text:
    <input type="checkbox" class="sheet-tab-switch"/>

Name
<input type="text" class="inputdesc" spellcheck="false" name="attr_charactername"/>

Age
<input type="text" class="inputdesc" spellcheck="false" name="attr_age"/>

Home
<input type="text" class="inputdesc" spellcheck="false" name="attr_home"/>

Fur Color
<input type="text" class="inputdesc" spellcheck="false" name="attr_fur"/>

Guard Rank
<input type="text" class="inputdesc" spellcheck="false" name="attr_rank"/>

Cloak Color
<input type="text" class="inputdesc" spellcheck="false" name="attr_cloak"/>

Parents
<input type="text" class="inputdesc" spellcheck="false" name="attr_parents"/>

Artisan
<input type="text" class="inputdesc" spellcheck="false" name="attr_artisan"/>

Mentor
<input type="text" class="inputdesc" spellcheck="false" name="attr_mentor"/>

Friend
<input type="text" class="inputdesc" spellcheck="false" name="attr_friend"/>

Enemy
<input type="text" class="inputdesc" spellcheck="false" name="attr_enemy"/>

Belief

Playing a Belief earns a fate point

<textarea class="textarea textshort" spellcheck="false" name="attr_belief"></textarea>

Goal

Accomplishing a Goal earns a persona point

<textarea class="textarea textshort" spellcheck="false" name="attr_goal"></textarea>

Instinct

Playing an Instinct earns a fate point

<textarea class="textarea textshort" spellcheck="false" name="attr_instinct"></textarea>

Contacts

<textarea class="textarea" spellcheck="false" name="attr_contacts"></textarea>

Gear

<textarea class="textarea" spellcheck="false" name="attr_gear"></textarea>

Traits

Trait Name

Trait Level

Beneficial Uses

Checks

<input type="text" class="inputability" name="attr_traitname_1"/>

1 <input type="radio" name="attr_trait1level" class="traitlevel" value="1"/>+1D per session

2 <input type="radio" name="attr_trait1level" class="traitlevel" value="2"/>+1D per session

3 <input type="radio" name="attr_trait1level" class="traitlevel" value="3"/>+1S to rolls

<input type="checkbox" class="checktrait" name="attr_trait1-used1"/>Used this session

<input type="checkbox" class="checktrait" name="attr_trait1-used3"/>Used this session

May be used on each roll

                        <input type="checkbox" class="checktrait" name="attr_trait1-check1"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check2"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check3"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check4"/>

                        <input type="checkbox" class="checktrait" name="attr_trait1-check5"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check6"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check7"/>
                        <input type="checkbox" class="checktrait" name="attr_trait1-check8"/>

<input type="text" class="inputability" name="attr_traitname_2"/>

1 <input type="radio" name="attr_trait2level" class="traitlevel" value="1"/>+1D per session

2 <input type="radio" name="attr_trait2level" class="traitlevel" value="2"/>+1D per session

3 <input type="radio" name="attr_trait2level" class="traitlevel" value="3"/>+1S to rolls

<input type="checkbox" class="checktrait" name="attr_trait2-used1"/>Used this session

<input type="checkbox" class="checktrait" name="attr_trait2-used3"/>Used this session

May be used on each roll

                        <input type="checkbox" class="checktrait" name="attr_trait2-check1"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check2"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check3"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check4"/>

                        <input type="checkbox" class="checktrait" name="attr_trait2-check5"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check6"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check7"/>
                        <input type="checkbox" class="checktrait" name="attr_trait2-check8"/>

<input type="text" class="inputability" name="attr_traitname_3"/>

1 <input type="radio" name="attr_trait3level" class="traitlevel" value="1"/>+1D per session

2 <input type="radio" name="attr_trait3level" class="traitlevel" value="2"/>+1D per session

3 <input type="radio" name="attr_trait3level" class="traitlevel" value="3"/>+1S to rolls

<input type="checkbox" class="checktrait" name="attr_trait3-used1"/>Used this session

<input type="checkbox" class="checktrait" name="attr_trait3-used3"/>Used this session

May be used on each roll

                        <input type="checkbox" class="checktrait" name="attr_trait3-check1"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check2"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check3"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check4"/>

                        <input type="checkbox" class="checktrait" name="attr_trait3-check5"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check6"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check7"/>
                        <input type="checkbox" class="checktrait" name="attr_trait3-check8"/>

<input type="text" class="inputability" name="attr_traitname_4"/>

1 <input type="radio" name="attr_trait4level" class="traitlevel" value="1"/>+1D per session

2 <input type="radio" name="attr_trait4level" class="traitlevel" value="2"/>+1D per session

3 <input type="radio" name="attr_trait4level" class="traitlevel" value="3"/>+1S to rolls

<input type="checkbox" class="checktrait" name="attr_trait4-used1"/>Used this session

<input type="checkbox" class="checktrait" name="attr_trait4-used3"/>Used this session

May be used on each roll

                        <input type="checkbox" class="checktrait" name="attr_trait4-check1"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check2"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check3"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check4"/>

                        <input type="checkbox" class="checktrait" name="attr_trait4-check5"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check6"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check7"/>
                        <input type="checkbox" class="checktrait" name="attr_trait4-check8"/>

<input type="text" class="inputability" name="attr_traitname_5"/>

1 <input type="radio" name="attr_trait5level" class="traitlevel" value="1"/>+1D per session

2 <input type="radio" name="attr_trait5level" class="traitlevel" value="2"/>+1D per session

3 <input type="radio" name="attr_trait5level" class="traitlevel" value="3"/>+1S to rolls

<input type="checkbox" class="checktrait" name="attr_trait5-used1"/>Used this session

<input type="checkbox" class="checktrait" name="attr_trait5-used3"/>Used this session

May be used on each roll

                        <input type="checkbox" class="checktrait" name="attr_trait5-check1"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check2"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check3"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check4"/>

                        <input type="checkbox" class="checktrait" name="attr_trait5-check5"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check6"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check7"/>
                        <input type="checkbox" class="checktrait" name="attr_trait5-check8"/>

Fate

            <input type="number" value="0" class="points" name="attr_fatepoints"/>

One point allows you to reroll any 6s as a new dice

Persona

            <input type="number" value="0" class="points" name="attr_personapoints"/>

Add one dice per point spent or tap Nature

Conditions

Hungry/Thirsty
<input type="checkbox" class="checkcondition" name="attr_hungry"/>

Angry (Ob 2 Will)
<input type="checkbox" class="checkcondition" name="attr_angry"/>

Tired (Ob 3 Health)
<input type="checkbox" class="checkcondition" name="attr_tired"/>

Injured (Ob 4 Health)
<input type="checkbox" class="checkcondition" name="attr_injured"/>

Sick (Ob 4 Will)
<input type="checkbox" class="checkcondition" name="attr_sick"/>

Checks

Earning Checks

1: +1D to your ind. or vs. test

2: +2D to opponent's vs test

2: Break versus test tie in opponent's favor

Spending Checks

1: One test during Player's turn

2: Recovery check during GM's turn

3: Charge: temporarily elevate trait for remainder of session

2/4: Recharge trait

Abilities

Raw Abilities

Rating

Advancement

Special Abilities

Rating

Advancement

<button type="roll" class="genericbutton" value="[[@{Nature}d6>4]] Nature"></button>
Nature

<input type="number" class="inputRating" value="0" name="attr_Nature"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_NaturePass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_NatureFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Resources}d6>4]] Resources"></button>
Resources

<input type="number" class="inputRating" value="0" name="attr_Resources"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="6"/>
							<input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="7"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="8"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesPass" value="9"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="5"/>
							<input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="6"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="7"/>
                            <input type="radio" class="radioAdvancement" name="attr_ResourcesFail" value="8"/>

<button type="roll" class="genericbutton" value="[[@{Will}d6>4]] Will"></button>
Will

<input type="number" class="inputRating" value="0" name="attr_Will"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillPass" value="5"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_WillFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_WillFail" value="4"/>

<button type="roll" class="genericbutton" value="[[@{Circles}d6>4]] Circles"></button>
Circles

<input type="number" class="inputRating" value="0" name="attr_Circles"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="6"/>
							<input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="7"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="8"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesPass" value="9"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="5"/>
							<input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="6"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="7"/>
                            <input type="radio" class="radioAdvancement" name="attr_CirclesFail" value="8"/>

<button type="roll" class="genericbutton" value="[[@{Health}d6>4]] Health"></button>
Health

<input type="number" class="inputRating" value="0" name="attr_Health"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthPass" value="5"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_HealthFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealthFail" value="4"/>

Wises

<input type="text" class="inputability " name="attr_wise1"/>

							<input type="checkbox" class="checktrait" name="attr_wise1_check1"/>Pass
							<input type="checkbox" class="checktrait wiseright" name="attr_wise1_check2"/>Fail

							<input type="checkbox" class="checktrait" name="attr_wise1_check3"/>Fate
							<input type="checkbox" class="checktrait wiseright" name="attr_wise1_check4"/>Pers

<input type="text" class="inputability " name="attr_wise2"/>

							<input type="checkbox" class="checktrait" name="attr_wise2_check1"/>Pass
							<input type="checkbox" class="checktrait wiseright" name="attr_wise2_check2"/>Fail

							<input type="checkbox" class="checktrait" name="attr_wise2_check3"/>Fate
							<input type="checkbox" class="checktrait wiseright" name="attr_wise2_check4"/>Pers

<input type="text" class="inputability " name="attr_wise3"/>

							<input type="checkbox" class="checktrait" name="attr_wise3_check1"/>Pass
							<input type="checkbox" class="checktrait wiseright" name="attr_wise3_check2"/>Fail

							<input type="checkbox" class="checktrait" name="attr_wise3_check3"/>Fate
							<input type="checkbox" class="checktrait wiseright" name="attr_wise3_check4"/>Pers

<input type="text" class="inputability " name="attr_wise4"/>

							<input type="checkbox" class="checktrait" name="attr_wise4_check1"/>Pass
							<input type="checkbox" class="checktrait wiseright" name="attr_wise4_check2"/>Fail

							<input type="checkbox" class="checktrait" name="attr_wise4_check3"/>Fate
							<input type="checkbox" class="checktrait wiseright" name="attr_wise4_check4"/>Pers

Skills

Skills

Rating

Advancement

Skills

Rating

Advancement

<button type="roll" class="genericbutton" value="[[@{Fighter}d6>4]] Fighter"></button>
Fighter

<input type="number" class="inputRating" name="attr_Fighter"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_FighterFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Orator}d6>4]] Orator"></button>
Orator

<input type="number" class="inputRating" name="attr_Orator"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_OratorFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Healer}d6>4]] Healer"></button>
Healer

<input type="number" class="inputRating" name="attr_Healer"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_HealerFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Manipulator}d6>4]] Manipulator"></button>
Manipulator

<input type="number" class="inputRating" name="attr_Manipulator"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ManipulatorFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Hunter}d6>4]] Hunter"></button>
Hunter

<input type="number" class="inputRating" name="attr_Hunter"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_HunterFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Persuader}d6>4]] Persuader"></button>
Persuader

<input type="number" class="inputRating" name="attr_Persuader"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_PersuaderFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Instructor}d6>4]] Instructor"></button>
Instructor

<input type="number" class="inputRating" name="attr_Instructor"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_InstructorFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{skillRating1}d6>4]] @{skill1}"></button><input type="text" class="inputability rollerline" name="attr_skill1"/>

<input type="number" class="inputRating" name="attr_skillRating1"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Pass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill1Fail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Pathfinder}d6>4]] Pathfinder"></button>
Pathfinder

<input type="number" class="inputRating" name="attr_Pathfinder"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_PathfinderFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{skillRating2}d6>4]] @{skill2}"></button><input type="text" class="inputability rollerline" name="attr_skill2"/>

<input type="number" class="inputRating" name="attr_skillRating2"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Pass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill2Fail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Scout}d6>4]] Scout"></button>
Scout

<input type="number" class="inputRating" name="attr_Scout"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_ScoutFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{skillRating3}d6>4]] @{skill3}"></button><input type="text" class="inputability rollerline" name="attr_skill3"/>

<input type="number" class="inputRating" name="attr_skillRating3"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Pass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill3Fail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{Survivalist}d6>4]] Survivalist"></button>
Survivalist

<input type="number" class="inputRating" name="attr_Survivalist"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_SurvivalistFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{skillRating4}d6>4]] @{skill4}"></button><input type="text" class="inputability rollerline" name="attr_skill4"/>

<input type="number" class="inputRating" name="attr_skillRating4"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Pass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill4Fail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{WeatherWatcher}d6>4]] WeatherWatcher"></button>
Weather Watcher

<input type="number" class="inputRating" name="attr_WeatherWatcher"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherPass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_WeatherWatcherFail" value="5"/>

<button type="roll" class="genericbutton" value="[[@{skillRating5}d6>4]] @{skill5}"></button><input type="text" class="inputability rollerline" name="attr_skill5"/>

<input type="number" class="inputRating" name="attr_skillRating5"/>

P:

                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="5"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Pass" value="6"/>

F:

                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="0" checked="checked"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="1"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="2"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="3"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="4"/>
                            <input type="radio" class="radioAdvancement" name="attr_skill5Fail" value="5"/>


text:
{% extends 'web/base.html' %}
{% load bootstrap3 %}
{% block title %}Update account information{% endblock %}
{% load i18n %}
{% block flash %}
  {% if form.non_field_errors %}

      {{ form.non_field_errors }}

  {% endif %}
{% endblock %}
{% block content %}

{% trans "My Account" %}

    {% bootstrap_messages %}

                {% include 'accounts/_account-navigation.html' with current_page="manage-account" %}

{% trans "Account Information" %}

                        <form method="POST">
                            {% csrf_token %}
                            {% bootstrap_form update_account_form %}
                            {% buttons %}

                                    <button type="submit"
                                            name="form-handle"
                                            value="update-account"
                                            class="btn btn-success">
                                        Save
                                    </button>

                            {% endbuttons %}
                        </form>

{% trans "Change Your Password" %}

                        <form method="POST">
                            {% csrf_token %}
                            {% bootstrap_form change_password_form %}
                            {% buttons %}

                                    <button name="form-handle"
                                            value="change-password"
                                            type="submit"
                                            class="btn btn-success">
                                        Save
                                    </button>

                            {% endbuttons %}
                        </form>

                {# Only show 2FA management panel for researchers #}
                {% if request.user.is_researcher %}

{% trans "Manage Two-Factor Authentication" %}

                            {% if otp %}
                                {% comment %}
                                    If we have OTP, enable setup completion in the case where it's not yet
                                    activated, and allow reset with verified OTP if it is.
                                {% endcomment %}
                                <form method="POST">
                                    {% csrf_token %}

                                    {% if otp.activated %}  {# enable reset of OTP #}

                                            {% trans "If you'd like, you can turn two-factor authentication off here. Just enter your one-time password here, hit submit, and it'll get deleted for you!" %}

                                    {% else %}

                                            {{ otp.get_svg_qr_code | safe }}

                                            {% trans "It looks like you were in the middle of setting up two factor authentication,
                                            but didn't complete the process. You can capture the QR code here, verify with
                                            a one-time password, and finish the process." %}

                                    {% endif %}
                                    {% bootstrap_form otp_check_form %}
                                    {% buttons %}

                                            <button name="form-handle"
                                                    value="{% if otp.activated %}de{% endif %}activate-otp"
                                                    type="submit"
                                                    class="btn btn-success">
                                                Submit
                                            </button>

                                    {% endbuttons %}
                                </form>
                            {% else %}  {# if we don't have OTP, link to 2FA setup directly. #}
                                {% trans "Set up Two-Factor Authentication" %}
                            {% endif %}

                {% endif %}

{% endblock %}

redpajama_set_name: RedPajamaGithub


text:
data BookInfo = Book Int String [String]
                deriving (Show)

data MagazineInfo = Magazine Int String [String]
                    deriving (Show)

myInfo = Book 9780135072455 "Algebra of Programming"
         ["Richard Bird", "Oege de Moor"]


text:
layout: single
title:  "The three.js animation system"
sidebar:
  nav: "tutorials"
comments: true
---


text:
deDatatype deFindEnumIntType(deBlock block) {
  deDatatype intType = deDatatypeNull;
  deVariable var;
  deForeachBlockVariable(block, var) {
    deExpression initializer = deVariableGetInitializerExpression(var);
    if (initializer != deExpressionNull) {
      deLine line = deExpressionGetLine(initializer);
      deBigint bigint = deExpressionGetBigint(initializer);
      uint32 width = deBigintGetWidth(bigint);
      deDatatype entryType = deUintDatatypeCreate(width);
      if (intType == deDatatypeNull) {
        intType = entryType;
      } else if (entryType != intType) {
        deError(line, "Enum entry has different integer type than prior entries");
      }
    }
  } deEndBlockVariable;
  if (intType == deDatatypeNull) {
    return deUintDatatypeCreate(32);
  }
  return intType;
}

// Verify all integer assignments in the enum have the same type.  Assign integer
// values, start at 0 for the first variable, and increment for each.  Reset
// counter to assigned value when we hit an entry with an assigned value.
// Verify that assigned values are increasing.
void deAssignEnumEntryConstants(deBlock block) {
  // Just verify the entries all have compatible types.
  deDatatype intType = deFindEnumIntType(block);
  // Set the datatype of the first entry to intType, since deEnumDatatypeCreate
  // uses the datatype of the first entry to get the width.
  deVariableSetDatatype(deBlockGetFirstVariable(block), intType);
  deDatatype datatype = deEnumDatatypeCreate(deBlockGetOwningFunction(block));
  utAssert(deDatatypeGetWidth(datatype) == deDatatypeGetWidth(intType));
  uint32 count = 0;
  deVariable var;
  deForeachBlockVariable(block, var) {
    deExpression initializer = deVariableGetInitializerExpression(var);
    if (initializer != deExpressionNull) {
      deLine line = deExpressionGetLine(initializer);
      uint32 value = deBigintGetUint32(deExpressionGetBigint(initializer), line);
      if (value < count) {
        deError(line, "Non-increasing enum value.");
      }
      count = value;
    }
    deVariableSetEntryValue(var, count);
    deVariableSetDatatype(var, datatype);
    count++;
  } deEndBlockVariable;
}


text:
///<reference path="../types.d.ts"/>
import {copyObject,kindOf,unquote,defined} from 'app/util'
import {Config} from 'app/config'
import {Autoload} from 'app/autoloader'
import EventEmitter2 = require("eventemitter2");
import {storage} from 'app/storage';
import {Layout} from 'app/layout';

export enum BoxAction {
    open, close,
    minimize, maximize, toggle,
    loader, loader_off,
    fullscreen, fullscreen_off, fullscreen_toggle
}

export enum LayoutAction {
    reset,
    fluid, boxed, // mode
    bottom_normal, bottom_hidden, bottom_fixed, // section#bottom
    top_normal, top_fixed,
    sidebar_open, sidebar_close, // sidebar toggle
    sidebar_hide, sidebar_show, // sidebar visibility
    sidebar_left, sidebar_right, // sidebar position
    sidebar_fixed, sidebar_normal, // sidebar fix
    sidebar_accordion, sidebar_hover // sidebar mode
}

export enum AppState {
    init,
    preboot,
    booting,
    prestart,
    starting,
    started
}

export class Application extends EventEmitter2 {

    private _startTime:number;
    private _config:IConfig;
    private _defaultConfig:Object;
    private _state:AppState;
    private _jade:Object;

    private $:JQueryStatic;
    private _layout:Layout;

    public storage:any;
    public config:IConfigProperty;
    public packadic:any;
    public autoload:Autoload;

    constructor() {
        var conf:EventEmitter2Configuration = {
            wildcard: true,
            delimiter: ':',
            newListener: true,
            maxListeners: 0
        };
        super(conf);
        var self:Application = this;
        this.storage = storage;
        this._startTime = new Date().getTime();
        this._state = AppState.init;
        this.autoload = new Autoload();
        this.autoload.addDefaultDefinitions(this);
    }

    //
    // PROPS
    public get colors():any {
        if (this._state >= AppState.prestart) {
            return this.config('scss.colors');
        } else {
            throw new Error('Cannot get colors, App state needs to be prestart or beyond')
        }
    }

    public get fonts():any {
        if (this._state >= AppState.prestart) {
            return this.config('scss.fonts');
        } else {
            throw new Error('Cannot get fonts, App state needs to be prestart or beyond')
        }
    }

    public get breakpoints():any {
        if (this._state >= AppState.prestart) {
            return this.config('scss.breakpoints');
        } else {
            throw new Error('Cannot get breakpoints, App state needs to be prestart or beyond')
        }
    }

    public get defaults():Object {
        return this._defaultConfig;
    }

    // STARTUP
    public init(config:Object) {
        this._defaultConfig = copyObject(config);
        this._config = new Config(config);
        this.config = Config.makeProperty(this._config);
        this.setState(AppState.preboot);
    }

    public boot() {

        var self:Application = this;
        if (this._state == AppState.init) {
            throw new Error('Cannot boot, still in init mote. Init first man');
        }
        this.setState(AppState.booting);
        requirejs.config(this.config.get('requireJS'));
        self._layout = new Layout(this);

        requirejs(['module', 'jquery', 'jade',  'code-mirror', 'plugins/cookie', 'jq/general'],
            function (module, $, jade) {
                self.$ = $;
                self._jade = jade;
                //self._theme = theme;

                //self.autoload.addDefaultDefinitions();

                // SCSS Json
                var scss:any = unquote($('head').css('font-family'), "'");
                while (typeof scss !== 'object') {
                    scss = JSON.parse(scss);
                }
                $.each(scss.fonts, function (k, v) {
                    scss.fonts[k] = v.join(', ');
                });
                self.config.set('scss', scss);

                self.config.merge({
                    chartjsGlobal: {
                        tooltipTitleFontFamily: scss.fonts.subheading,
                        tooltipFontFamily: scss.fonts.base,
                        scaleFontFamily: scss.fonts.heading
                    }
                });

                // Debug
                if (self.config.get('debug') !== true) {
                    var isDebug = false;
                    if (typeof $.cookie('debug') !== 'undefined') {
                        isDebug = parseInt($.cookie('debug')) === 1
                    }
                    $('#debug-enable').on('click', function () {
                        $.cookie('debug', '1');
                        window.location.reload();

                    });
                    self.config.set('debug', isDebug);
                }

                // Startup, figure out what modules to load
                var load:Array<string> = [];
                var argMap:any = {};
                if (self.config.get('debug') === true) {
                    argMap['debug'] = load.push('debug');
                }
                if (self.config.get('demo') === true) {
                    argMap['demo'] = load.push('demo');
                }

                // EVENT: booted
                self.setState(AppState.prestart);

                require(load, function () {
                    var args = $.makeArray(arguments);
                    var getArg = (name)=> {
                        return args[argMap[name] - 1];
                    };

                    // EVENT: starting
                    self.setState(AppState.starting);

                    $(function () {
                       // self._theme.init();
                        if (argMap.demo) {
                            getArg('demo').init(self);
                        }
                        self.setState(AppState.started);
                    });
                    // EVENT: started

                });
            });
    }

    public defer():JQueryDeferred<any> {
        return this.$.Deferred();
    }

    public isDebug():boolean {
        return this.config('debug') == true;
    }

    public getElapsedTime():number {
        return (Date.now() - this._startTime) / 1000;
    }

    public getStartTime():number {
        return this._startTime / 1000;
    }

    public getState():AppState {
        return this._state;
    }

    private setState(state:AppState):Application {
        if (state > this._state) {
            this._state = state;
            this.emit('state:' + AppState[state], AppState[state], state);
        }
        return this;
    }

    // TOP LEVEL API
    public box(box:JQuery|string, action:BoxAction|string, args?:any):Application {
        require(['jquery', 'widgets/box'], function($){
            var actionName:string = typeof(action) === 'string' ? action.toString() : LayoutAction[action].toString();
            var $box:JQuery = typeof(box) === 'string' ? $(box) : box;

            if(!$box.is( ":data('packadicBox')" )){
                return;
            }
            if (args && kindOf(args) !== 'array') {
                args = [args];
            }

            switch (actionName) {
                case 'open': $box.box('open'); break;
                case 'close': $box.box('close'); break;
                case 'minimize': $box.box.apply($box, ['minimizeContent'].concat(args)); break;
                case 'maximize': $box.box.apply($box, ['maximizeContent'].concat(args)); break;
                case 'toggle': $box.box.apply($box, ['toggleContent'].concat(args)); break;
                case 'block': $box.box.apply($box, ['startLoader'].concat(args)); break;
                case 'unblock': $box.box.apply($box, ['stopLoader'].concat(args)); break;
                case 'fullscreen': $box.box.apply($box, ['fullscreen'].concat(args)); break;
                case 'fullscreen_off': $box.box.apply($box, ['exitFullscreen'].concat(args)); break;
                case 'fullscreen_toggle': $box.box.apply($box, ['toggleFullscreen'].concat(args)); break;
            }
        });
        return this;
    }

    public layout(action:LayoutAction|string, save:boolean=false):Application {
        var actionName:string = typeof(action) === 'string' ? action.toString() : LayoutAction[action].toString();
        switch(actionName){
            case 'reset': this._layout.reset(); break;
            case 'fluid': this._layout.set('mode', 'fluid'); break;
            case 'boxed': this._layout.set('mode', 'boxed'); break;
            case 'bottom_normal': this._layout.set('bottom', 'normal'); break;
            case 'bottom_hidden': this._layout.set('bottom', 'hidden'); break;
            case 'bottom_fixed': this._layout.set('bottom', 'fixed'); break;
            case 'top_normal': this._layout.set('top', 'normal'); break;
            case 'top_fixed': this._layout.set('top', 'fixed'); break;
            case 'sidebar_open': this._layout.sidebar.open(); break;
            case 'sidebar_close': this._layout.sidebar.close(); break;
            case 'sidebar_hide': this._layout.sidebar.hide(); break;
            case 'sidebar_show': this._layout.sidebar.show(); break;
            case 'sidebar_left': this._layout.set('sidebar.position', 'left'); break;
            case 'sidebar_right': this._layout.set('sidebar.position', 'right'); break;
            case 'sidebar_normal': this._layout.set('sidebar.fixed', false); break;
            case 'sidebar_fixed': this._layout.set('sidebar.fixed', true); break;
            case 'sidebar_hover': this._layout.set('sidebar.mode', 'hover'); break;
            case 'sidebar_accordion': this._layout.set('sidebar.mode', 'accordion'); break;
        }
        if(save){
            this._layout.save();
        }
        return this;
    }

    public notify(fnName:string, message:string, title?:string, options?:any) {
        var self:Application = this;
        if(fnName === 'danger') fnName = 'error';
        require(['plugins/toastr'], function (toastr:any) {
            var args = [message];
            if (title) {
                args.push(title);
            }
            if (options) {
                args.push(options);
            }
            toastr.options = self.config.get('plugins.toastr');
            toastr[fnName].apply(toastr, args);
        });
    }

    public clearNotify(useAnimation:boolean = true) {
        require(['plugins/toastr'], function (toastr) {
            if (useAnimation) {
                toastr.clear();
            } else {
                toastr.remove();
            }
        });
    }

    public initSidebar(opts:any={}, callback?:any):JQueryPromise<any> {
        return this._layout.initSidebar(opts, callback);
    }

    //
    /* HELPERS */
    //
    public removePageLoader():Application {
        $('body').removeClass('page-loading');
        return this;
    }

    public colorizeDataOption(dataObj:Object, keys:Array<any>):Object {
        var self:Application = this;
        if (typeof(keys) === 'string') {
            keys = (new Array()).concat([keys]);
        }
        $.each(keys, function (i, name) {
            if (!_.isUndefined(dataObj[name])) {
                dataObj[name] = self.colors[dataObj[name]];
            }
        });
        return dataObj;
    }

    public isSupported(propertyName:string):boolean {
        var elm = document.createElement('div');
        propertyName = propertyName.toLowerCase();

        if (elm.style[propertyName] != undefined) {
            return true;
        }

        var propertyNameCapital = propertyName.charAt(0).toUpperCase() + propertyName.substr(1),
            domPrefixes = 'Webkit Moz ms O'.split(' ');

        for (var i = 0; i < domPrefixes.length; i++) {
            if (elm.style[domPrefixes[i] + propertyNameCapital] != undefined) {
                return true;
            }
        }

        return false;
    }

    /**
     * Loads a compiled jade template from scripts/template directory. Can be used multiple times
     * @param {string} name - The filename (without extension) of the template
     * @param {function} [cb] - Optional callback, omit if you rather use a promise
     * @returns {promise.promise|jQuery.promise|jQuery.ready.promise}
     * @example
     * // Using the promise
     * theme.getTemplate('template-name').then(function(template){
         *     var html = template({
         *         var1: 'Hello', var2: 'Bai'
         *     });
         * });
     * // Using the callback
     * theme.getTemplate('template-name', function(template){
         *     var html = template({
         *         var1: 'Hello', var2: 'Bai'
         *     });
         * });
     */
    public getTemplate(name:string, callback?:Function):JQueryPromise<any> {
        if (_.isUndefined(callback)) {
            var defer = this.defer();
        }
        require(['templates/' + name], function (template) {
            if (_.isUndefined(callback)) {
                defer.resolve(template);
            } else {
                callback(template);
            }
        });
        if (_.isUndefined(callback)) {
            return defer.promise();
        }
    }

    /**
     * Returns the view port
     * @returns {{width: *, height: *}}
     */
    public getViewPort() {
        var e:any = window,
            a:any = 'inner';
        if (!('innerWidth' in window)) {
            a = 'client';
            e = document.documentElement || document.body;
        }

        return {
            width: e[a + 'Width'],
            height: e[a + 'Height']
        };
    }

    /**
     * Checks if the current device is a touch device
     * @returns {boolean}
     */
    public isTouchDevice() {
        try {
            document.createEvent("TouchEvent");
            return true;
        } catch (e) {
            return false;
        }
    }

    /**
     * Generates a random ID
     * @param {Number} length
     * @returns {string}
     */
    public getRandomId(length?:number) {
        if (!_.isNumber(length)) {
            length = 15;
        }
        var text = "";
        var possible = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";
        for (var i = 0; i < length; i++) {
            text += possible.charAt(Math.floor(Math.random() * possible.length));
        }
        return text;
    }

    public getBreakpoint(which:string) {
        return parseInt(this.breakpoints['screen-' + which + '-min'].replace('px', ''));
    }

    public scrollTo(element:Element, to:number, duration:number) {
        if (duration < 0) return;
        var difference = to - element.scrollTop;
        var perTick = difference / duration * 10;
        var self:Application = this;
        setTimeout(function () {
            element.scrollTop = element.scrollTop + perTick;
            if (element.scrollTop === to) return;
            self.scrollTo(element, to, duration - 10);
        }, 10);
    }

}


text:
package jiradata

import (
	"testing"

	"github.com/stretchr/testify/assert"
)

func TestAttachmentID(t *testing.T) {
	// this is because schema is wrong, defaults to type `int`, so we manually change it
	// to `string`.  If the jiradata is regenerated we need to manually make the change
	// again to include:
	// ID         IntOrString            `json:"id,omitempty" yaml:"id,omitempty"`
	assert.IsType(t, IntOrString(0), Attachment{}.ID)
}


text:
describe('@sanity/form-builder: BooleanInput', () => {
  it('should have a height of 35px if no description', () => {
    cy.visit('/test/desk/input-standard;booleansTest;bd99e58a-845f-4d52-b54a-56a9b7af3be1')

    cy.getField('switchIndeterminate2').invoke('outerHeight').should('be.eq', 35)
  })
})


text:
layout: page
title: About
tags: [about, prasad, muley, rootpy]
comments: true
---

* Currently, I am working as a Social Media Developer at [Shopsocially](https://www.shopsocially.com/). Exploring [Python](https://www.python.org/), [Pylons](http://www.pylonsproject.org/), [MongoDB](https://www.mongodb.org/) and Javascript. I have explored the [Web2Py](http://www.web2py.com/), [PyDAL](https://github.com/web2py/pydal) and [Git](https://git-scm.com/).

* I've completed my bachelors in Information Technology from [Pune Institute of Computer Technology, Pune](http://pict.edu/), Batch of 2013.

* Apart from programming, I have interests in photography, painting, sketching and bike riding. I spend my leisure time on github, quora and instagram.

Say Hi [**@rootpy**](http://twitter.com/rootpy) or contact at **mail@rootpy.com**


text:
package charlie.bililivelib.danmaku.event;

import org.jetbrains.annotations.NotNull;

/**
 * 对{@link DanmakuListener}中所有方法给出的空实现,用于方便监听特定事件。
 *
 * @author Charlie Jiang
 * @see DanmakuListener
 * @since rv1
 */
public class DanmakuAdapter implements DanmakuListener {
    @Override
    public void danmakuEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void watcherCountEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void errorEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void startStopEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void statusEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void welcomeVipEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void giveGiftEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void globalGiftEvent(@NotNull DanmakuEvent event) {

    }

    @Override
    public void globalAnnounceEvent(@NotNull DanmakuEvent event) {

    }
}


text:
extern "Java"
{
  namespace gnu
  {
    namespace xml
    {
      namespace libxmlj
      {
        namespace sax
        {
            class Namespaces;
        }
      }
    }
  }
}

class gnu::xml::libxmlj::sax::Namespaces : public ::java::lang::Object
{

public: // actually package-private
  Namespaces();
  virtual void push();
  virtual void pop();
  virtual ::java::lang::String * getURI(::java::lang::String *);
  virtual void define(::java::lang::String *, ::java::lang::String *);
  virtual ::java::util::Iterator * currentPrefixes();
  ::java::util::ArrayList * __attribute__((aligned(__alignof__( ::java::lang::Object)))) stack;
public:
  static ::java::lang::Class class$;
};

#endif // __gnu_xml_libxmlj_sax_Namespaces__


text:
package com.emitrom.ti4j.mobile.client.ui.iphone;

/**
 * A set of constants for the system button styles that can be used for the
 * button style property.
 */
public class SystemButtonStyle {

    public static final int SYSTEM_BUTTON_STYLE_BAR = BAR();
    public static final int SYSTEM_BUTTON_STYLE_BORDERED = BORDERED();
    public static final int SYSTEM_BUTTON_STYLE_DONE = DONE();
    public static final int SYSTEM_BUTTON_STYLE_PLAIN = PLAIN();

    public SystemButtonStyle() {
    }

    public static native final int BAR() /*-{
		return Titanium.UI.iPhone.SystemButtonStyle.BAR;
    }-*/;

    public static native final int BORDERED() /*-{
		return Titanium.UI.iPhone.SystemButtonStyle.BORDERED;
    }-*/;

    public static native final int DONE() /*-{
		return Titanium.UI.iPhone.SystemButtonStyle.DONE;
    }-*/;

    public static native final int PLAIN() /*-{
		return Titanium.UI.iPhone.SystemButtonStyle.PLAIN;
    }-*/;

}


text:
module.exports = function(grunt) {
    var jsPath = 'lib/js',
        minPath = 'lib/min',
        modelPath = jsPath + '/models';

    // Project configuration.
    grunt.initConfig({
        pkg: grunt.file.readJSON('package.json'),

        compass: {
            all: {
                options: {
                    config: 'config.rb'
                }
            }
        },

        bower_concat: {
            all: {
                dest: minPath + '/libraries.min.js',
                dependencies: {
                    'jquery': 'modernizr',
                    'lodash': 'jquery',
                    'hammerjs': 'jquery'
                },
                exclude: 'jasmine-jquery',
                bowerOptions: {
                    relative: false
                }
            }
        },

        jshint: {
            source: [
                modelPath + '/*.js',
                jsPath + '/application.js'
            ],
            afterconcat: [
                minPath + '/application.min.js'
            ]
        },

        concat: {
            application: {
                src: [
                    jsPath + '/Helpers.js',
                    modelPath + '/Converter.js',
                    modelPath + '/CategoryMenu.js',
                    modelPath + '/ConversionWindow.js',
                    modelPath + '/Calculator.js',
                    modelPath + '/UnitPicker.js',
                    modelPath + '/App.js',
                    jsPath + '/application.js'
                ],
                dest: minPath + '/application.min.js'
            }
        },

        uglify: {
            libraries: {
                files: {
                    'lib/min/libraries.min.js': [minPath + '/libraries.min.js']
                }
            },
            application: {
                files: {
                    'lib/min/application.min.js': [minPath + '/application.min.js']
                }
            }
        },

        jasmine: {
            src : modelPath + '/**/*.js',
            options: {
                specs : 'tests/*_test.js',
                vendor: [
                    minPath + '/libraries.min.js',
                    'bower_components/jasmine-jquery/lib/jasmine-jquery.js',
                    'lib/conversions.js'
                ],
                helpers : [
                    jsPath + '/Helpers.js'
                ]
            }
        },

        watch: {
            libraries: {
                files: ['bower_components/**/*'],
                tasks: ['compile-libs']
            },
            scripts: {
                files: [jsPath + '/**/*.js'],
                tasks: ['test-js', 'compile-js']
            },
            tests: {
                files: [
                    'tests/**/*_test.js',
                    'tests/fixtures/*.html'
                ],
                tasks: ['test-js']
            },
            css: {
                files: ['lib/sass/*.scss'],
                tasks: ['compile-css']
            }
        },

        githooks: {
            all: {
                'pre-commit': 'test-js'
            }
        }
    });

    grunt.loadNpmTasks('grunt-contrib-compass');
    grunt.loadNpmTasks('grunt-contrib-jshint');
    grunt.loadNpmTasks('grunt-contrib-concat');
    grunt.loadNpmTasks('grunt-contrib-uglify');
    grunt.loadNpmTasks('grunt-bower-concat');
    grunt.loadNpmTasks('grunt-contrib-watch');
    grunt.loadNpmTasks('grunt-contrib-jasmine');
    grunt.loadNpmTasks('grunt-githooks');

    grunt.registerTask('compile-css', ['compass']);
    grunt.registerTask('compile-libs', ['bower_concat']);
    grunt.registerTask('compile-js', ['jshint:source', 'concat', 'jshint:afterconcat']);
    grunt.registerTask('compile', ['compile-css', 'compile-libs', 'compile-js']);
    grunt.registerTask('test-js', ['jasmine']);
    grunt.registerTask('compile-prod', ['test-js', 'compile', 'uglify']);
    grunt.registerTask('default', ['compile', 'watch']);
};


text:
package project

import (
	"testing"

	"github.com/paulmach/orb"
)

func TestGeometry(t *testing.T) {
	for _, g := range orb.AllGeometries {
		// should not panic with unsupported type
		Geometry(g, Mercator.ToWGS84)
	}
}


text:
module.exports = {
	process: async message => {
		let player = bot.players.get(message.channel.guild.id);
		if(!player || !player.connection) {
			return __("phrases.noMusic", message);
		} else if(!player.voiceCheck(message.member)) {
			return __("phrases.notListening", message);
		} else {
			let queue = await player.getQueue();
			if(queue.length === 0) return __("phrases.noQueue", message);
			if(message.args[0] > queue.length) return __("commands.music.jump.invalidQueue", message);
			queue = queue.slice(message.args[0] - 1).concat(queue.slice(0, message.args[0] - 1));
			player.connection.stop();

			await player.setQueue(queue);
			return __("commands.music.jump.success", message, { queue: message.args[0] });
		}
	},
	guildOnly: true,
	description: "Jump to a song in the queue",
	args: [{
		type: "num",
		label: "queue #",
		min: 1
	}]
};


text:
import axios from 'axios';
import * as actions from '../constants/roomsConstants';
import {updateFavoriteRoomsCount} from '../actions/userActions';
import {reroute} from '../actions/routingActions';
import {refreshChatroom} from '../actions/chatroomActions';

/*
 * FAVORITE ROOMS ACTION CREATORS
 * */
const addRoomToFavorites = function (roomId) {
  return {
    type: actions.ADD_ROOM_TO_FAVORITES,
    roomId
  };
};

const removeRoomFromFavorites = function (roomId) {
  return {
    type: actions.REMOVE_ROOM_FROM_FAVORITES,
    roomId
  };
};

/*
 * FETCH ROOMS ACTION CREATORS
 * */
const fetchRoomsStart = function () {
  return {
    type: actions.FETCH_ROOMS_START
  };
};

const fetchRoomsSuccess = function (rooms, done, count) {
  return {
    type: actions.FETCH_ROOMS_SUCCESS,
    rooms,
    count,
    done
  };
};

const fetchRoomsError = function (error) {
  return {
    type: actions.FETCH_ROOMS_ERROR,
    error
  };
};

/*
 * FETCH PARTIAL ROOMS ACTION CREATORS
 * */
const fetchPartialRoomsStart = function () {
  return {
    type: actions.FETCH_PARTIAL_ROOMS_START
  };
};

const fetchPartialRoomsSuccess = function (rooms, done, count) {
  return {
    type: actions.FETCH_PARTIAL_ROOMS_SUCCESS,
    rooms,
    done,
    count
  };
};

const fetchPartialRoomsError = function (error) {
  return {
    type: actions.FETCH_PARTIAL_ROOMS_ERROR,
    error
  };
};

/*
 * CREATE ROOM ACTION CREATORS
 * */
const createRoomStart = function () {
  return {
    type: actions.CREATE_ROOM_START
  };
};

const createRoomSuccess = function (room) {
  return {
    type: actions.CREATE_ROOM_SUCCESS,
    room
  };
};

const createRoomError = function (error) {
  return {
    type: actions.CREATE_ROOM_ERROR,
    error
  };
};

/*
 * DELETE ROOM ACTION CREATORS
 * */
const deleteRoomStart = function () {
  return {
    type: actions.DELETE_ROOM_START
  };
};

const deleteRoomSuccess = function (roomId) {
  return {
    type: actions.DELETE_ROOM_SUCCESS,
    roomId
  };
};

const deleteRoomError = function (error) {
  return {
    type: actions.DELETE_ROOM_ERROR,
    error
  };
};

/*
 * FILTERS ACTION CREATORS
 * */
export const setVisibilityFilter = function (filter) {
  return {
    type: actions.SET_VISIBILITY_FILTER,
    filter
  };
};

/*
 * REQUESTS
 * */
export const fetchRoomsRequest = () => (dispatch, getState) => {
  const {visibilityFilter} = getState().rooms;

  dispatch(fetchRoomsStart());

  const query = {
    params: {
      sortBy: visibilityFilter
    }
  };

  axios.get('/api/rooms', query)
    .then(rooms => {
      dispatch(fetchRoomsSuccess(rooms.data.rooms, rooms.data.done, rooms.data.count));
      dispatch(updateFavoriteRoomsCount(rooms.data.favoriteChatrooms.length));
    })
    .catch(error => {
      dispatch(fetchRoomsError(error.message));
    });
};

export const fetchPartialRoomsRequest = () => (dispatch, getState) => {
  const {visibilityFilter: sortBy, list: rooms} = getState().rooms;

  const query = {
    params: {
      offset: rooms.length,
      sortBy
    }
  };

  dispatch(fetchPartialRoomsStart());

  axios.get('/api/rooms', query)
    .then(rooms => {
      dispatch(fetchPartialRoomsSuccess(rooms.data.rooms, rooms.data.done, rooms.data.count))
    })
    .catch(error => {
      dispatch(fetchPartialRoomsError(error.message));
    })
};

export const createRoomRequest = (data) => (dispatch, getState) => {
  dispatch(createRoomStart());

  axios.post('/api/rooms', data)
    .then(result => {
      dispatch(createRoomSuccess(result.data.room));
    })
    .catch(error => {
      dispatch(createRoomError(error));
    });
};

export const deleteRoomRequest = (roomId, isFavorite) => (dispatch, getState) => {
  const {user, chatroom} = getState();
  const isActive = chatroom.id === roomId;

  dispatch(deleteRoomStart());

  if (isFavorite) dispatch(updateFavoriteRoomsCount(user.favoriteRoomsCount - 1));

  axios.delete(`/api/rooms/${roomId}`)
    .then(() => {
      dispatch(deleteRoomSuccess(roomId));

      if (isActive) {
        dispatch(reroute('push', '/rooms'));
        dispatch(refreshChatroom());
      }

    })
    .catch(error => {
      dispatch(deleteRoomError(error.message));
    })
};

export const fetchByTagRequest = (tag) => (dispatch, getState) => {
  const {visibilityFilter: sortBy} = getState().rooms;

  const query = {
    params: {
      tag: tag,
      sortBy
    }
  };

  dispatch(fetchRoomsStart());

  axios.get('/api/rooms', query)
    .then(rooms => {
      dispatch(fetchRoomsSuccess(rooms.data.rooms, rooms.data.done, rooms.data.count));
      dispatch(updateFavoriteRoomsCount(rooms.data.favoriteChatrooms.length));
    })
    .catch(error => {
      dispatch(fetchRoomsError(error.message));
    });
};

export const fetchPartialByTagRequest = (tag) => (dispatch, getState) => {
  const {visibilityFilter: sortBy, list: rooms} = getState().rooms;
  const offset = rooms.length && tag ? rooms.length : 0;

  const query = {
    params: {
      tag: tag,
      offset,
      sortBy
    }
  };

  dispatch(fetchPartialRoomsStart());

  axios.get('/api/rooms', query)
    .then(rooms => {
      dispatch(fetchPartialRoomsSuccess(rooms.data.rooms, rooms.data.done, rooms.data.count));
    })
    .catch(error => {
      dispatch(fetchPartialRoomsError(error.message));
    });
};

export const toggleRoomFavoriteRequest = (roomId, isFavorite) => (dispatch, getState) => {
  let favoriteRoomsCount = getState().user.favoriteRoomsCount;

  isFavorite ?  dispatch(removeRoomFromFavorites(roomId)) && dispatch(updateFavoriteRoomsCount(--favoriteRoomsCount)) :
                dispatch(addRoomToFavorites(roomId)) && dispatch(updateFavoriteRoomsCount(++favoriteRoomsCount));

  axios.get(`/api/rooms/favorites/${roomId}`)
    .then((result) => {
      if (favoriteRoomsCount !== result.data.favoriteChatrooms.length) {
        dispatch(updateFavoriteRoomsCount(result.data.favoriteChatrooms.length));
      }
    })
    .catch(error => {
      console.log(error);
    });

};


text:
import random
import webbrowser

from pythonkc_meetups import PythonKCMeetups
from optparse import OptionParser

def raffle_time(api_key=None, event_id=None):
    client = PythonKCMeetups(api_key=api_key)
    attendees = client.get_event_attendees(event_id)
    random.seed()
    random.shuffle(attendees)
    winner = random.choice(attendees)
    if winner.photo:
        webbrowser.open_new(winner.photo.url)
    print("\n\nAnd the winner is, %s \n\n" % winner.name)

if __name__ == '__main__':
    parser = OptionParser()
    parser.add_option("-k", "--key", help="api key for meetup.com", dest="api_key", type="string")
    parser.add_option("-e", "--event_id", help="event id from meetup.com", dest="event_id",
                      type="int")
    options, args = parser.parse_args()
    raffle_time(api_key=options.api_key, event_id=options.event_id)


text:
package org.apache.flink.runtime.messages;

import java.io.Serializable;

/**
 * A generic acknowledgement message.
 */
public class Acknowledge implements Serializable {

	private static final long serialVersionUID = 7808628311617273755L;

	/** The singleton instance */
	private static final Acknowledge INSTANCE = new Acknowledge();

	/**
	 * Gets the singleton instance.
	 * @return The singleton instance.
	 */
	public static Acknowledge get() {
		return INSTANCE;
	}

	// ------------------------------------------------------------------------

	/** Private constructor to prevent instantiation */
	private Acknowledge() {}

	// ------------------------------------------------------------------------

	@Override
	public boolean equals(Object obj) {
		return obj != null && obj.getClass() == Acknowledge.class;
	}

	@Override
	public int hashCode() {
		return 41;
	}

	@Override
	public String toString() {
		return getClass().getSimpleName();
	}

	/**
	 * Read resolve to preserve the singleton object property.
	 */
	private Object readResolve() throws java.io.ObjectStreamException {
		return INSTANCE;
	}
}


text:
package org.strongback.command;

import java.util.concurrent.atomic.AtomicBoolean;
import java.util.concurrent.atomic.AtomicInteger;

import junit.framework.AssertionFailedError;

/**
 * @author Randall Hauch
 *
 */
public class WatchedCommand extends Command {

    public static WatchedCommand watch(Command command) {
        return new WatchedCommand(command);
    }

    private final AtomicBoolean initialized = new AtomicBoolean(false);
    private final AtomicInteger executed = new AtomicInteger(0);
    private final AtomicBoolean ended = new AtomicBoolean(false);
    private final AtomicBoolean interrupted = new AtomicBoolean(false);
    private final Command delegate;

    public WatchedCommand(Command delegate) {
        super(delegate.getTimeoutInSeconds(), delegate.getRequirements());
        this.delegate = delegate;
    }

    @Override
    public void initialize() {
        try {
            delegate.initialize();
        } finally {
            if (!initialized.compareAndSet(false, true)) throw new AssertionFailedError(
                    "initialize() called more than once on the command: " + delegate);
        }
    }

    @Override
    public boolean execute() {
        try {
            return delegate.execute();
        } finally {
            executed.incrementAndGet();
        }
    }

    @Override
    public void end() {
        try {
            delegate.end();
        } finally {
            if (!ended.compareAndSet(false, true)) throw new AssertionFailedError(
                    "end() called more than once on the command: " + delegate);
        }
    }

    @Override
    public void interrupted() {
        try {
            delegate.interrupted();
        } finally {
            if (!interrupted.compareAndSet(false, true)) throw new AssertionFailedError(
                    "interrupted() called more than once on the command: " + delegate);
        }
    }

    public boolean isInitialized() {
        return initialized.get();
    }

    public boolean isExecuted() {
        return isExecutedAtLeast(1);
    }

    public boolean isExecutedAtLeast(int minimum) {
        return executed.get() >= minimum;
    }

    public boolean isEnded() {
        return ended.get();
    }

    public boolean isInterrupted() {
        return interrupted.get();
    }

}


text:
require_relative "./spec_helper"
require_relative "../spanner_add_and_drop_database_role"

describe "Google Cloud Spanner Database roles" do
  before :each do
    cleanup_database_resources
  end

  after :each do
    cleanup_database_resources
    cleanup_instance_resources
  end

  example "Add and Drop roles" do
    create_singers_albums_database
    capture do
      spanner_add_and_drop_database_role project_id: @project_id,
                                          instance_id: @instance_id,
                                          database_id: @database_id
    end

    expect(captured_output).to include "Created roles new_parent and new_child and granted privileges"
    expect(captured_output).to include "Revoked privileges and dropped role new_child"
  end
end


text:
export interface TwitterConnectResponse {
    /**
     * Twitter Username
     */
    userName: string;
    /**
     * Twitter User ID
     */
    userId: string;
    /**
     * Twitter OAuth Secret
     */
    secret: string;
    /**
     * Twitter OAuth Token
     */
    token: string;
}
/**
 * @name Twitter Connect
 * @description
 * Plugin to use Twitter Single Sign On
 * Uses Twitter's Fabric SDK
 * ```typescript
 * import {TwitterConnect} from 'ionic-native';
 *
 * function onSuccess(response) {
 *   console.log(response);
 *
 *   // Will console log something like:
 *   // {
 *   //   userName: 'myuser',
 *   //   userId: '12358102',
 *   //   secret: 'tokenSecret'
 *   //   token: 'accessTokenHere'
 *   // }
 * }
 *
 * TwitterConnect.login().then(onSuccess, onError);
 *
 * TwitterConnect.logout().then(onLogoutSuccess, onLogoutError);
 * ```
 * @interfaces
 * TwitterConnectResponse
 */
export declare class TwitterConnect {
    /**
     * Logs in
     * @returns {Promise<TwitterConnectResponse>} returns a promise that resolves if logged in and rejects if failed to login
     */
    static login(): Promise<TwitterConnectResponse>;
    /**
     * Logs out
     * @returns {Promise<any>} returns a promise that resolves if logged out and rejects if failed to logout
     */
    static logout(): Promise<any>;
    /**
     * Returns user's profile information
     * @returns {Promise<any>} returns a promise that resolves if user profile is successfully retrieved and rejects if request fails
     */
    static showUser(): Promise<any>;
}