text:
@implementation MeshFactory

+ (Mesh *) createCubeWithGraphicsDevice:(GraphicsDevice *) graphicsDevice width:(float) width height:(float) height depth:(float) depth {
	VertexPositionNormalTextureArray *vertexArray = [[VertexPositionNormalTextureArray alloc] initWithInitialCapacity:24];
	VertexPositionNormalTextureStruct vertex;
	const float textureScale = 1.0f;

	{
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = -1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = -1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 1.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 1.0 * width * textureScale;
		vertex.texture.y = 1.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 0.0;
		vertex.normal.z = 1.0;
		vertex.texture.x = 0.0 * width * textureScale;
		vertex.texture.y = 0.0 * height * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = -1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 1.0 * depth * textureScale;
		vertex.texture.y = 1.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.normal.x = 0.0;
		vertex.normal.y = 1.0;
		vertex.normal.z = 0.0;
		vertex.texture.x = 0.0 * depth * textureScale;
		vertex.texture.y = 0.0 * width * textureScale;
		[vertexArray addVertex:&vertex];
	}

	// Index array
	ShortIndexArray *indexArray = [[ShortIndexArray alloc] initWithInitialCapacity:36];

	for (int i = 0; i < 36; i++) {
		[indexArray addIndex:i];
	}

	return [[Mesh alloc] initWithGraphicsDevice:graphicsDevice
											  vertexArray:vertexArray
												indexArray:indexArray];
}

+ (Mesh *)createColoredCubeWithGraphicsDevice:(GraphicsDevice *)graphicsDevice width:(float)width height:(float)height depth:(float)depth color:(Color *) color {
	VertexPositionColorArray *colorVertexArray = [[VertexPositionColorArray alloc] initWithInitialCapacity:24];
	VertexPositionColorStruct vertex;

	{
		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = -0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = 0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = -0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

		vertex.position.x = -0.5 * width;
		vertex.position.y = 0.5 * height;
		vertex.position.z = 0.5 * depth;
		vertex.color = color.packedValue;
		[colorVertexArray addVertex:&vertex];

	}

	// Index array
	IndexArray *indexArray = [[ShortIndexArray alloc] initWithInitialCapacity:36];
	int indices[] = {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, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35};

	for (int i = 0; i < 36; i++) {
		[indexArray addIndex:(void*)indices[i]];
	}

	return [[Mesh alloc] initWithGraphicsDevice:graphicsDevice
											  vertexArray:colorVertexArray
												indexArray:indexArray];
}

@end


text:
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
// Code generated by Microsoft (R) AutoRest Code Generator.

package com.azure.maps.weather.models;

import com.azure.core.annotation.Fluent;
import com.fasterxml.jackson.annotation.JsonProperty;
import java.time.OffsetDateTime;
import java.util.List;

/** The DailyForecast model. */
@Fluent
public final class DailyForecast {
    /*
     * Date and time of the current observation displayed in ISO 8601 format, for example, 2019-10-27T19:39:57-08:00.
     */
    @JsonProperty(value = "date")
    private OffsetDateTime dateTime;

    /*
     * Temperature values for the day.
     */
    @JsonProperty(value = "temperature")
    private WeatherValueRange temperature;

    /*
     * RealFeel™ Temperature being returned.
     */
    @JsonProperty(value = "realFeelTemperature")
    private WeatherValueRange realFeelTemperature;

    /*
     * RealFeel™ Temperature being returned. Describes what the temperature really feels like in the shade.
     */
    @JsonProperty(value = "realFeelTemperatureShade")
    private WeatherValueRange realFeelTemperatureShade;

    /*
     * Hours of sun.
     */
    @JsonProperty(value = "hoursOfSun")
    private Float hoursOfSun;

    /*
     * Summary for mean temperature of Heating Degree Day or Cooling Degree Day information
     */
    @JsonProperty(value = "degreeDaySummary")
    private DegreeDaySummary meanTemperatureDeviation;

    /*
     * Air quality
     */
    @JsonProperty(value = "airAndPollen")
    private List<AirAndPollen> airQuality;

    /*
     * Day forecast detail
     */
    @JsonProperty(value = "day")
    private DailyForecastDetail daytimeForecast;

    /*
     * Night forecast detail
     */
    @JsonProperty(value = "night")
    private DailyForecastDetail nighttimeForecast;

    /*
     * Source(s) of the forecast data.
     */
    @JsonProperty(value = "sources")
    private List<String> sources;

    /** Set default DailyForecast constructor to private */
    private DailyForecast() {}

    /**
     * Get the dateTime property: Date and time of the current observation displayed in ISO 8601 format, for example,
     * 2019-10-27T19:39:57-08:00.
     *
     * @return the dateTime value.
     */
    public OffsetDateTime getDateTime() {
        return this.dateTime;
    }

    /**
     * Get the temperature property: Temperature values for the day.
     *
     * @return the temperature value.
     */
    public WeatherValueRange getTemperature() {
        return this.temperature;
    }

    /**
     * Get the realFeelTemperature property: RealFeel™ Temperature being returned.
     *
     * @return the realFeelTemperature value.
     */
    public WeatherValueRange getRealFeelTemperature() {
        return this.realFeelTemperature;
    }

    /**
     * Get the realFeelTemperatureShade property: RealFeel™ Temperature being returned. Describes what the temperature
     * really feels like in the shade.
     *
     * @return the realFeelTemperatureShade value.
     */
    public WeatherValueRange getRealFeelTemperatureShade() {
        return this.realFeelTemperatureShade;
    }

    /**
     * Get the hoursOfSun property: Hours of sun.
     *
     * @return the hoursOfSun value.
     */
    public Float getHoursOfSun() {
        return this.hoursOfSun;
    }

    /**
     * Get the meanTemperatureDeviation property: Summary for mean temperature of Heating Degree Day or Cooling Degree
     * Day information.
     *
     * @return the meanTemperatureDeviation value.
     */
    public DegreeDaySummary getMeanTemperatureDeviation() {
        return this.meanTemperatureDeviation;
    }

    /**
     * Get the airQuality property: Air quality.
     *
     * @return the airQuality value.
     */
    public List<AirAndPollen> getAirQuality() {
        return this.airQuality;
    }

    /**
     * Get the daytimeForecast property: Day forecast detail.
     *
     * @return the daytimeForecast value.
     */
    public DailyForecastDetail getDaytimeForecast() {
        return this.daytimeForecast;
    }

    /**
     * Get the nighttimeForecast property: Night forecast detail.
     *
     * @return the nighttimeForecast value.
     */
    public DailyForecastDetail getNighttimeForecast() {
        return this.nighttimeForecast;
    }

    /**
     * Get the sources property: Source(s) of the forecast data.
     *
     * @return the sources value.
     */
    public List<String> getSources() {
        return this.sources;
    }
}

redpajama_set_name: RedPajamaGithub


text:
.serialcolumn-component {
  border: 1px dashed #f00;
}


text:
#ifndef __CODE_39_READER_H__
#define __CODE_39_READER_H__

#include <zxing/oned/OneDReader.h>
#include <zxing/common/BitArray.h>
#include <zxing/Result.h>

namespace zxing {
	namespace oned {

		/**
		 *
Decodes Code 39 barcodes. This does not support "Full ASCII Code 39" yet.

		 * Ported form Java (author Sean Owen)
		 * @author Lukasz Warchol
		 */
		class Code39Reader : public OneDReader {

		private:
			std::string alphabet_string;

			bool usingCheckDigit;
			bool extendedMode;

			static int* findAsteriskPattern(Ref<BitArray> row);														//throws ReaderException
			static int toNarrowWidePattern(int counters[], int countersLen);
			static char patternToChar(int pattern);																	//throws ReaderException
			static Ref<String> decodeExtended(std::string encoded);													//throws ReaderException

			void append(char* s, char c);
		public:
			Code39Reader();
			Code39Reader(bool usingCheckDigit_);
			Code39Reader(bool usingCheckDigit_, bool extendedMode_);

			Ref<Result> decodeRow(int rowNumber, Ref<BitArray> row);
    };
	}
}

#endif


text:
namespace ash {
struct AmbientSettings;
}  // namespace ash

namespace gfx {
class ImageSkia;
}  // namespace gfx

class PrefService;

namespace chromeos {
namespace settings {

// Chrome OS ambient mode settings page UI handler, to allow users to customize
// photo frame and other related functionalities.
class AmbientModeHandler : public ::settings::SettingsPageUIHandler {
 public:
  explicit AmbientModeHandler(PrefService* pref_service);
  AmbientModeHandler(const AmbientModeHandler&) = delete;
  AmbientModeHandler& operator=(const AmbientModeHandler&) = delete;
  ~AmbientModeHandler() override;

  // settings::SettingsPageUIHandler:
  void RegisterMessages() override;
  void OnJavascriptAllowed() override;
  void OnJavascriptDisallowed() override;

 private:
  friend class AmbientModeHandlerTest;

  bool IsAmbientModeEnabled();

  void OnEnabledPrefChanged();

  // WebUI call to request topic source and temperature unit related data.
  void HandleRequestSettings(base::Value::ConstListView args);

  // WebUI call to request albums related data.
  void HandleRequestAlbums(base::Value::ConstListView args);

  // WebUI call to sync temperature unit with server.
  void HandleSetSelectedTemperatureUnit(base::Value::ConstListView args);

  // WebUI call to sync albums with server.
  void HandleSetSelectedAlbums(base::Value::ConstListView args);

  // Send the "temperature-unit-changed" WebUIListener event to update the
  // WebUI.
  void SendTemperatureUnit();

  // Send the "topic-source-changed" WebUIListener event to update the WebUI.
  void SendTopicSource();

  // Send the "albums-changed" WebUIListener event with albums info
  // in the |topic_source|.
  void SendAlbums(ash::AmbientModeTopicSource topic_source);

  // Send the "album-preview-changed" WebUIListener event with album preview
  // in the |topic_source|.
  void SendAlbumPreview(ash::AmbientModeTopicSource topic_source,
                        const std::string& album_id,
                        std::string&& png_data_url);

  // Send the "album-preview-changed" WebUIListener event with Recent Highlights
  // previews in the |topic_source|.
  void SendRecentHighlightsPreviews();

  // Update the local |settings_| to server.
  void UpdateSettings();

  // Called when the settings is updated.
  // |success| is true when update successfully.
  void OnUpdateSettings(bool success);

  // Return true if a new update needed.
  // |success| is true when update successfully.
  bool MaybeScheduleNewUpdateSettings(bool success);

  // |success| is true when update successfully.
  void UpdateUIWithCachedSettings(bool success);

  // Will be called from ambientMode/photos subpage and ambientMode subpage.
  // |topic_source| is used to request the albums in that source and identify
  // the callers:
  //   1. |kGooglePhotos|: ambientMode/photos?topicSource=0
  //   2. |kArtGallery|:   ambientMode/photos?topicSource=1
  //   3. absl::nullopt:   ambientMode/
  void RequestSettingsAndAlbums(
      absl::optional<ash::AmbientModeTopicSource> topic_source);
  void OnSettingsAndAlbumsFetched(
      absl::optional<ash::AmbientModeTopicSource> topic_source,
      const absl::optional<ash::AmbientSettings>& settings,
      ash::PersonalAlbums personal_albums);

  // The |settings_| could be stale when the albums in Google Photos changes.
  // Prune the |selected_album_id| which does not exist any more.
  // Populate albums with selected info which will be shown on Settings UI.
  void SyncSettingsAndAlbums();

  // Update topic source if needed.
  void UpdateTopicSource(ash::AmbientModeTopicSource topic_source);
  void MaybeUpdateTopicSource(ash::AmbientModeTopicSource topic_source);

  void DownloadAlbumPreviewImage(ash::AmbientModeTopicSource topic_source);
  void DownloadRecentHighlightsPreviewImages(
      const std::vector<std::string>& urls);

  void OnAlbumPreviewImageDownloaded(ash::AmbientModeTopicSource topic_source,
                                     const std::string& album_id,
                                     const gfx::ImageSkia& image);

  ash::PersonalAlbum* FindPersonalAlbumById(const std::string& album_id);

  ash::ArtSetting* FindArtAlbumById(const std::string& album_id);

  // Local settings which may contain changes from WebUI but have not sent to
  // server.
  absl::optional<ash::AmbientSettings> settings_;

  // The cached settings from the server. Should be the same as the server side.
  // This value will be updated when RequestSettingsAndAlbums() and
  // UpdateSettings() return successfully.
  // If UpdateSettings() fails, will restore to this value.
  absl::optional<ash::AmbientSettings> cached_settings_;

  // A temporary settings sent to the server in UpdateSettings().
  absl::optional<ash::AmbientSettings> settings_sent_for_update_;

  ash::PersonalAlbums personal_albums_;

  // Backoff retries for RequestSettingsAndAlbums().
  net::BackoffEntry fetch_settings_retry_backoff_;

  // Whether to update UI when UpdateSettings() returns successfully.
  bool has_pending_fetch_request_ = false;

  // The topic source in the latest RequestSettingsAndAlbums().
  absl::optional<ash::AmbientModeTopicSource> last_fetch_request_topic_source_;

  // Whether the Settings updating is ongoing.
  bool is_updating_backend_ = false;

  // Whether there are pending updates.
  bool has_pending_updates_for_backend_ = false;

  // Backoff retries for UpdateSettings().
  net::BackoffEntry update_settings_retry_backoff_;

  std::vector<gfx::ImageSkia> recent_highlights_preview_images_;

  PrefService* pref_service_;

  PrefChangeRegistrar pref_change_registrar_;

  base::WeakPtrFactory<AmbientModeHandler> backend_weak_factory_{this};
  base::WeakPtrFactory<AmbientModeHandler> ui_update_weak_factory_{this};
  base::WeakPtrFactory<AmbientModeHandler>
      recent_highlights_previews_weak_factory_{this};
};

}  // namespace settings
}  // namespace chromeos

#endif  // CHROME_BROWSER_UI_WEBUI_SETTINGS_CHROMEOS_AMBIENT_MODE_HANDLER_H_


text:
"""
geojson2osm
Converts a GeoJSON shapefile to OSM XML. WIP PROBABLY BROKEN
Copyright 2014 Michael Farrell <http://micolous.id.au>

License: 3-clause BSD, see COPYING
"""

import geojson, argparse
import xml.etree.ElementTree as ET

def osmme(input_f, output_f, name_field, all_tags=False):
	output_dom = ET.Element('osm', dict(version='0.5', generator='geojson2osm'))

	layer = geojson.load(input_f, use_decimal=True)
	# Note: does not check CRS, assumes WGS84!

	for gid, point in enumerate(layer.features):
		# Only supports points!
		if point.geometry.type != 'Point':
			continue

		node = ET.SubElement(output_dom, 'node', dict(
			id=unicode(-gid),
			visible='true',
			lat=unicode(point.geometry.coordinates[1]),
			lon=unicode(point.geometry.coordinates[0])
		))

		ET.SubElement(node, 'tag', dict(k='name', v=unicode(point.properties[name_field])))
		ET.SubElement(node, 'tag', dict(k='note', v=unicode(point.properties[name_field])))

		# so that this doesn't show up in the output again.
		del point.properties[name_field]

		if all_tags:
			# write out other properties as custom tags
			for k, v in point.properties.iteritems():
				ET.SubElement(node, 'tag', dict(k=u'custom:' + k, v=unicode(v)))

	# write XML
	output_f.write("<?xml version='1.0' encoding='UTF-8'?>\n")
	output_f.write(ET.tostring(output_dom, encoding='utf-8'))
	output_f.write('\n')
	output_f.close()

def main():
	parser = argparse.ArgumentParser()

	parser.add_argument('input', nargs=1,
		type=argparse.FileType('rb'),
		help='Input GeoJSON file'
	)

	parser.add_argument('-o', '--output',
		required=True,
		type=argparse.FileType('wb'),
		help='Output OSM file'
	)

	parser.add_argument('-n', '--name-field',
		default='name',
		help='Field to use for the "name" tag [default: %(default)s]'
	)

	parser.add_argument('-a', '--all-tags',
		action='store_true',
		help='Include all properties of the GeoJSON file as tags'
	)

	options = parser.parse_args()

	osmme(options.input[0], options.output, options.name_field, options.all_tags)

if __name__ == '__main__':
	main()


text:
import java.util.*;

/**
 * A simple address parser that breaks up the input string into tokens based on
 * non-letter characters, identifies entities based on matches with state/city
 * list and matches city to state using brutal force.
 *
 * @author Tao Qian
 *
 */
public class SimpleAddressParser extends USAddressParser {

	// The HashMap that stores that uses a list of U.S. city
	// names as keys and their respective state(s) as the value.
	// We used HashMap because the dataset is small enough to fit
	// in the memory.
	private HashMap<String, ArrayList<String>> cityToState;

	public SimpleAddressParser(HashMap<String, ArrayList<String>> cityToState) {
		this.cityToState = cityToState;
	}

	protected ArrayList<AddressPair> matchAddressPairs(
			ArrayList<EntityCandidate> possibleCities,
			ArrayList<EntityCandidate> possibleStates) {
		// Try evey city, state combinations to see if there is a match.
		// Not the best solution but performance is still okay with small input
		// we have.
		ArrayList<AddressPair> results = new ArrayList<AddressPair>();
		for (int i = 0; i < possibleCities.size(); i++) {
			EntityCandidate possibleCity = possibleCities.get(i);
			for (int j = 0; j < possibleCity.matches.size(); j++) {
				String state = possibleCity.matches.get(j);
				for (int k = 0; k < possibleStates.size(); k++) {
					// A match is only valid if the two entities do not
					// intersect.
					if (state.equals(possibleStates.get(k).name)
							&& !possibleStates.get(k).intersect(possibleCity)) {
						results.add(new AddressPair(possibleCity,
								possibleStates.get(k)));
					}
				}
			}
		}

		ArrayList<AddressPair> newResult = new ArrayList<AddressPair>();

		// If there is no valid city, state combination,
		if (results.size() == 0) {
			// check if there is a valid city
			if (possibleCities.size() != 0) {
				Collections.sort(possibleCities);
				// For now, we just pick the first possible city, and its first
				// possible state
				newResult.add(new AddressPair(possibleCities.get(0).name,
						possibleCities.get(0).matches.get(0)));
				return newResult;
			}

			// check if there is a valid state
			// the default size is 1 because no_state was added to the list.
			if (possibleStates.size() != 1) {
				Collections.sort(possibleStates);
				newResult.add(new AddressPair(null, possibleStates.get(0)));
				return newResult;
			}
			return newResult;
		}

		// If there is only one possible result, return it
		if (results.size() == 1) {
			return results;
		}

		// If there are more than one results,
		// return the first two that do not intersect with each other.
		for (int i = 0; i < results.size(); i++) {
			for (int j = i + 1; j < results.size(); j++) {
				if (!results.get(i).intersect(results.get(j))) {
					newResult.add(results.get(i));
					newResult.add(results.get(j));
					return newResult;
				}
			}
		}
		return newResult;
	}

	/**
	 * Look at N consecutive tokens in the list of tokens and see if they are
	 * valid entities. A entity is valid if it is a city name, or state name
	 * (not abbreviated).
	 *
	 * @param N
	 * @param tokens
	 * @param cityToState
	 * @param possibleCities
	 * @param possibleStates
	 */
	private void getPossibleMatchesForNTokens(int N, ArrayList<String> tokens,
			HashMap<String, ArrayList<String>> cityToState,
			ArrayList<EntityCandidate> possibleCities,
			ArrayList<EntityCandidate> possibleStates) {
		for (int i = 0; i < tokens.size() - N + 1; i++) {
			String combination = tokens.get(i);
			for (int j = 1; j < N; j++) {
				combination += " " + tokens.get(i + j);
			}

			ArrayList<String> a = cityToState.get(combination);
			if (a != null) {
				possibleCities.add(new EntityCandidate(combination, i, i + N
						- 1, a));
			}

			String state = stateLongToShort.get(combination);
			if (state != null) {
				possibleStates.add(new EntityCandidate(state, i, i + N - 1,
						null));
			}
		}
	}

	@Override
	protected void identifyEntities(ArrayList<String> tokens,
			ArrayList<EntityCandidate> possibleCities,
			ArrayList<EntityCandidate> possibleStates) {
		// Check for entities for up to 5 tokens
		getPossibleMatchesForNTokens(5, tokens, cityToState, possibleCities,
				possibleStates);
		getPossibleMatchesForNTokens(4, tokens, cityToState, possibleCities,
				possibleStates);
		getPossibleMatchesForNTokens(3, tokens, cityToState, possibleCities,
				possibleStates);
		getPossibleMatchesForNTokens(2, tokens, cityToState, possibleCities,
				possibleStates);
		getPossibleMatchesForNTokens(1, tokens, cityToState, possibleCities,
				possibleStates);

		// For single token, also need to check it against abbreviation of
		// states
		for (int i = 0; i < tokens.size(); i++) {
			String word = tokens.get(i);
			if (stateShortToLong.containsKey(word)) {
				possibleStates.add(new EntityCandidate(word, i, i, null));
			}
		}
	}

	@Override
	protected ArrayList<String> getTokens(String s) {
		// Break a string into tokens by only taking letters.
		HashSet<String> ignored = new HashSet<String>();
		ignored.add("us");
		ignored.add("");

		ArrayList<String> tokens = new ArrayList<String>();
		String currentToken = "";
		for (int i = 0; i < s.length(); i++) {
			char c = s.charAt(i);
			if (isLetter(c)) {
				currentToken += c;
			} else {
				currentToken = currentToken.toLowerCase();
				if (!ignored.contains(currentToken)) {
					tokens.add(currentToken);
					currentToken = "";
				}
			}
		}
		currentToken = currentToken.toLowerCase();
		if (!ignored.contains(currentToken)) {
			tokens.add(currentToken);
		}
		return tokens;
	}

	/**
	 * Check whether a character is letter.
	 *
	 * @param c
	 *            the character to be checked
	 * @return true if the character is a letter in the English alphabet
	 */
	public static boolean isLetter(char c) {
		if (c >= 'a' && c <= 'z') {
			return true;
		}
		if (c >= 'A' && c <= 'Z') {
			return true;
		}
		return false;
	}

}


text:
package fi.evident.apina.spring.testclasses;

public record SimpleRecord(String foo, int bar) {
}


text:
Music-Boxes
===========

####ABOUT:

A simple music game, 7 colored boxes that you click to create a sound!

####TECH:

HTML, CSS, JavaScript, and jQuery.

####TEAM

#####Michael Angelo
* Website: https://yamikamisama.github.io
* GitHub: https://github.com/Yamikamisama
* LinkedIn: http://www.linkedin.com/pub/michael-angelo/9a/a93/1b0/
* Email: yamikamisama@gmail.com


text:
#include "src/gpu/GrRectanizerPow2.h"

bool GrRectanizerPow2::addRect(int width, int height, SkIPoint16* loc) {
    if ((unsigned)width > (unsigned)this->width() ||
        (unsigned)height > (unsigned)this->height()) {
        return false;
    }

    int32_t area = width * height; // computed here since height will be modified

    height = GrNextPow2(height);
    if (height < kMIN_HEIGHT_POW2) {
        height = kMIN_HEIGHT_POW2;
    }

    Row* row = &fRows[HeightToRowIndex(height)];
    SkASSERT(row->fRowHeight == 0 || row->fRowHeight == height);

    if (0 == row->fRowHeight) {
        if (!this->canAddStrip(height)) {
            return false;
        }
        this->initRow(row, height);
    } else {
        if (!row->canAddWidth(width, this->width())) {
            if (!this->canAddStrip(height)) {
                return false;
            }
            // that row is now "full", so retarget our Row record for
            // another one
            this->initRow(row, height);
        }
    }

    SkASSERT(row->fRowHeight == height);
    SkASSERT(row->canAddWidth(width, this->width()));
    *loc = row->fLoc;
    row->fLoc.fX += width;

    SkASSERT(row->fLoc.fX <= this->width());
    SkASSERT(row->fLoc.fY <= this->height());
    SkASSERT(fNextStripY <= this->height());
    fAreaSoFar += area;
    return true;
}

///////////////////////////////////////////////////////////////////////////////

// factory is now in GrRectanizer_skyline.cpp
//GrRectanizer* GrRectanizer::Factory(int width, int height) {
//    return new GrRectanizerPow2  (width, height);
//}


text:
require 'bundler/setup'
require 'shipshape'
require 'simplecov'

SimpleCov.start do
  minimum_coverage 100
  refuse_coverage_drop

  formatter SimpleCov::Formatter::MultiFormatter.new [SimpleCov::Formatter::HTMLFormatter]
end

RSpec.configure do |config|
  # Enable flags like --only-failures and --next-failure
  config.example_status_persistence_file_path = '.rspec_status'

  config.expect_with :rspec do |c|
    c.syntax = :expect
  end
end


text:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace user_form
{
    class Program
    {
        static void Main(string[] args)
        {
            var firstname = Console.ReadLine();
            var lastname = Console.ReadLine();
            var age = int.Parse(Console.ReadLine());
            var town = Console.ReadLine();

            Console.WriteLine("You are {0} {1}, a {2}-year old person from {3}.", firstname, lastname, age, town);
        }
    }
}


text:
import styles from './Toggle.less';

import React, { PropTypes, Component } from 'react';

export default class Toggle extends Component {
  static propTypes = {
    values: PropTypes.arrayOf(PropTypes.string).isRequired,
    currentValue: PropTypes.string.isRequired,
    onChange: PropTypes.func.isRequired
  };

  onClick = () => {
    const { values, currentValue, onChange } = this.props;
    const otherValue = (currentValue === values[0] ? values[1] : values[0]);

    onChange(otherValue);
  };

  render() {
    const { currentValue } = this.props;

    return (
      <button
        className={styles.button}
        type="button"
        onClick={this.onClick}
      >
        {currentValue}
      </button>
    );
  }
}


text:
package id.bizdir.list;

import java.util.ArrayList;

import id.bizdir.model.NewsBusinessCategory;

/**
 * Created by Hendry on 29/07/2015.
 */
public class NewsBusinessCategoryList {
    public ArrayList<NewsBusinessCategory> news_business_category;

    public NewsBusinessCategoryList() {
        news_business_category = new ArrayList<>();
    }

}


text:
<?php
    /**
    *   Theme: Pure Bootstrap
    *   The template for displaying the sidebar.
    *   Displays the sidebar content
    *   @package Pure Bootstrap
    *   @version Pure Bootstrap 1.1.1
    */
?>
<div id="sidebar" class="col-sm-3 col-md-3">
    <?php dynamic_sidebar('first-right-sidebar'); ?>
    <?php dynamic_sidebar('second-right-sidebar'); ?>
</div>


text:
angular.module('openspecimen')
  .directive('osMdInput', function($timeout, $document) {
    var value;

    function toggleLabel(labelEl, val) {
      labelEl.hide();
      if (val != undefined && val != null && val.length > 0) {
        labelEl.show();
      } else if (!!value) {
        labelEl.show();
      }
    }

    function onKeyUp(element) {
      return function() {
        var input = element.find('input');
        if (input.length <= 0) {
          return;
        }

        var labelEl = element.find('label.os-md-input-label');
        input.bind('keyup', function(event) {
          toggleLabel(labelEl, input.val());
        });
      };
    };

    function handleTextArea(scope, element) {
      var threshold    = 6,
          minHeight    = element[0].offsetHeight,
          paddingLeft  = element.css('paddingLeft'),
          paddingRight = element.css('paddingRight');

      var shadow = angular.element('

').css({
        position:   'absolute',
        top:        -10000,
        left:       -10000,
        width:      element[0].offsetWidth - parseInt(paddingLeft || 0) - parseInt(paddingRight || 0),
        fontSize:   element.css('fontSize'),
        fontFamily: element.css('fontFamily'),
        lineHeight: element.css('lineHeight'),
        resize:     'none'
      });

      angular.element($document[0].body).append(shadow);

      function times (string, number) {
        for (var i = 0, r = ''; i < number; i++) {
          r += string;
        }
        return r;
      }

      function update () {
        var val = element.val().replace(/</g, '<')
          .replace(/>/g, '>')
          .replace(/&/g, '&')
          .replace(/\n$/, '
 ')
          .replace(/\n/g, '
')
          .replace(/\s{2,}/g, function( space ) {
            return times(' ', space.length - 1) + ' ';
          });

        shadow.html(val);
        element.css('height', Math.max(shadow[0].offsetHeight + threshold , minHeight));
      }

      scope.$on('$destroy', function() {
        shadow.remove();
      });

      element.bind('keyup change' , update);
      update();
    }

    function linker(scope, element, attrs) {
      $timeout(onKeyUp(element));

      var labelEl = element.find('label.os-md-input-label');
      scope.$watch(attrs.ngModel, function(newVal) {
        value = newVal;
        toggleLabel(labelEl, newVal);
      });

      var textAreaEl = element.find('textarea');
      if (textAreaEl.length > 0) {
        handleTextArea(scope, textAreaEl);
      }
    };

    return {
      restrict: 'A',
      compile: function(tElem, tAttrs) {
        var inputDiv = angular.element('
')
          .addClass('os-md-input');

        var label = angular.element('')
          .addClass('os-md-input-label')
          .append(tAttrs.placeholder);

        if (tAttrs.help && tAttrs.placeholder) {
          label.attr('help', tAttrs.help);
          label.append('');
        }

        inputDiv.append(label);
        inputDiv.append(tElem.clone().removeAttr('os-md-input').removeAttr('edit-when'));

        var next = tElem.next();
        if (angular.isDefined(next.hasAttribute) && next.hasAttribute('os-field-error')) {
          inputDiv.append(next.clone());
        }

        var div = undefined;
        if (tAttrs.editWhen) {
          inputDiv.attr("ng-if", tAttrs.editWhen);

          var valLabel = angular.element('')
            .attr("ng-if", "!(" + tAttrs.editWhen + ")")
            .attr("title", "{{" + tAttrs.ngModel + "}}")
            .append("{{" + (tAttrs.displayProp ? tAttrs.ngModel + "['" + tAttrs.displayProp + "']" : tAttrs.ngModel) + "}}");

          div = angular.element('

')
            .append(inputDiv)
            .append(valLabel);
        } else {
          div = inputDiv;
        }

        tElem.replaceWith(div);
        return linker;
      }
    };
  });


text:
<?php

/**
 * Generated 2020-10-07T15:32:14+00:00 16.0.20523.12005
 */
namespace Office365\SharePoint\ComplianceFoundation\Models;

use Office365\Runtime\ClientValue;
class RetentionWorkItemInput extends ClientValue
{
    /**
     * @var string
     */
    public $SignalsEndTimeStamp;
    /**
     * @var string
     */
    public $SignalsStartTimeStamp;
    /**
     * @var string
     */
    public $SignalsStorageName;
}


text:
SYNONYM

#### According to
The Catalogue of Life, 3rd January 2011

#### Published in
Trutovye griby Evropeiskoi chasti SSSR i Kavkaza (Moscow) 128 (1953)

#### Original name
Polyporus versiporus Lloyd, 1915

### Remarks
null


text:
namespace MediatelExercise1.Entities
{
    using System;
    using System.Data.Entity;
    using System.Linq;

    public class MediatelModel : DbContext
    {
        public MediatelModel()
            : base("name=MediatelModel")
        {
        }

        // Add a DbSet for each entity type that you want to include in your model. For more information
        // on configuring and using a Code First model, see http://go.microsoft.com/fwlink/?LinkId=390109.

        public virtual DbSet<MapRequest> MapRequests { get; set; }
        public virtual DbSet<MapSearchResult> MapSearchResults { get; set; }
    }

}


text:
class Drink < ActiveRecord::Base
  belongs_to :user

  ERRCODE = 1

  validates_presence_of :name, :cups
  validate :number_of_cups_should_be_greater_than_zero, :number_of_cups_should_be_less_than_ten
  validates_numericality_of :cups

  def number_of_cups_should_be_less_than_ten
    if cups >= 10
      errors.add(:cups, "-- We know you love coffee, but you couldn't have possibly drank that many cups!")
    end
  end

  def number_of_cups_should_be_greater_than_zero
    if cups <= 0
      errors.add(:cups, "-- You need some coffee!")
    end
  end
end


text:
class CreateDeviceTokens < ActiveRecord::Migration
  def change
    create_table :device_tokens do |t|
      t.string :token

      t.timestamps null: false
    end
  end
end


text:
Include test

Demonstrating how includes work.

Title For the partial.

This is a partial that can be included

After text


text:
I built upon the Casper theme, view it here [timney.net](http://www.timney.net)

To use add your Google Analytics key in default.hbs and your disqus username to post.hbs.


text:
#include "Inputs_Allowed.h"

struct Radiation_BC_Data{
  RADIATION_BC_TYPE type;
  double value;
  INCIDENT_BC_VALUE_TYPE value_type;
  BC_ANGLE_DEPENDENCE angle_dependence;
  BC_ENERGY_DEPENDENCE energy_dependence;
  BC_TIME_DEPENDENCE time_dependence;
  double start_time;
  double end_time;

  /// Default to every value be invalid
  Radiation_BC_Data() :
    type(INVALID_RADIATION_BC_TYPE),
    value(-1.) ,
    value_type(INVALID_INCIDENT_BC_VALUE_TYPE),
    angle_dependence(INVALID_BC_ANGLE_DEPENDENCE),
    energy_dependence(INVALID_BC_ENERGY_DEPENDENCE),
    time_dependence(INVALID_BC_TIME_DEPENDENCE),
    start_time(-1.),
    end_time(-2.)
  {}

};

#endif


text:
using System.Linq;
using Abp.Application.Editions;
using AnimalRegister.Editions;
using AnimalRegister.EntityFramework;

namespace AnimalRegister.Migrations.Seeding
{
    public class DefaultEditionsCreator
    {
        /// <summary>
        /// References the database context
        /// </summary>
        private readonly AnimalRegisterDatabaseContext _context;

        /// <summary>
        /// Constructor
        /// </summary>
        public DefaultEditionsCreator(AnimalRegisterDatabaseContext context)
        {
            _context = context;
        }

        /// <summary>
        /// Creates default editions
        /// </summary>
        public void Create()
        {
            CreateEditions();
        }

        /// <summary>
        /// Creates default editions
        /// </summary>
        private void CreateEditions()
        {
            var defaultEdition = _context.Editions.FirstOrDefault(e =>
                e.Name == EditionManager.DefaultEditionName
            );

            if (defaultEdition == null)
            {
                defaultEdition = new Edition
                {
                    Name = EditionManager.DefaultEditionName,
                    DisplayName = EditionManager.DefaultEditionName
                };

                _context.Editions.Add(defaultEdition);
                _context.SaveChanges();
            }
        }
    }
}


text:
<!DOCTYPE html>

    <title>Cross-Platform Search Tool</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1">

    <?php echo link_tag('vendor/bootstrap/css/bootstrap.min.css'); ?>
	<?php echo link_tag('vendor/font-awesome/css/font-awesome.min.css'); ?>
	<?php echo link_tag('css/searchTool.css'); ?>
	<?php if(!isset($email)) { ?><?php echo link_tag('css/bootstrap-social.css'); ?><?php } ?>
	<?php echo link_tag('vendor/overhang/css/overhang.min.css'); ?>

	<?php if(isset($email)) {?>

	<?php } else {?>

	<?php }?>

	<?php if(!isset($email)) { ?>

					<button type="button" class="close" data-dismiss="modal" aria-label="Close">×</button>

Contribute to the project

								You as a user can participate to the project by supplying new content or editing existing content on our contribution page

								Register and login using your favorite social account

								Changes and addition are verified by our admins before being adopted into the system

							<button id="googleLoginBtn" type="button" class="btn btn-social btn-google">
								 Sign in with Google
							</button>

	<?php }?>

Mobile Framework Comparison Tool

Compare your favorite mobile development tool with other existing tools out there. Determine which tool is best suited for your needs by filtering the list of tracked tools with your search criteria.

				<a class="btn btn-primary btn-lg" href="<?php echo base_url();?>publicCon/learnmore" role="button">Learn more »
				<?php if(!isset($email)) {?>
				<a id="goToCompareBtn" class="btn btn-primary btn-lg" href="<?php echo base_url();?>publicCon/compare" role="button">Compare »
				<button type="button" class="btn btn-primary btn-lg" data-toggle="modal" data-target="#contributeLoginModal">Contribute</button>
				<?php } else {?>
				<a id="goToCompareBtn" class="btn btn-primary btn-lg" href="<?php echo base_url();?>privateCon/compare" role="button">Compare »
				<?php if(isset($email)) { ?><a id="goToContibution" href="<?php echo base_url();?>privateCon/contribute" class="btn btn-info btn-lg" role="button">Start Contributing<?php } ?>
				<?php if(isset($email)) { ?><button id="socialSignOut" type="button" class="btn btn-danger btn-lg pull-right" data-toggle="tooltip" data-placement="top" title="Signed in as: <?php print $email ?>">Sign out</button><?php } ?>
				<?php }?>

					<input id="filter" type="search" placeholder="Filter By Tool Name" class="form-control">

Number of tracked tools

					0
					0
					0
					0

			<button type="button" class="btn btn-default btn-clear" disabled>
				Clear All
			</button>

								Tool status

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

Is the tool still available?

								<input id="active" type="checkbox" value="active" class="custom-checkbox"/>
								Active
								<input id="discontinued" type="checkbox" value="discontinued" class="custom-checkbox"/>
								Discontinued
							</fieldset>

								Technology

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

What cross-platform technology must be used?

								<input id="nativejavascript" type="checkbox" value="nativejavascript" class="custom-checkbox"/>
								Native JavaScript
								<input id="webtonative" type="checkbox" value="webtonative" class="custom-checkbox"/>
								Web-to-native wrapper
								<input id="javascript_tool" type="checkbox" value="javascript_tool" class="custom-checkbox"/>
								JS framework/toolkit
								<input id="sourcecode" type="checkbox" value="sourcecode" class="custom-checkbox"/>
								Code translator
								<input id="runtime" type="checkbox" value="runtime" class="custom-checkbox"/>
								Runtime
								<input id="appfactory" type="checkbox" value="appfactory" class="custom-checkbox"/>
								App Factory
							</fieldset>

								Platform

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

Which platforms must be supported by the framework?

								<input id="android" type="checkbox" value="android" class="custom-checkbox"/>
								Android
								<input id="ios" type="checkbox" value="ios" class="custom-checkbox"/>
								iOS
								<input id="windowsphone" type="checkbox" value="windowsphone" class="custom-checkbox"/>
								WindowsPhone
								<input id="blackberry" type="checkbox" value="blackberry" class="custom-checkbox"/>
								Blackberry
								<input id="tizen" type="checkbox" value="tizen" class="custom-checkbox"/>
								Tizen
								<input id="firefoxos" type="checkbox" value="firefoxos" class="custom-checkbox"/>
								Firefox OS
								<input id="watchos" type="checkbox" value="watchos" class="custom-checkbox"/>
								Watch OS
							</fieldset>

								Target

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

What type of application should the framework output?

								<input id="hybridapp" type="checkbox" value="hybridapp" class="custom-checkbox"/>
								Hybrid App
								<input id="nativeapp" type="checkbox" value="nativeapp" class="custom-checkbox"/>
								Native App
								<input id="mobilewebsite" type="checkbox" value="mobilewebsite" class="custom-checkbox"/>
								Mobile website
								<input id="webapp" type="checkbox" value="webapp" class="custom-checkbox"/>
								Web App
							</fieldset>

								Development Language

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

Which development language would you like to use?

								<input id="php" type="checkbox" value="php" class="custom-checkbox"/>
								PHP
								<input id="basic" type="checkbox" value="basic" class="custom-checkbox"/>
								Basic
								<input id="java" type="checkbox" value="java" class="custom-checkbox"/>
								Java
								<input id="ruby" type="checkbox" value="ruby" class="custom-checkbox"/>
								Ruby
								<input id="actionscript" type="checkbox" value="actionscript" class="custom-checkbox"/>
								ActionScript
								<input id="csharp" type="checkbox" value="csharp" class="custom-checkbox"/>
								C#
								<input id="lua" type="checkbox" value="lua" class="custom-checkbox"/>
								LUA
								<input id="xml" type="checkbox" value="xml" class="custom-checkbox"/>
								XML
								<input id="html" type="checkbox" value="html" class="custom-checkbox"/>
								HTML
								<input id="css" type="checkbox" value="css" class="custom-checkbox"/>
								CSS
								<input id="js" type="checkbox" value="js" class="custom-checkbox"/>
								JavaScript
								<input id="cplusplus" type="checkbox" value="cplusplus" class="custom-checkbox"/>
								C++
								<input id="visualeditor" type="checkbox" value="visualeditor" class="custom-checkbox"/>
								Visual Editor
							</fieldset>

								Hardware Features

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

Which hardware features must be supported?

								<input id="accelerometer" type="checkbox" value="accelerometer" class="custom-checkbox"/>
								Accelerometer
								<input id="device" type="checkbox" value="device" class="custom-checkbox"/>
								Device
								<input id="file" type="checkbox" value="file" class="custom-checkbox"/>
								File
								<input id="bluetooth" type="checkbox" value="bluetooth" class="custom-checkbox"/>
								Bluetooth
								<input id="camera" type="checkbox" value="camera" class="custom-checkbox"/>
								Camera
								<input id="capture" type="checkbox" value="capture" class="custom-checkbox"/>
								Capture
								<input id="geolocation" type="checkbox" value="geolocation" class="custom-checkbox"/>
								Geolocation
								<input id="gestures_multitouch" type="checkbox" value="gestures_multitouch" class="custom-checkbox"/>
								Multitouch gestures
								<input id="compass" type="checkbox" value="compass" class="custom-checkbox"/>
								Compass
								<input id="connection" type="checkbox" value="connection" class="custom-checkbox"/>
								Connection
								<input id="contacts" type="checkbox" value="contacts" class="custom-checkbox"/>
								Contacts
								<input id="messages_telephone" type="checkbox" value="messages_telephone" class="custom-checkbox"/>
								Telephone messages
								<input id="nativeevents" type="checkbox" value="nativeevents" class="custom-checkbox"/>
								Native events
								<input id="nfc" type="checkbox" value="nfc" class="custom-checkbox"/>
								NFC
								<input id="notification" type="checkbox" value="notification" class="custom-checkbox"/>
								Notification
								<input id="storage" type="checkbox" value="storage" class="custom-checkbox"/>
								Storage
								<input id="vibration" type="checkbox" value="vibration" class="custom-checkbox"/>
								Vibration
							</fieldset>

								License

							<fieldset class="fieldset accordion-content" role="tab-panel" style="display: block;" aria-hidden="false">

What license is required?

								<input id="free" type="checkbox" value="free" class="custom-checkbox"/>
								Free
								<input id="opensource" type="checkbox" value="opensource" class="custom-checkbox"/>
								Open Source
								<input id="commercial" type="checkbox" value="commercial" class="custom-checkbox"/>
								Commercial lic.
								<input id="enterprise" type="checkbox" value="enterprise" class="custom-checkbox"/>
								Enterprise Lic.
							</fieldset>

				Info! No framework fits the search criteria. Please refine your search input.


text:
<?php
/**
 * Front Page Template
 *
 * The front page template is used by the home page/default URL of your site.
 *
 */
?>
<?php get_header(); ?>

Hello, world!

shwib is a starter kit for rapid Wordpress theme development.

          <a class="btn btn-primary" href="<?php bloginfo('url');?>/quick-start-guide/">Get started

Your favourite tools

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/bootstrap-logo.png">

Bootstrap

Sass powered Boostrap 4.0 alpha.

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/theme-hybrid-logo.png">

Hybrid

Wordpress enhancements courtesy of the Hybrid Framework.

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/grunt-bower.png">

Yarn & Grunt

Modern front end development toolkit.

Built with shwib

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/pv-magazine-screen.png">

pv magazine USA

The world's leading solar energy trade journal.

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/academy-screen-1.png">

betahaus Academy

Redefining education for the makers and doers of tomorrow.

              <img src="<?php bloginfo('template_url');?>/_/img/demo-content-img/bienenbox-screen.png">

BienenBox

Social network and online shop for urban beekeepers.

<?php get_footer(); ?>


text:
package lejos.nxt.rcxcomm;

import java.io.IOException;
import java.io.InputStream;
import java.io.OutputStream;
import lejos.util.Delay;

/*
 * WARNING: THIS CLASS IS SHARED BETWEEN THE classes AND pccomms PROJECTS.
 * DO NOT EDIT THE VERSION IN pccomms AS IT WILL BE OVERWRITTEN WHEN THE PROJECT IS BUILT.
 */

/**
 * RCXAbstractPort provides an interface similar to java.net.Socket
 * Adapted from original code created by the LEGO3 Team at DTU-IAU
 * RCXAbstractPort implements input and output stream handling and input
 * buffering. It uses a packet handler for sending and receivng packets.
 * This version is abstract because it has no packet handler defined.
 * Specific versions of RCXAbstractPort override the constructor and
 * set up the packet handler to use a specific protocol stack.
 *
 * @author Brian Bagnall
 * @author Lawrie Griffiths
 *
 */
public abstract class RCXAbstractPort {

   private boolean portOpen = true;
   private Listener listener;
   private int timeOut = 0;

   private RCXInputStream rcxin;
   private RCXOutputStream rcxout;
   protected PacketHandler packetHandler;

   /**
    * Constructor for the RCXAbstractPort.
    * Opens the port, and sets the protocol packet handler.
    * @param handler the packet handler
    */
   public RCXAbstractPort(PacketHandler handler) throws IOException {
      packetHandler = handler;
      rcxin = new RCXInputStream(this);
      rcxout = new RCXOutputStream(packetHandler);
      listener = new Listener();
      listener.setDaemon(true);
      listener.start();
   }

   /** Returns an input stream for this RCXPort.
    * @return an input stream for reading bytes from this RCXPort.
    */
   public InputStream getInputStream() {
      return (InputStream) rcxin;
   }

   /** Returns an output stream for this RCXPort.
    * @return an output stream for writing bytes to this RCXPort.
    */
   public OutputStream getOutputStream() {
      return (OutputStream) rcxout;
   }

   /**
    * Resets sequence numbers for this port
    */
   public void reset() {
     packetHandler.reset();
   }

   /** Closes this RCXPort, stopping the Listener thread.
    */
   public void close() {
      portOpen = false;
   }

   /** Getter for property timeOut.
    * @return Value of property timeOut.
    */
   public int getTimeOut() {
      return timeOut;
   }

   /** Setter for property timeOut.
    * @param timeOut New value of property timeOut.
    */
   public void setTimeOut(int timeOut) {
      this.timeOut = timeOut;
   }

   private byte [] inPacket = new byte[2];

   /** Listener class runs a thread that reads and buffers bytes.
    * Allows a maximum of two bytes in a packet.
    */
   private class Listener extends Thread {
      public void run() {
         while (portOpen) {
            if (packetHandler.isPacketAvailable()) {
              int r = packetHandler.receivePacket(inPacket);
              for(int i=0;i<r;i++) rcxin.add(inPacket[i]);
            }
            Delay.msDelay(10);
         }
      }
   }

   /**
    * Hidden inner class extending InputStream.
    */
   private class RCXInputStream extends InputStream {

      /** The default buffer size for the InputStream
       */
      public static final int bufferSize = 32;
      private byte[] buffer = new byte[bufferSize];
      private int current = 0, last = 0;
      private RCXAbstractPort dataPort;
      private IOException ioe = new IOException();

      /** Creates new RCXInputStream
      * @param port The RCXAbstractPort which should deliver data for to this InputStream
      */
      public RCXInputStream(RCXAbstractPort port) {
         dataPort = port;
      }

      /** Checks if there is any data avaliable on the InputStream
      * @throws IOException is never thrown
      * @return The number of bytes avaliable on the InputStream
      */
      public int available() throws IOException {
         if (last < current)
            return bufferSize-(current-last);
         else
            return last-current;
      }

      /** Read a single byte from the InputStream. Returns value as
      * an int value between 0 and 255.
      * @throws IOException is thrown when the read is timed out
      * @return A data byte from the stream
      */
      public synchronized int read() throws IOException {
         int time1 = (int)System.currentTimeMillis();
         int timeOut = dataPort.getTimeOut();
         while (available() == 0) {
            if (timeOut != 0 && ((int)System.currentTimeMillis()-time1 > timeOut)) {
                  throw ioe;
            }
            Delay.msDelay(10);
         }

         synchronized (buffer) {
            int b = buffer[current++];
            if (current == bufferSize)
               current = 0;

            if(b < 0) b = b + 256;
            return b;
         }
      }

      /** Add a data byte to the stream
      * This method should only be called by the RCXPort that
      * created the RCXInputStream
      * @param b The data byte
      */
      void add(byte b) {
         synchronized (buffer) {
            buffer[last++] = b;
            if (last == bufferSize)
               last = 0;
         }
      }
   }

   /** Hidden inner class extending OutputStream.
    */
   private class RCXOutputStream extends OutputStream {

      private PacketHandler packetHandler;
      private IOException ioe = new IOException();

      /** Creates new RCXOutputStream
      * @param handler the packet handler used to send data
      */
      public RCXOutputStream(PacketHandler handler) {
         packetHandler = handler;
      }

      private byte [] bytePacket = new byte[1];

      /** Write a byte to the OutputStream.
      * @param b The byte.
      * @throws IOException if the byte could not be written to the stream
      */
      public synchronized void write(int b) throws IOException {
         bytePacket[0] = (byte) b;
         if (!packetHandler.sendPacket(bytePacket,1)) throw ioe;
      }
   }
}


text:
/*global define*/

define([
    'jquery',
    'backbone',
    'models/game',
    'views/game'
], function ($, Backbone, GameModel, GameView) {
    'use strict';

    // https://designbye.wordpress.com/tag/historical-stock-quotes/

    var GameRouter = Backbone.Router.extend({
        routes: {
            'game/:symbol': 'game',
            '': 'home'
        },

        initialize: function () {
            this.gameModel = new GameModel();
            this.gameView = new GameView({model: this.gameModel});
        },

        home: function () {
            return this.gameView.render();
        },

        game: function (symbol) {
            this.gameModel.set('symbol', symbol);
            this.gameView.renderGame();
        }

    });

    return GameRouter;
});


text:
namespace ICA_13
{
    partial class frmMain
    {
        /// <summary>
        /// Required designer variable.
        /// </summary>
        private System.ComponentModel.IContainer components = null;

        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
        protected override void Dispose(bool disposing)
        {
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }

        #region Windows Form Designer generated code

        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        private void InitializeComponent()
        {
            this.components = new System.ComponentModel.Container();
            this.btnStart = new System.Windows.Forms.Button();
            this.btnClear = new System.Windows.Forms.Button();
            this.tbSize = new System.Windows.Forms.TrackBar();
            this.lblBallSize = new System.Windows.Forms.Label();
            this.lblThreads = new System.Windows.Forms.Label();
            this.tmrTimer = new System.Windows.Forms.Timer(this.components);
            ((System.ComponentModel.ISupportInitialize)(this.tbSize)).BeginInit();
            this.SuspendLayout();
            //
            // btnStart
            //
            this.btnStart.Location = new System.Drawing.Point(13, 13);
            this.btnStart.Name = "btnStart";
            this.btnStart.Size = new System.Drawing.Size(75, 23);
            this.btnStart.TabIndex = 0;
            this.btnStart.Text = "Start";
            this.btnStart.UseVisualStyleBackColor = true;
            this.btnStart.Click += new System.EventHandler(this.btnStart_Click);
            //
            // btnClear
            //
            this.btnClear.Location = new System.Drawing.Point(13, 64);
            this.btnClear.Name = "btnClear";
            this.btnClear.Size = new System.Drawing.Size(75, 23);
            this.btnClear.TabIndex = 1;
            this.btnClear.Text = "Clear";
            this.btnClear.UseVisualStyleBackColor = true;
            this.btnClear.Click += new System.EventHandler(this.btnClear_Click);
            //
            // tbSize
            //
            this.tbSize.LargeChange = 20;
            this.tbSize.Location = new System.Drawing.Point(118, 13);
            this.tbSize.Maximum = 100;
            this.tbSize.Minimum = 10;
            this.tbSize.Name = "tbSize";
            this.tbSize.Size = new System.Drawing.Size(268, 45);
            this.tbSize.SmallChange = 10;
            this.tbSize.TabIndex = 2;
            this.tbSize.Value = 10;
            //
            // lblBallSize
            //
            this.lblBallSize.AutoSize = true;
            this.lblBallSize.Location = new System.Drawing.Point(234, 45);
            this.lblBallSize.Name = "lblBallSize";
            this.lblBallSize.Size = new System.Drawing.Size(47, 13);
            this.lblBallSize.TabIndex = 3;
            this.lblBallSize.Text = "Ball Size";
            //
            // lblThreads
            //
            this.lblThreads.AutoSize = true;
            this.lblThreads.Location = new System.Drawing.Point(128, 71);
            this.lblThreads.Name = "lblThreads";
            this.lblThreads.Size = new System.Drawing.Size(58, 13);
            this.lblThreads.TabIndex = 4;
            this.lblThreads.Text = "Threads: 0";
            //
            // tmrTimer
            //
            this.tmrTimer.Tick += new System.EventHandler(this.tmrTimer_Tick);
            //
            // frmMain
            //
            this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
            this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
            this.ClientSize = new System.Drawing.Size(391, 99);
            this.Controls.Add(this.lblThreads);
            this.Controls.Add(this.lblBallSize);
            this.Controls.Add(this.tbSize);
            this.Controls.Add(this.btnClear);
            this.Controls.Add(this.btnStart);
            this.Name = "frmMain";
            this.Text = "ICA 13";
            this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.frmMain_FormClosing);
            this.Load += new System.EventHandler(this.frmMain_Load);
            ((System.ComponentModel.ISupportInitialize)(this.tbSize)).EndInit();
            this.ResumeLayout(false);
            this.PerformLayout();

        }

        #endregion

        private System.Windows.Forms.Button btnStart;
        private System.Windows.Forms.Button btnClear;
        private System.Windows.Forms.TrackBar tbSize;
        private System.Windows.Forms.Label lblBallSize;
        private System.Windows.Forms.Label lblThreads;
        private System.Windows.Forms.Timer tmrTimer;
    }
}


text:
A simple FIP Radio player.
Displays the current/previous/next music that are/will be played on the FIP webradio.
It will also send a notification when the music changes using the system's default notification system.

![gofip](https://cloud.githubusercontent.com/assets/694365/8745908/7750a1c2-2c84-11e5-97fe-da9d154a4350.png)

## Requirements
You need to have GStreamer on your computer, otherwise the streaming capability won't work.

## Build
Here are the go dependencies you need to install in order to build it yourself.

```
go get "github.com/0xAX/notificator"
go get "github.com/andlabs/ui"
go get "github.com/ziutek/gst"
```

## TODO

 - Parse the startTime and endTime in the JSON response to request the server only when the music actually changes. (Currently requests the server every minute.)

## Known issues

 - When the streams stops (due to instable connection for example) it won't sync and it will keep reading the stream. I should add an option to resync the stream.
 - Sometimes the API changes and some fields are absent. There is no error check on that, must fix.
 - The covers don't automatically change.


text:
pip freeze
nosetests --with-coverage --cover-package flask_excel --cover-package tests tests --with-doctest --doctest-extension=.rst README.rst docs/source flask_excel


text:
namespace Azure.ResourceManager.MachineLearning.Models
{
    /// <summary> Describes AML Resource Usage. </summary>
    public partial class MachineLearningUsage
    {
        /// <summary> Initializes a new instance of MachineLearningUsage. </summary>
        internal MachineLearningUsage()
        {
        }

        /// <summary> Initializes a new instance of MachineLearningUsage. </summary>
        /// <param name="id"> Specifies the resource ID. </param>
        /// <param name="amlWorkspaceLocation"> Region of the AML workspace in the id. </param>
        /// <param name="usageType"> Specifies the resource type. </param>
        /// <param name="unit"> An enum describing the unit of usage measurement. </param>
        /// <param name="currentValue"> The current usage of the resource. </param>
        /// <param name="limit"> The maximum permitted usage of the resource. </param>
        /// <param name="name"> The name of the type of usage. </param>
        internal MachineLearningUsage(string id, string amlWorkspaceLocation, string usageType, UsageUnit? unit, long? currentValue, long? limit, UsageName name)
        {
            Id = id;
            AmlWorkspaceLocation = amlWorkspaceLocation;
            UsageType = usageType;
            Unit = unit;
            CurrentValue = currentValue;
            Limit = limit;
            Name = name;
        }

        /// <summary> Specifies the resource ID. </summary>
        public string Id { get; }
        /// <summary> Region of the AML workspace in the id. </summary>
        public string AmlWorkspaceLocation { get; }
        /// <summary> Specifies the resource type. </summary>
        public string UsageType { get; }
        /// <summary> An enum describing the unit of usage measurement. </summary>
        public UsageUnit? Unit { get; }
        /// <summary> The current usage of the resource. </summary>
        public long? CurrentValue { get; }
        /// <summary> The maximum permitted usage of the resource. </summary>
        public long? Limit { get; }
        /// <summary> The name of the type of usage. </summary>
        public UsageName Name { get; }
    }
}


text:
/* TEMPLATE GENERATED TESTCASE FILE
Filename: CWE563_Unused_Variable__unused_uninit_variable_int64_t_83_goodB2G.cpp
Label Definition File: CWE563_Unused_Variable__unused_uninit_variable.label.xml
Template File: source-sinks-83_goodB2G.tmpl.cpp
*/
/*
 * @description
 * CWE: 563 Unused Variable
 * BadSource:  Initialize data
 * Sinks:
 *    GoodSink: Initialize, then use data
 *    BadSink : Do nothing
 * Flow Variant: 83 Data flow: data passed to class constructor and destructor by declaring the class object on the stack
 *
 * */
#ifndef OMITGOOD

#include "std_testcase.h"
#include "CWE563_Unused_Variable__unused_uninit_variable_int64_t_83.h"

namespace CWE563_Unused_Variable__unused_uninit_variable_int64_t_83
{
CWE563_Unused_Variable__unused_uninit_variable_int64_t_83_goodB2G::CWE563_Unused_Variable__unused_uninit_variable_int64_t_83_goodB2G(int64_t dataCopy)
{
    data = dataCopy;
    /* POTENTIAL FLAW: Do not initialize or use data */
    ; /* empty statement needed for some flow variants */
}

CWE563_Unused_Variable__unused_uninit_variable_int64_t_83_goodB2G::~CWE563_Unused_Variable__unused_uninit_variable_int64_t_83_goodB2G()
{
    /* FIX: Initialize then use data */
    data = 5LL;
    printLongLongLine(data);
}
}
#endif /* OMITGOOD */


text:
package com.nrinaudo.fetch

import scala.util.Try

object ByteRange {
  private val Extractor = """([0-9]+)?-([0-9]+)?""".r

  private object PositiveInt {
    def unapply(value: String): Option[Int] = Try(value.toInt).toOption.filter(_ >= 0)
  }

  def parse(str: String): Option[ByteRange] = str match {
    case Extractor(PositiveInt(prefix), null)   => Some(PrefixRange(prefix.toInt))
    case Extractor(null,   PositiveInt(suffix)) => Some(SuffixRange(suffix.toInt))
    case Extractor(PositiveInt(prefix), PositiveInt(suffix)) if suffix >= prefix =>
      Some(FullRange(prefix.toInt, suffix.toInt))
    case _ => None
  }
}

sealed trait ByteRange

final case class SuffixRange(to: Int) extends ByteRange {
  require(to >= 0)

  override def toString = "-%d" format to
}

final case class PrefixRange(from: Int) extends ByteRange {
  require(from >= 0)

  override def toString = "%d-" format from
}

final case class FullRange(from: Int, to: Int) extends ByteRange {
  require(from >= 0 && to >= from)

  override def toString = "%d-%d" format(from, to)
}


text:
require File.dirname(__FILE__) + '/spec_helper'
require 'spec/runner/formatter/progress_bar_formatter'

# Example of a formatter with custom bactrace printing. Run me with:
# ruby bin/spec failing_examples -r examples/custom_formatter.rb -f CustomFormatter
class CustomFormatter < Spec::Runner::Formatter::ProgressBarFormatter
  def backtrace_line(line)
    line.gsub(/([^:]*\.rb):(\d*)/) do
      "#{$1}:#{$2} "
    end
  end
end


text:
<?php
if (class_exists('Dashlet')) {
/**
 * @author marcus@silverstripe.com.au
 * @license BSD License http://silverstripe.org/bsd-license/
 */
class FriendsDashlet extends Dashlet {
	public static $title = "People";

	public function canCreate($member = null) {
		return parent::canCreate($member);
	}
}

class FriendsDashlet_Controller extends Dashlet_Controller {

	private static $allowed_actions = array(
		'FriendSearchForm',
	);

	public $microBlogService;
	public $securityContext;

	static $dependencies = array(
		'microBlogService'		=> '%$MicroBlogService',
		'securityContext'		=> '%$SecurityContext',
	);

	public function init() {
		parent::init();

		Requirements::javascript(THIRDPARTY_DIR . '/jquery-form/jquery.form.js');
		Requirements::javascript('microblog/javascript/friends.js');
	}

	public function FriendSearchForm() {
		$fields = new FieldList(
			new TextField('Term', _t('MicroBlog.SEARCH_FOR_FRIENDS', 'New people'))
		);

		$actions = new FieldList(new FormAction('find', _t('MicroBlog.GO', 'Go')));
		$form = new Form($this, 'FriendSearchForm', $fields, $actions);

		return $form;
	}

	public function find($data, Form $form) {
		$term = isset($data['Term']) ? $data['Term'] : null;

		if ($term) {
			if ($this->request->isAjax()) {
				$possible = $this->microBlogService->findMember($term);
				if ($possible) {
					$output = $this->customise(array('Items' => $possible))->renderWith('FriendsResultList');
					return $output;
				}
			}
		}

		return '';
	}
}
}


text:
extern crate iron;
extern crate router;
extern crate bodyparser;
#[macro_use] extern crate backlogrs;
extern crate time;
extern crate "rustc-serialize" as rustc_serialize;

use backlogrs::*;
use backlogrs::models::*;
use iron::prelude::*;
use router::Router;

fn main() {
    let mut router = Router::new();
    router.get("/user", get_users);
    // Users aren't allowed to update; as soon as a user
    // is created it is stuck that way. At least for now.
    router.post("/user", post_login);
    router.get("/user/:id", get_user_by_id);
    router.get("/user/:id/library", get_library);
    router.get("/user/:uid/library/:eid", get_entry);
    router.post("/user/:id/library", post_entry);
    router.get("/game", get_games);
    router.get("/game/:id", get_game_by_id);
    router.get("/status", get_status);

    let mut chain = Chain::new(router);
    chain.link_before(Api);
    chain.link_before(DbConnection::new());
    // Prints the error in html body
    chain.link_after(DebugIronError);

    println!("Listening on port 3000...");
    Iron::new(chain).http("0.0.0.0:3000").unwrap();
}

fn post_entry(req: &mut Request) -> IronResult<Response> {
    let e = status::BadRequest;
    let mut new_entry = try!(req.get::<bodyparser::Struct<Entry>>()
                             .on_err(e)).unwrap();
    let user_id = try!(req.get_from_router::<i32>("id").on_err(e));

    let db = req.db();
    if let Some(entry_id) = new_entry.id {
        // The entry should be updated
        let stmt = try_iron!(db.prepare(
                "SELECT e.* FROM Login lo JOIN Library li ON lo.id = li.login_id \
                    JOIN Entry e ON e.id = li.entry_id WHERE e.id = $1 AND lo.id = $2"));
        let prev_entry = try_iron!(stmt.query(&[&entry_id, &user_id]))
            .collect_sql::<Vec<Entry>>()[0].clone();

        if new_entry.status.is_none() {
            new_entry.status = prev_entry.status;
        }
        if new_entry.time_played.is_none() {
            new_entry.time_played = prev_entry.time_played;
        }

        try_iron!(db.execute(
                "UPDATE Entry e SET status = $3, time_played = $4 WHERE e.id = $1 AND EXISTS \
                    (SELECT * FROM Library li WHERE li.entry_id = $1 AND li.login_id = $2)",
                    &[&entry_id, &user_id, &new_entry.status.unwrap(), &new_entry.time_played])
            => "failed, probably because name/email already exists");
    } else {
        if new_entry.game_id.is_none() {
            return Err(LibError::Cause(
                    "Both game and entry ID can't be null!".to_string())).on_err(e);
        }
        if new_entry.status.is_none() {
            new_entry.status = Some(Status::PlanToPlay);
        }
        if new_entry.time_played.is_none() {
            new_entry.time_played = Some(0.0);
        }

        // Insert new entry
        // Create transaction and commit if everything went as expected
        let trans = try_iron!(db.transaction());
        // First create entry and then map that into a library
        let stmt = try_iron!(trans.prepare(
                "INSERT INTO Entry (game_id, time_played, status) \
                    VALUES ($1, $2, $3) RETURNING *"));
        new_entry = try_iron!(opt: try_iron!(
                stmt.query(&[&new_entry.game_id, &new_entry.time_played,
                           &new_entry.status.unwrap()]))
            .collect_sql::<Vec<Entry>>().pop()
            => "Failed inserting new entry");

        // Create library entry
        try_iron!(trans.execute(
                "INSERT INTO Library (entry_id, login_id) VALUES ($1, $2)",
                &[&new_entry.id.unwrap(), &user_id]));

        try_iron!(trans.commit());
    }

    Ok(Response::with((status::Ok, Json(new_entry))))
}

fn post_login(req: &mut Request) -> IronResult<Response> {
    let login = try!(req.get::<bodyparser::Struct<Login>>()
                     .on_err(status::BadRequest)).unwrap();

    let db = req.db();
    let stmt = try_iron!(db.prepare(
            "INSERT INTO Login (username, password, email) \
                VALUES ($1, $2, $3) RETURNING id, username, NULL, email"));
    let user = try_iron!(stmt.query(
            &[&login.username, &login.password, &login.email]))
        .collect_sql::<Vec<User>>().pop();

    Ok(Response::with((status::Ok, Json(user))))
}

fn get_status(req: &mut Request) -> IronResult<Response> {
    let db = req.db();
    let stmt = try_iron!(db.prepare("SELECT unnest(enum_range(NULL::Status))"));
    let res = try_iron!(stmt.query(&[])).iter().map(|x| {
        x.get(0)
    }).collect::<Vec<Status>>();

    Ok(Response::with((status::Ok, Json(res))))
}

fn get_game_by_id(req: &mut Request) -> IronResult<Response> {
    let id = try!(req.get_from_router::<i32>("id")
                  .on_err(status::BadRequest));

    let db = req.db();
    let stmt = try_iron!(db.prepare("SELECT * FROM Game WHERE id = $1"));
    let mut res = try_iron!(stmt.query(&[&id])).collect_sql::<Vec<Game>>();

    if res.is_empty() {
        Ok(Response::with(status::NoContent))
    } else {
        Ok(Response::with((status::Ok, Json(res.pop()))))
    }
}

fn get_games(req: &mut Request) -> IronResult<Response> {
    let db = req.db();
    let stmt = try_iron!(db.prepare("SELECT * FROM Game ORDER BY name"));
    let res = try_iron!(stmt.query(&[])).collect_sql::<Vec<Game>>();

    Ok(Response::with((status::Ok, Json(res))))
}

fn get_entry(req: &mut Request) -> IronResult<Response> {
    let e = status::BadRequest;
    let user_id = try!(req.get_from_router::<i32>("uid").on_err(e));
    let entry_id = try!(req.get_from_router::<i32>("eid").on_err(e));

    let db = req.db();
    let stmt = try_iron!(db.prepare(
            "SELECT e.* FROM Login lo JOIN Library li ON lo.id = li.login_id \
                JOIN Entry e ON e.id = li.entry_id WHERE e.id = $1 AND lo.id = $2"));
    let mut res = try_iron!(stmt.query(&[&entry_id, &user_id]))
        .collect_sql::<Vec<Entry>>();

    if res.is_empty() {
        Ok(Response::with(status::NoContent))
    } else {
        Ok(Response::with((status::Ok, Json(res.pop()))))
    }
}

fn get_library(req: &mut Request) -> IronResult<Response> {
    let user_id = try!(req.get_from_router::<i32>("id")
                       .on_err(status::BadRequest));

    let db = req.db();
    let stmt = try_iron!(db.prepare(
            "SELECT e.* FROM Login lo JOIN Library li ON lo.id = li.login_id \
                JOIN Entry e ON e.id = li.entry_id WHERE lo.id = $1"));
    let res = try_iron!(stmt.query(&[&user_id]))
        .collect_sql::<Vec<Entry>>();

    if res.is_empty() {
        Ok(Response::with(status::NoContent))
    } else {
        Ok(Response::with((status::Ok, Json(res))))
    }
}

fn get_user_by_id(req: &mut Request) -> IronResult<Response> {
    let id = try!(req.get_from_router::<i32>("id")
                  .on_err(status::BadRequest));

    let db = req.db();
    let stmt = try_iron!(db.prepare("SELECT * FROM Login WHERE id = $1"));
    let mut res = try_iron!(stmt.query(&[&id])).collect_sql::<Vec<User>>();

    if res.is_empty() {
        Ok(Response::with(status::NoContent))
    } else {
        Ok(Response::with((status::Ok, Json(res.pop()))))
    }
}

fn get_users(req: &mut Request) -> IronResult<Response> {
    let db = req.db();
    let stmt = try_iron!(db.prepare("SELECT * FROM Login"));
    let res = try_iron!(stmt.query(&[])).collect_sql::<Vec<User>>();

    Ok(Response::with((status::Ok, Json(res))))
}


text:
jQuery(function(){

/*
	form.confirm is used on most edit forms
		addresses, consents, enrollments, patients, phone_numbers, projects, study_subjects
*/
	jQuery('form.confirm').submit(confirm_submission);

	jQuery('a.toggler').toggler();

	if( jQuery('#guidance_content').length > 0 ){
		$('#mainmenu').append("
Help?
");
	}

	jQuery('.modal_trigger').click(function(){
		if( typeof jQuery('#'+this.id+'_content').modal == 'function' ){
			jQuery('#'+this.id+'_content').modal();
			return false;
		}
	});

});

/*

	I don't think that this is used anymore.

var submit_form = function() {
	form_id = this.id.replace(/^for_/,'');
	jQuery('form#'+form_id).submit();
	return false;
};
*/

var confirm_submission = function(){
	if( !confirm("Please confirm that you want to save all changes. Otherwise, press 'cancel' and navigate to another page without saving.") ){
		return false;
	}
};

/*
	This toggler gets the toggleds from the togglers classes.

	A tag with a class including 'toggles_something' will, when clicked,
	toggle the tag with the id of 'something'.  The class can include
	multiple toggle targets.  I've enabled this with simply ...

		jQuery('a.toggler').toggler();

	I'd like to replace my uses of togglerFor with this.

	Currently used in ...
		birth_datum_update#show
		icf_master_tracker_update#show
		consent#show
		consent#edit
		contacts#index
*/
(function ($){
	$.fn.toggler = function () {
		/*
			If toggled selector  is blank, or doesn't exist,
				nothing happens.
		*/
		return this.each(function () {
			$(this).click(function(){
				$($(this).attr('class').split(/\s+/)).each( function(){
					if( /^toggles_/.test(this) ){
						toggled = this.replace(/^toggles_/,'#');
						$(toggled).toggle()
					}
				});
				return false;
			});
		});
	};
})(jQuery);

/*

	This should no longer be being used.

	Used in ...
*/
		/*
			If 'toggled_selector' is blank, or doesn't exist,
				nothing happens.
		*/
/*
(function ($){
	$.fn.togglerFor = function (toggled_selector) {
		return this.each(function () {
			$(this).click(function(){
				$(toggled_selector).toggle()
				return false;
			});
		});
	};
})(jQuery);
*/

/*
	Used in ...
		consent.js
		edit_address.js
		edit_patient.js
		edit_phone_number.js
		raf.js
*/
(function ($){
	$.fn.smartShow = function (inoptions) {
		var defaults = {
//			this: this,	// I'd really like to enable the ability to use 'this' in the when functions
			what: 'some css selector string',
			when: function(){ /* some function that returns true or false */ }
		};
		var options = $.extend(defaults, inoptions);
		var _smart_toggle = function () {
			if( options.when() ){
				$(options.what).show();
			} else {
				$(options.what).hide();
			};
		};
		return this.each(function () {
			/* do initial toggle, then bind to change event. */
			_smart_toggle();
			$(this).change(function(){ _smart_toggle(); });
		});
	};
})(jQuery);

/* BELOW WAS COMMON_LIB.JS */

jQuery(function(){

/*
	'clicking' a submit button apparently skips the 'submit' method
		which then skips the destroy confirmation, so we need to explicitly
		catch the click and manually submit to trigger the confirmation.
*/
	jQuery('form.destroy_link_to input[type=submit]').click(function(){
		jQuery(this).parents('form').submit();
		return false;
	});

	jQuery('form.destroy_link_to').submit(function(){
		var message = "Destroy?  Seriously?"
		if( this.confirm && this.confirm.value ) {
			message = this.confirm.value
		}
		if( !confirm(message) ){
			return false;
		}
	});

/*	Don't do this anymore. */
/*
	jQuery('p.flash').click(function(){$(this).remove();});
*/

	if( typeof jQuery('.datepicker').datepicker == 'function' ){
		jQuery('.datepicker').datepicker();
	}

/* try to make sure that the format here is the same in the ruby helper */
	if( typeof jQuery('.datetimepicker').datetimepicker == 'function' ){
		jQuery('.datetimepicker').datetimepicker({
		});
	}

	jQuery('form a.submit.button').siblings('input[type=submit]').hide();

	jQuery('form a.submit.button').click(function(){
		if( jQuery(this).next('input[type=submit]').length > 0 ){
			jQuery(this).next().click();
		} else {
			jQuery(this).parents('form').submit();
		}
		return false;
	});

	jQuery('#select_all').click(function(){
		jQuery("input[type='checkbox']").prop('checked',true);
	});

	jQuery('#deselect_all').click(function(){
		jQuery("input[type='checkbox']").prop('checked',false);
	});

});

jQuery(window).resize(function(){
	resize_text_areas()
});

jQuery(window).load(function(){
/*
	This MUST be in window/load, not the normal document/ready,
	for Google Chrome to get correct values
*/
	resize_text_areas()
});

function resize_text_areas() {
/*
	jQuery('textarea.autosize').each(function(){
*/
	jQuery('.autosize').each(function(){
		new_width = $(this).parent().innerWidth() +
			$(this).parent().position().left -
			$(this).position().left -
			parseInt($(this).css('margin-left')) -
			parseInt($(this).css('margin-right')) -
			parseInt($(this).css('padding-left')) -
			parseInt($(this).css('padding-right')) -
			parseInt($(this).css('border-left-width')) -
			parseInt($(this).css('border-right-width') )
		$(this).css('width',new_width-10)	/* take 10 more for good measure */
	})
}


text:
<?php

return [

    /*
    |--------------------------------------------------------------------------
    | Cache Driver
    |--------------------------------------------------------------------------
    |
    | This defines the cache driver to be used. It may be the name of any
    | driver set in config/cache.php. Setting it to null will use the driver
    | you have set as default in config/cache.php. Please note that a driver
    | that supports cache tags is required.
    |
    | Default: null
    |
    */

    'driver' => null,

];


text:
    <meta http-equiv="Content-Type" content="text/html;charset=gb2312">
    <link rel="stylesheet" href="main.css" type="text/css">

HTML Content

Display Content

Click to show dialog

<input class="btn1" type="button" value="Click to call Java code"
       onclick="window.android.startFunction()">

<input class="btn2" type="button" value="Click to call Java code with arguments"
       onclick="window.android.startFunction('hello world')"/>


text:
def test_placeholder():
    pass


text:
module V1::SessionHelper
end


text:
<?php

/*
 * To change this template, choose Tools | Templates
 * and open the template in the editor.
 */

/**
 * Description of SiteBannerHelper
 *
 * @author augusto
 */
namespace Site\View\Helper;

use System\View\Helper\ViewHelper;

class SiteBannerHelper extends ViewHelper
{
    public function __invoke()
    {
        $errorMessage = $this->view->SimpleAlertHelper(new \System\Model\Alert("Desculpe, no momento não temos banners comerciais para exibição! :("));
        $banner = "

";

        $folder = "uploads/entities/banner/1";
        $filePath = dirname(__DIR__) . "/../../../../../public/" . $folder;
        $imgsBanner = "";

        if ( is_dir($filePath) )
        {
            $dir = opendir($filePath);

            while ( $read = readdir($dir) )
            {
                if ( ( $read != '.' ) && ( $read != '..' ) )
                {
                    $path = $this->view->basePath($folder . '/' . $read);
                    $imgsBanner .= "";
                }
            }
        }

        $banner .= "   {$imgsBanner}

";

        return (strlen($imgsBanner) > 0) ? $banner : $errorMessage;
    }
}

?>


text:
from sqlalchemy import CheckConstraint
from sqlalchemy import Column
from sqlalchemy import DateTime
from sqlalchemy import ForeignKey
from sqlalchemy import Index
from sqlalchemy import Integer
from sqlalchemy import MetaData
from sqlalchemy import PrimaryKeyConstraint
from sqlalchemy import String
from sqlalchemy import Table

m = MetaData()

t1 = Table(
    "t1",
    m,
    Column("id", Integer, primary_key=True),
    Column("data", String),
    Column("data2", String(50)),
    Column("timestamp", DateTime()),
    Index(None, "data2"),
)

t2 = Table(
    "t2",
    m,
    Column("t1id", ForeignKey("t1.id")),
    Column("q", Integer, CheckConstraint("q > 5")),
)

t3 = Table(
    "t3",
    m,
    Column("x", Integer),
    Column("y", Integer),
    Column("t1id", ForeignKey(t1.c.id)),
    PrimaryKeyConstraint("x", "y"),
)

# cols w/ no name or type, used by declarative
c1: Column[int] = Column(ForeignKey(t3.c.x))