Merge branch 'master' into 1261-local

This commit is contained in:
Arfon Smith
2014-06-20 10:58:21 +01:00
34 changed files with 14449 additions and 114 deletions

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@@ -13,10 +13,10 @@ Gem::Specification.new do |s|
s.files = Dir['lib/**/*']
s.executables << 'linguist'
s.add_dependency 'charlock_holmes', '~> 0.7.2'
s.add_dependency 'charlock_holmes', '~> 0.7.3'
s.add_dependency 'escape_utils', '~> 1.0.1'
s.add_dependency 'mime-types', '~> 1.19'
s.add_dependency 'pygments.rb', '~> 0.5.4'
s.add_dependency 'pygments.rb', '~> 0.6.0'
s.add_development_dependency 'json'
s.add_development_dependency 'mocha'

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@@ -63,7 +63,8 @@ module Linguist
generated_jni_header? ||
composer_lock? ||
node_modules? ||
vcr_cassette?
vcr_cassette? ||
generated_by_zephir?
end
# Internal: Is the blob an XCode project file?
@@ -237,6 +238,13 @@ module Linguist
!!name.match(/composer.lock/)
end
# Internal: Is the blob a generated by Zephir
#
# Returns true or false.
def generated_by_zephir?
!!name.match(/.\.zep\.(?:c|h|php)$/)
end
# Is the blob a VCR Cassette file?
#
# Returns true or false

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@@ -157,6 +157,7 @@ Assembly:
- nasm
extensions:
- .asm
- .inc
Augeas:
type: programming
@@ -998,6 +999,13 @@ Ioke:
extensions:
- .ik
Isabelle:
type: programming
lexer: Text only
color: "#fdcd00"
extensions:
- .thy
J:
type: programming
lexer: Text only
@@ -1700,6 +1708,7 @@ Python:
- .gyp
- .lmi
- .pyde
- .pyp
- .pyt
- .pyw
- .wsgi
@@ -1905,6 +1914,13 @@ SQL:
- .udf
- .viw
STON:
type: data
group: Smalltalk
lexer: JSON
extensions:
- .ston
Sage:
type: programming
lexer: Python
@@ -1997,6 +2013,14 @@ Slash:
extensions:
- .sl
Slim:
group: HTML
type: markup
lexer: Slim
color: "#ff8877"
extensions:
- .slim
Smalltalk:
type: programming
color: "#596706"
@@ -2059,8 +2083,8 @@ SuperCollider:
Swift:
type: programming
lexer: Swift
color: "#ffac45"
lexer: Text only
extensions:
- .swift
@@ -2275,6 +2299,7 @@ XML:
- .launch
- .mxml
- .nproj
- .nuspec
- .osm
- .plist
- .pluginspec
@@ -2346,6 +2371,17 @@ XSLT:
- .xslt
- .xsl
Xojo:
type: programming
lexer: VB.net
extensions:
- .xojo_code
- .xojo_menu
- .xojo_report
- .xojo_script
- .xojo_toolbar
- .xojo_window
Xtend:
type: programming
extensions:

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@@ -204,3 +204,7 @@
- ^vignettes/
- ^inst/extdata/
# Octicons
- octicons.css
- octicons.min.css
- sprockets-octicons.scss

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@@ -1,3 +1,3 @@
module Linguist
VERSION = "2.11.4"
VERSION = "2.12.0"
end

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350
samples/Assembly/FASM.asm Normal file
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@@ -0,0 +1,350 @@
; flat assembler interface for Win32
; Copyright (c) 1999-2014, Tomasz Grysztar.
; All rights reserved.
format PE console
section '.text' code readable executable
start:
mov [con_handle],STD_OUTPUT_HANDLE
mov esi,_logo
call display_string
call get_params
jc information
call init_memory
mov esi,_memory_prefix
call display_string
mov eax,[memory_end]
sub eax,[memory_start]
add eax,[additional_memory_end]
sub eax,[additional_memory]
shr eax,10
call display_number
mov esi,_memory_suffix
call display_string
call [GetTickCount]
mov [start_time],eax
call preprocessor
call parser
call assembler
call formatter
call display_user_messages
movzx eax,[current_pass]
inc eax
call display_number
mov esi,_passes_suffix
call display_string
call [GetTickCount]
sub eax,[start_time]
xor edx,edx
mov ebx,100
div ebx
or eax,eax
jz display_bytes_count
xor edx,edx
mov ebx,10
div ebx
push edx
call display_number
mov dl,'.'
call display_character
pop eax
call display_number
mov esi,_seconds_suffix
call display_string
display_bytes_count:
mov eax,[written_size]
call display_number
mov esi,_bytes_suffix
call display_string
xor al,al
jmp exit_program
information:
mov esi,_usage
call display_string
mov al,1
jmp exit_program
get_params:
mov [input_file],0
mov [output_file],0
mov [symbols_file],0
mov [memory_setting],0
mov [passes_limit],100
call [GetCommandLine]
mov esi,eax
mov edi,params
find_command_start:
lodsb
cmp al,20h
je find_command_start
cmp al,22h
je skip_quoted_name
skip_name:
lodsb
cmp al,20h
je find_param
or al,al
jz all_params
jmp skip_name
skip_quoted_name:
lodsb
cmp al,22h
je find_param
or al,al
jz all_params
jmp skip_quoted_name
find_param:
lodsb
cmp al,20h
je find_param
cmp al,'-'
je option_param
cmp al,0Dh
je all_params
or al,al
jz all_params
cmp [input_file],0
jne get_output_file
mov [input_file],edi
jmp process_param
get_output_file:
cmp [output_file],0
jne bad_params
mov [output_file],edi
process_param:
cmp al,22h
je string_param
copy_param:
stosb
lodsb
cmp al,20h
je param_end
cmp al,0Dh
je param_end
or al,al
jz param_end
jmp copy_param
string_param:
lodsb
cmp al,22h
je string_param_end
cmp al,0Dh
je param_end
or al,al
jz param_end
stosb
jmp string_param
option_param:
lodsb
cmp al,'m'
je memory_option
cmp al,'M'
je memory_option
cmp al,'p'
je passes_option
cmp al,'P'
je passes_option
cmp al,'s'
je symbols_option
cmp al,'S'
je symbols_option
bad_params:
stc
ret
get_option_value:
xor eax,eax
mov edx,eax
get_option_digit:
lodsb
cmp al,20h
je option_value_ok
cmp al,0Dh
je option_value_ok
or al,al
jz option_value_ok
sub al,30h
jc invalid_option_value
cmp al,9
ja invalid_option_value
imul edx,10
jo invalid_option_value
add edx,eax
jc invalid_option_value
jmp get_option_digit
option_value_ok:
dec esi
clc
ret
invalid_option_value:
stc
ret
memory_option:
lodsb
cmp al,20h
je memory_option
cmp al,0Dh
je bad_params
or al,al
jz bad_params
dec esi
call get_option_value
or edx,edx
jz bad_params
cmp edx,1 shl (32-10)
jae bad_params
mov [memory_setting],edx
jmp find_param
passes_option:
lodsb
cmp al,20h
je passes_option
cmp al,0Dh
je bad_params
or al,al
jz bad_params
dec esi
call get_option_value
or edx,edx
jz bad_params
cmp edx,10000h
ja bad_params
mov [passes_limit],dx
jmp find_param
symbols_option:
mov [symbols_file],edi
find_symbols_file_name:
lodsb
cmp al,20h
jne process_param
jmp find_symbols_file_name
param_end:
dec esi
string_param_end:
xor al,al
stosb
jmp find_param
all_params:
cmp [input_file],0
je bad_params
clc
ret
include 'system.inc'
include '..\errors.inc'
include '..\symbdump.inc'
include '..\preproce.inc'
include '..\parser.inc'
include '..\exprpars.inc'
include '..\assemble.inc'
include '..\exprcalc.inc'
include '..\formats.inc'
include '..\x86_64.inc'
include '..\avx.inc'
include '..\tables.inc'
include '..\messages.inc'
section '.data' data readable writeable
include '..\version.inc'
_copyright db 'Copyright (c) 1999-2014, Tomasz Grysztar',0Dh,0Ah,0
_logo db 'flat assembler version ',VERSION_STRING,0
_usage db 0Dh,0Ah
db 'usage: fasm <source> [output]',0Dh,0Ah
db 'optional settings:',0Dh,0Ah
db ' -m <limit> set the limit in kilobytes for the available memory',0Dh,0Ah
db ' -p <limit> set the maximum allowed number of passes',0Dh,0Ah
db ' -s <file> dump symbolic information for debugging',0Dh,0Ah
db 0
_memory_prefix db ' (',0
_memory_suffix db ' kilobytes memory)',0Dh,0Ah,0
_passes_suffix db ' passes, ',0
_seconds_suffix db ' seconds, ',0
_bytes_suffix db ' bytes.',0Dh,0Ah,0
align 4
include '..\variable.inc'
con_handle dd ?
memory_setting dd ?
start_time dd ?
bytes_count dd ?
displayed_count dd ?
character db ?
last_displayed rb 2
params rb 1000h
options rb 1000h
buffer rb 4000h
stack 10000h
section '.idata' import data readable writeable
dd 0,0,0,rva kernel_name,rva kernel_table
dd 0,0,0,0,0
kernel_table:
ExitProcess dd rva _ExitProcess
CreateFile dd rva _CreateFileA
ReadFile dd rva _ReadFile
WriteFile dd rva _WriteFile
CloseHandle dd rva _CloseHandle
SetFilePointer dd rva _SetFilePointer
GetCommandLine dd rva _GetCommandLineA
GetEnvironmentVariable dd rva _GetEnvironmentVariable
GetStdHandle dd rva _GetStdHandle
VirtualAlloc dd rva _VirtualAlloc
VirtualFree dd rva _VirtualFree
GetTickCount dd rva _GetTickCount
GetSystemTime dd rva _GetSystemTime
GlobalMemoryStatus dd rva _GlobalMemoryStatus
dd 0
kernel_name db 'KERNEL32.DLL',0
_ExitProcess dw 0
db 'ExitProcess',0
_CreateFileA dw 0
db 'CreateFileA',0
_ReadFile dw 0
db 'ReadFile',0
_WriteFile dw 0
db 'WriteFile',0
_CloseHandle dw 0
db 'CloseHandle',0
_SetFilePointer dw 0
db 'SetFilePointer',0
_GetCommandLineA dw 0
db 'GetCommandLineA',0
_GetEnvironmentVariable dw 0
db 'GetEnvironmentVariableA',0
_GetStdHandle dw 0
db 'GetStdHandle',0
_VirtualAlloc dw 0
db 'VirtualAlloc',0
_VirtualFree dw 0
db 'VirtualFree',0
_GetTickCount dw 0
db 'GetTickCount',0
_GetSystemTime dw 0
db 'GetSystemTime',0
_GlobalMemoryStatus dw 0
db 'GlobalMemoryStatus',0
section '.reloc' fixups data readable discardable

503
samples/Assembly/SYSTEM.inc Normal file
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@@ -0,0 +1,503 @@
; flat assembler interface for Win32
; Copyright (c) 1999-2014, Tomasz Grysztar.
; All rights reserved.
CREATE_NEW = 1
CREATE_ALWAYS = 2
OPEN_EXISTING = 3
OPEN_ALWAYS = 4
TRUNCATE_EXISTING = 5
FILE_SHARE_READ = 1
FILE_SHARE_WRITE = 2
FILE_SHARE_DELETE = 4
GENERIC_READ = 80000000h
GENERIC_WRITE = 40000000h
STD_INPUT_HANDLE = 0FFFFFFF6h
STD_OUTPUT_HANDLE = 0FFFFFFF5h
STD_ERROR_HANDLE = 0FFFFFFF4h
MEM_COMMIT = 1000h
MEM_RESERVE = 2000h
MEM_DECOMMIT = 4000h
MEM_RELEASE = 8000h
MEM_FREE = 10000h
MEM_PRIVATE = 20000h
MEM_MAPPED = 40000h
MEM_RESET = 80000h
MEM_TOP_DOWN = 100000h
PAGE_NOACCESS = 1
PAGE_READONLY = 2
PAGE_READWRITE = 4
PAGE_WRITECOPY = 8
PAGE_EXECUTE = 10h
PAGE_EXECUTE_READ = 20h
PAGE_EXECUTE_READWRITE = 40h
PAGE_EXECUTE_WRITECOPY = 80h
PAGE_GUARD = 100h
PAGE_NOCACHE = 200h
init_memory:
xor eax,eax
mov [memory_start],eax
mov eax,esp
and eax,not 0FFFh
add eax,1000h-10000h
mov [stack_limit],eax
mov eax,[memory_setting]
shl eax,10
jnz allocate_memory
push buffer
call [GlobalMemoryStatus]
mov eax,dword [buffer+20]
mov edx,dword [buffer+12]
cmp eax,0
jl large_memory
cmp edx,0
jl large_memory
shr eax,2
add eax,edx
jmp allocate_memory
large_memory:
mov eax,80000000h
allocate_memory:
mov edx,eax
shr edx,2
mov ecx,eax
sub ecx,edx
mov [memory_end],ecx
mov [additional_memory_end],edx
push PAGE_READWRITE
push MEM_COMMIT
push eax
push 0
call [VirtualAlloc]
or eax,eax
jz not_enough_memory
mov [memory_start],eax
add eax,[memory_end]
mov [memory_end],eax
mov [additional_memory],eax
add [additional_memory_end],eax
ret
not_enough_memory:
mov eax,[additional_memory_end]
shl eax,1
cmp eax,4000h
jb out_of_memory
jmp allocate_memory
exit_program:
movzx eax,al
push eax
mov eax,[memory_start]
test eax,eax
jz do_exit
push MEM_RELEASE
push 0
push eax
call [VirtualFree]
do_exit:
call [ExitProcess]
get_environment_variable:
mov ecx,[memory_end]
sub ecx,edi
cmp ecx,4000h
jbe buffer_for_variable_ok
mov ecx,4000h
buffer_for_variable_ok:
push ecx
push edi
push esi
call [GetEnvironmentVariable]
add edi,eax
cmp edi,[memory_end]
jae out_of_memory
ret
open:
push 0
push 0
push OPEN_EXISTING
push 0
push FILE_SHARE_READ
push GENERIC_READ
push edx
call [CreateFile]
cmp eax,-1
je file_error
mov ebx,eax
clc
ret
file_error:
stc
ret
create:
push 0
push 0
push CREATE_ALWAYS
push 0
push FILE_SHARE_READ
push GENERIC_WRITE
push edx
call [CreateFile]
cmp eax,-1
je file_error
mov ebx,eax
clc
ret
write:
push 0
push bytes_count
push ecx
push edx
push ebx
call [WriteFile]
or eax,eax
jz file_error
clc
ret
read:
mov ebp,ecx
push 0
push bytes_count
push ecx
push edx
push ebx
call [ReadFile]
or eax,eax
jz file_error
cmp ebp,[bytes_count]
jne file_error
clc
ret
close:
push ebx
call [CloseHandle]
ret
lseek:
movzx eax,al
push eax
push 0
push edx
push ebx
call [SetFilePointer]
ret
display_string:
push [con_handle]
call [GetStdHandle]
mov ebp,eax
mov edi,esi
or ecx,-1
xor al,al
repne scasb
neg ecx
sub ecx,2
push 0
push bytes_count
push ecx
push esi
push ebp
call [WriteFile]
ret
display_character:
push ebx
mov [character],dl
push [con_handle]
call [GetStdHandle]
mov ebx,eax
push 0
push bytes_count
push 1
push character
push ebx
call [WriteFile]
pop ebx
ret
display_number:
push ebx
mov ecx,1000000000
xor edx,edx
xor bl,bl
display_loop:
div ecx
push edx
cmp ecx,1
je display_digit
or bl,bl
jnz display_digit
or al,al
jz digit_ok
not bl
display_digit:
mov dl,al
add dl,30h
push ecx
call display_character
pop ecx
digit_ok:
mov eax,ecx
xor edx,edx
mov ecx,10
div ecx
mov ecx,eax
pop eax
or ecx,ecx
jnz display_loop
pop ebx
ret
display_user_messages:
mov [displayed_count],0
call show_display_buffer
cmp [displayed_count],1
jb line_break_ok
je make_line_break
mov ax,word [last_displayed]
cmp ax,0A0Dh
je line_break_ok
cmp ax,0D0Ah
je line_break_ok
make_line_break:
mov word [buffer],0A0Dh
push [con_handle]
call [GetStdHandle]
push 0
push bytes_count
push 2
push buffer
push eax
call [WriteFile]
line_break_ok:
ret
display_block:
add [displayed_count],ecx
cmp ecx,1
ja take_last_two_characters
jb block_displayed
mov al,[last_displayed+1]
mov ah,[esi]
mov word [last_displayed],ax
jmp block_ok
take_last_two_characters:
mov ax,[esi+ecx-2]
mov word [last_displayed],ax
block_ok:
push ecx
push [con_handle]
call [GetStdHandle]
pop ecx
push 0
push bytes_count
push ecx
push esi
push eax
call [WriteFile]
block_displayed:
ret
fatal_error:
mov [con_handle],STD_ERROR_HANDLE
mov esi,error_prefix
call display_string
pop esi
call display_string
mov esi,error_suffix
call display_string
mov al,0FFh
jmp exit_program
assembler_error:
mov [con_handle],STD_ERROR_HANDLE
call display_user_messages
push dword 0
mov ebx,[current_line]
get_error_lines:
mov eax,[ebx]
cmp byte [eax],0
je get_next_error_line
push ebx
test byte [ebx+7],80h
jz display_error_line
mov edx,ebx
find_definition_origin:
mov edx,[edx+12]
test byte [edx+7],80h
jnz find_definition_origin
push edx
get_next_error_line:
mov ebx,[ebx+8]
jmp get_error_lines
display_error_line:
mov esi,[ebx]
call display_string
mov esi,line_number_start
call display_string
mov eax,[ebx+4]
and eax,7FFFFFFFh
call display_number
mov dl,']'
call display_character
pop esi
cmp ebx,esi
je line_number_ok
mov dl,20h
call display_character
push esi
mov esi,[esi]
movzx ecx,byte [esi]
inc esi
call display_block
mov esi,line_number_start
call display_string
pop esi
mov eax,[esi+4]
and eax,7FFFFFFFh
call display_number
mov dl,']'
call display_character
line_number_ok:
mov esi,line_data_start
call display_string
mov esi,ebx
mov edx,[esi]
call open
mov al,2
xor edx,edx
call lseek
mov edx,[esi+8]
sub eax,edx
jz line_data_displayed
push eax
xor al,al
call lseek
mov ecx,[esp]
mov edx,[additional_memory]
lea eax,[edx+ecx]
cmp eax,[additional_memory_end]
ja out_of_memory
call read
call close
pop ecx
mov esi,[additional_memory]
get_line_data:
mov al,[esi]
cmp al,0Ah
je display_line_data
cmp al,0Dh
je display_line_data
cmp al,1Ah
je display_line_data
or al,al
jz display_line_data
inc esi
loop get_line_data
display_line_data:
mov ecx,esi
mov esi,[additional_memory]
sub ecx,esi
call display_block
line_data_displayed:
mov esi,cr_lf
call display_string
pop ebx
or ebx,ebx
jnz display_error_line
mov esi,error_prefix
call display_string
pop esi
call display_string
mov esi,error_suffix
call display_string
mov al,2
jmp exit_program
make_timestamp:
push buffer
call [GetSystemTime]
movzx ecx,word [buffer]
mov eax,ecx
sub eax,1970
mov ebx,365
mul ebx
mov ebp,eax
mov eax,ecx
sub eax,1969
shr eax,2
add ebp,eax
mov eax,ecx
sub eax,1901
mov ebx,100
div ebx
sub ebp,eax
mov eax,ecx
xor edx,edx
sub eax,1601
mov ebx,400
div ebx
add ebp,eax
movzx ecx,word [buffer+2]
mov eax,ecx
dec eax
mov ebx,30
mul ebx
add ebp,eax
cmp ecx,8
jbe months_correction
mov eax,ecx
sub eax,7
shr eax,1
add ebp,eax
mov ecx,8
months_correction:
mov eax,ecx
shr eax,1
add ebp,eax
cmp ecx,2
jbe day_correction_ok
sub ebp,2
movzx ecx,word [buffer]
test ecx,11b
jnz day_correction_ok
xor edx,edx
mov eax,ecx
mov ebx,100
div ebx
or edx,edx
jnz day_correction
mov eax,ecx
mov ebx,400
div ebx
or edx,edx
jnz day_correction_ok
day_correction:
inc ebp
day_correction_ok:
movzx eax,word [buffer+6]
dec eax
add eax,ebp
mov ebx,24
mul ebx
movzx ecx,word [buffer+8]
add eax,ecx
mov ebx,60
mul ebx
movzx ecx,word [buffer+10]
add eax,ecx
mov ebx,60
mul ebx
movzx ecx,word [buffer+12]
add eax,ecx
adc edx,0
ret
error_prefix db 'error: ',0
error_suffix db '.'
cr_lf db 0Dh,0Ah,0
line_number_start db ' [',0
line_data_start db ':',0Dh,0Ah,0

7060
samples/Assembly/X86_64.inc Normal file

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@@ -0,0 +1,46 @@
theory HelloWorld
imports Main
begin
section{*Playing around with Isabelle*}
text{* creating a lemma with the name hello_world*}
lemma hello_world: "True" by simp
(*inspecting it*)
thm hello_world
text{* defining a string constant HelloWorld *}
definition HelloWorld :: "string" where
"HelloWorld \<equiv> ''Hello World!''"
(*reversing HelloWorld twice yilds HelloWorld again*)
theorem "rev (rev HelloWorld) = HelloWorld"
by (fact List.rev_rev_ident)
text{*now we delete the already proven List.rev_rev_ident lema and show it by hand*}
declare List.rev_rev_ident[simp del]
hide_fact List.rev_rev_ident
(*It's trivial since we can just 'execute' it*)
corollary "rev (rev HelloWorld) = HelloWorld"
apply(simp add: HelloWorld_def)
done
text{*does it hold in general?*}
theorem rev_rev_ident:"rev (rev l) = l"
proof(induction l)
case Nil thus ?case by simp
next
case (Cons l ls)
assume IH: "rev (rev ls) = ls"
have "rev (l#ls) = (rev ls) @ [l]" by simp
hence "rev (rev (l#ls)) = rev ((rev ls) @ [l])" by simp
also have "\<dots> = [l] @ rev (rev ls)" by simp
finally show "rev (rev (l#ls)) = l#ls" using IH by simp
qed
corollary "\<forall>(l::string). rev (rev l) = l" by(fastforce intro: rev_rev_ident)
end

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@@ -0,0 +1,260 @@
:- module(format_spec, [ format_error/2
, format_spec/2
, format_spec//1
, spec_arity/2
, spec_types/2
]).
:- use_module(library(dcg/basics), [eos//0, integer//1, string_without//2]).
:- use_module(library(error)).
:- use_module(library(when), [when/2]).
% TODO loading this module is optional
% TODO it's for my own convenience during development
%:- use_module(library(mavis)).
%% format_error(+Goal, -Error:string) is nondet.
%
% True if Goal exhibits an Error in its format string. The
% Error string describes what is wrong with Goal. Iterates each
% error on backtracking.
%
% Goal may be one of the following predicates:
%
% * format/2
% * format/3
% * debug/3
format_error(format(Format,Args), Error) :-
format_error_(Format, Args,Error).
format_error(format(_,Format,Args), Error) :-
format_error_(Format,Args,Error).
format_error(debug(_,Format,Args), Error) :-
format_error_(Format,Args,Error).
format_error_(Format,Args,Error) :-
format_spec(Format, Spec),
!,
is_list(Args),
spec_types(Spec, Types),
types_error(Args, Types, Error).
format_error_(Format,_,Error) :-
% \+ format_spec(Format, _),
format(string(Error), "Invalid format string: ~q", [Format]).
types_error(Args, Types, Error) :-
length(Types, TypesLen),
length(Args, ArgsLen),
TypesLen =\= ArgsLen,
!,
format( string(Error)
, "Wrong argument count. Expected ~d, got ~d"
, [TypesLen, ArgsLen]
).
types_error(Args, Types, Error) :-
types_error_(Args, Types, Error).
types_error_([Arg|_],[Type|_],Error) :-
ground(Arg),
\+ is_of_type(Type,Arg),
message_to_string(error(type_error(Type,Arg),_Location),Error).
types_error_([_|Args],[_|Types],Error) :-
types_error_(Args, Types, Error).
% check/0 augmentation
:- multifile check:checker/2.
:- dynamic check:checker/2.
check:checker(format_spec:checker, "format/2 strings and arguments").
:- dynamic format_fail/3.
checker :-
prolog_walk_code([ module_class([user])
, infer_meta_predicates(false)
, autoload(false) % format/{2,3} are always loaded
, undefined(ignore)
, trace_reference(_)
, on_trace(check_format)
]),
retract(format_fail(Goal,Location,Error)),
print_message(warning, format_error(Goal,Location,Error)),
fail. % iterate all errors
checker. % succeed even if no errors are found
check_format(Module:Goal, _Caller, Location) :-
predicate_property(Module:Goal, imported_from(Source)),
memberchk(Source, [system,prolog_debug]),
can_check(Goal),
format_error(Goal, Error),
assert(format_fail(Goal, Location, Error)),
fail.
check_format(_,_,_). % succeed to avoid printing goals
% true if format_error/2 can check this goal
can_check(Goal) :-
once(clause(format_error(Goal,_),_)).
prolog:message(format_error(Goal,Location,Error)) -->
prolog:message_location(Location),
['~n In goal: ~q~n ~s'-[Goal,Error]].
%% format_spec(-Spec)//
%
% DCG for parsing format strings. It doesn't yet generate format
% strings from a spec. See format_spec/2 for details.
format_spec([]) -->
eos.
format_spec([escape(Numeric,Modifier,Action)|Rest]) -->
"~",
numeric_argument(Numeric),
modifier_argument(Modifier),
action(Action),
format_spec(Rest).
format_spec([text(String)|Rest]) -->
{ when((ground(String);ground(Codes)),string_codes(String, Codes)) },
string_without("~", Codes),
{ Codes \= [] },
format_spec(Rest).
%% format_spec(+Format, -Spec:list) is semidet.
%
% Parse a format string. Each element of Spec is one of the following:
%
% * `text(Text)` - text sent to the output as is
% * `escape(Num,Colon,Action)` - a format escape
%
% `Num` represents the optional numeric portion of an esape. `Colon`
% represents the optional colon in an escape. `Action` is an atom
% representing the action to be take by this escape.
format_spec(Format, Spec) :-
when((ground(Format);ground(Codes)),text_codes(Format, Codes)),
once(phrase(format_spec(Spec), Codes, [])).
%% spec_arity(+FormatSpec, -Arity:positive_integer) is det.
%
% True if FormatSpec requires format/2 to have Arity arguments.
spec_arity(Spec, Arity) :-
spec_types(Spec, Types),
length(Types, Arity).
%% spec_types(+FormatSpec, -Types:list(type)) is det.
%
% True if FormatSpec requires format/2 to have arguments of Types. Each
% value of Types is a type as described by error:has_type/2. This
% notion of types is compatible with library(mavis).
spec_types(Spec, Types) :-
phrase(spec_types(Spec), Types).
spec_types([]) -->
[].
spec_types([Item|Items]) -->
item_types(Item),
spec_types(Items).
item_types(text(_)) -->
[].
item_types(escape(Numeric,_,Action)) -->
numeric_types(Numeric),
action_types(Action).
numeric_types(number(_)) -->
[].
numeric_types(character(_)) -->
[].
numeric_types(star) -->
[number].
numeric_types(nothing) -->
[].
action_types(Action) -->
{ atom_codes(Action, [Code]) },
{ action_types(Code, Types) },
phrase(Types).
%% text_codes(Text:text, Codes:codes).
text_codes(Var, Codes) :-
var(Var),
!,
string_codes(Var, Codes).
text_codes(Atom, Codes) :-
atom(Atom),
!,
atom_codes(Atom, Codes).
text_codes(String, Codes) :-
string(String),
!,
string_codes(String, Codes).
text_codes(Codes, Codes) :-
is_of_type(codes, Codes).
numeric_argument(number(N)) -->
integer(N).
numeric_argument(character(C)) -->
"`",
[C].
numeric_argument(star) -->
"*".
numeric_argument(nothing) -->
"".
modifier_argument(colon) -->
":".
modifier_argument(no_colon) -->
\+ ":".
action(Action) -->
[C],
{ is_action(C) },
{ atom_codes(Action, [C]) }.
%% is_action(+Action:integer) is semidet.
%% is_action(-Action:integer) is multi.
%
% True if Action is a valid format/2 action character. Iterates all
% acceptable action characters, if Action is unbound.
is_action(Action) :-
action_types(Action, _).
%% action_types(?Action:integer, ?Types:list(type))
%
% True if Action consumes arguments matching Types. An action (like
% `~`), which consumes no arguments, has `Types=[]`. For example,
%
% ?- action_types(0'~, Types).
% Types = [].
% ?- action_types(0'a, Types).
% Types = [atom].
action_types(0'~, []).
action_types(0'a, [atom]).
action_types(0'c, [integer]). % specifically, a code
action_types(0'd, [integer]).
action_types(0'D, [integer]).
action_types(0'e, [float]).
action_types(0'E, [float]).
action_types(0'f, [float]).
action_types(0'g, [float]).
action_types(0'G, [float]).
action_types(0'i, [any]).
action_types(0'I, [integer]).
action_types(0'k, [any]).
action_types(0'n, []).
action_types(0'N, []).
action_types(0'p, [any]).
action_types(0'q, [any]).
action_types(0'r, [integer]).
action_types(0'R, [integer]).
action_types(0's, [text]).
action_types(0'@, [callable]).
action_types(0't, []).
action_types(0'|, []).
action_types(0'+, []).
action_types(0'w, [any]).
action_types(0'W, [any, list]).

194
samples/Prolog/func.pl Normal file
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:- module(func, [ op(675, xfy, ($))
, op(650, xfy, (of))
, ($)/2
, (of)/2
]).
:- use_module(library(list_util), [xfy_list/3]).
:- use_module(library(function_expansion)).
:- use_module(library(arithmetic)).
:- use_module(library(error)).
% true if the module whose terms are being read has specifically
% imported library(func).
wants_func :-
prolog_load_context(module, Module),
Module \== func, % we don't want func sugar ourselves
predicate_property(Module:of(_,_),imported_from(func)).
%% compile_function(+Term, -In, -Out, -Goal) is semidet.
%
% True if Term represents a function from In to Out
% implemented by calling Goal. This multifile hook is
% called by $/2 and of/2 to convert a term into a goal.
% It's used at compile time for macro expansion.
% It's used at run time to handle functions which aren't
% known at compile time.
% When called as a hook, Term is guaranteed to be =nonvar=.
%
% For example, to treat library(assoc) terms as functions which
% map a key to a value, one might define:
%
% :- multifile compile_function/4.
% compile_function(Assoc, Key, Value, Goal) :-
% is_assoc(Assoc),
% Goal = get_assoc(Key, Assoc, Value).
%
% Then one could write:
%
% list_to_assoc([a-1, b-2, c-3], Assoc),
% Two = Assoc $ b,
:- multifile compile_function/4.
compile_function(Var, _, _, _) :-
% variables storing functions must be evaluated at run time
% and can't be compiled, a priori, into a goal
var(Var),
!,
fail.
compile_function(Expr, In, Out, Out is Expr) :-
% arithmetic expression of one variable are simply evaluated
\+ string(Expr), % evaluable/1 throws exception with strings
arithmetic:evaluable(Expr),
term_variables(Expr, [In]).
compile_function(F, In, Out, func:Goal) :-
% composed functions
function_composition_term(F),
user:function_expansion(F, func:Functor, true),
Goal =.. [Functor,In,Out].
compile_function(F, In, Out, Goal) :-
% string interpolation via format templates
format_template(F),
( atom(F) ->
Goal = format(atom(Out), F, In)
; string(F) ->
Goal = format(string(Out), F, In)
; error:has_type(codes, F) ->
Goal = format(codes(Out), F, In)
; fail % to be explicit
).
compile_function(Dict, In, Out, Goal) :-
is_dict(Dict),
Goal = get_dict(In, Dict, Out).
%% $(+Function, +Argument) is det.
%
% Apply Function to an Argument. A Function is any predicate
% whose final argument generates output and whose penultimate argument
% accepts input.
%
% This is realized by expanding function application to chained
% predicate calls at compile time. Function application itself can
% be chained.
%
% ==
% Reversed = reverse $ sort $ [c,d,b].
% ==
:- meta_predicate $(2,+).
$(_,_) :-
throw(error(permission_error(call, predicate, ($)/2),
context(_, '$/2 must be subject to goal expansion'))).
user:function_expansion($(F,X), Y, Goal) :-
wants_func,
( func:compile_function(F, X, Y, Goal) ->
true
; var(F) -> Goal = % defer until run time
( func:compile_function(F, X, Y, P) ->
call(P)
; call(F, X, Y)
)
; Goal = call(F, X, Y)
).
%% of(+F, +G) is det.
%
% Creates a new function by composing F and G. The functions are
% composed at compile time to create a new, compiled predicate which
% behaves like a function. Function composition can be chained.
% Composed functions can also be applied with $/2.
%
% ==
% Reversed = reverse of sort $ [c,d,b].
% ==
:- meta_predicate of(2,2).
of(_,_).
%% format_template(Format) is semidet.
%
% True if Format is a template string suitable for format/3.
% The current check is very naive and should be improved.
format_template(Format) :-
atom(Format), !,
atom_codes(Format, Codes),
format_template(Codes).
format_template(Format) :-
string(Format),
!,
string_codes(Format, Codes),
format_template(Codes).
format_template(Format) :-
error:has_type(codes, Format),
memberchk(0'~, Format). % ' fix syntax highlighting
% True if the argument is a function composition term
function_composition_term(of(_,_)).
% Converts a function composition term into a list of functions to compose
functions_to_compose(Term, Funcs) :-
functor(Term, Op, 2),
Op = (of),
xfy_list(Op, Term, Funcs).
% Thread a state variable through a list of functions. This is similar
% to a DCG expansion, but much simpler.
thread_state([], [], Out, Out).
thread_state([F|Funcs], [Goal|Goals], In, Out) :-
( compile_function(F, In, Tmp, Goal) ->
true
; var(F) ->
instantiation_error(F)
; F =.. [Functor|Args],
append(Args, [In, Tmp], NewArgs),
Goal =.. [Functor|NewArgs]
),
thread_state(Funcs, Goals, Tmp, Out).
user:function_expansion(Term, func:Functor, true) :-
wants_func,
functions_to_compose(Term, Funcs),
debug(func, 'building composed function for: ~w', [Term]),
variant_sha1(Funcs, Sha),
format(atom(Functor), 'composed_function_~w', [Sha]),
debug(func, ' name: ~s', [Functor]),
( func:current_predicate(Functor/2) ->
debug(func, ' composed predicate already exists', [])
; true ->
reverse(Funcs, RevFuncs),
thread_state(RevFuncs, Threaded, In, Out),
xfy_list(',', Body, Threaded),
Head =.. [Functor, In, Out],
func:assert(Head :- Body),
func:compile_predicates([Functor/2])
).
% support foo(x,~,y) evaluation
user:function_expansion(Term, Output, Goal) :-
wants_func,
compound(Term),
% has a single ~ argument
setof( X
, ( arg(X,Term,Arg), Arg == '~' )
, [N]
),
% replace ~ with a variable
Term =.. [Name|Args0],
nth1(N, Args0, ~, Rest),
nth1(N, Args, Output, Rest),
Goal =.. [Name|Args].

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@@ -0,0 +1,241 @@
#
# Cinema 4D Python Plugin Source file
# https://github.com/nr-plugins/nr-xpresso-alignment-tools
#
# coding: utf-8
#
# Copyright (C) 2012, Niklas Rosenstein
# Licensed under the GNU General Public License
#
# XPAT - XPresso Alignment Tools
# ==============================
#
# The XPAT plugin provides tools for aligning nodes in the Cinema 4D
# XPresso Editor, improving readability of complex XPresso set-ups
# immensively.
#
# Requirements:
# - MAXON Cinema 4D R13+
# - Python `c4dtools` library. Get it from
# http://github.com/NiklasRosenstein/c4dtools
#
# Author: Niklas Rosenstein <rosensteinniklas@gmail.com>
# Version: 1.1 (01/06/2012)
import os
import sys
import json
import c4d
import c4dtools
import itertools
from c4d.modules import graphview as gv
from c4dtools.misc import graphnode
res, importer = c4dtools.prepare(__file__, __res__)
settings = c4dtools.helpers.Attributor({
'options_filename': res.file('config.json'),
})
def align_nodes(nodes, mode, spacing):
r"""
Aligns the passed nodes horizontally and apply the minimum spacing
between them.
"""
modes = ['horizontal', 'vertical']
if not nodes:
return
if mode not in modes:
raise ValueError('invalid mode, choices are: ' + ', '.join(modes))
get_0 = lambda x: x.x
get_1 = lambda x: x.y
set_0 = lambda x, v: setattr(x, 'x', v)
set_1 = lambda x, v: setattr(x, 'y', v)
if mode == 'vertical':
get_0, get_1 = get_1, get_0
set_0, set_1 = set_1, set_0
nodes = [graphnode.GraphNode(n) for n in nodes]
nodes.sort(key=lambda n: get_0(n.position))
midpoint = graphnode.find_nodes_mid(nodes)
# Apply the spacing between the nodes relative to the coordinate-systems
# origin. We can offset them later because we now the nodes' midpoint
# already.
first_position = nodes[0].position
new_positions = []
prev_offset = 0
for node in nodes:
# Compute the relative position of the node.
position = node.position
set_0(position, get_0(position) - get_0(first_position))
# Obtain it's size and check if the node needs to be re-placed.
size = node.size
if get_0(position) < prev_offset:
set_0(position, prev_offset)
prev_offset += spacing + get_0(size)
else:
prev_offset = get_0(position) + get_0(size) + spacing
set_1(position, get_1(midpoint))
new_positions.append(position)
# Center the nodes again.
bbox_size = prev_offset - spacing
bbox_size_2 = bbox_size * 0.5
for node, position in itertools.izip(nodes, new_positions):
# TODO: Here is some issue with offsetting the nodes. Some value
# dependent on the spacing must be added here to not make the nodes
# move horizontally/vertically although they have already been
# aligned.
set_0(position, get_0(midpoint) + get_0(position) - bbox_size_2 + spacing)
node.position = position
def align_nodes_shortcut(mode, spacing):
master = gv.GetMaster(0)
if not master:
return
root = master.GetRoot()
if not root:
return
nodes = graphnode.find_selected_nodes(root)
if nodes:
master.AddUndo()
align_nodes(nodes, mode, spacing)
c4d.EventAdd()
return True
class XPAT_Options(c4dtools.helpers.Attributor):
r"""
This class organizes the options for the XPAT plugin, i.e.
validating, loading and saving.
"""
defaults = {
'hspace': 50,
'vspace': 20,
}
def __init__(self, filename=None):
super(XPAT_Options, self).__init__()
self.load(filename)
def load(self, filename=None):
r"""
Load the options from file pointed to by filename. If filename
is None, it defaults to the filename defined in options in the
global scope.
"""
if filename is None:
filename = settings.options_filename
if os.path.isfile(filename):
self.dict_ = self.defaults.copy()
with open(filename, 'rb') as fp:
self.dict_.update(json.load(fp))
else:
self.dict_ = self.defaults.copy()
self.save()
def save(self, filename=None):
r"""
Save the options defined in XPAT_Options instance to HD.
"""
if filename is None:
filename = settings.options_filename
values = dict((k, v) for k, v in self.dict_.iteritems()
if k in self.defaults)
with open(filename, 'wb') as fp:
json.dump(values, fp)
class XPAT_OptionsDialog(c4d.gui.GeDialog):
r"""
This class implements the behavior of the XPAT options dialog,
taking care of storing the options on the HD and loading them
again on startup.
"""
# c4d.gui.GeDialog
def CreateLayout(self):
return self.LoadDialogResource(res.DLG_OPTIONS)
def InitValues(self):
self.SetLong(res.EDT_HSPACE, options.hspace)
self.SetLong(res.EDT_VSPACE, options.vspace)
return True
def Command(self, id, msg):
if id == res.BTN_SAVE:
options.hspace = self.GetLong(res.EDT_HSPACE)
options.vspace = self.GetLong(res.EDT_VSPACE)
options.save()
self.Close()
return True
class XPAT_Command_OpenOptionsDialog(c4dtools.plugins.Command):
r"""
This Cinema 4D CommandData plugin opens the XPAT options dialog
when being executed.
"""
def __init__(self):
super(XPAT_Command_OpenOptionsDialog, self).__init__()
self._dialog = None
@property
def dialog(self):
if not self._dialog:
self._dialog = XPAT_OptionsDialog()
return self._dialog
# c4dtools.plugins.Command
PLUGIN_ID = 1029621
PLUGIN_NAME = res.string.XPAT_COMMAND_OPENOPTIONSDIALOG()
PLUGIN_HELP = res.string.XPAT_COMMAND_OPENOPTIONSDIALOG_HELP()
# c4d.gui.CommandData
def Execute(self, doc):
return self.dialog.Open(c4d.DLG_TYPE_MODAL)
class XPAT_Command_AlignHorizontal(c4dtools.plugins.Command):
PLUGIN_ID = 1029538
PLUGIN_NAME = res.string.XPAT_COMMAND_ALIGNHORIZONTAL()
PLUGIN_ICON = res.file('xpresso-align-h.png')
PLUGIN_HELP = res.string.XPAT_COMMAND_ALIGNHORIZONTAL_HELP()
def Execute(self, doc):
align_nodes_shortcut('horizontal', options.hspace)
return True
class XPAT_Command_AlignVertical(c4dtools.plugins.Command):
PLUGIN_ID = 1029539
PLUGIN_NAME = res.string.XPAT_COMMAND_ALIGNVERTICAL()
PLUGIN_ICON = res.file('xpresso-align-v.png')
PLUGIN_HELP = res.string.XPAT_COMMAND_ALIGNVERTICAL_HELP()
def Execute(self, doc):
align_nodes_shortcut('vertical', options.vspace)
return True
options = XPAT_Options()
if __name__ == '__main__':
c4dtools.plugins.main()

1
samples/STON/Array.ston Normal file
View File

@@ -0,0 +1 @@
[1, 2, 3]

View File

@@ -0,0 +1 @@
{#a : 1, #b : 2}

View File

@@ -0,0 +1,4 @@
Rectangle {
#origin : Point [ -40, -15 ],
#corner : Point [ 60, 35 ]
}

View File

@@ -0,0 +1,15 @@
TestDomainObject {
#created : DateAndTime [ '2012-02-14T16:40:15+01:00' ],
#modified : DateAndTime [ '2012-02-14T16:40:18+01:00' ],
#integer : 39581,
#float : 73.84789359463944,
#description : 'This is a test',
#color : #green,
#tags : [
#two,
#beta,
#medium
],
#bytes : ByteArray [ 'afabfdf61d030f43eb67960c0ae9f39f' ],
#boolean : false
}

View File

@@ -0,0 +1,30 @@
ZnResponse {
#headers : ZnHeaders {
#headers : ZnMultiValueDictionary {
'Date' : 'Fri, 04 May 2012 20:09:23 GMT',
'Modification-Date' : 'Thu, 10 Feb 2011 08:32:30 GMT',
'Content-Length' : '113',
'Server' : 'Zinc HTTP Components 1.0',
'Vary' : 'Accept-Encoding',
'Connection' : 'close',
'Content-Type' : 'text/html;charset=utf-8'
}
},
#entity : ZnStringEntity {
#contentType : ZnMimeType {
#main : 'text',
#sub : 'html',
#parameters : {
'charset' : 'utf-8'
}
},
#contentLength : 113,
#string : '<html>\n<head><title>Small</title></head>\n<body><h1>Small</h1><p>This is a small HTML document</p></body>\n</html>\n',
#encoder : ZnUTF8Encoder { }
},
#statusLine : ZnStatusLine {
#version : 'HTTP/1.1',
#code : 200,
#reason : 'OK'
}
}

View File

@@ -0,0 +1,24 @@
{
"class" : {
},
"instance" : {
"clientList:listElement:" : "dkh 03/20/2014 16:27",
"copyObjectMenuAction:selectionIndex:" : "dkh 10/13/2013 10:20",
"definitionForSelection:" : "dkh 10/13/2013 10:15",
"editMenuActionSpec" : "dkh 10/13/2013 10:19",
"itemSelected:listElement:selectedIndex:shiftPressed:" : "dkh 10/20/2013 11:06",
"menuActionSpec:" : "dkh 10/19/2013 17:12",
"repository:" : "dkh 10/19/2013 17:36",
"theList" : "dkh 10/12/2013 15:51",
"versionInfoBlock:" : "dkh 10/19/2013 17:08",
"versionInfoDiffVsSelection:selectedIndex:" : "dkh 10/19/2013 17:48",
"versionInfoDiffVsWorkingCopy:selectedIndex:" : "dkh 10/20/2013 12:36",
"versionInfoSelect:selectedIndex:" : "dkh 10/12/2013 17:04",
"versionInfos" : "dkh 10/19/2013 17:13",
"versionSummaryIsClosing" : "dkh 10/20/2013 10:19",
"windowIsClosing:" : "dkh 10/20/2013 10:39",
"windowLabel" : "dkh 05/20/2014 11:00",
"windowLocation" : "dkh 05/23/2014 10:17",
"windowName" : "dkh 10/12/2013 16:00",
"workingCopy" : "dkh 10/12/2013 16:16",
"workingCopy:" : "dkh 10/12/2013 16:17" } }

View File

@@ -0,0 +1,19 @@
{
"category" : "Topez-Server-Core",
"classinstvars" : [
],
"classvars" : [
],
"commentStamp" : "",
"instvars" : [
"workingCopy",
"repository",
"versionInfos",
"versionInfoBlock",
"selectedVersionInfo",
"versionInfoSummaryWindowId" ],
"name" : "TDVersionInfoBrowser",
"pools" : [
],
"super" : "TDAbstractMonticelloToolBuilder",
"type" : "normal" }

31
samples/Slim/sample.slim Normal file
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@@ -0,0 +1,31 @@
doctype html
html
head
title Slim Examples
meta name="keywords" content="template language"
meta name="author" content=author
javascript:
alert('Slim supports embedded javascript!')
body
h1 Markup examples
#content
p This example shows you how a basic Slim file looks like.
== yield
- unless items.empty?
table
- for item in items do
tr
td.name = item.name
td.price = item.price
- else
p
| No items found. Please add some inventory.
Thank you!
div id="footer"
= render 'footer'
| Copyright © #{year} #{author}

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@@ -0,0 +1,703 @@
#==============================================================================
#
# <20><> Yanfly Engine Ace - Visual Battlers v1.01
# -- Last Updated: 2012.07.24
# -- Level: Easy
# -- Requires: n/a
#
# <20><> Modified by:
# -- Yami
# -- Kread-Ex
# -- Archeia_Nessiah
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-VisualBattlers"] = true
#==============================================================================
# <20><> Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.12.18 - Added preset views and able to change direction in-game.
# 2012.07.24 - Finished Script.
# 2012.01.05 - Started Script.
#
#==============================================================================
# <20><> Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a visual for all actors by default charsets. The actions
# and movements are alike Final Fantasy 1, only move forward and backward when
# start and finish actions.
#
#==============================================================================
# <20><> Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To change the player direction in-game, use the snippet below in a script
# call:
#
# $game_system.party_direction = n
#
# To install this script, open up your script editor and copy/paste this script
# to an open slot below <20><> Materials but above <20><> Main. Remember to save.
#
#==============================================================================
# <20><> Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module VISUAL_BATTLERS
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Party Location Setting -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings are adjusted for Party Location. Each Actor will have
# coordinates calculated by below formula. There are two samples coordinates
# below, change PARTY_DIRECTION to the base index you want to use.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARTY_DIRECTION = 6 # This direction is opposite from actual direction.
PARTY_LOCATION_BASE_COORDINATES ={
# Index => [base_x, base_y, mod_x, mod_y],
2 => [ 250, 290, 40, 0], #UP
4 => [ 150, 280, 20, -20], #LEFT
3 => [ 460, 280, 30, -10], #RIGHT
6 => [ 460, 230, 20, 20], #DEFAULT RIGHT
8 => [ 260, 230, 40, 0], #DOWN
} # Do not remove this.
PARTY_LOCATION_FORMULA_X = "base_x + index * mod_x"
PARTY_LOCATION_FORMULA_Y = "base_y + index * mod_y"
end # VISUAL_BATTLERS
end # YEA
#==============================================================================
# <20><> Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
#==============================================================================
# ? <20><> Direction
#==============================================================================
module Direction
#--------------------------------------------------------------------------
# self.correct
#--------------------------------------------------------------------------
def self.correct(direction)
case direction
when 1; return 4
when 3; return 6
when 7; return 4
when 9; return 6
else; return direction
end
end
#--------------------------------------------------------------------------
# self.opposite
#--------------------------------------------------------------------------
def self.opposite(direction)
case direction
when 1; return 6
when 2; return 8
when 3; return 4
when 4; return 6
when 6; return 4
when 7; return 6
when 8; return 2
when 9; return 4
else; return direction
end
end
end # Direction
#==============================================================================
# ? <20><> Game_System
#==============================================================================
class Game_System; attr_accessor :party_direction; end
#==============================================================================
# ? <20><> Game_BattleCharacter
#==============================================================================
class Game_BattleCharacter < Game_Character
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(actor)
super()
setup_actor(actor)
@move_x_rate = 0
@move_y_rate = 0
end
#--------------------------------------------------------------------------
# setup_actor
#--------------------------------------------------------------------------
def setup_actor(actor)
@actor = actor
@step_anime = true
set_graphic(@actor.character_name, @actor.character_index)
setup_coordinates
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
set_direction(Direction.correct(direction))
end
#--------------------------------------------------------------------------
# sprite=
#--------------------------------------------------------------------------
def sprite=(sprite)
@sprite = sprite
end
#--------------------------------------------------------------------------
# setup_coordinates
#--------------------------------------------------------------------------
def setup_coordinates
location = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
base_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][0]
base_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][1]
mod_x = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][2]
mod_y = YEA::VISUAL_BATTLERS::PARTY_LOCATION_BASE_COORDINATES[location][3]
@actor.screen_x = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_X)
@actor.screen_y = eval(YEA::VISUAL_BATTLERS::PARTY_LOCATION_FORMULA_Y)
@actor.origin_x = @actor.screen_x
@actor.origin_y = @actor.screen_y
@actor.create_move_to(screen_x, screen_y, 1)
end
#--------------------------------------------------------------------------
# index
#--------------------------------------------------------------------------
def index
return @actor.index
end
#--------------------------------------------------------------------------
# screen_x
#--------------------------------------------------------------------------
def screen_x
return @actor.screen_x
end
#--------------------------------------------------------------------------
# screen_y
#--------------------------------------------------------------------------
def screen_y
return @actor.screen_y
end
#--------------------------------------------------------------------------
# screen_z
#--------------------------------------------------------------------------
def screen_z
return @actor.screen_z
end
end # Game_BattleCharacter
#==============================================================================
# ? <20><> Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :moved_back
attr_accessor :origin_x
attr_accessor :origin_y
attr_accessor :screen_x
attr_accessor :screen_y
attr_accessor :started_turn
#--------------------------------------------------------------------------
# alias method: execute_damage
#--------------------------------------------------------------------------
alias game_battler_execute_damage_vb execute_damage
def execute_damage(user)
game_battler_execute_damage_vb(user)
if @result.hp_damage > 0
move_backward(24, 6) unless @moved_back
@moved_back = true
end
end
#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
direction = ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
character.set_direction(Direction.correct(direction)) rescue 0
end
#--------------------------------------------------------------------------
# new method: face_coordinate
#--------------------------------------------------------------------------
def face_coordinate(destination_x, destination_y)
x1 = Integer(@screen_x)
x2 = Integer(destination_x)
y1 = Graphics.height - Integer(@screen_y)
y2 = Graphics.height - Integer(destination_y)
return if x1 == x2 and y1 == y2
#---
angle = Integer(Math.atan2((y2-y1),(x2-x1)) * 1800 / Math::PI)
if (0..225) === angle or (-225..0) === angle
direction = 6
elsif (226..675) === angle
direction = 9
elsif (676..1125) === angle
direction = 8
elsif (1126..1575) === angle
direction = 7
elsif (1576..1800) === angle or (-1800..-1576) === angle
direction = 4
elsif (-1575..-1126) === angle
direction = 1
elsif (-1125..-676) === angle
direction = 2
elsif (-675..-226) === angle
direction = 3
end
#---
character.set_direction(Direction.correct(direction)) rescue 0
end
#--------------------------------------------------------------------------
# create_move_to
#--------------------------------------------------------------------------
def create_move_to(destination_x, destination_y, frames = 12)
@destination_x = destination_x
@destination_y = destination_y
frames = [frames, 1].max
@move_x_rate = [(@screen_x - @destination_x).abs / frames, 2].max
@move_y_rate = [(@screen_y - @destination_y).abs / frames, 2].max
end
#--------------------------------------------------------------------------
# update_move_to
#--------------------------------------------------------------------------
def update_move_to
@move_x_rate = 0 if @screen_x == @destination_x || @move_x_rate.nil?
@move_y_rate = 0 if @screen_y == @destination_y || @move_y_rate.nil?
value = [(@screen_x - @destination_x).abs, @move_x_rate].min
@screen_x += (@destination_x > @screen_x) ? value : -value
value = [(@screen_y - @destination_y).abs, @move_y_rate].min
@screen_y += (@destination_y > @screen_y) ? value : -value
end
#--------------------------------------------------------------------------
# move_forward
#--------------------------------------------------------------------------
def move_forward(distance = 24, frames = 12)
direction = forward_direction
move_direction(direction, distance, frames)
end
#--------------------------------------------------------------------------
# move_backward
#--------------------------------------------------------------------------
def move_backward(distance = 24, frames = 12)
direction = Direction.opposite(forward_direction)
move_direction(direction, distance, frames)
end
#--------------------------------------------------------------------------
# move_direction
#--------------------------------------------------------------------------
def move_direction(direction, distance = 24, frames = 12)
case direction
when 1; move_x = distance / -2; move_y = distance / 2
when 2; move_x = distance * 0; move_y = distance * 1
when 3; move_x = distance / -2; move_y = distance / 2
when 4; move_x = distance * -1; move_y = distance * 0
when 6; move_x = distance * 1; move_y = distance * 0
when 7; move_x = distance / -2; move_y = distance / -2
when 8; move_x = distance * 0; move_y = distance * -1
when 9; move_x = distance / 2; move_y = distance / -2
else; return
end
destination_x = @screen_x + move_x
destination_y = @screen_y + move_y
create_move_to(destination_x, destination_y, frames)
end
#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return ($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION)
end
#--------------------------------------------------------------------------
# move_origin
#--------------------------------------------------------------------------
def move_origin
create_move_to(@origin_x, @origin_y)
face_coordinate(@origin_x, @origin_y)
@moved_back = false
end
#--------------------------------------------------------------------------
# moving?
#--------------------------------------------------------------------------
def moving?
return false if dead? || !exist?
return @move_x_rate != 0 || @move_y_rate != 0
end
end # Game_Battler
#==============================================================================
# ? <20><> Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# overwrite method: use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# new method: screen_x
#--------------------------------------------------------------------------
def screen_x
return @screen_x rescue 0
end
#--------------------------------------------------------------------------
# new method: screen_y
#--------------------------------------------------------------------------
def screen_y
return @screen_y rescue 0
end
#--------------------------------------------------------------------------
# new method: screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end
#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
index = $game_party.battle_members.index(self)
return SceneManager.scene.spriteset.actor_sprites[index]
end
#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite.character_base
end
#--------------------------------------------------------------------------
# face_opposing_party
#--------------------------------------------------------------------------
def face_opposing_party
dr = $game_system.party_direction || YEA::VISUAL_BATTLERS::PARTY_DIRECTION
direction = Direction.opposite(dr)
character.set_direction(Direction.correct(direction)) rescue 0
end
#--------------------------------------------------------------------------
# forward_direction
#--------------------------------------------------------------------------
def forward_direction
return Direction.opposite(($game_system.party_direction ||
YEA::VISUAL_BATTLERS::PARTY_DIRECTION))
end
end # Game_Actor
#==============================================================================
# ? <20><> Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: sprite
#--------------------------------------------------------------------------
def sprite
return SceneManager.scene.spriteset.enemy_sprites.reverse[self.index]
end
#--------------------------------------------------------------------------
# new method: character
#--------------------------------------------------------------------------
def character
return sprite
end
end # Game_Enemy
#==============================================================================
# ? <20><> Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_troop_setup_vb setup
def setup(troop_id)
game_troop_setup_vb(troop_id)
set_coordinates
end
#--------------------------------------------------------------------------
# new method: set_coordinates
#--------------------------------------------------------------------------
def set_coordinates
for member in members
member.origin_x = member.screen_x
member.origin_y = member.screen_y
member.create_move_to(member.screen_x, member.screen_y, 1)
end
end
end # Game_Troop
#==============================================================================
# ? <20><> Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :character_base
attr_accessor :character_sprite
#--------------------------------------------------------------------------
# alias method: dispose
#--------------------------------------------------------------------------
alias sprite_battler_dispose_vb dispose
def dispose
dispose_character_sprite
sprite_battler_dispose_vb
end
#--------------------------------------------------------------------------
# new method: dispose_character_sprite
#--------------------------------------------------------------------------
def dispose_character_sprite
@character_sprite.dispose unless @character_sprite.nil?
end
#--------------------------------------------------------------------------
# alias method: update
#--------------------------------------------------------------------------
alias sprite_battler_update_vb update
def update
sprite_battler_update_vb
return if @battler.nil?
update_move_to
update_character_base
update_character_sprite
end
#--------------------------------------------------------------------------
# new method: update_character_base
#--------------------------------------------------------------------------
def update_character_base
return if @character_base.nil?
@character_base.update
end
#--------------------------------------------------------------------------
# new method: update_character_sprite
#--------------------------------------------------------------------------
def update_character_sprite
return if @character_sprite.nil?
@character_sprite.update
end
#--------------------------------------------------------------------------
# new method: update_move_to
#--------------------------------------------------------------------------
def update_move_to
@battler.update_move_to
end
#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return false if @battler.nil?
return @battler.moving?
end
end # Sprite_Battler
#==============================================================================
# ? <20><> Sprite_BattleCharacter
#==============================================================================
class Sprite_BattleCharacter < Sprite_Character
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(viewport, character = nil)
super(viewport, character)
character.sprite = self
end
end # Sprite_BattleCharacter
#==============================================================================
# ? <20><> Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# public instance_variable
#--------------------------------------------------------------------------
attr_accessor :actor_sprites
attr_accessor :enemy_sprites
#--------------------------------------------------------------------------
# overwrite method: create_actors
#--------------------------------------------------------------------------
def create_actors
total = $game_party.max_battle_members
@current_party = $game_party.battle_members.clone
@actor_sprites = Array.new(total) { Sprite_Battler.new(@viewport1) }
for actor in $game_party.battle_members
@actor_sprites[actor.index].battler = actor
create_actor_sprite(actor)
end
end
#--------------------------------------------------------------------------
# new method: create_actor_sprite
#--------------------------------------------------------------------------
def create_actor_sprite(actor)
character = Game_BattleCharacter.new(actor)
character_sprite = Sprite_BattleCharacter.new(@viewport1, character)
@actor_sprites[actor.index].character_base = character
@actor_sprites[actor.index].character_sprite = character_sprite
actor.face_opposing_party
end
#--------------------------------------------------------------------------
# alias method: update_actors
#--------------------------------------------------------------------------
alias spriteset_battle_update_actors_vb update_actors
def update_actors
if @current_party != $game_party.battle_members
dispose_actors
create_actors
end
spriteset_battle_update_actors_vb
end
#--------------------------------------------------------------------------
# new method: moving?
#--------------------------------------------------------------------------
def moving?
return battler_sprites.any? {|sprite| sprite.moving? }
end
end # Spriteset_Battle
#==============================================================================
# ? <20><> Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :spriteset
#--------------------------------------------------------------------------
# alias method: process_action_end
#--------------------------------------------------------------------------
alias scene_battle_process_action_end_vb process_action_end
def process_action_end
start_battler_move_origin
scene_battle_process_action_end_vb
end
#--------------------------------------------------------------------------
# alias method: execute_action
#--------------------------------------------------------------------------
alias scene_battle_execute_action_vb execute_action
def execute_action
start_battler_move_forward
scene_battle_execute_action_vb
end
#--------------------------------------------------------------------------
# new method: start_battler_move_forward
#--------------------------------------------------------------------------
def start_battler_move_forward
return if @subject.started_turn
@subject.started_turn = true
@subject.move_forward
wait_for_moving
end
#--------------------------------------------------------------------------
# new method: start_battler_move_origin
#--------------------------------------------------------------------------
def start_battler_move_origin
@subject.started_turn = nil
move_battlers_origin
wait_for_moving
@subject.face_opposing_party rescue 0
end
#--------------------------------------------------------------------------
# new method: move_battlers_origin
#--------------------------------------------------------------------------
def move_battlers_origin
for member in all_battle_members
next if member.dead?
next unless member.exist?
member.move_origin
end
end
#--------------------------------------------------------------------------
# new method: wait_for_moving
#--------------------------------------------------------------------------
def wait_for_moving
update_for_wait
update_for_wait while @spriteset.moving?
end
end # Scene_Battle
#==============================================================================
#
# <20><> End of File
#
#==============================================================================

21
samples/XML/sample.nuspec Normal file
View File

@@ -0,0 +1,21 @@
<?xml version="1.0"?>
<package xmlns="http://schemas.microsoft.com/packaging/2010/07/nuspec.xsd">
<metadata>
<id>Sample</id>
<title>Sample</title>
<version>0.101.0</version>
<authors>Hugh Bot</authors>
<owners>Hugh Bot</owners>
<summary>A package of nuget</summary>
<description>
It just works
</description>
<projectUrl>http://hubot.github.com</projectUrl>
<copyright/>
<licenseUrl>https://github.com/github/hubot/LICENSEmd</licenseUrl>
<requireLicenseAcceptance>false</requireLicenseAcceptance>
</metadata>
<files>
<file src="tools\**" target="tools"/>
</files>
</package>

View File

@@ -0,0 +1,22 @@
#tag Class
Protected Class App
Inherits Application
#tag Constant, Name = kEditClear, Type = String, Dynamic = False, Default = \"&Delete", Scope = Public
#Tag Instance, Platform = Windows, Language = Default, Definition = \"&Delete"
#Tag Instance, Platform = Linux, Language = Default, Definition = \"&Delete"
#tag EndConstant
#tag Constant, Name = kFileQuit, Type = String, Dynamic = False, Default = \"&Quit", Scope = Public
#Tag Instance, Platform = Windows, Language = Default, Definition = \"E&xit"
#tag EndConstant
#tag Constant, Name = kFileQuitShortcut, Type = String, Dynamic = False, Default = \"", Scope = Public
#Tag Instance, Platform = Mac OS, Language = Default, Definition = \"Cmd+Q"
#Tag Instance, Platform = Linux, Language = Default, Definition = \"Ctrl+Q"
#tag EndConstant
#tag ViewBehavior
#tag EndViewBehavior
End Class
#tag EndClass

View File

@@ -0,0 +1,23 @@
#tag Report
Begin Report BillingReport
Compatibility = ""
Units = 0
Width = 8.5
Begin PageHeader
Type = 1
Height = 1.0
End
Begin Body
Type = 3
Height = 2.0
End
Begin PageFooter
Type = 5
Height = 1.0
End
End
#tag EndReport
#tag ReportCode
#tag EndReportCode

View File

@@ -0,0 +1,112 @@
#tag Menu
Begin Menu MainMenuBar
Begin MenuItem FileMenu
SpecialMenu = 0
Text = "&File"
Index = -2147483648
AutoEnable = True
Visible = True
Begin QuitMenuItem FileQuit
SpecialMenu = 0
Text = "#App.kFileQuit"
Index = -2147483648
ShortcutKey = "#App.kFileQuitShortcut"
Shortcut = "#App.kFileQuitShortcut"
AutoEnable = True
Visible = True
End
End
Begin MenuItem EditMenu
SpecialMenu = 0
Text = "&Edit"
Index = -2147483648
AutoEnable = True
Visible = True
Begin MenuItem EditUndo
SpecialMenu = 0
Text = "&Undo"
Index = -2147483648
ShortcutKey = "Z"
Shortcut = "Cmd+Z"
MenuModifier = True
AutoEnable = True
Visible = True
End
Begin MenuItem EditSeparator1
SpecialMenu = 0
Text = "-"
Index = -2147483648
AutoEnable = True
Visible = True
End
Begin MenuItem EditCut
SpecialMenu = 0
Text = "Cu&t"
Index = -2147483648
ShortcutKey = "X"
Shortcut = "Cmd+X"
MenuModifier = True
AutoEnable = True
Visible = True
End
Begin MenuItem EditCopy
SpecialMenu = 0
Text = "&Copy"
Index = -2147483648
ShortcutKey = "C"
Shortcut = "Cmd+C"
MenuModifier = True
AutoEnable = True
Visible = True
End
Begin MenuItem EditPaste
SpecialMenu = 0
Text = "&Paste"
Index = -2147483648
ShortcutKey = "V"
Shortcut = "Cmd+V"
MenuModifier = True
AutoEnable = True
Visible = True
End
Begin MenuItem EditClear
SpecialMenu = 0
Text = "#App.kEditClear"
Index = -2147483648
AutoEnable = True
Visible = True
End
Begin MenuItem EditSeparator2
SpecialMenu = 0
Text = "-"
Index = -2147483648
AutoEnable = True
Visible = True
End
Begin MenuItem EditSelectAll
SpecialMenu = 0
Text = "Select &All"
Index = -2147483648
ShortcutKey = "A"
Shortcut = "Cmd+A"
MenuModifier = True
AutoEnable = True
Visible = True
End
Begin MenuItem UntitledSeparator
SpecialMenu = 0
Text = "-"
Index = -2147483648
AutoEnable = True
Visible = True
End
Begin AppleMenuItem AboutItem
SpecialMenu = 0
Text = "About This App..."
Index = -2147483648
AutoEnable = True
Visible = True
End
End
End
#tag EndMenu

View File

@@ -0,0 +1,14 @@
#tag Toolbar
Begin Toolbar MyToolbar
Begin ToolButton FirstItem
Caption = "First Item"
HelpTag = ""
Style = 0
End
Begin ToolButton SecondItem
Caption = "Second Item"
HelpTag = ""
Style = 0
End
End
#tag EndToolbar

View File

@@ -0,0 +1,304 @@
#tag Window
Begin Window Window1
BackColor = &cFFFFFF00
Backdrop = 0
CloseButton = True
Compatibility = ""
Composite = False
Frame = 0
FullScreen = False
FullScreenButton= False
HasBackColor = False
Height = 400
ImplicitInstance= True
LiveResize = True
MacProcID = 0
MaxHeight = 32000
MaximizeButton = True
MaxWidth = 32000
MenuBar = 1153981589
MenuBarVisible = True
MinHeight = 64
MinimizeButton = True
MinWidth = 64
Placement = 0
Resizeable = True
Title = "Sample App"
Visible = True
Width = 600
Begin PushButton HelloWorldButton
AutoDeactivate = True
Bold = False
ButtonStyle = "0"
Cancel = False
Caption = "Push Me"
Default = True
Enabled = True
Height = 20
HelpTag = ""
Index = -2147483648
InitialParent = ""
Italic = False
Left = 260
LockBottom = False
LockedInPosition= False
LockLeft = True
LockRight = False
LockTop = True
Scope = 0
TabIndex = 0
TabPanelIndex = 0
TabStop = True
TextFont = "System"
TextSize = 0.0
TextUnit = 0
Top = 32
Underline = False
Visible = True
Width = 80
End
End
#tag EndWindow
#tag WindowCode
#tag EndWindowCode
#tag Events HelloWorldButton
#tag Event
Sub Action()
Dim total As Integer
For i As Integer = 0 To 10
total = total + i
Next
MsgBox "Hello World! " + Str(total)
End Sub
#tag EndEvent
#tag EndEvents
#tag ViewBehavior
#tag ViewProperty
Name="BackColor"
Visible=true
Group="Appearance"
InitialValue="&hFFFFFF"
Type="Color"
#tag EndViewProperty
#tag ViewProperty
Name="Backdrop"
Visible=true
Group="Appearance"
Type="Picture"
EditorType="Picture"
#tag EndViewProperty
#tag ViewProperty
Name="CloseButton"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Composite"
Visible=true
Group="Appearance"
InitialValue="False"
Type="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Frame"
Visible=true
Group="Appearance"
InitialValue="0"
Type="Integer"
EditorType="Enum"
#tag EnumValues
"0 - Document"
"1 - Movable Modal"
"2 - Modal Dialog"
"3 - Floating Window"
"4 - Plain Box"
"5 - Shadowed Box"
"6 - Rounded Window"
"7 - Global Floating Window"
"8 - Sheet Window"
"9 - Metal Window"
"10 - Drawer Window"
"11 - Modeless Dialog"
#tag EndEnumValues
#tag EndViewProperty
#tag ViewProperty
Name="FullScreen"
Group="Appearance"
InitialValue="False"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="FullScreenButton"
Visible=true
Group="Appearance"
InitialValue="False"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="HasBackColor"
Visible=true
Group="Appearance"
InitialValue="False"
Type="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Height"
Visible=true
Group="Position"
InitialValue="400"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="ImplicitInstance"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Interfaces"
Visible=true
Group="ID"
Type="String"
#tag EndViewProperty
#tag ViewProperty
Name="LiveResize"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="MacProcID"
Visible=true
Group="Appearance"
InitialValue="0"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="MaxHeight"
Visible=true
Group="Position"
InitialValue="32000"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="MaximizeButton"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="MaxWidth"
Visible=true
Group="Position"
InitialValue="32000"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="MenuBar"
Visible=true
Group="Appearance"
Type="MenuBar"
EditorType="MenuBar"
#tag EndViewProperty
#tag ViewProperty
Name="MenuBarVisible"
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="MinHeight"
Visible=true
Group="Position"
InitialValue="64"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="MinimizeButton"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="MinWidth"
Visible=true
Group="Position"
InitialValue="64"
Type="Integer"
#tag EndViewProperty
#tag ViewProperty
Name="Name"
Visible=true
Group="ID"
Type="String"
#tag EndViewProperty
#tag ViewProperty
Name="Placement"
Visible=true
Group="Position"
InitialValue="0"
Type="Integer"
EditorType="Enum"
#tag EnumValues
"0 - Default"
"1 - Parent Window"
"2 - Main Screen"
"3 - Parent Window Screen"
"4 - Stagger"
#tag EndEnumValues
#tag EndViewProperty
#tag ViewProperty
Name="Resizeable"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Super"
Visible=true
Group="ID"
Type="String"
#tag EndViewProperty
#tag ViewProperty
Name="Title"
Visible=true
Group="Appearance"
InitialValue="Untitled"
Type="String"
#tag EndViewProperty
#tag ViewProperty
Name="Visible"
Visible=true
Group="Appearance"
InitialValue="True"
Type="Boolean"
EditorType="Boolean"
#tag EndViewProperty
#tag ViewProperty
Name="Width"
Visible=true
Group="Position"
InitialValue="600"
Type="Integer"
#tag EndViewProperty
#tag EndViewBehavior

View File

@@ -0,0 +1,17 @@
Dim dbFile As FolderItem
Dim db As New SQLiteDatabase
dbFile = GetFolderItem("Employees.sqlite")
db.DatabaseFile = dbFile
If db.Connect Then
db.SQLExecute("BEGIN TRANSACTION")
db.SQLExecute ("INSERT INTO Employees (Name,Job,YearJoined) VALUES "_
+"('Dr.Strangelove','Advisor',1962)")
If db.Error then
MsgBox("Error: " + db.ErrorMessage)
db.Rollback
Else
db.Commit
End If
Else
MsgBox("The database couldn't be opened. Error: " + db.ErrorMessage)
End If

28
samples/Zephir/filenames/exception.zep.c generated Normal file
View File

@@ -0,0 +1,28 @@
#ifdef HAVE_CONFIG_H
#include "../../ext_config.h"
#endif
#include <php.h>
#include "../../php_ext.h"
#include "../../ext.h"
#include <Zend/zend_operators.h>
#include <Zend/zend_exceptions.h>
#include <Zend/zend_interfaces.h>
#include "kernel/main.h"
/**
* Test\Router\Exception
*
* Exceptions generated by the router
*/
ZEPHIR_INIT_CLASS(Test_Router_Exception) {
ZEPHIR_REGISTER_CLASS_EX(Test\\Router, Exception, test, router_exception, zend_exception_get_default(TSRMLS_C), NULL, 0);
return SUCCESS;
}

View File

@@ -0,0 +1,4 @@
extern zend_class_entry *test_router_exception_ce;
ZEPHIR_INIT_CLASS(Test_Router_Exception);

View File

@@ -0,0 +1,8 @@
<?php
namespace Test\Router;
class Exception extends \Exception
{
}

View File

@@ -114,6 +114,9 @@ class TestBlob < Test::Unit::TestCase
assert_equal "ISO-2022-KR", blob("Text/ISO-2022-KR.txt").encoding
assert_equal "binary", blob("Text/ISO-2022-KR.txt").ruby_encoding
assert_nil blob("Binary/dog.o").encoding
assert_equal "windows-1252", blob("Text/Visual_Battlers.rb").encoding
assert_equal "Windows-1252", blob("Text/Visual_Battlers.rb").ruby_encoding
end
def test_binary
@@ -244,6 +247,13 @@ class TestBlob < Test::Unit::TestCase
# Generated VCR
assert blob("YAML/vcr_cassette.yml").generated?
# Generated by Zephir
assert blob("Zephir/filenames/exception.zep.c").generated?
assert blob("Zephir/filenames/exception.zep.h").generated?
assert blob("Zephir/filenames/exception.zep.php").generated?
assert !blob("Zephir/Router.zep").generated?
assert Linguist::Generated.generated?("node_modules/grunt/lib/grunt.js", nil)
end
@@ -371,7 +381,7 @@ class TestBlob < Test::Unit::TestCase
# NuGet Packages
assert blob("packages/Modernizr.2.0.6/Content/Scripts/modernizr-2.0.6-development-only.js").vendored?
# Html5shiv
assert blob("Scripts/html5shiv.js").vendored?
assert blob("Scripts/html5shiv.min.js").vendored?
@@ -396,6 +406,11 @@ class TestBlob < Test::Unit::TestCase
assert blob("subproject/gradlew").vendored?
assert blob("subproject/gradlew.bat").vendored?
assert blob("subproject/gradle/wrapper/gradle-wrapper.properties").vendored?
# Octicons
assert blob("octicons.css").vendored?
assert blob("public/octicons.min.css").vendored?
assert blob("public/octicons/sprockets-octicons.scss").vendored?
end
def test_language