = s.concat('\\n');\n\t\t}\n\t\treturn s;\n\t}\n\n\tthis.empty = function() {\n\t\tfor (var i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = 0;\n\t\t}\n\t}\n\n\tthis.identity = function() {\n\t\tthis.empty();\n\t\tthis.m[0] = this.m[5] = this.m[10] = this.m[15] = 1;\n\t}\n\n\tthis.set = function(a) {\n\t\tfor (var i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = a.m[i];\n\t\t}\n\t}\n\n\tthis.mul = function(a) {\n\t\tvar i;\n\t\tvar k;\n\n\t\tvar temp = new Array(16);\n\n\t\tfor (i = 0; i < 16; i++) {\n\t\t\ttemp[i] = 0.0;\n\n\t\t\tfor (k = 0; k < 4; k++) {\n\t\t\t\t//\t\t\t \t\trow column \t\t row column\n\t\t\t\ttemp[i] += this.m[(i % 4) + (k * 4)] * a.m[(k) + (div(i,4) * 4)];\n\t\t\t}\n\t\t}\n\n\t\tfor (i = 0; i < 16; i++) {\n\t\t\tthis.m[i] = temp[i];\n\t\t}\n\t}\n\n\tthis.translate = function(x, y, z) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[12] = x;\n\t\tbuffer.m[13] = y;\n\t\tbuffer.m[14] = z;\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.scale = function(x, y, z) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[0] = x;\n\t\tbuffer.m[5] = y;\n\t\tbuffer.m[10] = z;\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.rotate = function(angle, axis) {\n\t\tangle = -angle;\n\t\tvar d2r = 0.0174532925199; /* PI / 180 */\n\t\tvar cos1 = [ 5, 0, 0 ];\n\t\tvar cos2 = [ 10, 10, 5 ];\n\t\tvar sin1 = [ 6, 2, 1 ];\n\t\tvar sin2 = [ 9, 8, 4 ];\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[cos1[axis]] = Math.cos(d2r * angle);\n\t\tbuffer.m[sin1[axis]] = -Math.sin(d2r * angle);\n\t\tbuffer.m[sin2[axis]] = -buffer.m[sin1[axis]];\n\t\tbuffer.m[cos2[axis]] = buffer.m[cos1[axis]];\n\t\tthis.mul(buffer);\n\t}\n\n\t// Fancy Methods\n\tthis.orthographicProjection = function(left, right, bottom, top, near, far) {\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.identity();\n\t\tbuffer.m[0] = 2 / (right - left);\n\t\tbuffer.m[5] = 2 / (top - bottom);\n\t\tbuffer.m[10] = -2 / (far - near);\n\t\tbuffer.m[12] = -(right + left) / (right - left);\n\t\tbuffer.m[13] = -(top + bottom) / (top - bottom);\n\t\tbuffer.m[14] = -(far + near) / (far - near);\n\t\tthis.mul(buffer);\n\t}\n\n\tthis.lookAt = function(eyeX, eyeY, eyeZ, atX, atY, atZ, upX, upY, upZ) {\n\t\tvar forward = new Vector3(atX - eyeX, atY - eyeY, atZ - eyeZ);\n\t\tforward.normalize();\n\n\t\tvar up = new Vector3(upX, upY, upZ);\n\n\t\tvar side = Vector3_cross(forward, up);\n\t\tside.normalize();\n\n\t\tup = Vector3_cross(side, forward);\n\t\tvar buffer = new Matrix4x4();\n\t\tbuffer.empty();\n\t\tbuffer.m[0] = side.x;\n\t\tbuffer.m[1] = up.x;\n\t\tbuffer.m[2] = -forward.x;\n\t\tbuffer.m[3] = 0.0;\n\t\tbuffer.m[4] = side.y;\n\t\tbuffer.m[5] = up.y;\n\t\tbuffer.m[6] = -forward.y;\n\t\tbuffer.m[7] = 0.0;\n\t\tbuffer.m[8] = side.z;\n\t\tbuffer.m[9] = up.z;\n\t\tbuffer.m[10] = -forward.z;\n\t\tbuffer.m[11] = 0.0;\n\t\tbuffer.m[12] = 0.0;\n\t\tbuffer.m[13] = 0.0;\n\t\tbuffer.m[14] = 0.0;\n\t\tbuffer.m[15] = 1.0;\n\n\t\tthis.mul(buffer);\n\t\tthis.translate(-eyeX, -eyeY, -eyeZ);\n\t}\n\n\tthis.perspective = function(fovyInDegrees, aspectRatio, zNear, zFar) {\n\t\tvar xmin, xmax, ymin, ymax;\n\n\t\tymax = (zNear * Math.tan(fovyInDegrees * Math.PI / 360.0));\n\t\tymin = -ymax;\n\t\txmin = ymin * aspectRatio;\n\t\txmax = ymax * aspectRatio;\n\n\t\tthis.frustum(xmin, xmax, ymin, ymax, zNear, zFar);\n\t}\n\n\tthis.frustum = function(left, right, bottom, top, near, far) {\n\t\tthis.m[0] = 2.0 * near / (right - left);\n\t\tthis.m[1] = 0.0;\n\t\tthis.m[2] = 0.0;\n\t\tthis.m[3] = 0.0;\n\t\tthis.m[4] = 0.0;\n\t\tthis.m[5] = 2.0 * near / (top - bottom);\n\t\tthis.m[6] = 0.0;\n\t\tthis.m[7] = 0.0;\n\t\tthis.m[8] = (right + left) / (right - left);\n\t\tthis.m[9] = (top + bottom) / (top - bottom);\n\t\tthis.m[10] = -(far + near) / (far - near);\n\t\tthis.m[11] = -1.0;\n\t\tthis.m[12] = 0.0;\n\t\tthis.m[13] = 0.0;\n\t\tthis.m[14] = -(2.0 * far * near) / (far - near);\n\t\tthis.m[15] = 0.0;\n\t}\n\t\n\t// Attributes\n\tthis.m = new Array(16); // column-major\n\t\n\t// Construct\n\tswitch(arguments.length) {\n\t\tcase 0:\n\t\t\t// Default Constructor\n\t\t\tthis.empty();\n\t\t\t\tbreak;\n\t\tcase 1:\n\t\t\t// Copy Constructor\n\t\t\tif(param instanceof Matrix4x4) {\n\t\t\t\tthis.set(param);\n\t\t\t} \n\t\t\t// Construct with an Array\n\t\t\telse if (param instanceof Array && param.length == 16) {\n\t\t\t\tfor (var i = 0; i < 16; i++) {\n\t\t\t\t\tthis.m[i] = param[i];\n\t\t\t\t}\n\t\t\t} \n\t\t\t// Error (unsupported type)\n\t\t\telse throw new E(\"ArgumentException\", \"Unsupported parameter type: \" + param);\n\t\t\tbreak;\n\t\tdefault:\n\t\t\t// Error (unssuppored arity)\n\t\t\tthrow new E(\"ArgumentException\", \"Unsupported parameter arity: \" + arguments.length);\n\t\t\tbreak;\n\t}\n}", "calculateVertices() {\n if (this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n var wt = this.transform.worldTransform;\n // reveal(wt)\n var a = wt.a;\n var b = wt.b;\n var c = wt.c;\n var d = wt.d;\n var tx = wt.tx;\n var ty = wt.ty;\n var data = this.geometry.points; // batch.vertexDataOriginal;\n var vertexData = this.vertexData;\n var count = 0;\n for (var i = 0; i < data.length; i += 2) {\n var x = data[i];\n var y = data[i + 1];\n vertexData[count++] = (a * x) + (c * y) + tx;\n vertexData[count++] = (d * y) + (b * x) + ty;\n }\n }", "setMat4ToOnes() {\n return math.m4s(1.0);\n }", "function n$9(e,i){i.instanced&&i.instancedDoublePrecision&&(e.attributes.add(\"modelOriginHi\",\"vec3\"),e.attributes.add(\"modelOriginLo\",\"vec3\"),e.attributes.add(\"model\",\"mat3\"),e.attributes.add(\"modelNormal\",\"mat3\")),i.instancedDoublePrecision&&(e.vertex.include(r$b,i),e.vertex.uniforms.add(\"viewOriginHi\",\"vec3\"),e.vertex.uniforms.add(\"viewOriginLo\",\"vec3\"));const n=[t$i`\n vec3 calculateVPos() {\n ${i.instancedDoublePrecision?\"return model * localPosition().xyz;\":\"return localPosition().xyz;\"}\n }\n `,t$i`\n vec3 subtractOrigin(vec3 _pos) {\n ${i.instancedDoublePrecision?t$i`\n vec3 originDelta = dpAdd(viewOriginHi, viewOriginLo, -modelOriginHi, -modelOriginLo);\n return _pos - originDelta;`:\"return vpos;\"}\n }\n `,t$i`\n vec3 dpNormal(vec4 _normal) {\n ${i.instancedDoublePrecision?\"return normalize(modelNormal * _normal.xyz);\":\"return normalize(_normal.xyz);\"}\n }\n `,t$i`\n vec3 dpNormalView(vec4 _normal) {\n ${i.instancedDoublePrecision?\"return normalize((viewNormal * vec4(modelNormal * _normal.xyz, 1.0)).xyz);\":\"return normalize((viewNormal * _normal).xyz);\"}\n }\n `,i.vertexTangets?t$i`\n vec4 dpTransformVertexTangent(vec4 _tangent) {\n ${i.instancedDoublePrecision?\"return vec4(modelNormal * _tangent.xyz, _tangent.w);\":\"return _tangent;\"}\n\n }\n `:t$i``];e.vertex.code.add(n[0]),e.vertex.code.add(n[1]),e.vertex.code.add(n[2]),2===i.output&&e.vertex.code.add(n[3]),e.vertex.code.add(n[4]);}", "isIdentityMat4(m) {\n if (m[0] !== 1.0 || m[1] !== 0.0 || m[2] !== 0.0 || m[3] !== 0.0 ||\n m[4] !== 0.0 || m[5] !== 1.0 || m[6] !== 0.0 || m[7] !== 0.0 ||\n m[8] !== 0.0 || m[9] !== 0.0 || m[10] !== 1.0 || m[11] !== 0.0 ||\n m[12] !== 0.0 || m[13] !== 0.0 || m[14] !== 0.0 || m[15] !== 1.0) {\n return false;\n }\n return true;\n }", "function MeshGeom(gl, float32Allocator, uint16Allocator) {\n BaseGeom.call(this, gl);\n this._indexedVAs = [ ];\n this._float32Allocator = float32Allocator;\n this._uint16Allocator = uint16Allocator;\n this._remainingVerts = null;\n this._remainingIndices = null;\n}", "createPlanes (planes, colours = null) {\n const positionBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer)\n gl.bufferData(\n gl.ARRAY_BUFFER,\n new Float32Array([].concat(...planes)),\n gl.STATIC_DRAW\n )\n\n let colourBuffer, textureCoordBuffer\n if (colours) {\n colours = colours.map(c => [...c.map(ch => ch / 255), 1])\n const colourTable = []\n for (const colour of colours) {\n // Four times for each vertex of face\n colourTable.push(...colour, ...colour, ...colour, ...colour)\n }\n\n colourBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, colourBuffer)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colourTable), gl.STATIC_DRAW)\n } else {\n const textureCoordinates = []\n for (let i = 0; i < planes.length; i++) {\n textureCoordinates.push(0, 0, 1, 0, 1, 1, 0, 1)\n }\n\n textureCoordBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ARRAY_BUFFER, textureCoordBuffer)\n gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordinates), gl.STATIC_DRAW)\n }\n\n const indices = []\n for (let i = 0; i < planes.length; i++) {\n indices.push(i * 4, i * 4 + 1, i * 4 + 2)\n indices.push(i * 4, i * 4 + 3, i * 4 + 2)\n }\n\n const indexBuffer = gl.createBuffer()\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer)\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW)\n\n return {\n position: positionBuffer,\n colour: colourBuffer,\n textureCoord: textureCoordBuffer,\n indices: indexBuffer,\n vertexCount: indices.length\n }\n }", "rotationMat4c(anglerad, x, y, z, mat) {\n return math.rotationMat4v(anglerad, [x, y, z], mat);\n }", "scaleMat4c(x, y, z, m) {\n\n m[0] *= x;\n m[4] *= y;\n m[8] *= z;\n\n m[1] *= x;\n m[5] *= y;\n m[9] *= z;\n\n m[2] *= x;\n m[6] *= y;\n m[10] *= z;\n\n m[3] *= x;\n m[7] *= y;\n m[11] *= z;\n return m;\n }", "render() {\n // Clear the geometry onscreen\n this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);\n\n for (var i = 0; i < this.scene.geometries.length; i++) {\n var geometry = this.scene.geometries[i];\n\n // Switch to shader attached to geometry\n this.gl.useProgram(geometry.shader.program);\n this.gl.program = geometry.shader.program;\n\n geometry.shader.setUniform(\"u_ViewMatrix\", this.camera.viewMatrix.elements);\n geometry.shader.setUniform(\"u_ProjectionMatrix\", this.camera.projectionMatrix.elements);\n //geometry.shader.setUniform(\"u_ModelMatrix\", this.camera.modelMatrix.elements);\n\n if(geometry.image != null) {\n if(!(geometry.image.src in this.textures)) {\n // Create a texture object and store id using its path as key\n this.textures[geometry.image.src] = this.gl.createTexture();\n this.loadTexture(this.textures[geometry.image.src], geometry.image);\n }\n else {\n // Enable texture unit0\n this.gl.activeTexture(this.gl.TEXTURE0);\n // Bind the texture object to the target\n this.gl.bindTexture(this.gl.TEXTURE_2D, this.textures[geometry.image.src]);\n }\n }\n\n // Callback function in the case user wants to change the\n // geometry before the draw call\n geometry.render();\n\n // Set attribute buffer with the geometry data\n this.sendVertexDataToGLSL(geometry.data, geometry.dataCounts, geometry.shader);\n\n // Passes the indices of a geometry to the index buffer a\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, geometry.indices, this.gl.STATIC_DRAW);\n\n // Draw geometries using current buffer data\n this.gl.drawElements(this.gl.TRIANGLES, geometry.indices.length, this.gl.UNSIGNED_SHORT, 0);\n }\n }", "function draw_NAff() {\n gl.viewport(0, 0, gl.viewportWidth, gl.viewportHeight);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n\n mat4.identity(mvMatrix);\n mat4.identity(pMatrix);\n\n //mat4.ortho(pMatrix,-1,1,-1,1,1,-1);\n\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,\n vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\n gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,\n vertexColorBuffer.itemSize, gl.FLOAT, false, 0, 0);\n\n setMatrixUniforms();\n gl.drawArrays(gl.TRIANGLES, 0, vertexPositionBuffer.numberOfItems);\n}", "function transformVector4(matrix, src, dest) {\n\tif (!dest)\n\t\tdest = new Float32Array(4);\n\n\tdest[0] = matrix[0] * src[0] + matrix[4] * src[1] + matrix[8] * src[2] + matrix[12] * src[3];\n\tdest[1] = matrix[1] * src[0] + matrix[5] * src[1] + matrix[9] * src[2] + matrix[13] * src[3];\n\tdest[2] = matrix[2] * src[0] + matrix[6] * src[1] + matrix[10] * src[2] + matrix[14] * src[3];\n\tdest[3] = matrix[3] * src[0] + matrix[7] * src[1] + matrix[11] * src[2] + matrix[15] * src[3];\n\n\treturn dest;\n}", "getRotationMatrix4() {\n mat4.set(rotationMatrix4, this._m0.gain.value, this._m1.gain.value, this._m2.gain.value, 0, this._m3.gain.value, this._m4.gain.value, this._m5.gain.value, 0, this._m6.gain.value, this._m7.gain.value, this._m8.gain.value, 0, 0, 0, 0, 1);\n return rotationMatrix4;\n }", "function updateProjectionMatrix() {\r\n let aspect = gl.canvas.width / gl.canvas.height;\r\n let p = mat4.perspective(mat4.create(), Math.PI / 4, aspect, 0.1, 10);\r\n gl.uniformMatrix4fv(gl.program.uProjectionMatrix, false, p);\r\n}", "function update_obj(obj) {\n obj.transform = obj.matrix;\n obj.transform = CG.Matrix4.multiply(viewProjectionMatrix, obj.transform);\n\n obj.vector.forEach((vertex, index) => {\n obj.new_vertices[index] = obj.transform.multiplyVector3(vertex);\n });\n }", "function multiply(m, v)\r\n{\r\n var vv=vec4(\r\n m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2]+ m[0][3]*v[3],\r\n m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2]+ m[1][3]*v[3],\r\n m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2]+ m[2][3]*v[3],\r\n m[3][0]*v[0] + m[3][1]*v[1] + m[3][2]*v[2]+ m[3][3]*v[3]);\r\n return vv;\r\n}", "draw() {\n // TODO\n let vPosition = gl.getAttribLocation( program, \"vPosition\");\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vBuffer);\n gl.vertexAttribPointer(vPosition, 4, gl.FLOAT, false, 0, 0);\n gl.enableVertexAttribArray(vPosition);\n\n let vColor = gl.getAttribLocation( program, \"vColor\" );\n gl.bindBuffer(gl.ARRAY_BUFFER, this.cBuffer);\n \tgl.vertexAttribPointer( vColor, 4, gl.FLOAT, false, 0, 0 );\n \tgl.enableVertexAttribArray( vColor );\n\n \n\n let location = gl.getUniformLocation(program, \"mat\");\n gl.uniformMatrix4fv(location, false, flatten(this.mat));\n gl.drawArrays( gl.TRIANGLES, 0, this.numVertices);\n\n\n }", "function drawCube(modelMatrix)\n{\n\n // bind the shader\n gl.useProgram(shader);\n\n // get the index for the a_Position attribute defined in the vertex shader\n var positionIndex = gl.getAttribLocation(shader, 'a_Position');\n if (positionIndex < 0) {\n console.log('Failed to get the storage location of a_Position');\n return;\n }\n\n var colorIndex = gl.getAttribLocation(shader, 'a_Color');\n if (colorIndex < 0) {\n\t console.log('Failed to get the storage location of a_');\n\t return;\n\t }\n\n // \"enable\" the a_position attribute\n gl.enableVertexAttribArray(positionIndex);\n gl.enableVertexAttribArray(colorIndex);\n\n // bind buffers for points\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);\n gl.vertexAttribPointer(positionIndex, 3, gl.FLOAT, false, 0, 0);\n gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);\n gl.vertexAttribPointer(colorIndex, 4, gl.FLOAT, false, 0, 0);\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n\n // set uniform in shader for projection * view * model transformation\n var transform = new Matrix4().multiply(projection).multiply(view).multiply(modelMatrix);\n var transformLoc = gl.getUniformLocation(shader, \"transform\");\n gl.uniformMatrix4fv(transformLoc, false, transform.elements);\n\n gl.drawArrays(gl.TRIANGLES, 0, 36);\n\n// // draw axes (not transformed by model transformation)\n// gl.bindBuffer(gl.ARRAY_BUFFER, axisBuffer);\n// gl.vertexAttribPointer(positionIndex, 3, gl.FLOAT, false, 0, 0);\n// gl.bindBuffer(gl.ARRAY_BUFFER, axisColorBuffer);\n// gl.vertexAttribPointer(colorIndex, 4, gl.FLOAT, false, 0, 0);\n// gl.bindBuffer(gl.ARRAY_BUFFER, null);\n//\n// // set transformation to projection * view only\n// transform = new Matrix4().multiply(projection).multiply(view);\n// gl.uniformMatrix4fv(transformLoc, false, transform.elements);\n//\n// // draw axes\n// gl.drawArrays(gl.LINES, 0, 6);\n\n // unbind shader and \"disable\" the attribute indices\n // (not really necessary when there is only one shader)\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n gl.disableVertexAttribArray(positionIndex);\n gl.disableVertexAttribArray(colorIndex);\n gl.useProgram(null);\n\n}", "function uploadMVMatrix(){\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\n}", "function uploadModelViewMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\r\n}", "setM(m) {\n this.m = m;\n\n // initialization like in the constructor\n this.coord = new Float32Array(this.n * this.m * 2);\n this.old_coord = new Float32Array(this.n * this.m * 2);\n this.color = new Float32Array(3 * this.m * this.n);\n\n this.initializeCoords();\n\n this.stress = new Float32Array(this.m * this.n);\n this.initializeStress();\n\n this.edges_per_node = new Array(this.m * this.n);\n this.initializeEdgesPerNode();\n\n this.edge_index = new Uint16Array((this.m * (this.n - 1) + this.n * (this.m - 1)) * 2);\n this.initializeEdgeIndex();\n\n this.node_index = new Uint16Array(this.n * this.m);\n this.initializeNodeIndex();\n\n this.locked_nodes = new Array();\n this.initializeLockedNodes();\n\n this.gl.deleteBuffer(this.index_buffer);\n this.gl.deleteBuffer(this.data_buffer);\n this.index_buffer = this.gl.createBuffer();\n this.data_buffer = this.gl.createBuffer();\n this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.index_buffer);\n let size;\n if (this.show_nodes == false) {\n size = this.edge_index.BYTES_PER_ELEMENT * this.edge_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.edge_index);\n }\n else {\n size = this.node_index.BYTES_PER_ELEMENT * this.node_index.length;\n this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, this.node_index);\n }\n this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.data_buffer);\n size = this.coord.BYTES_PER_ELEMENT * this.coord.length + this.color.BYTES_PER_ELEMENT * this.color.length;\n this.gl.bufferData(this.gl.ARRAY_BUFFER, size, this.gl.STATIC_DRAW);\n this.gl.vertexAttribPointer(this.a_Position, 2, this.gl.FLOAT, false, 0, 0);\n this.gl.vertexAttribPointer(this.a_FragColor, 3, this.gl.FLOAT, false, 0, this.coord.BYTES_PER_ELEMENT * this.coord.length);\n }", "translationMat4v(v, dest) {\n const m = dest || math.identityMat4();\n m[12] = v[0];\n m[13] = v[1];\n m[14] = v[2];\n return m;\n }", "toRotMatRows3x4(m) {\n//--------------\nreturn RQ.setRotMatRows3x4FromQV(m, this.xyzw, false, false, false);\n}", "function uploadModelViewMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\r\n}", "function uploadModelViewMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\r\n}", "draw( gl, u_mMatrix, modelMatrix ){\r\n\r\n if (!initArrayBuffer(gl, this.mesh.vertices, 3, gl.FLOAT, 'a_Position'))\r\n return -1;\r\n if (!initArrayBuffer(gl, this.mesh.colors, 3, gl.FLOAT, 'a_Color'))\r\n return -1;\r\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.mesh.indexBuffer);\r\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.mesh.indices, gl.STATIC_DRAW);\r\n\r\n modelMatrix.setTranslate( this.x, this.y, this.z );\r\n gl.uniformMatrix4fv( u_mMatrix, false, modelMatrix.elements);\r\n\r\n gl.drawElements(gl.TRIANGLES, this.mesh.indices.length, gl.UNSIGNED_BYTE, 0);\r\n }", "getMatrix() {\n let x, y;\n\n x = this.transform.getPosition().x;\n y = this.transform.getPosition().y;\n\n this._transformMatrix.identity();\n\n //mat4.translate(this._transformMatrix, this._transformMatrix, [x, y, 0]);\n // eslint-disable-next-line\n //mat4.rotate(this._transformMatrix, this._transformMatrix, this.transform.getRotation(), [0.0, 0.0, 1.0]);\n //mat4.translate(this._transformMatrix, this._transformMatrix, [-x, -y, 0]);\n\n this._transformMatrix.translate([x, y, 0]);\n\n return this._transformMatrix.asArray();\n }", "transformPoint4(m, v, dest = math.vec4()) {\n dest[0] = m[0] * v[0] + m[4] * v[1] + m[8] * v[2] + m[12] * v[3];\n dest[1] = m[1] * v[0] + m[5] * v[1] + m[9] * v[2] + m[13] * v[3];\n dest[2] = m[2] * v[0] + m[6] * v[1] + m[10] * v[2] + m[14] * v[3];\n dest[3] = m[3] * v[0] + m[7] * v[1] + m[11] * v[2] + m[15] * v[3];\n\n return dest;\n }", "function getSTLFromScene(params) {\n var root = params.root;\n var matrix = params.matrix || new THREE.Matrix4();\n var strbuf = [];\n strbuf.push(\"solid object\");\n\n function addFace(v0, v1, v2) {\n strbuf.push(\"facet normal 0 0 0\");\n strbuf.push(\" outer loop\");\n strbuf.push(\" vertex \" + v0.x + \" \" + v0.y + \" \" + v0.z);\n strbuf.push(\" vertex \" + v1.x + \" \" + v1.y + \" \" + v1.z);\n strbuf.push(\" vertex \" + v2.x + \" \" + v2.y + \" \" + v2.z);\n strbuf.push(\" endloop\");\n strbuf.push(\"endfacet\");\n }\n function addGeometry(geometry, matrix) {\n if (!geometry) {\n return;\n }\n var vertices = geometry.vertices;\n var faces = geometry.faces;\n if (!geometry.isBufferGeometry) {\n if (!vertices || !vertices.length || !faces || !faces.length) {\n return;\n }\n }\n if (geometry.isBufferGeometry) {\n var position = geometry.getAttribute(\"position\").array || [];\n var indices;\n if (geometry.index && geometry.index.array) {\n indices = geometry.index.array || [];\n }\n var v0 = new THREE.Vector3();\n var v1 = new THREE.Vector3();\n var v2 = new THREE.Vector3();\n var a = 0;\n var b = 0;\n var c = 0;\n if (indices) {\n for (var i = 0; i < indices.length; i += 3) {\n var a = indices[i] * 3;\n var b = indices[i + 1] * 3;\n var c = indices[i + 2] * 3;\n v0.set(position[a], position[a + 1], position[a + 2]).applyMatrix4(matrix);\n v1.set(position[b], position[b + 1], position[b + 2]).applyMatrix4(matrix);\n v2.set(position[c], position[c + 1], position[c + 2]).applyMatrix4(matrix);\n addFace(v0, v1, v2);\n }\n } else {\n for (var i = 0; i < position.length; i += 9) {\n var a = i;\n var b = i + 3;\n var c = i + 6;\n v0.set(position[a], position[a + 1], position[a + 2]).applyMatrix4(matrix);\n v1.set(position[b], position[b + 1], position[b + 2]).applyMatrix4(matrix);\n v2.set(position[c], position[c + 1], position[c + 2]).applyMatrix4(matrix);\n addFace(v0, v1, v2);\n }\n }\n } else {\n var i3 = 0;\n var a = 0;\n var b = 0;\n var c = 0;\n for (var i = 0; i < faces.length; i++) {\n var face = faces[i];\n a = face.a;\n b = face.b;\n c = face.c;\n var v0 = vertices[a].clone().applyMatrix4(matrix);\n var v1 = vertices[b].clone().applyMatrix4(matrix);\n var v2 = vertices[c].clone().applyMatrix4(matrix);\n addFace(v0, v1, v2);\n }\n }\n }\n strbuf.push(\"endsolid insole\");\n\n function _doIt(iter, matrix) {\n matrix = matrix.clone().multiply(iter.matrix);\n if (iter.geometry) {\n addGeometry(iter.geometry, matrix);\n }\n for (var i = 0; i < iter.children.length; i++) {\n var child = iter.children[i];\n if (!child) {\n return;\n }\n _doIt(child, matrix);\n }\n }\n _doIt(root, matrix);\n\n return strbuf;\n}", "get vector4Value() {}", "function setupVertexShaderMatrix2(){\n var viewMatrixUniform = gl.getUniformLocation(glProgram_helicoptero, \"uVMatrix\");\n var projMatrixUniform = gl.getUniformLocation(glProgram_helicoptero, \"uPMatrix\");\n var normalMatrixUniform = gl.getUniformLocation(glProgram_helicoptero, \"uNMatrix\");\n\n mat3.fromMat4(normalMatrix,matriz_model); // normalMatrix= (inversa(traspuesta(matrizModelado)));\n\n mat3.invert(normalMatrix, normalMatrix);\n mat3.transpose(normalMatrix,normalMatrix);\n\n \n gl.uniformMatrix4fv(viewMatrixUniform, false, viewMatrix);\n gl.uniformMatrix4fv(projMatrixUniform, false, projMatrix);\n //gl.uniformMatrix4fv(normalMatrixUniform, false, normalMatrix);\n gl.uniform3f(glProgram_helicoptero.directionalColorUniform, 1.0, 1.0, 0.8);\n var lightPosition = [0.0,300.0, 10000.0]; \n gl.uniform3fv(glProgram_helicoptero.lightingDirectionUniform, lightPosition); \n}", "function importData(data) {\n // // geometry\n // var geometry = new THREE.BufferGeometry();\n\n // // attributes\n // var positions = new Float32Array( MAX_POINTS * 3 ); // 3 vertices per point\n // geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );\n var geometry = new THREE.Geometry();\n \n maxR2 = 0;\n\n var edgesAddedToMesh = {};\n\n for (var f=0; f < data.faces.length; f++) {\n var face = data.faces[f];\n for (var v=0; v < face.length; v++) {\n var nv = (v+1 >= face.length) ? 0 : v+1;\n // Check: is the reversed edge already added? If so don't add it again.\n if ([face[nv], face[v]] in edgesAddedToMesh) {\n // console.log(\"Edge already added\", face[v], face[nv]);\n continue;\n }\n // Add this edge.\n edgesAddedToMesh[[face[v], face[nv]]] = true;\n\n var v1 = data.vertices[face[v]], v2 = data.vertices[face[nv]];\n updateMaxR(v1);\n geometry.vertices.push(new THREE.Vector3(v1[0], v1[1], v1[2]));\n // was: new (Function.prototype.bind.apply(THREE.Vector3, data.vertices[face[v]-1])));\n updateMaxR(v2);\n geometry.vertices.push(new THREE.Vector3(v2[0], v2[1], v2[2]));\n // was: new (Function.prototype.bind.apply(THREE.Vector3, data.vertices[face[nv]-1])));\n }\n }\n\n maxR = Math.sqrt(maxR2);\n console.log(\"maxR: \", maxR);\n\n var material = new THREE.LineBasicMaterial( { color: 0xff888888, linewidth: 6 } ); // 0xff888888\n sphere = new THREE.LineSegments( geometry, material );\n\n scene.add(sphere);\n\n autoRotating = true; // autorotate at first\n}", "function Mesh(vertices, material) {\n\n const numVertices = vertices.length;\n\n if (numVertices % 3 !== 0) {\n throw new Error('Mesh requires there to be a multiple of 3 vertices');\n }\n\n Surface.call(this, material);\n\n this._primitives = [];\n\n for (let i = 0; i < numVertices; i += 3) {\n //console.log(i);\n const edgeAB = _subtract(vertices[i + 1], vertices[i]);\n const edgeAC = _subtract(vertices[i + 2], vertices[i]);\n this._primitives.push({\n vertexA: vertices[i],\n vertexB: vertices[i + 1],\n vertexC: vertices[i + 2],\n edgeAB: edgeAB,\n edgeAC: edgeAC,\n normal: _normalise(_crossProduct(edgeAB, edgeAC))\n });\n }\n\n}", "function uploadProjectionMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, pMatrix);\r\n}", "constructor() {\n this.numLights = 100;\n this.extentMin = vec3.fromValues(-14, -1, -6);\n this.extentMax = vec3.fromValues(14, 20, 6);\n const extent = vec3.create();\n vec3.sub(extent, this.extentMax, this.extentMin);\n\n // layout:\n // vec4 position;\n // vec3 color; float radius;\n this.lightDataStride = 64; // offset 256 / 4 byte\n this.data = new Float32Array(this.numLights * this.lightDataStride);\n\n // init\n let offset = 0;\n for (let i = 0; i < this.numLights; i++) {\n offset = this.lightDataStride * i;\n //position\n for (let i = 0; i < 3; i++) {\n tmpVec4[i] = Math.random() * extent[i] + this.extentMin[i];\n }\n tmpVec4[3] = 1;\n this.setV4(this.data, offset, tmpVec4);\n // color\n tmpVec4[0] = Math.random() * 2;\n tmpVec4[1] = Math.random() * 2;\n tmpVec4[2] = Math.random() * 2;\n // radius\n tmpVec4[3] = 4.0;\n this.setV4(this.data, offset + 4, tmpVec4);\n }\n }", "function uploadProjectionMatrixToShader() {\r\n gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, \r\n false, pMatrix);\r\n}", "function multiMaterial(geometry){\n\tgeometry.computeFaceNormals();\n\tgeometry.faces.forEach((e,i) =>{\n\t\tif (e.normal.x == 1)\n\t\t\te.materialIndex = 0;\n\t\telse if(e.normal.x == -1)\n\t\t\te.materialIndex = 1;\n\t\telse if(e.normal.y == 1)\n\t\t\te.materialIndex = 2;\n\t\telse if(e.normal.y == -1)\n\t\t\te.materialIndex = 3;\n\t\telse if(e.normal.z == 1)\n\t\t\te.materialIndex = 4;\n\t\telse if(e.normal.z == -1)\n\t\t\te.materialIndex = 5;\n\n\t})\n\treturn geometry;\n}", "identityMat4(mat = new Float32Array(16)) {\n mat[0] = 1.0;\n mat[1] = 0.0;\n mat[2] = 0.0;\n mat[3] = 0.0;\n\n mat[4] = 0.0;\n mat[5] = 1.0;\n mat[6] = 0.0;\n mat[7] = 0.0;\n\n mat[8] = 0.0;\n mat[9] = 0.0;\n mat[10] = 1.0;\n mat[11] = 0.0;\n\n mat[12] = 0.0;\n mat[13] = 0.0;\n mat[14] = 0.0;\n mat[15] = 1.0;\n\n return mat;\n }", "perspectiveMat4(fovyrad, aspectratio, znear, zfar, m) {\n const pmin = [];\n const pmax = [];\n\n pmin[2] = znear;\n pmax[2] = zfar;\n\n pmax[1] = pmin[2] * Math.tan(fovyrad / 2.0);\n pmin[1] = -pmax[1];\n\n pmax[0] = pmax[1] * aspectratio;\n pmin[0] = -pmax[0];\n\n return math.frustumMat4v(pmin, pmax, m);\n }", "function uploadModelViewMatrixToShader() {\r\n\tgl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\r\n}", "function Matrix4x4() {\n this.elements = Array(16);\n this.loadIdentity();\n}", "function uploadModelViewMatrixToShader() {\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\n}", "function uploadModelViewMatrixToShader() {\n gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, mvMatrix);\n}" ]
[ "0.6328369", "0.6328369", "0.6328369", "0.6323174", "0.62656075", "0.62656075", "0.624144", "0.62013066", "0.62013066", "0.6185462", "0.6185462", "0.6185462", "0.61698306", "0.61698306", "0.61698306", "0.599814", "0.593985", "0.5923902", "0.59119546", "0.5902971", "0.5896643", "0.5891995", "0.58774257", "0.58576584", "0.5831547", "0.58272946", "0.58008605", "0.579566", "0.5791126", "0.57759917", "0.5748455", "0.57466257", "0.5727737", "0.5714221", "0.5713531", "0.5701863", "0.56759256", "0.56656706", "0.56530714", "0.5649259", "0.5634902", "0.5628353", "0.56277674", "0.5617723", "0.5613325", "0.5598241", "0.5595293", "0.5584688", "0.5558353", "0.5550093", "0.55472445", "0.5546359", "0.55424005", "0.55225897", "0.5507372", "0.5489141", "0.54802185", "0.5479682", "0.5464395", "0.54520404", "0.54453236", "0.5440193", "0.5438271", "0.54252297", "0.5422799", "0.54174066", "0.5415696", "0.54142374", "0.541162", "0.540207", "0.5392834", "0.53882456", "0.5379201", "0.5376958", "0.53746104", "0.5372862", "0.53697497", "0.53656876", "0.5356223", "0.5355282", "0.53495836", "0.53495836", "0.5348752", "0.5332438", "0.5331034", "0.53165144", "0.5315594", "0.5315304", "0.5314984", "0.53057355", "0.5303047", "0.5299582", "0.5299064", "0.52977765", "0.5294309", "0.5292396", "0.52899724", "0.5282849", "0.5281473", "0.5281473" ]
0.76668817
0
merge another geom into self:
function geomAppend(self, other) { assert(!!self.indices === !!other.indices, "can't merge geometries if only one of them uses indices") assert(!!self.normals === !!other.normals, "can't merge geometries if only one of them uses normals") assert(!!self.texCoords === !!other.texCoords, "can't merge geometries if only one of them uses texCoords") // indicies are a special case: if (self.indices && other.indices) { const ni = self.indices.length const offset = self.vertices.length/3; const ar = new Uint16Array(ni + other.indices.length) ar.set(self.indices) for (let i=0; i<other.indices.length; i++) { ar[ni + i] = other.indices[i] + offset } self.indices = ar; } for (let k of ["vertices", "normals", "texCoords"]) { if (self[k] && other[k]) { const ar = new Float32Array(self[k].length + other[k].length) ar.set(self[k]) ar.set(other[k], self[k].length) self[k] = ar; } } return self; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function combineGeoRect( rect1, rect2 ){\r\n\tif(!rect1.is_valid && !rect2.is_valid){\r\n\t\treturn new GeoRect();\r\n\t}\r\n\t\r\n\tif(rect1.is_valid && !rect2.is_valid){\r\n\t\treturn rect1.clone();\r\n\t}\r\n\t\r\n\tif(!rect1.is_valid && rect2.is_valid){\r\n\t\treturn rect2.clone();\r\n\t}\r\n\t\r\n\tvar merge = new GeoRect();\r\n\tmerge.is_valid = true;\r\n\t\r\n\tmerge.min_lat = rect1.min_lat < rect2.min_lat ? rect1.min_lat : rect2.min_lat;\r\n\tmerge.max_lat = rect1.max_lat > rect2.max_lat ? rect1.max_lat : rect2.max_lat;\r\n\tmerge.min_lng = rect1.min_lng < rect2.min_lng ? rect1.min_lng : rect2.min_lng;\r\n\tmerge.max_lng = rect1.max_lng > rect2.max_lng ? rect1.max_lng : rect2.max_lng;\r\n\t\r\n\treturn merge;\r\n}", "function merge(a, b) {\n if (!a) return b;\n if (!b) return a;\n if (a === b) return a;\n a.top = Math.min(a.top, b.top);\n a.left = Math.min(a.left, b.left);\n a.right = Math.max(a.right, b.right);\n a.bottom = Math.max(a.bottom, b.bottom);\n a.cells = a.cells.concat(b.cells);\n for (var cell in cells) {\n if (cells[cell] === b) {\n cells[cell] = a;\n }\n }\n return a;\n }", "function merge(n1, n2) {\n n1.eval = n2.eval;\n if (n2.glyphs) n1.glyphs = n2.glyphs;\n n2.comments && n2.comments.forEach(function(c) {\n if (!n1.comments) n1.comments = [c];\n else if (!n1.comments.filter(function(d) {\n return d.text === c.text;\n }).length) n1.comments.push(c);\n });\n n2.children.forEach(function(c) {\n var existing = childById(n1, c.id);\n if (existing) merge(existing, c);\n else n1.children.push(c);\n });\n}", "merge() {\r\n }", "merge(other) {\n return null;\n }", "merge() {\n\n\t\tconst children = this.children;\n\n\t\tlet i, l;\n\t\tlet child;\n\n\t\tif(children !== null) {\n\n\t\t\tthis.points = [];\n\t\t\tthis.data = [];\n\n\t\t\tfor(i = 0, l = children.length; i < l; ++i) {\n\n\t\t\t\tchild = children[i];\n\n\t\t\t\tif(child.points !== null) {\n\n\t\t\t\t\tthis.points.push(...child.points);\n\t\t\t\t\tthis.data.push(...child.data);\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.children = null;\n\n\t\t}\n\n\t}", "function merge()\n\t{\n\t\tif (this.points !== null)\n\t\t{\n\t\t\tthrow new Error(\"Cannot merge a QuadTree that is a leaf node\");\n\t\t}\n\t\t\n\t\tfunction addAllPoints(pointsArray, quadTreeNode) {\n\t\t\tif (quadTreeNode.points === null)\n\t\t\t\tthrow new Error(\"Child node is not a leaf node\");\n\t\t\t\n\t\t\tpointsArray.concat(quadTreeNode.points);\n\t\t}\n\t\t\n\t\tthis.points = [];\n\t\t\n\t\taddAllPoints(this.points, this.topLeft);\n\t\taddAllPoints(this.points, this.topRight);\n\t\taddAllPoints(this.points, this.bottomLeft);\n\t\taddAllPoints(this.points, this.bottomRight);\n\t\t\n\t\tthis.topLeft = null;\n\t\tthis.topRight = null;\n\t\tthis.bottomLeft = null;\n\t\tthis.bottomRight = null;\n\t}", "merge(box) {\n let x = Math.min(this.x, box.x);\n let y = Math.min(this.y, box.y);\n let width = Math.max(this.x + this.width, box.x + box.width) - x;\n let height = Math.max(this.y + this.height, box.y + box.height) - y;\n return new Box_Box(x, y, width, height);\n }", "function merge_node(source_node_id, target_node_id, compressing) {\n $.each(edges_of(get_ellipse(source_node_id)), function(index, edge) {\n if (edge.is_incoming == true) {\n edge.attach_endpoint(target_node_id);\n } else {\n edge.attach_startpoint(target_node_id, compressing);\n }\n });\n if (!compressing) {\n // Add source node witnesses to target node\n // TODO see if we can get this info from the server\n // NOTE: this may need to be more complex to account for witness layers\n $.each(readingdata[source_node_id].witnesses, function(i, d) {\n readingdata[target_node_id].witnesses.push(d)\n });\n }\n delete_reading(source_node_id);\n // Remove any relation paths that belonged to this node\n var relselector = 'g.relation[id*=\"' + source_node_id + '\"]';\n $(relselector).remove();\n // Remove the SVG node itself\n $(jq(source_node_id)).remove();\n}", "function merge$2 () {\n\n var merge = noop,\n algorithm = identity;\n\n var mergeCompute = function mergeCompute(data) {\n return d3.zip(data, algorithm(data)).map(function (tuple) {\n return merge(tuple[0], tuple[1]);\n });\n };\n\n mergeCompute.algorithm = function (x) {\n if (!arguments.length) {\n return algorithm;\n }\n algorithm = x;\n return mergeCompute;\n };\n\n mergeCompute.merge = function (x) {\n if (!arguments.length) {\n return merge;\n }\n merge = x;\n return mergeCompute;\n };\n\n return mergeCompute;\n }", "function union (r1, r2) {\n var left = Math.min(r1.left, r2.left);\n var top = Math.min(r1.top, r2.top);\n var right = Math.max(r1.right, r2.right);\n var bottom = Math.max(r1.bottom, r2.bottom);\n return {\n left: left,\n top: top, \n right: right,\n bottom: bottom\n };\n }", "static unionRect(b1, b2) {\n\t\tvar x = Math.min(b1.x, b2.x);\n\t\tvar y = Math.min(b1.y, b2.y);\n\t\tvar width = Math.max(b1.x + b1.width, b2.x + b2.width) - x;\n\t\tvar height = Math.max(b1.y + b1.height, b2.y + b2.height) - y;\n\t\treturn {\n\t\t\tx: x,\n\t\t\ty: y,\n\t\t\twidth: width,\n\t\t\theight: height\n\t\t};\n\t}", "function merge() {\n return new Merge(slicer.call(arguments, 0))\n}", "function setFeature(){\n feature = group.selectAll(\"path\")\n .data(collection2.features)\n .enter()\n .append(\"path\")\n .attr(\"id\",\"overlay\");\n }", "drawShape(...shapes) {\n shapes = shapes.map((s) => {\n if (s instanceof Shape) return s;\n return new Shape(this.POLYGON, undefined, s);\n });\n this.currentShape = shapes[0].copy();\n for (let i = 1; i < shapes.length; i++) {\n this.currentShape.merge(shapes[i]);\n }\n this.end();\n }", "function merge(obj1, obj2) {\n return Object.assign(obj1, obj2);\n}", "function joinData(b, data){\n //loop through csv to assign each set of csv attribute values to geojson region\n for (var i=0; i<data.length; i++){\n var csvRegion = data[i]; //the current region\n var csvKey = data[i].Country; //the CSV primary key\n //console.log(data[i].Country)\n //loop through geojson regions to find correct region\n for (var a=0; a<b.features.length; a++){ \n var geojsonProps = b.features[a].properties; //gj props\n var geojsonKey = geojsonProps.ADMIN; //the geojson primary key\n //where primary keys match, transfer csv data to geojson properties object\n if (geojsonKey == csvKey){\n //assign all attributes and values\n attrArray.forEach(function(attr){\n var val = parseFloat(csvRegion[attr]); //get csv attribute value\n geojsonProps[attr] = val; //assign attribute and value to geojson properties\n });\n };\n\n };\n };\n return b;\n }", "function merge(a, b) {\n if ( a ) {\n for ( var property in b ) {\n if ( !hasOwnProperty.call(a, property) ) {\n a[property] = b[property];\n }\n }\n } else {\n return merge({}, b);\n }\n\n return a;\n }", "function merge(objA, objB) {\n let minegood = objA;\n return Object.assign(objA, objB);\n}", "function updateXYLocations()\n{\n var fixations = svg.select('#plotG').selectAll('circle');\n fixations\n .attr(\"cx\", d => xScale(d.x))\n .attr(\"cy\", d => yScale(d.y))\n .attr(\"r\", d => rScale(d.duration));\n \n var saccades = svg.select('#plotG').selectAll('line');\n saccades\n .attr('x1', function(d,i){\n var prev = (i>0) ? mergedData[i-1] : d;\n return xScale(prev.x);\n })\n .attr('y1', function(d,i){\n var prev = (i>0) ? mergedData[i-1] : d;\n return yScale(prev.y);\n })\n .attr('x2', d => xScale(d.x))\n .attr('y2', d => yScale(d.y));\n\n var convexhull = svg.select('#convexhull');\n //put scaled d.x and d.y into vertices\n vertices = [];\n mergedData.forEach(function(d,i){\n vertices[i] = [xScale(d.x), yScale(d.y)]; //for convex hull\n });\n convexhull.datum(d3.polygonHull(vertices))\n .attr(\"points\", function(d) { return d.join(\" \"); });\n}", "union(_rect) {\n return new HRect(\n Math.min(this.left, _rect.left), Math.min(this.top, _rect.top),\n Math.max(this.right, _rect.right), Math.max(this.bottom, _rect.bottom)\n );\n }", "function mergeInto(o1, o2) {\n if(o1 == null || o2 == null) return o1;\n\n for(var key in o2) if(o2.hasOwnProperty(key)) o1[key] = o2[key];\n\n return o1;\n }", "function update(){\n \n two.remove(lines);\n two.remove(pointMarkers);\n \n Point.createLines();\n Point.addPoints();\n \n two.update();\n}", "merge(tree) {\n let arr = tree.toArray();\n for(let i=0; i<arr.length; i++) {\n this.add(arr[i]);\n }\n }", "function merge(objA, objB) {\n return Object.assign(objA, objB);\n}", "merge(existing, incoming) {\n const edges = [\n ...(existing ? existing.edges : []),\n ...incoming.edges\n ];\n\n return {...incoming, ...{edges}};\n }", "mergeNodes(node1, node2) {\n const mergedProps = merge(cloneDeep(node1.props), node2.props);\n const mergedChildren = this.mergeChildren(node1.props.children, node2.props.children);\n return this.setId(React.cloneElement(node1, mergedProps, mergedChildren));\n }", "function merge() {\n var i,\n args = arguments,\n len,\n ret = {},\n doCopy = function (copy, original) {\n var value, key;\n \n // An object is replacing a primitive\n if (typeof copy !== 'object') {\n copy = {};\n }\n \n for (key in original) {\n if (original.hasOwnProperty(key)) {\n value = original[key];\n \n // Copy the contents of objects, but not arrays or DOM nodes\n if (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]'\n && key !== 'renderTo' && typeof value.nodeType !== 'number') {\n copy[key] = doCopy(copy[key] || {}, value);\n \n // Primitives and arrays are copied over directly\n } else {\n copy[key] = original[key];\n }\n }\n }\n return copy;\n };\n \n // If first argument is true, copy into the existing object. Used in setOptions.\n if (args[0] === true) {\n ret = args[1];\n args = Array.prototype.slice.call(args, 2);\n }\n \n // For each argument, extend the return\n len = args.length;\n for (i = 0; i < len; i++) {\n ret = doCopy(ret, args[i]);\n }\n \n return ret;\n }", "function mergeData(to,from){if(!from){return to;}var key,toVal,fromVal;var keys=Object.keys(from);for(var i=0;i<keys.length;i++){key=keys[i];toVal=to[key];fromVal=from[key];if(!hasOwn(to,key)){set(to,key,fromVal);}else if(isPlainObject(toVal)&&isPlainObject(fromVal)){mergeData(toVal,fromVal);}}return to;}", "function mergeData(to,from){if(!from){return to;}var key,toVal,fromVal;var keys=Object.keys(from);for(var i=0;i<keys.length;i++){key=keys[i];toVal=to[key];fromVal=from[key];if(!hasOwn(to,key)){set(to,key,fromVal);}else if(isPlainObject(toVal)&&isPlainObject(fromVal)){mergeData(toVal,fromVal);}}return to;}", "function merge() {\n var i,\n args = arguments,\n len,\n ret = {},\n doCopy = function (copy, original) {\n var value, key;\n\n // An object is replacing a primitive\n if (typeof copy !== 'object') {\n copy = {};\n }\n\n for (key in original) {\n if (original.hasOwnProperty(key)) {\n value = original[key];\n\n // Copy the contents of objects, but not arrays or DOM nodes\n if (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]' &&\n key !== 'renderTo' && typeof value.nodeType !== 'number') {\n copy[key] = doCopy(copy[key] || {}, value);\n\n // Primitives and arrays are copied over directly\n } else {\n copy[key] = original[key];\n }\n }\n }\n return copy;\n };\n\n // If first argument is true, copy into the existing object. Used in setOptions.\n if (args[0] === true) {\n ret = args[1];\n args = Array.prototype.slice.call(args, 2);\n }\n\n // For each argument, extend the return\n len = args.length;\n for (i = 0; i < len; i++) {\n ret = doCopy(ret, args[i]);\n }\n\n return ret;\n }", "function mergeData(to,from){if(!from){return to;}var key,toVal,fromVal;var keys=Object.keys(from);for(var i=0;i<keys.length;i++){key=keys[i];toVal=to[key];fromVal=from[key];if(!hasOwn(to,key)){set$1(to,key,fromVal);}else if(isPlainObject(toVal)&&isPlainObject(fromVal)){mergeData(toVal,fromVal);}}return to;}", "function mergetwo(objA, objB) {\n return Object.assign(objA, objB);\n}", "function merge(object1, object2) {\n return Object.assign({}, object1, object2);\n}", "function dataJoin () {\n var selector = 'g',\n children = false,\n element = 'g',\n attr = {},\n key = index;\n\n var dataJoin = function dataJoin(container, data) {\n\n var joinedData = data || identity;\n\n // Can't use instanceof d3.selection (see #458)\n if (!(container.selectAll && container.node)) {\n container = d3.select(container);\n }\n\n // update\n var selection = container.selectAll(selector);\n if (children) {\n // in order to support nested selections, they can be filtered\n // to only return immediate children of the container\n selection = selection.filter(function () {\n return this.parentNode === container.node();\n });\n }\n var updateSelection = selection.data(joinedData, key);\n\n // enter\n // when container is a transition, entering elements fade in (from transparent to opaque)\n // N.B. insert() is used to create new elements, rather than append(). insert() behaves in a special manner\n // on enter selections - entering elements will be inserted immediately before the next following sibling\n // in the update selection, if any.\n // This helps order the elements in an order consistent with the data, but doesn't guarantee the ordering;\n // if the updating elements change order then selection.order() would be required to update the order.\n // (#528)\n var enterSelection = updateSelection.enter().insert(element) // <<<--- this is the secret sauce of this whole file\n .attr(attr).style('opacity', effectivelyZero);\n\n // exit\n // when container is a transition, exiting elements fade out (from opaque to transparent)\n var exitSelection = d3.transition(updateSelection.exit()).style('opacity', effectivelyZero).remove();\n\n // when container is a transition, all properties of the transition (which can be interpolated)\n // will transition\n updateSelection = d3.transition(updateSelection).style('opacity', 1);\n\n updateSelection.enter = d3.functor(enterSelection);\n updateSelection.exit = d3.functor(exitSelection);\n return updateSelection;\n };\n\n dataJoin.selector = function (x) {\n if (!arguments.length) {\n return selector;\n }\n selector = x;\n return dataJoin;\n };\n dataJoin.children = function (x) {\n if (!arguments.length) {\n return children;\n }\n children = x;\n return dataJoin;\n };\n dataJoin.element = function (x) {\n if (!arguments.length) {\n return element;\n }\n element = x;\n return dataJoin;\n };\n dataJoin.attr = function (x) {\n if (!arguments.length) {\n return attr;\n }\n\n if (arguments.length === 1) {\n attr = arguments[0];\n } else if (arguments.length === 2) {\n var dataKey = arguments[0];\n var value = arguments[1];\n\n attr[dataKey] = value;\n }\n\n return dataJoin;\n };\n dataJoin.key = function (x) {\n if (!arguments.length) {\n return key;\n }\n key = x;\n return dataJoin;\n };\n\n return dataJoin;\n }", "function merge_left(source_node_id, target_node_id) {\n $.each(edges_of(get_ellipse(source_node_id)), function(index, edge) {\n if (edge.is_incoming == true) {\n edge.attach_endpoint(target_node_id);\n }\n });\n $(jq(source_node_id)).remove();\n}", "function merge() {\n var i,\n args = arguments,\n len,\n ret = {},\n doCopy = function (copy, original) {\n var value, key;\n\n // An object is replacing a primitive\n if (typeof copy !== 'object') {\n copy = {};\n }\n\n for (key in original) {\n if (original.hasOwnProperty(key)) {\n value = original[key];\n\n // Copy the contents of objects, but not arrays or DOM nodes\n if (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]' &&\n key !== 'renderTo' && typeof value.nodeType !== 'number') {\n copy[key] = doCopy(copy[key] || {}, value);\n\n // Primitives and arrays are copied over directly\n } else {\n copy[key] = original[key];\n }\n }\n }\n return copy;\n };\n\n // If first argument is true, copy into the existing object. Used in setOptions.\n if (args[0] === true) {\n ret = args[1];\n args = Array.prototype.slice.call(args, 2);\n }\n\n // For each argument, extend the return\n len = args.length;\n for (i = 0; i < len; i++) {\n ret = doCopy(ret, args[i]);\n }\n\n return ret;\n }", "mergeNewPiece(){\n\t\t//First assign a copy of board to mergedBoard\n\t\tthis.mergedBoard = [...this.board];\n\t\t//Then merge the new piece to mergedBoard\n\t\tthis.mergeNewPieceTo(this.mergedBoard);\n\t}", "function mergePolygons(poly) {\n \tvar merged = [],\n \t edges = [];\n \n // traverse all edges and mark how may times, each one is used.\n \tpoly.forEach(function (p, pi) {\n \tp.edges.forEach(function (e, ei) {\n \tif (e.edge.use === undefined)\n \t e.edge.use = { count: 1, poly: [pi], index: [ei] };\n else {\n ++e.edge.use.count;\n e.edge.use.poly.push(pi);\n e.edge.use.index.push(ei);\n }\n \t});\n \t});\n \t\n \tfor (var started = null, pi = 0, ei = 0;true; ++ei) {\n \t// ensure that we're within boundaries\n \tif (ei >= poly[pi].edges.length) {\n ei = 0;\n if (started === null)\n ++pi;\n }\n \t\n \t// we've made a circle around\n \tif (started !== null && pi == started[0] && ei == started[1])\n \t\tbreak;\n \t\t\n \tvar edge = poly[pi].edges[ei];\n \t\n \t\tif (1 == edge.edge.use.count) {\n \tvar s = edge.start();\n \t merged.push([s.x, s.y]);\n \t edges.push(edge);\n \t if (started === null)\n \t started = [pi, ei];\n }\n else if (started !== null) {\n var ni = ccLib.findIndex(edge.edge.use.poly, function (p) { return p != pi; });\n pi = edge.edge.use.poly[ni];\n ei = edge.edge.use.index[ni];\n }\n \t}\n \n // traverse again to delete the usage counter\n \tpoly.forEach(function (p, pi) {\n \tp.edges.forEach(function (e, ei) {\n delete e.edge.use;\n \t});\n \t});\n \t\n \tmerged.edges = edges;\n \treturn merged;\n }", "function astObjectExpressionMerge (a, b) {\n if (!a.properties) {\n console.log(a, b)\n }\n const aMap = new Map(a.properties.map((o, i) => [o.key.name, i]))\n b.properties.forEach(bOp => {\n const key = bOp.key.name // 'mongodb'\n if (aMap.has(key)) {\n const aOp = a.properties[aMap.get(key)]\n // key node exists\n if (\n aOp.value.type === 'ObjectExpression' &&\n bOp.value.type === 'ObjectExpression'\n ) {\n astObjectExpressionMerge(aOp.value, bOp.value)\n } else if (\n aOp.value.type === 'ArrayExpression' &&\n bOp.value.type === 'ArrayExpression'\n ) {\n if (bOp.value.elements.length !== 0) {\n a.properties[aMap.get(key)] = bOp\n }\n } else {\n // find and replace current key node\n a.properties[aMap.get(key)] = bOp\n // for (let i = 0; i < a.properties.length; i++) {\n // if (a.properties[i].key.name === key) {\n // a.properties[i] = bOp\n // }\n // }\n }\n } else {\n // no key node\n // insert into last position\n a.properties.push(bOp)\n }\n })\n }", "function drawMergeLine(x0,y0,x1,y1){\n drawLine(mLine,null,x0,y0,x1,y1);\n }", "function mergeCollection(current, prev) {\n return ee.ImageCollection(prev).merge(current)\n }", "function object_merge(object1, object2){\n if ( object1 != null && object1.length == 0 )\n {\n object1=null\n }\n if ( object2 != null && object2.length == 0 )\n {\n object2=null\n }\n if (object1 == null && object2 == null)\n {\n return null\n }\n if (object1 == null && object2 != null)\n {\n return object2\n }\n if (object1 != null && object2 == null)\n {\n return object1\n }\n \n // create base object as clone of object1\n merged_object=JSON.parse(JSON.stringify(object1))\n //this.log(\"MERGED_OBJECT_BASE:\" + JSON.stringify(merged_object))\n \n // amend or append from object 2 (which may not be an object!)\n if (isObject(object2))\n {\n object2_keys=Object.keys(object2)\n for(var o = 0; o < object2_keys.length; o++) \n {\n object2_key=object2_keys[o]\n merged_object[object2_key]=object2[object2_key]\n // this.log(\"MERGED_OBJECT[\" + object2_key + \"]:\" + JSON.stringify(object2[object2_key]))\n }\n } else if (isArray(object2)) {\n merged_object=object2\n } else {\n // deal with case when munged credential object by this point is no longer an object '{\"X\":\"Y\"}', but just \"Y\"\n merged_object['value']=object2\n }\n \n return merged_object\n}", "function merge(target, source) {\n target.additionalNodes = target.additionalNodes || [];\n target.additionalNodes.push(source.node);\n if (source.additionalNodes) {\n (_a = target.additionalNodes).push.apply(_a, source.additionalNodes);\n }\n target.children = ts.concatenate(target.children, source.children);\n if (target.children) {\n mergeChildren(target.children);\n sortChildren(target.children);\n }\n var _a;\n }", "function merge() {\n\tvar i,\n\t\targs = arguments,\n\t\tlen,\n\t\tret = {},\n\t\tdoCopy = function (copy, original) {\n\t\t\tvar value, key;\n\n\t\t\t// An object is replacing a primitive\n\t\t\tif (typeof copy !== 'object') {\n\t\t\t\tcopy = {};\n\t\t\t}\n\n\t\t\tfor (key in original) {\n\t\t\t\tif (original.hasOwnProperty(key)) {\n\t\t\t\t\tvalue = original[key];\n\n\t\t\t\t\t// Copy the contents of objects, but not arrays or DOM nodes\n\t\t\t\t\tif (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]' &&\n\t\t\t\t\t\t\tkey !== 'renderTo' && typeof value.nodeType !== 'number') {\n\t\t\t\t\t\tcopy[key] = doCopy(copy[key] || {}, value);\n\t\t\t\t\n\t\t\t\t\t// Primitives and arrays are copied over directly\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcopy[key] = original[key];\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn copy;\n\t\t};\n\n\t// If first argument is true, copy into the existing object. Used in setOptions.\n\tif (args[0] === true) {\n\t\tret = args[1];\n\t\targs = Array.prototype.slice.call(args, 2);\n\t}\n\n\t// For each argument, extend the return\n\tlen = args.length;\n\tfor (i = 0; i < len; i++) {\n\t\tret = doCopy(ret, args[i]);\n\t}\n\n\treturn ret;\n}", "function merge(object) {\n return this.clone().update(object);\n }", "function merge(a, b) {\n const c = Object.assign({}, a, b);\n return c;\n}", "function merge() {\n\t\tvar i,\n\t\t\targs = arguments,\n\t\t\tlen,\n\t\t\tret = {},\n\t\t\tdoCopy = function (copy, original) {\n\t\t\t\tvar value, key;\n\n\t\t\t\t// An object is replacing a primitive\n\t\t\t\tif (typeof copy !== 'object') {\n\t\t\t\t\tcopy = {};\n\t\t\t\t}\n\n\t\t\t\tfor (key in original) {\n\t\t\t\t\tif (original.hasOwnProperty(key)) {\n\t\t\t\t\t\tvalue = original[key];\n\n\t\t\t\t\t\t// Copy the contents of objects, but not arrays or DOM nodes\n\t\t\t\t\t\tif (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]'\n\t\t\t\t\t\t\t\t&& key !== 'renderTo' && typeof value.nodeType !== 'number') {\n\t\t\t\t\t\t\tcopy[key] = doCopy(copy[key] || {}, value);\n\t\t\t\t\t\n\t\t\t\t\t\t// Primitives and arrays are copied over directly\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcopy[key] = original[key];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t};\n\n\t\t// If first argument is true, copy into the existing object. Used in setOptions.\n\t\tif (args[0] === true) {\n\t\t\tret = args[1];\n\t\t\targs = Array.prototype.slice.call(args, 2);\n\t\t}\n\n\t\t// For each argument, extend the return\n\t\tlen = args.length;\n\t\tfor (i = 0; i < len; i++) {\n\t\t\tret = doCopy(ret, args[i]);\n\t\t}\n\n\t\treturn ret;\n\t}", "duplicateFrom(oldSolid) {\n\t\tthis.fromString(oldSolid.toString(), oldSolid._octree.boundingBox.edge)\n\t}", "function merge() {\n\t\tvar i,\n\t\t\targs = arguments,\n\t\t\tlen,\n\t\t\tret = {},\n\t\t\tdoCopy = function (copy, original) {\n\t\t\t\tvar value, key;\n\n\t\t\t\t// An object is replacing a primitive\n\t\t\t\tif (typeof copy !== 'object') {\n\t\t\t\t\tcopy = {};\n\t\t\t\t}\n\n\t\t\t\tfor (key in original) {\n\t\t\t\t\tif (original.hasOwnProperty(key)) {\n\t\t\t\t\t\tvalue = original[key];\n\n\t\t\t\t\t\t// Copy the contents of objects, but not arrays or DOM nodes\n\t\t\t\t\t\tif (value && typeof value === 'object' && Object.prototype.toString.call(value) !== '[object Array]' &&\n\t\t\t\t\t\t\t\tkey !== 'renderTo' && typeof value.nodeType !== 'number') {\n\t\t\t\t\t\t\tcopy[key] = doCopy(copy[key] || {}, value);\n\t\t\t\t\t\n\t\t\t\t\t\t// Primitives and arrays are copied over directly\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcopy[key] = original[key];\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\treturn copy;\n\t\t\t};\n\n\t\t// If first argument is true, copy into the existing object. Used in setOptions.\n\t\tif (args[0] === true) {\n\t\t\tret = args[1];\n\t\t\targs = Array.prototype.slice.call(args, 2);\n\t\t}\n\n\t\t// For each argument, extend the return\n\t\tlen = args.length;\n\t\tfor (i = 0; i < len; i++) {\n\t\t\tret = doCopy(ret, args[i]);\n\t\t}\n\n\t\treturn ret;\n\t}", "function AstroGeometry() {}", "compareTwoGeometries() {\n this.sendAction('clear');\n this.sendAction('compareTwoGeometries', 'open');\n }", "function extendShape(opts) {\n\t return Path.extend(opts);\n\t }", "updateClosetGV() {\n let closetFaces = this.closet.getClosetFaces().entries();\n let closetInitialFaces = this.closet.getInitialClosetFaces().entries();\n for (let closetFace of closetFaces) {\n let closet_face = closetFace[\"1\"].mesh();\n let closet_initial_face = closetInitialFaces.next().value[\"1\"];\n closet_face.scale.x = this.getNewScaleValue(closet_initial_face.width(), closetFace[\"1\"].width(), closet_face.scale.x);\n closet_face.scale.y = this.getNewScaleValue(closet_initial_face.height(), closetFace[\"1\"].height(), closet_face.scale.y);\n closet_face.scale.z = this.getNewScaleValue(closet_initial_face.depth(), closetFace[\"1\"].depth(), closet_face.scale.z);\n closet_face.position.x = closetFace[\"1\"].X();\n closet_face.position.y = closetFace[\"1\"].Y();\n closet_face.position.z = closetFace[\"1\"].Z();\n }\n\n let closetSlotFaces = this.closet.getClosetSlotFaces();\n let closetInitialSlotFaces = this.closet.getInitialClosetSlotFaces();\n\n for (let i = 0; i < closetSlotFaces.length; i++) {\n let closetSlotFace = closetSlotFaces[i];\n let closet_slot_face = closetSlotFace.mesh();\n let closet_initial_slot_face = closetInitialSlotFaces[i];\n closet_slot_face.scale.x = this.getNewScaleValue(closet_initial_slot_face.width(), closetSlotFace.width(), closet_slot_face.scale.x);\n closet_slot_face.scale.y = this.getNewScaleValue(closet_initial_slot_face.height(), closetSlotFace.height(), closet_slot_face.scale.y);\n closet_slot_face.scale.z = this.getNewScaleValue(closet_initial_slot_face.depth(), closetSlotFace.depth(), closet_slot_face.scale.z);\n closet_slot_face.position.x = closetSlotFace.X();\n closet_slot_face.position.y = closetSlotFace.Y();\n closet_slot_face.position.z = closetSlotFace.Z();\n console.log(closetSlotFace);\n }\n }", "function mergeObject(objA, objB) {\n return Object.assign(objA, objB);\n}", "function swapArrayGs(ind1, ind2) {\n \n var g1 = d3.select('#artextg' + ind1)\n var gx1 = g1.attr('x')\n var g2 = d3.select('#artextg' + ind2)\n var gx2 = g2.attr('x')\n var g1Start = g1.select('text').text();\n var g2Start = g2.select('text').text()\n \n // console.log('startiing val ', g1Start)\n var xdis = gx2 - gx1\n \n g1.select('text').transition()\n .duration(duration)\n .attr(\"transform\", \"translate(\" + xdis + ', 0)')\n .on('end', function(d,i){\n // console.log('d = ', d, 'this = ???', this)\n g1.select('text').attr('transform','translate(0, 0)').text(g2Start);\n })\n \n g2.select('text').transition()\n .duration(duration)\n .attr(\"transform\", \"translate(\" + (-xdis) + ', 0)')\n .on('end', function(d,i){\n // console.log('d = ', d, 'this = ???', this)\n g2.select('text').attr('transform','translate(0, 0)').text(g1Start);\n updateRectSizes();\n })\n }", "updateInterpolatedGeometry() {\n if (this.clone_) {\n const originalGeom = this.clone_.getGeometry();\n if (originalGeom) {\n const interpolatedGeom = originalGeom.clone();\n interpolatedGeom.unset(interpolate.METHOD_FIELD, true);\n\n interpolate.beginTempInterpolation(undefined, this.interpolationMethod_);\n interpolate.interpolateGeom(interpolatedGeom);\n interpolate.endTempInterpolation();\n\n this.clone_.set(INTERPOLATED_GEOMETRY, interpolatedGeom);\n\n this.updateInterpolatedRBush();\n }\n }\n }", "function merge_objs(source,target) {\n\t\tfor (var k in source) { if (source.hasOwnProperty(k)) {\n\t\t\ttarget[k] = source[k]; // TODO: does this need to be recursive for our purposes?\n\t\t}}\n\t\treturn target;\n\t}", "function mergeLayers() {\r\n var baseRect = base_canvas.getBoundingClientRect();\r\n var baseCtx = base_canvas.getContext(\"2d\");\r\n [...document.querySelectorAll(\"canvas\")].forEach(canvas => {\r\n var topRect = canvas.getBoundingClientRect();\r\n baseCtx.drawImage(\r\n canvas,\r\n topRect.left - baseRect.left,\r\n topRect.top - baseRect.top\r\n );\r\n });\r\n removeOverlayingEmojiCanvases();\r\n removeOverlayingCaptionCanvases();\r\n $(\".overlay-container\").remove();\r\n $(\"caption-overlay\").remove();\r\n clickX = new Array();\r\n clickY = new Array();\r\n clickDrag = new Array();\r\n clickColor = new Array();\r\n clickSize = new Array();\r\n eraseX = new Array();\r\n eraseY = new Array();\r\n eraseWidth = new Array();\r\n isDrawing = false;\r\n }", "function mergeData (to, from) {\n\t\t var key, toVal, fromVal\n\t\t for (key in from) {\n\t\t toVal = to[key]\n\t\t fromVal = from[key]\n\t\t if (!to.hasOwnProperty(key)) {\n\t\t _.set(to, key, fromVal)\n\t\t } else if (_.isObject(toVal) && _.isObject(fromVal)) {\n\t\t mergeData(toVal, fromVal)\n\t\t }\n\t\t }\n\t\t return to\n\t\t}", "function mergeData(to, from) {\n if (!from) {\n return to;\n }\n\n var key, toVal, fromVal;\n var keys = hasSymbol ? Reflect.ownKeys(from) : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i]; // in case the object is already observed...\n\n if (key === '__ob__') {\n continue;\n }\n\n toVal = to[key];\n fromVal = from[key];\n\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (toVal !== fromVal && isPlainObject(toVal) && isPlainObject(fromVal)) {\n mergeData(toVal, fromVal);\n }\n }\n\n return to;\n }", "function merge(a, b) {\r\n\t for (var key in b) {\r\n\t if (typeof b[key] !== 'object' || b[key] === null) {\r\n\t a[key] = b[key];\r\n\t }\r\n\t else if (Array.isArray(b[key])) {\r\n\t a[key] = (a[key] || []).concat(clone(b[key]));\r\n\t }\r\n\t else if (typeof a[key] !== 'object' || a[key] === null || Array.isArray(a[key])) {\r\n\t a[key] = merge({}, b[key]);\r\n\t }\r\n\t else {\r\n\t a[key] = merge(a[key], b[key]);\r\n\t }\r\n\t }\r\n\t return a;\r\n\t}", "append(other) {\n if (!other.size)\n return this;\n if (!this.size)\n return other;\n let last = this.lastChild, first2 = other.firstChild, content = this.content.slice(), i = 0;\n if (last.isText && last.sameMarkup(first2)) {\n content[content.length - 1] = last.withText(last.text + first2.text);\n i = 1;\n }\n for (; i < other.content.length; i++)\n content.push(other.content[i]);\n return new Fragment(content, this.size + other.size);\n }", "function mergeSubtree(mainTree, mergeTree) {\n // Need to fix this recursively (and handle lookups)\n for (const [glyphId, value] of Object.entries(mergeTree.individual)) {\n // The main tree is guaranteed to have no overlaps between the\n // individual and range values, so if we match an invididual, there\n // must not be a range\n if (mainTree.individual[glyphId]) {\n mergeTreeEntry(mainTree.individual[glyphId], value);\n }\n else {\n let matched = false;\n for (const [index, { range, entry }] of mainTree.range.entries()) {\n const overlap = getIndividualOverlap(Number(glyphId), range);\n // Don't overlap\n if (overlap.both === null) {\n continue;\n }\n matched = true;\n // If they overlap, we have to split the range and then\n // merge the overlap\n mainTree.individual[glyphId] = value;\n mergeTreeEntry(mainTree.individual[glyphId], cloneEntry(entry));\n // When there's an overlap, we also have to fix up the range\n // that we had already processed\n mainTree.range.splice(index, 1);\n for (const glyph of overlap.second) {\n if (Array.isArray(glyph)) {\n mainTree.range.push({\n range: glyph,\n entry: cloneEntry(entry)\n });\n }\n else {\n mainTree.individual[glyph] = cloneEntry(entry);\n }\n }\n }\n if (!matched) {\n mainTree.individual[glyphId] = value;\n }\n }\n }\n for (const { range, entry } of mergeTree.range) {\n // Ranges are more complicated, because they can overlap with\n // multiple things, individual and range alike. We start by\n // eliminating ranges that are already present in another range\n let remainingRanges = [range];\n for (let index = 0; index < mainTree.range.length; index++) {\n const { range, entry: resultEntry } = mainTree.range[index];\n for (const [remainingIndex, remainingRange] of remainingRanges.entries()) {\n if (Array.isArray(remainingRange)) {\n const overlap = getRangeOverlap(remainingRange, range);\n if (overlap.both === null) {\n continue;\n }\n mainTree.range.splice(index, 1);\n index--;\n const entryToMerge = cloneEntry(resultEntry);\n if (Array.isArray(overlap.both)) {\n mainTree.range.push({\n range: overlap.both,\n entry: entryToMerge\n });\n }\n else {\n mainTree.individual[overlap.both] = entryToMerge;\n }\n mergeTreeEntry(entryToMerge, cloneEntry(entry));\n for (const second of overlap.second) {\n if (Array.isArray(second)) {\n mainTree.range.push({\n range: second,\n entry: cloneEntry(resultEntry)\n });\n }\n else {\n mainTree.individual[second] = cloneEntry(resultEntry);\n }\n }\n remainingRanges = overlap.first;\n }\n else {\n const overlap = getIndividualOverlap(remainingRange, range);\n if (overlap.both === null) {\n continue;\n }\n // If they overlap, we have to split the range and then\n // merge the overlap\n mainTree.individual[remainingRange] = cloneEntry(entry);\n mergeTreeEntry(mainTree.individual[remainingRange], cloneEntry(resultEntry));\n // When there's an overlap, we also have to fix up the range\n // that we had already processed\n mainTree.range.splice(index, 1);\n index--;\n for (const glyph of overlap.second) {\n if (Array.isArray(glyph)) {\n mainTree.range.push({\n range: glyph,\n entry: cloneEntry(resultEntry)\n });\n }\n else {\n mainTree.individual[glyph] = cloneEntry(resultEntry);\n }\n }\n remainingRanges.splice(remainingIndex, 1, ...overlap.first);\n break;\n }\n }\n }\n // Next, we run the same against any individual glyphs\n for (const glyphId of Object.keys(mainTree.individual)) {\n for (const [remainingIndex, remainingRange] of remainingRanges.entries()) {\n if (Array.isArray(remainingRange)) {\n const overlap = getIndividualOverlap(Number(glyphId), remainingRange);\n if (overlap.both === null) {\n continue;\n }\n // If they overlap, we have to merge the overlap\n mergeTreeEntry(mainTree.individual[glyphId], cloneEntry(entry));\n // Update the remaining ranges\n remainingRanges.splice(remainingIndex, 1, ...overlap.second);\n break;\n }\n else {\n if (Number(glyphId) === remainingRange) {\n mergeTreeEntry(mainTree.individual[glyphId], cloneEntry(entry));\n break;\n }\n }\n }\n }\n // Any remaining ranges should just be added directly\n for (const remainingRange of remainingRanges) {\n if (Array.isArray(remainingRange)) {\n mainTree.range.push({\n range: remainingRange,\n entry: cloneEntry(entry)\n });\n }\n else {\n mainTree.individual[remainingRange] = cloneEntry(entry);\n }\n }\n }\n}", "function mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n \n var keys = hasSymbol\n ? Reflect.ownKeys(from)\n : Object.keys(from);\n \n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === '__ob__') { continue }\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }", "function mergeLineStrings (a, b) {\n var s1 = coordId(a.coordinates[0])\n var e1 = coordId(a.coordinates[a.coordinates.length - 1])\n var s2 = coordId(b.coordinates[0])\n var e2 = coordId(b.coordinates[b.coordinates.length - 1])\n\n // TODO: handle case where more than one of these is true!\n\n var coords\n if (s1 === e2) {\n coords = b.coordinates.concat(a.coordinates.slice(1))\n } else if (s2 === e1) {\n coords = a.coordinates.concat(b.coordinates.slice(1))\n } else if (s1 === s2) {\n coords = a.coordinates.slice(1).reverse().concat(b.coordinates)\n } else if (e1 === e2) {\n coords = a.coordinates.concat(b.coordinates.reverse().slice(1))\n } else {\n return null\n }\n\n return {\n type: 'LineString',\n coordinates: coords\n }\n}", "function mergeLineStrings (a, b) {\n var s1 = coordId(a.coordinates[0])\n var e1 = coordId(a.coordinates[a.coordinates.length - 1])\n var s2 = coordId(b.coordinates[0])\n var e2 = coordId(b.coordinates[b.coordinates.length - 1])\n\n // TODO: handle case where more than one of these is true!\n\n var coords\n if (s1 === e2) {\n coords = b.coordinates.concat(a.coordinates.slice(1))\n } else if (s2 === e1) {\n coords = a.coordinates.concat(b.coordinates.slice(1))\n } else if (s1 === s2) {\n coords = a.coordinates.slice(1).reverse().concat(b.coordinates)\n } else if (e1 === e2) {\n coords = a.coordinates.concat(b.coordinates.reverse().slice(1))\n } else {\n return null\n }\n\n return {\n type: 'LineString',\n coordinates: coords\n }\n}", "function g_merge(left, right, on_field, order)\r\n{\r\n var result = [];\r\n var val, val_r, obj, obj_r;\r\n\r\n\r\n while((left.length > 0) && (right.length > 0))\r\n {\r\n obj = left[0];\r\n obj_r = right[0];\r\n\r\n val = obj.computed[on_field] === undefined ?\r\n obj[on_field] : obj.computed[on_field];\r\n val_r = obj_r.computed[on_field] === undefined ?\r\n obj_r[on_field] : obj_r.computed[on_field];\r\n\r\n if(order ? val < val_r : val > val_r)\r\n result.push(left.shift());\r\n else\r\n result.push(right.shift());\r\n }\r\n while(left.length > 0)\r\n result.push(left.shift());\r\n while(right.length > 0)\r\n result.push(right.shift());\r\n return result;\r\n}", "function mergeData(to, from) {\r\n if (!from)\r\n return to;\r\n var key;\r\n var toVal;\r\n var fromVal;\r\n var keys = hasSymbol ? Reflect.ownKeys(from) : Object.keys(from);\r\n for (var i = 0; i < keys.length; i++) {\r\n key = keys[i];\r\n // in case the object is already observed...\r\n if (key === '__ob__')\r\n continue;\r\n toVal = to[key];\r\n fromVal = from[key];\r\n if (!hasOwn(to, key)) {\r\n to[key] = fromVal;\r\n }\r\n else if (toVal !== fromVal &&\r\n (isPlainObject(toVal) && !isWrapper(toVal)) &&\r\n (isPlainObject(fromVal) && !isWrapper(toVal))) {\r\n mergeData(toVal, fromVal);\r\n }\r\n }\r\n return to;\r\n }", "function mergeData(to, from) {\n if (!from) return to;\n var key, toVal, fromVal;\n\n var keys = hasSymbol ? Reflect.ownKeys(from) : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === \"__ob__\") continue;\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to;\n }", "mergeVertices(precisionPoints = 4) {\n const verticesMap = {} // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n const unique = [],\n changes = []\n\n const precision = Math.pow(10, precisionPoints)\n\n for (let i = 0, il = this.vertices.length; i < il; i++) {\n const v = this.vertices[i]\n const key = `${Math.round(v.x * precision)}_${Math.round(v.y * precision)}_${Math.round(v.z * precision)}`\n\n if (verticesMap[key] === undefined) {\n verticesMap[key] = i\n unique.push(this.vertices[i])\n changes[i] = unique.length - 1\n } else {\n //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n changes[i] = changes[verticesMap[key]]\n }\n }\n\n // if faces are completely degenerate after merging vertices, we\n // have to remove them from the geometry.\n const faceIndicesToRemove = []\n\n for (let i = 0, il = this.faces.length; i < il; i++) {\n const face = this.faces[i]\n\n face.a = changes[face.a]\n face.b = changes[face.b]\n face.c = changes[face.c]\n\n const indices = [face.a, face.b, face.c]\n\n // if any duplicate vertices are found in a Face3\n // we have to remove the face as nothing can be saved\n for (let n = 0; n < 3; n++) {\n if (indices[n] === indices[(n + 1) % 3]) {\n faceIndicesToRemove.push(i)\n break\n }\n }\n }\n\n for (let i = faceIndicesToRemove.length - 1; i >= 0; i--) {\n const idx = faceIndicesToRemove[i]\n\n this.faces.splice(idx, 1)\n\n for (let j = 0, jl = this.faceVertexUvs.length; j < jl; j++) {\n this.faceVertexUvs[j].splice(idx, 1)\n }\n }\n\n // Use unique set of vertices\n\n const diff = this.vertices.length - unique.length\n this.vertices = unique\n return diff\n }", "function mergePoint(volumes, merge_func) {\n return exports.merge(volumes, new Int32Array(3), merge_func);\n}", "merge(entityName, data, refresh) {\n if (utils_1.Utils.isEntity(entityName)) {\n return this.merge(entityName.constructor.name, entityName, data);\n }\n entityName = utils_1.Utils.className(entityName);\n this.validator.validatePrimaryKey(data, this.metadata.get(entityName));\n let entity = this.getUnitOfWork().tryGetById(entityName, data);\n if (entity && entity_1.wrap(entity).isInitialized() && !refresh) {\n return entity;\n }\n entity = utils_1.Utils.isEntity(data) ? data : this.getEntityFactory().create(entityName, data);\n // add to IM immediately - needed for self-references that can be part of `data` (and do not trigger cascade merge)\n this.getUnitOfWork().merge(entity, [entity]);\n entity_1.EntityAssigner.assign(entity, data, true);\n this.getUnitOfWork().merge(entity); // add to IM again so we have correct payload saved to change set computation\n return entity;\n }", "function merge(parent, child) {\n\t for (var prop in child) {\n\t parent[prop] = child[prop];\n\t }\n\t return parent;\n\t }", "function mergeData(callback) {\n\tlet initialFeatures = ro_NUTS_3.features; // initial GeoJSON Features \n\tlet updatedProperties = []; // updated GeoJSON properties \n\tlet csvIDs = []; // ids of points from the CSV data\n\n\t// iterate the CSV to populate the arrays used by tables and charts\n\t// it needs to be separate from the same iterations that that takes place below\n for (let j = 0; j < csvData.length; j++) { \n\t\tarrayIds.push(csvData[j].MY_ID); \n\t\tarrayNames.push(csvData[j].NUTS_NAME); \n\t\tarrayValue1.push(csvData[j].VALUE_1); \n\t\tarrayValue2.push(csvData[j].VALUE_2); \n\t}\n\n\tfor (let i = 0; i < initialFeatures.length; i++) {\n\t let newObject = {\n\t NUTS_ID: initialFeatures[i].properties.NUTS_ID, \n\t LEVL_CODE: initialFeatures[i].properties.LEVL_CODE, \n\t NUTS_NAME: initialFeatures[i].properties.NUTS_NAME, \n\t NUTS0: initialFeatures[i].properties.NUTS0,\n\t NUTS1: initialFeatures[i].properties.NUTS1,\n\t NUTS2: initialFeatures[i].properties.NUTS2,\n\t MY_ID: initialFeatures[i].properties.MY_ID\n\t };\n\n\t for (let j = 0; j < csvData.length; j++) {\n\t csvIDs.push(csvData[j].MY_ID);\n\t \n\t // if the id from GeoJSON is found in the CSV\n\t if (initialFeatures[i].properties.MY_ID === csvData[j].MY_ID) { \n\n\t // if the property exists\n\t if (csvData[j].VALUE_1) {\n\t newObject.VALUE_1 = csvData[j].VALUE_1; // append value\n\t }\n\t // if the property does not exist\n\t else {\n\t newObject.VALUE_1 = '';\n\t }\n\t // if the property exists\n\t if (csvData[j].VALUE_2) {\n\t newObject.VALUE_2 = csvData[j].VALUE_2; // append value\n\t }\n\t // if the property does not exist\n\t else {\n\t newObject.VALUE_2 = '';\n\t }\n\t }\n\t }\n\n\t // if the id from GeoJSON is found in the CSV\n\t if (!csvIDs.includes(initialFeatures[i].properties.MY_ID)) {\n\t newObject.VALUE_1 = ''; \n\t newObject.VALUE_2 = ''; \n\t }\n\t \n\t updatedProperties.push(newObject);\n\t}\n\n\tfor (i = 0; i < updatedProperties.length; i++) {\n\t for (j = 0; j < ro_NUTS_3.features.length; j++) {\n\t if(ro_NUTS_3.features[i].properties.MY_ID === updatedProperties[j].MY_ID) {\n\t // replace the feature's properties with updated values\n\t ro_NUTS_3.features[i].properties = updatedProperties[j];\n\t ro_NUTS_3_centroids.features[i].properties = updatedProperties[j];\n\t }\n\t }\n\t}\n \n // console.log(\"function mergeData() executed\");\n callback();\n}", "function addGeoObject() {\n\n // Show the loader at the beginning of this function\n $(\"#container\").addClass(\"grayscaleAndLighten\");\n TweenLite.to($('#overlay'), .5, {autoAlpha: .75, delay: 0});\n TweenLite.to($('#loader_gif'), 0, {autoAlpha: 1, delay: 0});\n \n // calculate the max and min of all the property values\n var gas_eff_min_max = d3.extent(data.features, function(feature){\n return feature.properties.gas_rank;\n });\n\n var elec_eff_min_max = d3.extent(data.features, function(feature){\n return feature.properties.elect_rank;\n });\n // convert to mesh and calculate values\n _.each(data.features, function (geoFeature) {\n var feature = geo.path(geoFeature);\n var centroid = geo.path.centroid(geoFeature);\n\n // we only need to convert it to a three.js path\n mesh = transformSVGPathExposed(feature);\n // the two different scales that we use, extrude determines\n // the height and color is obviously color. You can choose\n // from the max_min that we calculated above, ensure this\n // matches with below where you call these functions.\n\n var color_scale = d3.scale.quantile()\n //var color_scale = d3.scale.ordinal()\n .domain(gas_eff_min_max)\n //.range([ 'red', 'blue', 'purple']);\n .range(colorbrewer.RdYlGn[9]);\n\n var extrude_scale = d3.scale.linear()\n .domain(elec_eff_min_max)\n .range([10, 75]);\n\n // create material color based on gas efficiency Ensure the\n // property matches with the scale above, we'll add automatic\n // matching functionality later\n\n if (geoFeature.properties.gas_efficiency === 0){\n var hexMathColor = parseInt(\"0xAAAAAA\");\n }\t\n else{\n var mathColor = color_scale(geoFeature.properties.gas_rank);\n var hexMathColor = parseInt(mathColor.replace(\"#\", \"0x\"));\n } \n\n material = new THREE.MeshLambertMaterial({\n color: hexMathColor\n });\n\n // create extrude based on electricity efficiency\n var extrude = extrude_scale(geoFeature.properties.elect_rank);\n\n // Add the attributes to the mesh for the height of the polygon\n var shape3d = mesh.extrude({\n amount: Math.round(extrude * extrudeMultiplier),\n bevelEnabled: false\n });\n\n // create a mesh based on material and extruded shape\n var hoodMesh = new THREE.Mesh(shape3d, material);\n // rotate and position the elements nicely in the center\n hoodMesh.rotation.x = Math.PI / 2;\n hoodMesh.translateY(extrude / 2);\n\n // zero all y positions of extruded objects\n hoodMesh.position.y = extrude * extrudeMultiplier;\n hoodMesh.properties = geoFeature.properties;\n hoodMesh.properties.shape = geoFeature.geometry.coordinates[0]\n hoodMesh.castShadow = true;\n hoodMesh.receiveShadow = false;\n hoodMesh.properties.centroid = centroid;\n\n var obj = {}\n obj.shape3d = shape3d;\n obj.material = material;\n obj.extrude = extrude * extrudeMultiplier;\n obj.mesh = hoodMesh;\n obj.props = hoodMesh.properties;\n neighborhoods.push(obj);\n \n // add to scene\n scene.add(hoodMesh);\n });\n\n // Remove the loader gif at the end of this function\n TweenLite.to($('#overlay'), .5, {autoAlpha: 0});\n TweenLite.to($('#loader_gif'), .5, {autoAlpha: 0});\n TweenLite.delayedCall(.5, colorizeMap);\n}", "function mergeData(from, to) {\r\n if (!from)\r\n return to;\r\n if (!to)\r\n return from;\r\n var key;\r\n var toVal;\r\n var fromVal;\r\n var keys = hasSymbol ? Reflect.ownKeys(from) : Object.keys(from);\r\n for (var i = 0; i < keys.length; i++) {\r\n key = keys[i];\r\n // in case the object is already observed...\r\n if (key === '__ob__')\r\n continue;\r\n toVal = to[key];\r\n fromVal = from[key];\r\n if (!hasOwn(to, key)) {\r\n to[key] = fromVal;\r\n }\r\n else if (toVal !== fromVal &&\r\n isPlainObject(toVal) &&\r\n !isRef(toVal) &&\r\n isPlainObject(fromVal) &&\r\n !isRef(fromVal)) {\r\n mergeData(fromVal, toVal);\r\n }\r\n }\r\n return to;\r\n}", "function mergeData(from, to) {\r\n if (!from)\r\n return to;\r\n if (!to)\r\n return from;\r\n var key;\r\n var toVal;\r\n var fromVal;\r\n var keys = hasSymbol ? Reflect.ownKeys(from) : Object.keys(from);\r\n for (var i = 0; i < keys.length; i++) {\r\n key = keys[i];\r\n // in case the object is already observed...\r\n if (key === '__ob__')\r\n continue;\r\n toVal = to[key];\r\n fromVal = from[key];\r\n if (!hasOwn(to, key)) {\r\n to[key] = fromVal;\r\n }\r\n else if (toVal !== fromVal &&\r\n isPlainObject(toVal) &&\r\n !isRef(toVal) &&\r\n isPlainObject(fromVal) &&\r\n !isRef(fromVal)) {\r\n mergeData(fromVal, toVal);\r\n }\r\n }\r\n return to;\r\n}", "function mergeObjects(a, b) {\n return Object.assign({}, a, b);\n}", "function mergeVal( key, value, area ) {\n elements = Object.keys(value);\n // console.log(\"area: \" + area + \" key: \" + key + \" value: \" + value['Other']);\n bg = \"\"\n setval = value['Other']\n /*\n NONE MergeDiffType = iota // no changes at all\n MINE // only my value changed\n THEIRS // only their value changed\n BOTH // both values changed and are different\n SAME // both values changed but are equal\n */\n switch(value['Conflict']) {\n case 1:\n bg = \"background-color: lightblue\";\n setval = value['Mine']\n break;\n case 2:\n bg = \"background-color: yellow\";\n break;\n case 3:\n bg = \"background-color: orangered\";\n $(area + ' #' + key).prop('title', '[... ' + value['Mine'] + ' ?]')\n break;\n case 4:\n bg = \"background-color: lightgreen\";\n break;\n }\n $(area + ' #' + key + '-icon').attr('style', bg);\n $(area + ' #' + key).val(setval)\n }", "updateEdgePositions() {\n this.html\n .attr(\"x1\", this.x1)\n .attr(\"y1\", this.y1)\n .attr(\"x2\", this.x2)\n .attr(\"y2\", this.y2)\n }", "function aggiorna() {\n\n target = this.id\n\n if (target === \"asseDelleX\"){\n\n //Aggiorno l'asse delle x\n x.domain([d3.min(data, function (d) {return d[laX]-r(d[raggio]);}), d3.max(data, function (d) {return d[raggio]})+50])\n xAxis.transition()\n .duration(1000)\n .attr(\"color\", \"darkgreen\")\n .call(d3.axisBottom(x).ticks(24).tickSize(-550))\n\n xAxisLabel.text(\"Clicca sui valori dell'asse X per cambiare visualizzazione\")\n\n //Aggiorno il raggio\n r.domain([d3.min(data, function (d) {return d[laX]}), d3.max(data, function (d) {return d[laX]})]);\n\n //Aggiorno il grafico\n svg.selectAll(\"circle\")\n .data(data)\n .transition()\n .duration(1000)\n .attr(\"cx\", function (d) { return x(d[raggio]); } )\n .attr(\"cy\", function (d) { return y(d[laY]); } )\n .attr(\"r\", function (d) { return r(d[laX]); } )\n\n let tmp = laX\n laX = raggio\n raggio = tmp\n }\n else\n {\n //Aggiorno l'asse delle y\n y.domain([d3.min(data, function (d) {return d[laY]-r(d[raggio]);}),d3.max(data, function (d) {return d[raggio]})+50])\n yAxis.transition()\n .duration(1000)\n .attr(\"color\", \"darkgreen\")\n .call(d3.axisLeft(y).ticks(20).tickSize(-860))\n\n yAxisLabel.text(\"Clicca sui valori dell'asse Y per cambiare visualizzazione\")\n\n //Aggiorno il raggio\n r.domain([d3.min(data, function (d) {return d[laY]}), d3.max(data, function (d) {return d[laY]})]);\n\n //Aggiorno il grafico\n svg.selectAll(\"circle\")\n .data(data)\n .transition()\n .duration(1000)\n .attr(\"cx\", function (d) { return x(d[laX]); } )\n .attr(\"cy\", function (d) { return y(d[raggio]); } )\n .attr(\"r\", function (d) { return r(d[laY]); } )\n\n let tmp = laY\n laY = raggio\n raggio = tmp\n\n }\n }", "function overlappingPacker(svgArea, spans) {\n // Stick the two shapes on top of one another in the center.\n var cx = svgArea.width / 2, cy = svgArea.height / 2;\n return adjustLayoutToFit(\n svgArea,\n spans,\n [{x: cx, y: cy}, {x: cx, y: cy}]);\n}", "function add( p0, p1 ) {\n return {x: p0.x + p1.x, y: p0.y + p1.y};\n}", "function redrawCastle(castle) {\n\n if (!gridTranslate) gridTranslate = [0, 0];\n if (!castleTranslate) castleTranslate = [width / 2, height / 2];\n if (!gridAndCastleScale) gridAndCastleScale = 1;\n\n console.log(\"redrawing castle\");\n d3.select(\"#currentCastle\").remove();\n\n currentCastle = svg.append(\"g\")\n .attr(\"id\", \"currentCastle\")\n .attr(\"transform\", function(d) {\n return \"translate(\" + castleTranslate[0] + \",\" + castleTranslate[1] + \"),scale(\" + gridAndCastleScale + \")\";\n });\n\n var roomTiles = currentCastle.selectAll(\"g\")\n .data(castle)\n .enter()\n .append(\"g\")\n .attr(\"transform\", function(d) {\n var snapX = Math.round(d.boardPosition[0] / 10) * 10;\n var snapY = Math.round(d.boardPosition[1] / 10) * 10;\n console.log(width, height);\n return \"rotate(\" + d.rotation + \" \" + (snapX + d.containerDim[0] / 2) + \" \" + (snapY + d.containerDim[1] / 2) + \"),translate(\" + snapX + \",\" + snapY + \")\";\n })\n .call(drag)\n .on(\"dblclick\", rotate);\n\n var roomImages = roomTiles.append(\"image\")\n .attr(\"xlink:href\", function(d) {\n return d.imagePath;\n })\n .attr(\"height\", function(d) {\n return d.containerDim[1];\n })\n .attr(\"width\", function(d) {\n return d.containerDim[0];\n });\n\n\n var polyRooms = roomTiles.append(\"polygon\")\n .filter(function(d) {\n return !d.radius;\n })\n .attr(\"points\", function(d) {\n return d.points.map(function(v) {\n return v.join(\",\");\n }).join(\" \");\n })\n .style(\"stroke\", \"black\")\n .style(\"stroke-width\", \"0\")\n .classed(\"polygon\", true)\n .classed(\"shadow\", true)\n .classed(\"normal\", true);\n // .classed(\"normal\", \"normal\" === checkOverlaps(d))\n // .classed(\"overlapping\", \"overlapping\" === checkOverlaps(d));\n\n var circleRooms = roomTiles.append(\"circle\")\n .filter(function(d) {\n return d.radius;\n })\n .attr(\"cx\", function(d) {\n return d.points[0][0];\n })\n .attr(\"cy\", function(d) {\n return d.points[0][1];\n })\n .attr(\"r\", function(d) {\n return d.radius;\n })\n .style(\"stroke\", \"black\")\n .style(\"stroke-width\", \"0\")\n .classed(\"circle\", true)\n .classed(\"shadow\", true)\n .classed(\"normal\", true);\n }", "function mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n var keys = Object.keys(from);\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }", "function mergeJSONS(JSON1, JSON2) {\n // add geoJSONs from JSON2 to corresponding month in JSON1, under key year\n for (month in JSON2) {\n for (year in JSON2[month]) {\n JSON1[month][year] = JSON2[month][year];\n }\n }\n\n return JSON1;\n}", "function mergeObject(obj1,obj2){\n return {\n ...obj1,...obj2\n }\n}", "function update2(data) {\n\n // Update the X axis\n x2.domain(data.map(function(d) { return d.group; }))\n xAxis2.call(d3.axisBottom(x2))\n\n // Update the Y axis\n y2.domain([0, d3.max(data, function(d) { return d.value }) ]);\n yAxis2.transition().duration(1000).call(d3.axisLeft(y2));\n\n // Create the u variable\n var u2 = svg2.selectAll(\"rect\")\n .data(data)\n\n u2\n .enter()\n .append(\"rect\") // Add a new rect for each new elements\n .merge(u2) // get the already existing elements as well\n .transition() // and apply changes to all of them\n .duration(1000)\n .attr(\"x\", function(d) { return x2(d.group); })\n .attr(\"y\", function(d) { return y2(d.value); })\n .attr(\"width\", x2.bandwidth())\n .attr(\"height\", function(d) { return height - y2(d.value); })\n .attr(\"fill\", \"#5F9EA0\")\n\n // If less group in the new dataset, I delete the ones not in use anymore\n u2\n .exit()\n .remove()\n}", "function mergeConfig()\n /* config objects ... */\n {\n return helpers$1.merge({}, [].slice.call(arguments), {\n merger: function merger(key, target, source, options) {\n var tval = target[key] || {};\n var sval = source[key];\n\n if (key === 'scales') {\n // scale config merging is complex. Add our own function here for that\n target[key] = mergeScaleConfig(tval, sval);\n } else if (key === 'scale') {\n // used in polar area & radar charts since there is only one scale\n target[key] = helpers$1.merge(tval, [core_scaleService.getScaleDefaults(sval.type), sval]);\n } else {\n helpers$1._merger(key, target, source, options);\n }\n }\n });\n }", "function mergeData (to, from) {\n\t var key, toVal, fromVal\n\t for (key in from) {\n\t toVal = to[key]\n\t fromVal = from[key]\n\t if (!to.hasOwnProperty(key)) {\n\t to.$add(key, fromVal)\n\t } else if (_.isObject(toVal) && _.isObject(fromVal)) {\n\t mergeData(toVal, fromVal)\n\t }\n\t }\n\t return to\n\t}", "function mergeData (to, from) {\n\t var key, toVal, fromVal\n\t for (key in from) {\n\t toVal = to[key]\n\t fromVal = from[key]\n\t if (!to.hasOwnProperty(key)) {\n\t to.$add(key, fromVal)\n\t } else if (_.isObject(toVal) && _.isObject(fromVal)) {\n\t mergeData(toVal, fromVal)\n\t }\n\t }\n\t return to\n\t}", "function mergeOntoFirst(first, second) {\n\t\tfor (let key of Object.keys(second)) {\n\t\t\tif (typeof first[key] === 'object' && typeof second[key] === 'object') {\n\t\t\t\tmergeOntoFirst(first[key], second[key]);\n\t\t\t} else {\n\t\t\t\tfirst[key] = second[key];\n\t\t\t}\n\t\t}\n\t}", "function mergeData(to, from) {\n if (!from) {\n return to\n }\n var key, toVal, fromVal;\n\n var keys = hasSymbol\n ? Reflect.ownKeys(from)\n : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === '__ob__') {\n continue\n }\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }", "_init() {\r\n let that = this;\r\n\r\n // //FIRST LAYER OF GROUP FOR HOUSE MAP IMAGE\r\n // this.firstLayer = this.canvas.append(\"g\").attr(\"id\", \"firstLayer\").style('pointer-events', 'all');\r\n\r\n // //SECOND LAYER OF GROUP FOR BACKGROUND GRID\r\n // this.secondLayer = this.canvas.append(\"g\").attr(\"id\", \"secondLayer\");\r\n\r\n this.RECT_SIZE = {\r\n x: Utility.centerOfCanvas(this.canvasSize, 1200, 1200).x,\r\n y: Utility.centerOfCanvas(this.canvasSize, 1200, 1200).y,\r\n width: 1200,\r\n height: 1200\r\n }\r\n\r\n this.screenBoundariesCoords = [\r\n [this.RECT_SIZE.x, this.RECT_SIZE.y],\r\n [this.RECT_SIZE.width, this.RECT_SIZE.y],\r\n [this.RECT_SIZE.width, this.RECT_SIZE.height],\r\n [this.RECT_SIZE.x, this.RECT_SIZE.height]\r\n ]\r\n\r\n // this.rect = this.secondLayer\r\n // .append(\"rect\")\r\n // .attr('data-object','rects')\r\n // .attr(\"x\", this.RECT_SIZE.x)\r\n // .attr(\"y\", this.RECT_SIZE.y)\r\n // .attr(\"width\", this.RECT_SIZE.width)\r\n // .attr(\"height\", this.RECT_SIZE.height)\r\n // .style(\"fill-opacity\", 0)\r\n // .style(\"stroke-dasharray\", 10)\r\n // .style(\"stroke\", \"#68b2a1\")\r\n // .style(\"stroke-width\", 4);\r\n\r\n if(this.mapId != null) {\r\n d3.select('.drawing-tools').classed('d-none', true);\r\n\r\n let data = {\r\n matrix: this.houseMap.imageData.matrix,\r\n src: this.houseMap.imageData.src,\r\n width: this.houseMap.imageData.width,\r\n height: this.houseMap.imageData.height,\r\n x: this.houseMap.imageData.x,\r\n y: this.houseMap.imageData.y,\r\n };\r\n\r\n\r\n let object = new Object({\r\n layer: this.canvas,\r\n data: data,\r\n objectName: 'map',\r\n attribute: this.attribute,\r\n transform: this.houseMap.imageData.transform,\r\n });\r\n //console.log(object.getObject());\r\n this.hasImportedMap = true;\r\n d3.select('#rightSidebar').classed('d-none', false);\r\n\r\n this.start();\r\n }\r\n\r\n }", "function _merger(key, target, source, options) {\n\t\tvar tval = target[key];\n\t\tvar sval = source[key];\n\n\t\tif (isObject(tval) && isObject(sval)) {\n\t\t\thelpers.merge(tval, sval, options);\n\t\t} else {\n\t\t\ttarget[key] = clone(sval);\n\t\t}\n\t}", "function merge(volumes, stencil, merge_func) {\n var result = new core.DynamicVolume()\n , iter = core.beginMulti(volumes, stencil)\n , coord = iter.coord\n , phases = new Int32Array(iter.ptrs.length)\n , distances = new Float64Array(iter.ptrs.length)\n , retval = [ 0, 1.0 ];\n while(iter.hasNext()) {\n iter.getValues(phases, distances);\n merge_func(phases, distances, retval);\n result.push(coord[0], coord[1], coord[2], saturateAbs(retval[1]), retval[0]);\n iter.next();\n }\n return removeDuplicates(result);\n}", "function mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n\n var keys = hasSymbol\n ? Reflect.ownKeys(from)\n : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === '__ob__') { continue }\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }", "function mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n\n var keys = hasSymbol\n ? Reflect.ownKeys(from)\n : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === '__ob__') { continue }\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }", "function mergeData (to, from) {\n if (!from) { return to }\n var key, toVal, fromVal;\n\n var keys = hasSymbol\n ? Reflect.ownKeys(from)\n : Object.keys(from);\n\n for (var i = 0; i < keys.length; i++) {\n key = keys[i];\n // in case the object is already observed...\n if (key === '__ob__') { continue }\n toVal = to[key];\n fromVal = from[key];\n if (!hasOwn(to, key)) {\n set(to, key, fromVal);\n } else if (\n toVal !== fromVal &&\n isPlainObject(toVal) &&\n isPlainObject(fromVal)\n ) {\n mergeData(toVal, fromVal);\n }\n }\n return to\n }" ]
[ "0.6222446", "0.59623945", "0.5925937", "0.58835214", "0.58732873", "0.5693772", "0.5617312", "0.55595386", "0.5451467", "0.5260757", "0.52098274", "0.52079016", "0.517703", "0.5173918", "0.51200247", "0.51192766", "0.5106245", "0.5091235", "0.5079954", "0.5056335", "0.5046327", "0.50438464", "0.5010942", "0.5003364", "0.5001444", "0.49945498", "0.49943206", "0.49854118", "0.49594054", "0.49594054", "0.49486986", "0.49465665", "0.49430028", "0.49411523", "0.49410588", "0.4940632", "0.4924493", "0.49231473", "0.4921547", "0.49203414", "0.49152955", "0.4908323", "0.49037203", "0.4898114", "0.48911574", "0.4887973", "0.48869306", "0.4856275", "0.4853956", "0.4851628", "0.48477456", "0.48345807", "0.4826607", "0.48207876", "0.48205343", "0.4818683", "0.48120373", "0.4802304", "0.4793121", "0.4791199", "0.47831494", "0.47781518", "0.47681865", "0.4767376", "0.47590926", "0.47552013", "0.47552013", "0.47550583", "0.47539544", "0.47514135", "0.47507295", "0.4744939", "0.47435513", "0.47418097", "0.4741661", "0.47407603", "0.4730858", "0.4730858", "0.47306782", "0.47299886", "0.47294256", "0.4726102", "0.47241327", "0.47214416", "0.4720811", "0.4718256", "0.4717508", "0.47133923", "0.4712567", "0.47119835", "0.47091106", "0.47091106", "0.4708706", "0.4708687", "0.47079727", "0.47077325", "0.47075585", "0.47074848", "0.47074848", "0.47074848" ]
0.73565775
0
get the rotation that will turn `q` so that its local `fwd` vector points in the same direction as `dir`
function quat_rotation_to(out, q, dir, fwd=[0,0,-1]) { let v = vec3.create() let axis = vec3.create() // viewer's look direction in world space vec3.transformQuat(v, fwd, q); // axis of rotation (not normalized) vec3.cross(axis, v, dir); let la = vec3.length(axis); let ld = vec3.length(dir); // skips rotation if a) we are too close, // or b) we are pointing in opposite directions if (ld > 0.000001 && la > 0.000001) { let sin_a = la / ld; let cos_a = vec3.dot(v, dir) / ld; let a = Math.atan2(sin_a, cos_a) // n becomes axis, but must first be normalized: vec3.scale(axis, axis, 1/la) quat.setAxisAngle(out, axis, a); } else { quat.identity(out); } return out }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function quatToRot(q) {\n let norm = math.norm(q, 'fro');\n q = math.multiply(q, 1/norm);\n q = math.flatten(q.toArray());\n\n let data = [[0,0,0],[0,0,0],[0,0,0]];\n data[0][1] = -q[3];\n data[0][2] = q[2];\n data[1][2] = -q[1];\n data[1][0] = q[3];\n data[2][0] = -q[2];\n data[2][1] = q[1];\n\n let qahat = math.matrix(data);\n let tmp1 = math.multiply(qahat, qahat);\n let tmp2 = math.multiply(q[0], qahat);\n qahat = math.add(tmp1, tmp2);\n qahat = math.multiply(2, qahat);\n let R = math.add(math.eye(3), qahat);\n\n return R;\n}", "static rotation(q)\n\t{\n\t\t// TODO construct a 4x4 rotation matrix for a rotation by the\n\t\t// qernion q\n\n\t\tvar xGlobal = new Vector(1,0,0);\n\t\tvar yGlobal = new Vector(0,1,0);\n\t\tvar zGlobal = new Vector(0,0,1);\n\n\t\txGlobal.rotate(q);\n\t\tyGlobal.rotate(q);\n\t\tzGlobal.rotate(q);\n\n\t\treturn new Float32Array([\n\t\t\txGlobal.x, xGlobal.y, xGlobal.z, 0,\n\t\t\tyGlobal.x, yGlobal.y, yGlobal.z, 0,\n\t\t\tzGlobal.x, zGlobal.y, zGlobal.z, 0,\n\t\t\t0, 0, 0, 1]);\n\t\t\n\t}", "static fromRot(axis, angle) {\nvar q;\n//-------\nq = new RQ();\nq.setFromAxisAngle(axis, angle);\nreturn q;\n}", "function quat_rotate(out, q, v) {\n let p = vec4.fromValues(\n q[3] * v[0] + q[1] * v[2] - q[2] * v[1], // x\n q[3] * v[1] + q[2] * v[0] - q[0] * v[2], // y\n q[3] * v[2] + q[0] * v[1] - q[1] * v[0], // z\n -q[0] * v[0] - q[1] * v[1] - q[2] * v[2] // w\n );\n return vec3.set(\n out,\n p[0] * q[3] - p[3] * q[0] + p[2] * q[1] - p[1] * q[2], // x\n p[1] * q[3] - p[3] * q[1] + p[0] * q[2] - p[2] * q[0], // y\n p[2] * q[3] - p[3] * q[2] + p[1] * q[0] - p[0] * q[1] // z\n );\n }", "function orient( p, q, r ) {\n\treturn p.x*q.y + q.x*r.y + r.x*p.y - (p.y*q.x + q.y*r.x + r.y*p.x) ;\n}", "function getSectorRotation(q) {\n return q > 1 && q < 8 ? Math.floor(q / 2) : 0;\n }", "toRotMat4x4(m) {\nreturn RQ.setRotMat4x4FromQV(m, this.xyzw, true, false, false);\n}", "toRotMat3x3(m) {\nreturn RQ.setRotMat3x3FromQV(m, this.xyzw, true, true);\n}", "static rotateAroundQuaternion( obj, q, p ) {\n\n\t\tlet pos = p || obj.position.clone();\n\t\tobj.position.sub( pos );\n\n\t\t// do we want to premultiply here instead?\n\t\tobj.setRotationFromQuaternion( q );\n\t\t//obj.quaternion.multiply(q);\n\t\tobj.position.add( pos );\n\n\t}", "function rotateVecByQuat(v, q) {\n qVec = new vec3(q.x, q.y, q.z);\n qS = q.w;\n // 2*(qVec . v)*qVec + (qS^2 - qVec . qVec)*v + 2*qS*(qVec x v)\n return qVec.uniformScale(2*qVec.dot(v))\n .add(v.uniformScale(qS*qS - qVec.dot(qVec)))\n .add(qVec.cross(v).uniformScale(2*qS));\n}", "static fromQuaternion(q)\n\t{\n\t\t//TODO: done\n\t\treturn new Vector(q.x, q.y, q.z);\n\t}", "function defDir(q, n, t){ // n=0:ldir, n=1:rdir\n\n var dir = [ t * (t * (q[n][0] - 2 * q[n+1][0] + q[n+2][0]) + 2 * (q[n+1][0] - q[n][0])) + q[n][0],\n t * (t * (q[n][1] - 2 * q[n+1][1] + q[n+2][1]) + 2 * (q[n+1][1] - q[n][1])) + q[n][1]];\n return [dir[0], dir[1]];\n}", "function quat_unrotate(out, q, v) {\n // return quat_mul(quat_mul(quat_conj(q), vec4(v, 0)), q)[0]yz;\n // reduced:\n let p = vec4.fromValues(\n q[3] * v[0] - q[1] * v[2] + q[2] * v[1], // x\n q[3] * v[1] - q[2] * v[0] + q[0] * v[2], // y\n q[3] * v[2] - q[0] * v[1] + q[1] * v[0], // z\n q[0] * v[0] + q[1] * v[1] + q[2] * v[2] // w\n );\n return vec3.set(\n out,\n p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1], // x\n p[3] * q[1] + p[1] * q[3] + p[2] * q[0] - p[0] * q[2], // y\n p[3] * q[2] + p[2] * q[3] + p[0] * q[1] - p[1] * q[0] // z\n );\n }", "function\nbuild_rotmatrix(q)\n{\n var m = mat4();\n \n // m are stored in column major\n m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);\n m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);\n m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);\n m[0][3] = 0.0;\n \n m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);\n m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);\n m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);\n m[1][3] = 0.0;\n \n m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);\n m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);\n m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);\n m[2][3] = 0.0;\n \n m[3][0] = 0.0;\n m[3][1] = 0.0;\n m[3][2] = 0.0;\n m[3][3] = 1.0;\n \n // transpose m to row major\n return transpose(m);\n}", "function orientation(p, q, r) {\n\tlet val = (r.x - q.x) * (q.y - p.y) - (r.y - q.y) * (q.x - p.x);\n\tif (val == 0) return 0;\n\treturn (val > 0) ? 1 : 2;\n}", "setRotation(trs) {\n//----------\nreturn this.rotation = RQ.copyOfQV(trs.getRotation());\n}", "function get_my_direction() {\n var v, dir;\n\n v = new THREE.Vector3(0,0,-1);\n //v = WORLD.camera.matrixWorld.multiplyVector3(v); // r54\n v.applyMatrix4(WORLD.camera.matrixWorld); // r58\n\n //dir.sub(v).setLength(BULLET_VELOCITY); // r58\n dir = new THREE.Vector3(0,0,0);\n dir.copy(WORLD.player.mesh.position);\n\n //dir.subSelf(v); // r54\n dir.subVectors(dir, v); // r58\n //dir.sub(v);\n\n return dir;\n}", "function orientation(p, q, r) {\n const val = (q[1] - p[1]) * (r[0] - q[0]) - (q[0] - p[0]) * (r[1] - q[1]);\n if (val === 0) {\n return 0; // collinear\n }\n return val > 0 ? 1 : 2; // clock or counter-clock wise\n}", "rotationMat4v(anglerad, axis, m) {\n const ax = math.normalizeVec4([axis[0], axis[1], axis[2], 0.0], []);\n const s = Math.sin(anglerad);\n const c = Math.cos(anglerad);\n const q = 1.0 - c;\n\n const x = ax[0];\n const y = ax[1];\n const z = ax[2];\n\n let xy;\n let yz;\n let zx;\n let xs;\n let ys;\n let zs;\n\n //xx = x * x; used once\n //yy = y * y; used once\n //zz = z * z; used once\n xy = x * y;\n yz = y * z;\n zx = z * x;\n xs = x * s;\n ys = y * s;\n zs = z * s;\n\n m = m || math.mat4();\n\n m[0] = (q * x * x) + c;\n m[1] = (q * xy) + zs;\n m[2] = (q * zx) - ys;\n m[3] = 0.0;\n\n m[4] = (q * xy) - zs;\n m[5] = (q * y * y) + c;\n m[6] = (q * yz) + xs;\n m[7] = 0.0;\n\n m[8] = (q * zx) + ys;\n m[9] = (q * yz) - xs;\n m[10] = (q * z * z) + c;\n m[11] = 0.0;\n\n m[12] = 0.0;\n m[13] = 0.0;\n m[14] = 0.0;\n m[15] = 1.0;\n\n return m;\n }", "function computeCameraOrientation(x, y, quad, vec) {\r\n if (quad == 2) {\r\n x -= originX2;\r\n y -= originY2;\r\n vec[0] = (1 / scaleX) * x;\r\n vec[1] = (-1 / scaleY) * y;\r\n if (vec == cameraLookFrom) {\r\n cameraLookUpnew[0] = vec[0] + cameraLookUp[0];\r\n cameraLookUpnew[1] = vec[1] + cameraLookUp[1];\r\n cameraLookUpnew[2] = vec[2] + cameraLookUp[2];\r\n }\r\n } else if (quad == 3) {\r\n x -= originX3;\r\n y -= originY3;\r\n vec[0] = (1 / scaleX) * x;\r\n vec[2] = (1 / scaleY) * y;\r\n if (vec == cameraLookFrom) {\r\n cameraLookUpnew[0] = vec[0] + cameraLookUp[0];\r\n cameraLookUpnew[1] = vec[1] + cameraLookUp[1];\r\n cameraLookUpnew[2] = vec[2] + cameraLookUp[2];\r\n }\r\n } else if (quad == 4) {\r\n x -= originX4;\r\n y -= originY4;\r\n vec[2] = (-1 / scaleX) * x;\r\n vec[1] = (-1 / scaleY) * y;\r\n if (vec == cameraLookFrom) {\r\n cameraLookUpnew[0] = vec[0] + cameraLookUp[0];\r\n cameraLookUpnew[1] = vec[1] + cameraLookUp[1];\r\n cameraLookUpnew[2] = vec[2] + cameraLookUp[2];\r\n }\r\n }\r\n return vec;\r\n}", "mulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let ax = this[0], ay = this[1], az = this[2], aw = this[3];\n this[0] = ax * qw + aw * qx + ay * qz - az * qy;\n this[1] = ay * qw + aw * qy + az * qx - ax * qz;\n this[2] = az * qw + aw * qz + ax * qy - ay * qx;\n this[3] = aw * qw - ax * qx - ay * qy - az * qz;\n ax = this[4];\n ay = this[5];\n az = this[6];\n aw = this[7];\n this[4] = ax * qw + aw * qx + ay * qz - az * qy;\n this[5] = ay * qw + aw * qy + az * qx - ax * qz;\n this[6] = az * qw + aw * qz + ax * qy - ay * qx;\n this[7] = aw * qw - ax * qx - ay * qy - az * qz;\n return this;\n }", "fromQuatTran(q, t) {\n const ax = t[0] * 0.5, ay = t[1] * 0.5, az = t[2] * 0.5, bx = q[0], by = q[1], bz = q[2], bw = q[3];\n this[0] = bx;\n this[1] = by;\n this[2] = bz;\n this[3] = bw;\n this[4] = ax * bw + ay * bz - az * by;\n this[5] = ay * bw + az * bx - ax * bz;\n this[6] = az * bw + ax * by - ay * bx;\n this[7] = -ax * bx - ay * by - az * bz;\n return this;\n }", "rotate({ angle, direction }) {\n\n // Throw an error if the angle is not an Angle\n validate({ angle }, 'Angle');\n\n // Throw an error if the direction is not a Direction\n validate({ direction }, 'Direction');\n\n // Create a Quaternion from the angle and direction\n const rotationQuaterion = Quaternion.fromAngleAndDirection({ angle, direction });\n\n // Rotate the vector\n const { vector } = this.quaternion.rotate(rotationQuaterion);\n\n // Return the rotated vector\n return new Vector(vector);\n }", "_getRotationDirection() {\n const that = this,\n quadrant = that._getQuadrant(that._actualAngle);\n\n if ((that._actualAngle < that._angle && (quadrant !== 1 || that._quadrant !== 4)) || (that._actualAngle > that._angle && quadrant === 4 && that._quadrant === 1)) {\n return 'cw';\n }\n else {\n return 'ccw';\n }\n }", "get quaternion() {\n return new Quaternion({ scalar: 0, vector: this });\n }", "pmulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let bx = this[0], by = this[1], bz = this[2], bw = this[3];\n this[0] = qx * bw + qw * bx + qy * bz - qz * by;\n this[1] = qy * bw + qw * by + qz * bx - qx * bz;\n this[2] = qz * bw + qw * bz + qx * by - qy * bx;\n this[3] = qw * bw - qx * bx - qy * by - qz * bz;\n bx = this[4];\n by = this[5];\n bz = this[6];\n bw = this[7];\n this[4] = qx * bw + qw * bx + qy * bz - qz * by;\n this[5] = qy * bw + qw * by + qz * bx - qx * bz;\n this[6] = qz * bw + qw * bz + qx * by - qy * bx;\n this[7] = qw * bw - qx * bx - qy * by - qz * bz;\n return this;\n }", "function getRotMatrix(p, str){\n switch(str)\n {case \"x\":\n var obj = new THREE.Matrix4().set(1, 0, 0, 0, \n 0, Math.cos(p),-Math.sin(p), 0, \n 0, Math.sin(p), Math.cos(p), 0,\n 0, 0, 0, 1);\n return obj;\n break;\n\n case \"y\":\n var obj = new THREE.Matrix4().set(Math.cos(p), 0, -Math.sin(p), 0, \n 0, 1, 0, 0, \n Math.sin(p), 0, Math.cos(p), 0,\n 0, 0, 0, 1);\n return obj;\n break;\n\n case \"z\":\n var obj = new THREE.Matrix4().set(Math.cos(p), -Math.sin(p), 0, 0, \n Math.sin(p), Math.cos(p), 0, 0, \n 0, 0, 1, 0,\n 0, 0, 0, 1);\n return obj;\n break;\n\n\n default:\n break;\n\n }\n\n}", "get quaternionValue() {}", "static rotation(quat)\n\t{\n\t\t//TODO: this\n\t}", "rotation() {\n return this.rotationInRadians().map(VrMath.radToDeg);\n }", "rotationInRadians() {\n return VrMath.getRotation(this.headMatrix);\n }", "static setRotMat4x4FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, false, false);\n}", "function rotToQuat(R) {\n let S, qw, qx, qy, qz;\n let tr = math.trace(R);\n let [[m00, m01, m02],\n [m10, m11, m12],\n [m20, m21, m22]] = R.toArray();\n\n if (tr > 0) {\n S = math.sqrt(tr+1.0) * 2; // S=4*qw\n qw = 0.25 * S;\n qx = (m21 - m12) / S;\n qy = (m02 - m20) / S;\n qz = (m10 - m01) / S;\n } else if ((m00 > m11)&(m00 > m22)) {\n S = math.sqrt(1.0 + m00 - m11 - m22) * 2; // S=4*qx\n qw = (m21 - m12) / S;\n qx = 0.25 * S;\n qy = (m01 + m10) / S;\n qz = (m02 + m20) / S;\n } else if (m11 > m22) {\n S = math.sqrt(1.0 + m11 - m00 - m22) * 2; // S=4*qy\n qw = (m02 - m20) / S;\n qx = (m01 + m10) / S;\n qy = 0.25 * S;\n qz = (m12 + m21) / S;\n } else {\n S = math.sqrt(1.0 + m22 - m00 - m11) * 2; // S=4*qz\n qw = (m10 - m01) / S;\n qx = (m02 + m20) / S;\n qy = (m12 + m21) / S;\n qz = 0.25 * S;\n }\n\n let q = math.matrix([[qw],[qx],[qy],[qz]]);\n return math.multiply(q,math.sign(qw));\n}", "function rotateDir(dir, cosA, sinA) {\n // doing it manually instead of using mat2d as these can be reused for\n // rotation in both directions, avoiding their recalculation\n var xC = dir[0] * cosA;\n var yC = dir[1] * cosA;\n var xS = dir[0] * sinA;\n var yS = dir[1] * sinA;\n var rotDir = [vec2.fromValues(xC - yS, xS + yC),\n vec2.fromValues(xC + yS, -xS + yC)];\n return rotDir;\n}", "static createRotation(axis, angle) {\n//--------------\nreturn RQ.setAxisAngleQV(RQ.makeQV(0, 0, 0, 0), axis, angle);\n}", "static setRotMat3x3FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, true);\n}", "function turn(p, q, r) {\n // Returns -1, 0, 1 if p,q,r forms a right, straight, or left turn.\n return cmp((q[0] - p[0]) * (r[1] - p[1]) - (r[0] - p[0]) * (q[1] - p[1]), 0);\n }", "function turn(p, q, r) {\n // Returns -1, 0, 1 if p,q,r forms a right, straight, or left turn.\n return cmp((q[0] - p[0]) * (r[1] - p[1]) - (r[0] - p[0]) * (q[1] - p[1]), 0);\n }", "function turn(p, q, r) {\n // Returns -1, 0, 1 if p,q,r forms a right, straight, or left turn.\n return cmp((q[0] - p[0]) * (r[1] - p[1]) - (r[0] - p[0]) * (q[1] - p[1]), 0);\n }", "function getRotation(eye, at, up) {\n // Check at and up is not same.\n while (equal(at, up)) {\n at[2] += 0.0001;\n }\n var n = normalize(subtract(at, eye)); // view directionMat vector\n var u = normalize(cross(up, n)); // perpendicular vector\n var v = normalize(cross(n, u)); // \"new\" up vector\n\n n = negate(n);\n\n var m_rot = mat4(\n vec4(u, 0),\n vec4(v, 0),\n vec4(n, 0),\n vec4(0, 0, 0, 0)\n );\n return m_rot;\n}", "toRotMatRows3x4(m) {\n//--------------\nreturn RQ.setRotMatRows3x4FromQV(m, this.xyzw, false, false, false);\n}", "function rotateTurret(curPlayer, dir){\n if(curPlayer.getplayer()==2){\n dir= -dir;\n }\n if((dir*0.01+curPlayer.gettheta())%(2*Math.PI)>=0 && (dir*0.01+curPlayer.gettheta())%(2*Math.PI)<= Math.PI){\n curPlayer.settheta((dir*0.01+curPlayer.gettheta())%(2*Math.PI));\n }\n else if((dir*0.01+curPlayer.gettheta())%(2*Math.PI)<0){\n curPlayer.settheta(0);\n }\n else if((dir*0.01+curPlayer.gettheta())%(2*Math.PI)>Math.PI){\n curPlayer.settheta(Math.PI);\n }\n}", "function calculateRotations(jointName, animation, ft, direction) {\r\n\r\n var joint = animation.joints[jointName];\r\n var jointRotations = {x:0, y:0, z:0};\r\n\r\n // gather modifiers and multipliers for this joint\r\n modifiers = new JointModifiers(joint, direction);\r\n\r\n // calculate rotations. Use synthesis filters where specified by the animation file.\r\n\r\n // calculate pitch\r\n if(animation.filters.hasOwnProperty(jointName) &&\r\n 'pitchFilter' in animation.filters[jointName]) {\r\n\r\n jointRotations.x = modifiers.pitchReverseInvert * (modifiers.pitchSign * joint.pitch *\r\n animation.filters[jointName].pitchFilter.calculate\r\n (filter.degToRad(ft * modifiers.pitchFrequencyMultiplier +\r\n joint.pitchPhase + modifiers.pitchPhaseModifier + modifiers.pitchReverseModifier)) +\r\n modifiers.pitchOffsetSign * joint.pitchOffset);\r\n\r\n } else {\r\n\r\n jointRotations.x = modifiers.pitchReverseInvert * (modifiers.pitchSign * joint.pitch *\r\n Math.sin(filter.degToRad(ft * modifiers.pitchFrequencyMultiplier +\r\n joint.pitchPhase + modifiers.pitchPhaseModifier + modifiers.pitchReverseModifier)) +\r\n modifiers.pitchOffsetSign * joint.pitchOffset);\r\n }\r\n\r\n // calculate yaw\r\n if(animation.filters.hasOwnProperty(jointName) &&\r\n 'yawFilter' in animation.filters[jointName]) {\r\n\r\n jointRotations.y = modifiers.yawSign * joint.yaw *\r\n animation.filters[jointName].yawFilter.calculate\r\n (filter.degToRad(ft + joint.yawPhase + modifiers.yawReverseModifier)) +\r\n modifiers.yawOffsetSign * joint.yawOffset;\r\n\r\n } else {\r\n\r\n jointRotations.y = modifiers.yawSign * joint.yaw *\r\n Math.sin(filter.degToRad(ft + joint.yawPhase + modifiers.yawReverseModifier)) +\r\n modifiers.yawOffsetSign * joint.yawOffset;\r\n }\r\n\r\n // calculate roll\r\n if(animation.filters.hasOwnProperty(jointName) &&\r\n 'rollFilter' in animation.filters[jointName]) {\r\n\r\n jointRotations.z = modifiers.rollSign * joint.roll *\r\n animation.filters[jointName].rollFilter.calculate\r\n (filter.degToRad(ft + joint.rollPhase + modifiers.rollReverseModifier)) +\r\n modifiers.rollOffsetSign * joint.rollOffset;\r\n\r\n } else {\r\n\r\n jointRotations.z = modifiers.rollSign * joint.roll *\r\n Math.sin(filter.degToRad(ft + joint.rollPhase + modifiers.rollReverseModifier)) +\r\n modifiers.rollOffsetSign * joint.rollOffset;\r\n }\r\n return jointRotations;\r\n}", "function computeOrigin(x, y, quad, vec) {\r\n\r\n switch (quad) {\r\n case 2:\r\n vec = computeCameraOrientation(x, y, quad, vec);\r\n break;\r\n case 3:\r\n vec = computeCameraOrientation(x, y, quad, vec);\r\n break;\r\n case 4:\r\n vec = computeCameraOrientation(x, y, quad, vec);\r\n break;\r\n }\r\n}", "function rotateSector(i, q) {\n return q < 8 && q >= 0 ? (q + 8 - i * 2) % 8 : q;\n }", "toAxisRotations(rpyVec) {\nvar CP_CR, CP_SQ, CP_SR, CY, CY_CP, R2D, SP_NEG, SY_CP, SY_NEG, WW, W_SQ, XX, X_SQ, YY, Y_SQ, ZZ, Z_SQ, i, j, qv, rpy;\n//--------------\n// Compute squares of this quaternion''s components.\nqv = this.xyzw;\nXX = qv[0];\nYY = qv[1];\nZZ = qv[2];\nWW = qv[3];\n[X_SQ, Y_SQ, Z_SQ, W_SQ] = [XX * XX, YY * YY, ZZ * ZZ, WW * WW];\n// Extract axis-rotations from the rotation matrix components\n// corresponding to this quaternion. The three Euler angles\n// are theta-roll (X), theta-pitch (Y), and theta-yaw (Z).\n// If cR = cos(theta-roll), sR = sin(theta-roll), etc., then the\n// relevant rotation-matrix elements are:\n// M_00 = cY*cP\n// M_10 = sP*cP\n// M_20 = -sP M_21 = cP*sR M_22 = cP*cR\n// but if cp = 0, i.e. if |p| = PI/2, then without loss of\n// generality we can take theta-roll = 0, and for accurate\n// computation of yaw we need to use instead:\n// M_01 = -sY\n// M_11 = cY\n// which is valid in this case only.\n// [See the previous method for details of the\n// XYZ <--> ROLL-PITCH-YAW mapping.\n// But NB:\n// Here cY,sY etc. refer to the whole angles, whereas\n// in the previous method cy, sy etc. refer to the half angles\n// used in rotation quaternions,\n// i.e. cy there !== cY here, etc.]\nCY_CP = W_SQ + X_SQ - Y_SQ - Z_SQ;\nSY_CP = 2 * (XX * YY + WW * ZZ);\nSP_NEG = 2 * (XX * ZZ - WW * YY);\nCP_SQ = CY_CP * CY_CP + SY_CP * SY_CP;\nR2D = RQ.RADS_TO_DEGS;\n// Partial result -- to be adjusted below.\nrpy = [0, R2D * (Math.asin(-SP_NEG)), 0];\nfor (i = j = 0; j < 3; i = ++j) {\nrpyVec[i] = rpy[i];\n}\n// Test for the special case, cos theta-pitch === 0 (approx.).\nif ((-1e-10 <= CP_SQ && CP_SQ <= 1e-10)) {\n// Special case: CP = 0, i.e. |P| = PI / 2 (and r = 0);\nSY_NEG = 2 * (XX * YY - WW * ZZ);\nCY = W_SQ - X_SQ + Y_SQ - Z_SQ;\nreturn rpyVec[2] = R2D * Math.atan2(-SY_NEG, CY);\n} else {\n// Normal case: use column 0 and row 2 of M to get R and Y.\nCP_CR = W_SQ - X_SQ - Y_SQ + Z_SQ;\nCP_SR = 2 * (YY * ZZ + WW * XX);\nrpyVec[0] = R2D * Math.atan2(CP_SR, CP_CR);\nreturn rpyVec[2] = R2D * Math.atan2(SY_CP, CY_CP);\n}\n}", "getWorldMatrix(rotation, dir) {\n Vec3.negate(_dir_negate, dir);\n\n const distance = Math.sqrt(2) * this._sphere.radius;\n\n Vec3.multiplyScalar(_vec3_p, _dir_negate, distance);\n Vec3.add(_vec3_p, _vec3_p, this._sphere.center);\n Mat4.fromRT(_mat4_trans, rotation, _vec3_p);\n return _mat4_trans;\n }", "function orient(data, p, q, r) {\n var o = (data[q + 1] - data[p + 1]) * (data[r] - data[q]) - (data[q] - data[p]) * (data[r + 1] - data[q + 1]);\n return o > 0 ? 1 :\n o < 0 ? -1 : 0;\n}", "get direction() {\n return Vector.unit(this.angle);\n }", "function orientation(p, q, r)\n{\n // See https://www.geeksforgeeks.org/orientation-3-ordered-points/ \n // for details of below formula. \n let val = (q.y - p.y) * (r.x - q.x) -\n (q.x - p.x) * (r.y - q.y);\n\n if (val == 0) return 0; // colinear \n\n return (val > 0) ? 1 : 2; // clock or counterclock wise \n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}", "function quat2Euler(q, euler) {\n\tvar ysqr = q[2]* q[2];\n var t0 = -2.0 * (ysqr + q[3] * q[3]) + 1.0;\n var t1 = +2.0 * (q[1] * q[2] - q[0] * q[3]);\n var t2 = -2.0 * (q[1] * q[3] + q[0] * q[2]);\n var t3 = +2.0 * (q[2] * q[3] - q[0] * q[1]);\n var t4 = -2.0 * (q[1] * q[1] + ysqr) + 1.0;\n // Keep t2 within range of asin (-1, 1)\n t2 = t2 > 1.0 ? 1.0 : t2;\n t2 = t2 < -1.0 ? -1.0 : t2;\n euler[1] = asin(t2) * 2;\n euler[2] = atan2(t3, t4);\n euler[0] = atan2(t1, t0);\n euler[1] *= (180.0 / PI);\n euler[0] *= (180.0 / PI);\n euler[2] *= (180.0 / PI);\n if (euler[1] < 0) euler[1] = 360.0 + euler[1];\n if (euler[0] < 0) euler[0] = 360.0 + euler[0];\n if (euler[2] < 0) euler[2] = 360.0 + euler[2]; \n}", "function quaternion_from_axisangle(origAxis, angle){\n\taxis = vector_normalize(origAxis);\n\tvar myQuat = [Math.cos(angle/2), axis[0]*Math.sin(angle/2), axis[1]*Math.sin(angle/2), axis[2]*Math.sin(angle/2)];\n\treturn myQuat\n}", "getRobotOrientation(direction) {\n let current_orientation = this.robotPosition[1], current_orientation_index = this.orientation.indexOf(current_orientation);\n (direction == 'R') ? current_orientation_index++ : current_orientation_index--;\n if (current_orientation_index == -1)\n current_orientation_index = 3;\n if (current_orientation_index == 4)\n current_orientation_index = 0;\n this.robotPosition[1] = this.orientation[current_orientation_index];\n return this.robotPosition;\n }", "function orientation(p, q, r) {\n // See https://www.geeksforgeeks.org/orientation-3-ordered-points/\n // for details of below formula.\n const val = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y)\n\n if (val == 0) return 0 // colinear\n\n return val > 0 ? 1 : 2 // clock or counterclock wise\n}", "rotateAbout (origin, theta) {\n let tempOrigin = this.tempPosition.minus(origin);\n tempOrigin = tempOrigin.xyz1times(new Mat4().set().rotate(theta));\n tempOrigin.add(origin);\n this.position = tempOrigin;\n this.orientation = this.tempOrientation + theta;\n }", "function orient (ang) {\n var stableAng = normAngle(ang - spaceship[4]);\n AIrotate = stableAng < 0 ? -1 : 1;\n return stableAng;\n }", "function player_rotate(dir) {\n const pos = player.pos.x;\n let offset = 1;\n rotate(player.matrix, dir);\n while (collide(arena, player)) {\n player.pos.x += offset;\n offset = -(offset + (offset > 0 ? 1 : -1));\n if(offset > player.matrix[0].length) {\n player_rotate(player.matrix, -dir);\n player.pos.x = pos;\n return;\n }\n }\n}", "static setAxisAngleQV(qv, xyz, angle) {\nvar halfA, sinHA, ux, uy, uz;\n//--------------\n// The quaternion representing the rotation is\n// q = cos(A/2) + sin(A/2)*(x*i + y*j + z*k)\n// ASSERT: xyz.length() == 1;\n[ux, uy, uz] = xyz;\nhalfA = 0.5 * angle;\nsinHA = Math.sin(halfA);\nreturn this.setQV_xyzw(qv, sinHA * ux, sinHA * uy, sinHA * uz, Math.cos(halfA));\n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n var l = (ry - py) * (qx - px);\n var r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n }", "getQuat(out) {\n out = out || [0, 0, 0, 0];\n out[0] = this[0];\n out[1] = this[1];\n out[2] = this[2];\n out[3] = this[3];\n return out;\n }", "setFromRotMat3x3(m) {\nvar DIV_4W, EPS, SQRT_T, T, dorotx, doroty, dorotz, tx, ty, tz;\n//---------------\n// The given matrix is :\n// m[0] m[3] m[6] m00 m01 m02\n// m[1] m[4] m[7] == m10 m11 m12\n// m[2] m[5] m[8] m20 m21 m22\nEPS = 1e-4;\n[tx, ty, tz] = [m[0], m[4], m[8]];\nT = tx + ty + tz + 1;\nif (1 <= T + EPS) {\n// Normal case: 1 <= T\nSQRT_T = Math.sqrt(T);\nDIV_4W = 0.5 / SQRT_T;\nthis.set_xyzw((m[5] - m[7]) * DIV_4W, (m[6] - m[2]) * DIV_4W, (m[1] - m[3]) * DIV_4W, 0.5 * SQRT_T); // m21 - m12 // m02 - m20 // m10 - m01\n} else {\n// To avoid instability, we need to adjust both the matrix\n// m and the quaternion (this) by introducing a prior\n// rotation by PI about one of the three axes (X, Y or Z).\n// First, decide which axis by finding the one with the\n// largest t-value:\ndorotx = doroty = dorotz = false;\nif (tz <= ty) {\nif (ty <= tx) {\ndorotx = true;\n} else {\ndoroty = true;\n}\n} else {\nif (tz <= tx) {\ndorotx = true;\n} else {\ndorotz = true;\n}\n}\nif (dorotx) {\nthis._setFromMatWithXRot(m);\n} else if (doroty) {\nthis._setFromMatWithYRot(m);\n} else if (dorotz) {\nthis._setFromMatWithZRot(m);\n}\n}\nreturn this;\n}", "function getrotatedpos(index, dir){\n console.log(counter % 4);\n //console.log(positions[index]);\n //console.log(index);\n var newarr = [];\n if(index !== 1){\n if(dir % 4 === 0){\n newarr = positions[index];\n }else if(dir % 4 === 1){\n newarr = trans(positions[index]);\n }\n else if(dir % 4 === 2){\n newarr = changerows(positions[index]);\n }\n else if(dir % 4 === 3){\n var ara = [];\n var ara1 = [];\n ara = trans(positions[index]);\n newarr = changecolumns(ara);\n }\n }\n else{\n newarr = positions[index];\n }\n //newarr = trans(positions[index]);\n\n counter++;\n return newarr;\n }", "setFromAxisRotations(roll, pitch, yaw) {\nvar D2R_BY2, RPY_by2, cp, cr, cy, cycp, cysp, rpy, rpyb2, sp, sr, sy, sycp, sysp;\n//-------------------\n// The Euler-angle-to-axis bindings,and the order in which\n// the Euler angle rotations are applied are:\n// X-roll ; Y-pitch ; Z-yaw .\n// [See note below on the orientation of the notional craft.]\n// Hence to get the required quaternion components, we\n// compute the quaternion product:\n// Q-yaw x Q-pitch x Q-roll .\n// NB\n// These axis bindings assume a notional craft lying in\n// the XY-plane, with its body lying along the X-axis\n// (facing +X), with +Y on its right/starboard side, and\n// with +Z _below_ it.\n// For a craft with this orientation, an increase in ROLL\n// (from 0) dips the right/starboard wing, an increase in\n// PITCH raises the nose, and an increase in YAW turns the\n// nose to the right/starboard.\nD2R_BY2 = RQ.DEGS_TO_RADS / 2;\n// Angles of rotation by 2 (i.e quaternion angles) in radians, and\n// the cosines and sines of these half-angles.\nRPY_by2 = (function() {\nvar j, len, ref, results;\nref = [roll, pitch, yaw];\nresults = [];\nfor (j = 0, len = ref.length; j < len; j++) {\nrpy = ref[j];\nresults.push(rpy * D2R_BY2);\n}\nreturn results;\n})();\n[cr, cp, cy] = (function() {\nvar j, len, results;\nresults = [];\nfor (j = 0, len = RPY_by2.length; j < len; j++) {\nrpyb2 = RPY_by2[j];\nresults.push(Math.cos(rpyb2));\n}\nreturn results;\n})();\n[sr, sp, sy] = (function() {\nvar j, len, results;\nresults = [];\nfor (j = 0, len = RPY_by2.length; j < len; j++) {\nrpyb2 = RPY_by2[j];\nresults.push(Math.sin(rpyb2));\n}\nreturn results;\n})();\n// Compute components of Q-yaw (Z) x Q-pitch (Y)\n[cycp, sysp, sycp, cysp] = [cy * cp, sy * sp, sy * cp, cy * sp];\n// Finally, compute the product of the three axis-rotation quaternions:\n// (cy; 0 0 sy) * (cp; 0 sp 0) * (cr; sr 0 0)\nreturn this.set_xyzw(cycp * sr - sysp * cr, cysp * cr + sycp * sr, sycp * cr - cysp * sr, cycp * cr + sysp * sr);\n}", "static fromRPY(roll, pitch, yaw) {\nvar q;\n//-------\nq = new RQ();\nq.setFromAxisRotations(roll, pitch, yaw);\nreturn q;\n}", "function getRotation(destination, origin){\n var dLon = destination[1]-origin[1];\n var dLat = destination[0]-origin[0];\n var angle = -((Math.atan2(dLon, dLat) * 180 / Math.PI));\n return angle;\n}", "function calc(q) {\n\t\tvar a = q[0];\n\t\tvar b = q[1];\n\t\tvar ar = a.rpos;\n\t\tvar br = b.rpos;\n\t\t// Actual position of the screen\n\t\tvar pos = [(a.pos[0] + b.pos[0]) / 2, (a.pos[1] + b.pos[1]) / 2];\n\n\t\t// Relative position from the element\n\t\tvar rpos = [(a.rpos[0] + b.rpos[0]) / 2, (a.rpos[1] + b.rpos[1]) / 2];\n\t\tvar xlen = ar[0] - br[0];\n\t\tvar ylen = ar[1] - br[1];\n\t\tvar len = Math.sqrt(xlen * xlen + ylen * ylen);\n\t\tvar angle = getAngle(ar, br);\n\t\treturn { pos: pos, rpos: rpos, len: len, angle: angle, xlen: Math.abs(xlen), ylen: Math.abs(ylen) };\n\t}", "rot() {\nreturn this._r;\n}", "function\nnormalize_quat(q)\n{\n var v = [];\n var i, mag;\n \n mag = Math.sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);\n for (i = 0; i < 4; i++) q[i] /= mag;\n v[0] = q[0];\n v[1] = q[1];\n v[2] = q[2];\n v[3] = q[3];\n return v;\n}", "rotate(dir) {\n\n if (dir === 'rotateright') {\n\n if (this.rotation === 3){\n this.rotation = -1\n }\n this.rotation ++;\n this.checkGhost();\n this.render();\n\n } else {\n\n if (this.rotation === 0){\n this.rotation = 4;\n }\n this.rotation --;\n this.checkGhost();\n this.render();\n\n }\n\n }", "getTransformation() {\n let globalUp = vec3.fromValues(0, 0, 1);\n let direction = vec3.fromValues(0, 0, 0);\n vec3.subtract(direction, this.p2.position, this.p1.position);\n let angleRadians = this.getCounterClockwiseAngle(globalUp, direction);\n let globalRotate = vec3.fromValues(0, 1, 0);\n let rotationQuat = quat.create();\n quat.setAxisAngle(rotationQuat, globalRotate, angleRadians);\n let translate = this.midpoint();\n let scaleX = this.isHighway ? 15 : 5;\n let scaleY = 1;\n let scaleZ = vec3.length(direction);\n let scaleVector = vec3.fromValues(scaleX, scaleY, scaleZ);\n let transformationMat = mat4.create();\n mat4.fromRotationTranslationScale(transformationMat, rotationQuat, translate, scaleVector);\n return transformationMat;\n }", "function quaternion(v0, v1) {\n\n\tif (v0 && v1) {\n\t\t\n\t var w = cross(v0, v1), // vector pendicular to v0 & v1\n\t w_len = Math.sqrt(dot(w, w)); // length of w \n\n if (w_len == 0)\n \treturn;\n\n var theta = .5 * Math.acos(Math.max(-1, Math.min(1, dot(v0, v1)))),\n\n\t qi = w[2] * Math.sin(theta) / w_len; \n\t qj = - w[1] * Math.sin(theta) / w_len; \n\t qk = w[0]* Math.sin(theta) / w_len;\n\t qr = Math.cos(theta);\n\n\t return theta && [qr, qi, qj, qk];\n\t}\n}", "get rotation() {\n // Get the radian angle\n let radianAngle = this.object3d.rotation.z;\n\n // Convert into degrees and return it\n return Math.round((radianAngle / Math.PI) * 180);\n }", "getLocalRot() {\nreturn this.localRot;\n}", "function orient(rx, ry, qx, qy, px, py) {\n const sign = orientIfSure(px, py, rx, ry, qx, qy) ||\n orientIfSure(rx, ry, qx, qy, px, py) ||\n orientIfSure(qx, qy, px, py, rx, ry);\n return sign < 0;\n}", "function orient(rx, ry, qx, qy, px, py) {\n const sign = orientIfSure(px, py, rx, ry, qx, qy) ||\n orientIfSure(rx, ry, qx, qy, px, py) ||\n orientIfSure(qx, qy, px, py, rx, ry);\n return sign < 0;\n}", "function grabLastDirVector() : Vector3{\n\tvar triPosition : Vector3 = new Vector3(triangle.transform.position.x, transform.position.y, triangle.transform.position.z);\n\tvar triSpeed : Vector3 = new Vector3(triAgent.velocity.x, transform.position.y, triAgent.velocity.z);\n\tvar dirVector : Vector3 = ((triPosition + triSpeed) - transform.position);\n\treturn dirVector;\n}", "function makeCorrectRotation(direction){\n\treturn facing =>{\n\t\tif(direction === 'LEFT'){\n\t\t\treturn rotateLeft(facing);\n\t\t}\n\t\tif(direction === 'RIGHT'){\n\t\t\treturn rotateRight(facing);\n\t\t}\n\t};\n}", "function getMoveVector() {\n var d = .2;\n return [Math.sin(lookAngle / 180 * Math.PI) * d, Math.cos(lookAngle / 180 * Math.PI) * d];\n}", "function rotate_pts(a, dir) {\n\t// 4-way array rotation\n\tvar ra = [];\n\twhile (dir > 3) dir -= 4;\n\twhile (dir < 0) dir += 4;\n\tfor (var i = 0, l = a.length; i < l; i += 2) {\n\t\tra[i] = dir % 2 ? a[i+1] : a[i];\n\t\tra[i+1] = dir % 2 ? a[i] : a[i+1];\n\t\tif (dir > 1) {\n\t\t\tra[i] = -ra[i]; ra[i+1] = -ra[i+1];\n\t\t}\n\t}\n\treturn ra;\n}", "function orient(rx, ry, qx, qy, px, py) {\n var sign = orientIfSure(px, py, rx, ry, qx, qy) ||\n orientIfSure(rx, ry, qx, qy, px, py) ||\n orientIfSure(qx, qy, px, py, rx, ry);\n return sign < 0;\n }", "function euler2quat(e) {\n\n\tif(!e) return;\n \n var roll = .5 * e[0] * to_radians,\n pitch = .5 * e[1] * to_radians,\n yaw = .5 * e[2] * to_radians,\n\n sr = Math.sin(roll),\n cr = Math.cos(roll),\n sp = Math.sin(pitch),\n cp = Math.cos(pitch),\n sy = Math.sin(yaw),\n cy = Math.cos(yaw),\n\n qi = sr*cp*cy - cr*sp*sy,\n qj = cr*sp*cy + sr*cp*sy,\n qk = cr*cp*sy - sr*sp*cy,\n qr = cr*cp*cy + sr*sp*sy;\n\n return [qr, qi, qj, qk];\n}", "static approxEqRots(ra, rb) {\nvar aeq, i;\n//------–-----\naeq = (function() {\nvar j, results;\nresults = [];\nfor (i = j = 0; j < 4; i = ++j) {\nresults.push(this.approxEq(ra[i], rb[i]));\n}\nreturn results;\n}).call(this);\nreturn aeq[0] && aeq[1] && aeq[2] && aeq[3];\n}", "function GetTriangleQSide( p, q )\n{\n let g = GetGeometry2D( p, q );\n\n let alpha = Math.PI / 2;\n let beta = PiOverNSafe( q );\t// The one we want.\n let gamma = PiOverNSafe( p );\n if( g == Geometry.Euclidean )\n return EuclideanHypotenuse * Math.sin( beta );\n return GetTriangleSide( g, beta, gamma, alpha );\n}", "function playerRotate(dir) {\n const pos = player.pos.x;\n var offset = 1;\n rotate(player.matrix, dir);\n \n while(collide(arena, player)) {\n player.pos.x += offset;\n offset = -(offset + (offset > 0 ? 1 : -1));\n if(offset > player.matrix[0].length) {\n rotate(player.matrix, -dir);\n player.pos.x = pos;\n return;\n }\n }\n\n if(!collide(arena, player)) {\n rotating.play();\n }\n}", "rotX(rad) {\n const bbx = this[0], bby = this[1], bbz = this[2], bbw = this[3]; // Quat\n let bx = -this[0], by = -this[1], bz = -this[2], bw = this[3]; // Neg XYZ\n const ax = this[4], ay = this[5], az = this[6], aw = this[7];\n //----------------------------------------\n // Reverse Trans\n const ax1 = ax * bw + aw * bx + ay * bz - az * by, ay1 = ay * bw + aw * by + az * bx - ax * bz, az1 = az * bw + aw * bz + ax * by - ay * bx, aw1 = aw * bw - ax * bx - ay * by - az * bz;\n //----------------------------------------\n // Rotate Quaternion\n rad *= 0.5;\n const sin = Math.sin(rad), cos = Math.cos(rad);\n bx = this[0] = bbx * cos + bbw * sin;\n by = this[1] = bby * cos + bbz * sin;\n bz = this[2] = bbz * cos - bby * sin;\n bw = this[3] = bbw * cos - bbx * sin;\n //----------------------------------------\n this[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;\n this[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;\n this[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;\n this[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;\n return this;\n }", "static directionFromRotation(direction, degrees) {\n\t\tlet shift = degrees > 0 ? degrees % 90 + 1 : -(degrees % 90 + 1);\n\t\tlet newDir = direction + shift;\n\t\treturn newDir < 0 ? newDir + 4 : newDir % 4;\n\t}", "function rotatep(angle, point){\n var R = mat4();\n var ctm = mat4();\n\n var thetaX = Math.acos()\n}", "static directionAngleX(p) {\n // First quadrant(and positive x, y axes, origin)\n if (p.x >= 0 && p.y >= 0) {\n return Math.atan2(p.y, p.x);\n }\n // Second quadrant\n if (p.x < 0 && p.y > 0) {\n return (Math.PI - Math.atan2(p.y, -p.x));\n }\n // Third quadrant(and negative x, y axes)\n if (p.x <= 0 && p.y <= 0) {\n return (Math.PI + Math.atan2(-p.y, -p.x));\n }\n // Forth quadrant\n if (p.x > 0 && p.y < 0) {\n return (1.5 * Math.PI + Math.atan2(-p.y, p.x));\n }\n return 0;\n }", "static setRotMatRows3x4FromQV(m, qv) {\n//----------------------\nreturn this._setTRMatFromQV(m, qv, false, false, false);\n}", "function getTorque(theta, dtheta, goalTheta) {\n\t\t// simple PID controller to point the ship correctly\n\t\tvar thetaE = goalTheta - theta;\n\t\tvar thetaEt1 = goalTheta - theta + dtheta * 0.01;\n\t\tvar thetaEDot = thetaEt1 - thetaE;\n\t\tvar kP = 100;\n\t\tvar kD = 1000;\n\t\treturn thetaE * kP - thetaEDot * kD;\n\t}", "setRotate(rq) {\nE3Vec.setRotateV3(this.xyz, rq.xyzw);\nreturn this;\n}", "function convertDualQuatToMatrix (dq) {\n // dq[0] dq[1] dq[2] dq[3] are our rotation quaternion elements\n // dq[4] dq[5] dq[6] dq[7] are our translation quaternion elements (the dual quaternion's imaginary component)\n return [\n 1.0 - (2.0 * dq[1] * dq[1]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[0] * dq[1]) + (2.0 * dq[3] * dq[2]),\n (2.0 * dq[0] * dq[2]) - (2.0 * dq[3] * dq[1]),\n 0,\n (2.0 * dq[0] * dq[1]) - (2.0 * dq[3] * dq[2]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[1] * dq[2]) + (2.0 * dq[3] * dq[0]),\n 0,\n (2.0 * dq[0] * dq[2]) + (2.0 * dq[3] * dq[1]),\n (2.0 * dq[1] * dq[2]) - (2.0 * dq[3] * dq[0]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[1] * dq[1]),\n 0,\n 2.0 * (-dq[7] * dq[0] + dq[4] * dq[3] - dq[5] * dq[2] + dq[6] * dq[1]),\n 2.0 * (-dq[7] * dq[1] + dq[4] * dq[2] + dq[5] * dq[3] - dq[6] * dq[0]),\n 2.0 * (-dq[7] * dq[2] - dq[4] * dq[1] + dq[5] * dq[0] + dq[6] * dq[3]),\n 1\n ]\n}", "getDirectionToTarget() \n {\n let angle = Phaser.Math.Angle.BetweenPoints(this.position, this.target);\n angle = (UtilFunctions.radiansToDegrees(angle) + 202.5)%360;\n const direction = Math.abs(Math.ceil(angle/45)); //transform radian angle to direction\n //return direction;\n return UtilFunctions.getDirectionToObject(this.position, this.target);\n }", "update(){\n\n // --------------------- CALCULATE ROTATION --------------------- //\n\n // get this origin and max displacement values for this frame.\n // currentmotion() allows a slow ramp from one set of values to another\n // when switching motions.\n let thisFrame = this.currentMotion();\n // get this frame's max displacement for each part\n let thighDisplacement = dude.vigor[dude.currentMoves] * thisFrame.thighDisplacement;\n let thighDisplacement2 = dude.vigor[dude.currentMoves] * thisFrame.thighDisplacement2;\n let kneeDisplacement = dude.vigor[dude.currentMoves] * thisFrame.kneeDisplacement;\n // get this frame's angle origin for each part\n // by adding together default origin and current origin\n let thighOrigin = this.thigh.origin + thisFrame.thighOrigin;\n let thighOrigin2 = this.thigh.origin2 + thisFrame.thighOrigin2;\n let kneeOrigin = this.knee.origin + thisFrame.kneeOrigin;\n\n // get current arm position from framecount and this limb's speed\n let currentPosition = radians(frameCount * velocity * this.speed);\n\n // get current angle of each part by mapping arm position to range defined\n // by origin and displacement\n\n // get thigh x-rotate range\n let min1 = thighOrigin - thighDisplacement;\n let max1 = thighOrigin + thighDisplacement;\n // map thigh x-rotate,\n this.thigh.angle = map( sin(currentPosition), -1*this.xflip, this.xflip, min1, max1 );\n\n // get thigh z-rotate range\n let min2 = thighOrigin2 + thighDisplacement2;\n let max2 = thighOrigin2 - thighDisplacement2;\n // map thigh z-rotate\n this.thigh.angle2 = map( cos(currentPosition), -1, 1, min2, max2 );\n\n // get knee x-rotate range\n let min3 = kneeOrigin - kneeDisplacement;\n let max3 = kneeOrigin + kneeDisplacement;\n // map knee x-rotate\n this.knee.angle = map( sin(currentPosition), -1*this.xflip, this.xflip, min3, max3 );\n\n // get the current height value.\n this.currentHeight = thisFrame.height;\n\n // constrain knee angle\n if(this.knee.constraint1!=0){\n this.knee.angle = constrain(\n this.knee.angle,\n this.knee.constraint1, this.knee.constraint2 )\n }\n\n // --------------------- CHECK OVERLAP --------------------- //\n // i'm not using this a whole lot, but this part allows me to trigger\n // events in sync with footstep rate\n // if this limb is a leg (not an arm)\n if(this.flip===-1){\n // check \"feet hit ground\" / leg overlap:\n // get current thigh angle from origin\n let angle = sin(this.thigh.angle-thighOrigin);\n // if thigh angle excedes 0,\n if(angle<0&& !this.legOverlap){\n // mark leg as having overlapped 0\n this.legOverlap = true;\n // change ground fill depending on if left/right leg\n if(this.xflip ===1) dude.groundFill = color(185, 45, 45, 205);\n if(this.xflip ===-1) dude.groundFill = color(45, 185, 45, 205);\n }\n // if thigh angle is less than 0, reset overlap marker.\n if(angle>0 && this.legOverlap){\n this.legOverlap = false;\n }\n }\n }", "get above(){\n return Coord.QRT(this._q,this._r,this._t+1);\n }", "static direction(p) {\n const angleX = Point.directionAngleX(p);\n const inverseAngleX = (2 * Math.PI - angleX) % (2 * Math.PI);\n return (inverseAngleX + 0.5 * Math.PI) % (2 * Math.PI);\n }", "function getTurnAngle() {\n if(up) {\n if(right) {\n return 45;\n }\n if(left) {\n return 315;\n }\n }\n \n if(down) {\n if(right) {\n return 135;\n }\n if(left) {\n return 225;\n }\n \n return 180;\n }\n \n if(right) {\n return 90;\n }\n if(left) {\n return 270;\n }\n \n return 0;\n }", "static setMat4x4Rot(m, r) {\nreturn r.toRotMat4x4(m);\n}" ]
[ "0.7100429", "0.66884947", "0.6664252", "0.6460732", "0.62974566", "0.6252324", "0.62450635", "0.62428725", "0.6181792", "0.61668813", "0.59867465", "0.59606147", "0.592153", "0.58965284", "0.5892091", "0.58803546", "0.5826601", "0.58194107", "0.5772373", "0.5759232", "0.5723356", "0.5717083", "0.5684156", "0.56395596", "0.5631412", "0.5621284", "0.56179446", "0.56134534", "0.5606203", "0.5601556", "0.55931914", "0.5592321", "0.5577919", "0.5570278", "0.557015", "0.5563417", "0.55568534", "0.55568534", "0.55568534", "0.5552978", "0.55397165", "0.553772", "0.5517474", "0.55164516", "0.55105", "0.54969496", "0.5495917", "0.5492238", "0.54903615", "0.54808104", "0.5478434", "0.5478434", "0.5471397", "0.5459037", "0.54254174", "0.5398773", "0.53802425", "0.536193", "0.5355922", "0.5349808", "0.5347642", "0.53446186", "0.5339266", "0.5334398", "0.5321174", "0.53168815", "0.5310215", "0.52690643", "0.52686226", "0.52664405", "0.5254727", "0.5252526", "0.52387947", "0.5229216", "0.52167153", "0.5192543", "0.5192543", "0.51865566", "0.5166404", "0.5156146", "0.5140213", "0.513826", "0.51192135", "0.511506", "0.51114196", "0.51064783", "0.5099325", "0.5093529", "0.5090723", "0.50902766", "0.5086857", "0.50863147", "0.5080605", "0.50803983", "0.50663155", "0.50531894", "0.5051395", "0.50507826", "0.5048058", "0.50457877" ]
0.78578144
0
q must be a normalized quaternion
function quat_rotate(out, q, v) { let p = vec4.fromValues( q[3] * v[0] + q[1] * v[2] - q[2] * v[1], // x q[3] * v[1] + q[2] * v[0] - q[0] * v[2], // y q[3] * v[2] + q[0] * v[1] - q[1] * v[0], // z -q[0] * v[0] - q[1] * v[1] - q[2] * v[2] // w ); return vec3.set( out, p[0] * q[3] - p[3] * q[0] + p[2] * q[1] - p[1] * q[2], // x p[1] * q[3] - p[3] * q[1] + p[0] * q[2] - p[2] * q[0], // y p[2] * q[3] - p[3] * q[2] + p[1] * q[0] - p[0] * q[1] // z ); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function\nnormalize_quat(q)\n{\n var v = [];\n var i, mag;\n \n mag = Math.sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);\n for (i = 0; i < 4; i++) q[i] /= mag;\n v[0] = q[0];\n v[1] = q[1];\n v[2] = q[2];\n v[3] = q[3];\n return v;\n}", "function validateQuaternion(q) {\n return q.length === 4 && Number.isFinite(q[0]) && Number.isFinite(q[1]) && Number.isFinite(q[2]) && Number.isFinite(q[3]);\n}", "static fromQuaternion(q)\n\t{\n\t\t//TODO: done\n\t\treturn new Vector(q.x, q.y, q.z);\n\t}", "pmulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let bx = this[0], by = this[1], bz = this[2], bw = this[3];\n this[0] = qx * bw + qw * bx + qy * bz - qz * by;\n this[1] = qy * bw + qw * by + qz * bx - qx * bz;\n this[2] = qz * bw + qw * bz + qx * by - qy * bx;\n this[3] = qw * bw - qx * bx - qy * by - qz * bz;\n bx = this[4];\n by = this[5];\n bz = this[6];\n bw = this[7];\n this[4] = qx * bw + qw * bx + qy * bz - qz * by;\n this[5] = qy * bw + qw * by + qz * bx - qx * bz;\n this[6] = qz * bw + qw * bz + qx * by - qy * bx;\n this[7] = qw * bw - qx * bx - qy * by - qz * bz;\n return this;\n }", "static setNormalizeQV(qv) {\nvar lensq;\n//--------------\n// Do nothing if qv is too close to zero.\nlensq = this.innerProductQV(qv, qv);\nif (1e-12 < lensq) {\nreturn setScaleQV(qv, 1 / Math.sqrt(lensq));\n} else {\nreturn qv;\n}\n}", "function quatToRot(q) {\n let norm = math.norm(q, 'fro');\n q = math.multiply(q, 1/norm);\n q = math.flatten(q.toArray());\n\n let data = [[0,0,0],[0,0,0],[0,0,0]];\n data[0][1] = -q[3];\n data[0][2] = q[2];\n data[1][2] = -q[1];\n data[1][0] = q[3];\n data[2][0] = -q[2];\n data[2][1] = q[1];\n\n let qahat = math.matrix(data);\n let tmp1 = math.multiply(qahat, qahat);\n let tmp2 = math.multiply(q[0], qahat);\n qahat = math.add(tmp1, tmp2);\n qahat = math.multiply(2, qahat);\n let R = math.add(math.eye(3), qahat);\n\n return R;\n}", "get quaternionValue() {}", "mulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let ax = this[0], ay = this[1], az = this[2], aw = this[3];\n this[0] = ax * qw + aw * qx + ay * qz - az * qy;\n this[1] = ay * qw + aw * qy + az * qx - ax * qz;\n this[2] = az * qw + aw * qz + ax * qy - ay * qx;\n this[3] = aw * qw - ax * qx - ay * qy - az * qz;\n ax = this[4];\n ay = this[5];\n az = this[6];\n aw = this[7];\n this[4] = ax * qw + aw * qx + ay * qz - az * qy;\n this[5] = ay * qw + aw * qy + az * qx - ax * qz;\n this[6] = az * qw + aw * qz + ax * qy - ay * qx;\n this[7] = aw * qw - ax * qx - ay * qy - az * qz;\n return this;\n }", "get quaternion() {\n return new Quaternion({ scalar: 0, vector: this });\n }", "function quaternion(v0, v1) {\n\n\tif (v0 && v1) {\n\t\t\n\t var w = cross(v0, v1), // vector pendicular to v0 & v1\n\t w_len = Math.sqrt(dot(w, w)); // length of w \n\n if (w_len == 0)\n \treturn;\n\n var theta = .5 * Math.acos(Math.max(-1, Math.min(1, dot(v0, v1)))),\n\n\t qi = w[2] * Math.sin(theta) / w_len; \n\t qj = - w[1] * Math.sin(theta) / w_len; \n\t qk = w[0]* Math.sin(theta) / w_len;\n\t qr = Math.cos(theta);\n\n\t return theta && [qr, qi, qj, qk];\n\t}\n}", "set quaternionValue(value) {}", "function quat_unrotate(out, q, v) {\n // return quat_mul(quat_mul(quat_conj(q), vec4(v, 0)), q)[0]yz;\n // reduced:\n let p = vec4.fromValues(\n q[3] * v[0] - q[1] * v[2] + q[2] * v[1], // x\n q[3] * v[1] - q[2] * v[0] + q[0] * v[2], // y\n q[3] * v[2] - q[0] * v[1] + q[1] * v[0], // z\n q[0] * v[0] + q[1] * v[1] + q[2] * v[2] // w\n );\n return vec3.set(\n out,\n p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1], // x\n p[3] * q[1] + p[1] * q[3] + p[2] * q[0] - p[0] * q[2], // y\n p[3] * q[2] + p[2] * q[3] + p[0] * q[1] - p[1] * q[0] // z\n );\n }", "fromQuatTran(q, t) {\n const ax = t[0] * 0.5, ay = t[1] * 0.5, az = t[2] * 0.5, bx = q[0], by = q[1], bz = q[2], bw = q[3];\n this[0] = bx;\n this[1] = by;\n this[2] = bz;\n this[3] = bw;\n this[4] = ax * bw + ay * bz - az * by;\n this[5] = ay * bw + az * bx - ax * bz;\n this[6] = az * bw + ax * by - ay * bx;\n this[7] = -ax * bx - ay * by - az * bz;\n return this;\n }", "function rotateVecByQuat(v, q) {\n qVec = new vec3(q.x, q.y, q.z);\n qS = q.w;\n // 2*(qVec . v)*qVec + (qS^2 - qVec . qVec)*v + 2*qS*(qVec x v)\n return qVec.uniformScale(2*qVec.dot(v))\n .add(v.uniformScale(qS*qS - qVec.dot(qVec)))\n .add(qVec.cross(v).uniformScale(2*qS));\n}", "normalized() {\n return q.clone().normalize();\n }", "static rotateAroundQuaternion( obj, q, p ) {\n\n\t\tlet pos = p || obj.position.clone();\n\t\tobj.position.sub( pos );\n\n\t\t// do we want to premultiply here instead?\n\t\tobj.setRotationFromQuaternion( q );\n\t\t//obj.quaternion.multiply(q);\n\t\tobj.position.add( pos );\n\n\t}", "static setAxisAngleQV(qv, xyz, angle) {\nvar halfA, sinHA, ux, uy, uz;\n//--------------\n// The quaternion representing the rotation is\n// q = cos(A/2) + sin(A/2)*(x*i + y*j + z*k)\n// ASSERT: xyz.length() == 1;\n[ux, uy, uz] = xyz;\nhalfA = 0.5 * angle;\nsinHA = Math.sin(halfA);\nreturn this.setQV_xyzw(qv, sinHA * ux, sinHA * uy, sinHA * uz, Math.cos(halfA));\n}", "function quat2Euler(q, euler) {\n\tvar ysqr = q[2]* q[2];\n var t0 = -2.0 * (ysqr + q[3] * q[3]) + 1.0;\n var t1 = +2.0 * (q[1] * q[2] - q[0] * q[3]);\n var t2 = -2.0 * (q[1] * q[3] + q[0] * q[2]);\n var t3 = +2.0 * (q[2] * q[3] - q[0] * q[1]);\n var t4 = -2.0 * (q[1] * q[1] + ysqr) + 1.0;\n // Keep t2 within range of asin (-1, 1)\n t2 = t2 > 1.0 ? 1.0 : t2;\n t2 = t2 < -1.0 ? -1.0 : t2;\n euler[1] = asin(t2) * 2;\n euler[2] = atan2(t3, t4);\n euler[0] = atan2(t1, t0);\n euler[1] *= (180.0 / PI);\n euler[0] *= (180.0 / PI);\n euler[2] *= (180.0 / PI);\n if (euler[1] < 0) euler[1] = 360.0 + euler[1];\n if (euler[0] < 0) euler[0] = 360.0 + euler[0];\n if (euler[2] < 0) euler[2] = 360.0 + euler[2]; \n}", "function quat_rotation_to(out, q, dir, fwd=[0,0,-1]) {\n\tlet v = vec3.create()\n\tlet axis = vec3.create()\n\t// viewer's look direction in world space\n\tvec3.transformQuat(v, fwd, q); \n\t// axis of rotation (not normalized)\n\tvec3.cross(axis, v, dir);\n\tlet la = vec3.length(axis);\n\tlet ld = vec3.length(dir); \n\t// skips rotation if a) we are too close, \n\t// or b) we are pointing in opposite directions\n\tif (ld > 0.000001 && la > 0.000001) {\n\t\tlet sin_a = la / ld;\n\t\tlet cos_a = vec3.dot(v, dir) / ld;\n\t\tlet a = Math.atan2(sin_a, cos_a)\n\t\t// n becomes axis, but must first be normalized:\n\t\tvec3.scale(axis, axis, 1/la)\n\t\tquat.setAxisAngle(out, axis, a);\n\t} else {\n\t\tquat.identity(out);\n\t}\n\treturn out\n}", "setFromQuaternion(qua) {\n this.set(qua.x, qua.y, qua.z, qua.w);\n }", "toQV(xyzw) {\nreturn RQ.setQV(xyzw, this.xyzw);\n}", "postMultiply(q) {\nvar qp;\n//-----------\n// Returns the quaternion product of this quaternion with the given one.\nqp = new RQ();\nRQ.setProductQV(qp.xyzw, this.xyzw, q.xyzw);\nreturn qp;\n}", "static setRotMat3x3FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, true);\n}", "static fromRot(axis, angle) {\nvar q;\n//-------\nq = new RQ();\nq.setFromAxisAngle(axis, angle);\nreturn q;\n}", "function Quaternion(x,y,z,w){if(x===void 0){x=0.0;}if(y===void 0){y=0.0;}if(z===void 0){z=0.0;}if(w===void 0){w=1.0;}this.x=x;this.y=y;this.z=z;this.w=w;}", "stringifyQuaternion(quat) {\n return '{\"x\":'+quat.x+',\"y\":'+quat.y+',\"z\":'+quat.z+',\"w\":'+quat.w+'}';\n }", "static setRotMat4x4FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, false, false);\n}", "function calculateQ(input) {\n console.log(QUtil)\n if (input.mode == 'float') {\n let floatValue = parseFloat(input.input)\n if (floatValue==NaN)\n throw new Error(`invalid number: ${input.input}`)\n return QUtil.fromFloat(floatValue, input.fractBits, input.wholeBits)\n }\n else if (input.mode == 'hex') {\n if (input.input.length < 1)\n throw new Error(`no input`)\n return QUtil.fromHexString(input.input, input.fractBits, input.wholeBits)\n }\n }", "static slerpQV(qv, qa, qb, T) {\nvar ONE, T_COMP, cosOmega, doLinear, omega, qb_, sA, sB, sinOmega, sinSqOmega;\n//-------\nONE = 1;\nT_COMP = ONE - T;\n// Omega is the angle of the interval (on the unit hypersphere)\n// over which we are to interpolate.\ncosOmega = this.innerProductQV(qa, qb);\n// Adjust if necessary to ensure |omega| < PI / 2.\n// (There is no loss of generality in this, since, for any\n// quaternion q: q and -q represent the same 3D rotation.)\nqb_ = qb;\nif (cosOmega < 0) {\n(cosOmega = -cosOmega, qb_ = this.negateQV(qb));\n}\n// Compute the interpolation weights.\n// When qa, qb are very close, we need to avoid numerical instability\n// when sinOmega is at or close to zero: in that case just do linear\n// interpolation (with subsequent re-normalization -- see below).\ndoLinear = ONE - cosOmega < 1e-5;\nif (doLinear) {\nsA = T_COMP;\nsB = T;\n} else {\nsinSqOmega = 1 - cosOmega * cosOmega;\nsinOmega = sinSqOmega / Math.sqrt(sinSqOmega);\nomega = Math.atan2(sinOmega, cosOmega);\nsA = (Math.sin(omega * T_COMP)) / sinOmega;\nsB = (Math.sin(omega * T)) / sinOmega;\n}\n// Assign the weighted sum for the interpolation to qq.\nthis.setQV_xyzw(qv, qa[0] * sA + qb_[0] * sB, qa[1] * sA + qb_[1] * sB, qa[2] * sA + qb_[2] * sB, qa[3] * sA + qb_[3] * sB);\nif (doLinear) {\n// Re-normalize the result if we did linear scaling above.\nreturn RotQuat.setNormaliseQV(qv);\n}\n}", "static rotation(q)\n\t{\n\t\t// TODO construct a 4x4 rotation matrix for a rotation by the\n\t\t// qernion q\n\n\t\tvar xGlobal = new Vector(1,0,0);\n\t\tvar yGlobal = new Vector(0,1,0);\n\t\tvar zGlobal = new Vector(0,0,1);\n\n\t\txGlobal.rotate(q);\n\t\tyGlobal.rotate(q);\n\t\tzGlobal.rotate(q);\n\n\t\treturn new Float32Array([\n\t\t\txGlobal.x, xGlobal.y, xGlobal.z, 0,\n\t\t\tyGlobal.x, yGlobal.y, yGlobal.z, 0,\n\t\t\tzGlobal.x, zGlobal.y, zGlobal.z, 0,\n\t\t\t0, 0, 0, 1]);\n\t\t\n\t}", "setObjectQuaternion(quaternion, alpha, beta, gamma, orient) {\n\n var zee = new Vector3(0, 0, 1);\n\n var euler = new Euler();\n\n var q0 = new Quaternion();\n\n var q1 = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5)); // - PI/2 around the x-axis\n\n euler.set(beta, alpha, -gamma, 'YXZ'); // 'ZXY' for the device, but 'YXZ' for us\n\n quaternion.setFromEuler(euler); // orient the device\n\n quaternion.multiply(q1); // camera looks out the back of the device, not the top\n\n quaternion.multiply(q0.setFromAxisAngle(zee, -orient)); // adjust for screen orientation\n\n }", "static setSubtractQV(qv, qq) {\n//-------------\nqv[0] -= qq[0];\nqv[1] -= qq[1];\nqv[2] -= qq[2];\nqv[3] -= qq[3];\nreturn qv;\n}", "constructor (m, q) {\n this.m = m\n this.q = q\n }", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "static fromQV(qv) {\nvar q;\nq = new RQ();\nthis.setQV(q.xyzw, qv);\nreturn q;\n}", "toRotMat3x3(m) {\nreturn RQ.setRotMat3x3FromQV(m, this.xyzw, true, true);\n}", "function make_biquad_q(q_db) {\n if (!browser_biquad_filter_uses_audio_cookbook_formula)\n return q_db;\n\n var q_lin = dBToLinear(q_db);\n var q_new = 1 / Math.sqrt((4 - Math.sqrt(16 - 16 / (q_lin * q_lin))) / 2);\n q_new = linearToDb(q_new);\n return q_new;\n}", "static scaleQV(q, s) {\nvar qv;\nqv = this.copyOfQV(q);\nreturn this.setScaleQV(qv, s);\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function getQNew(q, q_near) {\n var q_new = [ (q[0] - q_near[0]), (q[1] - q_near[1]) ];\n q_new = vector_normalize(q_new);\n q_new = [ q_near[0] + (q_new[0] * eps), \n q_near[1] + (q_new[1] * eps) ]\n return q_new;\n}", "function Quaternion(\n /** defines the first component (0 by default) */\n x, \n /** defines the second component (0 by default) */\n y, \n /** defines the third component (0 by default) */\n z, \n /** defines the fourth component (1.0 by default) */\n w) {\n if (x === void 0) { x = 0.0; }\n if (y === void 0) { y = 0.0; }\n if (z === void 0) { z = 0.0; }\n if (w === void 0) { w = 1.0; }\n this.x = x;\n this.y = y;\n this.z = z;\n this.w = w;\n }", "toRotMat4x4(m) {\nreturn RQ.setRotMat4x4FromQV(m, this.xyzw, true, false, false);\n}", "function convertDualQuatToMatrix (dq) {\n // dq[0] dq[1] dq[2] dq[3] are our rotation quaternion elements\n // dq[4] dq[5] dq[6] dq[7] are our translation quaternion elements (the dual quaternion's imaginary component)\n return [\n 1.0 - (2.0 * dq[1] * dq[1]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[0] * dq[1]) + (2.0 * dq[3] * dq[2]),\n (2.0 * dq[0] * dq[2]) - (2.0 * dq[3] * dq[1]),\n 0,\n (2.0 * dq[0] * dq[1]) - (2.0 * dq[3] * dq[2]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[1] * dq[2]) + (2.0 * dq[3] * dq[0]),\n 0,\n (2.0 * dq[0] * dq[2]) + (2.0 * dq[3] * dq[1]),\n (2.0 * dq[1] * dq[2]) - (2.0 * dq[3] * dq[0]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[1] * dq[1]),\n 0,\n 2.0 * (-dq[7] * dq[0] + dq[4] * dq[3] - dq[5] * dq[2] + dq[6] * dq[1]),\n 2.0 * (-dq[7] * dq[1] + dq[4] * dq[2] + dq[5] * dq[3] - dq[6] * dq[0]),\n 2.0 * (-dq[7] * dq[2] - dq[4] * dq[1] + dq[5] * dq[0] + dq[6] * dq[3]),\n 1\n ]\n}", "function Q(a,b){this.f=[];this.w=b||null;this.a=this.b=!1;this.c=void 0;this.l=this.m=this.h=!1;this.g=0;this.i=null;this.v=0}", "function QuaternionLinearInterpolant(\n\t \t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t \tInterpolant.call(\n\t \t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t }", "function Quaternion() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n var _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n return _this;\n }", "function Quaternion() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n var _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n return _this;\n }", "function Quaternion() {\n var _this;\n\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n\n return _this;\n } // Creates a quaternion from the given 3x3 rotation matrix.", "function quaternion_from_axisangle(origAxis, angle){\n\taxis = vector_normalize(origAxis);\n\tvar myQuat = [Math.cos(angle/2), axis[0]*Math.sin(angle/2), axis[1]*Math.sin(angle/2), axis[2]*Math.sin(angle/2)];\n\treturn myQuat\n}", "function GetTriangleQSide( p, q )\n{\n let g = GetGeometry2D( p, q );\n\n let alpha = Math.PI / 2;\n let beta = PiOverNSafe( q );\t// The one we want.\n let gamma = PiOverNSafe( p );\n if( g == Geometry.Euclidean )\n return EuclideanHypotenuse * Math.sin( beta );\n return GetTriangleSide( g, beta, gamma, alpha );\n}", "static setScaleQV(qv, s) {\nqv[0] *= s;\nqv[1] *= s;\nqv[2] *= s;\nqv[3] *= s;\nreturn qv;\n}", "function Q(a,b){this.f=[];this.u=b||null;this.a=this.b=!1;this.c=void 0;this.l=this.m=this.h=!1;this.g=0;this.i=null;this.s=0}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "static setTRMat4x4FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, false, true);\n}", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n\n\tInterpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "function Qa(a) {\n this.q = RegExp(\" \");\n this.u = \"\";\n this.j = new p();\n this.n = \"\";\n this.g = new p();\n this.m = new p();\n this.h = !0;\n this.o = this.k = this.w = !1;\n this.r = M.a();\n this.l = 0;\n this.b = new p();\n this.s = !1;\n this.i = \"\";\n this.a = new p();\n this.d = [];\n this.v = a;\n this.e = Ra(this, this.v);\n }", "function forward$q(p) {\n var xy = {x: 0, y: 0};\n var lat, lon;\n var theta, phi;\n var t, mu;\n /* nu; */\n var area = {value: 0};\n\n // move lon according to projection's lon\n p.x -= this.long0;\n\n /* Convert the geodetic latitude to a geocentric latitude.\n * This corresponds to the shift from the ellipsoid to the sphere\n * described in [LK12]. */\n if (this.es !== 0) {//if (P->es != 0) {\n lat = Math.atan(this.one_minus_f_squared * Math.tan(p.y));\n } else {\n lat = p.y;\n }\n\n /* Convert the input lat, lon into theta, phi as used by QSC.\n * This depends on the cube face and the area on it.\n * For the top and bottom face, we can compute theta and phi\n * directly from phi, lam. For the other faces, we must use\n * unit sphere cartesian coordinates as an intermediate step. */\n lon = p.x; //lon = lp.lam;\n if (this.face === FACE_ENUM.TOP) {\n phi = HALF_PI - lat;\n if (lon >= FORTPI && lon <= HALF_PI + FORTPI) {\n area.value = AREA_ENUM.AREA_0;\n theta = lon - HALF_PI;\n } else if (lon > HALF_PI + FORTPI || lon <= -(HALF_PI + FORTPI)) {\n area.value = AREA_ENUM.AREA_1;\n theta = (lon > 0.0 ? lon - SPI : lon + SPI);\n } else if (lon > -(HALF_PI + FORTPI) && lon <= -FORTPI) {\n area.value = AREA_ENUM.AREA_2;\n theta = lon + HALF_PI;\n } else {\n area.value = AREA_ENUM.AREA_3;\n theta = lon;\n }\n } else if (this.face === FACE_ENUM.BOTTOM) {\n phi = HALF_PI + lat;\n if (lon >= FORTPI && lon <= HALF_PI + FORTPI) {\n area.value = AREA_ENUM.AREA_0;\n theta = -lon + HALF_PI;\n } else if (lon < FORTPI && lon >= -FORTPI) {\n area.value = AREA_ENUM.AREA_1;\n theta = -lon;\n } else if (lon < -FORTPI && lon >= -(HALF_PI + FORTPI)) {\n area.value = AREA_ENUM.AREA_2;\n theta = -lon - HALF_PI;\n } else {\n area.value = AREA_ENUM.AREA_3;\n theta = (lon > 0.0 ? -lon + SPI : -lon - SPI);\n }\n } else {\n var q, r, s;\n var sinlat, coslat;\n var sinlon, coslon;\n\n if (this.face === FACE_ENUM.RIGHT) {\n lon = qsc_shift_lon_origin(lon, +HALF_PI);\n } else if (this.face === FACE_ENUM.BACK) {\n lon = qsc_shift_lon_origin(lon, +SPI);\n } else if (this.face === FACE_ENUM.LEFT) {\n lon = qsc_shift_lon_origin(lon, -HALF_PI);\n }\n sinlat = Math.sin(lat);\n coslat = Math.cos(lat);\n sinlon = Math.sin(lon);\n coslon = Math.cos(lon);\n q = coslat * coslon;\n r = coslat * sinlon;\n s = sinlat;\n\n if (this.face === FACE_ENUM.FRONT) {\n phi = Math.acos(q);\n theta = qsc_fwd_equat_face_theta(phi, s, r, area);\n } else if (this.face === FACE_ENUM.RIGHT) {\n phi = Math.acos(r);\n theta = qsc_fwd_equat_face_theta(phi, s, -q, area);\n } else if (this.face === FACE_ENUM.BACK) {\n phi = Math.acos(-q);\n theta = qsc_fwd_equat_face_theta(phi, s, -r, area);\n } else if (this.face === FACE_ENUM.LEFT) {\n phi = Math.acos(-r);\n theta = qsc_fwd_equat_face_theta(phi, s, q, area);\n } else {\n /* Impossible */\n phi = theta = 0;\n area.value = AREA_ENUM.AREA_0;\n }\n }\n\n /* Compute mu and nu for the area of definition.\n * For mu, see Eq. (3-21) in [OL76], but note the typos:\n * compare with Eq. (3-14). For nu, see Eq. (3-38). */\n mu = Math.atan((12 / SPI) * (theta + Math.acos(Math.sin(theta) * Math.cos(FORTPI)) - HALF_PI));\n t = Math.sqrt((1 - Math.cos(phi)) / (Math.cos(mu) * Math.cos(mu)) / (1 - Math.cos(Math.atan(1 / Math.cos(theta)))));\n\n /* Apply the result to the real area. */\n if (area.value === AREA_ENUM.AREA_1) {\n mu += HALF_PI;\n } else if (area.value === AREA_ENUM.AREA_2) {\n mu += SPI;\n } else if (area.value === AREA_ENUM.AREA_3) {\n mu += 1.5 * SPI;\n }\n\n /* Now compute x, y from mu and nu */\n xy.x = t * Math.cos(mu);\n xy.y = t * Math.sin(mu);\n xy.x = xy.x * this.a + this.x0;\n xy.y = xy.y * this.a + this.y0;\n\n p.x = xy.x;\n p.y = xy.y;\n return p;\n}", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function q(t) {\n // Detect if the value is -0.0. Based on polyfill from\n // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/is\n return -0 === t && 1 / t == -1 / 0;\n}", "get normalized() {\n const [Q1, { x: Qx2, y: Qy2 }, { x: Qx, y: Qy }] = [\n { x: 0 + ((2 / 3) * (1 - 0)), y: 2 + ((2 / 3) * (0 - 2)) },\n { x: 2 + ((2 / 3) * (1 - 2)), y: 2 + ((2 / 3) * (0 - 2)) },\n { x: 2, y: 2 },\n ] // = commands.Q.normalized.points.slice(0, 3)\n const T1x2 = 4 > Qx ? 4 + (Qx - (4 - Qx2)) : 4 - (Qx - (4 - Qx2))\n const T1y2 = 2 > Qy ? 2 + (Qy - (4 - Qy2)) : 2 - (Qy - (4 - Qy2))\n const T2x2 = 6 + (4 - (8 - T1x2))\n const T2y2 = 2 - (2 - (4 - T1y2))\n\n return {\n points: [\n Q1, { x: Qx2, y: Qy2 }, { x: Qx, y: Qy },\n { x: 4 - Qx2, y: 4 - Qy2 }, { x: T1x2, y: T1y2 }, { x: 4, y: 2 },\n { x: 8 - T1x2, y: 4 - T1y2 }, { x: T2x2, y: T2y2 }, { x: 6, y: 2 },\n { x: 6, y: 2 }, { x: 0, y: 2 }, { x: 0, y: 2 },\n ],\n type: 'C',\n }\n }", "function inverse$q(p) {\n var lp = {lam: 0, phi: 0};\n var mu, nu, cosmu, tannu;\n var tantheta, theta, cosphi, phi;\n var t;\n var area = {value: 0};\n\n /* de-offset */\n p.x = (p.x - this.x0) / this.a;\n p.y = (p.y - this.y0) / this.a;\n\n /* Convert the input x, y to the mu and nu angles as used by QSC.\n * This depends on the area of the cube face. */\n nu = Math.atan(Math.sqrt(p.x * p.x + p.y * p.y));\n mu = Math.atan2(p.y, p.x);\n if (p.x >= 0.0 && p.x >= Math.abs(p.y)) {\n area.value = AREA_ENUM.AREA_0;\n } else if (p.y >= 0.0 && p.y >= Math.abs(p.x)) {\n area.value = AREA_ENUM.AREA_1;\n mu -= HALF_PI;\n } else if (p.x < 0.0 && -p.x >= Math.abs(p.y)) {\n area.value = AREA_ENUM.AREA_2;\n mu = (mu < 0.0 ? mu + SPI : mu - SPI);\n } else {\n area.value = AREA_ENUM.AREA_3;\n mu += HALF_PI;\n }\n\n /* Compute phi and theta for the area of definition.\n * The inverse projection is not described in the original paper, but some\n * good hints can be found here (as of 2011-12-14):\n * http://fits.gsfc.nasa.gov/fitsbits/saf.93/saf.9302\n * (search for \"Message-Id: <9302181759.AA25477 at fits.cv.nrao.edu>\") */\n t = (SPI / 12) * Math.tan(mu);\n tantheta = Math.sin(t) / (Math.cos(t) - (1 / Math.sqrt(2)));\n theta = Math.atan(tantheta);\n cosmu = Math.cos(mu);\n tannu = Math.tan(nu);\n cosphi = 1 - cosmu * cosmu * tannu * tannu * (1 - Math.cos(Math.atan(1 / Math.cos(theta))));\n if (cosphi < -1) {\n cosphi = -1;\n } else if (cosphi > +1) {\n cosphi = +1;\n }\n\n /* Apply the result to the real area on the cube face.\n * For the top and bottom face, we can compute phi and lam directly.\n * For the other faces, we must use unit sphere cartesian coordinates\n * as an intermediate step. */\n if (this.face === FACE_ENUM.TOP) {\n phi = Math.acos(cosphi);\n lp.phi = HALF_PI - phi;\n if (area.value === AREA_ENUM.AREA_0) {\n lp.lam = theta + HALF_PI;\n } else if (area.value === AREA_ENUM.AREA_1) {\n lp.lam = (theta < 0.0 ? theta + SPI : theta - SPI);\n } else if (area.value === AREA_ENUM.AREA_2) {\n lp.lam = theta - HALF_PI;\n } else /* area.value == AREA_ENUM.AREA_3 */ {\n lp.lam = theta;\n }\n } else if (this.face === FACE_ENUM.BOTTOM) {\n phi = Math.acos(cosphi);\n lp.phi = phi - HALF_PI;\n if (area.value === AREA_ENUM.AREA_0) {\n lp.lam = -theta + HALF_PI;\n } else if (area.value === AREA_ENUM.AREA_1) {\n lp.lam = -theta;\n } else if (area.value === AREA_ENUM.AREA_2) {\n lp.lam = -theta - HALF_PI;\n } else /* area.value == AREA_ENUM.AREA_3 */ {\n lp.lam = (theta < 0.0 ? -theta - SPI : -theta + SPI);\n }\n } else {\n /* Compute phi and lam via cartesian unit sphere coordinates. */\n var q, r, s;\n q = cosphi;\n t = q * q;\n if (t >= 1) {\n s = 0;\n } else {\n s = Math.sqrt(1 - t) * Math.sin(theta);\n }\n t += s * s;\n if (t >= 1) {\n r = 0;\n } else {\n r = Math.sqrt(1 - t);\n }\n /* Rotate q,r,s into the correct area. */\n if (area.value === AREA_ENUM.AREA_1) {\n t = r;\n r = -s;\n s = t;\n } else if (area.value === AREA_ENUM.AREA_2) {\n r = -r;\n s = -s;\n } else if (area.value === AREA_ENUM.AREA_3) {\n t = r;\n r = s;\n s = -t;\n }\n /* Rotate q,r,s into the correct cube face. */\n if (this.face === FACE_ENUM.RIGHT) {\n t = q;\n q = -r;\n r = t;\n } else if (this.face === FACE_ENUM.BACK) {\n q = -q;\n r = -r;\n } else if (this.face === FACE_ENUM.LEFT) {\n t = q;\n q = r;\n r = -t;\n }\n /* Now compute phi and lam from the unit sphere coordinates. */\n lp.phi = Math.acos(-s) - HALF_PI;\n lp.lam = Math.atan2(r, q);\n if (this.face === FACE_ENUM.RIGHT) {\n lp.lam = qsc_shift_lon_origin(lp.lam, -HALF_PI);\n } else if (this.face === FACE_ENUM.BACK) {\n lp.lam = qsc_shift_lon_origin(lp.lam, -SPI);\n } else if (this.face === FACE_ENUM.LEFT) {\n lp.lam = qsc_shift_lon_origin(lp.lam, +HALF_PI);\n }\n }\n\n /* Apply the shift from the sphere to the ellipsoid as described\n * in [LK12]. */\n if (this.es !== 0) {\n var invert_sign;\n var tanphi, xa;\n invert_sign = (lp.phi < 0 ? 1 : 0);\n tanphi = Math.tan(lp.phi);\n xa = this.b / Math.sqrt(tanphi * tanphi + this.one_minus_f_squared);\n lp.phi = Math.atan(Math.sqrt(this.a * this.a - xa * xa) / (this.one_minus_f * xa));\n if (invert_sign) {\n lp.phi = -lp.phi;\n }\n }\n\n lp.lam += this.long0;\n p.x = lp.lam;\n p.y = lp.phi;\n return p;\n}", "function qv() {}", "function quat2euler(t){\n\n\tif(!t) return;\n\n\treturn [ Math.atan2(2 * (t[0] * t[1] + t[2] * t[3]), 1 - 2 * (t[1] * t[1] + t[2] * t[2])) * to_degrees, \n\t\t\t Math.asin(Math.max(-1, Math.min(1, 2 * (t[0] * t[2] - t[3] * t[1])))) * to_degrees, \n\t\t\t Math.atan2(2 * (t[0] * t[3] + t[1] * t[2]), 1 - 2 * (t[2] * t[2] + t[3] * t[3])) * to_degrees\n\t\t\t]\n}", "function nuq( nur , qqx )\n {\n\n var nux = ( 1.0 / 2.0 );\n\n return ( nux - ((nux - nur) * Math.pow( (1.0 - qqx) , 2.0) ) );\n\n }", "function uQ(a,b){this.Mb=[];this.pG=a;this.rD=b||null;this.Cp=this.qm=!1;this.ni=void 0;this.cB=this.KJ=this.Gw=!1;this.Nv=0;this.Xa=null;this.Mw=0}", "function QuaternionLinearInterpolant(\n\t\t\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\t\n\t\t\tInterpolant.call(\n\t\t\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\t\n\t\t}", "static setRotMatRows3x4FromQV(m, qv) {\n//----------------------\nreturn this._setTRMatFromQV(m, qv, false, false, false);\n}", "function log(quat, translation) {\n // XYZ is imaginary vector part and W is real scalar part\n var quatVector = new THREE.Vector3(quat.x, quat.y, quat.z);\n var quatVectorMag = quatVector.length();\n\n var theta, A, B, C, D, axisAngle;\n if (quatVectorMag < 0.0001)\n {\n theta = 0;\n A = 1.0;\n B = 0.5;\n C = -0.5;\n // https://www.ethaneade.com/lie.pdf equation 85 has third term of (1-A/2B)/(theta*theta)\n // That is approximated by the Taylor series from\n // https://www.wolframalpha.com/input?i=series+%281+-+%28sin%28theta%29%2Ftheta%29%2F%282*%281-cos%28theta%29%29%2F%28theta*theta%29%29+%29+%2F+%28theta+*+theta%29\n D = 1/12.0;\n axisAngle = new THREE.Vector3(0,0,0);\n }\n else\n {\n theta = 2 * Math.atan2(quatVectorMag, quat.w);\n A = Math.sin(theta)/theta;\n B = (1-Math.cos(theta)) / (theta*theta);\n C = -0.5;\n D = (1-A/(2*B)) / (theta*theta);\n var quatVectorNormalized = quatVector.divideScalar(quatVectorMag);\n axisAngle = quatVectorNormalized.multiplyScalar(theta);\n }\n\n // hat operator (converts axis-angle vector to matrix form)\n var omegaHat = new THREE.Matrix3();\n omegaHat.set(0.0, -axisAngle.z, axisAngle.y,\n axisAngle.z, 0.0, -axisAngle.x,\n -axisAngle.y, axisAngle.x, 0.0);\n\n var logR = omegaHat.clone();\n \n // Vinv is I + omegaHat*C + omegaHat*omegaHat*D\n // from https://www.ethaneade.com/lie.pdf equation 85\n var Vinv_term0 = MatrixIdentity.clone();\n var Vinv_term1 = omegaHat.clone().multiplyScalar(C);\n var Vinv_term2 = (new THREE.Matrix3()).multiplyMatrices(omegaHat, omegaHat).multiplyScalar(D);\n var Vinv = addMatrix3(Vinv_term0, Vinv_term1, Vinv_term2);\n\n var u = translation.clone().applyMatrix3(Vinv);\n\n var logMatrix = new THREE.Matrix4();\n logMatrix.set(logR.elements[0], logR.elements[3], logR.elements[6], u.x,\n logR.elements[1], logR.elements[4], logR.elements[7], u.y,\n logR.elements[2], logR.elements[5], logR.elements[8], u.z,\n 0.0, 0.0, 0.0, 0.0);\n\n return logMatrix;\n}", "static setProductQV(qv, qa, qb) {\nvar aw, ax, ay, az, bw_, bx_, by_, bz_;\n//------------\n// The underscores are irritating but they avoid having the CS\n// compiler see the \"by\" keyword instead of a variable name.\nax = qa[0];\nay = qa[1];\naz = qa[2];\naw = qa[3];\nbx_ = qb[0];\nby_ = qb[1];\nbz_ = qb[2];\nbw_ = qb[3];\nreturn this.setQV_xyzw(qv, aw * bx_ + ax * bw_ + ay * bz_ - az * by_, aw * by_ + ay * bw_ + az * bx_ - ax * bz_, aw * bz_ + az * bw_ + ax * by_ - ay * bx_, aw * bw_ - ax * bx_ - ay * by_ - az * bz_);\n}", "setFromAxisAngle(xyz, angle) {\n//---------------\nRQ.setAxisAngleQV(this.xyzw, xyz, angle);\nreturn this;\n}", "function qu(t, e, n, r) {\n if (!0 === e && !0 === r) throw new S(_.INVALID_ARGUMENT, t + \" and \" + n + \" cannot be used together.\");\n}", "function quatMultiply(q1, q2) {\n\tif(!q1 || !q2) return;\n\n var a = q1[0],\n b = q1[1],\n c = q1[2],\n d = q1[3],\n e = q2[0],\n f = q2[1],\n g = q2[2],\n h = q2[3];\n\n return [\n a*e - b*f - c*g - d*h,\n b*e + a*f + c*h - d*g,\n a*g - b*h + c*e + d*f,\n a*h + b*g - c*f + d*e];\n\n}", "static slerp( qa, qb, qm, t ) {\n\n\t\tif ( t === 0 ) { return qm.copy( qa ); }\n\t\tif ( t === 1 ) { return qm.copy( qb ); }\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tvar cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\treturn qm.copy( qa );\n\n\t\t}\n\n\t\tvar sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) { \n\n\t\t\tvar s = 1 - t;\n\t\t\tqm.w = s * qa.w + t * qb.w;\n\t\t\tqm.x = s * qa.x + t * qb.x;\n\t\t\tqm.y = s * qa.y + t * qb.y;\n\t\t\tqm.z = s * qa.z + t * qb.z;\n\n\t\t\tqm.normalize();\n\n\t\t\treturn qm;\n\n\t\t}\n\n\t\tvar sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tvar halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tvar ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tqm.w = ( qa.w * ratioA + qb.w * ratioB );\n\t\tqm.x = ( qa.x * ratioA + qb.x * ratioB );\n\t\tqm.y = ( qa.y * ratioA + qb.y * ratioB );\n\t\tqm.z = ( qa.z * ratioA + qb.z * ratioB );\n\n\t\treturn qm;\n\n\t}", "function orientation(p, q, r) {\n\tlet val = (r.x - q.x) * (q.y - p.y) - (r.y - q.y) * (q.x - p.x);\n\tif (val == 0) return 0;\n\treturn (val > 0) ? 1 : 2;\n}", "function Quad() { return [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0] }", "function Quad() { return [-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0] }", "function Qd() {\n this.m = [];\n this.g = [];\n this.s = [];\n this.l = {};\n this.h = null;\n this.i = []\n }", "function QuaternionLinearInterpolant(\n\t\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call(\n\t\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant(\n\t\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call(\n\t\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant(\n\t\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call(\n\t\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "static setQV_xyzw(qv, x, y, z, w) {\nqv[0] = x;\nqv[1] = y;\nqv[2] = z;\nqv[3] = w;\nreturn qv;\n}" ]
[ "0.781393", "0.76415575", "0.7211263", "0.7206556", "0.7018603", "0.7004783", "0.69565487", "0.67116094", "0.6672428", "0.664725", "0.6627701", "0.65467674", "0.64749265", "0.6363161", "0.63270974", "0.62835526", "0.62344694", "0.61834365", "0.61164826", "0.61002666", "0.60768616", "0.6013374", "0.5981632", "0.59631455", "0.5941695", "0.59410506", "0.5925021", "0.5912982", "0.5906188", "0.58571374", "0.5841364", "0.57431424", "0.5737861", "0.5722994", "0.5722994", "0.5722388", "0.57165897", "0.57128316", "0.57076323", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56885606", "0.56785464", "0.5670258", "0.56455475", "0.5628142", "0.56261754", "0.56035066", "0.55813706", "0.55813706", "0.5576552", "0.5572419", "0.55713475", "0.55619526", "0.55612475", "0.55607396", "0.5547812", "0.5547812", "0.5547812", "0.5547812", "0.5547812", "0.5547812", "0.5546912", "0.554228", "0.5540495", "0.55345273", "0.55296075", "0.55296075", "0.55296075", "0.55092156", "0.5500793", "0.548289", "0.5481451", "0.5466086", "0.5462718", "0.5447013", "0.54440963", "0.5439566", "0.54272497", "0.542676", "0.5412995", "0.54079115", "0.5378713", "0.5371598", "0.5369522", "0.53619385", "0.53619385", "0.53500885", "0.5348943", "0.5348943", "0.5348943", "0.5348605" ]
0.6601488
11
equiv. quat_rotate(quat_conj(q), v): q must be a normalized quaternion
function quat_unrotate(out, q, v) { // return quat_mul(quat_mul(quat_conj(q), vec4(v, 0)), q)[0]yz; // reduced: let p = vec4.fromValues( q[3] * v[0] - q[1] * v[2] + q[2] * v[1], // x q[3] * v[1] - q[2] * v[0] + q[0] * v[2], // y q[3] * v[2] - q[0] * v[1] + q[1] * v[0], // z q[0] * v[0] + q[1] * v[1] + q[2] * v[2] // w ); return vec3.set( out, p[3] * q[0] + p[0] * q[3] + p[1] * q[2] - p[2] * q[1], // x p[3] * q[1] + p[1] * q[3] + p[2] * q[0] - p[0] * q[2], // y p[3] * q[2] + p[2] * q[3] + p[0] * q[1] - p[1] * q[0] // z ); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function quat_rotate(out, q, v) {\n let p = vec4.fromValues(\n q[3] * v[0] + q[1] * v[2] - q[2] * v[1], // x\n q[3] * v[1] + q[2] * v[0] - q[0] * v[2], // y\n q[3] * v[2] + q[0] * v[1] - q[1] * v[0], // z\n -q[0] * v[0] - q[1] * v[1] - q[2] * v[2] // w\n );\n return vec3.set(\n out,\n p[0] * q[3] - p[3] * q[0] + p[2] * q[1] - p[1] * q[2], // x\n p[1] * q[3] - p[3] * q[1] + p[0] * q[2] - p[2] * q[0], // y\n p[2] * q[3] - p[3] * q[2] + p[1] * q[0] - p[0] * q[1] // z\n );\n }", "function rotateVecByQuat(v, q) {\n qVec = new vec3(q.x, q.y, q.z);\n qS = q.w;\n // 2*(qVec . v)*qVec + (qS^2 - qVec . qVec)*v + 2*qS*(qVec x v)\n return qVec.uniformScale(2*qVec.dot(v))\n .add(v.uniformScale(qS*qS - qVec.dot(qVec)))\n .add(qVec.cross(v).uniformScale(2*qS));\n}", "function quatToRot(q) {\n let norm = math.norm(q, 'fro');\n q = math.multiply(q, 1/norm);\n q = math.flatten(q.toArray());\n\n let data = [[0,0,0],[0,0,0],[0,0,0]];\n data[0][1] = -q[3];\n data[0][2] = q[2];\n data[1][2] = -q[1];\n data[1][0] = q[3];\n data[2][0] = -q[2];\n data[2][1] = q[1];\n\n let qahat = math.matrix(data);\n let tmp1 = math.multiply(qahat, qahat);\n let tmp2 = math.multiply(q[0], qahat);\n qahat = math.add(tmp1, tmp2);\n qahat = math.multiply(2, qahat);\n let R = math.add(math.eye(3), qahat);\n\n return R;\n}", "function quat_rotation_to(out, q, dir, fwd=[0,0,-1]) {\n\tlet v = vec3.create()\n\tlet axis = vec3.create()\n\t// viewer's look direction in world space\n\tvec3.transformQuat(v, fwd, q); \n\t// axis of rotation (not normalized)\n\tvec3.cross(axis, v, dir);\n\tlet la = vec3.length(axis);\n\tlet ld = vec3.length(dir); \n\t// skips rotation if a) we are too close, \n\t// or b) we are pointing in opposite directions\n\tif (ld > 0.000001 && la > 0.000001) {\n\t\tlet sin_a = la / ld;\n\t\tlet cos_a = vec3.dot(v, dir) / ld;\n\t\tlet a = Math.atan2(sin_a, cos_a)\n\t\t// n becomes axis, but must first be normalized:\n\t\tvec3.scale(axis, axis, 1/la)\n\t\tquat.setAxisAngle(out, axis, a);\n\t} else {\n\t\tquat.identity(out);\n\t}\n\treturn out\n}", "mulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let ax = this[0], ay = this[1], az = this[2], aw = this[3];\n this[0] = ax * qw + aw * qx + ay * qz - az * qy;\n this[1] = ay * qw + aw * qy + az * qx - ax * qz;\n this[2] = az * qw + aw * qz + ax * qy - ay * qx;\n this[3] = aw * qw - ax * qx - ay * qy - az * qz;\n ax = this[4];\n ay = this[5];\n az = this[6];\n aw = this[7];\n this[4] = ax * qw + aw * qx + ay * qz - az * qy;\n this[5] = ay * qw + aw * qy + az * qx - ax * qz;\n this[6] = az * qw + aw * qz + ax * qy - ay * qx;\n this[7] = aw * qw - ax * qx - ay * qy - az * qz;\n return this;\n }", "static rotateAroundQuaternion( obj, q, p ) {\n\n\t\tlet pos = p || obj.position.clone();\n\t\tobj.position.sub( pos );\n\n\t\t// do we want to premultiply here instead?\n\t\tobj.setRotationFromQuaternion( q );\n\t\t//obj.quaternion.multiply(q);\n\t\tobj.position.add( pos );\n\n\t}", "function\nnormalize_quat(q)\n{\n var v = [];\n var i, mag;\n \n mag = Math.sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);\n for (i = 0; i < 4; i++) q[i] /= mag;\n v[0] = q[0];\n v[1] = q[1];\n v[2] = q[2];\n v[3] = q[3];\n return v;\n}", "pmulQuat(q) {\n const qx = q[0], qy = q[1], qz = q[2], qw = q[3];\n let bx = this[0], by = this[1], bz = this[2], bw = this[3];\n this[0] = qx * bw + qw * bx + qy * bz - qz * by;\n this[1] = qy * bw + qw * by + qz * bx - qx * bz;\n this[2] = qz * bw + qw * bz + qx * by - qy * bx;\n this[3] = qw * bw - qx * bx - qy * by - qz * bz;\n bx = this[4];\n by = this[5];\n bz = this[6];\n bw = this[7];\n this[4] = qx * bw + qw * bx + qy * bz - qz * by;\n this[5] = qy * bw + qw * by + qz * bx - qx * bz;\n this[6] = qz * bw + qw * bz + qx * by - qy * bx;\n this[7] = qw * bw - qx * bx - qy * by - qz * bz;\n return this;\n }", "function quatconj( [u0=[0], u1=[0], u2=[0], u3=[0]] )\n{\n return [ u0, negate(u1), negate(u2), negate(u3) ]\n}", "function quaternion(v0, v1) {\n\n\tif (v0 && v1) {\n\t\t\n\t var w = cross(v0, v1), // vector pendicular to v0 & v1\n\t w_len = Math.sqrt(dot(w, w)); // length of w \n\n if (w_len == 0)\n \treturn;\n\n var theta = .5 * Math.acos(Math.max(-1, Math.min(1, dot(v0, v1)))),\n\n\t qi = w[2] * Math.sin(theta) / w_len; \n\t qj = - w[1] * Math.sin(theta) / w_len; \n\t qk = w[0]* Math.sin(theta) / w_len;\n\t qr = Math.cos(theta);\n\n\t return theta && [qr, qi, qj, qk];\n\t}\n}", "fromQuatTran(q, t) {\n const ax = t[0] * 0.5, ay = t[1] * 0.5, az = t[2] * 0.5, bx = q[0], by = q[1], bz = q[2], bw = q[3];\n this[0] = bx;\n this[1] = by;\n this[2] = bz;\n this[3] = bw;\n this[4] = ax * bw + ay * bz - az * by;\n this[5] = ay * bw + az * bx - ax * bz;\n this[6] = az * bw + ax * by - ay * bx;\n this[7] = -ax * bx - ay * by - az * bz;\n return this;\n }", "function quatConjugate(quat) {\n return [quat[0],-quat[1],-quat[2],-quat[3]]\n}", "static setAxisAngleQV(qv, xyz, angle) {\nvar halfA, sinHA, ux, uy, uz;\n//--------------\n// The quaternion representing the rotation is\n// q = cos(A/2) + sin(A/2)*(x*i + y*j + z*k)\n// ASSERT: xyz.length() == 1;\n[ux, uy, uz] = xyz;\nhalfA = 0.5 * angle;\nsinHA = Math.sin(halfA);\nreturn this.setQV_xyzw(qv, sinHA * ux, sinHA * uy, sinHA * uz, Math.cos(halfA));\n}", "static setRotMat4x4FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, false, false);\n}", "static setRotMat3x3FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, true);\n}", "function rotate(v){\n\t\treturn $M([[0, -1],[1, 0]]).x(v)\n\t}", "static rotation(quat)\n\t{\n\t\t//TODO: this\n\t}", "get quaternion() {\n return new Quaternion({ scalar: 0, vector: this });\n }", "toRotMat4x4(m) {\nreturn RQ.setRotMat4x4FromQV(m, this.xyzw, true, false, false);\n}", "static fromQuaternion(q)\n\t{\n\t\t//TODO: done\n\t\treturn new Vector(q.x, q.y, q.z);\n\t}", "set quaternionValue(value) {}", "toRotMat3x3(m) {\nreturn RQ.setRotMat3x3FromQV(m, this.xyzw, true, true);\n}", "static fromRot(axis, angle) {\nvar q;\n//-------\nq = new RQ();\nq.setFromAxisAngle(axis, angle);\nreturn q;\n}", "function\nbuild_rotmatrix(q)\n{\n var m = mat4();\n \n // m are stored in column major\n m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);\n m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);\n m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);\n m[0][3] = 0.0;\n \n m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);\n m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);\n m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);\n m[1][3] = 0.0;\n \n m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);\n m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);\n m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);\n m[2][3] = 0.0;\n \n m[3][0] = 0.0;\n m[3][1] = 0.0;\n m[3][2] = 0.0;\n m[3][3] = 1.0;\n \n // transpose m to row major\n return transpose(m);\n}", "stringifyQuaternion(quat) {\n return '{\"x\":'+quat.x+',\"y\":'+quat.y+',\"z\":'+quat.z+',\"w\":'+quat.w+'}';\n }", "static rotation(q)\n\t{\n\t\t// TODO construct a 4x4 rotation matrix for a rotation by the\n\t\t// qernion q\n\n\t\tvar xGlobal = new Vector(1,0,0);\n\t\tvar yGlobal = new Vector(0,1,0);\n\t\tvar zGlobal = new Vector(0,0,1);\n\n\t\txGlobal.rotate(q);\n\t\tyGlobal.rotate(q);\n\t\tzGlobal.rotate(q);\n\n\t\treturn new Float32Array([\n\t\t\txGlobal.x, xGlobal.y, xGlobal.z, 0,\n\t\t\tyGlobal.x, yGlobal.y, yGlobal.z, 0,\n\t\t\tzGlobal.x, zGlobal.y, zGlobal.z, 0,\n\t\t\t0, 0, 0, 1]);\n\t\t\n\t}", "rotate({ angle, direction }) {\n\n // Throw an error if the angle is not an Angle\n validate({ angle }, 'Angle');\n\n // Throw an error if the direction is not a Direction\n validate({ direction }, 'Direction');\n\n // Create a Quaternion from the angle and direction\n const rotationQuaterion = Quaternion.fromAngleAndDirection({ angle, direction });\n\n // Rotate the vector\n const { vector } = this.quaternion.rotate(rotationQuaterion);\n\n // Return the rotated vector\n return new Vector(vector);\n }", "transformVec3(v, out) {\n //GLSL - vecQuatRotation(model.rotation, a_position.xyz * model.scale) + model.position;\n return (out || v)\n .fromMul(v, this.scl)\n .transformQuat(this.rot)\n .add(this.pos);\n }", "static setRotMatRows3x4FromQV(m, qv) {\n//----------------------\nreturn this._setTRMatFromQV(m, qv, false, false, false);\n}", "setRotation(trs) {\n//----------\nreturn this.rotation = RQ.copyOfQV(trs.getRotation());\n}", "function orient( p, q, r ) {\n\treturn p.x*q.y + q.x*r.y + r.x*p.y - (p.y*q.x + q.y*r.x + r.y*p.x) ;\n}", "function rotToQuat(R) {\n let S, qw, qx, qy, qz;\n let tr = math.trace(R);\n let [[m00, m01, m02],\n [m10, m11, m12],\n [m20, m21, m22]] = R.toArray();\n\n if (tr > 0) {\n S = math.sqrt(tr+1.0) * 2; // S=4*qw\n qw = 0.25 * S;\n qx = (m21 - m12) / S;\n qy = (m02 - m20) / S;\n qz = (m10 - m01) / S;\n } else if ((m00 > m11)&(m00 > m22)) {\n S = math.sqrt(1.0 + m00 - m11 - m22) * 2; // S=4*qx\n qw = (m21 - m12) / S;\n qx = 0.25 * S;\n qy = (m01 + m10) / S;\n qz = (m02 + m20) / S;\n } else if (m11 > m22) {\n S = math.sqrt(1.0 + m11 - m00 - m22) * 2; // S=4*qy\n qw = (m02 - m20) / S;\n qx = (m01 + m10) / S;\n qy = 0.25 * S;\n qz = (m12 + m21) / S;\n } else {\n S = math.sqrt(1.0 + m22 - m00 - m11) * 2; // S=4*qz\n qw = (m10 - m01) / S;\n qx = (m02 + m20) / S;\n qy = (m12 + m21) / S;\n qz = 0.25 * S;\n }\n\n let q = math.matrix([[qw],[qx],[qy],[qz]]);\n return math.multiply(q,math.sign(qw));\n}", "function quaternion_from_axisangle(origAxis, angle){\n\taxis = vector_normalize(origAxis);\n\tvar myQuat = [Math.cos(angle/2), axis[0]*Math.sin(angle/2), axis[1]*Math.sin(angle/2), axis[2]*Math.sin(angle/2)];\n\treturn myQuat\n}", "get quaternionValue() {}", "transform(e3v) {\nreturn (this._r.rotate(e3v)).setAdd(this._t);\n}", "getQuat(out) {\n out = out || [0, 0, 0, 0];\n out[0] = this[0];\n out[1] = this[1];\n out[2] = this[2];\n out[3] = this[3];\n return out;\n }", "function euler2quat(e) {\n\n\tif(!e) return;\n \n var roll = .5 * e[0] * to_radians,\n pitch = .5 * e[1] * to_radians,\n yaw = .5 * e[2] * to_radians,\n\n sr = Math.sin(roll),\n cr = Math.cos(roll),\n sp = Math.sin(pitch),\n cp = Math.cos(pitch),\n sy = Math.sin(yaw),\n cy = Math.cos(yaw),\n\n qi = sr*cp*cy - cr*sp*sy,\n qj = cr*sp*cy + sr*cp*sy,\n qk = cr*cp*sy - sr*sp*cy,\n qr = cr*cp*cy + sr*sp*sy;\n\n return [qr, qi, qj, qk];\n}", "function orientation(p, q, r) {\n const val = (q[1] - p[1]) * (r[0] - q[0]) - (q[0] - p[0]) * (r[1] - q[1]);\n if (val === 0) {\n return 0; // collinear\n }\n return val > 0 ? 1 : 2; // clock or counter-clock wise\n}", "static setConjugateQV(qv) {\nV3.setNegateV3(qv);\nreturn qv;\n}", "rotationMat4v(anglerad, axis, m) {\n const ax = math.normalizeVec4([axis[0], axis[1], axis[2], 0.0], []);\n const s = Math.sin(anglerad);\n const c = Math.cos(anglerad);\n const q = 1.0 - c;\n\n const x = ax[0];\n const y = ax[1];\n const z = ax[2];\n\n let xy;\n let yz;\n let zx;\n let xs;\n let ys;\n let zs;\n\n //xx = x * x; used once\n //yy = y * y; used once\n //zz = z * z; used once\n xy = x * y;\n yz = y * z;\n zx = z * x;\n xs = x * s;\n ys = y * s;\n zs = z * s;\n\n m = m || math.mat4();\n\n m[0] = (q * x * x) + c;\n m[1] = (q * xy) + zs;\n m[2] = (q * zx) - ys;\n m[3] = 0.0;\n\n m[4] = (q * xy) - zs;\n m[5] = (q * y * y) + c;\n m[6] = (q * yz) + xs;\n m[7] = 0.0;\n\n m[8] = (q * zx) + ys;\n m[9] = (q * yz) - xs;\n m[10] = (q * z * z) + c;\n m[11] = 0.0;\n\n m[12] = 0.0;\n m[13] = 0.0;\n m[14] = 0.0;\n m[15] = 1.0;\n\n return m;\n }", "function orientation(p, q, r) {\n\tlet val = (r.x - q.x) * (q.y - p.y) - (r.y - q.y) * (q.x - p.x);\n\tif (val == 0) return 0;\n\treturn (val > 0) ? 1 : 2;\n}", "function rotate(v, t) {\n var ct = Math.cos(t);\n var st = Math.sin(t);\n return make(ct * v.x - st * v.y, st * v.x + ct * v.y);\n}", "function quat2Euler(q, euler) {\n\tvar ysqr = q[2]* q[2];\n var t0 = -2.0 * (ysqr + q[3] * q[3]) + 1.0;\n var t1 = +2.0 * (q[1] * q[2] - q[0] * q[3]);\n var t2 = -2.0 * (q[1] * q[3] + q[0] * q[2]);\n var t3 = +2.0 * (q[2] * q[3] - q[0] * q[1]);\n var t4 = -2.0 * (q[1] * q[1] + ysqr) + 1.0;\n // Keep t2 within range of asin (-1, 1)\n t2 = t2 > 1.0 ? 1.0 : t2;\n t2 = t2 < -1.0 ? -1.0 : t2;\n euler[1] = asin(t2) * 2;\n euler[2] = atan2(t3, t4);\n euler[0] = atan2(t1, t0);\n euler[1] *= (180.0 / PI);\n euler[0] *= (180.0 / PI);\n euler[2] *= (180.0 / PI);\n if (euler[1] < 0) euler[1] = 360.0 + euler[1];\n if (euler[0] < 0) euler[0] = 360.0 + euler[0];\n if (euler[2] < 0) euler[2] = 360.0 + euler[2]; \n}", "function convertDualQuatToMatrix (dq) {\n // dq[0] dq[1] dq[2] dq[3] are our rotation quaternion elements\n // dq[4] dq[5] dq[6] dq[7] are our translation quaternion elements (the dual quaternion's imaginary component)\n return [\n 1.0 - (2.0 * dq[1] * dq[1]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[0] * dq[1]) + (2.0 * dq[3] * dq[2]),\n (2.0 * dq[0] * dq[2]) - (2.0 * dq[3] * dq[1]),\n 0,\n (2.0 * dq[0] * dq[1]) - (2.0 * dq[3] * dq[2]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[2] * dq[2]),\n (2.0 * dq[1] * dq[2]) + (2.0 * dq[3] * dq[0]),\n 0,\n (2.0 * dq[0] * dq[2]) + (2.0 * dq[3] * dq[1]),\n (2.0 * dq[1] * dq[2]) - (2.0 * dq[3] * dq[0]),\n 1.0 - (2.0 * dq[0] * dq[0]) - (2.0 * dq[1] * dq[1]),\n 0,\n 2.0 * (-dq[7] * dq[0] + dq[4] * dq[3] - dq[5] * dq[2] + dq[6] * dq[1]),\n 2.0 * (-dq[7] * dq[1] + dq[4] * dq[2] + dq[5] * dq[3] - dq[6] * dq[0]),\n 2.0 * (-dq[7] * dq[2] - dq[4] * dq[1] + dq[5] * dq[0] + dq[6] * dq[3]),\n 1\n ]\n}", "function Quaternion() {\n var _this;\n\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n\n return _this;\n } // Creates a quaternion from the given 3x3 rotation matrix.", "static conjugateQV(qa) {\nvar qv;\nqv = this.copyOfQV(qa);\nreturn this.setConjugateQV(qv);\n}", "function validateQuaternion(q) {\n return q.length === 4 && Number.isFinite(q[0]) && Number.isFinite(q[1]) && Number.isFinite(q[2]) && Number.isFinite(q[3]);\n}", "function Quaternion(x,y,z,w){if(x===void 0){x=0.0;}if(y===void 0){y=0.0;}if(z===void 0){z=0.0;}if(w===void 0){w=1.0;}this.x=x;this.y=y;this.z=z;this.w=w;}", "static slerpQV(qv, qa, qb, T) {\nvar ONE, T_COMP, cosOmega, doLinear, omega, qb_, sA, sB, sinOmega, sinSqOmega;\n//-------\nONE = 1;\nT_COMP = ONE - T;\n// Omega is the angle of the interval (on the unit hypersphere)\n// over which we are to interpolate.\ncosOmega = this.innerProductQV(qa, qb);\n// Adjust if necessary to ensure |omega| < PI / 2.\n// (There is no loss of generality in this, since, for any\n// quaternion q: q and -q represent the same 3D rotation.)\nqb_ = qb;\nif (cosOmega < 0) {\n(cosOmega = -cosOmega, qb_ = this.negateQV(qb));\n}\n// Compute the interpolation weights.\n// When qa, qb are very close, we need to avoid numerical instability\n// when sinOmega is at or close to zero: in that case just do linear\n// interpolation (with subsequent re-normalization -- see below).\ndoLinear = ONE - cosOmega < 1e-5;\nif (doLinear) {\nsA = T_COMP;\nsB = T;\n} else {\nsinSqOmega = 1 - cosOmega * cosOmega;\nsinOmega = sinSqOmega / Math.sqrt(sinSqOmega);\nomega = Math.atan2(sinOmega, cosOmega);\nsA = (Math.sin(omega * T_COMP)) / sinOmega;\nsB = (Math.sin(omega * T)) / sinOmega;\n}\n// Assign the weighted sum for the interpolation to qq.\nthis.setQV_xyzw(qv, qa[0] * sA + qb_[0] * sB, qa[1] * sA + qb_[1] * sB, qa[2] * sA + qb_[2] * sB, qa[3] * sA + qb_[3] * sB);\nif (doLinear) {\n// Re-normalize the result if we did linear scaling above.\nreturn RotQuat.setNormaliseQV(qv);\n}\n}", "function Quaternion() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n var _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n return _this;\n }", "function Quaternion() {\n var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;\n var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;\n var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;\n var w = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1;\n\n _classCallCheck(this, Quaternion);\n\n var _this = _possibleConstructorReturn(this, (Quaternion.__proto__ || Object.getPrototypeOf(Quaternion)).call(this));\n\n if (Array.isArray(x) && arguments.length === 1) {\n _this.copy(x);\n } else {\n _this.set(x, y, z, w);\n }\n return _this;\n }", "function log(quat, translation) {\n // XYZ is imaginary vector part and W is real scalar part\n var quatVector = new THREE.Vector3(quat.x, quat.y, quat.z);\n var quatVectorMag = quatVector.length();\n\n var theta, A, B, C, D, axisAngle;\n if (quatVectorMag < 0.0001)\n {\n theta = 0;\n A = 1.0;\n B = 0.5;\n C = -0.5;\n // https://www.ethaneade.com/lie.pdf equation 85 has third term of (1-A/2B)/(theta*theta)\n // That is approximated by the Taylor series from\n // https://www.wolframalpha.com/input?i=series+%281+-+%28sin%28theta%29%2Ftheta%29%2F%282*%281-cos%28theta%29%29%2F%28theta*theta%29%29+%29+%2F+%28theta+*+theta%29\n D = 1/12.0;\n axisAngle = new THREE.Vector3(0,0,0);\n }\n else\n {\n theta = 2 * Math.atan2(quatVectorMag, quat.w);\n A = Math.sin(theta)/theta;\n B = (1-Math.cos(theta)) / (theta*theta);\n C = -0.5;\n D = (1-A/(2*B)) / (theta*theta);\n var quatVectorNormalized = quatVector.divideScalar(quatVectorMag);\n axisAngle = quatVectorNormalized.multiplyScalar(theta);\n }\n\n // hat operator (converts axis-angle vector to matrix form)\n var omegaHat = new THREE.Matrix3();\n omegaHat.set(0.0, -axisAngle.z, axisAngle.y,\n axisAngle.z, 0.0, -axisAngle.x,\n -axisAngle.y, axisAngle.x, 0.0);\n\n var logR = omegaHat.clone();\n \n // Vinv is I + omegaHat*C + omegaHat*omegaHat*D\n // from https://www.ethaneade.com/lie.pdf equation 85\n var Vinv_term0 = MatrixIdentity.clone();\n var Vinv_term1 = omegaHat.clone().multiplyScalar(C);\n var Vinv_term2 = (new THREE.Matrix3()).multiplyMatrices(omegaHat, omegaHat).multiplyScalar(D);\n var Vinv = addMatrix3(Vinv_term0, Vinv_term1, Vinv_term2);\n\n var u = translation.clone().applyMatrix3(Vinv);\n\n var logMatrix = new THREE.Matrix4();\n logMatrix.set(logR.elements[0], logR.elements[3], logR.elements[6], u.x,\n logR.elements[1], logR.elements[4], logR.elements[7], u.y,\n logR.elements[2], logR.elements[5], logR.elements[8], u.z,\n 0.0, 0.0, 0.0, 0.0);\n\n return logMatrix;\n}", "static createRotation(axis, angle) {\n//--------------\nreturn RQ.setAxisAngleQV(RQ.makeQV(0, 0, 0, 0), axis, angle);\n}", "transformVec3(v, out) {\n // Quaternion Transform on a Vec3, Then Add Position to results\n const pos = this.getTranslation();\n const qx = this[0], qy = this[1], qz = this[2], qw = this[3], vx = v[0], vy = v[1], vz = v[2], x1 = qy * vz - qz * vy, y1 = qz * vx - qx * vz, z1 = qx * vy - qy * vx, x2 = qw * x1 + qy * z1 - qz * y1, y2 = qw * y1 + qz * x1 - qx * z1, z2 = qw * z1 + qx * y1 - qy * x1;\n out = out || v;\n out[0] = (vx + 2 * x2) + pos[0];\n out[1] = (vy + 2 * y2) + pos[1];\n out[2] = (vz + 2 * z2) + pos[2];\n return out;\n }", "setFromRotMat3x3(m) {\nvar DIV_4W, EPS, SQRT_T, T, dorotx, doroty, dorotz, tx, ty, tz;\n//---------------\n// The given matrix is :\n// m[0] m[3] m[6] m00 m01 m02\n// m[1] m[4] m[7] == m10 m11 m12\n// m[2] m[5] m[8] m20 m21 m22\nEPS = 1e-4;\n[tx, ty, tz] = [m[0], m[4], m[8]];\nT = tx + ty + tz + 1;\nif (1 <= T + EPS) {\n// Normal case: 1 <= T\nSQRT_T = Math.sqrt(T);\nDIV_4W = 0.5 / SQRT_T;\nthis.set_xyzw((m[5] - m[7]) * DIV_4W, (m[6] - m[2]) * DIV_4W, (m[1] - m[3]) * DIV_4W, 0.5 * SQRT_T); // m21 - m12 // m02 - m20 // m10 - m01\n} else {\n// To avoid instability, we need to adjust both the matrix\n// m and the quaternion (this) by introducing a prior\n// rotation by PI about one of the three axes (X, Y or Z).\n// First, decide which axis by finding the one with the\n// largest t-value:\ndorotx = doroty = dorotz = false;\nif (tz <= ty) {\nif (ty <= tx) {\ndorotx = true;\n} else {\ndoroty = true;\n}\n} else {\nif (tz <= tx) {\ndorotx = true;\n} else {\ndorotz = true;\n}\n}\nif (dorotx) {\nthis._setFromMatWithXRot(m);\n} else if (doroty) {\nthis._setFromMatWithYRot(m);\n} else if (dorotz) {\nthis._setFromMatWithZRot(m);\n}\n}\nreturn this;\n}", "setObjectQuaternion(quaternion, alpha, beta, gamma, orient) {\n\n var zee = new Vector3(0, 0, 1);\n\n var euler = new Euler();\n\n var q0 = new Quaternion();\n\n var q1 = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5)); // - PI/2 around the x-axis\n\n euler.set(beta, alpha, -gamma, 'YXZ'); // 'ZXY' for the device, but 'YXZ' for us\n\n quaternion.setFromEuler(euler); // orient the device\n\n quaternion.multiply(q1); // camera looks out the back of the device, not the top\n\n quaternion.multiply(q0.setFromAxisAngle(zee, -orient)); // adjust for screen orientation\n\n }", "function angle(u, v) {\r\n u_norm = Math.sqrt(u[0] * u[0] + u[1] * u[1]);\r\n v_norm = Math.sqrt(v[0] * v[0] + v[1] * v[1]);\r\n dot = u[0] * v[0] + u[1] * v[1];\r\n cos = dot / (u_norm * v_norm);\r\n cross_z = u[0] * v[1] - u[1] * v[0]; // CCW: > 0; CW: < 0\r\n sin = cross_z / (u_norm * v_norm);\r\n if (cos >= 0)\r\n theta = Math.asin(sin);\r\n else if (sin > 0)\r\n theta = Math.acos(cos);\r\n else if (sin < 0)\r\n theta = -Math.acos(cos);\r\n else\r\n console.log(\"u and v cannot coincide!\");\r\n return theta;\r\n}", "toRotMatRows3x4(m) {\n//--------------\nreturn RQ.setRotMatRows3x4FromQV(m, this.xyzw, false, false, false);\n}", "setFromQuaternion(qua) {\n this.set(qua.x, qua.y, qua.z, qua.w);\n }", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n Interpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "function orientation(p, q, r)\n{\n // See https://www.geeksforgeeks.org/orientation-3-ordered-points/ \n // for details of below formula. \n let val = (q.y - p.y) * (r.x - q.x) -\n (q.x - p.x) * (r.y - q.y);\n\n if (val == 0) return 0; // colinear \n\n return (val > 0) ? 1 : 2; // clock or counterclock wise \n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n const l = (ry - py) * (qx - px);\n const r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n}", "function orientation(p, q, r) {\n // See https://www.geeksforgeeks.org/orientation-3-ordered-points/\n // for details of below formula.\n const val = (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y)\n\n if (val == 0) return 0 // colinear\n\n return val > 0 ? 1 : 2 // clock or counterclock wise\n}", "function quat2euler(t){\n\n\tif(!t) return;\n\n\treturn [ Math.atan2(2 * (t[0] * t[1] + t[2] * t[3]), 1 - 2 * (t[1] * t[1] + t[2] * t[2])) * to_degrees, \n\t\t\t Math.asin(Math.max(-1, Math.min(1, 2 * (t[0] * t[2] - t[3] * t[1])))) * to_degrees, \n\t\t\t Math.atan2(2 * (t[0] * t[3] + t[1] * t[2]), 1 - 2 * (t[2] * t[2] + t[3] * t[3])) * to_degrees\n\t\t\t]\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function determineOrientation(v) {\n\n let axis = undefined;\n const oX = v.x < 0 ? 'R' : 'L';\n const oY = v.y < 0 ? 'A' : 'P';\n const oZ = v.z < 0 ? 'I' : 'S';\n\n const aX = Math.abs(v.x);\n const aY = Math.abs(v.y);\n const aZ = Math.abs(v.z);\n const obliqueThreshold = 0.8;\n if (aX > obliqueThreshold && aX > aY && aX > aZ) {\n axis = oX;\n }\n else if (aY > obliqueThreshold && aY > aX && aY > aZ) {\n axis = oY;\n }\n else if (aZ > obliqueThreshold && aZ > aX && aZ > aY) {\n axis = oZ;\n }\n this.orientation = axis;\n return axis;\n}", "static setSubtractQV(qv, qq) {\n//-------------\nqv[0] -= qq[0];\nqv[1] -= qq[1];\nqv[2] -= qq[2];\nqv[3] -= qq[3];\nreturn qv;\n}", "function quaternion_from_axisangle(axis, angle){\n return [Math.cos(angle/2), axis[0]*Math.sin(angle/2), axis[1]*Math.sin(angle/2), axis[2]*Math.sin(angle/2)];\n}", "function v(){var t=_();return 90===h._viewrotation||270===h._viewrotation?C(t):t}", "function vectorAngle( u, v){\r\n\r\n\tvar x1 = u[0];\tvar x2 = v[0];\r\n\tvar y1 = u[1];\tvar y2 = v[1];\r\n\tvar z1 = u[2];\tvar z2 = v[2]; \r\n\t\r\n\tvar a = x1*x2+y1*y2+z1*z2;\r\n\tvar b = Math.sqrt(x1*x1+y1*y1+z1*z1);\r\n\tvar c = Math.sqrt(x2*x2+y2*y2+z2*z2);\r\n\tvar v=0; // <------------- oojojojojjoojoj, se upp!\r\n\tif(!(b==0||c==0))\r\n\t\tv = Math.acos(a/(b*c));\r\n\t//v = xRzAngleCorrection( v, z2);\r\n\treturn v;\r\n}", "setRotate(rq) {\nE3Vec.setRotateV3(this.xyz, rq.xyzw);\nreturn this;\n}", "function orientIfSure(px, py, rx, ry, qx, qy) {\n var l = (ry - py) * (qx - px);\n var r = (rx - px) * (qy - py);\n return Math.abs(l - r) >= 3.3306690738754716e-16 * Math.abs(l + r) ? l - r : 0;\n }", "function QuaternionLinearInterpolant(\n\t \t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t \tInterpolant.call(\n\t \t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t }", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "function QuaternionLinearInterpolant(\n\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call(\n\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}", "rotateAbout (origin, theta) {\n let tempOrigin = this.tempPosition.minus(origin);\n tempOrigin = tempOrigin.xyz1times(new Mat4().set().rotate(theta));\n tempOrigin.add(origin);\n this.position = tempOrigin;\n this.orientation = this.tempOrientation + theta;\n }", "rotate(e3v) {\nRQ.rotateV3(e3v.xyz, e3v.xyz, this.xyzw);\nreturn e3v;\n}", "function QuaternionLinearInterpolant(parameterPositions, sampleValues, sampleSize, resultBuffer) {\n\n\tInterpolant.call(this, parameterPositions, sampleValues, sampleSize, resultBuffer);\n}", "static setTRMat4x4FromQV(m, qv) {\nreturn this._setTRMatFromQV(m, qv, true, false, true);\n}", "function orient(data, p, q, r) {\n var o = (data[q + 1] - data[p + 1]) * (data[r] - data[q]) - (data[q] - data[p]) * (data[r + 1] - data[q + 1]);\n return o > 0 ? 1 :\n o < 0 ? -1 : 0;\n}", "toAxisRotations(rpyVec) {\nvar CP_CR, CP_SQ, CP_SR, CY, CY_CP, R2D, SP_NEG, SY_CP, SY_NEG, WW, W_SQ, XX, X_SQ, YY, Y_SQ, ZZ, Z_SQ, i, j, qv, rpy;\n//--------------\n// Compute squares of this quaternion''s components.\nqv = this.xyzw;\nXX = qv[0];\nYY = qv[1];\nZZ = qv[2];\nWW = qv[3];\n[X_SQ, Y_SQ, Z_SQ, W_SQ] = [XX * XX, YY * YY, ZZ * ZZ, WW * WW];\n// Extract axis-rotations from the rotation matrix components\n// corresponding to this quaternion. The three Euler angles\n// are theta-roll (X), theta-pitch (Y), and theta-yaw (Z).\n// If cR = cos(theta-roll), sR = sin(theta-roll), etc., then the\n// relevant rotation-matrix elements are:\n// M_00 = cY*cP\n// M_10 = sP*cP\n// M_20 = -sP M_21 = cP*sR M_22 = cP*cR\n// but if cp = 0, i.e. if |p| = PI/2, then without loss of\n// generality we can take theta-roll = 0, and for accurate\n// computation of yaw we need to use instead:\n// M_01 = -sY\n// M_11 = cY\n// which is valid in this case only.\n// [See the previous method for details of the\n// XYZ <--> ROLL-PITCH-YAW mapping.\n// But NB:\n// Here cY,sY etc. refer to the whole angles, whereas\n// in the previous method cy, sy etc. refer to the half angles\n// used in rotation quaternions,\n// i.e. cy there !== cY here, etc.]\nCY_CP = W_SQ + X_SQ - Y_SQ - Z_SQ;\nSY_CP = 2 * (XX * YY + WW * ZZ);\nSP_NEG = 2 * (XX * ZZ - WW * YY);\nCP_SQ = CY_CP * CY_CP + SY_CP * SY_CP;\nR2D = RQ.RADS_TO_DEGS;\n// Partial result -- to be adjusted below.\nrpy = [0, R2D * (Math.asin(-SP_NEG)), 0];\nfor (i = j = 0; j < 3; i = ++j) {\nrpyVec[i] = rpy[i];\n}\n// Test for the special case, cos theta-pitch === 0 (approx.).\nif ((-1e-10 <= CP_SQ && CP_SQ <= 1e-10)) {\n// Special case: CP = 0, i.e. |P| = PI / 2 (and r = 0);\nSY_NEG = 2 * (XX * YY - WW * ZZ);\nCY = W_SQ - X_SQ + Y_SQ - Z_SQ;\nreturn rpyVec[2] = R2D * Math.atan2(-SY_NEG, CY);\n} else {\n// Normal case: use column 0 and row 2 of M to get R and Y.\nCP_CR = W_SQ - X_SQ - Y_SQ + Z_SQ;\nCP_SR = 2 * (YY * ZZ + WW * XX);\nrpyVec[0] = R2D * Math.atan2(CP_SR, CP_CR);\nreturn rpyVec[2] = R2D * Math.atan2(SY_CP, CY_CP);\n}\n}", "function vectorAngle(u, v) {\n var cosTheta = dotProduct(u, v) / (norm(u)*norm(v));\n var theta = Math.acos(cosTheta);\n var pi = Math.PI;\n var degree = theta * (180/pi);\n return degree;\n}", "invert ()\n\t{\n\t\tvar fMagnitude = this._w * this._w + this._x * this._x + this._y * this._y + this._z * this._z;\n\t\tvar fInv_Magnitude = 1.0 / fMagnitude;\n\n\t\treturn new Quaternion (this._w * fInv_Magnitude,-this._x * fInv_Magnitude,-this._y * fInv_Magnitude,-this._z * fInv_Magnitude);\n\t}", "rotate(theta, x, y, z){\n\t\tvar axis = new GFX.Vector(x,y,z);\n\t\tthis.rotation = this.rotation.mult(GFX.Quaternion.AxisAngle(axis.unit(), theta));\n\t}", "function QuaternionLinearInterpolant(\n\t\t\t\tparameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\t\n\t\t\tInterpolant.call(\n\t\t\t\t\tthis, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\t\n\t\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}", "function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}" ]
[ "0.76237977", "0.7566911", "0.7296387", "0.6919381", "0.67468804", "0.6591628", "0.6572039", "0.6548792", "0.6512877", "0.6498749", "0.64508843", "0.64344496", "0.64121133", "0.6267196", "0.62254316", "0.61172473", "0.5991932", "0.5962465", "0.5941598", "0.5895906", "0.58857214", "0.5865616", "0.58130336", "0.57731616", "0.57625043", "0.5754858", "0.57173467", "0.57038647", "0.5680497", "0.5664351", "0.5649648", "0.5641244", "0.5568655", "0.55659866", "0.5553481", "0.55424964", "0.5518001", "0.55170256", "0.5511631", "0.54995507", "0.54805154", "0.5459469", "0.5455821", "0.5455237", "0.54309493", "0.5430077", "0.54092336", "0.53804475", "0.53546554", "0.5344257", "0.5344257", "0.53412527", "0.5337322", "0.531958", "0.5312879", "0.5312058", "0.5299933", "0.5290404", "0.5275323", "0.5186166", "0.5186166", "0.5169082", "0.51403046", "0.51403046", "0.5137398", "0.51317275", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.5126897", "0.51215565", "0.51208705", "0.51049083", "0.51030743", "0.50995755", "0.5087101", "0.50759", "0.5060784", "0.5050296", "0.5050296", "0.5050296", "0.50469023", "0.50458723", "0.5019999", "0.5016623", "0.5010228", "0.50079674", "0.5000175", "0.49972937", "0.4959176", "0.4958577", "0.49538988", "0.49538988" ]
0.7660603
0
Get element's position in page
function getAbsolutePosition(el) { var top = 0; var left = 0; while (el != null) { top += el.offsetTop; left += el.offsetLeft; el = el.offsetParent; } top += window.pageYOffset; return { "top": top, "left": left }; }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "function getPosition(elem) {\n var x = 0,\n y = 0;\n\n while (elem !== null && (elem.tagName || '').toLowerCase() !== 'html') {\n x += elem.offsetLeft || 0;\n y += elem.offsetTop || 0;\n elem = elem.offsetParent;\n }\n\n return {x: parseInt(x, 10), y: parseInt(y, 10)};\n }", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getPos(el) {\n for (var lx = 0, ly = 0;\n el != null;\n lx += el.offsetLeft, ly += el.offsetTop, el = el.offsetParent);\n return {x: lx, y: ly};\n}", "function getPosition(el) {\n var xPosition = 0;\n var yPosition = 0;\n \n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScrollPos = el.scrollLeft || document.documentElement.scrollLeft;\n var yScrollPos = el.scrollTop || document.documentElement.scrollTop;\n \n xPosition += (el.offsetLeft - xScrollPos + el.clientLeft);\n yPosition += (el.offsetTop - yScrollPos + el.clientTop);\n } else {\n xPosition += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPosition += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n \n el = el.offsetParent;\n }\n console.log('gp: xpos:', xPosition);\n return {\n x: xPosition,\n y: yPosition\n };\n }", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function getElementPosition(element) {\n var rect = element.getBoundingClientRect();\n\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function elementPosition( elem ) {\n var left = 0;\n var top = 0;\n var e = elem;\n while ( e ) {\n left += e.offsetLeft;\n top += e.offsetTop;\n e = e.offsetParent;\n }\n return { left: left, top: top };\n}", "function getPosition(element) {\r\n\tvar xPosition = 0;\r\n\tvar yPosition = 0;\r\n\r\n\twhile(element) {\r\n\t\txPosition += (element.offsetLeft - element.scrollLeft + element.clientLeft);\r\n\t\tyPosition += (element.offsetTop - element.scrollTop + element.clientTop);\r\n\t\telement = element.offsetParent;\r\n\t}\r\n\treturn { x: xPosition, y: yPosition };\r\n}", "function getPos(el) {\n var _x = 0;\n var _y = 0;\n while( el && !isNaN( el.offsetLeft ) && !isNaN( el.offsetTop ) ) {\n _x += el.offsetLeft - el.scrollLeft;\n _y += el.offsetTop - el.scrollTop;\n el = el.parentNode;\n \t}\n return { x: _x, y: _y };\n}", "function pageOffset(el) {\n let x = 0;\n let y = 0;\n let cur = el;\n while (cur) {\n x += cur.offsetLeft;\n y += cur.offsetTop;\n cur = cur.offsetParent;\n }\n return {x, y};\n }", "function getPosition(element) {\n\tvar xPos=0;\n\tvar yPos=0;\t\n\t\n\twhile(element) {\n\t\txPos += (element.offsetLeft - element.scrollLeft + element.clientLeft);\n \tyPos += (element.offsetTop - element.scrollTop + element.clientTop);\n \telement = element.offsetParent;\n\t}\n\treturn { x: xPos, y:yPos };\n}", "function getCoords(elem) {\r\n var box = elem.getBoundingClientRect();\r\n return {\r\n top: box.top + pageYOffset,\r\n left: box.left + pageXOffset\r\n };\r\n }", "function getPageXY(element){\n var x= 0, y= 0;\n while (element) {\n x+= element.offsetLeft;\n y+= element.offsetTop;\n element= element.offsetParent;\n }\n\n return [x, y];\n }", "function getPosition() {\n let position = document.getElementById(getyx(y,x));\n\treturn position;\n}", "function elemtPos(el){\n return parseInt(el.length?($(el).offset().top):0);\n }", "function getPosition (el) {\n var xPosition = 0;\n var yPosition = 0;\n\n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScrollPos = el.scrollLeft || document.documentElement.scrollLeft;\n var yScrollPos = el.scrollTop || document.documentElement.scrollTop;\n\n xPosition += (el.offsetLeft - xScrollPos + el.clientLeft);\n yPosition += (el.offsetTop - yScrollPos + el.clientTop);\n } else {\n xPosition += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPosition += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n\n el = el.offsetParent;\n }\n return {\n x: xPosition,\n y: yPosition\n };\n}", "function getPosition(el) {\n var xPos = 0;\n var yPos = 0;\n \n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n var yScroll = el.scrollTop || document.documentElement.scrollTop;\n \n //xPos += (el.offsetLeft - xScroll + el.clientLeft);\n xPos += (el.offsetLeft + el.clientLeft);\n //yPos += (el.offsetTop - yScroll + el.clientTop);\n yPos += (el.offsetTop + el.clientTop);\n } else {\n // for all other non-BODY elements\n xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPos += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n \n el = el.offsetParent;\n }\n return {\n x: xPos,\n y: yPos\n };\n}", "function GetPageOffset(el) {\n var x = el.offsetLeft;\n var y = el.offsetTop;\n if (el.offsetParent != null) {\n var pos = GetPageOffset(el.offsetParent);\n x += pos.x;\n y += pos.y;\n }\n return {x: x, y: y};\n}", "function getPosition(elem) {\n if (!elem.offsetParent) {\n return null;\n }\n var rect = elem.getBoundingClientRect();\n return {\n left: rect.left, \n top: rect.top\n };\n }", "function getPosition(el) {\n var xPosition = 0;\n var yPosition = 0;\n\n while (el) {\n xPosition += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPosition += (el.offsetTop - el.scrollTop + el.clientTop);\n el = el.offsetParent;\n }\n return {\n x: xPosition,\n y: yPosition\n }\n }", "function getPosition(el) {\n var xPos = 0;\n var yPos = 0;\n\n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n var yScroll = el.scrollTop || document.documentElement.scrollTop;\n\n xPos += (el.offsetLeft - xScroll + el.clientLeft);\n yPos += (el.offsetTop - yScroll + el.clientTop);\n } else {\n // for all other non-BODY elements\n xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPos += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n\n el = el.offsetParent;\n }\n return {\n x: xPos,\n y: yPos\n };\n}", "function getPosition(el) {\n var xPos = 0;\n var yPos = 0;\n\n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n var yScroll = el.scrollTop || document.documentElement.scrollTop;\n\n xPos += (el.offsetLeft - xScroll + el.clientLeft);\n yPos += (el.offsetTop - yScroll + el.clientTop);\n } else {\n // for all other non-BODY elements\n xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPos += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n\n el = el.offsetParent;\n }\n return {\n x: xPos,\n y: yPos\n };\n}", "function pageLocation(o,t){\r\n\tvar x = 0\r\n\r\n\twhile(o.offsetParent){\r\n\t\tx += o['offset'+t]\r\n\t\to = o.offsetParent\r\n\t}\r\n\r\n\tx += o['offset'+t]\r\n\r\n\treturn x\r\n}", "function getPosition(el) {\n var xPos = 0;\n var yPos = 0;\n\n while (el) {\n if (el.tagName == \"BODY\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n var yScroll = el.scrollTop || document.documentElement.scrollTop;\n\n xPos += (el.offsetLeft - xScroll + el.clientLeft);\n yPos += (el.offsetTop - yScroll + el.clientTop);\n } else {\n // for all other non-BODY elements\n xPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n yPos += (el.offsetTop - el.scrollTop + el.clientTop);\n }\n\n el = el.offsetParent;\n }\n return {\n x: xPos,\n y: yPos\n };\n}", "function getPosition(elm) {\n var x = 0;\n var y = 0;\n\n while(elm) {\n x += (elm.offsetLeft - elm.scrollLeft + elm.clientLeft);\n y += (elm.offsetTop - elm.scrollTop + elm.clientTop);\n elm = elm.offsetParent;\n }\n\n return { x: x, y: y };\n }", "function getPosition(element) {\n\tvar xPosition = 0;\n\tvar yPosition = 0;\n\n\twhile (element) {\n\t\txPosition += (element.offsetLeft - element.scrollLeft + element.clientLeft);\n\t\tyPosition += (element.offsetTop - element.scrollTop + element.clientTop);\n\t\telement = element.offsetParent;\n\t}\n\treturn {\n\t\tx : xPosition,\n\t\ty : yPosition\n\t};\n}", "function get_el_pos(obj) {\n var pos = {x: 0, y: 0};\n if (obj.offsetParent) {\n pos.x = obj.offsetLeft\n pos.y = obj.offsetTop\n while (obj = obj.offsetParent) {\n pos.x += obj.offsetLeft\n pos.y += obj.offsetTop\n }\n }\n return pos;\n}", "function elementPosition(el) {\n var up = el.offsetTop;\n var left = el.offsetLeft;\n var width = el.offsetWidth;\n var height = el.offsetHeight;\n while (el.offsetParent) {\n el = el.offsetParent;\n up += el.offsetTop;\n left += el.offsetLeft;\n }\n return [up, left, width, height];\n}", "function getPosition(element){\n\tvar top =0, left = 0;\n\t\n\twhile (element){\n\t\tleft +=element.offsetLeft;\n\t\ttop +=element.offsetTop;\n\t\telement = element.offsetParent;\n\t}\n\treturn {x : left , y: top};\n}", "function pos(el) {\r\n var o = {x:el.offsetLeft, y:el.offsetTop};\r\n while((el = el.offsetParent)) {\r\n o.x+=el.offsetLeft;\r\n o.y+=el.offsetTop;\r\n }\r\n return o;\r\n }", "function pos(el) {\n var o = {x:el.offsetLeft, y:el.offsetTop};\n while((el = el.offsetParent)) {\n o.x+=el.offsetLeft;\n o.y+=el.offsetTop;\n }\n return o;\n }", "function pos(el) {\n var o = {x:el.offsetLeft, y:el.offsetTop};\n while((el = el.offsetParent)) {\n o.x+=el.offsetLeft;\n o.y+=el.offsetTop;\n }\n return o;\n }", "function getXYPos(element) {\n var leftval = 0;\n var topval = 0;\n while(element) {\n leftval += element.offsetLeft;\n topval += element.offsetTop;\n element = element.offsetParent;\n }\n \n return {\n x: leftval,\n y: topval\n };\n}", "getPosition(_id) {\n const _elem = this._elements[_id];\n let [x, y] = [0, 0];\n if (this._isSVGElem(_elem)) {\n const _rect = _elem.getBoundingClientRect();\n [x, y] = [_rect.left, _rect.top];\n }\n else if (_elem) {\n [x, y] = [_elem.offsetLeft, _elem.offsetTop];\n }\n else {\n console.warn('ELEM.getPosition(', _id, '): Element not found');\n }\n return [x, y];\n }", "getPosition(_id) {\n const _elem = this._elements[_id];\n let [x, y] = [0, 0];\n if (this._isSVGElem(_elem)) {\n const _rect = _elem.getBoundingClientRect();\n [x, y] = [_rect.left, _rect.top];\n }\n else if (_elem) {\n [x, y] = [_elem.offsetLeft, _elem.offsetTop];\n }\n else {\n console.warn('ELEM.getPosition(', _id, '): Element not found');\n }\n return [x, y];\n }", "function pageOffset(el) {\n // -> {x: number, y: number}\n // get the left and top offset of a dom block element\n var rect = el.getBoundingClientRect(),\n scrollLeft = window.pageXOffset || document.documentElement.scrollLeft,\n scrollTop = window.pageYOffset || document.documentElement.scrollTop;\n return {\n y: rect.top + scrollTop,\n x: rect.left + scrollLeft\n };\n}", "function pos(el) {\r\n var o = { x:el.offsetLeft, y:el.offsetTop }\r\n while((el = el.offsetParent))\r\n o.x+=el.offsetLeft, o.y+=el.offsetTop\r\n\r\n return o\r\n }", "function pos(el) {\r\n var o = { x:el.offsetLeft, y:el.offsetTop }\r\n while((el = el.offsetParent))\r\n o.x+=el.offsetLeft, o.y+=el.offsetTop\r\n\r\n return o\r\n }", "function get_xy(el) {\n\tvar box = el.getBoundingClientRect();\n\treturn {\n\t\tx: box.left,\n\t\ty: box.top\n\t};\n}", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "function pos(el) {\n var o = { x:el.offsetLeft, y:el.offsetTop }\n while((el = el.offsetParent))\n o.x+=el.offsetLeft, o.y+=el.offsetTop\n\n return o\n }", "static getElementPosition(el, parentClass?) {\n\tlet xPos = 0;\n\tlet yPos = 0;\n\twhile (el) {\n\t if (el.classList && this.classCont(el, parentClass)) {\n\t\tbreak;\n\t }\n\t\t// special for body tag (browser compatibility)\n\t if (el.tagName == 'BODY') {\n\t\tlet xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n\t\tlet yScroll = el.scrollTop || document.documentElement.scrollTop;\n\t\txPos += (el.offsetLeft - xScroll + el.clientLeft);\n\t\tyPos += (el.offsetTop - yScroll + el.clientTop);\n\t }\n\t else {\n\t\t// for all other elements\n\t\txPos += (el.offsetLeft - el.scrollLeft + el.clientLeft);\n\t\tyPos += (el.offsetTop - el.scrollTop + el.clientTop);\n\t }\n\t if (\n\t\tel.tagName == 'TD' || el.tagName == 'TH' ||\n\t\tel.tagName == 'TR' ||\n\t\tel.tagName == 'TBODY' || el.tagName == 'THEAD'\n\t ) {\n\t\tel = this.findParents(el, false, 'table');\n\t }\n\t else {\n\t\tel = el.offsetParent;\n\t }\n\t console.log(el);\n\t}\n\tconsole.log(xPos, yPos);\n\treturn {\n\t x: xPos,\n\t y: yPos\n\t};\n }", "function getCoords(elem){\n let box = elem.getBoundingClientRect();\n return {\n top: box.top + pageYOffset,\n left: box.left + pageXOffset,\n width: box.width\n }\n }", "function getCoords(elem){\n let box = elem.getBoundingClientRect();\n return {\n top: box.top + pageYOffset,\n left: box.left + pageXOffset,\n width: box.width\n }\n }", "function getElementScreenPosition(element){\r\n\tvar eleft=element.offsetLeft;\r\n\tvar etop=element.offsetTop;\r\n\twhile(element.offsetParent!=null){\r\n\t\tvar parent=element.offsetParent;\r\n\t\teleft+=parent.offsetLeft;\r\n\t\tetop+=parent.offsetTop;\r\n\t\telement=parent;\r\n\t}\r\n\treturn [eleft+3,etop+3];\r\n}", "function getHtmlElemPos(elem, n) {\n var xPos = 0;\n var yPos = 0;\n var sl,\n st,\n cl,\n ct;\n var pNode;\n while (elem) {\n pNode = elem.parentNode;\n sl = 0;\n st = 0;\n cl = 0;\n ct = 0;\n if (pNode && pNode.tagName && !/html|body/i.test(pNode.tagName)) {\n if (typeof n === 'undefined') // count this in, except for overflow huge menu\n {\n sl = elem.scrollLeft;\n st = elem.scrollTop;\n }\n cl = elem.clientLeft;\n ct = elem.clientTop;\n xPos += (elem.offsetLeft - sl + cl);\n yPos += (elem.offsetTop - st - ct);\n }\n elem = elem.offsetParent;\n }\n return {\n x: xPos,\n y: yPos\n };\n}", "function xPageY(e)\r\n{\r\n var y = 0;\r\n e = xGetElementById(e);\r\n while (e) {\r\n if (xDef(e.offsetTop)) y += e.offsetTop;\r\n e = xDef(e.offsetParent) ? e.offsetParent : null;\r\n }\r\n return y;\r\n}", "function getPosition(el) {\n let xPosition = 0,\n yPosition = 0;\n\n while (el) {\n xPosition += el.offsetLeft - el.scrollLeft + el.clientLeft;\n yPosition += el.offsetTop - el.scrollTop + el.clientTop;\n el = el.offsetParent;\n }\n\n return {\n x: xPosition,\n y: yPosition,\n };\n}", "function findPos(elem) {\n var top = 0;\n if (elem.offsetParent) {\n do {\n top += elem.offsetTop;\n } while (elem = elem.offsetParent);\n return [top];\n }\n}", "function getOffset(element){\n return (element.getBoundingClientRect().top + window.scrollY);\n}", "getElementOffset(el) {\n const rect = el.getBoundingClientRect();\n return {\n left: rect.left + window.scrollX,\n top: rect.top + window.scrollY\n };\n }", "function getCoords(elem) {\n\t\tvar elemCoords = elem.getBoundingClientRect();\n\n\t\treturn {\n\t\t\ttop: elemCoords.top + pageYOffset,\n\t\t\tleft: elemCoords.left + pageXOffset\n\t\t};\n\t}", "function element_xy(e) {\n\tvar x = 0;\n\tvar y = 0;\n\tif(e.offsetParent) {\n\t\tdo {\n\t\t\tx += e.offsetLeft;\n\t\t\ty += e.offsetTop;\n\t\t} while(e = e.offsetParent);\n\t}\n\treturn [x, y];\n}", "function getPosition(el) {\n return el.getBoundingClientRect().left;\n}", "function getPosition(el) {\n return el.getBoundingClientRect().left;\n}", "function findPos(element) {\n\t var curtop = 0;\n\n\t if (element.offsetParent) {\n\t do {\n\t curtop += element.offsetTop;\n\t } while (element = element.offsetParent);\n\n\t return [curtop];\n\t }\n\t}", "getElementsOffset() {\n const rect = this.boardRef.getBoudingClientRect();\n const doc = document.documentElement;\n\n return {\n x: (rect.left + window.pageXOffset) - doc.clientLeft,\n y: (rect.top + window.pageYOffset) - doc.clientTop,\n };\n }", "getComponentPosition(){\n //get the actual Element\n let componentElement = this.$()[0];\n //low-level DOM api for-the-win\n let card = componentElement.getBoundingClientRect();\n //create a json object that accounts for scroll position\n let cp = {\n top: card.top + window.pageYOffset,\n left: card.left + window.pageXOffset,\n bottom: card.bottom + window.pageYOffset,\n right: card.right + window.pageXOffset,\n width: card.width,\n height: card.height\n };\n return cp;\n }", "function _getPos(elem) {\n var bbox = elem.getBoundingClientRect();\n return {\n x: bbox.left,\n y: bbox.top,\n bbox: bbox\n };\n}", "function FindPosition(oElement)\n{\n if(typeof( oElement.offsetParent ) != \"undefined\")\n {\n for(var posX = 0, posY = 0; oElement; oElement = oElement.offsetParent)\n {\n posX += oElement.offsetLeft;\n posY += oElement.offsetTop;\n }\n return [ posX, posY ];\n }\n else\n {\n return [ oElement.x, oElement.y ];\n }\n}", "function xPageY(e)\n{\n var y = 0;\n e = xGetElementById(e);\n while (e) {\n if (xDef(e.offsetTop)) y += e.offsetTop;\n e = xDef(e.offsetParent) ? e.offsetParent : null;\n }\n return y;\n}", "getElementOffset() {\n const rect = this.boardRef.getBoundingClientRect();\n const doc = document.documentElement;\n\n return {\n x: rect.left + window.pageXOffset - doc.clientLeft,\n y: rect.top + window.pageYOffset - doc.clientTop\n };\n }", "function OLpageLoc(o,t){\r\nvar l=0;\r\nwhile(o.offsetParent&&o.offsetParent.tagName.toLowerCase()!='html'){\r\nl+=o['offset'+t];o=o.offsetParent;}l+=o['offset'+t];\r\nreturn l;\r\n}", "function offset(elem) {\n var rect = elem.getBoundingClientRect(),\n doc = elem.ownerDocument,\n docElem = doc.documentElement,\n pageOffset = getPageOffset();\n // getBoundingClientRect contains left scroll in Chrome on Android.\n // I haven't found a feature detection that proves this. Worst case\n // scenario on mis-match: the 'tap' feature on horizontal sliders breaks.\n if (/webkit.*Chrome.*Mobile/i.test(navigator.userAgent)) {\n pageOffset.x = 0;\n }\n return {\n top: rect.top + pageOffset.y - docElem.clientTop,\n left: rect.left + pageOffset.x - docElem.clientLeft\n };\n }", "function _getPos(elem) {\n const bbox = elem.getBoundingClientRect();\n return {\n x: bbox.left,\n y: bbox.top,\n bbox\n };\n}", "function Position_GetPosition(html)\n{\n\t//done!\n\treturn new Position_Rect(Browser_GetLeft(html), Browser_GetTop(html), Browser_GetOffsetWidth(html), Browser_GetOffsetHeight(html));\n}", "function getPosition(e) {\r\n\tvar left = 0;\r\n\tvar top = 0;\r\n\r\n\twhile (e.offsetParent){\r\n\t\tleft += e.offsetLeft;\r\n\t\ttop += e.offsetTop;\r\n\t\te = e.offsetParent;\r\n\t}\r\n\r\n\tleft += e.offsetLeft;\r\n\ttop += e.offsetTop;\r\n\r\n\treturn {x:left, y:top};\r\n}", "function getElementTop(Elem) {\r\n\tif (ns4) {\r\n\t\tvar elem = getObjNN4(document, Elem);\r\n\t\treturn elem.pageY;\r\n\t} else {\t\t\t\t\t\t\r\n\t\tif((document.getElementById) || (ffox)) {\t\r\n\t\t\tvar elem = document.getElementById(Elem);\r\n\t\t} else if (document.all) {\r\n\t\t\tvar elem = document.all[Elem];\r\n\t\t}\r\n\t\tyPos = elem.offsetTop;\t\t\r\n\t\ttempEl = elem.offsetParent;\t\t\r\n\t\twhile (tempEl != null) {\t\t\t\r\n \t\t\tyPos += tempEl.offsetTop;\r\n\t \t\ttempEl = tempEl.offsetParent;\r\n \t\t}\r\n \t\t//alert(yPos * 2);\r\n \t\t//yPos = yPos * 2;\r\n\t\treturn yPos;\r\n\t}\r\n}", "function calElementPos(){\n\t\tcalSize();\n\t\tcalPie();\n\t\tcalGraph();\n\t}", "function getPos(elt) {\n var pt = [0, 0];\n\n while (elt.offsetParent !== null) {\n pt[0] += elt.offsetLeft;\n pt[1] += elt.offsetTop;\n elt = elt.offsetParent;\n }\n return pt;\n}", "function getPosition(el) {\n while (el) {\n if (el.tagName == \"ball\") {\n // deal with browser quirks with body/window/document and page scroll\n var xScroll = el.scrollLeft || document.documentElement.scrollLeft;\n var yScroll = el.scrollTop || document.documentElement.scrollTop;\n\n xPos += el.offsetLeft - xScroll + el.clientLeft;\n current.left = xPos;\n yPos += el.offsetTop - yScroll + el.clientTop;\n current.top = yPos;\n } else {\n // for all other non-BODY elements\n xPos += el.offsetLeft - el.scrollLeft + el.clientLeft;\n current.left = xPos;\n yPos += el.offsetTop - el.scrollTop + el.clientTop;\n current.top = yPos;\n }\n\n el = el.offsetParent;\n }\n\n return {\n x: xPos,\n y: yPos,\n };\n}", "function offset ( elem ) {\r\n\r\n\t\tvar rect = elem.getBoundingClientRect(),\r\n\t\t\tdoc = elem.ownerDocument,\r\n\t\t\tdocElem = doc.documentElement,\r\n\t\t\tpageOffset = getPageOffset();\r\n\r\n\t\t\t// getBoundingClientRect contains left scroll in Chrome on Android.\r\n\t\t\t// I haven't found a feature detection that proves this. Worst case\r\n\t\t\t// scenario on mis-match: the 'tap' feature on horizontal sliders breaks.\r\n\t\t\tif ( /webkit.*Chrome.*Mobile/i.test(navigator.userAgent) ) {\r\n\t\t\t\tpageOffset.x = 0;\r\n\t\t\t}\r\n\r\n\t\t\treturn {\r\n\t\t\t\ttop: rect.top + pageOffset.y - docElem.clientTop,\r\n\t\t\t\tleft: rect.left + pageOffset.x - docElem.clientLeft\r\n\t\t\t};\r\n\t\t}", "function getElementPosition(elementId) {\n var elementPosition = $(elementId).position();\n var elementVertical = elementPosition['top'];\n console.log(elementId, 'Position: ',elementPosition,' From top: ',elementVertical)\n var elementHeight = $(elementId).height();\n return [elementVertical,elementHeight];\n}", "function getAbsoluteElementPosition(element) {\n if(typeof element === \"string\"){\n element = _id(element);\n }\n if(!element){\n return { top:0,left:0 };\n }\n var y = 0;\n var x = 0;\n while(element.offsetParent){\n x += element.offsetLeft;\n y += element.offsetTop;\n element = element.offsetParent;\n }\n return {top:y,left:x};\n}", "function getElementOffset(el) {\n // get the coordinates of the element box from the viewport\n const rect = el.getBoundingClientRect();\n // return element absolute top/left position as an object (element scroll in viewport + document scroll)\n return {\n top: rect.top + window.pageYOffset,\n left: rect.left + window.pageXOffset\n };\n}", "function offset ( elem ) {\n\t\n\t\tvar rect = elem.getBoundingClientRect(),\n\t\t\tdoc = elem.ownerDocument,\n\t\t\tdocElem = doc.documentElement,\n\t\t\tpageOffset = getPageOffset();\n\t\n\t\t\t// getBoundingClientRect contains left scroll in Chrome on Android.\n\t\t\t// I haven't found a feature detection that proves this. Worst case\n\t\t\t// scenario on mis-match: the 'tap' feature on horizontal sliders breaks.\n\t\t\tif ( /webkit.*Chrome.*Mobile/i.test(navigator.userAgent) ) {\n\t\t\t\tpageOffset.x = 0;\n\t\t\t}\n\t\n\t\t\treturn {\n\t\t\t\ttop: rect.top + pageOffset.y - docElem.clientTop,\n\t\t\t\tleft: rect.left + pageOffset.x - docElem.clientLeft\n\t\t\t};\n\t\t}", "function getElementPosition(Element, side) {\n\toElement = createReference(Element)\n if (isIE) { \t\t\t\t\t\t\t\t\t\t\t\t//String manip: Make sure side is Left or Top...IE doesn't understand all lower case.\n\t\telementPos = eval('oElement.pixel' + (side.toUpperCase()).substring(0,1) + (side.toLowerCase()).substring(1,side.length))\t\n\t} else if (isDOM) {\n elementPos = parseInt(eval('oElement.' + side.toLowerCase()))\n } else {\n\t\telementPos = eval('oElement.' + side.toLowerCase())\n\t}\n return elementPos\n}", "function getPosition(elem) {\n const top = $(elem).offset().top;\n const bottom = top + $(elem).outerHeight();\n return {top, bottom};\n}", "function getElementOffset(elem){\n var box = elem.getBoundingClientRect(),\n body = document.body,\n docElem = document.documentElement;\n\n var scrollTop = window.pageYOffset || docElem.scrollTop || body.scrollTop,\n scrollLeft = window.pageXOffset || docElem.scrollLeft || body.scrollLeft,\n clientTop = docElem.clientTop || body.clientTop || 0,\n clientLeft = docElem.clientLeft || body.clientLeft || 0;\n \n var top = box.top + scrollTop - clientTop,\n left = box.left + scrollLeft - clientLeft;\n\n return { top: Math.round(top), left: Math.round(left)};\n\n }", "getPageOffset() {\n return this.coord.getPageOffset();\n }", "function offset ( elem ) {\r\n\r\n\tvar rect = elem.getBoundingClientRect(),\r\n\t\tdoc = elem.ownerDocument,\r\n\t\tdocElem = doc.documentElement,\r\n\t\tpageOffset = getPageOffset();\r\n\r\n\t\t// getBoundingClientRect contains left scroll in Chrome on Android.\r\n\t\t// I haven't found a feature detection that proves this. Worst case\r\n\t\t// scenario on mis-match: the 'tap' feature on horizontal sliders breaks.\r\n\t\tif ( /webkit.*Chrome.*Mobile/i.test(navigator.userAgent) ) {\r\n\t\t\tpageOffset.x = 0;\r\n\t\t}\r\n\r\n\t\treturn {\r\n\t\t\ttop: rect.top + pageOffset.y - docElem.clientTop,\r\n\t\t\tleft: rect.left + pageOffset.x - docElem.clientLeft\r\n\t\t};\r\n\t}", "getScrollPosition(_id) {\n const _elem = this._elements[_id];\n let [x, y] = [0, 0];\n if (_elem) {\n [x, y] = [_elem.scrollLeft, _elem.scrollTop];\n }\n else {\n console.warn('ELEM.getScrollPosition(', _id, '): Element not found');\n }\n return [x, y];\n }", "getScrollPosition(_id) {\n const _elem = this._elements[_id];\n let [x, y] = [0, 0];\n if (_elem) {\n [x, y] = [_elem.scrollLeft, _elem.scrollTop];\n }\n else {\n console.warn('ELEM.getScrollPosition(', _id, '): Element not found');\n }\n return [x, y];\n }" ]
[ "0.76873785", "0.7527366", "0.7527366", "0.7527366", "0.75051105", "0.7489596", "0.7452748", "0.7452748", "0.7452748", "0.7452748", "0.7452748", "0.7452748", "0.7452748", "0.74271727", "0.7353776", "0.7351907", "0.7344426", "0.728678", "0.7275089", "0.7271392", "0.72573817", "0.7251933", "0.72510606", "0.7250241", "0.723949", "0.7229438", "0.7224929", "0.72055805", "0.72055805", "0.7197717", "0.7195422", "0.7187425", "0.71497095", "0.71464247", "0.7142626", "0.71397895", "0.71262336", "0.7122158", "0.7122158", "0.71195257", "0.71190053", "0.71190053", "0.71159494", "0.71111697", "0.71111697", "0.7097802", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70932174", "0.70930976", "0.708676", "0.708676", "0.70856", "0.70663035", "0.7062776", "0.7054683", "0.70381427", "0.7023301", "0.7019804", "0.70136887", "0.7010571", "0.70080537", "0.70080537", "0.6997494", "0.6985747", "0.6978343", "0.6971324", "0.696205", "0.69552577", "0.69463545", "0.69379747", "0.69375235", "0.69288826", "0.69246304", "0.6919884", "0.69020545", "0.6897298", "0.68838185", "0.6865202", "0.68618757", "0.6835423", "0.6828341", "0.68280053", "0.68256366", "0.6809865", "0.68097883", "0.6804505", "0.67999333", "0.67949635", "0.6794058", "0.6794058" ]
0.0
-1
Init router, that handle page events
function init() { $(document).on('pageBeforeInit', function (e) { var page = e.detail.page; if (page.name.startsWith("smart")) return; if (localStorage.getItem('auth-token') == null) load('login'); else load(page.name, page.query); }); }
{ "objective": { "self": [], "paired": [], "triplet": [ [ "query", "document", "negatives" ] ] } }
[ "init() {\n this.router.get(this.path, this.process);\n }", "initRouter() {\n Router.config(AppConfig.get('routes'));\n \n Router.onBeforeAction((r, p) => {\n const token = Accounts.getToken()\n if(!r.ignoreLogin && !token) Accounts.logout()\n })\n\n /** Login **/\n Router.on('login', (rota, req) => {\n this.component(<LoginComponent />);\n });\n Router.on('/logout', () => {\n Accounts.logout('/login');\n });\n\n /** Inicio **/\n Router.on('home', (rota, req) => {\n Router.redirect(rota.submenu[0].path);\n });\n Router.on('profile', (rota, req) => {\n this.component(<NewsFeed jsonUrl='/feed' userName={req.params.username}/>);\n });\n Router.on('/novidades', (rota, req) => {\n this.component(<NewsFeed jsonUrl='/feed'/>);\n });\n\n Router.on('messages', (rota, req) => {\n Router.redirect(rota.submenu[0].path);\n });\n Router.on('/social/conversations', (rota, req) => {\n this.component(<MessagesList />);\n });\n\n Router.on('settings', (rota, req) => {\n page.redirect(rota.submenu[0].path);\n });\n Router.on('/social/privacy', (rota, req) => {\n this.component(<h1>Privacy</h1>);\n });\n Router.notFound((rota, req) => {\n this.component(<h1>404 {rota.path}</h1>);\n });\n Router.init();\n }", "function installRouter() {\n\t\tregisterRoute(\"page\", \"\", function(action, params) {\n\t\t\tif(action == \"notfound\") {\n\t\t\t\tconsole.log(\"Page not found!\");\n\t\t\t}\n\t\t});\n\t\t\n\t\ttmr = window.setInterval(checkURL, 250);\n\t}", "function initializePage() {\n handleGlobalEvent();\n handleSideBar();\n handleMessageBar();\n handleCollapsibleController();\n handleResetButton();\n handleDisabledSubmit();\n handleAjaxError();\n handleAjaxSetup();\n }", "function router() {\n\n\t\t// clear last page stuff\n\t\tclearInterval(charInterval);\n\t\tclearInterval(verbInterval);\n\n\t\t// cache page & url\n\t\tpage = page || $('#page');\n\n\t\t// off-page hash\n\n $('#page section').addClass('bringOut');\n\n bringOut = setTimeout(function () {\n page.removeClass('rendered');\n page.addClass('routing');\n\n renderHome();\n\n // setup\n page.addClass('rendered');\n\n $('html,body').animate({\n scrollTop: 0\n }, 512);\n\n clearInterval(bringOut);\n }, 500);\n\t}", "init() {\n this.router.post('/general', this.updateGeneralSettings);\n this.router.get('/general', this.getGeneralSettings);\n this.router.get('/version', this.getVersion);\n }", "function init() {\n if ($('.scheduled-page').length > 0) {\n setPageUrl();\n bindEvents();\n renderSwitcher();\n renderActions();\n switchPage(scheduled.currentView);\n }\n }", "function register_event_handlers()\n {\n\n var navMan = new ViewManager('#firstPage');\n\n\n }", "function initPageManagement () {\n\n\t\tPAGE('*', function load(ctx) {\n\t\t\ttry {\n\n\t\t\t\tvar pathname = ctx.pathname;\n\t//debugger;\n\t//console.log(\"ON PAGE CHANGE ctx\", ctx);\n\n\t\t\t\t// IE Fix\n\t\t\t\tif (\n\t\t\t\t\tpathname !== PATHNAME &&\n\t\t\t\t\tpathname.indexOf(\"#\") === -1\n\t\t\t\t) {\n\t\t\t\t\tpathname = PATHNAME + \"#\" + pathname.substring(1);\n\t\t\t\t}\n\n//console.log(\"pathname1: \" + pathname);\n\n\t\t\t\tvar view = pathname.replace(PATHNAME, \"\").replace(/^#/, \"\");\n\n//console.log(\"view: \" + view);\n//console.log(\"pathname2: \" + pathname);\n\t\t\t\tif (\n\t\t\t\t\t/^\\//.test(view) &&\n\t\t\t\t\tappContext.get('lockedView') &&\n\t\t\t\t\tview !== appContext.get('lockedView') &&\n\t\t\t\t\tappContext.get('lockedView').split(\",\").indexOf(view) === -1\n\t\t\t\t) {\n\t//console.log(\"REDIRECT TO\", window.location.origin + view);\n\t\t\t\t\t// We are selecting a new view and updating the URL using a REDIRECT which\n\t\t\t\t\t// loads the new page from the server.\n\n\t\t\t\t\t// NOTE: This will not work if only the Hash changes.\n\t\t\t\t\t// In those cases you need to redirect to a new URL.\n\t\t\t\t\twindow.location.href = appContext.get(\"windowOrigin\") + view;\n\t\t\t\t} else {\n//console.log(\"SET VIEW\", view);\n\n\t\t\t\t\t// We are selecting a new view and updating the URL using PUSH-STATE\n\t\t\t\t\t// without reloading the page.\n\n\t\t\t\t\tappContext.set('selectedView', view);\n\t\t\t\t}\n\t\t\t} catch (err) {\n\t\t\t\tconsole.error(\"page changed error:\", err.stack);\n\t\t\t}\n\t\t});\n\t\tPAGE({\n\t\t\tpopstate: false,\n\t\t\tclick: false\n\t\t});\n\n/*\nappContext.get(\"data\").collection(\"page\").add({\n\t\"id\": \"loaded\",\n\t\"selectedDay\": MOMENT().format(\"YYYY-MM-DD\"),\n\t\"selectedEvent\": context.dbfilter.event_id\n});\n*/\n\n\t\tappContext.on(\"change:selectedDayId\", function () {\n\nconsole.info(\"CHANEGD SELECETD DAY!\", appContext.get(\"selectedDayId\"));\n\n\t\t\tappContext.get(\"data\").collection(\"page\").get(\"loaded\").set(\n\t\t\t\t\"selectedDay\",\n\t\t\t\tappContext.get(\"selectedDayId\")\n\t\t\t);\n\t\t});\n\n\n\t\tappContext.on(\"change:selectedView\", function () {\n\n\t\t\ttry {\n\n\t//console.log(\"ON VIEW CHANGE appContext.selectedView\", appContext.selectedView);\n\t//console.log(\"ON VIEW CHANGE appContext.lockedView\", appContext.lockedView);\n\n\t\t\t\tif (\n\t\t\t\t\tappContext.get('lockedView') &&\n\t\t\t\t\tappContext.get('selectedView') !== appContext.get('lockedView') &&\n\t\t\t\t\tappContext.get('lockedView').split(\",\").indexOf(appContext.get('selectedView')) === -1\n\t\t\t\t) {\n\t//console.log(\"REDIRECT TO\", window.location.origin + PATHNAME + \"#\" + appContext.selectedView);\n\t\t\t\t\t// We are selecting a new view and updating the URL using a REDIRECT which\n\t\t\t\t\t// loads the new page from the server.\n\n\t\t\t\t\t// NOTE: This will not work if only the Hash changes.\n\t\t\t\t\t// In those cases you need to redirect to a new URL.\n\t\t\t\t\twindow.location.href = appContext.get(\"windowOrigin\") + PATHNAME + \"#\" + appContext.get('selectedView');\n\t\t\t\t} else {\n\n\t//console.log(\"SET PAGE1\", PATHNAME + \"#\" + appContext.selectedView);\n\n\t\t\t\t\t// We are selecting a new view and updating the URL using PUSH-STATE\n\t\t\t\t\t// without reloading the page.\n\n\t\t\t\t\tif (handleSelectedViewInit()) return;\n\t//console.log(\"SET PAGE2\", PATHNAME + \"#\" + appContext.selectedView);\n\n\t\t\t\t\tPAGE.redirect(PATHNAME + \"#\" + appContext.get('selectedView'));\n\n\t//\t\t\t\tPAGE(PATHNAME + \"#\" + appContext.selectedView);\n\t//console.log(\"SET PAGE DONE\", PATHNAME + \"#\" + appContext.selectedView);\n\n\t\t\t\t\twindow.scrollTo(0, 0);\n\t\t\t\t}\n\t\t\t} catch (err) {\n\t\t\t\tconsole.error(\"selectedView change error:\", err.stack);\n\t\t\t}\n\t\t});\n/*\n\t\tappContext.on(\"change:selectedDay\", function () {\n\t\t\tif (appContext.get('selectedView') != \"Landing\") {\n\t\t\t\tappContext.set('selectedView', \"Landing\");\n\t\t\t}\n\t\t});\n*/\n\t}", "setupNav() {\n this.router.on({}, () => {\n $('iframe').one('load', function() {\n this.style.height = (document.body.offsetHeight - \n $('iframe').offset().top) + \"px\";\n $('body').css('overflow-y', 'hidden');\n });\n });\n this.router.on({'page': 'quiz1'}, () => {\n this.changePage('https://docs.google.com/forms/d/e/1FAIpQLSdKVApwuQjnD3auoJI8ESKtfS-w6PlCptSHTbkxNGyPH1Iv6A/viewform?usp=sf_link');\n });\n this.router.on({'page': 'quiz2'}, () => {\n this.changePage('https://docs.google.com/forms/d/e/1FAIpQLSdt06Q9VWQHuVUZCfk0fnhMb6InsBAcI3bDrFXcKiSmiqgNvA/viewform?usp=sf_link');\n });\n this.router.on({'page': 'module1'}, () => {\n this.changePage('module1.html');\n });\n this.router.on({'page': 'module2'}, () => {\n this.changePage('module2.html');\n });\n this.router.on({'page': 'module3'}, () => {\n this.changePage('module3.html');\n });\n }", "function registerRouter() {\n\twindow.addEventListener(\"popstate\", event => {\n\t\topenPage(event.state || {\n\t\t\tpage: getCurrentPage()\n\t\t});\n\t});\n}", "function _init() {\r\n // set page <title>\r\n Metadata.set(home.title);\r\n\r\n // activate controller\r\n _activate();\r\n }", "function initApp() {\n var router = new App.Router();\n var dispatcher = new App.Dispatcher();\n\n router.once('route', function() {\n dispatcher.runAction(router.getCurrent(), router.getParams());\n });\n\n // Start!\n router.startHistory();\n}", "init() {\n\t\tglobalApplication.events.document();\n\t\tglobalApplication.events.header();\n\t}", "init() {\n // Make sure we've got an exchange client for the request handling.\n this.router.use(this.initialiseExchangeClient.bind(this));\n this.router.get('/', this.query);\n this.router.post('/', this.create);\n this.router.get('/:id', this.get);\n this.router.delete('/:id', this.delete);\n }", "init() {\n this.router.route('/')\n .get(this.getAll)\n .post(this.postHero);\n this.router.route('/:id')\n .get(this.getOne);\n }", "init() {\n this.router.post('/', this.extract);\n this.router.post('/verify', this.verify);\n }", "function init() {\n if (window.APPLICATION.DATA) {\n if (!window.APPLICATION.INITIALIZED) {\n Router.run(Routes, Router.HistoryLocation, function(Handler, state) {\n if (window.APPLICATION.INITIALIZED) {\n resolveRoute(context, state).then(function(data) {\n render(Handler, data);\n });\n } else {\n render(Handler, window.APPLICATION.DATA);\n }\n });\n }\n window.APPLICATION.INITIALIZED = true;\n }\n}", "function init() {\n\t$('#navbar-collapse-main').collapse({\n\t\t'toggle' : false\n\t});\n\n\t// -- Gestion des liens entre pages --\n\t$(\"a[href^='#'].page-link\").click(function() {\n\t\trouter_page($(this).prop(\"href\"));\n\t});\n\n\t// -- Page debug --\n\t$(\"#debug_refresh\").click(debug);\n\t// Config\n\tvar myTextarea = document.querySelector(\"#debug_config_editor\");\n\teditor = new CodeMirror(myTextarea, {\n\t\tlineNumbers : true,\n\t\tlineWrapping : true,\n\t\tmode : {\n\t\t\tname : \"javascript\",\n\t\t\tjson : true\n\t\t},\n\t\textraKeys : {\n\t\t\t\"Ctrl-S\" : function(cm) {\n\t\t\t\tconfig_save_cb();\n\t\t\t}\n\t\t}\n\t});\n\t$(\"#debug_config_save\").click(config_save_cb);\n\n\t// -- Initialisation de la page --\n\treset();\n\t$.get(\"/api/config\", _init_cb);\n}", "init(){\n this.routes.forEach((route)=>{\n this._proccessRegExp(route);\n }, this);\n\n let found = false;\n let routerObj = {\n pathFor: (name, parameter)=>{\n return this._pathFor(name, parameter);\n },\n\n goTo: (url, data, title)=>{\n return this._goTo(url, data, title);\n },\n\n historyMode: this._historyMode\n };\n this.routes.some((route)=>{\n if(this._requestPath().match(route.regExp)) {\n route.current = true;\n found = true;\n\n let request = {};\n request.param = this._processRequestParameters(route);\n request.query = this.query;\n request.uri = window.location.pathname;\n\n return route.callback.call(route.thisArg, request, routerObj);\n }\n },this)\n\n if(!found){\n if(!this._notFoundFunction) return;\n let request = {};\n request.uri = window.location.pathname;\n return this._notFoundFunction(request, routerObj);\n }\n }", "init() {\n this._super(...arguments);\n this._createPages();\n }", "function initialize() {\n $.get(\"views/AdminHomePage.html\")\n .done(setup)\n .fail(error);\n }", "function initRouters() {\n var r = new DefaultRouter({ App: _shim });\n _shim.reg('Routers', 'DefaultRouter', r);\n }", "function initializePage() {\n console.log(\"Initialized first page\");\n $.get(\"/vehicles\", displayVehicles);\n console.log(\"Calling URL for: /vehicles\");\n}", "function initPage()\n\t{\n\t\tinitGlobalVars();\n\t\tinitDOM();\n\t\tinitEvents();\n\t}", "init(){\n this.routes();\n return router;\n }", "function initializePage() {\r\n requestPageData(COMIC.slug, getComicAndPageFromActiveUrl().pageSlug, function (response) {\r\n navigateToPage(response.slug, false);\r\n });\r\n }", "function initialize(){\n\n\t\t//sets all needed components, listeners, etc\n\t\tformatBodyPages();\n\t\tsetBodyTransitions();\n\n\t}", "function initPage(inParentNode, inViewmodel) {\n parentNode = inParentNode;\n viewmodel = inViewmodel;\n\n // Drag n drop handlers for the trashcan.\n $('.trashcan', parentNode)\n .on('dragenter', function () { $(this).addClass('drag-over'); })\n .on('dragleave', function () { $(this).removeClass('drag-over'); })\n .on('dragover', onTrashcanDragover)\n .on('drop', onTrashcanDrop);\n }", "function init() {\n\n // bail if not supported\n if (!window.history || !window.history.pushState) return;\n\n // replace initial state\n window.history.replaceState({\n pathName: window.location.pathname,\n pageTitle: document.title\n }, document.title, window.location.href);\n\n // listen for browser back/forward\n window.onpopstate = function(event) {\n const { state } = event;\n if (state && state.pathName) {\n loadPage(getPathName(state.pathName), true);\n }\n };\n\n // initialize google analytics\n ga.init();\n\n // bind all page links\n bindLinks();\n}", "function init() {\n\t\t$(document).on('pageBeforeInit', function (e) {\n\t\t\tvar page = e.detail.page;\n\t\t\tload(page.name, page.query);\n\t\t});\n }", "init(): void {\n this.router.post('/progress/:taskUUID/:progress', this.dispatchProgress);\n this.router.post('/message/:taskUUID', this.dispatchMessages);\n this.router.post('/prompt/:taskUUID/:type', this.dispatchWithResponsePrompt);\n this.router.post('/manageTasks/:taskUUID', this.dispatchManageTasks);\n }", "function pageReady(){\n handleUTM();\n legacySupport();\n initModals();\n initScrollMonitor();\n initVideos();\n _window.on('resize', debounce(initVideos, 200))\n initSmartBanner();\n initTeleport();\n initMasks();\n }", "function initializePage() {\n\t// add any functionality and listeners you want here\n\n\t//listener function for the content buttons in the home page.\n\t\n\t\n\t\n\t\n}", "function initializePage() {\n\t/*$(\"#testjs\").click(function(e) {\n\t\t$('.jumbotron h1').text(\"Javascript is connected\");\n\t\t$(\"#testjs\").text(\"Thanks for clicking me!\");\n\t\t$(\".jumbotron p\").toggleClass(\"active\");\n\t});*/\n\n\t// Add any additional listeners here\n\t// example: $(\"#div-id\").click(functionToCall);\n\t$(\"#submitBtn\").click(addEvent);
\n\t$('#scheduleBtn').click(goBackToSchedule);\n}", "init () {\n this.routes ();\n return classRouter;\n }", "init() {\n this.router.post('/generate', (request, response, next) => {\n this.generateKeys(request, response, next);\n });\n this.router.get('/keys/:platform', (request, response, next) => {\n this.getKeys(request, response, next);\n });\n this.router.get('/validate', (request, response, next) => {\n this.validate(request, response, next);\n });\n this.router.get('/platforms', (request, response, next) => {\n this.getStatus(request, response, next);\n });\n // TODO: chenge post to delete\n this.router.delete('/delete', (request, response, next) => {\n this.deleteKey(request, response, next);\n });\n this.router.put('/status', (request, response, next) => {\n this.updateStatus(request, response, next);\n });\n }", "constructor(numHandlers = 0) {\n this.routes = new Map(); \n //set the pathname of the current route\n this.currentPath = window.location.pathname;\n this.options = {\n context: window,\n startListening: true\n }\n //corresponds to the number of HANDLERS you register, note this is NOT no. of routes since you can have one handler\n //for several routes\n this.numHandlers = numHandlers;\n this.numRegistered = 0;\n this.matchHelper = () => {\n return this.match(window.location.pathname);\n }\n //used to detect when URL changes and execute a handler accordingly\n window.addEventListener('popstate', this.matchHelper); \n }", "function init(){\r\n\r\n\t\t//Adding listeners \r\n\t\tbtnSubmit.addEventListener('click' , handleSubmitClick);\r\n\t\tgroceryList.addEventListener('click' , handleListClick);\r\n\t\t//call to setup the page\r\n\t\tsetUp();\r\n\t}", "function init(router) {\n router.route('/categories').get(getCategories);\n router.route('/categories/:categoryCode').get(getCategoriesByCategoryCode);\n router.route('/categories/:categoryCode/types').get(getTypesByCategoryCode);\n router.route('/categories/:categoryCode/types/:typeCode').get(getTypesByCategoryAndTypeCode);\n router.route('/categories/:categoryCode/types/:typeCode/subtypes').get(getSubTypesByCategoryCodeAndTypeCode);\n router.route('/categories/:categoryCode/types/:typeCode/subtypes/:subTypeCode').get(getSubTypesByCategoryCodeTypeCodeAndSubTypeCode);\n router.route('/categories/:categoryCode/typedesc/:typeDesc/subtypedesc/:subTypeDesc').get(getSubTypeCodeByCategoryCodeTypeCodeAndSubType);\n\n router.route('/tenants').get(getTenantsByTenantCode);\n router.route('/tenants/:tenantCode').get(getTenantsByTenantCode);\n\n router.route('/priorities').get(getPrioritiesByPriorityCode);\n router.route('/priorities/:priorityCode').get(getPrioritiesByPriorityCode);\n\n router.route('/statuses').get(getStatus);\n router.route('/statuses/:statusCode').get(getStatusByStatusCode);\n router.route('/statuses').post(postStatusByArrayOfStatusCodes);\n}", "init() {\n //this.router.get(\"/search/:search\", this.search);\n this.router.get(\"/\", this.search);\n }", "constructor(numRoutes = 0) {\n this.routes = new Map(); \n //set the pathname of the current route\n this.currentPath = window.location.pathname;\n this.options = {\n context: window,\n startListening: true\n }\n this.numRoutes = numRoutes;\n this.numRegistered = 0;\n this.matchHelper = () => {\n return this.match(window.location.pathname);\n }\n //used to detect when URL changes and execute a handler accordingly\n window.addEventListener('popstate', this.matchHelper); \n }", "function initializePage() {\n\t/*$(\"#testjs\").click(function(e) {\n\t\t$('.jumbotron h1').text(\"Javascript is connected\");\n\t\t$(\"#testjs\").text(\"Thanks for clicking me!\");\n\t\t$(\".jumbotron p\").toggleClass(\"active\");\n\t});*/\n\n\t// Add any additional listeners here\n\t// example: $(\"#div-id\").click(functionToCall);\n\t//$(\"#submitBtn\").click(addEvent);
\n\t$('#submitBtn').click(addEvent);
\n\t$('#scheduleBtn').click(goBackToSchedule);\n}", "setupListeners () {\n if (this.listeners.length > 0) {\n return\n }\n\n const router = this.router\n const expectScroll = router.options.scrollBehavior\n const supportsScroll = supportsPushState && expectScroll\n\n if (supportsScroll) {\n this.listeners.push(setupScroll())\n }\n\n const handleRoutingEvent = () => {\n const current = this.current\n if (!ensureSlash()) {\n return\n }\n this.transitionTo(getHash(), route => {\n if (supportsScroll) {\n handleScroll(this.router, route, current, true)\n }\n if (!supportsPushState) {\n replaceHash(route.fullPath)\n }\n })\n }\n const eventType = supportsPushState ? 'popstate' : 'hashchange'\n window.addEventListener(\n eventType,\n handleRoutingEvent\n )\n this.listeners.push(() => {\n window.removeEventListener(eventType, handleRoutingEvent)\n })\n }", "function init() {\n\tlocationHashChanged();\n\tdisplayHeader();\n\tcheckRoute();\n\thandleDropDownClicked();\n\thandleAddMeal();\n\thandleCloseMeal();\n\thandleAddDish();\n\thandleRemoveDish();\n\thandleMealSave();\n\thandleMealEdit();\n\thandleMealDelete();\n}", "function initializeApp() {\n //adding click functionality to the page\n addHandlers();\n}", "function initialisePage(){\n\t\t\tcurrent_tab = \"about\";\n\t\t\tgenerateNav(register_navevents);\n\t\t\tgenerateFramework(current_tab, generatePage);\n\t\t\t// Enable button again\n\t\t\tbuttonOff();\n\t\t}", "_init() {\n Check.page().then((page) => {\n if (MP.DEBUG)\n console.log('User gifting init on', page);\n if (page === 'home') {\n this._homePageGifting();\n }\n else if (page === 'new users') {\n this._newUsersPageGifting();\n }\n });\n }", "function router() {\n var route = window.location.hash.substring(1);\n var copy = routes.filter(function(element) {\n return element.name === route;\n })\n\n var template = (copy[0] ? copy[0].template : 'pages/home.html');\n \n var req = new XMLHttpRequest();\n req.addEventListener('load', function() {\n content.innerHTML = this.responseText;\n }, false);\n req.open('get', template, true);\n req.send(null);\n }", "init() {\n this.router.get('/:id', this.getIt);\n }", "on(...pageRoutes) {\n //increment the number of routes registered\n this.numRegistered += 1;\n for (const {route, handler} of pageRoutes) {\n if (Array.isArray(route)) {\n for (const path of route) {\n const [regPath, params] = getRegexFromRouteString(path);\n this.routes.set(path, {pathRoute: regPath, handler: handler, params: params});\n }\n } else {\n const [regPath, params] = getRegexFromRouteString(route);\n this.routes.set(route, {pathRoute: regPath, handler: handler, params: params})\n }\n }\n //route the current url once we've registed all the handlers\n if (this.numRegistered === this.numHandlers) {\n this.match(window.location.pathname);\n }\n }", "on(...pageRoutes) {\n //increment the number of routes registered\n this.numRegistered += 1;\n for (const {route, handler} of pageRoutes) {\n if (Array.isArray(route)) {\n for (const path of route) {\n const [regPath, params] = getRegexFromRouteString(path);\n this.routes.set(path, {pathRoute: regPath, handler: handler, params: params});\n }\n } else {\n const [regPath, params] = getRegexFromRouteString(route);\n this.routes.set(route, {pathRoute: regPath, handler: handler, params: params})\n }\n }\n //route the current url once we've registed all the handlers\n if (this.numRegistered === this.numRoutes) {\n this.match(window.location.pathname);\n }\n }", "function init() {\n if ($('.detail-page').length > 0) {\n renderLoader();\n setArticleParams();\n getArticle();\n bindEvents();\n }\n }", "initializeRouter() {\n this.testRouter.get('/', function (req, res) {\n res.status(200).json({\n test: \"Happy hacking!\"\n });\n })\n\n }", "function onPageInit(e){\n\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "function router() { // private function\n\n var path = location.hash; \n console.log('path is ' + path);\n // prints something like /home\n\n // Use the url like an index (JS associative array notation) to find the desired\n // component (function) to run. The component will place content in the content\n // area. If a link is clicked for which a route was never set, give error message.\n if (!routes[path]) {\n document.getElementById(contentId).innerHTML = \"<p>Error: unknown link '\" + path +\n \"' never added to the routing table.</p>\";\n } else {\n routes[path](contentId);\n }\n }", "function init() {\n displayPosts();\n id(\"new-btn\").addEventListener(\"click\", showNewPostView);\n id(\"home-btn\").addEventListener(\"click\", showHomeView);\n id(\"cancel-btn\").addEventListener(\"click\", function(event) {\n event.preventDefault();\n showHomeView();\n });\n id(\"post-btn\").addEventListener(\"click\", function(event) {\n event.preventDefault();\n newPost();\n });\n id(\"search-term\").addEventListener(\"input\", enableSearch);\n id(\"topic-btn\").addEventListener(\"click\", filterByTopic);\n id(\"flag-btn\").addEventListener(\"click\", flagPost);\n }", "function addEventListeners() {\n $(window).load(routing);\n $(window).bind('hashchange', routing);\n }", "function init() {\n\n\t\t// > = greatar than\n\t\t// < = less than\n\t\t\n\n\t\t/* -------------------------------------------------- */\n\t\t/* CACHE\n\t\t/* -------------------------------------------------- */\n\t\t\n\t\tvar page = $('.page').data('page');\n\n\n\t\t/* -------------------------------------------------- */\n\t\t/* HOME\n\t\t/* -------------------------------------------------- */\n\n\t\tif ( page === 'index' ) {\n\t\t\t\n\t\t\tconsole.log('Home Page');\n\t\t\t\n\t\t}\n\t \n\t\t\n\t /* -------------------------------------------------- */\n\t\t/* PRIVACY AND TERMS OF USE\n\t\t/* -------------------------------------------------- */\n\n\t\telse if ( page === 'legal' ) {\n\n\t\t\tconsole.log('Privacy and Terms of Use Page');\n\t\t\t\n\t\t}\n\t \n\t\t\n\t\t/* -------------------------------------------------- */\n\t\t/* ERROR\n\t\t/* -------------------------------------------------- */\n\n\t\telse {\n\n\t\t\tconsole.log('Error Page');\n\t\t\t\n\t\t}\n\n\t}", "function Router() {\n }", "startRouting() {\n var router = get(this, 'router');\n router.startRouting(isResolverModuleBased(this));\n this._didSetupRouter = true;\n }", "function onPageInit(e){\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "function init() {\n setStore();\n handleHistory();\n }", "function _init() {\n\t\tfor (var control in _controls)\n\t\t\tif (_controls.hasOwnProperty(control))\n\t\t\t\t_controls[control] = $(_controls[control]);\n\n _controls.window.on('scroll', PageMenuAPI.trackPageSections);\n _controls.window.on('resize', PageMenuAPI.updatePageSectionMap);\n _controls.closeBtn.on('click', PageMenuAPI.close);\n _controls.pageLinks.on('click', _toggleMenu);\n \n _controls.window.on('load', PageMenuAPI.updatePageSectionMap);\n }", "function initPage() {\n\n initHeader();\n\n initForm();\n\n initDatalist();\n}", "function _initialize() {\n if (!_initialized) {\n if (!_urlAdapter) {\n // eslint-disable-next-line new-cap\n _urlAdapter = new oj.Router.urlPathAdapter();\n }\n\n _urlAdapter.init(_baseUrlProp);\n\n _originalTitle = window.document.title;\n /**\n * Listen to URL changes caused by back/forward button\n * using the popstate event. Call handlePopState to dispatch the change of URL.\n */\n\n window.addEventListener(_POPSTATE, handlePopState, false);\n Logger.info('Initializing rootInstance.');\n Logger.info('Base URL is %s', _baseUrlProp);\n Logger.info('Current URL is %s', _location.href);\n _initialized = true;\n }\n }", "function init(module, app, next) {\n\n calipso.e.addEvent('TEMPLATE_EVENT'); \n \n // Version event listeners\n calipso.e.custom('TEMPLATE_EVENT','PING',module.name,templatePing);\n calipso.e.pre('CONTENT_CREATE',module.name,templateEvent);\n calipso.e.post('CONTENT_CREATE',module.name,templateEvent); \n calipso.e.pre('CONTENT_UPDATE',module.name,templateEvent);\n calipso.e.post('CONTENT_UPDATE',module.name,templateEvent); \n calipso.e.pre('CONTENT_CREATE_FORM',module.name,formAlter);\n calipso.e.pre('CONTENT_UPDATE_FORM',module.name,formAlter);\n \n calipso.lib.step(\n\n function defineRoutes() {\n\n // Add a route to every page, notice the 'end:false' to ensure block further routing\n module.router.addRoute(/.*/, allPages, {\n end: false,\n template: 'templateAll',\n block: 'right'\n }, this.parallel());\n\n // Page\n module.router.addRoute('GET /template', templatePage, {\n template: 'templateShow',\n block: 'content'\n }, this.parallel());\n\n }, function done() {\n\n // Any schema configuration goes here\n next();\n\n });\n\n\n}", "function init(module, app, next) {\n\n calipso.lib.step(\n\n function defineRoutes() {\n\n // Add a route to every page, notice the 'end:false' to ensure block further routing\n module.router.addRoute(/.*/, devTools, {\n end: false,\n template: 'devtools',\n block: 'footer.dev.tools'\n }, this.parallel());\n\n // Event Viewer\n module.router.addRoute('GET /admin/dev/events', devEvents, {\n end: false,\n template: 'events',\n block: 'content.dev.events'\n }, this.parallel());\n\n }, function done() {\n\n // Any schema configuration goes here\n next();\n\n });\n\n\n}", "function Router() {\n\tvar self = this;\n\tOO.EventEmitter.call( this );\n\t// use an object instead of an array for routes so that we don't\n\t// duplicate entries that already exist\n\tthis.routes = {};\n\tthis.enabled = true;\n\tthis.oldHash = this.getPath();\n\n\t$( window ).on( 'popstate', function () {\n\t\tself.emit( 'popstate' );\n\t} );\n\n\t$( window ).on( 'hashchange', function () {\n\t\tself.emit( 'hashchange' );\n\t} );\n\n\tthis.on( 'hashchange', function () {\n\t\t// ev.originalEvent.newURL is undefined on Android 2.x\n\t\tvar routeEv;\n\n\t\tif ( self.enabled ) {\n\t\t\trouteEv = $.Event( 'route', {\n\t\t\t\tpath: self.getPath()\n\t\t\t} );\n\t\t\tself.emit( 'route', routeEv );\n\n\t\t\tif ( !routeEv.isDefaultPrevented() ) {\n\t\t\t\tself.checkRoute();\n\t\t\t} else {\n\t\t\t\t// if route was prevented, ignore the next hash change and revert the\n\t\t\t\t// hash to its old value\n\t\t\t\tself.enabled = false;\n\t\t\t\tself.navigate( self.oldHash );\n\t\t\t}\n\t\t} else {\n\t\t\tself.enabled = true;\n\t\t}\n\n\t\tself.oldHash = self.getPath();\n\t} );\n}", "start() {\n console.log(\"Die Klasse App sagt Hallo!\");\n this._router.resolve();\n }", "function onPageInit(e){\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "function setUpPage(){\r\n displayHeader();\r\n displayFooter();\r\n displaySideBar();\r\n\r\n createEventListeners();\r\n}", "constructor() {\n // _routes will contain a mapping of HTTP method name ('GET', etc.) to an\n // array of all the corresponding Route instances that are registered.\n this._routes = new Map();\n this._isListenerRegistered = false;\n }", "function init() {\n id(\"scroll-btn\").addEventListener(\"click\", scrollDown);\n id(\"top-btn\").addEventListener(\"click\", topOfPage);\n id(\"home-btn\").addEventListener(\"click\", homeView);\n id(\"exp-btn\").addEventListener(\"click\", expView);\n id(\"resume-btn\").addEventListener(\"click\", resumeView);\n id(\"contact-btn\").addEventListener(\"click\", newContact);\n qs(\"#about span\").addEventListener(\"click\", newContact);\n qs(\"#contact form\").addEventListener(\"submit\", submitForm);\n qs(\"form\").addEventListener(\"input\", enableSubmit);\n }", "function initializePage() {\n $(\"mobile-dropdown-icon\").addEventListener(\"click\", toggleNavMenu);\n $(\"mobile-x-icon\").addEventListener(\"click\", toggleNavMenu);\n }", "function init() {\n pageService.findPageByWebsiteId(model.websiteId)\n .then(function (response) {\n model.pages = response.data;\n });\n }", "function initSwitch() {\n\n // Load first page into container\n loadPage(\"home_onlineChoiceView.html\");\n}", "function onPageInit(e){\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "function onPageInit(e){\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "initialize() {\n this.listenTo(this.owner, {\n [events_1.RendererEvent.BEGIN]: this.onRenderBegin,\n [events_1.PageEvent.BEGIN]: this.onRendererBeginPage,\n });\n }", "function init() {\n easy.console.log(MODULE, 'initialization');\n\n scopeWindow = window.jasmine ? window.jasmine.window : window;\n\n easy.events.on(site.events.PRODUCT_PAGE_VIEW, _handleProductPage);\n easy.events.on(site.events.SUPER_PAGE_VIEW, _handleSuperPage);\n }", "function setUpPage() {\r\n document.querySelector(\"nav ul li:first-of-type\").addEventListener(\"click\", loadSetup, false);\r\n document.querySelector(\"nav ul li:last-of-type\").addEventListener(\"click\", loadDirections, false);\r\n}", "initialize() {\n this.rootScope_.$on('$routeUpdate', this.onRouteUpdate.bind(this));\n this.initialized_ = true;\n this.onRouteUpdate();\n }", "_routePageChanged(page) {\n const routes = ['repository-list'];\n this.page = page || 'repository-list'; // defaults to home route if no page\n\n // if we are trying to access anything other than / or /repository-list return 404 page\n if (routes.indexOf(this.page) === -1){\n this.page = '404';\n }\n }", "function setUpPage(){\r\n displayHeader();\r\n displayFooter();\r\n displaySideBar();\r\n createEventListeners();\r\n}", "_loadPage() {\n this._loadWithCurrentLang();\n\n let url = navigation.getCurrentUrl();\n if (url != '/') {\n navigation.navigatingToUrl(url, this.lang, this.DOM.pagesContent, false);\n }\n\n navigation.listenToHistiryPages(this.lang, this.DOM.pagesContent);\n }", "function init() {\n express = require('express')\n router = express.Router()\n bodyParser = require('body-parser');\n\n actions = require('./actions');\n representation = require('./representation');\n transitions = require('./transitions');\n utils = require('./lib/utils');\n\n // set up request body parsing & response templates\n router.use(bodyParser.json({type:representation.getResponseTypes()}));\n router.use(bodyParser.urlencoded({extended:representation.urlencoded}));\n\n // load response templates and input forms\n templates = representation.getTemplates();\n forms = transitions.forms;\n}", "function bindRouter() {\n menu.map(function (item) {\n router[item.type || 'get'](item.url, Site.plain);\n });\n}", "function init() {\n const app = new Koa();\n const router = new KoaRouter();\n\n // Logger instance available from the context\n app.context.logger = logger;\n\n // Cross-Origin Resource Sharing(CORS)\n app.use(cors());\n\n // x-response-time\n app.use(async (ctx, next) => {\n const start = new Date();\n await next();\n const ms = new Date() - start;\n ctx.set('X-Response-Time', `${ms}ms`);\n logger.info(`X-Response-Time: ${ms}ms`);\n });\n\n // Logger\n app.use(async (ctx, next) => {\n const start = new Date();\n await next();\n const ms = new Date() - start;\n logger.info(`${ctx.method} ${ctx.url} - ${ms}`);\n });\n\n app.use(koaBodyParser());\n loadRoutes(router, (attachedRouter) => {\n app.use(attachedRouter.routes());\n app.use(attachedRouter.allowedMethods());\n app.listen(process.env.PORT, () => {\n logger.info('%s listening at %s', process.env.APP_NAME, process.env.PORT);\n });\n });\n}", "function init(){\n if(typeof window.history === 'undefined') return;\n if(document.location.href.indexOf('file://') != 0){\n let self = this;\n if(document.addEventListener){\n document.addEventListener(this.options.event, function(e){self.handler(e)}, false);\n }else{\n document.attachEvent('on' + this.options.event, function(e){self.handler(e)});\n }\n window.onpopstate = function(event) {\n if(self.options.cache){\n if(typeof self.cache.retrieve(document.location) !== 'undefined'){\n self.replacePage(self.cache.retrieve(document.location), document.location);\n }else{\n window.location = document.location;\n }\n }else{\n this.fetchPage(document.location).then(function(data){\n this.replacePage(data, document.location);\n }), function(){\n window.location = document.location;\n };\n }\n };\n if(this.options.cache){\n this.cache.store(document.location.href, document.getElementsByTagName('HTML')[0].innerHTML);\n }\n }\n}", "function setupPage() {\n getMonsters()\n setNewMonsterHandler()\n pageHandler()\n console.log('%cRan all setup functions', 'color: green')\n}", "function onPageInit(e){\n\t\t\t\t\t\t\t\t\n\t\t\t\t//init buttons\n\t\t\t\tinitAddContactBtn();\n\t\t\t\tinitMapBtn();\n\t\t\t\t\t\t\t\t\t\t\t\n\t\t\t}", "function attachRouterToLinks() {\n\n this.$('a:not([href^=\"http\"])').off('click').on('click', $.proxy(function(e) {\n var link = $(e.currentTarget).attr('href');\n if (link.indexOf('#') === 0) {\n return;\n }\n //if the link start with hash '#' => ignore\n e.preventDefault();\n this.controller.router.dispatch(link, {\n trigger: true\n });\n\n }, this));\n\n this.$('[data-role=\"back\"]').off('click').on('click', $.proxy(function(e){\n window.history.back();\n Backbone.history.isBack = true;\n },this));\n\n this.controller.on(\"actionFinish\",function(event){\n Backbone.history.isBack = false;\n });\n }", "function initializePage() {\n\tconsole.log(\"initializing\");\n}", "async start() {\n // Navbar in header\n this.navbar = new Navbar();\n this.navbar.render('header');\n\n // Footer renderin\n this.footer = new Footer();\n this.footer.render('footer');\n\n this.myFavorites = new Favorites();\n\n setTimeout(() => {\n this.router = new Router(this.myFavorites);\n }, 0)\n }", "initHistoryMode() {\n let url = window.location.pathname + window.location.search;\n let stateObj = { path: url, needAddBase: false };\n var event = new CustomEvent('svelteEasyrouteLinkClicked', {\n 'detail': stateObj\n });\n window.dispatchEvent(event);\n }", "function initializePage() {\n\t$('.project a').click(addProjectDetails);\n\n\t$('#colorBtn').click(randomizeColors);\n\n\t$('.spotify .handle').hover(function() {\n\t\tshowSpotify($(this).parent());\n\t});\n}", "function initPage() {\n // alert('initPage');\n\n // Guess the base URL of the Web app, in case we're running behind a reverse proxy.\n let segments = window.location.href.split('/');\n segments = segments.slice(0, segments.length - 2); // This page is 2 levels down from app root\n baseUrl = segments.join('/') + '/';\n}", "constructor(routes){\n this.routes=routes;\n this._loadInitialRoute();\n }", "function init() {\n setDomEvents();\n }", "function init_router(next) {\n var config = nodeca.config.router, pointer, default_mount, unknown_methods;\n\n pointer = nodeca.runtime.router = new Pointer();\n\n // calculate default mount points\n default_mount = {host: '//' + nodeca.config.listen.host, path: ''};\n\n if (80 !== +nodeca.config.listen.port) {\n default_mount.host += ':' + nodeca.config.listen.port;\n }\n\n if (nodeca.config.listen.path && '/' !== nodeca.config.listen.path) {\n default_mount.path += nodeca.config.listen.path.replace(/^\\/+$/g, '');\n }\n\n //\n // validate routes\n unknown_methods = _.filter(_.keys(config.map || {}), function (api_path) {\n return !HashTree.get(nodeca.server, api_path);\n });\n\n if (unknown_methods.length) {\n next(new Error(\"Router map contains unknown server api methods: \" +\n unknown_methods.join(', ')));\n return;\n }\n\n //\n // fill in routes\n _.each(config.map || {}, function (routes, api_path) {\n var prefix = config.mount[api_path.split('.').shift()];\n\n if (!prefix) {\n prefix = default_mount.host + default_mount.path;\n } else if ('//' !== prefix.substr(0, 2)) {\n prefix = default_mount.host + prefix;\n }\n\n _.each(routes, function (params, pattern) {\n if ('#' === pattern[0]) {\n // skip non-server routes\n return;\n }\n\n pointer.addRoute(pattern, {\n name: api_path,\n prefix: prefix,\n params: fix_params_regexps(params),\n meta: {\n name: api_path,\n func: HashTree.get(nodeca.server, api_path)\n }\n });\n });\n });\n\n //\n // fill in redirects\n _.each(config.redirects || {}, function (options, old_pattern) {\n var code, link_to;\n\n // redirect provided as a function\n if (_.isFunction(options.to)) {\n pointer.addRoute(old_pattern, {\n params: fix_params_regexps(options.params),\n meta: {\n name: '!redirect!',\n func: function (params, cb) {\n options.to.call(nodeca, params, cb);\n }\n }\n });\n return;\n }\n\n // create detached route - to build URLs\n code = options.to.shift();\n link_to = Pointer.createLinkBuilder(options.to.shift(), options.params);\n\n pointer.addRoute(old_pattern, {\n params: fix_params_regexps(options.params),\n meta: {\n name: '!redirect!',\n func: function (params, cb) {\n var url = link_to(params);\n\n if (!url) {\n cb(new Error('Invalid redirect.'));\n return;\n }\n\n cb({redirect: [code, url]});\n }\n }\n });\n });\n\n //\n // validate direct invocators\n unknown_methods = _.filter(_.keys(config.direct_invocators || {}), function (api_path) {\n return !HashTree.get(nodeca.server, api_path);\n });\n\n if (unknown_methods.length) {\n next(new Error(\"Direct invocators contains unknown server api methods: \" +\n unknown_methods.join(', ')));\n return;\n }\n\n //\n // fill in direct invocators\n _.each(config.direct_invocators || {}, function (enabled, api_path) {\n if (!enabled) {\n // skip disabled invocators\n return;\n }\n\n pointer.addRoute(default_mount + '/!' + api_path + '(?{query})', {\n params: { query: /.*/ },\n meta: {\n name: api_path,\n func: HashTree.get(nodeca.server, api_path)\n }\n });\n });\n\n next();\n}" ]
[ "0.73754674", "0.72543174", "0.70564187", "0.70083344", "0.7004042", "0.69923764", "0.6929933", "0.68873656", "0.67950046", "0.6789434", "0.6782829", "0.6775345", "0.67592204", "0.6725897", "0.67256343", "0.6716647", "0.6706864", "0.6698401", "0.66857344", "0.66539866", "0.65959775", "0.6578942", "0.6540598", "0.65109205", "0.6505677", "0.64878887", "0.6455548", "0.6445615", "0.64353216", "0.6405202", "0.64015085", "0.63939464", "0.63651633", "0.63598335", "0.63535285", "0.63458806", "0.6332545", "0.63299096", "0.6321575", "0.6320082", "0.631616", "0.62982494", "0.6297475", "0.6295821", "0.62926763", "0.62920684", "0.62899077", "0.6281435", "0.62683004", "0.62572765", "0.62469155", "0.6225374", "0.62208396", "0.6212784", "0.62030154", "0.6194224", "0.6188816", "0.6188101", "0.6187688", "0.6184542", "0.61698824", "0.616657", "0.6162464", "0.6146965", "0.6139481", "0.61330914", "0.6128621", "0.6121902", "0.61186713", "0.6110171", "0.61089903", "0.6105178", "0.61003673", "0.60980624", "0.60900736", "0.60818917", "0.60534775", "0.6053062", "0.6053062", "0.60516864", "0.6050542", "0.6047209", "0.6041626", "0.60230803", "0.60220647", "0.6017428", "0.60040396", "0.5989897", "0.5983054", "0.598172", "0.59810734", "0.59772706", "0.5972377", "0.5972342", "0.59694475", "0.59645087", "0.59559304", "0.5953832", "0.5942224", "0.5936241", "0.59228927" ]
0.0
-1