text stringlengths 454 608k | url stringlengths 17 896 | dump stringclasses 91
values | source stringclasses 1
value | word_count int64 101 114k | flesch_reading_ease float64 50 104 |
|---|---|---|---|---|---|
Word custom properties sharepoint 2010 jobs:,
This application is for Car and Properties selling and renting ads. The attached docs describe more
I am looking to learn advanced MS access
I am looking for a help with my database with Query / Report /etc
My Windows Small Business Server 2011 needs a Maintenance/Update. Update Exchange 2010 with SP2 / Check for Errors Update SSL certificates. Check System for Errors.
Microsoft Access Advanced 2010 isolate bootstrap v3.3.7 to avoid css conflicts with SharePoint online. New namespace would be 'bootstrap-htech'.
I need a new website. I need you to design and build a website for my small business. We are a taxatio..
...com/watch?v=YAyc2bYRYP4 Background
I would like the three documents: 1. 26.02.2015 Meditsiiniseadmed 2. 26.02.2015 ...[login to view URL] Converted to Microsoft Excel format - so that they can be opened in Microsoft Excel 2010. Please start your response with the word "Rosebud", so that I know you have read what is required.
...automatically merge incoming emails as they come in. Requirements and limitation: - Project must work on Outlook 2010 and Outlook 2016. - Must be develop using Yeoman, CANNOT be develop using Visual Studio. - Build as custom Outlook Add-in. - The Add-in allows two modes (can can activated at the same time): - continuous - bulk.
I need some help with my business. which is a property app system.
Preaching and Teaching self and others. First Prize in Poetry Competition, ManMeet 2010 at IIM-Bangalore Paper presented at Annamalai University, sponsored by UGC, entitled “Innovative Time Management”
This application is for Car and Properties selling and renting ads. The attached docs describe more
For Police Dept. Heavy on the collaboration/social media aspect. Announcements, Calendars, Outlook email (if possible), Workflows, Projects, Tableau Dashboards (already developed, just display), possibly Yammer]
...their properties for let and sell purpose. Individual applicants and tenants will be able to search for properties. [login to view URL] I am going to use any of the theme listed in this search above. What I need is a wordpress based plugin to instantly list properties on Zoopla
im working with developer for properties at dubai and i want some one who can generate leads and buyers around the world to work with me as abroker with good commission for every client do adeal need the help to run the company file made in Quickbook pro 2010 Canada version. need the software or somebody can help to run the existing installation that was gone disturbed after windows update. Thanks
We are using sharepoint to track inbound leads and also for a call log. I need someone to help us better manage the data on the list and to make a simple power apps solution so we can filter and lookup leads and call logs.
Projekt logo dla firmy WIT Properties.
Sharepoint: user creates new item. Automatically an email is sent to manager who approves/rejects the item If approved, item details sent too director for approval/Rejection.
I have an excel application that was created for me and works only on excel version 2010 and newer I need it to work with excel 2007 | https://www.freelancer.com/work/word-custom-properties-sharepoint-2010/ | CC-MAIN-2018-22 | refinedweb | 530 | 65.83 |
Python String title()
Python String title() function returns a title cased version of the string. The first character of the words are in Uppercase and all the remaining characters are in Lowercase.
Python String title()
This function doesn’t accept any argument. Let’s look at some examples of title() function.
s = 'Python is Good!' print(s.title()) s = 'PYTHON IS GOOD' print(s.title())
Output:
Python Is Good! Python Is Good
This function uses a simple language-independent definition of a word as groups of consecutive letters. So apostrophes (‘) is treated as a word boundary. Let’s see what happens when our string contains an apostrophe.
s = "Let's go to Party" print(s.title())
Output:
Let'S Go To Party
Most of the times we don’t want this to happen. We can use a regular expression to define a function to convert a string into title cased.
import re def titlecase(s): return re.sub(r"[A-Za-z]+('[A-Za-z]+)?", lambda mo: mo.group(0)[0].upper() + mo.group(0)[1:].lower(), s) s = "Let's go to Party" print(titlecase(s)) print(titlecase('Python is Good!')) print(titlecase('PYTHON IS GOOD'))
Output:
Let's Go To Party Python Is Good! Python Is Good
If you are not familiar with lambda expressions, please read lambda in Python.
Official Documentation: title() | https://www.journaldev.com/24537/python-string-title | CC-MAIN-2021-25 | refinedweb | 225 | 61.53 |
AxKit::XSP::MD5 - AxKit XSP taglib for MD5 digests
Add the md5 namespace to your XSP
<xsp:page> tag:
<xsp:page
And add the taglib to AxKit (via httpd.conf or .htaccess):
AxAddXSPTaglib AxKit::XSP::MD5
The XSP MD5 taglib implements MD5 digests (as provided by the Digest::MD5 module). You may use it to generate keys for cookies or checksums for files (if there is demand for this, I'll implement MD5'ing an external file).
There are three tags provided by this taglib, which map to Digest::MD5's three functions: md5:md5, md5:md5-hex, md5:md5-base64. Please refer to Digest::MD5's documentation for these. The data is quite simply the content of the tags.
Robin Berjon, robin@knowscape.com
Copyright (c) 2001 Robin Berjon. All rights reserved. This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself. | http://search.cpan.org/~rberjon/AxKit-XSP-MD5-0.01/MD5.pm | CC-MAIN-2016-40 | refinedweb | 153 | 66.64 |
from __future__ import print
Discussion in 'Python' started by samslists
'from __future__ import ...' overviewLogan, Nov 25, 2003, in forum: Python
- Replies:
- 3
- Views:
- 857
- Michael Hudson
- Nov 25, 2003
from __future__ import decoratorsJacek Generowicz, Jan 13, 2005, in forum: Python
- Replies:
- 8
- Views:
- 412
- Jacek Generowicz
- Jan 17, 2005
a odd thing of "from __future__ import ...", Oct 14, 2006, in forum: Python
- Replies:
- 2
- Views:
- 340
from __future__ import absolute_import ?Ron Adam, Feb 2, 2007, in forum: Python
- Replies:
- 7
- Views:
- 556
- Ron Adam
- Feb 9, 2007
Recommended "from __future__ import" options for Python 2.5.2?Malcolm Greene, Apr 12, 2008, in forum: Python
- Replies:
- 1
- Views:
- 446
- Dan Bishop
- Apr 12, 2008 | http://www.thecodingforums.com/threads/from-__future__-import-print.612204/ | CC-MAIN-2015-22 | refinedweb | 114 | 65.86 |
When I created a photobooth with the netbook to take pictures at my wedding, I needed to carry the netbook as well as all the camera equipment on the overseas flight to Poland. I had minimized it as much as I could, but it was still a lot to travel with. I wanted to try and do something similar but go much smaller and use a Raspberry Pi instead of the netbook to eliminate as much of the weight as I could. This post explains how I was able to do it.
Hardware
The hardware is a Raspberry Pi with a custom PCB that lays on top of the GPIO header like an Arduino “shield”. The board allows me to interface the RPi with the 315mhz reciever. Since the output from the receiver is 5v and the RPi can only take 3v input, I used opto-isolators to separate the RPi from the receiver.
The black case is a 3D printed design that was made to fit the custom board but had holes for all of the Raspberry Pi inputs and outputs. I measured so the RPi would fit snugly. On top of the Raspberry Pi GPIO header I have a quick and dirty PCB that has leftover Arduino headers into a plain Radioshack protoboard. The PCB is just made up of lines of solder that have leftover resistor legs that run the length of each trace. I like doing this way so that I can quickly rework the design as necessary.
The photo on the right above show the entire hardware needed: a camera, 4 button controller and the black case containing the Raspberry Pi and custom board. the only other required item (not shown) is an HDMI compatible monitor or tv.
Software
The Python code is listed here on GitHub:
On the Raspberry Pi I am running a PyGame app I wrote in Python that uses the Gphoto2 library for communicating with the camera. The Gphoto2 library uses simple terminal commands to do basic functions on a camera and has a long list of cameras that it can control. The PyGame app is just listening for button presses and updating the screen with the preview image coming from the camera.
The software is started from terminal, and can easily be started on boot. It starts and loads the images for the slideshow, showing the loading progression of all the .JPG files in the directory. When they are all loaded it gives you a message and the main loop starts. While it is running it is continuously loading the preview image that comes out of the camera (after a gphoto2 command). It is small and lower resolution, but enough to show what the camera can see.
To grab the preview image I am calling this gphoto2 command:
gphoto2 --capture-preview --filename preview.jpg --force-overwrite
In the main loop the Photobooth flips between the images, and listens for button press events to come from the 315mhz transmitter. There are four button on the controller: A, B, C, and D. They preform the following functions:
A. takes a picture and load to the screen.
B. show the last image taken by the camera
C. show previous image (in slideshow)
D. show next image (in slideshow)
To take a high definition image using the camera and load it into the Pygame app I am calling this gphoto2 command:
gphoto2 --capture-image-and-download --filename images/{image_name}
with the {image name} being unique each time with a time-stamp. The actual format I used for the image name looks like this: “capture2014-04-24_01_21_11.jpg” (with date/timestamp).
The Pygame app actually makes the call and continues looping until the image appears in the folder before attempting to display the image. This ensures that the execution doesn’t block the listening functions of the main loop. Since the RPi is somewhat lower powered, I needed to write as much of the app as I could in a non-blocking manner.
When any of these buttons are pressed a message is showing on screen that gives the user feedback. After a picture is taken and displayed, the device attempts and asynchronous upload of the image to Google Drive. I made sure to separate the upload process and make sure the Photobooth is working in a separate thread, again so its not waiting. The posting to Google Drive seems to auto-post to my Google Plus stream as well, which is a bonus.
Info on posting to your google drive in python:
My variation on their example code that allows for storage of the credentials for future use, and setting of a specific folder:
needs to be executed like this (when used alone):
sudo python upload.py document.txt
3D Print the Plastic Case
I designed a simple case that compression locks together. Here are the files so that you can print the STL’s directly, or modify the SKP (SketchUp design file) to fit your needs. I have an Up Plus 2 Printer that prints very precisely, you may need to adjust your tolerances to fit the quality of the printer you are using. My design files are completely open, use them however you wish and feel free to edit them.
SKP file: Raspberry Pi Photobooth SketchUp Design
(you will need to download the free version of SketchUp to view/edit this file)
STL file: Raspberry Pi Photobooth Base STL
STL file: Raspberry Pi Photobooth Top STL
Other Important Documentation:
There are several steps to getting the Raspberry Pi ready to run the Pygame app that I wrote. My post assumes you have the latest version of Raspbian installed and will require you go though (at minimum) the following steps:
Install GPhoto2
sudo apt-get install gphoto2
Controls the camera over USB
Update Gphoto2 to the latest version (currently 2.5.2)
Install Adafruit GPIO Library
or use these commands in terminal:
sudo apt-get install git
git clone
Install the Python GPIO libraries for accessing the pins in python
sudo apt-get install python-dev
sudo apt-get install python-rpi.gpio
Install Pygame
sudo apt-get install pygame
Pygame is the interface for the visuals as the app is running.
Uploading to Google Drive
Please feel free to leave me questions or comments if you are trying anything similar. I would be happy to help with what I have learned so far. If you have a project that uses any of the info that I included please send me a link!
Very nice work! Have you released your PyGame app somewhere ?
Alexandre,
I just made the github repo public here:
RaspberryPiPhotobooth
Hi James,
Very nice job.
I’d like to replace the 4 buttons controller with a Webui.
But I couldn’t launch Photobooth.py. I get
Traceback (most recent call last):
File “photobooth.py”, line 13, in
import pygbutton
ImportError: No module named pygbutton
Any idea?
Best regards.
Alain,
looks like the links I had before for installing the pygbutton no longer work, but i do have some notes on it on google drive that might help you figure out how to use it:
actually, here is the code for pygbutton.py:
if you arent using the button though, you mgiht want to just remove this line “import pygbutton” and all the references to anything that had “pygbutton” in it. The code should work fine without it.
James,
I ‘ve commented the pygbutton lines.
It works fine.
I m trying to replace the buttons orders and led signals with the Webui.
Do you have suggestions?
Have you taken a look at Flask? Its a very easy way to run a web app in python and works well on the RPi.
Thanks for your suggestion.
I’ll have a look.
I wanted first to adapt this :
Dear Alain,
Thank you for your work on this. This is amazing. I was wondering though if you could trim down the code to a more basic format so that I can edit to suit my needs?
I’m looking into not having an added camera, instead use the raspberry pi camera, so the use of gphoto2 for me is obsolete. I’m not sure how to modify the code to show my pi camera feed in the bottom.
Also, I won’t be using a 334hz remote but just a button, I’m also not sure how to reflect that?
I’d very much appriciate some help, thank you!
Great tutorial, helped me a lot building a photobooth for my wedding 🙂 I uploaded my modified version of the code here: in case anyone is interested. The code isn’t perfect, after all I had to focus on actually getting married and not programming.. 😛
At first I tried using gphoto2 and a Canon 1100d, but I couldn’t charge the battery while it was in the camera (stupid). I also tried a webcamera, but picturequality wasn’t good enough. In the end I used a raspberryPi camera which worked ok.
Thomas thanks for posting details about yours. I hit the same battery issue initially but was able to find a AC powered (plug in) battery pack for my camera that looks like a battery and fit into the camera so that it was always powered. The RPi camera wasnt quite high enough quality for what I was trying to do. I think it is very cool that so many guys were able to do this for their weddings! It was a big hit at mine.
Thank you for posting your source code. I’ve tried using you codes. but I just want to ask, how can i capture image using my Canon 1000D. And where in your code has the function of capturing image. thank you. i hope that i can hear anything from you. 🙂
Red,
The main part of using an external camera with the Raspberry Pi is the code for GPhoto2 which is a module that you can install on the Raspberry Pi. The way to take a picture after you have installed Gphoto2 is to open the terminal and execute this command:
gphoto2 --capture-image-and-download --filename picture.jpg
(you can call the file whatever you want)
If Gphoto2 is installed and your camera is supported by gphoto2 (check the post for how to determine if your camera is supported) you should see the camera take a photo and save it locally with whatever filename you gave in the terminal command. My python code is simply executing those commands in the background and them loading the images into the pygame app I am running for display.
Hi,
I’m trying to use your app but when I launch it, I see the video interface after the first pic has been taken but it cycles without end taking pictures.
Do you know what configuration part could I have missed ?
I don’t have the remote for now. Is it possible to use the mouse instead ?
Thanks.
Regards,
Julien
Wait, it does what? Does it display the slideshow at all? How are you triggering the camera? Explain clearly what you are seeing
I start it from command line, it starts full screen, load a preview or the last pic and show a fix image in right lower corner. Besides, DSLR takes pictures at every cycle but those pictures never appear on the screen. Then, when I quit I see a lot of tmp…. files (pictures actually) in the app directory.
Is it clearer ?
I’m using a 1100D Canon by the way.
Julien,
Taking pictures with buttons in the pygame app was how I did it before I created the remote control. I think I was using the pygbutton to create and onscreen button that was accessible to the mouse in the pygame app:
I would back up a bit an test taking the pic via the command line first to verify that the 1100D responds top the normal command set in a normal way. Run this line:
sudo gphoto2 –capture-image-and-download –filename images/testimage.jpg
Hi. Im making a photobooth here for my thesis, how did you do that video on the screen? Because after following all your steps a “pygame error:No video mode has been set” occured. Thanks.
Hey,
i really love your work. Tried do something similar but I couldnt get it right.
But your solution is still not working for me 😦
The programm starts fine, saying “Photobooth started” and taking a first picture.
The picture then opens but just very small in the bottom right corner. The Shell then states:
Traceback (most recent call last):
File “/home/pi/photobooth.py”, line 460, in
Next Picture()
File “/home/pi/photobooth.py”, line 226, in NextPicture
LoadImageObjectToScreen(object_list[current_image])
IndexError: list indext out of range
I’m not sure what to do now – if i press the button A it will take another picture but it just wont show it on the screen 😦
AfricanHauke,
Seems like the object_list is probably empty in your case. Verify that it gets loaded with the images in the ‘/images’ folder. Create one if you need to and add some images to it before you start. Verify its len(object_list) as well before you load it as well. Hope that helps, try printing the values to the terminal as well in the code so you can verify values at each step. Check other places in my code for example on how to do that.
Hello James.
This is interesting.
I already have a working DIY photo booth using PC and DSLR but I’m looking for something more portable.
I have a little Arduino experience, but it seems like Raspberry Pi is way different in terms of programming. Though I am willing to learn.
But first, before I go deeper, I would like to ask few things if can be done with additional codes:
1. Is it possible to group images, let say 4, into 1 final picture?
2. If so, is it also possible to have templates with themes in jpg or png formats?
3. Auto share to social network/s (FB, Twitter, etc.).
4. How about selective printing, is it also possible?
If above is a little complicated or might slow down the Pi, would it be possible to have 2 Pi’s where 1 handles the shooting part and the other handles the preview, sharing and printing?
I still do have ample time to learn, prepare and materialize this project before my daughter’s debut party. 🙂
Your input will be very helpful.
Thanks a lot.
Alain, all of those things are possible. The RPi is a full blown computer (albeit a lower powered one). Combining the images should be easy enough, there are lots of python libraries for image manipulation. There are also lots of libraries that will allow you to post images to social media. Look at my RPi “point and shoot” camera project for an example for posting to Google Plus. The RPi can act as a webserver that allows other web browsers to connect and view (and print) the images that have been collected.
First of all, thank you for your reply.
I just received my RPi yesterday. I just installed Raspbian last night.
I will be playing with the Pi today to understand its interface.
Once comfortable enough, I will then proceed with my photobooth project.
Sounds good Alain, keep me posted on your progress
Hey,
This is a great project, thank you for posting.
I was successful in running it (using push buttons wired into the GPIOs vs remote) and commenting out the pygbuttons, however i have 2 issues:
1. The preview is extremely slow
2. The image quality is very low
when i run Gphoto commands the pictures turn out fine, however when taken through the code they come out grainy.
Do you know what could be causing the slow live feedback?
Thanks!
Anyway you could post a video showing the issue? also take a look at the code and have it print the Gphoto command that it is using and see what happens when you execute that command outside the program. There has to be a difference between the 2 ways of calling it. For me the “preview” command used for the preview image in the right corner produces a lower quality image here:
gphoto2 --capture-preview --filename preview.jpg --force-overwrite
but the capture-image-and-download command used for capturing the actual photos produces a full res image:
gphoto2 --capture-image-and-download --filename images/{image_name}
I am getting like 8-15 fps for the preview image, which I know is not fast enough for true video feel, but should be enough in order to line up a shot. Let me know if that helps.
TLDR: check the commands, and verify that you are executing the right command when you are pressing the button.
Thanks so much for the feedback
I’m gonna have another go this weekend and I’ll let you know!
Thanks again for the reply. I managed to sort out the quality of picture issue (I was pulling the preview pictures as the main pictures for some reason, but I sorted that out now)
My FPS is extremely low though, something like 0.2, do you think this might have something to do with the camera? I’m using a EOS 700D
Ill try and take a video to show you
yeah that is slow, the way I implemented that is slow because at the time it was the easiest way to emulate a viewfinder. What it does is asks the camera to take a low resolution “preview” image that takes less time to load and doesn’t require the flash. There may be new ways to stream video using gphoto, but at the time (2 years ago?) that was the best I could come up with. You are more than welcome to submit a PR on GitHub:
Im thinking of the same project but using webcam instead. Is it possible to use webcam for this rather than a digicam or dslr. i have a raspi2b, spare Lg lcd monitor, microsoft and logitech webcams and a bunch of patience on hand LOL
Wilson, you certainly can use a webcam an capture an image from that, I tried the same thing initially but found that a camera meant to do video does a terrible job at capturing high def images. Mainly this is because a normal SLR camera captures a single image extremely quickly (to prevent blurring) and uses a flash for proper lighting, a webcam doesnt do either of those things well. I was working on a device for my wedding and needed ultra high def and well lit images.
James I have some questions for you. my first one is can you tell me how to hook up the RPi to a single button? Second, what do I have to change to get it hooked up? Last, can you write the code for it for me please?
I am doing this as a project for the South Milwaukee High School Tech ED. Dept. so if you can please simplify things.
Thanks for the time you put into do all that you have do it will help others I am sure.
I have a lot of documentation on how to connect to the RPi on my “point and shoot” camera project here:. It includes the description on how to connect the hardware as well as how to address the button in software.
Thank you
hello james
one short question, which opto-isolators did you use?
thanks in advance
@swe I really cant remember which ones they were, but it was something like this:
hope that helps | https://contractorwolf.com/raspberry-pi-high-def-photobooth/ | CC-MAIN-2018-51 | refinedweb | 3,299 | 70.84 |
Opened 8 years ago
Closed 8 years ago
#7878 closed (wontfix)
unicode strings in model doctest silently prevent the test from being run
Description
Here is the model that I created to demonstrate the bug. If you create a new project with a new models.py file that looks like model file below, and try to run the test runner: python manage.py test
You'll see that 0 tests are run. If you remove the last line from the doctest and rerun the same command, the test runs and fails.
from django.db import models class PublicationManager(models.Manager): def get_printable_titles(self): titles = map(lambda x: x.title, self.all()) printable_titles = '\n'.join(titles) return printable_titles class Publication(models.Model): """ # Create a couple of Publications. >>> p1 = Publication(id=None, title='The Python Journal') >>> p1.save() >>> p2 = Publication(id=None, title='Science News') >>> p2.save() >>> p3 = Publication(id=None, title='Science Weekly') >>> p3.save() >>> Publication.objects.get_printable_titles() u'The Python Journal\nScience News\nScience Weekly' """ title = models.CharField(max_length=30) objects = PublicationManager()
This problem can be corrected by making the docstring a raw docstring (preceding the string with an 'r'). However, the current 'silently fail to run the test' creates a dangerous scenario where users are unlikely to know that their tests aren't being run.
Change History (2)
comment:1 Changed 8 years ago by
comment:2 Changed 8 years ago by
This isn't a problem with Django - it's a problem with the Python doctest module. It should be reported on the issue tracker for the Python language. There is little to be gained by Django maintaining a parallel implementation of Doctest.
We're using a copy of Python's standard doctest module which has some well-known issues with non-ASCII data (although I didn't know about this one). We don't really want to deviate too far from the Python version for maintainability reasons, so if this were to turn out to be really fiddly to solve, we may punt by just saying "don't do that" in the docs. But I haven't read the code in question yet and it may turn out to be easy to fix (although we're rarely that lucky). | https://code.djangoproject.com/ticket/7878 | CC-MAIN-2016-44 | refinedweb | 372 | 65.01 |
Im new to this forum so i hold this is the right place to post this.
I have to make a web browser in C# for a college assignment and i have to have a calculator in it. I have the web browser and calculator made but i want to use to different form classes for each one. Ive made the web browser as the main form(Form1) and then i added a new form into it(Cal). I added a button on Form1 and i want it th button to open the calculator when you click on it. Here is the problem,I cant figure out how to make the button show the calculator when you click on it. Ive initialized the calculator form in Form1 but I dont know what to doe next? Can anyone help?
Code for Form1:
using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace WebBrowser { public partial class Form1 : Form { public Form1() { InitializeComponent(); } Cal calculator = new Cal(); private void treeView1_NodeMouseClick(object sender, TreeNodeMouseClickEventArgs e) { TreeNode nName = e.Node; string webPage = ""; webPage = (string)nName.Tag; if (webPage != "") { webBrowser1.Navigate(webPage); } } private void cal_Click(object sender, EventArgs e) { } } }
Code for Calculator form(Cal):
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; namespace WebBrowser { public partial class Cal : Form { public Form1 form; public Cal() { InitializeComponent(); } } }
I have also added a image of the form, well hopefully if i did it right.
Thanks | http://www.dreamincode.net/forums/topic/301387-question-about-adding-form-classes/ | CC-MAIN-2017-26 | refinedweb | 260 | 53.07 |
USB Robotic Arm Control Python ModuleUSB Robotic Arm Control Python Module
A simple to use Python module for controlling USB robotic arm devices on Linux PCs, including the Raspberry Pi.
Robotic Arm CompatibilityRobotic Arm Compatibility
The only model currently compatible is the Velleman KSR10 with USB inteface board. In the United Kingdom it is sold exclusivly at Maplin. If it looks like the arm in the image above, it should work.
How to useHow to use
Method 1Method 1
USBArm will be available on PyPi shortly. Instructions will follow.
Method 2Method 2
Follow this method if you want to install it manually.
First of all, we need to make sure that PyUSB is installed. You can download PyUSB from Sourceforge. Once extracted just run
sudo python setup.py install in the pyusb directory to install PyUSB. You'll need to install libusb for it to work. Just use your distriutions package manager such as apt, yum, rpm, etc.
We now need to download the module. You can find the latest version at. You can now use this with your project. You will need to move it to the same directory for it to work.
Using with PythonUsing with Python
Once installed, you can now create a Python script using your favorite text editor/IDE in the same folder as the script you just downloaded. Then use the following commands to import the module and connect to a robotic arm.
import usbarm usbarm.connect()
It's as simple as that! Now we need to tell the arm what to do. To send a command, we use the following code:
usbarm.ctrl(duration, command)
'command' tells which part of the arm to move, and 'duration' is how long the command runs for. The duration can either be an interger or a float.
The commands that you can use are;
- usbarm.rotate_ccw
- usbarm.rotate_cw
- usbarm.shoulder_up
- usbarm.shoulder_down
- usbarm.elbow_up
- usbarm.elbow_down
- usbarm.wrist_up
- usbarm.wrist_down
- usbarm.grip_open
- usbarm.grip_close
- usbarm.light_on | https://libraries.io/pypi/USBArm | CC-MAIN-2021-31 | refinedweb | 329 | 67.76 |
The following recipe is from The Java Cookbook, by Ian Darwin. All links in this recipe point to the online version of the book on the Safari Bookshelf.
Buy it now, or read it online on the Safari Bookshelf.
You want to serve up a protocol
such as HTTP.
Create a ServerSocket and write some code that
"speaks" the particular protocol.
This example just constructs a ServerSocket and
listens on it. When connections come in, they are replied to using
the HTTP protocol. So it is somewhat more involved than the simple
Echo server presented in Recipe 17.2. However, it's not a complete
web server; the filename in the request is ignored, and a standard
message is always returned. This is thus a very
simple web server; it follows only the bare minimum of the HTTP
protocol needed to send its response back. A somewhat more complete
example is presented in Recipe 24.8, after
the issues of multithreading have been covered. For a real web server
written in Java, get
Tomcat from. The code
shown in Example 17-8, however, is enough to
understand how to structure a simple server that communicates using a
protocol.
import java.net.*;
import java.util.StringTokenizer;
import java.io.*;
/**
* A very very very simple Web server.
*
* There is only one response to all requests, and it's hard-coded.
* This version is not threaded and doesn't do very much.
* Really just a proof of concept.
* However, it is still useful on notebooks in case somebody connects
* to you on the Web port by accident (or otherwise).
*
* Can't claim to be fully standards-conforming, but has been
* tested with Netscape Communicator and with the Lynx text browser.
*
* @author Ian Darwin,
* @version $Id: ch17.xml,v 1.4 2004/05/04 18:04:54 ian Exp $
* @see webserver/* for more fully-fleshed-out version(s).
*/
public class WebServer0 {
public static final int HTTP = 80;
ServerSocket s;
/**
* Main method, just creates a server and call its runServer( ).
*/
public static void main(String[] argv) throws Exception {
System.out.println("DarwinSys JavaWeb Server 0.0 starting...");
WebServer0 w = new WebServer0( );
w.runServer(HTTP); // never returns!!
}
/** Get the actual ServerSocket; deferred until after Constructor
* so subclass can mess with ServerSocketFactory (e.g., to do SSL).
* @param port The port number to listen on
*/
protected ServerSocket getServerSocket(int port) throws Exception {
return new ServerSocket(port);
}
/** RunServer accepts connections and passes each one to handler. */
public void runServer(int port) throws Exception {
s = getServerSocket(port);
while (true) {
try {
Socket us = s.accept( );
Handler(us);
} catch(IOException e) {
System.err.println(e);
System.exit(0);
return;
}
}
}
/** Handler( ) handles one conversation with a Web client.
* This is the only part of the program that "knows" HTTP.
*/
public void Handler(Socket s) {
BufferedReader is; // inputStream, from Viewer
PrintWriter os; // outputStream, to Viewer
String request; // what Viewer sends us.
try {
String from = s.getInetAddress().toString( );
System.out.println("Accepted connection from " + from);
is = new BufferedReader(new InputStreamReader(s.getInputStream( )));
request = is.readLine( );
StringTokenizer st = new StringTokenizer(request);
System.out.println(""Request: " + request);
String nullLine = is.readLine( );
os = new PrintWriter(s.getOutputStream( ), true);
os.println("HTTP/1.0 200 Here is your data");
os.println("Content-type: text/html");
os.println("Server-name: DarwinSys NULL Java WebServer 0");
String reply = "<html><head>" +
"<title>Wrong System Reached</title></head>\n" +
"<h1>Welcome, " + from + ", but...</h1>\n" +
"<p>You have reached a desktop machine " +
"that does not run a real Web service.\n" +
"<p>Please pick another system!</p>\n" +
"<p>Or view <A HREF=\"\">" +
"the WebServer0 source (at the Authors Web Site)</A>.</p>\n" +
"<hr/><em>Java-based WebServer0</em><hr/>\n" +
"</html>\n";
os.println("Content-length: " + reply.length( ));
os.println("");
os.println(reply);
os.flush( );
s.close( );
} catch (IOException e) {
System.out.println("IOException " + e);
}
return;
}
}
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.
To create web api first we need to create new project for that Open visual studio à Go to File menu à select New à Project like as shown below
Now from web templates select Asp.Net Core Web Application (.NET Core) and give name (CoreWebAPI) to the project and click OK button like as shown below.
Once we click OK button new template will open in that select Web API from Asp.Net Core templates like as shown below
Our asp.net core web api project structure will be like as shown below
Now add new “Models” folder in project by right click on project select Add à New Folder like as shown below
Now add new class “UserDetails” in Models folder and write the code like as shown below
In .net core we need to add repository class files in our project to maintain our application logic and interface layer to achieve dependency injection. For that right click on your Models folder and add new class file and give name as “IUserRepository” and writhe code like as shown below
IUserRepository.cs
We are done with interface layer now we need to create application logic file for that right click on Models folder à add new class file à give name as “UserRepository” and write the code like as shown below (Here we are inheriting properties from IUserRepository interface file).
UserRepository.cs
Now we need to register our repository application logic file and interface layers with dependency injection container for that open Startup.cs file and add following namespace to access Models folder references
In ConfigureServices method of Startup.cs file add the highlighted code like as shown below
Startup.cs
Now we will add new controller to write our custom methods for that right click on Controllers folder and select Add à New Item à In new items select Web API Controller class template and give name as “UserController” like as shown below.
Now open UserController file and write the code like as shown below
UserController.cs
We can access above controller methods using the URL’s like as shown below.
GET Requests
/api/user – Get all the users
/api/user/{userid} – Get user details based on userid
Post Request
/api/user – It insert user details.
Now we will test our controller methods with using postman or fiddler.
Get all users (/api/user)
Get User Details based on userid (/api/user/1)
Insert and Show User Details (/api/user)
2 comments :
Nice post !!
how can i use mvc in vs 2012 wit version 4.1.2 can you please tell | http://www.aspdotnet-suresh.com/2017/01/aspnet-core-mvc-web-api-tutorial-with-examples.html | CC-MAIN-2017-26 | refinedweb | 432 | 67.49 |
ejb access from one server to a second serverschnabeltier Jan 11, 2012 6:04 AM
Hello,
can you help me?
If you want to access an ejb in a desktop client, you can use a
jndi-lookup with "jboss-ejb-client.properties",
What do I have to do, if I want to access a ejb from one jboss-server to a different jboss-server?
Where do I have to put "jboss-ejb-client.properties" in the server?
Is there an other way to specify, where to find the second jboss-server?
Please help.
1. Re: ejb access from one server to a second serverbjorn.palmqvist Jan 11, 2012 9:13 AM (in response to schnabeltier)
Hi,
I'm also intrested in this. We have a similar prroblem, where we access one ejb from a standalon client on a server1, that ejb need, in some cases, access an ejb on a second server (server2).
We have specifyed the -Djboss.ejb.client.properties.file.path=/path/to/file/jboss-as-ejb-client.properties in the standalone.sh to the javavm and in the standalone.xml (just to be sure).
The first request works fine (client to server), but the second fails (server1 to server2) every time with the same massage.
14:14:25,114 ERROR [stderr] (pool-9-thread-7) java.lang.IllegalArgumentException: Could not find module app: module: jboss-as-ejb-remote-server-side-7.1.0.CR1-SNAPSHOT distinct name:
14:14:25,114 ERROR [stderr] (pool-9-thread-7) at org.jboss.as.ejb3.remote.LocalEjbReceiver.findBean(LocalEjbReceiver.java:227)
...
We have seen contact between the server on the remoting port, fetching the namespace, from server2 to server1.
14:13:16,410 DEBUG [org.jboss.ejb.client.remoting.RemotingConnectionEJBReceiver] (Remoting "config-based-ejb-client-endpoint" task-1) Received module availability message for appName: moduleName: jboss-as-ejb-remote-server-side-7.1.0.CR1-SNAPSHOT distinctName: for receiver context org.jboss.ejb.client.EJBReceiverContext@644b27ad
Any thoughts on this?
2. Re: ejb access from one server to a second serverschnabeltier Jan 11, 2012 10:44 AM (in response to bjorn.palmqvist)
Hi,
possibly I should mention, that we start the server with -Djboss.ejb.client.properties.file.path=../standalone/configuration/jboss-ejb-client.properties
the file "jboss-ejb-client.properties" looks simply like:
endpoint.name=client-endpoint
remote.connectionprovider.create.options.org.xnio.Options.SSL_ENABLED=false
remote.connections=default
remote.connection.default.host=10.0.41.223 <-- the second server
remote.connection.default.port = 4447
remote.connection.default.connect.options.org.xnio.Options.SASL_POLICY_NOANONYMOUS=false
We use Jboss 7.1.0.CR1beta.
We get:
javax.ejb.EJBException: java.lang.IllegalArgumentException: Could not find module app: Inventory.Seam module: Inventory.Seam-ejb-2.0-SNAPSHOT distinct name:; nested exception is: java.lang.IllegalArgumentException: Could not find module app: Inventory.Seam module: Inventory.Seam-ejb-2.0-SNAPSHOT distinct name:
java.lang.IllegalArgumentException: Could not find module app: Inventory.Seam module: Inventory.Seam-ejb-2.0-SNAPSHOT distinct name:
But we are sure, that the naming is correct, because the exact same name runs with a desktop client.
Please help.
3. Re: ejb access from one server to a second servermarkl78 Jan 11, 2012 1:24 PM (in response to schnabeltier)
Im also seeing this issue, when I try to lookup ejb on serverB from my accessbean on serverA it fails in the same way ( the lookup is actually ok, but I cannot invoke the bean , home.create() fails miserably with IllegalArgumentException like above, from standalone java app the thing works fine )
/Markus
4. Re: ejb access from one server to a second serversfcoy Jan 11, 2012 6:09 PM (in response to schnabeltier)
In the past I've federated the JNDI trees as described in org.jboss.naming.ExternalContext MBean. This makes the global JNDI namespace of server2 visible in server1 as a subcontext.
It then makes no difference in your code whether or not the remote EJB is in the same server or a remote server, aside from the ENC->global name mapping (and assuming proper RMI calling semantics).
I'm not sure how to do this in JBoss 7 though.
5. Re: ejb access from one server to a second serverjaikiran Jan 11, 2012 10:25 PM (in response to markl78)
Sorry everyone, it was my plan a few weeks back to add an example for this usecase, but just haven't been able to get to this yet. I'll make sure I have something very soon.
6. Re: ejb access from one server to a second serverjuan_jordaan Jan 13, 2012 2:57 AM (in response to jaikiran)
I also have this problem. Can't wait for the example
7. Re: ejb access from one server to a second serversci Jan 13, 2012 3:14 AM (in response to jaikiran)
I have a similar problem.
When do you plan to add the example for this problem?
8. Re: ejb access from one server to a second servermreasy Jan 13, 2012 3:36 AM (in response to sci)
Very soon he said
btw. the other posting, which was referred to, most probably was this:
9. Re: ejb access from one server to a second serverschnabeltier Jan 13, 2012 5:19 AM (in response to jaikiran)
It would be fine, if you could give us the example before 7.1.0.Final.
10. Re: ejb access from one server to a second serverjaikiran Jan 17, 2012 1:16 PM (in response to schnabeltier)
I just added the documentation here. Those steps are supposed to work (we have testcases for those), but I haven't verified whatever I've written in that documentation against a sample application (too late in the night right now). So give it a try and let us know how it goes. If you run into any issues, feel free to report them here.
11. Re: ejb access from one server to a second serverrodakr Jan 18, 2012 4:20 AM (in response to jaikiran)
Hi Jaikiran
Are you shure , you would like give this as end solution... ?
For each remote EJB Destination I have to change Client Server configuration.....
- create outbound-socket-binding ( static )
- create remote-outbound-connection ( static )
- jboss-ejb-client.xml entries... ( static )
What is the reason to doing so? It sounds for me like stone age.... not modern light way fast App Server AS 7.1 ...
Pass Connection URL to JNDIContext needs one Line source code, is dynamic for any remote destination and needs one line code... an 0 Lines configuration and 0 number of config files...
I can do this with pure java rmi ... and 10 years old App Server... but not with EE 6 AS 7.1 ....
And now I need to do static configuration... static config files so a client can call remote ejb...on remote server.
What if my client needs to call 5 EJB's on 5 different remote Servers...
According to your server to server docu I would have to configure 5 outbound-cocket-bindig, 5 remote -outbound-connection, and put 5
remoting-ejb-receiverin to jboss-ejb-client.xml....
Each time my client lookup an EJB , depends on order in jboss-ejb-client.xml client will get worst case 4 lookup misses.... until he use the correct
remoting-ejb-receiver for given EJB...
This will be performance killer....
Imaging an Administrator which deploy an Application on AS 7.1. Now Administrator will need to know all remote EJB destination in this ear File... and will have to change Client Server configuration... so this Application can do remote calls....
I thing Jboss Support will be overflowed with support Requests from clients...
Why not make ejb remote call so simple for users of AS 7 , like calling an HTTP Url ... ?
12. Re: ejb access from one server to a second serverschnabeltier Jan 18, 2012 4:26 AM (in response to jaikiran)
Hello,
I tried it, but I got "java.lang.IllegalArgumentException: Could not find module app: Inventory.Seam module: Inventory.Seam-ejb-2.0-SNAPSHOT distinct name:"
I am sure that the naming is not the problem, because it works in the client scenario.
13. Re: ejb access from one server to a second serverj_ri Jan 18, 2012 5:21 AM (in response to rodakr)
I completely agree!
The usual lookup code using the InitialContext with the Context.PROVIDER_URL value has to work.
14. Re: ejb access from one server to a second serverjuan_jordaan Jan 18, 2012 6:54 AM (in response to jaikiran)
I am now getting a java.lang.IllegalStateException : No EJB receiver available, and I think it might have something to do with not specifying SSL_ENABLED=false. Where do I specify that now in the jboss-ejb-client.xml ? | https://developer.jboss.org/message/646620 | CC-MAIN-2020-40 | refinedweb | 1,455 | 58.28 |
TYPE() to StringType()--Bridging a Gap
This article may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist. To maintain the flow of the article, we've left these URLs in the text, but disabled the links.
TYPE() to StringType()—Bridging a Gap
Pradip Acharya
Intuitively, you'd think that the string "123" represents a number and the string "ABC" is of type character. Right? Not according to the standard TYPE() function in VFP. If ABC happens to be a date variable, for example, the type of "ABC" will be returned as D. Yet, in many situations, we need to know the data type of the contents of an unknown string. In this article, Pradip Acharya looks at the problems associated with determining the data type of a string and describes the creation of a new function, StringType(), suited for this purpose.
One of my customers called and said, "When I type an X in your program, I get an error message, and nothing happens. Am I doing something wrong?" I rushed over and discovered that, as always, the customer was right, and I needed to create a new function to get the customer going again.
A generic text input box was presented to the user for entering a search parameter for scanning a specific column in a table for the presence of such a value. For example, if the user needs to look at the invoices created on a certain date, a date will be typed in. To look for all five HP motors, one would enter a numeric value of "5" and so on. I had validation code that ensured that if the user entered data that clearly wasn't of the same type as the field to be scanned, he or she would be notified and asked to re-enter the value. For a date type field, the user incorrectly entered an X. My validation, for some reason, failed to alert the user, and an unhandled data type mismatch error led to the previously noted disruption of work.
Dual use of the TYPE() function
Simply put, the TYPE() function in VFP accepts as input a character string and determines whether a memory variable or a field exists by that name and, if so, what its data type is. However, this description is deceptive and limiting. More strictly, TYPE() resolves the string as an expression and checks to see whether the result makes any sense.
To make sure that the slate is clean:
CLOSE DATBASES ALL RELEASE ALL EXTENDED
Now let's define a memory variable:
m.xyz = {01/01/2001}
?TYPE("XYZ") will display D. In this mode, the TYPE() function determined the data type of a prevailing memory variable (in scope). Next, if I do ?TYPE("123"), I'll get N. Obviously, in this second instance, my intention has been to use the TYPE() function to check the nature of a string and not the existence of a variable, field, object, or property.
In trying to use the TYPE() function for the two unrelated purposes, we fall into a trap. In the case study presented earlier, if the user types 123, I'll correctly determine that the type of the value entered is numeric. If, however, the user types XYZ instead of the desired data type C, I'll incorrectly determine the data type to be D because a date variable already exists by the name of XYZ. This was the reason behind the failure of my validation code that then led to a data type mismatch error. The target table field was of type date; the user typed a character instead of a date, and I incorrectly inferred that a date had been typed in because a date variable by that name existed and TYPE() fooled me.
To make matters worse, if the user enters a perfectly valid date such as 07/25/2001 (assuming that the date format is set to MDY), I'll incorrectly determine that the data type of the string is N and not D. Why N? Because 07/25/2001 evaluates to 0.0001399 as an expression, having interpreted each "/" as a division operator—unintuitive indeed! What this proves is that using the TYPE() function to determine the data type of the content of a string is a misapplication of the TYPE() function. I created a new function, StringType(), to determine the type of data contained within a string, based on a string parsing strategy, and at the same time to internally take advantage of the TYPE() function.
Function StringType()
The purpose of this function is to determine the type of data contained in a text string that's passed as the only argument. Case is immaterial, and leading and trailing white space, not just spaces, are ignored (see Table 1). White space is defined in Listing 1. (Note that there's no U for undefined category.)
****
Table 1. The function returns a single-character uppercase letter.
****
Listing 1. Code for function StringType().
#DEFINE WHITESPACE CHR(32)+CHR(0)+ ; CHR(9)+CHR(10)+CHR(11)+ ; CHR(12)+CHR(13)+CHR(26) ** horizontal tab 9 ** linefeed 10 ** vertical tab 11 ** formfeed 12 ** enter (CR) 13 ** ctrl+Z 26 FUNCTION StringType LPARAMETERS m.p1cString PRIVATE ALL if .NOT.(TYPE("m.p1cString") == "C") **most unlikey, but just in case** return TYPE("m.p1cString") endif LOCAL m.lcTrimmed, m.lcVarType, ; m.liI, m.liJ, m.luTemp **Unequivocally, eliminate leading and** **trailing white space** m.liI = 0 for m.liJ = 1 to LEN(m.p1cString) if .NOT.(SUBST(m.p1cString, m.liJ, 1) ; $ WHITESPACE) m.liI = m.liJ EXIT endif endfor if m.liI = 0 && nothing in the string return "C" endif for m.liJ = LEN(m.p1cString) to m.liI STEP -1 if .NOT.(SUBST(m.p1cString, m.liJ, 1) ; $ WHITESPACE) EXIT endif endfor m.lcTrimmed = UPPER(SUBST(m.p1cString, ; m.liI, m.liJ-m.liI+1)) **If it's a name of something,** **it must be of type character** m.luTemp = LEFT(m.lcTrimmed, 1) if BETWEEN(m.luTemp, "A", "Z") or ; (m.luTemp == "_") return "C" endif **Money ?** if m.luTemp == "$" if TYPE(STUFF(m.lcTrimmed,1,1,"")) == "N" return "Y" endif return "C" endif **Logical ?** if (m.luTemp == ".").AND. ; (RIGHT(m.lcTrimmed, 1) == ".") if (m.lcTrimmed == ".T.") or ; (m.lcTrimmed == ".F.") or ; (m.lcTrimmed == ".TRUE.") or ; (m.lcTrimmed == ".FALSE.") return "L" endif return "C" endif **If enclosed in {},** **it's type D (valid or not)** m.liI = .F. m.liJ = .F. m.lcVarType = TYPE(m.lcTrimmed) if m.lcVarType == "D" return "D" endif m.liJ = 0 if empty(EVALUATE("{"+m.lcTrimmed+"}")) **Looks like empty date -** **accept only // or {}** for m.liI = 1 to LEN(m.lcTrimmed) m.luTemp = SUBST(m.lcTrimmed, m.liI, 1) if m.luTemp $ WHITESPACE LOOP endif if not (m.luTemp == "/") liJ = 0 EXIT endif m.liJ = m.liJ + 1 if m.liJ > 2 EXIT endif endfor else && Looks like a date - ** **&& check for proper format** if LEFT(m.lcTrimmed, 1) == "^" return "D" endif for m.liI = 1 to LEN(m.lcTrimmed) if BETWEEN(SUBST(m.lcTrimmed, ; m.liI, 1), "0", "9") LOOP endif m.liJ = m.liJ + 1 DO CASE case m.liJ = 1 m.luTemp = SUBST(m.lcTrimmed, ; m.liI, 1) case m.liJ = 2 if .NOT.(m.luTemp == ; SUBST(m.lcTrimmed, m.liI, 1)) m.liJ = 0 EXIT endif other EXIT ENDCASE endfor endif if m.liJ = 2 return "D" endif **Undefined means Character** if m.lcVarType $ "UMG" return "C" endif **If numeric, is it an integer?** if (m.lcVarType == "N") m.luTemp = EVALUATE(m.lcTrimmed) if m.luTemp = ROUND(m.luTemp, 0) return "I" endif endif return m.lcVarType
This function can be useful in any situation where an unknown string is encountered and one needs to determine what kind data it contains prior to taking further action. In addition to Listing 1, the file STRTYPE.PRG is available in the Download file. Table 2 presents a comparison of the output.
****
Table 2. Comparison of output.
An empty string
An empty string or a string made up of white space isn't interpreted. The function returns "C." You may reserve a word BLANK, for example, and ask the user to enter BLANK if a distinction is to be made between no value entered and an intended empty value. Then test for "BLANK" on return. This isn't done inside the StringType() as supplied, although you might wish to incorporate such a test inside the code yourself and assign a special return character—perhaps E.
Data type logical
The function will return L if the input string is one of the following:
The inclusion of the last two is an extension.
Data types numeric and integer
Normally, the function will return "N" if the string contains a number. As an extension, it will return "I" if the value entered is truly an integer. "123" and "123." will both return "I". The distinction between "N" and "I" might be useful, for example, prior to SEEKing an integer field of Invoice numbers. Under special circumstances, strings containing character data might be incorrectly identified as numeric in the presence of embedded operators. See the "Limitation" section later in the article.
Data type currency
Since parsing is involved, we might as well make a special case out of numeric data when the leading character is a $ sign. For example, "$ 52.68" will return Y instead of N. Probably no one will use this option.
Data type date
Correctly determining a string to be of type date is a vexatious problem. The problem is split into two parts. What's an empty date? And what's a valid date? If the input string is enclosed in curly brackets—that is, {…}—the result returned is always "D" regardless of the validity of what lies inside the brackets. In keeping with VFP convention, an input string like "{abc}" will return a value of "D."
Only two character representations are recognized by StringType() as a blank date:
- • //
- • {}
In-between white space is ignored. Therefore, /ss/ or { ss} will also return "D".
As for valid dates, internally, the TYPE() function is put to use. The problem is that VFP is highly forgiving in interpreting dates. For example, ?{4.7} will print as 04/07/2001, whereas, for our purposes, we'd like to interpret 4.7 as a numeric value and certainly not a date. Accordingly, reasonable parsing constraints have been introduced in StringType() before a string can be declared to be a date. For example, there must be two and only two identical separator characters, and the rest must be digits. Dates entered in the strict date format will also be correctly identified as date.
Limitation—no check for operators
In this version of StringType(), no attempt has been made to isolate an individual data item from an expression with embedded operators. "53.86" and "2+7" both will return N (or I). Should we interpret a string such as 27*3 as "C" or "N"? I don't know. Furthermore, StringType() normally doesn't depend on which work areas are open. Not checking for operators leaves a loophole in this regard. An input string such as "53 * Invoice.Total" will produce unpredictable output depending on whether Invoice.Total is a visible field or not. If you code a version that checks for operators and expressions and closes this loophole, I'll be happy to get a copy.
A wish
TYPE() as it stands identifies a valid property of an object. If TYPE("m.oMyObject.Size") returns "U" or "O," it's not a valid property. Otherwise, the property exists. As a logical and consistent extension to this interpretation, it makes sense if TYPE() also identifies an unprotected method and returns, for example, "H" if a method by this name exists for the object. I believe this generalization will be useful.
Conclusion
The standard TYPE() function will return the data type of a variable but isn't suitable for determining the data type of the contents of a string. The new function StringType() has been designed specifically for this purpose, with a few limitations. In a future article, I'll present a utility for generic output formatting of any type of value into a printable character string.
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Develop an application that accepts one word from the user as input. The application should then translate and output the word in a secret language according to the following rules: The first letter of the word is placed at the end and the letters ‘ay’ are added to the end.
The application should make use of instantiable classes.
myCODE(Instantiable class):
public class PigLatin{ private String word; private String newWord; private StringBuffer strBuff; public PigLatin(){ word = " "; newWord = " "; strBuff = new StringBuffer(); } public void setWord(String word){ this.word = word; } public void compute(){ for(int i = 1; i < word.length(); i = i +1){ strBuff.append(word.charAt(i)); } strBuff.append(word.charAt(0)); strBuff.append("ay"); newWord = strBuff.toString(); } public String getNewWord(){ return newWord; } } [QUOTE]AppClass:[/QUOTE] import javax.swing.JOptionPane; public class PigLatinApp{ public static void main(String args[]){ String word, newWord; PigLatin myPigLatin = new PigLatin(); word = JOptionPane.showInputDialog(null,"Enter a word"); myPigLatin.setWord(word); myPigLatin.compute(); newWord = myPigLatin.getNewWord(); JOptionPane.showMessageDialog(null, "That translates to "+newWord); } }
There's no problem to this code as it functions properly.
For example, Hello becomes elloHay.
However, I have difficulties modifying this code so that it allows the user to translate a sentence made up of many words separated by spaces.
For example, Hello world becomes elloHay orldway.
I think I'll have to store newWord into an array and then loop through that array to print it back out. How do I store this newWord variable into an array?? | http://www.javaprogrammingforums.com/whats-wrong-my-code/35061-please-help-stringbuffer-instantiable-class.html | CC-MAIN-2015-35 | refinedweb | 247 | 50.23 |
SOLID design principles in .NET: the Dependency Inversion Principle and the Dependency Injection pattern
Introduction
The Dependency Inversion Principle (DIP) helps to decouple your code by ensuring that you depend on abstractions rather than concrete implementations.. The term Dependency Injection may first sound like some very advanced technology but in reality there are absolutely no complex techniques behind it. As long as you understand abstractions and constructors and methods that can accept parameters you’ll understand DI as well.
Another related term is Inversion of Control, IoC. IoC is an older term than DI. Originally it meant a programming style where a framework or runtime controlled the programme flow. Sticking to this definition software that is developed with .NET uses IoC – in this case .NET is the controlling framework. You hook up to its events, lifetime management etc. You are in control of your methods and references but .NET provides the ultimate glue. Nowadays we’re so used to working with frameworks that we don’t care – we’re actually happy that we don’t need to worry about tedious infrastructure stuff. With time IoC drifted away to mean Inversion of Control Containers which are mechanisms that control dependencies. Martin Fowler was the one who came up with the term Dependency Injection to mean this particular flavour of IoC. Thus, DI is still the correct term to describe the control over dependencies although people often use IoC instead.
DIP is a large topic so it will span several posts to discuss it thoroughly. However, one important conclusion up front is the following:
The frequency of the ‘new’ keyword in your code is a rough estimate of the degree of coupling in your object structure.
A side note: in the demo I’ll concentrate on interfaces but DI works equally well with abstract classes.
What are dependencies?
Dependencies can come in different forms.
A framework dependency is your choice of the development framework, such as .NET. You as a .NET developer are probably comfortable with that dependency as it’s unlikely to change during the product’s lifetime. Most often if you need the product to run on a different framework then it will be rewritten for that platform in a different language without discarding the original product. As this dependency is very unlikely to change and it’s a very high level dependency we don’t worry about it in this context.
Third party libraries introduce a lower level dependency that may well change over time. If a class depends on an external dll then that class may be difficult to test as we need that library to be in a consistent state when testing. However, some of those dependencies may never change. E.g. if I want to communicate with the Amazon cloud in code then it’s best to download and reference the Amazon .NET SDK and use that for entire lifetime of the product. It’s unlikely that I will write my own SDK to communicate with the Amazon web services.
Databases store your data and they can come in many different forms: SQL Server, MySQL, MongoDb, RavenDb, Oracle etc. You may think that an application will never change its storage mechanism, but you’ll better be prepared and abstract it away behind a repository as we’ll see in the demo.
Some other less obvious dependencies include the File System, Emails, Web services and other networking technologies.
System resources such as the Clock to get the current time. You may think that’s unnecessary to abstract that away. After all, why would you ever write your own time provider if the System Clock is available? Think of unit testing a method that depends on time: a price discount is given between 5pm and 6pm on every Friday. How would you unit test that logic? Do you really wait until 5pm on a Friday and hope that you can make the test pass before 6pm? That’s not too clever, as your unit test can only run during that time. So there’s a valid point in abstracting away system resources as well.
Configuration in general, such as the app settings you read from the config file.
The new keyword, as hinted at in the introduction, generally points to tighter coupling and an introduction of an extra dependency. As soon as you write var o = new MyObject() in your class MyClass then MyClass will be closely dependent on MyObject(). If MyObject() changes its behaviour then you have to be prepared for changes and unexpected behaviour in MyClass as well. Using static methods is no way out as your code will depend on the object where the static method is stored, such as MyFactory.GetObject(). You haven’t newed up a MyFactory object but your code is still dependent on it.
Depending on threading-related objects such as Thread or Task can make your methods difficult to test as well. If there’s a call to Thread.Sleep then even your unit test will need to wait.
Anytime you introduce a new library reference you take on an extra dependency. If you have a 4 layers in your solution, a UI, Services, Domains and Repository then you can glue them together by referencing them in Visual Studio: UI uses Services, Services use the Repo etc. The degree of coupling is closely related to how painful it is to replace those layers with new ones. Do you have to sit for days in front of your computer trying to reconnect all the broken links or does it go relatively fast as all you need to do is inject a different implementation of an abstraction?
Getting random numbers using the Random object also introduces an extra dependency that’s hard to test. If your code depends on random numbers then you may have to run the unit test many times before you get to test all branches. Instead, you can provide a different implementation of generating random numbers where you control the outcome of this mechanism so that you can easily test your code.
I’ve provided a hint on how to abstract away built-in .NET objects in your code at the end of this post.
Demo
In the demo we’ll use a simple Product domain whose price can be adjusted using a discount strategy. The Products will be retrieved using a ProductRepository. A ProductService class will depend on ProductRepository to communicate with the underlying data store. We’ll first build the classes without DIP in mind and then we’ll refactor the code. We’ll keep all classes to a minimum without any real implementation so that we can concentrate on the issues at hand. Open Visual Studio and create a new console application. Add the following Product domain class:
public class Product { public void AdjustPrice(ProductDiscount productDiscount) { } }
…where ProductDiscount looks even more simple:
public class ProductDiscount { }
ProductRepository will help us communicate with the data store:
public class ProductRepository { public IEnumerable<Product> FindAll() { return new List<Product>(); } }
We connect the above objects in the ProductService class:
public class ProductService { private ProductDiscount _productDiscount; private ProductRepository _productRepository; public ProductService() { _productDiscount = new ProductDiscount(); _productRepository = new ProductRepository(); } public IEnumerable<Product> GetProducts() { IEnumerable<Product> productsFromDataStore = _productRepository.FindAll(); foreach (Product p in productsFromDataStore) { p.AdjustPrice(_productDiscount); } return productsFromDataStore; } }
A lot of code is still written like that nowadays. This is the traditional approach in programming: high level modules call low level modules and instantiate their dependencies as they need them. Here ProductService calls ProductRepository, but before it can do that it needs to new one up using the ‘new’ keyword. The client, i.e. the ProductService class must fetch the dependencies it needs in order to carry out its tasks. Two dependencies are created in the constructor with the ‘new’ keyword. This breaks the Single Responsibility Principle as the class is forced to carry out work that’s not really its concern.
The ProductService is thus tightly coupled to those two concrete classes. It is difficult to use different discount strategies: there may be different discounts at Christmas, Halloween, Easter, New Year’s Day etc. Also, there may be different strategies to retrieve the data from the data store such as using an SQL database, a MySql database, a MongoDb database, file storage, memory storage etc. Whenever those strategies change you must update the ProductService class which breaks just about every principle we’ve seen so far in this series on SOLID.
It is also difficult to test the product service in isolation. The test must make sure that the ProductDiscount and ProductRepository objects are in a valid state and perform as they are expected so that the test result does not depend on them. If the ProductService sends an email then even the unit test call must send an email in order for the test to pass. If the emailing service is not available when the test runs then your test will fail regardless of the true business logic of the method under test.
All in all it would be easier if we could provide any kind of strategy to the ProductService class without having to change its implementation. This is where abstractions and DI enters the scene.
As we can have different strategies for price discounts and data store engines we’ll need to introduce abstractions for them:
public interface IProductDiscountStrategy { }
public interface IProductRepository { IEnumerable<Product> FindAll(); }
Have the discount and repo classes implement these interfaces:
public class ProductDiscount : IProductDiscountStrategy { }
public class ProductRepository : IProductRepository { public IEnumerable<Product> FindAll() { return new List<Product>(); } }
When we program against abstractions like that then we introduce a seam into the application. It comes from seams on cloths where they can be sewn together. Think of the teeth – or whatever they are called – on LEGO building blocks. You can mix and match those building blocks pretty much as you like due to the standard seams they have. In fact LEGO applied DIP and DI pretty well in their business idea.
Let’s update the ProductService class step by step. The first step is to change the type of the private fields:
private IProductDiscountStrategy _productDiscount; private IProductRepository _productRepository;
You’ll see that the AdjustPrice method of Product now breaks so we’ll update it too:
public void AdjustPrice(IProductDiscountStrategy productDiscount) { }
Now the Product class can accept any type of product discount so we’re on the right track. See that the AdjustPrice accepts a parameter of an abstract type? We’ll look at the different flavours of DI later but that’s actually an application of the pattern called method injection. We inject the dependency through a method parameter. We’ll employ constructor injection to remove the hard dependency on the ProductRepository class within ProductService:
public ProductService(IProductRepository productRepository) { _productDiscount = new ProductDiscount(); _productRepository = productRepository; }
Here’s the final version of the ProductService class:
public class ProductService { private IProductRepository _productRepository; public ProductService(IProductRepository productRepository) { _productRepository = productRepository; }; } }
Now clients of ProductService, possibly a ProductController in an MVC app, will need to provide these dependencies so that the ProductService class can concentrate on its job rather than having to new up dependencies. Obtaining the correct pricing and data store strategy should not be the responsibility of the ProductService. This relates well to the Open-Closed Principle in that you can create new pricing strategies without having to update the ProductService class.
It’s important to note that the ProductService class is now honest and transparent. It is honest about its needs and doesn’t try to hide the external objects it requires in order to fulfil its job, i.e. its dependencies are explicit. Clients using the ProductService class will know that it requires a discount strategy and a product repository. There are no hidden side effects and unexpected results.
The opposite case is a class having implicit dependencies such as the first version of the ProductService class. It’s not obvious for the caller that ProductService will use external libraries and it does not have any control whatsoever over them. In the best case if you have access to the code then you can inspect it and maybe even refactor it. The first version of ProductService tells the client that it suffices to simply create a new ProductService object and then it will be able to fetch the products. However, what do we do if the database is not present? Or if the prices are not correct due to the wrong discount strategy? Then comes the part where ProductService says ‘oh, sorry, I need database access before I can do anything, didn’t you know that…?”.
Imagine that you get a new job as a programmer. Normally all ‘dependencies’ that you need for your job are provided for you: a desk, a computer, the programming software etc. Now think how this would work without DI: you’ll have to buy a desk, get a computer within some specified price range, install the software yourself etc. That is the opposite of DI and that is how ProduceService worked before the refactoring.
A related pattern to achieve DI is the Adapter pattern. It provides a simple mechanism to abstract away dependencies that you have no control over, such as the built-in .NET classes. E.g. if your class sends emails then your default choice could be to use the built-in .NET emailing objects, such as MailMessage and SmtpClient. You cannot easily abstract away that dependency as you have no access to the source code, you cannot make it implement a custom interface, such as IEmailingService. The Adapter patter will help you solve that problem. Also, unit testing code that sends emails is cumbersome as even the test call will need to send out an email. Ideally we don’t test those external services so instead inject a mock object in place of the real one. How that is done? Start here.
If people could just spend time and read one post before starting to build LOB software in their organization, this would be it. There are page-kilometers of code in the world that would be less horrible if its creators would have read this post. Well done! | http://dotnetcodr.com/2013/08/26/solid-design-principles-in-net-the-dependency-inversion-principle-and-the-dependency-injection-pattern/ | CC-MAIN-2013-48 | refinedweb | 2,359 | 53.21 |
In the previous post on RBMs, we have derived the following gradient descent update rule for the weights.
In this post, we will see how this update rule can be efficiently implemented. The first thing that we note is that the term
that appears several times is simply the conditional probability for the hidden unit j to be “on” and, as only the values 0 and 1 are possible, at the same time the conditional expectation value of that unit given the values of the visible units – let us denote this quantity by
. Our update rule now reads
Theoretically, we know how to calculate this. The first term – the positive phase – is easy, this is just the average over the sample set.
The second term is more challenging. Theoretically, we would need a Gibbs sampler to calculate it using a Monte Carlo approach. One step of this sampler would proceed as follows.
- Given the values v of the visible units, calculate the resulting expectation values e
- Set hidden unit j to one with probability ej
- For each visible unit i, calculate the conditional probability pi to be one given the new values of the hidden units
- Set vi to 1 with probability pi
After some burn-in phase, we would then calculate the product
after each step and take the average of these values.
The crucial point is that for a naive implementation, we would start the Gibbs sampling procedure during each gradient descent iteration from scratch, i.e. with some randomly initialized values for the visible units. One of the ideas behind the algorithm known as contrastive divergence that was proposed by G. Hinton in [1] is to restart the Gibbs sampler not at a random value, but a randomly chosen vector from the data set! The idea behind this is that if we have been running the training for some time, the model distribution should be close to the empirical distribution of the data, so sampling a vector from the data should give us something close to the equilibrium state of the Gibbs sampling Markov chain (if you do not known what a Markov chain is – do not worry and just read on, I will cover Markov chains and the mathematics behind all this in a later post).
The second approximation that the contrastive divergence algorithm makes is to replace the expectation values in the positive and negative phase by a point estimate. For the positive phase, that means we simply calculate the value at one point from the data set. For the negative phase, we run the Gibbs sampling procedure – starting as explained above with a vector from the data set – and then simply compute the product
for the result.
It now turns out that, based on empirical observations, these approximations work extremely well – in fact, it turns out that instead of running a full Gibbs sampler with a few hundred or even a few thousand steps, one step is often sufficient! This is surprising, but open to an intuitive explanation – we run all this within the outer loop provided by the gradient descent algorithm, and if we chose the learning rate sufficiently small, the parameters do not change a lot between these steps, so that we effectively do something that is close to one long Gibbs sampling Markov chain.
With these simplifications, the constrastive divergence algorithm now looks as follows.
FOR EACH iteration DO
Sample a vector v from the data set
SET
FOR EACH hidden unit DO
SET
with probability
FOR EACH visible unit DO
SET
with probability
SET
SET
SET
SET
DONE
The first six lines within an iteration constitute one Gibbs sampling step, starting with a value for the visible units from the data set, sampling the hidden units from the visible units and sampling the visible units from the hidden units. In the next line, we recalculate the expectation values of the hidden units given the (updated) values of the visible units. The value
is then the contribution of the negative phase to the update of
. We can summarize the contributions for all pairs of indices as the matrix
. Similarly, the positive phase contributes with
. In the next line, we update W with both contributions, where
is the learning rate. We then apply similar update rules to the bias for visible and hidden units – the derivation of these update rules from the expression for the likelihood function is done similar to the derivation of the update rules for the weights as shown in my last post.
Let us now implement this in Python. To have a small data set for our tests, we will use an artificial data set called bars and stripes that I have seen first in [3]. Given a number N, we can create an image with N x N pixels for every number x smallers than 2N as follows. Each row corresponds to one binary digit of x. If this digit is one, the entire row is black, i.e. we have one black vertical stripe, otherwise the entire row is white. A second row of patterns is obtained by coloring the columns similarly instead of the rows. Thus we obtain 2N+1 possible patterns, more than enough for our purposes. I have written a helper class BAS in Python that creates these patterns.
Next, let us turn to the actual RBM. We store the current state of the RBM in a class
RBM that is initialized as follows.
class RBM: def __init__ (self, visible = 8, hidden = 3, beta = 1): self.visible = visible self.hidden = hidden self.beta = beta self.W = np.random.normal(loc = 0, scale = 0.01, size = (visible, hidden)) self.b = np.zeros(shape = (1,visible)) self.c = np.zeros(shape = (1,hidden))
Here W is the weight matrix, beta is the inverse temperature, and b and c are the bias vectors for the visible and hidden units.
Next we need a method that runs one step in a Gibbs sampling chain, starting with a state of the visible units captured in a matrix V (we calculate this in a mini-batch for more than one sample at a time, each row in the matrix represents one sample vector). Using once more the numpy library, this can be done as follows.
def runGibbsStep(self, V, size = 1): # # Sample hidden units from visible units # E = expit(self.beta*(np.matmul(V, self.W) + self.c)) U = np.random.random_sample(size=(size, self.hidden)) H = (U <= E).astype(int) # # and now sample visible units from hidden units # P = expit(self.beta*(np.matmul(H, np.transpose(self.W)) + self.b)) U = np.random.random_sample(size=(size, self.visible)) return (U <= P).astype(int), E
With this method at hand – which returns the new value for the visible units but the old value for the conditional expectation of the hidden units – we can now code our training routine.
def train(self, V, iterations = 100, step = 0.01): batch_size = V.shape[0] # # Do the actual training. First we calculate the expectation # values of the hidden units given the visible units. The result # will be a matrix of shape (batch_size, hidden) # for _ in range(iterations): # # Run one Gibbs sampling step and obtain new values # for visible units and previous expectation values # Vb, E = self.runGibbsStep(V, batch_size) # # Calculate new expectation values # Eb = expit(self.beta*(np.matmul(Vb, self.W) + self.c)) # # Calculate contributions of positive and negative phase # and update weights and bias # pos = np.tensordot(V, E, axes=((0),(0))) neg = np.tensordot(Vb, Eb, axes=((0),(0))) dW = step*self.beta*(pos -neg) / float(batch_size) self.W += dW self.b += step*self.beta*np.sum(V - Vb, 0) / float(batch_size) self.c += step*self.beta*np.sum(E - Eb, 0) / float(batch_size)
Let us now play around with this network a bit and visualize the training results. To do this, clone my repository and then run the simulation using
$ git clone $ cd MachineLearning $ python RBM.py --run_reconstructions=1 --show_metrics=1
This will train a restricted Boltzmann machine on 20 images out of the BAS dataset with N=6. For the training, I have used standard parameters (which you can change using the various command line switches, use
--help to see which parameters are available). The learning rate was set to 0.05. The number of iterations during training was set to 30.000, and 16 hidden units are used. The inverse temperature
is set to 2.0. In each iteration, a mini-batch of 10 patterns is trained.
After every 500 iterations, the script prints out the current value of the reconstruction error. This is defined to be the norm of the difference between the value of the visible units when the Gibbs sampling step starts and the value after completing the Gibbs sampling step, i.e. this quantity measures how well the network is able to reconstruct the value of the visible units from the hidden units alone.
After the training phase is completed, the script will select eight patterns randomly. For each of these patterns, it will flip a few bits and then run 100 Gibbs sampling steps. If the training was successful, we expect that the result will be a reconstruction of the original image, i.e. the network would be able to match the distorted images to the original patterns.
When all the calculations have been completed, the network will display two images. The first image should roughly look like the image below.
This matrix visualizes the result of the reconstruction process described above. Each of the rows shows the outcome for one of the eight selected patterns. The first image in each row is the original pattern from the BAS data set. The second one is the distorted image some pixels have been flipped. The third image shows the result of the reconstruction run after 50 Gibbs iterations, and the last image shows the result after the full 100 iterations.
We see that in most cases, the network is able to correctly reconstruct the original image. However, there are also a fes rows that look suspicious. In the first row, we could hope that the network eventually converges if we execute more sampling steps. In the third row, however, the network converges to a member of the BAS data set, but to the wrong one.
The second diagram that the script produces displays the change to the weights after each iteration and the reconstruction error.
We see that both quantities quickly get smaller, but never stabilize at exactly zero. This is not really surprising – as we work with a non-zero temperature, we will always have some thermal fluctuations and the reconstruction error will never be constantly zero, but oscillate around a small value.
I invite you to play around with the parameters a bit to see how the network behaves. We can change the value of the inverse temperature with the parameter
--beta, the number of hidden units with the parameter
--hidden, the number of Gibbs steps used during the reconstruction with
--sample and the step size with
--step. If, for instance, you raise the temperature, the fluctuations of the reconstruction error will increase. If, one the other hand, we choose a very small temperature, the network converges very slowly. Making the step size too small or too large can also lead to non-convergence etc.
That completes this post on contrastive divergence. In the next post, I will show you an alternative algorithm that has gained a lot of popularity called persistent contrastive divergence (PCD), before we finally set out to implement an restricted Boltzmann machine on a GPU using the TensorFlow framework.
1. G. Hinton, Training products of experts by minimizing contrastive divergence, Journal Neural Computation Vol. 14, No. 8 (2002), 1771 1800
2. G. Hinton, A practical guide to training restricted Boltzmann machines, Technical Report University of Montreal TR-2010-003 (2010)
[3] D. MacKay, Information Theory, Inference and learning
algorithms, section 43, available online at this URL
2 thoughts on “Learning algorithms for restricted Boltzmann machines – contrastive divergence” | https://leftasexercise.com/2018/04/13/learning-algorithms-for-restricted-boltzmann-machines-contrastive-divergence/ | CC-MAIN-2021-31 | refinedweb | 2,012 | 62.07 |
In my previous article, I showed how to connect to MySQL database and retrieve using Java. In this post I am going to illustrate how to insert data into your MySQL database, how to update data on it and how to delete data from it. To do this we use "Prepared Statements" in Java.
First of all, I wanted to create a MySQL database and a table in it. The following query will create a database called "test" and a table called "student". If you want to remember about that, try this ()
create database test; use test; create table student( id int primary key, name varchar(30), age int, city varchar(20) ); insert into student values (01,'John',23,'Colombo'), (02,'Ann',22,'Kandy'), (03,'Stella',25,'Galle'), (04,'Don',22,'Trinco'); select * from student
Now you have successfully created a "student" table in a database called "test".,
Here is the simple code of my project.
This is a very simple static Java program that can be used to insert, update and delete data from the MySQL database.
Think about following code that I have used,
Finally, I have closed the prepared statements and the connection.
package j2ee; import java.sql.*; public class DbUpdate { public static void main(String[] args) throws SQLException { Connection dbConnection = null; PreparedStatement PSInsert = null; PreparedStatement PSUpdate = null; PreparedStatement PSDelete = null; String insertTable = "INSERT INTO student" + "(id,name,age,city)VALUES" + "(? , ? , ? , ?)"; String updateTable = "UPDATE student SET name = ?" + "WHERE id = ?"; String deleteTable = "DELETE FROM student " + "WHERE id = ?"; try{ dbConnection = getDBConnection(); dbConnection.setAutoCommit(false); //for insert PSInsert = dbConnection.prepareStatement(insertTable); PSInsert.setString(1, "05"); PSInsert.setString(2, "Sean"); PSInsert.setString(3, "26"); PSInsert.setString(4, "Colombo"); PSInsert.executeUpdate(); dbConnection.commit(); //for update PSUpdate = dbConnection.prepareStatement(updateTable); PSUpdate.setString(1, "Ann-updated"); PSUpdate.setString(2, "02"); PSUpdate.executeUpdate(); dbConnection.commit(); //for delete PSDelete = dbConnection.prepareStatement(deleteTable); PSDelete.setString(1, "04"); PSDelete.executeUpdate(); dbConnection.commit(); System.out.println("Done..!!!"); }catch(SQLException e){ System.out.println("Error occured " + e.toString()); dbConnection.rollback(); } finally{ if(PSInsert !=null){ PSInsert.close(); } if(PSUpdate != null){ PSUpdate.close(); } if(dbConnection != null){ dbConnection.close(); } } } private static Connection getDBConnection(){ Connection con = null; try{ Class.forName("com.mysql.jdbc.Driver"); }catch(ClassNotFoundException e){ System.out.println("Error 1 : " + e.getMessage()); } try{ con = DriverManager.getConnection("jdbc:mysql://localhost:3306/test","root","1234"); }catch(SQLException e){ System.out.println("Error 2 : " + e.getMessage()); } return con; } }
This is a very simple static Java program that can be used to insert, update and delete data from the MySQL database.
PreparedStatements
- In this program, we retrieve data at run time. So we need to use runtime parameters to perform the task.
- In my first program in the last post, I have used Statement objects. We cannot use these objects to retrieve data at runtime.
- That is why we use PreparedStatements as runtime objects. This allows passing runtime parameters to SQL queries.
- In this program, I have created three types of PreparedStatement objects.
getDBConnection() method
- This is not a pre-defined method. I have created this method to Connect the MySQL database.
- I have used separate try-catch blocks to easily identify any errors that can happen while connecting.
setAutoCommit() or commit()
- This commit keyword belongs to SQL transactions.
- Commit is used to save the changes in the SQL.
- In JavaSE 7 API, it says, void commit() Makes all changes made since the previous commit / rollback permanent and releases any database locks currently held by this Connection object. This method should be used only when auto-commit mode has been disabled.
- You need to commit your code after execute() method or you can set setAutoCommit(true).
setInt(), setString(), setDate() ...etc
- In my program I have used setInt() and setString() methods.
- Each method consist of Parameter index and value.
- setInt( int ParameterIndex, int value )
- This method sets the value according to the given parameter and then the driver converts this into SQL Integer value.
Think about following code that I have used,
String insertTable = "INSERT INTO student" + "(id,name,age,city)VALUES" + "(? , ? , ? , ?)"; PSInsert.setInt(1, 8); //Index is 1, value is 8 PSInsert.setString(2, "Sean"); //Index is 2, value is 'Sean' PSInsert.setInt(3, 26); //Index is 3, value is 26 PSInsert.setString(4, "Colombo"); //Index is 4, value is 'Colombo'
rollback()
- This is another special method which is used to roll back all the changes that we have created in the database, if there are any error while transaction.
- This method is used in the catch() block.
- This method should be used only when auto-commit mode has been disabled( setAutoCommit(false) ).
Finally, I have closed the prepared statements and the connection.
How to Insert, Update and Delete data with MySQL database
Reviewed by Ravi Yasas
on
10:05 PM
Rating:
You arre so awesome! I don't suppose I've truly
read through anything like that before. So good to find ssomebody
wikth some unique tthoughts on this issue.
Really.. thanks for stzrting this up. This website is onee thing that is required on the web, someone with spme originality! | http://www.javafoundation.xyz/2014/04/how-to-insert-update-and-delete-data.html | CC-MAIN-2021-43 | refinedweb | 836 | 51.85 |
I would want a state for the main menu, options screen, each level, game over and the ending.
I'm pretty new to developing games. I currently only have one "level" and I'm accessing it like this
public class StateHub { public static void main(String[] args) { JFrame frame = new JFrame(); frame.add(new LevelOne()); frame.setVisible(true); frame.setSize(800, 600); frame.setResizable(false); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); } }
For my last game I had a huge series of booleans changing what was drawn to the panel, it got unmanageable fast. Just trying to clean things up. Is there a simple way to turn this into a state-like system where I could do something like destroy the instance of LevelOne and add LevelTwo instead? Is there an easier solution?
Thanks a ton. | https://www.gamedev.net/topic/633762-how-should-i-implement-a-state-based-game/ | CC-MAIN-2017-17 | refinedweb | 133 | 59.5 |
NLiterate is a tool that allows to write C# documentation in the Literate Programming Style (LPS). It merges, compiles and runs the code snippets contained in the comments, keeping the documentation and the source code synchronized. NLiterate comes as a custom documenter for NDoc (see [3]), so you easily use it through the NDoc GUI.
Disclaimer: The intention of NLiterate is not to replace the C# code, far from that. It mainly is a tool to automate the compilation of code examples contained in the documentation.
The literate programming style developed by the mighty D.Knuth consists of writing source code and documentation together in the same file. A tool then automatically converts the file into both a pure source code file and into a documentation file with pretty-printed source code. The literate programming style makes it easier to ensure that the code examples in the book/documentation really compile and run and that they stay consistent with the text.
The source code for each example is broken up into parts. Parts can include references to other parts. An example often starts with a part that provides an outline for the entire computation, which is then followed by other parts that fill in the details.
For that task, D.Knuth has developed the WEB language (later on CWEB, FWEB) which was targeted for C (source code) and TeX (word processor).
"The structure of a software program may be thought of as a web that is made up of many interconnected pieces. To document such a program, we want to explain each individual part of the web and how it relates to its neighbors. The typographic tools provided by TEX give us an opportunity to explain the local structure of each part by making that structure visible, and the programming tools provided by Pascal make it possible for us to specify the algorithms formally and unambiguously. By combining the two, we can develop a style of programming that maximizes our ability to perceive the structure of a complex piece of software, and at the same time the documented programs can be mechanically translated into a working software system that matches the documentation." Extracted from The WEB System of Structured Documentation User Manual (see [1]).
A large piece of this introduction is extracted from the Boost Graph Library User Guide (see [2]). For further information on Literate Programming, refer to the Literate Programming Official Page (see [1]).
C# documentation lets you integrate snippets of code in the documentation using the code tag. Ex:
code
/// <remarks>
/// This methods does something:
/// <code>
/// MyClass c = new MyClass();
/// c.SomeMethod();
/// </code>
/// </remarks>
On one hand, examples take an important place in a good documentation. A lot of users prefer to learn from examples rather from a "literal" description of the method (think about MSDN doc). On the other, examples in the documentation are difficult to maintain: they are not recompiled, not run and not tested. When the number of examples becomes large, it will take more and more time to test each of the examples.
An out-of-sync example will make users lose time and will do more harm than nothing. Therefore, the maintenance problem of examples is a critical one.
NLiterate applies LPS to source code contained in C# comments. Therefore, it lets the documenter write interconnected snippets using the LPS style and it provides an automated tool to compile and execute those snippets.
In this example, we are going to build a simple "Hello World" code example. We suppose that this sample is used as an example for an imaginary XString class.
XString
Let's start from the following empty documentation:
/// <example>
/// </example>
public XString
{...}
First, we write the Hello World sample:
/// <example>
/// <para>
/// <c>HelloWorld</c> is a classic piece of code.
/// </para>
/// <code id="helloworld" title="HelloWorld" compilable="true" language="cs">
/// using System;
/// public class HelloWorld
/// {
/// public static void Main(string[] argv)
/// {
/// Console.WriteLine("Hello Word");
/// }
/// }
/// </code>
There are several remarks on the code above:
id
title
compilable
language
cs
vb
Sometimes, examples can become quite long and it would be interesting to "split up" the example in different parts that you could explain separately. For example, we would like to separate the body of the HelloWorld.Main method from the main code snippet:
HelloWorld.Main
/// <example>
/// <para>
/// <c>HelloWorld</c> is a classic piece of code.
/// </para>
/// <code id="helloworld" title="HelloWorld" compilable="true" language="cs">
/// using System;
/// public class HelloWorld
/// {
/// public static void Main(string[] argv)
/// {
/// {[mainbody Implementation of Main]}
/// }
/// }
/// </code>
/// <para>
/// The implementation of Main can be added later:
/// <code id="mainbody" title="HelloWorld.Main">
/// Console.WriteLine("Hello World");
/// </code>
/// </para>
Note that in the first snippet, we have replaced the body of the Main method by a reference to another snippet:
Main
{[ref-id title...]}
This snippet will be merged in place of the reference in the previous snippet. You can continue like this to describe and build a tree of code snippet in your documentation.
By default, NLiterate adds System.dll and the declaring assembly to the list of referenced assemblies by the compiler. If you need other assemblies, you can use the reference tag as follows:
reference
/// <remarks>
/// <reference assembly="MyAssembly.dll"/>
/// </remarks>
...
The full code of this class is contained in the NLiterate project. Recompile the project with documentation enabled.
First, you need to prepare NDoc to run NLiterate. This is done by the following steps:
When you open NDoc, click on the Documenter list box and choose Literate. You can then simply launch project compilation in the NDoc GUI to launch the NLiterate compilation process.
The NLiterate implementation is quite straightforward, thanks to the .NET Framework tools. In fact, a lot of the ingredients needed where already present in the framework:
Having all those tools under the hood, the NLiterate execution logic is as follows:
System.CodeDom.Compiler
Code sections that have the attribute compilable="true" are located by NLiterate. They are the root of the tree composed by the code and the reference it contains. For example, the code section with @id="main" is the root of a tree that has one child snippetid:
compilable="true"
@id="main"
snippetid
/// <code id="main" compilable="true">
/// {[snippetid Some comment]}
/// </code>
...
/// <code id="snippetid" >
/// ...
/// </code>
Such code sections are easily located using the following XPath expression: "descendant::code[@compilable='true']".
"descendant::code[@compilable='true']"
The syntax to create a reference is as follows:
{[snippetid Comments describing the snippets]}
where snippetid is the id of the reference snippet, while the result of the text is used to describe the snippet. All is enclosed in {[...]}. The references are matched using regular expressions and the Regex class. To build the regular expression, I recommend Expresso (see [4]):
{[...]}
Regex
private static Regex snippetRegex = new Regex(
@"{\[(?<SNIPPETID>\w+\b).*?\]}",
RegexOptions.IgnoreCase
| RegexOptions.Multiline
| RegexOptions.ExplicitCapture
| RegexOptions.Compiled
);
With this tool, location of the reference is a piece of cake:
string code; // the code snippet
foreach(Match m in snippetRegex.Matches(code))
{
string refid = m.Groups["SnippetID"].Value;
...
}
We then apply again XPath queries to find the reference code section in the XML document. Note that if you are not happy with this notation, it can easily be modified by changing the regular expression.
At this point, we have built a tree where each node contains the "raw" code and a list of reference snippets. Again, with regular expressions, merging the parts is straight-forward:
public String GetMergedCode()
{
return snippetRegex.Replace(this.code,new MatchEvaluator(this.CodeMerger));
}
private string CodeMerger(Match m)
{
// get id
string cid = m.Groups["SnippetID"].Value;
// find code snippet with the right id
CodeSnippetNode child = findNodeByID(cid);
// return child merged code
return child.GetMergedCode()
}
Compilation is done using the System.CodeDom.Compiler classes. Rather than detailing this part, I recommend users to read the DotNetScript article (see [5]). | http://www.codeproject.com/Articles/6808/Make-NDoc-compile-the-code-examples-contained-in-y?fid=38696&df=90&mpp=10&sort=Position&spc=None&tid=1371870 | CC-MAIN-2014-52 | refinedweb | 1,302 | 54.63 |
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This is the mail archive of the gcc@gcc.gnu.org mailing list for the GCC project.
[See]
Looking at it again, I see that there are some curious __CYGWIN__ ifdefs in there which might instead be the problem. Your cygwin-x-linux cross compiler would have been compiled with a compiler that defined __CYGWIN__, and thus some stuff in cp/method.c would have been enabled and/or disabled that should not have been. To fix this, put a
#define THIS_IS_CYWGIN_REALLY
in config/i386/cygwin.h (or maybe cygming.h?) and modify cp/method.c to use that define instead of __CYGWIN__. We need a more elegant solution for gcc mainline, but one has already been written. This is the TARGET_USE_LOCAL_THUNK_ALIAS_P stuff I mentioned earler.
See PR 14808. This contains the method.c.diff patch that broke gcc-3.4. This was an attempt to write a safer simpler patch than the one that went into mainline, which can be found here
Unfortunately, this patch breaks cross compilers built on cygwin.
Bingo. The following patch let my cygwin->linux build succeed. Thanks! - Dan
--- gcc-3.4.0/gcc/cp/method.c.old Sun Jun 6 22:46:04 2004 +++ gcc-3.4.0/gcc/cp/method.c Sun Jun 6 22:48:13 2004 @@ -286,7 +286,7 @@ tree alias; char buf[256];
-#if defined (__CYGWIN__) || defined (__MINGW32__) +#if defined (TARGET_IS_PE_COFF) if (DECL_ONE_ONLY (function)) return function; #endif @@ -404,7 +404,7 @@ push_to_top_level ();
#if defined (ASM_OUTPUT_DEF) \ - && !(defined (__CYGWIN__) || defined (__MINGW32__)) + && !defined (TARGET_IS_PE_COFF) if (targetm.have_named_sections) { resolve_unique_section (function, 0, flag_function_sections); --- gcc-3.4.0/gcc/config/i386/cygwin.h.old Sun Jun 6 22:50:41 2004 +++ gcc-3.4.0/gcc/config/i386/cygwin.h Sun Jun 6 22:52:18 2004 @@ -22,6 +22,8 @@
+#define TARGET_IS_PE_COFF 1 + #define EXTRA_OS_CPP_BUILTINS() /* Nothing. */
#undef CPP_SPEC --- gcc-3.4.0/gcc/config/i386/cygming.h.old Sun Jun 6 22:50:46 2004 +++ gcc-3.4.0/gcc/config/i386/cygming.h Sun Jun 6 22:52:10 2004 @@ -27,6 +27,8 @@
+#define TARGET_IS_PE_COFF 1 + #include <stdio.h>
-- My technical stuff: My politics: see for examples of why I'm for regime change | https://gcc.gnu.org/legacy-ml/gcc/2004-06/msg00429.html | CC-MAIN-2022-33 | refinedweb | 362 | 61.33 |
You just saved me from banging my head against the wall! For example, there is one folder to go into to reach Main.class, that folder is called convert, which is my package, so to reach Main.class, for the Main-Class section of my If I show properties of any of the links I see that, yes in fact, it is pointing to Program Files\Java rather than \Java. I have tried every possible thing from setting the path and classpath to using dto but the result is the same.
shaffy 267.650 görüntüleme 2:44 Minecraft: Error could not find or load main class. (VOICE) - Süre: 6:36. For me the issue was that the classpath syntax is OS-dependent. Yet another piece of Chess software Theorems demoted back to conjectures Law case title convention: Why sometimes not "Plaintiff v. I read elsewhere that I needed to chmod 764 to the jar.
Thanks, I'm going to try that tomorrow. –ApertureT3CH Apr 14 '12 at 0:29 | show 4 more comments up vote 1 down vote Normally you would have to specify which class And here comes the strangest thing of all: The .jar's have worked some time ago (one or two months I guess), and I don't remember doing anything different. For our purpose we will use following HelloWorld program for our testing, interestingly I have named it HelloHP and it resides in a package called "dto". Defendant"?
Be careful using nohup though, because it will use up a LOT of hard drive space keeping its own logs. I faced this problem two times and each time I have tried different solutions(in Eclipse IDE). August 15, 2015 at 8:43 AM raghu said... Error Could Not Find Or Load Main Class Jar Linux After that I close my project and reopen it and boom I finally solved my problem.
I had the registry issue, and I had never encountered it before. Could Not Find Main Class Jar Executable June 10, 2016 at 10:55 AM Anonymous said... Please see edit. dig this The first time I installed the latest JDK, I changed the install directory to C:\Java When I went to set my B4J tools configure paths I did not find a Jdk1.8.0_66
Sorry I can't help, but anyone that can will be helping two out! Error: Could Not Find Or Load Main Class Eclipse canalrun, Jan 4, 2016 #5 canalrun Well-Known Member Licensed User Ahh, the plot thickens... I have seen many programmers getting frustrated, losing interest in Java due to various PATH and CLASSPATH issues e.g. The compilation wasn't the issue but the running of the main file in a child directory, is.
If your class is inside a non-default package e.g. "dto" in our case then compiler the will put the HelloHP.class file, which contains Java bytecode in a directory named "dto". Assume there is a source code(Main.java): package com.test; public class Main { public static void main(String[] args) { System.out.println("salam 2nya\n"); } } For run this code, you should place Main.Class in Could Not Find Or Load Main Class Jar Command Line Even though the project name appears in the 'export runnable jar' dialog, a closer inspection might reveal an unmatched main class name. Could Not Find Or Load Main Class While Executing Jar File The . (dot) means "look in current directory".
READ them". check my blog asked 3 years ago viewed 890449 times active 3 days ago Get the weekly newsletter! This is the folder we are looking for. in the Minecraft folder. Jar Cannot Find Main Class
C:\Users\WINDOWS 8\workspace\Demo\target>java dto.HelloHP Error: Could not find or load main class dto.HelloHP You can see we are again started getting the same error, Why? Half of the problem is solved when you are able to reproduce it. Apparently my compiler compliance level was set too high. this content share|improve this answer answered Oct 24 at 22:19 shieldgenerator7 502310 add a comment| up vote -2 down vote From the option menu, select Project->Clean and then select your project and click
I've seen it, so just want to share it here maybe someone else will need it. –XiaoPeng Sep 17 '15 at 1:55 Yes. Could Not Find Or Load Main Class Java Cmd When I double-click on the jar, a command window flashes open and closed. If you want error logs to show up for any errors your jar may have during operation, change javaw to java, and error logs will show up in a command prompt
I think the installation process on Windows automatically sets the PATH variable Roycefer, Jan 4, 2016 #9 canalrun Well-Known Member Licensed User That's an option. share|improve this answer answered Apr 13 '12 at 23:22 scorpdaddy 22618 add a comment| up vote 0 down vote Also add a classpath attribute to the manifest and put a I would appreciate learning the correct way to solve the problem which was probably caused by my moving the Java stuff from C:\Program Files\Java to C:\Java. Error Could Not Find Or Load Main Class Java To edit what is in these boxes, right click on the value under name (Default) and click modify.
For a quick test of some code, I did: javac TestCode.java followed by java TestCode –Someone Somewhere Jan 3 at 17:12 Yes, that (sadly) was my problem. –PM 77-1 First off, you need to open up the windows registry editor. What's the difference between ls and la? have a peek at these guys Load the class.
Any ideas what is causing this error and how I can fix it? How can he not have enough? –Android Dev May 8 at 21:40 @AndroidDev Fixed to be more clear and concise. –Kaz Wolfe May 8 at 21:44 There Still does not work. 3. I added dll of the c program in java build path.
Did you? –Stephen C Mar 17 '15 at 22:36 1 @Ali.Rashidi - There are lots of other short answers. What does this symbol of a car balancing on two wheels mean? I am running Fedora (Linux). share|improve this answer answered Jan 16 at 10:26 ΔλЛ 6,510103478 add a comment| up vote 2 down vote I had such error in this case: java -cp lib.jar com.mypackage.Main works with
Bu özellik şu anda kullanılamıyor. Parents disagree on type of music for toddler's listening What is a real-world metaphor for irrational numbers? Any ideas? IPlayGames 15.969 görüntüleme 8:40 How To Compile A Java Program With Javac - Süre: 2:44.
You're double-clicking the file on a windows explorer window? Also, make sure you follow issue 2, and that the default program for opening .jar files is java.exe Leave comments on new problems that occur, and any fixed problems. more hot questions question feed lang-java about us tour help blog chat data legal privacy policy work here advertising info mobile contact us feedback Technology Life / Arts Culture / Recreation which is where people with short attention spans look.
java version "1.7.0_02" Java(TM) SE Runtime Environment (build 1.7.0_02-b13) Java HotSpot(TM) 64-Bit Server VM (build 22.0-b10, mixed mode) Please let me know if I left out any details. share|improve this answer edited May 8 at 21:41 answered May 8 at 21:26 Android Dev 4,94631230 add a comment| Your Answer draft saved draft discarded Sign up or log in That would be a Java syntax error. (What you mean is that the file containing the compiled class is called "CommandLine.class" ... ). I reinstalled Java to the default directory and the Jdk folder was now present, but in C:\Program Files\Java I just moved it, although I knew it would probably be a problem
I believe that my jre7 just recently automatically updated, but I can't remember when. share|improve this answer edited Oct 15 '15 at 7:22 sumit 66112 answered Aug 14 '12 at 13:14 count0 1,7111322 add a comment| up vote 0 down vote Right click on the Most of the time you just need to either correct your CLASSPATH environment variable or run your program with java -cp or -classpath option. After you do this, exit the registry by clicking the red X, and attempt to double click your .jar file. | http://gsbook.org/not-find/jar-file-error-could-not-find-main-class.php | CC-MAIN-2018-39 | refinedweb | 1,434 | 71.85 |
Paramiko is a Python implementation of SSH with a whole range of supported features. To start, let’s look at the most simple example – connecting to a remote SSH server and gathering the output of ls /tmp/
import paramiko ssh = paramiko.SSHClient() ssh.set_missing_host_key_policy(paramiko.AutoAddPolicy()) try: ssh.connect('localhost', username='testuser', password='t3st@#test123') except paramiko.SSHException: print "Connection Failed" quit() stdin,stdout,stderr = ssh.exec_command("ls /etc/") for line in stdout.readlines(): print line.strip() ssh.close()
After importing paramiko, we create a new variable ‘ssh’ to hold our SSHClient. ssh.set_missing_host_key_policy automatically adds our server’s host key without prompting. For security, this is not a good idea in production, and host keys should be added manually. Should a host key change unexpectedly, it could indicate that the connection has been compromised and is being diverted elsewhere.
Next, we create 3 variables, stdin, stdout and stderr allowing us to access the respective streams when calling ls /etc/
Finally, for each “\n” terminated line on stdout, we print the line, stripping the trailing “\n” (as print adds one). Finally we close the SSH connection.
Let’s look at another example, where we communicate with stdin.
Read the rest of this entry » | https://www.adampalmer.me/iodigitalsec/tag/stdout/ | CC-MAIN-2017-13 | refinedweb | 203 | 50.73 |
Consider the following code:
class A(object):
def do(self):
print self.z
class B(A):
def __init__(self, y):
self.z = y
b = B(3)
b.do()
b = B(3)
b.do()
do
It works in a pretty simple way: when a statement is executed that sets an attribute, it is set. When a statement is executed that reads an attribute, it is read. When you write code that reads an attribute, Python does not try to guess whether the attribute will exist when that code is executed; it just waits until the code actually is executed, and if at that time the attribute doesn't exist, then you'll get an exception.
By default, you can always set any attribute on an instance of a user-defined class; classes don't normally define lists of "allowed" attributes that could be set (although you can make that happen too), they just actually set attributes. Of course, you can only read attributes that exist, but again, what matters is whether they exist when you actually try to read them. So it doesn't matter if an attribute exists when you define a function that tries to read it; it only matters when (or if) you actually call that function.
In your example, it doesn't matter that there are two classes, because there is only one instance. Since you only create one instance and call methods on one instance, the
self in both methods is the same object. First
__init__ is run and it sets the attribute on
self. Then
do is run and it reads the attribute from the same
self. That's all there is to it. It doesn't matter where the attribute is set; once it is set on the instance, it can be accessed from anywhere: code in a superclass, subclass, other class, or not in any class. | https://codedump.io/share/3jlDWAsD9D7u/1/how-does-attribute-resolution-work-in-python | CC-MAIN-2017-04 | refinedweb | 313 | 78.18 |
33939/how-to-use-name-locator-in-selenium
You can simply inspect the webpage and see as where is the element and look for the inspect section, you will find the tag name and you can use that accordingly. All you need to keep in mind is that they are not duplicate.
See this :
Use the command as such:
driver.findElement(By.name("q")).sendKeys("Keyword");
Hope this helps.
Hello @Jino, its amazing to explore ways ...READ MORE
In seleniun webdriver it is not mandatory ...READ MORE
JavascriptExecutor js = (JavascriptExecutor) driver;
js.execute ...READ MORE
You can use the below code:
import org.openqa.selenium.Keys
WebE
There are different types of wait you ...READ MORE
Hello @Jino,
CSS Selector is pretty easy to ...READ MORE
OR
Already have an account? Sign in. | https://www.edureka.co/community/33939/how-to-use-name-locator-in-selenium | CC-MAIN-2020-34 | refinedweb | 133 | 60.82 |
Schools.
Granted, it’s not a super deep hacky-hack, and some of you out there could probably get it done with a handful of 555 timers. But it was quick, gets the job done, and heck, with NTP sync, it’s the most accurate kiddie clock in the world! So those of you out there who are stuck like we are, trying to balance childcare and working from home, here’s a quick project that can increase familial harmony while giving you an excuse to order more LED strips.
Ingredients
There isn’t much to the Corona clock. An ESP8266, in my case running NodeMCU firmware, connects over WiFi and displays the time on a WS2812 strip, connected on pin 4. In our case, I had a meter-long 60-LED strip, and we needed to cover approximately 15 waking hours, so it’s just a matter of lighting up one LED every 15 minutes. We spent more time coming up with a day-plan and looking for clip art than we did coding or soldering. I tried to think of cool things to do with the colors, but in the end just went with my son’s favorite: blue. (Any good ideas? Feel free to fork it and let me know.)
I mounted the strip to what I had in the basement: a conveniently 1 m aluminum U extrusion. If you’ve got a yardstick, or even a long-enough piece of cardboard, you’re in good shape. The LED strip had a sticky backing, but there’s no small amount of “magic” tape used to keep everything else together and in place. You can probably think up something smarter. On to the clock face!
Art, Aesthetics, and User Experience
The one trick was printing out the cells for the clock to match the spacing of the LEDs. They’re a maddening 1.66666 cm center-to-center, which means that I had to open up Inkscape to get the art done. But then you’re home-free, because in Document Properties, aside from setting up for landscape printing, you can set up a grid of any size that you want, and even darker lines every four grids, or one hour. Enabling snap-to-grid made all our boxes exactly the right sizes, and I imported and scaled all of the clip-art that my wife found.
If you’re looking for a nice diffused LED look, a 20 mm deep U channel with a paper front as diffuser is probably pretty close to ideal. I ran some rainbow fades up and down the length of it, and they look great. But for an “accurate” clock that doesn’t require color mixing, it’s probably a little blurry. Anyway, it works. Max can tell when it’s the last LED in his blocks of playing-alone time and hasn’t missed one yet. For a kid who can’t yet tell clock time, it’s a pretty neat experience for him to be able to say “Dad, come look at the clock, it’s time to go out with the dog!” and order us around for a change. I’ll get my revenge when kindergarten opens back up again.
Corona Clocks and Co.
It’s funny how small things like this can change what would be a daily conflict — the fight over Max’s schedule, and his feeling that it’s out of his control — into a pleasure. Granted, Max will be happier when he is back to playing with his friends, and we’ll be happier not working nights to make up for the “lost” couple hours of childcare during the day: free time got pushed somewhere off the timeline for the moment. But it’s also been a sincere pleasure to take an hour off to go on a bike ride in the forest with Max. Quality corona time?
Are you quarantining or working from home with kids? Got any cool projects, hacks or not, to help out? Post ’em up in the comments.
19 thoughts on “The Corona Clock”
This is truly an excellent project! Congrats. And your son Max should be commended, too, for picking it up so quickly!
In a world where the fragility of the Internet is exposed, this lacks one thing, frameworks!
we need druffle to communicate to the puffle server, to frabbelize the data for the babble servers, communicating with the grabble infrastructure, hosted on the drabble servers, running the booble framework, which are hosted on the bablezon servers.
More connectivity is what we need, not less! more dependence, not less!
seriously though, nice!
Aw c’mon! It relies on getting to an NTP server on power-up. If that fails, it’s hosed! How’s that for a dependency?
Of course, as long as our power doesn’t go out, it runs just fine thereafter without WiFi. In fact, I should probably add some code in there to turn it off… it’s on (b/c lazy) and not doing _anything_. It’s not much power, but it’s stupid to leave it radiating anyway.
But it’s funny that you mention frameworks, b/c I usually write a _lot_ closer to the metal than NodeMCU, and I was already feeling dirty that I had just pulled in all the drivers I needed and didn’t even have to consult the datasheet once. :)
Your post brought to us by –
OS – Operating System – framework
Browser – Client application
NS – Name Server – protocol
SoA – Start of Authority – protocol
DNS – Domain Name Server – protocol
A Record – from DNS – protocol
IP – Internet Protocol – protocol
TCP-IP – Transmission Command Protocol / Internet protocol – protocol
HTTP – HyperText Transfer Protocol – protocol
SSL – Secure Socket Layer – protocol
HTTPS – the above two together
Linux – Operating System – framework
Apache – framework
PHP – framework
MySQL – Structured Query Language – protocol / framework
Wordpress API – Application Protocol Interface – custom protocol / framework
DOM – Document Object Module – rendering framework
HTML – HyperText Markup Language – protocol
Javascript – framework
jQuery – framework
Many of these are repeated. There are more, like the rendering protocol between the browser and the graphics card but that can be considered a feature of the OS.
As you can see, most of these are protocols and not framworks. Most protocols are human readable and easy to learn. I know most of the above.
As is the case for IoT, most of these are for compatibility and many are optional.
Protocols last forever for compatibility reasons. When you program your Arduino via a USB serial bridge you are using a protocol that started with teletext machines decades ago.
When you are using the AT command set for Bluetooth you are using a protocol that started with the very early Modems.
The bottom line is that while framworks are to some degree avoidable, protocols are not. If you learn some of the protocols then you can build your own framework.
Protocols are surprisingly easy to learn. Once you learn one, only the namespace really changes for others.
The point is to avoid using Other Peoples Computers (cloud) to do simple things like turning on a lightbulb.
You ARE Boris Johnson and I claim my £5.00
Brilliant!
That’s cool! I didn’t know TVs in West Germany were still had CRTs, antennas and dials! Guess it’s true, German appliances last longer.
Actually yes. Did you know that there’s a heck of a lot of original VW bugs still running around? Never mind the odd Porsche painted green.
Actually Elliot that’s an amazing idea. But where’s ET? He’s there someplace?
Philips had the same “issue”, the 70’s Philips stuff is so massively overengineered, it still works fine.
Living in the Eindhoven area (where Philips started out), it’s easy for me to pick up well loved test equipment complete with manual (fold out schematics included), basically in an almost NOS state for next to nothing.
What is “Easter Vacation” (I am in the United States of America)?
I do believe it’s like our Spring Break on this side of the pond.
What was once called Spring Break.
When I was a kid, we got time offbat Easter, I can’t remember if it was a full week.
I can’t even remember when it became “spring break” though sometime after 1976. Thiugh, when “spring break” happens it usually isn’t spring here, it’s earlier than when we got time off at Easter.
My comment was deleted so I’ll say this is a really great project this time.
This helps him keep track of events coming up, but does this help him learn how to read a clock? Maybe add an analog clock face, without hands, next to each item – let him draw the hands in when you do that event.. tie this together with reading a digital clock and he’ll have it down in no time.
You could make something very similar buy just hacking up an analog clock and making a custom face for it
I like such the little projects behind a big ideas.
Maybe I’ve suppressed it but I don’t remember learning to read a clock being difficult. What size box are you raising the youngster in? | https://hackaday.com/2020/03/19/the-corona-clock/ | CC-MAIN-2020-16 | refinedweb | 1,543 | 71.24 |
"""
Conch.py, a music toolkit.
By Kris Schnee, borrowing heavily from Pygame's docs and examples.
License: Free software; use as you please. Credit appreciated.
Requirements: Just Python and Pygame. Put all sound and music files
in subdirectories called "sound" and "music".
Notes: These are easy functions for using music and sound in Python/Pygame,
just wrappers around Pygame's functions. The Jukebox class keeps track of a
set of loaded sound effects and paths for songs, with keys so you can just
call 'j.PlaySong("Battle Music")' to access an obscurely named song file
neatly stored in a subdirectory. So, to use this code you just LoadSong for
whatever songs you like, giving the filename and a nickname, then PlaySong
to play. Same for sound effects, though behind the scenes the sounds are
actually loaded once and kept in memory instead of just the paths.
Example:
j = Jukebox()
j.LoadSong("battle00.mid","Battle Music")
j.PlaySong("Battle Music")
j.StopMusic()
"""
import pygame ## Pygame toolkit for sound (and many other things); pygame.org
import os ## File system
pygame.mixer.init()
MODULE_NAME = "Conch"
MODULE_VERSION = "2006.8.9"
DEFAULT_MUSIC_EXTENSION = ".mid"
DEFAULT_SOUND_EXTENSION = ".wav"
SOUND_DIRECTORY = "sound"
MUSIC_DIRECTORY = "music"
JUKEBOX_COMMENTS = False
## You can change these options to have sound/music muted by default.
MUSIC_ON = True
SOUND_ON = True
class Jukebox:
def __init__(self,dir=MUSIC_DIRECTORY):
"""Load and play sounds and music, referenced by name.
Create one of these to put audio in your game.
One is created automatically when the module loads, so
there's not really a need to make another."""
self.name = "Jukebox"
self.comments = JUKEBOX_COMMENTS
self.music_on = MUSIC_ON
self.sound_on = SOUND_ON
self.songs = {} ## eg. {"Battle Theme":"battle01.ogg"}
self.music_directory = MUSIC_DIRECTORY
self.sound_directory = SOUND_DIRECTORY
self.sounds = {}
def Comment(self,what):
if self.comments:
print "["+self.name+"] " + str(what)
def ToggleMusic(self,on=True):
self.music_on = on
def ToggleSound(self,on=True):
self.sound_on = on
def StopMusic(self):
"""Stops music without turning it off; another song may get cued."""
pygame.mixer.music.stop()
def QuitMusic(self):
"""Shuts off Pygame's music code.
This probably isn't necessary."""
pygame.mixer.music.stop()
pygame.mixer.quit()
def LoadSong(self,songname,key=""):
"""Add name, including directory location, to songlist.
You can give the song a key, too, for easy reference.
Note that rather than actually loading the song, we store only
the path to it. Contrast with sound loading."""
new_song_path = os.path.join(self.music_directory,songname)
if key:
self.songs[ key ] = new_song_path
def ResetSongData(self):
self.songs = {}
def PlaySong(self,cue_name,interrupt=False):
"""Cue this song. If "interrupt," the song will start even
if one is already playing."""
path = self.songs.get( cue_name )
if path:
if not self.music_on:
return ## Never mind.
if not interrupt:
if pygame.mixer.music.get_busy():
return ## It's busy; go away.
## OK, we can play. First stop whatever's playing.
pygame.mixer.music.stop()
## Now load and play.
try:
pygame.mixer.music.load(path)
except:
print "Couldn't load song '"+cue_name+"'."
return
try:
pygame.mixer.music.play()
self.Comment("Cue music: '"+cue_name+"'")
except:
print "Couldn't play song '"+cue_name+"'."
def LoadSound(self,filename,cue_name=None):
"""Load a sound into memory, not just its name, for quick use."""
if not "." in filename:
filename += DEFAULT_SOUND_EXTENSION
new_sound = pygame.mixer.Sound( os.path.join(SOUND_DIRECTORY,filename) )
if not cue_name:
cue_name = filename
self.sounds[ cue_name ] = new_sound
def PlaySound(self,cue_name):
## How to check whether sound player is busy?
if cue_name in self.sounds:
self.sounds[ cue_name ].play()
else:
self.Comment("Tried to play sound '"+cue_name+"' without loading it.")
pass
##### AUTORUN #####
if __name__ == '__main__':
## This code runs if this file is run by itself.
print "Running "+MODULE_NAME+", v"+MODULE_VERSION+"."
else:
print "Loaded: "+MODULE_NAME
j = Jukebox() ## You can now just refer to "j" in your own program. | http://www.pygame.org/wiki/ConchMusicSoundToolkit?parent=CookBook | CC-MAIN-2016-40 | refinedweb | 618 | 54.59 |
y0netan1 2005/04/16 01:17:02 PDT DragonFly src repository Modified files: share/man/man4 acpi.4 sys/dev/acpica5 acpi.c Log: Add a debug knob debug.acpi.avoid.paths, a variant of debug.acpi.avoid but without totally disabling execution of _INI and _STA. Maybe useful to narrow down the portion of namespace causing problems without messing with editing and compiling ASL. Disablement of _INI and _STA when debug.acpi.avoid is specified has been added years before to workaround interpreter crash on some systems, and I'm not sure whether the recent ACPI-CA code still crashes on those systems, but I'll leave it as is anyway for compatibility with FreeBSD. Suggested-by: Sepherosa Ziehau Revision Changes Path 1.2 +4 -0 src/share/man/man4/acpi.4 1.10 +8 -2 src/sys/dev/acpica5/acpi.c | http://leaf.dragonflybsd.org/mailarchive/commits/2005-04/msg00216.html | CC-MAIN-2014-52 | refinedweb | 143 | 52.87 |
Conventional functions come with a name linked to its procedure. Anonymous functions, however, don't have a name.
Furthermore, the function is not processed until the statement which it is attached to is declared.
var area = function(width, height) { return width * height; }; // Anonymous function var size = area(3, 4);
A closure is a function that is passed into another function as an argument.
setTimeout(function() { alert("Hello world!"); }, 1000);
The
setTimeout function will wait 1000 ms, then send an alert out to the user, displaying "Hello world!" This is an example of an anonymous funciton that is passed into a method as a closure.
Immediately Invoked Function Expressions (IIFE) pronounced iffy are executed once as the interpreter comes across them. These functions are used for a block of code that needs to be run only once.
var area = (function(n) { return (n < 1) ? 1 : factorial(n-1) * n; } | https://code.snipcademy.com/tutorials/javascript/functions/anonymous-closures | CC-MAIN-2019-47 | refinedweb | 148 | 67.04 |
Hi techies,
I have a problem , I was trying to connect to oracle database from windows forms and when i tried to import the bcl "using system.data.oracleclient" it is giving an error, saying "the type or namespace "oracleclient" doenot exist in "system.data",are you
missing any assembly or dll?"..
so that is the error i am getting.Guys please help me how can I connect to oracle data base from visual studio 2010?whether I need to download any dlls? Please let me know..
Thank you..
Did u add reference to System.Data.OracleClient.dll?, u could find this under .Net tab in Add Reference dialog
Below link explains abt adding reference in detail | https://social.msdn.microsoft.com/Forums/en-US/37d2824b-b642-4ff0-afe0-075d34453f4e/unable-to-connect-to-oracle-database-from-visual-studio-2010?forum=asporacle | CC-MAIN-2022-40 | refinedweb | 117 | 68.97 |
java inheritance : example for overriding
what is the output of below Java program.
class Parent{
public void getBike(){
System.out.println("Suzuki bike");
}
}
class Child extends Parent{
public void getBike(){
System.out.println("Apache bike");
}
public void getCar(){
System.out.println("Swift car");
}
}
public class OverridingDemo {
public static void main(String[] args) {
Child c = new Child();
c.getBike();
c.getCar();
}
}
Apache bike
Swift car
Suzuki bike
Swift car
compile time error
run time exception.
Overriding : Having same function name with same signature in both base class and derived class.
If you override a function of base class in derived class, and when you try to access that function with derived class object, then it will call overridden function of derived class.
getBike() In this case it prints Apache bike.
getCar() is not overridden so it prints Swift car.
Hint: For overriding, it always depends on for which class you are creating object. JRE will call that object's function.
Child c = new Child(); Here we are creating object for Child class, so c.getBike() will call getBike() function of Child class.
Back To Top | http://skillgun.com/question/2889/java/inheritance/java-inheritance-example-for-overriding-what-is-the-output-of-below-java-program-class-parent-public-void-getbike-systemoutprintlnsuzuki-bike-class-child-extends-parent-public-void-getbike-systemoutprintlnapache-bike-public-void-getcar-systemoutprin | CC-MAIN-2017-17 | refinedweb | 184 | 68.47 |
At 06:31 PM 7/8/2011 -0400, Barry Warsaw wrote: >On Jul 08, 2011, at 03:51 PM, P.J. Eby wrote: > > >The following is my attempt at an updated draft of PEP 382, based on the > >recently-discussed changes. > >Thanks! I've been trying to catch up on the mailing list traffic today, and >grabbed your prototype code. I plan on committing it to MvL's pep382 hg >branch so we have a place to play with it. You should probably start from this version instead: It's got some work on other things like iter_modules, extend_namespaces, etc. > >Portion > > A set of files in a single directory (possibly inside a zip file > > or other storage mechanism) that contribute modules or subpackages > > to a namespace package. The contents of each portion ``sys.path`` > >This one got cut off. Oops. A bad edit; ignore that sentence fragment, it was replaced by language in the definition that followed it. > >Motivation > >========== > > > >.. epigraph:: > > > > ]_ > >Nice find! That was where Jim coined the term in the first place. I went back looking because I remembered at least Jim, Guido and I hashing this out back then on a zope related mailing list. Took a few minutes to find, but I think it was worth it. >Do you need to explain a little more why __path__ is significant, and why the >registration function is required? Revsed paragraph: ==== In current Python versions, however, a registration function (such as ``pkgutil.extend_path()`` or ``pkg_resources.declare_namespace()``) must be explicitly invoked in order to set up the package's ``__path__``. (By default, a package's ``__path__`` lists only one directory, so to allow imports from more than one directory, the ``__path__`` must be explicitly extended in code.) ==== > >Vendor packages typically must not provide overlapping files, and an > >attempt to install a vendor package that has a file already on disk > >will fail or cause unpredictable behavior. As vendors might choose to > >package distributions such that they will end up all in a single > >directory for the namespace package, all portions would contribute > >conflicting ``__init__.py`` files. > >I might word this a little differently. Perhaps: > >Vendor packaging standards require every file on disk to be owned by exactly >one vendor package. But because each portion of a namespace package may be >contained in a separate vendor package, multiple vendor packages would have to >own the namespace package's __init__.py file. For example, would the >``zope.interface`` vendor package own ``zope/__init__.py`` or would the >``zope.component`` vendor package own it? Different vendors handle this >conflict differently, and in fact, different packaging tools from the same >vendor can handle this differently, which can cause consistency problems. I took the original wording as directly as practical from MvLs, but I agree yours is clearer. OTOH, I think the "fail or cause unpredictable behavior is a much stronger motivator than, "it's nonstandard and confusing". ;-) Did you have a specific rationale for your choice? I mean, what did you want to gain or avoid by the change? > >This support would work by adding a new way to desginate a directory > >s/desginate/designate/ Got it, thanks for the careful read! > >as containing a namespace package portion: by including one or more > >``*.ns`` files in it. > > > >This approach removes the need for an ``__init__`` module to be > >duplicated across namespace package portions. Instead, each portion > >can simply include a uniquely-named ``*.ns`` file, thereby avoiding > >filename clashes in vendor packages. > >I think a concrete example would really help here. E.g.: > >For example, the ``zope.interface`` portion would include a >``zope/zope.interface.ns`` file, while the ``zope.component`` portion would >include a ``zope/zope.component.ns`` file. The very presence of any ``.ns`` >files inside the ``zope`` directory is enough to designate ``zope`` as a >namespace package. No conflicting ``zope/__init__.py`` file is necessary. The problem with this example is that it gives the impression that .ns files are named for packages, instead of being named for distributions. So, I went with a more detailed and explict example. Here's my revised version: ==== For example, if two distributions, ``Importing`` and ``ProxyTypes`` wish to contribute the modules ``peak.util.imports`` and ``peak.util.proxies`` to the ``peak.util`` namespace package, then their source distribution directory layouts would look like this:: ProxyTypes-0.9.tgz: peak/ ProxyTypes.ns <- 'peak' is a namespace package util/ ProxyTypes.ns <- 'peak.util' is a namespace package proxies.py Importing-1.10.tgz: peak/ Importing.ns <- 'peak' is a namespace package util/ Importing.ns <- 'peak.util' is a namespace package imports.py If installed separately (e.g. one via system package, another via a user's home directory), then the ``__path__`` of the ``peak`` main package will include both ``peak`` subdirectories, and the ``__path__`` of the ``peak.util`` namespace package will include both ``peak/util`` subdirectories. Thus, both ``peak.util.proxies`` and ``peak.util.imports`` will be importable, despite the physical separation of the modules. On the other hand, if these portions are both installed to the *same* directory, the layout will look like this:: site-packages/ (or wherever) peak/ Importing.ns ProxyTypes.ns <- both portions' .ns files appear util/ Importing.ns <- at both levels ProxyTypes.ns imports.py proxies.py And the ``__path__`` of the ``peak`` and ``peak.util`` packages will only contain a single directory each. (Assuming these are the only contributions to ``peak`` and ``peak.util`` on ``sys.path``, of course!) Either way, the mere presence of the ``.ns`` files tells the import machinery that the directory is a namespace package portion and is importable; there is no need for any ``__init__.py`` files that would cause installation conflicts, when both portions are installed to the same target location. In addition to detecting namespace portions and adding them to the package's ``__path__``, the import machinery will also add any imported namespace packages to ``sys.namespace_packages`` (initially an empty set), so that namespace packages can be identified or iterated over. ==== I think this also gets more of the clarity about __path__ that you asked for, too. > >This new method is called just before the importer's ``find_module()`` > >is normally invoked. If the importer determines that `fullname` is > >a namespace package portion under its jurisdiction, then the importer > >returns an importer-specific path to that namespace portion. > >Please define exactly what ``fullname`` is. Ugh. Do I have to? ;-) Will it work if I just change that to "just before the importer's ``find_module(fullname)`` is normally invoked", so it's more clearly implied? > >(Note that this implies that any non-namespace packages with the same > >name are skipped, and not included in the resulting package's > >``__path__``. In other words, a namespace package's initial > >``__path__`` only includes namespace portions, never non-namespace > >package directories.) > >Would you expect this to be common? Did you have any examples in mind, or was >it just covering-the-bases? Just covering the bases. > >Standard Library Changes/Additions > >---------------------------------- > > > >The ``pkgutil`` module should be updated to handle this > >specification appropriately, including any necessary changes to > >``extend_path()``, ``iter_modules()``, etc. A new generic API for > >calling ``namespace_subpath()`` on importers should be added as well. > >Is there any reason not to put extend_path() on the road to deprecation? I don't know. Is there? As I said, I considered that an open question. > >Specifically the proposed changes and additions are: > > > >* A new ``namespace_subpath(importer, fullname)`` generic, allowing > > implementations to be registered for existing importers. > >Is this the registration mechanism? Registration for what? I meant that this is analogous to other pkgutil generic functions that let you call a PEP 302 extension protocol on an importer, whether or not the importer directly implements that protocol. For example, pkgutil.iter_importer_modules() is a generic function that lets you ask an importer to iterate over available modules, whether it actually implements its own "iter_modules()" method or not. The pkgutil.namespace_subpath() function would do the same for the (possibly-absent) namespace_subpath() method on existing importers, and allow third parties to register namespace support for custom importers that can't be directly modified to support namespace packages. Any thoughts on how better to word that bit, without necessarily going into that much detail? ;-) >s/packagess/packages/ Got it. > >* ``*.ns`` files must be empty or contain only ASCII whitespace > > characters. This leaves open the possibility for future extension > > to the format. > >Getting back to our previous discussion on this, I might also add a comment >format, e.g. lines starting with `#`. Almost any extension we can come up >with will probably need to include comments, so we might as well add them here >now. This will also allow folks to add copyright, or other textual >information into .ns files as their coding conventions may dictate. > >Do you expect to ignore everything else, or throw an exception? Let's be >explicit about that. We won't be opening the files at all, so the contents will be ignored. >I'd be a little more forceful; the PEP should strongly recommend against >including namespace package __init__.py files. As I said, it's controversial. Some people really want those __init__ modules, and setuptools sort-of supports them now. I can make it a bit more forceful, though. >You've done a really excellent job at both simplifying the specification, and >providing a clear explanation of the issues and mechanisms involved. Kudos! >I really like this a lot, and wholeheartedly support its adoption. I hope MvL >will agree. Thanks. | https://mail.python.org/pipermail/import-sig/2011-July/000217.html | CC-MAIN-2018-26 | refinedweb | 1,575 | 59.3 |
KTR(9) DragonFly Kernel Developer's Manual KTR(9)
NAMEKTR_INFO_MASTER, KTR_INFO_MASTER_EXTERN, KTR_INFO, KTR_LOG, KTR_COND_LOG -- kernel tracing facility
SYNOPSIS#include <sys/ktr.h> extern int ktr_entries; extern int ktr_verbose; extern struct ktr_entry *ktr_buf[MAXCPU]; KTR_INFO_MASTER(master); KTR_INFO_MASTER_EXTERN(master); KTR_INFO(compile, master, name, maskbit, format, type name, ...); KTR_LOG(info, arg ...); KTR_COND_LOG(info, cond, arg ...);
DESCRIPTIONThe ktr facility provides a circular buffer of events that can be logged in a kprintf(9) style fashion. These events can then be dumped with ddb(4), gdb(1) or ktrdump(8). KTR_INFO_MASTER() declares a new master variable ktr_master_enable that is used to turn on and off event logging. KTR_INFO_MASTER_EXTERN() is a convenience macro for declaring a master variable extern. The KTR_INFO() macro registers a new event name that will be controlled by the master enable variable. Code for logging this event will be com- piled in when compile is defined. The format argument is a format string in the manner of kprintf(9) used to build the text of the event log mes- sage. The arguments required by the format string have to be specified with a type and a name. The maskbit is a bit number that determines which of the corresponding debug.ktr.*_enable sysctl's bits will enable logging of this event. Kernel events are logged via the KTR_LOG() macro. The info parameter is an identifier of the format master_name. KTR_LOG() accepts zero or more additional arg arguments as required by the format string passed to the associated KTR_INFO() call. The KTR_COND_LOG() macro is equivalent to KTR_LOG() except it logs only when the condition specified in cond evaluates to true. The ktr_entries variable contains the number of entries in the ktr_buf array. These variables are mostly useful for post-mortem crash dump tools to locate the base of the circular trace buffer and its length. The ktr_verbose variable stores the verbose flag that controls whether events are logged to the console in addition to the event buffer.
EXAMPLESThis example demonstrates a simple usage of the KTR facility: #include <sys/ktr.h> ... #if !defined(KTR_FOO) #define KTR_FOO KTR_ALL #endif KTR_INFO_MASTER(foo); KTR_INFO(KTR_FOO, foo, func1, 0, "func1()"); KTR_INFO(KTR_FOO, foo, func2, 1, "func2(%d)", int arg); KTR_INFO(KTR_FOO, foo, func3, 2, "func3: arg positive: %d", int arg); ... void func1(void) { KTR_LOG(foo_func1); ... } void func2(int arg) { KTR_LOG(foo_func2, arg); ... } void func3(int arg) { KTR_COND_LOG(foo_func3, arg >= 0, arg); ... }
SEE ALSOgdb(1), ddb(4), ktr(4), ktrdump(8), kprintf(9)
HISTORYThe ktr kernel tracing facility first appeared in BSD/OS 3.0 and was imported into FreeBSD 5.0 and DragonFly 1.1. It was completely rewritten by Matthew Dillon in DragonFly 1.3. DragonFly 3.5 August 22, 2012 DragonFly 3.5 | http://leaf.dragonflybsd.org/cgi/web-man?command=ktr§ion=9 | CC-MAIN-2013-20 | refinedweb | 448 | 57.87 |
The
Position2dProxy class is used to control a position2d device.
More...
#include <playerc++.h>
Detailed Description
The
Position2dProxy class is used to control a position2d device.
The latest position data is contained in the attributes xpos, ypos, etc.
Member Function Documentation
Set PID terms.
Set PID terms Set speed ramping profile spd rad/s, acc rad/s/s Accessor method
Send a motor command for position control mode.
Specify the desired pose of the robot as a player_pose_t. desired motion speed as a player_pose_t.
Get the device's geometry; it is read into the relevant class attributes.
Call GetOffset() to access this data.
Enable/disable the motors.
Set
state to 0 to disable or 1 to enable. Be VERY careful with this method! Your robot is likely to run across the room with the charger still attached.
Select position mode Set
mode for 0 for velocity mode, 1 for position mode.
Sets the odometry to the pose
(x, y, yaw). Note that
x and
y are in m and
yaw is in radians.
Same as the previous SetSpeed(), but doesn't take the yspeed speed (so use this one for non-holonomic robots).
References SetSpeed().
Referenced by SetSpeed().
Send a motor command for velocity control mode.
Specify the forward, sideways, and angular speeds in m/sec, m/sec, and radians/sec, respectively.
Send a motor command for velocity/heading control mode.
Specify the forward and sideways velocity (m/sec), and angular heading (rads).
Same as the previous SetVelHead(), but doesn't take the yspeed speed (so use this one for non-holonomic robots).
References SetVelHead().
Referenced by SetVelHead().
The documentation for this class was generated from the following file: | http://playerstage.sourceforge.net/doc/Player-3.0.2/player/classPlayerCc_1_1Position2dProxy.html | CC-MAIN-2016-40 | refinedweb | 279 | 60.72 |
The EntityReference interface represents a general entity reference such as or ©right_notice;. (It is not used for the five predefined entity references &, <, >, ', and ".)
Figure summarizes the EntityReference interface. You'll notice it declares exactly zero methods of its own. It inherits all of its functionality from the Node superinterface. In an XML document, an entity reference is just a placeholder for the text that will replace it. In a DOM tree, an EntityReference object merely contains the things that will replace the entity reference.
package org.w3c.dom;
public interface EntityReference extends Node {
}
The name of the entity reference is returned by the getNodeName() method. The replacement text for the entity (assuming that the parser has resolved the entity) can be read through the usual methods of the Node interface, such as getFirstChild(). However, entity references are read only. You cannot change their children using methods such as appendChild() or replaceChild() or change their names using methods such as setNodeName(). An attempt to do so throws a DOMException with the error code NO_MODIFICATION_ALLOWED_ERR.
EntityReference objects do not know their own system ID (URL) or public ID. Using the entity reference's name, however, you can look up this information in the NamedNodeMap of Entity objects returned by the getEntities() method of the DocumentType class. I'll show you an example of this when we get to the Entity interface. In the meantime, let's consider an example that creates new entity references in the tree.
One common complaint about XML is that it doesn't support the entity references like and é which developers are accustomed to from HTML. Using DOM, it's uncomplicated to replace any inconvenient character with an entity reference, as Figure proves. This program recursively descends the element tree looking for any nonbreaking space characters (Unicode code point 0xA0). It replaces any it finds with an entity reference with the name nbsp. To do so, it has to split the text node around the nonbreaking space.
import org.w3c.dom.*;
public class NBSPUtility {
// Recursively descend the tree replacing all nonbreaking
// spaces with
public static void addEntityReferences(Node node) {
int type = node.getNodeType();
if (type == Node.TEXT_NODE) {
// the only type with attributes
Text text = (Text) node;
String s = text.getNodeValue();
int nbsp = s.indexOf('\u00A0'); // finds the first A0
if (nbsp != -1) {
Text middle = text.splitText(nbsp);
Text end = middle.splitText(1);
Node parent = text.getParentNode();
Document factory = text.getOwnerDocument();
EntityReference ref =
factory.createEntityReference("nbsp");
parent.replaceChild(ref, middle);
addEntityReferences(end); // finds any subsequent A0s
System.out.println("Added");
}
} // end if
else if (node.hasChildNodes()) {
NodeList children = node.getChildNodes();
for (int i = 0; i < children.getLength(); i++) {
Node child = children.item(i);
addEntityReferences(child);
} // end for
} // end if
} // end addEntityReferences()
}
It would be easy enough to make it replace all of the Latin-1 characters, or all of the characters that have standard entity references in HTML, or some such. You'd just need to keep a table of the characters and their corresponding entity references. You could even build such a table from the entities map available from the DTD.
Although this code runs, the documents it produces are not necessarily well-formed. In particular, only entities defined in the DTD should be used. Assuming that's the case, then the child list of the entity will be automatically filled by the entity's replacement text. Unfortunately, however, DOM does not offer any means of defining new entities that are not part of the document's original D | http://codeidol.com/community/java/the-entityreference-interface/12101/ | CC-MAIN-2018-26 | refinedweb | 582 | 50.23 |
I am trying to test if a file exists on the network drive using os.path.isfile however it returns false even when the file is there. Any ideas why this might be or any other methods I could use to check for this file?
I am using Python2.7 and Windows10
This returns true as it should:
import os
if os.path.isfile("C:\test.txt"):
print "Is File"
else:
print "Is Not File"
import os
if os.path.isfile("Q:\test.txt"):
print "Is File"
else:
print "Is Not File"
From python:
The os.path module is always the path module suitable for the operating system Python is running on, and therefore usable for local paths
Trying using the full UNC path instead of the mapped drive.
import os if os.path.isfile(r"\\full\uncpath\test.txt"): print "Is File" else: print "Is Not File" | https://codedump.io/share/MlIppflQZMqC/1/ospathisfile-returns-false-for-file-on-network-drive | CC-MAIN-2016-50 | refinedweb | 148 | 75.5 |
Learn Python Flask Tutorial – A Web Framework for Python.
So, let’s begin the Python Flask tutorial.
2. What is Python Flask?
A micro web framework itself written in Python, Flask is BSD-license. It was developed by Armin Ronacher, and is by Pocco- an international group of Python enthusiasts. It is based on the Werkzeug toolkit and Jinja2 template engine. Now, the latest stable version is 1.0, released in April 2018. Top applications that use it include Pinterest, LinkedIn, and the community page for Flask.
Since it does not need any tools or libraries, we can also call it a micro-framework. It also has no database abstraction layer or form validation. But we can find these features as extensions. These include form validation, upload handling, object-relational mappers, open authentication technologies, and common framework tools.
Here, some names around Python Flask include:
- WSGI (Web Server Gateway Interface)– A standard for Python web application development.
- Werkzeug– A WSGI toolkit implementing requests, response objects, and other utility functions.
- Jinja 2– A Python templating engine.
3. Python Flask Tutorial – Setting Up the Environment
Hence, to get started with Python Flask, we’ll first need to set up an environment that supports it.
a. Prerequisites for installing Python Flask
Basically, you’ll need Flask 2.6 or higher to be able to install Flask.
b. Install virtualenv
Next, you’ll need virtualenv to build a virtual Python environment. This is to create multiple environments at once to avoid compatibility issues between versions of libraries.
The command we use to install it is:
C:\Users\lifei>pip install virtualenv
Requirement already satisfied: virtualenv in
c:\users\lifei\appdata\local\programs\python\python36-32\lib\site-packages (15.1.0)
Since we already have it installed, it states so.
Now, create a new environment in a new folder:
C:\Users\lifei>cd Desktop
C:\Users\lifei\Desktop>mkdir projectx
C:\Users\lifei\Desktop>cd projectx
C:\Users\lifei\Desktop\projectx>virtualenv venv
Using base prefix ‘c:\\users\\lifei\\appdata\\local\\programs\\python\\python36-32’
New python executable in C:\Users\lifei\Desktop\projectx\venv\Scripts\python.exe
Installing setuptools, pip, wheel…done.
C:\Users\lifei\Desktop\projectx>
Then activate the corresponding environment:
C:\Users\lifei\Desktop\projectx>venv\scripts\activate
(venv) C:\Users\lifei\Desktop\projectx>
Finally, install Flask (You don’t necessarily have to be in the virtual environment for this):
(venv) C:\Users\lifei\Desktop\projectx>pip install flask
Collecting flask
Downloading (97kB)
100% |████████████████████████████████| 102kB 143kB/s
Collecting itsdangerous>=0.24 (from flask)
Downloading (46kB)
100% |████████████████████████████████| 51kB 67kB/s
Collecting Jinja2>=2.10 (from flask)
Downloading (126kB)
100% |████████████████████████████████| 133kB 33kB/s
Collecting click>=5.1 (from flask)
Downloading (71kB)
100% |████████████████████████████████| 71kB 36kB/s
Collecting Werkzeug>=0.14 (from flask)
Downloading (322kB)
100% |████████████████████████████████| 327kB 33kB/s
Collecting MarkupSafe>=0.23 (from Jinja2>=2.10->flask)
Downloading
Building wheels for collected packages: itsdangerous, MarkupSafe
Running setup.py bdist_wheel for itsdangerous … done
Stored in directory:
C:\Users\lifei\AppData\Local\pip\Cache\wheels\2c\4a\61\5599631c1554768c6290b08c02c72d7317910374ca602ff1e5
Running setup.py bdist_wheel for MarkupSafe … done
Stored in directory:
C:\Users\lifei\AppData\Local\pip\Cache\wheels\33\56\20\ebe49a5c612fffe1c5a632146b16596f9e64676768661e4e46
Successfully built itsdangerous MarkupSafe
Installing collected packages: itsdangerous, MarkupSafe, Jinja2, click, Werkzeug, flask Successfully installed Jinja2-2.10 MarkupSafe-1.0 Werkzeug-0.14.1 click-6.7 flask-1.0 itsdangerous-0.24
(venv) C:\Users\lifei\Desktop\projectx>
Let’s explore Python Iterables and Python Itertools with Examples
4. Python Flask Tutorial – Beginning with Python Flask
Now, in Python Flask tutorial, let’s begin with a program that says Hello.
from flask import Flask
>>> from flask import Flask >>> app=Flask(__name__) >>> @app.route('/') def sayhello(): return 'Hello' >>> if __name__=='__main__': app.debug=True app.run()
We save this as demo.py in the folder project. Then, we get to the command prompt to run this.
C:\Users\lifei>cd Desktop/projectx
C:\Users\lifei\Desktop\projectx>python demo.py
* Serving Flask app “demo” (lazy loading)
* Environment: production
WARNING: Do not use the development server in a production environment.
Use a production WSGI server instead.
* Debug mode: on
* Restarting with stat
* Debugger is active!
* Debugger PIN: 174-045-654
* Running on (Press CTRL+C to quit)
127.0.0.1 – – [29/Apr/2018 15:00:03] “GET / HTTP/1.1” 200 –
127.0.0.1 – – [29/Apr/2018 15:00:04] “GET /favicon.ico HTTP/1.1” 404 –
From here, we take the address 127.0.0.1:5000 and paste it into the address bar of our browser:
Here, the Flask() constructor takes an argument, the current module’s name: __name__.
route() is a decorator function that decides which URL to allow to call the associated function. Its syntax is:
app.route(rule,options)
While rule denotes the URL binding with the function, options hold parameters to be forwarded to this rule object. Here, we bind the URL ‘/’ to the function sayhello(). So, getting to where that URL point takes us to where this function executes. Take a look at this code:
From flask import Flask
>>> from flask import Flask >> app=Flask(__name__) >>> @app.route('/') def sayhello(): return 'Hello' >>> @app.route('/hi') def sayhi(): return 'Hi' >>> if __name__=='__main__': app.debug=True app.run()
When we go to the following URL:
The browser displays:
Hi
So, you can see all this activity on your command prompt side by side. We can also use the app.add_url_rule() function for this:
>>> def salut(): return 'Buna' >>> app.add_url_rule('/salut','buna',salut)
Now, when we set debug to True, the server automatically reloads on changes to the code. Otherwise, we’d have to restart it manually for each change.
And finally, the method run() runs the application on the local development server. This may take up to four arguments:
run(host, port, debug, options)
The default hostname to listen to is 127.0.0.1 (the localhost); we can set it to 0.0.0.0 to avail a server externally. The default port is 5000. debug is false by default, and we can forward the options to the underlying Werkzeug server.
5. Python Flask Tutorial – Variable Rules in Python Flask
It is also possible to dynamically build a URL. We put the variable parts in angular brackets in the rule, and pass them as parameters to the associated function:
From flask import Flask
>>> from flask import Flask >>> app=Flask(__name__) >>> @app.route('/') def sayhello(): return 'Hello' >>> @app.route('/<one>add<two>') def add(one,two): return f"{one}+{two}={int(one)+int(two)}" >>> if __name__=='__main__': app.debug=True app.run()
And in the browser:
Read Python Built-In Functions with Syntax and Examples
And another one:
So, we can also use the following converters- int, float, path:
>>> @app.route('/<int:one>add<int:two>') def add(one,two): return f"{one}+{two}={one+two}" >>> @app.route('/<float:one>add<float:two>') def add(one,two): return f"{one}+{two}={one+two}"
Werkzeug’s routing model ensures the uniqueness of these URLs, and also that they maintain the standards laid by Apache.
Ending a rule with a trailing slash will make it work with and without it. But not doing so, it won’t work with a trailing slash.
From flask import Flask
>>> from flask import Flask >>> app=Flask(__name__) >>> @app.route('/') def sayhello(): return 'Hello' >>> @app.route('/hi/') def sayhi(): return 'Hi' >>> if __name__=='__main__': app.debug=True app.run()
If we remove the trailing slash, the snippet of code remains:
>>> @app.route('/hi') def sayhi(): return 'Hi'
And this happens:
6. URL Building for Python Flask
To dynamically build a URL according to need, we use two functions: redirect() and url_for(). We need to import these as well.
Let’s explore Python Modules
>>> from flask import Flask, url_for,redirect >>> app=Flask(__name__) >>> @app.route('/') def sayhello(): return 'Hello' >>> @app.route('/<name>') def sayhi(name): return f'Hi, {name}' >>> @app.route('/panel/<salutation>') def saysomething(salutation): if salutation=='guest': return redirect(url_for('sayhello')) else: return redirect(url_for('sayhi',name=salutation)) >>> if __name__=='__main__': app.debug=True app.run()
The function saysomething() takes a salutation as an argument. If this is ‘guest’, it executes function sayhello() and prints Hello. If this is anything else, it prints hi to that string. For instance, getting to 127.0.0.1:5000/panel/ayushi takes us to 127.0.0.1:5000/ayushi and prints this:
Hi, ayushi.
7. Python Flask Tutorial – HTTP Methods
Now, we discuss different HTTP methods to retrieve data from a URL.
a. GET
The GET method sends data to the server unencrypted.
b. HEAD
HEAD is like GET, except that it has no response body.
c. POST
The server does not cache the HTML form data that this sends.
d. PUT
This uses the uploaded content to replace current representations of the target resource.
e. DELETE
This removes current representations of the target resource suggested by a URL.
Basically, the default route takes GET requests, but we can alter this by using the route() decorator with a method’s argument.
Now, take the following Python code:
>>> from flask import Flask,url_for,redirect, request >>> app=Flask(__name__) >>> @app.route('/success/<name>') def success(name): return f'Hello, {name}' >>> @app.route('/login',methods=['POST','GET']) def login(): if request.method=='POST': user=request.form['firstname'] return redirect(url_for('success',name=user)) else: user=request.args.get('firstname') return redirect(url_for('success',name=user)) >>> if __name__=='__main__': app.debug=True app.run()
And this is the form we have:
<head></head>
<body>
<form action = “” method = “post”>
<input type=”text” name=”firstname”/><br/>
<input type=”submit” value=”submit”/> </form>
</body>
When you open this HTML page in the browser:
Revise Python Inheritance, Method Overloading and Method Overriding
So, this was all about Python Flask tutorial. Hope you like our explanation.
8. Conclusion
Hence, this is just a brief introduction to get you started with Python Flask. Here, we studied basics of Python Flask, setting up the environment for Flask. Moreover, we studied how to begin with Python Flask and its variable rules. Along with this, we saw how to build URL for Python Flask. At last, we discussed how to retrieve data from a URL by HTTP methods. Furthermore, if you have any query, leave your doubts in the comment section.
For reference | https://data-flair.training/blogs/python-flask-tutorial/ | CC-MAIN-2019-39 | refinedweb | 1,715 | 51.04 |
i like this site very much
hello very nice, i´m trying understand how implement varius methods in the class LookupDispatchAction and calls on a submit, some example, thanks.
its very understandable. Thanks 4 ur explanation.
Post your Comment
Struts Built-In Actions
Struts Built-In Actions
... actions shipped with Struts APIs. These
built-in utility actions provide different...;
to combine many similar actions into a
single action
Struts2 Actions
generated by a Struts
Tag. The action tag (within the struts root node of ... Action interface
All actions may implement....
However with struts 2 actions you can get different return types other than
Struts 2 Actions
request.
About Struts Action Interface
In Struts 2 all actions may implement...
Struts 2 Actions
In this section we will learn about Struts 2 Actions, which is a fundamental
concept in most of the web
Struts2 Actions
is usually generated by a Struts
Tag.
Struts 2 Redirect Action
In this section, you will get familiar with struts 2 Redirect action...
Struts2 Actions
Struts2 Actions Dispatch Action Example
Struts Dispatch Action Example
Struts Dispatch Action... function. Here in this example
you will learn more about Struts Dispatch Action
Action in Struts 2 Framework
Actions
Actions are the core basic unit of work in Struts2 framework. Each action provides the processing logic for a specific URL with which it is linked. Actions are mostly associated with a HTTP request of User.
The action class
Test Actions
Test Actions
An example of Testing a struts Action is given below using...;
<!DOCTYPE struts PUBLIC
"-//Apache Software Foundation//DTD Struts...;default" namespace="/" extends="struts-default">
<default Forward Action Example
Struts Forward Action Example
...). The ForwardAction is one of the Built-in Actions
that is shipped with struts framework.....
Here in this example
you will learn more about Struts Forward Action
no action mapped for action - Struts
no action mapped for action Hi, I am new to struts. I followed...: There is no Action mapped for action name HelloWorld
Struts Action Chaining
Struts Action Chaining Struts Action Ch Tag (Data Tag) Example
tag that is used
to call actions directly from a JSP page by
specifying the action... tag is used to call actions directly from a JSP page
by specifying the action...
Action Tag (Data Tag) Action Class
Struts Action Class What happens if we do not write execute() in Action classkhubaibmkhan April 18, 2011 at 2:02 PM
i like this site very much
some example of class LookupDispatchActionmario October 30, 2011 at 10:28 PM
hello very nice, i´m trying understand how implement varius methods in the class LookupDispatchAction and calls on a submit, some example, thanks.
strutsG.Mahesh kumar August 12, 2012 at 5:53 PM
its very understandable. Thanks 4 ur explanation.
Post your Comment | http://www.roseindia.net/discussion/19523-STRUTS-ACTION---AGGREGATING-ACTIONS-IN-STRUTS.html | CC-MAIN-2014-52 | refinedweb | 461 | 63.7 |
Victor Garcia Aprea's insights on ASP.NET
Note: this entry has moved.
All the stuff written out there about viewstate will alert you that it was designed to handle only the following types: int, String, Boolean, Pair, Triple, Array, ArrayList, Hashtable and that trying to store anything else will incur in a performance loss. This is a well-known fact but what is not so well-known is the real why behind this.
One of the things I like to mention in my talks while addressing viewstate performance is something like “don’t let the BinaryFormatter get at your data”. I like all the “what??” this phrase causes at first :-) but after a bit of explanation everything comes back to normal again.
So, let’s see how the LosFormatter type –which happens to be the viewstate serializer- was designed for dealing with type serialization.
Its first approach is a very common one; it consists of checking if the type its dealing with it’s a simple one that it knows how to quickly serialize (the types listed at the very beginning of this post). In case it’s dealing with such a type it just needs to write out some form of header (usually a type code, which will be used to know what type follows) and then the customized (and fast) serialization happens. Note this is not really a novel ideal and it is exactly the same AltSerialization type already does.
Now, if the type LosFormatter is trying to serialize it’s not a supported one it will check if that type has an associated TypeConverter (yes, this implies some reflection code so you can start feeling the perf loss already, can you?). If a type converter is found then it will just say: “Hey you, type converter! Could you please serialize this type to a string representation for me please?”. It will then just use the output produced by the type converter.
But what happens if the type hasn’t an associated type converter. Well in this case the LosFormatter will say “Oh damn!, I don’t know how to serialize this type by myself and worse yet, it doesn’t have an associated type converter available to do the work for me; what am I gonna do now?” Its own answer is: “Let’s use the BinaryFormatter!”. Note that we’re talking here about instantiating a new BinaryFormatter and feeding it with the type in question. As you can imagine this is *lot* more work than any of the previous two steps, so you *really* want to avoid getting here in the first place.
Let’s put the above explanation into perspective; let’s say you’ve the following type:
[Serializable]
public class Customer {
private String _lastname;
private String _firstname;
private String _address;
private int _age;
private int _code;
public Customer (String lastName, String firstName, String address, int age, int code) {
this._lastname = lastName;
this._firstname = firstName;
this._address = address;
this._age = age;
this._code = code;
public String LastName {
get {return _lastname;}
set {_lastname = value;}
}
public String FirstName
{
get {return _firstname;}
set {_firstname = value;}
public String Address
get {return _address;}
set {_address = value;}
public int Age
get {return _age;}
set {_age = value;}
public int Code
get {return _code;}
set {_code = value;}
}
Now let’s say you need to persist an instance of this Customer type to viewstate. If you just do so, the type won’t be one of the supported ones by LosFormatter and it won’t have a type converter associated so the BinaryFormatter will kick. Let’s try it:
Customer cust = new Customer("Garcia Aprea","Victor","1802 4th Clarius Ave.",29,31987);
LosFormatter los = new LosFormatter();
StringWriter sw = new StringWriter();
los.Serialize (sw, cust);
String resultSt = sw.GetStringBuilder ().ToString();
int size = sw.GetStringBuilder ().ToString().Length;
If you read size value you will notice that you just paid 436 bytes to serialize a Customer. For three short strings and two integers that seems just too much.
Let’s now code a type converter that knows how to persist a Customer to a String and get back a Customer from a String:
public class CustomerConverter : System.ComponentModel base.CanConvertTo (context, destinationType);
public override object ConvertFrom(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value)
String state = value as String;
if (state == null)
return base.ConvertFrom (context, culture, value);
String []parts = state.Split ('#');
return new Customer (parts[0], parts[1], parts[2], System.Convert.ToInt32 (parts[3]), System.Convert.ToInt32 (parts[4]));
public override object ConvertTo(ITypeDescriptorContext context, System.Globalization.CultureInfo culture, object value, Type destinationType)
if (destinationType == null)
throw new ArgumentException ("destinationType");
Customer cust = value as Customer;
if (cust != null)
return cust.LastName + "#" + cust.FirstName + "#" + cust.Address + "#" + cust.Age.ToString() + "#" + cust.Code.ToString();
else
return base.ConvertTo (context, culture, value, destinationType);
And let’s attach it to the Customer type:
[TypeConverter (typeof(CustomerConverter))]
public class Customer
Run again the previous code used to feed a Customer instance to the LosFormatter and this time the footprint will be of 196 bytes! That’s quite a reduction, isn’t it?
Lastly, let’s play by LosFormatter rules and offer it a type that it knows how to handle:
Triplet t = new Triplet (cust.LastName, cust.FirstName, cust.Address);
Pair p = new Pair (cust.Age, cust.Code);
Pair custPair = new Pair (t,p);
Now feed the LosFormatter with custPair and not just an instance of Customer; this time the footprint will be of… 60 bytes! Another great improvement over the original 436 bytes.
I’m hoping that you can now see there are *real* benefits of knowing this stuff and that you could start taking advantage of it right away! :-)
Excellent post !!!!!
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Version 1.2.0 released
03 April 2020 The Nim Team
We are very proud to announce Nim version 1.2 after six months of continuous development!
This release contains around 600 new commits which have not already been backported to our 1.0.x versions. There are several new features and standard library additions compared to 1.0. We tried to keep breaking changes to a minimum, but some bugfixes weren’t possible without making those necessary changes, and we feel that our users will benefit from them.
We would recommend to all of our users to upgrade and use version 1.2.
Using multiple Nim versions
useVersion
If you would like to upgrade to version v1.2, but you are relying on v1.0 behaviour,
there is a command line switch
--useVersion, which you can use with the newest
Nim to simulate previous versions.
For example, Nim v1.2 is more strict about type conversions concerning proc
types.
If this breaks your code, pass
--useVersion:1.0, which will emulate the old
behaviour.
This is not limited to the above example.
If you were relying on some edge case and/or buggy behaviour which is now fixed,
try if
--useVersion:1.0 gives you back the results you expect to see.
If that doesn’t work and you need the old behaviour, please open an issue in
our bug tracker and we will try to
make it work in future bugfix releases (1.2.x).
when declared
If you are library author and you would like your library to be available both
for v1.0 and v1.2 users, but you are relying on some new features introduced in
v1.2 which are not available in v1.0 release, you can use
when declared to
your advantage.
For example,
sequtils module now has the
unzip proc.
You can write your code like this:
import sequtils when not declared(unzip): proc unzip*[S, T](s: openArray[(S, T)]): (seq[S], seq[T]) = result[0] = newSeq[S](s.len) result[1] = newSeq[T](s.len) for i in 0..<s.len: result[0][i] = s[i][0] result[1][i] = s[i][1] let a = @[('a', 1), ('b', 2), ('c', 3)] let b = unzip(a) # version 1.0 will use the proc declared above # version 1.2 will use sequtils' proc assert b == (@['a', 'b', 'c'], @[1, 2, 3])
Installing Nim 1.2
New users
Check out if the package manager of your OS already ships version 1.2 or install it as described here.
Existing users
If you have installed a previous version of Nim using
choosenim,
getting Nim 1.2 is as easy as:
$ choosenim update stable
Contributors to v1.2
Our contributors are amazing, and there is far too many to list here. Big thanks to all of you, we couldn’t have pulled off this release without you!
New features
GC: ARC
--gc:arc is our main new feature for this release!
Instead of going into lots of details and hijacking this release article, we would like to point you to this video from FOSDEM where Araq explains details behind ARC and shows some benchmarks which show the benefits of it.
A more detailed article about ARC might follow in the future.
New sugar macros
Version 1.2.0 introduces several new macros which should help with writing some common tasks.
In the next few sections we will show them and their usages.
All the examples imply
import sugar.
Collect
collect is a macro which helps with writing seq/set/table comprehensions.
It replaces the
lc (list comprehension), and it is both more idiomatic and
more powerful than
lc.
There is no overhead for using
collect, e.g. you can use
newSeqOfCap with it.
The syntax for all collections is similar, with the difference being the
init function and the last expression.
Examples:
let numbers = collect(newSeq): # or: collect(newSeqOfCap(10)) for i in 1..10: i assert numbers == @[1, 2, 3, 4, 5, 6, 7, 8, 9, 10] import tables let oddSquares = collect(initTable): for i in numbers: if i mod 2 == 1: {i: i * i} assert len(oddSquares) == 5 assert oddSquares[7] == 49 import sets let oddOrNegative = collect(initHashSet): for i in numbers: {if i mod 2 == 1: i else: -i} assert 5 in oddOrNegative assert 2 notin oddOrNegative assert -2 in oddOrNegative
Dup
dup is a macro which turns an in-place function into one that returns a
result without modifying its input.
The idea is that future versions of Nim will offer only in-place versions
of the functions (i.e. no more
sort and
sorted,
rotateLeft and
rotatedLeft, and so on), which could be transformed to functions returning
a copy via
dup.
This macro also allows for (otherwise in-place) function chaining.
Examples:
proc makePalindrome(s: var string) = for i in countdown(s.len-2, 0): s.add(s[i]) var a = "abc" makePalindrome(a) assert a == "abcba" var b = "xyz" var c = b.dup(makePalindrome) assert b == "xyz" assert c == "xyzyx"
An underscore (
_) can be used to denote the place of the argument you’re
passing:
import algorithm # b = "xyz" var d = dup b: makePalindrome # xyzyx sort(_, SortOrder.Descending) # zyyxx makePalindrome # zyyxxxyyz assert d == "zyyxxxyyz"
Capture
capture is a macro which is useful when creating a closure in a loop to capture
some local loop variables by their current iteration values.
You might want to use it for example for event handling and
{int: callBack}
lookup tables.
Example:
import strformat, sugar var myClosure: proc(): string for i in 5..7: for j in 7..9: if i * j == 42: capture i, j: myClosure = proc (): string = fmt"{i} * {j} = 42" let a = myClosure() assert a == "6 * 7 = 42"
Changelog
Standard library additions and changes
- Added overloaded
strformat.fmtmacro that use specified characters as delimiter instead of ‘{‘ and ‘}’.
- Added new procs in
tables.nim:
OrderedTable.pop,
CountTable.del,
CountTable.pop,
Table.pop.
- Added
strtabs.clearoverload that reuses the existing mode.
- Added
browsers.osOpenconst alias for the operating system specific “open” command.
- Added
sugar.dupfor turning in-place algorithms like
sortand
shuffleinto operations that work on a copy of the data and return the mutated copy, like the existing
sorteddoes.
- Added
sugar.collectthat does comprehension for seq/set/table collections.
- Added
sugar.capturefor capturing some local loop variables when creating a closure. This is an enhanced version of
closureScope.
- Added
typetraits.tupleLento get number of elements of a tuple/type tuple, and
typetraits.getto get the ith element of a type tuple.
- Added
typetraits.genericParamsto return a tuple of generic params from a generic instantiation.
optionsnow treats
proclike other pointer types, meaning
nilproc variables are converted to
None.
- Added
os.normalizePathEndfor additional path sanitization.
- Added
times.fromUnixFloat,toUnixFloat, sub-second resolution versions of
fromUnix,
toUnixFloat.
- Added
wrapnilsmodule for chains of field-access and indexing where the LHS can be nil. This simplifies code by reducing need for if-else branches around intermediate maybe nil values. E.g.
echo ?.n.typ.kind.
- Added
minIndex,
maxIndexand
unzipto the
sequtilsmodule.
- Added
os.isRelativeToto tell whether a path is relative to another.
- Added
resetOutputFormattersto
unittest.
- Added
expectIdentto the
macrosmodule.
- Added
os.isValidFilenamethat returns
trueif
filenameargument is valid for cross-platform use.
- Added
times.isLeapDay.
base64adds URL-Safe Base64, implements RFC-4648 Section-7.
- Added a new module,
std / compilesettingsfor querying the compiler about diverse configuration settings.
- Added
net.getPeerCertificatesand
asyncnet.getPeerCertificatesfor retrieving the verified certificate chain of the peer we are connected to through an SSL-wrapped
Socket/
AsyncSocket.
- Added
browsers.openDefaultBrowserwithout URL, implements IETF RFC-6694 Section-3.
- Added
jsconsole.trace,
jsconsole.table,
jsconsole.exceptionfor JavaScript target.
- Added
distinctBaseoverload for values:
assert 12.MyInt.distinctBase == 12
- Added new module
std/stackframes, in particular
setFrameMsg, which enables custom runtime annotation of stackframes, see #13351 for examples. Turn on/off via
--stackTraceMsgs:on/off.
- Added
sequtils.countIt, allowing for counting items using a predicate.
- Added a
withmacro for easy function chaining that’s available everywhere, there is no need to concern your APIs with returning the first argument to enable “chaining”, instead use the dedicated macro
withthat was designed for it. For example:
import std/with type Foo = object col, pos: string proc setColor(f: var Foo; r, g, b: int) = f.col = $(r, g, b) proc setPosition(f: var Foo; x, y: float) = f.pos = $(x, y) var f: Foo with(f, setColor(2, 3, 4), setPosition(0.0, 1.0)) echo f
macros.newLitnow works for ref object types.
macro pragmascan now be used in type sections.
- 5 new pragmas were added to Nim in order to make the upcoming tooling more convenient to use. Nim compiler checks these pragmas for syntax but otherwise ignores them. The pragmas are
requires,
ensures,
assume,
assert,
invariant.
system.writeFilehas been overloaded to also support
openarray[byte].
asyncdispatch.drainnow properly takes into account
selector.hasPendingOperationsand only returns once all pending async operations are guaranteed to have completed.
sequtils.zipnow returns a sequence of anonymous tuples i.e. those tuples now do not have fields named “a” and “b”.
distinctBasehas been moved from
sugarto
typetraitsand now it is implemented as compiler type trait instead of macro.
distinctBasein sugar module is now deprecated.
CountTable.mgethas been removed from
tables.nim. It didn’t work, and it was an oversight to be included in v1.0.
tables.merge(CountTable, CountTable): CountTablehas been removed. It didn’t work well together with the existing inplace version of the same proc (
tables.merge(var CountTable, CountTable)). It was an oversight to be included in v1.0.
asyncdispatch.drainnow consistently uses the passed timeout value for all iterations of the event loop, and not just the first iteration. This is more consistent with the other asyncdispatch APIs, and allows
asyncdispatch.drainto be more efficient.
base64.encodeand
base64.decodewere made faster by about 50%.
htmlgenadds MathML support (ISO 40314).
macros.eqIdentis now invariant to export markers and backtick quotes.
htmlgen.htmlallows
langin the
<html>tag and common valid attributes.
macros.basenameand
basename=got support for
PragmaExpr, so that an expression like
MyEnum {.pure.}is handled correctly.
httpclient.maxredirectschanged from
intto
Natural, because negative values serve no purpose whatsoever.
httpclient.newHttpClientand
httpclient.newAsyncHttpClientadded
headersargument to set initial HTTP Headers, instead of a hardcoded empty
newHttpHeader().
parseutils.parseUntilhas now a different behaviour if the
untilparameter is empty. This was required for intuitive behaviour of the strscans module (see bug #13605).
strutils.formatFloatwith
precision = 0has the same behavior in all backends, and it is compatible with Python’s behavior, e.g.
formatFloat(3.14159, precision = 0)is now
3, not
3..
times.parsenow only uses input to compute its result, and not
now:
parse("2020", "YYYY", utc())is now
2020-01-01T00:00:00Zinstead of
2020-03-02T00:00:00Zif run on 03-02; it also doesn’t crash anymore when used on 29th, 30th, 31st of each month.
httpcore.==(string, HttpCode)is now deprecated due to lack of practical usage. The
$operator can be used to obtain the string form of
HttpCodefor comparison if desired.
std/oswalkdirwas buggy, it’s now deprecated and reuses
std/osprocs.
os.walkDirand
os.walkDirRecnow have new flag,
checkDir(default: false). If it is set to true, it will throw if input dir is invalid instead of a noop (which is the default behaviour, as it was before this change),
os.walkDirReconly throws if top-level dir is invalid, but ignores errors for subdirs, otherwise it would be impossible to resume iteration.
- The
FDvariant of
selector.unregisterfor
ioselector_epolland
ioselector_selectnow properly handle the
Event.Userselect event type.
joinPathpath normalization when
/is the first argument works correctly:
assert "/" / "/a" == "/a". Fixed the edge case:
assert "" / "" == "".
xmltreenow adds indentation consistently to child nodes for any number of children nodes.
os.splitPath()behavior synchronized with
os.splitFile()to return “/” as the dir component of
/root_sub_dirinstead of the empty string.
- The deprecated
lcmacro has been removed from
sugar. It is now replaced with the more powerful
collectmacro.
os.relativePath("foo", "foo")is now
".", not
"", as
""means invalid path and shouldn’t be conflated with
"."; use
-d:nimOldRelativePathBehaviorto restore the old behavior.
os.joinPath(a, b)now honors trailing slashes in
b(or
aif
b= “”).
base64.encodeno longer supports
lineLenand
newLine. Use
base64.encodeMimeinstead.
Breaking changes
net.newContextnow performs SSL Certificate checking on Linux and OSX. Define
nimDisableCertificateValidationto disable it globally.
Language changes
- An
alignpragma can now be used for variables and object fields, similar to the
alignasdeclaration modifier in C/C++.
- The
=sinktype bound operator is now optional. The compiler can now use a combination of
=destroyand
copyMemto move objects efficiently.
- Unsigned integer operators have been fixed to allow promotion of the first operand.
- Conversions to unsigned integers are unchecked at runtime, imitating earlier Nim versions. The documentation was improved to acknowledge this special case. See for more details.
- There is a new syntax for lvalue references:
var b {.byaddr.} = exprenabled by
import std/decls.
var a {.foo.}: MyType = exprnow lowers to
foo(a, MyType, expr)for non-builtin pragmas, enabling things like lvalue references (see
decls.byaddr).
Compiler changes
- The generated JS code uses spaces, instead of mixing spaces and tabs.
- The Nim compiler now supports the
--asmcommand option for easier inspection of the produced assembler code.
- The Nim compiler now supports a new pragma called
.localPasscto pass specific compiler options to the C(++) backend for the C(++) file that was produced from the current Nim module.
- The compiler now inferes “sink parameters”. To disable this for a specific routine, annotate it with
.nosinks. To disable it for a section of code, use
{.push sinkInference: off.}…
{.pop.}.
- The compiler now supports a new switch
--panics:onthat turns runtime errors like
IndexErroror
OverflowErrorinto fatal errors that cannot be caught via Nim’s
trystatement.
--panics:oncan improve the runtime efficiency and code size of your program significantly.
- The compiler now warns about inheriting directly from
system.Exceptionas this is very bad style. You should inherit from
ValueError,
IOError,
OSErroror from a different specific exception type that inherits from
CatchableErrorand cannot be confused with a
Defect.
- The error reporting for Nim’s effect system has been improved.
- Implicit conversions for
constbehave correctly now, meaning that code like
const SOMECONST = 0.int; procThatTakesInt32(SOMECONST)will be illegal now. Simply write
const SOMECONST = 0instead.
- The
{.dynlib.}pragma is now required for exporting symbols when making shared objects on POSIX and macOS, which make it consistent with the behavior on Windows.
- The compiler is now more strict about type conversions concerning proc types: Type conversions cannot be used to hide
.raiseeffects or side effects, instead a
castmust be used. With the flag
--useVersion:1.0the old behaviour is emulated.
- The Nim compiler now implements a faster way to detect overflows based on GCC’s
__builtin_sadd_overflowfamily of functions. (Clang also supports these). Some versions of GCC lack this feature and unfortunately we cannot detect this case reliably. So if you get compilation errors like “undefined reference to
__builtin_saddll_overflow” compile your programs with
-d:nimEmulateOverflowChecks.
Bugfixes
- Fixed “
nimgrep --nocoloris ignored on posix; should be instead:
--nimgrep --color=[auto]|true|false” (#7591)
- Fixed “Runtime index on const array (of converted obj) causes C-compiler error” (#10514)
- Fixed “windows x86 with vcc compile error with “asmNoStackFrame”” (#12298)
- Fixed “[TODO] regression: Error: Locks requires –threads:on option” (#12330)
- Fixed “Add –cc option to –help or –fullhelp output” (#12010)
- Fixed “questionable
csizedefinition in
system.nim” (#12187)
- Fixed “os.getAppFilename() returns incorrect results on OpenBSD” (#12389)
- Fixed “HashSet[uint64] slow insertion depending on values” (#11764)
- Fixed “Differences between compiling ‘classic call syntax’ vs ‘method call syntax’ .” (#12453)
- Fixed “c -d:nodejs –> SIGSEGV: Illegal storage access” (#12502)
- Fixed “Closure iterator crashes on –newruntime due to “dangling references”” (#12443)
- Fixed “No
=destroyfor elements of closure environments other than for latest devel –gc:destructors” (#12577)
- Fixed “strutils:formatBiggestFloat() gives different results in JS mode” (#8242)
- Fixed “Regression (devel): the new
csize_tdefinition isn’t consistently used, nor tested thoroughly…” (#12597)
- Fixed “tables.take() is defined only for
Tableand missed for other table containers” (#12519)
- Fixed “
pthread_key_terrors on OpenBSD” (#12135)
- Fixed “newruntime: simple seq pop at ct results in compile error” (#12644)
- Fixed “[Windows] finish.exe C:\Users<USERNAME>.nimble\bin is not in your PATH environment variable.” (#12319)
- Fixed “Error with strformat + asyncdispatch + const” (#12612)
- Fixed “MultipartData needs $” (#11863)
- Fixed “Nim stdlib style issues with –styleCheck:error” (#12687)
- Fixed “new $nimbleDir path substitution yields unexpected search paths” (#12767)
- Fixed “Regression: inlined procs now get multiple rounds of destructor injection” (#12766)
- Fixed “newruntime: compiler generates defective code” (#12669)
- Fixed “broken windows modules path handling because of ‘os.relativePath’ breaking changes” (#12734)
- Fixed “for loop tuple syntax not rendered correctly” (#12740)
- Fixed “Crash when trying to use
type.name[0]” (#12804)
- Fixed “Enums should be considered Trivial types in Atomics” (#12812)
- Fixed “Produce static/const initializations for variables when possible” (#12216)
- Fixed “Assigning descriminator field leads to internal assert with –gc:destructors” (#12821)
- Fixed “nimsuggest
usecommand does not return all instances of symbol” (#12832)
- Fixed “@[] is a problem for –gc:destructors” (#12820)
- Fixed “Codegen ICE in allPathsAsgnResult” (#12827)
- Fixed “seq[Object with ref and destructor type] doesn’t work in old runtime” (#12882)
- Fixed “Destructor not invoked because it is instantiated too late, old runtime” (#12883)
- Fixed “The collect macro does not handle if/case correctly” (#12874)
- Fixed “allow typed/untyped params in magic procs (even if not in stdlib)” (#12911)
- Fixed “ARC/newruntime memory corruption” (#12899)
- Fixed “tasyncclosestall.nim still flaky test: Address already in use” (#12919)
- Fixed “newruntime and computed goto: variables inside the loop are in generated code uninitialised” (#12785)
- Fixed “osx: dsymutil needs to be called for debug builds to keep debug info” (#12735)
- Fixed “codegen ICE with ref objects, gc:destructors” (#12826)
- Fixed “mutable iterator cannot yield named tuples” (#12945)
- Fixed “parsecfg stores “\r\n” line breaks just as “\n”” (#12970)
- Fixed “db_postgres.getValue issues warning when no rows found” (#12973)
- Fixed “ARC: Unpacking tuple with seq causes segfault” (#12989)
- Fixed “ARC/newruntime: strutils.join on seq with only empty strings causes segfault” (#12965)
- Fixed “regression (1.0.4):
{.push exportc.}wrongly affects generic instantiations, causing codegen errors” (#12985)
- Fixed “cdt, crash with –gc:arc, works fine with default gc” (#12978)
- Fixed “ARC: No indexError thrown on out-of-bound seq access, SIGSEGV instead” (#12961)
- Fixed “ARC/async: Returning in a try-block results in wrong codegen” (#12956)
- Fixed “asm keyword is generating wrong output C code when –cc:tcc” (#12988)
- Fixed “Destructor not invoked” (#13026)
- Fixed “ARC/newruntime: Adding inherited var ref object to seq with base type causes segfault” (#12964)
- Fixed “Style check error with JS compiler target” (#13032)
- Fixed “regression(1.0.4): undeclared identifier: ‘readLines’; plus another regression and bug” (#13013)
- Fixed “regression(1.04)
invalid pragma: sincewith nim js” (#12996)
- Fixed “Sink to MemMove optimization in injectdestructors” (#13002)
- Fixed “–gc:arc:
catchdoesn’t work with exception subclassing” (#13072)
- Fixed “nim c –gc:arc –exceptions:{setjmp,goto} incorrectly handles raise;
nim cpp --gc:arcis ok” (#13070)
- Fixed “typetraits feature request - get subtype of a generic type” (#6454)
- Fixed “CountTable inconsistencies between keys() and len() after setting value to 0” (#12813)
- Fixed “{.align.} pragma is not applied if there is a generic field” (#13122)
- Fixed “ARC, finalizer, allow rebinding the same function multiple times” (#13112)
- Fixed “
nim doctreats
export localSymbolincorrectly” (#13100)
- Fixed “–gc:arc SIGSEGV (double free?)” (#13119)
- Fixed “codegen bug with arc” (#13105)
- Fixed “symbols not defined in the grammar” (#10665)
- Fixed “[JS] Move is not defined” (#9674)
- Fixed “[TODO] pathutils.
/can return invalid AbsoluteFile” (#13121)
- Fixed “regression(1.04)
nim doc main.nimgenerates broken html (no css)” (#12998)
- Fixed “Wrong supportsCopyMem on string in type section” (#13095)
- Fixed “Arc, finalizer, out of memory” (#13157)
- Fixed “
--genscriptmesses up nimcache and future nim invocations” (#13144)
- Fixed “–gc:arc with –exceptions:goto for “nim c” generate invalid c code” (#13186)
- Fixed “[regression] duplicate member
_i1codegen bug” (#13195)
- Fixed “RTree investigations with valgrind for –gc:arc” (#13110)
- Fixed “relativePath(“foo”, “.”) returns wrong path” (#13211)
- Fixed “asyncftpclient - problem with welcome.msg” (#4684)
- Fixed “Unclear error message, lowest priority” (#13256)
- Fixed “Channel messages are corrupted” (#13219)
- Fixed “Codegen bug with exportc and case objects” (#13281)
- Fixed “[bugfix] fix #11590: c compiler warnings silently ignored, giving undefined behavior” (#11591)
- Fixed “[CI] tnetdial flaky test” (#13132)
- Fixed “Cross-Compiling with -d:mingw fails to locate compiler under OSX” (#10717)
- Fixed “
nim doc --projectbroken with imports below main project file or duplicate names” (#13150)
- Fixed “regression: isNamedTuple(MyGenericTuple[int]) is false, should be true” (#13349)
- Fixed “–gc:arc codegen bug copying objects bound to C structs with missing C struct fields” (#13269)
- Fixed “write requires conversion to string” (#13182)
- Fixed “Some remarks to stdlib documentation” (#13352)
- Fixed “a
checkin unittest generated by template doesn’t show actual value” (#6736)
- Fixed “Implicit return with case expression fails with ‘var’ return.” (#3339)
- Fixed “Segfault with closure on arc” (#13314)
- Fixed “[Macro] Crash on malformed case statement with multiple else” (#13255)
- Fixed “regression:
echo 'discard' | nim c -r -generates a file ‘-‘ ;
-should be treated specially” (#13374)
- Fixed “on OSX, debugging (w gdb or lldb) a nim program crashes at the 1st call to
execCmdEx” (#9634)
- Fixed “Internal error in getTypeDescAux” (#13378)
- Fixed “gc:arc mode breaks tuple let” (#13368)
- Fixed “Nim compiler hangs for certain C/C++ compiler errors” (#8648)
- Fixed “htmlgen does not support
data-*attributes” (#13444)
- Fixed “[gc:arc] setLen will cause string not to be null-terminated.” (#13457)
- Fixed “joinPath(“”, “”) is “/” ; should be “”” (#13455)
- Fixed “[CI] flaky test on windows: tests/osproc/texitcode.nim” (#13449)
- Fixed “Casting to float32 on NimVM is broken” (#13479)
- Fixed “
--hints:offdoesn’t work (doesn’t override ~/.config/nim.cfg)” (#8312)
- Fixed “joinPath(“”, “”) is “/” ; should be “”” (#13455)
- Fixed “tables.values is broken” (#13496)
- Fixed “global user config can override project specific config” (#9405)
- Fixed “Non deterministic macros and id consistency problem” (#12627)
- Fixed “try expression doesn’t work with return on expect branch” (#13490)
- Fixed “CI will break every 4 years on feb 28: times doesn’t handle leap years properly” (#13543)
- Fixed “[minor]
nimgrep --worddoesn’t work with operators (eg misses
1 +% 2)” (#13528)
- Fixed “
asis usable as infix operator but its existence and precedence are not documented” (#13409)
- Fixed “JSON unmarshalling drops seq’s items” (#13531)
- Fixed “os.joinPath returns wrong path when head ends ‘' or ‘/’ and tail starts ‘..’.” (#13579)
- Fixed “Block-local types with the same name lead to bad codegen (sighashes regression)” (#5170)
- Fixed “tuple codegen error” (#12704)
- Fixed “newHttpHeaders does not accept repeated headers” (#13573)
- Fixed “regression: –incremental:on fails on simplest example” (#13319)
- Fixed “strscan can’t get value of last element in format” (#13605)
- Fixed “hashes_examples crashes with “Bus Error” (unaligned access) on sparc64” (#12508)
- Fixed “gc:arc bug with re-used
seq[T]” (#13596)
- Fixed “
raise CatchableErroris broken with –gc:arc when throwing inside a proc” (#13599)
- Fixed “cpp –gc:arc –exceptions:goto fails to raise with discard” (#13436)
- Fixed “terminal doesn’t compile with -d:useWinAnsi” (#13607)
- Fixed “Parsing “sink ptr T” - region needs to be an object type” (#12757)
- Fixed “gc:arc + threads:on + closures compilation error” (#13519)
- Fixed “[ARC] segmentation fault” (#13240)
- Fixed “times.toDateTime buggy on 29th, 30th and 31th of each month” (#13558)
- Fixed “Deque misbehaves on VM” (#13310)
- Fixed “Nimscript listFiles should throw exception when path is not found” (#12676)
- Fixed “koch boot fails if even an empty config.nims is present in ~/.config/nims/ [devel regression]” (#13633)
- Fixed “nim doc generates lots of false positive LockLevel warnings” (#13218)
- Fixed “Arrays are passed by copy to iterators, causing crashes, unnecessary allocations and slowdowns” (#12747)
- Fixed “Range types always uses signed integer as a base type” (#13646)
- Fixed “Generate c code cannot compile with recent devel version” (#13645)
- Fixed “[regression] VM: Error: cannot convert -1 to uint64” (#13661)
- Fixed “Spurious raiseException(Exception) detected” (#13654)
- Fixed “gc:arc memory leak” (#13659)
- Fixed “Error: cannot convert -1 to uint (inside tuples)” (#13671)
- Fixed “strformat issue with –gc:arc” (#13622)
- Fixed “astToStr doesn’t work inside generics” (#13524)
- Fixed “oswalkdir.walkDirRec wont return folders” (#11458)
- Fixed “
echo 'echo 1' | nim c -r -silently gives wrong results (nimBetterRun not updated for stdin)” (#13412)
- Fixed “gc:arc destroys the global variable accidentally.” (#13691)
- Fixed “[minor] sigmatch errors should be sorted, for reproducible errors” (#13538)
- Fixed “Exception when converting csize to clong” (#13698)
- Fixed “ARC: variables are no copied on the thread spawn causing crashes” (#13708)
- Fixed “Illegal distinct seq causes compiler crash” (#13720)
- Fixed “cyclic seq definition crashes the compiler” (#13715)
- Fixed “Iterator with openArray parameter make the argument evaluated many times” (#13417)
- Fixed “net/asyncnet: Unable to access peer’s certificate chain” (#13299)
- Fixed “Accidentally “SIGSEGV: Illegal storage access” error after arc optimizations (#13325)” (#13709)
- Fixed “Base64 Regression” (#13722)
- Fixed “A regression (?) with –gc:arc and repr” (#13731)
- Fixed “Internal compiler error when using the new variable pragmas” (#13737)
- Fixed “bool conversion produces vcc 2019 warning at cpp compilation stage” (#13744)
- Fixed “Compiler “does not detect” a type recursion error in the wrong code, remaining frozen” (#13763)
- Fixed “[minor] regression:
Foo[0.0] is Foo[-0.0]is now false” (#13730)
- Fixed “
nim doc- only whitespace on first line causes segfault” (#13631)
- Fixed “hashset regression” (#13794)
- Fixed “
os.getApplFreebsdcould return incorrect paths in the case of a long path” (#13806)
- Fixed “Destructors are not inherited” (#13810)
- Fixed “io.readLines AssertionError on devel” (#13829)
- Fixed “exceptions:goto accidentally reset the variable during exception handling” (#13782) | https://nim-lang.org/blog/2020/04/03/version-120-released.html | CC-MAIN-2020-45 | refinedweb | 4,213 | 54.42 |
Turtle turtle.Screen() not working
I am on my ipad and i just bought pythonista. I wanted to create something in turtle but i kept on getting the error: module ‘turtle’ has no attribute ‘Screen’
The code:
import turtle as t playerAscore=0 playerBscore=0 window = t.Screen() window.title("pong ping") window.bgcolor("black") window.setup(width=800,height=600) window.tracer(0)
I am aware this turtle module is possibly old or unfinished but if there is anything i can do please let me know.a
At the end.
Same error happens
As a check:
import turtle print(turtle.__file__)
@oDuty Assume you have written a script named turtle.py, the import turtle you do would import your own script, not the standard one. That's why @JonB advices you to run his little script to see where resides the imported turtle. Try his little script and post the result.
Add those two lines to the top of the script. Copy the result and paste here.
a common problem is that you created a file called turtle.py where you intended to try out the turtle module. But when you type import turtle, it imports your file, not the actual turtle module. | https://forum.omz-software.com/topic/7233/turtle-turtle-screen-not-working/12 | CC-MAIN-2022-33 | refinedweb | 204 | 76.01 |
.
AD
Have neglected to check DNS home page for a while. Now I just found out that my new article is published.
Here it is:
Developing Client Components with ASP .NET AJAX
Whether you like it or not, it is my brain baby.
YES!
Where),
"ASP .net has no respect." Rick Strahl writes.
Then, what has respect in web development? Java, Python, Php, ruby, ...?
·
·
·
·
·
·
·
·
·
AD.
Chinese are obscessive with numbers. 8 is a lucky number, so 2008-8-8, 8:08 pm is a super-lucky number.
Go, Beijing, Go!
Go, China, Go!
My colleague is a cycling fanatic. She spent over 1,000 dollars on a bike, moreover, she paid a stack of money for a hand-made back wheel for her bike. This is her:
What? A hand-made wheel? A classic case of reinventing the wheel.
I digressed, but, not entirely. You will see.
ASP .net ajax extenders carry the promise of a plug-and-play. You plug your usb drive, there you get an extra drive. In a lot of straightforward, predicated scenarios, this is the case.
For example, the quite popular cascadingdropdown extender. Plug it in onto a server-side dropdownlist, every selectIndexChanged event of a parent dropdown would trigger the domino effect of cascadingly populate the next dropdownlist in line. True. This works with unambiguous scenarios where dependancy is one to one, for example, state -> city -> zipcode.
However, what if there is multiple dependancies where a fellow dropdown's values are decided not just by its immediate parent, but also the grandparent? For example, both the age factor and gender factor will decide the possible interests one may have. What if you need to populate your date dropdownlist depending on both of the year given and month choosen. This is the scenario where a DNS user asked about.
Thus, we need to go beyond the formula provided by cascadingdropdown extender, we need to reinvent the wheel. This brings to the real purpose and essence of ASP .net AJAX, the ability to call web service smoothly and gracefully from client side JavaScript.
The web service
The following is a silly web service to create some fake dates, please note that it is adorned with the ScriptService attribute that makes it available to JavaScript clients as well
using System;using System.Collections;using System.Linq;using System.Web;using System.Web.Services;using System.Web.Services.Protocols;using System.Xml.Linq;/// <summary>/// Summary description for DateT DateTest : System.Web.Services.WebService { [WebMethod] public int[] GetYears() { int[] years = new int[10]; for (int i = 0; i < years.Length; i++) years = 2000 + i; return years; } [WebMethod] public string[] GetMonths(string value) { string[] month1 = new string[] { "Jan", "Feb", "Mar", "April" }; string[] month2 = new string[] { "May", "June", "July", "Aug" }; string[] month3 = new string[] { "Sep", "Oct", "Nov", "Dec" }; if (int.Parse(value) < 2006) return month1; if (int.Parse(value) > 2006 && int.Parse(value) < 2008) return month2; return month3; } [WebMethod] public int[] GetDays(string value1, string value2) { int[] days = new int[10]; int i; if (int.Parse(value1) < 2006 && int.Parse(value2) < 2) { for (i = 0; i < 10; i++) days = i; } else if (int.Parse(value1) < 2006 && int.Parse(value2) > 2) { for (i = 0; i < 10; i++) days = i + 10; } else if (int.Parse(value1) > 2006 && int.Parse(value2) < 2) { for (i = 0; i < 10; i++) days = i + 20; } else for (i = 0; i < 10; i++) days = i + 15; return days; }}
To call the web service from JavaScript
First thing, you have drag and drop the ubiqutous ScriptManager to your .aspx page to oversee all AJAX operations:
<asp:ScriptManager
<Services>
<asp:ServiceReference
</Services>
</asp:ScriptManager>
Get the cascading dropdown to work:
function page_load(sender, e){
ddlYear = $get("ddlYear");
ddlMonth = $get("ddlMonth");
ddlDay = $get("ddlDay");
DateTest.GetYears(onGetYears);
$addHandler(ddlYear, "change", year_onchange);
$addHandler(ddlMonth, "change", month_onchange);
}
function page_unload(sender, e){
$removeHandler(ddlYear, "change", year_onchange);
$removeHandler(ddlMonth, "change", month_onchange);
}
function year_onchange(sender, e){
var y = ddlYear.value;
DateTest.GetMonths(y,onGetMonths);
}
function month_onchange(sender, e){
var y = ddlYear.value;
var m = ddlMonth.value;
// alert(y + " " + m);
DateTest.GetDays(y,m,onGetDays);
}
function onGetYears(result){
for(var i = 0; i<result.length; i++)
{AddToOptionList(ddlYear, result,result);
}
}
function onGetMonths(result){
ClearOptions(ddlMonth);
for(var i = 0; i<result.length; i++)
{AddToOptionList(ddlMonth, i,result);
}
}
function onGetDays(result){
ClearOptions(ddlDay);
for(var i = 0; i<result.length; i++)
AddToOptionList(ddlDay,i,result);
}
function AddToOptionList(OptionList, OptionValue, OptionText) {
// Add option to the bottom of the list
OptionList[OptionList.length] = new Option(OptionText, OptionValue);
}
function ClearOptions(OptionList) {
// Always clear an option list from the last entry to the first
for (x = OptionList.length; x >= 0; x--) {
OptionList[x] = null;
}
}
Conclusion:
So i have completely ditched the server-centric programming model and the singleton-dependancy cascadingdropdown extenders, and wrote a set of cascading html select controls. The secret ingradient: using ASP .net AJAX extensions to call a web service.
Note:
you know that all array notation with i in the bracket "["i"]" is automatically turned into a shiny yeallow light bulb! The life of icons.
Bugs bite. With programming, bugs break your application; sour the relationship with the users. So by all means, debug!
With web development goes more sophisticated and complicated, so does debugging tools.
For a very long time, we were pretty hopeless debugging JavaScript, except sprinkling our little “alert” genies here, there and everywhere.
Now to debug JavaScript or AJAX applications, we have four tools:
FireBug for FireFox
The greatest of all the debugging, code inspection tools is the mighty FireBug with a funny name and funnier look. Doesn’t it look a cockroach?
On the web, there are two definitions associated with FireBug:
Meaning #1: a criminal who illegally sets fire to property
Meaning #2: a true bug: brightly colored bug that can exude a stain
However, that was before FireBug. Now the FireBug for Fire Fox has a luminous outlook
Console inspection with Firebug:
With ASP .net AJAX, you can send trace message to the browser by coding: Sys.Debug.Trace,
Sys.Debug.Trace(“A special message for my dear Fire Bug”)
CSS inspection with FireBug:
You can view the page stylesheet loaded by the browser. The coolest thing is that you can modify the stylesheet on the fly and see it work its magic.
Script inspection with FireBug:
With ASP .NET AJAX, you inevitably invited a truck load of JavaScript to your page. Some of you own creation, mostly, not. With FireBug, you can click on any of the scripts load for a closer look. It is easy to spot errors with your bug, because it is written in Red, 10 errors. To debug, you can set a breakpoint by clicking the left zone near the line numbers, you can use the watch window to examine all the values of your script variables.
DOM inspection with FireBug:
You can view the big interminable, unfathomable DOM tree with your little bug too. As with CSS, you can change any DOM element’s property in the FireBug window and see it takes effect instantly.
HTTP traffic inspection with FireBug:
Want to know the coming and going of the web requests, traffic congestions, and bottleneck? Click the NET tab. You got it.
In short, FireBug is a gem of bug for debugging. All AJAX developers can benefit from it enormously.
Visual Studio (2005 and above) JavaScript Debugger
To start with, you have to turn on script debugging from IE toolbar and uncheck the option: disable script debugging. Then to debug a segment of code, you add a statement with the debugger keyword.
debugger;
as in the following:
Web Development Helper with Internet Explorer
Web Development Helper can be downloaded at:.
After installation you can find it in the Tools menu in IE.
It has a deep well of information for you to inspect, page information, DOM structure, HTTP traffic, JavaScript, ASP .net inner mechanism (viewstate, trace information, cache, etc.).
We
I do not remember I have won anything for a long, long time (except that in 1997, I won a huge scholarship from the University of Chicago).
Now, surprise and congradulations and a pat on my back. I have won the 14th prize in the July 2008 Contest of community credit. Too bad, a mere 14th. Still a reason to glee for a second. Also I got to know Diablo Caffeinated Energy Strips, which can bypass my stomach and go directly into my blood stream (sounds like some dangerous drug).
This is my badge of honor:
Link to us
All material is copyrighted by its respective authors. Site design and layout
is copyrighted by DotNetSlackers.
Advertising Software by Ban Man Pro | http://dotnetslackers.com/Community/blogs/xun/archive/2008/08.aspx | CC-MAIN-2014-52 | refinedweb | 1,435 | 57.98 |
Lenovo SNAPit Camera
For
All Android Devices
Code:
#include <disclaimer.h> * Your warranty is now void. * I am not responsible for bricked devices, dead SD cards,getting fired because the alarm app failed * Please do some research before flashing it! * YOU are choosing to make these modifications, * If you point the finger at me for messing up your device, I will laugh at you.
Hello people of XDA! After lot of efforts I finally ported the latest Lenovo SNAPit Camera. Actually I initially ported it for my device Xiaomi Redmi Note 4 Indian variant. But then I found that my port is working on some other devices also. I don't know whether it will work in your device or not but for me it worked for many devices especially in Redmi Note 4. The camera has a lot of features available in it. Have a look on them. You can see samples and screenshots from HERE
Features
- Manual mode
- HDR
- Art Nightscape
- Background defocus
- Panoram selfie
- Golden years
- Artistic HDR
- Portrait Mode
- 4K recording
- Beauty optimisations for front camera
- Fast shutter speed, just like stock MIUI camera
- Some other shitzz
What's working
- Manual mode
- Flash
- HDR
- 4K video recording
- Front camera beauty optimisations
- Portrait mode for some devices
What's not working
- Panorama
- Bacground defocus
- Some other lenovo specific features
How to install
- Download Lenovo SNAPit Camer Flashable zip from HERE
- Boot into Recovery mode
- Flash the Zip file
- Wipe Cache/Dalvik Cache
- Reboot
Edit:-
Some guys reported that it is also working for NON-ROOTED users. So, if your are a non-rooted user then just download the zip, extract it and install the apk normally. And see if it is working for you or not.
Enjoy! If camera gives FC then force stop the app and clear the data of it.
If you liked my work then do hit thanks button!
Want to buy me a coffee? You can do it from HERE
XDA:DevDB Information
Lenovo SNAPit Camera, App for all devices (see above for details)
Contributors
LordArcadius
Version Information
Status: Testing
Created 2017-05-17
Last Updated 2017-06-02 | https://forum.xda-developers.com/android/apps-games/app-lenovo-snapit-camera-redmi-note-4-t3608065 | CC-MAIN-2020-45 | refinedweb | 356 | 60.55 |
Linear Search algorithm
Reading time: 15 minutes | Coding time: 6 minutes
Linear search (known as sequential search) is an algorithm for finding a target value within a list. It sequentially checks each element of the list for the target value until a match is found or until all the elements have been searched. This is one of the most basic search algorithms and is directly, inspired by real-life events.
This is the search algorithm that will never fail in our Universe.
Algorithm
Steps involved in this algorithm are:
- Step 1: Select the first element as the current element.
- Step 2: Compare the current element with the target element. If matches, then go to step 5.
- Step 3: If there is a next element, then set current element to next element and go to Step 2.
- Step 4: Target element not found. Go to Step 6.
- Step 5: Target element found and return location.
- Step 6: Exit process.
Example
Consider the following sorted list in which we want to find 6:
-1 3 3 6 11 12 16 17 18 19
We chose to compare with the first element -1 with 6. As -1 != 6, we move on.
The potential numbers are:
3 3 6 11 12 16 17 18 19
We compare 6 with the second element 3. As 3 != 6, we remove 3.
The potential numbers are:
3 6 11 12 16 17 18 19
We compare our target 6 with the first (3rd) element 3. As 3 != 6, we move on.
The potential numbers are:
6 11 12 16 17 18 19
We compare our target 6 with the first (3rd) element 3. As 6 == 6, we found our target and terminate the search process.
Complexity
- Worst case time complexity: O(N)
- Average case time complexity: O(N)
- Best case time complexity: O(1)
- Space complexity: O(1)
In theory, Linear search in average makes
n/2 comparisons where
n is the number of elements in the set. At the most, linear search algorithm takes
n comparisons.
In terms of implementation, linear search algorithm takes
2n+1 comparisons (
n to check if target element is found and
n+1 comparisons to check if end of list is reached) in the worst case. With optimizations, we can make
n+1 comparisons in the worst case.
Visual run
Implementations
Implementation of Linear search algorithm in 17 languages that includes
C,
C++,
Java,
C#,
Clojure,
Go,
Haskell,
JavaScript,
Kotlin,
Meta,
Nim,
PHP,
Ruby,
Rust,
Scala and
Swift.
- C
- C++
- Java
- C#
- Clojure
- Go
- Haskel
- JavaScript
- Kotlin
- Meta
- Nim
- PHP
- Python
- Ruby
- Rust
- Scala
- Swift
C
#include <stdio.h> /* * Part of Cosmos by OpenGenus Foundation * Input: an integer array with size in index 0, the element to be searched * Output: if found, returns the index of the element else -1 */ int search(int arr[], int size, int x) { int i=0; for (i=0; i<size; i++) if (arr[i] == x) return i; return -1; } int main() { int arr[] = {2,3,1,5}; // Index 0 stores the size of the array (initially 0) int size = sizeof(arr)/sizeof(arr[0]); int find = 1; printf("Position of %d is %d\n", find, search(arr,size,find)); return 0; }
C++
/* * Part of Cosmos by OpenGenus Foundation * Author: Visakh S * Github: visakhsuku * Input: The number of elements in an array, The element to be searched, An integer array. * Output: if found returns "found" else "not found", using the sentinel linear search algorithm. */ #include <iostream> #include <vector> using namespace std; void sentinelLinearSearch(std::vector<int> v,int n,int x) { int last,i=0; last=v[n-1]; v[n-1]=x; while(v[i]!=x) i++; if(i<n-1||last==x) cout<<"found"; else cout<<"not found"; } int main() { ios_base::sync_with_stdio(false);cin.tie(NULL); int n,x,input; std::vector<int> v; cin>>n>>x; for (int i = 0; i < n; ++i) { cin>>input; v.push_back(input); } sentinelLinearSearch(v,n,x); return 0; }
Java
// Part of Cosmos by OpenGenus Foundation import java.util.Scanner; /** * The {@code LinearSearch} class is the simplest of the searching * algorithm. The goal of the algorithm is to check the existence of an * element in the given array. * How it works * {@code LinearSearch} goes through each element of the given array until * either the element to be searched is found or we have reached the end * of the array. * Complexity * Time Complexity -> O(n) * Space Complexity -> O(1) * * @author Cosmos by OpenGenus Foundation */ class LinearSearch { /* * Searches for key in the given array. Returns the index within this * array that is the element searched for. * @param arr * Array that is the source of the search. * @param key * The number to be searched for in the array. * @return the index of the element, else -1. */ static int linearSearch(int arr[], int key) { for (int i = 0; i < arr.length; i++) { if (arr[i] == key) return i; } return -1; } /* * A recursive implementation of {@link #linearSearch()} * @param arr * Array that is the source of the search. * @param key * The number to be searched for in the array. * @return A recursive call to {@link #recursiveLinearSearch()} */ static int recursiveLinearSearch(int arr[], int key) { return recursiveLinearSearch(arr, key, 0); } private static int recursiveLinearSearch(int arr[], int key, int index) { // Key not found at all. if (index == arr.length) return -1; // Key found at current index. if (key == arr[index]) return index; // Else, keep moving through indices return recursiveLinearSearch(arr, key, index + 1); } public static void main(String args[]) { // Object of scanner class to take input. Scanner sc = new Scanner(System.in); System.out.println("Enter the size of the array to be searched"); int size = sc.nextInt(); int arr[] = new int[size]; // Loop to take input. for(int i = 0; i < size; i++) { System.out.println("Enter the element number " + (i + 1) + " of the array"); arr[i] = sc.nextInt(); } System.out.println("Enter the number you want to find"); int key = sc.nextInt(); System.out.println("Position of " + key + " is " + linearSearch(arr, key)); System.out.println("Position of " + key + " is " + recursiveLinearSearch(arr, key)); } }
Tab 4
// Part of Cosmos by OpenGenus public class LinearSearch { public static void Main(string[] args) { int[] items = new int[] { 10, 12, 52, 634, 24, 743, 234, 7, 25, 742, 76, 25};
int itemToFind = 634; int itemIndex = linearSearch(items, itemToFind); if(itemIndex != -1) System.Console.WriteLine(itemToFind + " found at " + itemIndex); else System.Console.WriteLine(itemToFind + " not found!"); } public static int linearSearch(int[] items, int itemToFind) { for(int i = 0; i < items.Length; i++) { if(items[i] == itemToFind) { return i; } } return -1; } }
; generally in list processing languages we ; we don't work with indices but just in case ; you wanted to find position of element from list head (defn linear-search-list "Returns the position of the list element from head" ([tlist elem] ;tlist is a linked list (linear-search tlist elem 0)) ([[x remm] elem idx] (if (= x elem) idx (recur remm elem (inc idx))))) ;recursive call with remaining list & args
(defn linear-search-in-vec "Function takes persistent vector and searches for elem" ([tvec elem] (linear-search-in-vec tvec elem idx)) ([tvec elem idx] (if (= elem (get tvec idx)) idx (recur tvec elem (inc idx))))) ;Example usage (linear-search (list 1 2 3 4 5) 4) (linear-search-in-vec (vector 1 2 3 4 5 6) 4)
package main import ( "fmt" )
func main() { arr := []int{1, 3, 45, 56, 8, 21, 7, 69, 12} find := 56 index := search(arr, find) if index != -1 { fmt.Printf("%d found at index %d", find, index) } else { fmt.Printf("%d not found!", find) } } func search(arr []int, x int) int { for i, n := range arr { if n == x { return i } } return -1 }
linearsearch :: (Eq a) => [a] -> a -> Maybe Int linearsearch [] _ = Nothing linearsearch (x:xs) y = if x == y then Just 0 else (1 +) <$> linearsearch xs y
/* * Part of Cosmos by OpenGenus Foundation * Input : An integer array and the element to be searched * Output : If found returns the index of element or else -1 * Example : * var index = linearSearch([1, 2, 3, 4, 7, 8], 8); * */ function linearSearch(arr, element) { for (var i = 0; i < arr.length; i++) { if (arr[i] === element) { return i; } } return -1; }
// Part of Cosmos by OpenGenus Foundation
fun <T> linearSearch(array: Array<T>, key: T): Int? { for (i in 0 until array.size) { if (array[i] == key) { return i } } return null } fun main(args: Array<String>) { val sample: Array<Int> = arrayOf(13, 17, 19, 23, 29, 31, 37, 41, 43) val key = 23 val result = linearSearch(sample, key) println(when (result) { null -> "$key is not in sample" else -> "Position of $key is $result" }) }
(* Part of Cosmos by OpenGenus Foundation *)
let rec linear_search x = function | [] -> -1 | hd :: tl when hd == x -> 0 | hd :: tl -> 1 + (linear_search x tl);;
proc linear_search[T](collection: seq[T], item: T): T = for i in 0..(collection.len() - 1): if collection[i] == item: return i return -1
let s = @[42, 393, 273, 1239, 32] echo linear_search(s, 273) # prints "2" echo linear_search(s, 32) # prints "4" echo linear_search(s, 1) # prints "-1"
echo sprintf("Position of %d is %d\n", $search = 33, linearSearch($array = [7, 11, 13, 33, 66], $search));
''' Part of Cosmos by OpenGenus Foundation ''' def linear_search(arr, x): for i in range(len(arr)): if arr[i] == x: return i return -1 arr = [] while True: inp = raw_input("Enter a number (non number to stop):") if not inp.isdigit(): break arr.append(int(inp))
find = int(raw_input("Enter the number you want to find: ")) print "Position of " + str(find) + " is " + str(linear_search(arr, find))
# Part of Cosmos by OpenGenus Foundation
items = [5, 10, 34, 18, 6, 7, 45, 67] target = 7 #Returns a boolean that indicates whether the target item is contained within #the given list. def linear_search(list, target) #Iterate over each item in the list list.each do |item| return true if item == target end false end found = linear_search(items, target) if found puts "Found '#{target}'!" else puts "'#{target}' was not found." end
fn search(vec: &[i32], n: i32) -> i32 { for i in 0..vec.len() { if vec[i] == n { return i as i32; // Element found return index } } return -1; // If element not found return -1 }
fn main() { let arr = vec![1, 3, 45, 56, 8, 21, 7, 69, 12]; let num = 56; let index = search(&arr, num); if index != -1 { println!("Found {}, at index {}", num, index); }else { println!("{} not found!", num) } }
/* Part of Cosmos by OpenGenus Foundation */
object LinearSearch extends App { def linearSearch[A: Equiv](list: List[A], element: A): Option[Int] = { list match { case Nil => None case head :: tail => if (head == element) Some(0) else (linearSearch(tail, element).map(_ + 1)) } } val list = (0 to 1000) map (_ => scala.util.Random.nextInt(1000)) val element = scala.util.Random.nextInt(1000) val output = linearSearch(list.toList, element) Console.println(s"Index: $output") }
// // linear_search.swift // test // Created by Kajornsak Peerapathananont on 10/14/2017 BE. // Copyright © 2560 Kajornsak Peerapathananont. All rights reserved. // Part of Cosmos by OpenGenus Foundation
import Foundation /* Input : array of item and the element that want to be search Output : index of element (if found) or else -1 */ func linear_search<T : Equatable>(array : [T], element : T) -> Int{ for (index, item) in array.enumerated() { if(item == element){ return index } } return -1 }
Optimizations
The simple Linear search algorithm can be modified in small respects to get an optimized results:
Optimization 1: Linear search with a sentinel
The basic algorithm above makes two comparisons per iteration
By adding an extra record
w to the list (a sentinel value) that equals the target, the second comparison can be eliminated until the end of the search, making the algorithm faster. The search will reach the sentinel if the target is not contained within the list.
In practice, this optimization makes
n+1 comparisons in the worst case.
Steps:
- Step 1: Set
ito
0.
- Step 2: If
Li = T, go to step 4.
- Step 3: Increase
iby
1and go to step 2.
- Step 4: If
i < n, the search terminates successfully; return
ielse, the search terminates unsuccessfully.
Optimization 2: Linear search in an ordered table
If the list is ordered such that
L0 ≤ L1 ... ≤ Ln−1, the search can establish the absence of the target more quickly by concluding the search once
Li exceeds the target. This variation requires a sentinel that is greater than the target.
Steps:
- Step 1: Set
ito
0.
- Step 2: If
Li ≥ T, go to step 4.
- Step 3: Increase
iby
1and go to step 2.
- Step 4: If
Li = T, the search terminates successfully; return
ielse, the search terminates unsuccessfully.
Applications
Linked List is the preferred search algorithm in the following cases:
- List contains
few elements(exact number depends on usage factors).
- List is
unordered.
- If the
content of the list change frequently,
repeated re-organizationcan be an overload. In such a case, linear search is the preferred search algorithm.
Conclusion
In theory other search algorithms may be faster than linear search but in practice even on medium-sized arrays (around 120 items or less) it might be infeasible to use anything else. On larger arrays, it is adviced to use faster search methods as if the data is large enough, the initial time to prepare the data is comparable to many linear searches. | https://iq.opengenus.org/linear-search-algorithm/ | CC-MAIN-2019-47 | refinedweb | 2,205 | 60.75 |
Updates Archives
Monthly updates for September 2019
Azure Sphere Preview—Update 19.09 is now available for evaluation
The Azure Sphere Preview 19.09 feature release is now available via the retail evaluation feed. The retail evaluation is meant for backwards compatibility testing. Use the retail evaluation feed to verify production-signed applications against the new release before we deploy it broadly on the retail feed...
Azure HPC Cache is now in preview
Azure HPC Cache, a high-performance file cache with an aggregated namespace that reduces latency between storage and Azure compute for heavy read workloads, is now in preview.
Azure Private Link is now available in preview
Target availability: Q3 2019
Connect to services in your Azure virtual networks more securely and privately with Azure Private Link, now available in preview.
Azure Backup support for large disks up to 30 TB is now in public preview
Announcing the public preview support for larger and more powerful Azure Managed Disks of up to 30 TB size. Blueprints—NIST.
Updates by date
Tell us what you think of Azure and what you want to see in the future.Provide feedback
Azure is available in more regions than any other cloud provider.Check product availability in your region | https://azure.microsoft.com/en-us/updates/2019/09/?status=inpreview | CC-MAIN-2020-34 | refinedweb | 207 | 61.56 |
score:23
Let's say the file you're keeping your data in is called "file.js."
var text = "Hello world!"; //In file.js
Below this line, You must export this variable so that it can be imported in the React code:
module.exports = {data: text} //In file.js
The string is stored as an object called "data." You then import the contents of "file.js" in the file you wish to use it, let's say App.jsx".
import file from './file.js'; //In App.jsx
The contents of the object you exported in the other file is being stored as the variable "file" here. You can then convert the contents of "file" to an object:
var str = file.data; //"data" is the object within "file"
Your string, "Hello world!", is now stored within the variable str.
Hope this helps!
score:27
You need to export Jobs from jobs.js in order to import it into another module. And jobs.js doesn't need to be a function if your just exporting static data. So, you can make jobs.js look like this:
export default { jobs: [ { jobType: "Web developer", desc: "Creates website" }, { jobType: "Bin Man", desc: "Collects bins" } ] };
Then you can import it like so:
import Jobs from './data/jobs.js';
Or:
var Jobs = require('./data/jobs.js').default;
If you want to require with normal commonjs syntax then you can make jobs.js like this:
module.exports = { jobs: [ { jobType: "Web developer", desc: "Creates website" }, { jobType: "Bin Man", desc: "Collects bins" } ] };
Which allows you to require like so:
var Jobs = require('./data/jobs.js');
Source: stackoverflow.com
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- redux state not updating despite action firing | https://www.appsloveworld.com/reactjs/100/9/how-import-object-from-external-js-file-in-react-js-using-web-pack | CC-MAIN-2022-40 | refinedweb | 974 | 59.84 |
You can picture a suite as a hierarchical structure very similar to a unix
file system, where the families are the directories and the tasks are the files.
The suite is a family with some extra attributes (See Dates and Clocks).
Like directories, families can themselves contain other families.
And like directories, there can be many tasks with the same name, as long as
they are in different families.
Unless you tell ecFlow where to find specific files, the default behaviour
is to expect the file structure to reflect the structure of the suite.
Ecf Script
In suite definition below we will create a family f1 with two tasks t1 and t2.
In this case you will have to create a directory $HOME/course/test/f1,
and move t1.ecf and t2.ecf into it.
Conversely, the ecFlow jobs and the outputs will be created in this directory.
Because we have moved the scripts to another directory, ecFlow will not find
the scripts.
We could modify the scripts to search the include file two directories up,
but this would be very cumbersome.
that points to the directory containing the include files. See pre-processing
Whenever angled brackets are used, ecFlow first looks to see if ECF_INCLUDE
variable is specified. If the variable exists, it checks to see if file
%ECF_INCLUDE%/head.h exists, otherwise it looks for %ECF_HOME%/head.h
This has the added advantage that specific includes files can be placed under
ECF_INCLUDE, and includes file common to many tasks can placed in
ECF_HOME. For more details see directives.
We need to do the following changes to the ecf script‘s.
from:
%include "../head.h" echo "I am part of a suite that lives in %ECF_HOME%" %include "../tail.h"
to:
%include <head.h> echo "I am part of a suite that lives in %ECF_HOME%" %include <tail.h>
suite‘s, family‘s and task‘s are called node‘s.
Text
# Definition of the suite test. suite test edit ECF_INCLUDE "$HOME/course" # replace '$HOME' with the path to your home directory edit ECF_HOME "$HOME/course" family f1 task t1 task t2 endfamily endsuite
Python
If you are using the Suite Definition API: Update $HOME/course/test.py
$HOME/course/test.py
import os from ecflow import Defs,Suite,Family,Task,Edit def create_family_f1(): return Family("f1", Task("t1"), Task("t2")) print("Creating suite definition") home = os.path.join(os.getenv("HOME"), "course") defs = Defs( Suite("test", Edit(ECF_INCLUDE=home,ECF_HOME=home), create_family_f1())) print(defs) print("Checking job creation: .ecf -> .job0") print(defs.check_job_creation()) print("Saving definition to file 'test.def'") defs.save_as_defs("test.def")
The hierarchy is shown as a tree in ecflow_ui
What to do
- Update the suite definition
- Create the directories needed, move the ecf script‘s
- Edit the script to include head.h and tail.h from the
ECF_INCLUDEdirectory.
- Replace the suite
python: python test.py
python client.py
text: ecflow_client --suspend=/test ; ecflow_client --replace=/test test.def
- View the suite in ecflow_ui , notice the tree structure. You may have to unfold test and f1 to see the tasks.
1 Comment
Avi Bahra
Alternative styles that produce the same definition: | https://confluence.ecmwf.int/display/ECFLOW/Families | CC-MAIN-2019-30 | refinedweb | 522 | 67.35 |
Closed Bug 488414 Opened 13 years ago Closed 13 years ago
TM: investigate if it is sound to call js
_Generate Shape from the trace
Categories
(Core :: JavaScript Engine, defect, P1)
Tracking
()
People
(Reporter: igor, Assigned: igor)
References
Details
(Keywords: fixed1.9.1, Whiteboard: fixed-in-tracemonkey)
Attachments
(1 file, 5 obsolete files)
Currently record_SetPropHit adds to the trace code to call js_AddProperty. That in turn may call js_AddScopeProperty which in turns calls js_GenerateShape. When shape overflows, the latter calls js_GC(). Is it expected?
Looks like a js_LeaveTrace is needed, at the least. /be
Flags: blocking1.9.1?
I suspect a good solution to this and other cache bugs would be to change js_GenerateShape not to call js_GC. Rather on shape overflow it should just disable the cache and schedule the GC to happen at a later point.
Along the same lines, we shouldn't renumber shapes at every GC. We should use a separate heuristics for that.
I am going to implement that idea of just scheduling, not running, the GC from js_GenerateShape. It still would mean that the trace that calls js_AddProperty must guard that shape has not overflow, but that is simple.
Assignee: general → igor
Priority: -- → P2
Flags: blocking1.9.1? → blocking1.9.1+
If we want this for 3.5 it has to be P1 and blocking b4 IMO. This is going to allow GC-ing during trace execution. Lots of potential fallout. Brendan thinks it might be possible to hack this short-term though.
P1 for now
Priority: P2 → P1
To Robert Sayre: I have a patch that I can finish today, but it depends on 487039. If that sounds OK, I would suggest to make that bug P1 as well.
Igor: if that's the case, please re-nominated bug 487039 with a reason in that bug.
The patch implements that idea of just scheduling, not calling the GC on the shape overflow. The most unclear part is js_AddProperty built-in changes. Currently the function returns false both to indicate OOM error and simple property mismatch. The jited code guards towards the OOM_EXIT on false. Assuming that this is the right thing to do, the patch also make function to return false on shape overflow.
(In reply to comment #9) > Created an attachment (id=373478) [details] > v1 - work in progress This patch is build on top of the patch from bug 487039 comment 19.
Attachment #373478 - Attachment is patch: true
Attachment #373478 - Attachment mime type: application/octet-stream → text/plain
The new version fixes the nested GC lock that v1 has and makes sure that single-threaded build compiles and avoids useless gcLocked flag in function signatures.
Attachment #373478 - Attachment is obsolete: true
Asking for comments on js_AddProperty built-in changes - is just returning false on shape overflow is the right thing there?
Attachment #373479 - Attachment is obsolete: true
Attachment #373567 - Flags: review?(gal)
Attachment #373567 - Flags: review?(gal)
Attachment #373567 - Flags: review?(brendan)
Attachment #373567 - Flags: review+
Comment on attachment 373567 [details] [diff] [review] v3 I like it. The "Updated by js_GenerateShape" is unclear to me. Could you extend that comment? Brendan should look at this too. Shouldn't we use ATOMIC_INC from PR for concurrent updates to shapeGen?
The new patch updates comments to make it clear that, compared with js_GenerateShape, js_RegenerateShapeForGC does not need to do atomic increments. It also fixed a bug where gcIsNeeded would be cleared by SET_SLOT pseudo-GC runs.
Attachment #373567 - Attachment is obsolete: true
Attachment #373577 - Flags: review?(brendan)
Attachment #373567 - Flags: review?(brendan)
Comment on attachment 373577 [details] [diff] [review] v4 >+#ifdef JS_THREADSAFE >+# define js_TriggerAllOperationCallbacks(rt, gcLocked) \ >+ js_TriggerAllOperationCallbacks (rt, gcLocked) >+#else >+# define js_TriggerAllOperationCallbacks(rt, gcLocked) \ >+ js_TriggerAllOperationCallbacks (rt) >+#endif The space hack is a little too cute, but why use it at all #ifdef JS_THREADSAFE? Rather, define the macro only for !JS_THREADSAFE. >+js_IsDisabledPropertyCache(JSContext *cx) Rename to js_IsPropertyCacheDisabled. >+#ifdef JS_THREADSAFE >+# define js_GenerateShape(cx, gcLocked) js_GenerateShape (cx, gcLocked) >+#else >+# define js_GenerateShape(cx, gcLocked) js_GenerateShape (cx) >+#endif Same comment as above. >@@ -3445,29 +3462,31 @@ js_GC(JSContext *cx, JSGCInvocationKind > > /* > * We assume here that killing links to parent and prototype objects > * does not create garbage (such objects typically are long-lived and > * widely shared, e.g. global objects, Function.prototype, etc.). We > * collect garbage only if a racing thread attempted GC and is waiting > * for us to finish (gcLevel > 1) or if someone already poked us. > */ >- if (rt->gcLevel == 1 && !rt->gcPoke) >+ if (rt->gcLevel == 1 && !rt->gcPoke &&! rt->gcIsNeeded) &&! => && ! > goto done_running; > > rt->gcLevel = 0; > rt->gcPoke = JS_FALSE; > rt->gcRunning = JS_FALSE; > #ifdef JS_THREADSAFE > rt->gcThread = NULL; > #endif > gckind = GC_LOCK_HELD; > goto restart_at_beginning; > } > >+ /* Clear gcIsNeeded now, when we are about to start a normal GC cycle. */ >+ rt->gcIsNeeded = JS_FALSE; > JS_UNLOCK_GC(rt); > > #ifdef JS_TRACER > if (JS_ON_TRACE(cx)) > goto out; > #endif Is the gcIsNeeded = false premature in light of the JS_TRACER code? >@@ -124,18 +121,17 @@ js_FillPropertyCache(JSContext *cx, JSOb > jsuword vword; > ptrdiff_t pcoff; > jsuword khash; > JSAtom *atom; > JSPropCacheEntry *entry; > > JS_ASSERT(!cx->runtime->gcRunning); > cache = &JS_PROPERTY_CACHE(cx); >- pc = cx->fp->regs->pc; >- if (cache->disabled || (cx->fp->flags & JSFRAME_EVAL)) { >+ if (js_IsDisabledPropertyCache(cx) || (cx->fp->flags & JSFRAME_EVAL)) { Separate bug: turning off the cache from eval is no longer necessary, given the scripsToGC-based garbage collection of eval-compiled scripts, your fix to avoid caching non-global natives at the end of the scope chain (subsuming with statement disabling), and other fixes. Or so it seems to me! Could you file if you concur? Thanks. >+ if (js_IsDisabledPropertyCache(cx)) { >+ /* >+ * js_GenerateShape could not recover from shape's s/shape's/rt->shapeGen's/ >+ sprop_changed: >+ oom_exit: > JS_UNLOCK_SCOPE(cx, scope); > return JS_FALSE; Looks good -- could use do-while(0) with break to avoid gotos, not sure it's any simpler. js_AddProperty is BOOL_RETRY (please correct me if I'm wrong) so failing causes the triggered trace to exit back to the interpreter, to retry the add. >+#ifdef JS_THREADSAFE >+# define js_TriggerGC(cx, gcLocked) js_TriggerGC (cx, gcLocked) >+#else >+# define js_TriggerGC(cx, gcLocked) js_TriggerGC (cx) >+#endif Ditto early comment on space hack confinement to !JS_THREADSAFE. Great to have the deferred trigger machinery -- I needed it during Firefox 3 propcache dev era, should have done it then for shape gen at least (sans operation callback changes for Fx3.5). /be
Attachment #373577 - Flags: review?(brendan) → review+
addressing all the issues from the comment 15 In js_AddProperty built-in I replaced all those different goto labels by single exit_trace. The build it is bool_retry indeed. An alternative version using do-while(0) (or rather for(;;) { ... return true; }) was uglier IMO due to excessive indentation.
Attachment #373577 - Attachment is obsolete: true
Attachment #373590 - Flags: review+
Pushed to tracemonkey>
The new patch adds missing JS_TREADSAFE ifdef around JS_ASSERT(cx->requestDepth > 0) in js_TriggerGC.
Attachment #373590 - Attachment is obsolete: true
Attachment #373632 - Flags: review+
Whiteboard: fixed-in-tracemonkey
Status: NEW → RESOLVED
Closed: 13 years ago
Resolution: --- → FIXED
This failed to build with liveconnect enabled. See and
The type should be uint32 not jsuint. /be | https://bugzilla.mozilla.org/show_bug.cgi?id=488414 | CC-MAIN-2021-43 | refinedweb | 1,147 | 56.05 |
.
In today’s post I will cover schemas. Schemas were introduced in SQL Server 2005, each schema is basically a distinct namespace in a database. A schema exists independently of the database user who created it. A schema is simply a container of objects. The owner of a schema can be any user, the ownership of the schema is transferable.
Let’s see how this all works, first create a new login name Denis with a highly secure password
To run all this code correctly, you should have two connections to the database we will create, one connection should be your admin connection, the other connection should be connected as this new user we just created.
Now create a new database named SalesStuff
Inside the SalesStuff database create a new user which is mapped to the login Denis
Create a schema in the SalesStuff database named Sales, also create a table named Orders in that schema
CREATE SCHEMA Sales GO CREATE TABLE Sales.Orders (OrderID int, OrderDate date, OrderAmount decimal(30,2))
Now login to the database with the Denis account and run the query below
You should see the following error.
Msg 208, Level 16, State 1, Line 1
Invalid object name ‘orders’.
The problem is that when you login, your default schema is not Sales and so the Orders table can’t be found. Prefix the table with the schema and try again
You get this error message
Msg 229, Level 14, State 5, Line 1
The SELECT permission was denied on the object ‘Orders’, database ‘SalesStuff’, schema ‘Sales’.
We need to give the Denis user select permissions for this table. Login as the admin and run the query below
That query gave the user Denis select permissions on all tables in the Sales schema. Notice the double colon syntax, that is how you need to grant, deny and revoke permissions. If you run the select query again, you will get back an empty resultset.
Let’s try to do an insert
As expected, that fails also
Msg 229, Level 14, State 5, Line 1
The INSERT permission was denied on the object ‘Orders’, database ‘SalesStuff’, schema ‘Sales’.
Go back to the admin query window, run the query below to give the insert permissions
If you try the insert again, it will succeed
Remember how we tried to select from the table without specifying the schema? Let’s try that again
Msg 208, Level 16, State 1, Line 1
Invalid object name ‘Orders’.
Same error, let’s fix that
Go back to the admin query window and execute the query below
We just made the Sales schema the default schema for the user Denis. Now if we specify the schema or if we omit the schema, we get back the same result
Go back to the admin connection and create this stored procedure
Go to the query window for the user Denis and run the proc
Msg 229, Level 14, State 5, Procedure prtest1, Line 1
The EXECUTE permission was denied on the object ‘prtest1’, database ‘SalesStuff’, schema ‘dbo’.
As you can see, we don’t have execute permissions for the stored procedure.
Bring up the admin query window and give Denis execute permissions on the schema
Now if you try to execute the proc from the connection which is logged in as Denis it succeeds
Go back yet again to the admin query window and create another stored procedure
Now if you go back to the connection for user Denis and execute the proc we just created, it also is successful.
As you can see, once you have execute permissions on a schema, you don’t have to go and explicitly give execute permissions for every stored procedure
To see all the tables that you have select permissions on, you can run the query below from the connection logged in as Denis. It will return 1 if you have select permissions or 0 if you don’t
SELECT HAS_PERMS_BY_NAME (QUOTENAME(SCHEMA_NAME(schema_id)) + '.' + QUOTENAME(name), 'OBJECT', 'SELECT') AS have_select, name FROM sys.tables
Output
—————
1 Orders
For procs it will return 1 if you have execute permissions, if you don’t have execute permissions then the proc is not returned. Run the query below from the connection logged in as Denis
SELECT HAS_PERMS_BY_NAME (QUOTENAME(SCHEMA_NAME(schema_id)) + '.' + QUOTENAME(name), 'OBJECT', 'exec') AS have_select, name FROM sys.procedures
Output
—————
1 prtest1
1 prtest2
As you can see you get 2 rows back
No go back to the admin connection and deny execute on the schema
Run the query below from the connection logged in as Denis
SELECT HAS_PERMS_BY_NAME (QUOTENAME(SCHEMA_NAME(schema_id)) + '.' + QUOTENAME(name), 'OBJECT', 'exec') AS have_select, name FROM sys.procedures
As you can see nothing is returned at all
So what is so cool about schemas anyway?
When you start using schemas, you have a way to logically group a bunch of objects together. For example if you have a Sales and a Marketing schema then if you need to find a specific table that has something to do with Sales, you don’t have to look up and down in object explorer to find the table, it should be sorted under the sales schema. Permissions are also easier, you give the sales person permission to the Sales schema and if new tables are added he or she will have the select permission the moment the table is created.
When using schemas you now can have a table named Customers in both schemas without a problem and each will hold data just for the department that uses the schema the table is in.
Read more
This was just a small overview, I did not cover all the things you need to know about schemas in SQL Server. Take a look at SQL Server Best Practices – Implementation of Database Object Schemas to get some more details about how to use schemas.
Thank you. This post is very helpful. In your opinion, what is the benefit of schemas over having a database for sales and a database for marketing? You would be able to keep tables organized and achieve the same permission control. I appologize for my ignorance I would just rather switch databases when I need sales data rather than prefacing all my tables with a specific schema unless I am missing something.
Thanks again! | http://blogs.lessthandot.com/index.php/datamgmt/datadesign/sql-advent-2011-day-4/ | CC-MAIN-2017-47 | refinedweb | 1,055 | 62.92 |
Perl 6 Language
ceil
and
floor
Ingo Blechschmidt wondered if
ceil and
floor would
be in the core. Warnock applies, although Unicode operators would let me
define circumfix
\lfloor
\rfloor (although I only
know how to make those symbols in TeX.). Hmmm...using TeX to write Perl 6
code is an interesting idea. At least then I could figure out how to make all
the special symbols. Maybe someone should make a package for that.
s///
object?
Stevan Little wanted to know if
s/// could return some sort of
magic object to poke or prod. Larry said "no".
Markup-Like Features
Michele Dondi asked if Perl 6 would have markup-like features in it. Luke Palmer asked for a more full explanation of what he meant. Warnock applies.
The
Many Moods of
does
Thomas Sandlaß wondered if anyone would actually write S14 or if
does ate up
tie/
bless, enumerating the
many powers of
does. Larry explained that
does will probably have
mutated
bless and then explained the contexts under which
does performs each of its powers.
Even More Moods of
does
To follow up on his question about
does, Thomas Sandlaß wondered about
is, specifically whether it stubbed or initialized its variable.
Larry explained that
is would probably initialize its variable and explained
how to use
is Ref to stub but not initialize something.
Perl 5 -> Perl 6 Converter
Adam Kennedy dropped a line to the list about PPI 0.903, which could form a
good base for a Perl 5 to Perl 6 converter. Larry explained that he is actually
using PPD (the actual Perl parser) to construct such a tool. He also explained how he was going to do it. Actually, it's a really cool
approach for those of you who like elegant design approaches. You should check
it out. I'll give you a hint: it starts by writing a glorified version of
cat.
p5 Library Compatibility?
Andrew Savige wondered if p6 would maintain the interface for most p5 libraries. chromatic almost died of fright from the suggestion. Juerd suggested a deprecated namespace for such things. Larry gave him a Ponie instead. Later, Larry thought that perhaps a special namespace for those libraries that could be automatically converted might be appropriate.
Importing Constants and Header Files
Song10 wondered if there was an easy way to import constants from a module and not have to specify their full scope in the includers file. Larry explained that p6 will have "policy" modules which would allow this. He then began to let his mind explore the possibility of allowing these modules to return a string to evaluate in the user's scope. Then he realized how nasty textual inclusion was in C and C++, and figured that a hygienic policy would be better.
Giving Lists More Operators
Juerd constructed a table of string, integer, and list operators. He noticed that the list section had blank spots where string and integer both had items. He then suggested quite a few more operators to fill these blanks. This morphed into a discussion of code complexity and reading code.
String Pain
Chip wondered what exactly set
str apart from
Str
and the impact this difference had on Unicode support. Larry and Rod Adams explained that
str specifies a raw bytes view of strings and requires explicit
casts between different Unicode levels.
xx
on Coderefs
Luke Palmer wondered if the
xx operator could include
overloading to run a coderef repeatedly and slap the results together. Others
liked it, but there was no word from on high.
Running Pugs
Adam Preble had some strange problems with Pugs'
make install
target. Warnock applies.
Manipulating Many Dimensional Hashes
Zhuang Li wanted to know how to manipulate hashes of unknown dimension. Luke Palmer provided the answer.
Semantics of Currying
Yuval Kogman has been implementing currying in Pugs. As such, he has found some of the under-specified corner cases. Thus he, Larry, Luke Palmer, and Thomas Sandlaß delved into these mysteries.
Multi-paradigmatic Perl 6
Someone named Eddie posted a fairly long message to p6l on the Google Groups interface suggesting that Perl 6 support delegation and other programming paradigms. Sadly, no one told him that it already does both of those things, because nobody saw his email. Google Groups does not send messages back to the list.
NB for Pugs on Low Memory Machines
Adam Preble posted a helpful warning about installing Pugs on machines with less than 200 MB of memory. Unfortunately he also posted it to Google Groups. People should stop doing that. Is there some way to tell Google to prevent them from doing that?
PLEAC
Tim Bunce suggested that people could add programming examples to PLEAC for Perl 6. Of course they should run in Pugs if they are being released to the world at large.
Annotating Code with Documentation
Chip wants to be able to document his code by attaching documentation directly to it. This would allow for nifty introspective features. Larry pointed out that code will have access to the surrounding POD.
Typo in S03
Aaron Sherman pointed out a typo in S03. Luke Palmer explained that dev.perl.org did not mirror the svn tree just yet. Juerd found one too and received the same answer. This time, though, Robert Spier put in the necessary magic so that dev.perl.org would update from svn.perl.org.
Optimization Hints
Yuval Kogman noted that Perl 6 has some ability to provide lexically scoped hints and suggested a few more things that might be hintable. Larry opened the door for him to try to design such features.
S29 Update
Rod Adams' efforts to update S29 continue to push a very large thread about things including numification of strings and various core operators.
String Positions
Aaron Sherman wanted a more OO way to look at the OS. Larry did not really agree but suggested that someone could create a proxy object which would reference all of those globals. Then a conversation about having units attached to numbers sprang up. That sounds like a good module to me.
modify
and
assign Operators
Andrew Savige wondered if there was a complete list of operators anywhere,
because he could not find
~^= (string xor) documented anywhere.
Larry explained that the assign should probably be a meta operator to allow for
better extensibility
p5 -> p6 Guide
Adam Preble wondered if there was a basic p5 -> p6 guide. Unfortunately he posted to Google Groups.
$_.method
vs
$self.method
The debate about whether
.method should mean
$self.method or
$_.method continued.
$self is still winning.
Typo Problems
It seems that Juerd has typing problems. He wanted to know if he could form a support group. Apparently he can only if he uses vim.
Renaming Flattening and Slurp
Terrence Brannon wants to change the terms "flatten" and "slurp" to something else. Larry told him that this usage was unlikely to change.
How Read-Only is Read-Only?
Chip wondered how deep read-only-ness or
is copy-itude went on
arguments. The answer appears to be: shallow. This led to a very long discussion
of how much type checking will actually occur.
pick
on Non-Junctions
Ingo Blechschmidt wondered what
pick would do on an array or a
hash. Many folk explained that it would remove and return an item or pair from
the container respectively. Larry commented that
pick on a hash
could be harder than it looks.
Built-in Multi Methods
Wolverian wondered if some of the common functions called on strings would actually be methods. Larry answered that they would more likely be multis to allow for easier extension.
Comparing Two References
Darren Duncan wanted to know if
=:= was the correct operator
for testing if two variables refer to the same object. Larry explained that it
was. This led to a debate about how easily people can deal with chains of
references in Perl 6.
Perl 6 Compiler
Pugs Test Failures
Will Coleda worriedly reported 115 failing subtests in Pugs. Stevan Little explained that this was normal for between releases and was really more of a TODO list than a problem.
Pugs Darcs Repo
Greg Buchholz noticed that the darcs repo for Pugs has trouble staying up to
date. Tupshin Harper suggested using
darcs whatsnew --look-for-adds
--summary to find the offending files.
BEGIN
{} Time
Autrijus wondered when
BEGIN should run. Markus Laire posted a
useful summary of when the various CAPITAL things should run. Larry confirmed
Autrijus' suspicion.
YAML Test Output
Nathan Gray wondered if he should change his tests log to YAML output. Stevan Little pointed him to Test::Harness::Straps, which can collect test output and transform it.
Semicolons in p6
Andrew Savige found some strange behavior with respect to statement separation in Pugs. He thought that perhaps semicolons had changed their status. They haven't.
Ugly Dog Meets Ugly Bird
Pugs r2^10 can compile p6 to imc which Parrot can run. I think I speak for everyone when I say "Wow. Nice work, Autrijus.".
String Interpolation and Various Special Variables
Andrew Savige noticed a couple of odd corner cases for string interpolation
in Pugs. This led to a discussion of which special variables (like
$!,
$/, and
$") will continue to
exist.
Code Coverage Metadata
Paul Johnson posted a list of requirements he would like to see satisfied so that he can easily generate Perl 6 coverage reports. Warnock applies.
Pugs Release
As is the fashion, Pugs went through two minor releases during this two week period: 6.0.13 and 6.0.14.
Text Editor Support for Perl 6
Darren Duncan suggested that it might be a good idea for people to begin
prepping their favorite text editors to handle Perl 6 syntax correctly. Why
stop at syntax? I know I want to be able to type
:perl6do in
vim.
Makefile.PL
Darren Duncan noticed that most things in Pugs use
Perl 6, while
Makefile.PL was still Perl 5. He suggested writing the
Makefile.PLs in various modules in Perl 6 also. He then began
work on a
Pugs::Makemaker module.
Pugs to Become a Perl 6 -> Parrot AST Compiler
Autrijus explained that he was planning on steering Pugs toward becoming a Perl 6 -> Parrot compiler which would interpret code (when Parrot is not available) by mapping imc to Haskell.
Pugs Re-org
Stevan Little suggested rearranging the Pugs repository a bit. The end
result is that modules which don't run in Pugs (yet) should go in
modules/ while those which do should go in
ext/.
YAPC::NA Pugs hack-a-thon
John Macdonald posted his plan for the
YAPC::NA Pugs hack-a-thon. His
description of the location makes me want to take time off work to go.
split
Semantics
Stevan Little found a bug in Pugs'
split. Autrijus fixed it,
but noted that he had not replicated the full, bizarre semantics of Perl 5
(which come from awk). Larry told him not to work too hard on it, as it would
probably work in Perl 6 through a separate function.
Statement Modifiers
A bug in Pugs' parsing led Autrijus to seek information from a higher authority. Larry explained the power of statement modifiers.
Parrot
Move
Perl Tests Out of
pmc/pmc.t
Steven Schubiger volunteered to reorganize
pmc/*.t last time. He
did it, and Leo applied the patches.
Areas of Focus
Chip, in a circumloquacious attempt to come up to speed, indirectly asked what design issues needed attention. Leo explained the CPS issues that bogged down Parrot of late.
Improving MinGW Docs
François Perrad provided a patch improving the documentation for building with MinGW. Leo applied part of it.
Moving
pmc2c2.pl or
pmc2c.pl
Matt Diephouse opened an RT ticket for cleaning up the file system
(specifically
pmc2c2?.pl).
The Learned Parrot
Christian Aperghis-Tramoni reported that he has had success using Parrot assembly as a teaching tool.
Performance and Parrot
Falcon posted a series of questions about Parrot in a fairly general sense. Unfortunately, because he posted it to Google Groups, Warnock applies.
First MMD call
Leo posted a first MMD call which uses an MMD PMC and a fair amount of hand-made calling conventions set up.
OpenBSD
atan2 Trouble
Steve Peters noticed that
atan2 on OpenBSD is not quite
right.
API Change
Leo changed various packfile functions to take an
Interp*
argument. This does change the embedding API, but it had to be done.
pmc2c2.pl Cleanup
Leo pointed out that
pmc2c2.pl was not functioning correctly on all
platforms. He put out a call for interested parties. Matt Diephouse provided a
patch to clean up the internals of
pmc2c2.pl a bit. Leo applied it.
Peter Sinnott returned a
$ that got lost in the shuffle, and
chromatic applied it. Matt went on to add better comments.
README.win32
Update
Klaas-Jan Stol provided an update to the
README.win32 directions.
Warnock applies.
SET_NON_ZERO_NULL
Chip wondered why Parrot had a SET_NON_ZERO_NULL macro and suggested
removing it. The answer was, of course, speed. On architectures with a zero null,
this can be a no-op allowing the use of
calloc(). Otherwise it has
to do something.
PMC Constants
Leo added support for
.const things to imc. Unfortunately, the
GC eats them so you can't use it yet.
Garbage Collection and Hash Creation
Cory Spencer's LISP implementation revealed a bug in the hash creation sequence. Leo fixed it.
MD5 Update
Nick Glencross provided an update to the MD5 library. Leo applied it.
Tcl Updates
Will Coleda has been updating Tcl. He moved the parser into a PMC. Then he tried to add octal and hex escapes only to discover missing transcodings. He also found missing hash functions, but Leo fixed that.
Logging IRC
Someone suggested that we start to log IRC. Chip suggested that this might not be cost effective as such logs are 99% dross and 1% value. He suggests instead that people paste the good part into emails for the list. I know that I, for one, would not volunteer to summarize IRC.
Segfault
Generating
config.fpmc
chromatic (as his Linux PPC is wont to do) found a bug in the build. He fixed it, and Leo applied the patch.
Lazy, Lazy Steve
Leo added a first implementation of a Lazy PMC for Autrijus to play with.
Win32
make install
François Perrad provided a patch fixing
MANIFEST.generated
for Win32. Warnock applies.
Parrot on Win32
Ron Blaschke spent some time fixing Parrot on Win32, extending it to provide a shared library.
mod_parrot
Jeff Horwitz released mod_parrot 0.2. It includes nifty features like the beginning of an interpreter pool.
C90 Cleanup
Peter Sinnott moved a few declarations further up. Leo applied the patch.
MMD on Argument Count
Leo added the ability to MMD on argument count and PMC types.
Documentation Typos
Offer Kaye fixed a few typos. chromatic applied the patch.
pmc
freeze.t
Leo admired the trickiness of Bernhard Schmalhofer in his
freeze implementation.
sys.t
failure on MinGW
François Perrad fixed a test failure on MinGW. Leo applied it.
Builtin Namespaces Issue
Peter Sinnott pointed out some failing tests. Leo fixed them.
locate_runtime_file
Error
Bob Rogers provide a patch to switch
PARROT_TEST to 1 by
default. Leo applied it.
Bytecode Re-entrance
Nigel Sandever had some questions about how Parrot and threading worked. Melvin Smith provided the answers.
Pugs Questions for Parrot FAQ
Nicholas Clark noted that the question of why bother with Parrot when one has Pugs has come up recently. The answer went into the Parrot FAQ: speed.
Pascal for Perl
Sven Schubert wondered if people had any suggestions for how to get PAPAgei (his Pacal for Parrot compiler) up and running quickly. Leo told him to stick with the tools he knows rather than going too far afield.
Infix Op Proposal
Leo posted his proposal for how to revamp infix ops. Nicholas Clark and Luke Palmer asked a few questions.
- Discussion
- MoaeDiscussion
Lexical Pad Depth
Cory Spencer wondered how to find the depth of the lexical pad stack. Leo told him.
Win32 Exit Codes
Ron Blaschke noticed that there were tests failing on Win32 because the exit code was not in the high 8 bits, but appeared directly. Leo suggested looking to Perl 5 for prior art on what to do.
Other Languages on Parrot
Bloves wondered if any other compilers were currently working toward targeting Parrot. I pointed him to Cardinal, a Ruby compiler for Parrot that appears dead.
Parrot64
Adam Preble wondered if there has been any work on Parrot for AMD64. The answer is: some, but nobody told him because he posted to Google Groups.
Parrot Win32-Setup
François Perrad provided a patch that creates a standard binary distribution for Win32. There was some debate over the name of the make target, but François is ready to send an updated version at Leo's command.
Calling Convention Abstraction
Leopold Toetsch proposed a calling convention abstraction that would allow Parrot to change its ABI a little more freely in the future. Roget Hale asked a few questions which Leo answered.
No 0 Size Arrays
Ron Blaschke noticed a broken Windows build, because of a 0 sized array. Leo fixed it.
Unicode String Literal Assertion Failed
Will Coleda discovered a failing assertion in
utf8.c. Leo fixed
it.
NCI Call Signature Change
Leo changed the call signature for NCI to make
I mean INTVAL
and
J mean Parrot Interpreter.
Builtin Infix Multis
Leo added support for MMD on infix multis.
touch
vs
utime
Chip asked if there was a reason that the
TOUCH variable
doesn't use
utime. Michael G. Schwern suggested ExtUtils::Command.
Steve Peters points out that
utime works only on existing
files.
make
imcc.l For Modern Flex
Chip opened a TODO for updating
imcc.l to modern flex.
Mac OS X Build Broken
Will Coleda reported a broken build on Mac OS X with undefined symbols. Leo found the cause and reverted it.
SVN Switch
After much debate, the decision to switch from CVS to SVN has happened. The move will include the removal of ICU as a dependency. Good progress has occurred on that front.
MD5 on 64 Bits
Nick Glencross has been hard at work trying to fix the MD5 library for 64-bit systems. It would be easier if he had access to one.
Python Version Guesswork
Ron Blaschke noticed that ActiveState Python reports its build as 2.4 instead of 2.4.0. He provided a patch to account for. | https://www.perl.com/pub/2005/04/p6pdigest/20050403.html | CC-MAIN-2017-39 | refinedweb | 3,086 | 67.15 |
I just found project in the Internet which I need to compile and understand how I can use those libraries;
But I just don't know how to compile it, because I don't understand how to include required libs.
I'm coding on Java just for three days, and I don't even understand how to include my own .java files to work together. (I was invoking bar() method from another Foo.java file like Foo.bar()).
I need somebody to tell me, or just give me a link to any quick guide how to do this without any additional soft (e.g. IDE). Just javac and java commands.
You are biting off a large piece here for someone that is just starting out.
After you make sure you know what a "package" is, you then need to understand the relationship between java packages and the directory structure of java source, class, and jar files; after that, we can introduce the concept of a "classpath". To attempt to short circuit that, I will attempt to tell you how to use these libraries by rote, so to speak, but it is difficult to tell how many things need to be explained when we can't talk about it. But I'll try. contains a link to a zip file that purports to have all the necessary libraries in it for the project you mentioned. Can I assume you know what a Zip file is and how to expand one? You should download this one, then extract the jar file from its root and the two jar files in its
lib directory. Put all three of those files in the directory where you intend to do execute javac.
In order to use a class from one of these (presumably you'll only be using classes from the webcam-capture jar), you'll need to know the package that file is in. For instance, the Webcam class is in com.github.sarxos, so to use that class, you would include the line
import com.github.sarxos.Webcam;
near the top of your own source file. Then you are allowed to use
Webcam in your source, and the compiler will know that you mean the Webcam class in that package.
In order to compile this, you have to let the compiler know where to find the class files. The compile line would look something like this:
javac -cp .;webcam-capture-0.3.10.jar;bridj-0.6.2.jar;slf4j-api-1.7.2.jar MyClass.java
(This is Windows syntax; if you're on an *nix system, you use ":" instead of ";".) We are assuming MyClass is in the "default" package; if it is in some other package, you must put its package qualification in as well as its name. You can not set your default directory down to where the source file is and skip entering the package name, you need to compile it from the "root" of your package names. This, incidentally, will not only compile MyClass but all classes MyClass refers to. Assuming it is the 'main' class in a java application, and that you don't do anything fancy about instantiating files with Class.forName(), this javac command will compile all the classes necessary for your program.
Once you get it to compile without errors, you can run it with the same classpath string:
java -cp .;webcam-capture-0.3.10.jar;bridj-0.6.2.jar;slf4j-api-1.7.2.jar MyClass
So this covers at least two meanings of "including a library"; it gives you an example of telling the compiler and then the runtime where to find the class files in a (jar) library, and I mentioned the "import" statement which, though not required, is standard practice for referring to other classes whether they're in a library or in your own code.
Good luck. | https://codedump.io/share/4mcH2ftcvlAz/1/how-to-import-library-in-java | CC-MAIN-2017-34 | refinedweb | 650 | 68.2 |
Tell us what you think of the site.
I have buddy who sculpted a mesh in zbrush.
we want to get the mesh into mudbox because hes been experiencing vertex reordering in zbrush.
its a nightmare.
i told him everything would be much easier in mudbox to do.
but the problem right now is.
when we export the highres sculpt from zbrush and the low res......
and then reimport the lowres into mudbox and then import the highres as a layer.
everything shoots off into space. execpt for the low level in mudbox.
can anyone help us get this model into Mudbox? with all the subdivision levels?
thank you.
visit
to see what 3d printing can do for you.
my personal website:
Core i7
Windows 7
24 gigs of RAM
Quadro 4000
Tesla c2070
3dsMax2013
Mudbox 2013
import lowres with clean uvs…
import highres…
bake a 32bit floating point displacementmap between them…
and displace the lowress with the “sculpt model using displacement” feature…
You can also create some AUV or GUV in Zbrush
Export high and low res meshes with those UVs
Import the low res into Mudbox
Subdivide that mesh to the same level as the high Res in Zbrush.
Then do an Import UV (select the highRes from Zbrush ) command in Mudbox and select “Position” in the import options. Use a very small tolerance. It will depend how low based on how the UVs came out but something like 0.0001 perhaps.
This has worked for me.
thanks guys we actually got this into Mudbox.
and its working great.
except that we are having a problem going back to Maya.
we imported a blend shape from Maya into mudbox using Import as alyer by UV position.
with a tolerance of .0001 and it working nearly perfectly.
but now when we export back to Maya to use the blend shape it wont work.
could it be possible that Mudbox could be changing vertex order?
we checked a couple of Vertex numbers and it seems to match.
so i dont know what would be causing this.
thanks.
What options in Maya obj import did you use? There are few. One way is correct.
BTW with Mudbox 2010 this issue will go away because of the .fbx format support.
which is the one way that is correct?
It seems that the vertice order changed
in Maya, Check at import that ‘create multiple objects” in unchecked in the Obj import options
or use the Mesh - Transfert attributes using Uvs space sample to transfert the new shape to the original one.
thanks Rimmason i belive we have that unchecked like you said.
well have to try the other route you suggested. | http://area.autodesk.com/forum/autodesk-mudbox/community-help/bringing-obj-from-zbrush-into-mudbox/ | crawl-003 | refinedweb | 448 | 84.57 |
Determining Pythonista's Version
After reading around, to the best of my knowledge currently this is the best way to determine Pythonista's Version.
No imports required.
def PythonistaVersion(): try: __import__('imp').find_module('dialogs') return 1.6 except ImportError: return 1.5 print 'Pythonista Version is {}'.format(PythonistaVersion())
From what I have read it's not Python 3 friendly, and also we are relying on in the case 'dialogs' does not contain an ImportError. I think we can safely say it will not.
I have been just using import 'dialogs', but it has to actually load the module. As far as I am aware, this does not.
If there is a better way, would love to know.
Ok, I am stupid....
I should test these things first before posting. Even though I read that the previous example does not load anything, I guess it's clear it's loading the imp module, also with a string. I can see with following, faster just to load dialogs. One thing I found though, if you just say except without Import error is slightly longer to execute. Makes sense in a way, a known error can be delt with quicker than everything else I guess.
# coding: utf-8 import timeit def PythonistaVersion(): try: __import__('imp').find_module('dialogs') return 1.6 except ImportError: return 1.5 def PythonistaVersion2(): try: import dialogs return 1.6 except ImportError: return 1.5 print timeit.Timer('PythonistaVersion',setup="from __main__ import PythonistaVersion").timeit() print timeit.Timer('PythonistaVersion2',setup="from __main__ import PythonistaVersion2").timeit()
Not sure that timeit captures the time of imports... since modules are cached.
It seems to me you should just be testing for whatever feature you think you need, unless you are trying to workaround a specific bug in a specific version. Note also that the beta, when released, will be called 2.0, not 1.6. Here is, I think, a robust and futureproof approach tor getting the specific version.
def checkversion(): import os, sys, plistlib plist=plistlib.readPlist(os.path.abspath(os.path.join(sys.executable,'../Info.plist'))) return plist['CFBundleShortVersionString']'
@JonB , that is great. But I have never got that answer before. That's why I asserted something as my solution. Like a dare. but it's the only answer, I am guessing there is no more correct answer than this if you just want the version number. I understand what you say about checking for features. I didn't want to check for features, just want to know if I was working with 1.5 or 1.6. And as you say, this will be insufficient in the future. It will be like float(ver) >= 1.6 then we know we have this functionality without further tests. Of course if omz does not go alphanumeric on versions.
But being pragmatic as I am It drives me crazy. This important info should not be buried here in this post.
I don't expect omz to cover every detail like the this, but I wish we could.
I have been looking around for collaboration tools that could help in maintaining information like this. But, I haven't found anything yet that compelling, well even workable 😰
Another collaborate tool I would love to find is a specification tool. Have an idea for a class or a tool menu item etc.. Start a spec doc, get input on the spec before starting to code. In my mind, very simlar idea as having a managed document to store the answer you have provided here.
It seriously frustrates me. I wish I had the skill to write such applications, I just don't. Another thought might be, well how many programmers in iOS. Well with a little thought, these types of apps could be easily be broadened to service many types of customers not just programmers.
Oh well, I got that off my chest 😇👍 maybe a doc set in dash, search for: 'the best way to do x in Pythonista'. Well, not a great example given dash docs are not dynamic....thinking.......
But again, thanks for the answer!
It might be better to return the version number as a tuple of ints, or at least as a string. Floats are a very bad data type for version numbers, because they only work properly with versions that have two parts that are exactly one decimal digit long, and even then you might have issues because of floating-point rounding and such.
Strings are okay as long as you aren't comparing them, because that will fail for
"2.7.9" < "2.7.11". Tuples like
(2, 7, 11)are best if you want to compare them, but you might have to use some workarounds if there are non-number parts in the version. But even then
(2, 7, 11, "final")should work fine.
@dgelessus , thanks. Great point. I have not looked at the version info in a plist before. I incorrectly assumed it would be (major. minor . sub) or something close to that. I guess the fact a string is being returned, should have been a hint 😁. I also see it says ...ShortVersionString, I will go in and look at the other possibilities, I assume there must be others.
So much to learn, only so many years left 😎
I was working quickly, and didnt notice
plist['CFBundleVersion']
would give the actual build number (e.g. 160037).
This post is deleted!last edited by
useful utility function, pythonista_info - from @ccc
@ccc, you did a entry in response to this thread in
I was just looking through some things to try and centralize some helpful code. I know your 10 lines or less is for a different reason. That's why I didn't try to suggest this back via Github.
Just consolidated your code into a func, returning a dict.
Does it look ok? Any improvements you can think of using other information in the plist that could also be useful? Given you wrote it, I thought I would ask given you wrote it
# coding: utf-8 # from @ccc omz forums # Output: Pythonista version 1.6 (160037) on iOS 9.2 on an iPad3,4. # Pythonista version 2.0.1 (201000) on iOS 9.2.1 on a 64-bit iPad5,4 with a screen size of (1024 x 768) * 2 # built on import os, platform, plistlib, scene, sys def pythonista_info(): # 2.0.1 (201000) plist = plistlib.readPlist(os.path.abspath(os.path.join(sys.executable, '..', 'Info.plist'))) ios_ver, _, machine_model = platform.mac_ver() return dict( pythonista_ver_str = plist['CFBundleShortVersionString'], pythonista_ver_num = plist['CFBundleVersion'], ios_ver_str = ios_ver, screen_resoultion = scene.get_screen_size(), screen_scale = scene.get_screen_scale(), machine_architecture = platform.architecture()[0], machine_model = machine_model, ) if __name__ == '__main__': print pythonista_info()
Hi @Phuket2 the approach above looks good to me... You might want to adjust your comment lines to match the code.
For these kind of device info functions, the question is what info are you after. Ususally you know exactly which data elements are required so you go directly after those. platform_info.py tries to get everything that can be gotten from the platform module but there are tons of other modules (locale, os, sys, etc.) that help you to understand the machine that you are on.
Retuning a dict is cool but might be overkill when you know exactly which few data elements you need. (See stash/version.py) A dict has the advantage that it can be sorted() for display and an OrderedDict could be considered if you had some opinionated ordering of elements that is different from A-Z. Lastly, never forget the NamedTuple as a possibility for your return value as this data should be read-only for the caller and tuples will be slightly more efficient that dicts.
I updated pythonista_version.py to deal with the fact that one version of Pythonista can now run two versions of Python:
- Pythonista version 3.0 (300007) running Python 3.5.1 on iOS 9.3.1 on a 64-bit iPad5,4 with a screen size of (1024 x 768) * 2
- Pythonista version 3.0 (300007) running Python 2.7.5 on iOS 9.3.1 on a 64-bit iPad5,4 with a screen size of (1024 x 768) * 2
@ccc You could also check all available Python versions at once. The different PythonistaKit frameworks can be accessed using
ctypes, so you can do something like this:
import ctypes import os import sys FRAMEWORKS = os.path.join(os.path.dirname(sys.executable), "Frameworks") def get_python_version(name): dll = ctypes.CDLL(os.path.join(FRAMEWORKS, name + ".framework", name)) dll.Py_GetVersion.argtypes = [] dll.Py_GetVersion.restype = ctypes.c_char_p return dll.Py_GetVersion().decode("ascii")
Cool, @dgelessus !!
print(get_python_version('PythonistaKit')) print(get_python_version('PythonistaKit3')) | https://forum.omz-software.com/topic/2444/determining-pythonista-s-version | CC-MAIN-2021-39 | refinedweb | 1,442 | 76.62 |
Because there's enough danged ASCII art over the course of this guide... Topic: Final Fantasy III System: Nintendo DS Type: Walkthrough/FAQ Current Version: 7 Last Updated: May 27, 2007 Author: ArkFullofSorrow (Afton 'Brian' O'Sullivan) .... This will serve as this guide's fancy-shmancy logo title dealie Heya. Welcome to this guide. Let's cut right to the chase: if for some reason you want to contact me, do so at arkfullofsorrow@arkfullofsorrow.com. Please put 'FFIII' or 'FFIII guide' or 'FF3 question' or some other keyword/s in the subject title so I can give the message the proper priority. When emailing me, or anyone else for that matter, if you keep one thing in mind, make it this simple rule: don't be stupid. Please. There's also a really, really non-terrible chance I just might publish your message to me about this, so refrain from stupidity for your own sake as well. I invite constructive criticism, notices about missing/erronous information, stuff from the "What I Want for this guide" section, and anything else we know for sure will improve this guide. Don't send messages about minor map distortions and the like, stuff that's already answered in the guide, stuff that for sure doesn't belong here, and anything else frustratingly stupid. Such mail will be printed out and used as urinal cakes. I am granting all who want it permission to post this guide at their site. I feel it is sufficently complete for this now. All I ask is that you leave it unaltered. You can see the pure, un-HTMLized version of the guide in its latest form at Gamefaqs.com pretty much any time. There's also my site, of course, I reckon it'll be there as well. So you can actually see if somebody works in a racial slur or a dirty limerick in a pthetic attempt to ruin my character, it won't be my doing, and be sure you check out the real thing before calling Al Sharpton. Finally, if you want to see what might become a slightly beefed up version of this guide, do so at (note: not actually up yet) Okay, so without further ado, I present this, the Final Fantasy III guide!! Oh wait, there is ado. First a table of contents is in order. 0. How to Use This Guide/Game Basics 1. Game Walkthrough 2. Class Evalutions 3. Party Setups 4. Monster Charts (later) 5. Weapon/Armor/Item/Magic Charts (later) 6. Version History 7. Credits/What I Want foor this Guide To find one of these sections more quickly, do a search for '* 2' for the job evaluations for example (but omit the quotes). **************************** * * * 0. How to Use This Guide * * and Game Basics * * * **************************** HOW TO USE THIS GUIDE It's pretty self-explanitory, but I can understand if certain issues arise. First of all, this is primarily a guide of maps, as I believe for this type to be generally the most effective. In every area, there is some expounding involved, telling you what to watch out for and things like that. First off, there are the cavern/dungeon maps. The maps attempt, however proficently or poorly, to be a likeness of each individual dungeon. Generally speaking, numbers explain events and sequences in the dungeons, capital letters are treasures and lowercase letters are paths from one room or door or floor to another. A line, be it vertical like this |, diagonal like this \ or horizontal like this _ is going to separate a space you can walk on from a space you cannot, for the most part. Passageways interrupted by a diagonal line generally separates pathways entered and exited from false walls. For the most part, on one side of a line within a given map is a space that can be normally walked on (without a ladder heading into water) whereas the letters and numbers reset with every new Roman numeral, which denotes an area. The order in which they appear in this guide are the order in which I recommend doing them. There are a few different map layouts used on this guide: one for dungeons, one for towns, one for castles, one for outdoors. Each map should have its own legend. Empty spaces are those you can walk on regardless of what other ornamentation might be on the ground. With very little exception, a capital letter denotes a space that cannot be walked upon regularly. Lowercase letters can be walked upon or inside, or lower case letters may be treasure. I did not find it necessary to note people within the town, lest they should be essential to progress in the game. The plot is minimally spoiled in this guide. Partially because much of this is happening in a language I don't understand, and partially because some of those reading this would rather not it be spoiled. Now because I do not understand much of what is going on, the names used throughout the guide will be taken from the well-regarded translation in the FF3j NES rom by NeoDemiforce. There are quite a few tables in this guide. Here is a brief explanation on how they work. ------------------------------------------------------------------------ | Bell of Awesome | 1352, Ranged, stolen from Xio | GE | (1) | | Plain Shield | 4/3, protection against blindness | WR, NI, VI | 100 | | (See also: Spear of Destiny) | | Bastard Sword | 68 | WR, KN, DK | 900 | | Hot Fireball | One free use of Fire9 spell | All | (1) | | Ultima | 1, Metal element spell | OK, FR | (1) | ------------------------------------------------------------------------ The first column is the name of the item. The second is the information about the item. The number is its physical attack or defensive power/magic defense, and to the right of it, if present at all, is additional information. At least as much as I can fit in the space before bcoming ostentatious. Other notable attributes are also mentioned here, if necessary. This is what some of the terminology means: - elemental properties, fire, ice, holy, etc. (specialized equipment particularly effective or ineffective against certain foes) - Ranged means a weapon does the same amount of damamge from the back row as the front - One use means that weapon has one use and it's gone - Many items come with statistical enhancements that show up on the status screen. - What spells are cast using the item during battle - And any other miscallaneous information (in this case, the Bell of Awesome and the fact it's stolen from Xio). - The last entry, a magic spell, will contain its base power, which explains as much about magic as the base power number does about weapons and armor. (i.e. effectiveness also depends on other factors and statistics) The third column is about who can equip/use the item in question. The classes listed here are only those relevant at the time of the acquistion of the item. They are abbreviated. This column will be entirely populated by a single dash mark until they become relevant. The abbreviations are as follows (not to spoil anything, but this is the order in which the classes appear on the Class screen in the Menus once you've recieved them all): FR - Freelancer WR - Warrior MK - Monk WW - White Wizard BW - Black Wizard RW - Red Wizard RN - Ranger KN - Knight TH - Thief SC - Scholar GE - Geomancer DR - Dragoon VI - Viking DK - Dark Knight EV - Evoker BA - Bard BB - Black Belt DV - Devout MG - Magus SU - Summoner NI - Ninja OK - Onion Knight And Sage is up there as well somewhere. Bah. NOTE: The words Class and Job are interchangable in this guide. I use the word class, and the game uses Job. They're the same thing here. The fourth column is the cost of the item. One in parenthesees cannot be bought. Simple as that. And if you see a (See also:) demarkation, it means a shop is selling an already listed item. Oh, and none of these items actually exist in the game itself. GAME BASICS Real quick, the controls: Power Turns game on/off D-Pad Moves character (on map) or cursor (in battle/menus) L Zooms camera in/out on map R Goes in and out of menu screen on map L+R Tells character to attempt to flee battle X Goes in and out of menu screen on map A The approvial button B The cancelation button (in battle, menus) D-pad+B Dash Start No effect Select No effect Y Speak to team addition when present Touching non descript point on touch screen Moves/Dashes character in that direction Touching upper left corner of touch screen Same as L (on map) Touching upper right corner of touch screen Same as R (on map) Touching any selectable point on touch screen Same as A The Menu Pressing X or R while on the map or in a town, dungeon and so on will give you a screen that looks a little something like this ------------------------ | 1 | A | A - Item - Use, look at items in your inventory | | B | B - Magic - Use, look at your magic spells | | C | C - Equip - Decide which weapons/armor to use | 2 | D | D - Status - Examine a character's status | | E | E - Alignment - Changes row and order | | F | F - Class - Changes class of a character | 3 | G | G - Config - Changes various details | | H | H - Suspend - Creates temporary save file | |_I_| I - Save - Creates permanent save file | 4 | J | J - Gil Collection - Gil Collection ------------------------ 1, 2, 3 and 4 are places for information about your characters: a portrait, HP/MP and status information. Options A, B, C, E, F, H and I aren't really worth discussing further, except that H is essentially I that can be used anywhere and that disappears once accessed. I is H that cannot be used else except outdoors but I lasts until it is erased or saved over. I'll also say you can rearrange Items and look at Key Items (in a separate inventory) in A. In B you can completely trade magic sets with another character or lean/unlearn spells individually. Status Menu. It looks roughly like this, roughly: ------------------------------ | Name Current EXP | A - Character portrait | A Level EXP Needed | | Class Class Level | a, b, c, d, e, f, g and h are all | HP | undefined values for the | MP Statistics | characteristics attached by periods. | Strength.....a Attack...f | These are impacted by equipment, Level, | Agility......b Defence..g | Class and Crystal condition. | Vitality.....c Mg.Def...h | | Intellect....d | | Mind.........e | ------------------------------ Current EXP - How experienced one is. Accumulate by fighting enemies Level - How current EXP manifests itself EXP Needed - How much more EXP is needd to reach the next Level Class Level - How proficent one is at their Class. Increase optimally by performing Class unique tasks in battle. Impacts how well character does their class HP - Life meter. When less than 1/4 its maximum, character in battle kneels over to indicate near-death state. When at zero, character is in KOed state and cannot function in battle or much of anywhere else. MP - How many spell casts remain Strength & Attack - Higher totals mean more effective physically-based attacks Vitality & Defence - Higher totals mean more resistance to physically-based attacks Agility - This number dictates when that character will take a turn in battle, the higher the number, the sooner the turn Intellect - The higher this number gets, the more effective they use attack magic Mind - The higher this number gets, the more effective they use defensive magic Mg. Def - Magic Defense. How well they defend themselves against magic. Remember information about weapon accuracy or skill level aren't taken into consideration when putting up an attack figure. So try not to be surprised if a big strong, rookie hammer and axe wielder is being greatly outclassed by a wirey, but learned knife user. Config Menu. ---------------------------------------- | | | | | Message Speed Slow Medium Fast | | Cursor Original Memory | | Movement Walk Run | | Handedness Left Right | | | | | ---------------------------------------- Battle Menu. Here is the list of commands to chose from during battle in Final Fantasy III: -------- | Fight | Physically attacks enemy | CUC | CUC stands for Class Unique Command/s | Defend | Spends turn readying self for pyhsical attacks taking less damage | Item | Uses Item | Equip | Changes Equipped Weapon, does not forefit turn | Change | Either Ascend (changes character to front row) or Descend (to back) | Run | Spends turn attempting to flee from battle, doesn't always work -------- That should pretty much do it for here. *********************** * * * 1. Game Walkthrough * * * *********************** I. ALTAR CAVE (To Mimimize spoilers: If you ever want to know about a certain job when you first get it, search the document via Ctrl+F or whatever it is Macs use and in the search box type the name of the job minus the vowels, also in all caps if your machine's being picky, so this job now would be FRLNCR. This brings you to the spot in the class description part ofthe guide) (If you ever want to know about a certain peice of equipment, do a search for the name of the item + a forawrd slash, like 'Leather Shield /'. This goes with the enemies as well, although the names of enemies had to be mangled in some cases to make room for more space, so you're better off using the end of the enemy's name followed by a slash like 'Fang /'.) (Also, if you ever want to know what party setup I most recommend for a given task going into it, type a number sign followed by a Roman numeral, so here it would be #I). (One more thing, if you ever want to know the recommended EXP/Experience level I recommend for being in a certain area, I recommend it be roughly that of the enemies, do the monster search to find that out. If this is too much to ask of you, take the Roman numeral and add usually ~5 to it). Enemies: 1 Goblin (punk with a dagger) 2 Carbuncle (Blue and white thing, looks like a rock) 3 Eye Fang (Odd looking hanging red thing) 4 Blue Wisp (Blue whirly thing) NOTES: Just watch yourself. Because you're dropped in the cave alone, I don't recomend spending more time here than you need since the other characters are missing out on experience (although, experience won't be divided among multiple characters) and you, being the only target and all, have a much greater chance of dying. Just don't fool around. Get the treasures, drink the water on the second floor and go. Run if you wish (press L + R at the same time while selecting a command), although it's not necessary. Also: Eye Fangs hit kind of hard at this point of the game, so watch out for them. New things found in this part of the Altar Cave: ------------------------------------------------------- | Leather Shield | 2/1, Guards against poison | - | 40 | | Long Sword | 10 | - | 100 | | Antartic Wind | One Free use of Blizzara | - |(500)| ------------------------------------------------------- First floor _ ________ |a| | _:_ |_| | __/ | | C | |2 _| |______| | _| |1| | | _/ \__ A - Leather Shield / B\ B - Potion |A | C - Long Sword |_ _| | | 1 - Stepping here intitates a show |_ | 2 - Examining (with A button) removes the |_ / : wall | | | | | | 0 - Play is begun here | | | | | | __ | | | | _| | | | | 0| | | | |_________| | | | __| ______ | | | \_| | | | | |___ | \______| _ |b| | | _| |_ _ | | _/F\_ __ | | | | _/ | | | | |_ __ / 4| | | ___| |_______|G |_____| 44| | | _/ _____ ___3____ 44| | |____/ __ _| |_ / |44| |_______________| | | |__| |44| | | | | | | 3 - A brief show occurs upon stepping here | | 4 - Examine to restore HP/MP | | | | _| |__ / \ | \_______ | _________E| ______| | |D________ | D - Anarctic Wind | | E - Potion | | F - Potion | | G - Anarctic Wind |a| Door b leads to a very small room. Enter it, take a few steps foward and watch a show. BOSS1 will ensue at its end. BOSS1: Land Turtle (#196) HP: 120 Weakness: Ice Gil: 500 EXP: 20 Because you're flying solo here and are probably at an unimpressively low level, I recommend using a South Wind. If fully equipped, the Land Turtle generally hits for around 10 damage per hit. To be safe, assume the next turn it'll hit twice, so if your HP dips below 40, I reckon you should use a potion. Also if fully equipped, you should be hitting this guy for around 10 HP per hit, and with any luck, you'll hit twice. The Land Turtle should go down without too much trouble. After finishing the battle and a scene, you are transported out of the cave and to the outerworld. For the sake of convienence, I will map the remainder of the cave here, although I don't recommed plowing through it until you have more party members. You don't need to go into this cave again, but I highly recommend it as it will be a great boon to your cash and equipment totals. It should also give you a better feel for the game. ALTAR CAVE New Stuff in this part of the Altar Cave: --------------------------------------------------------------------------- | Bronze Knuckle | 12 | - | 60 | | Bronze Bracers | 1/1 | - | 80 | | Sleep | Calls sandman upon target/s, 25% base accuracy | - | 100 | --------------------------------------------------------------------------- All effect spells have a base accuracy percent. This can improve or decline with the skills and levels of your characters as well as the magic defense of the target. _ _|c| c - Leads outside |_ | | | | | | | __ | |_______________|HI| | ______\___\_______| | | | | H - Leather Cap __| | I - Bronze Bracers |__ | |d| _ _ |M| _/ \___| | / | __/ 1 J| / / _/ |_ |L_ ____ \__ \K/ | _____N| | |__ |____ | | \__________ _ \__________ |__________|d| |______________| J - Bronze Bracers K - Bronze Knuckle L - Long Sword M - Sleep Spell N - Long Sword 1 - To other 1 (where you were first dropped to begin the game) First area overworld, accessable parts MMMMMMMMMMMMMMMMMMMMMMMMMMMMM1MMMMM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMM MMMMM MMMMMMMMMMMMM6MMMMMMMMMMMMMMMM MMMM MMMMMMMM MMMMMMMMMMMM MMMM MMMMMWWWWWWWWWWWWWMMMMMMMMMMM MMMMM MMMMMMMWWWWWWWWWWWWWMMMMMMMMMM MMMMMM MMMMMMMMMWWWWWWWWWWWWWMMMMMMMMM MMMMM MMMMMMMMMMMMMMMMMMMMMffffffffMMMMMMMM MMMM MMMMMMMMMMMMMMMMMMMM ffffffffffMMMMMM 222MMMM MMMMMMMMMMMMMMMMMMM fffffffffffMMMMMMM 22MMMM MMMMMMMMMMMMMM fMMMMMM MMMM MMMMMMMMMMfffffffffffffffffffffffffffMMMMM MMMMM MMM _CC_fffffffffffffffffffffffffffMMMMM MMMMMM MMM | CC |fffffffffffffffffffffffffffMMMM MMMMM MMM | 55 |fffffffffffffffffffffffffffMMMMffffffMMM MMM | |fffffffffffffffffffffffffffMMMMffffffMMM MMM |_ _|fffffffffffffffffffffffffffMMMMfffffMMMM MMMM ffffffffffffffffffffffffffffMMMMffffMMMMM MMMMMMMMMMMMMMMMMMMMMMM fffffffffMM ff MMMMM MMMMMMMMMMMMMMMMMMMMM fffffff MMMMM 7 ffffff MMMMM MM fff MMMMMMM MMMMMMMMMMMMM MM MMMMMMMMMMM MMMMMMMMMMMM MM MMMMMMMMMMM MMMMMMddddd MMMMMMMMMMMM MMMMMddd4dd 33MMMMMMMMM MMMMMMMdddd MMMMMMMMM MMMMMMMMMMMMMMMMMMMM MMMMMMMMMMMMMMMMMMMM MMMMM MMMMMM MMM M MMM MMMMM MMMMMMM MMMMM M9M Key - M - Mountains f - Forest area W - Water d - Desert B - Boulder (blank) - grassland or plains C - Castle 1 - Altar Cave 6 - Sealed Cave 2 - Ur Town 7 - Boulders west of Kazus 3 - Kazus Town 8 - Canaan 4 - Desert west of Kazus 9 - Dragon's Peak 5 - Sasune Castle Enemies of the area: 5 Killer Bee (Flying bee-like creature) 6 Werewolf (Bipeded beastman with claws for hands) 7 Berserker (Looks like a stereotypical Roman gladiator) Not much to write home about here, at least nothing that hasn't already been said. It's worth repeating that Killer Bees do have the ability to poison upon contact, though. II. UR TOWN TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTT _____ TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTT | | TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TT | | TTTTTTTT TT |__d__| TTTTTTTTTTTTTTTTTTTTTTT WWWTTTTTTT <-- Enemies, Killer Bees TTT TTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT and Werewolves, are TTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT found beyond tihs point. TTTWW pTTTTTTTTTTTTTTTTTTTTTTTTTTTTT WWWWTTTTTT WWWWWWWTTTTTTTTTTTTTTTTTTTTTTTT WWWWWp TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWW 1 TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTWWWWW TT WWWWWWWWTTTTTTTTTTTTTTTTTTTTT TTTTTTTWWWW TT TTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTWWWT TTT TTTTTTTTTTTTTT_ TTTTTTT _____ TTTTTTWWT TT TTTTTTTT | | __TT_ | | TTTTTTTTT TT TTTT | | | | | | TTTTTTTT TT |__m__| | | |__w__| TTTTTTTT TT |__a__| TTTTTTT TT TTTTTT TTTT TTT TTTTTT _______ TTT TTTTT TTTTT | | _____ TTTTT TTT | | | | TTTTTTTTTTT TTT | | | | TTTTTTTTTTT TTTTT |___e___| |__i__| TTTTTTTTTTTT TTTTTT TTTTT TTTTTTTTTTTTg TT TTTTT TTTT hTTTTT TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT 1 - Go here for a scene essential for the game's progression d - Door that leads into a house with two Antidotes on one floor. Another floor is revealed by examining the rightmost candle, leading to five chests: Eye Drops, Long Sword, Phoenix Down, Cure Spell, and a Dagger. h - The southeastern area of town has a water hole/well. Go through the navigable trees (marked with lowercase t's) to find a small room with 3 Potions. p - These are Potions. e - Elder's House. Interesting plot details potentially lie within. As do rivivification and recovery springs. g - This guy will show you the wonders of using Items on the map: press the B button while facing him and give him a Potion and he'll give you a Phoenix Down. m - Magic store ------------------------------------------- | Poisona | Removes Poison status | - | 100 | ------------------------------------------- Sure buy one of these. Or two, they're small. a - Armor store -------------------------------------------------------- | Leather Armor | 3/1 | - | 90 | | Leather Shield | 2/1, protects against poison | - | 40 | | Leather Helm | 1/1 | - | 15 | | Bronze Bracers | 1/1 | - | 80 | -------------------------------------------------------- We'll be spending some money here, I reckon. Leather Helemts are a steal at 15 Gil, but unnecessary. Pick up a Leather Armor here. Bronze Bracers are also good buys for the more frail magic users, but you should already have them after going through the Altar Cave again. w - Weapon store ---------------------------------------------- | Dagger | 9 | - | 60 | | Also: Long Sword | | Staff | 3 | - | 40 | | Bow | 10, Ranged | - | 100 | | Wooden Arrow | 6, One use, Ranged | - | 4 | ---------------------------------------------- I don't recommend buying anything here, really. You'll have/be getting the rest of this stuff shortly. i - Inn (Free) and Item store You can take advantage of the Inn's generousity by simply plopping into one of the open beds. There are two potions in the Inn. One close to the open beds in the main room and another in the tavern area through the door. Also in the tavern area is a piano on which to whack and a dancing girl. ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- Go ahead and buy 10 of each item (by selecting 10 from the quantity menu, this time giving you about 20% off buying one at a time). You should be pretty much ready to leave the place after after doing so. III. KAZUS TOWN/SASUNE CASTLE KAZUS TOWN Talk to the person within a few steps in town and watch the show. There are shops afoot and the like, but until they're open they won't be discussed here. Head to the Inn and talk to the figure standing still near the bar in that first room there. You can head into the back room if you wish and make use of another free Inn. I'll cover the buildings and the like when they're avalible, but there are some items that are of great use now. There's a Potion in a vase in a building in the northeast part of town, and there's a navigable path of trees in the southwest part of town leading to patches of grass where a Staff, a Mithril Helm and a Zues's Wraith is hiding. I advise staying out of the mine of the northeastern part of town for the time being Leave town and head a few steps west to the patch of desert and an airship. Enter, walk up to the wheel, face it and press A to get it airborne. Fly west and a little north to the castle. The airship is not a very impressive contrapation as it cannot fly over rocks or mountains. Go to the Northwest of the area and park it in front of the castle. CASTLE SASUNE Walk to the castle gate and speak to the person in front of the doors to initiate a show. NOTE: There are monsters in the towers (the doors marked 'a' and 'b' in first map below): 8 Red Wisp (Palette-Swap of the Blue Wisp) 9 Dark Eye (Palette-Swap of the Eye Fang) 10 Zombie (Looks like... an undead thing coming out of the surface) Dark Eyes and Zombies are undead, so a cast of the Cure spell distributed across a party of undead + a physical attack by one of the other charcters generally means dead monsters which generally means the fights should be over with in one round. Be warned, though, that at this point in the game, you might be taking about 20 damage per hit. Try to avoid using items as there's never a bed too far away. Also, I recommend level building here, do it with the Wight Slayer and Daggers as not to use up the Holy Arrows. New stuff found in Sasune Castle: ---------------------------------------------------------------- | Wight Slayer | Sword holy in nature | - |1000 | | Ice Spell | Effective enough ice magic | - | 100 | | Bronze Knuckle | 12 | - | 500 | | Holy Arrow | 8, One use, ranged, holy elemental | - | 10 | | Phoenix Down | Nullifies Swoon state | - | (1) | ---------------------------------------------------------------- WWWW WWWW WWWW WWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWW www www WWWW WWWW www www WWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WW www ________________ www WW WW www | | www WW WW WhW ____| |____ WlW WW WW | | WW WW | | WW WW |____________a_____________| WW WW WW WW WW WWWW WWWWWWW WWWWWWW W (You enter and leave WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW the place at the hole WWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWW in this area.) WWWWWWWWWWWWWWWWbWWWWWWWcWWWWWWW A & B - 1000 Gil WWWWWWWWWWWWWWWW WWWWWWW WWWWWWW WWWWWWWWWWW WW WWWWWWW 2 - Beds WW WW WW A BWW WW2 2 WW WW WW WW P P WW gWW WWWWWWWWWWW P P WWWWWWWWWW WWWWWWWWWWW W WWWWWWWWWWW W WWWWWWWWWWWWWWWWaWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW WW CWWWW WWWW WW C - Phoenix Down WW WWWW WWWW WW WW WWWW WWWWW WWWW WW WW WWWW WWeWW WWWW WW WW WWWW WW WW WWWW WW WW WW WWd WW WW WW WW WW WW ww ww WW WWWWWWWWWWWWWbWWWWWWWWWWcWW WWWWWWWWWWW ____________WW WW | _________ N WW N - Bronze Knuckle | | WW WW | | WWWWWWWWWWW | | | | | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | WWWWWW WWWWWW | WWWWWW WWWWWW |__ww WWWWWWWWWWWWWWW WW WW WWWWWWWWWWWWWWW WW WW D E WWWWWWWfWWWWWWW WW D - Blizzard Spell WW WW WW WW E - Leather Shield WWWWWWWWWWW WWWWWWWWdWW WW WW WWWWWWWeWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW WW WW WW PP 3 PP WW 3 - Approach this point for a show that WW WW furthers the plot. WWPP PPWW WWWWPP PPWWWW WWPPPP PPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWPPPPPP PPPPPPWW WWWWWWWWWWWWWWfWWWWWWWWWWWWWW WWWWWWWWWWWWWW 4 - Before terribly long, you'll find WWWWWWWWWWWWWWWW yourself at this spot because of an event WWWWWWSSSSSSSSSSWW in the game. WWWWWWSSS WWWW WWWWSSSSS WgWW WWSSSSSSS W WW WWSSSSSSS4 WW WWSSSSSSS WW WWWWSSSSS WW WWWWWWSSS SSWW WWWWWWSSSSSSSSSSWW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW iW WWWW WWWW W e WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWi Wj WWWW WWWWWWW WWWW WWWW WWWW WWWW nW mWWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW F & I - 20 Holy Arrows WWWWWWWWWWW WWWWWWWWWWW G & J - 20 Wooden Arrows WWWW WWWW WWWW WWWW WWWW F G WWWW WWWW I J WWWW WWWWWWW jWWWW WWWW WWWWWWW WWWW kW WWWW WWWWm W nWWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWW H - Wight Slayer Sword WWWWWWWWWWW WWWWWWWWWWW (guarded by a Griffon) WWWW H WWWW WWWW 1 WWWW WWWW WWWW WWWWK WWWW WWWW WWWW WWWW L WWWW 1 - Bed, for sleeping WWWW WWWW WWWW M WWWW WWWW WWWW WWWW WWWW K - Potion WWWW k WWWW WWWW WWWW L - 20 Wooden Arrows WWWWWWWWWWW WWWWWWWWWWW M - Bow WWWWWWWWW WWWWWWWWW IV. SEALED CAVE It's located at the north-central part of this outerworld area. You'll need to fly there. Enemies: 8 Red Wisp (Palette-Swap of the Blue Wisp) 9 Dark Eye (Palette-Swap of the Eye Fang) 10 Zombie (Looks like... an undead thing coming out of the surface) 11 Mummy (looks like a Mummy) 12 Skeleton (Set of bones, has a sword) 13 Cursed Copper (a Set of floating coins) 14 Larva (Blue spirally thing) 15 Shadow (Palette-Swap of Skeleton) 16 Reverant (Palette-Swap of Zombie) All undead here, but watch your MP totals, try to reserve magic for attacking the hordes of enemies while using Potions to heal. The Skeletons and Shadows can Blind you, so you're likely to put those Eyedrops you've been saving this time to use. Also, Mummies can cast Poison, so have Antidotes ready. The Mummies, Skeletons and Shadows are considerably bigger problems than are Laruwais and Curse Coins. Nothing some Holy Arrows or a Wight Slayer can't handle. _ _______|a|_______ _____ | | | B| | | |_ _| | | | | |_______ _______| _______| \ | | | \ | | | |_____ | | | _____________ | | | | | | | __________/ / ____| | | | | _______/ | ____| | | | | ____| | | | | | | ____| _______________| | | |_____________| | | _______________| | ________________| | | | | | | | | | | | | | |__________________ | | A - Potion | _ | __| | B - Cure Spell |________________| |b| |A | |_____| _____ _ ________________ | \___|b|___/ 1 :__ | 1 - Examine to remove : wall | | | | | | | \___ | | | _ | | | |__| | _ | | | |__| | | |_ | | | |___ C | |c| C - 500 Gil |________________| (NOTE: whenever somebody is following along with the team, press Y to speak with them. They may just say something entertaining or useful.) _ _|d| ______________ | | | _ | | | | | |________ | | _| | | | | | | ______________| |_____ | | | | _/ _____ | | | | | | __/ | _| | | | | | | |_ E | | | | | | | | | | | / | | | |_________| | | | _| | | | |______| | | | _| _______| | | | __| | | _____ | | | |_ | 4 | | | D - Antarctic Wind / \_ | | | | E - Eye Drop | | | | | |________ | | | |_ __| \ | |_____| | | ____ | |_ _____ | | __| | | |_____/ |_______| |____| | |___ | | | D | 4 - Approaching will trigger scene |_____| and BOSS2 BOSS2: Djinn (#197) HP: 650 Weakness: Ice Gil: 1400 EXP: 50 Not overly difficult. He has a Fire spell attack that isn't any more powerful than other attacks you've seen throughout the rest of the dungeon, he can just spread it across your team. If you want to make quick work of him, use an Antarctic Wind or two for as much as 500 damage per use. I wouldn't use more than onefor they are better conserved for a different fight down the line. After the battle is won a scene will ensue. Return to Sasune Castle, watch the show and leave the place, return to retrieve your airship across the blue stuff near the Sealed Cave. Now the plot has been furthered enough to revisit Kazus. V. KAZUS TOWN Enter the town, take a few steps in and watch the show. TTTRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTRRRR RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTTTTT hRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR TTTtttt lRRRRRRRRRRRRRRRR RRRRcRR R TTTttTTTT RRRRRRRRRRRRRRRR _____ R TTTttTTTTTTTTRRRRRRRRRRRRRRRR | | R TTTttttttttTTRRRRRRR RRRRR | | RRRRRRR TTTTTTTTTttTT RR RRRRR |__b__| RRRRRRRR T tttTTTT RRRRRRRRR Tz RRRRRTttTTTTTT RRRRRRRRR TRRWWWWWTttTTTTTTTTTT _______ RRRRRRRRR TWWWWWWWTttTTTTTTTTTT | | RRRRRRRRR TWWWWWTTTttTT| | | | RRRRRRRRR TTTTTTTTTttTT| | | | RRRRRRRRR TTTTTTTTTttTT|__r__| |__i____| RRRRRRRRR TTTTTTTTTttTTTT ___________ RRRRRRRRR TTTTTTTTTtttttt | | RRRRRRRRR TTTT TTTTTTTTT | | RRRRRRRRR T TTTTTTT |__m__w__a__| RRRRRRRRR TTTT TT RRRRRRRR TTT TTTTTTT TTTTTTTTT T TTTTTTTTTTT TTTTTTTTTT T TTTTTTTTTTTTTTTTTTTTTTTTT T T - Tree R - Rock W - Water h - Mithil Helm l - Leather Shield z - Zues's Wraith c - Cave of Mithril b - Blacksmith's house m - Magic store ------------------------------------------------------------------- | Fire | 40, Fire Element | BW, RW | 100 | | Blizzard | 43, Blizzard Element | BW, RW | 100 | | Sleep | 25% base accuracy to cause sleep status | BW, RW | 100 | ------------------------------------------------------------------- At last, Fire.. This can improve or decline with the skills and levels of your characters as well as the magic defense of the target. w - Weapon store ------------------------------------------------------ | Mithril Rod | 12, Intellect +1 | BW, RW | 400 | | Mithril Dagger | 14 | WR, RW, TH | 500 | | Mithril Sword | 17 | WR, RW | 500 | ------------------------------------------------------ a - Armor Store ------------------------------------------------------------------------- | Mythril Armor | 10/3 | WR, RW, TH | 350 | | Mythril Shield | 3/3, Guards Confusion and Darkness | WR, RW, TH | 180 | | Mythril Helm | 4/3 | WR, RW, TH | 130 | | Mythril Gloves | 3/1 | WR, MK, TH | 120 | | Mythril Bracers | 2/4 | WW, BW, RW | 120 | ------------------------------------------------------------------------- Pick up a suit of armor for a Warrior and/or Red Wizard if you still wish to use them, a set of gloves for the Fighter and rings for all characters with a mage in their class description. i - Inn (Free) and Item store ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- Speak to the man near the bar section of the front area of the Inn and watch the show. After picking up what you believe you'll need for later, head into the blacksmith's house for a show. Then leave town and enter the airship for another scene. Land the ship when it ends and enter the mine in the northeastern part of town. CAVE OF MITHRIL ____ / | A & B - Mythril Swords | A B | 1 - Examining this | | removes the : wall | | and reveals d | | _ ______________ |_ | |d: 1 | \ | |____________ | \ | | | | | | | | | | | | | | | | | | | | | | | | | _ | | ___| | __|c|_________| | | ___| |________________| | | | | | | | \ _ | | |d| | | | | |_ | | | If you were able to tear \ |____| | throuh the Cave of the Seals, \_______| this one should be no problem. The enemies are largely the same as those from the Cave of the Seals. Because it is so short, mages can go all out with their spells on every turn if you wish. The reward is the pair of Mithril Swords in the back of the mine, well worth it. After that's done, enter the blacksmith's house, it's the one closest to the cave, get a Potion from a chest and talk to the man inside and watch the show. Go out to your airship and ram into the boulders to the west of Kazus. Watch the show then walk south to the next town. VI. CANAAN TOWN ________________________ __| TTT TTTTT | WWWWWWWWWWWWWWWWWWWWWWWWWWW| TTTTTT TT | WWWWWWWWWWWWWWWWWWWWWWWWWWW| TTTTTTGGGGbGGGG TT | W TTTTTTTTTTTTTTTTTTTTTTT _| TGGGGRRRRRRRRRT __| W _________TTTTTTTTTTTT| GGGGGGRRRRRRRRRRRTTT |GGW WTT| | T | TRRRRRRRRTTTTRRRRRTT | W WTT| | TT T | TRRTTTTTT T RRRRRTT | W W |______y__| T T | TRRTTTTTTT TTTTTT | W W |__TRRTT__ TTTTTTTTTTT _| W W T T GGGGwwGGGG|________ ____|G W W T T ww GGGGGGGGGbbGGGG W W _____ RRRRRRRRRRRR RR W W | |RRRRRRRRRRRRR RR TW W | | | | RR _____ TTTW W TTT |__a__| | | bb | | TTTTTW W TT |__r______| GGRR | | TTTTTW W TTT F RRRR |__m__| TTTTTW WTTTTT _______ RR _____ TW W _________| | GGRRGG | | W W | | | RRRRRRGbbGGG | | W W | | | RRRRRRRbbRRR | | TT W WTTT| | | RRRRRR RR |__w__| TT W WTTT|____i____|____x__| RR GGGGGGW WTTTTT F bb RRRRRRW W TTTTT RRGGGGGGGGGGGRRR eW W TTTTTTTTTTTTTTTTT RRRRRRRRRRRRRRRRbbGGW W TTTTTTTTTTTTTTTT RRRRRRRRRRRRRRRRW WWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW W - Wall G - Unwalkable Ground T - Tree F - Fountain R - River b - Bridge w - Waterfall e - Elixir, obtain by crossing a bridge in the notrheast part of town to the elevated area, then a second bridge into the river. Follow the river onto a peice of land in the southwest part of town to get it. y - Take said Elixir to this house to the person in bed. Then talk to man beside her and pull the candle when he jumps away. This leads to a room with several treasures: 20 Iron Arrows, Blind Spell, Great Bow, a Golden Needle, 2 Gnomish Breads, a Potion and 3 Phoenix Downs. Four of the treasures are in another room through a fake wall in the southeastern part of the room. Doing this will also net you an additional two chests with 2000 Gil in each. You don't need to do this, but I recommend it. Some of this stuff will help mightily in the immediate future. x - Learn some plot details here. You must talk to the person in bed before maving on with the game. r - Revicification spring w - Weapon store ------------------------------------------------------ | Also: Mythril Rod, Mythril Dagger, Mythril Sword | | Great Bow | 18, Ranged | RW, BW, WR | 1200 | | Iron Arrow | 8, One use, Ranged | RW, BW, WR | 8 | ------------------------------------------------------ Once again, this stuff is largely found in other stores or in chests. a - Armor store ------------------------------------------------------------ | Also: Mythril equipment: Armor, Shield, Helm, Gloves, Ring | ------------------------------------------------------------ m - Magic store ---------------------------------------------------------------------- | Cure | 10, Restoritive element | WW, RW | 100 | | Thunder | 46, Thunder element | BW, RW | 700 | | Poison | 35 strength at 30% accuracy to cause poison | BW, RW | 700 | | Blind | 30% base accuracy to cause blind status | BW, RW | 700 | ---------------------------------------------------------------------- Go ahead and get Thunder. Even if enemies in the next section aren't particularly weak against it, it's the strongest straightfoward attack for the Black Wizard. Also Poison seems interesting, it just doesn't seem worth 700 Gil at this point. i - Inn (40 Gil) and Item store ----------------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Echo Herbs | Nullifies Silence state | 100 | | Gold Needle | Nullifies Petrified state | 100 | | Elixir | Fully restores HP/MP | (1) | ----------------------------------------------- After this, stay at the Inn if necessary (you'll have to pay for a bed for the first time in the game here) and head to the bottom of the mountain a tad south. It would probably be a good idea to pick up a few Gold Needles here, though. Watch the brief show and begin the next section. VII. DRAGON'S PEAK Enemies: 17 Firefly (Small, weird red bird) 18 Helldiver (Small green bird) 19 Rustbird (Bright pruple thing) 20 Rukh (Large blue green bird) NOTE: Rukhs and Rustbirds can hit to petrify, and Fireflies will throw fire-basedattacks at you. Many of the enemies here are vulnerable to air attacks, so whoever holds a Bow will be very useful. Rustbirds also carry Phoenix Downs but are tough to steal from at this point in the game. Class lecture for the Dragon's Peak: I recommend a classic FF party: Fighter/Monk/White Wizard/Black Wizard. Although there might be a better party out there, for simplicity reasons, I advise using this team as long as your heavy fighters are hitting four times per turn (although your Monk may be a tad behind for now - most believe they're well worth training). Also a Thief might be of use as well - you may want to begin training one now if you're a masochistic completist type to prepare to be skilled eough to steal a singular (but great) weapon much later on. Fround on the Dragon's Peak: ------------------------------------------------------ | Aero | 40, Wind element | WW, RW | 700 | | Mini | Changes to/from minimum status | WM, RM | 700 | ------------------------------------------------------ a - begin here _ ________ b - to Nest |b| |B_____ \___ | | |_ | | | | | | | | | ________| |_________ | | |_C______________ | | _| |_ |___| |_ |______ | __________________________| | / ________________________ | | | A - Phoenix Down \ | | | B - Aero spell | | | | C - Gold Needle | | | |_____________________ | | |_____________________ | | | | | | | | | | | | | | | _________| | |_A| | _________| | | | | |a| Watch the scene upon reaching b. You'll then find yourself in a small nest. To proceed, speak the person near the top. After this, a boss draws near. BOSS3: Bahamut HP: 65000? Weakness: None Gil: ? EXP: ? It's theoretically possible to beat Bahamut here. His only move here appears to be a weak physical attack and his defense, while stronger than the enemies faced thus far, is not impervious to attack. However, fighting Bahamut appears to be a crapshoot because the result for winning is likely to be the exact same as the result for running, so it's because to save a whole lotta time and trouble and flee. Afterward, watch the scene, during which you'll get the Mini spell. So ends this section of the guide. Second area overworld: -------------------------------------------------------------------- | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWWWWW | | 77 WWWWWW | | 77 WWWWWWWW WWWWW | | WWWWWWWWWWWWWW WWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWW WWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWWWWWWWWWWWW MMMM WWWW WWWWWWWWWWWWWWW | | WWWWWW ffffff !!! MMMMMMMMMMMWWWW WWWWWWWWWWWWWWW | | WWWWWWWW fffffff WWWWW MMMMMMMMMMMWWWW WWWWWWWWWWWWWW | | WWWWWWW ffffffff WWWWWWW MMMMMMMMMMMWWW WWWWWWWWWWWWWW | | WWWWWWffffffff WWWWWWWWW MMMMMMMMMMMMWWW 1 WWWWWWWWWWWWWW | | WWWWWWffffff WWWWWWWWWWs M6MMMMMMMMMMWW WWWWWWWWWWWWWW | | WWWWWW ffff WWWWWWWWWW MMMMMMMM fff WWWWWWWWWWWWWWWW | | WWW MMMMMMMMMMMMMMMMMMM ff2ff WWWWWWWWWWWWWWWWW | | MMMMMMMMM MMMMMMMMMMMMMMMMMMMM fff WWWWWWWWWWWWWWWWW | | MMMMMMMMMMMMMMM MMMMMMMMM5MMMMMMMMMMMMM WWWWWWWWWWWWWWWW | | MMMMMMMMMMMMMMMMMM fffffffMMMMMMMM ffWWWWWWWWWWWWW | | MMMMMMMMMMMMMMMMM ffffffffff MMM ffffWWWWWWWWWWWW | | MMMMMMMMMM fffff ffffffffff MMMMM fffffWWWWWWWWWWWW | | WWWWMMMMM ffffff ffffffffff MMMMMMMfffffffffffWWWWWWWW | | WWWWWWW fffffff fffffffffMMMMMMMMMfffffffffffffffWWWW | | WWWWWWW ffffff fffffff MMMMMMMMM ffffffffffffWWWWW | | ff4ffMMMMMMMMM ffffff WWWWWWW | | M - Mountain ffffMMMMMMMMMM fffffffWWWWWW | | W - Water MMMMMM MMMM ffffWWWWWWW | | f - Forest s - ship MMMMMMM MMMM ffffffWWWWWW | | 1 - Begin section here MMMMMMM MMMM ffffffffffffWWWWWW | | 2 - Forest of Healing MMMM** MMMMff3ffffffffffWWWWWW | | 3 - Tozas MMMM MMMMMfffffffffffffWWWWWW | | 4 - Passage from Myrakula V. MMMMMMMMMMMMMfffffffffffWWWWWWWW | | 5 - Viking base entrance MMMMMMMMMMMMMMMfffffffWWWWWWWWWW | | 6 - Other base entrance MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | 7 - Nepto's Shrine MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | * - Cave of Bahamut MMMMMMMMMMMMMMMMMMMMMWWWWWWWWWWW | | !!! - Here be Dragons | -------------------------------------------------------------------- M - Mountain W - Water f - Forest Enemies here: 6 Werewolf (Hairy biped with claws) 7 Berserker (looks like the Roman Warriors from the movies) 21 Basilisk (Ugly green bug things) 22 Bugbear (It's a bear) 23 Mandrake (Ugly red-orange things) ****************************************************************************** * Alright, when you regain control, head to the nearly Forest of Healing if * * needed, head south to the village of Tozas. Your guys need to be in * * Mini state before entering. You'll need to be at level 8 before this, if * * you're not there yet, battle some nearby enemies until you are. At this * * point the White Mage earns a cast of a Level 2 magic spell. When ready, * * select to cast the spell as you would any other outside of battle and * * select the bottom option, the one that targets all party members to shrink * * the entire team. * ****************************************************************************** Sorry to highlight this in the obnoxious way I did, but I've gotten so many emails on this topic I've run out of urinals that need caking. It strikes me as impossible people can comprehend English, read the above paragraph and not know how to get to Tozus. VIII. TOZUS TOWN _____ | |_ _____________ | ___ | / ___________a| | | | |_____/ / | |_s_| __/ | | | | | M |_____ | | | | | ___ | _______ | | | |_____| | | |_i_| ___ | | ___ | | | | | | |_m_| | | |_b_| | | | |____________________ | \__ | \______/ Because many obstacles in Tozas are unique to this town, they will not be marked on the map. M - Mognet a - Regular path out of town m - magic store ------------------------------------------------------------ | Also : Fire, Blizzard, Sleep, Thunder, Poison, Blind, Aero | ------------------------------------------------------------ If you're using three magicians, which is not necessarily a practice I condone or recommend, you may want to get another Fire or Blizzard. b - Bread vendor. Sells Midget Bread for 200 Gil a pop. This item has the same effect as Sight magic, which provides a view of more of the overworld. You might consider picking up a few if the maps provided here are insufficent, because they'll come in handy eventually. i - Inn (80 Gil) and Item store ---------------------------------------- | Potion | Restores some HP | 50 | | Eyedrops | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | ---------------------------------------- s - Find the person on the bed, give him an Antidote and go on through the passage he reveals when finished. When in this house, be sure to raid the shelves for a Mithril Bracers, Fire Staff, Fira Spell and Cura spell in that order on the table, along the bookshelf and in a pot to the right. In the hallway, a couple of Phoenix Downs lie in the chests flanking the stiarcase revealed by the man in bed after he's healed. IX. TOZUS TUNNEL Enemies: 24 Lepurchaun (Disfigured grey man) 25 Darkface (Big, funny-looking face thing) Class lecture for the Tozus Tunnel: You're all small like. Go with mages. It might be a good idea to have BW/BW/WW/BW team, but it's not likelyyou'll need a team of three Black Wizards. I like to have a Thief tagging along in times like these. Running also works here, although I don'trecommend it any more often than usual. _ a - Leads back to house s _ |a| |b|_________________| | | | |_____________________| c - to Myraluka Valley ____ _/ \__ _ _/ | _|c|_________________________/ | |__________________________________ | \____|b| After popping out of the Hidden Passage and coming out to Myraluka Valley, head into the opening in the mountains to the north. Might as well stay Minied for the next parts, although you can change size back to regular for this Roman numeral. X. VIKING'S COVE New stuff found here: ------------------------------------------------------- | Viking Axe | 32 | WR | (500) | | Spark Dagger | 23, Thunder element | WR, TH | (500) | | Blizzara | 88, Blizzard element | BW, RW | 1500 | | Fira | 85, Fire element | BW, RW | 1500 | | Thundara | 85, Thunder element | BW, RW | 1500 | ------------------------------------------------------- _ _ _|b|__|i|__ |_ | | | _ | | |a| _| | | | ___| | | | | _| | | | __| | |___ |___ wwww|___ |___ | | |WWWwwwww| | |___________________________________| |WWWWWWww| |_______________________________________|WWWWWWww| |WWW1__ww| 1 - Spark Dagger 2 - Blizzara _ 3 - Fira |d| 4 - Thundara | | 5 - Viking Axe | | 6 - 3000 Gil | | _| | i - Inn (40 gil) and Item store | | (Potion, Eye Drops, ___| | Antidote, Echo Screen, | | Gold Needle) and Magic | | store (Fire, Blizzard, | | Sleep, Thunder, Poison, | | Blind, Mini) F | | | V - Talk to this Viking for a | | scene | | ______________________________| | |__ _____ ____ ____M____ _____| | / | | | | | | wwWW |b| | | | | wwww | | | |_____ wwww w | | _ wwww w | V | _/ wwwwww wwwwww | | _/ wwwwww w w | | _/ wwwwww w w | | | _/ wwwwwww w | | |c___/ w w |_______| w w w w _ ___ w ___|c|_____ | 34| w | | |2 wwwwwwww |5 |_ |___| |6 |_____ | _____ | | | | | _____ |___________| | |__________|RRRRR| |____________ RRRRR| |RRRRR| It's pretty essential you grab the -ara elemental magic spells hidden within the place. Distribute them among your capable magic users. To use them, you'll need a Black Wizard leveld to at least 10, just so you know. Head to the Inn and head up and out of here. Although you may be tempted to do so, it is't necessary to buy any more magicfor the next section. It's possible to get by with two Black Wizardsas long as both of them possess at least one Level 1 and one Level 3 attack spell. Also, sooner or later, you'll want to pick up about 10 Echo Screens, for later. XI. NEPTO TEMPLE The first room is quite small. Go foward and enter the structure in a shrunken state. In this form you will remain as long as you're in this structure. Enemies: 26 Petit (Purple fox, bounces on tail) 27 Poison Bat (Purple bats) 28 Lilliputian (Look kinda like hedgehogs, light in color) 29 Wererat (Grey rodent) 30 Bloodworm (Ugly red Cylandrical thing) NOTE: Petits can nail you with Fire and Blizzard spells, ditto Liliputs, possibly dealing over 100 damage. Save your Thunder and Aero casts for these enemies. The Poison Bats and Bloodworms aren't as dangerous, so use the Burning Staff and Fire and Blizzard on them. Class usefulness is exactly the same here as the Hidden Path, although the Red Wizard might not quite be as useful because of limited MP. Noteworthy stuff found in Nepto's Shrine: ---------------------------------------------------------------------- | Shell Armor | 18/9 | WR, TH | 1250 | | Shell Helm | 6/5 | WR, TH | (225)| | Serpent Sword | 25, Thunder-fused | WR | 1500 | | Fire Staff | 20, Fire when used as item in battle | WW | 3500 | ---------------------------------------------------------------------- (That last one's found in Tozas, this is just the most practical place to put it) ___ _| a |_____ ___________ A - Shell Armor | | | | B - Shell Helm | | | a b | C - Serpent Sword _____| | | _________| | A B | | | | | | | _ |_________________| | | |m|_________________________________________________| | | | |_____________________________________________________| m - Statue's mouth, exit/enter point _____ ___ | C | | b |___ | | | | | |_____ | |_______| c | | _____| |_____________________| _____ | | 1 - Approaching will beget | 1 | a show and BOSS4 | | | | | | | | | | | | | | | P | | P | | | P - Pillar | | | | _ | P | |c|_________________________| P | |_________________________________| BOSS4 - Giant Rat (#199) HP - 950 Weakness - Not a whole lot Gil - 1500 EXP - 300 Four casts of Thund/Fir/Blizzara should do him in. If not, the one-time spell-casting items I hope you've been saving will. If those are not practical, then use the Flame Staff. After walking out of the shrine and returning the eye (examine the place it should be), return to the Viking Base and speak to the Viking at point V again. ship outside of that little gulf. Much of the world is opened up to you now. For simplicity reasons, the world will be divided into four regions. The first one (Ur, Sasson Castle, etc) will be the Northeastern section, and the second map drawn (Kazus, Viking Base, et al) is the Southeastern section. The first new section will be the Southwestern region. Sail a few paces west of where you first get the ship (which is on the western edge of the Southeastern region) to reach it. Southwestern region overworld: ----------------------------------------------------------------------- | WWWWWWW ffff MMM WWWWWWWWWWWWWWWWWW | __| WWWWWWWWWW fffff WWWWWWWWWWWWWWWWWW | | __ WWWWWWWWW ff5ffMMM WWWWWWWWWWWWWWWWWW | | | | WWWWWWWWW MM ff MMM WWWWWWWWWWWWWWWWWW | |___| | WWWWWWWWW MMMMMMMMM WWWWWWWWWWWWWWWWW | | WWWWWWWWWW MMMMMMM WWWWWWWWWWWWWWWWW | |_ WWWWWWWWWWWWWWMM WWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW MM WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWWM WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW | | WWWWWWWWWWWW WWWWWWWWWWWWWWWWW | | WWWWWWWWWWW WWWWWWWWWWWWWW | | WWWWWWWWWW WWWWWWWWWWWWWW | The edge of the landmass ---->| WWWWWWWWWW WWW WWWWWWWWWWWWWW | | WWWWWWWWWWWWWWW WWWW | | WWWWWWWWWWWWWWW WWW 1 | W - Water | WWWWWWWWWWWWWW ddddddddd 11M | M - Mountain | WWWWWWWWWWWWWW ddd4444dddddd M | | WWWWWWWWWWWWW d44dddd4dddddd | f - Forest __| WWWWWWWWWWWW dd4dddddd4dddddd | d - Desert ______| WWWWWWWWWWWW ddddd4dddd4ddddddd | | WWWWWWWWWWWW ddddddd4444ddddddddd | 1 - Tokkle | f ff WWWWWWWWWWW ddddddddddddddddddddd | 2 - Ancient's | ff ffff WWWWWWWWWW dddddddddddddddddddddd | Village | ffffffff WWWWWWWWWWW dddddddddddddddddddd | 3 - Chocobo | ffffffffff WWWWWWWWWWWWWW dddddddddddddddddd | Forest | fffffffffff WWWWWWWWWWWWWWW dddddddddddddddd W | 4 - Floating | ffffffff ff WWWWWWWWWWWWWW ddddddddddddddd W | Castle | ffffff f WWWWWWWWWWWWWWW dddddddddddddddd | 5 - Living Forest | f fff f WWWWWWWWWWWWWW dddddddddddddddd WWWW | -------------------| 2 f f3f f WWWWWWWWWWW dddddddddddddddd WWWW | | 22 f fff f WW WW ddddddddddddddddd WWW | | ff f ddddddddddddddddd WWW | | ffffffffff dddddddddddddddd WWW | | ffffffffff ddddddddd dddd WWWW | | ffffffffff WWWWWW WWWWWWW | | fffffffff WWWWWWW WWWWWWWW | | fffffff WWWWWWWW WWWWWWW WWWWWWWWWW | | fffff WWWWWWWWW WWWWWWWWWWWWWWWWWWWWW | | ffff WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW | ------------------------------------------------- Sea Enemies: 31 Killer Fish (Little green fish) 32 Hermit (Red snails, appear as though they're coming out of their shell) 33 Sea Elemental (Crude blue tornado) 34 Tangie (Blue sea reptile thing) 35 Sahagin (Green fish-men) NOTE: Tangis will sometimes attempt to cause Sleep status upon one of your characters with a Glare attack. Pretty much all water enemies are weak against lightning. Land Enemies: 36 Parademon (Green palette-swap of Mandranke) 37 Griffon (Big tanish bird) 38 Lynx (Blue palette-swap of Wereworlf) 39 Hornet (Redish and greenish palette-swap of Killer Bee) 40 Knocker (Reddish palette-swap of Goblin) 41 Flyer (Obnoxious grey-tan circley hovering thing) 42 Lizardman (Lizard with sword and shield) 43 Gorgon (Purple-ish enemy that comes out of the ground, sharp antennas) NOTE: Parademons have a Breath attack which has a high rate of Paralyzing its target. They're best hit with fire. Fliers can gaze at you, putting the character to sleep. You won't have to worry about all the above now - they're weak against Wind as are the Hornets. The Lizardmen - Thunder. Hit the Griffons with Arrows. These enemies can be found along the western portions of this landmass. Generally speaking, enemies 36-39 are found more in the southern areas and 40-43 in the north. The following enemies can be found along the eastern araes of the continent. They can easily be bypassed for the entire game, and I recommend doing so unless you're a completist as they're quite a bit more difficult than the enemies 36-43 but don't yield as much EXP or Gil (but more Job Points). 44 Red Cap (Red-capped palette-swap of Goblin) 45 Barometz (Blue palette-swap of Mandrake) 46 Slime (Green blob) 47 Tarantula (Red and green spider, ugly) 48 Cuphgel (Pinkish palette-swap of Gorgon) It is possible to circle the perimeter of the landmass by hugging its edge. In spite of the wealth of text before you since ship acqusition, there's not a great deal to do here at the current moment. First let's make a pit stop in Tokkul. XII. TOKKUL TOWN _________ TTTTTTTT T TTTTTT| |___TTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTT TTTT | | TTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTT | | TTTTTTTTTTTTTTT TTTTTTTTTTTTT TT |__a__________| TTTTTTTTTTTTTT TTTTTTTTTTTTT TT W _____ TTTTTTTTTTTTTT TTTTTTTTTTTTT TT | |_ TTTT TTTTTT TTTTTTTTTT _____ |_______| TTTT TTTTTTTT g| | TT TTTTTTTT |_____| iTT TTTTTTTT T _________ _ TTTT TTTTTTTT ______T _| | __| | TTTT TTTTTTTT _____ | | | | | | TTTT TTTTTTTT | | b| | |_____s_____| |____| TTTT TTTT | | | | WTTTT TTTT TT | | |______| TTTT TTTT TT |_____| TTTTTTTT TTTTTTTTTTTTTTTT TTTTTTTT TTT TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT T - Trees W - Well New stuff found in Tokkul: --------------------------------------------------------------------- | Ice Staff | 20, Blizzard when used as an item | WW, RW | 3500 | | Sonic Knuckles | 28 | MK | 3000 | | Kenpo Gi | 20/8, Agility +1 | MK | 2000 | | Bacchus's Cider | One free use of Haste spell | All | | --------------------------------------------------------------------- b - Bacchus's Cider i - Ice Staff g - Great Bow a - Enter this house and go down the fireplace for a 3-Part Nunchuck in a pot and a Serpent Sword and Kenpo Vest in the chests. s - Enter this house to see a couple of shows. Leave the town and walk Southwest to the Ancients' Village. XIII. ANCIENTS' VILLAGE _____________________________________________ __| _____________ |_ _| _______ __ _________| |_ | | _| |_| | _| | _________ | |_ | | | | |_| |___| |_ \_ | _| | |____w__| ________| ___________ | _____ | | | | | _______| | |_| | | | |_ | __| _| _____ |_ | | | | |_ |_ _| _| _____| | | | |__a__| |_| | | _| / | | | | | |_ | | | _| | | | |__m__| | l | | | _| | |_l | _____ |_____| | | | | _| | | | | | ____ _| _l _| | | _| __| | | | | | | | | | | | T _| | |__r__| _|l||____| | |_ T | | | | T| | ___| |_______| T | T | | | |_ | |____l__| __ _____ T | _| | |_ | |_T _| | | |W _| | | | | |_____________| k | | | ___| | _| | | ________| |__i__|_| | _| | | TT | _| _| | _| |___ TT | | _| | | TT |_ T |________ _____| _| |_ | TT TT |_ l M ___| | | TTTTT |_______________ ________| |_ |_ TTTTTTT | l TTTT | |_ TT T TT __| |___ TT _______ ___ T _______| |_______|_______| l |_________| T - Trees (Unwalkable grounds are not shown on the map) M - Mognet k - Speak to this kid after circling the landmass on a Chocobo from the forest they're in due east of the village to get a Midget Bread. l - Ladder from one level to another. r - Revivification spring w - Weapon store --------------------------------------------------------------------------- | Also: Serpent Sword, Fire and Ice Staves | | Light Staff | 20, Thunder if used as an item | WW, BW, RW | 3500 | | Killer Bow | 26, Ranged | WR, BW | 4000 | | Thunder Arrow | 17, One use, ranged, thunder element | (RN) | 150 | | Fire Arrow | 17, One use, ranged, fire element | (RN) | 150 | | Ice Arrow | 17, One use, ranged, blizzard element | (RN) | 150 | --------------------------------------------------------------------------- You shouldn't need anything here for now, or ever for that matter... Except for a Light Staff, and even that's not essential. m - Magic store -------------------------------------------------------------------------- | Sight | Same as Gnomish Bread | WW, RW | 100 | | Also: Fira, Blizzara, Thundara | | Cura | 30, Restoritive element | WW, RW | 1500 | | Teleport | Warps party to overworld, escapes from battle | WW, RW | 1500 | | Blinda | Same as Eyedrop | WW, RW | 1500 | -------------------------------------------------------------------------- I advise picking up Sight and Teleport. I don't really know about Blinda - you can buy 43 Eye Drops (unlikely your characters will be going blind 43 times over the course of the game) with the money spent on Blinda and not use up a single use of Cura or Teleport in doing so. a - Armor store ----------------------------------------------------------------------- | Also: Hornshell armor | | Flame Mail | 21/11, Stronn vs. ice, weak vs. fire | WR, RW, TH | 2400 | | Headband | 10/3, Strength and Vitality +1 | MO | 1200 | | Also: Kenpo Vest | | Mage Robe | 13/13, +1 Intellect, Mind | WW, BW, RW | 2000 | ----------------------------------------------------------------------- Headbands are great for Monks, and you'll want to spring for a Mage Robe for all but one of our magic users (you'll be getting another one free soon enough). That's all for here. i - Inn (120 Gil) and Item store ------------------------------------------------- | Potion | Resotres about 100 HP | 150 | | HiPotion | Restores about 400 HP | 1200 | | Soft | Relieves Petrified state | 300 | | Maiden Kiss | Nullifies Toad state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | ------------------------------------------------- While you're here, I reckon you should leave with at least 10 Maiden Kisses and 10 Antidotes. Whenever you think you're finished with this town, leave, return to the ship and sail north to the Northwestern section of the landmass. ---------------------------------------------- | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWW MMM WWWWWWWWWWWWWWWWWWWWWWWWWWWWW| | WWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWMMMMMM WWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWMM5MMMM WWWWWWWWWWWWWWWWWWWWWWWWWWW| B - Blockade |WWWWWWWWWWWWW MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| W - Water |WWWWWWWWWWWWWW MMWWWWWWWWWWWWWWWWWWWWWWWWWWW| M - Mountain |WWWWWWWWWWWWWW MMWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWW MMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| f - Forest |WWWWWWWWWWWWWMMMMMMWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWW MMMMM WWWWWWWWWWWWf WWWWWWWWWWWW| 1 - Aragas Castle |WWWWWWWWWWWW M4MM WWWWWW ffff WWWW WWWWWW| 2 - Gurgan Cave |WWWWWWWWWWWWWW WWWWW ffff W333WBBBB| 3 - Tower of Owen |WWWWWWWWWWWWWWW WWWWW fffff 333 BBBB| 4 - Dwarven Cave |WWWWWWWWWWWWWWWWWWWWWWWffffff WWW333WWWWW| 5 - Flame Cave |WWWWWWW WWWWWWWWWWWWWfffffff WWWWWW WWWWWW| 6 - Lake Dohr Landing |WWWWWWW MMMMWWWWWWWWWWffffff WWWWWWWWWWWWWW| |WWWWWW MMMM WWWWWWWWfffff WWWWWWWWWWWWWWW| |WWWWWW MMMMMMWWWWWWWffff WWWWWWWWWWWWWWW| |WWWWWWffffMMMM WWMMMMfff WWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMMf WWWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMM WWWWWWWWWWWWWWWW| |WWWWWffffffMMMMMMMMMM WWWWWWWWWWWWWWWWW| |WWWWWff fff MMMMM WWWWWWWWWWWWWWWWW| |WWWWW f MMM WWWWWWWWWWWWWWWWWW| |WWWWW MMMMM MM WWWWWWWWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMf WWWWWWWWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMMff WWWWWW WWWWWWWWWWWWW| |WWWWMMMMMMMMMM MMMffff WWWWWW WWWWWWWWWWWW| |WWWWMM2MMMMMMM MMMffff WWWWW WWWWWWWWWWWW| | MM MMMffffff WWWW WWWWWWWWWWWW| | MMMMMMMMMMMMMMMffffff WWW WWWWWWWWWWWW| | MMMMMMMMMMMMMMMffffff WWWWWWWWWWW| | MMMMMWWWWWWWWWMMMffffff 11 WWWWWWWWWWW| | MMMMMWWWWWWWWWMMMffffff 11 WWWWWWWWWW| | MMMMMWWWWWWWWWMMMffff WWWWWWWWWW| | MMMMWWWWWWWWWMMM f WWWWWWWWWWW| |WW MMMMMWWWWWWMMMMM WWWWWWWWWWW| |WWW MMMMWWWMMMMMMMMMM WWWWWWW WWWWWWWWWW| |WWWW MMMM6MMMMMMWWMMM WWWWWWWWWW WWWWWWWWWW| |WWWWW MMMMMMMMMWWMMMMWWWWWWWWWWW WWWWWWWWWW| |WWWWWWW MMMMWWWWWWWMMMWWWWWWWWWWWWW WWWWWWWWWW| |WWWWWWW MM MMMMMMM WWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWW MMMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWW MMMMMMMMMMMMWWWWWWWWWWWWWWWWWWWWWWWW| --------------------------------------------- First let's stop at the Argas Castle. Take a few steps up after stepping on the map icon to officially enter the castle and go straight north in the small room immidiately proceeding that. The maps begin at this point. XIV. CASTLE ARGAS Cool new things found on this trip to Argas ----------------------------------------------------------- | Bomb Fragment | Single cast of Fira in battle | (500) | | Arctic Wind | Single cast of Blizzaga in battle | (1500)| ----------------------------------------------------------- WWWWWWWWWWWWWWWWWWWWWW The rightmost candle ('C') opens the .. wall. WWWWWWWWWWWaWWWW'C'WWW Examine it. WW WW WWWWWWWWWWWWWWWW WW WW_______________________WWWbWWWWWWWWWWWW WW .._______________________.. WW A B C WW WW PP W W PP WW WW WW WW A, B & C - WW PP W W PP WW WW ww WW 1000 Gil WW W W WW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWW WWWWWWWWWWWWWWW WWWWWWWWWWWWWWW D - 1500 Gil WWF c IWW E, F, H - 1000 Gil WWE HWW G, I - 100 Gil WWD b GWW WWWWWWWWWWWWWWW Don't go through stairway c until you've some WWWWWWWWWWWWWWW special keys. Although you can open doors g and h WWWWWWWWWWWWWWW now with a Thief in the lead, it's probably best to wait as most of that treasure is of optimal use later. WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW (Dining Room) WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWW S. WWWWWW S.- Seat WWWWW WWWWW T - Table WWWW WW WW TTT WWwwWW WWWW WW WWccWW TTTTT WWffWW WW WW WWWWWW TTT WWWWWW WW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWW WWWWWWWWWW WWWWwWWWW WWWWWWWWWW WWWWWW WWWWeWWWW WWWWWW WWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWf KWW___________WWWWWWWW J - Antarctic Wind WW ww___________ww WW K - Bomb Fragment WW JWW WW LWW L - Arctic Wind WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWW WWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWgWW WWhWW Doors g & h require WW WW Magic Keys to openPPWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWPPWW WW P - Pond WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW WW WWPPPPPPWWWWWWWWWWWWWWWWWWWWWWWWWWWPPPPPPWW WW WW WWWW2 WWWWWWWWWWWWWWWWWWWWWWWWWWW 1WWWW WW 1 - Drinking here WW WWWW WWWWWWWWWWWeWWWWWWWWWWW WWWW WW restores HP/MP WW WW WWWWWWWW WWWWWWWW WW WW 2 - Drinking here WW WW WW WW revives party WW WW WWcWW WW WW WW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW Not much to do or gain on this trip, but it will fatten your wallet. When done here, go north and west, through the forest and around the mountains into the cave. XV. GULGAN'S GULCH New thing found here: -------------------------------------------------------- | Toad | Changes target to/from frog form | WW, RW | 700 | -------------------------------------------------------- _ |a| | | | \ / | __/ M| | _/ | __/ | | | | | | | | M - Mognet | | G - Gulgan ____| |____ / \ T - This Gulgan is more / G \_ important than the | | others | G G | | b | \ / | G G | |_____________| _ _|b|_ ____| |____ | G G | | | | T | | | |____G G____| \_ _/ | | | | | | | | | |__________ |__________ | | | | | | | ________ | | / A |_| | A - Mage Robe | B ___| B - Ice Staff \__C_____| C - Fire Staff After you've spoken to the appropriate Gulgans, you should be ready to head to the Tower of Owen. XVI. Tower of Owen Enemies: 49 Pugman (Green palette-swap of Liliput) 50 Far Darrig (Yellow Palette-swap of Leprechaun) 51 Blood Bat (Palette-swap of Poison bat) 52 Petit Mage (Palette-swap of Puti) 53 Fury (Stupid purple winged creature) 54 Aughisky (Yellow palette-swap of Dark Face) NOTE: Pugmen with throw magic like Poison and Blizzard at you. They also drop Maiden Kisses quite regularly, so if you're feeling especially stingy, fight them on that first floor until you get eight of them so you'll require neither Maiden Kisses nor Toad magic to proceed. Also, Aughiskies hit particularly hard. Also, Petit Mages will now throw higher level magic (like Blizzara). They also hit to petrify and can hit members of your party with Silence magic. Well-equipped Warriors and Monks will sometimes take any enemy here down in one shot, though. Aughiskies can also Silence your characters, that with their physical attacks. This is largely why I hope you took my suggestion to pick up some Echo Herbs. Class discussion for the Tower of Owen: Basically, just do whatever you want, although a balanced 'classic' party is recommended. The usefulness among the classes doesn't differ radically enough to merit such an explanation. Noteworthy new stuff found in the Tower of Owen: ------------------------------------------------------- | Salamander Sword | 30, Fire-elemental | WR, RW |(1500)| ------------------------------------------------------- _ ______________________________|a| | | a - To Outside | ________________________ | | | | | b - Toad status is | | | | needed to proceed. | | | | It is recommeneded | |___________ | | to remove the Toad | _________ | _____ | | status right after | | | |____| | | | using the path. | | | ____ b | | | | | | | |_____| | | | | _____| | | | | | | _____| | | | | | | | | | | | | | | | |___| |__________________| | | | |________________________________| 1 - Brief interruption occurs here __________ _____ __________________________ | | _ | | | |d| | | |_|c|_| | b | | |__________ _________ | | | |___ | | |___ | | |c| | ________| | | | | | | | | | | | | | | | | | | | | | | | |_______________| | | | | | A - Echo Herbs |__________1________| | |______| |___________ | A| |__________________________| ________________________ ___________________________ | __________________ _| | 2 | |d| | | | |_________ ___________ _| | | | | | |e| | | | | |______ _ | | | _ | | |B| _ | | | |f| |______ | | |___ |e| | | | | | | | |_ | ____| |_____| |_| | | | | | | | | | |______________| |____| | |________________| |___________________________| B - Spark Dagger 2 - Another brief interruption awaits here 3 - First walk here for another short interrpution 4 - Then face up and examine wall indentation to make : wall disappear C - Echo Grass ____________________________ ___________________________ |____3______ 4_________ _| |_ ___________________ _| | | |f| | | | | | | | _ _ | | | | | | | | | | |C| |g| | :___ ____| | | | | |g| | | | | | | | | | | | | | | | | |_| | |__ | | | | | | | | | |_ | | | | | _ | | |_____| |_________| |_____| | | | |h| | | | |_| |___________________| |_| |____________________________| |___________________________| D - Echo Herbs E - Bomb Fragment F - Sonic Knuckle _______________________________ | |__________| F| _ | _____ _ _____________| _________ |i| | | | | |_____| PPPPPPPPPPP| | _____ |_____| |_ | | | | PPPPPPPPPPPPPPPP P| | | |___________| _____ | | | | PPWWPPWWWWPPWW PPW| | | |E D| | | | | PPWWPPWWWWPP | | | |___ | | | _ | |_ PPWWPPWWWWPP _____| | |_______ | | | | |j| | |_____________| | |_____ | | | | |_| | | _____________ | | |________________| | |_____|_| | |_|i|_| | | | | | __ __ | |___| |_______| |h| |______| ____________________________________ |_____ _______________ | |_ | | |_ ________| |G| | | | | | |___| |_________ |j| | ______________H| G - Flame Mail | | _ H - Salamander Sword | | _|k|_ I - Zues's Wrath | | | | | |____________________________| I| |____________________________________| Going through door k will lead to a small, straightfoward room. Approach the figure straight ahead your path and a boss fight will ensue. BOSS5: Medusa (#200) HP: 3000 Weakness: Nothing Gil: 2600 EXP: 420 She'll try to turn your guys to stone, but she's not too good at it. Otherwise, she'll use a physical attack which tend to be weaker than those of some of the enemies enounctered here. Medusa also has Thundara which she uses on one character. The elemental staves are useful against her, roughly as much so as pyhsical attacks (generally dealing about 150 damage per shot). There's also a Stare attack that attempts to petrify a character. I reckon its success rate is about 1/3. After beating Medusa, watch the show. After this, you should be warped out of the place and the whirlpool blockade very close to it in the water will now be gone. Sail up through the water previously blocked by the whirlpool and east and follow the path south until you find a town conviently located near a strip of mountains just large enough to cut it off from the rest of the non-sailing masses. There are now four more sea monsters to encounter: 71 Anet (Blue palette-swap of Killer Fish) 72 Mermaid (a Mermaid) 73 Seahorse (a Seahorse) 74 Sea Serpent (Big, green water dragon, palette-swap of Nepto) NOTE: Sea Serpents are likely to be the first non-boss enemies who will have two turns per round (quite fair as they take up the entire screen leaving no room for others). (side) XVII. GYSAHL T TTTTTTT _______ TTT TTTTTTTTTT BBBBBBBBBBBBTTTTTTTT | | TT TT TTTTTTTTTT BBWWWWWWWWBBTTTTTTTT | | TTT TTTT BBWWWWWWWWBBTTTTTTTT _____ | | TT ______ TTT BBWWWWWWWWBB | | |_______| TTT | | TTT TTBBWWWWWWWWBB TT | | TTT | | TTT TTBBWWWWWWWWBB T |__r__| TTTT |__mk__| TT BBBBBBBBBBBB SS SS M TT T BBBBWWBBBBBB _________ TT BBBBWWBBBBBB | | WWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWW | | WW _________ FFFFFFFFFFWW | | WW | | FF FFWW |____i____| WW | | FFWW T WW |____c____| FFFFFFFFFFWW TT _____ WW bb TT | | WW WW | | WW WWWWWWWWW |__m__| WWWWWWbWWWWWW WW WW WW WW WW WW WWWWWWWWWWWWWW TTT WWWWWWWWWWWWWWWWWWWWWWWWWW TTTT TTTTT WWWWWWWWWWWWWW WWWWWWWWWWWWWW TTT TTTTTT WWWWWWWWWWWWWW WWWWWWWWWWWWWW TTTTT TTTTTT WWWWWWWWWWWWWWWWWWWWWWWWWWC TTTT TTTTT WWWWWWWWWWWWWWWWWW WWk TTTTT TTTTTT WWWWWWWWWW WWk TTTT WWWWWWWWWWWWWWWWWWWWWWWWWW FFFFFFFF FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF W - Water b - Bridge B - Brick k - Magic Key T - Tree C - Gysahl Greens S - Shurbbery F - Fence c - Chocobo house. Has a couple of Greens within pots in this house. r - Revivification spring mk - Magic Key store sells Magic Keys at 100 Gil apeice. I don't recommend buying more than a couple keys, if any. If you wish, you can reutrn to Argas Castle to grab the items in the locked doors, without a Thief, but those items will be much more useful shortly. Also in this place, there's a Shuriken in a chest behind the counter. Walk through a false wall to get around it. m - Magic store ------------------------------------------------------------------------ | Toad | 10% base accuracy to cause Toad status | WM, RM | 700 | | Mini | 10% base accuracy to cause Mini status | WM, RM | 700 | | Break | 30% accuracy 110 pwr, Earth elm, partial petr | BM, RM | 3000 | | Shade | 20% base accuracy to cause paralysis | BM, RM | 3000 | | Libra | Scans enemy's HP and weaknesses | WM, RM | 3000 | | Confuse | 25% base accuracy to cause confusion | WM, RM | 3000 | | Silence | 40% base accuracy to cause silence | WM, RM | 3000 | ------------------------------------------------------------------------- I don't recommend anything from here, at least not at this point in the game. Or ever for that matter. Libra, Silence, Confuse and Shade are all cute, I guess, but not necessary or even all that useful. NOTE: When one is confused, they attack their friends and silenced, they can't use magic. i - Inn (120 Gil) Item store ----------------------------------------------------------------------- | Gyshal Greens | Use in funny-smelling areas to call Fat Chocobo | 150 | ----------------------------------------------------------------------- I advise getting four of these along with the Carrots strewn about the town. In the room before the Inn and Item store, there's a piano, a dancing girl and a secret path in the lower right part of the room with a Beastiary man in a room on the other side of that path. After this, there are no additional distractions in this part of the ocean. Head back to the Northwestern section of the landmass and head to the south entrance on the small island you previously couldn't because of the whirlpool blockade. XVIII. DWARVEN HOLLOWS The first room is very small and quite featureless. Going through that leads you to door a. M - Mognet _i_____w_____a_______ MB - Magic-barrier dwarf (This is the main / | W - Water room of the cave) / | H - Horn / WWWWWWWWWWWWWWWW | B - Barrier / WW WW | E - Empty, unwalkable area _/ WW H E WW | D - Dwarf beside the path _/ _ WW H E WW | _ / __/ | WW WW |_____|a\ |b| / WW WW _______M| | WWWWWWWBBWWWWWWWMB | |______________________ |________ \D________ | |c| It's probably a good idea to go over the shops before proceeding in this cave. w - Weapon store ------------------------------------ | Tyrfing Sword | 28 | WR, RM | 2000 | | Also: Flame, Ice Staves | | Diamond Bell | 42 | (GE) | 4500 | | Also: Iron Arrows, Holy Arrows | ------------------------------------ Again, nothing of great use unless you've a Red Wizard or two. a - Armor store ----------------------------------------------------------------------- | Ice Armor | 20/9, Strong against Fire, weak against Ice | WR, RW, TH | | Ice Helm | 10/6, Strong against Fire, weak against Ice | WR, RW, TH | | Ice Shield | 6/4, Strong against Fire, weak against Ice | WR, RW, TH | | Also: Kenpo Suit, Mage Robe | ----------------------------------------------------------------------- I advise buying an Ice Helm for sure, possibly a suit of armor, and if you're in a Shield sort of mood, an Ice Shield - eventually. What you have is probably sufficent for the time being and this Ice stuff will pay off much greater later. Don't think I'd put them on quite yet. i - Inn (80 Gil) and item store ------------------------------------------------ | Potion | Resotres about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Gold Needle | Relieves Petrified state | 100 | | Maiden Kiss | Nullifies Toad state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | ------------------------------------------------ I'd pick up a few Mallets if you haven't already. _____________ _|WWWWWWWWWWWWW|_ _|WWWWWWWWWWWWWWWWW|_ _ |WWWWWWWWWWWWWWWWWWWWW| |b| |WWWWWWWWWWWWWWWWW| | | |WWWWWWWWWWWWW| | | |u| | | Passage through u | | | | requires the party | |_____________| | be in Frog state |_________________| and speaking to dwarf MB beforehand. I advise unshrinking just after u is passed through. XIX. SUBTERRANEAN LAKE Enemies: 55 Bomb (Red floating enemy, spiked top) 56 Manticore (Yellow dragon thing) 57 Stalagmite (Grey palette-swap of Carbuncle) 58 Sea Devil (Red palette-swap of Killer Fish) 59 Merman (Purple palette-swap of Sahaugin) 60 Ruinous Wave (Paler palette-swap of Sea Elemental) NOTE: Stalagmites can turn a character to Stone with its Glare attack. They also hit to pertify. Bombs can also self-destruct dealing upwards of 500 damage to a single character. They're weak against ice. Manticores will also throw Ice magic at your guys, so I hope you didn't splurge on Ice armors quite yet. They can also hit to cause petrification. I believe the fish can cause poison status with their attacks as well. Conserve strong -ara spells for the end. Class usefuless: Well, several enemies here have several semi-interesting things to steal, although your Thief might get nothing better than a Hi-Potion, good for this point in the game, if they're new to the job. Hmm. _ _|u|_____ | |___ | | | | |___ | |___ _| | | |_ | | | ______________ | | | ___ | | | ______________| | | | | | | A _a|a___ | |b| | | | | | | _| |_______________________| / |________| | ____________________ | |____| | | |______| A, D & E - Gold Needle B & C - Zues's Wrath _ _ |c| |b| ___________| | | | | _______| | | | E | | | | | | | |_ _| ___| |_ | | _________| _| | | | B | | | | _____________| | | | | __| |______________ | | | | | | | |_ | | | _________ | | | | | |_ |______ | | | | | C |_| | | | | |_ | D | | _ | |_____| | | |________| \___/ _____________ / \ | \ | 1 \ Approaching 1 | | will launch \__ | into a scene and \_______ | BOSS6. \_ _/ | | ___| | ________/ G |_ | F ___________| | / | | | | | | F and G - 3000 Gil | |_____________ \_________ | \ / \ / |c| BOSS6: Gutsco (#201) HP: 3500 Weakness: Nothing Gil: 3500 EXP: 576 He gets two turns per round, a physical attack (50-150 damage) which he uses most often, a strange water attack that's purpose is unknown and he can heal himself for 90-100 HP worth. His defensive capabilities are not noteworthy, so just hit him with what you've got and you should end up victorious. He can also cast Mini with annoyingly high percent of effectiveness, so watch out for that and have Mallets handy. After the battle, watch the show. You can leave the place by casting Teleport or walking out. Speak to dwarf MB, walk to the proper spot on the stand and press A. Watch the show and leave the place (staying at the Inn and buying some Ice equipment perhaps as well as about 40 Potions) and sail the short distance northwest to the Flame Cave. XX. MOLTEN CAVE Important new things found in the Molten Cave: ----------------------------------------------------- | Ice Blade | 32 - Ice elemental | WR, RW | (1750) | | Impact Claws | 34 | MK | (4000) | ----------------------------------------------------- Enemies: 61 Balloon (Green palette-swap of Bomb) 62 Myrmecoleon (Green-palette-swap of Manticore) 63 Crocotta (Green long-legged quadruped) 64 Adamantosie (Big tortise, palette-swap of Land Turtle) 65 Red Mallow (Red gel-like creature) NOTE: The strength curve of the enmies in this cave seems to have gotten steeper as they all hit for about 100 HP of damage. Ice attacks will prove to be quite useful, especially against the turtle (Adamantai) Class lecture: Well-balanced classic party is best, I reckon. Make sure you've Ice-related prowess (Ice Armors, Staves, Spells namely). Also, lowercase l characters mean there is lava on this spot. Remaining on such a space will rmeove 10 HP per every two seconds. _______ | | | A | _ |__ __| A & B - Antarctic _|a|_ | | Wind | | | \ | | \ | | | | |________________ | | |____________ _ |_____| | |l| |_____________| |l| |l| |l|____ _______ _____ |llllll| | B | / ___ \ ___________|lllllll | | / / \ \_____ |llllllllllllllllll| | _____| |b| \____ |___|l| |lll| |l| |_____ll| |lll| |l| |lll|___|l| |lllllllll| ________________ _________ | ____________ | E - Phoenix | E | |l| | | Down |_______ | |l| _ | | __________|l| |l| |b|_| | | _______ll| |l| |_____| | | |ll\________|l| | | |llllwwwwwlll| __/ | |l| |l| |_ __| |l| |l| |c| |l| |l| /l/ |l|_______ _/l/ |llll___ | |ll/ | | |l| | | |l| | | |l| ___| | ___ |l| | | D - |D |__|l| | C | C - Ice Blade Hi Potion |________| |_____| _ __/e\__ __/ _ \__ / / \ \ \__ | | __/ ______ \ \_/ / __|G R | G - Phoenix Down \_ _/ |d_: _____| \ | |l\ |d| \ll| Examining R opens the : wall |l| to d |l| _|l| |ll/ /ll/ |ll/ _____/ll/ _ / F lll/ |c|_ \____lll\ / | \lll\_____/ | F - Impact Claw \lllllllllllll| E leads to a small room. Take a few steps in (fully healed) and watch the show. BOSS7 - Salamander (#202) HP - 6000 Weakness - Ice Gil - 3700 EXP - 686 He'll get two attacks per round, often using them quite wisely (attacking the same person twice, potentially killing them). Having Ice-clad protective gear will greatly reduce the ferocity of his physical attacks, although oddly enough not his flame-breath used across the party. The offensive strategy I most reocmmend for this fight is one more reliant on magic. South Winds/Blizzara casts can take off more than 700 damage with regularity. Although it's risky, I tend to even use White Wizards for offense in this battle unless he spits fire. I found the more aggressively I attack, the better off I tend to be (although another possible strategy could be to have a White Wizard use Cura across the party every turn until you have no more magic uses at that level... by the time that comes, the boss should be weakened enough for a full blown attack, although you risk wasting valuable MP). After the battle, examine the Crystal and step on the sign in the back of the room to warp out of the cave. When this is over, walk back into the Dwarves' Cave, take a few steps in and watch the show. Speak to MB once again and watch the show. Speak to the dwarf beside the southern path and follow him down it. SIDE - DWARVES' CAVE and ARGAS CASTLE Passage c leads to the cave's Main Room (where a dwarf will give you a Magic Key if spoken to at this point). _ |c| | | | | | | | | | | | | | | | | A - Ottershroom | | _______ B - Gauntlets | |___| ___ | C - Echoherb rrrr|_______| | | D - Scholar Robe rrrr| | | E - Scholar Hat rr| | | F - Knight Armor | | G - Phoenix Down | | H - Heroic Shield | | I - Elixir | | J - Killer Bow | | K - Gold Needle | | L - Book of Fire | | M - Book of Ice | | N - Book of Light | | O - Phoenix Down | | P - Gysahl Greens | | | |_________ _| ABCDEFGH | |_ | |__IJKLMNOP_| New stuff found in this sidequest: ---------------------------------------------------------------------------- | Otterhead | Item equal of Teleport (non-battle) | All | 2000 | | Gauntlets | 8/4 | KN, WR |(1250)| | Scholar Robe | 20/23 | SC | 5500 | | Scholar Hat | 11 | SC | 7500 | | Knight Armor | 25/7 | KN |(3750)| | Heroic Shield | 9/6, Guards against many statuses, +1 All | KN, WR | 3500 | | Flame Book | 32, Fire element | SC |(1650)| | Ice Book | 32, Blizzard element | SC |(1650)| | Light Book | 32, Thunder Element | SC |(1650)| | Medusa Arrow | 23, One use, Ranged, 20% chance to petr | RN | 300 | ---------------------------------------------------------------------------- Now is also a pretty good time to make the trip back to Argas Castle to open those doors we skipped earlier. A Thief in the lead can open doors without Magic Keys. So let's mosey on over there, pull the torch and go buck wild. WWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWW WWWW DDWWWWWWWWWWWWWWW WWWWWWWWWWWWW WW W. WWWW STU WW WWWW WWWW WW : WW WW M N O WW WWWW WWWWWW WW WW P Q R WW WWWWWWWwWWWWWWWWWWWWWWWWWWWWW WWWW WWWW WWWWWWWwWWWWWWWWWWWWWWWWWWWWW WWWwWWWWWWWWW WWWWWWWgWWWWWWWWWWWWWWWWWWWWW WWWwWWWWWWWWW WWWhWWWWWWWWW S - 20 Light Arrows M - 20 Fire Arrows T - Killer Bow N - Book of Ice U - 20 Medusa Arrows O - Scholar Robe P - Book of Light W. - Wizard gives an Elixir when appears Q - Book of Fire after events of XXI R - 20 Ice Arrows DD - Examine this dresser to make the : wall disappear XXI. TOKKLE and HEIN'S CASTLE When finished, sail back to the Southwestern section of the landmass to Tokkle. Take a step or two in town and watch the show. When you're next able to recover, you should find yourself in the Floating Castle (it's hovering over the desert near Tokkle). Enemies: 66 Pharoh (Palette-swap of Mummy) 67 Lemur (Palette-swap of Laruwair) 68 Lamia (Big snake-woman hybrid) 69 Demon (Blue floating devil with sword) 70 Dullahan (Headless Horsewoman) NOTE: Pharoh enemies are undead and hit to confuse. Lamias have a Glare attack which puts its target to sleep. Class notes for the Floating castle: The new classess are certainly interesting. Knights and Scholars make effective replacements for designated healers, and Geomancers make effective and interesting replacements for designated attack magicians. I recommend a more magic-oriented team because of how this place ends. New things found in the Hein's Castle: -------------------------------------------- | Royal Sword | 50 | WR, KN | (5000) | | Rune Bow | 42, Ranged | RN | (6000) | -------------------------------------------- _______________ ___________________________________________a___ | | 1 | | R | | 0 | | 2 | | | \ \ | 3 | |_______________|_______________|______ ______|______ ______| 0 - Begin roughly here R - HP/MP/Status Recovery pot 1 - Important figure, you speak now a - Enter here while in a shrunken state 2 - This guy's a Daimon 3 - This one's got a Luck Mallet _ |B| | | __________ _ | | | ______ | |c| | | ___________ | | | | | | | | | B B | | | | | | | | | |_________ | | | | | T - Unwalkable parts | | | | | |__| | |a| of the tree (added | |_| |_ _________| | largely for map | |_| | legibility reasons) |________b: _ _ | \_/ \ | | |_____ : - Fake wall | | | ______| | | | | A - 20 Holy Arrows |__| | | ___ | |_____| A | |______________| _______________g_______________ | ___________________________ | | | | | | | | | | | (These doors lead to | | | | small rooms with these | | | | treasures) | | C - 3000 Gil | | | | D - Zues's Wrath | | (GH) (EF) (CD) | | E - South Wind | |___|d|______|e|______|f|___| | F - 3000 Gil |______________ ______________| G - 3000 Gil |c| H - Bomb Shard _ I - Royal Sword _ | | _ |i| | | |I| | \_| |_______________| | | h: ___ | |_________/ |_____/ \ | |g| _ /j\ | | | | | | J - Phoenix Down |J | | | | | | | | | _ | |_________________|i| | | |_______________________| _____________________ | _______________ | | | | | ___| | | | _| |_____________ | |_ | _ _______ | | | | | | | | T | |_ | |i| |___ | | T | | | | |_____ |_____| | | |_______| _| | | | | |______ |________ | _ | | |j| | |_| | |_____| ___ K - Rune Bow |K | | _| | | _ | | _|k|_ | | | | ___| | Door k leads to a straighfoward room. Heal up and |___ |__| ___| enter and go foward far enough for a scene and |____ | BOSS8. | | | | | | _____________| | |J ______ ___| |__| |j| BOSS8 - Hein (#203) HP - 4500 Weakness - Variable Gil - 4300 EXP - 866 This could be quite tricky, bit it also could be quick and easy. Physical attacks don't do a great deal to him. This is why the Black Wizard is given the highest regard even though they're replaceable. Anywho, it's best have a Scholar now to use his Study ability (third Menu selection down). This option displays the enemy's weak points be they blizzard, thunder or fire. This can be difficult if you're playing the game in a language you don't understand. My recommendation is to once again fight aggresively. Before he uses his weakness-altering 'Wall Change' ability, he has no particular weakness but no particular strength, and low magic defense in general. Nail him with any and every magic attack at your disposal. If you have an Arctic Wind (free use of Blizzaga) and a moderately skilled Scholar, it'll take off roughly half of his HP before he begins to alter his weakness. Geomancy is also quite effective. After the battle is won, watch the show. Walk back to your ship docked near Tokkle and sail north to Argas Castle. Walk up to the man in the seat marked S. in the dining room and talk to him. Return to Canaan town (it's just a bit northeast from Tokkle), enter house y, the northwesternmost house in the town, and speak to the man standing near the door. Watch the show. When it's over, leave town and return to the ship. Press A to change it to and from an airship. Fly in any one direction to depart from the landmass, but before doing so, make sure you've your inventory/Class situation sorted out now. You may also come across a suspicious-looking blue thing popping out of the water. Stay tuned. Leaving the Floating Continent. First you'll be interrupted by a scene upon flying off. Okay, this is a new area, but because it's largely desolate for the time being, a map is pretty pointless. It would at best be no more effective than the map on the top screen, and at worst it would be less than useless. So use that map. The first thing you want to find is the shipwreck, it's only marking on the northern half of the map on the touch screen, so mosey on over there and enter the wrecked ship beside the small island. Three floors down are two chests, a Zues's Wrath and a Blood Sword (55, WR/KN, Adds vapmric element) Speak to the man in the room for a show. The woman in bed is sick, so press A beside her and give her an Antidote. Watch the show then leave the wrecked ship, fly a little to the east and quite a bit north (or south) to reach the next section. When you're good and ready, land the ship in the water near the largest land structure on this landmass - it's to the south of the island near the shipwreck. You shold now be able to pick up the crystal in the north room of the building on this larger landmass, so do it. You can enter the building if you want to recover your health, and then enter the cave just north. XXII. CAVE OF TIDES NOTE: Now that you have another attack magician, you might wish to take a gander at some party strategizing and the like under the general hints section Enemies: 75 Cockatrice (Purplish palette-swap of Basilisk) 76 Poison Toad (Yellow frog) 77 Twin Heads (Yellow two-headed wolf) 78 Roper (Looks most like a closed, yellow Venus fly trap) 79 Agaliarept (Grey rockpile with tentacles, eyes, a mouth) NOTE: Poison Toads have a poisioning attack (and are weak against Thunder), Cockatrices have gradual petrification attribute to their attack. Roepers have a high critical hate rate and sometimes hit to paralyze. Roepers and Agaliarepts are weak against lightning. Class notes for the Water Cave: Geomancy is useful and unlimited but unpredictable and not always reliable. Attack magic is useful but limited Scholars are useful providing elemental and item-doubling pop. You'll probably want to do the MP-class changing trick to keep your MP if you wish to use a Geomancer for the dungeon, but switch to a Black Mage for the boss. This is really the only time I truly recommend doing this. This is new here: -------------------------------------------------- | Blizzaga | 180, Blizzard element | RW, BW | 3000 | -------------------------------------------------- _ |a| | | The events of the shipwreck | | need to be completed before | | door b becomes passable. | | | | | | | | ___| | | | _ | __| _|b|_ | | | | | | |_ _| | | | | | | | |____| | | | |_________| _____ ________ | |_______________________________________| \ | _______________________________________ \ / | | | |__ _| |____ __| |c| |b| _|c| |_ | | |_ | | ___________| | | ___________| | | | | | | | | | | | | | | | | \ / ________ |d| | | _ | |____ |d| | __ | | | | | \ | | | | | | ___ |_ | | | | | | | | | | | | | | | | | | _| | | | | |________________| | | | | | | ______ | | / | | |______| | | | | | | |________| | | | | | | | |_ | | | | | | |___| | | ____________________ ______________ |e| | ________________ | | __ | |-| | | | | | | \_____ | |e| | | | | | | | | | | | | | |___| |___ | | | |______| |_____________ | | | | | ________ | |___________| | | |____________| | | | | ______| | | | | _______| \ / | | | | | | ___ _| |_ | | | \_____| | | | | A \ ____| | |___ | | ___| ________ \____________| | |_____/ ___ | | | \ | A - Blizzaga spell |___________| | | |f| |-| _|f|_ |_ _| | | | | | | ___________ _| |_ __| ________ \ | | | __| \ \ | |__/ | \ \ |___________| _ \ \__ On the other side _|g|_ \ | of door g is a small / \ | | room. Enter it, take _ \ / | | a few steps in, / |_ | | | _| watch the show and /__ \___ | | / | fight BOSS9. | \____| |______/ / |___ _____| |__________| BOSS9 - Kraken (#204) HP - 8000 Weakness - Lightning, I think Gil - 5500 EXP - 1070 Once again, magic is going to be your top use of offense. If you have a striaght up physical attacker, it's almost better they die so healing magic is distrubuted to those of greater offensive power. Blizzaga should hit for about 1000 damage, and the lightning-related items a Scholar has will nail him for 1500-2000 damage. He can cast Blizzara across the party (giving high damage to a character with Ice stuff equipped) as well as Blind (again, reducing the usefulness of the melee attackers). He also sometimes blinds upon attack. You never know when Blizzara is coming, so a White Wizard should Cure/Cura across the whole party every time. After winning the battle, watch the show. When control is regained, you'll find yourself in a whole new world. XXIII. AMUR NOTE: Don't leave town for any reason as all, well, both, paths for the time being lead to death. If you wish, you can visit a Fat Chocobo east-southeast of town in a Chocobo Forest. WWWWWW WWWWWWWWWWWWWW s WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWW TTTTTTT l WWWWWWWWWWWWWWWWWWWWGGWWWWWWWWWWWWWWWWGG GGWWWWWWW TTd g WWWWWWWWWWWW| _____ WWSSSSSSSSSSSSSSSSWW WWWWWWWWWWWWWWWWWWWWWWWWWWWW___/ | | WWSS SSWW WWWWWWWWWWWWWWWWWWWWW______/ | | WWSS c c c c SSWW WWWWWWWWWWWWWWWWWWWW/ |_____| WWSSSS llSSSSWW WWTTTTTTTTTTTTTTTTWW M WWWWWWWWWWWWWWWWWWWW WWTTTTTTTTTTTTTTTTWW WW WW WWTTTTTTTTTTTTTTTTWWWWWWWWWbbWWWWWWWWWWWWWWW BB BB WW WW TTTTTTTTTTTTTTWW ______ WWW BBLBB WW WWWWWWWWWWWWWWWWWWWW ______ | | WWWWWWWWWW WWWWWWWWWW WW _________ WW | | | | WW WW WW | | WW | | |____w_| bb _________ WW WW | | bb |____a_| WW | | WW WW |____i____| WW WW | | WW WW WW WWWWWWWWW |____o____| WW WW WWWWWWbWWWWWWWWWWWWWWWWWW WW WWWWWWWWWbbWWWWWWWWWWWWWbWWWWW WW TT WW WW WW TTTTTTTTTTWW WW WW ____ WW TTTTTTTTTTWWWWWWWWWWWbWWWWWWWWW WW | | WW P TTTTWWWWWWWWWWWbWWBBWBBWW WW _____ | | WW TTTTWWWW BBWBBWW WW | | |____| bb bb BBWBBWW WW | | WWTTTTT TTWW BBWBBWW WW |__r__| SSS WWTTTTTT TTWWSS BBuBBWW WW SSSSSWWTTTTT TTWWSSSS BBBBBWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWbWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW S - Shrubs B - Brick F - Fence T - Trees G - Gutter W - Water. Can eventually walk on (or at least through) much of this after house o is entered L - Locked ladder. Unopenable until events of house o are completed P - Speak to this person to trigger important events at house o o - Enter this, an Old Man's house. Talk to him and watch the show. c - Four Gyshal Greens are hidden in this patch t - Thief Gloves d - Black Cowl s - Black Garb r - Revivification spring i - Inn (100 Gil) and Item store --------------------------------------------------------- | Potion | Resotres about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Gold Needle | Relieves Petrified state | 100 | | Echo Herb | Relieves Mute state | 100 | | Luck Mallet | Changes size | 100 | | Eyedrop | Relieves Blind state | 40 | | Antidote | Relieves Poison state | 80 | | Carrot | Calls Fat Chocobo in their forests | 150 | --------------------------------------------------------- I suggest getting some Antidotes and HP restoration if they're running low in your supply. a - Armor store -------------------------------------------------------------------- | Viking Helm | 19/5 | VI | 5500 | | Viking Mail | 36/5 | VI | 8000 | | Also: Heroic Shield | | Thief Gloves | 11/8, Agility +3 | TH | 2500 | | Black Garb | 30/18, Agility and Vitality +2 | TH, MK, RN | 5000 | | Black Cowl | 15/10, Agility +2 | TH, MK, RN | 4000 | | Black Belt Gi | 33/18, Agility, Vitality +3 | MK | 6000 | | Chakra Band | 17/11, Agility +2 | MK | 4500 | -------------------------------------------------------------------- You don't need to buy anything for a thief. If you plan on using a Viking, go ahead and pick up a helmet and suit of armor, ditto for monks. You can also go ahead on splurge on the monk-related equipment as well. w - Weapon store ----------------------------------------------------------------------- | Battleaxe | 65 | VI, WR | 7400 | | Main Gauche | 35, Agility +3 | TH, WR, DK, BA, RW | 7000 | | Thunder Spear | 45, Thunder element | DR | 8000 | | Selene Bow | 63, Ranged | RN | 16000 | | Boomerang | 40, Ranged | TH, RN | 9000 | | Also: Iron Arrow, Holy Arrow | | Madhura Harp | 60, Ranged, Protect Song | BA | 10000 | ----------------------------------------------------------------------- You may want to get a Main Gauche just for its flexibility and agility bonus in spite of its low price/attack power ratio. If shopping for a Viking, I recommend one Battle Axe if you still have an Ice Shield handy as you'll be finding them another weapon before terribly long. The money saved on Thief armor will be partially nullified here as Boomerangs and the said knife are pricey. Also, the Selene's Bow is strong but expensive, but not as expensive as a pair of Boomerangs (that plus those elemental arrows equals a pair of Boomerangs in attack power). u - Go here to enter the Amur underground sewers. This will segue nicely. XXIV. AMUR UNDERGROUND SEWERS Enemies: 80 Dark Legs (Ugly purple insect) 81 Gigantoad (Purple palette-swap of Venom Toad) 82 Twin Liger (Blue palette-swap of Twin Head) 83 Stroper (More oragne palette-swap of Roper) NOTE: Gigan Toads may poison upon attack. Class lecture for the sewers: I say generally stick with what's given to you for free. Sure, if you're dying to use a Dragon or Bard or Dark Knight, go nuts, but you can get by with a party of guys boosted with stuff you already have/will get in this place without spending a penny. Cool new stuff found in the Underground Sewers ---------------------------------------------------------------------------- | Poison Dagger | 40, +4 Ag, 50% chance/poison | WR, RW, TH, DK, BA |(4211)| | Hammer | 55, Thunder element | VI |(250) | | Power Bracers | 13/9, Str and Vit, +2 | WR, KN, MK |(1250)| | | DR, VI, RN | | | Cat Claws | 42 | MK |(7000)| | Kaiser Knuckle | 50 | MK |(7500)| ---------------------------------------------------------------------------- _ ___________________ _|u|_| | Door u leads back to Amur | | ________| | | _ | | | | | | | |______ _| _|a| |____ _ | | | | | | | | | | | | | | |_____|_____|____| ____________________________________ | _ _ | | | |______ | | |_ | | | |____________ _|a|_ |_ | | | | | | | | | |____________ | | | |_|b| | | | | | | |_________ | | | | | A | | | |_ | A - Cat Claws |__________________|_______| | | | | |_ | | | |_____________| 1 - Walking onto here triggers a scene and a 'boss' battle with four Poison Toads. _ _|b|_ | | ______________________ ____ | | | ______1 | | | |__ | | | | | | | | | | | | | __| | | | | | | | | | |c| | |___| | | | | ____| | | | |_____| | |_________| |____________________| _ ______________________ __|c| | | | | | _________________ | _______| | _____ | | | | | ____|| | | | _______________| |_______| |_____| |________ | | |___ :_________ ___:_ ____ B | | | | F| | D | |_______| | | | | B - Diamond Bell | | | | |______| |_____| |__C| C - Hammer | | |E | | | |_______________| | | | | | | D - Kaiser Knuckles | | E - Power Bracers | | F - Poison Dagger | | | |_________d___ The room on the other side of door D is fairly non-descript | | Just enter, walk a few steps in and watch a show. When |________________| it is finished, you'll be ready to leave town. WORLD - First section Enemies of this game most of the Outdoor areas for this landmass: 84 Black Flan (Purple palette-swap of Red Mallow) 85 Hellgrao (Looks like a small, hopping dragon) 86 Vulcan (Big Orange palette-swap of Salamander) 87 Dracocotta (Yellow palette-swap of Crocotta) 88 Magician (Paper-thin purple odd thing) NOTE: Magicians have the -ara spells, puddings have pretty high defense, Leucrottas can put you to sleep upon attack and Vulcans get two turns per round and sometimes breathe fire. Black Flans are weak against Fire and Vulcans and Dracocottas are weak against Ice. Okay, there is simply far too little over such a relatively large plane of land that mapping it is far more trouble than its worth. I can tell you where you shouldn't go, though. Don't bother traversing the network of river streams here. The Water Shrine and Cave are to the east and north of Amur, but I can't envision any reason for revisiting them other than the free HP/MP restoration. You don't need to go any point north of Amur for the time being. Taking this path far enough will eventually kill you regardless the level of your characters. So don't. Where you should go is south. Keep hugging the coastline from Amur south and follow it as it traverses north into the mountains. If you completed the previous Roman numeral, you should be able to go across the swamp that would've killed you if you hadn't. Oh, and there are also two Chocobo Forests in the area, one to the southeast of Amur and one in the forest south of the mansion. Oh, and remember the location of this mansion as east of it in the ocean there's a suspicious triangular island. Pay no heed to it now, just keep it in the banks of your memory. Well, that's actually possibly worth mapping. I may get to it in another version of the guide. XXV. GOLDOR'S EDIFICE Enemies: 89 Lost Gold (Gold palette-swap of Curse Coins) 90 Gold Eagle (Gold palette-swap of Dive Eagle) 91 Gold Warrior (Gold palette-swap of Berserker) 92 Gold Bear (Gold palette-swap of Bugbear) 93 Gold Knight (Lanky, gold-colored, armored enemies holding swords) 94 Nitemare (Big gold colored horse) NOTE: If they have Gold in their name, they're a little more resistant to attack magic, but not that much. Also, I found Gold Warriors to be particularly strong and Gold Bears can cast Break, thereby essentially wasting a turn. New stuff found in Goldor's Edifice: ------------------------------------------------------------------------- | Gold Sword | 5, It's pretty, probably ornamental... Sell | KN | (2500) | | Wyvern Claw | 51, Wind element, +4 Agility | MK | (4000) | ------------------------------------------------------------------------- Class Evaluation for Goldor's Edifice: I don't particularly recommend using any of the real heavy fighters (Knights, Warriors, Dragoons, Dark Knights, Vikings) mainly because of the dated equipment, and because Thives and Monks are probably going to be hitting for more damage. Black magic is moderately effective throughout most of the dungeon (save their Blizzaga casts), and Geomancy still kicks. ____________________ a ____________________ | | | | | | | _________________ _________________ | | | | | | | | | | | | | | | | | | | First go through a | | | | | | then come back to | | | | | | this room up here | | | | | | | |_______d_________| |________e________| | | | | _________________ _________________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_______b_________| |________c________| | |___________________ ___________________| | | |ooo| o goes outside b, c, and d all lead to small rooms with nothing worth mapping e leads to a small room with a false wall in the northwest corner followed by another small room with a single staircase _____________________________________ | | | _________________________ | | | | | | |______________________ | | | | | | | ______________________| | | | | | | | |______________________ |___ | A through K - | | | | Gold Sword | ______________________| |a| L - Wyvern Claws | | | |____________________________________ | A B C D E F G H I J K L | |__________________________________________| _ _ | | | | _ _______ ___________ | | | | |f| | ___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_____| | | | Door f leads to a small | | | | | | | | | | room. Walking far enough | | | | | | | _____ | | | into the room intiates a | | | | | | | | | | | | initiates BOSS10 | | | | | | | _________| | | | | | | | | | | | | | |_____| | | | | | | | | | | _____ | | | | | | | | |_________ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_____| |___| |_____| ___ |_____| | |e| | ___ | | _____ | | | | |___| | | | |_________| |___________________| |_| BOSS10 - Goldor (#205) HP - 9000 Weakness - None Gil - 9900 Exp - 1640 Don't try to cast magic on him unless it's Blizzaga as magic spells tend not to have any effect, although Geomancy nails 'im nice and good. He can use Blind and Silence spells as well as Protect on himself. His physical attack is highly unimpressive. Hurt and heal as is per usual. After the battle, watch the show and examine the item on the stand when it ends. Get out of here and back to the ship, examining what holds it down first. Again, another large chunk of the world is opened up to you. And then again, as with other times you seem comparatively free as a bird, there is really only one general area you can truly go to make meaningful progress. I still recommend flying about the world just to get a feel for it. Be careful where you fly, though. If you encounter a walled kingdom nestled east of some formidable mountains, slow down. In fact, make note of thie general area because this is where we'll be heading next. Anywho, when you're ready, fly, from Amur south and west. North and west from Amur will also get you here, as will south and east, as will north and east. It's a round world. I find that south and west works slightly better. First continent (north): ------------------------------------------------------------------- |WWWWWWWWWWWWWWW WWWWWWWWWW | W - Water r - River | |WWWWWWWWWWWWWWffffffWWWWWWWW | M - Mountain f - Forest | |WWWWWWWWWWWWWrrrrrrffffffffff | B - Brick | |WWWWWWWWffffffffffr 2fffffffff | O - Will eventually open | |WWWWWWWWWfffffffffr 22fffffffff| | |WWWWMMMMMMffffffffr MMfffffffff| 1 - Duster (Southeast of this map)| |WWWWMMMMMMMMMMMf3frMMMMMMMMMMM | 2 - Replitlo | |WWWWWMMMMMMMMMMMffrMMMMMMMMMMMM| 3 - Chocobo Forest | |WWWWMMMMMMMMMMMMMMrrrrrrrMMMMMM| 4 - Southwest Saronia | |WWWWrrrrrMMMMMMMMMMMMMMMrMMMMMM| 5 - Southeast Saronia | |WWWWMMMMMMMMMMMMMMMMMMMMrMMMMMM| 6 - Northeast Saronia | |WWWMMMMMMWrrrrrrrrrrrrrrrrr | 7 - Northwest Saronia | |WWWrrrrrrrMMMMMMMMMMrrrrrrr | 8 - Saronia Castle | |WWWMMMMMMMMMMMMMMMMMrrrrrrrrrrr| 9 - Saronia Catacombs* | |WWWrrrrrrrMMMMMMMMMMrrrrrrrrrrr| 10 - Ancient Ruins* | |WWWMMMMMMrrrrrrrrMMMMMMMMMMMr | *Come back to these later | |WWWMMMMMMMMMMMMMrrrrrrrrrMMMW -----------------------------------| |WWWMMMMMMMMMMrrrrMMMMMMMrrrrrrrrrrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| |WWWrrrrrrrrrrrMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| |WWWWWMMMMMMMMMMMMMMMMMMMMMMMMMMMMrMMMMMMMMMMMMBBBBBBBBBBBBBBBBBBBBB| |WWWWWWWMMMMMMMMMMMMMMMMMMMM10MMMMrMMMMMMMMMMMMB 7fff fW Wf 6f 66 B| |WWWWWWWWWrrrrMMMMMMMMMMMMMM MMMrMMMMMMMMMMMMB 7fff fW Wf 666 B| |WWWWWWWWWffffrrrrrrMMMMMMMM MMrMMMMMMMMMMMMB 777 fW88Wf 6 B| |WWWWWWWWWrrrrrMMMMMMMMMMMMM MMMrMMMMMMMMMMMMB77 77 fW Wf 66 66 B| |WWWWWWWWWWMMMMMMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB 7 fB Bf ff B| |WWWWWWWWWWrrrrrMMMMMMMMMMMM MMMMMrMMMMMMMMMMMMB ff B| |WWWWWWWWWWffffrrrrrrrrrrrrrrrrrrrrMMMMMMMMMMMMB ff B| |WWWWWWWWWWrrrrrMMMMMMMMMrrrMMMrMMMMMMMMMMMMMMMB4 4 ffff 55 5 55 B| |WWWWWWWWW MMMMMMMMMMMMMMMMMMMrMMMMfffffffffffB 4 4 ffff 5 55 B| |WWWWWWWrrrrrrrrrrrrrrMMMMMMMMMrMMMffrffrrffrrfB4444 fff 555 5ff B| |WWffffffMMMMMMMMMMMMrrrrrrrrrrrMfffrrfffffffrfB44f ffff B| |WWfffffffMMMMMMMMMMMMMMMrMMMMMMMfffrffffffffrfB f fff B| |rrrrffrrffffMMMMMMMMMMMMrMMMMMMMfffrffffffffrfBBBBBBBBBBOBBBBBBBBBB| |WWfffffrffffffffMMMMMMMMrrrrrrrrrrffffffffffrfffffffff WWWWW| |rrrrffrrrrffrffrrrrrrrMMMMMMMMMMMMffffffffffrfffffff WW9WW| |WfffffffffffffffMMMMMMMMMMMMMMMMMMffffffffffrfffff rrrrrrrrrrrWWWWW| |WfffffffffffffffMMMMMMMMMMMMMMMMMMMMffffffffrrrrrrrr WW1WW| |WffffffffffffffffMMMMMMMMMMMMMMMMMMMffffffffffr W(SE)| ------------------------------------------------------------------- Land Enemies: 95 Hellgaroo Mage (Reddish palette-swap of Helcan) 96 Needle Monkey (Purple cat) 97 Catoplebas (Giant floating bovine) 98 Sorcerer (Reddish palette-swap of Magician) 99 Sandworm (Yellow Palette Swap of Blood Worm) Sea enemies: 71 Anet (Blue palette-swap of Killer Fish) 72 Mermaid (a Mermaid) 73 Seahorse (a Seahorse) 74 Sea Serpent (Big, green water dragon, palette-swap of Nepto) 112 Sea Dragon (Palette-swap of Nepto) The Sea Dragon's a mean sucker, but you'll have but a small window of time to tackle this beast. You should do it now, because after XXVII, you most certainly will not be able to fight this guy. He's weak against thunder, as is per usual with sea monsters. Don't worry about the pure squalor of mountain/river mesh tainting this map. Even if it was mapped perfectly, it would still look ugly as hell. Anywho, you can pretty much ignore every single river here except for one mouth at the very northern part of this continent. Even then this is purely optional. Land here to reach Leprit. XXVI. JUST VISITING REPLITO and DASTAR REPLITO RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRRRRRRRR TTTTTTTTTT RRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR TTTTTTTTTTTTTRRRRRRRRRRRR RRRRRRRRRRRRRRRRRRRR TTTTTTTTTTTTTRRRRRRRRRRRR TTTTTTTTTTTTTTTTTTTT T _________ RRRRRRRRRRRRR TTTTTTTTTTTTTTT c |RRRRRRRRRRRRR TTTTTTTTTTTTTTTT T T| |RRRRRRRRRRRRR TTTTTTTTTTTTTTT _____ T T|_________| TTTT TRRRRRR TTTTT e | | TTTTTTTRRRRRR TTTTT sTTTTT | | TTTTTTTTTTTTRRR TTTTTTTTTTTT |_____| WWWWW TTTTT TTTTT TTTTTTTTT TTTTT TTT _____ TTTTTTT TT | | _____ TTTTTTT p TT TTT | | | | TTTTTTTT TTT |_____| | | TTTTTTT TTT M |__i__| TTT TTT _____ TT _____ TT TTT | | TT RRRR RRRR SS| | TT TTTTT | | s RRRR RRRR SS| | TT TTTTT |_____| RRRR RRRRTT |__m__| TT TTTTTTT TTRRRR RRRRTTTT TT TTTTTTTTTTTTTTTTTTTTTRRRR RRRRTTTTTTTTTTTTTTTTTTTTTTT T - Trees R - Rock S - Shrubs W - Water t - Tress that can be climbed leading atop a roof. From there, you can go down chimney c. There's a false wall on the east side of the first room leading to an Elixir in a chest. s - Turtle Shell (One free use of Protect spell) e - Elixir p - Phoenix Down m - Magic Store ---------------------------------------------------------------------------- | Escape | Trips or allows party to escape | EV | 100 | | Icen | Ice attack (190) on one foe put all to sleep (25%) | EV | 7000 | | Spark | Thunder attack (193) on one foe or paralyze all (20%) | EV | 7000 | | Heatra | Fire hit on 1 foe (200) or Cure allies' HP (110) | EV | 7000 | | Hyper | Punches (170) or kicks (175) an enemy, earth element | EV | 7000 | ---------------------------------------------------------------------------- Boy is this expensive. I certainly hope you've been saving your clams, because these magics, while useful, are highly expensive. They're all worth it, or will be very much so after quite a long time. And what's with those spell names? What are we, using an awkwardly translated rom? Oh, and if you wish to have a more detailed look at a call magic spell, Crtl+F the words call magics in all caps to get right down to it. i - Inn (200 Gil) and Item store ------------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Greens | Calls Fat Chocobo in Forests | 150 | | Midget Bread | Item equal to Sight magic | 200 | ------------------------------------------------------- DUSTER TTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWWWWWWWWWWWTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWW WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTWW e WWTTTTTTTTTWWTTTTTTTTTTTTTTTTT WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW WW WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW WW e WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTTTTWWTTTT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTTTT WW TTTTT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TT WW TT WWTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTWW TTT WWWWWWWW TTT WWWWWWWWWTTTTTTTTTT TTTTTTTTTTTTTTWW TT WWWWWWWW TTT WWTTTTTTTTT WWWWWWWWWWWWWWWW TTT WWWWWWWW TT WWTTTTTTTTT TTT TT TT WWWWWWWWWWW TTTT T TTT TTT ____ TTTTTTT TTTTT TT | | TTTTTT TTTTT T | | TTTTTT TTTTT _____ _____ |____| TTTTTTT TTTTT | | | | _____ TTTTTTTTTTT TTTTT | | | | | | FFFF TTTTTTTTTTT TTTTT |__w__| |__a__| | | TTTTTTTTTTTTT TTTTT |__i__| TTTTTTTTTTTTTTT TTTTT TTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTT TTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTTTTT T - Trees W - Water F - Fence e - Earthen Drums (One free use of Quake spell) w - Weapon store ----------------------------------------------------------------------- | (Also: Diamond Bell, Mudhura Harp | | Loki Harp | 60, Sing to increase attack power | BA | 10000 | | Lamia Harp | 60, Sing to cause damage, hit to confuse | BA | 12000 | | Dream harp | 60, Sing to restore HP, hit to put asleep | BA | 12000 | ----------------------------------------------------------------------- The only weapon here I truly recommend is the Loki Harp. The Mudhura is alright and the Dream Harp is marginally useful, though. a - Armor store ------------------------------------------------------------------------------ | Gaia Vest | 35/25, Vitality +3 | GE | 7600 | | Bard Vest | 32/28, Agility and Mind +2 | BA | 5500 | | Feathered Hat | 10/16, Agility +2 | All | 6000 | | Rune Bracers | 11/13, Guards many statuses | WM, BM, RM, SC, GE, EV | 5000 | ------------------------------------------------------------------------------ I recommend getting two or three Feathered Hats no matter what - it's one of the best of its kind in the game. Ditto for Rune Rings. Go ahead and get a Bard's Vest if you want, although you'll get a Gaia Vest before too terribly long for free, so I don't advise picking up one of those. i - Inn (320 Gil) andhal Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- When you think you're good and ready, and make sure you are because you won't be moving from this next area for a very long time (although there are shops and the like open for business), fly close to Salonia Caslte, marked with an 8 on the map and watch the show. When it ends, leave the battle room southward and walk over to the southwestern part of the kingdom. XXVII. SARONIA TOWNS SOUTHWEST SARONIA ______________________________________________________ |WWWWWWWWWWWWWWWWWWWWWWWWWWWWWSSSS| | TT | |WWWW| |____________ | WWSSSS| | ___ TT | |WWWW| | | SS| | | | |WWWWWWWWWWWWlWWWW| | | WWW |__p____| | | | |WWWWWWWWWWWWWWWWW| | | WWWW |___| | |WWWWWWWWWWWWWWWWW| |____| WWWW TT| | | |WWWW| WWWW TT| | |____r____|WWWW| WWWW BBBBBBBBBB WWWW| | __________ WWWWWWWWWWWBB BWWWWWWWWB WWWW| | |BBBBlBBBBBWWWWW WW 2WWWWWWW BWWWWWWWWB WWWW| | |WWWWWWWWWWWWWWW WWlWWWWWWWW BBBBBBBBBB WWWW| | |WWWWW WWWWWWWWW ______ WWWW| | |WW WWWWWWW ___ | |____ WW| | |WW _____ WWWW | | | |WW| | |WW ___| |___ WW | | |________c__|WW| | |WW | | WW |___| TT _____ WW| | |WW | | WW ___ TT| | WW| | |WW | | WW | | TT| | WW| | |WW | __a__ | WW | | |_____| WW| | |WW |___| |___| |___| WW| | |WW WW WW| | |WWWWWWWWWWlWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW| |_1|WWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWW| Empty spaces are those that can be walked on normally this time, so bridges and ladders aren't marked. W - Water B - Brick c - Enter this building for a free Fat Chocobo, and enter the fake wall on the west side of the room for 11 chests, a Carrot in each. p - Pub, enter, take a few steps to initiate a scene and fight a 'boss' battle of four Gold Knights. r - Revivification spring a - Armor store, currently sealed 1 - This guy will give you a Wind Spear is spoken to before the events of XXVIII and after events of p. 2 - This guy will give you a suit of Dragon Mail if spoken to before the events of XXVIII and after the events of p. After the events of building b have been completed, the plot can move foward and so can your guys. SOUTHEAST SARONIA BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBWWWWWWWWWWWWWW BBWW WWBBWWWWWWWWWWWWWW _____ BBWW WWBB| | WWWW | | BBWW WWBB| | WWWW | | BBWW WWBB|_____| WWWW | | BBWW WWBB ____WWWW | | BBWW WWBB | | |_____| BBWW WWBB c | | ___ TTBBWW WWBB | | | |___ TTBBWW WWBB |_______| | | BBWW WWBB | | BBWW WWBB WWWW | | BBWW WWBB WWWW |_______| BBWW WWBB WWWW TTBBWW WWBBTT WWWW WWWW TTBBWW________________aa_______________WWBBTT ____WWWW WWWW BBWW WWBB | | WWWW BBBWW WWWBB | | WWWW BBBWW WWBBB | | WWWW _____ BBBWWWWWWWWWWWWW WWWWWWWWWWWWBBB | | WWWW| | BBBBBBBBBBBBBB BBBBBBBBBBBBBB |_______| WWWW| | _____ _____ ___________ WWWW| | | | | | | |WWWW WWWW|_____| | | | | | |WWWW ___ | | | | |___ |WWWW WWWWWWWWW| |___ |_____| |_____| |_______|WWWW WWWWWWWWW| | _____ T _____ _____ WWWW WWWWWWWWW| | | | T | | | |WWWWWWWWW WWWWWWWWW| | | | | | | |WWWWWWWWW WWWWWWWWW|_______| | | | | | |WWWWWWWWW WWWWWWWWW |_____| |_____| |_____|WWWWWWWWW WWWWWWWWW WWWWWWW c - a couple of Chocobos should be walking around here Door a leads into a castle-like area with enemies and all, not unlike the encounters at Castle Sasson. Enemies: 95 Hellgaroo Mage (Reddish palette-swap of Helcan) 96 Needle Monkey (Purple cat) 97 Catoplebas (Giant floating bovine) 98 Sorcerer (Reddish palette-swap of Magician) 99 Sandworm (Yellow Palette Swap of Blood Worm) NOTE: Catoplebas, withtheir high HPs, can pertrify with their hits. Sorcerers, like their palette-swapped counterparts, also have -ara magic spells. New stuff: ------------------------------------ | Dragon Helm | 18/9 | DR | (2000) | | Dragon Armor | 35/13 | DR | (3000) | ------------------------------------ WWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWWWW WWWW Wb WWWW WWWW WWWW WWWW WWWW WWWWWwWWWWW WWWWaWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW cW bWWWW WWWWc Wd WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWW WWWWWWWWWWW WWWWWwWWWWW WWWWWWWWW WWWWlWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWWW WWWW WWWW WWWWWW WWWW eW dWWWW WWWW W WWWWWWWWWWWW A WWWW A - Dragon Helm WWWWWW WWWWWWWWWW B C WWWW B - Dragon Mail WWWW iW WWWW C - Phoenix Down WWWW WWWWWWWWWW D E WWWW D - Elixir WWWW WWWWWWWWWWWW F WWWW E - Dragon Helm WWWWWwWWWWW WWWWWWWWWWW F - Phoenix Down WWWWhWWWW WWWWWWWWW NORTHEAST SARONIA _________________________________________________________ |WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWW | | | | | | WWWWWWWWWWW| |WWWWWWWWWWW | | |_____ | | | WWWWWWWWWWW| |WWWWWWWWWWW |__w__| |_____| | | WWWWWWWWWWW| |WWWWWWWWWWW |_w2__| WWWWWWWWWWW| | | TT | | | | TTT TTTTT |__ | |______| TT TT _____ |___| | _____ | | | | | | ________ | | | | T | | _| |_ |_____| | | T |_m2__| _| |_ ____________ | | ______ | | | | | | __| | | | | | | | | | |_ _| |___ | | | | __| |_ _| |________| | | |______| |________| | | ___ T _____ | | __| | TTT | | | | | | TT | | | | | | |__m__| | | |______| _____ ______ TT | | | | | | TT | |WWWWWWWWWWW | | | | WWWWWWWWWWW| |WWWWWWWWWWW |_____| |__i___| WWWWWWWWWWW| |WWWWWWWWWWWTT WWWWWWWWWWW| |WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWW| W - Water T - Trees w - first Weapon store --------------------------------------------------------- | (Also: Thunder Spear) | | Wind Spear | 53, Wind elemental | DR | 10000 | --------------------------------------------------------- I'm just going to spoil this one for you now, the best way to fight the next battle is likely to be with four Dragoons. Although you can't get anymore armor and it seems a tad cumbersome to buy all this stuff for just one fight. I do recommend picking up at least enough for two Dragoons, as if you've climbed the tower in Southeast Salonia, you'll find ample armor for two Dragoons, plus you already have a Wind Spear from a man in Northwest Salonia. So I recommend at least one, maybe two more Wind Spears. Also note that this is likely the last time I recommend buying any weapon or armor for a very long time, almost ever. And even this is quite borderline. i - Inn (320 Gil) and Item store ------------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 50 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Greens | Calls Fat Chocobo in Forests | 150 | | Gnomish Bread | Item equal to Sight magic | 200 | ------------------------------------------------------- m, m2 and W2 are all sealed for the time being. NORTHWEST SARONIA ________________________________________________________ | | | | | | | | | |_________________________l__________________________| | | | |TTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTTTTTTTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTTTT TTTTTTTT| |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTTTT TT | |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTTT ___ | |TTTTTTTTTTTTTTTTTTTTTTT TTTTTTTTT | | ___| |TT TTTTTTTTTTTTTTTT TTTTTTT | | | | | TTTTTTTTTTTTTT TTT _____ |___| | | |_____ TTTTTTTTTTTT T _| | |___| | | ______ TTTT | | | | | | |__ | _| ____ | |__m__| |__ | |__i__| | | | | |______| TT | | | | _____ TTT T | | | | | | TT T |____| | |TT| | | |TT|_____|TT TT | TT i - Inn (320 Gil) and Item store ----------------------------------------------------- | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 300 | | Maiden Kiss | Nullifies Frog state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Luck Mallet | Changes size of character | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Gysalh Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- You cannot yet enter buildings l or m. Whenever you think you're ready, grab your spears and head for Salonia Castle. XXVIII. SARONIA CASTLE Change as many guys as possible into Dragoons. You may want to keep one character as a White Mage if you feel this process is too costly and cumbersome. Enter the castle. The first part of the castle is a large rectangular room of minimal mapping interest. It will also be gone shotly. Enter the next room, speak to one of the guards by the castle and watch the show. BOSS11: Guardia (#206) HP: 11000 Weakness: Wind Gil: 10200 EXP: 2200 Not half the trouble maker he was for many in the original FFIII. Although he has two attacks at his disposal, his physical attack, the one used more often, is quite a non-entity. He also has a Thunder-based attack used to hit the entire party rocking those with lesser megic defenses for over 300 HP easy. As if all the Dragoon equipment around wasn't a dead giveway, they're this monster's weakness. Jumping (with a Thunder/Wind Spear combo) can take off 2000 HP, 2500 or more if enhanced with a Loki Harp's Song. Evoking Heatra is good: either substantial healing across the party or great damage to Guardia. After the battle and the scene, it's time to explore the castle. XXIX. EXPLORING SARONIA CASTLE/KINGDOM New stuff found at Salonia Castle ----------------------------------------------------------------------------- | Rusted Armor | Nobody can seem to use this | None | (50) | | Golem Staff | 30, Break as item and weapon, Spirit+3 | WW, RW, EV | 13500 | | Earth Bell | 88, Sometimes Paralyzes enemy | GE | (2750)| | Dragon Hammer | 70, Thunder elemental | VI | 7000 | | Tome of Ice | 53, Ice elemental | SC | (7500)| | Tome of Fire | 53, Fire elemental | SC | (7500)| | Tome of Light | 53, Thunder elemental | SC | (7500)| ----------------------------------------------------------------------------- WWWWWWWWcWWWW WWWWWW WWWW WWWWWWWW WWWW . means path across is actually much longer, WW WW______ it's been abbreviated for space saving purposes. WW ww_.__ | _____ WW WW | | | | WWWW WWWW | | | b | WWWW WWWW | | |_ _| M - Rusted Armor WWWWWaWWWWW | | | | N - Earth Bell WWWWW WWWWW | | | | O - Gaia Vest | | | | P - Viking Helm A - Ice Rod | | | | Q - Dragon Helm B - Rusted Armor | | | | R - Viking Mail C - 20 Medusa Arrows | | ________| |________ _______ D - Dragon Hammer | | | | | M P | E - Gold Needle | | | | | | F - Tome of Fire | | | |____________| N Q | G - Tome of Ice | | | \____________ | H - Golem Staff | | | | | O R | I - Scholar Hat | | |___________________| |_______| J - Boomerang | | K - Selene Bow | | L - Tome of Light | | ________________| | |A B C | | | |D E F | | | |G H I | | | |J__K__L_______ _| |b| S - Statue WWWWWWWWWWWWW WWWWWWWWWWWWW WWWW WWWW WWWW WWWW WWWWSS SSWWWW WWWW PP PP WWWW WWWW SS WWWWW SS WWWW WWWW WWWW WWWW WWWWW WWWW WWWW PP PP WWWW WWWW WWdWW WWWW WWWW WWWW WWWW WW WW WWWW WWWW PPWW WWPP WWWW WWWW WWWW WWWW WWdWW WWWW WWWWWWcWWWWWW WWWWWWWWWWWWW WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WWWWWWWWW WWWWWWWWWWW WWWWWWWWW WW WWWWWWWWWWW WW WW WWWWW WW WWWWWWWWWWWWWWWWW WW WWWWWWWWW WWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWaWW WWWWWWWWW WW WWT 1 TWW WW WWWWWWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWWWWWWWW WW WWT TWW WW WWWWWWWWW WWWWWWWWW WW WWWWWWWWfWWWWWWWW WW WWeWW WWfWW WW WW W W WW 1 - Speak to this man WW W W WW to initiate a scene WW W W WW which should allow WWWWWWWWWWWWWWWWWW WWWWWWWWWWWWWWWWWW you to proceed in the game WWWWWWWWWWWWWWWWW WW WW WW SS SS WW__________________WWWW WW ww__________________ gW WW WW WWWW WWWWWWWWeWWWWWWWW __________ | | | WWWWWWWW | WWiWWWWW |_wwgWW ww_| WW WW WWWWWhWW WWWWWhWW _________________ |i______________ | | | T, U - Phoenix Down | | | | 3 - Examine to intiiate BOSS12 | | | | _ | | _|3|_ ___| | | | | | | (d) | |TU | |_ _| |_____| |_| Those shops that were sealed are now open for business. Armor store of Salonia's Southwestern block: ------------------------------------------------------- | Also: Rune Ring, Gaia Vest, Scholar Vest, Scholar Hat | ------------------------------------------------------- Magic store 'm' of Northeastern Salonia --------------------------------------------------------------------- | Thundaga | 183, Thunder element | 5000 | | Raze | Attempts to kill all enemies at 20% base accuracy | 5000 | | Erase | Removes magical barriers | 5000 | | Curaga | 80, Resotrative element | 5000 | | Raise | Recovers ally from KO state with low HP | 5000 | | Protect | Increases physical and magic defense | 5000 | --------------------------------------------------------------------- Pretend you see a BM in an imaginary third column in the top three and a WM in the same place in the bottom three. Red Mage can't use any of these. Makes things so much easier. If you plan on using a Black Mage, and I can understand not as they are approaching marginal status with dated equipment, Thundaga and Raze are both moderately useful. For the White Mage, pick up Curaga and Raise, the latter kills undead upon use of the spell (not that we'll see many more undeads, though). Protect is okay, but I can't exactly recommend it because there's always a Mudhara Harp, however expensive the cost and however temporary the effects may be. Eventually, when 5000 is a relatively small amount of money, I advise buying Protect. Weapon store 'W2' of Northeastern Salonia -------------------------------------------------------------------------- | Fire Rod | 25, Fira as item, Int/Mind +3 | BW, WW, RW, EV | 10000 | | Ice Rod | 25, Blizzara as item, Int/Mind +3 | BW, WW, RW, EV | 10000 | | Light Rod | 25, Thundara as item, Intellect +3 | BW, WW, RW, EV | 10000 | | (also: Golem Staff) | | Rune Staff | 33, Casts Erase as item, Mind +3 | BW, WW, RW, EV | 18000 | | Wizard Rod | 20, Intellect +5 | BW, RW, EV | 20000 | -------------------------------------------------------------------------- All the rods are expensive but effective. Back in the day, equipping the elemental rods meant strengthening the holder's magic of that element, and in my studies and observations here, I found that may or may not be the case here... I'm leaning more towards 'not' myself. The Golem Staff is also pretty good, it also at times adds partial pertfication to those smacked with it... meaning having two should double the speed of pertification, but chances are you will be getting enough of those for free before too terribly wrong. Magic store 'm2' of Northeastern Salonia ------------------------------------------------------- |(Also: Break, Blizzaga, Shade, Libra, Confuse, Silence)| ------------------------------------------------------- When you think you're done with Salonia, get into your airship and fly due north. The next part of the game again takes place in an area not worth my mapping time and efforts. This time, I know for damn sure I ain't gonna make one. Anywho, this takes place on the smallest continent of the game. You must begin at the southern tip of this continent because the rest of the truly meaningful parts of it are surrounded by mountains. There's also a town at the southeasten areas of the continent, but we'll worry about that one later. When the path splits into two, a northbound and eastbound path, take the northbound as the eastbound goes nowhere. This is the Dalug continent. Here, you may be attacked by 100 Frost Fly (Purple Firefly palette-swaps) 101 Simurgh (Palette-swap of Rukh) 102 Harpy (Single woman-bird hybrid, palette-swap of Fury) 103 Gargoyle (Bluish flying creature) 104 Chimera (Red three-headed dragon) Most of which are weak against wind. XXX. DOGA'S MANOR Enter the house, take a few steps in and watch the show. _______________________________________d_ _________ | h 2 \_____________________ | | a | | | | | | | | _____| | | | | |_ _| | | |_ _| _|c|_ _____ |_______| | | | | |1 | | | | | | _| | | | | | | | | __________| |__________ | | | | | | | | | | | | |___i___| |___m___| | | | | | |_______| | | | |____________ ________________________| | | |b| __ | | |bb| | | __| |__| | h - HP/MP recovery | | 1 - Examine candle and select Gyshal Greens | M | call a Fat Chocobo | | 2 - Examine candle to open / walla HiPotion | | |______________| d - you must be in a shrunken state to enter d (leads to XXXI) m - Magic store ---------------------------------------------------------------------- | Firaga | 190, Fire element | 10000 | | Bio | 170 | 10000 | | Warp | Kills an enemy (20%) or teleports to previous floor | 10000 | | Aeroga | 200, wind element | 10000 | | Haste | Increases number of attacks during battle | 10000 | | Stona | Nullifies stone status | 10000 | | (Also: Curaga, Raise) | ---------------------------------------------------------------------- The magic here might be immdiately pretty useful considering the next area will need to be done miniturized. The attack magic here, as is the case with black magic in general in this game, will be overwhelmed later on. It's probably recommended you simply skip everything with a Thief's escape ability here unless you wish to complete your monster list. Haste, though, is one of the best spells in the game and I definately recommend picking one of those up. i -ahl Green | Calls Fat Chocobo in Forests | 150 | ----------------------------------------------------- When ready, cast Mini on the party and head through door d. XXXI. CAVE OF THE CIRCLE Enemies: 105 Demon Horse (Purple palette-swap of Nitemare) 106 Rock Gargoyle (Grey ... gargoyle) 107 Bovian (Grey bull holding an axe) 108 Dread Knight (Blusih palette-swap of Gold Knight) 109 Mage Flyer (Greenish palette-swap of Flier) NOTE: Flier Mages can be quite challenging with their powerful -a level spells, although they can be muted, paralyzed and blasted away with air attacks. The other enemies rely largely on physical attacks and will likely kill in two hits.. Magic classes (color mages, Geomancers and Evokers... Bards and Scholars, not really) rock the faces of those who tread this path. The cave is a series of three fairly small, narrow, striaght corridors. The final floor is a small room in which you can do little else besides take a step or two foward and watch a show. Next, sail out of the carved mountain path and hug the coast of the continent eastward. Continue until you reach the easternmost point of the map. Land in the water to submerge and follow the obvious path and emerge in the little peice of water surrounded by mountains. Note that you don't have to do this. You may encounter some enemies down here: 110 Noggle (Yellow palette-swap of Tangie) 111 Abtu (Deep blue palette-swap of Anetto) 113 Kagura (Greener palette-swap of Sea Horse) 114 Charybdis (Weird-looking reef with a mouth) Also, if you have a Thief in your party at this point, it's a good idea to keep him that way for the next dungeon. XXXII. (side) DOGA'S VILLAGE | | \__ __/ | | _/ \_ | m1 | / _ _ \ / / | | \ \ / / _| |_ \ \ _____/ / | | \ \ / /__| M \ \ \_______ | m2 __ TTT \ \_ \ |_ / / TTTT \__| m3 | |__ | \ TTTT ______ _/ \ \ \_ TT \ | | \ \ \ m5 \ | | \ \ \ _____ \ | | \ \ / / \ \ | | _\ \_/ / \ \_| | / \_______/ \ | m4 ______ m6 | \_______/ \______/ The people in Doga's Village are entirely composed of magic vendors. Except that guy up top there. We've already seen the vast majority of this stuff, although now might be a pretty good time to stock up on an additional copy of lower-level curative spells and summons... for later. I highly recommend at least another Curaga. m1 - Magic store ------------------------------------------------------------ | (See also: Fira, Blizza, Thundara, Cura, Teleport, Blindna)| ------------------------------------------------------------ m2 - Magic store ----------------------------------------------- | (See also: Escape, Ince, Speak, Heatra, Hyper | ----------------------------------------------- m3 - Magic store --------------------------------------------------------- | (See also: Break, Blizzaga, Shade, Libra, Confuse, Mute)| --------------------------------------------------------- m4 - Magic store ---------------------------------------------------------- | (See also: Thundaga, Raze, Erase, Curaga, Raise, Protect | ---------------------------------------------------------- m5 - Magic store ------------------------------------------------------------------- | (See also: Firaga, Bio, Warp, Aeroga, Stona, Haste, Curaga, Raise)| ------------------------------------------------------------------- m6 - Magic store ---------------------------------------------------------------- | Quake | 140, targets all enemies, earth element | 20000 | | Breakga | Petrifies target instantly, 10% basic rate | 20000 | | Drain | 130, single target, vampric element | 20000 | | Curaja | 120, Restorative element | 20000 | | Esuna | Nullify all negative status ailments | 20000 | | Reflect | Deflects attack spells from target to caster | 20000 | ---------------------------------------------------------------- At this point, you're not likely to have much, if any, casts of magic at this level, and 20,000 Gil at this point in the game for a spell you might be able to use As far the new selection is concerned, Quake and Drain are alright, and Breakga gives insta-kill attacks a bad name. Chances are, you don't need to be reminded of Curaja's greatness, but in case I do, it's pretty great. Esuna's useful, too, but I woldn't hurry into buying it because the amount of status effects you might recieve over the course of the game might not merit dropping 20 thousand clams. After this, you are potentially finished with this entire continent. Fly due north or south until you once again come to the continent with Salonia. This time, the lower ends of the continent will recieve our attention. At the very southern parts of the continent, there are a couple of suspicious-looking horns. Land in the water between them and sail into the structure. M - Mognet XXXIII. TEMPLE OF TIME Enemies: 126 Dira (Bird/Woman hybrid, takes up entire enemy side, palette-swap of Fury) 127 Chimera Mage (Blue palette-swap of Chimera) 128 King Lizard (Yellowish palette-swap of Lizardman) 129 Pterodactyl (Tan Dino-dragon) 130 Wyvern (Bluish-grey floating, cresent-shaped monster, shows up alone) 131 Behemoth (Big, blue lion-thing) 132 King Seahorse (Yellowish palette-swap of Sea Horse) 133 Dragon (Bluish palette-swap of Bahamut) NOTE: Magic Chimeras have an annoying Thunder attack that hits the whole party (made less annoying with the Diamond gear found here). If you run into three of them at once early on, or ever for that matter, get the hell out of there. King Lizards and Sea Kings also hit harder than yout might expect. Sea Kings also have Blizzaga, if focused to one of your guys, it'll kill them barring extreme circumstances. Diras are generally wastes of time. Although they only come one at a time and aren't all that strong, they take more time/resources to defeat than what it's worth. Unlike Wyverns, though, who are weak against the wind and usually succumb to the Geomancy Whirlpool attack. Behemoths are tough as hell and attack twice per round, and I wouldn't face them without a Bard providing Protect/Haste songs and the Behemoth Knife. Same goes for Dragons (who I confused with Pteragons at first) who can also launch a formidable Fire-based attack at all your characters. Dragons, though, will net you 9000 Gil per victory. ALSO NOTE: In the interest of collecting your enemy list in as good an order as feasible, you may wish to first complete XXXVI and then XXXV, two sidequests, both located underwater as well. You'll probably, honestly, have an easier time of it going that route. I go this route because of the events of XXXIV. New stuff found in the Temple of Time: -------------------------------------------------------------------------- | Diamond Helm | 21/10 | KN, DR, VI, WR | 20000 | | Diamond Bracers | 13/16 | WW, BM, RM, | 10000 | | | GE, SC, EV | | | Diamond Mail | 40/19 | KN, DR, VI, WR | 33000 | | Diamond Gloves | 15/7 | KN, DR, VI, WR | 15000 | | Diamond Shield | 14/10 prot petr, death, blind | KN, DR, VI, WR | 18000 | | Protect Ring | 18/18, All stats +2 | All |(15000)| | Behemoth Knife | 78, Strength +8 | TH | (1) | | Defender | 95, VIT+5, Protect as item | KN, WR, RM | 16500 | | Blood Lance | 108, vampric element | DR | 28000 | -------------------------------------------------------------------------- I'm thinking the Diamond stuff might be resistant to thunder, but don't quote me on that. Class lecture for the Temple of Time: Thives are in high regard because of lockpicking. While it may be tempting to let loose with all that recently acquired magic, color mages are likely going to be decidedly lacking in defense. Vikings are good with their hammers as many enemies (lizards and seahorses) here are weak against lightning, and a Dragoon with a Thunder Spear has a similar advantage. ___ | | ___ ____________| | | A | | | | | | ______ |___| | ____ | | | | ___ | |________________ | | | | | | | |____| | |_|b|_| _ |___________| | ______________ | |a| | | |d| | | | | ___ | | | | _____| B | | | A - Diamond Helm | | | _______| | | B - Diamond Bracers | | | | _ | | | |_______|c|__________________|b|______| | | | | | |________________ ________________ | | | | | | | ________________| |________________| | | | |_____________|_______________________________________| ____ _ | |____ _|d|_____| C| ____ C - Defender | ____| __________| D| D - Diamond Armor | _ ____| | | |_____| | | |___ _________| |e| |f| _________________________ E - Diamond Gloves | E F | F - Behemoth Knife |_________ _________| _____________________ | | | | | | ___| ____________ | | | | |_____ ____ _|__ | | | |_| |_| |____| |____| |_ _| | | _|g|_____ _____|h|_ |iii| | | |________ ________| | | | | | _____ | _ | | _ _____|e|_____|_______| |_______|_____|f|_____ | | |_______________________________________________| ___ ____________________________________ ____|iii|_____| ________________________________ | | /__| | | |_____ _____| | | | | | | _____| |_____ | | | | | | |_____ _____| G - Blood Spear | | | | H - Protect Ring | | _____| |_____ I - Lamia Harp | | | | J - Diamond Shield | | |_____ _____| K - Noah's Lute | | | | | | _____| |_____ | | _| |_ | | | |_____ _____| | _____ _______| | _____ | | | || | | G H I | | | J | | || K | | _____| | | |__________ | ||_ _| | | | || | | | | | |____________ _|| | | | |_________| | | | _| |_ | | | __|j|__|_____| |_____|__|k|__ | | | | |_________________________________| The Lute is required to proceed to the next part of the game. Leave the place when finished and head slightly to the north on the same continent and enter the cave. XXXIV. UNEI'S SHRINE _____ / \ / U \ Examine spot U and watch the show. That's all. \ / This can only be finished after you picked up \_ _/ what you needed from XXXIII. | | | | Next fly back to the Saronia Kingdom. It's | | not that far. Make yourself roughly even with | | the Southeastern Saronia and fly south until | | you reach the water. Go under and into into | | into the cave there if you're feeling like a | | side mission. _/ \_ __/ \__ /_____a_____\ XXXV. (side) SARONIA CATACOMBS Enemies: 121 Kyklops (Fat, shirtless, quasi-humans with knives) 122 Boss Troll (Grey shirtless, long-haired fellow holding a club) 123 Fachan (Blue shirtless, long-haired fellow holding a club) 124 Cenchos (Plaette-swap of Kraken) 125 Balor (Bluish thing with limbs, mouth for face) 139 Ouroboro (Red snake with human-like head) NOTE: Not too much to write home about, really. Ouroboro enemies are only found in these chests here. And in another dungeon. Cenchos enemies are pretty huge, though, and get at least two turns per round - hit them with lightning. New stuff found in the Saronia Catabcoms: --------------------------------------------------------------------------- | Rune Bell | 98 | GE | (1) | | Heavy Lance | 84 | DR | (1) | | Reflect Mail | 30/30, prot petr, blind, mini | KN, DR, VI | (17500) | | Aegis Shield | 16, Resists all effects +4 Mind | RM, KN, DR, VI | (1) | | Catastro | Non-elemental attack (255) | EV | 45000 | | | or casts Reflect on all allies | | | --------------------------------------------------------------------------- Class lecture for the Saronia Catacombs: Maybe you've stopped using the color mages for the time being. I know I have. Enemies here don't seem especially vulnerable to any element or attack or anything, so just go at it with whatever team you want. Also, bring a Thief if you see Dragooning in your future - a very skilled Thief. _ |b| | | | | | | | | | | _| |_ |_ _| | | |a| _ |c| __________________ | | | ______________ | | | | | | | | | | | | | | | | | | | | |________| | | | | ____| | | |_______| |b| __ _ | |_____________|d|_____ | ____________________B| | | ____ | | | CD| | |___________ ___________| | |______ ____A| |E____ ________| | | | | A - Reflect Mail | | | | C - Rune Bell B - Heavy Lance | |_________________| | D - Aegis Shield |_________ _________| E - Golem Staff | | |b| _________________ | | ____ | |_________ ________________________|FGHI|_ | \______________________\_ | | (d) _______ | | | | | | | | _| | | | | F, G, H, I - |KJLM| |_________________| | | Elixirs guarded by | | an Ouroboro in each chest (d) warps to other (d) in | | Salonia Castle |d| J, K, L, M - Pheonix Downs guarded by a Kenkos in each BOSS12: Odin (#207) HP: 31000 Weakness: None Gil: 16800 EXP: 5000 Odin has two attacks: a regular attack, not too impressive, but still deserving of attention (unless he's hitting a color mage or frontlined non-heavy armor-wearing attacker then it is pretty impressive) and an attack that nails the entire party for major (500-1000+) damage. He doesn't seem to use that devistating attack until he's within sight of near death, so probably the best strategy I can think of is to go at him with everything you've got as quickly as possible, and don't worry about healing. I don't particularly recommend using color mages with their skimpy defenses, instead have a Bard with better defense for Haste/Protection purposes. Basically, go at them with what your guys do best. Geomancers should be hitting as well as the melee fighters with the Earth and Rune Bells. Vikings should be doing well with Hammers, Dragoons with the jumping (although if they're decked out in Diamond armor, they may want to be there to take hits so lesser protected characters may live longer). He also has a Gungir Spear - it needs to be stolen (although I reckon he has a slight chance of dropping one). This is why a Thief is particularly valuable here. Although I hear a thief can steal this thing regardless of skill level, when the Thief reaches a certain skill level, I hear he always steals the Gunge. I've heard people say skill level needs to be anywhere from 70-72 and higher to assure maximum odds. Because damn, wouldn't it suck if you walked all the way down there just to get an Elixir (not to rag on Elixirs or anything). The Gungir has an attack power of 140, it weighs as much as a hammer and grants ten point power and speed bonuses. Puts the battle of the melee fighters decidedly in the Dragoon's favor (of course, by the time you actually get to training a Thief you're confident in, you may already have weapons of almost equal impressiveness thereby lessening the Gungir's usefulness). After the battle, watch the show, leave and re-emerge from the water and fly significantly south and a good amount west to a suspicious triangular island briefly mentioned when discussing the Amur continent (it's east of the continent, roughly equal with Goldor's Mansion). Submerge along the island's eastern tip and sail into the cave. XXXVI. (side) SUNKEN CAVE Enemies: 115 Dozemare (Grey palette-swap of Griffin) 116 Sea Witch (Bluer palette-swap of Mermaid) 117 Killer Snail (Greener palette-swap of Hermit) 118 Ologhai (Hybrid between a lobster and octopus) 119 Kelpie (Aqua sea lion) 120 Aegir (Yellowish palette-swap of Agaria) 138 Eater* (Red Palette-swap of Balor) 148 Zombie Dragon* (Big, long stream of bones) 149 Death Claw* (Green, lanky thing, has like six arms) 155 Peryton* (Redder palette-swap of Wyvern) NOTE: This is likely, pound-for-pound, the best experience in the game, so if you must build up some levels, go nuts now. Eaters will split if touched with most weapons, and they have about 3000 HP each, so be weary of them. Ditto Death Claws. The starred weapons are only found guarding chests. New items found in the Undersea Cave --------------------------------------------------------------------- | Chakram | 50, Ranged | TH, RN | (1) | | Dual Tomahawk | 73 | VI, WR | 20000 | | Tiger Claws | 82, Strength +5 | MK | 12500 | | Metal Knuckle | 100 | MK | (1) | | Cognitome | 78, Intellect, Mind +5 | SC | (1) | | Ancient Sword | 80, Sometimes hits to paralyze | KN, WR | 16500 | | Air Knife | 89, Air Elemental, casts Aero | TH | (5000)| | Trident Spear | 108, Air Elemental | DR |(16000)| | Triton Hammer | 110, Air and thunder elemental | VI | 20000 | --------------------------------------------------------------------- Class lecture for the Undersea Cave: The Viking's Hammers can bop like crazy these sea-oriented creatures. _ _|a|______ | \ |_____ | |_ | ____________| | ____________ / __________ | / ___ \___/ / |___| \ __| \ / |b| |______| _________ A - Chakram / __ \ _____ / / | _| | A | _ _| / / | |_ | |b|__/ / / \ | \_/ ______/ |___ C | C - Tiger Claws |__ / \_/ | |________ __ | ______ \__ | | | / |__ \__| | | / |__ / / _____/ | | / / |c| / / | \______ |__ B _| B - Dual Tomahawk |____| _ __ _|c|_ __| J|_ |_ _| _/K | | | | |_________| | |L ______ | \___ _I| \__ | | | | | | | _______| | _| | | D |_ _____ ____/ | |_____ _| | P Q |_____|O | \ | | :____:___ M| \ | | R S | \ N / | | |_____| |___| _| |_ _/ \_ |E H| D - Ancient Sword J - Diamond Armor |__F___G__| E - Diamond Shield K - Loki Harp F - Metal Knuckle L - Diamond Bracers G - Diamond Helm M - Elixir H - Cognitome N - Diamond Gloves I - Air Knife O - Phoenix Down P - Trident Spear - guarded by Pteryon Q - Aegis Shield - guarded by Zombie Dragon R - Reflect Mail - guarded by Death Claw S - Triton Hammer - guarded by Eater After you've had enough of this place, return to the middle areas of the Salonian continent. Along its western coast, find a mouth of a river that splits into two with forestry filling the area between the two ends of the river. Follow the river east and land in front of the cave. Go in. XXXVII. ANCIENT RUINS Enemies: 134 Pyralis (Green and purple palette-swap of Vulcan) 135 Silenus (Yellow beast-warrior holding sword) 136 Gaap (Strange yellow creature, has long noodle-like wiskers) 137 Azrael (Funny-looking three-pronged purple puffy thing) 138 Eater (Reddish palette-swap of Valar) 148 Zombie Dragon (Long, spirally skeletal dragon-thing) 149 Death Claw* (Green thing, has like six arms) 151 Chronos* (Green palete-swap of Sirenos) 152 Valefor* (Green man-reptile, has a tail and funny claws) 153 Haniel* (Green palette-swap of Azrael) NOTE: The splitters are back, new ones have star beside their names. They shouldn't be too much trouble New items found/bought here: ----------------------------------------------------------------------- | White Robe | 31/45, Spirit +5 | WM, RM, SC, BA, EV | 27000 | | Black Robe | 31/45, Intelligence +5 | BM, RM, GE, EV | 27000 | | Faerie Claws | 89, Intellect, Mind +2 | MK | 14000 | ----------------------------------------------------------------------- I recommend getting one of each robe - they're likely to be with you for a long time, likely until the end of the game. _ _|a|_ | | 1 - Examine this for a scene. Path only clears if XXIV has been | | completed. | | ________ |_ |_ | | |_ |_______________| | |_______________________ __| ______________ | | | A | A - Reflect Mail |1| | __________| | | | | | | | |_______ ___c___________b______| | | | | | |_______ _| |________________________| |b| __i'__w__a'__ |_ _| |_ _| |_ _| | | | | w - Weapon store | | (see also: Defender Sword, Blood Spear, | | Medusa Arrow) | | | | i' - Inn (200 Gil) and Item store | | (HiPotion, Soft, Maiden Kiss, Echo Herb, | |____ Luckmallet, Eyedrop, Antidote, Gysahl Greens) | | ____| _ | a' - Armor store | | | | (see also: Diamond Shield, Helm, Armor, |_ ___| |d| Bracers, Gloves) |c| _ ________________ _|d|_ | __________ | | _| | | | | | | | | | | | | | | |ii| | | | | | | | | | | __g_______| |_______h__ | | | | | | |__________ __________| | | | | | |______________| | |__________________ | _____ | |_______f__ _____ | B | B - Black Belt | __________| | C | C - Chakra Hood _| |_ Gi | | _| |_ | | | | | | |_ _| __e_______| |____ |_ _| |_ _| | | |_ _| | | |__________________| | | |e| |f| ______________ ____________ | D | | E | E - Faerie Claws | ________| | | |_ _| |________ _| |g| D - Rune Bell |h| _ __|i|_____ | |__________________________ |__________________________ | |______ | | | |jjj| |---| __ |jjj| | |_________________ ___| | | _____________ |__________| | | | |______________ | |kk| |_______| |--| _|kk|_ | | | | ___| | | | | ________| | | | |_______ | | |______ | | | | |_______ | | |______ _| | | ___________| |_ | | | ____________| |ll| |--| |ll|_ __________| | | | | ____________| | | | | | |______ | | |______ | | |____ | | |_ ___| | | | | ________| |___ | _________| | | | |_________ | | Passage m leads to a long, straightfoward room |___________ | in which you can do little else besides walk upward. |mm| This will lead you to another ship, mapped below. __ | | ___ | |____| \___ _m_w_a_i_| \ ___ | __ __ M | \ _|_ ___ |B B| | \ | C| |B B| _____ | \ | | | || ___| | \ | || |O__ S | |_ | | ||_____| | / |_ ___| |B B| | / | |B_ _B| | / | ____ ____ |___/ | | | | | ___/ |__| |______| |_/ C - Chocobo Candle, examine and use Gyshal Greens here to see the big bird. B - Beds. Sleep here, git better. S - Steering wheel. Examine to steer this thing. O - On/Off ramp. M - Mognet m - Magic store --------------------------------------------------------- | See also: Quake, Breakga, Drain, Curaja, Esuna, Reflect | --------------------------------------------------------- w - Weapon store ------------------------------------------------------------- | Sleep Arrow | 20, At times causes sleep | RN | 200 | | Poison Arrow | 20, At times causes poison | RN | 200 | | (also: Medusa Arrow) | | Magic Arrow | 27, Intellect, Spirit +2 | RN | 250 | | Dark Knife | 93, Agility +5 | TH | 30000 | | Rune Axe | 110, Intellect, Spirit +2 | WR, VI | 35000 | | Dragon Lance | 117 | DR | 40000 | ------------------------------------------------------------- I don't particularly recommend anything from here. It's just too expensive, powerful as they may be. You're likely going to want to save as much money for a time close to the end of the game. The weapons you have are already more than sufficent, and it's just not worth low-mid five figures for something about 10% stronger than you already have. a - Armor store ----------------------------------------------------- | (also: Diamond Shield, Helm, Armor, Gloves, Bracer; | | White, Black and Gaia Robes | ----------------------------------------------------- i - Item store ------------------------------------------------------ | Potion | Restores about 50 HP | 50 | | HiPotion | Restores about 500 HP | 600 | | Soft | Nullifies Stone state | 100 | | Echo Herb | Nullifies Mute state | 100 | | Eyedrop | Nullifies Blind state | 40 | | Antidote | Nullifies Poison state | 80 | | Ottershroom | Lets party warp to the outside | 2000 | | Gysahl Green | Calls Fat Chocobo in Forests | 150 | ------------------------------------------------------ The new airship begins over on ocean roughly halfway between the northern sections of the continents Amur and Salonia are on. While this next part is not a requirment to progress in the game, it is highly recommended you first fly east and south toward the middle of the Salonian continent. Find a row of land near the middle of this continent uninterrupted by mountains (the map typed out on this guide for the nothern areas of the Saronian continent should cut off to the south right at this point). Along this path, there is a small strip of mountains interrupting your travel south. With this new ship, jump over the inconvience by pressing A while facing it. Follow the remaineder of the brief path to reach the next section. XXXVIII. (side) FALGABARD TOWN AND CAVE TTTTTTTTTTTSSSSSSSTTTTTTTTTTTTTTTTSSSSSSSSSWWWSSSTTTT TTTTTTTTTTTTSScSSSS SSSSSSSSSSWWWSSSSSSSSSSSTTTT TTTTTTTTTT SS SSSS SSSSSSSSSSWWWSSSSSSSSSSSTTTT TTTTTTTTTT SSSSSSSSSSWWWSSSSSSSSSSSTTTT TTTTTTTTTT SSSSSSSSSSWWWSSSSSSSSSSSTTTT TTTTTTTTTT _____ TTTTSSTTSWWWSSSSSSSSSSSTTTT TTTTTTTTTT | | TT fWWTTTTTSSSTTTTTTT TTTTTTTTTT | | TTTTTWWWTTTTTTTTTTTTTTT TTTTTTTTTTSSS |_____| TTTTTTTTTWWWTTTTTTTTTTTTTTT SSSTTTTTTTSSS WW TTTTTTTT SSSSSSSTTTSSS WW TTTTTTTT SSSSSSTTTTSSS ____ ____ WW TTTTTTTT SSSSTT _____ | | | | WWWW ____TTTTTT TTTT| | | | | | WW | |TTTTT TTTT| | |___a| |___w| bb | |TTTTT TTTT|__m__| WW |____|TTTTT TTTT _____ WWWWW TTTTTTTT TTTT | | WWW WW TTTTTTT TTTTSSSSS | | WWWW WWW TTTTTT TTSSSSSSSSSSS _____ |__r__| WWW WWW TTTT TTSSSSSSSSSSSS | | WW WW TTTTT TTSSSSSSSSSSSS | | WWWWWWWWWWWWWWWWWWWWWWWWWWW TTSSSSSSSSSSSS |__i__| TWWWWWWWWWWWWWWWWWWWWWWWWWWW TTSSSSSSSSSSSS TTWWWWWWWWWWWWWWs SSS TTTTSSSSSS TTTT TTTTWWWWWWWWWWWWb SSS WW TTTTTTTTTTTTTTT TTTTWWWWWWWWWWWWd hWW TTTTTTTTTTTTTTT TTTTWWWWWWWWWWWWWWWWWWlWWWWWW TTTTTTTTTTTTTTT TTTWWWWWWWWWWWWWWWWWWWWWWWWW T - Trees S - Stone sturctures W - Water d - Demon Mail s - Demon Shield h - HiPotion b - Blessed Hammer Get these three items on the island in the southeast part of the town by first through the trees in the northern parts of town as if going to do f, then remaining in the water and travel south to the island. f - Enter the falls here to find some stairs leading to a small room. Talk to the man to fight a Shinobi (fight it like a regular encounter, he can cause poison and blind status), and recieve a Kiku Sword for winning. It is in this room you can also enter the water and walk southbound along the path to collect the treasures in the grass in the southeastern part of the town. m - Magic store ------------------------------------------------------------- | See also: Fira, Blizzara, Thundara, Cura, Teleport, Blindna | ------------------------------------------------------------ w - Weapon store ----------------------------------------------------------------- | Ashura | 100, Darkness elemental | DK | 16000 | | Yoichi Bow | 70, Ranged | RN | 42000 | | Yoichi Arrow | 40, Ranged, one use | RN | 500 | | Demon Axe | 116, Strength and Vitality +2 | WR, VI | 40000 | | Blessed Hammer | 120, Vitality +3 | VI |(21500)| ----------------------------------------------------------------- I don't particularly recommend buying anything here, either a - Armor store ----------------------------------------------- | Demon Mail | 38/17 | DK, DR, WR, VI | 25000 | | Demon Shield | 12/8 | DK, DR, WR, VI | 12500 | ----------------------------------------------- You get one each of these free in the town. i - Inn (640 Gil) and Item store ----------------------------------------------------------- | HiPotion | Cures a healthy dose of HP | 600 | | Gysahl Greens | Calls fourth a Fat Chocobo | 150 | | Dwarven Bread | Gives party one cast of Sight magic | 200 | ----------------------------------------------------------- c - Cave of Falgabard. Enter here to further hone your skills and to get more stuff. Enemies: 135 Silenus (Yellow beast-warrior holding sword) 136 Gaab (Strange yellow creature, has long noodle-like wiskers) 149 Death Claw (Green thing, has like six arms) 151 Chronos (Green palete-swap of Sirenos) 152 Valefor (Green man-reptile, has a tail and funny claws) 153 Haniel (Green palette-swap of Azrael) 154 Vassago (Buff, green gargoyle-like thing) NOTE: Okay, here, in greater detail, is the lecture about dividing monsters. Enemies, if hit with any other weapon besides a Dark Sword will split into two if they have HP left, the ability to move and room on the screen. So if dead, asleep or paralyzed, there will be no splitting from them. Their division will have the same amount of HP as their original body. Magic attacks cause no splitting, neither do attacks from Dark Swords. In fact, these enemies seem pretty susceptable to Dark Sword attacks, so even if they did split upon contact, they'd usually not survive. So that Dark Knight class that's been sitting there at the class screen this whole time turns from probably not used to almost pretty essential at this point. It should be noted these enemies yield little in the way of experience, but much in the way of gold, so there's a definate upside to letting them split like crazy. It's probably not worth the heaps of time and trouble, though. ________ / D \_______ C - Kotetsu \______C_:_____ | D - Ashura | | _ | | __________/B\_ _______| | _ | ____________:_________| ___|c|___ | |________ | \_______ |______ | A - | A :_____ | | | Blessed \ / | |__________| | Hammer \______/ |__:_____________| B - Demon Mail After you're done here, leave and re-enter the airship, travel northwest to the Amur continent's northern areas. There you should see some mountains with a series of suspicious holes in them. Fly in the opening on the southwest side of the mountains. ----------------------------------------- |WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW| |WWWWWWWWWWWWWMMMMMMMMMMMMMMMMMMM WWWWWWWW| |WWWWWWWWWWMMMMMMMMMMMMMMMMMMMMMMMMWWWWWWW| |WWWWWWWWWMMMMMMMMMMMMMMMMMMMMMMMMMWWWWWWW| |WWWWWWWWMMMMMMM MMM MM MMMMMMMMMMWWWWW| |WWWWWWW MM d MMl MMMMMWWWW| |WWWWWW MMM MMMMMMMMMMMMMMMMMM MMMMMMWWW| |WWWWWW MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMWW| |WWWWWWMMMMMMMMM MM MMMMM MMMMMMMMMMMMMWW| |WWWWWWMMMMM MMMM MM dMMMM MMM uMMM MMMWW| |WWWWWWMMMMM MMMMMMMMMMMMMMMMMM MMl MMMWW| 1 - Enter path here |WWWWMMMMMMMMMMMMMMMMMMMMMMMMMM MMM MMMWW| 2 - Cave of Shadows | MMMMMMMMMMMMMMMMM MMMMMMM MMMMMMMW| r - Jump right from here | MMMMMMMMMMMMMMMMM dMMMMMMMM MMMMMMMW| l - Jump left from here | MMMMMMMMM MMM MM MMMMMMMMMMMMMMMMMu MMMM| d - Jump down from here | MMM rMMMrMMdMMMMMMM2 MMMMMMMMM MMM| u - Jump up from here | MMM MMMMMMMMMMM MMMMMMMMMMMMM| | MMM MMMMMMMMMMM MMMMM MMMMMMMMMMMMM| | MMM MMMMM MMMM MMMMMM MMMMMM MMuMMM| | MMM MMMMM MMMM d MMMMMMMMMMMMM MMM MMM| | MM MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| | 1MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| | MMMMMMM MMMM MMMMM MMM rMM uMMM| | MMMMMd MMMM MMMM rMM MM MMMM| | MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM| | MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMWW| | MMM rMM dMMM u MMMMMMMMWWWW| | MMM MMM MMMM MMM MMMMMWWWW| | MMMMMMMMMMMMMMMMMMMMMWWMMMMWWWW| | MMMMMMMMMMM u MMMWWMMMWWWWW| ----------------------------------------- Typical air enemies are sure to interrupt your voyage as you progress, but they should be of minimal concern at this point. This part of the game involves meandering your way around the mountains, jumping at various points. When you finally fully make your way around the sturcture of mountians, enter the cave before you. XXXIX. CAVE OF SHADOWS Enemies: 135 Silenos (Yellow beast-warrior holding a sword) 136 Gaab (Off yellow enemy, has long noodle-like wiskers) 149 Death Claw (Wirey green fella, has about six claw-like arms) 150 Hellhorse (Greenish six-legged horse) 151 Chronos (Green palette-swap of Sirenos) 152 Valefor (Green man-reptile, has a tail and funny claws) 153 Haniel (Green palette-swap of Azrael) 154 Vassago (Buff, green gargoyle-like thing) NOTE: The explanation about splitting enemies is worth re-reading at this point. Assume all enemies here split like atoms when touched. Although Hellhorses do not. New items found in the Cave of Shadows --------------------------------------------------------------------------- | Dark Claws | 115 | MK | (1) | | Kotetsu | 105, Dark element | DK | (1) | | Kiku-Ichimonji | 115, Dark element | DK | (1) | | Genji Gloves | 20/14, +4 Strength, Vitality | DK | (1) | | Genji Helm | 25/15 | DK | (1) | | Genji Shield | 18/13, res petr, toad, dark, mini, psn, conf | DK | (1) | | Genji Armor | 45/22 | DK | (1) | | Lilith's Kiss | One free cast of Drain spell |All |(1500)| --------------------------------------------------------------------------- Class lecture for the Cave of Shadows There are two classes I highly recommend taking along for this dungeon: a Dark Knight and White Wizard, although neither is particularly essential. Magic attacks keep the enemies from splitting, but it's still not terribly strong. The dungeon is not difficult enough to make either class vital to survival. _______ _ | A | A - Black Musk _______|a|_______ | | | |_____| | | _____________| |_______ _______| | |_ B - Dark Claws | | | | _________ 1 - Speak to this guy | |_______________/B _ 1| for a Kotetsu Sword | ________/ |_ _| |____________| |b| ________________________ | C :__________:____ | C - Lilith's Kiss \ / \ | D - Paralyzer |.| | | \ \ _ | | ______ \ \ /D\______| | | __ | \ \ | ______: | | | \ \ \ \ \_/ | | |c| \ \ \ \ _ | | _| |___| |_ _|b|___| | |___________| |_________| _ ________ |c| | :_: | / \ | | |d| / \ | | | | | | |_ | | | | | | | | | | |______________ | | | \___| | |___________________________/ _ _____________ |d|________________/ __ __ _| | :_______:_ | |_| | | | / |.| |_| | / | | | |_______ \ \ \ :_____ | \ \_____ \ / | | \_____ \ |.| | | \ \ | |_______| | _____ \ \ |___________| / E \__|.| E - Genji Gloves | ____| \ __| |e| |-| _|e|_ ________________ / \ / :____ | \ __/ \_____ / | |____|.| |./ |________| | |_______ |_______ | | | | | | | ______ ____________ \ \_____/ \ \ ______ | \_____:____ _| |:| \:|_________ |.| | | \_________ \ | | _|:|______ \ \______|.| / _ | \____: \ \______| | | \ | |f| \____/ |-| |f| ____ _/ \______________/ \ |_ _:___________: | | :____ | \ / | | | | | | \ | | | | | |:|____| | / | |________| | | | | _____ | | / F \_____________/ \ F - Kiku-Ichimonji |__ __:___________: / |g| \_____/ |-| |g| ____ _/G \______________/ \ G - Genji Shield |_ _:___________: | | :____ | \ / | | | | | | \ | | | | | |:|____| | / | |________| | | | | H - Genji Helm _____ | | / \______________/ \ |__ __:____________: / _ |h| \_____/ __|i|_ _/ \_______________________________/ H\ |_ ____________________________ \ \______/ | _| _____ \_____/ / \ / 2 \ 2 - Examine for a scene and BOSS13 \_ _/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | I - Genji Armor _| |_ ___ | | / I \_ / \_____________| / |___ ___:____________ / |j| \___/ BOSS13 - Hekatoncheir (#191) HP: 30000 Weakness: None Gil: 8000 EXP: 3000 He can hit twice per round, as is per usual with bosses, but no harder than the other enemies in this cave. As his HP winds down, he'll start casting Quake for fairly unimpressive damage across the party (100-800 damage or so). Have your guys do what they do best and you'll be victorious in this easier than most boss fight/s. That's pretty much all you need to know. After defeating Hekatoncheir, you can now complete the Statues of the quest, the northern areas of the Northwestern Continent on this landmass. I advise flying over to this continent, breaking the barriers (you must leave your ship before passing through, perhaps knocking down the various enemies 160 Death Needle (Orange-ish palatte swap of Needle Monkey) 161 Liger (Yellow tiger) 162 Aeon (Yellowish palette-swap of Gutsco) 163 Minotuar (Axe-carrying bluish palette-swap of Bull Man) probably quite overpowered as far as random encounters are concerned. Return to the ship, fly into the groove and jump over the little strip of mountain blocking your path. Fly east into the structure. Enter and go striaght up into the small room. Cut to BOSS18. Knock 'im down and you've got the last regular classes of the game. I would not traverse any further in this place for the time being. (NOTE: If you now have the Ninja class, the arrows found in this ship are quite good for throwing... Ninja can stand in the back row offestting their fairly paltry defenses to still make good attacks.) Before continuing with the story, it is recommended a couple side quests be done. If you shun evoking magic, it's likely you'll want to skip directly to XLII. Return to the Floating Landmass on this same airship, it's essentially due north of the Cave of Shadows area. Fly over to its Northwest section, and approach the number 6 on the map for the area from the west perferably. Jump over the small strip of mountains separating the small space just south of the lake with the swimming creature, land there, and Canoe into the Lake, running into the said creature. XL. (side) Lake Dohr Enemies: 139 Ourubourus (Reddish enemy, snake body, more human head) 140 Plancti (Reddish palette-swap of OlogHai) 141 Sea Lion (Greyish palette-swap of Sea Lion) 142 Remora (Bluish-purple palette-swap of Charybdis) NOTE: Once again, it seems as though enemies are hitting harder than the grow curve would indicate, especially the Plancti would can also glare you to sleep. Just have plenty of healing potions and curative magic and you'll be beyond good to go. These enemies, like those in other side/underwater araes, are disproportioantely weak against lightning and give great EXP. Also, once you beat the boss here and leave, this place is gone for good, just so you know. New Stuff found in Lake Dol: -------------------------------------------------------------------------- | White Musk | One free use of Holy spell | All | (2500) | | Black Musk | One free use of Death spell | All | (2500) | | Heavenly Wrath | One free use of Thundaga spell | All | (750) | | Raven's Yawn | One free use of Tornado spell | All | (2500) | | Platinum Hammer | 115, lightning elemental | VK | (18500) | | Leviath (W)| Petrifies single random enemy (10%) | EV, SU | 55000 | | (B)| or does wind damage to all (300) | | | (S)| or non-elment damage to all (350) | | -------------------------------------------------------------------------- The black effect might be non-elemental, though Class lecture for Lake Dohr: A good Viking can bop his way with hammers to great esteem here. Also, Summoners should have plenty of Lv. 3 casts to blaze right through this place. _______ _ /E F G H\ E, F, G - Hi-Potion |a| | ___ _| H - Elixir | | | | | | | |_____________| | |b| | | |______ _/ \____ |______ | \ A - Phoenix Down | \ B - Heavenly Wrath |_A_B___ C | C - Earthen Drums \D__| D - Arctic Wind _____ I - White Musk / L M_| J - Aegis Shield | K _/ K - Lamia Scale |J / L - Bacchus's Wine __/ | M - Turtle Shell _________/ \ / ____ | | __| | | | | |_I___ |___ | | |___ | | | | | | | _ | | | |_____|b| | | | | |c| |__________| ______________ |O N M L \ L - Black Hole |___________ | M - Platium Hammer | | N - Reflect Mail ____ ________| | O - Black Musk / \_______/ | | __ ______| | | \ __| |d| | _ | / / \ \ / __/ \ \_ _ / / \ \__|c| | P | \________| P - Lilith's Kiss |__Q_| Q - Raven's Yawn _ ______________________|d| / ______________________| | / | | | | | | | | | | | | | | | |_ |1| 1 - Examine to trigger |_ |____ _| |_ BOSS14 |____ |_________| \ |__________________| BOSS14 - Leviathan (#208) HP - 32000 Weakness - Thunder Gil - 17100 EXP - 5000 He gets two turns per round like most bosses, early ones will be spent using physical attacks or casting Protect. You may want to Erase that protection he's got, I dunno. I didn't. Also, when his HP is beginning to petter down, expect to get an awful lot of water thrown at the whole party for moderately serious damage. If you plan on getting all the items, be sure to do so before exiting Lake Dohr after Leviathan has been beaten, because once you leave after he's beaten, it's gone. Next fly east and then a little south to the Southeastern portion of the continent. Jump into Bahamut's Lair from the east and enter. XLI. (side) BAHAMUT'S LAIR Enemies: 143 Grenade (Grey palette-swap of Bomb) 144 Drake (Orange-ish palette swap of Pteragon) 145 Greater Boros (Light orange/blue palette swap of Ouroboro) 146 Sabertooth Tiger (Big yellow tiger) 147 Lamia Queen (Palette-swap of Lamia) NOTE: Great Boros hit to petrify and Lamia Queens will often attempt to confuse you. Grenades are weak against Ice, Drakes the Wind and the Tigers the Lightning. New stuff found in Bahamut's Lair ------------------------------------------------------------------------ | Chocobo's Wrath | One free cast of Flare spell |All | (2500) | | Eurytos Bow | 95, Ranged, Strength +5 | RN |(10000) | | Bahamur (W)| Casts Haste on party or | EV | 65000 | | (B)| Attempts to petrify one enemy 10% base | EV | | | (S)| 400, non-element damage to all enemies | SU | | ------------------------------------------------------------------------ Class lecture for Bahamut's Cave: Well, reflective powers won't hurt, probably. From this point on, I pretty much recommend having a Knight/Ninja/Devout/Summoner party, although a Dragoon is probably better than a Ninja for at least the end parts of the area. _ _____|a|_____ C - Phoenix Down \____ ____/ D - Arctic Wind | | _ | | |A\ | | /\ | |_______/ \_______/ C| |B ________ ________ | |_/ \ / |D| | | \| | | | | __| |___ /_ \ \ __/ |b| _ E - Golem Staff _____________________|b| F - White Muck /E _______________ | G - Lilith's Kiss / _| | | H - Chocobo's Wrath | _| _____________ \ | I - Turtle Shell | | /F ______ G | \_| | | \ / \ | | | | | | | | | | | | | | | | | | | H - Chocobo's Wrath | | | | | | __ | |__ | | _| |_/HI| | \_| | |____ _| | | |c| \__ | \___/ _ |*| * Leads outside | | / \ \ 1 / 1 - Triggers scene and BOSS15 | | | | | | | | / \ | | \ / | | | | | | ___| |____ | M L \ J - Erytos Bow |_______ K\ K - Phoenix Down _ | | L - Elixir ___|c|___| | M - Kotetsu | J | |______________| BOSS15 - Bahamut (#209) HP: 34000 Weakness: Wind Gil: 16500 EXP: 5000 Basically, pound him wind attacks. His physical attack is nothing to write home about, and when his HP starts getting low, he'll get all Mega Flare on you (non-elemental damage for ~1500 damage across the party). It should be noted that this is not reflectable. So take it like a man. If you're feeling conservative, use some Protective magic on your heavy fighters. After winning the battle, you'll have to walk through the cave again back to the airship as casting Teleport will only take you to the place BOSS15 took place. XLII. DOGA'S GROTTO From wherever you may be, fly back to the Saronian continent and to the Ancient Ruins where that other airship is landed. Fly back to Doga's house ans walk in. Take a step ot two in and watch the show. Step on the circle. Enemies: 155 Peryton (Reddish palette-swap of Pteragon) 156 Ogre (Yellow palette-swap of Boss Troll) 157 Cyclops (Darker palette-swap of Kyklopes) 158 Nemesis (Reddish palette-swap of Mandrake) 159 Humbaba (Yellow palette-swap of Catoplebas) Humbabas and Perytons are weak against air and Nemesis against fire. New items found in Doga's Grotto: ---------------------------------------------- | Last Dagger | 110, Agility +8 | TH, NI | (1) | | Rising Sun | 70, Ranged | TH, NI | (1) | ---------------------------------------------- Class lecture for Doga's Cave: Please have a dedicated healer ready for the ends parts of the cave. ___________ / _________ \ / / \ \ / / \ \ / / \ \ / / \ \ / / | | | | / \ | | / \ | | | a | | | |_______| | | | | \ \ \ \ \ \ \ \ \ \ \ \ __ \ \/ \ \_ | | / |b| _ |-| ___/ \___|b| / A | A, B - 10,000 Gil / ___________| / / / / / / / / / / | | | | | | | | | | | | __________ | | \ B __ | C - Rising Sun \ \ \ | |c| D - Lust Dagger \ \ | / E - White Musk \ \ / / _______ \ \ / / | E \ \ \________/ / / CD \ \__________/ _________ \___ ___/ | F \ F - Chocobo's Wrath |d| _ | ___ | |-| ___|c|_____ | | | | |d| / | |f| | | / \ | / |-| \ | | | _| ___ | |f| | | | |__/ | | |__ / | | | | | \ \__| | \ | |____ _/ | | | | Door e leads \ _/ \___ / | | to an empty room | _/ |____/ | | _ | / \ | |e|__/ \_ |g| / \ __ |-| | _ \ ___/ \___|g| |________/ \__| / G | / ____________| / / / / / / _/ / | / _ | | ___|h|_ | | | | | | \ | | | \ | | | \_ | \ \ / / \ \ / / \ \ / / \ \_____________/ / \_______________/ Door h leads into a pretty small, straightfoward room. Walk the path to reach BOSS16 and then BOSS17. BOSS16: Doga (#210) HP: 22800 Weakness: Nothing Gil: 12000 EXP: 3400 Early in the battle, Doga will hit you with moderately impressive physical attacks and -aga elemental magic divided across the party or concentrated to a single member. The physical attack is strong enough such that if it and the spell hits the same character, they'll be done for. After much of his HP has been knocked off, he'll cast Flare on a character along with physically attack (he has two turns per round). Flare will knock out whoever it hits two times over. I tend not to worry much about keeping my guys alive as when he is Flaring them up since at this point he's only a single very powerful attack away from falling anyway, but I do worry about KOs before that. BOSS17: Unei (#211) HP: 21800 Weakness: Nothing Gil: 12600 EXP: 4000 The next battle begins immidately without chance to recover and with all status effects removed. Unei has a wide array of White magic at her disposal: Haste, Protect, Aera, Tornado (reduces target's HP to single-digits if effective)... Probably Holy as well when she reaches near death state (I don't know for sure since I finished her off without seeing this, but past patterns imply this). Again, use essentially the same strategies as the previous battle. She's a little, although not much, quicker than Doga. After the battles, watch the show and get out of here. Before leaving, though, make sure you collect what you want, because once you're done with this place, you're done for good. Now fly north quite a bit to the northwest continent (the one with Amur) and complete the Statues of the Quest if you haven't already done so. You must leave your airship to pass through. Also, perpare for the final battles. XLIII. ANCIENT'S MAZE Enemies: 164 Iron Claws (Grey palette-swap of Death Claw) 165 Greater Demon (Red Palette-swap of Demon) 166 Unei Clone (Palette-swap of Unei) 167 Thantos (Palette-swap of Dullahan) 168 Bone Dragon (Palette-swap of Zombie Dragon) 169 King Behemoth (Pink palette-swap of Behemoth) NOTE: Great Demons can summon Iron Claws and are weak against Holy. King Behemoths can cast Meteor. Thanatos can cast Breakga. Bone Dragons are undead and weak against Holy. New items found in the Ancient's Labyrinth: ------------------------------------------------------------------------- | Crystal Shield | 20/15, Resists petrification, | WR, RW, KN, | 50000 | | | toad, mini, dark, poison, stun | DR, VI, DK | | | Crystal Mail | 55/24 | WR, RW, KN, | 65000 | | | | DR, VI, DK | | | Crystal Gloves | 30/15, Strength, Vitality +4 | WR, RW, KN, | 50000 | | | | DR, VI, DK | | | Crystal Helm | 31/17 | WR, RW, KN, | 50000 | | | | DR, VI, DK | | | Break Blade | 125, Partially petrifies | KN, WR, DK |(18500)| | | | RW | | | Dual Haken | 122, Strength +3 | WR, VI | (1) | | Holy Lance | 125, Holy elemental, casts Holy | DR | (1) | | Hellish Claws | 121, Vitality +5, hits to poison | MK, BB |(20000)| ------------------------------------------------------------------------- _____ _____ _____ | | |bbbbb| | A | A - Elixir ___| |___| |___| |___ |_ _______________ _| | | | | | ____| |____ | | | _______ | | | | __| |__ | | | | | | | | | | | | | | | | | | | | | | |___ ___| | | | | _| |_ | | | | _| |_ | | | | | | | | | | | | | | | | | | | | | |_____|_____|1|_____|_____| | 1 - Stepping through this | | door and into this room |_____________ _____________| initiates BOSS18 |a| BOSS18 - Titan (#212) HP - 27000 Gil - 13500 EXP - 6900 You can pretty much insert Hecatoncheir's explanation here. G - Crystal Helm E - White Musk F - Crystal Gloves H - Dual Haken _________________ _________ ___________ ___________ | E __ | | F c.c G | | H d | | |____ | | ____| | ______| |______ | | | | | | | | | | | | | | | | | | | | | | | | |____| | | | | | | | |_____________| | | | | | | | |_________________| | | | | | | |_________________ |___________ ___________| | | | | | ________ |_______ | | |__D___| |__________ | | | | | I - Break | | K - Chocobo's B - Crystal Shield | | Blade ___| |___ Wrath C - Lilith's Kiss | | | I K | D - Crystal Mail | | |___ ___| _____________________| | | J | |B C | |___| |__________ _________| | | J - Phoenix Down |bbbbb| _______ ______________ _d | | | ___ | | | ____ | __|eee|_ | | | | | | | M | M - Protect Ring | | | | | | |___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |___ | | | | | | | L | | | L - Phoenix Down | | | | |___ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |___| | | |___| | |_____________| |_____________| _____ |ggggg| Door g leads outside | _ | | | | | __________| | | |__________ | ______ |_| ______ | | _| |_ _| |_ | | | |O| | | | | _ | | | |_ _|N|_ _| | | |______| _ |______| | |__________ | | __________| | | | | | | | | | | | | N - Holy Lance | | | | N - Hellish Claws | | | | | | | | | |_| | | | |fffff| After going outside, walk up one space and you'll immidiately find youself in Sylx Tower. Although you can chose to proceed through it, it is (highly) recommended you first plow through Forbidden Land Eureka. Walk straight into the door and walk straight foward when in that room. Watch the show and step foward into Eureka. XLIV. (side) FORBIDDEN LAND EUREKA Enemies: 170 Abaia (Grey palette-swap of Vassago) 171 Sleipnir (Grey palette-swap of Hell Horse) 172 Haokah (Blue palette-swap of Valefor) 173 Acheron (Largely grey palette-swap of Titan) 174 Oceanus (Big green reptile) NOTE: Slepnirs have a wide variety of attacks at their disposal: they've a very strong physical and the ability to inflict Toad, Blind and Poison state. Haokahs like to do a Thunder-based attack that nails your whole party. Oceanus and Acheron can cast Quake. New stuff found in Forbidden Land Eureka: ------------------------------------------------------------------------- | Fuma Garb | 47, Agility and Vitality +3 | All | (1) | | Ribbon | 23/20, Protects against all effects | All | (1) | | Omnirod | 93, Partially petrifies, INT +10 | BW, EV, MG | (1) | | | SU, SG | | | Moonring Blade | 110, Ranged | TH, NJ | (1) | | Masamune | 132, AGL +10 | DK, NJ | (1) | | Excalibur | 137, All Stats +5 | KN, RW | (1) | | Eldest Staff | 85, Spirit +6, casts Cura as item | WW, DV, SG | (1) | | Ragnarok | 140, All Stats +5 | KN, DK, WR | (1) | ------------------------------------------------------------------------- Class lecture for this place: Geomancy is... awesome if harnessed by a semi-skilled character. Also, the Ragnarok and Excalibur are the reasons you should totally have a Knight on your team, and one reason I would have one in the team during some of those parts in the game hs equipment seems a tad dated. _____ / a \ a - To Crystal Tower / \ / \ / _______ \ _/ _/ \_ \_ _/ _/ \_ \_ / _/ \_ \ / / \ \ | | __ __ | | C - Fuma Garb | |____/ C\ /A \____| | A - White Musk D - Chocobo's Wrath | ____ D | | B ____ | B - Elixir | | \__/ \__/ | | \ \ / / \ \ / / \ \______________/ / \______ _______/ | | |b| |-| __|b|__ | | | | _____________ \_ _/ _____________ E - White | E | | | | G | F - White Musk Musk |_ _| | | |_ F H _| G - Chocobo's Wrath \___ ___/ __| |__ \___ ___/ H - Phoenix Down |c| __/ _____ \__ |d| |-| / __/ \__ \ |-| |c|__/ / \ \__|d| | ___/ \___ | | | _ | | | | |T|_________| | T - Ribbon, Guarded by \ \ |_________ / Ninja (#213) \ \ / / \ \_______________/ / \____ ___ ____/ / / \ \ / / \ \ / / \ \ / / \ \ | | | | |e| |f| |-| |-| |e| |f| | | | | | | | | | | | | | | | | | | | | | | | | I - Shuriken |I| __ | | J - Elixir /J \__ | | \__ \_| |_ \__ \ \_ _/ | | | | K - Shuriken | | _ \ \ ___|K|_ | | _ / _____ \ | | L - Phoenix |L\/ / \ \ | | Down | _/ \ \ | | Examine M and trigger... | | \ \____/ / BOSS19: Amon (#214) |g| \______/ HP: 35000 |-| Weakness: Varies |g| Gil: 10000 | |__ EXP: 6700 | |_____ Hyne on 'roids. High |_________ \____ attack defense made higher \____ \_____ with Protect. He can throw \____ \ -aga elemental magic at you \ | and has a moot physical attack. M - Phoenix | | His weakness also varies if Down / \ that helps. Nothing mind- | M | numbingly difficult. ________| | / ____________/ The Moon Ring Blade is / / yours upon victory. Ditto / / your status, HP and MP (these | | are restored after every BOSS | | from now on), so there should \ \ be little stopping you from \ \ going buck wild (with magic - | | save the Shurikens) |h| |-| |h| | | / \ | | Examine N and trigger... \ / BOSS20: Kunoichi (#215) | | HP: 29000 ___ | | Weakness: None / \ | | ___ Gil: 14500 O - Omnirod | O |_____ | | / \ Exp: 7300 | _____ \| |____/ N | \___/ \ _______ | She's quite fast and gets three / / \___/ turns per round. She also has / / Haste and Aera and hits to cause / / poison status. I wouldn't worry | | about any of these adversities | |_ with a semi-decent party. \ \ P - Phoenix Down \ P\_ You recieve the Masamune upon \__ \ victory. |i| _ |j|______ Examine Q to trigger... _____________/ __ \ BOSS21: General (#216) / ___________ / \ \ HP: 34000 | | |_/ \ \ Weakness: None \ / \ \ Gil: 15600 | | | | EXP: 7500 | | / \ | | _ | Q | Once again, not a terribly | | |i| \___/ difficult one. He does | | | | have Drain which only | |__ | | lengthens the battle and | \ | | Death which has a low | | | | accuracy rating. His \__ | | | attack power isn't \ \ | | anything you haven't \ \ _| |_ seen before. \ \/ \ Examine R and trigger... \ | The Excalibur is recieved BOSS22: Scylla (#218) \______/ upon winning the battle. HP: 35000 Weakness: None ___________ Gil: 16200 ___ | k | ___ Examine S and trigger... EXP: 7700 / \____| |____/ \ BOSS23: Guardian (#217) | R ____ ____ S | HP: 34000 The most stand | | \ / | | Weakness: None out feature with \___/ \__ __/ \___/ Gil: 16500 Scylla is her | | EXP: 7900 ability to petrify upon | | attack. Otherwise, she | | The Guardian likes to barely differs from many of the | | use Reflect on himself other bosses you've faced, | | but his other defenses with -aga spells, fairly _| |_ aren't impervious enough moot physical attack and |_ _| to make this a serious two turns per round. |j| issue incase you're relying heavily no black The Eldest Staff is won after magic. He also has Quake. this battle. The Ragnarok is recieved upon winning the battle. __________________ / _______________ | ______ / / | | |U V\_22 / / | | 1 - Revivification Spring 1| m1 m2 \2_| | | \ 2 - HP/MP Recovery Spring | ____| | i'| |T W | | | |__ __| \__| \ / | | | | | | | | / \ | k | \____| m1 - Magic store ------------------------------------------------------------------------ | Flare | 320, Non-elemental damage to a single target | 60000 | | Death | Attempts to instantly kill a single target, 10% base | 60000 | | Meteor | 170, Non-elemental damage to all targets | 60000 | | Tornado | Attempts to reduce target/s to near death, 40% base | 60000 | | Arise | Nullifies KO with HP fully recovered | 60000 | | Holy | 300, Holy elemental damage to a single target | 60000 | ------------------------------------------------------------------------ I can't say as though I recommend much of any of the magic here, except for Full Life, and even that's only essential for little more than one battle (but _man_ is it handy there). Buying two pressings of the spell isn't such a bad idea either, and you may want to to be safe, although I did not. Although Tornado's base rate looks impressive, it along with Silence (another 40% base), there is a handicap to it (that 40% is put into an equation, and that equation has 50 percent points taken from it at the end. It's still likely a higher rate than than most effects, though. m2 - Magic store --------------------------------------- | (see also: Catastro, Leviath, Bahamur)| --------------------------------------- i - Item store -------------------------------------------------------------------- | Shuriken | 200, One use | NI | 65550 | | (also: Crystal Shield, Crystal Mail, Crystal Gloves, Crystal Helm) | | Apollo Harp | 60, Reflect Song, Hit to cause Death | BA | 60000 | -------------------------------------------------------------------- There's one more set of Crystal equipment to be had in another area, so I'd hold off on that. I recommend spending as much Gil as possible on Shurikens. You have sufficent summon magic, you should, and I don't recommend any of the other magic except for Full Life (for Sages and Devouts only). Apollo Harp is pretty great, if you have a skilled Bard, and even if not, but most of those who will throw Reflectable stuff at you don't aren't challenging enough to need any serious party re- alignments. You're going to have to leave this place if you want to progress to the next part of the game. Using Teleport will work. XLV. CRYSTAL TOWER Enemies: 175 Gomory (Green palette-swap of Medusa) 176 Bluck (Violet palette-swap of Garb) 177 Doga's Clone (Palette-swap of Doga) 178 Azer (Palette-swap of Djinn) 179 Platinal (Purple palette-swap of Goldor) 180 Kum Kum (Palette-swap of Magician) 181 Shinobi (Red palette-swap of Ninja) 184 Dark General (Palette-swap of General) 185 Yellow Dragon (Big yellow Dragon) 186 Green Dragon (Big green Dragon) 187 Red Dragon (Big red Dragon) 188 Glasya Labolas (Palette-swap of Guardian) 190 Thor (Yellow palette-swap of Valefor) NOTE: Kum Kums can use a wide variety of high-level magic spells: Death, Breakga, and the -aga elemental spells. Thors hit to paralyze. The Dragons promise a monumetal battle, a significant drain on time and resources (they also hit to cause silence status). They do, though, drop Elixirs and Onion equipment as well. Glasya Labolas at times hit to confuse. Azers are weak against Ice. Class lecture for the Crystal Tower: I find the Knight/Ninja/Devout/Summoner team works well enough for me. I'm sure whatever team you've been training works well enough for you. ___ ___ F - Choco Rage | F | | E | E - Lilith Kiss __| | | |__ / | | \ G - White Scent /_ / \ _\ | | (to | | B - Elven Bow ____ccc__ _____| | XLIV) | |_____ _________ / 1 | | \ / | |B \ / | | \ |bb| / | | \ | | | ___ \| |/ ___ | | | | _ | | | | | | | | _ | | | | |_| | | | | |_| | | | | |_| | __| |__ | |_| | |_G__|____| |____|| ||____| |____|__A_| | | | | | | | | | | | | A, D - Choco Rage ___ | |___ |_____ _____| ___| | ___ | | | | \ / | | | D | | | | __ | \ / | __ | | | | |_| | | | | | | | | |_| | | | | | | | | | | | \ | |H| | | |C| | / \_____| | | |_____/ H - Fuma | | Garb |aaaa| C - White Scent 1 - Examine this spot after the events of XLII for a scene and door c. K - Elixir _ _ _ / \__/K\__/ \ \ / __| _____ |__ / / \ \ /_ / \ _\ I - Elixir | | | | ____ __| | | |______________ / \ | | | \ | | _ \ | | _ | | | /I\ \ | | / | | | |cc| | | \ \ \ / / | | | | | | \ \ \_____/ / | | | |___| | | | \ / | |_____ | | | | | \_________/ | | | | | | \ | ________ _______ | | | | | | \ | | |_| J |_| | | | ___| | | | | __ _ | | | | / | | | | |_______| |_______| | | | / | | | | | | | | | | | | __ J - Phoenix Down | | | |_______| | | | |dd| | | | |__| | | |___________________| | |____________________| |__________________________| __ |ee| | | | | | | | | _ _ | | | \ K - Elixir /K| | | | | _____ _____ | | __ | | | | / \ / \ | |_| | | | | | | _ |______| _ | | _ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |_| | | | | | | |_| | | |_____| | | | | |dd| | | | | | |_______|_|____| |____|_|_______|_|___________| ______ ______ / \ / \ / \ / \ | | | | | | | | | | | | | | | |____| | | |____| | | | | | | | | | | | | | M - Shuriken | | | | | | | | _ L - Phoenix Down | | | | | | | |__|M| _ | | | | |ff| | |________ ________|L|__| | | | | ____\______ | | ______/ | |ee| | | | | | | |____ | | | | | | | | | | | | | | | | | | | | |________| | | | |__| |____________| |__| g / \ _ | | _ / |__| |__| \ / \ | _____ | N - Phoenix Down __| / \ |__ O - Elixir / / \ \ __ /_ / \ _\ |ff| | | | | | | __| | | |__ | | ____| | | |___ | | / O | | \ | | | ___ \ / ___ | | | | | \ \ / / | | | | |N | \ \_____/ / | P | P - Elixir | | |__ | \ / |____| | | | | \ / | | | | \___________/ | | | | | | | | | | | | | | | | | |_____| | | | |___________| _ _ / |__ __| \ / | | \ | | | | __| / \ |__ / / \ \ /_ / \ _\ | | | | | | | | | | | | | | | | | \ _ / | \ \ |h| / / \ \_| |_/ / \ / \ / \____ ____/ |g| _ ___ _ / |__/ \__| \ / \ | _ _ | __| / | | \ |__ _ _______ / / |h| \ \ / | | \ /_ / \ _\| | | _ | | | | | | | | | | | | | | |__| | | | | | | | | __ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |__| | | | | | | | |________| | | | | | | | | | | _ | | | | | | |i| | | | | |____| | | |____| | | This path ____ | | ____ _______ | | leads to | | | | | | | _ | | | a whole | | | | | | | | | | | | lotta | | | | | | | | | | | | nothing __| | | | | |___| | | |_| | __\ \___| |___/ | | | |____________________________|_|________| _ _ / | | \ R - Phoenix Down | | | | ___ __| | | |__ ___ / R \ / / \ \ / Q \ Q - Crystal Mail | | | | | | | | \ / | | __ | | \ / | | /__ | |jj| | __\ | | | | | \__| |__/ | | | | | | __ __ | | | | | / | | | | \ | | | | | | | | | | | | | | |____| | | |____| | | | | | | | | | | | | | | / \______________| |______________/ \ | | | ___________ ___________ | \___/ | | | | \___/ | |ii| | | |__| | _ \________/ _ / | | \ /S | S - Crystal Shield | V\ V - Crystal Helm | | | | | | | | | | _ _ | | | | | \___________|kk|____________/ | | | | | \____ ____/ | | | | | | | | | | | | | | | | | | | | | | | | | | | \______| |______/ | | T U | | | | | | |jj| | \ |__| / \_______________________________________/ T - Crystal Gloves U - Phoenix Down ************************************************************************* NOTE: Stepping onto point 2 in the map below takes you to a point of no return (not even Teleport works), so be aware of this when stepping here. ************************************************************************* _____________________ / / \ \ / | | \ | _ \_/ _ | | / \ _____ / \ | | | | / \ | | | | \_/ | 2 | \_/ | 2 - Step here for a scene | _ \_| |_/ _ | | / \ / \ | | | | | | | | \_/ \_/ | | | \__________ __________/ | | |k| After the scene, you'll find yourself in a fairly featureless room. Walk a few steps up for another show and BOSS24. BOSS24: Xande (#219) HP: 50000 Weakness: None Gil: 25000 EXP: 8500 He likes personal enhancement spells, physical attacks and elemental magic. Nominally more difficult than a regular encounter, absolutely no more difficult than a Dragon, should you have encountered and battled one while in the tower. Don't use any Shurikens here. After the battle, watch the scene and prepare for another battle, which is ideally fought with minimal time, energy and resources consumed. Watch the show. Walk a few steps up to move on to the next area. XLVI. WORLD OF DARKNESS - CRYSTALS NOTE: See how it does not say (side) up there by this area? This means do _NOT_ enter the center portal to XLVII until this area is completely done. It's actually possible to get by without doing this part of the game, but I'll assume you're not overpowered/lucky enough to risk losing what is probably several hours on this. Enemies: 182 Shadow Master (Palette-swap of Kunoichi) 183 Kage (Dark purple palette-swap of Ninja) 189 Yourmungand (Orange palette-swap of Oceanus) 190 Thor (Palette-swap of Valefor) 193 Queen Scylla (Palette-swap of Scylla) 194 Garm (Three-headed wolf) NOTE: The ninja enemies, Kage and Ninja Leaders, can cause blindness and poison with their attacks. Many enemies cast Protect on themselves, and many enemies (the ones who are only encountered upon alone) have two turns, three in the case of Garms. The snakes also have Protect and can use Quake. Class lecture: The only thing I can truly recommend is to have a dedicated healer. Makes things much easier. The purpose of this section is largely to fight the four bosses here. Anything less will eventually lead to death. Chests A, B, C and D are all Ribbon helmets, guarded by Zande Clones (#220). I recommend getting all of them, at least for the last boss. /\ /\ / \ / \ / a \ / g \ \ |_ _| / \ |_ _| / \_ |_ _| _/ |_ |_ _| _| |_ |_ _| _| |_ |_ /\ _| _| |_ |/ \| _| |_ _| |_ _| | | / ** \ \ ** / _| |_ _| |_ _| |_ _| _|\/|_ |_ _| _| |_ |_ _| _| |_ |_ _| _| |_ |_ / _| |_ \ / _| |_ \ / c _| |_ \ \ / \ e / \ / \ / \/ \/ /\ / \ / \ /\ / \__________/ \ Teleporter b leads to a very small / bb \ room. Take a couple steps in to intiate \ bb __________ / a scene and BOSS25. \ / / / /\ \ / / / / \ BOSS25: Cerebus (#221) \ / /\/ / / \ HP: 99999 \/ / / / / Weakness: Nothing / \ / | Gil: 66666 \ / / /| | EXP: 16666 /\/ \/ / | | /A /\/\ / | | Cerebus gets three turns per round, usually \ \ \ \ | | using them physically attacking. While /\ \ / \ / | | the attack itself isn't too much to write / \_____\/______\/__/ \ home about (average damamge is about 800 / / or so), if all three are piled onto the / _________________ / same character, it could mean curtains for \ \ \ / them. The attacks also sometimes cause \ \ \/ poison status. He also sometimes uses \/\ \ the -aga spells either focused on a single \ \ character or spread across the team. Should \ \ be no big issue as long as you've Curaja casting \ \ abilities. \ \ \ \ /\ After the battle, watch the show, backtrack, and \ \/ \ move on to a different room. \ \ \ \ / \ / aa \ \ aa / \ / \ / \ / \ / \/ /\ ___________________ / \ | _______________ |___/ B \ | | |______ / | | \ / | | /\ \/ | | / \ | | / d \ | | \ / | | \ \ | | \/\ \ _____________________ | |_ | | | _______ _______ | |_ | | | | | | | | | | | | | | | | | | | | | _| | | | | | | | | | | _| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | / \____/ \______/ \_____/ \_____/ \ \ _____ _____ ____ _____ / \ / \ / \ / \ / \ / \/ \/ \ / \/ \/ | | / \ d leads to a small room. / \ Walk upward a few steps \ c / for a show and BOSS26 \ / \ / BOSS26: Echidna (#223) \/ HP: 99999 Weakness: None Gil: 66666 EXP: 16666 Echidna has Tornado, Drain, Quake and -aga elemental magic at his disposal, along with umimpressive physical attacks (lest they should be following an effectively placed Tornado). So if Tornado is targeted to the entire party, and it hits all, and he follows with Quake, as unlikely of a happenstance as this is, it will kill off your party. Spells like Protect are not likely to help a great deal because of the moot state of his attacks. Adequate healing is all you'll need. After this, retreat to the main room and select another path. /\ /\ / \ /\ / \ / \ / \ / \ f will teleport the \ / / f \ \ / party to a small / / \ / \ \ room. Enter, walk /\/ /| | \ / | |\ \/\ foward, scene, / / | | | | | | \ \ BOSS27. / \ | | | | | | / \ \ / | | | | | | \ / \ / / \___/ \__/ \ \ / | | / ___ ___ \ | | | | \ / \ / \ / | | | | \ / \/ \ / | | | | \/ /\ \/ | | | | / C\ | | | | / \ | | | | / \ | | / \ \ / / \ / \ / \ / \ \ / / \ \ / \ \ / /| |\ \ / / \/\ \/\/ / | | \ \/\/ /\/ \ / | | \ / / \ / \ / \ \ / / \ \ / \ / / \ \ / \ / \ e / \ / \/ \ / \/ BOSS27: Ahriman (#224) \ / HP: 99999 \/ Weakness: Wind Gil: 66666 EXP: 16666 Ahriman also gets two turns per round, also has -aga elemental magic, and also has an unimpressive physical attack (noteworthy because he can hit to petrify your characters). Just be ready for these. Not much else to say otherwise. Upon completion, head back to take another path. /\ /\ /\ /D \_________/ \ / \ / _______ \ / \ \ / \ / \ / \ / \ \ / / | | /\ \/\ \/\/ /| | | | / \ \ / | | | | / h \ / \ | | h leads to a small room, | | \ / \ / | | walk up a few steps, watch a show, | | /\ \ \ \ / | | fight BOSS28 | | / \ \/\ \/\ \/ | | | | / \ \ \ | | | | \ / \ \ | | | | / \ / / | | | |/ /\/\ \/\/ /\/ | | / / \ / / \ / \ / \ / \ \ / \ / \ / \ / \ / / / \/ \/ / /\/ /\ / / / \ / / / \/ / / g / \ / \ / BOSS28: 2-Headed Dragon \ / HP: 99999 (#222) \/ Weakness: None Gil: 66666 EXP: 16666 2-Headed Dragon has quite a strong physical attack (1500 damage or so to those in the front lines) and not much else. Hit him with what you've got (it's not essential you throw Shurikens, though). XLVII. WORLD OF DARKNESS - FINAL Enemies: 182 Shadow Master (Palette-swap of Kunoichi) 183 Kage (Dark purple palette-swap of Ninja) 189 Yourmungand (Orange palette-swap of Oceanos) 190 Thor (Palette-swap of Valefor) 193 Queen Scylla (Palette-swap of Scylla) 192 Hydra (Blue palette-swap of Echidna) 194 Garm (Three-headed wolf) 195 Twin Dragon (Palette-swap of Two-Headed Dragon) Class lecture for the Dark World - Final: Here we quite possibly get to the part we revert back to the classic ultimate party of Ninja/Ninja/Sage/Sage, but not likely. If you have 10 Shurikens or more, and you should, then going with two Ninjas is a pretty good idea. But watch their HP, it goes down especially fast. The Devout I hope you've been using is likely skilled enough to proficently serve you in the battle ahead. If you've been employing the services of a Summoner to this point, something I recommend, switch to a Sage or even another Devout if you have another White Robe. I highly recommend having two healers (you did buy some more curative magic as was my suggestion earlier, I hope). I advise making any class changes at the beginning of this section so you can build up their skill level to minimize crystal sickness. Basically, what I'm trying to say is have two characters who can use curative magic. I advise moving everybody to the back row before entering portal a if using this party setup. You may also wish to be at level 60 before entering as well as this is the level of the big cheese. /\ / \ /\ / a \__/ \ Passage a leads to a long \ ___ / corridor. Walk upward to \ / | | its end to see a show and \/ | | to initiate BOSS29. /\ /\_____________| \ / \______/ ___________ / \ _______ / \ / | | \/ \/ | | | | /\________ / \___/ ____ \ \ _____ / \ \ \/ \/ \ / | | | | /\_______| | / ______ / \ / \/ | | | | / \ / \ / \ \ ** / \ / \ / \/ BOSS29: Cloud of Darkness (#225) HP: 120,000 Weakness: Nothing Gil: 70000 EXP: 25000 There are a couple of tentacles along with the big cheese - don't worry about them. There will be Haste/Protect-casting afoot, once again, don't worry about it. The tentacles are a non-issue because their main function is an attack (Bad Breath) that causes a wide array of potentially devistating side effects. This is rendered moot by Ribbon-wearing. The boss has a semi- respectable physical attack enhanced by Haste at times, but diluted by your guys' back row position. You mainly need to be worried about a moderately powerful Thunder-based attack spread across the party - an attack that will cause much more damage to attack- based characters than magic-based ones. Diamond equipment might help mollify the crap out of this, but not likely. Then there's the heavy non-elemental attack also spread across the party (Flarewave it was/is called). It won't do 9999, but it's still the attack that makes this final boss a final boss's final boss. A safe strategy here would be to have the Devout and Sage keep spreading Curaga/Curaja across the whole party every round in anticipation for this attack. She doesn't seem to do this until a few rounds into the battle, after considerable HP has been knocked off, so a Sage can perhaps add to the HP-depletion party with an attack spell of his own. Ninjas will be throwing Shurikens from the back row or using Elixirs on themselves when needed (you should assume the Ninjas will take their turn before everybody, a Thunder attack will come before the mages use their healing magic, and the healing magic will come before Flarewave). All this is mollified, however (in)significantly by Protect, so you may wish to use that early on. Having enough Curaga/Curaja and Full Life casts as well as offensive firepower (Shuikens) is the key to victory. After the battle, watch the show. You'll probably want to save the game afterwards. XLVIII. ??? DUNGEON Okay, the Iron Giant. This is section dedicated to tackling the Iron Giant. First off, let's discuss how to go about finding him. You'll need to send four messages to Prince Allus of Saronia. The final message he gives you will unlock this chance. I'm not exactly sure about the requirements of getting the messages from him. I believe you'll need to send four to the Old Men before the Prince will send you the message telling you where to go. I also believe you'll need to send some messages to another FFIII player across Mognet. Once you've obtained the last message from the Prince, get on the Natalius and make you way about halfway between the floating landmass and the southern tip of the Dalug continent (the one with all that wind, the small one in case you forgot). The Iron Giant is located in a small room in a cave underwater at roughly this spot. You should see some suspicious discoloration when you've found what you're looking for. You can attempt to fight the Giant at any time after you're told about him by the Prince, but you'll probably want to do some training before you attempt The fight. The Iron Giant is at level 81, so it's probably recommended you at least be at this EXP level. I've heard people going through with it as low as level 60, but most seem to do it at 90-something. There are two places I recommend grinding to reach a level closer to the norm. First is Bahamut's Cave. Here the encounters give more experience than than any other encounters in the game. They're easy battles as well. I advise going through this cave with four Black Belts since they have the highest base Vitality of any class in the game. Since other statistics (Strength, Vitality, Agility, Intellect, Spirit, Max MP) at the same EXP level, job and equipment are the same, might as well improve something you can control: Max HP. Vitality plays a part in controlling HP gains at level up. Second is the actual ??? Dungeon itself. Here, all the encounters are the colored dragons. They have 100% drop rates and always drop either Onion gear or Elixirs, both useful against the beast itself. Fights here are long and quite challenging, but you're pretty much assured to gain a skill level after every battle, which is just as useful as an EXP level. I recommend fighting these battles with whatever jobs you plan on using for the Iron Giant. Speaking of jobs, what jobs to use? Well, any, but some work better than others. First let's take a brief look at the boss itself. BOSS30: Iron Giant HP: 120,000 Weakness: Nothing EXP: 100,000 Gil: 100,000 This enemy has an attack stat of 255 and a 155 defensive stat, both high above anything you've seen so far. Although the magic defense isn't known, it's likely not as impressive as his physical defense. Magic might be the preferred method of attack, but his physical attacks are much more formidable than this magic attacks. The Iron Giant gets four turns per round, at least three of them are spent using regular physical attacks (which aren't likely all that regular to your party), which might inflict status ailments upon contact. The fourth round of fighting could either be used on another physical attack, a casting of Meteor (the least of his attacks, but still could be formidable) or, if you're more than half way done with the battle, a swiping attack (called Swipe) which is roughly twice as strong as a normal physical attack which hits the whole party. It goes without saying, but Protect from a skilled hand is highly recommended for this battle, perhaps the most important nugget of information you'll hear going in to this battle. Now here are the job evaluations. HIGHLY USEFUL... ONION KNIGHT: If your level is in the upper 90s, that is. At that point, Onion Knight is unmatched, but before then, they are statistically retarded. They can also use the Onion equips as well as all non-ultimate equipments in the game. However, they require you to go out of your way to unlock and require still more maintanence upon receiving the class. MONK: A Monk at extremely high skill and experience levels can do _serious_ damage with Retaliate. However, unless at these high levels, don't bother. They also need to get hit in order to use this special ability, and they don't exactly take beatings the best of ways. Still, doing serious damage against the Iron Giant is not something all or even most classes can do. SCHOLAR: Magic hits the Iron Giant harder than physical attacks, and they use attack magic potentially twice as well as any mage. Need I say more? Actually, I reckon I do. Downside is that their propesity to take beatings is basically the worst in the game and getting the items to optimally nail this beast is trickly and will likely involve training a Thief, a borderline useless job for this task (and the truly great items for beating this guy, White Musks and Chocobo Rages, are extremely tough to get from enemies). (Do a Ctrl+F search on this guide's, or some other enemy list to find out from whom you can get Bomb Arms, Arctic Winds, Heavenly Wraths, White Musks and Chocobo Rages) VIKING: Give them two Shields, send them to the back row, give them a Protect spell and watch 'em Provoke the hell out of the Iron Giant. I don't know how well this works, but it seems like a good way to keep the physical attacks away from those who can't take them - until he starts swiping. DEVOUT: Strongest healing magic, quite abundant. Enough said. SUMMONER: Bahamut and Leviathan are stronger than Flare and whatever useless (for this battle) crap the Magus has at level 7. Not to mention by the time you're at a level most people will believe to be Iron Giant-ready, this guy will have considerably more upper-level MP uses than the Magus. I don't think I'd send Ifirt or Ramuh or Odin to attack the Iron Giant, but I can think of other things I'd rather do than send a Magus to take Thundaga to the Iron Giant. NINJA: Not the greatest defenders - Genji Shield helps - not the greatest attackers either - Murasama or Behemoth Knife help. The fact they can throw Shurikens from the back row helps nullify both of these things. There's also the fact they help you actually use that money you've probably been accumulating building up your guys, although this would involve another trip to Eureka's last floor, one very far out of the way. PRETTY USEFUL... WARRIOR: Advance really helps penetrate that iron guard the giant has going on. Unfortunately, this also means sacrificing a great deal of defense, defense you'll likely need to stave off his four turns per round (meaning odds are very likely a Warrior will get nailed any single round, non-terrible odds of getting thonked more than once). Not a bad choice for the Iron Giant, but I was/am tempted to move this one down to margainally useful. KNIGHT: Good attack, but but really should be better when confronting this guy. Good defense, but comes up short of the Viking in stats and in class- specific command. DRAGOON: Needs to jump to penetrate the Iron Giant's defenses... Has this the same pluses and minues the jump command has anywhere else: the Dragoon themself avoids attack for some time, but the attacks are then piled upon to other, perhaps less durable, characters. If you made your whole team Dragoons... That would be stupid and boring. DARK KNIGHT: Souleater's physically based, so if you must have a Dark Knight in there, make sure their HP remains _high_ in order for them to be truly effective. This is a task that seems more work than its worth, but has optential nonetheless. BARD: It's obviously a good idea to cast Protect on your guys soon into the battle, but if you have a good enough Bard, that might not be necessary. I reckon a Mudhura Harp song one turn followed up by a Loki Harp song (to Hasten physical attackers) or a Lamia Harp could be useful. Unfortunately, they won't produce the results a skilled Devout would produce and effects wear off quite quickly. They also lack beating-taking skills. BLACK BELT: Very high base strength and vitality. Unfortunately, doesn't get any statisitcal bonus other classes get with weapons. Plus, I'd rather do something ohter than 'Fight' with a character, even if they are basically the best at it, because I'm not going to be storing power for the same reasons I wouldn't with the Warrior. MAGUS: Would perhaps be in the highly useful bracket if not for the Scholar and Summoner. Really, just imagine the Summoner, but 70-80 percent as good. I suppose the -aga elemental spells are more useful than most physical attacks in this battle. MARGINALLY USEFUL AND BELOW... FREELANCER: I suppose a Freelancer at level 99 with Celestial Gloves, an Excalibur and Ultima Weapon can be a force to be reckoned with, of sorts, as this would put all their stats into the 80s, but other than that, I wouldn't have one around. Of course, if you couldn't figure out how to can jobs from Freelancer for a long time or just gain a helluva lot of job levels here before finding the class, I suppose you could give this a shot. COLOR MAGES/EVOKERS: White and Black Mages are simply outdone by classes gained later, ditto Evokers. Besides, worthwhile spells aren't abundant enough (or not present if discussing the highest levels) for them. Red Mages have no place in a battle of ultimate specialization, a job with no expertise: not strong enough to do great physical damage and not magical enough to contribute significantly enough with magic. RANGER: Weak attack base attack potential not capable of penetrating the Iron Giant's awesome defensive barriers, weaker job-specific command even less likely to penetrate said barriers. THIEF: See previous answer, except replace comment about commands and barrier-breaking with nothing to steal. GEOMANCER: If this was taking place in Eureka, then I say go for it, but lo, such is not the case. ************************ * * * 2. Class Evaluations * * * ************************ The class. It's the bread and butter of Final Fantasy III's gameplay. It is here in this section, as implied by its title, the various classes are discussed. It is here each classes' statistics, unique abilities, weapon, armor and anything else that could pass as useful information. They will be discussed in the order they are obtained. NOTE: Numbers by statistics are multipliers of the character's current EXP Level. All characters at the same class and EXP level and equipment will have the same values for all five perameters (Strength, Agility, Vitality, Intellect and Mind) regardless of past experience. All initial figures beside the perameter are multipliers compared to the EXP level, and all initial multipliers are in Crystal Sickness (the period of time when a character changes from one class to another) state. This state continues for 2-8 consecutive battles while the character gets used to that class and stats proceed to return to normal (more like two if the enemies are at a level higher, eight or more if greatly lower). This normal state is denoted beside the multiplier (for example, a Freelancer is going to have at 28 Strength at Level 56 just after switching to that class, and 32 Strength after getting used to it. The stat multipliers are not 100% accurate over the course of the entire game, it just gives an idea as to where the classes' stats stand. INITIAL CLASS Freelancer (FRLNCR) Strength = .5 +4 Agility = .5 +4 Vitality = .5 +4 Intellect = .5 +4 Mind = .5 +4 Weapons: Every weapon found before the first class crystal, select knives (all of them until the Poison Dagger), and swords (all of them until the King's Sword, the Excalibur and others). Armor: Freelancers can put on any peice of defensive gear with only a scant class-exclusive exception every here and there. Magic: White and Black Level 1 Unique battle command: Magic - uses magic during battle The Freelancer gets the class done for the time you have no other classes. Much like the Onion Kid class from the original, this one goes out of style when other classes with a greater range of weapons, skills and abilities becomes avalible. Also much like the Onion Kid class from the days of old, this class seems suspiciously weak. Stay tuned. 1ST CLASS CRYSTAL Warrior (WRRR) Strength: .666666 +6 Agility: .666666 +6 Vitality: .6 +4 Intellect: .44 +3 Mind: .44 +3 Weapons: Select knives (all of them until the Poison Dagger), swords (can use all with scant exception, most notably the Excalibur), axes, some bows and arrows Armor: Can use most non-class specific heavy armor, shields, helms and gloves. Magic: None Unique battle command: Advance - attack enemy with higher power at the expense of some defense (effectiveness is based on skill level). The Warrior is an offensive-minded class, and perhaps one you'll consider using for much of the game. Their excellent weapon flexibility means you will probably not tarry about for too long with dated weaponry. Although I didn't find myself using Advance a whole helluva lot (the Warrior's usual attack is usually sufficent), but it is one of the more useful class-specific commands. I don't know exactly how much attack power is gained and how much defensive power is lost upon selection of the command, but it is sizable. Ultimately, I did end up ditching this class by the time the subsequent Crystal was reached, but I can envision a reasonable person sticking with this class for greater durations. Monk (MNK) Strength: .8 +5 Agility: .6 +4 Vitality: .666666 +5 Intellect: .375 +3 Spirit: .375 +3 Weapons: Fists, Claws, Fangs Armor: Mostly the robes and gis for the body, specialized headgear, some heavier gloves Magic: None Unique battle command: Retaliate (instead of taking a regular physical attack, power is focused and released for a more powerful one when physically attacked) I've noticed class skill levels to be for most classes comparatively moot next to the skill level of the Monk. The Monk's growth curve is definately more exponential than that of most classes. It starts off small, but grows at a fairly rapid pace. I wouldn't depend on a Monk with a skill level of 1, though. A downside, besides starting off slow, is that equipment they can is pretty limited. Although generally sufficent, I have noticed they tend to get knocked around more often than heavy armor-wearing frontline fighters. The fact their top standard weapon tops out at 121 doesn't really help (although high base strength offsets this). Counter's effectiveness also relies on getting attacked physically. I also personally found them boring, but that's just me. The fact their unarmed attack power gains two points per every skill level might offset the boring for some, and since a great deal of their attack power comes from their base Strength, enough skill could have them making Bruce Lee looking more like that crippled kid in Rumble in the Bronx. Still not worth the boring IMO, though. White Mage (WHTMG) Strength: .5 +4 Agility: .6 +4 Vitality: .6 +4 Intellect: .44 +3 Spirit: .666666 +5 Weapons: Staves, elemental Rods Armor: Certain robes (Magician's Clothes, White Robe namely), certain helms (namely those helms that can be worn by everyone, Leather, Feather and Ribbon), and rings. Magic: White magic Level 1-7 Unique battle command: Magic This class has offensive problems for most of the game. Let's not dance around this fact. Although elemental Staves and Rods can help change this, those fall from style before terribly long as well. Offsetting this lack of offense is that this is one of four classes with a great amount of usefulness outside of battle (another such class is very much like this one, another one is completely different, and the other one is actually two classes because their away from battle usefulness pales cmopared to the other classes' usefulness they combine to make one useful out of battle class) because they have curative magic. Also bringing this class down is the lack of equipment. Trying bringing one of these guys down section XXXIII with a skimpy Wizard Robe, and you have little choice at that point if you want to use a White Wizard, and we'll see how many hits they can take. I'm guessing the purpose of the White Wizard is to cast Cure every time, because, yeech, they're given quite of bit of Level 1 casts. They essentially render curative items obsolete... But curative items significantly reduce their usefulness as well. I actually recommend having one around even when it may not seem vital because some bosses practically require substancial cross-party healing, and it's cumbersome to slice your way through a dungeon with a purely offensive party only to use an Elixir to have a White Wizard just for a boss fight. However, no boss at the end of a place, no need to carry one of these guys all the way through the place. Oh, and not being able to use Level 8 White magic? Doesn't help the cause for this class. Black Mage (BLCKMG) Strength: .5 +4 Agility: .6 +4 Vitality: .6 +4 Intellect: .666666 +5 Spirit: .44 +3 Weapons: Elemental Staves, Rods, beginner's bows and arrows Armor: Certain robes (Magician's Clothes, Black Robe namely), certain helms (namely those helms that can be worn by everyone, Leather, Feather and Ribbon), and rings. Magic: Black magic Level 1-7 Unique battle command: Magic During those times in the game when you're forced through a Dungeon in a small state, Black Wizards a pretty great to have. But other than that, there isn't a whole helluva lot of usefulness in this class. While better improved over their glitchingly underpowered state in the Famicom days, their magic is still not as strong as I would like it. There's also the fact their equipment is very limited (how many other classes must go a full 25 suggested sections between upgrades in bodily protection?). The way I see it, black magic in the Final Fantasies had two main uses: to hit high numbers of enemies and to nail enemies with a specific weakness - usually an elemental weakness. After all, taking care of enemies one by one is why we have sword and axe experts. While the Black Wizard does these well enough here, we just wish they did better. To be fair, when you first have a chance to use a new attack spell, it's generally the strongest attack you can reliably have at that point in the game, even if you're only allowed to use it once. The inability to use Level 8 black is, once again, bogus. Red Mage (RDMG) Strength: .5 +4 Agility: .5 +4 Vitality: .6 +4 Intellect: .6 +4 Mind: .6 +4 Weapons: The same bows, arrows, knives and sword the Warrior can use (plus the Exalibur, minus the Ragnarok), most Rods and Staves Armor: Various early heavy body armors helms and the Black/White Robes, most Shields, Rings, Crystal Anything Magic: Black and White Level 1-5 Unique battle command: Magic In theory, this is class should render just about all of them obsolete, in theory, as they hit almost as well as Warriors (while utilizing many of their same weapons) and use magic almost was well as the other colored mages. However, as is often the case with this class, they do fall out of style. Eventually, their magic just becomes too little too late, and although they can use advanced swords (which themselves are quite few and far between), I'm not entirely sure I want them kicking it on the front lines with the big boys, because while early on, they can turn aside the harsh advances with the best of them, it does not bode well later on if you're getting right up to the faces of splitting wierdos wearing little else besides a White Robe. Of course, they can use Crystal Armor and the Excalibur (the latter a sword almost perfectly suited for them considering its five-perameter boost), so if you're building their skills when you really should be changing them to somebody tougher, you may be rewarded handily. Thief (THF) Strength: .6 +4 Agility: .9 +6 Vitality: .6 +4 Intellect: .444444 +3 Mind: .375 +3 Weapons: Knives, boomerangs Armor: Early heavy armors and helmets, dark vests and hoods, select gloves Magic: None Unique battle commands: Steal (attempts to steal and item), Flee (uses turn to attempt to flee from battle, defense increases instead of decreases if fails of others attack before turn is taken) The Thief is a really good class for a really long time. Stealing has numerous possibilities. Even if you are just stealing HiPotion after HiPotion, you're still saving considerable money. They're also statistically impressive with surprisingly good strength and vitality ratings to accompany that neck-breaking speed. Boomerangs are always an interesting addition, too. Another attribute of the Thief is their ability to pick locks. Granted, keys required to open those doors are cheap, but why bother with those? I didn't find Escape to be particularly useful, though, since it doesn't seem to increase rate of success over just plain fleeing, although if you plan on fleeing, you have little reason not to use this command because, hey, higher defense. I also found myself utilizing this class considerably less after the various locked door scenarios had finished, but for pretty much the entire time between XXIII and XXXVI or so, and a couple points before and after, I put one of these guys in the lead, and I'd do it again. 2ND CLASS CRYSTAL Ranger (RNGR) Strength: .666666 +5 Agility: .8 +5 Vitality: .6 +4 Intellect: .444444 +3 Mind: .444444 +3 Weapons: Bows and arrows, a couple boomerangs Armor: Early heavy armors and the thief garb, early helms and select gloves Magic: None Unique battle command: Barrage (Randomly shoots a random number of arrows for a random number of attacks randomly across the enemes) If you wish for a class summary right now, let it be this: I liked other classes considerably more than I liked this one. Although they start off pretty good, with very good defense (heavier stuff in the back row) and equally good attack, the class doesn't age real well. Before long, You'll find ranged weapons that equal the power of this class' bows and arrows without worrying about running out or going through the trouble of buying and storing and reequipping them every other battle. Barrage is cute, but not my favorite unique battle command as it consumes multiple arrows and is generally unpredictable (even if at times effective). This fact these the ultimate bodyguard for this class is found at roughly the halfway point in the game doesn't help even if they can do their work optimally from the back row. This is not to say this is a useless class, either. I actually recommend using this class for when you first get the free equipment for it. Once this equipment starts to become dated or it just runs out, I'd say it's time to switch away from this class for good. This is not to say the Ranger won't contribute well if trained well and equipment maintained. It's more trouble than it's worth in the long run in my humblest of opinions. Knight (KNGHT) Strength: .8 +5 Agility: .444444 +3 Vitality: .8 +5 Intellect: .444444 +3 Mind: .5 +4 Weapons: Swords Armor: All heavy armors, shields, helms, gloves except those of a dark and class theme Magic: Level 1 White Unique battle commands: Magic, Defend (increases personal defensive power, guards near-death characters when physically attacked) First the bad news: a very good portion of the game leaves this class with dated equipment during that point in time swords and non class-specific heavy armor is found (not to spoil, but see the previous class entry for when this will be). Even after new weapons and armor are found, you may find the class a tad behind the others (at least I'm quite sure I did). Also, the magic, while better than nothing, is so moot it's almost not worth mentioning. Next, this is quite a slow class. While this isn't entirely a bad thing (a moderately fleet of foot character can use attack enhancement so every round the Knight will benefit from it), but often the battle will end with the Knight not acting at all in the final round because they're so slow. Because a character needs to perform that act in battle before they get Class points, this could cause the Knight's class score to suffer. Also, Cover isn't one of the better class unique commands. In order to be optimally useful, other characters need to be at a near-death state and you need to face against predominately melee attackers. Besides, they step in front of attacks targeted to near-death characters without selecting this command anyway (although the absorbtion of those attacks wouldn't be as good). Now the plus side. Because Cover is one of those commands performed at the start of battle before regular actions, it is a good way to nullify the Class exp stunting mentioned earlier by performing it when you know you're about to win the battle with one more swing of a pinky. It is very hard to argue with that strength and vitality, also. Finally, officially giving this class the nod over its more offensive counterpart, the Warrior (the Knight was initially the replacement from the Warrior class in the Famicom days, but this time, the Knight has more emphasis on defense and the Warrior offense), and pretty much most other classes is the ability to use both the Rangarok and Excalibur. While this might not be worth utilizing a class that is merely sufficent for much of the game where other classes might excell, I found the final couple areas to be much breezier thanks to it. If you must overutilize (use when another class might be better) a class, I say make it this one. Scholar (SCHLR) Strength: .6 +4 Agility: .666666 +5 Vitality: .375 +3 Intellect: .9 +6 Mind: .44 +3 Weapons: Books Armor: Robes (Cloth and Leather Vests, Wizard Robe, Scholar Robe, White Robe to be exact), certain hats (Leather, Feathered, Scholar, and Ribbon), Rings. Magic: White and Black Level 1-3 Unique battle commands: Magic, Study (same as Libra magic - examines enemies' HP stats and weak points if successful). The Scholar also has the ability to use items twice as well as those of other classes. This includes potions and those oddball one-use spell items strewn about the game. Scholars can do -major- damage to enemies if they hit one with an item giving the user a free use of a spell that is their weakness. The books are also quite effective when you first get them as they're generally as strong as any other weapon and have elemental attributes to boot. Unfortunately for the Scholar, time is less than kind to them as the weapons, armor and magic they use is limited. They're also not very tough and need to be in the front row if contributing optimally as they aren't ranged. When they do finally get new equipment, it's too little too late. They're still very valuable for a few fleeting moments. Geomancer (GMNCR) Strength: .5 +4 Agility: .666666 +5 Vitality: .5 +4 Intellect: .666666 +5 Mind: .5 +4 Weapons: Bells Armor: Leather/Cloth stuff, Wizard/Earth/Black Robes, the same helms everybody can equip, rings Magic: None Unique battle command: Terrain (use landscape to perform magic attack) Although the Geomancy class presents itself as more of a magic-oriented class from top to bottom, let's get this out of the way: for a long while there, this class is an attacking powerhouse. All three normally encountered bells are generally the most powerful weapons at those points in the game - by a fairly large margin. Their physical defense is also quite respectable as well falling generally halfway between that of a physical fighter and that of a magic user. However, both these weapons and armor eventually becomes dated and you're better off sending them to the back row. All this being said, they are a more magic oriented class at heart. Terrain is generally more powerful than back magic at no cost, but unpredictable. The usefulness of such an attack varies from environment to environment, but not that much: Terrain is generally a more powerful, less limited attack than a typical black magic spell, although less powerful and much less limited than the most powerful black magic spells. In a couple of the areas, geomancy more or less regins supreme. In most areas, it can be quite annoying to see the same insta-kill moves kill or that disappointing attack they do sometimes. 3RD CRYSTAL CLASSES Dragoon (DRGN) Strength: .666666 +5 Agility: .666666 +5 Vitality: .5 +4 Intellect: .5 +4 Spirit: .5 +4 Weapons: Spears, lances Armor: Most heavy armors, shields, helms and gloves Magic: None Unique battle command: Jump (take one turn to leap off the field of battle, take the next turn to return landing doing about 1/4-1/3 more damage than a regular physical attack) I'm not so sure about this class. On the one hand, their attack power is noticably, although not greatly, lower than that of pretty much all the other weapon-based classes. For a pretty long while there, Dragoons won't be hitting as hard as Geomancers of relatively equal skill level. Some people seem to think Jump is cool, but I'm not one of them. Really, I'd rather just deal attacks and would rather not wait for the Dragoon to go all the way up and down. While it is true Jump provides defense, this is a class who can use some of the finest armor in the game. Granted, their magic defense might not be that high, but would you rather a Dragoon in their armor of awesome take hits or a Monk in their lighter robes take hits? Not helping their cause is the fact their vitality is also quite low. However, their weaponry, although quite behind at first, does catch up eventually, and they can use some of the coolest weapons in the game (namely the Blood Lance, a powerful, but quite heavy, HP sucking weapon, one that will greatly limit HP-restoring attention they require and the Gungir, an extremely powerful spear that can supposedly be stolen from Odin). Once again, their attack is respectable enough come endgame with a Holy Lance and a Blood Lance. Viking (VKNG) Strength: .9 +6 Agility: .444444 +3 Vitality: .666666 +6 Intellect: .444444 +3 Spirit: .5 +4 Weapons: Hammers, axes Armor: Most heavy armors, shields, helmets and gloves Magic: None Unique battle command: Provoke (attracts an enemy's attacks) The Viking, like the Monk, is another class that takes some time before they truly start to butt-kick. Even when they are butt-kicking, the hill to climb for further kicking is still steeper than that of other classes: their weapons of choice are all much heavier and less accurate than those of essentially any other class. Now, those weapons, generally speaking, when they are found, are among the strongest availible. Adding to this usefulness is the fact all hammers are lightning-fused making those areas populated largely by sea creatures much easier. This is their specialty. They're quite slow, which is kind of a good thing (for weapon-improvement), but usually not (always one of the last to take a turn, Class level falls behind if fails to act enough). The Class level growth stunting can be mollified with Provoke as it's one of those abilities that, like the Knight's Cover ability, is performed before regular attacks. Provoke is, by the way, like a lamer version of Defend, which is already quite lame. Oh, and as if Provoke didn't already give this impression, the Viking can take a serious beating. They are, though, kind of weak against magic (as heavy fighters tend to be) Dark Knight (DRKKNGHT) Strength: .666666 +6 Agility: .5 +4 Vitality: .666666 +6 Intellect: .5 +4 Spirit: .5 +4 Weapons: Swords (except Excalibur), dark swords, certain knives (Poison Dagger and weaker) Armor: Early, dark and Crystal heavy armor, helms, gloves; most shields Magic: None Unique battle command: Souleater (attacks all enemies for fairly heavy damage while sacrificing about 20% of character's current HP; the more HP the user has the more damage this does) The Dark Knight is a pretty great class. Yes, their usefulness is limited early on with not coming in contact with real good armor, swords or any dark swords until pretty long after the class is first recieved. If you're feeling bold and very stubborn about using this class, you can begin training on right when you get it. I wouldn't recommend taking one into a dungeon until you begin coming in contact with dark swords. Even when you start getting armor, you don't get a complete set for a little while. Dark Swords are pretty awesome when they're finally available, and Souleater is one of the best unique battle commands in the game: a powerful physically based jolt across the entire enemy team. Very comparable to magic, but its power is replenished by boutiful Potions, not sparce Elixirs. Only real downside is that at that point in the game, you may already have a wide array of much more skilled classes that training here can seem comparatively moot. I prefer the regular Knight's Ragnarok/Excalibur is you're looking for straight up butt-kicking. Evoker (VKR) Strength: .6 +4 Agility: .5 +4 Vitality: .444444 +3 Intellect: .666666 +5 Mind: .666666 +5 Weapons: Most staves and rods Armor: Usual wizardry equipment (robes, hairpeices, rings) Magic: Call magic Level 1-8 Unique battle command: Magic If nothing else, the Evoker class is an interesting one. Often compared to black magic, that of the Evoker tends to be a couple notches stronger, a notch less abundant and a notch less predictable thereby making the classes pretty even. Each one of its classes has one of two effects, people often refer to them as a black effect (usually a direct attack) or a white effect (usually an effect). The effects have been dubbed down since we last saw them on the Famicom (that is, the white effects have been dubbed down) in that when Ramuh was called and tried to stun all enemies, Ramuh stunned all the damn enemies lest they were immune. Here, effects happen with the same reliability we've come to expect from effects (which is to say not much). While certainly not a useless class, I don't think there's a time in the game an Evoker is truly vital. Oh sure, Ifrit's white effect is pretty gnarly, and Odin's white effect can make things much easier for a few key battles, but I can think of not a single battle in which "man if I had only changed my * guy to an Evoker I'd be spared that 'and they were never seen again' message!" Bard (BRD) Strength: .444444 +3 Agility: .6 +4 Vitality: .6 +4 Intellect: .6 +4 Mind: .6 +4 Weapons: Certain knives (think Poison Dagger and weaker), harps Armor: Clothes, Robes, the usual magician's gear (light headgear, rings) Magic: None Unique battle command: Sing (perform songs with various effects) Another class I throughly enjoyed. Sure, early incarnations of this class might have soured everyone who might come in contact with future versions of it, and you might need to drop some formidable coin in optimally using one, and they might be borderline useless when you first get this class, but don't let any of this stop you. The Bard has songs that give you the Haste and Protect spells for the entire party before you can cast either spell usually targeted to only one party member. Granted, those songs might be diluted versions of the effect spells they ape (it's kind of hard to tell with weapon/ defense enhancement spells like these in this game... they tend to be inconsistent but effective enough). If getting to spread a Level 7 attack enhancement spell across the party quite a bit of time before the usual user of this spell is going to be able to cast it once on a single member, you are not going to be warming up to this class. They also have songs to attack enemies and restore HP, but they're not as impressive as the said two songs. The songs' usefulness increases since this is one of those commands executed at the beginning of the battles before regular commands are done. 4TH CLASS CRYSTAL Black Belt (BLCKBLT) Strength: .9 +6 Agility: .666666 +5 Vitality: .9 +6 Intellect: .375 +3 Mind: .375 +3 Weapons: Fists, Claws, Fangs Armor: Dark and Karate garb, some heavier gloves Magic: None Unique battle command: Boost (stores attack power for a round, sacrificing defense, and attacks in the next round with more than double the power, doing this a third time in a row causes character to lose half of current HP) Look at those fighting stats, excelling in every physical attacking category (the first three). Seems somebody has been distributing their ability points well. This class would've been the old upgrade to the Monk class, and in a way, it is, with visibly higher stats in the areas that matter most. If you, though, you have been utilizing the services of a Monk for essentially the entire time you've had it, there isn't a whole helluva lotta reason to upgrade to this one. Yes, like the Monk, the Class level for this one seems more important than for most classes. Yes, the Black Belt begins sort of lacking but eventually catches up with avengeance. Defense is improved and this is more of a front line fighter than the Monk. I'm not all that crazy about Focus, though. As mentioned earlier in the Dragoon section: I'd rather do damamge this turn in hopes of defeating an enemy sooner rather than later. This is a more useful skill to have against enemies who fight your team alone, but this mean there is a greater chance your Boosting Black Belt will have to take more damage as such enemies are given two attack turns per round pretty much always. All this being said, I still didn't really end up using this class a great deal, althuogh one can chose it and still get by just fine. Also like the Monk, the Black Belt gains two attack points to their unarmed attack power for every skill level they gain, and since they have higher base Strength, by .1, they'll probably by stronger by roughly that much. Devout (DVT) Strength: .444444 +3 Agility: .5 +4 Vitality: .6 +4 Intellect: .5 +4 Mind: .9 +5 Weapons: Staves Armor: Usual (white) mage stuff Magic: White magic Level 1-8 Unique battle command: Magic Ladies and gentlemen, unless you've been really training a White Wizard, nursing them along through those areas no access to any greater bodily protection than a Wizard Robe, staunchly and stupidly and incorrectly insisting that you NEED a dedicated healer, I present you the White Wizard replacement. Okay, maybe it's not quite this dramatic, but this is a great class. Because I seem to focus largely on neagtives here, let's just discuss them first. Whereas the White Wizard more or less made curative items obsolete throughout the game, the MP for this class won't quite allow it. The MP distribution of this class is not the traidtional pyramid style (more MP casts to lower level spells, lessening casts as levels go up), but much more evenly distributed throughout the levels. Then again, having more casts of Life than Cure isn't necessarily a bad thing, either. Although spell casts are much more even, those at the highest levels are still have one-third to one-half the casts those in all other levels. Oh, and Level 8 magic? Pretty sweet. I can see the potential in Tornado, but I found myself pretty much depending on Full-Life for a couple (okay, one) fleeting moments. Magus (MGS) Strength: .444444 +3 Agility: .6 +4 Vitality: .5 +4 Intellect: .9 +6 Mind: .5 +4 Weapons: Certain staves, rods Armor: Usual mage stuff Magic: Black magic Level 1-8 Unique battle command: Magic The Magus is statistically roughly equal to the Devout, has the same odd MP distribution, little less tough, a little faster. It can be said the Magus is like the Devout except where we have 'white' for the former we have 'black' for the latter. Which is to say, when describing the classes, where we have 'great' and 'dang near essential' for the Devout, we have 'shitty' for the Magus. Kidding aside, yes, the Magus can get the job done, more or less. The MP puts ephasis on the -aga spells, and they are effective enough when used by this class. Only problem is that their magic is soundly outclassed by summon magic. There -aga spells are generally only as good as a physical attack on one enemy; the summons are equally strong across all enemies. Summoner (SMMNR) Strength: .444444 +3 Agility: .444444 +3 Vitality: .5 +4 Intellect: .8 +5 Mind: .8 +5 Weapons: Many staves, rods Armor: The usual magician stuff Magic: Call magic Level 1-8 Unique battle command: Magic Now this is attack magic, the way the Bible taught it! Whereas the Evoker's magic was fickle, unpredictable and at time disappointing, the Summoner's magic is considered to be the best of what the beasts have to offer. Granted, their MP might not quite be up to snuff, there's still plenty of it to make it through most dungeons if you're at all wise. No more attack one random enemy or largely ineffective status-altering BS: straightfoward magic attacks spread across all enemies for high damage. All the elements are covered in equal amounts and equal strength. And that strength is high with low level summons generally being much more powerful than upper level spells used by a Magus. Only drawbacks include the MP (while sufficent, you'll barely be able to use the highest level spells as often as you'd probably like) and the variety (there are only eight spells to choose from, most of which just do the same thing - damage across the enemy party). This is also essentially the only class with comic relief (Chocobo) as well. This class is a winner all the way even though that phallic hat they wear gives every impression to the contrary. Sage (SG) Strength: .375 +3 Agility: .375 +3 Vitality: .6 +4 Intellect: .8 +5 Mind: .8 +5 Weapons: Staves, Rods Armor: Magician stuff, all of it Magic: All off it Unique battle command: Magic I had high hopes for the class, I really did. A Sage with Bahamut and Curaja, that was all you needed back in the day. Times have changed, though. They still use every magic spell in the game roughly as well as the other classes, but it's just not the same. First and most noticably is that the summon magic they used to be able to use has been downgraded to call magic. Since the vast majority of black magic is obsolete by the time you recieve this class (the -aga spells are alright it guess), the Sage essentially becomes a healer with a bunch of bizarre, unpredictable effect spells. Compounding the disappointment of this class is their MP. It has a traditional pyramid style, but with half as many uses of lower level spells as black/white wizards and double their upper level casts. The fact they're as slow as sin doesn't help very much (although no time to heal up the party like after the enemy has finished their attacking). If you are physically-attack-minded, it might be a good idea to have a Sage and three of your favorite fighting classes so you still have some attack magic, but it might be a better idea still to use a Devout and three fighters. I did actually end up utilizing the services of a Sage in the very last section, but other than that I recommend a Summoner and Devout. Ninja (NNJ) Strength: .666666 +6 Agility: .8 +5 Vitality: .5 +4 Intellect: .5 +4 Mind: .5 +4 Weapons: Dark Swords, knives, boomerangs Armor: Dark/ninja themed fighting gear Magic: None Unique battle command: Throw (Hurls a weapon or item for damage much higher than if used against the same target via a regular attack. After thrown, weapon or item disappears forever. Sometimes misses.) Generally speaking, Ninjas are outmuscled by Martial Artists and other tougher fighters. If you're interested is consistently doing the highest damage possible in as many regular battles as possible, go with a Martial Artist or Knight with their best equipment. Ninjas tend to be lacking in strength and overall defense (their magic defense is especially low). One major advantage this class is that they can use boomerangs, most specifically the Full Moon. This allows them to take their disadvantaged physical defense to the back row without losing a whole helluva lot. The other significant advantage they have is the ability to throw stuff for quite substantial damage. You can also throw those annoying weapons that have been taking up space in your inventory that you haven't got around to selling even if it's maybe not the most effective way to use a turn, it's still reltively interesting. They can throw pretty much all weapons, but most notably, they can throw Shurikens, the single most powerful item in the game. This makes them quite essential in the biggest battles/battle to be fought. Adding to their usefulness is their ability to use both other special forbidden weapons (the said Full Moon, and the Masamune) if a Knight has the Excalibur and Ragnarok. They also have blazing base speed matched only by Rangers and surpassed only by the Thief. The verdict with the Ninja is that while most fighting classes do greater base damage than this class, few nail bosses (most importantly the last one) quite like this one. UNLOCKABLE CLASS (see the Onion Knight section to see how this is done) Onion Knight (NNKNGHT) Weapons: All except class mastery Armor: All except class mastery Magic: All Black and White Unique battle command: Magic Not gonna bother mathmatically explaining their statistics but I will say they're very low until you reach an experience level in the mid 90s. Then their statistics grow at a rate of about 12 per level. When they reach level 99, all statistical perameters are at 99 if naked and not striken with crystal sickness. If decked out with the absolute best equipment at any given time, I suppose this could offset this statistical irregularity. Their MP is a little harder to explain. They have casts of every spell level right from the get-go. Yes, they can cast Curaja or Flare at level 10. Because their stats are so low at this point, one can question how effective this will be. You could have them cast spells like Arise or Erase, spells that don't depend on serious number-crunching, I guess, but it doesn't sound like that's worth it. Anywho, their MP doesn't quite enjoy the same kind of explosion as they only have four level eight casts and ten level seven casts at level 99. Probably a class best left to power levelers or Iron Giant hunters. I suppose you could get a jump start on Iron Giant training by utilizing an Onion Knight earlier in the game (when you're first able to get the class, they're not all that behind in stats) for skil building purposes. Also a good class if you're one to make consessions to make their games more of a challenge. ******************************************* * * * 3. Party Setups and other general hints * * * ******************************************* PARTY SETUPS The DS version of Final Fantasy III is more flexible than a controtionist from the former Soviet bloc. There are many different ways to play much of the game, but some party setups at some times do a better job than others. The following is a party list I recommend for the various times of the game. Sort of explains itself, except the job shorthands are the same as used in the tables. Oh, when you see this: MK/VK it means I found both roughly equal in terms of goodness. Also, when you see this: BM->EV->GE, start off as a Black Mage, liberally use the most powerful spells, then switch to Evoker, and to Geomancer when you get sick of that. GE->BM means to use the MP trick discussed in the hints section. 1ST Char 2ND Char 3RD Char 4TH Char #I FR - - - #II FR - - - #III FR FR FR FR #IV FR FR FR FR #V WR RM WM BM #VI WR RM WM BM #VII WR RM WM BM #VIII TH RM WM BM #IX TH RM WM BM #X TH RM WM BM #XI TH RM WM BM #XII WR MK WM BM #XIII WR MK WM BM #XIV WR MK WM BM #XV WR MK WM BM #XVI WR MK WM BM #XVII WR MK WM BM #XVIII WR MK WM BM #XIX WR MK WM BM #XX WR MK/RM WM BM #XXI KN SC WM BM #XXII KN SC RN->WM GE->BM #XXIII TH SC RN GE #XXIV TH MK/VK RN GE #XXV TH MK/VK RN GE #XXVI TH MK/VK RN GE #XXVII TH MK/VK BA GE #XXVIII DR DR BA GE #XXIX TH DR BA GE #XXX TH RM WM BM #XXXI TH RM WM BM #XXXII TH VK WM BM #XXXIII TH VK WM->BA BM->EV->GE #XXXIV KN VK WM GE #XXXV KN DR WM/BA GE #XXXVI KN VK WM->BA BM->EV->GE #XXXVII KN MK WM->BA BM->EV->GE #XXXVIII KN DK BA BM #XXXIX KN DK WM BM->EV->GE #XL KN VK DV SU #XLI KN DR DV SU #XLII KN NI DV SU #XLIII KN NI DV SU #XLIV KN NI DV GE #XLV KN NI DV SU #XLVI KN NI DV SU #XLVII NI NI DV SG GENERAL HINTS * This one comes to us from Alex Baker (aka tkshredder). It's the MP trick referenced to just above. It seems to work well enough. Here it is cut and pasted. I've been playing the shit out of FF3 for DS recently, and I just stumbled across your FAQ for it (been referencing the NES FAQ's up until now). I looked for it, but couldn't find it, a little trick about conserving MP that is totally awesome. Essentially, before you go into any dungeon, if you first switch any party member to a magician class ( i.e., a White Mage), rest up at an inn / bed / recovery point, and then switch classes to some non- magic using class (i.e., Black Belt), then switch back to the White Mage (i.e., deep in the dungeon, before the boss, and you're out of potions), you will still have all the MP saved up. This is great for dungeons later in the game, and is just an added health insurance plan for your party. This power / trick can be abused for other magic using classes as well; the key point here is that you must have some magic using class to begin with when staying at said inn / recovery point. * This another another MP trick. It's really less a trick than it is smart use of MP. When in a longer dungeon and you wish to use magic attack-oriented classes, begin with a Black Mage. Use their upper level spells quite liberally (indeed, later on in the game, these will be the only Black magic spells that will do significant damage). When they start to run out, switch to an Evoker. Use their magic like it's going out of style. When that's all gone, or when you're just sick of looking at a character with a dorky horn on their head, switch to a Geomancer. This is rendered fairly moot when you get the advanced magic jobs with more higher level MP, but still what I like to do in the middle parts of the game. * Most classes can wield two weapons at once Kind of a given I thought because the game gives you that option after equipping your first weapon, more weapons appear available in the second hand. However, don't get to negligent with shields, especially if you plan on use the Knight's Defend, Viking's Provoke or the other classes' Guard commands. Although nearly doubling your attack power is generally more desirable than increasing your defense by 15%, I advise trying them every now and then. * Fool the DS Clock This is a well-known Wi-fi trick, but it's worth mentioning here. When making use of the Mognet, you're usually only allowed to send one message an hour. If you find this bothersome and wish to get around it in a small fraction of the time, save the game and turn off the DS. Turn it back on and when the game selection screen comes up, don't go directly to the game, select the system's settings instead. Push the clock ahead an hour and continue wi-fi-ing. * Job Mastery Items/Legendary Blacksmith This one isn't my doing. This one come to us from Carlos Vidal and Penguin Knight (who also to my knowledge was a significant contributor at the FFIII Translation Wiki) and Pazzle, but Mr. Vidal gets the brunt of the credit. WARNING: This walkthrough contains spoilers, if you have not aquired the Earth Crystal and do not want plot elements ruined. Wait to read this!!! The following is a list of all the quests involved with the Legendary Blacksmith of Final Fantasy III. The rewards for the hard work involved in this line of tasks includes the most powerful weapon in the game and each job's master item, and piece of equipment awarded to those who reach Job Lvl.99 in a profession (job). Note: A certain amount of messages to other players via mognet are required for recieving messages from the NPCs required to finish this line of questing. If you are unable to recieve a reply from Sara, Takka, or Cid after fulfilling the prerequisites the problem is most probably a lack of communication between you and other players. THIS IS IMPORTANT!, so start collecting those mognet codes! Note: This quest line should be left until late game after you have aquired The Invincible and defeated Doga/Unei to recieve the key to Syrcus/Crystal Tower and the dreamworld Eureka. Quest I: Sara's Pendant Begin trading mail with Sara, princess of Sasune. Upon recieving her fourth reply she asks the group to return to Sasune Castle and speak with her. Sara informs you that her special pendant is broken and if you could find someone capable of repairing the heirloom. Take the pendant to Takka is the village of Kazus, he examines the pendant but informs the group that its far beyond his abilities. You're now out of luck. Begin trading mail with Takka and Cid (the airship builder from early in the game), upon recieving the fourth reply from Takka, he mentions a legendary blacksmith! Travel to NW (Northwest) Saronia and on the right side between the trees and the buildings should be a silver haired woman, she is the Legendary Blacksmith. The group and her converse and she agrees to fix the pendant, in return she asks that if you are to ever run across a very rare metal known as Orichalcum, that you bring it to her so she may work with it. In return she agrees to give you whatever she is able to make from the metal. Pretty good deal. Return to Castle Sasune and return the pendant to Sara (this isnt required, but give the girl her treasure back lol). Make sure to trade another mail with Takka for a fifth reply where he mentions the Orichalum -------------------------------------------- Quest II: Orichalcum If you have been trading mail with Cid, good. When you recieve his fifth reply, he tells you that his wife was scared by a monster that has taken up residence in his basement. Its time for the heroes to investigate! Goto Cid's house in Canaan and fight this dastardly creature. Basement Creature: Aeon Lvl - 42, HP - 10060, Gil - 3200, Exp - 10200 Aeon can strike twice per turn and can perform Earthquake which can do 1400- 1500 dmg to those with lower magical defense. Nothing to worry about. When the creature is defeated it leaves behind an odd metal that the party cannot identify, go back upstairs and talk to Cid. Cid reveals that it is in fact the rare metal Orichalcum! Now you have the material, you need to get back to the blacksmith...unfortunately she is nowhere to be found... If you had been following the story and waited till you've aquired defeated Titan and acquired the Earth crystal, then you're in good shape. If not, you have to wait until you get to this point to continue. In order to make the Smith appear again, you must open the door to the Eureka that Doga and Unei gave you. Travel through the Ancient Ruins where you fought Titan (its very straight foward), and once you get through the Crystal Tower lies before you. Go inside the tower and go foward and up the giant stairs and thru the central opening. Proceed foward and activate the door, which begins the sequence. Congradulations, you've opened the door to Eureka. This place is full of powerful items and the town at the end holds the strongest magic for purchase in the game, proceed thru it if you wish, I wont guide you thru it. (NOTE: But I will ~ArkFullofSorrow) When you are ready to leave Eureka, Teleport out and go back thru the Ancient Ruins to reach the outside world again. Board The Invincible and proceed to Saronia, go a bit southwest thru a valley with no river (this is rare in that area) and follow it (hopping mountains along the way) to reach the city of Falbagard. If everything has been done right, the Legendary Smith appears in the town just right of the weapon shop. Talk to her. The Smith will craft your Orichalcum into the Ultima Weapon (Sword, Atk 150 +15 all stats)! She will then tell you she must leave to continue her journey. The smith now wanders. --------------------------------- Quest III: Job Master Items Once The Legendary Smith has given you your Ultima Weapon and sent wandering, she will be able to reward you for reaching Lvl.99 in any job. Their is no point in seeking her out unless you have reached this goal (you must repeat it every time you want to recieve an item from her, she only gives one at a time), if you haven't she will say something trivial and wander again to another town. Thanks to Penguin_knight for this piece When carrying out this seirie of forgings, the blacksmith actually randomly travels around the world. Once you enter and leave a town, her position will be re-randomized again. So, what you can do is to get a small airship, and travel across two close towns that she frequents, until you found her. One pair of places would be: Gysal village on the east of floating island and the little hidden forest to the west of it (where you can meet with one mini guy and two recovery springs). It's just a half an inch to the west, you won't miss it. Use airship to travel to and fro, and by some chance you'll see her appear in either one place. And remember, the character who is going to get the equipment has to be IN THE TEAM. For example, if you have a j.level 99 thief, that person has to be changed into a thief BEFORE you start talking to her. Otherwise she will not forge you anything and then that encounter will end. /end penguin contribution :P The Legendary Smith's wandering locations (Thanks to Pazzle for this list, remember however to look to Penguin's contribution to find her the easy way): Ur, in the well Sasune Castle, third floor east tower Healing Copse, the grove where you land before entering the gnome village Village of the Ancients, Inn Gyshal, Chocobo Pen Dwarven Hollows, entrance to Subterranean Lake Replito, inside the northernmost house Saronia Castle, second basement level Doga's Village, central island Ancient Ruins, Inn * Get the Onion Knight, if you want to This tip comes to us from Rob Meyers. Hey man, loved the FAQ you wrote. Here's how to get Onion Knight: You must send mail to all 6 people in the moggle list and one person using the moghouse (wifi) You then must send Topapa 3 more mails until he talks about kids of Ur getting lost in the cave, the first cave you start in. Walking in leads to a fight with some Bomb monsters and the kids reward you with something they found "Onion Knight" /Meyers I recommend doing this even if you don't use the job at all. I mean, you get pretty much the entire FF3 Famicom plot, or at least the best parts of it (four boys dropping into a well - cute little Onion Kids). Moreover, the guy said he loved the FAQ I wrote, and I feel compelled to include this within in guide. * Easy level-ups for Job Skill Level This is pretty much common knowledge by now, but... A cheap, easy, but dull and time consuming way to increase you guys' job levels is to just keep selecting Defend while in battle. Do this about a half dozen times to gain a job level. Best done against enemies much weaker than your party. Not something I believe is necessary, but if you're doing a low-level quest or something to that effect, you might as well give this a try. * The Iron Giant I don't have a strategy for fighting it yet, as I haven't got to this yet. I will in the next edition of the guide. Once again, this is common knowledge: Get four emails from the four Old Men and Four from Prince Allus. The fourth from the Prince will tell you how to find the place you can find the Iron Giant. ********************* * * * 4. Monster Charts * * * ********************* Beastiary. Shows information about enemies. The info will be displayed in the following order: Number Name / Location / Level / HP / Attack / Defense / Gil / Exp (Noteworthy items dropped and stolen. Common items found in stores will not be listed. I don't consider them noteworthy. Many enemies -rarely- have Phoenix Downs to drop/steal along with more disposable items like Potions and Antidotes. These won't be mentioned either. A distinct majority of the earlier enemies drop all sorts of those bought common items.) - Personal comments and notes. Some are useful (like weaknesses) some are not (I may go on about how ugly they are or something). Will I go through the trouble to make comments about all? Read on to find out. Here, EXP is total cumulative EXP. It will be divided among all surviving characters, whereas in the boss explanations above, EXP totals assumed all four characters were alive unless otherwise noted. Items include stuff stolen, there's probably other things they can drop and steal. Maybe I'll include a full list, but this is what I found, usually with a skilled (skill level 30-90 Thief). This deserves a special mention: much of this info is found is the game's Beastiary visited via a man in Gysahl, I did lift the template from it right from the FF3 Translation Wiki (). Oh, and the location is sometimes shortened to the guide's abbreviations in the interest of space saving. (for example, Sasune Castle becomes III) Finally, stats are not the sole resource for determining the strength of an enemy: much of an enemy's damamge from attacks, and damage they take from attacks come from their Strength and Vitality numbers which are not known to me at this time. Think of the ATK and DEF totals as equipment statistics or something. 1 Goblin / Altar Cave / LV 1 / 7 HP / 6 ATK / 6 DEF / 10 Gil / 1 EXP (NA) - Goblins are Goblins. Mkay? 2 Carbuncle / Altar Cave / LV 1 / 10 HP / 6 ATK / 6 DEF / 5 Gil / 2 EXP (NA) - Treat them like Goblins 3 Eye Fang / Altar Cave / LV 1 / 11 HP / 7 ATK / 6 DEF / 7 Gil / 3 EXP (NA) - Better level up a level before confronting this in a cave 4 Blue Wisp / Altar Cave / LV 1 / 14 HP / 7 ATK / 6 DEF / 10 Gil / 4 EXP (NA) - More bang for your back as far as Altar Cave monsters are concerned. I still wouldn't go hunting for them, though. 5 Killer Bee / Around Ur / LV 2 / 18 HP / 8 ATK / 6 DEF / 12 Gil / 12 EXP (NA) - They sometimes hit to cause poison status. Weak against Wind. 6 Werewolf / Around Ur / LV 3 / 24 HP / 9 ATK / 6 DEF / 14 Gil / 12 EXP (NA) - This is pretty much the reason you save the instant you're brought to the outdoors. If you encounter one of these bad boys with one level 3 character, you're a sucker bet. 7 Berserker / Around Ur / LV 4 / 28 HP / 11 ATK / 6 DEF / 22 Gil / 14 EXP (NA) - Insert Werewolf explanation here. 8 Red Wisp / III, IV / LV 5 / 39 HP / 12 ATK / 10 DEF / 18 Gil / 70 EXP (NA) - Weak against Holy/Restorative elements. Note how it doesn't say Fire. Also note the steeper curve in the growth of the statistics of the enemies. 9 Dark Eye / III, IV / LV 5 / 43 HP / 12 ATK / 10 DEF / 20 Gil / 95 EXP (NA) - Weak against Holy/Restorative elements. 10 Zombie / III, IV / LV 6 / 47 HP / 14 ATK / 10 DEF / 22 Gil / 100 EXP (NA) - Weak against Holy/Restorative elements. 11 Mummy / Sealed Cave / LV 6 / 52 HP / 15 ATK / 10 DEF / 24 Gil / 100 EXP (NA) - Weak against Holy/Restorative elements. Note that the enemies marked with 'Sealed Cave' in their location boxes can also be found in the mine in the northeast of Kazus. 12 Skeleton / Sealed Cave / LV 6 / 57 HP / 14 ATK / 10 DEF / 26 Gil / 105 EXP (NA) - Weak against Holy/Restorative elements. 13 Cursed Copper / Sealed Cave / LV6 / 42 HP / 14ATK / 10 DEF / 52 Gil / 105EX (NA) - Weak against Holy/Restorative elements. Come to think of it, undeads are probably not especially weak against Restorative stuff. It just hurts them as much as it heals others. Also, this particular enemy is, as you might expect, a good Giller. 14 Larva / Sealed Cave / LV 6 / 44 HP / 15 ATK / 10 DEF / 30 Gil / 120 EXP (NA) - Weak against Holy/Restorative elements. 15 Shadow / Sealed Cave / LV 7 / 66 HP / 15 ATK / 10 DEF / 32 Gil / 120 EXP (NA) - Weak against the standard undead fare. It's about now when most people say the game's initial 'OGM HARWD' challenge fades away as level seven monsters hit only a notch harder than those at level three. 16 Revenant / Sealed Cave / LV 7 / 70 HP / 14 ATK / 10 DEF / 34 Gil / 130 EXP (NA) - Weak against Holy/Restorative. Didn't give us nearly as much trouble as they did in the Famicom days. 17 Firefly / Dragon's Peak / LV 9 / 92 HP / 17 ATK / 15 DEF / 36 Gil / 130 EXP (NA) - Weak against Wind and Ice. Again, the game takes a noticable upturn in difficulty, although so have you. Dragon's Peak is also not the greatest of places to build levels, 18 Helldiver / Dragon Peak / LV 8 / 120 HP / 17 ATK / 15 DEF / 38 Gil / 130 EX (NA) - Weak against Wind, 19 Rustbird / Dragon's Peak / LV 9 / 135 HP / 18 AT / 15 DEF / 40 Gil / 150 EX Has Phoenix Downs to drop/steal - Weak against Wind. The rarest enemy in this area, I think. Be sure to snatch a Down from them if you have the chance. If not, then don't worry about it. They also hit to petrify. 20 Rukh / Dragon's Peak / LV 9 / 155 HP / 19 ATK / 15 DEF / 42 Gil / 150 EXP (NA) - Weak against wind. They hit to cause petrification. 021 Basilisk / Near Tozus / LV 9 / 100 HP / 18 ATK / 15 DEF / 44 Gil / 150 EXP (NA) - Better off leveling up against these enemies neat Tozus. 22 Bugbear / Near Tozus / LV 9 / 110 HP / 20 ATK / 15 DEF / 46 Gil / 180 EXP (NA) - They're not a tough as they look, really. 23 Mandrake / Near Tozus / LV 9 / 120 HP / 19 ATK / 15 DEF / 48 Gil / 180 EXP (NA) - Being an ugly plant thing, they're weak against Fire. 24 Leprechaun / Tozus Path / LV 9 / 142 HP / 16 ATK / 15 DEF / 52 Gil / 200 EXP (NA) - It wouldn't be such a bad idea to build levels against these guys because they are quite easily nuked with magic, but you'll have to be mages to do this, an unhappy prospect if there ever was one. 25 Dark Face / Tozus Path / LV 9 / 168 HP / 16 ATK / 15 DEF / 53 Gil / 200 EXP (NA) - See previous comments here. 26 Petit / Nepto Temple / LV 9 / 103 HP / 15 ATK / 15 DEF / 54 Gil / 200 EXP (NA) - Given the meager stats, I'd say this is an even better place to build up a little, but these guys throw annoying magic spells at you, which at this point the game are likely quite powerful. 27 Poison Bat / Nepto Temple / LV 9 / 98 HP / 15 AT / 15 DEF / 56 Gil / 220 EX (NA) - Weak against wind, although don't let this goad you into using a valuable Aero cast against it. They're not as troublesome as the Petits. 28 Liliputian / Nepto Temple / LV10 / 118 HP / 17 AT / 15DEF / 58 Gil / 220 EX (NA) - Like the Petit, these brats will sometimes throw magic your way. Rid yourself of them reasonably (this means no -ara casts) as soon as possible. 29 Wererat / Nepto Temple / LV 10 / 130 HP / 18 AT / 15 DEF / 60 Gil / 220 EXP (NA) - I tend to forget whether or not this enemy has a poison attribute to their attacks. I'm guessing so. Otherwise, they're not too much of an issue, but their HP is a tad high for going up against a team of shorties. 30 Blood Worm / Nepto Temple / LV11 / 165 HP / 22AT / 15 DEF / 62 Gil / 240 EX (NA) - As before, not alot of trouble, but HP, a tad high, not nothing a couple of staff uses won't fix. 31 Killer Fish / Inner Sea / LV 13 / 135 HP / 22 AT / 16 DEF / 64 Gil / 240 EX (NA) - Weak against Thunder. Not like that keeps it from being any less annoying than a typical Final Fantasy sea enemy. 32 Hermit / Inner Sea / LV 13 / 173 HP / 22 AT / 16 DEF / 66 Gil / 240 EXP (NA) - Weak against Thunder. I'm pretty sure these guys are theo nes with the paralysis attribute to their attacks, but don't quote me on that. 33 Sea Elemental / Inner Sea / LV12 / 155HP / 22AT / 16 DEF / 67 Gil / 250 EXP Various oddball items can be stolen and dropped, especially Antarctic Winds - Weak against Thunder. Looks like a crude tornado, but if you're planning on doing one of those strange challenges that involve oddball items, this is one cyclone you'd better get used to seeing. Better skill up your Thief because they also have Potions (weak). 34 Tangie / Inner Sea / LV 13 / 225 HP / 24 ATK / 16 DEF / 68 Gil / 250 EXP Various oddball items are stolen from these guys as well, mostly lower elemental items. They also have Tranquilizers. Oh, and Potions as well. Guess which is most common. - Weak against lightning. They will also sometimes attempt to put your guys to sleep, and this is annoying when it works. Yeah, the bit about the oddball items can be repeated here. 35 Sahagin / Inner Sea / LV 13 / 190 HP / 22 ATK / 16 DEF / 70 Gil / 250 EXP Again, with the oddball stuff. I've never gotten anything but a Potion or Antarctic Wind from them, though. - Weak against Thunder. Not as annoying as they are in Final Fantasy, but still quite a nuiscance. 36 Parademon / FC South Side / LV16 / 245HP / 27ATK / 16DEF / 72Gil / 270EXP These guys hold arrows. Single arrows. Screw 'em. - Weak against Fire. Stupid ugly plant thing. Attempts to add paralysis with their attacks. 37 Griffon / Around Tokkle / LV 6 / 230 HP / 15 ATK / 8 DEF / 40 Gil / 130 EXP They seem to have a diverse range of oddball items to take as well. - Weak against Wind. Remember when you first fought this guy to get that sword? Now they're not so tough. In fact, now they're pretty much just taking up your time. 38 Lynx / FC, South Side / LV 16 / 265 HP / 27 ATK / 16 DEF / 76 Gil / 270 EXP (NA) - If case you haven't realized, the strength of the enemies has taken a noteworthy upturn. Althuogh you should be able to handle this without that much trouble. 39 Hornet / FC, South Side / LV 15 / 260 HP / 25 AT / 16 DEF / 78 Gil / 300 EX (NA) - Weak against Wind. A better source of EXP than most of the enemies around here, and I don't think they're poisonous to the touch like their palette- swapped counterpart. 40 Knocker / Near Tokkle, Owen / LV13 / 131 HP / 23 AT / 16DEF / 80Gil / 300EX I have seen them drop Zues's Wraths and Potions. I'm sure other oddball items are waiting in the wings for those curious enough to try to get them. - An even better enemy for EXP hunting. 41 Flyer / Near Tokkle, Owen / LV12 / 139 HP / 23 AT / 16 DEF / 82 Gil / 300EX (NA) - Weak against Air. Another good target for EXP hunting before you enter the Tower of Owen. 42 Lizardman / Near Tokkle, Owen / LV13 / 155HP / 24AT / 16DEF / 84Gil / 320EX (NA) - Weak against Thunder. You know, usually enemies out of the way are those most worth hunting. At least that would give me a good reason to go out of my way. Who is going to fight Lynxes if Lizardmen, although giving less job points are weaker and more generous with Gil/EXP and hanging around areas you'll be? 43 Gorgon / Near Tokkle, Owen / LV13 / 145 HP / 24ATK / 16 DEF / 86Gil / 320EX (NA) - I remember nothing about them, except that I fighted a bunch of them. Just another encounter. 44 Red Cap / FC, East Side / LV 18 / 252 HP / 31 ATK / 16 DEF / 87 Gil / 320EX I remember getting a Zues's Wrath or two from them. And some Potions. - An enemy you're better of completely bypassing. 45 Barometz / FC, East Side / LV 18 / 264HP / 31 ATK / 16 DEF / 88 Gil / 330EX (NA) - Weak against Fire. An enemy you're likely better of completely bypassing. Oh, and they can paralyze upon attack. 046 Slime / FC, East Side / LV 17 / 240 HP / 28 AT / 16 DEF / 90 Gil / 330 EXP I've stolen an Antarctice Wind and a Zues's Wrath from Slimes I believe. Certainly there are other oddball items to be found. - Weak against Fire. Why can't they at least be as adorable as a Dragon Quest Slime? 47 Tarantula / FC, East Side / LV18 / 240 HP / 31AT / 16DEF / 92 Gil / 330 EXP (NA) - Weak against Fire. Another reason to avoid battles on the East Side. No, not because the gangs there throw down, although they do, and they also represent, but man are they not worth it. 48 Cuphgel / FC, East Side / LV 18 / 240 HP / 31AT / 16 DEF / 94 Gil / 360 EXP (NA) - Why are these enemies so statistically similar? Granted, some differences would likely arise should other factors be taken into consideration like agility and ugliness, but I don't have access to such essential, empirical information now, do I? Because if I did, man that'd be a lot of typing, which I'd probably do, but it'd take quite a while. 49 Pugman / Tower of Owen / LV14 / 171 HP / 27 AT / 17 DEF / 96 Gil / 360 EXP Well hey have Maiden Kisses which are immidately useful I guess. - Finally back to enemies you're encountering regularly. Other than that, I can't say as though I remember a single thing about them. I remember them having a couple of magic spells, but I had to search by the Tower of Owen intro text to see that. 50 Far Darrig / Tower of Owen / LV14 / 177 HP / 25AT / 17 DEF / 98Gil / 360 EX (NA) - No comment. 51 Blood Bat / Tower of Owen / LV 14 / 208HP / 27 AT / 17DEF / 100Gil / 380 EX (NA) - Weak against Wind. They ain't so tough. 52 Petit Mage / Tower of Owen / LV13 / 196HP / 23 AT / 17DEF / 101Gil / 380 EX Drop Gold Needles, relevant because... - They hit to petrify. They also have -ara level spells which hurt quite a bit at this point in the game, so try to keep your HP up in anticipation of getting rocked with such a spell quickly. 53 Fury / Tower of Owen / LV 16 / 216 HP / 29 ATK / 17 DEF / 102 Gil / 380 EXP (NA) - Weak against Wind. Kind of a rarer enemy, I think. Appears alone which is interesting because they're only about as strong as those enemies who appear in clans. Kinda high attack, though. 54 Aughisky / Tower of Owen / LV 15 / 235 HP / 28AT / 17DEF / 105 Gil / 400 EX (NA) - They can hit to cause slience and if two or three of them attack the same character, they're probably done for. 55 Bomb / Underground Lake / LV 16 / 315 HP / 31 AT / 19DEF / 110 Gil / 400 EXP Steal Bomb Arms from them, a remarkably strong item for this point in the game. However... - They can also do upwards of 500 damage when they blow up. Doing the pilfer thing runs this risk. Also, they're weak against Blizzard. 56 Manticore / Underground Lake / LV17 / 375HP / 32AT / 19DEF / 112 Gil / 400 EX (NA) - They can use Blizzard-based attacks on you. Don't put that Ice Armor on just yet. They can also hit to petrify. 57 Stalagmite / Underground Lake / LV17 / 284 HP / 30AT / 19DEF / 115Gil / 400EX (NA) - You have a chance of getting stoned when they attack you. 58 Sea Devil / Underground Lake / LV 17 / 339 HP / 31AT / 19DEF / 116Gil / 450EX You can take Antarctic Winds from them. - Weak against Thunder. A thougher enemy than most here, see. 59 Merman / Underground Lake / LV17 / 296 HP / 31 AT / 19 DEF / 118 Gil / 450 EX (NA) - Weak against Thunder. 60 Ruinous Wave / U-ground Lake / LV18 / 296HP / 30AT / 19DEF / 120Gil / 450EXP You can also take Antarctic Winds from these guys as well. - Weak against Thunder. Just toss some bolts at these things and move on. 61 Balloon / Molten Cave / LV 18 / 386HP / 33 ATK / 19DEF / 120 Gil / 450 EXP Snatch Right Arms from these guys if you're up for it and able/skilled enough. - Weak against Ice. I don't think these guys explode like their red counterparts encountered in the Subterranean Lake. 62 Myrmecoleon / Molten Cave / LV 19 / 494 HP / 35 AT / 19 DEF / 130 Gil / 494EX (NA) - Probably more trouble than they're worth. Only enemy in the cave not weak against Blizzard. 63 Crocotta / Molten Cave / LV19 / 500 HP / 35 ATK / 19 DEF / 135 Gil / 500 EXP I've gotten one Sheep Pillow item in the game, and I know it was from this guy. Too bad I didn't save or anything, although it's not a particularly useful item or anything like that. - Weak against Blizzard. Quick suckers. Hurry up and use your Ice Staves on them, although by the time the mages get around to this, they'll have already done their damage. Hmmm. 64 Adamantoise / Molten Cave / LV 21 / 800 HP / 40 AT / 19 DEF / 270Gil / 700 EX You can steal Antarctic Winds from them nd use it on them! I also believe I saw him leave a Bacchus' Cider, but don't quote me on that one. - Weak against Blizzard. You know, with that big old turtle shell on its back, you'd think the DE Fwould be a little higher, as is per usual with hard-backed enemies. Oh well, not that I'm complaining or anything. 65 Red Marshmallow / Molten Cave / LV18 / 510HP / 34 AT / 19DEF / 140Gil / 500EX (NA) - Weak against Ice. You'd also think that these gel-like creatures would suck up physical attacks better than other enemies in the area, as is the usual Final Fantasy fare, but lo, otherwise. 66 Pharoh / Hein's Castle / LV 20 / 580 HP / 41 ATK / 19 DEF / 145 Gil / 600 EXP (NA) - Weak against Holy. They hit to confuse sometimes. 67 Lemur / Hein's Castle / LV 19 / 752 HP / 38ATK / 19 DEF / 150 Gil / 600 EXP (NA) - Weak against Holy. Also, umm, Lemur? Does this spiral, tornado thing look like some hairy animal? 68 Lamia / Hein's Castle / LV 23 / 840 HP / 44ATK / 19 DEF / 310 Gil / 840 EXP (NA) - Has the ability to attempt to put your characters to sleep. I wish I could say something more interesting, but damn, only appears alone isn't exactly more interesting. 69 Demon / Hein's Castle / LV 23 / 742 HP / 45 AT / 19 DEF / 318 Gil / 1008EXP These guys drop arrows, at least I think they do. They dropped quite a bit in the Famicom days and I'm just going to assume they still do. - Weak against Holy. I've nothing more to add. 70 Dullahan / Hein's Castle / LV23 / 1000HP / 48AT / 19DEF / 320 Gil / 1008EXP (NA) - 1008 strikes me as an odd grand total for EXP. I know it's divisible by four, but it's still awkward. Oh, and these gals gets two attacks as they only appear alone. 71 Anett / Outer Sea / LV 14 / 268 HP / 25 ATK / 19 DEF / 100 Gil / 400 EXP You can steal Antarctic Winds from them as well as Potions. mostly Potions. - Weak against lightning. Oh now we're taking this step backwards in the enemy strength lexicon, to areas of the Beastiary book you likely filled a while ago? Fine, lte's make this quick and painless. 72 Mermaid / Outer Sea / LV 15 / 364 HP / 25 ATK / 19 DEF / 123 Gil / 450EXP You can also steal Antarctic Winds from them. - Weak against Lightning. I believe they're also kinda fast, so unless you're facing them after you've toppled Hein, expect to get poked. 73 Seahorse / Outer Sea / LV 14 / 278 HP / 25 ATK / 19 DEF / 119 Gil / 450EXP You can also steal Antarctic Winds from these guys. - Weak against Thunder. Moving right along... 74 Sea Serpent / Outer Sea / LV 17 / 530HP / 30AT / 19 DEF / 406 Gil / 700EXP You can also steal (you guessed it) Antarctic Winds from these guys. - Weak against Thunder. These guys are pretty tough and get two turns per round, so watch out for that. 75 Cocatrice / Cave Of Tides / LV 20 / 890HP / 44AT / 19DEF / 185Gil / 800EXP These guys have Golden Needles. Use them to fix that gradual petrification thing they do. - Gradual petrification, they inflict. 76 Poison Toad / Cave of Tides / LV19 / 800HP / 40AT / 19DEF / 190Gil / 900EXP (NA) - They can poison upon physical contact, and they're weak against lightning. 77 Twin Heads / Cave of Tides / LV 19 / 910HP / 42AT / 19DEF / 195Gil / 900EXP (NA) - No comment. 78 Roper / Cave of Tides / LV 20 / 815 HP / 43 ATK / 19 DEF / 200 Gil / 900EXP This is the weakest enemy you can steal oddball items for -aga level elemental spells. I've also gotten a Turtle Shell from these guys. 79 Agariarept / Cave of Tides / LV21 / 930HP / 45AT / 19 DEF / 210 Gil / 930EX (NA) - Weak against Thunder. For some reason, my mind is telling me to add that this enemy attempts to add either petrification or paralysis with their physical attacks, but don't quote me on that. 80 Darklegs / Sewers / LV 22 / 940 HP / 41 ATK / 20 DEF / 240 Gil / 1000 EXP (NA) - Weak against Fire. The Amur Sewers are home to some boring monsters, so don't except golden commentary. 81 Gigan Toad / Sewers / LV 20 / 838 HP / 41 ATK / 20 DEF / 230 Gil / 1000 EXP (NA) - Weak against Lightning. Interesting thing here is that they're not very large in size, although the Gigan up there gives that impression. They can also poison upon attack. 82 Twin Liger / Sewers / LV 22 / 960 HP / 43 ATK / 20 DEF / 240 Gil / 1100 EXP (NA) - No comment. See, I told you twas gonna be dull. 83 Stroper / Sewers / LV 21 / 1100 HP / 41 ATK / 20 DEF / 250 Gil / 1100 EXP (NA) - Weak against Thunder. 84 Black Flan / Around Amur / LV22 / 880 HP / 44AT / 20DEF / 260Gil / 1100 EX I know I've swiped an -aga oddball item or two fron these creatures. Failing that, get a Hi-Potion. - Weak against Fire. Again, don't rush into this battle thinking their defense is ironclad. Also, they can attempt to turn your guys into frogs. 85 Hellgaroo / Around Amur / LV 22 / 888 HP / 44AT / 20DEF / 260 Gil / 1250 EXP (NA) - Fricking annoying dino-things. Can cast Blind, hence the annoyance. 86 Vulcan / Around Amur / LV 26 / 2200 HP / 50 AT / 20 DEF / 560 Gil / 1750 EX I've stolen some Bomb Fragments... and a Silence Seal from Vulcans. - Weak against Ice. A fairly troublesome enemy, but not to much so. Gets two turns per round, and no, that fire spitting attack isn't nullified with Ice Armor. Slow as sin, though, if I remember correctly. 87 Dracrotta / Around Amur / LV 23 / 1050 HP / 44AT / 20DEF / 290 Gil / 1250EX (NA) - Weak against Ice and hit to cause Sleep status. 88 Magician / Around Amur / LV 23 / 1040HP / 43 AT / 20DEF / 300 Gil / 1400 EX Has interesting stuff to steal. First, they have Chocobo's Wraths and Shining Curtains. They also carry Heavenly Wraths as well. Even if you get the worst item, it's a Hi-Potion, a very use item at this point in the game, so set to swiping. - Has -ara magicks. No kidding, this is a Magician. 89 Lost Gold / Goldor's Manor / LV23 / 928 HP / 38AT / 22DEF / 310 Gil / 1400 EX (NA) - You'd think roaming coins made of gold would give more than 3 percent more money than monsters you just encountered outside not made of gold. The enemies in here are pretty boring. 90 Gold Eagle / Goldor's Manor / LV23 / 935 HP / 43 AT / 22DEF / 320Gil / 1400EX (NA) - Not even weak against wind, although who really cares about Aero-related weaknesses at this point in the game? You're not using a Dragoon or a White Mage are you? 91 Gold Warrior / Goldors Manor / LV24 / 1130HP / 47AT / 22DEF / 330Gil / 1500EX (NA) - I guess they're a little stronger than most enemies found here. But not more than negligably so. 92 Gold Bear / Goldor's Manor / LV24 / 1090 HP / 49ATK / 22DEF / 340Gil / 1500EX (NA) - Break? Hahahahahaha oh wait what if it lands? 93 Gold Knight / Goldors Manor / LV25 / 1100HP / 48ATK / 22DEF / 350Gil / 1500EX (NA) - I told you the enemies in here are pretty boring. 94 Nightmare / Goldor's Manor / LV25 / 1120HP / 48ATK / 22 DEF / 360Gil / 1900EX (NA) - I'm pretty sure there's something unique about this enemy, but I just don't remember/care at the current moment. 95 / H-garoo Mage / Saronia Area / LV25 / 1093HP / 49AT / 22DF / 370Gil / 1400EX (NA) - Jut as annoying as their palette-swapped counterpart, maybe moreso with that magic they've got (-ara spells). 96 Needle Monkey / Saronia Area / LV25 / 1100HP / 48AT / 22DEF / 380Gil / 1400EX Has several effect-related oddball items, the only way I know to recieve a Shell Breaker is from the Needle Monkey. Also has Hi-Potions and Black Holes. - For some reason, I want to say they add paralysis effects with their physical attacks, but don't quote me on that. 97 Catoblepas / Saronia Area / LV26 / 1260HP / 54ATK / 22DEF / 390Gil / 1600 EXP You can recieve Golden Neeldes from them, especially useful for this monster. - Look at that thing. I actually feel kind of bad for it, practically hanging limp, helpless and appearing to be suffering. Then he attacked me and did more damage than any other regular enemy's regular attack and turned me to stone. This is one dead enemy says I. 98 Sorcerer / Saronia Area / LV25 / 1270 HP / 51 ATK / 22DEF / 400Gil / 1600 EXP You can snatch Arctic Winds from these guys.. As well as Hi-Potions. - Imagine Magicians if their stats were slightly higher and they knew Blizzaga. This is what you've got, a Sorcerer. 99 Sand Worm / Saronia Area / LV26 / 1290HP / 53ATK / 22DEF / 420Gil / 1920 EXP (NA) - These guys can blind with their physical attacks. Mix these guys with the possibly stunning Needle Monkeys and the definately stoning flying cows and you've got yourself an annoying effect battle fest. 100 Frost Fly / Sky / LV28 / 1200 HP / 54 ATK / 23 DEF / 430 Gil / 1920 EXP These things have bene known to drop Arctic Winds. And Hi-Potions. - Weak against Fire and Wind. They sky enemies appear only sparcely, and they die the instant a spear touches them, pretty much. Of course I would not right away switch to a Dragoon just for sky monsters. 101 Shimruge / Sky / LV28 / 1220 HP / 55 ATK / 23 DEF / 450 Gil / 2080 EXP (NA) - Weak against Wind. 102 Harpy / Sky / LV30 / 1650 HP / 56 ATK / 23 DEF / 460 Gil / 2080 EXP (NA) - Weak against Wind. Yawn. 103 Gargoyle / Sky / LV 28 / 1240 HP / 56 ATK / 23 DEF / 470 Gil / 2400 EXP (NA) - Weak against Wind. If two of these guys come at you at once, the rewards have very good potential for this part of the game. 104 / Chimera / Sky / LV 28 / 1250 HP / 57 ATK / 23 DEF / 475 Gil / 2400 EXP (NA) - Not weak against wind. Even more annoying typing about them than it is fighting them. 105 Demon Horse / Circle Cave / LV29 / 710HP / 36 AT / 23DEF / 480 Gil / 2640EXP (NA) - My are those stats low, but... so are yours. This means that if any two attacks land on the same character at regular levels and they haven't been healed in between, they're done for. 106 Rock Gargoyle / Circle Cave / LV29 / 720HP / 36AT / 23DEF / 490Gil / 2640EXP Steal Bomb Arms from them. - Weak against Wind. 107 Bovian / Circle Cave / LV29 / 730 HP / 36 ATK / 23 DEF / 500 Gil / 2640 EXP (NA) - Just another envounter. 108 Dread Knight / Circle Cave / LV29 / 740HP / 36AT / 23DEF / 510Gil / 2800EXP (NA) - Also just another encounter. 109 Mage Flyer / Circle Cave / LV28 / 680 HP / 36ATK / 23DEF / 520Gil / 2880 EXP (NA) - Weak against Wind. Has -ara spells and I'm pretty sure Blizzaga. 110 Noogle / Underwater / LV30 / 1210HP / 56AT / 24DEF / 540Gil / 2880EXP (NA) - Weak against Thunder. 111 Abtu / Underwater / LV 29 / 1128 HP / 54 ATK / 24 DEF / 550 Gil / 2880 EXP (NA) - Weak agaunst Thunder. The hell kind of a name is Abtu anyway? Unless it's actually the name of some fish I'm not aware of or a mistranslation. 112 Sea Dragon / Main World Sea / LV27 / 2550HP / 57AT / 24DF / 1120Gil / 4680EX (NA) - Weak against Thunder. Although this is an enemy I don't exactly ever recommend encountering (because I don't recommend ever sailing above water in the Main World), and if/when you are first able to, you do, it may be a tad much, I highly recommend fighting a Sea Dragon if you run into them. That EXP total simply cannot be denied. Also, if you're hellbent on tallying all the enemies, you shuold probably fight this one as soon as you become unchained because after a certain point in the game, you won't be able to encounter this enemy again. 113 Kagura / Underwater / LV29 / 1143 HP / 54 ATK / 24 DEF / 580 Gil / 3120EXP (NA) - Weak against Thunder. 114 Charybdis / Underwater / LV 30 / 1350HP / 57AT / 24DEF / 600 Gil / 3120 EXP (NA) - Weak against Thunder. Don't worry, the boring-ass underwater monsters are no longer now. 115 Dozemare / Sunken Cave / LV31 / 1650HP / 58ATK / 24DEF / 780 Gil / 4400 EXP (NA) - Weak against Wind. The entire Sunken Cave is a trove for enemies with high reward:risk ratios. The Dozemares are no exception. 116 Sea Witch / Sunken Cave / LV31 / 1660HP / 58ATK / 24DEF / 800Gil / 4800 EXP Carries Arctic Winds, Turtle Shells and Raven Yawns (also Hi-Potions). - Weak against Thunder. I wanna say they also have some spells as well. 117 Killer Hermit / Sunken Cave / LV31 / 1680HP / 59AT / 24DEF / 820Gil / 4800EX Carries Arctic Winds and probably other stuff, like Hi-Potions. - Weak against Thunder. 118 Ologhai / Sunken Cave / LV30 / 1415HP / 58ATK / 24 DEF / 840 Gil / 4800 EXP Also carries Arctic Winds and probably other stuff, like Hi-Potions. - Weak against Thunder. 119 Kelpie / Sunken Cave / LV30 / 1420HP / 58ATK / 24 DEF / 850 Gil / 5600 EXP Also carries Arctic Winds and other stuff. I'm beginning to think all the enemies in this place have the save Drop code or something, as they probably did in the NES version, although I've yet to get a Raven's Yawn from anybody but a Sea Witch here, from whom I've gotten two. - Weak against Thunder. One of the highest EXP/HP ratios in the game, at about 4/1. Knock these suckas down. 120 Aegir / Sunken Cave / LV31 / 1740 HP / 58 ATK / 24 DEF / 860 Gil / 5600EXP Insert Arctic Wind/Hi-Potion thing here. - Weak against Thunder. I also want to add some kind of other effect with this guy's attacks, like paralysis or petrification, but don't quote me on that one. 121 Kyklops / Catacombs / LV32 / 1580HP / 66AT / 24DF / 720 Gil / 4000EX You can swipe Heavenly Wraths for them. - No comment. 122 Boss Troll / Catacombs / LV32 / 1600HP / 66AT / 24DF / 740 Gil / 4000 EXP You can steal Bomb Arms from them. You can also recieve Tranquilizers from these guys. - No comment. 123 Fachan / Catacombs / LV32 / 1620 HP / 65 ATK / 24 DEF / 745 Gil / 5600 EXP You can swipe Heavenly Wraths from them. - Why is it that an enemy probably a smidge less powerful than a palette-swap of itself is worth much mroe in the way of EXP? Not that I'm complaining or anything. 124 Cenkos / Catacombs / LV32 / 4000 HP / 69 ATK / 24 DEF / 1500 Gil / 6600 EXP You can swipe Arctic Winds from them as well. - They have a weakness against Thunder. Or save them for the Iron Giant. Doesn't matter to me. Also, this monster can have up to three turns and I'm pretty sure hits to cause blindness. 125 Balor / Catacombs / LV 32 / 1660 HP / 65 ATK / 24 DEF / 760 Gil / 4400 EXP They have Arctic Winds for the taking. - This is an splitting enemy (physically attack it with a weapon other than a Dark Sword and it divides assuming it's not dead or asleep or paralyzed). 126 Dira / Temple of Time / LV33 / 5000 HP / 73 ATK / 25 DEF / 610 Gil / 3280 EX (NA) - Weak against wind. This enemy has struck me as a long, arduous waste of time. 127 Chimera Mage / Time Temple / LV33 / 1540HP / 69AT / 25DF / 615Gil / 3280EX (NA) - Catch three of these guys at once and their trouble. They can nail you with a Thunder-based attack, hence the trouble. 128 King Lizard / Temple of Time / LV33 / 1560HP / 68AT / 25DF / 620Gil / 3820EX (NA) - Weak against Thunder. Just another enemy to encounter. 129 Pterodactyl / Temple of Time / LV33 / 1570HP / 68AT / 25DF / 640Gil / 3280EX (NA) - Weak against Wind. Also just another enemy to encounter. 130 Wyvern / Temple of Time / LV36 / 1825 HP / 78 AT / 26DEF / 1300 Gil / 6000EX (NA) - In stark contrast to the Diras, these guys weak against the Wind are well worth fighting, try Geomancy against them. 131 Behemoth / Temple of Time / LV37 / 12650HP / 84AT / 26DF / 4668Gil / 6900EX (NA) - Nasty, although not unbearable. Gets two turns per round. 132 King Seahorse / Time Temple / LV33 / 1405HP / 68AT / 25DEF / 680Gil / 3600EX (NA) - They have Blizzaga which can be either spread out across your party or focused to a single party member. They're also weak against Thunder. 133 Dragon / Temple of Time / LV38 / 11000HP / 85 AT / 26 DEF / 9000Gil / 7000EX (NA) - But shouldn't these guys have something great to steal, being as nasty as they are? They move quickly, get two turns per round and may use one of those turns to spew fire. Not really worth it. 134 Pyralis / Ancient Ruins / LV37 / 6550HP / 81AT / 26DEF / 1760 Gil / 14400 EX (NA) - Think of them a big Vulcans. Actually, the're about the same size as Vulcans, think of them as stronger Vulcans, fire-breathin' Blizzard-weakness and all. 135 Silenus / Ancient Ruins / LV35 / 2120 HP / 74AT / 25 DEF / 900 Gil / 1020 EX NA) - A splitting enemy, weak against Dark Swords. Not generally worth it. Oh, just so you know, the next several enemies, the splitters with locations in the Ancient Ruins, are not only found in the Ancient Ruins. Most of them are also found in the Falagbard Cave and the Cave of Darkness. I just don't feel like listing all that in that tiny little space up there. 136 Gaap / Ancient Ruins / LV34 / 1800 HP / 73 ATK / 25 DEF / 623 Gil / 1020 EXP (NA) - Splitter, weak against Dark Swords. Again, not worth it, but fight on anyway. 137 Azrael / Ancient Ruins / LV34 / 1950 HP / 73 AT / 25 DEF / 640 Gil / 1020 EX (NA) - Splitter, weak against Dark Swords. Not worth it... Well, I guess once you find Dark Swords, they more or less shrivel once you tap them with one of those, so I guess they might be worth that trouble. 138 Eater / Ancient Ruins / LV35 / 2700 HP / 74 AT / 25 DEF / 945 Gil / 1020 EXP (NA) - Splitter, weak against Dark Swords. Pretty much all splitters are the same. 139 Ouroboros / Lake Dohr / LV36 / 2660 HP / 81 AT / 26 DEF / 1300 Gil / 7200 EX (NA) - Weak against Thunder. Interesting how we go from one of the worst EXP enemies in the game to one of the best. 140 Plancti / Lake Dor / LV 35 / 2260 HP / 76 ATK / 26 DEF / 1223 Gil / 7200 EXP (NA) - Weak against Thunder. All of Lake Dohr is pretty much a haven for EXP. 141 Sea Lion / Lake Dor / LV35 / 2275 HP / 76 ATK / 26 DEF / 1325 Gil / 7600 EXP (NA) - Weak against Thunder. 142 Remora / Lake Dor / LV 36 / 2720 HP / 81 ATK / 26 DEF / 1345 Gil / 7600 EXP (NA) - Weak against Thunder. I heard from somewhere these guys hit to cause paralysis. Don't remember if this is true, but there's the rumor for you. 143 Grenade / Bahamut's Lair / LV36 / 2305 HP / 82AT / 26DEF / 1400 Gil / 7600EX You can steal Bomb Arms from them. - Quite possibly the best pound-for-pound EXP in the game along with the Remora up there as well. If you run into three of them, that is. They're weak against Blizzard. 144 Drake / Bahamut's Lair / LV37 / 3260 HP / 83AT / 26 DEF / 1650 Gil / 7600 EX (NA) - Although they're a little tougher than Granades, they still give 7600 EXP when beaten and can easily be defeated with Wind, to which they are weak. They're also quite small and as many as three of them can fit on the screen at a time yielding even more EXP. 145 Gr. Boros / Bahamut's Lair / LV37 / 3280HP / 83AT / 26DF / 1700Gil / 7600EXP (NA) - Weak against lightning. They sometimes hit to cause petrification. 146 S-Tooth Tiger / B-mut's Lair / LV37 / 3300HP / 83AT / 26DF / 1800Gil / 7600EX (NA) - I wanna say they attach an effect with their physical attacks, but I don't think they actually do. 147 Q. Lamia / Bahamut's Lair / LV39 / 7200 HP / 86AT / 26DF / 4400Gil / 12000EX (NA) - She will often confuse your characters. 148 / Z. Dragon / Ancient Ruins / LV41 / 11K HP / 90AT / 27DF / 2880Gil / 15K EX (NA) - Weak against Holy, gets two turns per round. 149 Death Claw / Ancient Ruins / LV38 / 3800HP / 85AT / 26DF / 680 Gil / 7500 EX (NA) - Unlike most of the enemies found with the other splitters, these guys don't divide. They're not particularly weak against Dark Swords either. 150 Hell Horse / Cave of Shadows / LV38 / 4360HP / 87AT / 26DF / 690Gil / 8K EXP (NA) - Once again we have another non-divider on our hands. It would be a tad unfair of the game to allow these monsters of 8000 EXP to divide, wouldn't it? 151 Chronos / Ancient Ruins / LV38 / 4100 HP / 86AT / 26DEF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. These next few enemies, cave 'Cave of Shadows' sect of enemies, but also found in the Ancient Ruins and that other cave, have basically the worst work/reward ratio in the entire game. But cut through them anyway. 152 Valefor / Ancient Ruins / LV38 / 4240 HP / 88AT / 26DF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. At least in the Famicom days they gave you a whole bunch of gold for the splitters along with crap for EXP. 153 Haniel / Ancient Ruins / LV37 / 3400 HP / 82AT / 26DEF / 1450 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. Here we have an enemy that might actually almost be worth fighting three or four per battle. I think the developers forgot to cut down the Gil total. 154 Vassago / Ancient Ruins / LV38 / 4440 HP / 88AT / 26DEF / 320 Gil / 1280 EXP (NA) - Splitter, weak against Dark Swords. This is the last of 'em, thank God. 155 Peryton / Doga's Grotto / LV41 / 9650 HP / 92AT / 27DEF / 2400 Gil / 9600EXP (NA) - Weak against Wind. 156 Ogre / Doga's Grotto / LV 39 / 5680 HP / 93 ATK / 26DEF / 950 Gil / 6800 EXP (NA) - No comment. 157 Cyclops / Doga's Grotto / LV39 / 4700 HP / 91AT / 26DEF / 1000 Gil / 6800 EX (NA) - Man these things are ugly. 158 Nemesis / Doga's Grotto / LV39 / 4720 HP / 89AT / 26DEF / 1050 Gil / 6800 EX (NA) - Weak against Fire. Also quite ugly. Then again, it's probably easier to fight against a fugly enemy than it is an adorable one. 159 Humbaba / Doga's Grotto / LV39 / 6740 HP / 91AT / 26DEF / 1100 Gil / 6800 EX (NA) - Weak against Wind. 160 Death Needle / Near XLIII / LV40 / 4060 HP / 91AT / 28DEF / 1550Gil / 6400EX (NA) - These punks are quick, so don't expect to attack before they do. You're probably better off bypassing them and all final outdoor encounters by flying over them. 161 Liger / Near XLIII / LV41 / 5870 HP / 92 ATK / 28 DEF / 1200 Gil / 6400 EXP (NA) - Once again, I recommend just flying over them. 162 Aeon / Near XLIII / LV43 / 10060 HP / 98 AT / 28DEF / 3200 Gil / 10020 EXP (NA) - Gets two turns per round, only appears along, sometimes casts Quake. I'd adivse just flying over this whole area. 163 Minotaur / Near XLIII / LV 41 / 5960 HP / 93AT / 28DEF / 1640 Gil / 6800 EX (NA) - Just fly over them unless you're trying to complete the monster list. 164 Iron Claws / Ancient Maze / LV41 / 5760 HP / 93AT / 28DEF / 2K Gil / 7600EX (NA) - Just another enemy to cut through. 165 Gr. Demon / Ancient Maze / LV42 / 10750HP / 97AT / 28DEF / 4800Gil / 14400EX (NA) - Weak versus Holy. Gets two turns per round, is able to summon up to two Iron Claws during battle, and very often does. 166 Unei Clone / Ancient Maze / LV42 / 10K HP / 96AT / 28DEF / 8500Gil / 14400EX Nothing to steal or drop - Will often perform a wind-based attack on your party, roughly as strong as Quake. 167 Thanatos / Ancient's Maze / LV42 / 11800 HP / 98AT / 28DF / 5K Gil / 11400EX (NA) - Gets two turns per round, oftne uses one on a moderately effective Breakga cast. Pretty ugly and annoying. 168 Bone Dragon / Ancient Maze / LV43 / 14K HP / 95AT / 28DF / 7800Gil / 11400EX (NA) - Weak against Holy. Just another enemy to cut through. 169 K. Behemoth / Maze / LV50 / 45K HP / 112 ATK / 28 DEF / 10800 Gil / 15200 EX You can steal Exlixirs from them and they have a slight chance of dropping Protect Rings. - Gets two turns per round, often uses one on a Meteor cast. The stats above look nasty, and they are, but I found myself having more trouble with its palette-swapped counterpart found in the Temple of Time when I walked through that place. Maybe I was slightly underpowered when going through that place. I don't know. 170 Abaia / Eureka / LV42 / 6970 HP / 93 ATK / 29 DEF / 2700 Gil / 8000 EXP You can steal Heavenly Wraths from them. - Pretty non-descript as far as enemies frmo Eureka go. 171 Sleipnir / Eureka / LV43 / 7000 HP / 94 AT / 29 DEF / 2800 Gil / 8000 EXP You can also steal Heavenly Wraths from these guys as well. - They have the ability to blind, frogify and poison your guys. Probably petrify and miniturize as well, but don't quote me on those last ones. 172 Haokah / Eureka / LV43 / 7200 HP / 93 ATK / 29 DEF / 2900 Gil / 8000 EXP You can snatch Heavenly Wraths from these guys as well. - They will very often throw a Thunder-based attack across the party. Get used to this, as several enemies over the course of the endgame will toss this at you, usually stronger than the Haokah. 173 Acheron / Eureka / LV44 / 13600 HP / 102 ATK / 29 DEF / 6600 Gil / 12K EXP You can swipe Heavenly Wraths from them. - They get two turns per round, I think thee are the ones who cast Quake sometimes. 174 Oceanus / Eureka / LV44 / 13200 HP / 100 ATK / 29 DEF / 6800 Gil / 12600 EXP You can swipe... Chocobo's Wraths from them. I jest! Actually, you might be able to, when I was walking around Eureka, I didn't have my 'A+' Thief in there. They have Heavenly Wraths for the taking as well. - Also get two turns per round. Was it these guy who casted Quake as opposed to the Acherons? Mere trifles anyway! 175 Gomory / Crystal Tower / LV45 / 20K HP / 98 ATK / 29 DEF / 7K Gil / 12600 EX Black Holes and Lilith Kisses can be stolen from them. - The battles with these big, dumb, green Medusa-swaps tend to be more long than legitimately challenging, with all that HP and what have you. Drain casting only complicates this problem. 176 Bluck / Crystal Tower / LV44 / 6720 HP / 94 AT / 29 DEF / 1655 Gil / 8400 EX Black Holes and Lilith Kisses can be stolen from them. - Fairly non-descript. Just knock 'em down and go home. 177 Doga Clone / Crysl Tower / LV45 / 18500 HP / 96AT / 29DF / 5K Gil / 20K EXP Has nothing to steal or drop - You know, I really thought I'd remember more about this flashy, ugly old lich other beyond what I've already typed in this sentence, but I just do not. 178 Azer / Crystal Tower / LV45 / 17560 HP / 106 AT / 30DEF / 7400 Gil / 13200EX You can swipe Black Holes from them. - Weak against Blizzard. Get two turns per round, often spends one on a frankly unimpressive fire attack spread across the party. 179 Platinal / Crstl Tower / LV47 / 20K HP / 107AT / 30DEF / 7600Gil / 13200EXP These guys have Black Holes as well. - These guys are annoying. They gets two turns per round and have good defense. I recommend just saving yourself some time and trouble by running away when you see an enemy in purple armor. I'm pretty sure they also have Breakga. 180 Kum Kum / Crystal Tower / LV46 / 9600HP / 84AT / 30DEF / 3600Gil / 8800EXP These guys - Black Hole. And Hi-Potions, but that's a given. - Can cast Death, Breakga and the -aga spells. Have probably very low vitality so they generally disintergrate as soon as you hit them with a sword. Oh, and if they have space, they often summon Blucks to fight. 181 Shinobi / Crystal Tower / LV46 / 11K HP / 102AT / 30DEF / 3700Gil / 8800EX I hope you're not sick of Black Holes, because that's exactly what these guys have. Although I've also seen Lilith Kisses from them. - Fast, they take their turns early. Sometimes add a poison/blind attribute with their attacks. Annoying as hell. 182 Shadow Master / Dark World / LV46 / 10K HP / 100AT / 30DF / 3800Gl / 8800 EX They have Black Holes and probably other stuff. - They can cast Protect and cause Blindness with their attacks. It's funny when you're up against a pair of them and they both decide to gave the same enemy a guard. It's less funny when they're hitting you with annoying effecty attacks. 183 Kage / World of Darkness / LV47 / 12K HP / 104AT / 30DEF / 3900Gil / 9200EX Again with the Black Holes - They can inflict poison and blindness like the Shinobi, and also like them, they are quite fast. By the way, what's the deal with having a couple of Dark Wordlers interrupting the flow of Crystal Tower enemies? An unreasonable person will trudge through the tower, perhaps knowing the Dark World is a point of no return, will search high and wide for numbers 182 and 183 in the Tower. Idiots. 184 D. General / Crystal Tower / LV48 / 20K HP / 110AT / 30DF / 8600Gl / 13800EX (NA) - Just treat them like Platinals, although I didn't find them quite as annoying. 185 Y. Dragon / Crystal Tower / LV50 / 80K HP / 107ATK / 40DF / 12K Gil / 30K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Have pretty much all the most powerful spells in the game, can have up to three turns. A real endurance test this is, but one worth the effort. You'll probably need an Elixir, but there's like a 95% chance you'll get it back upon winning the battle. This is one of the main reasons you should have a dedicated healer in the Crystal Tower. I wouldn't use any Shurikens if you have any. Oh, and I'm pretty sure they also cause some status effects, or have the ability to do so. 186 G. Dragon / Crystal Tower / LV60 / 90K HP / 129AT / 45DF / 13330Gil / 45K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Pretty much insert previous explanation here, except these guys are like 12 percent more powerful. 187 R. Dragon / Crys Tower / LV70 / 100K HP / 150AT / 50DF / 14666Gil / 60K EX Steal Elixirs, slight odds of winning Onion equipment, and 100% item drop rate. - Pretty mcuh insert Yellow Dragon explanation here, except these guys are about 20 percent more power than Yellow Dragons. 188 Glasya Labolas / Tower / LV52 / 22800 HP / 112AT / 31DEF / 8400Gil / 13800EX You can steal Lilith Kisses and Black Holes from them. - Big, tough guys, kind of annoying. Their attacks have a high percentage of confusion-inflicting and they're quite hard to run away from. You should just trudge through the battle, I reckon. 189 Yormungand / XLVI, XLVII / LV52 / 30K HP / 134AT / 31DF / 8800Gil / 13800EX More Black Holes. Tired of them yet? - Highest attack power of any non-boss/dragon in the game. Hell, fourth highest ATK stat of any enemy in the game. Luckily, they don't always use this power and instead insist on casting Protect or Quake. Protect is really just annoying. makes it harder to widdle down that 30K+ HP he's got there. And Quake, well, it's Quake. 190 Thor / XLV, XLVI, XLVII / LV50 / 12540 HP / 105AT / 30DF / 4K Gil / 9600 EX They have Heavenly Wraths for the taking. - They're just stronger Haokahs, Thunder-based magic attack and all. 191 Hekatoncheir / Ancient Maze / LV43 / 28K HP / 89AT / 32DF / 8K Gil / 14400EX (NA) - Because I didn't really outline a plan of attack in the main guide, I'll do it here: everybody does what they do best. No need to set up barriers if you heal every time. Just go at him with what you've got. Simple Simon. By the way, this is a very unusual place for a boss in the Beastiary list, innit? 192 Hydra / Dark World / LV63 / 33800HP / 123AT / 32DEF / 8500Gil / 14400EX You can swipe Black Holes from them. My mistake, force of habit, sorry. You can snatch Arctic Winds from them. Yeah. - A dummied monster from the Famicom days, or at least one not programmed into the game (much like the Rock Gargoyle and Lost Gold). I can honestly barely remember them, I think they case Meteor and get two turns per round. 193 Q.Scylla / Dark World / LV52 / 34760HP / 107AT / 32DEF / 10K Gil / 14400 EX You can swipe Black Holes from them. This is for reals. - Gets two turns per round, I'm pretty sure has at least -aga level magic spells, but don't quote me on that. 194 Garm / World of Darkness / LV52 / 20K HP / 107AT / 32DF / 4K Gil / 9600 EX You can steal - get this - Black Holes from them. Don't worry, this streak is just about over for good. - Three turns per round, sometimes spending one to throw lightning at you, not too much to write home about. 195 Twin Dragon / Dark World / LV54 / 35K HP / 131AT / 32DF / 11K Gil / 15K EX Black Hole and Lilith Kisses. - These bad boys get two turns per round. I don't think they have any other move besides a physical attack, but they're quite good at doing that. Okay, the rest of the enemies are bosses. I feel I've already typed enough about them in the walkthrough and would rather not type more. I haven't tried stealing stuff like I have for the vast majority of the enemies, but this is because the vast majority of them were already defeated when I decided to chart the things enemies had. Plus, the only thing I had been able to steal from pretty much every single boss I fought was a Hi-Potion, so I'll just assume this for all bosses (except Odin). So, no commentary with very little exception and nothing in the steal/drop line, mkay? 196 Land Turtle / Altar Cave / LV4 / 111 HP / 8 AT / 6 DEF / 500 Gil / 20 EXP Defense looking a little skimpy for a big, bad turtle, dunnit? 197 Jinn / Sealed Cave / LV 7 / 600 HP / 20AT / 8 DEF / 1400 Gil / 200 EXP 198 Nepto Dragon / Near X / ?? / ?? / ?? / ?? / ?? / ?? Little help here? 199 Giant Rat / Nepto Temple / LV11 / 900HP / 24AT / 29DEF / 1500 Gil / 1200 EX 200 Medusa / Tower of Owen / LV17 / 3000 HP / 35AT / 22DEF / 2600 Gil / 1680 EX 201 Gutsco / Underwater Lake / LV17 / 3500HP / 35AT / 24DEF / 3500Gil / 2744 EX 202 Salamander / Molten Cave / LV18 / 5700HP / 41AT / 25DEF / 3700Gil / 2744 EX 203 Hein / Hein's Castle / LV22 / 4500 HP / 47AT / 26DEF / 4300 Gil / 3464 EXP 204 Kraken / Cave of Tides / LV24 / 8K HP / 47AT / 26DEF / 5500 Gil / 5280 EXP 205 Goldor / Goldor Manor / LV26 / 9K HP / 53AT / 28DEF / 9900 Gil / 6560 EXP 206 Garuda / Saronia Castle / LV28 / 10K HP / 57AT / 29DF / 10200 Gil / 8800 EX 207 Odin / Saronia Catacombs / LV40 / 31K HP / 81AT / 35DF / 16800 Gil / 20K EX 208 Leviathan / Lake Dohr / LV42 / 32K HP / 85AT / 36DEF / 17100 Gil / 20K EX 209 Bahamut / Bahamut's Lair / LV45 / 34K HP / 30AT / 37DF / 16500 Gil / 20K EX 210 Doga / Doga's Grotto / LV45 / 22800 HP / 89AT / 40DEF / 12K Gil / 13600 EXP 211 Unne / Doga's Grotto / LV44 / 21800 HP / 86AT / 42DEF / 12600 Gil / 16K EXP 212 Titan / Cave of Shadows / LV46 / 29K HP / 96AT / 44DF / 13500 Gl / 27600 EX 213 Ninja / Eureka / LV 47 / 24K HP / 96 AT / 46 DF / 14400 HP / 28400 EXP 214 Amon / Eureka / LV48 / 33500 HP / 96 AT / 46 DF / 20350 Gil / 26800 EXP 215 Kunoichi / Eureka / LV48 / 29K HP / 96 AT / 46DF / 14500 Gil / 29200 EXP 216 General / Eureka / LV48 / 35K HP / 105AT / 46DEF / 15600 Gil / 30000 EXP 217 Guardian / Eureka / LV49 / 33700 HP / 107AT / 46DEF / 16500 Gil / 31600 EX 218 Scylla / Eureka / LV49 / 35K HP / 104AT / 46DEF / 16200 Gil / 30800 EXP 219 Xande / Crystal Tower / LV50 / 50K HP / 110AT / 48DEF / 35K Gil / 34K EXP 220 X. Clone / Dark World / LV49 / 39K HP / 109AT / 45DEF / 15K Gil / 24800 EX - Fight pretty much the same way you'd fight Xande (go pretty much all out but save the ninja stars). 221 Cerberus / XLVI / LV55 / 100K HP / 123AT / 46DEF / 66666 Gil / 66666 EX 222 2-Head. Dragon / XLVI / LV55 / 100K HP / 151AT / 46DF / 66666Gil / 66666EX 223 Echidna / XLVI / LV55 / 100K HP / 117AT / 46DEF / 66666 Gil / 66666 EXP 224 Ahriman / XLVI / LV55 / 100K HP / 107AT / 46DEF / 66666 Gil / 66666 EXP 225 Cloud-Darkness / end / LV60 / 120K HP / 120AT / 55DEF / 70K Gil / 100K EXP 226 Iron Giant / ??? Cave / LV81 / 200K HP / 255AT / 155DF / 100K Gil / 100K EX ************************************* * * * 5. Weapon/Armor/Magic/Item Charts * * * ************************************* You know actual print guides? You know how some of them have a section about weapons and armor and stuff? Not usually all that useful, but they often came with cool pictures of the stuff that made them owrth looking at. Well, I guess this means this part of the guide is lacking both noteworthy worth and catchy images. Wait, why did I spend so much time doing this? I feel special mention is necessary here, the following wouldn't be nearly as complete or easy to add if not for the contributions of the folks at the Final Fantasy III Translation Wiki: Much of this is essentially copied right from this page. WEAPONS ******* The descriptions for the weapons generally go in the following order: Name / Attack Power / Accuracy / Weight / Who can use it / How to obtain - Special notes, if applicable (elemental, magical powers, statistical) Comments (a personal review of the item, if you will) KNIVES Knife / 8 / 85% / 0 / FR WR RM TF DK BA NJ / Begin the game with it All four characters when they first join the team begin with this weapon, and while this weapon becomes obsolete quite quickly (even when some of the characters first join), it gtes the job done well enough while it's around. As stated earlier, it's soon outclassed by weapons you find in chests. Completists beware: the four the characters come with are the only four in the game. Dagger / 9 / 85% / 0 / (see above) / Find and buy: II (for 60 Gil) Just insert explanation about the Knife here, but it's 12.5% stronger. Once again, other weapons found for free that equal or better the Dagger are on the horizon, so just take what you've given and move on. Mythril Dagger / 14 / 85% / 0 / (see above) / Buy: V & VI (500 Gil) A pretty good weapon for a Thief, should you choose to use one, although that's not exactly something I recommend. Warriors and Red Mages get bigger, stronger weapons for free. Spark Dagger / 23 / 100% / 0 / FR WR TF DK BA NJ / Find: X and XVI - Thunder Elemental, Agility +2 This is a great weapon to have for a Warrior as early on they're pretty slow but pretty strong. Their thunderous nature is great for the sea monsters of which you'll likely see many while the weapon is effective. Main Gauche / 35 / 100% / 0 / FR WR RM TF DK BA NJ / Buy: XXIII (3500 Gil) - Agility +3 Not actually all that useful, although if you plan on farting around with some of the jobs you've just recieved, you'll probably want to buy one of these knives as they're quite versitile in their use. Poison Dagger 40 / 100% / 0 / FR WR RM TF DK BA NJ / Find: XXIV - Agility +4, 50% chance of attempting to poison target While it may be a mighty fine weapon, I tend not to use any of these classes while it's at its most effective (although this weapon gives these said jobs usefuless) except the Thief, and with them I prefer to use Boomerangs. Behemoth Knife / 78 / 100% / 0 / TF NJ / Find: XXXIII - Strength +8 A pretty awesome weapon. Not only does it provide a much-needed weapon upgrade for the Thief, but also provides equally-needed powre points. Too bad that by the time you get it, I recommend to begin the phasing out of the Thief job. I recommend holding on to this weapon for the game's very last area when I advise having two Ninjas. Air Knife / 89 / 100% / 0 / TF NJ / Find: XXXVI - Air elemental, casts Aero when used as an item, Agility +6 Another weapon I recommend keeping around. It may as well delay the Thief's inevidable decline as it is a quite strong, light, accurate weapon. Dark Knife / 93 / 100% / 0 / TF NJ / Buy: XXXVII (30000 Gil) - Agility +5 Prehaps a valuable asset if it was especially effective against monsters who split on you, but I don't feel this is the case. Also perhaps valuable if it provided Strength or Vitality as the Thief doesn't need any more agility. The fact you can only buy it officially pushes this rating to 'fuggetaboutit' unless you're really trying to master the Thief job. Last Dagger / 110 / 100% / 0 / TF NJ / Find: XLII - Agility +8 A cute little weapon... too bad the Thief is more or less obsolete and you'll have already recieved a couple of more effective dark swords by the time you find this one. Gladius / 130 / 100% / 0 / TF / Get: Thief Card - Agility +20 You reward for mastering the Thief class? This baby. I'm sure it's great, just not worth training the hell out of a Thief. Agility +20? What does a Thief need that much more agility for? To max it out? SWORDS Gold Sword / 5 / 20% / 1 / FR WR RM KN DK / Find: XXV There might be a worthwhile battle use for this weapon. I wouldn't bet on it. You'd be better off taking these to the nearest store and selling the hell out of them so as to keep them from annoying you too much. Long Sword / 10 / 80% / 0 / FR WR RM KN DK / Find: I, II Buy: II You should stumble upon several of these early on rendering the sales of weaponry pretty much moot until you get to those with Mithril in their names. Wight Slayer / 15 / 80% / 0 / FR RM / Find: III - Curative Element Beats the hell out of undeads does it. Also helps, however temporarily, assert early Red Mage superiority (even if they probably should be using bows early on). Mythril Sword / 17 / 85% / 0 / FR WR RM KN DK / Find: IV Buy: IV, V (500 Gil) Although a good weapon from when you come across it, I wouldn't recommend buying any as two are found free in IV and they're only marginally more effective than other weapons (not to mention you'll find more powerful weapons before too long). Serpent Sword / 25 / 80% / 0 / FR WR RM KN DK / Find: XI, XII, Buy: XIII - Deals Thunder damage Quite gnarly. But don't be stupid and buy another when there's already two for free. Tyrfing Sword / 28 / 75% / 1 / FR WR RM KN DK / Buy: XVIII (2000 Gil) A weapon you have to buy that's only slightly more useful than ones you've recieved for free? No thanks. Salamander Sword / 30 / 100% / 1 / FR WR RM KN DK / Find: XVI - Deals Fire damage, Casts when used as an Item in battle Pretty great, I would limit its use in the Molten Cave. Freezing Blade / 32 / 80% / 1 / FR WR RM KN DK / Find: XX - Deals Ice damage, Casts Blizzard when used as an Item in battle Just as great as its firey counterpart, more powerful and less accurate. Use extensively in the Molten Cave. Royal Sword / 50 / 80% / 1 / FR WR RM KN DK / Find: XXI Makes the Knight seem quite studly when you first come in contact with it, that's for sure. It'll also be one of the last weapons they get to hold for quite some time, and it will get to bad-smelling before terribly long. Blood Sword / 55 / 80% / 1 / WR KN DK / Find: XXI - Absorb element, heals 1/6 of total damage If there is a weapon I would have to call the game's Most Valuable, the one swung more often than the others, if would have to be this one. It almost makes using the Knight when that job's equipment is obscenely dated reasonable and desirable. It makes the amount of curative attention the holder requires greatly reduced for a great long time. Because its attacks become of the absorbable element regardless of what else the attack holds, they are healed 1/6 of the total damage, not just of the damage that sword does, so if you're holding a much more powerful weapon along with this one, 1/6 of the total HP is restored. Because of its element, don't go around trying to beat undeads with it: the damage done by that weapon will heal them and the HP that's supposed to heal you will hurt you. Ancient Sword / 80 / 80% / 1 / WR KN DK / Find: XXXVI - Healing element, 30% chance of attempting to enduce Paralysis Kind of a disappointment: whereas back in the day, that first 80 was a 5 but that 30% was a 100% making it very valuable for certain areas of the game. Still, if nothing else, this weapon helps introduce the Knight back into relevancy (even if other weapons found in XXXVI are more powerful). Defender / 95 / 100% / 1 / WR RM KN DK / Find: XXXIII, Buy: XXXVII (16500) - Vitality +5, Casts Protect when used as an item during battle Awesome. Almost worth buying. But not really. I didn't find myself using Protect often (or ever) with this weapon, but that Vitality bonus is always welcome. Break Blade / 125 / 80% / 1 / WR RM KN DK / Find: XLIII - 100% chance of attempting to inflict target with gradual petrification Comes just in a nick of time, at a time when the Knight's weapons are starting to wear thin and even the Blood Sword is feeling its age. Couple this up with another weapon with halfway petrification to perhaps double its speed. Excalibur / 137 / 90% / 1 / FR RM KN / Find: XLIV - All statistics +5 This is one of the reasons I suggest trudging along with a Knight even in time another class could get it done a little easier. It's hard to argue with this power and those statistical bonuses. All this without having to chase some skirt and power-job-level some class through times far above and beyond what is practical. Ragnarok / 140 / 100% / 1 / WR KN DK / Find: XLIV - All statistics +5 This is the other main reason to utilize the services of a Knight when other jobs get it done better. Otherwise, just re-read the Excalibur's explanation now. Onion Sword / 156 / 100% / 1 / OK / Find: Colored Dragons - All statistics: +5 Finding one of these is a long (make it to the final levels of the Crystal Tower), hard (defeat a big bad Color Dragon) and perhaps frustrating (Elixirs, great as they are, come up all too frequently). It's also just for those bratty Onion Kids. Getting the sword is one step closer to revisiting the ultimate glory to the fully-loaded Onion Kid of old. Save The Queen / 140 / 90% / 1 / KN / Get: Knight Card - Vitality, Mind +10, casts Reflect when used as an item in battle. Granted, the Knight already has the Excalibur and the Ragnarok... Well, here's another good one. It's his ultimate weapon. I almost prefer the more balanced statistical distribution of the Excalibur to this (will the Knight really need more Vitality by the time you net him 99 job levels) But this weapon frees up the Excalibur for another class, if nothing else. Onion Blade / 150 / 100% / 1 / OK / Git: Onion Card - All statistics +7, 50% Chance of attempting to cause Death, Darkness, Confusion and/or Poison Hard to argue with all that. Well, I guess having to go through the trouble to job-level the Onion Knight 98 times is a valid argument against. Also troublesome is going through the trouble to get this job in the first place. Still probably easier to get than the Onion Swords, though. Ultimate Weapon / 155 / 100 / 0 / FR WR RM KN DK / Get: A Wi-fi Mission - All statistics +15 I reckon it's as good as it looks. KATANAS Ashura / 100 / 100% / 1 / DK NJ / Find, Buy: XXXVIII (16000 Gil) - Dark element It's saying quite a bit when the weakest weapon of a certain group hits for 100 attack power. Anywho, yeah, it's pretty great, but not great enough to buy because you'll soon find all the Drak Swords you'll need before terribly long. Kotetsu / 105 / 90 / 1 / DK NJ / Find: XXXVIII, XXXIX, XLI - Dark element Well you sure do find enough of these. Kiku-Ichimonji / 115 / 90% / 1 / DK NJ / Find: XXXVIII, XXXIX - Dark element Exactly. Masamune / 132 / 70% / 1 / DK NJ / Find: XLIV - Dark element, Agility +10 Well this gives the Dark Knight some more agility, which they could use (not so sure about how useful that extra speed will be for a Ninja). If combined with a Ragnarok, the Dark Knight could be trouble. Murkamato / 140 / 100% / 1 / DK / Get: Dark Knight Card - Dark element, Agility +20 It's the Dark Knight's ultimate weapon. If you went through the trouble to earn it, you're going to equip it, I reckon. Muramasa / 140 / 90% / 1 / NJ / Get: Ninja Card - Agility +10, All other stats +5, 20% chance of attempting to cause Death, Confusion and/or Poison One of the better special job weapons from the looks of it. STAVES Staff / 3 / 50% / 0 / FR WM BM RM EV MG SU SG / Find: III, Buy: II (40 Gil) You're almost ltierally better off going at it unarmed than whacking away with these prongs of wood. Fire Staff / 20 / 50% / 0 / (same -FR) / Find: VIII, XV, Buy: XIII (3000 Gil) - Intellect, Mind +2, Casts Fire when used as an Item in battle Awesome. Not awesome enough to be worth 3000 Gil at this point in the game, though (although it would should you not have recieved two of them). Ice Staff / 20 / 50% / 0 / (same) / Find: XII, XI, Buy: XIII (3000 Gil) - Intellect, Mind +2, Casts Blizzard when used as an Item in battle Nice. Again, not nice enough to merit to money-spending, but would be if you didn't already have adequate magic wands. Light Staff / 20 / 50% / 0 / (same) / Buy: XIII (3500 Gil) - Intellect, Mind +2, Casts Thunder when used as an Item in battle This is one of about the half dozen weapons I actually recommend buying, but you can arguably get by just as easy without it. It's free uses of a more powerful Thunder attack which should prove useful against many of the enemies you'll encounter soon after first coming in contact with this weapon. Golem Staff / 30 / 70% / 0 / WM RM EV SU SG / Buy: XXIX, Find: XXIX, XXXV, XLI - Mind +3, Break when used as Item, 100% chance of trying to partially petrify A great weapon for those whose self worth comes from white magic. Useful until the end of the game. Rune Staff / 33 / 80% / 0 / WM RM EV SU SG / Buy: XXIX (18000 Gil) - Mind +4, Erase when used as an item in battle An item more useful in battle than the Golem Staff. Renders the Erase magic, which is first obtainable at the same time, completely useless. Only problem is that it costs money whereas other staves are found that are roughly as good (like the Golem Staff) for free. Buy if you want - Erase does look moderately cool if nothing else. Eldest Staff / 85 / 90% / 0 / WM DV SG / Find: XLIV - Mind: +6, Cura as item in battle An ultimate Staff that doesn't require mounds of extraneous training. My only real gripe is that Summoners can't use it, although it's not like the Mind stat is all that useful for them, so it's better off in the hands of a Devout or Sage. Holy Wand / 110 / 95% / 0 / DV / Get: Devout Card - Mind +20, Curaga as item in battle Sweet sassy molassey, imagine the greatness one could achieve (in Final Fantasy III) if somebody cared enough to get this. Would be better if those Mind points were perhaps distributed more evenly across other categories because man Devouts already have mad will power. Sage's Staff / 110 / 95% / 0 / SG / Get: Sage Card - All stats +10 One of the best job-specific weapons out there giving a whopping fifty point bonus, although its lack of spell casting powers don't bode well of this fairly MP retardant class. RODS Mythril Rod / 12 / 60% / 0 / FR BM RM EV MG SU SG / Buy: IV, V (400 Gil) - Intellect +1 Take that intellect and shove it. Go with bows instead for the time this weapon is relevant. Wizard Rod / 20 / 100% / 0 / BM RM EV MG SU SG / Buy: XXIX (20000 Gil) - Intellect +5 An effective Black Wizard weapon... Unfortunately, 20 large is an awful lot to spend on a class I don't recommend using for terribly long while the weapon is effective. Fire Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (10000 Gil) - Intellect and Mind +3, Casts Fira if used as an item in battle The prospect of unlimited Fira casts is quite hard to pass up and at 10000 Gil is a pretty good price. Hard to argue with those statistical bonuses as well. I recommend picking up one additional elemental rod, the Light Rod is probably preferred. Ice Rod / 25 / 70% / 0 / WM BM RM EV MG SU SG / Find, Buy: XXIX (10000 Gil) - Intellect and Mind +3, Casts Blizzara when used as an item in battle Pretty much insert the Fire Rod's explanation here. Difference here is that I certainly do not recommend buying one of these because you find one. Invest in elemental rod diversity. Light Rod / 25 / 60% / 0 / WM BM RM EV MG SU SG / Buy: XXIX (1000 Gil) - Intellect and Mind +3, Casts Thundara when used as an item in battle Pretty much insert the Fire Rod's explanation here. Difference here is that the buy recommendation is stronger since you'll likely be squaring off against more enemies with a Thunder weakness down the road than with a Fire weakness. OmniRod / 93 / 80% / 0 / BM EV MG SU SG / Find: XLIV - Intellect +10, 100% to attempt to cause gradual petrification It's unguarded and it provides a great boost. If you don't use this one, you're either doing some insane tool-assisted speed run or some other wacky challenge or you're just plain prejudiced against attack magic which is pretty okay in the world of FFIII. Lilith Rod / 110 / 90% / 0 / Get: Black Mage card - Intellect +20, Casts Death if used as an item in battle This will push the Black Mage's intelligence nice and high, but it's still a little too little too late. Struggling through times of thin and thinner with a Black Mage just because 'his ultimate item might be worth it' or because of his resemblance to an 8-Bit Theater character you like for some reason, give up all hope now. Although if his intellect is high enough, I suppose I can envision Death halfway reverting to its glory days on the FF3 Famicom. Millenium Rod / 110 / 100% / 0 / Get: Magus Card - Intellect and Mind +10, Casts Blizzaga when used as an item in battle This one's a little more worth it, although I'd still prefer to use several other classes over the Magus if I har a choice. Also, what's a Magus gonna do with that extra Mind score? Use a White Musk or something? BOWS Bow / 10 / 70% / 0 / FR WR BM RM RN / Find: III, Buy: II (100 Gil) - Ranged Just an ordinary bow. Good for the early parts of the game. Until you get a... Great Bow / 18 / 65% / 0 / same as Bow / Find: IV, XII Buy: IV (1200 Gil) - Ranged Can do all the things a Bow can do, except hit 5% less of the time. You can take that 5% accuracy and cram it because it's all about this bow now. By the way, Great Bow? Is it really all that great? I reckon it is for the time you first find it, but not much long soon thereafter. Killer Bow / 26 / 65% / 1 / same as bow / Find: XX, Buy: XIII (4000 Gil) - Ranged Although you can have it quite early where it can be of some pretty good use, why buy when you can soon enough find for free? Rune Bow / 42 / 80% / 1 / RN / Find: XXI - Ranged; Intellect, Mind +2 Now why the hell would a Ranger ever need to add to their statistics that involve magic power? Other than that, the existance of this bow and the various elemental arrows scattered about, all for free, justify use of the Ranger for at least a little while. Selene Bow / 63 / 75% / 1 / RN / Find: XXIX, Buy: XXIII (16000 Gil) - Ranged Skip this one. 16 Hard is not worth it for a class that will soon downward spiral. Even though you do get one of these for free, when recieved, the Ranger's descent is already very close to the point of no return. Yoichi Bow / 70 / 75% / 1 / RN / Buy: XXXVIII (42000 Gil) - Ranged, Agility +5 Let me get this straight: you want me to spend 42 thousand on a bow for a character likely very far behind in the skill department providing a margainlly useful statistical enhancement at best (we all know how important it is the Ranger attacks before the Thief) with disappointing attack power (although improved with new arrows on sale at roughly this same time) only 1/8 more powerful than a weapon I found for free? No thank you. Eurytos Bow / 95 / 75% / 1 / RN / Find: XLI - Ranged, Strength +5 Well at least it's not a complete sucker bet like the Yoichi Bow. Actually this is a pretty good weapon for this part of the game if you've trudged through other areas with a Ranger in the name of Job Skill level. If you haven't, then just have a Ninja throw it. Elven Bow / 109 / 75% / 1 / RN / Find: XLV - Ranged, Agility +5 Another case of too little too late. This bow plus the most powerful arrow (Yoichi Arrow, ATK 40) still equals less attack power than what a Thief or Ninja can enjoy with a Full Moon and a Rising Sun. The Sun and Moon are more accurate to boot. The Sun and Moon are also free and need no additional replacement. The Thief and Ninja's abilities are more useful to boot. Why are you still reading this? Artemis Bow / 122 / 75% / 1 / RN / Git: Ranger Card - Ranged; Agility, Strength +10 If you endure the Ranger long enough to raise the job skill to 99 and you hunt down that blacksmith hoe, you'll get this. Again, this weapon's attack plus that of the most powerful arrow still comes up well short of that of a Sun and Moon (although the power bonus here helps change that). ARROWS Wooden Arrow / 6 / 80% / 0 / FR WR BM RM RN / Find: III, Buy: II (4 Gil) - Ranged, one use Just so we all know, I don't recommend at any point in the game ever spending money on an arrow. You'll find 60 of these if you look in enough chests. That's about 40 more than I have used. Holy Arrow / 8 / 75% / 0 / FR WR BM RM RN / Find: III, XXI Buy: XVIII, XXIII - Ranged, one use, Holy element A pretty good value a just 10 Gil, but still not one worth it as you'll be getting 60 over the course of the game in chests for nuthin. I suppose they have some use later in the game against those various undeads that confront your team. Too bad I don't care enough to try them on them. Iron Arrow / 12 / 75% / 0 / FR WR BM RM RN / Find: IV, Buy: IV, XVIII, XXIII - Ranged, one use Although you only find 20 for free over the course of the game, this is more than enough. Even if they're only 8 Gil a pop. Fire Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Fire element The least great of three elemental arrows. Ice Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Blizzard element The middle of the three elemental arrows. Light Arrow / 17 / 75% / 0 / RN / Find: XX, Buy: XIII (150 Gil) - Ranged, one use, Thunder element The greatest of the three ranged arrows - often hitting weaknesses of enemies during times this arrow's power might be considered formidable. Still, don't buy a single Light Arrow, or any kind of arrow. Sleep Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil) - Ranged, one use, 20% chance of attempting to cause Sleep Are you kidding? You expect me to keep from forgetting about the Ranger for this arrow? Do better. Poison Arrow / 20 / 75% / 0 / RN / Buy: XXXVII (200 Gil) - Ranged, one use, 20% chance of attempting to cause Poison Only 20% chance? Poison is already kind of a negligable status effect so if you want this arrow to be worth consideration, make those odds at least 100%. Medusa Arrows / 23 / 75% / 0 / RN / Find: XIX, XXIX Buy: XXXVII (300 Gil) - Ranged, one use, 15% chance of attempting to cause gradual petrification Remember Medusa Arrows from back in the day? Change that 15% to 100% and remove that gradual and suddenly the Ranger class becomes worthwhile during the game's later points. But at least they're a little stronger here, not nearly worth buying, though. Magic Arrows / 27 / 75% / 0 / RN / Buy: XXXVII (250 Gil) - Ranged; one use; Intellect, Mind +2 Another reason I'm probably a little harder on the Ranger than I probably should be: so much damn typing. Yoichi Arrows / 40 / 80% / 0 / RN / Buy: XXXVIII (400 Gil) - Ranged, one use On the plus side, this one's at least 50% stronger than any other arrow in attack power. On the minus side, its attack power is about 50% short of me giving a toot. BOOKS Book of Fire / 32 / 70% / 0 / SC / Find: XX - Fire element, Intellect and Mind +2 Not so good. Book of Ice / 32 / 70% / 0 / SC / Find: XX - Blizzard element, Intellect and Mind +2 Little better. Still pretty pfeh. Book of Light / 32 / 70% / 0 / SC / Find: XX - Thunder element, Intellect and Mind +2 Very good book until it does obsolete, which happens quite quickly. But still, a Scholar becomes Hell With Spectacles in the Water Cave when holding a couple of these. Tome of Fire / 53 / 80% / 0 / SC / Find: XXIX - Fire element, Intellect and Mind +3 Far too little too late. Tome of Ice / 53 / 80% / 0 / SC / Find: XXIX - Blizzard element, Intellect and Mind +3 Still far too little far too late. Tome of Light / 53 / 80% / 0 / SC / Find: XXIX - Thunder element, Intellect and Mind +3 I can't envision this to be particularly worthwhile even if you will probably be facing hordes of sea monsters in the trials ahead. Use hammers instead. Cognitome / 78 / 100% / 0 / SC / Find: XXXVI - Intellect and Mind +5 Good bonus for that point in the game, but lack of other equipment for this class hurts its usefulness. Omnitome / 130 / 100% / 0 / SC / Git: Scholar Card - Intellect and Mind +10 I suppose this thing has some potential since the Scholar specializes in item using, once they use an oodball item, you might as well up those bonuses to +20. There's also the fact the Scholar seems to gain job levels faster than pretty much every other class. Still though, it doesn't increase their other stats (all of which the job could use very much) and it provides no spell usage. CLAWS Bronze Knuckle / 12 / 100% / 0 / FR MK BB / Find: I, III Just an ordinary fist. I have no otherwise comment. Sonic Knuckle / 28 / 100% / 0 / MK BB / Find: XII, XVI - Agility +2 Equipping two of these will give the Monk a Sonic the Hedgehog-like agility bonus. You know, like that little blue thing to appear in Sonic and Knuckles? Man that was lame. I hope nobody's readding this. Impact Claw / 34 / 100% / 0 / MK BB / Find: XX Yes, it's a pretty strong weapon for this point in the game. The strongest, you can use, actually, up until this point. Does it justify a class change to a Monk? Probably not because the Ice Swords and magicks afoot more than make up for the use brought upon by this weapon. Cat Claws / 42 / 100% / 0 / MK BB / Find: XXIV - Agility +3 Probably not worth changing your party alignmnet to include a Monk if/when you find this. Kaizer Knuckle / 50 / 100% / 0 / MK BB / Find: XXIV Okay, now I suppose it's okay to restart Monk useage. Wyvern Claw / 51 / 100% / 0 / MK BB / Find: XXIV - Agility +4, Wind Elemental It's prety obvious you'll be equipping this, unless the Monk's skill level is high enough to do it all unarmed. If the Monk is attacking before enemies usually, stick with the Kaiser Knuckle plus this one. If you want to hit the enemies before they hit you, it's Catclaw time. Tiger Claws / 82 / 100% / 0 / MK BB / Find: XXXVI - Strength +5 What a time this weapon comes - it's 12 areas between ewapons for the Monk. Of course, by the time this weapon is found and if the Monk has been trained throughout, their skill is likely such that they hit better without fist enhancement than with even with this one's power bonus (of course, finding weapons like this means that class won't get obsoleted). Faerie Claws / 89 / 100% / 0 / MK BB / Find: XXXVII - Intellect, Mind +2 Unless Revenge utilizes the Monk's magic powers, what do they even have a Mond and Intellect stat for? You'll probably prefer the Tiger Claws' strength bonus to this weapon's seven additional attack points if you're using weapons for the Monk at all. Metal Knuckle / 100 / 100% / 0 / MK BB / Find: XXXVI Nothing fancy. Just a metal prong you attach to yur fist. Awesome. Dark Claws / 115 / 100% / 0 / MK BB / Find: XXXIX A fist with 115 attack power. It is what it is. Hellish Claws / 121 / 100% / 0 / MK BB / Find: XLIII - Vitality +5, 50% chance of attmepting to cause poison status It's pretty much as good as the other weapons found in the Maze if you're not skilled enough to be hitting harder unarmed. You may wish to sacrifice some attack power for the vitality bonus and the chances to poison, but not much. AXES Viking Axe / 33 / 70% / 3 / WR VI / Find: X Notable because this is your introduction to heavy-ass weapons. In spite of attack power not likely to be matched by a single weapon for several sections, you'll probably find the lighter, more accurate but weaker swords and knives found are better for a Warrior than this hefty basher. This pattern of weight and wildness continues throughout the axe and hammer family. Although sometimes they're worth it, though. Battleaxe / 65 / 70% / 3 / WR VI / Buy: XXIII (Buy: 7400) Boy is this expensive, but worth it if you plan on using a Viking right after you fight recieve the class. It's, by kind of a wide margin, the most powerful direct weapon you can hold at this point in the game (the bow you can buy doesn't really could because you have to double it up with a much weaker arrow), another pattern you'll find this weapon family follow over the course of the game. Dual Tomahawk / 73 / 70% / 3 / WR VI / Find: XXXVI This is one of the exceptions to that rule that state such weapons will be the most powerful and least among among those founs in the same area. This one only follows the creed stating it'll be heavier and relatively inaccurate and I don't think you should alter your party because of its discovery. Rune Axe / 110 / 75% / 3 / WR VI / Buy: XXXVII (35000 Gil) - Intellect and Mind +2 Because we all know how mentally-oriented axe users are. Anywho, I don't particularly recommend axe-wielders when you come upon this store, and if I did, I'd still pass this one up because you'll find other, stronger such implements for free before terribly long. But hey, and axe with 75% accuracy. That's gotta count for something. Demon Axe / 116 / 70% / 3 / WR VI / Buy: XXXVIII (40000 Gil) - Strength, Vitality +2 Insert Rune Axe's explanation here with a more useful stat bonus. Dual Haken / 122 / 70% / 3 / WR VI / Find: XLIII - Strength +3 Although I prefer pretty much every other weapon found in the game's final areas to this one, it's still something obviously worth getting if you're utilizing the services of a character specializing in such weaponry (which I do not particularly). Giant's Axe / 155 / 75% / 3 / WR / Get: Warrior Card - Strength +20, Earth element Well this almost makes the Warrior class worth it, dunnit? HAMMERS Hammer / 55 / 70% / 3 / VI / Find: XXIV - Thunder element, Vitality +1 I suppose this keeps you from needing to spend money on two axes if you wish to use the Viking as soon as you get the class. Dragon Hammer / 70 / 70% / 3 / VI / Find: XXIX - Thunder element, Vitality +4 Now go wail on some sea monsters. Triton Hammer / 110 / 75% / 3 / VI / Find: XXXVI - Thunder element, Vitality +2 The sea monsters are right there. Go now. Go. Platinum Hammer / 115 / 70% / 3 / VI / Find: XL - Thunder element, Vitality +3 I actually recommend doing the parts where other, more powerful hammers around found before doing the place where this is found, so I reckon there's a good chance this weapon will be hammered to death when you get to it. Blessed Hammer / 120 / 70% / 3 / VI / Find: XXXVIII (2) - Thunder element, Vitality +3 Two of these babies? Pretty much makes the Viking useful for this part of the game, something. I'd still probably rather not. Mighty Hammer / 145 / 80% / 3 / VI / Get: Viking Card - Thunder element, Vitality +20 Can you say Hammer time? So can I. Seriously though, if you went though the trouble to get this, what are you going to do, not use it? As far as class mastery weapons are concerned, this one ain't bad, but does the Viking really need to get any tougher? How about some speed or some power (although his power should also pretty much be maxed out by the time you earn this baby). SPEARS: Thunder Spear / 45 / 90% / 1 / DR / Find: XXVII, Buy: XXIII, XXVII (8000 Gil) - Wind and Thunder element, casts Thunder if used as an Item in battle Use the ones found for free on the big bird and sell them. This is the only Thunder Spear-related shenanegan you should do the entire game. Perhaps arguments can be made for an underwater event, but those arguments fail because of the weakness of this weapon. Wind Spear / 53 / 90% / 1 / DR / Find, Buy: XXVII (10000 Gil) - Wind element, casts Aero if used as an item in battle What's with all these spell uses of items for heavy attackers? Even if fighting enemies with high physical defense, it's not like you're ever going to go through the trouble of selecting Item if you don't need to. Anywho, if you're feeling unconfident going into that battle with the big bird, you can buy another one of these, but 10Gs is quite alot to drop on just a single battle. Heavy Lance / 84 / 90% / 1 / DR / Find: XXXV - Wind element Unless you really like Dragoons, I can't say as though I particularly recommend ever using this one. There's the Blood Lance which I advise picking up before this one, so unless you're feeling Dragoon-happy, this one's likely to be collecting dust in your inventory. In a strange twist of irony, the Heavy Lance... isn't compared to some of its more powerful counterparts. Blood Lance / 95 / 90% / 2 / DR / Find: XXXIII - Wind, Regenerative element A weapon that basically launches the Dragoon into relevancy - no pun intended. Although quite heavy, it's quite powerful and it's restores 1/6 of the total damage. Works just lke the Blood Sword except it's heavier, more powerful and obtained much later in the game. If you wanted to justify using the Dragoon, all you'd need to say is 'Blood Lance' to reasonable person and they'll be completely convinced. Well, the average reasonable person probably wouldn't know what you're wafflin' about. Screw 'em. Trident / 108 / 90% / 1 / DR / Find: XXXVI - Wind element Tear through the Pteryon and get it - if not for the experience than for a weapon to throw/sell. But if you have a Dragoon or two, strap it on and go buck wild. Dragon Lance / 117 / 90% / 1 / DR / Buy: XXXVII (40000 Gil) - Wind element A weapon that is roughly 9% stronger than one I will probably end up getting for free (but decidedly lesser than its bloodied counterpart for obvious reasons)? No thanks. Unless you're insistent on both using Dragoons and bypassing the cave the Trident's found. In which case, here you go, that'll be 40000 clams, retard. Holy Lance / 125 / 90% / 3 / DR / Find: XLII - Holy/Wind element, casts Holy when used as an Item in battle The legendary Holy Lance. Less legendary if you managed to pilfer a Gunge from Odin. But still, Holy + Blood Lance is a pretty good combo that won't fully age until the very last areas. Gungnir / 140 / 90% / 3 / DR / Find: Odin - Wind element, Strength and Agility +10 Look at it. I probably don't need to tell you how good it is. Only problem is that getting it will likely be a pain in the rear end causing either frustration (see if a moderately-skilled Thief can get it, if not, gotta turn it off, go through the Catacombs and try again) or major detours (a very skilled Thief, which you probably wouldn't train independently, is needed to backtrack here when weapons nearly as impressive have been acquired thus drastically reducing its value). If you do manage to get this weapon when I regularly suggest trudging though the Catacombs, it will put the battle of the classes decidedly in favor of the Dragoon. Magic Lance / 145 / 90% / 3 / DR / Recieve: Dragoon Card - Wind element, +20 Strength This plus the Gungir? That's one BAD Dragoon. Although carrying two of the heaviest weapons possible reduced the bad by a little, but still a significant force. THROWN WEAPONS Boomerang / 40 / 85% / 0 / RN TF NJ / Find: XXIX, Buy: XXIII - Ranged If you plan on using a Thief, which I recommend, might as well pick up two of these since by the time you find one, much of their value will have eroded by the time you find one while looting Saronia. Chakram / 50 / 85% / 0 / RN TF NJ / Find: XXXVI - Ranged I actually recommend ignoring the hell out of this one since you'll find interesting stat-enchancing Knives for a Thief, and Rangers, come now. Rising Sun / 70 / 85% / 0 / TF NJ / Find: XLII - Ranged An interesting concoction. If there was another weapon almost this one's equal easily attainable at this point in the game, I'd say this is pretty good. But lo, I prefer the Dark Swords for a Ninja and completely benching the Thief at this point. Moonring Blade / 110 / 85% / 0 / TF NJ / Find: XLIV - Ranged Well it's guarded by Hein's palette-swap, so it'd better be good. And it is. Give this to a Ninja and send them to the back row with a Masamune sacrificing some of the latter's defensive power and watch them take hits half as proficently as a Knight in the front row. BELLS Diamond Bell / 42 / 100% / 0 / GE / Find: XIV, Buy: XVIII (4500 Gil) On the one side, this is a bell that really pops 'em. You first come in contact with this one at a time most of your guys have weapons half this strong. On the other side, each one is 4500 Gil and there's a good chance you won't want to drop this much on a character best trained by using magical attacks. I advise buying one and then taking the other from the Sewers. By the way, why's such a big bulky bell hitting with a 100% accuracy rating with Earth Bell / 88 / 100% / 0 / GE / Find: XXIX - 50% chance of attempting to cause Paralysis What an awesome weapon. It's literally a half dozen areas I recommend visiting before you'll find a stronger weapon (and that weapon is the Rune Bell... Actually, no, but it could very well be). And this is supposed to be a magic-oriented class. Rune Bell / 98 / 100% / 0 / GE / Find: XXXV, XXXVII Pretty much turns your pajama-clad earth hippie into a straight up butt- kicker. Although I find it a tad unusual that a weapon with Rune in its title given to a character usually considered magical in orientation with no Intellectual bonus or magic spell use while beefier heavy fighters find magically-tinged weapons, Intellectual statistical bonuses and free uses of a spell. Blessing Bell / 130 / 100% / 0 / GE / Get: Geomancer Card - Holy element; Agility, Mind and Intellect +10 Indeed. Worth extrraneously training for? Nah. Not likely. HARPS Madhura Harp / 60 / 100% / 0 / BA / Buy: XXIII, XXVI (10000 Gil) - Mind +5, Minne (Protect on all Allies) Pretty great. I recomend picking one up if you plan on doing the Bard thing (which I recommend for much of the game) Loki Harp / 60 / 100% / 0 / BA / Find: XXXVI, Buy: XXVI (10000 Gil) - Mind +5, Minuet (Haste on all Allies) Haste on all allies? Are you kidding me? Granted, it might be a diluted version of the spell, especially weak when you first find it (effectivness goes up with experience and skill levels), but man, how can you not at least somewhat get behind that? Buy one of these and a Madhura Harp and alternate between the two (since both effects last two turns). Lamia Harp / 60 / 100% / 0 / BA / Find: XXXIII, Buy: XXVI (12000 Gil) - Mind +5, Requiem (Damages all enemies), 50% chance of attempting to cause Confusion upon attack I'd skip this one. The confusion rarely works (as is per usual with effects that come upon attack) and Requiem isn't all that powerful. Dream Harp / 60 / 100% / 0 / BA / Buy: XXVII (12000 Gil) - Mind +5, Paeon (Kind of like Cure spread out across the party), 50% chance of attempting to cause sleep upon attack This is a pretty good one, although don't expect it to eliminate a dedicated healer in the more intense battles. It can provide as a probably adequate substitute for a healer in regular battles and areas without bosses. Appollo Harp / 60 / 100% / 0 / BA / Buy: XLIII (60000 Gil) - Mind +10, Elegy (Casts Reflect across the whole party), 50% chance to attempt to cause Death upon attack Causes Death does it? Although I haven't seen it work, (could be that because by the time you get it, most enemies you'll see are strong against instant kill attacks), it sounds pretty great. Reflect is also quite nice, renders magic users much less powerful. Although I can only envision myself really using this thing in just a couple of battles (a couple of the bosses really late), it can make those battles much easier (although I don't find any of those battles particularly difficult). There's also the fact I forego Bard at this point in the game. Personally, I'd bypass this weapon. ARMOR ***** Armor statistics will be listed in the following order: Name / Attack Defense / Magic Defense / Weight / who can wear / how and where to obtain - Other noteworthy details (if necessary) Personal commentary BODY ARMOR Vest / 1 / 1 / 0 / All Jobs / The first character begins the game with this Just an ordinary set of clothes. Get someting better. Completists beware: this is the only one of these you'll find over the course of the game. Rusted Armor / 1 / 0 / 1 / FR WR KN DG VK DK NJ / Find: XXIX If this was one of those games where a good many items are forged from other items, this is the type of item that could be crafted to form something great. Unfortunately, this is not the case and it'll end up in a Fat Chocobo likely becoming even Rustier. Leather Armor / 3 / 1 / 0 / All Jobs / Characters begin with it, Buy: II (90 Gil) Buy one of that vested character mentioned earlier. Mythril Armor / 10 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Buy: V, VI (350 Gil) Quite a sturdy breastplate for this point in the game. Get them for whoever can equip them. Mage Robe / 13 / 22 / 0 / all magic classes / Find: XV, Buy: XIII (2000 Gil) - Intellect, Mind +1 Wow, look at that Magic defense. Those are some unmatched figures (by most heavier armors). It's quite effective for quite a long time (although not long enough). Shell Armor / 18 / 19 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI, Buy: XIII (1250 Gil) The one found in the shrine should suffice, unless you're feeling Red Mage happy (you shouldn't). Ice Armor / 20 / 10 / 1 / FR WR RM RN KN TF DG VK DK / Buy: XVIII (2400 Gil) - Increases resistance to Fire, decreases resistance to Ice Pick up at least one of these after you finish XIX (prominent enemies during XIX will throw ice attacks at you). Kenpo Gi / 20 / 8 / 0 / FR MK BB NJ / Find: XII, Buy: XIII, XVIII (2000 Gil) - Agility, Vitality +1 This would be a pretty awesome outfit to buy - if you didn't already find one for free. Utilizing the services of two Monks? Only if you want the game to suck. Scholar Robe / 20 / 23 / 0 / FR SC / Find: XX (2), Buy: XXIX (5500 Gil) - Intellect, Mind +2 The hell you need more than one of these for? Anywho, it is quite a useful garment when you first get it, one of the reasons the Scholar is as respectable as they are when the class is first recieved. By the time you are able to buy this thing, though, the class is already out of style. Firemail / 21 / 11 / 1 / FR WR RM RN KN DG VK DK / Find: XVI Buy: XIII (2400 Gil) - Increases resistance to Ice, decreases weakness to Fire The Flame Mail (name shortened above to make the line 80 characters) is to be treated just like the Ice Armor, but I don't recommend buying any of these. Also, this is the most powerful of the 'lesser' heavy armors, the ones used by not usual heavy armor classes. Knight Armor / 25 / 7 / 1 / FR KN / Find: XX Doesn't provide much of anything in terms of magic defense, but that physical defense is second to none when you do come upon it. Had better be, because the only armors you'll be stumbling upon in the near future are not those suitable for Knights. Black Garb / 30 / 18 / 0 / FR MK RN TH BB NI / Find, Buy: XXIII (5000 Gil) - Agility, Vitality +2 How could a simple black outfit be lighter and more protective than a big ol' suit of Knight's Armor? I don't know either, but this is still one fine apparatus, although not really worthy of buying considering one is hidden in the grass of the same place you buy it. Reflect Mail / 30 / 30 / 1 / FR WR RM KN DR VI / Find: XXXV, XXXVI, XXXVII, XL Protects against Petrification, Minimization and Darkness; Intellect and Mind +2 This is pretty much the body guard of choice of armored party members if fighting against enemies whose most fearsome attacks are magical in nature. In other words, it'll sit and rot in your inventory until the very last fight in the regular game, and even then I don't recommend using any of the classes that can use this. Would've been better if acquired sooner. More or less a Red Mage's dressing. Interesting fact: it's the only body guard that mollifies the tide of any effect. White Robe / 31 / 45 / 0 / FR WM RM SC EV BA DV SU SG / Buy: XXXVII (27000 Gil) - Mind +5 Finally, about time the White Mage recieved an upgrade. Likely the last armor you'll buy. This will likely be your third character armor for the rest of the regular game. I can't say enough about it, then again, I don't have a whole lot to say about it. Black Robe / 31 / 45 / 0 / FR BM RM GE EV MG SU SG / Buy: XXXVII (27000 Gil) - Intellect +5 Insert previous comments here with a black twist to them. Bard Vest / 32 / 28 / 0 / FR BA / Buy: XXVI (5500 Gil) - Agility, Mind +2 A steal if you plan on using a Bard, which you should. Unusually durable, arguably lasts until at least XXXVI, if not the entire game (not that I advise using a Bard for quite that long, though). Black Belt Gi / 33 / 18 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (6000 Gil) - Agility, Vitality +3 Well I'd have preferred if this baby had given power instead of speed, but whatever. You don't get this until long after you're first introduced to it in the stores, so if you're intent on using a Monk, spring the six grand. Dragon Mail / 35 / 13 / 1 / FR DR / Find: XXVII (2) I really have no comment other than if you plan on using a Dragoon or three, you will obviously want to use this until you start running into Diamond gear. Gaia Vest / 35 / 25 / 0 / FR GE / Find: XXIX, Buy: XVI, XXIX, XVIII (7600 Gil) - Vitality +3 A very tough tunic for a class that could use it. Perfectly situated for this job: very high defensive powers for when you first find this, a time when the Geomancer is probably best a frontline fighter; lesser defensive powers later on when the Geomancer's attack power become less formidable, but still enough if you put them in the back row. Although you'll probably perfer a Black Robe when you have access to it. Viking Mail / 36 / 5 / 1 / VI / Find: XXIX, Buy: XXVIII (8000 Gil) 8000 Seems like quite a bit for something that provides no statistical bonus and falls in the bottom 15% of magic defense in terms of body armor. These negatives are compounded when you consider it's obtained for free and the Viking isn't terribly essential before the point you can take it from a chest. Only buy if you must use a Viking when you first get the class. Demon Mail / 38 / 17 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (2) (25000 Gil) Well finally some armor for the Dark Knight. Other than that, I make no other comments except don't buy it as two set of armor found free is one more than I ever recommend putting on. Diamond Mail / 40 / 19 / 1 / FR WR KN DG VI / Find: XXXIII, XXXVI Buy: XXXVII (33000 Gil) - Resists lightning Finally, an armor that gives the Knight the armor he needs to be the defensive stud you're paying him to be. Oh, and the armor is pretty good as a defensive barrier as well. Genji Armor / 45 / 22 / 1 / FR DK NJ / Find: XXXIX A much needed heavier armor of Dark Knights and Ninjas. That's all I have to say about that. Fuma Garb / 47 / 30 / 1 / MK TH BB NJ / Find: XLIV, XLV - Agility, Vitality +3 The best body armor for Ninjas, Thives and Monks. Not a bad one, but if this is the most powerful body armor for certain classes, maybe you should expect a little more. Crystal Mail / 55 / 24 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (65000 Gil) It's Crystal armor. In a Final Fantasy game. You -know- how good it is. Although I know I'd have personally liked to have seen its magic defense a little higer than 24, but you know how that goes. Onion Armor / 60 / 40 / 1 / OK / Find: Color Dragons - All stats +5, Guards against all status effects You know how awesome Crystal Armor's reuptation is? Well this armor is actually that good. Only problem is that you have to fight Dragons to get it and they only have like a 0.000777% chance of dropping it. You also have to use the statistically awkward (but oh so cute) Onion Knight to make use of it. Still, you need to admit it's hard to argue with this thing's power. Angel Robe / 45 / 45 / 1 / WM / Get: White Mage Card - Mind +20 Although a very useful class, not nearly useful enough for me to use regularly when their armor wears too thin, and certainly not a class I would prefer over the Devout knowing this. Still, that's some great defensive power we've got here. Not sure she needs all that Mind because by the time you get it, you're likely to have a very high Mind stat as is plus the various Mind-boosting items you'll have come in contact with. Crimson Vest / 50 / 25 / 1 / RM / Get: Red Mage Card - All statistics +10 Man, I feel like I'm wasting my time getting the Red Mage's skill level to 10, much less to 99. But hey, I hear many people out there really like this class, and if this is you, maybe leveling up to get this item might be worth it. Too bad that Crystal Mail you find in a chest is almost as good as it. Master Dogi / 54 / 23 / 1 / MA / Get: Black Belt Card - Agility, Mind +10 I don't know why this thing gives the Black Belt mental power. Maybe their power build-up uses mental power. Maybe it's because by the time you can get this, his strength and vitality are pretty much maxed out. I know, like the Black Belt's non-mastery best armor, I'd have liked for it to provide more base protection - the Fuma Garb arguably protects better than this thing. SHIELDS Leather Shield / 2 / 1 / 0 / FR WR RM KN TH DR VI DK NI / Find: I, III, V Buy: II (40 Gil) - Guards against Poison Put this on when you find it while walking through I. The Long Sword you find will pretty much take down all the enemies you'll encounter there in a single hit. Any other weapon is overkill. Mythril Shield / 3 / 3 / 1 /FR WR RM KN TH DR VI DK / Buy: IV, V (180 Gil) - Guards against Darkness and Confusion If only this thing would've come at the start of section III, when over the next three sections, enemies would attempt to blind you quite frequently. No. Instead it's offered just after that when such moments are much more rare over the course of the game. Ice Shield / 6 / 4 / 1 / FR WR RM KN TH DR VI DK / Buy: XVIII (1800 Gil) - Protects against Death, Paraylsis, Sleep; Reducse Fire damage, increases Blizzard damage A pretty good item to have for the Molten Cave, although not essential. Heroic Shield / 9 / 6 / 1 / FR KN DR / Find: XX, Buy: XXIII (3500 Gil) - Guards against Petrification, Toad, Mini, Darkness, Poison, Sleep, Confusion; All Stats + 1 Phew, what a long list of protections. What we really need is Paralysis protection (against the Roepers and such of the Water Cave) and Death guard (okay now we're getting greedy) and we've got a bonafide Ribbon on our hands. Too bad Vikings can't use it because man that'd be rocking. Take this into the Water Cave if you're feeling conservative. Demon Shield / 12 / 8 / 1 / FR WR DR VI DK / Find, Buy: XXXVIII (12500 Gil) - Protects against Toad and Darkness Consider this the opposite of the Heroic Shield: Knights can't use it, provides scant protection against status effects and no statistical increases. Diamond Shield / 14 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI Buy: XXXVII (18000 Gil) - Protects against Petrification, Death and Darkness; reduces Thunder damage Is it worth giving up some 80 points of attack power for 14 points of defensive power? Not usually. Aegis Shield / 16 / 17 / 1 / FR RM KN DR VI / Found: XXXV, XXXVI, XL - Protects against all negative status effects, Mind +4 Another shield with some serious potential, although I'm not sure just how much you'll be using it since by the time you get it, other weapons available for these class will cross your path, ones with attack powers nearing triple digits. Why protect yourself against a status ailment if you can defeat that enemy because of holding another weapon before they attack? Genji Shield / 18 / 13 / 1 / FR DK NI / Found: XXXIX - Protects against Gradual petrification, Petrification, Toad, Mini, Darkness, Poison, Confusion A shield more awesome than most, but still perhaps not worth equipping right away. It does provide all sorts of status effects like the Aegis Shield. In fact, if you're feeling frisky and slothful, this shield could make for an adequate substitute for a Ribbon if you don't feel like getting one of those for a Ninja, especially true if this is the battle where they don't do anything but throw stuff. This isn't something I suggest - replacing the Ribbon with this - but still something you'll likely want for that battle. Crystal Shield / 20 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (50000) - Protects against Gradual Petrification, Petrification, Toad, Mini, Darkness, Poison, Paralyzation If only this offered significant statistical bonuses, then we might be in business, but I really didn't find myself using this a whole lot. There aren't a whole helluva lot of enemies that hit you with status depressers often enough that late in the game, and its usefulness deteriorates even more when you start coming across Ribbons. Onion Shield / 30 / 30 / 1 / OK / Find: Color Dragons - Protects against all status effects, All statistical perameters +2 Final a shield almost awesome enough to be worth cutting your attack power in half. If all your other awesome weapons are being used by other characters and you do happen to stumble upon this, then use it. If not, times two your attack power. HEADGEAR Leather Cap / 1 / 1 / 0 / All Jobs / Find: I, Buy: II (15 Gil) Definately a good buy for those who don't have one. Although, you find one in a chest for free for the one doesn't have one and the other characters begin with one of these. Oh well. If only all helms cost 15 Gil per point of magic and physical defense. Mythril Helmet / 4 / 3 / 1 / FR WR RM RN KN TH DR VI DK / Find: V Buy: V, VI (130 Gil) You get one for free. Buy another if another can use at this point in the game. I shouldn't have to tell you this. Shell Helm / 6 / 5 / 1 / FR WR RM RN KN TH DR VI DK / Find: XI Headgear upgrade. Worth getting if you're utilizing the serives of those who can use it. Headband / 8 / 3 / 0 / FR MK BL NJ / Buy: XIII (1200 Gil) - Strength and Vitality +1 The sturdies helmet ofr this point in the game - not too often can this be said about martial artist gear. Buy, buy, buy! If you're using a Monk, that is. Ice Helm / 10 / 6 / 1 / FR WR RM RN KN TH DR VI DK / Buy: XVIII (1200 Gil) - Protects against Fire, increases damage against Ice Quite a versitile little helm, you may wish to buy two just for flexibility purposes. More likely you'll only need/want one. Feathered Cap / 10 / 16 / 0 / All Jobs / Buy: XXVI (6000 Gil) - Agility +2 Nearing necessity for the real mage types considering this is one of just three Caps they are able to wear. You'll probably want two. Scholar Hat / 11 / 16 / 0 / FR SC / Find: XX, XXIX, Buy: XXIX (7500 Gil) - Intellect +1 Another exceptional hairpeice when you first come in contact with it, greatly enchancing the value of the Scholar however temporarily. Black Cowl / 15 / 10 / 0 / FR MK RN TH BL NI / Find, Buy: XXIII (4000 Gil) - Agility +2 Once again a really good buy: a versitile helm for classes often lacking in good headgear. You get a speed bonus to boot. Only thing is that one is found for free, and this should suffice. Chakra Band / 17 / 11 / 0 / FR MK BL NI / Find: XXXVII, Buy: XXIII (4500) - Vitality +2 This one is quite borderline. I'd probably say sure, go ahead and buy it if you're in a Monk sort of mood. Although one free one is found, when it is found, it has lost a great deal of its effectiveness. Dragon Helm / 18 / 9 / 1 / FR DR / Find: XXVII (2), XXIX No comment. Viking Helm / 19 / 5 / 1 / VK / Find: XXIX, Buy: XXIX (5500 Gil) Like with the Viking Armor, maybe you don't want to spring for some armor that provides no statistical bonuses and lacks respectable magic defense. You're also gonna get this one for free at a time when the Viking becomes much more valuable. Buy only if you wish to get all Viking on 'em when you first get the class. Diamond Helm / 21 / 10 / 1 / FR WR KN DR VI / Find: XXXIII, XXXVI Buy: XXXVII (20000 Gil) - Resists lightning You find two of these. Awesome. Ribbon / 23 / 20 / 0 / All Jobs / Find: XLIV, XLVI (4) - Resists all status effects Look at all that protection. Not only is this peice of cloth somehow more durable than most heavy helms, it's more protective against magics than all of them. You're going to want to get all of these if nothing else for the experience that comes with fighting Ninja/Clones, but for at least one battle - yes even the heavier fighters. Genji Helmet / 25 / 15 / 1 / FR DK NI / Find: XXXIX Finally some headgear for the Dark Knight. What you were going into the cave with an Ice Helm? Better than othing I suppose. Crystal Helm / 31 / 17 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLIV (50000 Gil) Second most formidable helm to the Ribbon. Onion Helm / 40 / 40 / 1 / OK / Find: Colored Dragons - Resists all status effects, Mind and Intellect +5 A formidable helm indeed, moreso than the Ribbon, but because getting it is quite a pain in the rear end, let's pretend it doesn't exist. Unless you actually get it. Royal Crown / 33 / 36 / 0 / EV / Get: Evoker Card - Intellect, Mind +10 Does the Evoker haev use during the later parts of the game? I reckon not a whole lot. Yes, there are a number of enemies with very high HP counts, and rendering them sleepy or paralyzed for the duration of the battle is probably better than whatever other magic you can throw at it. However, in my experiences with funny effecty stuff, successes tend to be low. Plus, you have to give up the Ribbon to use this one, and that's just not worth it. Ballad Crown / 35 / 34 / 0 / BA / Git: Bard Card - Vitality, Mind +10 Well the Bard might actually be worth the time to train, unlike the Evoker. Like the Evoker, though, I just don't envision myself giving up that status protection even if status effects may not quite be the troublesome details they are elsewhere. ACCESSORIES Bronze Bracers / 1 / 1 / 0 / All but DK / Find: I (2), Buy: II (80 Gil) You find two. This should be sufficent explanation. Mythril Bracers / 2 / 4 / 0 / All magic jobs / Find: VIII, Buy: IV, V (120 Gil) - Intellect and Mind +1 Assuming you're using two magic oriented jobs, buy one when you first can. You should be able to find another for free. If not, make that ultimate commitment (suicide) and stop dumbening the gene pool! Mythril Gloves / 3 / 1 / 1 / All fighting jobs / Buy: IV, V (120 Gil) Yeech, actually worse than the Bracers by an almost visible amount. But buy one anyway. It'll have to do for kind of a while. Gauntlet / 8 / 4 / 1 / FR WR KN DR VI DK NI / Find: XX - Strength, Vitality +1 A pretty great armguard that's effective for a pretty long time - although not quite long enough. Thief Gloves / 11 / 8 / 0 / FR TH NI / Find, Buy: XXIII (2500 Gil) - Agility +3 Finding this baby makes the Thief's status jump from good to great at the time you get it. Just don't go around buying one because it's a tad unbecoming for a Thief to spend money on something they can find for free. Rune Bracers / 11 / 13 / 0 / all magic classes / Buy: XXVI (5000 Gil) - Protects against Petrification, Toad, Mini; Intellect, Mind + 2 Buy one of these for each one of your mage-types as soon as possible, which I hope is no more than two. Quite strong for a little bracelet if I say so myself, and effective (or at least the best available for a very long time). Power Bracers / 13 / 9 / 1 / FR WR MK RN KN TH DR VK BL NI / Find: XXIV - Strength and Vitality +2 Another excptional bracer, this time for the big boys. I like to keep this one in my inventory just in case I'm for some reason short on heavy gloves. In case the impression isn't already there, yes, those big boys will be a tad short on premium armguards in the near future. Diamond Bracers / 13 / 16 / 0 / FR WM BM RM SC GM EV BA DV MG SU SG NI / Find: XXXIII, XXXVI, Buy: XXXVII (10000 Gil) - Intellect and Mind +3, resists lightning Blah Blah, Bracer upgrade, how much longer can I talk about this? Diamond Gloves / 15 / 7 / 1 / FR WR MK RN KN TH DR VI DK BL NI / Find: XXXIII, XXXVI, Buy: XXXVII (15000 Gil) - Strength and Vitality, +3, resists lightning Seriously now? Protect Ring / 18 / 18 / 0 / All Jobs / Find: XXXIII, XLIII - Resists Fire, Thunder, Ice, Wind and Light; All Stats +2 An ultiamte arm guard, of sorts. Just look at those figures and tell me you're not impressed. Made largely for little guys, though. Genji Gloves / 20 / 14 / 1 / FR DK NI / Find: XXXIX - Strength, Agility +4 Well obviously if you know an item is gonig to be among the best, and sometimes only, ones for that class if it has Genji in its title. Crystal Bracer / 30 / 15 / 1 / FR WR RM KN DR VI DK / Find: XLIII, XLV Buy: XLVI (50000 Gil) - Strength, Vitality +4 And you know something's even better if it has Crystal in its title. Onion Gauntlet / 50 / 25 / 1 / OK / Find: Color Dragons - Resists Blizzard, Fire, Thunder, Wind and Light; Resists all status ailments; All statistics +3 Of course, all things pale compared to that which has Onion in its title. Celestial Glove / 40 / 18 / 0 / FR / Get: Freelancer Card - All statistics +15 Although, the class-specific items aren't too shabby themselves. For those disappointed in the lack of oomph in the Freelancer class (compare to the Suppin class of Final Fantasy V), well, give them one of these, an Ultimate Weapon and an Excalibur, and try to tell me this doesn't make them rock harder than Norah Jones. Shura Gloves / 45 / 19 / 0 / MK / Get: Monk Card - Strength +20 Yeah, pretty much maxes the hell out of his power stat, I guess. That's pretty useful. Still which it'd guard against magic or effects better. Astral Bracers / 47 / 20 / 0 / SU / Get: Summoner Card - Resists Blizzard, Fire, Thunder, Wind and Light; Intellect and Mind +10 A totally rad item for a totally rad job. But is it really worth the trouble? Eh, not bloody likely. MAGIC ***** Magic will be listed like so: Level Name of spell / who can use / found, bought - What it does Other explanation; I wish I knew the exact accuracy and strength of the spells here as I'm sure they have exact (or at least a range of) values. While interesting, this is certainly not vital information. WHITE MAGIC L1 Cure / FR, WM, RM, KN, SC, DV, SG, OK / Find: II, IV, Buy: VI (100 Gil) - Restorative element, slightly restores HP to one or all targets It's of a restorative element, so it hurts undeads. It's a pretty valuable spell for what it's worth - it's one of the fe wlower-level magic spells to have actual value for the entire game as well as out-of-battle value. I don't imagine needing more than the two that are found, though. L1 Poisona / FR, WM, RM, SC, DV, SG, OK / Buy: II (100 Gil) - Removes poison state Sure, what the hey, get one, although it's not essential. It's not like Antidotes are super rare or anything. I'd buy it when you first can because man it would suck quite a bit to return all the way to Ur just to get one non-essential but useful spell. L1 Sight / FR, WM, RM, SC, DV, SG, OK / Buy: XIII (100 Gil) - Displays on map (top DS screen) locations of all events donted by Roman numeral in this guide Moderately useful. Could've been moreso if the game didn't already display places you've previously visited, but still a steal at 100 Gil. L2 Aero / WM, RM, SC, DV, SG, OK / Find: VII, Buy: VIII (700 Gil) - Deals wind-based damage to target/s. A tad more powerful than Fire/Blizzard. Git those birds outta the sky! Very useful on the mountain you find it, too bad you're pretty much at its peak before you collect it. What you need more than one of these for is beyond me. L2 Toad / WM, RM, SC, DV, SG, OK / Find: XV, Buy: XVII (700 Gil) - Turns target/s to/from toad state (while in toad state, statistics are greatly reduced and the only spell that can be cast is Toad Remember this spell from the Famicom days? Remember how it used to be, well, good and stuff? Remember how it used to justify effect magic? Well it's not longer that useful for that long. Instead of being an-insta killer, it's now only something that changes the target's shape. Although it's all but dead at this point, but the fact the game makes you go through this trouble says something... about society. Or not. It also used to be effective on pretty much every regular encounter in the game. These days... It's pretty much a regular bodily-altering effect spell. That is all you need to know. But hey, it's free and essential for two parts of the game. L2 Mini / WM, RM, SC, DV, SG, OK / Find: VII, Buy: XVII (1000 Gil) - Changes size of target/s. When shrunken, again statistics are greatly disadvantaged, although if you're only minied and not a frog, you can regularly makes use of magic Insert Toad explanation here. L3 Cura / WM, RM, SC, DV, SG, OK / Find: VIII, Buy: XIII, XXXII, XXXVIII - Restorative element, roughly three times as powerful as Cure I actually recommend dropping 1500 clams on another Cura in addition to the one found on a shelf. But not until that XXXII one or that XXXVIII one. L3 Teleport / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil) - Team either escapes to outerworld if not in battle or escapes battle (if escpae option is viable) if used outside of battle. An excellent spell for escaping those dungeons when you simply don't feel like clawing out. I don't think I used it to escape more than a couple times, though, although I guess it beats attempting to and failing to flee from a battle. L3 Blindna / WM, RM, SC, DV, SG, OK / Buy: XIII, XXXII, XXXVIII (1500 Gil) - Nullifies blind status As stated when you first enocunter the spell, are you really going to go blind more than 43 times over the course of the game? Because this is how much blindness can be fixed with Eyedrops. Eyedrops don't consume L3 MP better used on Cura or Teleport. L4 Silence / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Mutes target preventing them from using magic Perhaps this will work against a boss or two. I don't know. I do know you're better off hitting magic-based enemies physically causing some damage for sure, getting them closer to death. Most magic enemies you'll face don't know how to gaurd against physical attacks. L4 Confuse / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Causes confusion state, target/s don't know who to attack See Silence, although perhaps better because it's not just magic-types targeted by this spell. I don't think I'd buy it though. L4 Libra / WM, RM, DV, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Indentifies enemies' status and weak points Rendered useless by a Scholar. Or renders Scholar useless. Or rendered useless by this guide. Either way I wouldn't buy. Level 4 White magic reeks high hell. L5 Curaga / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Restorative element, Roughly three times more powerful than Cura Maybe shouldn't be bough when you first come in contact with it; chances are you'll only have one (give or take) use of level five magic when you first find this, and that use is better spent on Life. Get it anyway, two of them preferably as it gains usefulness as level five casts become more avalible. L5 Raise / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Revives target with a little HP, kills undead (restorative element) Pretty much an invaluable spell considering the inability to buy Phoenix Downs. L5 Protect / WM, RM, DV, SG, OK / Buy: XXIX, XXX, XXXII (5000 Gil) - Increases physical/magic defense When you first come in contact with this spell, chances are Mind/Skill number aren't going to be high enough to show significant improvement because of this spell. Later on, as these number increase, so does the effectiveness of this spell. Although I only found myself using it and considering it necessary in maybe two or three battles over the course of the game, only one of them being not part of a sidequest (it was the final boss), you'll want it around just in case. But I image this spell's goodness is nullified with an expert Bard, which I don't exactly recommend training. L6 Aeroga / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Wind based attack, about 10 times stronger than Aero Send the enemy/enemies flying through the wind with this spell. Or don't, I don't care. I was actually a little disappointed in it, but you may want to keep it around for the various winged foes who attack you later on. L6 Haste / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Increases number of hits Wanna make that Viking with this axes and hammer hit more like a Thief, or at least a Knight? Well this is you answer. As with Protect, it appears to start out quite negligable when you first have access to it; at times effect appears to be minimal or non-existant. As with protect, effectiveness improves and the stats go up. I'd pick one of these up. L6 Stona / WM, DV, SG, OK / Buy: XXX, XXXII (10000 Gil) - Nulliifes stone state You should already have plenty of Golden Needles piling up for the rest of the game. L7 Curaja / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Fully heals single target (up to 9999), greatly heals entire party (think 2500 HP or more), harms undead (restorative element) Granted, I didn't find myself using this a whole helluva lot. In fact, I only really used it for a few select battles. But my if it didn't assure victory in the majority of those. Pick up at least one, preferably two. L7 Esuna / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Nullifies all negative status effects other than death Only get this if you plan on using an Onion Knight, whose poor statistics most of the game make them poor healers, but spells like this not based as greatly on statistics are good form them because they have MP for all levels as soon as you recieve the class. Other than that, I'd say forget about it because what's wrong with the cheap, plentiful status items you have already got? L7 Reflect / WM, DV, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Creates a green shield that reflects all magic, good and bad, back to caster. Once used for this purpose, the shield disappears I can only think of a couple battles where I was gald I had this. In fact I could only think of one where I was very glad I had this. Actually, it was more like two battles, see if you can guess which battle this is. Also, it has no item substitute found regularly (Shining Curtains are found only by enemies). L8 Araise / DV, SG, OK / Buy: XLIV (60000 Gil) - Revives fallen party member with full HP Not actually a spell I found myself or even using before, like, XLVII, but my, oh my was I ever thankful I had it for that battle. Although you can get by with only one or even none, I advise picking up two if you're feeling conservative. L8 Holy / DV, SG, OK / Buy: XLIV (60000 Gil) - Holy elemental, one enemy only I understand this one kills undead monster, well, dead. But think long and hard about this one: how many undeads are you really going to be encountering from the time you use this until the time you beat the game? Zero I reckon. Yes, this nets the Devout some additional firepower, but it's not too much stronger than the unlimited regular physical attacks with weapons found for free in the same place. L8 Tornado / DV, SG, OK / Buy: XLIV (60000 Gil) - Reduces HP of target/s to single digits if successful If I'm going to consume paltry top-level HP, to use an inaccurate spell that's likely going to get me one less Shuriken, it had better finish the job, not simply reducing them to single-digits. BLACK MAGIC L1 Sleep / FR, BM, RM, SC, MG, SG, OK / Find: I, Buy: V, VIII, X (100 Gil) - Attempts to put target/s to sleep You get one for free, but you have to go out of you way from your normal chest-collecting duties to collect that one in that cave. That's kind of a rip off. L1 Blizzard / FR, BM, RM, SC, MG, SG, OK / Find: III, Buy: V, VIII, X (100 Gil) - Blizzard element, throws some cold stuff at the target/s The strength of Blizzard is once again not something I can pinpoint like I can with a weapon or a peice of armor. Its power is likely a number, or perhaps a range, like the other total-based spells seen the in ther White Magic section. Whatever the number or range may be, though, I say it's not worth buying again. L1 Fire / FR, BM, RM, SC, MG, SG, OK / Buy: V, VIII, X (100 Gil) - Fire element, deals fire damage Insert Blizzard lecture here but this time about heat. L2 Thunder / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil) - Thunder element, deals thunder damage Insert Blizzard lecture here but this time about sparks (although maybe it's a little stronger, just a little, maybe). L2 Blind / BM, RM, SC, MG, SG, OK / Find: VI, Buy: VI, VIII, X (700 Gil) - Attempts to cause blind status, lessening the accuracy of target/s' physical attacks by as much as 1/2 You get one for free. I used my freebie a grand total of three times not proving effective on any of the attempts, even partially. Think about it: attempting to use a spell with a low accuracy that will only partially keep the enemy from attacking? If you must take chances with a spell of low accuracy, use Sleep. At least that'll keep the enemy from making a move all together and works beyond physical attacks. L2 Poison / BM, RM, SC, MG, SG, OK / Buy: VI, VIII, X (700 Gil) - Attempts to cause poison status (gradual, slight lessening of HP) Poison is one of those spells that are much more useful for an enemy to have than you. This is because it has longer-term implications with its out-of-battle status effects. If you were to meet an enemy again, I'd say this spell might be useful, but because you wish to defeat, not just weaken them, I don't advise getting this one. L3 Fira / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500 Gil) - Fire element, roughly four times stronger than Fire You get one of these babies for free, and buy absolutely no more. L3 Blizzara / BM, RM, SC, MG, SG, OK / Find: X Buy: XIII, XXXII, XXXVIII (1500) - Blizzard element, roughly fourtimes stronger than Blizzard You get one of these babies for free, and buy absolutely no more. L3 Thundara / BM, RM, SC, MG, SG, OK / (see other -aras) (1500 Gil) - Thunder element, roughly four times more powerful than Thunder You get one of these babies for free, and buy absolutely no more. Yeah. L4 Shade / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Attempts to paralyze to target/s It seems to have a higher accuracy rating than Sleep, but that doesn't give you an excuse not to use that you used shadow-binding your opponent turn for ass-kicking. L4 Blizzaga / BM, RM, MG, SG, OK / Find: XXII, Buy: XXIX, XXXII (3000 Gil) - Blizzard element, about four times stronger than Blizzara Very interesting how they don't let you buy this one at Gysahl no more. That's because it's been radically improved, although not enough to be worth getting an additional pressing of the spell. L4 Break / BM, RM, MG, SG, OK / Buy: XVII, XXIX, XXXII (3000 Gil) - Attempts to cause moderate earth damage (equal to -ara spells) and cause gradual petrification Wanna have a spell with an unforgivably low hit rate and an even more useless status effect? All for just 3000 Golds? L5 Thundaga / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Thunder element, roughly four times stronger than Thundara The game has thankfull split the high-level elemental spells up one per level, because everybodt knows those are the only spells in this range truly worth using. Don't know how often, though, because black magic's usefuless begins to fade at this point. Hit one or all targets. L5 Raze / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Attempts to kill all enemies on screen It's an interesting little spell, although I don't know how often you'll truly be using it as it only works against the enemies you don't need it to. You may wish to pick it up simply for diversity purposes. L5 Erase / BM, RM, MG, SG, OK / Buy: XXIX, XXXII (5000 Gil) - Removes positive status effects (Haste, Protect, Reflect) Pick up a Rune Staff instead. Or just screw it all together. You may wish to invest here because it just looks cool, but if you remove an enemy's protective barrier, they may spend a turn putting it back up instead of throwing some amazing attack at you. Just saying. L6 Firaga / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - Fire element, roughly four times stronger than Fira See Thundaga but with a firey slant to the explanation. L6 Bio / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - Deals non-elemental damage to target/s It's a little weaker than Firaga. I think it causes Poison status as well. I'd probably pass it up as non-elementals are supposed to be stronger than their elemental counterparts. L6 Warp / BM, MG, SG, OK / Buy: XXX, XXXII (10000 Gil) - If used out of battle, teleports party to previous floor, if used during battle, teleports an enemy out of battle I can't really ever think of a time while playing this game I ever thought to myself "gee, I gotta git back to the previous floor now" or anything along those lines. Now did I ever find myself looking at a game over screen only to think imagining an insta-kill spell would've prevented this. Not really one of the more useful Level 6 spells, but moreso than, let's say Odin, or Catastro. L7 Breakga / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Instantly petrifies target causing stone status if successful Back in the days of yesteryear, this baby worked pretty much every time. You could turn every enemy guarding a Ribbon to turn with the snap of a finger. Here... not so much. I advise bypassing this one even if it does work on occasion. L7 Quake / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Earth element, hits all enemies with rupture in earth Kind of disappointing actually. But at least it won't consume MP designated for more useful, but still slightly disappointing -aga magic. L7 Drain / BM, MG, SG, OK / Buy: XXXII, XXXVII (20000 Gil) - Regenerative element, on one single target It's not quite as strong as Quake and relegated on to one enemy. It also heals 100% of the damage given to the enemy unless you use it on an undead. Although you do find several Lilith Kisses over the course of the game rending this spell less useful. Worth it if you plan on doing the Magus thing, which I wouldn't. L8 Flare / MG, SG, OK / Buy: XLIV (60000 Gil) - Non-elemental, single target Imagine if you summoned Bahamut but it could only attack a single target. Because the Magus has more casts than the Summoner for eighth level magic, I guess the Magus has the advantage against the toughest enemies like that. Too bad many of those toughest enemies aren't tough enough to alter your party just for a boss fight. L8 Meteor / MG, SG, OK / Buy: XLIV (60000 Gil) - Non-elemental, all targets Now imagine if you summoned Bahamut but it was only about half as strong but targeted all enemies. Seriously, this spell is only in here to give the enemies something menacing to cast. Don't be suckered into buying it even if you're doing the Magus thing, which I wouldn't. L8 Death / MG, SG, OK / Buy: XLIV (60000 Gil) - Attempts to instantly kill a single target Now imagine Breakga if it was a smidge less accurate and healed undeads and costed three times as much. Granted, this was also the case in the Famicom days, but in those days, when the spell's accuracy was only 45% it actually worked basically 100% of the time if you weren't an idiot. Plus, it gave you that awesome red X over the enemy when it worked. What do you get these days? A skull head? Yeech, can you get any less original? CALL MAGICS NOTE: Sages and Evokers get either effects A or B, the game decides. Summoners get effect C. These classes can use all the calls and only these jobs can. L1 Escape / Summons Chocobo / Buy: XXVI, XXXII (100 Gil) A: Chocobo Dash - Party escapes the battle B: Chocobo Kick? - Attempts to attack one enemy (to no effect) C: Chocobo Kick - Damages single enemy of caster's choosing, damage is based on differences in levels between caster and target Comic relief in Final Fantasy III. And oh so cute! But not that useful. Still, 100 Gil is worth it just for this. Chocobo Dash works every time unless you're in a fight from which you cannot run, so that's good. Althuogh usually running away from battle isn't much of an issue, and perhaps it's better done by character who will take their turns earlier in battle. L2 Icen / Summons Shiva / Buy: XXVI, XXXII (7000 Gil) A: Mesmerize - Attempts to acuse sleep status to all enemies B: Icy Stare - Hits one random enemy with a block of ice (basically as strong as Blizzaga) C: Diamond Dust - Icy Stare across all enemies without losing steam The superiority of summon magic begins now. It does what attack magic is supposed to do, hit all enemies at once, but not lose any steam. Awesome. L3 Spark / Summons Ramuh / Buy: XXVI, XXXII (7000 Gil) A: Mind Blast - Attempts to paralyze all enemies B: Thunderstorm - Hits one random enemy with a thunder bolt roughly as strong as Thundaga C: Judgment Bolt - Thunderstorm hits all enemies without losing any steam Mind Blast is okay I guess - many powerful enemies can indeed by paralyzed. However, wouldn't you rather cut the crap and just zap them bringing them one step closer to death? I know I would. L4 Heatra / Summons Ifrit / Buy: XXVI, XXXII (7000 Gil) A: Healing Light - Curaja spread across the whole party B: Hellfire - Hits one random enemy with a fireball roughly as strong as Firaga C: Inferno - Hellfire, hitting all enemies, without losing a beat Healing Light is an exceptional effect, too bad you can't rely on it. Otherwise just another example of calls being the classic attack magic. L5 Hyper / Summons Titan / Buy: XXVI, XXXII (7000 Gil) A: Clobber - Earth damage to one enemy, I think as strong as Quake B: Stomp - Earth damage to one enemy, a little more than Clobber C: Earthen Fury - Earth damage as strong as the other summons for all the enemies Here's one that's just striaghtforward butt-kicking. Too bad it just doesn't quite kick as much as we'd like. However, get one for the Summoner, for sure. L6 Catastro / Summons Odin / Find: XXXV, Buy: XLIV (40000 Gil) A: Protective Light - Casts Reflect on entire party B: Slash - Non-elemental damage for all enemies, think -aga spell levels of power of all enemies C: Zantetzuken - Attempts to kill all enemies Perhaps for the first time ever, both call effects are better than the summon effect. He can never seem to insta-kill the enemies you really need him to. But hell, Zantetzuken is the only non direct damage spell the Summoner has, so you might as well just take to for diversity purposes. L7 Leviath / Summons Leviathan / Find: XL, Buy: XLIV (50000 Gil) A: Cyclone - Deals wind damage to all enemies (think Aeroga but a litte stronger and targeting all enemies on screen without losing steam fir its distribution) B: Demon Eye - Attempts to petrify all enemies C: Tsunami - Throws what I believe is non-elemental damage, roughly 1.5 times stronger than the elemental summons Simply great. I don't advise getting more than one, though, and if you're doing the Sage thing, I'm not sure I'd consume their sparce seventh-level spells on what will probably be disappointing petrification attempts. L8 Bahamur / Summons Bahamut / Find: XLI, Buy: XLIV (60000 Gil) A: Aura - Casts Haste on party for a couple turns B: Rend - Attempts to instantly kill a single target C: Mega Flare - Deals non-element damage to all enemies, about 2X stronger than the elemental summons Mofoin' Bahamut. One BAD dude. I shouldn't have to tell you about Bahamut. In fact I won't. ITEMS ***** Okay, real quick the items. I image this is going to be about as interesting as watching an apple rot as that's about how interesting this part is to work on, but I just couldn't call this guide Complete, or as Complete As I Wanted It without its inclusion. The first order of business are the commonly found items. Although the selection of Item stores varies from town to town, you won't have to wait long before encountering one of these items in a store. So I won't list locations from which they can be picked up. Because commentary can be generalized among many items and still be effective, I'll do this here. Saves me alot of time and trouble. Ready, steady, go. First the more common items. Potion 50 Gil Restores 50 HP Eyedrops 40 Gil Nullifies Blind status Antidote 80 Gil Nullifies Poison status Phoenix Down (1) Nullifies KO status Echo Herbs 100 Gil Nullifies Silence state Gold Needle 100 Gil Nullifies Stone state Madien Kiss 100 Gil Nullifies Toad state Luck Mallet 100 Gil Changes Size Hi-Potion 600 Gil Restores 500 HP Elixir (1) Restores HP/MP Ottershroom 2000 Gil Warps party out of area onto world map Gnomish Bread 200 Gil Shows the most noteworthy places on top screen map Gysahl Greens 150 Gil Use in funny-smelling areas to call Fat Chocobo Magic Keys 100 Gil Opens any non-sealed door in the game Okay, my awesome commentary: Potions are pretty great, although essentially rendered worthless with a good White Mage. If you buy a few dozen from the get-go and use a White Mage for the entire time Potions are highly relevant, it may be all you need. Plus, you find several of them. I recommend phasing them out when Hi-Potions gain notable relevancy. Any description with the word 'Nullifies' should be bought in packages of 10 when you first find them. This is probably more than you need, but you get a nice discount doing this and it gives you peice of mind. And I hope I don't need to tell you what to do with the Phoenix Downs: use them in dungeons when a character dies and on Raise-casters when they fall. If on the overworld, make it to a revive spring and if you have casts of A/Raise, use them saving the Downs for the users of the magic. You can't buy any of these, but the game gives you many opprotunities to find some, which should be plenty. Hi-Potions are alright. When they start becoming truly relevant, which happens around XXIII, at the time the Thief starts becoming awesome, enemies have them for the taking. Very often, during the Thief's high points in relevance, enemies will be carrying Hi-Potions which can easily be stolen. When the Thief's usefulness begins to wane, though, I advise buying some of these, but not until this point. Hi-Potions, though, are just not as essential with the presence of a dedicated healer. Out of the four items on the bottom, the ones non usable in battle, none are essential, and the only one really being moderately useful is an Ottershroom, and that's only if you run out of Exist casts. I never at any point recommend using a key since whenever they're needed, a Thief is pretty much at least in moderate vogue. The Greens, while nearly vital in the FFIII of old, are much less so because I have never come to need extra space in my Item inventory on the DS version. I suppose this helps cut the crap from your item list and make it easier to manage, but that's what the Sell option in various shops are for. Oh and Elixirs? They don't come too often, although I found myself with nearly a couple dozen left over when I finish my regular quests. Obviously, they're best used on magic users or on a weakened character in a tough fight by a fast guy before the enemy takes a turn fearing a KO when they enemy goes (and you would rather not wait for a healer with their magic). Okay, now for the oddball items, the ones that give the user one use of a spell before disappearing. That's all this is. As up there, some commentary comes after the lists. I'm pretty sure this is all of them, but I could be mistaken. The first set are straightforward damage inflicting items. The second set are those with effects targeted to enemies, and thefinal are effect items targeted to your guys. The ones with stars beside their names are not found regularly in chests, you'll have to steal or win them as post-battle rewards. Antarctic Wind Blizzara Arctic Wind Blizzaga Bomb Fragment Fira *Bomb Arm Firaga Zues's Wrath Thundara Heavenly Wrath Thundaga Earthen Drums Quake Lilith's Kiss Drain Chocobo's Wrath Flare White Musk Holy Raven's Yawn Tornado Lamia Scale Confuse Tranquilizer Shade Black Hole Warp *Shell Breaker Erase *Silence Seal Silence *Sheep Pillow Sleep Black Musk Death Turtle Shell Protect Bacchus's Cider Haste Angel's Sigh Esuna *Shining Curtian Reflect Sellback peices are pretty negligable, only bringing in between 500-2500 Gil per item. Some of these items also only appear once (Raven's Yawn for example) in chests, so completists beware. Further explanation as to where to find some of these items is found in the monster listing. ********************** * * * 6. Version History * * * ********************** Ver.# - Date - Notes 1 - 10/13/06 - Basic Walkthrough and its introduction completed, I think 2 - 10/23/06 - Class evaluations are presentable, Walkthrough polished 3 - 10/31/06 - Monsters in the walkthrough are now easier to identify 4 - 11/18/06 - Americanized; Refined all sections, added the section about class recommendations and general hints 5 - 11/29/06 - Polished walkthrough, fleshed out section on weapons and armor and added some hints 6 - 12/17/06 - Polished walkthrough some more, should answer all FAQs I recieve. Also, enemy listing is complete enough. Finally, guide is 'public'. 7 - 5/27/06 - Added Iron Giant section, more information to the tables, Onion Knight to the job evaluations. And polished it some. ***************************************** * * * 7. Credits/What I Want for This Guide * * * ***************************************** I would like to thank the following: + All of those involved enabling me to play this game/write this FAQ. + The translation team of the original FF3. + The translation team at for a greal deal of translations and information, the parts I used were mostly about equipment. + Special thanks goes out to Penguin_Knight. Pretty much anything statistical can be traced back to him. | http://www.gamefaqs.com/portable/ds/file/924897/45259 | crawl-002 | refinedweb | 65,541 | 73.1 |
Given:
$cat build.sbt
scalaVersion := "2.11.8"
libraryDependencies += "com.typesafe.play" % "anorm_2.11" % "2.5.1"
import anorm._
val x: Option[BigDecimal] = Some(42)
val none: Option[BigDecimal] = None
// invoke Oracle function `f`
scala> SQL""" select f(#$x) from dual """.sql.statement
res0: String = " select f(Some(42)) from dual "
scala> SQL""" select f(#$none) from dual """.sql.statement
res1: String = " select f(None) from dual "
res0
select f(42) from dual
res1
select f(NULL) from dual
SQL
anorm._
Using
$ interpolation, just use
SQL""" select f($x) from dual """.
You can do it with
#$, but you certainly shouldn't (
#$ should only be used when you can't do what you want with
$: e.g. for interpolating table or column names):
def invokeF(x: Option[BigDecimal]) = { val xInSql = x.fold("NULL")(_.toString) // can be inlined to get even less readable SQL""" select f(#$xInSql) from dual """ } | https://codedump.io/share/IJpU8lb424dl/1/using-optionbigdecimal-with-anorm | CC-MAIN-2018-13 | refinedweb | 150 | 60.72 |
POE::Component::IRC::Plugin::BasePoCoWrap - base talking/ban/trigger functionality for plugins using POE::Component::*
package POE::Component::IRC::Plugin::WrapExample; use strict; use warnings; use base 'POE::Component::IRC::Plugin::BasePoCoWrap'; use POE::Component::WWW::Google::Calculator; sub _make_default_args { return ( response_event => 'irc_google_calc', trigger => qr/^calc\s+(?=\S)/i, ); } sub _make_poco { return POE::Component::WWW::Google::Calculator->spawn( debug => shift->{debug}, ); } sub _make_response_message { my $self = shift; my $in_ref = shift; return [ exists $in_ref->{error} ? $in_ref->{error} : $in_ref->{out} ]; } sub _make_response_event { my $self = shift; my $in_ref = shift; return +{ ( exists $in_ref->{error} ? ( error => $in_ref->{error} ) : ( result => $in_ref->{out} ) ), map +( $_ => $in_ref->{"_$_"} ), qw( who channel message type ) } } sub _make_poco_call { my $self = shift; my $data_ref = shift; $self->{poco}->calc( { event => '_poco_done', term => delete $data_ref->{what}, map +( "_$_" => $data_ref->{$_} ), keys %$data_ref, } ); } 1; __END__
This distribution also contains POE::Component::IRC::Plugin::BaseWrap module, for wrapping non-PoCo stuff.
The module is a base class to use for plugins which use a POE::Component::* object internally. It provides: triggering with a trigger, listening for requests in public channels, /notice and /msg (with ability to configure which exactly) as well as auto-responding to those requests. It provides "banned" feature which allows you to ignore certain people if their usermask matches a regex.
I am not sure how flexible this base wrapper can get, just give it a try. Suggestions for improvements/whishlists are more than welcome.
This document uses word "plugin" to refer to the plugin which uses this base class.
Of course, by providing more functionality you need to document it. At the end of this document you will find a POD snippet which you can simply copy/paste into your plugin's docs. I recommend that you read that snippet first as to understand what functionality this base class provides.
_make_default_args
sub _make_default_args { return ( response_event => 'irc_google_calc', trigger => qr/^calc\s+(?=\S)/i, ); }
This sub must return a list of key/value arguments which you need to override. What you specify here will be possible to override by the user from the
new() method of the plugin.
A (sane) plugin would return a
response_event and
trigger arguments from this sub. There are some mandatory, or I shall rather say "reserved" arguments (they have defaults) which you can return from this sub which are as follows. On the left are the argument name, on the right is the default value it will take if you don't return it from the
_make_default_args sub:
debug => 0, auto => 1, response_event => 'irc_poco_wrap_response', banned => [], addressed => 1, eat => 1, trigger => qr/^poco_wrap\s+(?=\S)/i, listen_for_input => [ qw(public notice privmsg) ],
Read the "PLUGIN DOCUMENTATION" section to understand what each of these do.
_make_poco
sub _make_poco { return POE::Component::WWW::Google::Calculator->spawn( debug => shift->{debug}, ); }
This sub must return your POE::Component::* object. The arguments which are available to the user in the
new() method of the plugin (i.e. the ones which you returned from
_make_default_args and the default ones) will be available as hash keys in the first element of
@_ which is also your plugin's object.
_make_poco_call
sub _make_poco_call { my $self = shift; my $data_ref = shift; $self->{poco}->calc( { event => '_poco_done', term => delete $data_ref->{what}, map +( "_$_" => $data_ref->{$_} ), keys %$data_ref, } ); }
In this sub you would make a call to your POE::Component::* object asking for some data. After the plugin returns the calls to
_make_response_message and
_make_response_event will be made and
@_[ARG0 .. $#_ ] will contain whatever your PoCo returns.
NOTE: your PoCo must send the response to an event named
_poco_done otherwise you'll have to override more methods which is left as an exercise. (RTFS! :) )
The first element of
@_ in
_make_poco_call sub will contain plugin's object, the second element will contain a hashref with the following keys/values:
$VAR1 = { 'who' => 'Zoffix__!n=Zoffix@unaffiliated/zoffix', 'what' => '', 'type' => 'public', 'channel' => '#zofbot', 'message' => 'CalcBot, rank' };
who
The mask of the other who triggered the request
what
The input after stripping the trigger (note, leading/trailing white-space is stripped as well)
type
This will be either
public,
privmsg or
notice and will indicate where the message came from.
channel
This will be the channel name if the request came from a public channel
This will be the full message of the user who triggered the request.
_make_response_message
sub _make_response_message { my $self = shift; my $in_ref = shift; return [ exists $in_ref->{error} ? $in_ref->{error} : $in_ref->{out} ]; }
This sub must return an arrayref or a single string. If a string is returned then it is almost the same as returning an arrayref with just that string in it; by "almost" I mean that the difference is also there if you are using
_message_into_response_event() thus either a string or an arrayref will be present in the response event. Each element of the returned arrayref will be "spoken" in the channel/notice/msg (depending on the type of the request). The <@_> array will contain plugin's object as the first element and
@_[ARG0 .. $#_] will be the rest of the elements.
_make_response_event
sub _make_response_event { my $self = shift; my $in_ref = shift; return { ( exists $in_ref->{error} ? ( error => $in_ref->{error} ) : ( result => $in_ref->{out} ) ), map { $_ => $in_ref->{"_$_"} } qw( who channel message type ), } }
This sub will be called internally like this:
$self->{irc}->send_event( $self->{response_event} => $self->_make_response_event( @_[ARG0 .. $#_] ) );
Therefore it must return something that you would like to see in the even handler set up to handle
response_even. The
@_ will contain plugin's object as the first element and
@_[ARG0 .. $#_]
' }
This base class likes to play with the following modules under the hood:
Carp POE POE::Component::IRC::Plugin
The
examples/ directory of this distribution contains an example plugin written using POE::Component::IRC::Plugin::BasePoCoWrap as well as a google page rank bot which uses that plugin.
This section lists a "default" plugin's documentation which you can copy/paste (and EDIT!) into your brand new plugin to describe the functionality this base class offers. Make sure to proof read ;)
{ $_[KERNEL]->post( $_[SENDER] => ], addressed => 1, root => [ qr/mah.net$/i ],_recieve recieve. | http://search.cpan.org/~zoffix/POE-Component-IRC-Plugin-BaseWrap-1.001001/lib/POE/Component/IRC/Plugin/BasePoCoWrap.pm | CC-MAIN-2014-41 | refinedweb | 1,013 | 51.38 |
static in Java is an important keyword and used in static method, static class and static variable in Java. Correct understanding of static keyword is required to understand and write sophisticated java programs. In this java static tutorial we will learn about What is is static in Java, What does it mean to be a static field, class or method and various points and issues involved around static keyword method , nested class or member variable inside a class. When we make a variable static it means it belongs to that particular class instead of object, remember class is a blueprint while objects are real instances. So a static variable no matter whether its int, char or String will always hold same value for all instances of that class. In other words there is only one copy of static keyword will be present in memory which can be accessed or altered by any object. When we make a method static means that method belongs to class and you can call it without creating instance of that class. mostly utility methods are declared as static to call them directly by using class name and not to wait for object to be ready.
10 points on Static keyword in Java
Difference between static and non-static variable
Java member variable can be static or non-static. static variable belongs to java class while non-static variable belongs to java object. static variable will keep same value for every object while value of non static variable varies from object to object.In other word one static variable is shared between all object in Java. main() method in Java is a good example of static method in
java.
Important points about static keyword in Java.
1) static keyword can be applied with variable, method or nested class.It can not be applied on top level class.
2) static variables are associated with Class instead of object.
3) static variables in java keeps same value for every single object.
4) you can not use non-static variable inside a static method , it will result in compilation error as shown below:
public class TradingSystem {
String description = "electronic trading system";
public static void main(String[] args) {
description = "commodity trading system";
}
}
Cannot make a static reference to the non-static field description
at TradingSystem.main(TradingSystem.java:8)
5) Static variables are binded during compile time so they are comparatively faster than there non-static counter part which were binded during work hour.
6) Static fields are initialised at the time of class loading opposite to instance variable which is initialised when you create instance of a particular class.
7) Static keyword can also be used to create static block in Java which can hold a piece of code which can be executed at the time of class loading as shown in below example.
static {
String category = "electronic trading system";
System.out.println("example of static block in java");
}
8) Static method can not be overridden as they belong to class and not to object. so if you have same method in subclass and super class , method will be invoked based on declared
type of object instead of runtime for example:
public class TradingSystem {
public static void main(String[] args) {
TradingSystem system = new DirectMarketAccess();
DirectMarketAccess dma = new DirectMarketAccess();
system.instrumentName();//static method of Instrument
Class will be called , even though object is of sub-class
//DirectMarketAccess
dma.instrumentName();//static method of EquityInstrument
class will be called
}
public static void printCategory(){
System.out.println("inside super class static method");
}
}
class DirectMarketAccess extends TradingSystem{
public static void printCategory(){
System.out.println("inside sub class static method");
}
}.
Static Class in Java incase of static nested Class. You can have an instance of nested static class without any instance of outer class.
Here is an example of nested static class in Java
public static void main(String args[]){
StaticClass.NestedStaticClass ns = new StaticClass.NestedStaticClass();
System.out.println(ns.getDescription());
}
static class NestedStaticClass{
public String NestedStaticDescription =" Example of Nested Static Class in Java";
public String getDescription(){
return NestedStaticDescription;
}
}
When to make a Class Static in Java
Normally we make a class static in Java when we want a Single resource to be shared between all instances and normally we do this for utility classes which are required by all components and which itself doesn't have any state. Sometime interviewer ask whether you should Singleton orhard to detect and fix.
Why main is static in Java.
Another important interview question on static in Java is related to main method in Java. Since main method is static people often asked why main is static in Java. Since static method can be called even without creating instance of class, main is made static.
Example of static class in Java
JDK itself is a good example of how to use static keyword in java with methods, variables and classes.
1. java.util.Collections has some static utility method which operates on provided collection.
2. java.lang.Math class has static method for maths operations.
3. BorderFactory has static method to control creation of object.
4. Singleton Classes like java.lang.Runtime.getRuntime().
Read more: | http://myjavaquestionbank.blogspot.com/2012/08/static-method-static-class-and-static.html | CC-MAIN-2018-34 | refinedweb | 857 | 52.7 |
In this problem, we are given a number N. Our task is to create a Program to find last digit of Nth Fibonacci number in C++.
We need to find the last digit (i.e. LSB ) of the Nth Fibonacci number.
Let’s take an example to understand the problem,
Input: N = 120 Output: 1
A simple solution will be using the direct Fibonacci formula to find the Nth term. But this method will not be feasible when N is a large number. So to overcome this thing, we will use the property of the Fibonacci Series that the last digit repeats itself after 60 terms. I.e. The last digit of the 75th term is the same as that of the 135th term.
This means that working till 60 will give us all possible combinations and to find which term to use we will find the number’s mod with 60.
#include using namespace std; long int fibo(int N){ long int a=0,b=1,c; for(int i=2; i< N;i++) { c=a+b; a=b; b=c; } return c; } int findLastDigitNterm(int N) { N = N % 60; return ( fibo(N)%10); } int main() { int N = 683; cout<<"The last digit of "<<N<<"th Fibonacci term is "<<findLastDigitNterm(N); return 0; }
The last digit of 683th Fibonacci term is 1 | https://www.tutorialspoint.com/program-to-find-last-digit-of-n-th-fibonnaci-number-in-cplusplus | CC-MAIN-2021-49 | refinedweb | 223 | 67.99 |
I am rotating the chest of my humanoid model and it is acting strange. At normal rotation, the model looks fine. But when aiming up or down, it sort of aims sideways if you can tell in the 2nd picture.
I think it has something to do with the chest being rotated slightly during the aiming animation but I'm not sure. Here is my code:
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class playerscr : MonoBehaviour { Animator anim; Transform chest; float rotx = 0f; float roty = 0f; // Start is called before the first frame update void Start() { anim = GetComponent(); chest = anim.GetBoneTransform(HumanBodyBones.Chest); }
// Update is called once per frame
void Update()
{
}
void LateUpdate()
{
rotx += Input.GetAxis("Mouse X");
roty -= Input.GetAxis("Mouse Y");
chest.rotation *= Quaternion.Euler(roty, rotx, 0);
}
}
Answer by highpockets
·
Apr 14 at 02:53 PM
In your aiming animation, is everything fine?? (if you don't apply this script, I mean). You are not saving the last rotation every frame, the next time the bones update, your code in LateUpdate will be overwritten and thus you should store a lastChestRotation Quaternion variable every frame and apply it so as to have this script act as a masking animation of the chest. You should also multiply the other way around:
chest.rotation = Quaternion.Euler(roty, rotx, 0) * chest.rotation;
I just tried the code you changed actually and it works at first, but when the actual character is turning it gets messed up and starts to look sideways again.
What do you mean, when the actual character is turning?? You mean when the root node starts turning?? Are you saving the last rotation every frame??
In my regular update function I added this
lastrot = chest.rotation;
Except I don't know if this is right and how I would use the lastrot variable.
And in my lateupdate function I made it so that my entire character rotates when I move the mouse along with my chest code.
chest.rotation = Quaternion.Euler(roty, rotx, 0) * chest.rotation; transform.rotation = Quaternion.Euler(0, rotx, 0);
When I rotate the transform of my player, the rotation of my chest gets messed up again
Hey I figured it out. Your code works, it was just the animation was really weird.
Oh that’s good. I was going to code you something different when I had time, but that’s good it works. I don’t personally like using Euler angles much. Anyhow, glad to help. Please mark the answer as correct to have it.
How do I configure my humanoid animation?
1
Answer
Can we make a animation with bone in unity
1
Answer
Why extra/additional bones don't work with @ animation pipeline?
0
Answers
Bone lookat do not work Help!
1
Answer
How to change the axis of bone of humanoid model?
1
Answer | https://answers.unity.com/questions/1622085/humanoid-not-aiming-properly.html | CC-MAIN-2019-43 | refinedweb | 478 | 66.64 |
Re: Short form of __FILE__
- From: "pemo" <usenetmeister@xxxxxxxxx>
- Date: Mon, 6 Feb 2006 15:44:42 -0000
"Lukas Ruf" <ruf@xxxxxxxxx> wrote in message
news:slrndueqqb.blc.ruf@xxxxxxxxxxxxxxxxxx
Dear all,
for debugging purposes, I like the pre-compiler macros
__FILE__, __FUNCTION__, __LINE__
I have been wondering if there is a short form of __FILE__ that
provides only the filename without path.
I am using gcc as available in Debian unstable:
gcc (GCC) 4.0.3 20060128 (prerelease) (Debian 4.0.2-8)
Reading the info pages on gcc has not revealed what I am looking
for. Hence my question....
__FILE__ contains whatever path is given to the compiler.
consider a simple 'test.c' ...
#include <stdio.h>
int main(void){puts(__FILE__); return 0;}
If you compile test.c like this: gcc -E test.c
You will see __FILE__ is "test.c".
If you compile it like this gcc -E ./test.c
You will see __FILE__ is "./test.c".
--
==============
*Not a pedant*
==============
.
- Follow-Ups:
- Re: Short form of __FILE__
- From: Lukas Ruf
- References:
- Short form of __FILE__
- From: Lukas Ruf
- Prev by Date: Short form of __FILE__
- Next by Date: Re: why standard files?
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- Index(es): | http://coding.derkeiler.com/Archive/C_CPP/comp.lang.c/2006-02/msg00698.html | CC-MAIN-2014-52 | refinedweb | 212 | 76.62 |
On Aug 4, 2008, at 5:41 AM, Martin Vysny wrote:
> On Sat, 2008-08-02 at 15:23 -0700, David Blevins wrote:
>> On Jul 30, 2008, at 12:34 AM, Martin Vysny wrote:
>>
>>> Hello,
>>> currently we are starting OpenEJB as an embedded service (by
>>> performing a lookup of
>>> org.apache.openejb.client.LocalInitialContextFactory in JNDI
>>> InitialContext). Is there a way to perform a clean shutdown of this
>>> embedded instance? We are using OpenEJB in testing environment and I
>>> need to shutdown OpenEJB cleanly, for example to stop uncanceled
>>> timers.
>>
>> Hi Martin,
>>
>> If you don't mind being tied to some OpenEJB code you could try
>> something like this:
>>
>> import org.apache.openejb.loader.SystemInstance;
>> import org.apache.openejb.assembler.classic.Assembler;
>> import org.apache.openejb.assembler.classic.AppInfo;
>> import org.apache.openejb.OpenEJB;
>>
>> public class Shutdown {
>> public static void shutdown() throws Exception {
>> Assembler assembler =
>> SystemInstance.get().getComponent(Assembler.class);
>> for (AppInfo appInfo : assembler.getDeployedApplications()) {
>> assembler.destroyApplication(appInfo.jarPath);
>> }
>> OpenEJB.destroy();
>> }
>> }
>>
>> We could probably wrap this up into a better package and allow it to
>> be called from the initialContext.close() method so you don't have to
>> have any OpenEJB code in your test case.
>>
>> Let me know if this does the trick for you and we'll get the cleaner
>> version in.
>>
>> -David
>>
>
> Hi David,
> thanks for the solution, it works for me! The timers are canceled
> correctly in our project now. However the shutdown code is not perfect
> yet. Out of curiosity I tried the following scenario: start OpenEJB,
> stop it and start it again in the same VM. The following exception was
> thrown:
> [stacktrace attachment]
>
> This is probably just a corner case (I can't imagine why would anyone
> need to start, stop and start the OpenEJB again in same VM :), it's
> just
> for the sake of completeness.
Thanks, Martin! I'll definitely get that issue cleaned up.
In fact, we are adding a close() method to the EJB 3.1 API version
(getting a good embeddable EJB container requirement into the EJB 3.1
spec is one of my top priorities), so this is good feedback. You're
right on the bleeding edge! :)
My thoughts for adding a close() method was basically for @Singleton
beans as the @PreDestroy method is only called when the container is
shutdown, but canceling timers is definitely another good reason. If
you see it mentioned in the EJB 3.1 spec, you can know definitively
you're responsible :)
-David | http://mail-archives.apache.org/mod_mbox/openejb-users/200808.mbox/%3C0ED1FACF-AE31-422D-B48A-F79EDFCF3F1F@visi.com%3E | CC-MAIN-2017-04 | refinedweb | 410 | 57.27 |
strpattern_analyze()
Schedule pattern matching for the given text.
Synopsis:
#include <strpattern.h>
long strpattern_analyze(UText *text, strpattern_analyze_callback_func callback, void *user_data, const strpattern_context *context, int *err)
Since:
BlackBerry 10.0.0
Arguments:
- text
Text to be analyzed for pattern matches, wrapped as an ICU UText structure. Ownership is retained by the caller.
- callback
The callback called to deliver the result of pattern matching (cannot be NULL).
- user_data
User-defined data passed to the callback (can be NULL). Memory is managed by the client of this library.
- context
The context used for the pattern matching (can be NULL). Ownership is retained by the caller.
- err
STRPATTERN_EOK if there is no error.
Library:libstrpattern (For the qcc command, use the -l strpattern option to link against this library)
Description:
This function analyzes the given string using data specified by the user and returns the results using the given callback function. The callback is called even if there are errors. The callback is not called if the pattern matching is canceled because of a call to strpattern_cancel() before the actual matching process has finished. Pattern matching may or may not run in the calling function's thread. For strings with short length (native length less than 10), pattern matching is normally run in the calling function's thread.
The text must not be modified in another thread such as during the execution of this function.
Note: The callback may be run in a separate thread. Make sure that any data access and function calls from inside the callback are done in a thread-safe way by using locks when appropriate.
Each method call returns a unique ID. This ID can be used to cancel the corresponding pattern matching using a call to strpattern_cancel().
Returns:
A unique ID assigned to this pattern matching call.
Last modified: 2014-05-14
Got questions about leaving a comment? Get answers from our Disqus FAQ.comments powered by Disqus | http://developer.blackberry.com/native/reference/core/com.qnx.doc.strpattern.lib_ref/topic/strpattern_analyze.html | CC-MAIN-2014-35 | refinedweb | 320 | 58.99 |
PROBLEM LINK:
Author: Rishabh Rathi
DIFFICULTY:
SIMPLE-EASY
PREREQUISITES:
Math, Permutations
PROBLEM:
You have a number N and you need to check the divisibility of, all the numbers formed from permutations of digits of N by 7.
Print the number of distinct permutations of N that are divisible by 7.
EXPLANATION:
Given the constraints of N were up to 10^7, it means that you can brute force to find all permutations (Maximum number of permutations = 7! = 5040). Convert it to a set (to remove duplicates).
Then you just need to loop through all the distinct elements and if the element is divisible by 7, increment the answer.
SOLUTIONS:
Setter's Solution
from itertools import permutations test = int(input()) for _ in range(test): n = int(input()) dig = [ch for ch in str(n)] all_perm = list(set(permutations(dig))) ans = 0 for item in all_perm: num = int("".join(item)) if num%7 == 0: ans += 1 print(ans) | https://discuss.codechef.com/t/cakp01-editorial/84931 | CC-MAIN-2021-49 | refinedweb | 157 | 50.77 |
Internet Protocol Details
Topic Last Modified: 2005-06-21
As mentioned, Exchange 2003 supports several Internet standards-based client protocols, including HTTP, POP3, IMAP4, and NNTP. These protocols are described in more detail in the following subsections.
The Microsoft Exchange Information Store service includes native HTTP access to data. Every object in the Microsoft Exchange Information Store service is URL–accessible with short, easily understood names. Because every object in the Microsoft Exchange information store is URL–accessible, users have several different ways to access objects in mailboxes or public folder hierarchies. The URL for an object is based on its location in the hierarchy and usually contains the subject of the item.
When a user opens a message through Microsoft Outlook Web Access, the IIS request processor calls the Exchange HTTP ISAPI application that parses the information in the request and determines the following:
The action to be performed Exchange HTTP ISAPI determines whether the user is opening a mailbox, opening a folder, reading e-mail, creating e-mail, and so forth.
Browser information Exchange HTTP ISAPI determines the browser type, version, and rendering information.
The server then determines whether the user has permissions to access the item. If the user has access rights, the object state (read, unread), object type (folder, message, and others), and item type (message, appointment, contact) are determined.
The Exchange HTTP ISAPI extension then matches the object attribute to its corresponding form definition. If a form definition does not exist for a particular object attribute, the default form is used, (the one used to read an e-mail item). The Exchange HTTP ISAPI extension then parses the form and queries the information store to bind to the data. After receiving the data from the Microsoft Exchange Information Store service, the Exchange HTTP ISAPI extension renders the data in HTML or XML, based on the browser type and version, and the client displays the message.
The following steps show this process in more detail:
The browser sends a request for an e-mail message.
The browser issues a GET request for a URL, such as. This URL does not have any query strings attached, which would be processed first, so the server returns a rendering of this resource based on its Message-Class and the default action configured for this class.
Exchange ISAPI processes the request.
When IIS receives the request, it is passed to the Exchange ISAPI component Davex.dll. This component parses the request for the following information and then sends the request to the Exchange store. The following table illustrates the passed item and its purpose.
The Microsoft Exchange Information store service then determines the item type.
The server verifies that the user has access to the item, determines the type of object (folder, message, task, and more), and returns the item type and its state (read, unread, and more) to the ISAPI application.
Exchange ISAPI selects the form.
The ISAPI program takes the object attributes and looks for a form definition in the forms registry that matches the object's type. If a matching form definition is not found, a default form stored in Wmtemplates.dll is used. If the browser language is not English, language specific strings are loaded from other template libraries in the \Exchsrvr\Res\Directory.
The Microsoft Exchange Information Store service retrieves data for the form.
After a form definition is found, the ISAPI program parses the form, calling the Microsoft Exchange Information Store service, to retrieve the data it references.
Exchange ISAPI renders the form.
When the data is returned from the Microsoft Exchange Information Store service, the form is rendered in the appropriate HTML and XML, and then goes to the client.
Davex.dll passed items and usage
Web Distributed Authoring and Versioning (WebDAV) is an extension to the HTTP 1.1 protocol (RFC 2518). HTTP and WebDAV enable rich collaborative interaction with the information store in Exchange 2003. Exchange 2003 HTTP support enables adding, modifying, copying, moving, and searching of folders and items and manipulation of attributes on any object in the information store.
WebDAV creates improved performance and user experience over the basic Microsoft Outlook Web Access client by exploiting client-side data binding and rendering. For example, when you click the column header, you can sort the Inbox in several different ways, enabling views based on the sender's name, the message subject line, or received date. The browser caches the user interface elements, such as Internet Explorer HTML components, Microsoft Jscript libraries, XSL, and Graphics Interchange Format (GIF) files. When the user changes the sort criteria, the browser can reformat the user interface elements locally and query the server for the view data.
The following process shows how clients access items in their Inbox using WebDAV:
The client issues an HTTP GET request for the client's Inbox.
IIS receives the request on port 80 (unless you change this configuration) and sends the request to Davex.dll for processing using ExIPC.
The request is forwarded using ExIPC to the Exchange Store OLE DB driver, Exoledb.dll.
Exoledb.dll renders the request in a format that the Exchange store can process, sends the request to the Exchange store, and then retrieves the client's Inbox properties from the Exchange store.
After the clients Inbox properties are retrieved, Exchange 2003 routes the information back to the client using the same components that it used to process the client request.
Exchange Server 2003 implements a POP3 protocol stack that is compliant with RFC 1725, RFC 1734, and RFC 1939. Exchange 2003 supports the ten POP3 commands listed in the following table.
POP3 protocol command verbs
POP3 is considered a read only protocol. It only includes messages for requesting, reading, and deleting messages. To send messages, POP3 clients use the SMTP protocol.
The following steps illustrate the interprocess communication steps that ExIPC goes through when a client such as Microsoft Outlook accesses a mailbox on the Exchange server using the POP3 protocol.
IIS and Exchange Server shared memory architecture
The client logs on to the server and gives the command to check e-mail.
A Request Mail Message 1 command is created on the IIS side.
IIS allocates shared memory from the shared memory heap for the request. A corresponding handle is assigned to part of the shared memory. The handle, which functions as a placeholder or pointer to a referenced part of memory, is then placed in the circular memory queue (enqueued) in the direction of the Exchange information store.
On the Exchange store side, the ExIPC.DLL for POP3 checks for incoming POP3 requests. The DLL receives the Request Mail Message and removes the handle from the circular memory queue. The Exchange store-side POP3 stub references the handle to the data in the shared memory heap.
If there are no failures or performance problems on the Exchange store side, the ExIPC process is complete and the data is successfully communicated from the IIS to the Exchange store. If a queue is full or the Exchange store has stopped, an error message is returned.
A response (the mail message) is generated on the Exchange store side. The Exchange information store allocates the appropriate shared memory for the response from the shared memory heap. A corresponding handle is assigned to that shared memory. The handle is then enqueued in the direction of IIS.
IIS removes the handle from the circular queue, references the shared memory, and binds them together.
If there are no failures or performance problems on the IIS side, the response is complete and the data is successfully communicated from the Exchange store to IIS.
Exchange 2003 is IMAP4 rev 1 compliant, in accordance with RFC 2060, RFC 2088 and RFC 1731. IMAP is comprised of over 30 commands, through which messages can be searched, fetched, and expunged from the Exchange server. IMAP is well suited for online and offline use. IMAP can connect to multiple mailboxes (if permissions are in place) and public folders and can be used for non e-mail purposes, such as news services.
IMAP4 goes beyond the functionality available by using POP3. IMAP4 allows users to access any one of their folders, not just their Inbox. Because of this, it is more complex than POP3. However, it still adheres to the same standard of being a read-only protocol. Like POP3, IMAP4 also uses SMTP for sending e-mail.
Exchange 2003 supports the IMAP4 commands listed in the following table.
IMAP4 commands supported by Exchange Server 2003
Network News Transfer Protocol (NNTP) is a TCP/IP protocol based on text strings that are sent bi-directionally over seven-bit ASCII TCP channels. The IETF owns the NNTP protocol, which is defined in RFC 977. NNTP is commonly referred to as the Internet News Protocol, because it contains the rules for transporting news articles from one computer to another. NNTP is discussed here as a client/server protocol. It also encompasses server-to-server based news transfer.
The NNTP service in Windows is designed to support a stand-alone newsgroup server that can easily create group discussions. When Exchange 2003 is installed, the NNTP service is enhanced with the ability to interface with other news servers through news feeds. The NNTP service can communicate with external NNTP servers to make popular USENET groups available to users.
The standard storage location for the NNTP service is in one or more directories in the file system. With Exchange Server 2003, the NNTP service can also store newsgroups in the public folders of any available public folder tree. Internet Newsgroups folder is the default location for newsgroups. The NNTP service uses virtual directories to reference these locations.
You can arrange multiple news servers in a master server/subordinate server layout. This enables clients to connect to a large group of servers and still maintain accurate views of newsgroup content. A bank or group of servers provides additional scalability for many clients and provides fault tolerance if a subordinate server goes offline.
The Exchange Server 2003 implementation of NNTP provides the following additional features for this protocol:
Content indexing provides search features for public folders.
Full news feeds are accepted independent of back-end storage.
MAPI or NNTP clients can read or post to newsgroups that are supported by the Exchange information store.
Although Exchange integrates with IIS, as soon as Exchange 2003 is installed, protocol virtual servers are managed by Exchange System Manager, and not by Internet Services Manager. When you add, remove, or configure an item in Exchange System Manager, the configuration changes are first saved to the Microsoft Active Directory directory service and then replicated to the IIS metabase, on the appropriate Exchange 2003 server, by the Directory Service/Metabase Synchronization (DS2MB) function that runs in the System Attendant process.
The IIS metabase is a hierarchical database that is used to store configuration values for IIS and Exchange 2003. The IIS metabase is both a storage mechanism and an application programming interface (API) set used to make changes to the configuration parameters.
The function of the DS2MB process is to transfer configuration information from Active Directory to the Exchange server's local IIS metabase. For performance and scalability reasons, this configuration is stored in the local IIS metabase instead of in the registry.
Paths in the metabase are named keys. Properties can be set at each key, and each property can have attributes that customize that property. All identifiers that are present in the directory service image of the subtree are required in the metabase, including identifiers such as KeyType. Additionally, the Relative Distinguished Name of the object in the directory is mapped directly to the key name in the metabase.
DS2MB is a subprocess that is launched when System Attendant is started, and every 15 minutes thereafter. DS2MB copies all subtrees from Active Directory without changing the shape of the subtree. This is a one-way write from Active Directory to the metabase; the metabase never writes to Active Directory. It does not add or compute any attribute when copying.
The operation of SMTP, POP3, IMAP4, and HTTP depends on the replication by DS2MB. Not all settings are synchronized from Active Directory, some are written to the metabase directly during the installation of Exchange.
Upon instantiation, DS2MB registers with the configuration domain controller. The configuration domain controller notifies DS2MB, within 15 seconds, of any changes that are made to the Exchange configuration . As soon as the change is replicated to the configuration domain controller, it must be replicated to the metabase by DS2MB.
High water marks are entries in the metabase that enable DS2MB to track changes that have been synchronized from Active Directory. High water mark entries are entered in the IIS metabase in the form of GUIDs. These GUIDs appear under the [/DS2MB/HighWaterMarks] node in the metabase, as illustrated below:
Because DS2MB handles the entry and synchronization of high water marks in the metabase, there is usually no reason to adjust or manage this information. However, there are known scenarios in which the resolution includes deleting the high water mark entries from the metabase to reset them.
A front-end server is a server running Exchange Server 2003 that does not host a database (except when also serving as an SMTP server), but instead forwards client requests to the back-end server for processing. The front-end server uses Lightweight Directory Access Protocol (LDAP) to query Active Directory to determine which back-end server hosts the user's mailbox. A back-end server is a server running Exchange Server 2003 that maintains at least one database.
This architecture is available only for RPC over HTTP, HTTP/WebDAV, POP3, and IMAP4 clients. It is not intended for MAPI or NNTP clients. Clients that are supported connect to a front-end server that proxies client commands to the user's back-end server, which hosts an Exchange information store.
This functional division between a front-end server and a back-end server provides several benefits. For example:
Single Namespace As multiple back-end servers are configured to handle additional mailboxes, it is best to identify all the servers with a single name. You can refer to a front-end server with a single name, and it can proxy user requests to the correct back-end server containing that user's mailbox. If multiple front-end servers are configured to manage a high number of requests, a single namespace for these servers is maintained by configuring the Domain Name System (DNS) with one name mapped to the IP address on the server. It is not important which front-end server the client connects to.
Offload SSL Encrypting and decrypting message traffic uses many CPU cycles. A front-end server can perform encryption work, giving the back-end server more cycles to manage the mailbox and public folder information stores.
Public Folder Referrals for IMAP4 Clients Many IMAP4 clients do not support referrals. With this architecture, the front-end server can retrieve public folders that exist on a server other than the user's e-mail server.
Server Location You can put the back-end servers that contain the databases behind a firewall for increased protection. You can configure the firewall to allow traffic only from the front-end server. Additionally, you can put a reverse proxy (such as ISA Server) in front of a front-end server and only publish the front-end server. It is not necessary to publish the back-end mailbox servers to the Internet. Therefore, you can configure your firewalls and reverse proxies to allow traffic only to the front-end server. SMTP mail from the Internet, you must start the Microsoft Exchange Information Store service and mount at least one mailbox store. In certain situations (most notably in the generation of non delivery reports), the SMTP service requires a mailbox store to perform a conversion.
If the mailbox store is not mounted, messages that must be converted are stuck in the local delivery queue. For security reasons, make sure that user mailboxes are not homed on the mailbox store of a front-end server. If there are servers that are running Exchange Server 5.5 in the same site (routing group), you must configure the Microsoft Exchange MTA Stacks service to run on the front-end server. In this configuration, the MTAs can bind and transfer mail by using RPCs.
If X.400 connectors or Exchange Development Kit (EDK) gateway connectors are homed on the front-end server, the MTA service must also run on the front-end server. If you delete all public folder and mailbox stores, you cannot change the configuration by using Internet Services Manager.
If you must change the configuration by using Internet Services Manager, for example when you change an SSL encryption configuration, make sure that you either complete the procedures that this guide. | https://technet.microsoft.com/en-us/library/bb125093(v=exchg.65).aspx | CC-MAIN-2017-43 | refinedweb | 2,816 | 52.9 |
I'm sorry, I'm green as grass to C++. I do have experience with Basic4Gl and some regular and visual Basic. I have a small test program set up to test out the things i've learned from the 1st 3 tutorials. These cover topics from variables up until loops. My program has a Do...While loops in it, the loop works, but I cannot get it to stop can somone please point out my problem?
Code:#include <iostream> using namespace std; int main() { int age, number, yob; char retry; do { cout<<"How old are you?\n"; cin>>age; cin.ignore(); cout<<"What is your favorite number?\n"; cin>>number; cin.ignore(); yob = 2008 - age; if (age == 15) { cout<<"So you're "<< age<<"? Awsome! You're the same age as me!\n"; } else { cout<<"So you're "<< age<<", were born in "<< yob<<", and you favorite number is "<< number<<".\n"; } cout<<"Repeat, Y/N \n"; cin>>retry; cin.ignore(); } while ( retry = "Y"||"y" ); } | http://cboard.cprogramming.com/cplusplus-programming/110703-why-won%27t-loop-end.html | CC-MAIN-2015-06 | refinedweb | 163 | 87.52 |
A database abstraction service for .NET that segregates data access calls from actual data implementation. This puts SQL code in one place (query libraries), makes it easy to change data stores (ex. SQLite to SQL Server, MySQL to PostgreSQL, etc.), and removes this noise from...
The DBAbstract Server is a middleware database server solution written entirely in Java. It provides connection to any type of database implementation through one JDBC partially complient driver, client-server encryption and connection pooling.
web2bb is original work by Kevin Waterson distributed under the new BSD license from this website: WEB2BB is an ultra light, ultra fast, and freely available MVC written in PHP. It does not try to be all things to all people, nor does it even care what other frameworks do. It just provides a simple and easy to use framework for PHP projects. Original framework requires PHP 5.3 and uses namespaces. My version is ported to work in PHP 5.2.x and enhanced in several waframework mvc web2bb
A Database abstraction class which implements an interface. Abstract your pdo, mysqli class with this functionality making later database changes easy
We have large collection of open source products. Follow the tags from
Tag Cloud >> | http://www.findbestopensource.com/product/dbabstraction | CC-MAIN-2017-22 | refinedweb | 204 | 67.25 |
By listing the first six prime numbers: 2, 3, 5, 7, 11, and 13, we can see that the 6th prime is 13.
What is the 10001st prime number?
what you have to do is traverse and check if the number is prime. The most important concept to remember is
- 2 is the only EVEN prime number
- 3 onwards all prime numbers are ODD
- a number is considered to be prime if it is Divisible by any number Less Than or Equal To SQUAREROOT of (Suspected Number).
using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace ProjectEuler { class PrimeAtPlace { public PrimeAtPlace(int place) { getPrimeatPlace(place); } private void getPrimeatPlace(int Place) { int counter = 1; int suspectprime = 3; int tempprime = 0; while (counter <= Place) { if (checkIfPrime(suspectprime)) { tempprime = suspectprime; counter++; } suspectprime = suspectprime + 2; }
Console.WriteLine("Prime at " + counter + " is " + tempprime);
} } private Boolean checkIfPrime(int suspectprime) { for (int j = 3; j <= Math.Sqrt(suspectprime); j = j + 2) { if (suspectprime % j == 0) { return false; } } return true; } } } | http://hackwithpiyush.blogspot.com/2013/07/project-euler-solved-using-c-10001st.html | CC-MAIN-2018-26 | refinedweb | 166 | 55.95 |
Revision history for Perl extension XML::SAX::Base. 1.04 Mon Apr 28 23:56:33 2001 - plugged major memory leak (thanks to Richard Titmuss for the catch and Matt Sergeant for the patch). - added get_handler method (and friends). - added to test suite 1.03 Mon Jan 21 2002 - set namespaces feature on by default as per SAX spec 1.02 Fri Nov 30 2001 - implemented get/set_feature in terms of supported_features 1.01 Mon Nov 26 01:56:33 2001 - added set_handler method (and friends). - added to test suite 1.00 Tue Nov 20 01:01:22 2001 - created standalone 1.0 distribution. 0.22 Tue Oct 30 18:54:03 2001 - changed the name to reflect the fact that this is really a base class for any kind of SAX Driver (Fitlers being only a specific case of Drivers). - added some more SAX2 compatibility options 0.19 - 0.21 Sun Oct 14 11:06:23 2001 - Major architectural changes. - Base now uses an agressive method caching strategy in which the various possible handler classes are explicity checked (via 'can') for a method implementation. Failing that, the classes are examined for an 'AUTOLOAD' sub and the given method is called directly on that class-- if that call dies for a reason other "Can't find object method 'foo'" the error is propigated. If an appropriate method is found, the coderef cached in the instance's 'Methods' HASH ($self->{Methods}->{$method_name}) which is used for subsequent calls to that method. 0.17 - Fri Oct 12 23:43 2001 - More clean-up. 0.15 Mon Oct 08 18:12:33 2001 - added 'autogen.pl' to generate Base.pm offline rather than building subs at compile time. - fixed 'dangling $@' that was causing parse to die in undesirable cases because, although the module was rightly skipping over cases where a handler method was not implemented, $@ was still set globally and causing problems further up the food-chain. *pizzas welcome* ;-> 0.11 Sat Oct 06 21:08:42 2001 - modifications by Robin Berjon to provide full SAX1 and SAX2 support, along with proper handler defaulting and dispatching. 0.10 Sat Sep 01 08:53:42 2001 - patches by Kip Hampton to avoid throwing events that aren't defined 0.01 Fri May 18 16:26:33 2001 - original version; created by h2xs 1.19 | http://opensource.apple.com/source/CPANInternal/CPANInternal-62/XML-SAX/XML-SAX-Base/Changes | CC-MAIN-2013-20 | refinedweb | 390 | 73.88 |
March 2003
- March 24, 2003 24 Mar'03
NAS pays dividends for bank conglomerate
Move from direct-attached storage to network-attached helps trim the fat at FAT. Continue Reading
- March 21, 2003 21 Mar'03
Using the MapPoint ActiveX control
A look at how MapPoint uses ActiveX. Continue Reading
- March 21, 2003 21 Mar'03
Is there an equivalent to VB6's App.Path in VB.NET?
- March 21, 2003 21 Mar'03
Setting permissions to write to event log
How to set permissions for ASP.NET to write to the registry without making ASP.NET a local admin. Continue Reading
- March 21, 2003 21 Mar'03
Session timeout
Ninety minutes is not the maximum limit you can set for session timeout. Continue Reading
- March 20, 2003 20 Mar'03
How do I create a control array in VB.NET?
- March 17, 2003 17 Mar'03
System.Convert.ToString(mdblAnswer) or CStr(mdblAnswer)? Which should I use?
- March 14, 2003 14 Mar'03
How do I scan or take a photo using scan COM component for the imgscan.ocx in VB.NET?
- March 12, 2003 12 Mar'03
In VB.NET, how do I open the default mail browser, like Outlook Express, with a file attachment?
- March 12, 2003 12 Mar'03
Getting database schema using ADO.NET
ADO.NET provides a rich infrastructure to get the database schema information. Learn how to retrieve it. Continue Reading
- March 12, 2003 12 Mar'03
How do I open Adobe Acrobat Reader from C# and load the files I want?
- March 11, 2003 11 Mar'03
How do you put up a popup window from the VB class generated from the page class?
- March 09, 2003 09 Mar'03
How do I trap key presses in VB.NET?
- March 08, 2003 08 Mar'03
In VB.NET, how do I unload all forms within forms and return to parent form?
- March 07, 2003 07 Mar'03
The System.Security.Cryptography namespace
Understanding .NET's crypto capabilities. Continue Reading
- March 05, 2003 05 Mar'03
Will Visual Studio .NET work with Windows ME?
- March 03, 2003 03 Mar'03
Introduction to the CLR
Discussion of what its purpose is and what it does. Continue Reading
- March 03, 2003 03 Mar'03
In ASP.NET, how do you create a popup window from the VB class generated from the page class? | https://searchwindevelopment.techtarget.com/archive/2003/3 | CC-MAIN-2020-16 | refinedweb | 398 | 77.03 |
On 09/11/2013 10:33 AM, Chen Hanxiao wrote: > >> -----Original Message----- >> From: Daniel P. Berrange [mailto:berrange redhat com] >> Sent: Tuesday, September 10, 2013 6:44 PM >> To: libvir-list redhat com >> Cc: Chen Hanxiao; Daniel P. Berrange >> Subject: [PATCH] Add some notes about security considerations when using > LXC >> >>> > > There might be too much spotlight on 'systemd'. > Maybe users may think that this issue only came with systemd. > > Actually RHEL6.4GA without systemd still suffer from the reboot issue. > Some apps like upstart can send reboot request to host via unix sockets. > Yes, there are two kinds of unix sockets(man 7 unix). one is abstract, this type of unix socket is net namespace aware, and upstarts use this type of unix socket to recv/send reboot message. So in this case, we should enable net namespace. the other one is pathname, this type is not net namespace aware, since it represents a file(inode), systemd uses this type of unix socket to recv/send reboot message. In this case, we should make sure the files aren't shared between host and container, for systemd, this file is /run/systemd/private. Ack for other parts of this doc. Thanks | https://www.redhat.com/archives/libvir-list/2013-September/msg00543.html | CC-MAIN-2015-11 | refinedweb | 200 | 72.66 |
Sifu Christopher Lee Matsuo L.Ac.
[Honolulu Hawaii]
[Sifu Matsuo's Classes Closed To Public]
Tibetan, Taoist & Mikkyo Healing Classes
Ancient science of Healing applied through advanced alchemical concepts and formulas. Application using ancient and modern developments from over 8000 years of unbroken healing tradition.
Dragon Gate School Healing 'Closed to Public'
Dragon Gate Taoist Acupuncture Treatments
Ancient Shamanism
Empowerments, Transmissions, Articulate Wisdom of the Elements, Alchemy, and Energy.
Shamanism
Bagua Chi Kung (Qi Gong)
Baguazhang (8 trigram palm) is a true health treasure created by Sages.
It contains within it's art, iron shirt, bone marrow washing, tendon changing
Qi development, and much more. Its movements are beautiful, circular &
spiraling. Energetic Poetry. Taoist Internal Kung Fu!!!
Baguazhang 8 Trigram Palm
This morning class covers every aspect of this beautiful art.
Taoist Principles through physical movements to prepare and balance.
Circle walking form practice. Water Dragon set teaches reeling and fa jing & fa chi.
Eight Mother Palms set teaches the application of the movements to the circle walking as well as the Chin na (joint locking), throws and internal palm strikes..
Tui shou Bagua rolling hands sets teach fighting application. Broadsword set teaches
the extension of the techniques into a weapon. Strait Sword, Staff, Tibetan Snake, Snake Bagua, Etc. Study of the Trigrams as it applies to the
Bagua art in all aspects. This art has much depth.
Baguazhang
List of Forms
Shorinjin Ryu Ninjitsu
Authentic Fukushima Valley Ninjitsu.
Sensei Matsuo was personally trained by
Ninjitsu Master Sam Ishigo on the Big Island of Hawaii. It is a highly evolved
art based on the human energy system & the concepts hidden in ancient
Buddhist stupas. There is only one way to truly learn this art... total immersion.
Sincere thanks to Ishigo Sensei for the immortal gift of Ninjitsu.. [This class is now run by Ray Carbullito honoring his teachers and ancestors by passing on the knowledge to those with sincere hearts]
Head Sensei Ray Carbullido
Sensei Ray Carbullido is now the ony practicing Master of this system and the only one to reach the level of Ninjitsu Mastery (Shinmyo Ken 'divine sword')This level of mastery covers all aspects of Martial Arts, Sorcery and Healing. Ray is also highly respected for his Mastery of Baguazhang, Daito Ryu and the Sword. He is the Most Gifted Practitioner in the History of this Art since it Came to Hawaii
Ninjitsu
Daito Ryu Aikijujitsu
One of the oldest martial arts of Japan. Originally taught to only the highest
ranking Samurai. Matsuo Sensei has been teaching the art on Aikijujitsu since
moving to Honolulu in 1993. He is a personal student of Hidetoshi Mitsuoka [Internal Martial Arts Research Institute]and
[This class is now Taught by Sensei Ray Carbullito]
Daito Ryu Aikijujitsu
SEMINARS
Sifu-Sensei Matsuo runs a 'closed door' School in Honolulu, Hawaii. Time does not allow him to teach public classes. However, He has been providing Regular Seminars twice a year to The Arizona Branch run by Dr. Inouye through the sponsorship of Tenchiaz and Master Corona's Martial Arts Academy. These Seminars cover Tibetan, Taoist and Mikkyo subjects for spiritual & practical development such as: Energetic Healing, Sorcery, Alchemy, Martial arts, Dim Mak, Qi Gong, Internal Iron palm, Ninjistu, Bagua, Aikijujitsu, Reijutsu (Reiki), Weapons etc.For information reguarding these seminars, Please contact Dr. Vance T. Inouye.
Vajra Ksatriya
Dragon Gate Shaman's Club
All aspects of the school are applied and perfected in this club. This club is closed to the public and was created for the long standing members of the School.
The Theraputic Healing Corner
Kahuna Matada | http://www.angelfire.com/ma/tenchishiki/copy_of_mainpage.html | CC-MAIN-2018-43 | refinedweb | 596 | 55.34 |
- sara55
It works, thank you very much
- sara55
Thanks, I will try
- sara55
Hi,
I would like to get input from ui.textfields and. Insert the data into SQLite DB.
I have used a button action to read the fields and insert to the DB.Is there a better way of doing it without the button?
import ui import sqlite3 def button_action(sender): #con = sqlite3.connect(":memory:") conn = sqlite3.connect('jubk.db') #con.isolation_level = None c = conn.cursor() # c.execute('''CREATE TABLE emploee_db3 # (id_num text, first text, last text)''') first = first_name_f.text last = last_name_f.text id_num = id_num_f.text print('first name ', first, 'last name ', last, 'id ', id_num) c.execute("INSERT INTO emploee_db3 VALUES (:id_num, :first, :last)", {'id_num': id_num, 'first': first, 'last': last}) for row in c.execute('SELECT * FROM emploee_db3'): print(row) conn.commit() v = ui.load_view() v.present('sheet') first_name_f = v['first_f'] last_name_f = v['last_f'] id_num_f = v['idnum']
- sara55
Thank you very much
- sara55
Thanks, it worked.
How would I load a JPG image ?
Img = ?
- sara55
Thank you very much, I will try.
- sara55
I am new to python and Pythonista.
I would like to save ui.image and not create it very time from JPEG.
Is it possible?
Thanks | https://forum.omz-software.com/user/sara55/posts | CC-MAIN-2022-21 | refinedweb | 201 | 80.07 |
Hello,
I'd like to start learning python, so I chose Sublime text editor. Are there any tutorials available to get python working with Sublime? Thanks for any suggestions.
Win7 32
-adabo
x = 1
def func():
print 'Function works.'
if x == 1:
print 'If statement works.'
func()
raw_input('This is raw_input text')
Writing file C:\Python27\My Projects\pytest.py with encoding UTF-8
running command python from directory C:\Python27\My Projects
exec: trying C:\Windows\system32\cmd.exe /A /S /C "python"
# See for details
build python
lineNumberRegex ^(...*?):([0-9]*):?([0-9]*)
showWhenFinished true
workingDir $ProjectDir
Return to Technical Support
Users browsing this forum: No registered users and 6 guests | http://www.sublimetext.com/forum/viewtopic.php?p=7548 | CC-MAIN-2013-20 | refinedweb | 112 | 69.07 |
Apr 27, 2012 01:09 PM|gdperkins|LINK
Hi,
I have a custom filter like this:
public override OnActionExecuted(HttpActionExecutedContext context) { context.Result.Content //is always null base.OnActionExecuted(context); }
At what stage is the Result.Content populated? I want to be able to check the action result for logging purposes etc.
Is there anyway i can do this?
Many Thanks in advance.
Apr 27, 2012 01:12 PM|BrockAllen|LINK
Oh sorry -- I should have noticed this was WebApi forum. I gave the MVC answer, not the WebApi answer.
Apr 27, 2012 01:33 PM|BrockAllen|LINK
gdperkins
No worries, there isn't a onresultexecuted method for the asp.net web api which i would assume has the response data in context so not sure the best way to go about this?
I just setup a quick sample and I am getting a non-null Content in my filter's OnActionExecuted.
Apr 27, 2012 02:33 PM|gdperkins|LINK
The current response i am trying to catch and log is a string response from a web service. Is there actually a way to do this from the filter context? Sorry for my confusing first question - hopefully its a bit more understandable now what i am actually trying to do.
Apr 27, 2012 03:19 PM|BrockAllen|LINK
Maybe the best place for logging is in a message handler.
Apr 28, 2012 03:30 PM|BrockAllen|LINK
You want the post-processing side of the message handler, so this means in your delegating message handler calling the base.SendAsync and then get the results with ContinueWith -- I think there's an example on that page I linked that shows this... yep, here's the snippet from that page:
public class CustomHeaderHandler : DelegatingHandler { protected override Task<HttpResponseMessage> SendAsync( HttpRequestMessage request, CancellationToken cancellationToken) { return base.SendAsync(request, cancellationToken).ContinueWith( (task) => { HttpResponseMessage response = task.Result; response.Headers.Add("X-Custom-Header", "This is my custom header."); return response; } ); } }
8 replies
Last post Apr 28, 2012 03:40 PM by gdperkins | http://forums.asp.net/t/1797724.aspx?Filter+context+getting+the+result | CC-MAIN-2014-35 | refinedweb | 337 | 57.27 |
A few customers have noticed an issue with WCF scaling up when handling a burst of requests. Fortunately, there is a very simple workaround for this problem that is covered in KB2538826 (thanks to David Lamb for the investigation and write up). The KB article provides a lot of good information about when this would apply to your application and what to do to fix it. In this post, I want to explore exactly what’s happening.
The best part is that there is an easy way to reproduce the problem. To do this, create a new WCF service application with the .NET 4 framework:
Then trim the default service contract down to only the GetData method:
using System.ServiceModel; [ServiceContract] public interface IService1 { [OperationContract] string GetData(int value); }
And fill out the GetData method in the service code:
using System; using System.Threading; public class Service1 : IService1 { public string GetData(int value) { Thread.Sleep(TimeSpan.FromSeconds(2)); return string.Format("You entered: {0}", value); } }
The two second sleep is the most important part of this repro. We’ll explore why after we create the client and observe the effects. But first, make sure to set the throttle in the web.config:
<configuration> <system.web> <compilation debug="true" targetFramework="4.0" /> </system.web> <system.serviceModel> <behaviors> <serviceBehaviors> <behavior> <serviceMetadata httpGetEnabled="true"/> <serviceDebug includeExceptionDetailInFaults="false"/> <serviceThrottling maxConcurrentCalls="100"/> </behavior> </serviceBehaviors> </behaviors> <serviceHostingEnvironment multipleSiteBindingsEnabled="true" /> </system.serviceModel> <system.webServer> <modules runAllManagedModulesForAllRequests="true"/> </system.webServer> </configuration>
The Visual Studio web server would probably suffice, but I changed my web project to use IIS instead. This makes it more of a realistic situation. To do this go to the project properties, select the Web tab, and switch to IIS.
Be sure to hit the Create Virtual Directory button. In my case, I have SharePoint installed and it’s taking up port 80, so I put the default web server on port 8080. Once this is done, build all and browse to the service to make sure it’s working correctly.
To create the test client, add a new command prompt executable to the solution and add a service reference to Service1. Change the client code to the following:
using System; using System.Threading; using ServiceReference1; class Program { private const int numThreads = 100; private static CountdownEvent countdown; private static ManualResetEvent mre = new ManualResetEvent(false); static void Main(string[] args) { string s = null; Console.WriteLine("Press enter to start test."); while ((s = Console.ReadLine()) == string.Empty) { RunTest(); Console.WriteLine("Allow a few seconds for threads to die."); Console.WriteLine("Press enter to run again.");.Write("Press enter to release threads."); Console.ReadLine();(); } }
The code above uses a combination of a ManualResetEvent and a CountdownEvent to coordinate the calls to all happen at the same time. It then waits for all the calls to finish and determines how long it took. When I run this on a dual core machine, I get the following:
Press enter to start test. Starting 100 threads. Releasing threads. Total time to run threads: 14.0s. Allow a few seconds for threads to die. Press enter to run again.
If each individual request only sleeps for 2 seconds, why would it take 100 simultaneous requests 14 seconds to complete? It should only take 2 seconds if they’re all executing at the same time. To understand what’s happening, let’s look at the thread count in perfmon. First, open Administrative Tools -> Performance Monitor. In the tree view on the left, pick Monitoring Tools -> Performance Monitor. It should have the % Processor counter in there by default. We don’t need that counter so select it in the bottom and press the delete key. Now click the add button to add a new counter:
In the Add Counters dialog, expand the Process node:
Under this locate the Thread Count counter and then find the w3wp instance and press the Add >> button.
If you don’t see the w3wp instance, it is most likely because it wasn’t running when you opened the Add Counters dialog. To correct this, close the dialog, ping the Service1.svc service, and then click the Add button again in perfmon.
Now you can run the test and you should see results similar to the following:
In this test, I had pinged the service to get the metadata to warm everything up. When the test ran, you can see it took several seconds to add another 21 threads. The reason these threads are added is because when WCF runs your service code, it uses a thread from the IO thread pool. Your service code is then expected to do some work that is either quick or CPU intensive or takes up a database connection. But in the case of the test, the Thread.Sleep means that no work is being done and the thread is being held. A real world scenario where this pattern could occur is if you have a WCF middle tier that has to make calls into lower layers and then return the results.
For the most part, server load is assumed to change slowly. This means you would have a fairly constant load and the thread pool manager would pick the appropriate size for the thread pool to keep the CPU load high but without too much context switching. However, in the case of a sudden burst of requests with long-running, non-CPU-intensive work like this, the thread pool adapts too slowly. You can see in the graph above that the number of threads drops back down to 30 after some time. The thread pool has recognized that a thread has not been used for 15 seconds and therefore kills it because it is not needed.
To understand the thread pool a bit more, you can profile this and see what’s happening. To get a profile, go to the Performance Explorer, usually pinned on the left side in Visual Studio, and click the button to create a new performance session:
Right click on the new performance session and select properties. In the properties window change the profiling type to Concurrency and uncheck the “Collect resource contention data” option.
Before we start profiling, let’s first go to the Tools->Options menu in Visual Studio. Under Debugging, enable the Microsoft public symbol server.
Also, turn off the Just My Code option under Performance Tools:
The next step is to make the test client the startup project. You may need to ping the Service1.svc service again to make sure the w3wp process is running. Now, attach to the w3wp process with the profiler. There is an attach button at the top of the performance explorer window or you can right click on the performance session and choose attach.
Give the profiler a few seconds to warmup and then hit ctrl+F5 to execute the test client. After the test client finishes a single run pause and detach the profiler from the w3wp process. You can also hit the “Stop profiling” option but it will kill the process.
After you’ve finished profiling, it will take some time to process the data. Once it’s up, switch to the thread view. In the figure below, I’ve rearranged the threads to make it easier to see the relationships:
Blue represents sleep time. This matches what we expect to see, which is a lot of new threads all sleeping for 2 seconds. At the top of the sleeping threads is the gate thread. It checks every 500ms to see if the number of threads in the thread pool is appropriate to handle the outstanding work. If not, it creates a new thread. You can see in the beginning that it creates 2 threads and then 1 thread at a time in 500ms increments. This is why it takes 14 seconds to process all 100 requests. So why are there two threads that look like they’re created at the same time? If you look more closely, that’s actually not the case. Let’s zoom in on that part:
Here again the highlighted thread is the gate thread. Before it finishes its 500ms sleep, a new thread is created to handle one of the WCF service calls which sleeps for 2 seconds. Then when the gate thread does its check, it realizes that there is a lot of work currently backed up and creates another new thread. On a dual core machine like this, the default minimum IO thread pool setting is 2: 1 per core. One of those threads is always taken up by WCF and functions as the timer thread. You can see that there are other threads created up top. This is most likely ASP.Net creating some worker threads to handle the incoming requests. You can see that they don’t sleep because they’re passing off work to WCF and getting ready to handle the next batch of work.
The most obvious thing to do then would be to increase the minimum number of IO threads. You can do this in two ways: use ThreadPool.SetMinThreads or use the <processModel> tag in the machine.config. Here is how to do the latter:
<system.web> <!--<processModel autoConfig="true"/>--> <processModel autoConfig="false" minIoThreads="101" minWorkerThreads="2" maxIoThreads="200" maxWorkerThreads="40" />
Be sure to turn off the autoConfig setting or the other options will be ignored. If we run this test again, we get a much better result. Compare the previous snapshot of permon with this one:
And the resulting output of the run is:
Starting 100 threads. Press enter to release threads. Releasing threads. Total time to run threads: 2.2s. Allow a few seconds for threads to die. Press enter to run again.
This is an excellent result. It is exactly what you would want to happen if a sudden burst of work comes in. But customers were saying that this wasn’t happening for them. David Lamb told me that if you run this for a long time, like 2 hours, it would eventually stop quickly adding threads and behave as if the min IO threads was not set.
One of the things we can do is modify the test code to give enough time for the threads to have their 15 second timeout and just take out all the Console.ReadLine calls:
using System; using System.Threading; using ServiceReference1; class Program { private const int numThreads = 100; private static CountdownEvent countdown; private static ManualResetEvent mre = new ManualResetEvent(false); static void Main(string[] args) { while (true) { RunTest(); Thread.Sleep(TimeSpan.FromSeconds(25));(); } }
Then just let it run for a couple hours and see what happens. Luckily, it doesn’t take 2 hours and we can reproduce the weird behavior pretty quickly. Here is a perfmon graph showing several runs:
You can see that the first two bursts had quick scale up with the thread count. After that, it went back to being slow. After working with the CLR team, they determined that there is a bug in the IO thread pool. This bug causes the internal count of IO threads to get out-of-sync with reality. Some of you may be asking the question as to what min really means in terms of the thread pool. Because if you specify you want a minimum of 100 threads, why wouldn’t there just always be 100 threads? For the purposes of the thread pool, the min is supposed to be the threshold that the pool can scale up to before it starts to be metered. The default working set cost for one thread is a half MB. So that is one reason to keep the thread count down.
Some customers have found that Juval Lowy’s thread pool doesn’t have the same problem and handles these bursts of work much better. Here is a link to his article:
Notice that Juval has created a custom thread pool and relies on the SynchronizationContext to switch from the IO thread that WCF uses to the custom thread pool. Using a custom thread pool in your production environment is not advisable. Most developers do not have the resources to properly test a custom thread pool for their applications. Thankfully, there is an alternative and that is the recommendation made in the KB article. The alternative is to use the worker thread pool. Juval has some code for a custom attribute that you can put on your service to set the SynchronizationContext to use his custom thread pool and we can just modify that to put the work into the worker thread pool. The code for this change is all in the KB article, but I’ll reiterate here along with with the changes to the service itself.
using System; using System.Threading; using System.ServiceModel.Description; using System.ServiceModel.Channels; using System.ServiceModel.Dispatcher; [WorkerThreadPoolBehavior] public class Service1 : IService1 { public string GetData(int value) { Thread.Sleep(TimeSpan.FromSeconds(2)); return string.Format("You entered: {0}", value); } }) { } }
The areas highlighted above show the most important bits for this change. There really isn’t that much code to this. With this change essentially what is happening is that WCF recognizes that when it’s time to execute the service code, there is an ambient SynchronizationContext. That context then pushes the work into the worker thread pool with QueueUserWorkItem. The only other change to make is to the <processModel> node in the machine.config to configure the worker thread pool for a higher min and max.
<system.web> <!--<processModel autoConfig="true"/>--> <processModel autoConfig="false" minWorkerThreads="100" maxWorkerThreads="200" />
Running the test again, you will see a much better result:
All of the test runs finished in under 2.5 seconds.
We cannot make a recommendation on this alone though. There are other questions like how does this affect performance and does it continue to work this way for hours, days, weeks, etc. Our testing showed that for at least 72 hours, this worked without a problem. The performance runs showed some caveats though. These are also pointed out in the KB article. There is a cost for switching from one thread to another. This would be the same with the worker thread pool or a custom thread pool. That overhead can be negligible for large amounts of work. In the case that applies here with 2 seconds of blocking work, the context switch is definitely not a factor. But if you’ve got small messages and fast work, then it’s likely to hurt your performance.
The test project is included with this post.
Originally posted on Dustin Metzgar’s blog
Isn't this just covering up the problem that the service is implemented with excessive blocking on the IOCP threads?
Ideally, the IOCP thread should just be performing actual non-blocking work with any potentially blocking calls made async or on a separate worker thread if there is no proper async call available.
@Karg – You are correct. Ideally the customer should change to an async model but it is not always possible.
Dustin,
If "The test project is included with this post" I can't find the link.
Cheers,
–rj
@Roger – Thanks for pointing that out. Apparently a cross post doesn't include the attached file. It should be available now. | https://blogs.msdn.microsoft.com/endpoint/2011/05/04/wcf-scales-up-slowly-with-bursts-of-work/ | CC-MAIN-2017-09 | refinedweb | 2,546 | 64.91 |
Lazy loading and code splitting in React
April 19, 2019
Lazy loading is a well-known technique for improving performance and reducing the associated resources costs. It’s so effective that it’s even being added to the web standard via the
loading="lazy" attribute. In this article we will learn how to perform lazy ressources loading and code splitting in React.
Note: at the time of writing this article, a lot of APIs are still in development and are not ready to be used in production.
Glossary
Code splitting […] allows you to split your code into various bundles which can then be loaded on demand or in parallel. It can be used to achieve smaller bundles and control resource load prioritization which, if used correctly, can have a major impact on load time. ~ Webpack
Lazy loading is a design pattern […] used to defer initialization of an object until the point at which it is needed. It can contribute to efficiency in the program’s operation if properly and appropriately used. […] The performance gains are especially significant if the initialization of the object is costly, such as in case of accessing network services. ~ Wikipedia
Problem
A lot of SPAs nowadays are “monolithic” – there’s a giant JavaScript bundle which contains all of the application’s files. This bundle is required via a
<script> tag, gets downloaded on the initial visit and hopefully cached. This results in:
- a longer initial load: we download all of the app’s code, even if it’s not needed to perform the initial render or not used at all;
- faster application rendering and in-app navigation: all of the components are already downloaded and don’t need to be lazy fetched.
This is the typical drowback of code-splitting: the initial page load is faster but each dynamic import degrades the visible in-app performance.
Developers tend to provide a visual feedback for each asynchronous action. It often results in an immense amount of loaders and it’s still badly perceived by users. Once the lazy components render, they can perform other asynchronous actions (like network requests) which adds another layer of loaders.
As a developer, you need to find the perfect balance between initial and dynamic loading and focus on creating great fallback experiences.
Solutions
Concurrent React can partially render a tre without committing the result.
Code splitting
React 16.6 introduced
React.lazy which allows us to perform code splitting and a
Suspense component which renders placeholders for lazy-loaded resources.
import React, { Suspense, lazy } from "react"; const Foo = lazy(() => import("./Foo")); const Bar = lazy(() => import("./Bar")); const LazyFooBar = () => ( <ErrorBoundary> <Suspense maxDuration={1500} fallback={"Loading…"}> <Foo /> <Suspense maxDuration={1000} fallback={"Loading…"}> <Bar /> </Suspense> </Suspense> </ErrorBoundary> );
The dynamic
import() tells the bundler to exclude requestes filed from the main bundle.
React.lazy returns a special component type that will suspend the render until it resolves or rejectes The exact behaviour is described in the following RFC:
React.lazyaccepts a Promise factory, and returns a new component type. When React renders that type for the first time, it triggers the Promise factory […]. If the Promise is fulfilled, React reads the
.defaultvalue from it […], and uses it as a component type for rendering. If the Promise is rejected, the rejection is handled in the same way as React normally handles errors (by letting the nearest error boundary handle it). After the code has loaded, React caches the Promise result. Next renders of the components with this type become synchronous and have no extra cost.
Suspense allows you to define a fallback placeholder which is displayed when the render is in the suspended state. It also allows you to configure the delay after which the fallback should be shown (via the
maxDuration property). It will prevent the fallback component from showing up on fast networks.
Suspense is quite similar to
ErrorBoundary. In fact, you can think of
Suspense as being the
try { … } block whereas
ErrorBoundary is the
catch (error) { … } block.
Lazy loading and preloading
React team is working on an experimental library named
react-cache. It provides APIs for implementing various caches for React applications. As it is dependant on some not-yet-released React APIs, this library should not be used in production.
API calls
One of
react-cache use-cases is to suspense rendering on pending requests.
const FooListResource = unstable_createResource((query) => fetchFooList(query));
In our render, we just read the data using the
FooListResource.read. This method returns the response from
unstable_createResource Promise factory and tells the nearest parent
React.Suspense to stop the rendering and display the fallback till the resource isn’t ready. The implementation is simple:
const FooList = () => { const response = FooListResource.read({ search: "Lorem ipsum dolor.", }); return ( <ul> {response.map((item) => ( <li key={item.id}>{item.text}</li> ))} </ul> ); };
Embedded documents
You can use
react-cache to lezy load embedded documents, such as images, videos, scripts, stylesheets and more. The implementation is quite similar to caching API calls. We start with creating a Image resource:
const ImageResource = unstable_createResource( (src) => new Promise((resolve, reject) => { const img = new Image(); img.src = src; img.onload = resolve; // img.onerror = reject; }) );
Now, we need to create an alternative
img component which will make use of the
ImageResource. For this, we simply need to call
ImageResource.read(src) – it will tell the nearest parent
React.Suspense to stop the rendering and display the fallback till the image isn’t fully loaded. The implementation is straightforward:
const Img = ({ src, ...props }) => { ImageResource.read(src); return <img src={src} {...props} />; };
Now, we can create a wrapper which will take care of providing the low-resolution fallback image for us – we just need to wrap the newely created
Img component with a
React.Suspense and provide a fallback image, as follows:
function LazyImg = ({ lowResSrc, highResSrc, ...props }) => ( <React.Suspense fallback={<img {...props} src={lowResSrc} />}> <Img {...props} src={highResSrc} /> </React.Suspense> )
There’s a GitHub project named
the-platform which turns Web API’s into React Hooks and Suspense-friendly React components. It provides a sets of lazy components out-of-the-box, such as: | https://laniewski.me/2019-04-19-lazy-loading-and-code-splitting-in-react-apps/ | CC-MAIN-2021-21 | refinedweb | 1,011 | 56.76 |
If condition on a color property
Hello,
i've searched for this both on google and in this forum, but can't seem to find any answer.
I'm learning PySide and QtQuick while I contribute with some tutorials for the PySide wiki documentation, and while doing a simple example ( ) i've come up with something which i consider not very intuitive. The example is this:
@
import Qt 4.7
Rectangle {
width: 200
height: 200
color: "white"
Text { text: "Hello World" anchors.centerIn: parent font.pixelSize: 24 color: 'black' MouseArea { anchors.fill: parent onClicked: { console.log("Mouse clicked!", parent.color) if (parent.color == "#000000") parent.color = 'blue'; else parent.color = 'black'; } } }
}
@
So, this shows a text in black which clicked, toggles to blue and vice-versa, and it's working. What i consider not intuitive is the code on line 18, namely @if (parent.color == "#000000")@
As i used @color: 'black'@ in the Text property, the intuitive step is to test the color property like @if (parent.color == 'black')@ but it doesn't work. I think it is doing something like comparing the color with a string.
Not very important, but took me some time to circumvent.. Does anyone know if this is an error or a design issue?
Thanks,
João Ventura
hi. nice. I think it's an error. I think the comparison is between strings and not colors. You should report it on
Hi,
Javascript doesn't have any notion of a "color object", so in the end this comes down to a string comparison ('==' in JS will try to convert to a common type to do the comparison).
Regards,
Michael
[quote author="mbrasser" date="1295576948"]Hi,
Javascript doesn't have any notion of a "color object", so in the end this comes down to a string comparison ('==' in JS will try to convert to a common type to do the comparison).
[/quote]
Hi, thats what i thought it was.. But i think the intuitive step is to compare using 'black' and not '#000000'. If a framework starts to have many little details which are non intuitive, it needs to have bigger and complicated documentation just to explain small things..
[quote author="2beers" date="1295573143"]
hi. nice. I think it's an error. I think the comparison is between strings and not colors. You should report it on
[/quote]
From the words of mbrasser, it seems that is a property of the javascript usage, and not an error or even a lack on the design. But if it is an error, i can try to report it (how and where?).
Btw, Qt Quick seems a very good framework. Had they used Python instead of Javascript and it would be excelent! But i understand the target audience of Qt Quick. Maybe someday, someone makes it work with other scripting languages inside..
Thanks,
João Ventura
All colors will eventually be converted to the internal number representation in QColor. If you compare two colors by name you should convert them accordingly.
I'm not a QML expert, I would try something like this:
@
if(parent.color == QColor("black"))
@
Hi Volker,
[quote author="Volker" date="1295601142"]
I'm not a QML expert, I would try something like this:
@
if(parent.color == QColor("black"))
@
[/quote]
i've tried before, but got the following in the console:
@
Mouse clicked! #000000: ReferenceError: Can't find variable: QColor
@
I think JavaScript also doesn't know about internal Qt types (at least in this way without "registering" or that kind of things which I still didn't explore yet)..
I also tried things like color.black, etc., but i think only things like '#000000' work..
But no problem, this is only a simple thing and can be circunvented. With was just to make the point that sometimes the users find little details that the framework developers didn't thought it would be used that way..
Thank you all,
João Ventura
Seems that does not work at the moment - see "QTBUG-14731":
[quote author="Volker" date="1295611584"]Seems that does not work at the moment - see "QTBUG-14731":[/quote]
Hi Volker, seems the answer to your suggestion, but not the answer to the original supposition, although it may serve. As i said, i don't know if the @if (parent.color == 'black')@ not working as intuitive is an error or a language design decison, so i will leave that for the experts..
Thanks for your feedback,
João Ventura
i guess it's a bug. well 'black' is certainly a string, but when you aply it to color property it is automaticli transformed into QColor. So if you compare a string with QColor it's also possible to convert it. just a little oversight I think
The color 'black' is just an alias for '#000000', so internally it is converted to the latter. That's why your comparison with 'black' fails. Unfortunately there seems to be no way to convert 'black' to '#000000' on the fly to enable the proper comparison.
I had the same problem. I've tried many, many different approaches, but the only one that works is this:
if (parent.color != Qt.rgba(0, 0, 0, 1)) parent.color = "black"; else parent.color = "blue";
For some bizarre reason, these always evaluate to false:
if (parent.color == Qt.rgba(0, 0, 0, 1))
if (parent.color === Qt.rgba(0, 0, 0, 1))
It's the same exact comparison, but for equality.
Sorry about the formatting; I'm having trouble with colors and indentation...
This looks a little better. Still can't get indent to work, though...
I had the same problem. I’ve tried many, many different approaches, but the only one that works is this:
[color=red]if[/color] (parent.color != [color=blue]Qt[/color].rgba(0, 0, 0, 1)) parent.color = “black”;
[color=red]else[/color] parent.color = “blue”;
For some bizarre reason, these always evaluate to false:
[color=red]if[/color] (parent.color [color=blue]Qt[/color].rgba(0, 0, 0, 1))
[color=red]if[/color] (parent.color = [color=blue]Qt[/color].rgba(0, 0, 0, 1))
It’s the same exact comparison, but for equality.
When I posted the above, some characters were removed.
There should be a double and then a triple equal sign between compared colors like so:
[color=red]if[/color] (parent.color == [color=blue]Qt[/color].rgba(0, 0, 0, 1))
[color=red]if[/color] (parent.color === [color=blue]Qt[/color].rgba(0, 0, 0, 1))
I did more experimenting on this. It turns out that white is the only color this comparison works on. Both of these work fine:
[color=red]if[/color](parent.color != [color=blue]Qt[/color].rgba(255, 255, 255, 1) )
[color=red]if[/color](parent.color == [color=blue]Qt[/color].rgba(255, 255, 255, 1) )
But any other color either evaluates false for every comparison or true for every comparison, depending on if the test is for equality or inequality. I messed with opacity values - didn't help.
Weird.
I'm new to QT development and have started playing around with some simple programs using latest QT 5.7.
This issue is still seen in my latest setup.
Snapshot of the QT Setup Used from the "About Panel"
Qt Creator 4.0.3
Based on Qt 5.7.0 (Clang 7.0 (Apple), 64 bit)
Built on Jul 5 2016 01:07:01
- raven-worx Moderators
@SJ_Arjun
use the colorEqual method | https://forum.qt.io/topic/3262/if-condition-on-a-color-property | CC-MAIN-2018-30 | refinedweb | 1,237 | 66.94 |
Tornado Unittesting with Generators
This is the second installment of what is becoming an ongoing series on unittesting in Tornado, the Python asynchronous web framework.
A couple months ago I shared some code called assertEventuallyEqual, which tests that Tornado asynchronous processes eventually arrive at the expected result. Today I’ll talk about Tornado’s generator interface and how to write even pithier unittests.
Late last year Tornado gained the “gen” module, which allows you to write async code in a synchronous-looking style by making your request handler into a generator. Go look at the Tornado documentation for the gen module.
I’ve extended that idea to unittest methods by making a test decorator called async_test_engine. Let’s look at the classic way of testing Tornado code first, then I’ll show a unittest using my new method.
Classic Tornado Testing
Here’s some code that tests AsyncMongo, bit.ly’s MongoDB driver for Tornado, using a typical Tornado testing style:
def test_stuff(self): import sys; print >> sys.stderr, 'foo' db = asyncmongo.Client( pool_id='test_query', host='127.0.0.1', port=27017, dbname='test', mincached=3 ) def cb(result, error): self.stop((result, error)) db.collection.remove(safe=True, callback=cb) self.wait() db.collection.insert({"_id" : 1}, safe=True, callback=cb) self.wait() # Verify the document was inserted db.collection.find(callback=cb) result, error = self.wait() self.assertEqual([{'_id': 1}], result) # MongoDB has a unique index on _id db.collection.insert({"_id" : 1}, safe=True, callback=cb) result, error = self.wait() self.assertTrue(isinstance(error, asyncmongo.errors.IntegrityError))
Full code in this gist. This is the style of testing shown in the docs for Tornado’s testing module.
Tornado Testing With Generators
Here’s the same test, rewritten using my async_test_engine decorator:
@async_test_engine(timeout_sec=2) def test_stuff(self): db = asyncmongo.Client( pool_id='test_query', host='127.0.0.1', port=27017, dbname='test', mincached=3 ) yield gen.Task(db.collection.remove, safe=True) yield gen.Task(db.collection.insert, {"_id" : 1}, safe=True) # Verify the document was inserted yield AssertEqual([{'_id': 1}], db.collection.find) # MongoDB has a unique index on _id yield AssertRaises( asyncmongo.errors.IntegrityError, db.collection.insert, {"_id" : 1}, safe=True)
A few things to note about this code: First is its brevity. Most operations and assertions about their outcomes can coëxist on a single line.
Next, look at the @async_test_engine decorator. This is my subclass of the Tornado-provided gen.engine. Its main difference is that it starts the IOLoop before running this test method, and it stops the IOLoop when this method completes. By default it fails a test that takes more than 5 seconds, but the timeout is configurable.
Within the test method itself, the first two operations use remove to clear the MongoDB collection, and insert to add one document. For both those operations I use yield gen.Task, from the tornado.gen module, to pause this test method (which is a generator) until the operation has completed.
Next is a class I wrote, AssertEqual, which inherits from gen.Task. The expression
yield AssertEqual(expected_value, function, arguments, ...)
pauses this method until the async operation completes and calls the implicit callback. AssertEqual then compares the callback’s argument to the expected value, and fails the test if they’re different.
Finally, look at AssertRaises. This runs the async operation, but instead of examining the result passed to the callback, it examines the error passed to the callback, and checks that it’s the expected Exception.
Full code for async_test_engine, AssertEqual, and AssertError are in this gist. The code relies on AsyncMongo’s convention of passing (result, error) to each callback, so I invite you to generalize the code for your own purposes. Let me know what you do with it, I feel like there’s a place in the world for an elegant Tornado test framework.
(Note: Opinions expressed in this article and its replies are the opinions of their respective authors and not those of DZone, Inc.) | http://css.dzone.com/articles/tornado-unittesting-generators | CC-MAIN-2014-35 | refinedweb | 665 | 50.73 |
GNU Parallel: --line-buffer option doesn't work with --pipe
Im trying to parallelize some tasks that needs to be processed on real time, so i was using --line-buffer. I was processing very long strings, but then i noticed that sometimes it hits the line lenght limit, making a
command line too long error, so i decided to pipe them
But when i use the --pipe option, --line-buffer stops working
I tested with simpler commands, and the issue still occurs
# Returns instantly, but pass the data as args (echo 1; echo 2; sleep 100) | parallel -j1 --lb cat # Pass the data to STDIN, but only after 100 seconds (echo 1; echo 2; sleep 100) | parallel -j1 --lb --pipe cat
Im using parallel 20190422 on Arch Linux
1 answer
- answered 2019-06-05 23:51 Ole Tange
# Pass the data to STDIN, but only after 100 seconds (echo 1; echo 2; sleep 100) | parallel -j1 --lb --pipe cat
This is due to GNU Parallel reads 1 MB by default. So GNU Parallel waits for more input. Only after 100 sec is the STDIN closed, and GNU Parallel gets an EOF.
You can probably do something like this:
(echo 1; echo 2; sleep 100) | parallel -j1 --block 1 -N1 --lb --pipe cat
But if the lines are much longer, then increase
-?
- Why shell script don't exit after execution?
my script simply run one command:
#!/bin/bash ssh foo@xx.xx.xx.xx " python /test.py"
test.pyinsert some data into a table in database. I run
select count(1) from barand can see that all data is loaded because the amount is exactly the same from the source. But the shell script is still running and waiting and I can do nothing in the console. Do I miss anything that will terminate the process after execution?
- [Mysterious Anomaly]How to fix:'cat top.txt | grep Cpu | cut -c 11-13 > /usr/local/apache-tomcat-9.0.21/webapps/COAST/cpuidle.txt' not working
I am developing a jsp web-page to get my cpu stats using top command and then displaying the collected info using graphs. For graphs i am using canvas.js I am running Ubuntu 18.04 with Oracle Java 12 and Tomcat 9.0.21 The Problem is that the files 'cpuidle.txt' and 'memory.txt' are not being updated instead they always contain same values. PS: I know that the quality of my code is terrible but i am learning to do this.
I have already tried deleting the files to see if the output changes, but even after deleting the files the new files created appear with the same cpu stats i.e 4.0 2.7 3.4 5.7 3.4, every time with a lock symbol. which i then 'chmod' On the other hand the top.txt file seems to update alright.
run.sh:
#!/bin/bash top -b -d 1 -n 5 > /usr/local/apache-tomcat-9.0.21/webapps/COAST /top.txt
run1.sh:
#!/bin/bash cat top.txt | grep Cpu | cut -c 11-13 > /usr/local/apache-tomcat-9.0.21/webapps/COAST/cpuidle.txt cat top.txt | grep 'KiB Mem' | cut -c 13-19 > /usr/local/apache-tomcat-9.0.21/webapps/COAST/memory.txt''''
index3.jsp:
<%@ page <script type="text/javascript"> window.onload = function() { <% if(dataPoints != null) { %> var chart = new CanvasJS.Chart("chartContainer", { animationEnabled: true, exportEnabled: true, title: { text: "CPU Load" }, data: [{ type: "line", //change type to bar, line, area, pie, etc dataPoints: <%out.print(dataPoints);%> }] }); chart.render(); <% } %> } </script> </head> <body> <div id="chartContainer" style="height: 370px; width: 100%;"></div> <script src=""></script> </body> </html>
expected results are the actual contents of top.txt file but the results i am getting in 'cpuidle.txt' and 'memory.txt' are some fixed constant values which do at all seem to update upon refresh.
- What are the meanings of columns shown by readelf, while inspecting Section Headers?
Can someone explain the meaning of these columns?
I use readelf to read a ELF file and can't find any rellevant info (like for objdump for example) about Section Headers columns.
For example what are 'ES', 'Lk' and 'Info' ?
What are all available flags in 'Flg' ?
'Al' means alignment ?
Section Headers: [Nr] Name Type Addr Off Size ES Flg Lk Inf Al [ 0] NULL 00000000 000000 000000 00 0 0 0 [ 1] .data PROGBITS 3ffe8000 000120 0004fa 00 WA 0 0 16 [ 2] .rodata PROGBITS 3ffe8500 000620 000ea4 00 A 0 0 16 [ 3] .bss NOBITS 3ffe93a8 0014c8 0089d0 00 WA 0 0 16 ... ...
Thanks in advance,
- Include is failing unable to find file. How can I use G++ to find where it is looking
Trying to compile a file with
#include <wx/wx.h>. When executing my makefile with
mingw32-make -f makefile, this file is not found.
I see the include directory in my PATH variable for wxwidgets when I look in Windows 7 under "Environment variables", I echo print the Path variable in the makefile to verify the PATH is correct.
I tried to use
g++ -H Window.cppto print out WHERE it is looking for
<wx/wx.h>but it provides no information other than an error.
I'm looking for advice on how to understand why the compiler can not find the header file when compiling with a makefile.
- to_string() not declared in gnustl_static
This code will give an error message "to_string was not declared in this scope"
#include <jni.h> #inlcude <string> #include <android/log.h> using namespace std; JNIEXPORT jboolean JNICALL Java_com_package_activity_method (JNIEnv *env, jobject classObject,jdouble number) { String string= to_string(number); __android_log_print(ANDROID_LOG_DEBUG, "JNI","The number is: %s,string); return; }
if trace the header file I can find these in string.h -> basic_string.h
inline string to_string(double __val) { const int __n = __gnu_cxx::__numeric_traits<double>::__max_exponent10 + 20; return __gnu_cxx::__to_xstring<string>(&std::vsnprintf, __n, "%f", __val); }
So it was declared after all...
I can fix the problem by writing my own version of to_string
String to_string(double number){ std::stringstream ss; ss << number; return ss.str(); }
or change -DANDROID_STL to c++_static
but what I am trying to understand it which part of the code obscure the to_string method in gnustl from being seen.
-. | http://quabr.com/56464124/gnu-parallel-line-buffer-option-doesnt-work-with-pipe | CC-MAIN-2019-30 | refinedweb | 1,040 | 65.52 |
The .NET Core CLI comes with tons of pre-built project templates! One of the new templates that will be included with .NET Core 3 will be for building worker services.
Combining .NET Core worker services with Coravel can help you build lightweight background job scheduling applications very quickly. Let's take a look at how you can do this in just a few minutes!
Note: Worker services are lightweight console applications that perform some type of background work like reading from a queue and processing work (like sending e-mails), performing some scheduled background jobs from our system, etc. These might be run as a daemon, windows service, etc.
Installing .NET Core 3 Preview
At the writing on this article, .NET Core 3 is in preview. First, you must install the SDK. You can use Visual Studio Code for everything else in this article 👍.
Coravel's Task Scheduling
Coravel is a .NET Core library that gives you advanced application features out-of-the-box with near-zero config. I was inspired by Laravel's ease of use and wanted to bring that simple and accessible approach of building web applications to .NET Core.
One of those features is a task scheduler that is configured 100% by code.
By leveraging Coravel's ease-of-use with the simplicity of .NET Core's worker service project template, I'll show you how easily and quickly you can build a small back-end console application that will run your scheduled background jobs!
Worker Service Template
First, create an empty folder to house your new project.
Then run:
dotnet new worker
Your worker project is all set to go! 🤜🤛
public static void Main(string[] args) { CreateHostBuilder(args).Build().Run(); } public static IHostBuilder CreateHostBuilder(string[] args) => Host.CreateDefaultBuilder(args) .ConfigureServices(services => { services.AddHostedService<Worker>(); });
Configuring Coravel
Let's add Coravel by running
dotnet add package coravel.
Next, in Program.cs, we'll modify the generic code that was generated for us and configure Coravel:
public static void Main(string[] args) { IHost host = CreateHostBuilder(args).Build(); host.Services.UseScheduler(scheduler => { // We'll fill this in later ;) }); host.Run(); } public static IHostBuilder CreateHostBuilder(string[] args) => Host.CreateDefaultBuilder(args) .ConfigureServices(services => { services.AddScheduler(); }); };
Since Coravel is a native .NET Core set of tools, it just works™ with zero fuss!
Adding An Invocable
One of Coravel's fundamental concepts is Invocables.
Each invocable represents a self-contained job within your system that Coravel leverages to make your code much easier to write, compose and maintain.
Next, then, create a class that implements
Coravel.Invocable.IInvocable:
public class MyFirstInvocable : IInvocable { public Task Invoke() { Console.WriteLine("This is my first invocable!"); return Task.CompletedTask; } }
Since we are going to simulate some async work, we'll just log a message to the console and then return
Task.CompletedTask to the caller.
Scheduling Your Invocable
Here's where Coravel really shines 😉.
Let's schedule our new invocable to run every 5 seconds. Inside of our Program.cs main method we'll add:
host.Services.UseScheduler(scheduler => { // Yes, it's this easy! scheduler .Schedule<MyFirstInvocable>() .EveryFiveSeconds(); });
Don't forget to register your invocable with .NET Core's service container:
.ConfigureServices(services => { services.AddScheduler(); // Add this 👇 services.AddTransient<MyFirstInvocable>(); });
In your terminal, run
dotnet run.
You should see the output in your terminal every five seconds!
Real-World Invocable
Sure, writing to the console is great - but you are going to be making API calls, database queries, etc. after all.
Let's modify our invocable so that we can do something more interesting:
public class SendDailyReportEmailJob : IInvocable { private IMailer _mailer; private IUserRepository _repo; public SendDailyReportEmailJob(IMailer mailer, IUserRepository repo) { this._mailer = mailer; this._repo = repo; } public async Task Invoke() { var users = await this._repo.GetUsersAsync(); foreach(var user in users) { var mailable = new DailyReportMailable(user); await this._mailer.SendAsync(mailable); } } }
Since this class will hook into .NET Core's service container, all the constructor dependencies will be injected via dependency injection.
If you wanted to build a lightweight background application that processes and emails daily reports for all your users then this might be a great option.
Configuring As A Windows Service
While beyond the scope of this article, you can take a look at how .NET Core 3 will allow configuring your worker as a windows service.
And, apparently, there's upcoming support for systemd too!
Conclusion
What do you guys think about .NET Core's worker services?
I find they are so easy to get up-and-running. Coupled with the accessibility designed into Coravel, I find these two make an awesome pair for doing some cool stuff!
All of Coravel's features can be used within these worker services - such as queuing tasks, event broadcasting, mailing, etc.
One thing I'd love to try is to integrate Coravel Pro with a worker service. One step at a time though 🤣.
I really like the concept of Invocables! It keeps the code clean.
For scheduling I've always used hangfire, which works really well, but things can get messy really fast since scheduling in hangfire works with anonymous method invocation
Is there a way to update/cancel a scheduled task with Coravel (like in the above example where a
jobIdis returned?
In my side project I'm currently using hangfire, but Coravel looks a lot cleaner and I've already wondered how I can clean up these hangfire invocations.
Hangfire is def the defacto right now. Coravel was never built as a direct alternative, but many have pointed out that it's much easier to use.
Also, Coravel supports true async jobs, whereas Hangfire doesn't actually support true async jobs. So all that I/O in your background jobs will actually block your threads 🤪.
See here for more
So, the answer to your question is "yes and no". There's an open issue here that I have on the todo list.
I offered a temporary/potential solution for now in that issue. Basically, you would just manage the tasks in a collection yourself. Coravel gives you some lower-level methods to start/stop any jobs you want (although, it's a workaround of sorts until there is an actual feature added 😂).
Interesting!
We've always used Window's Task Scheduler for our CRON jobs.
This seems like an interesting alternative, and allows more control at the application level. But comparatively in our current configuration, to change the time of day or enabled/disabled status, we don't have to deploy a new version of the application to PROD, just change it in the task scheduler.
The Pro dashboard seems a lot more user friendly way of dealing with the tasks too, and wouldn't require as many user permissions.
Thanks for the tutorial
Thanks for the feedback!
One of the issues it seems many devs run into with Window's task scheduler are, as you said, basic user permissions 😂.
Plus, if you want to move all your infrastructure to serverless / container services, etc. then with something like Coravel you literally have nothing to change. Using Windows Task Scheduler def. couples you to using a full VM or bare-metal infra.
And yes, Coravel Pro stores all the schedules in your DB so you can just change schedules on PROD with no deployments 👍
.NET Core 3 will have lots of cool stuff! Looking forward to it.
Very cool! More content like this please :P !! I really wanna see more of what people are making with .Net Core. Thanks for sharing
You should check out builtwithdot.net/ - it's a showcase of projects built with .NET. You can filter the results by using the first filter on the top left to limit it to .NET Core.
WOW! This is exactly what I have been looking for! Thank you so much
Thanks for creating this beautiful solution. This is the future. Mailer, events and queue? This is really amazing!!!
Thanks!
Great article just what I needed! Thank you!
Thanks!
Great article! Thanks for writing it!
Seams like something I can use in my next project!, nice work :)
Do you have any recommendations on how to implement this with logging with a database for .net core 3?
I think you can inject
ILogger<T>into any class you want when using the built-in DI system.
For a database, you could use something like Dapper or integrate EF core into the library (this article might help)? | https://dev.to/jamesmh/building-a-net-core-scheduled-job-worker-service-376h | CC-MAIN-2020-50 | refinedweb | 1,400 | 59.09 |
HEX File to Array in C
Introduction: HEX File to Array in C
Setting Up the GCC Compiler
I setup a C environment as basic I could. There may be easier ways to go about this, but I wanted to use GCC to compile. To setup the environment:
3. If you have issues, make sure directory containing your files is in your PATH environment variable (I go over how to add the directory to your environment variables in this post).
Step 1:.
Step 2: Main.c
MAIN.C int main(int argc, char *argv[]) { //If the user fails to give us two arguments yell at him. if ( argc != 2 ) { fprintf ( stderr, "Usage: %s \n", argv[0] ); exit ( EXIT_FAILURE ); } // Data array uint8_t HEX_array[32768]; // Bytes read into array. int HEX_array_size; //File to be loaded. FILE *hex_file; //Open file using command-line info; for reading. hex_file = open_file (argv[0], "rb" ); // Load the data from file HEX_array_size = hex_file_to_array(hex_file, HEX_array); } // END PROGRAM
- file.
-.
Step 3: HEX File Format
Let's take a look at the raw
Parsed HEX file:
: 11 2222 33 44444444444444444444444444444444 55 \n
- ':' = Start Code.
- 11 = Byte Count
- 2222 = Address
- 33 = Data Type
- 44 = Data
- 55 = Check Sum
- '\n' = End Code
All of the information in the file is important, but we are only looking to put the Data into the array. To extract this data we are going to use three sub-routines:
- read_byte_from_file()
- Ascii2Hex()
- clear_special_char()
Step 4: Open_File()
Step 5:.
Step 6:.
Step 7:,
if (c >= 0 && c <= 9) { return (uint8_t)(c - 0) } if (c >= 65 && c <= 70) { return (uint8_t)(c - 65 + 10)} if (c >= 97 && c <= 102) {return (uint8_t)(c - 97 + 10)}).
Step 8: Read_Line_from_Hex_File()
This brings us to the main function,
The above code parses exactly one line of hex data from the file pointer.
-.
Step.
Step 10: Hex_File_to_Array()
- 23: We count the number of lines in the file we wish to extract data.
- 31: This is the work-horse loop. We loop until the we have read through all the lines we counted.
- 33: We pass read_line_from_hex() our variables we wish to fill. The hex file we want to parse (file), the buffer we hold the line data in, the int array which will serve to hold the address of this line of data, a variable to hold the number of bytes in this line. If the function was got data, it will return true. Otherwise, it will return false. We store this flag to make sure we got something.
- 34: We check to see if we actually got data from our attempt.
- 39: Here, we move the line of data from the buffer into the final array.
- 41: We place the data into the array based upon the address we pulled from the line (address1 + address2) and the byte number.
- 42: Reset the buffer to nil.
- 49-64: Finally, we print out the data. The k-loop goes through each line we extracted; the j-loop goes through each byte found on the respective line.
And that's it. Note, 49-64 is meant to demonstrate the data is properly extracted. These lines could be moved to another function where the data may be used as needed. | http://www.instructables.com/id/HEX-File-to-Array-in-C/ | CC-MAIN-2017-34 | refinedweb | 532 | 80.62 |
Previously I was using PyTorch to split my dataset and train my classifier, but now I want to use Sci-Kit learn to train my SVM model. For that reason, I need to split my dataset into train and test set. Now, Sci-Kit learn uses this
xtrain, xtest, ytrain, ytest = X, y, test_size=0.3, random_state=42) to split. I am using this to split my data -
from google.colab import drive drive.mount('/content/drive') data = "/content/drive/My Drive/AMD_new"
train_data = datasets.ImageFolder(data+"/train", transform=transform_train) test_data = datasets.ImageFolder(data+"/val", transform = transform_test) #n_classes = test_data.shape[1] n_classes = len(test_data.classes) print(n_classes) batch_size = 32 dataloader_train = torch.utils.data.DataLoader(train_data, batch_size, shuffle=True, num_workers=2) dataloader_test = torch.utils.data.DataLoader(test_data, batch_size, num_workers=2)
These are 4 folders, labeled, along with images, that are uploaded into Google Drive and I am doing it from Google colab. Can anyone please tell me that how can I split the data into xtrain, xtest and ytrain and so on. Should I connect xtest with my valid folder? and xtrain with my train folder? Then what about ytrain and ytest? I am confused a little bit. Please help me to solve this. Thanks. | https://discuss.pytorch.org/t/how-to-split-the-dataset-of-images-with-labeled-folder-into-scikit-learn-train-test-split/49887 | CC-MAIN-2022-33 | refinedweb | 204 | 62.44 |
:
Under the HoodWhat:
MovieNight.jsis the mashup itself, embedded in the web page. It uses the Facebook Graph API to get information about the friends of the visitor and the movies that your friends like.
SuggestionEngine.jsuses dataTo dataTofrom):.jsto see the full code.
How to create a Graph API service on top of Neo4jLet’s take a closer look at the movie backend now. It’s built using the Neo4j Ruby bindings. In our example data set we have Actors and Movies connected through Roles, here’s how these look in Ruby code:
class Movie; endclassfile. On the Neo4j level, this is the kind of structure we’ll have:
findmethod on the classes to perform searches. Our next step is to expose this model over the Graph API, where we’ll use Sinatra and WEBrick to do the heavy lifting. The application is defined in the
backend/neo4j_app.rbfile –The Sinatra route above uses a few small utility functions, let’s look into them as well. The first one is very simple, but useful if we want to extend the URIs to allow for requesting for example
/{moviename}/actorsand not only numeric IDs.
def node_by_id(id) node = Neo4j.load_node(id) if id =~ /^(d+)$/ halt 404 if node.nil? node endTheThenThere’s a couple more utility functions, but we’ll skip them here as they are unrelated to Neo4j. Next up is getting the relationships from an Actor or Movie. The code will only care about valid paths, that is, paths having
/acted_inor
/actorsin the end. In other cases, an empty data set is returned. Other than that, it simply delegates the work to the domain classes, by doing
node.send(relationship)to get the relationships. Using the
sendmethod in Ruby will here equal the statements
node.acted_inWhenPerformingHere. | https://neo4j.com/blog/mashups-with-the-facebook-graph-api-and-neo4j/?ref=blog | CC-MAIN-2020-34 | refinedweb | 298 | 67.25 |
.g.
cat("Hello\nworld!\n", file=stderr()) and
message("Hello\nworld!\n").
However, as currently implemented (R 3.1.0), this function is very slow in capturing a large number of lines. Its processing time is approximately exponential in the number of lines capture, e.g. on my notebook 10,000 lines take 0.7 seconds to capture, whereas 50,000 take 12 seconds, and 100,000 take 42 seconds. The culprit is textConnection() which capture.output() utilizes. Without going in to the details, it turns out that textConnection() copies lines one by one internally, which is extremely inefficient.
The captureOutput() function of R.utils does not have this problem. Its processing time is linear in the number of lines and characters, because it relies on rawConnection() instead of textConnection(). For instance, 100,000 lines take 0.2 seconds and 1,000,000 lines take 2.5 seconds to captures when the lines are 100 characters long. For 100,000 lines with 1000 characters it takes 2.4 seconds.
Benchmarking
The above benchmark results were obtained as following. We first create a function that generates a string with a large number of lines:
> lineBuffer <- function(n, len) {
+ line <- paste(c(rep(letters, length.out = len), "\n"), collapse = "")
+ line <- charToRaw(line)
+ lines <- rep(line, times = n)
+ rawToChar(lines, multiple = FALSE)
+ }
For example,
> cat(lineBuffer(n = 2, len = 10))
abcdefghij
abcdefghij
For very long character vectors paste() becomes very slow, which is why rawToChar() is used above.
Next, lets create a function that measures the processing time for a capture function to capture the output of a given number of lines:
> benchmark <- function(fcn, n, len) {
+ x <- lineBuffer(n, len)
+ system.time({
+ fcn(cat(x))
+ }, gcFirst = TRUE)[[3]]
+ }
Note that the measured processing time neither includes the creation of the line buffer string nor the garbage collection.
The functions to be benchmarked are:
> fcns <- list(capture.output = capture.output, captureOutput = captureOutput)
and we choose to benchmark for outputs with a variety number of lines:
> ns <- c(1, 10, 100, 1000, 10000, 25000, 50000, 75000, 1e+05)
Finally, lets benchmark all of the above with lines of length 100 and 1000 characters:
> benchmarkAll <- function(ns, len) {
+ stats <- lapply(ns, FUN = function(n) {
+ message(sprintf("n=%d", n))
+ t <- sapply(fcns, FUN = benchmark, n = n, len = len)
+ data.frame(name = names(t), n = n, time = unname(t))
+ })
+ Reduce(rbind, stats)
+ }
> stats_100 <- benchmarkAll(ns, len = 100L)
> stats_1000 <- benchmarkAll(ns, len = 1000L)
The results are:
Table: Benchmarking of captureOutput() and capture.output() for n lines of length 100 and 1000 characters. All times are in seconds.
Figure: captureOutput() captures standard output much faster than capture.output(). The processing time for the latter grows exponentially in the number of lines captured whereas for the former it only grows linearly.
These results will vary a little bit from run to run, particularly since we only benchmark once per setting. This also explains why for some settings the processing time for lines with 1000 characters appears faster than the corresponding setting with 100 characters. Averaging over multiple runs would remove this artifact.
Appendix
Session information
R version 3.1.0 Patched (2014-05-21 r65711)] markdown_0.7 plyr_1.8.1 R.cache_0.9.5 knitr_1.5.26
[5] ggplot2_1.0.0 R.devices_2.9.2 R.utils_1.32.5 R.oo_1.18.2
[9] R.methodsS3_1.6.2
loaded via a namespace (and not attached):
[1] base64enc_0.1-1 colorspace_1.2-4 digest_0.6.4 evaluate_0.5.5
[5] formatR_0.10 grid_3.1.0 gtable_0.1.2 labeling_0.2
[9] MASS_7.3-33 mime_0.1.1 munsell_0.4.2 proto_0.3-10
[13] R.rsp_0.18.2 Rcpp_0.11.1 reshape2_1.4 scales_0.2.4
[17] stringr_0.6.2 tools_3.1.0
Tables were generated using plyr and knitr, and graphics using ggplot2.
Reproducibility
This report was generated from an RSP-embedded Markdown document using R.rsp v0.18... | http://www.r-bloggers.com/performance-captureoutput-is-much-faster-than-capture-output/ | CC-MAIN-2014-42 | refinedweb | 650 | 58.38 |
I’m trying to write a code which will show the highest, lowest, the difference of them and the average of inputted 30 numbers.
But its not working and is showing the same result for both min and max numbers. Here is the code.
public class aa { public static void main(String[] args) { Scanner input = new Scanner(System.in); int[] daystemp = new int[30]; int i = 0; int dayHot = 0; int dayCold = 0; while(i < daystemp.length){ daystemp[i] = input.nextInt(); i++; } int maxTemp = daystemp[0]; while (i < daystemp.length) { if (daystemp[i] > maxTemp) { maxTemp = daystemp[i]; dayHot = i + 1; i++; } } System.out.println(maxTemp); int minTemp = daystemp[0]; while (i < daystemp.length) { if (daystemp[i] < minTemp) { minTemp = daystemp[i]; dayCold = i + 1; i++; } } System.out.println(minTemp); int diff = maxTemp - minTemp; System.out.println("The difference between them is"+diff); double sum = 0; while(i < daystemp.length) { sum += daystemp[i]; i++; } double average = sum / daystemp.length; System.out.println("Average was"+average); } }
After the first loop (the input loop),
i value is
daystemp.length (i.e. 30).
It’s never reset to 0. So each while loop condition is false.
Add
i=0 before the loops and do
i++outside the
ifblocks or your code will never end.
example:
i=0; int maxTemp = daystemp[0]; while (i < daystemp.length) { if (daystemp[i] > maxTemp) { maxTemp = daystemp[i]; dayHot = i + 1; } i++; }
Answer:
A few notes about this solution:
By declaring the cumulative total
double, no casting is required.
Because Java knows you want to convert int to double automatically if you assign an int to a declared double. Similary the fact that you want to express a result as double is implied when dividing a double by an int, such as when the average is taken. That avoids a cast also. If you had two ints and you wanted to produce a double you’d need to cast one or more of them, or in cases like a print statement where the compiler can’t deduce the optimal type for the parameter, you’d need to explicitly cast to covert an int value to a double.
Not sure what OS you’re running this on. The ideal situation would be to make it work on all platforms without requiring people type a magic word to end input (because how tacky). The easiest way to end input is to use the OS-specific end of input (end of file) key combination, and for Linux it’s CTRL/D, which is how I explained it in the prompt. On another OS with a different end of input sequence you could just change the prompt. The trickiest would be if it is supposed to be truly portable Java. In that case I’d personally investigate how I could figure out the OS and/or End of File character or key combination on the current OS and modify the prompt to indicate to end input with whatever that is. That would be a bit of and advanced assignment but a very cool result.
Example illustrates use of a named constant to determine the array and is used limit the amount of input (and could be used to limit loop count of for loops accessing the array).
By setting the min and max to very high and low values respectively (notice the LOW value assigned to max and HIGH value assigned to min, those ensure the first legit temp entered will set the min and max and things will go from there).
Temperature Maximum, Minimum, Average and Difference Calculator
import java.util.Scanner; public class TemperatureStats { final static int MAX_DAYS = 31; public static void main(String[] args) { int[] dayTemps = new int[MAX_DAYS]; double cumulativeTemp = 0.0; int minTemp = 1000, maxTemp = -1000; Scanner input = new Scanner(System.in); System.out.println("Enter temps for up to 1 month of days (end with CTRL/D):"); int entryCount = 0; while (input.hasNextInt() && entryCount < MAX_DAYS) dayTemps[entryCount++] = input.nextInt(); /* Find min, max, cumulative total */ for (int i = 0; i < entryCount; i++) { int temp = dayTemps[i]; if (temp < minTemp) minTemp = temp; if (temp > maxTemp) maxTemp = temp; cumulativeTemp += temp; } System.out.println("High temp. = " + maxTemp); System.out.println("Low temp. = " + minTemp); System.out.println("Difference = " + (maxTemp - minTemp)); System.out.println("Avg temp. = " + cumulativeTemp / entryCount); } }
Tags: exception, javajava | https://exceptionshub.com/java-my-code-doesnt-calculate-min-and-max-numbers-exceptionshub.html | CC-MAIN-2020-50 | refinedweb | 716 | 63.8 |
APC Silcon 480kW 400V UPS Installation Guide Copyright 2001 APC Japan Inc This manual is subject to change without notice and does not represent a commitment on the part of the vendor built-in disconnection devices to switch off external AC and DC input power, ensure that disconnection devices are provided as separate parts in connection with the installation! auto-start function. If activated, the system may start without warning. Refer to the “Programming” section of this guide for information on de-activation. TEST BEFORE YOU TOUCH! To reduce the risk of fire or electric shocks, install the UPS and external batteries in a temperature and humidity controlled indoor area, free of conductive contaminants. UPS batteries are high-current sources. Shorting battery terminals or DC terminals, DC busbars can cause severe arcing, equipment damage and injury. A short circuit can cause a battery to explode. Always wear protective clothing and eye protection and use insulated tools when working on batteries. CAUTION! This unit contains components sensitive to electrostatic discharge (ESD). If you do not follow the ESD procedures, you may cause severe damage to electronic components. 990-4059 Tools 10mm socket • 13mm socket-deep • 17mm socket • 19mm socket-deep • 19mm combo wrench • Small flat head/regular screwdriver • #3 philips screwdriver • Compression lug crimping tool • Knock-out set (for glands) Equipment: • Compression lugs for cable terminations • Cable to Service Bypass Panel from system feeder • Cable to UPS input from Service Bypass Panel • Cable to Service Bypass Panel from UPS output • Cable from Service Bypass Panel to customer distribution • Cable to UPS input from external batteries/external Battery Breaker Box (systems with external battery) • Solid core, control cable to UPS from Service Bypass Panel • Solid core, control cable to UPS from external batteries/external Battery Breaker Box 990-4059 Installation Guide APC Silcon 480kW 400V UPS SKU SKU PLEASE RECYCLE The shipping materials for the APC Silcon UPS are recyclable. Please save them for later use or dispose of them appropriately. 990-4059 4 Installation Guide APC Silcon 480kW 400V UPS Installation 3.0 Installation 3.1 Requirements on Site All system parts are accessible from front or top of UPS. Cable entries are accessible from bottom. A 1-metre free space on all sides should be allowed during installation. After installation of the UPS, leave a free space of 600 mm to the right for system access. (As per applicable national and/or local codes.) UPS Height [mm] Width [mm] Depth [mm] 480kW 1800 1900 800 Cabinet 1600 mm wide 1800 mm 1800 mm 1900 mm wide 480kW ? APC Isolation Transformer Module 420kW 990-4059 Installation Guide APC Silcon 480kW 400V UPS 5 Installation 3.2 Footprint 3.2.1 1900mm Cabinet for 480kW UPS Power cable entry Rear Com. cable entry Front 3.2.2 1600mm Cabinet for 480kW Isolation Transformer Rear ? Power cable entry Front 990-4059 6 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.0 External Connection 4.1 Connecting the UPS Right side view Relay board Please refer to “Relay Board” section Battery X004:- X003:+ 2 1 Front view System Integration Interface X005 X004:+ X003:2 X001 1 Communication Interface Parallel Controller NOTICE! Check correct phase rotation of mains input voltage!! Max. input/output cables: 3//300 mm2. If there is no neutral input Dzn0 or Dyn11 input isolation transformer is required. CAUTION! This UPS unit is an EN 50091-2 product and may cause radio interference in a domestic environment. Take preventive measures in necessary. CAUTION! At a switch mode load of 100% the neutral must be rated for 200% output phase current. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 7 External Connection UPS External Input Fuses* FM [A] 380-415V External Input Cable [mm2] 380-415V External PE Cable [mm2] Maximum External Output Fuses* [A] External Output Cable [mm2] 480kW 1000 3//200 200 800 3//150 * DIN gL types NOTICE! All cable dimensions are recommended sizes only. Refer to local legal regulations. UPS External Alarm Cable max. [mm2] External System Earth Cable [mm2]** External Battery Breaker [A] External Battery Cable [mm2] 480kW 2 30 800 3//150 PVC cables insulated to withstand ambient temperature of max. 30°C ** Must be rated as external PE cable if mains system is not supplying PE NOTICE! Install gland plate in bottom of unit. 4.2 System Integration Interface 990-4059 8 Installation Guide APC Silcon 480kW 400V UPS shut-down and temperature compensation of charge voltage for external battery (use with battery monitor). “Battery operation” and “Common fault” are two main SII board status relay signals. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 9 External Connection 4.2.1 Connections Blue Brown 990-4059 10 Installation Guide APC Silcon 480kW 400V UPS External Connection Terminal Blocks: X003/X004 (Anxiliary Contacts) When switching Q001, Q002, Battery Breaker 1 or Battery Breaker 2 from “ON or 1” to “OFF or 0”, the anxiliary contact has to be open BEFORE the corresponding main contacts are opened. When switching Q001, Q002, Battery Breaker 1 or Battery Breaker 2 the opposite way from “OFF or 0” to “ON or 1”, the anxiliary contact has to close with a maximum delay of 0.5 seconds from the time the corresponding main contacts are closed. • This type of auxillary contact is called a “late make” contact. (This also means that it will “break early” when activated in opposite direction.) • This auxillary contact is also called “NORMALLY OPEN” (NO), because the auxillary contact will be open when the main contacts are open. • Please note that the above term “NORMALLY” has nothing to do with NORMAL UPS OPERATION MODE. When switching Q003 from “OFF or 0” to “ON or 1”, the anxiliary contact has to open BEFORE the corresponding main contacts are closed. When switching Q003 the opposite way from “ON or 1” to “OFF or 0”, the auxillary contact has to close with a maximum delay of 0.5 seconds from the time when the corresponding main contacts are opened. • This type of anxiliary contact is called an “early break” contact. (This also means that it will “make late” when activated in the opposite direction.) • The auxiliary contact is also called “NORMALLY CLOSED” (NC), because the auxiliary contact will be closed when the main contacts are open. • Please note that the above term “NORMALLY” has nothing to do with NORMAL UPS OPERATION. X005 (Output Relays) Battery operation signals are received with a 30-second delay. This function is inactive during battery test. Common fault relay facility is programmable (standard factory setting: 10 sec.) See APC Silcon User Guide for details. Maximum nominal voltage on contact circuits is 277VAC. If two different phases are involved, maximum phase to neutral voltage should be below 160VAC. Please note that phase L1 is already present on the System Integration Interface board, supplied from the Service Bypass Panel. Therefore, if a phase is needed for alarm or signal purposes, Phase L1 should be used. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 11 External Connection 4.3 Parallel Board CAUTION! Control cables must be separated from AC and DC power cables. Parallel Board The built-in parallel board connects two or more UPS systems in parallel, either to obtain increased system reliability or to obtain higher output power. The parallel board also ensures correct load-sharing between paralled systems. NOTICE! For reliability reasons, APC recommends separate battery packs in redundant/parallel conigurations. To prepare the UPS for parallel/redundant mode, disconnect all sources of AC and DC power supply to the UPS and connect the ribbon cable from the parallel board to the main controller board (the ribbon cable is delivered with the UPS). CAUTION! DO NOT connect ribbon cable between controller and parallel card in single configurations. Ribbon cable is for parallel operation only. Complete the parallel system set-up by connecting the external control cables (see below). Follow the instructions in the “Programming Parameters for Advanced Parallel” section of this guide to execute necessary re-programming. 990-4059 12 Installation Guide APC Silcon 480kW 400V UPS External Connection Parallel Board X021:15-pin SUB-D female X020:15-pin SUB-D female External multicore cable with 14 wires + shield to other parallel units UPS 1 UPS 2 UPS 3 External Control Cables External multicore cable is equipped with 15-pin SUB-D plug at either end. Connect pin 1 to pin 1, and pin 2 to pin 2 etc. up to pin 15 - with the exception of pin 8, which is not to be connected. Shield is connected to plug cover at both ends. Terminals X020 and X021 for control cables located on parallel board. Connect X020 in UPS1 to X021 in UPS2, and connect X020 in UPS2 to X021 in UPS3 etc. Connect X020 in last UPS to X021 in UPS1. Cable is delivered with the UPS. Power Cables To optimize load-sharing in parallel operation, external power circuits must be “symmetrical”: Power input and output cables to have same length and identical cross-sections. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 13 External Connection 4.4 Relay Board 1 Maximum load: 8.0A – 250VAC 2 0.3A – 60VDC 3 Minimum load: 0.05A – 6VAC 0.05A – 6VDC Relays All relays are “fail safe”: In alarm modes, relay coil will be de-energized. 990-4059 14 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.4.1 Relay Board/Relay Functions NOTICE If alarm mode “Communication to controller lost” is active, ALL relays will indicate failure Relay Number Message Alarm-trigging Events 1 ## (X002) Mains outside limits Mains voltage RMS outside limits Mains wave form (fast detector) outside limits Mains frequency outside limits 2 ## (X003) Bypass outside limits Bypass voltage RMS outside limits Bypass wave form (fast detector) outside limits Bypass frequency outside limits 3 ## (X004) Output outside limits Output voltage RMS value outside limits Output wave form (fast detector) outside limits Output frequency outside limits System overload Output load exceeding 100% Delta inverter current limiter active Main inverter current limiter active 4 (X005) 5 (X006) Fan fault Blocked or faulty fan 6 (X007) High Equipment Temperature or Inverter Fuse Blown Static switch temperature too high Main inverter failure (temperature too high or fuse blown) Delta inverter temperature too high Magnetic temperature too high Isolation transformer (option) temperature too high Battery temperature too high 7 (X008) MCCB battery off Battery MCCB/Fuse not closed or released 8 (X009) Normal operation UPS running in normal operation mode (status) 9 ## (X010) Battery operation UPS running in battery operation mode (status) 10 ## (X011) Bypass operation UPS running in bypass operation mode (status) 11 ## (X012) Stand-by operation UPS in stand-by mode (Hot stand-by - parallel systems only) Service bypass operation Service bypass switch active Boost charge operation UPS boost-charging on battery 12 (X013) 13 ## (X014) 14 (X015) Battery voltage outside limits DC voltage too high (shut down) DC voltage below warning level DC voltage too low (shut down) 15 (X016) Battery condition fault ABM has detected weak battery condition ABM has detected defect battery (ABM = Advanced Battery Monitor) Common fault All alarms as mentioned above (except relays 8+9+10+11) Internal power supply fault System locked in operation mode Internal memory fault Internal communication fault 16 ## (X017) ## Delay programmable in configuration stack : “Common fault delay”. Settings 0,10,20,30 seconds. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 15 External Connection See section 5.2: System configuration NOTICE! Alarm Trigging Events 1-2-3-9-10-11-13 activates the corresponding alarm relay after the delay. Alarm Trigging Events 4-5-6-7-8-12-14-15 activates the corresponding alarm relay momentarily. Common fault relay 16 is activated at the same time as relay 1-2-3-4-5-6-7-12-13-14-15, or in any of the below situations.: • Internal power supply fault • System locked in operation mode • Internal memory fault • Internal communication fault 990-4059 16 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.5 Communication Interface Board The 3-port ComInterface is used to establish an interaction between UPS and e.g. a computer system. Main purpose: To ensure a controlled computer shut-down in case of a mains supply failure. 4.5.1 Connections . . 990-4059 Installation Guide APC Silcon 480kW 400V UPS 17 External Connection 4.6 Connecting of APC Silcon Tripel Chassis The enclosed Triple Chassis must be connected to the serial port on the Communication Interface Board, and to the 24V supply (cables included). Terminal locations shown below. Part of UPS Cabinet X50 is a 24V supply for Triple Chassis. Only to be used for this purpose. Not suitable for telephone equipment. Triple Chassis must be connected to both X50 and a serial port. Serial ports X50 APC Silcon Triple Chassis X007 X008 For more information please refer to the following section. 990-4059 18 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.7 APC Silcon Triple Chassis The APC Silcon Triple Chassis (AP9604S) is an American Power Conversion (APC) external management peripheral that allows you to use monitoring and control management peripherals with your APC Silcon series UPS. The retrofit model (AP9604SR) is for use with Silcon series UPSs that are not equipped with a 24 VDC power port. 4.7.1 Safety Warnings Use the APC Silcon Triple Chassis only in conjunction with an APC Silcon UPS. Do not connect a computer to any APC Silcon Triple Chassis port using a straight-through extension cable. Use the communications cable provided with the APC Silcon Triple Chassis. Connections using a cable made by any other manufacturer may cause damage or improper operation of the APC Silcon Triple Chassis, the UPS, or the computer. 4.7.2 Product Description u x v 1 Monitoring port 3 Status LED 2 To UPS port 4 Optional Power port w 4.7.2.1 Monitoring Port The Monitoring port has two functions: • Connecting to a terminal for configuration of the chassis. For direct connection to the Monitoring port, you must use the Monitoring cable supplied with the chassis (APC P/N 940-0024C). • Connecting to other APC external management peripherals in a daisy chain. 4.7.2.2 To UPS Port The “To UPS” port connects the chassis to the UPS, using the Silcon UPS cable (APC P/N 9400071). The cable connector plugs into a communications port on an APC Silcon UPS. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 19 External Connection 4.7.2.3 LEDs The APC Silcon Triple Chassis status LED provides important information concerning operation of the chassis. Refer to the table below for a description of the conditions indicated by the LED. IF the LED is… THEN the Silcon Triple Chassis… off is not receiving power. flashing quickly (5 times per second) has not been configured. See the APC Silcon Management Quick Start Guide provided with your chassis or the Web/SNMP Management Card Installation Guide on the CD for more information. flashing slowly (1 time per second) is powered on but is not communicating with the UPS. on is operating normally. 4.7.2.4 Optional Power Input With the Optional Power input, you can power the APC Silcon Triple Chassis from an external source, using a 24 VDC power adapter. A universal adapter (AP9505i) or a standard adapter (AP9505) can be purchased separately from APC. 4.7.3 Installing Management Peripherals There are two basic types of APC management peripherals that work with the APC Silcon Triple Chassis: • Management peripheral cards, which fit into external management peripherals that are equipped with a card slot. • External management peripherals, which connect to the Monitoring (or Advanced) port of other external management peripherals. NOTICE! The name “Monitoring” port varies from product to product, but its purpose is the same – to replicate the UPS communications port. 990-4059 20 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.7.3.1 Order of Management Peripheral Cards Because UPS signals are passed between management peripherals, you must install management peripheral cards in the correct order for them to work together properly. The card slots are numbered 1 to 3, from left to right, as viewed from the rear of the chassis. The following table lists the management peripheral cards, their priority, and proper position. Management Peripheral Card P/N Priority Web/SNMP Management Card AP9606 Highest Out-of-Band Management Card AP9608 (Call-UPS® II) Second-highest Interface Expander AP9607 Second lowest Environmental Monitoring Card (Measure-UPS® II) AP9612T AP9612TH Lowest Position High-numbered slot Low-numbered slot 4.7.3.2 Installing Management Peripheral Cards To install management peripherals, perform the following steps. 1) Make sure that the chassis is powered off. 2) Install management peripheral cards into the housings on the rear of the chassis. See the instructions supplied with the cards and the table above. 3) If you are daisy-chaining other APC external management peripherals to the APC Silcon Triple Chassis: Connect the UPS cable (supplied with the management peripheral) to the Monitoring port of the chassis and to the “To UPS” port of the other management peripheral (Share-UPS, MasterSwitch, etc.). See “Daisy-chaining the APC Silcon Triple Chassis”. 4) Power the APC Silcon Triple Chassis and all external management peripherals. NOTICE! If your configuration requires additional power, connect a 24V AC/DC power adapter available from APC (part number AP9505 or AP9505i) for all models of Triple Chassis. 4.7.3.3 Daisy-chaining the APC Silcon Triple Chassis If you need more than the three card slots available with the APC Silcon Triple Chassis, or if you want to use other external management peripherals, you can daisy-chain external management peripherals together, provided that the total amperage of all installed management peripherals — cards and external — does not exceed the supplied amperage. (See “Determining Power Requirements:”). NOTICE! When daisy-chaining Triple Chassis units, you may need to use a power adapter. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 21 External Connection To add card slots, you can daisy-chain the APC Silcon Triple Chassis with the standard Triple Chassis (AP9604) management peripheral, installing the APC Silcon Triple Chassis closer to the UPS. 4.7.4 Powering the APC Silcon Triple Chassis The APC Silcon Triple Chassis supplies power to the installed management peripheral cards and to the Monitoring port, allowing you to power multiple management peripherals. 4.7.4.1 AP9604S Power Considerations The AP9604S model of the APC Silcon Triple Chassis receives its power from the UPS through the power connector of the Silcon UPS cable. If the total current required by all the installed management peripherals exceeds 500 mA, you must use a 24 VDC power adapter. To find out whether you need additional power, see “Determining power requirements”. 4.7.4.2 Power Adapters APC offers two models of 24 VDC power adapter. • The standard adapter (AP9505) can provide an additional 400 mA. • The universal adapter (AP9505i) can provide 850 mA. 4.7.4.3 Using a Power Adapter To use the adapter, plug it into a protected power outlet and into the Optional Power port of the APC Silcon Triple Chassis. NOTICE! If the power adapter loses power because of a UPS shutdown, its attached management peripherals may not operate properly, thus adversely affecting the UPS and its protected equipment. 4.7.4.4 AP9604SR Power Considerations The AP9604SR model receives its power from the UPS through the supplied 24 VDC universal adapter. The total current required by your management peripherals must not exceed the 850 mA limit of the power adapter. See ““Determining power requirements”. 4.7.4.5 Determining Power Requirements: To determine the total amount of current required by your management peripherals, add the individual current requirements for each management peripheral to be installed with the APC Silcon Triple Chassis to the current requirements of the chassis itself. Refer to this table Part # Management Peripheral Draw (mA) AP9207 Share-UPS 8-port Interface Expander 65 AP9600 Expansion Chassis 30 AP9604 Triple Chassis 20 990-4059 22 Installation Guide APC Silcon 480kW 400V UPS External Connection AP9604S[R] APC Silcon Triple Chassis 90 AP9606 Web/SNMP Management Card 110 AP9607 Interface Expander 45 AP9608 Out-of-Band Management Card (Call-UPS II) 35 AP9612 Environmental Monitoring Card (Measure-UPSII) 60 AP9825i Isolated Extension Cable 50 AP9830 Remote Power-Off Device 35 4.7.5 Troubleshooting The following table shows the solution to common problems with the operation of the Triple Chassis Problem Possible Cause Solution Status LED is off The chassis is not receiving adequate power. See “Powering the APC Silcon Triple Chassis”, and verify that you are not exceeding current requirements. Status LED is flashing quickly The chassis has not been configured. Configure the Silcon Triple Chassis. See the APC Silcon Management Quick Start Guide provided with your chassis or the Web/SNMP Management Card Installation Guide on the CD for more information. Status LED is flashing slowly The chassis is not communicating with the UPS. Verify that the supplied UPS cable is properly connected to the Triple Chassis and to a communications port on the UPS. Attached management peripheral cannot identify UPS model or nominal output voltage. The management peripheral firmware does not support 3-phase UPSs. You may be able to upgrade the firmware of the management peripheral. Call APC Customer Support. 4.7.5.1 If Problems Persist For problems not covered in the troubleshooting chart or for persistent problems, follow this procedure: 1) Note the serial number and date of purchase of the APC Silcon Triple Chassis. Contact APC Customer Support at the phone number or address that is listed in this manual. 2) Be prepared to provide a description of the problem. A technician will help solve the problem over the phone, if possible, or will give you a return material authorization (RMA) number. 3) If the APC Silcon Triple Chassis is under warranty, repairs are free of charge. If the warranty has expired, there will be a nominal charge for repair. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 23 External Connection 4) Pack the APC Silcon Triple Chassis payment (if applicable). 5) Mark the RMA number clearly on the outside of the shipping carton. The factory will not accept any materials without this marking. 6) Return the Triple Chassis by insured, prepaid carrier to the address given to you by APC Customer Support. 4.7.6 Product Specifications 4.7.6.1 Monitoring Port Pin Assignments The Monitoring port is a 9-pin communications port. The port operates with no flow control at a rate of 2400 baud. The data format is 8 data bits with 1 start bit, 1 stop bit, and no parity. When the Triple Chassis operates with simple signalling, the following limitations and capabilities apply to the Monitoring port: • Pins 3, 5, and 6 are open collector outputs which must be pulled up to a common referenced supply no greater than +40 VDC. The transistors are capable of a noninductive load of 25 mA. Use only Pin 4 as the common. • The output at Pin 2 generates a low-to-high RS-232 level when the device is signalling an On Battery condition. The pin is normally at a low RS-232 level. • The UPS is signalled to shut down when a high RS-232 level is applied to Pin 1 for 4.5 seconds. Shutdown is also dependent on the UPS status. When the Triple Chassis operates with advanced signalling, the following limitations and capabilities apply to the Monitoring port: • Pin 7 is unassigned. • DC operating voltage is available on Pin 8. This voltage may be from the UPS or from an external adapter, whichever is greater. 990-4059 24 Installation Guide APC Silcon 480kW 400V UPS External Connection Normally Open Line Fail Signal Normally Open Low Battery Signal Normally Closed Line Fail Signal Common UPS Shut Down RS-232 Input or Advanced Mode RS-232 Data RX In Line Fail RS-232 Output or Advanced Mode RS-232 Data TX Out Unregulated +24 VDC Output Chassis 990-4059 Installation Guide APC Silcon 480kW 400V UPS 25 External Connection 4.7.6.2 Power, Physical, and Environmental Specifications. Item Specification Power Turn on voltage: > 22 VDC Turn off voltage: < 16 VDC Current draw (normal operation): 90 mADC Current draw (voltage < 16 VDC): < 1 mADC Physical Size (H xW x D): 44 x 432 x 127 mm Weight: 1.81 kg Shipping weight: 3.65 kg Environmental Elevation (above MSL): Operating Storage 0 to 3000 m 0 to 15 000 m Temperature: Operating Storage 0 to 45˚C -20 to 70˚C Relative humidity: Operating Storage 0 to 95%, non-condensing 0 to 95%, non-condensing Electromagnetic immunity: FCC Class A EN50082-1 verified 990-4059 26 Installation Guide APC Silcon 480kW 400V UPS External Connection 4.8 APC Silcon Battery Cabinets IMPORTANT SAFETY INSTRUCTIONS a The installation of battery drawers in UPS cabinets requires battery knowledge and should be made or supervised by qualified personnel only. Keep unauthorized personnel away from batteries. b Use identical battery types and numbers when replacing batteries. See battery supplier manual for further details. c CAUTION - Do not dispose of batteries in a fire. Battery may explode. d CAUTION - Batteries are fully charged on delivery. Do not short battery terminals or DC terminals. e CAUTION - Avoid rough treatment and opening of batteries. Released electrolyte is harmful to skin and eyes and may be toxic. f CAUTION - Batteries may cause electric shocks and high voltage short-circuit current. Follow below precautions when working with batteries: 1 Remove watches, rings and other metal objects. 2 Use tools with insulated handles. 3 Wear rubber gloves and boots. 4 Do not leave tools or metal parts on top of batteries. 5 Disconnect charging source prior to connecting batteries. Installation and use of this product must comply with all national, federal, state, municipal or local codes. If you need assistance, please have your UPS model and serial number ready and call APC, see “How to Contact APC” in this guide. For more information on the APC World Wide Web site at or. WARNING! The entire system contains HAZARDOUS AC/DC VOLTAGES from several power sources. Some terminals and components are live even with the system being switched off! ONLY qualified electricians should carry out installations according to national and local codes. NO UPS types may have built-in batteries when connected to external batteries! NEVER install batteries not complying with APC specifications. Failing that, the installer takes over full responsibility! NEVER lift or transport connected or installed batteries. NOTICE! For reliability reasons do not stand on the UPS. keep the UPS cabinet surface free of any objects. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 27 External Connection 4.8.0.6 Installation of Batteries See Installation Guide for Battery Cabinet for: • Preparing Batteries and UPS • Dimensions and Weight • Connecting Batteries WARNING! Before proceding, ensure that power supplies have been disconnected from UPS for a minimum of 5 minutes. CAUTION! Follow “Start-up Procedure” in APC Silcon User Guide. Diagram - UPS with Battery Cabinet System Integration Interface APC UPS Silcon Battery Breaker trip for EPO (Emergency Power Off) Battery Cabinet 4.9 Battery Breaker Box/Fuse-box CAUTION! Batteries connected to a UPS out of service for a period exceeding 8 days may be damaged. Refer to Section 7.0 Power Disconnection in this guide. Battery Breaker Box/Fuse-box provides overcurrent and short-circuit protection for UPS installations with external batteries. NOTICE! If battery has been disconnected, refer to Section: - UPS Start Up in the APC Silcon User Guide. 990-4059 28 Installation Guide APC Silcon 480kW 400V UPS External Connection APC Silcon UPS Battery Breaker Box/ Fuse-box Battery 4.9.1 Battery Breaker Box ? 990-4059 Installation Guide APC Silcon 480kW 400V UPS 29 External Connection UPS Ampere Rating [A] Connection Cable [mm2] Max. shortcircuit current [kA] Dimensions HxWxD [mm] Weight [kg] 480kW 800 3//150 40 1035x835x300 100 4.9.2 APC Battery Breaker Box Connection Diagram (120-480kW) UPS Battery 2 UPS Battery 1 Battery 2 Battery 1 ? Main cables are connected directly to component terminals X009 LED signal from UPS “OK to operate corresponding MCCB” X010 MCCB position signals for UPS X011 Trip for emergency stop (220-240V AC) 4.9.3 UPS with External Battery in Battery Breaker Box/Fuse-box Configuration 990-4059 30 Installation Guide APC Silcon 480kW 400V UPS External Connection ? 990-4059 Installation Guide APC Silcon 480kW 400V UPS 31 Programming Parameters 5.0 Programming Parameters Below table shows operating parameters programmable from keyboard. Only qualified users should re-set programming parameters. 5.1 Parameters Parameter Setting* Comments Bypass operation YES, NO YES will switch the system into bypass mode Language GB, D, F DK, S, SF NL, PL, CZ E, P, SK, H Language of text in display Autostart YES, NO Automatic restart by mains return (1 min.delay). Ensures quick battery recharge Remote shutdown active YES, NO Shutdown of UPS by remote signal when in battery operation. Saves battery energy Remote shutdown HIGH, LOW Nature of remote shutdown signal level Remote shutdown time 0, 1, 2, 3, 4 5, 6, 7, 8, 9 10 min. Time delay on remote shutdown of UPS Battery capacity test --- Initiates back-up time check. Time measured from start until it reaches low DC warning level. (See User Guide section 6 ) Battery monitor test** --- Initiates checks of battery condition by 25% discharging Automatic battery test** OFF, 3, 6 months Activates the battery monitor test in cyclic intervals Battery monitor reset** --- Press the and key to resets alarm (flashing light)! * Boost charge YES, NO YES results in boost charge (10 hours) Autoboost charge YES, NO YES results in boost charge after battery operation. (10 hours) Enter new date YYMMDD Set tolocal date Enter new time HHMMSS Set to local time (24 hour clock) Factory settings in bold ** Only for systems with Battery Monitor active *** Do not leave system running in bypass mode (Static bypass) for extended periodes of time, as batteries are not recharged in bypass mode. 990-4059 32 Installation Guide APC Silcon 480kW 400V UPS Programming Parameters 5.1.1 Programming Keys NOTICE! Display accuracy is + 1%, + digit. Scrolls up through list Scrolls down through list Displays time Stores parameters/ enter parameter stack Exits a mode Silences the audible alarm Accesses alarm stack Chooses parameters 990-4059 Installation Guide APC Silcon 480kW 400V UPS 33 Programming Parameters 5.1.2 Programming Example - Switch to Bypass Operation NOTICE! Do not leave in by-pass mode for extended periods in order not to affect battery capacity. Return to normal operation Follow same procedure to program other parameters. 5.2 System Configuration System configuration parameters are vital for correct system operation and are passwordprotected. CAUTION! Incorrect programming may damage battery or cause output voltage to be lost during operation! 990-4059 34 Installation Guide APC Silcon 480kW 400V UPS Programming Parameters System Configuration Parameters (password protected) Parameter Setting* Comments Enter System no. Voltage L-L 380, 400, 415 Optional selection of voltage System Frequency 50/60 Optional selection of frequency Isolation Transformer Input YES, NO YES if optional input isolation transformer is available IsolationTransformer Output YES, NO YES if optional output isolation transformer is available Delta Soft Start Time 1, 10, 20, 40 sec. Input current switching in ramp function. Use higher values for smaller/unstable diesel generators External SSW present YES, NO YES for systems with external static bypass switch Normal Charge Voltage 410-460V 438V Setting of float charge voltage at 20°C (Automatic compensation for temperature deviations) Boost Charge Voltage 438-460V 438V Setting of boost charge voltage at 20°C (Automatic compensation for temperature deviations) Low Battery warning 336-384V 336V Discharged Battery warning Low Battery shut-down 310-336V 326V Switches off system at min. permissible battery voltage Synchronization 0.25, 0.5, 1, 2, 4 Hz/sec. Syncronization speed. High Battery Temperature 15-40°C 35°C Alarm - Ambient temperature for battery too high Common fault delay 0, 10, 20, 30 sec. Delay before common fault alarm relay is activated Reset operation mode lock YES, NO YES resets system locked in bypass or battery operation mode caused by system failures (only applicable for service personnel) Expected back-up time (min.) 0.1-999.9 5.0 Expected UPS back-up time in minutes when running at 100% ohmic load. Time used by ABM** Battery Capacity in (Ah) 0.1-999.9 7.0 Total Battery capacity in Ah. Setting used by ABM**. Highest Station Address 2-9 Highest station address in parallel system Station Address 1-9 Station address in parallel system APM Mode Active (Advanced Power Management) Disabled Redundant +1 Parallel +1 Use only in parallel systems. Disabled: Advanced power management off. Redundant +1: Redundant operation with one unit being inactive in parallel system Parallel +1: Redundant operation with all units in operation. APM Test Mode Active YES, NO YES, if APM test mode is active Battery Connection Common, Separate Common: if common battery is used in parallel system. Separate: if separate battery is used * Bold text refers to factory standard setting **Advanced Battery Monitor 990-4059 Installation Guide APC Silcon 480kW 400V UPS 35 Programming Parameters *** If voltage or frequency settings is changed, unit needs to be powered down for the new settings to take effect. 5.2.1 Programming Example - Change Charge Voltage to 446 NOTICE! Change charge voltages, battery warning limit, shut down voltage and high battery temperature limit by entering the actual value. See example above. 990-4059 36 Installation Guide APC Silcon 480kW 400V UPS Programming Parameters 5.2.2 Programming Example - Change to Output Isolation Transformer available NOTICE! Change parameters by pressing the key once or several times. See example above. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 37 Programming Parameters 5.3 Programming Parameters for Advanced Parallel Operation To use the advanced parallel functions, the following parameters must be programmed: 1. “Station number” 2. “Highest station address” 3. “Advanced power management” 4. “APM test mode active” 5. “Battery connection” 5.3.1 Description of Settings 1. “Station number” • Valid station numbers: 1-9 stating the UPS parallel address in system. 2. “Highest station number” • Valid station numbers: 2-9 stating the number of UPSs in system. 3. “Advanced power management” • “Disabled”: Advanced Power Management is inactive. • “PARALLEL+1”: Advanced Power Management is activated when the system operates as PARALLEL N+1, meaning that one system can be isolated without overloading the remaining systems (N systems/UPSs). • “REDUNDANT+1”: Advanced power management is activated when the system operates as REDUNDANT N+1, meaning that one system can be isolated without overloading the remaining systems (N systems/UPSs) with one spare system. 4. “APM test mode active” • “No”: Stand-by-time will be 24 hours - on-line time will be 48 hours (xN systems). • “Yes”: Stand-by-time will be 1 min. - on-line time will be 2 min (xN systems). 5. “Battery connection” • “Separate”: Separate battery for this UPS. • “Common”: Common battery in a parallel system. NOTICE! “Common”: Common battery in a parallel system. When this setting is chosen, the highest battery temperature that can be found in the parallelled systems (for charge voltage compensation). NOTICE! Common battery pack is a technical possibility. However, APC recommend separate battery pack due to a higher safety degree in connection with redundant/parallel operation. The UPS system is designed for both situations. 990-4059 38 Installation Guide APC Silcon 480kW 400V UPS Programming Parameters 5.3.2 Programming example Example with four systems in parallel with separate batteries. • Programme the station addresses 1-4: 1 for UPS 1, 2 for UPS 2, 3 for UPS 3, and 4 for UPS 4. • All UPS systems have to be programmed to “Highest station address”:4. • If APM is not to be tested, “APM test mode active” must be “NO”. • If a system is isolated due to service, the station numbers must be reprogrammed for the remaining active systems starting with number 1 and ending with maximum. number of active systems. No number must be left in this sequence. Furthermore, “Highest station address” must be changed to number of active UPSs in parallel. 5.4 Battery Monitor 990-4059 Installation Guide APC Silcon 480kW 400V UPS 39 Programming Parameters 5.4.1 Installation of new batteries To avoid false alarms, the above procedure MUST be followed. NOTICE! Contact your local dealer if you have any questions regarding changing parameters. 990-4059 40 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.0 Options/Accessories Please contact your local APC representative for information on options/accessories available in your region. See “How to Contact APC” in this guide. 6.1 Service Bypass Panel for Single Operation UPS 480kW Exter-nal System Input Fuse [A] Max. Prospective ShortCircuit Current [kA] 1000 45 System Input/ UPS Input Cable [mm2] ** 3x200 System Output/ UPS Output Cable [mm2] ** Max. External System Output Fuse [A]*** 3x150 800 Max. Cable Size/ Stud Size M12 Dimensions HxWxD [mm] ? Weight [kg] ? Fixing Centres AxB [mm] ? *** If no external System Output fuses are available or if it has a higher value than indicated above, System Output and UPS Output cables should be dimensioned as System Input and UPS Input cables. ** Sizes according to IEC 364-5-532 for PVC insulated copper cables (max. ambient temperature: 30oC). Installation method B: Insulated conductors in wall conduit. Also refer to local legal regulations. Beware that single-phase Switch Mode Power supply loads will increase neutral current! At a 100% SMPS load, neutral cable should be dimensioned for 200% of phase current. * Depth of enclosure includes switch handles 990-4059 Installation Guide APC Silcon 480kW 400V UPS 41 Options/Accessories 6.1.1 Wiring up UPS with SBP in TN-C-S Network ? 6.1.2 Wiring up UPS with SBP in TN-S Network ? 990-4059 42 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.1.3 Operating The External Service Bypass Switch Action 1. Press on the keyboard Display shows 2. Press or Bypass operation :NO 3. Press on the keyboard 4. Press on the keyboard on the keyboard until Bypass operation :YES Lamp indication on Service Bypass Panel 5. Check lamp indication on the Service Bypass Panel The Green lamp (H003) above the bypass switch handle (Q003) lights 6. Turn the external bypass switch (Q003) to position ”1“ The Green lamp (H002) above the output switch handle (Q002) lights 7. Turn the output switch (Q002) to position ”0“ Only the lamp (H002) above the output switch handle (Q002) lights now Display shows 8. Open the front door and press both the green ”ON“ and the red ”OFF“ keys simultaneously ** System OFF ** The acoustic alarm sounds for 30 sec.* 9. Turn the input switch to position ”0“ The red alarm LED below the display lights and the acoustic alarm sounds for 30 sec. * The acoustic alarm can be reset by the key EMERGENCY (UPS not alive) 1. 2. 3. 4. Turn the input switch (Q001) to position ”0“. Turn the output switch (Q002) to position ”0“. Change any released system input fuse(s). Turn the bypass switch (Q003) to position ”1“. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 43 Options/Accessories 6.1.3.1 Switching from External Bypass to Normal UPS Operation Action Display shows 1. Turn the input switch (Q002) to position ”0“ ** System OFF ** 2. Open the UPS front door and press the green "ON” key Normal operation load power % 3. Press on the keyboard 4. Press or 5. Press on the keyboard 6. Press on the keyboard on the keyboard until Bypass operation :NO Bypass operation : :YES Lamp indication on Servive Bypass Panel 7. Check lamp indication on the bypass panel The Green lamp (H002) above the output switch handle (Q002) lights 8. Turn the output switch (Q002) to position ”1“ Now also the green lamp (H003) above the bypass switch handle (Q003) lights 9. Turn the bypass switch (Q003) to position ”0“ Only the Green lamp (H003) above the bypass switch handle (Q003) lights Display shows 10. Press on the keyboard 11. Press or 12. Press on the keyboard Bypass operation :NO 11. Press on the keyboard Normal operation load power xx % 11. Press on the keyboard on the keyboard until Bypass operation : :YES No lamps on the Service Bypass Panel light any longer 990-4059 44 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.2 Service Bypass Panel for Parallel Redundant Operation Service Bypass Panel (SBP) Mains Supply System Output Q003 Q004 Q002b Q002a Q001a Q001b X020 X021 Control cables APC Silcon 400V UPS Battery Breaker/ Fuse Box Battery X020 APC Silcon X021 400V UPS 990-4059 Installation Guide APC Silcon 480kW 400V UPS 45 Options/Accessories 6.2.1 Two Parallel Systems with Service Bypass Panel ? 990-4059 46 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.2.2 Parallel/Redundant Operation with Service Bypass Panel and External Battery via MCCB ? 990-4059 Installation Guide APC Silcon 480kW 400V UPS 47 Options/Accessories 6.2.3 Operating External Service Bypass Switch for Parallel Systems 6.2.3.1 Bypassing Parallel UPS Systems H002a CAUTION! Batteries connected to a UPS out of service for a period exceeding 8 days may be damaged. 990-4059 48 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories Action Step 1-4 can be carried out with any of the parallel systems, however this will switch all systems into bypass operation. Display shows 1. Press on the keyboard 2. Press or 3. Press on the keyboard 4. Press on the keyboard Bypass operation :NO on the keyboard until Bypass operation :YES Bypass operation All systems will transfer to bypass operation Do not switch off any of the UPS systems until step 5-8 has been completed. Lamp indication on bypass panel 5. Check lamp indication on the Service Bypass Panel The green lamp (H003) above the bypass switch handle (Q003) lights 6. Turn the external bypass switch (Q003) to position ”1“ The green lamp (H004) above the output isolator (Q004 and the green lamps (H002) above the output switch handles (Q002) lights 7. Turn the output isolator (Q004) to position ”0“ The green lamps (H002) above the output switch (Q002) light and the green lamp (H004) above the output switch (Q004) lights 8. Turn the output switches (Q002) to position ”0“ Now the lamps (H002) above the output switch handles (Q002) light and the green lamp (H004) above the output switch (Q004) lights Display shows 9. Open the front door and press both the green ”ON“ and the red ”OFF“ keys simultaneously in any of the systems The acoustic alarm sounds for 30 sec.* Repeat for (all) other system(s). ** System OFF ** 10. Turn all input switches (Q001) to position ”0“ The red alarm LED below the display lights and the acoustic alarm sounds for 30 sec. * The acoustic alarm can be reset by the key 990-4059 Installation Guide APC Silcon 480kW 400V UPS 49 Options/Accessories 6.2.3.2 Switching Parallel System from External Bypass into Normal UPS Operation H002a 990-4059 50 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories Action Display shows 1. Check that output switch (Q004) is in position “0” 2. Check that all output switches (Q002) are in position “0” 3. Turn input switches (Q001) to position “1” ** System OFF ** 4. Open the UPS front door and press the green “ON” push-botton Normal operation load power 0% 5. Press on the keyboard 6. Press or 7. Press on the keyboard 8. Press on the keyboard on the keyboard until All systems will transfer to bypass operation Bypass operation :NO Bypass operation :YES Bypass operation Lamp indication on Service Bypass Panel 9. Check that all output switches (Q002) are in position “0” 10. Turn all output switches (Q002) to position ”1“ The green lamps (H002) above all the output switch handles (Q002) lights. The green lamp (H004) above the output switch (Q004) handle also lights. 11. Turn the output switch (Q004) to position ”1“ The green lamps (H002) above all the output switch handles (Q002) light. The green lamp (H004) above the output switch (Q004) handle and the green lamp (H003) above the bypass switch light. 12. Turn the bypass switch (Q003) to position “0” The green lamps (H002) and (H004) do not light any longer. (H003) will light until normal operation. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 51 Options/Accessories The following can be carried out on any UPS Display shows 13. Press on the keyboard Bypass operation :YES 14 Press or Bypass operation :NO 15. Press on the keyboard 16. Press on the keyboard on the keyboard until All the systems will transfer to normal operation. Normal operation load power xx% No lamps on the bypass panel lights any longer 990-4059 52 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.2.4 Isolating One UPS for Service/Maintenance In a redundant system, one UPS may be isolated for service/maintenance without affecting other UPSs. 1. Check that remaining UPS(s) is capable of carrying the load in the event that one UPS is isolated 2. Switch off system to be isolated for maintenance purposes by pushing green “ON” and red “OFF” buttons simultaneously 3. To disconnect battery, mains and output, open battery MCCB/fuse and set input switch (Q001) and output switch (Q002) to position “0” With Q002 in position “0”, UPS will be operational and may be tested as a single system without affecting other parallel UPS(s). H002a 6.2.5 Switching Back to Normal Parallel/Redundant Operation 1. Turn input switch (Q001) and output switch (Q002) to position “1” 2. Charge capacitor, connect battery and start up UPS UPS will automatically switch to normal operation and start load-sharing with other parallelled UPS(s). WARNING! System will discharge built-in capacitors, but check terminal voltage before proceding. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 53 Options/Accessories 6.3 Intersystem Synchronization Unit Intersystem Synchronization Unit System (ISU System) The ISU system consists of inter-connected ISUs. One ISU system may consist of up to 5 ISUs, regardles of ISU configuration. The ISU system synchronizes the voltage of parallel operation systems running in battery operation. The ISU system may also include one or more external synchronization sources, e.g. a gen-set or a non-APC Silcon UPS system. Synchronization accuracy of the ISU is better than 2o. Schematic overview of ISU system (example): UPS 1A UPS 1B UPS 2B Parallel Operation System 1 Parallel Operation System 2 UPS 1C UPS 2A ISU 1 UPS 2C ISU 2 ISU System ISU 4 UPS 4 ISU 3 ISU 5 Ext. sync Source Parallel Operation System 3 UPS 3A UPS 3C UPS 3B Intersystem Synchronization Unit (ISU) The ISU is an active part of an ISU system, serving as the interface to the sources and the ISU system. The ISU can be connected to a parallel UPS configuration, using the standard parallel communication controller in the parallel operation system. (See Intersystem Synchronization Unit User’s Manual for further details.) 6.4 990-4059 54 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.5 Remote Display With the remote display unit data may be displayed at distances of up to 25 m from UPS. For extended communication distance, see section below. Remote display may easily be connected to UPS via one of the two serial communication ports on the communication interface board. To obtain a transmission distance of up to 3.2 km normal RS232C signal levels must be converted to a long distance communication standard. The converter must be placed outside the UPS cabinet. 6.5.1 Extension of Remote Display Communication Distance Remote display communicates with the UPS through a 3-wire RS232 interface. Remote display is a DTE (Data Terminal Equipment) employing a SUB-D 9-pin female connector. Communication speed: 9600 bps. For communication distances, see Table 1. Insert converters if longer distances are necessary, or if communication cables are led through magnetically noisy areas. Converters must comply with local regulations Table 1: Remote Display Communication Extensions Standard (RS232) Short-haul Modem Async Max. distance 80/25 ft/m 10000/3200 ft/m Converter Manufacture Art. Code No converter BLACK BOX ME800A-R2 RS232 BLACK BOX connector Sub-D 25-pin female BLACK BOX interconnector 4-screw terminal Two converter boxes are required for a communication distance extension: One box near the UPS for the conversion from RS232C to a long distance communication standard, and another box at the other end to convert back to RS232C, which is to be connected to the 990-4059 Installation Guide APC Silcon 480kW 400V UPS 55 Options/Accessories Remote Display. The converter provides optical signal insulation. Both converter boxes must be supplied by an uninterruptible power source. 6.5.1.1 Connections Without Converter Connect a 25-pin female Sub-D and a 9-pin male Sub-D connector with a 3-wire shielded cable, as shown in the table below. Connect shield at one end only. Pin Connection for Interconnection Cable (without converter): Host (DTE) Remote Display (DTE) 25-pin female pin No. 9-pin male pin No. 2 (TXD) 2 (RXD) 3 (RXD) 3 (TXD) 7 (GND) 5 (GND) House (shield) No Connection 6.5.1.2 Connections With Converter Connections to be made according to converter manual. Pinconnection example only: Pin Connections for cable from host to ME800A-R2. Pin connection for cable from ME800A-R2 to Remote Display Host (DTE) ME800A-R2 (DCE) ME800A-R2 (DCE) Remote Display (DTE) 25-pin female pin No. 25-pin male pin No. 25-pin male pin No. 9-pin male pin No. 2 (TXD) 3 3 2 (RXD) 3 (RXD) 2 2 3 (TXD) 7 (GND) 7 7 5 (GND) House (Shield) No connection No connection House (Shield) The ME800A-R2 must be set up as a DCE with no RTS/DTR control. The interconnection cable between the two ME800A-R2 boxes is a 4-wire twisted pair telephone cable with or without shield. The shield improves noise immunity but reduces maximum communication distance. 990-4059 56 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.5.2 Remote Display Installation 6.5.2.1 Connecting RS232C and Mains Adapter CAUTION! Wiring for alarm and signal circuit field to be rated 300V (minimum). Rear view Rear view Front view 1. Turn 180° to loosen the 4 screws 2. Remove front cover 3. Mont back plate 4. Connect cables DP9-F Cable entry from bottom and rear Mains adapter 6.5.2.2 Remote Display Power Supply The remote display is supplied by normal AC power with no battery back-up. For UPS data transmission to remote display to remain unaffected during power failure, the remote display must be supplied from an uninterruptible power source. Converters used to extend communication distance must also be supplied from uninterruptible power sources. 6.5.2.3 Remote Display Cables RS232C to RS232C cable: APC Silcon, DB25-F Remote Display, DB9-M X Connect shield at one end only! Rating: Refer to Local/National electrical codes. Communication voltage +15VDC 990-4059 Installation Guide APC Silcon 480kW 400V UPS 57 Options/Accessories 6.5.3 Remote Display Use The remote display is an inactive unit unable to influence the operation of the UPS: Some of the alarms visible on the internal display are also available on the remote display (See the Alarm section in the APC Silcon User Guide). 6.5.3.1 Initiating the Remote Display After having connected the supply the display will show: Remote Display: “APC Silcon UPS” 6.5.3.2 Communication Fault Communication fault between UPS and remote display will appear in the display as follows: “Data transmission interrupted” 6.5.3.3 Remote Display Setting Use # Stack to select language and type of UPS connected to remote display. Parameter Setting Comments Language GB,D,F,DK, S, SF,NL, PL, CZ, E, P, SK, H, I Language Host SDC charger, DP300E, 300E Type of UPS connected to remote display 6.5.3.4 Operation See the Operation section in the APC Silcon User Guide. 6.5.3.5 Display of Measured Value See Display of Measured Value in the APC Silcon User Guide. Time reading not visible from the remote display. 6.5.3.6 Alarms See Alarms section in the APC Silcon User Guide. 990-4059 58 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.6 Isolation Transformer 1800mm 1600 mm wide ? APC Isolation Transformer Module 480kW Isolation Transformer UPS Height [mm]* Width [mm]* Depth [mm]* Weight [kg] 540kVA 480kW 1800 1400 800 2550 *Actual dimensions may vary 990-4059 Installation Guide APC Silcon 480kW 400V UPS 59 Options/Accessories Example of Transformer Configuration (Yyno) Input Output E G G NOTICE! APC isolation transformers are available in various configuration. Contact your local APC representative for further information. See “How to Contact APC” in this guide. 990-4059 60 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.6.1 Connecting Isolation Transformer ? Isolation Transformer UPS External Input Fuses* FM [A] 380-415V External Input Cable [mm2] 380-415V External PE Cable [mm2] External Output Cable [mm2] External Temp. Signal Cable [mm2] 540kW 480kVA 1000 3//200 200 3//200 2 *DIN gL types PVC cables insulated to withstand a maximum ambient temperature of 30°C NOTICE! If an MCCB is used in stead of external input fuses, the MCCB load capacity must be 8xIn (nominal current) for minimum 10 ms. NOTICE! Check correct phase rotation of mains input voltage! Maximum input/output cables: 3//300 mm2. If input neutral is not available, an optional Dzn0 or Dyn11 input isolation transformer must be used. NOTICE! All external cable dimensions are recommended sizes only. Refer to local legal regulations. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 61 Options/Accessories NOTICE! Make sure that gland plate is installed in bottom of cabinet. CAUTION! At 100% switch mode load, neutral must be rated for 200% phase current. 990-4059 62 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.6.2 Wiring up UPS with External Yyn0 Isolation Transformer at Output WARNING! Isolation transformer provides galvanic isolation between mains supply and load. Load will loose galvanic isolation if isolation transformer is bypassed NOTICE! Refer to local legal regulation for wiring information. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 63 Options/Accessories 6.6.3 Wiring up UPS with External Yyn0 ?????? Isolation Transformer at Input WARNING! Isolation transformer provides galvanic isolation between mains supply and load. Load will loose galvanic isolation if isolation transformer is bypassed. NOTICE! Refer to local legal regulation for wiring information. 990-4059 64 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.6.4 Wiring up UPS with External Optional Dzn0 Isolation Transformer at Input WARNING! Isolation transformer provides galvanic isolation between mains supply and load. Load will loose galvanic isolation if isolation transformer is bypassed. NOTICE! Refer to local legal regulation for wiring information. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 65 Options/Accessories 6.6.5 Wiring up UPS with External Optional Dzn0 Isolation Transformer at Output WARNING! Isolation transformer provides galvanic isolation between mains supply and load. Do not bypass isolation transformer in order to avoid damaging circulation currents and to prevent load from loosing galvanic isolation. NOTICE! Refer to local legal regulation for wiring information. 990-4059 66 Installation Guide APC Silcon 480kW 400V UPS Options/Accessories 6.6.6 Wiring up UPS with External Optional Dyn11 Isolation Transformer at Input WARNING! Isolation transformer provides galvanic isolation between mains supply and load. Do not bypass isolation transformer in order to avoid damaging circulation currents and to prevent load from loosing galvanic isolation. NOTICE! Refer to local legal regulation for wiring information. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 67 System Specifications 7.0 System Specifications 7.1 Technical Data Voltage Input Output 3x380/400/415V Voltage tolerance Normal operation Bypass operation ±15% ±10% (standard) ±4, 6, 8% (programmable) Frequency 50Hz/60Hz ±6 standard ±0.5-8% (programmable) Input power factor load 25% minimum 0.97 load 100% minimum 0.99 Current distortion Max. 5% Voltage 3x380/400/415V Voltage tolerance ±1% static symmetrical load± ±3% static symmetrical load ±5% 0-100% load step Voltage distortion max. 3% linear load max. 6% non-linear load Load power factor 0.9 lead to 0.8 lag Frequency 50Hz/60Hz (mains synchronized) +0.1% free-running Overload capacity Mains operation Mains operation Battery operation Bypass operation General 200% - 60 seconds 125% - 10 minutes 150% - 30 seconds 125% - continuous Ambient temperature 0-40°C (Temperatures above 25°C will reduce battery lifetime) Humidity Protection class Safety Max. 95% non-condensing IP30 EN 50091-1 CE Mark EN 50091-2 Built-in Programmable Programmable Emission and Immunity Static bypass switch Auto restart Economy mode 7.2 Dimensions / Weight Type Height [mm] Width [mm] Depth [mm] Weight [kg] 480kW 1800 1900 800 1800 990-4059 68 Installation Guide APC Silcon 480kW 400V UPS Warranty 8.0 Warranty 8.1 APC Silcon Series Limited Factory Warranty APC warrants that the unit, when properly installed and commissioned by APC or APC authorized service personnel, shall be free from defects in materials and workmanship for a period of (1) year from the date of installation or maximum 18 months after manufacturing. In the event that the unit fails to meet the foregoing warranty, APC shall for a period of one (1) year repair or replace any defective parts, without charge for on-site labor and travel if trained & authorized APC personnel has conducted start-up of the unit. An APC Start-Up Service must be performed/completed by APC or APC authorized service personnel or the on-site factory warranty will be voided and replacement of defective parts only will be covered. APC shall have no liability and no obligation to repair the installed unit if non-authorized APC personnel performed the start-up and such start-up caused the unit to be defective. APC SHALL NOT BE LIABLE UNDER THE WARRANTY IF ITS TESTING AND EXAMINATION DISCLOSE THAT THE ALLEGED DEFECT IN THE PRODUCT DOES NOT EXIST OR WAS CAUSED BY PURCHASER’S OR ANY THIRD PERSON’S MISUSE, NEGLIGENCE, IMPROPER INSTALLATION OR TESTING, UNAUTHORIZED ATTEMPTS TO REPAIR OR MODIFY, OR ANY OTHER CAUSE BEYOND THE RANGE OF THE INTENDED USE, OR BY ACCIDENT, FIRE, LIGHTNING OR OTHER HAZARD. THERE ARE NO WARRANTIES, EXPRESSED OR IMPLIED, BY OPERATION OF LAW OR OTHERWISE, OF PRODUCTS SOLD, SERVICED OR FURNISHED UNDER THIS AGREEMENT OR IN CONNECTION HEREWITHIN. APC DISCLAIMS ALL IMPLIED WARRANTIES OF MERCHANTABILITY, SATISFACTION AND FITNESS FOR A PARTICULAR PURPOSE. APC’S EXPRESS WARRANTIES WILL NOT BE ENLARGED, DIMINISHED, OR AFFECTED BY AND NO OBLIGATION OR LIABILITY WILL ARISE OUT OF, APC’S RENDERING OF TECHNICAL OR OTHER ADVICE OR SERVICE IN CONNECTION WITH THE PRODUCTS. THE FOREGOING WARRANTIES AND REMEDIES ARE EXCLUSIVE AND IN LIEU OF ALL OTHER WARRANTIES AND REMEDIES. THE WARRANTIES SET FORTH ABOVE, CONSTITUTE APC’S SOLE LIABILITY AND PURCHASER’S EXCLUSIVE REMEDY FOR ANY BREACH OF SUCH WARRANTIES. APC’S WARRANTIES RUN ONLY TO PURCHASER AND ARE NOT EXTENDED TO ANY THIRD PARTIES. IN NO EVENT SHALL APC, ITS OFFICERS, DIRECTORS, AFFILIATES OR EMPLOYEES BE LIABLE FOR ANY FORM OF INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, ARISING OUT OF THE USE, SERVICE OR INSTALLATION, OF THE PRODUCTS, WHETHER SUCH DAMAGES ARISE IN CONTRACT OR TORT, IRRESPECTIVE OF FAULT, NEGLIGENCE OR STRICT LIABILITY OR WHETHER APC HAS BEEN ADVISED IN ADVANCE OF THE POSSIBILITY OF SUCH DAMAGES. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 69 Appendix 9.0 Appendix 9.1 Table 1. Installation Planning Data Q3 Service Bypass Panel Main Input Breaker * Output Breaker * Q2 Q1 UPS Module Field Wiring* Field Wiring * Battery Bank** * Not supplied by APC ** Internal Batteries available for 40kW units and smaller Installation Planning Data APC Silcon Series AC Input Power rating kW kVA Pf 480 480 1 COLUMN Source V Hz P (kW) Nom. Max. I (A) Nom. 380 50/60 491.8 569.5 838.3 400 747.3 415 768.4 1a NOTES 1b Battery System DC Min. Input Input Cable Overcurrent Max. (per phase) Protection* 922.1 822.0 845.2 3//200mm2 Full Vn load INom AC Output IMax Disch Disch Load side In Heat Overcurrent Dissipation (Vdc) P(kW) (A) (A) (A) Protection* (kW) 1000 A 2x384 505.3 658 775 727.3 695.7 666.7 800 A 15.9 3a 3b 4a 6, 7 13 1c 1d 1e 1f 1g 1h 2a 2b 2c 2d 3 4 1 2 9 5, 6, 13 8 12 10 11 * Provided by others Notes: 1. Nominal input current based on rated load. 2. Maximum input current based on rated load + full battery recharge. Full battery recharge assumed to increase input current with 10%. 3. Nominal power consumption (column 1c) based on nominal input current (1e) and the corresponding input voltage (1a). 4. Maximum power consumption (1d) based on maximum input current (1f) and the corresponding input voltage (1a). 5. Suggested input overcurrent protection (1h) based on continous full load maximum input current (1f). MCCB breaker selection based on continous full load nominal input current (1e) is acceptable, provided battery recharge time is short. 6. Fuses according to DIN LV HRC type gL, 500V assumed. MCCB load capacity must be 8xIn (nominal current) for minimum 10ms. 990-4059 70 Installation Guide APC Silcon 480kW 400V UPS Appendix 7. Suggested load side overcurrent protection (3b) based on nominal output current (3a). 8. Nominal battery voltage assumed to be 2V/cell (Lead technologi). 9. Recommended cable sizes, see "External Connection" section of this guide. CAUTION! Cable sizes must comply with national and/or local legal regulations. 10. Nominal battery discharge current (2c) based on full rated load and nominal battery voltage (2V/cell). 11. Maximum battery discharge current (2d) based on full rated load and battery voltage at end of discharge (1.7V/cell). 12. Full load discharge power from battery based on nominal battery discharge current (2c) x nominal battery voltage (2x192cells x 2V/cell), or maximum battery discharge current (2d) x battery voltage at end of discharge (2x192cells x 1.7 V/cell). 13. Heat dissipation based on nominal full load capacity and linear load. 990-4059 Installation Guide APC Silcon 480kW 400V UPS 71 How to Contact APC 10.0 How to Contact APC APC Corporate 132 Fairgrounds Road West Kingston, RI 02892 USA Telephone: 401 789-5735 Fax: 401 789-3710 PowerFax™: 800 347-FAXX Pre-sales Technical Support 877-474-5266 (1-877-4Silcon) Post-sales Technical Support 877-287-7835 (1-877-2UPS-TEK) E-mail: apcinfo@apc.com Web: APC Denmark Silcon Allé DK-6000 Kolding Denmark Telephone: + 45 75 54 22 55 Fax: + 45 72 19 03 50 Pre-sales Technical Support + 45 72 19 04 90 Post-sales Technical Support + 353 91 70 2000 APC Japan Inc. BR Gotanda Building, 7F 2-30-4 Nishi-Gotanda, Shinagawa-ku Tokyo 141-0031 Japan Telephone: (03) 5434-2021 Fax: (03) 5434-2122 990-4059 72 Installation Guide APC Silcon 480kW 400V UPS | https://manualzz.com/doc/2018284/american-power-conversion-480kw-400v-power-supply-user-ma. | CC-MAIN-2018-30 | refinedweb | 10,590 | 55.03 |
We had a great two weeks here in August. An ideal quiet location away from main drag yet just minutes from the bars, restaurants and bus stops. The pool is a good size for a family (there were 9 of us) along with the covered patio areas, plenty of seating for all. The games room is a great addition although the pool took preference.
The villa is equipped with TV, Satellite, DVD, PS2 but we never turned the TV on in the two weeks. The outside speakers from the HiFi is a great welcome addition. Overall a great villa in a great location, we would gladly return (we did try but it was already booked which tells you everything.
We have just returned from a lovely weeks holiday at villa Suzie the villa is beautiful everything is there that u need for the perfect holiday the views are stunning and the pool is brilliant I would highly recommend this villa
Villa Suzie is just amazing... we have stayed here twice now. The villa is in a perfect location, 10 minute stroll to shops bars and restaurants, buses and taxis easily accessible to local towns and beaches. The villa itself is spotless and very well maintained with everything you could possibly need. The pool area and garden are perfect for families to relax in and the pool is cleaned daily, with plenty of sun beds. Sue is very professional and replies to any queries in good time, and through Karen who is based in turkey, both provide a fantastic holiday. We shall definitely return again and would recommend this place in a heartbeat.. it's definitely stoke a piece of our heart
We booked for a family of 12, a range of ages. Villa Suzie catered for everyone, perfect location. Pictures do not justify how lovely Villa Suzie really is. It has everything you could want home from home and even the push button for the taxi which arrived in minutes. Will definitely be booking Villa Suzie in the future.
Fantastic villa, well equipped with everything' you could possibly need. No need for a car as taxis are easy to call and cheap to use. Fabulous pool and garden area. Didn't really explore area as we were all very happy at the villa, but on our next visit which we hope will be longer we will try harder!
Fabulous holiday had by all
Great villa with superb facilities everything you will need and more. Susan goes the extra mile with detailed information and extra help. Lots of bars and good restaurants around and about. Will hopefully return !!
The villa is absolutely perfect, a stunning location and everything you could want to have a brilliant time!
The pool is large with plenty of space for our whole party to lounge around it and the games room was a lot of fun. There are local shops and restaurants within easy walking distance and if you want a livelier atmosphere Hisaronu has it all. Sue was super in helping organise our stay with trip advice and recommendations a great addition to our holiday. There are lots of trips allowing you to see everything turkey has to offer, and the villa is perfectly situated to experience boat trips, markets, the ghost town and much more.
I will definitely be returning to turkey and most definitely Villa Suzie! | https://www.tripadvisor.com/ShowUserReviews-g312737-d2109850-r525719528-Villa_Suzie_with_beautiful_mountain_views_plus_a_games_room_for_indoor_fun-Olude.html | CC-MAIN-2018-47 | refinedweb | 563 | 71.14 |
Build a realtime stock ticker with Ruby and Pusher Channels
A basic understanding of Ruby and JavaScript would help you with this tutorial, but they aren't a requirement as this is a step by step guide. You will need to have Ruby installed on your machine.
Realtime data applications
When it comes to trading and investment applications, accurate and responsive live dashboards are an essential feature. They provide a crucial feed of consistent realtime data, enabling traders to make decisions with confidence.
In this tutorial, we’ll build a simple web application where users can monitor tick by tick stock prices of any company listed on the NYSE in realtime. This simple-to-implement feature powers live dashboard data for many of the most popular financial websites in the world.
Pusher is a platform built by developers, for developers, and provides everything you need to build efficient and scalable realtime applications.
We will be leveraging the Pusher Channels API with our new channel type, cache channels, to show live prices and performance metrics in a simple box. Cache channels are a great choice for applications where new subscribers to your realtime feed need existing data fast, as they reduce the complexity of setting an initial state of your application.
The web application will be built with Ruby and Sinatra, with JavaScript for the frontend and WebSockets by Pusher. Check out how it will look when we’re finished:
1. Set up
Ruby
Take a look at the Ruby documentation for installation instructions.
Sinatra
We’ll use Sinatra to expose some endpoints and trigger events using Pusher SDK for this web application. To create a new application, let’s create a new directory with a new file:
mkdir real-time-stock-prices
Now, go ahead and change the directory into the newly created folder:
cd real-time-stock-prices
In this current folder, create a new Gemfile to manage our dependencies by running:
touch Gemfile
After that, we need to declare the following gems in our newly created Gemfile:
source " gem "sinatra" gem "pusher" gem "thin" gem "
What do our dependencies mean?
Sinatra: a tiny web framework that we’ll be using to expose some HTTP endpoints
Pusher Channels: responsible for triggering events to a Pusher channels
Thin: small web server and will be used to run our application
Http: HTTP client to retrieve information about the stock prices.
Then, in your terminal, make sure you’re in the project root directory and install all dependencies by running:
bundle install
Pusher Channels
If you don’t already have an account you can sign up for Pusher here.
The free sandbox plan comes with 200,000 messages per day and 100 concurrent connections (total number of simultaneous connections across your app) so it will be more than sufficient for this demo app.
In your dashboard, create a new Channels app and choose your preferred cluster.
After configuring your app, it’s time to set some environment variables so that we can bootstrap the Pusher client inside your Ruby application.
You can export them by running the following commands:
export PUSHER_APP_ID=xxx export PUSHER_KEY=yyyy export PUSHER_SECRET=ddd export PUSHER_CLUSTER=aa
2. Creating your app
As a second step to building our realtime application, we need to create a new file that will represent the entry point of our application.
Let’s call it
app.rb, and it’s located in the root directory by running:
touch app.rb
Now, open app.rb and create your first route by adding the following code:
require "sinatra" require "pusher" require " # Setup Pusher SDK pusher = Pusher::Client.new( app_id: ENV["PUSHER_APP_ID"], key: ENV["PUSHER_KEY"], secret: ENV["PUSHER_SECRET"], cluster: ENV["PUSHER_CLUSTER"], use_tls: true ) get "/" do "This is your real-time application" end
After those steps, run the following command in your terminal:
ruby app.rb -o 0.0.0.0
If you go to you should see the following message in your browser:
This is your realtime application
3. Building the landing page
We’ll show stock prices on a landing page in our application. The next step will be to configure the root page and set up Pusher JS on the client-side.
In the root directory, create a new folder and call it views by running:
mkdir views
After that, create a new view file in this newly created folder. In this case, we’ll call it index.erb:
touch index.erb
Then, add the following code to the newly created file:
<html> <head> <title>Live Stock Prices</title> <script src=" </head> <body> <div> <div class="grid place-items-center h-screen"> <div class="bg-gray-200 p-5"> <div class="mb-4"> <h1 class="text-xl" id="company-name"></h1> </div> <div class="mb-4"> <p class="text-sm text-gray-500">Current price</p> <p class="text-l" id="current-price"></p> </div> <div class="mb-4"> <p class="text-sm text-gray-500">Percent change</p> <p class="text-l" id="percent-change"></p> </div> <div class="mb-4"> <p class="text-sm text-gray-500">Last update:</p> <p class="text-l" id="timestamp"></p> </div> </div> </div> </div> </body>
We also need to update our routes on app.rb to start rendering this new view and, therefore, replace your root route with:
get "/" do erb :index end
If we restart our server and reload the app, we should see a different page.
4. Adding realtime with Pusher
Pusher serves live data values as they occur in realtime, via channels.
Recently, Pusher has released a new channel type: cache channels. A cache channel remembers the last triggered event and sends this as the first to new subscribers, and it helps developers provide the initial state without the need to fetch it from their servers.
Cache channels are the perfect tool for the application we’re building in this tutorial.
To update stock prices in real-time, in a simplified way, we publish stock prices information using an endpoint responsible for triggering this event on a cache channel, and we’ll see this information on the client side.
That means, we need to import Pusher Client SDK as a script in the HTML file:
<script src="<
Now, it’s time to create a method that fetches stock prices data. In order to do that, add the following code to the app.rb:
def get_stock_prices(symbol) response = HTTP.get(" JSON.parse(response.body) end
We also need a way to trigger this event through the cache channel, so let’s build an endpoint to do this by adding the following snippet:
post "/trigger" do company = ['nflx', 'googl', 'aapl', 'amzn'].sample stock = get_stock_prices(company) event = { company: company.upcase, price: stock['current_price'], percent_change: stock['percent_change'], currency: stock['currency'], timestamp: Time.now } pusher.trigger('cache-stock-prices', 'stock-updated', event) end
Here, our initialised Pusher client triggers a stock-updated event through a cache channel named cache-stock-prices.
5. Updating the UI
After configuring the server to push data whenever an endpoint is called, now it’s time to set up the UI to listen for this data and show the stock price of a specific company.
To do this, import the Pusher client SDK as a script in the index.erb previously created by adding the following snippet inside the
<head> tag:
<script src="
Additionally, set up the SDK with your Pusher account:
Pusher.logToConsole = true var pusher = new Pusher('<%= ENV["PUSHER_KEY"] %>', { cluster: '<%= ENV["PUSHER_CLUSTER"] %>' }); var channel = pusher.subscribe('cache-stock-prices'); channel.bind('stock-updated', function(data) { document.querySelector("#company-name").innerHTML = data.company document.querySelector("#current-price").innerHTML = `${data.currency} ${data.price}` document.querySelector("#percent-change").innerHTML = `${data.percent_change}%` document.querySelector("#timestamp").innerHTML = data.timestamp }); channel.bind('pusher:cache_miss', function() { fetch(' { method: 'POST' }) });
You should have noticed that we’re using some Ruby code inside this script. That’s a good way not to duplicate code and use the same Pusher account information provided server-side.
It’s also worth noting that we don’t need to fetch any initial state when the page is loaded. Instead, we’ll show the latest data available thanks to the cache channels.
Handling cache misses
As we mentioned earlier, cache channels store the latest triggered event. However, after 30 minutes, this information expires, and we need to update it with a new one. So how do we know when a cache in a Pusher channel has expired?
Cache channels have two approaches to solving this issue. One of them is by using webhooks, and the other is by subscribing to a
pusher:cache_miss event on the client-side. In this instance we’ll use the latter.
channel.bind('pusher:cache_miss', function() { fetch(' { method: 'POST' }) });
6. Bringing it all together
Check out the Github repo for this project to see the demo code all together.
This demo app demonstrates the ease of building fast and reliable data streams with Pusher Channels. Now that we have the live ticker in place there are an infinite number of ways you can expand the functionality of your app.
Why not allow your users to build personalised watch lists, track changes in analytics dashboards, or add notifications with Beams to keep your users up to date when they leave the application.
Building with this tutorial? Get in touch to show us what you made.
May 3, 2022
by Felipe Benevides | https://pusher.com/tutorials/build-a-realtime-stock-ticker-with-ruby-and-pusher-channels/?utm_source=stackoverflow&utm_medium=newsletter&utm_campaign=cache_channels_launch | CC-MAIN-2022-21 | refinedweb | 1,561 | 51.38 |
Java wildcarding with multiple types in variable
I know it is possible to wildcard with multiple types in case of methods and classes but what about variables? E.g. can I require an ArrayList to only take elements that implement both of two different interfaces that are not in the same type hierarchy? See code below for what I am trying to do.
import java.util.ArrayList; interface A {} interface B{} interface AB extends A, B{} class D <T extends A & B> { //This works but this is a class T variable; } public class C { ArrayList<AB> myList1 = new ArrayList<AB>(); // compiles ArrayList<? extends AB> myList3 = new ArrayList<AB>(); //compiles //The following does not compile. ArrayList<? extends A & B> myList4 = new ArrayList<AB>(); //This works but this is a method: public static <T extends A & B> T someMethod(ArrayList<? extends T> list) { return null; } }
Answers
Yes:
class C<T extends A & B> { ArrayList<T> field; public <T2 extends A & B> void method() { ArrayList<T2> localVar; } }
It looks a bit odd that you have to define an alias for the generic "type" outside of the scope where you use it but it works. I find it's easiest to see with the method: T2 is never used in the method declaration. It's solely used inside of the method.
It's unfortunate that these inner type limits become part of the public API this way but that's the only way I know to make this work.
If you don't want this, then try an inner, private interface (AB) in your example.
Java does not support multiple inheritance of classes - a class can extend only one single class (although a class can implement multiple interfaces). Hence I believe the
ArrayList<? extends A & B>
doesn't work.
Solution would be create a super type that extends both A & B and then pass the type to your method. Something like
inteface C extends A,B{} ArrayList<? extends C>
Need Your Help
How to return XML from SQL Server 2008 that is structured with multiple selections sharing a common parent
sql sql-server xml sql-server-2008 sqlxmlI've tried using "FOR XML PATH", "FOR XML EXPLICIT" and "FOR XML AUTO" but the data is never structured with the correct heirarchy. | http://www.brokencontrollers.com/faq/20077839.shtml | CC-MAIN-2019-30 | refinedweb | 377 | 67.18 |
The devel server uses hint. A while ago I had it working with cabal-dev, but it stopped working for me lately. I have the following code that properly sets the environment: forkExecSh :: String -> IO ProcessID forkExecSh command = forkProcess $ runIt >> return () where runIt = executeFile "/bin/sh" True ("-c":[command]) cabal_dev cabal_dev = Just [ ("GHC_PACKAGE_PATH","./cabal-dev/packages-7.0.2.conf/:") , ("PATH", "./cabal-dev/bin") ] forkExecSh "wai-handler-devel 8000 Controller withApp" I am probably going to break down soon and do something to fix the state of development interpretation. Let me know if you are interested in working on this. The development server doesn't scale right now because it seems to trigger a full reload of the application. But the hint API allows for re-loading specific files. The hint API also has a field searchPath that might be useful. The other thought is to try out plugins-direct or plugins. On Thu, Mar 31, 2011 at 8:38 AM, "Timo B. Hübel" <t.h at gmx.info> wrote: > Hi, > > > > _______________________________________________ > web-devel mailing list > web-devel at haskell.org > > -------------- next part -------------- An HTML attachment was scrubbed... URL: <> | http://www.haskell.org/pipermail/web-devel/2011/001159.html | CC-MAIN-2013-20 | refinedweb | 189 | 58.48 |
As a GUI programmer, I prefer using the SAX2 API for my XML parsing needs because of its events-based usage model. However, the API set is large, COM-based (MS version), and requires you to work with wide character strings. I find it simpler to wrap the API and expose just the functionality that I need. In this article, I present a C++ wrapper framework that allows you to do basic XML parsing and validation using SAX2. The wrapper interfaces use pure C++/STL and the events-based model is retained. In addition, beyond just returning strings as they are parsed, I've included some basic XML data types in the wrapper layer to represent XML elements and attributes.
The attached demo is actually a VC6 workspace (TestXml.dsw) that is comprised of two separate projects. The first project is a Win32 static library (XmlSupport) that contains the wrapper framework classes. This project does not use MFC. The second project does use MFC and is a dialog-based test application (TestXmlSupport) that demonstrates how to use the wrapper classes. I've divided the code in this way to make it clearer which classes are intended for reuse and which are merely for demonstration. If you find the code useful, you can repackage the classes as you like, such as in a DLL. Also, note that the wrapper exposes only a small part of the SAX2 API set. But it's enough for what I want to demonstrate in this article.
Support for SAX2 (the latest version of the Simple API for XML) is provided as part of the Microsoft XML Core Services (MSXML) SDK. I am using MSXML 4.0 SP2, which is a prerequisite for compiling the demo projects as they rely on certain functionality (such as schema validation using SAX2) which is only supported as of version 4.0. On my XP Pro machine, I initially had problems installing SP2, as I had a partial install of MSXML 4.0 already. However, after I uninstalled that first (as recommended by Microsoft), I was able to re-install SP2 just fine. As I understand, MSXML 4.0 can coexist with a MSXML 3.0 SDK installation.
The SAX2 API is useful when you need to parse large XML documents because it does not require you to read in the entire file before returning parse results. When you initiate a parse with the SAX2 parser, XML element and attribute entities are returned as soon as they are encountered, while the document is still being processed serially. In addition, with SAX2, you can abort a parse at any time. For example, this allows you to stop parsing as soon as you've found a particular record that's stored in your XML file. The test application demonstrates this ability to abort.
To use the SAX2 API directly yourself, you typically begin by specifying an import directive to incorporate information from the MSXML COM type library. For example, add the following to an include file before using any SAX2 interfaces or types (note: these examples do not use smart pointers):
import
#import <msxml4.dll> raw_interfaces_only
using namespace MSXML2;
The SAX2 parser is encapsulated by the COM class, SAXXMLReader40. The parser interface it supports is ISAXXMLReader, which offers methods such as parseURL(). Below is the code I use to create an instance of the COM class, and at the same time, get a pointer to the parser interface (m_reader):
SAXXMLReader40
ISAXXMLReader
parseURL()
m_reader
void CXmlParserImpl::CreateSaxReader()
{
HRESULT hr = CoCreateInstance(
__uuidof(SAXXMLReader40),
NULL,
CLSCTX_ALL,
__uuidof(ISAXXMLReader),
(void **)&m_reader);
if ( SUCCEEDED(hr) )
{
...
}
}
To initiate a parse using the SAX reader, I simply call ISAXXMLReader::parseURL() and pass in a wide character string that contains a HTTP URL or the file path of an XML file. An HTTP URL can be used, for example, to specify an XML-based RSS feed from a website such as CNN.com.
ISAXXMLReader::parseURL()
HRESULT hr = m_reader->parseURL(wszURL);
Since SAX2 is events-based, you need to implement one or more event handler interfaces in order to receive parsing results or error notifications. For example, there is the ISAXContentHandler interface, which has virtual methods such as startElement() and endElement(). These methods are invoked by the SAX reader when it encounters the start or end of an XML element. In your application, you need to write a class that implements ISAXContentHandler and overrides methods such as startElement(). Then create an instance of your class and register the instance with the SAX reader. This registration is typically done immediately after creating the SAX reader:
ISAXContentHandler
startElement()
endElement()
void CXmlParserImpl::CreateSaxReader()
{
...
if ( SUCCEEDED(hr) )
{
// Set the content handler.
m_contentHandler = new CSaxContentHandler;
hr = m_reader->putContentHandler(m_contentHandler);
if ( FAILED(hr) )
{
delete m_contentHandler;
m_contentHandler = NULL;
}
}
}
Similarly, to receive parsing errors, you can write a class that implements the ISAXErrorHandler interface, and register that handler instance with the SAX reader as well. The ISAXErrorHandler interface has virtual methods such as error() and fatalError() that are called when errors in the input XML source are detected.
ISAXErrorHandler
error()
fatalError()
Below is an example XML file, test.xml, which is a slightly modified version of a sample file from the MSDN Technical article, "JumpStart for Creating a SAX2 Application with C++" (see References section for link). I've added comments beside each line in the code block below to indicate which of the relevant ISAXContentHandler methods are invoked as each line is processed by the SAX reader.
<?xml version="1.0" encoding="ISO-8859-1"?> ........................ startDocument()
<root> ............................................................. startElement()
<PARTS> ........................................................ startElement()
<PART ID="ABC" Tag="cab"> .................................. startElement()
<PARTNO>12345</PARTNO> ................................. startElement(),
characters(), endElement()
<DESCRIPTION>VIP - Very Important Part</DESCRIPTION> ... startElement(),
characters(), endElement()
</PART> .................................................... endElement()
<PART ID="XYZ" Tag="zxy"> .................................. startElement()
<PARTNO>5678</PARTNO> .................................. startElement(),
characters(), endElement()
<DESCRIPTION>LIP - Less Important Part</DESCRIPTION> ... startElement(),
characters(), endElement()
</PART> .................................................... endElement()
</PARTS> ....................................................... endElement()
</root> ............................................................ endElement(),
endDocument()
The C++ wrapper discussed in this article hides much of the above coding details, such as creation of the COM class, optional remapping of wide character strings, etc. However, the wrapper layer still uses an events-based approach, so understanding the above will help in learning how to use and even extend the wrapper.
The classes that are exported by the C++ wrapper layer are described below. Note that these classes use char-based STL strings. For each of these classes, there is an equivalent class in the wrapper layer that uses wide-character (wchar_t) strings instead. This is discussed further in a later section.
char
wchar_t
CXmlAttribute
ID="ABC"
ID
ABC
CXmlElement
<PART ID="ABC" Tag="cab">
PART
IXmlElementHandler
CXmlParser
class IXmlElementHandler
{
public:
// Handle XML content events during parsing.
virtual void OnXmlStartElement(const CXmlElement& xmlElement) = 0;
virtual void OnXmlElementData(const std::string& elementData,
int depth) = 0;
virtual void OnXmlEndElement(const CXmlElement& xmlElement) = 0;
// Handle XML error events during parsing.
virtual void OnXmlError(int line, int column,
const std::string& errorText, unsigned long errorCode) = 0;
// Return true to stop parsing earlier.
virtual bool OnXmlAbortParse(const CXmlElement& xmlElement) = 0;
};
CXmlParser:
class CXmlParser
{
public:
CXmlParser();
~CXmlParser();
// Is the parser available (e.g. was the COM class
// created properly?).
bool IsReady() const;
// Attach XML events handler.
void AttachElementHandler(IXmlElementHandler* pElementHandler);
void DetachElementHandler();
// Set parser feature options.
bool SetParserFeature(const std::string& featureName, bool value);
bool GetParserFeature(const std::string& featureName,
bool& value) const;
// Add/remove XSD schemas for validation. The namespaceURI
// can be an empty string.
bool AddValidationSchema(const std::string& namespaceURI,
const std::string& xsdPath);
bool RemoveValidationSchema(const std::string& namespaceURI);
// Parse a local file path, or a HTTP URL path.
bool Parse(const std::string& xmlPath);
private:
// Use the impl technique so we can hide the implementation
// and not require wrapper clients to import MSXML types.
// CXmlParserImpl uses wide-char strings natively.
CXmlParserImpl* m_impl;
};
You can find each of the above classes defined in the XmlSupport project. As mentioned earlier, this is a Win32 static library. To use the library in your own application, just include the XmlParser.h file, and link your project against XmlSupport.lib. Note that the run-time library I am using in my projects is Debug Multithreaded DLL (for Win32 Debug configuration) and Multithreaded DLL (for Win32 Release configuration). Check the project settings of your application (C/C++ tab, Code Generation category) to make sure your settings are compatible or else you will get linker errors.
Before discussing the test application, I will backtrack a bit and give some background information on validating XML files using SAX2. As of MSXML 4.0, SAX2 supports validation using XML schemas as defined in XSD files. An XML schema is like a grammar for describing XML instance documents. As an analogy, I like to think of it as a blueprint that tells you how to build a house and also allows you to check whether you've built it correctly. For example, for the test.xml file listed earlier, you can create a corresponding test.xsd file that defines a schema which can be used to detect errors such as someone using <PARTNUM> instead of <PARTNO> in the XML file, or <DESC> instead of <DESCRIPTION>. The SAX2 reader reports validation errors during parsing through the normal mechanism. You just need to attach an error handler that implements ISAXErrorHandler as discussed earlier.
<PARTNUM>
<PARTNO>
<DESC>
<DESCRIPTION>
By default, the SAX2 reader does not perform validation during parsing. To enable validation, you must turn on a "feature", which is like a boolean property that controls a particular parsing option. Using ISAXXMLReader directly:
HRESULT hr = m_reader->putFeature(L"schema-validation", VARIANT_TRUE);
Correspondingly, in the CXmlParser wrapper class, you can set features using the SetParserFeature() method.
SetParserFeature()
bool result = m_xmlParser->SetParserFeature("schema-validation", true);
Once validation is enabled, the SAX reader must be able to find the XSD file corresponding to the XML file being parsed. There are two ways to do this. The first, and easiest way, is to have the XML file reference the location of the schema file. For example, the books.xml file from MSDN examples on validation contains an attribute specification near the top of the file that specifies books.xsd as the schema file to use.
xsi:schemaLocation="urn:books books.xsd"
Finally, there is also another SAX reader feature which needs to be enabled in order to validate using the schema location. By default, this feature is enabled though.
bool result = m_xmlParser->SetParserFeature("use-schema-location", true);
The second way to associate an XML file with an XSD file for validation is to use a schema cache. A schema cache is basically a container of XSD file paths, each indexed by a key - the XML namespace. Take a look again at the schemaLocation attribute I showed earlier. The string "urn:books" is actually the namespace associated with the books.xsd schema file. When you add a new XSD path to the schema cache, you need to specify the namespace to use. The code below shows how the schema cache is created and associated with the SAX reader:
schemaLocation
void CXmlParserImpl::CreateSchemaCache()
{
if ( m_reader == NULL )
return;
HRESULT hr = CoCreateInstance(
__uuidof(XMLSchemaCache40),
NULL,
CLSCTX_ALL,
__uuidof(IXMLDOMSchemaCollection2),
(void **)&m_schemaCache);
if ( SUCCEEDED(hr) )
{
// Set the "schemas" property in the reader in order
// to associate the schema cache with the reader.
hr = m_reader->putProperty(L"schemas",
_variant_t(m_schemaCache));
if ( FAILED(hr) )
{
OutputDebugString("CXmlParserImpl::Create"
"SchemaCache(): putProperty(\"schemas\",...) failed\n");
}
}
}
Once the schema cache is created and registered with the SAX reader, you can add a schema:
hr = m_schemaCache->add(wszNamespaceURI, _variant_t(xsdPath.c_str()));
Or, remove a schema:
hr = m_schemaCache->remove(wszNamespaceURI);
Note that if you add the wrong schema (e.g., you specify a namespace that is not used by your XML file), validation won't work properly, even if you have the "schema-validation" feature enabled in the SAX reader. In this case, the SAX reader will report an error when it finishes parsing the root element: "Validate failed because the root element had no associated DTD/Schema". If an XML file does not use namespaces, you can use an empty string ("") for the namespace when adding/removing schemas. A proper validation error reported by the SAX reader looks something like: "Element content is invalid according to the DTD/Schema. Expecting: ...".
The TestXmlSupport application demonstrates the use of the CXmlParser wrapper class. It's a dialog-based MFC application that allows you to choose an XML file, initiate a parse, and see the parsing results appear in a list box. The parsing results consist of "Log" messages and a printout of each XML element as it is received by the class that implements IXmlElementHandler. Below is a snapshot of the application after it has parsed a RSS feed from the CNN website.
The dialog has a validation section that allows you to experiment with various parser options. The Enable exhaustive errors checkbox corresponds to the "exhaustive-errors" feature. When enabled, the SAX reader will continue parsing even if it has found an error. This allows you to receive all of the errors in the file instead of just the first one encountered. The other two checkboxes correspond to the "schema-validation" and "use-schema-location" features which were discussed earlier. Below the row of checkboxes is a set of controls for adding and removing schemas. To use the controls, you type in a namespace string, select your XSD file, and then press the Add button to add the schema to the parser. A log message in the results list box will tell you whether the operation succeeded or not. Note that it is possible to leave the namespace field empty if your XML file does not use namespaces. However, I will mention again that even if the add operation succeeds, if the namespace you entered (blank or otherwise) does not actually match what your XML file is using, then validation will not work properly.
The bottom half of the dialog contains a list box that displays parsing results, along with options for controlling the parse. There is an edit box that allows you to specify a parsing delay in milliseconds. This tells the application to pause for a short period of time after each start element is encountered. Using a value of 500 milliseconds, for example, will slow down the parsing enough that the user has time to abort the parse. Otherwise, the parse will likely complete before you can press the Abort button. The Clear button clears the contents of the results list box.
Instead of embedding a lot of logic into the dialog class, I've moved most of its functionality into a helper class, CXmlTester. This is actually the class that uses the CXmlParser wrapper and also handles the XML parser events by implementing the IXmlElementHandler interface. For example, here is the CXmlTester implementation of the virtual OnXmlStartElement() method:
CXmlTester
OnXmlStartElement()
void CXmlTester::OnXmlStartElement(const CXmlElement& xmlElement)
{
// Update results window.
if ( m_resultsWnd != NULL )
{
m_resultsWnd->InsertString(-1, xmlElement.ToString().c_str());
}
// Check if we need to delay the parsing inbetween start elements.
if ( m_parsingDelay > 0 )
{
// By pumping messages, we avoid freezing the GUI.
// This gives the appearance of being multithreaded.
PumpWindowsMessages();
// Sleep for a duration in milliseconds.
::Sleep(m_parsingDelay);
}
}
In the TestXmlSupport project, if you go to the FileView in the workspace window within VC6, you can see I've added a folder to the project called "XML Files". Here I've inserted some sample XML/XSD files that you can try out using the test application. These files are slightly modified versions taken from the MSDN documentation:
mybook
urn:books
Although CXmlTester exercises all of the methods in the CXmlParser wrapper class, it's not a practical example of why you want to parse an XML file in the first place. Typically, you want to do more than just re-display the XML file in a list box, or log parser events. Thus, I've provided a second class, CBookCatalog, in the test application which models a catalog of books. This class also uses CXmlParser in order to build up a collection of books and is designed to work with the books.xml file. In the dialog, when the user presses the Parse button, the CXmlTester instance is used to perform an initial parse. If that parse completes successfully, a CBookCatalog instance will attempt to build its catalog from the same XML file (thus parsing a second time). If the proper books.xml file was selected, the catalog should have 11 books in total. If not, the catalog will remain empty. If the catalog is built successfully, you can search for a particular book in the catalog by entering a book ID in the dialog and then pressing the Find Book button. The search result will be displayed in a simple message box.
CBookCatalog
In my initial posting of the demo source code, the classes exported by the wrapper layer used char-based strings (e.g., std::string). In other words, there is a conversion that takes place in the wrapper layer from SAX strings (which are wide-character) to std::string. While this can be convenient for applications which are not using Unicode strings, feedback from CodeProject members correctly point out that this is non-standard and to be generic, wide-character strings should be supported. Thus, I've added an alternate set of classes to the wrapper layer based on std::wstring. To avoid duplication of code, I used templates to parameterize the two XML data types:
std::string
std::wstring
// Typedefs for template specializations.
// Client code uses these typedefs instead of
// using CBasicXmlAttribute directly.
typedef CBasicXmlAttribute<char> CXmlAttribute;
typedef CBasicXmlAttribute<wchar_t> CWXmlAttribute;
// Typedefs for template specializations.
// Client code uses these typedefs instead of
// using CBasicXmlElement directly.
typedef CBasicXmlElement<char> CXmlElement;
typedef CBasicXmlElement<wchar_t> CWXmlElement;
I also added a new element handler interface, IWXmlElementHandler, which is used in conjunction with the wide-character version of the parser wrapper class, CWXmlParser. These changes do not affect the test application that I provided originally as none of the original class names were changed. However, in order to test the new parser wrapper, CWXmlParser, I decided to write a simple console application, TestConsole, that parses the books2.xml file a couple of times and prints out the elements as they are received.
IWXmlElementHandler
CWXmlParser
The presented wrapper framework can be a starting point for adding XML parsing support to your own applications. I want to make it clear though that this is not a generic solution for all cases as I have only wrapped a small subset of the SAX2 API. If you have more generic requirements, perhaps this article can help you to come up with a better wrapper design. Or, if you are relatively new to the MSXML SDK, you can use this work to help you ramp up quicker than relying solely on the MSDN documentation. Another goal of my article was to provide an example of how to structure/organize classes for reusability. For example, the wrapper approach should help in applications where you need to parse more than one type of XML file. Future areas to look at include the MXXMLWriter COM class in SAX2, which provides for XML writing/generation.
MXXMLWriter
You can find MSXML 4.0 SP2 here.
This article contains a sample application and the sample XML file, test.xml.
This topic contains an example XML and XSD file which I modified slightly and renamed to books2.xml and books2.xsd.
This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)
<pre lang="vb">TestConsole.obj : error LNK2019: unresolved external symbol "public: bool __thiscall CWXmlParser::RemoveValidationSchema(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?RemoveValidationSchema::Parse(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?Parse::AddValidationSchema(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &,class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &)" (?AddValidationSchema@CWXmlParser@@QAE_NABV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@0::SetParserFeature(class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > const &,bool)" (?SetParserFeature@CWXmlParser@@QAE_NABV?$basic_string@_WU?$char_traits@_W@std@@V?$allocator@_W@2@@std@@_N>.\Release\TestConsole.exe : fatal error LNK1120: 4 unresolved externals
2>
2>Build FAILED.
2>
Thanks for the clarification, Mihai. I updated my statement in the article to reflect that I was referring just to the MS version. It also sounds like it might be useful to define a generic C++ interface for an XML parser that is events-based, thus allowing one to swap parser implementations dynamically (from MSXML to other, etc).
- requires you to work with wide character strings = from the XML standard:
"All XML processors MUST accept the UTF-8 and UTF-16 encodings of Unicode 3.1" (). So, no wide-char means non-standard.
I use XML files primarily for application-internal reasons, such as storing configuration data or layouts for dynamic UIs. My application is not using Unicode, so I just find it easier to adapt any external APIs I am using to whatever the rest of the app is doing. I've updated the article summary to clarify the non-standard issue that you raise.
regards,
General News Suggestion Question Bug Answer Joke Rant Admin
Use Ctrl+Left/Right to switch messages, Ctrl+Up/Down to switch threads, Ctrl+Shift+Left/Right to switch pages. | http://www.codeproject.com/Articles/11085/Parsing-XML-using-a-C-wrapper-for-SAX?msg=1175000 | CC-MAIN-2015-22 | refinedweb | 3,556 | 54.12 |
Closed Bug 737182 Opened 10 years ago Closed 10 years ago
2D texture corruption on Mac/Intel with large texture sizes >= 4993
Categories
(Core :: Graphics, defect)
Tracking
()
mozilla14
People
(Reporter: hhall, Assigned: bjacob)
Details
(Whiteboard: [sg:vector-high])
Attachments
(6 files, 3 obsolete files)
When I go to: and click on the image to view details, check the file I attached to see what happens: Hardware Info: 11" Macbook Air - Mid 2011 Graphics Intel HD Graphics 3000 384 MB Software Mac OS X Lion 10.7.3 (11D50b) Running Firefox 11.0
STR: Click on the image I can confirm the bug by running on my integrated gpu, not discrete: 15-inch, Early 2011 Intel Inc. -- Intel HD Graphics 3000 OpenGL Engine -- 2.1 APPLE-7.14.5 Vague regression range (between firefox 9 and 10): is affected is not
This is a really big image - (gdb) p iwidth $1 = 5455 (gdb) p iheight $2 = 5455 While the Intel card apparently allows 8192, this makes me suspicious....
Assignee: nobody → joe
Our experience in bug 684882 may be worth keeping in mind here (intel/mac driver too optimistic with its max tex size)
It's not a strict image size problem; resizing the image to 4097x4097 lets it work, as does 4500x4500, but 5000x5000 doesn't.
Given that this is not a simple problem, I'm going to bow out of this in favour of working on higher-priority items.
Assignee: joe → nobody
This is a simple save-as of the website, and reproduces the bug on load.
Group: core-security
Whiteboard: [sg:high]
Thanks for hiding this bug. uninitialized-video-memory-exposed bugs with a reproducible testcase are definitely sg:high.
Here is a testcase using WebGL, showing this to be a driver bug with huge 2D textures. It uses a 5455x5455 texture. This was directly adapted from the cube map testcase from bug 684882. STR: 1. use gfxCardStatus to force usage of the Intel GPU 2. go to above testcase Confirmed to reproduce in both Firefox and Chrome. Probable solution: like in bug 684882, limit texture size on Mac/Intel. Here, 4096 seems like the natural choice, unless someone can reproduce the bug at sizes <= 4096. By that occasion, we should probably move the existing cube map workaround from WebGL implementation into GLContext as well.
Assignee: nobody → bjacob
Summary: Image corruption → 2D texture corruption on Mac/Intel with large texture sizes >= 5k
Here's a more or less minimal testcase, without WebGL, which means in particular that the Mac will naturally stay on the integrated Intel GPU i.e. no need for gfxCardStatus anymore to reproduce. public URL: STR: 1. use Mac OSX 10.6+ (so we do accelerated layers) with Intel graphics, make sure that the integrated Intel GPU is in use. 2. click above link Confirmed to reproduce in Firefox.
This should fix it, assuming that 2D texture sizes <= 4096 are safe. I wasn't sure what was the best way to simulate a ERROR_INVALID_VALUE. In WebGLContext we supplant the native GL error system, but that's not the case in GLContext outside of debug mode at the moment. So I thought the simplest was to change the width and height to -1. Indeed, GLsizei is signed, negative values explicitly generate INVALID_VALUE, and even if they were interpreted as a huge positive value (in case of a driver bug), that would still be INVALID_VALUE (larger than max value). I've been wondering how safe it is to let this workaround depend on the VENDOR string, given Mac GPU switching. I think it's quite safe as the GLContext is the LayerManager's, which is created when the Window is created, which is earlier than when content can force a GPU switch (by creating a WebGL context). One possible attack though would go as follows: 1. browser starts, main window using GL layers on Intel GPU 2. create a WebGL context -> switch all to discrete GPU 3. create a new window. This step probably requires some social engineering i.e. I don't think that content can create new windows entirely by itself. 4. New window's GLContext is created on discrete GPU, hence it doesn't have the texture size restriction. 5. drop reference to WebGL context object and canvas 6. wait for GC to happen (about 20 seconds) 7. When the WebGL context is GC'd, the Mac switches back to Intel GPU 8. in the second browser window created at step 3, create a very large 2d canvas as in the testcase here. Should we worry about such a convoluted attack path?
Let's initialize these max-size variables in the ctor to avoid any headache if the initialization code setting them is ever not called.
Attachment #607909 - Attachment is obsolete: true
Once the above GLContext patch lands, we won't need the WebGL-specific tweak anymore. Keeping this a separate patch because I want to only ask for aurora/beta approval for the GLContext patch, not for this one.
.
We bisected the minimum texture size reproducing this on Etienne's Mac. The smallest size reproducing this is 4993.
Summary: 2D texture corruption on Mac/Intel with large texture sizes >= 5k → 2D texture corruption on Mac/Intel with large texture sizes >= 4993
(In reply to Benoit Jacob [:bjacob] from comment #14) > . That's true, I didn't pay attention to that..
(In reply to Benoit Girard (:BenWa) from comment #17) >. Oh. I didn't know of other texture targets than 2D and Cube Maps. Are you referring to some extension that we are using somewhere? Link needed. > > @@ . True. I was just thinking that we've never seen a driver bug whereby texImage2D would fail to generate INVALID_VALUE on -1 sizes, but OK. So, if we don't want to rely on the driver to generate INVALID_VALUE for us, we have to implement our own GL error system, like we do in the WebGL impl. The patch is going to be a lot more intrusive. Do you prefer that still?
Alternative approach: to further increase the likelihood that the GL impl will generate INVALID_VALUE on our texImage2D call, we could set level to -1.
I was thinking of just having an early return (We could use a macro maybe). I know that we could use GL_TEXTURE_RECTANGLE, the other target isn't used for glTexImage2D but is used for others calls like glBind. I don't want to implement our own GL error system. If your sure we will get INVALID_VALUE everywhere just add a comment to explain that we rely on this behavior.
If we just early-return without somehow generating INVALID_VALUE, we break the GL spec and we'll be scratching our heads some time down the road about strange bugs ("why is this texture not correctly uploaded?"). I'd much rather keep GLContext compliant with the GL spec as much as possible.
Whiteboard: [sg:high] → [sg:vector-high]
I don't understand why this would be only vector-high and not high. This bug directly, by itself, allows an attacker to read random video memory.
Is it vector-high only because this is a bug in the Mac/Intel driver that's exposed by Firefox, not a bug in Firefox itself?
Comment on attachment 607910 [details] [diff] [review] limit max tex size on mac/intel Review of attachment 607910 [details] [diff] [review]: ----------------------------------------------------------------- I take Benoit's review comments and adopt them as my own!
Attachment #607910 - Flags: review?(joe) → review-
Comment on attachment 607912 [details] drop WebGL cube map workaround Dropping review until the issues with the other patch are sorted out.
How about this approach instead. The helper becomes IsTextureSizeLegalForTarget() returning bool; it checks for cube map targets and assumes that anything else behaves like TEXTURE_2D, which is probably safer; and in case of an illegal size, it now also passes -1 for |level| and for |border|, maximizing chances to get an INVALID_VALUE (there are now 4 different invalid values passed to these GL functions, so the GL would have to be really wrong to fail to generate INVALID_VALUE). Also, |null| is passed for the texture data pointer so that in the worst case, we'd be derefing null instead of an arbitrary pointer. If you don't like that, here are the other possibilities, choose one: 1. we use a different GL function to artificially generate a INVALID_VALUE. Downside: APItraces will look very, very mysterious ("wtf does glCopyTexImage2D call glSomeUnrelatedFunc??") 2. we implement our own GL error system cooperating with the native GL error system. There is all the code for that in the WebGL impl. Downside: more intrusive change, won't get beta approval. 3. we fail silently without generating an error. Downside: we break the GL spec, will cause headaches.
Attachment #607910 - Attachment is obsolete: true
Attachment #609188 - Flags: review?(bgirard)
Comment on attachment 609188 [details] [diff] [review] limit max tex size on mac/intel Review of attachment 609188 [details] [diff] [review]: ----------------------------------------------------------------- Looks good, minot comment nit. ::: gfx/gl/GLContext.cpp @@ +446,5 @@ > + if (mVendor == VendorIntel) { > + // see bug 737182 for 2D textures, bug 684822 for cube map textures. > + mMaxTextureSize = NS_MIN(mMaxTextureSize, 4096); > + mMaxCubeMapTextureSize = NS_MIN(mMaxCubeMapTextureSize, 512); > + // for good measure, we align renderbuffers on what we do for 2D textures The grammar seems off to me. How about: For good measure we do the same for renderbuffers. ::: gfx/gl/GLContext.h @@ +2405,5 @@ > } > > void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) { > BEFORE_GL_CALL; > + if (IsTextureSizeLegalForTarget(target, width, height)) { If we cared about performance we could add the check only for Intel by setting fTexImage2D to a wrapper function. But we shouldn't be calling these often.
Attachment #609188 - Flags: review?(bgirard) → review+
Regarding the performance comment: maybe we can rename IsTextureSizeLegalForTarget to something slightly different and have it do the platform check. I am not worried about texImage2D which is very expensive anyway, but it is indeed not great to add overhead to copyTexImage2D as a matter of principle (in practice, this is still negligible overhead).
How about this, for performance?
Attachment #609188 - Attachment is obsolete: true
Attachment #609343 - Flags: review?(bgirard)
Comment on attachment 609343 [details] [diff] [review] limit max tex size on mac/intel LGTM
Attachment #609343 - Flags: review?(bgirard) → review+
Target Milestone: --- → mozilla14
Status: NEW → RESOLVED
Closed: 10 years ago
status-firefox14: --- → fixed
Resolution: --- → FIXED
Comment on attachment 609343 [details] [diff] [review] limit max tex size on mac/intel [Approval Request Comment] Regression caused by (bug #): ever since we enabled GL layers and WebGL on Mac (pre-Firefox 4) User impact if declined: video memory leakage (information exposure) vulnerability on Mac. Exploitable just by creating a 2d canvas of size 5kx5k, or an image of that size, or a WebGL texture of that size. Testing completed (on m-c, etc.): Been on m-c for a few days Risk to taking this patch (and alternatives if risky): seems low risk. At worst (if we were crazy unlucky) it could expose a different driver bug. String changes made by this patch: none
Attachment #609343 - Flags: approval-mozilla-beta?
Attachment #609343 - Flags: approval-mozilla-aurora?
Comment on attachment 609343 [details] [diff] [review] limit max tex size on mac/intel [Triage Comment] We'll be on the lookout for driver regressions after this lands - approving for Aurora 13 and Beta 12.
Attachment #609343 - Flags: approval-mozilla-beta?
Attachment #609343 - Flags: approval-mozilla-beta+
Attachment #609343 - Flags: approval-mozilla-aurora?
Attachment #609343 - Flags: approval-mozilla-aurora+
(In reply to Benoit Jacob [:bjacob] from comment #36) >
status-firefox-esr10: --- → affected
tracking-firefox-esr10: --- → 12+
[Triage Comment] Now that there's been some bake time on aurora/beta please go ahead and nominate for ESR landing as per
status-firefox12: --- → fixed
status-firefox13: --- → fixed
Whiteboard: [sg:vector-high] → [sg:vector-high][qa+]
Does this issue have a CVE id?
Notice that this bug is completely Mac-specific (seeing your redhat email address ;-) )
Verified with Fx 12 beta6
Status: RESOLVED → VERIFIED
Whiteboard: [sg:vector-high][qa+] → [sg:vector-high]
Can we unhide this bug now? It's fixed in Release and in ESR.
What's the status of the underlying driver bug? Will we be exposing users of other applications?
See my reply in bug 684882 comment 92 as this is very similar. Yes, other applications are affected, all the more since this bug is about 2D textures which are used by all the applications that use OpenGL to accelerate any kind of graphics. However, this has been known publicly for a while as a google search suggests: The discussions returned by this search don't have as specific information as we discussed in this bug though, but I don't think that our conclusion here, "2D texture uploads are garbage above a certain critical size that is roughly 5000", is particularly hard to arrive to.
Tracy, can you please take a moment to verify this fixed with Firefox 14 and the latest ESR nightly? Thanks.
Group: core-security | https://bugzilla.mozilla.org/show_bug.cgi?id=737182 | CC-MAIN-2021-49 | refinedweb | 2,166 | 61.67 |
eldhov19157560
29-09-2020
We were playing with the IO Runtime before the Firefly enabled for our Organization.
We are using .wskprops for the IO Runtime config.
Now while using the Firefly, we can see some strange things.
If we use the 'wsk list' or 'aio runtime list', we can see couple of actions, packages, etc...
But, in the actions list, we were not able to find the actions which created for firefly application.
Are these (IO Runtime and Firefly) actions in different namespaces ?
If yes, how can I get the logs, activation list (empty response) for the firefly actions?
duypnguyen
Hi @eldhov19157560 - the two CLI wsk and aio use two different sources of truth for namespace credentials.
Please make sure that those files have the correct credentials set up for your namespace.
More details at:... | https://experienceleaguecommunities.adobe.com/t5/project-firefly-questions/actions-in-firefly-vs-io-runtime/qaq-p/381259 | CC-MAIN-2020-45 | refinedweb | 136 | 76.01 |
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- Asynchronous Sockets in .NET
- dateTimePicker strange behaviour
- How to dleete Database.
- Error while Connecting to Database.
- Advice Wanted
- Problem with Connection.
- Writing in IL
- .NET Crystal's Select Expert for different columns/fields
- Visual Studio.net standard 2003
- Win Shell(list of win app)
- droplists and databinding in ASP.NET
- Chartspace
- Dynamic Context Menus
- Using Application Center Test (ACT)
- Enabling sorting with ASP.NET controls bound to a Business Object
- Error upon attempt to install.
- What is your FAVorite Datatype?
- Watch that critical patch for Internet Explorer
- Static Events
- Use Web Services in ASP.NET to get data from my PC?
- .NET databinding practices
- .NET databinding
- Cannot access ASPnet project by network path
- Cannot schedule a deployed Application
- Bug? VS.NET 2003 and styles using 'expression'
- Install Question
- ActiveX Control to VB.NET
- Installing Question
- Installing Question
- PowerPoint Automation from VB.net
- VS .NET 2003 vb PPC question - opening a database/getting version info
- Office ...
- STL and .NET
- Saving objects in ViewState
- SSH
- Week support in date classes
- Attribute question
- Multirow edit on Datagrid
- object instance question?
- Parsing HTML
- link two forms
- Doubt
- Apply this critical patch
- Compile with different framework?
- Prove that corrective patch
- I need help on Drawing Graphs in ASP.NET
- Trying to draw graph using System.Drawing namespace.
- Does this break encapsulation?
- Problems with VC++.NET.
- Deployment problem
- Programmatically Clear Internet History
- "Compiler could not be created" VS.NET 2003 error - about time we got a decent answer....
- Can I compile a whole project under command prompt?
- Porting addins to visual studio 2003
- Porting addins to visual studio 2003
- when I compile my project setting, there are many LINK errors
- when I compile my project setting, there are many LINK errors
- Microsft File Transfer Manager
- Microsft File Transfer Manager
- VB6 OCX to .Net
- VB6 OCX to .Net
- .Net Classes Best Practices
- .Net Classes Best Practices
- O.K. Microsoft Wins - for now
- O.K. Microsoft Wins - for now
- generating Native Code
- generating Native Code
- ASP.NET Server controls not visible
- ASP.NET Server controls not visible
- Design Time support issue
- Design Time support issue
- Remote Desktop in Windows XP
- Remote Desktop in Windows XP
- Show the Dif. Web Services Vs EJB
- Show the Dif. Web Services Vs EJB
- VARIANT type problem
- VARIANT type problem
- Has the XML Designer changed in VS.NET 2003?
- Has the XML Designer changed in VS.NET 2003?
- how to obtain "Measurement System" from "Regional Options"
- how to obtain "Measurement System" from "Regional Options"
- Calendar Control Styling
- Calendar Control Styling
- SetPriorityClass & SetThreadPriority permission
- SetPriorityClass & SetThreadPriority permission
- Getting away from JavaScript using .NET?
- Getting away from JavaScript using .NET?
- Binary File Access
- Binary File Access
- GetProcesses - Access is denied
- GetProcesses - Access is denied
- Regular Expression Problem
- Regular Expression Problem
- Name of Me.Page
- Name of Me.Page
- ReBar Control
- ReBar Control
- unwanted blank space in tables
- unwanted blank space in tables
- Solution does not run after compilation in 1.0
- Solution does not run after compilation in 1.0
- news group for IDE
- news group for IDE
- Component Framework Help
- Component Framework Help
- Serial Port
- Serial Port
- GDI+ in .NET
- GDI+ in .NET
- Simple XCOPY operation as part of VS7 Setup project?
- Simple XCOPY operation as part of VS7 Setup project?
- How convert a base class into a subclass??
- How convert a base class into a subclass??
- .NET/COM+ security issues
- .NET/COM+ security issues
- edit DataGrid question
- edit DataGrid question
- Problem with reading processes.
- Problem with reading processes.
- how to do doPostBack act like href=# (anchor tag)
- how to do doPostBack act like href=# (anchor tag)
- New APIs
- New APIs
- Cursors
- Cursors
- Apply this critical patch for Microsoft Windows
- Apply this critical patch for Microsoft Windows
- datagrid display-urgent
- datagrid display-urgent
- How to raise events programatically?
- How to raise events programatically?
- datagrid itemcommand
- datagrid itemcommand
- ASP.NET Datagrid question
- ASP.NET Datagrid question
- .Net Framework Installer
- .Net Framework Installer
- Try this security update which comes from the Microsoft Corporation
- Try this security update which comes from the Microsoft Corporation
- Error while trying to run project : Unable to start debugging.
- Error while trying to run project : Unable to start debugging.
- reading 8BIT chars from old DOS file
- reading 8BIT chars from old DOS file
- type definition
- type definition
- Insert from datagrid
- Questions about the focus of textbox
- Questions about the focus of textbox
- Insert from datagrid
- Data Type
- Data Type
- Private assembly reference path
- Private assembly reference path
- Help, .NET dll deployment path location
- Help, .NET dll deployment path location
- Problem with Process.WaitForExit()
- Problem with Process.WaitForExit()
- VSS integration with VS.NET
- VSS integration with VS.NET
- Watch this internet patch that comes from Microsoft Corp.
- Watch this internet patch that comes from Microsoft Corp.
- MDAC 2.7 SP1 fails
- MDAC 2.7 SP1 fails
- "Open .Net Command Window Here" context menu for Windows Explorer
- "Open .Net Command Window Here" context menu for Windows Explorer
- Assemblies
- Assemblies
- Look at important patch
- Look at important patch
- GetProcessByName WinXP problem...
- GetProcessByName WinXP problem...
- How To write an Internet Explorer Plugin ?
- How To write an Internet Explorer Plugin ?
- adding my own header and footer when printing HTML file
- A Small help needded
- adding my own header and footer when printing HTML file
- Role based Security
- A Small help needded
- Role based Security
- Look at this internet pack from the MS Corporation
- structs ...
- Look at this internet pack from the MS Corporation
- structs ...
- using ole objects in c#
- Data Enabled WebSite
- HLP: MouseHover and ListView
- C# Tooltip Text
- Components, Designers and Examples
- OPF.Net (An Object Persistent Framework for .Net)
- Datatables and XML
- Differences Between
- Here's Another One of Yours...
- playing system sounds?
- FW: Check this important update for Windows
- Making a taskbar application
- How to get result from shell command
- C#
- Data base connection
- interop
- Error invoking outlook from web form
- datagrid updation
- Good Books/Dev Tools Recommendation on Website Development w/ASP?
- template column of datagrid
- How to retrieve the original values of a data table
- RegisterStartupScript
- how does SqlCommandBuilder maintain a row's key value
- Open Directory Project
- .net framework problem
- Verify fields of a class
- Beginner problem in Inheriting Form
- Beginner's problem in creating custom control
- Need example for Font.ToLogFont
- Async and Enterprise Services
- How can I use response.binarywrite and frames?
- Enterprise Template Reference Question
- Calling C++.NET code from C#.NET code
- Adding MsFlexGrid Control to Toolbar
- Microsoft chart Control
- code access security
- Passing If Typeof...Is...X as a parameter
- Looking for a good book about deployment.
- I want a GNU Search Engine
- How to run a exe file
- Collections in a custom class
- New Data Connection in Visual Studio.NET project
- VB CurDir() what is C# function
- Top-align server controls: textbox with image
- Response.Redirect
- GridDataBound??
- LinkButton
- Computer name, domain, user names,...
- Datasets and XML
- Maximize screen
- strtok
- NetComputerEnum
- Custom Project Wizard
- how to use a file UDL in asp.net
- SQL Tables to Objects guidelines
- Application crashes ignoring try{...}catch{...}
- FTP with C#
- Building side-by-side shared assemblies from XP CD-Rom
- datagrid control
- datagrid control's event
- Max number of projects in a solution
- VB.Net Installation
- VB.Net Installation
- VB.Net Installation
- how to get the mac address in a win98 computer using .net?
- dataset problem
- Windows CE.NET 4.1 vs 4.2 program execution problem
- how to define function pointer in C#
- Dynamicaly load and call a function in Win32 dll
- OT dns component
- Have you distributed a .Net application?
- are crypto classes supposed to work on w2k?
- Pass Datagrid Data To Parent Form
- Calling .ASP pages
- location.replace
- strange error not cought by try...catch...
- Font Color of Text on Tab
- Using Delegates (More Info)
- Using Delegates
- How can you recognize a carriage return? simple question
- Painting a textbox Border--the Answer
- FindWinow win32 API question
- display wait message in webform
- Question about the Installer Class and InstallUtil.exe
- Design Mode not visible
- unable to start debugging on server
- ASP impersonation problem with word automation
- Thread.Sleep...
- Dr. Dobbs article: Web Services and c++
- cannot set src attr of <script> element
- XSLT problem in .NET
- Starting devenv.exe from Web Page
- MSChart
- How to Safe Excel chart object as a GIF ?
- Dinamic Labes disappear
- oledbprovider vs odbc provider ???
- Setting Crystal Report date properties from ASP.NET
- file access win srv 2003
- Converting Strongly Typed Datasets
- Activating other apps
- Is SocketOptionName.ReciveTimeout usable with asyncronous socket methods ?
- Intellisense not working
- Formatting log files ???
- Debug ASP.Net application
- SmtpMail - inline images
- Source code !?
- Error Occur about 'MSDAORA1 provider can not regist local computer'
- Set IP Address from .NET
- can edit and continue in vc++ .net work without on breaking?
- Crystal Report.Net with Remoting
- Paul Weller is On Virgin Radio's Ogg Stream
- Longhorn Gold Now Available
- Microsoft Fires Intelligent Employee
- dotnet failes
- Hot Keys
- Source Code Escrow Agent Recommendations
- Trapping mouse down
- Application Deployment - please help!
- Large Solution Build
- MessageBox.Show behaving as non-modal
- DOes SOAP supports TCP transport protocol?
- How to share cache between applications
- Popup Window
- This new fangled services stuff
- Sockets
- MTS transactions problems against Oracle 9iR2 with vb.Net
- Managing Dependencies during development
- Why is System.DateTime a structure?
- What is "ms-help://"
- Response.End
- Urgent - Set Environment Variables
- Add row to data bound form
- error 1706
- Force a GAC object out of memory
- Best practice for adding compiled help file?
- Do threads behave Differently on Windows 98?
- Microsoft IE Treeview Control Right Click popup menu
- onfocus
- Cool uses of custom attributes & reflection
- MCAD Study Materia
- Sorting an ArrayList
- Events
- Compiling on the fly or on a non Win platform
- msdn library files on network
- Allowing add-ins in your own VB.Net application
- object/relational mapping
- Rational numbers in .NET
- PropertyGrid and datatable
- Message Queuing Services and dotnet
- ConnectServer() on W98 with WMI
- Regular Expression Help!
- Check Printer Status??? How??
- Disbaling RightMouse Button Click
- Need help: CreateInstanceFromAndUnwrap
- Is it a microsoft Bug ????
- Development Environment Setup Help
- Can someone point me in the right direction?
- Upgrade to ASP.NET
- makes-no-sense DBNull Errors
- Retrieving the name of the page an ASP.NET user control resides on.
- Where to read an overview of .NET Framework 1.2 features?
- Removing an interop assembly from the GAC
- Connection Exception
- Quick question regarding Progress bar
- .NET app is changing current directory
- Plz help. SQL help needed.
- Question on App Center
- Datagrid
- Add-in not recognized
- Preprocessor conditional compilation variable not being saved
- Preserving Custom Toolbars
- Installing VS .NET 2003 Academic on 2 Machines
- 2.0 App Data Block throws a warning during the build
- Can anyone help please ASP.NET
- HOW CONFIGURE MSDN HELP REMOTE INSTALLED
- How do I initiate a Remote Assistance session?
- release mode static initialization error
- Deploy solution localization in Dutch and Finnish
- Connecting in a database
- Endless Loop refreshing DGrid after Updating another DGrid
- Hosting Script Engine
- VS.NET 7, Strict=ON, VB problem
- VB.NET 7, printing to a printer directly
- VS.NET 7 - Deployment Project Blues
- .NET applications run under any Windows operating system?
- Visual studio .NET installer is launching
- .NET OutOfMemoryException
- AD
- ASP Calendar
- attaching to COM process in windows service
- DB Queries
- Form fields visibility
- vb.net coding
- Suppress Cancel print dialog
- Longhorn with WinFX
- rendering html to pdf
- Cassini Webserver files
- .Net Code Generator Recommendations
- Windows system calls
- Sql Joins
- MainMenu control in Web Form of ASP.NET available?
- Folder Information
- How to Compile Program?
- MSI - can ngen, but not ungen !?
- "Open With" Window
- "Open With" Window
- regex?
- naming controls
- Whats the best control to use?
- Windows Service network connection
- New to ASP.NET, can't seem to test updated code.
- msmask32.ocx does not auto format??
- Server Side controls in ASP.Net
- Avoid to create EventLog Source
- Refresh Frame?
- Please help explain,
- Openin URL from VB.NET
- Localization Issues with Windows Form (.resx) file
- I can't get the Help to work...
- Show/hide tab pages
- Combobox slider position
- WIndows service with vpn problem
- Calling C# dll From C++ app.
- input formatting
- C# struct Constructors As Shown in IntelliSense? (M'soft Rep PLease)
- User Fields validation ???
- Running Apps and DLL over network
- Registering COM in VS.NET C# Standard Version Setup Project
- Missing property? Or a Blonde moment?
- BUG: struct default constructor is not displayed on intellisense yet it is available, BUG
- i want to kown The History of Microsoft dotNet
- Help please: CreateInstanceFromAndUnwrap
- Server error in ASP.Net
- Option Strict
- Throw Exception Vs Throw New Exception
- MSCS
- .net Developers & XP Local Admin rights
- MissingManifestResourceException
- Refernces Path
- AppDomain Issue...
- Using Pubs SQL Database
- Validating data in datagrid
- Parser error in asp.net code
- Timer Refresh in Crystal Report Viewer
- Licence Activation - Visual Studio.NET (AE) 2003
- DateTimePicker questions
- quick question.
- VS.Net Shortcut buttons
- Norton Internet Security and VS Debugging?!
- String.ToUpper
- Q: How can I enable the XP style interface on a form when it is declared in a DLL?
- I need pointers
- disappearing code
- Can't open PST
- System.Configuration.Install.Installer Issue
- Object instance by class name
- Partial Types with Code Behind Pages in ASP.NET 2.0?
- Computer Name
- DatagridStyle Control problem
- UML
- About AppSettingReader
- Architecture Question: RMI/Web Methods for assemblies, libraries ( mono, gtk, et alias )
- Test
- Problems in VS.NET 2003 launching
- Posting Data ??
- Expressions Help
- Tooltip Text
- .NET Framework 2.0
- Trying to load Front Page
- Accessing .Net component from ASP
- .NET 2003
- efficiency of declaring local variables
- cdo library
- Is there any idea about this ?
- QNX.NET
- datagrid
- dotfuscator & delegates & deployment
- BLOB Problems
- .NET CLR for PalmOS
- printing
- Refresh Form
- Regular Expression
- C# Program causing Windows XP to reboot
- Regular Expression
- Is there MainMenu control in Web Form of ASP.NET?
- returning asp server controls as a string
- .net in machintosh
- Accessing C# from Borland C++
- Working with win app
- Null out original reference?
- Is SocketOptionName.NoDelay working ?
- dot net newsgroups on google and msdn website
- default directory when reading TXT files...
- Displaying Images ?
- enter, backspace, tab, del, arrows dont work | https://bytes.com/sitemap/f-312-p-140.html | CC-MAIN-2019-43 | refinedweb | 2,754 | 51.34 |
Solutions for Chapter 8
The object is to determine the online trading stocks that need to be processed orders of the form either to buy 100 shares at $a price each or sell 100 shares at $b price each.
Define a class algorithm called Shares that store and gets the price of each share of 100 shares. This contains a setPrice function and getPrice function.
class Shares
{
public:
double price;
void setPrice(double sharePrice);
double getPrice();
}
Algorthim setPrice():
price = sharePrice
Algorithm getPrice():
return price
Define a comparator class called LeftRight of type Shares. The comparator class will return a true if the Shares object 1 is lesser than the Shares object 2 else it returns false.
Here is comparator class code as shown below:
template
class LeftRight
{ // a left-right comparator
public:
bool operator()(const E& p, const E& q) const
{
return (p.getSharePrice() < q.getSharePrice());
}
};
Definition of algorithm to trade the online stocks:
Algorithm TradingStocks:
Declare two Shares class array objects share1, share2.
Insert values into the Shares array objects.
//declare the two PriorityQueue objects
PriorityQueue> Users
PriorityQueue> Market
//store the share1 objects and share2 objects into
//two PriorityQueue objects respectively
for i<- 0 to share1.length do
Users.insert(share1[i])
for i<- 0 to share2.length do
Market.insert(share2[i])
//menu driven logic
while true do
display a menu as
1. To buy shares
2. To sell shares
3. Exit
Enter appropriate value into the variable choice
switch choice then
case 1:
Read a price that user wants to buy the
shares into price variable
if !Market.isEmpty() then
if price >=
Market.min().getSharePrice()
then
Shares s
Market.removeMin()
s.setPrice(price)
User.insert(s)
else
Display an error message that
cannot purchase shares
else
Display an error message if there
are no more shares at the Market
Read a price that user wants to buy the
shares into price variable
if !User.isEmpty() then
if price >=
Market.min().getSharePrice()
then
Shares s
s.setPrice(price)
User.removeMin()
Market.insert(s)
else
Display an error message that
cannot sell shares
else
Display an error message if there
are no more shares at the User
case 3:
Display the existing Shares at User
while !User.isEmpty() do
Shares s=User.min()
Display s.getPrice()
User.removeMin()
Display the existing Shares at Market
while !Market.isEmpty() do
Shares s=Market.min()
Display s.getPrice()
Market.removeMin()
return 0
Explanation of TradeStocks algorithm:
• The TradeStocks is a main function. In this declare two arrays of Shares class objects say share1 and share2.
• Set the price values share1 array and share2 array.
• Declare two PriorityQueue objects of type Shares and a compartor class LeftRight. Let the names of the two objects be User and Market.
• Store the objects of the share1 into User PriorityQueue object.
• Store the objects of the share2 into Market PriorityQueue object.
• Use a loop the runs the internal code continuously.
o Display a menu so that user can either buy shares from the Market or sell shares to the Market.
o If the User wants to buy the shares from the Market read a buying price value such that the value entered must be greater than Market’s minimum value.
• If the condition is satisfied then store the price value into a Shares class object and insert the object into User object.
• Remove the minimum share object from the Market.
o If the User wants to sell the shares to the Market read a selling price value such that the value entered must be lesser than the Market’s minimum value.
• If the condition is satisfied then store the price value into a Shares class object and insert the object into Market object.
• Remove the minimum share object from the User.
Note:
To refer the PriorityQueue class definition please refer to Code Fragment 8.7, 8.8, 8.9 and 8.10 from the text book. | http://www.chegg.com/homework-help/data-structures-and-algorithms-in-c-2nd-edition-chapter-8-solutions-9780470383278 | CC-MAIN-2016-40 | refinedweb | 650 | 66.33 |
Hi!
My problems are more of porting a code to Windows, than the code itself. I need to download a file from a URL ( ) and store it in a local file.
I think I've screwed up the setting up of the libcurl libraries. I am using Visual Studio 2008 as my IDE.
I first downloaded the zipped file with the libraries. I downloaded the file from here:
The description on the libcurl site said:
."
Which fits in to what I want to do.
In my Visual Studio options, I added the libcurl folder in the 'include' path. I also added the bin folder (with all the .dll files) to my 'libraries' path.
I ran the following code:
#include <iostream> #include <curl/curl.h> #include <curl/types.h> #include <curl/easy.h> using namespace std; size_t write_data(void *ptr, size_t size, size_t nmemb, FILE *stream) { size_t written = fwrite(ptr, size, nmemb, stream); return written; } int downloader(string url) { CURL *curl; FILE *fp; curl = curl_easy_init(); return 0; }
However, when I build the code, I get the following linking error:
error LNK2001: unresolved external symbol __imp__curl_easy_init fatal error LNK1120: 1 unresolved externals
So, I next went and added all the dll's in the bin folder in the dependencies (Properties -> Linker -> Input-> Additional Dependencies).
(I could not find .lib files anywhere.)
Now when I compile it, I get the following error:
\C:\Program Files\libcurl\bin\libcurl.dll : fatal error LNK1107: invalid or corrupt file: cannot read at 0x2B8
Any idea what's the problem? | https://www.daniweb.com/programming/software-development/threads/265099/using-libcurl-to-download-files-in-windows | CC-MAIN-2018-30 | refinedweb | 253 | 75.1 |
MVVM Tools
MVVM Tools is a Visual Studio extension to enable moving between your views and viewmodels using Ctrl+E,V (think "Edit | View or ViewModel").
This isNOT an MVVM toolkit or library and is MVVM toolkit/library/project type agnostic.
Note that if VS does not honor the Ctrl+E,V keybinding, you can correct this in Options|Environment|Keyboard. Search for Edit.Duplicate and remove that binding. You may also choose to change the binding by searching for Extensions.SwitchToViewViewModel, select Text Editor (or Global) and set something else.
By Chris Bordeman.
RELEASE NOTES
Allows empty values for most fields such as view and vm suffixes, and namespaces.
Compatibility with VS 2017.
Now works on Windows 7.
Now works with Visual Basic projects and files with no namespace.
Added configuration for the location of views vs. view models and ViewModel suffix (ViewModel, PresentationModel, Model, etc). Configuration is per-selected-project or solution-wide. For example, for projectes A and B in Module1, you can set one project A/PresentationModels to contain your view models, and Project D/Views to contain your views. However, in Module B, which is smaller, you might stick to a traditional /Views and /ViewModels type configuration.
Configuration is stored in .MvvmSettings files alongside solution and projects as necessary (if something is overridden).
Go To View / View Model feature has an option to search entire solution (default, original behavior), or follow aforementioned solution and project mvvm location settings. Searching whole solution is prone to false positives but is a little more forgiving, while searching only the configured location might miss a file if you misplaced or misnamed it, forcing you to be more careful. Uncheck the 'Search Entire Solution' box if your solution is more than a few projects. | https://marketplace.visualstudio.com/items?itemName=ChrisBordeman.MvvmTools | CC-MAIN-2019-30 | refinedweb | 294 | 50.12 |
Every now and then, the question resurfaces in MSDN Support Forums on the minimal toolset for developing for Windows Mobile. Sometimes, the inquiring person cannot afford the best development tool available (Visual Studio). While it is possible to perform Windows Mobile development with only the .NET Framework SDK, I've never tried it until now (I usually use VS 2008 Professional). I've just performed a clean installation of Vista on one of my computers, so I am taking its clean state as an opportunity to both try to perform some development without Visual Studio and validate what is needed.
The Express editions of Visual Studio are free. So why not use those instead? The reason is simple. Presently there is no version of the Express edition of Visual Studio that can be used for Compact Framework of Mobile Device development.
The reader of this article should already know how to program in C# or have resources for learning the language. Similarly, the reader of this article should already have access to resources for learning Windows Mobile. The aim of this article is not to teach one how to program. Rather, it is a guide to getting the minimal toolset up and running for Windows Mobile development. While this article has the information to create a minimal development environment on an extreme budget, I don't encourage this path if you can afford Visual Studio. Your time is valuable, and using Visual Studio will help you to use your time more effectively. It provides a number of feature enhancements that will improve a developer’s productivity dramatically. But, if you wanted to do some Windows Mobile development without making a financial investment in the tools, then read on.
Throughout this article, I will make references to resources that you can download for free. I've listed the links to these resources below:
Presently, there are two framework versions that you could elect to use; the 2.0 Compact Framework and the 3.5 Compact Framework. The 3.5 Compact Framework is a superset of the 2.0 Compact Framework; it has all of the features of the 2.0 Compact Framework plus some other functionality (such as the Windows Communication Foundation and some media related functions). The framework that you choose should be a function of your current needs and the devices you will target. Windows Mobile 6.0 and 6.1 has the 2.0 framework included as part of the ROM image. Unless I need functionality in the 3.5 framework, I generally will target the 2.0 framework. Windows Mobile 5 devices do not have the 2.0 or 3.5 CF preinstalled, so regardless of the framework, you select the .NET CF redistributables that will need to be installed on top of the device's default image.
The Compact Framework is included with the .NET 2.0 and 3.5 SDKs, though it isn't installed by default. For the 2.0 SDK, the Compact Framework can be found in NETCFSetupV2.msi in the Compact Framework directory after the installation of the SDK (c:\Program Files\Microsoft Visual Studio 8\SDK\v2.0\CompactFramework). For the 3.5 SDK, the Compact Framework is displayed is an installation option that is unselected by default. Ensure that you select it. And yes, you can install both frameworks on the same computer without conflicts. Go ahead and install both framework SDKs and the Compact Frameworks. After you've installed the software, run Windows Update to ensure that you have any updates that were released for the software.
Once you have installed the SDKs, you will want to know where some important files are. Assuming you selected the default installation locations, you can find your files in the following locations:
For this next section, we are going to compile a “Hello World” program. The emphasis here is on the compiler, not the code. So, I will start off with a simple example. Open Notepad, and type the following (or copy it from the code included in this article):
using System;
using System.Drawing;
using System.Windows.Forms;
namespace MyNamespace
{
class HelloWorldForm : System.Windows.Forms.Form
{
Label lblHello;
Button btnClose;
public HelloWorldForm()
{
this.Text="Hello World Sample";
btnClose = new Button();
lblHello = new Label();
btnClose.Click += new EventHandler(btnClose_Click);
btnClose.Text="Close";
btnClose.Location = new Point(10,100);
btnClose.Size = new Size(200,50);
lblHello.Text = "Hello World!";
lblHello.Location = new Point(10, 10);
lblHello.Size = new Size(200,50);
SuspendLayout();
this.Controls.Add(lblHello);
this.Controls.Add(btnClose);
ResumeLayout(false);
}
void btnClose_Click(object sender, EventArgs args)
{
this.Close();
}
[MTAThread]
static void Main()
{
HelloWorldForm mainForm = new HelloWorldForm();
Application.Run( mainForm );
}
}
}
Save the file as HelloWorldForm.cs.
When the .NET SDK is installed, it creates an icon in Program Files->Microsoft Windows SDK 6.1, named “Cmd Shell”. Clicking on this icon will open a command prompt instance with its path variable set such that the command line compiler will be found. Click on this icon to open the command prompt, and then navigate to the directory in which you've saved the source file. Type the following:
csc HelloWorldForm.cs
After running, you will have a new file named HelloWorld.exe in the same folder. Go ahead and run it. You'll see a simple form displaying the text “Hello World” and a “Close” button. This executable won't run on your mobile device because the compiler linked it to the desktop framework assemblies. Let’s recompile it the appropriate way for the Compact Framework. I have included two batch files with this article to compile the project against the 2.0 CF and the 3.5 CF. If you have installed the SDKs in a place other than their default locations (or if you have a 64 bit edition of Windows, in which case the paths will be different), you will need to update these batch files.
SET FrameworkAssemblyPath="C:\Program Files\Microsoft.Net\SDK\
CompactFramework\v3.5\WindowsCE"
REM the following should be on one line but is broken into
several lines for readability.
csc.exe /nologo /nostdlib /noconfig /out:HelloWorld.exe
/r:""%FrameworkAssemblyPath%\mscorlib.dll""
/r:""%FrameworkAssemblyPath%\System.dll""
/r:""%FrameworkAssemblyPath%\System.Windows.Forms.dll""
/r:""%FrameworkAssemblyPath%\System.Drawing.dll""
HelloWorldForm.cs
I'll explain what all of the above does:
After compiling the program, you will have an executable that will run on a Windows Mobile device. You could run the application now, and it will run on the desktop. But, don't make the hasty conclusion that all Compact Framework programs will run on the desktop.
Let’s assume that you do not have a physical Windows Mobile device. You can download Windows Mobile emulators from the link at the top of this article. The emulators are available localized in a number of different languages. There are two primary methods available for copying files onto the emulator. One method is to share a folder with the emulator, and the other is to dock the emulator to ActiveSync (on Windows XP) or the Windows Mobile Device Center (on Vista). I will walk you through sharing a folder first.
Start up one of the Windows Mobile Professional emulators. Open the “File” menu and select “Configure”. At the bottom of the “General” tab is an option called "Shared folder". You can enter a path here to a folder on your desktop. After selecting “OK”, the folder will appear within the emulator as a storage card. Enter the path to your .NET CF executable. On the emulator, navigate to the storage card on the device and open your executable.
To dock the emulated Windows Mobile device while it is running, select Program Files->Windows Mobile 6 SDK->Tools->Device Emulator Manager. You'll see the emulated device listed. Right-click on it, and select "Cradle". After a few moments, the device will show up when you open Windows Explorer as an attached device. You can then copy the program to the device.
For a physical device, you would only need to connect your Windows Mobile device to a computer with Active Sync or the Windows Mobile Device center installed. It doesn't matter if you establish a partnership with the device or not. The device will be visible when you open the file explorer, and you can copy your program directly to the device’s file system.
Regardless of the method you choose to get the file onto the device, you can now run it. Go ahead and open the executable.
Oops! An error appears! “The application requires a newer version of the Microsoft® .NET Compact Framework than the version installed on this device.” Let’s first verify the version of the Compact Framework that is on your device. Open the file explorer and navigate to the \Windows folder. Run CGACUTIL.EXE. It shows that only the 2.0 framework is installed (or 1.0 on a Windows Mobile 5 device). You will need to install the appropriate framework.
Look in c:\Program Files\Microsoft.Net\SDK\CompactFrameowork\v3.5\WindowsCE\, and you will find several CABs for .NET CF installations. You want to install the one named “NETCFv35.wm.armv4i.cab”. Copy this file to the device’s file system, and then open it using the device’s file explorer to install it. After installing it, run CGACUTIL.EXE again. It will report that you have the 3.5 framework installed. Try running the HelloWorld executable again. Success!
If you have installed the 3.5 framework, then you don't need to install the 2.0 framework. If you would like to install the 2.0 framework, then look in c:\Program Files\Microsoft.NET\SDK\Compact Framework\v2.0\WindowsCE\wce400\armv4, and you will find a CAB named “NETCFv2.ppc.armv4.cab”. Copy the file to the device’s file system, and open it using the device’s file explorer to install it. After installing it, run the CGACUTIL.exe utility again. It will report that you have the 2.0 framework installed. If you run HelloWorld now, it will succeed.
There is a command line debugger in the .NET framework SDK named cordbg.exe. The debugger previously supported connecting to a smart device. Presently, it does not (though the MSDN documentation on cordbg.exe will suggest otherwise). Because of the absence of this debugger, if you want to effectively be able to debug your programs, you have no choice but to purchase Visual Studio.
A good IDE is a must for development. And, the best IDE that you can acquire for free for your Compact Framework development will be SharpDevelop. SharpDevelop is an open source .NET IDE. Version 3.0 of SharpDevelop has support for both the 2.0 and 3.5 Compact Frameworks. After installing SharpDevelop, you will also want to ensure the .NET 3.5 CF Powertoys are installed. If you do not install them during the compilation of a Compact Framework program, you'll receive a rather vague error about CSharp.targets not being found during compilation. Those already familiar with Visual Studio will not find any part of the following description of SharpDevelop to be ground breaking; these features are present in Visual Studio too in an almost identical form.
Compilation with SharpDevelop is a much better experience than from the command line. Do you remember the multitude of /r arguments that had to be passed to the command line compiler for the HelloWorld program that we worked with earlier? In SharpDevelop, those references are managed graphically, and the most common ones will automatically be included in your solution, by default. A screenshot of the representation of references is shown below. To include another assembly in this list, right-click on the "References" folder and select "Add Reference". A dialog will appear listing the assemblies that could be added to the project.
The source editor in SharpDevelop is much easier on the eyes than a standard text editor. It includes auto-complete, which will be a big help in two ways: autocomplete will allow you to reference entities with long names without actually typing the complete name of the entity, and also acts as a type of quick reference to the members of your classes.
SharpDevelop uses a tabbed editor interface to allow you to work among multiple open files.
SharpDevelop is also able to work with solutions that were built in Visual Studio. I downloaded BillLange1968's Game source code and opened it in SharpDevelop. Without any modifications, the code compiled and ran in SharpDevelop.
Once you have SharpDvelop installed, you can begin a new project by selecting the menu File->New->Solution. A dialog appears asking what type of project you would like to create. Expand the C# section of this dialog, and click on "Compact Framework". Select the version of the Compact Framework that you wish to use from the drop-down in the upper-right corner of the dialog, and enter a name for your project. Click on "Create", and your project will be created. After the creation of your project, if you expand the file tree on the left, you will see a total of three files in your project (Assembly.cs, MainForm.cs, and MainForm.Designer.cs). Both MainForm.cs and MainForm.Designer.cs are part of the same class. MainForm.Designer.cs is meant to hold all the code related to your form's layout, and MainForm.cs is meant to hold the logic and behavior of the form. In its present state, you could compile and run this program (though it will only display a blank form).
Once again, the emphasis here is on the development environment and not on the code. So, we are going to do something very basic with the code. This form will have a single button. If the user clicks on the button, a dialog will open, displaying out the "Hello World" text. Open MainForm.cs, and just before the Main method, enter the following to declare a button:
Main
Button btnShowMessage;
Open MainForm.Designer.cs and navigate to the InitializeComponent method. At the end of the method, type the following:
InitializeComponent
btnShowMessage = new System.Windows.Forms.Button();
btnShowMessage.Text="Show Message!";
btnShowMessage.Size = new System.Drawing.Size(220,100);
btnShowMessage.Location = new System.Drawing.Point(10,10);
this.Controls.Add(btnShowMessage);
To help ensure that you have made no mistake, compile the program by selecting the menu Build->Build Solution. If you have made any syntax errors, they will be listed at the bottom of the screen. After correcting the errors (if any), we need to add another form to our project that will be the resulting dialog. Select the sequence File->New-> File. You will be asked if you want to create a standalone file or a file inside the project. Select the option to create the file within the project. When the New File dialog opens, select "Windows Application" from the "C#" group on the left, and "Form" from the templates area on the right. Enter "MyDialog.cs" for the file name, and then press "Create." Two files will be added to your project: MyDialog.cs and MyDialog.Designer.cs.
Open MyDialog.Designer.cs and navigate to the InitializeComponent method. At the end of the method, enter the following:
System.Windows.Forms.Label myLabel = new System.Windows.Forms.Label();
myLabel.Text="Hello World";
myLabel.Location = new System.Drawing.Point(10, 10);
myLabel.Size=new System.Drawing.Size(200,40);
this.Controls.Add(myLabel);
Save your work, and compile it again to ensure that there are no syntax errors. We now have our main window and a dialog defined. The only thing left to do is to add code that will respond to the user pressing the button by displaying the dialog. Go back to MainForm.cs. In the MainForm constructor on the line after the call to InitializeComponent, type the following line:
MainForm
btnShowMessage.Click+= new EventHandler(btnShowMessage_Click);
After the constructor, define a new method to react to the user's click. Add the following code to create the method:
void btnShowMessage_Click(object sender, EventArgs e)
{
MyDialog md = new MyDialog();
md.ShowDialog();
}
That is the last of the code that is needed. Compile the project one more time. If it compiles without error, then select Debug->Run to run the code. A window will appear with the button. Clicking on the button will result in the dialog displaying. However, this program is running on the desktop and not on the mobile device. A present limitation of SharpDevelop is that it will not be able to debug programs running in the device emulator or on an actual phone. For this program, there aren't many consequences from testing it within the desktop. If we had written a program that was using functionality that is usually not implemented on a desktop (such as sending an SMS message), or if we had made P/Invoke calls, then we would have no choice but to test the program within an actual device or within the emulator.
If I were to give someone the instructions from above and sit the person down in front of Visual Studio instead of SharpDevelop, they would be able to perform all of the steps above with very little variation in the procedure. So, why would one want to pay for Visual Studio if they can use SharpDevelop for free? While there are a number of differences between the two IDEs, the differences that are the most significant here are in design time support and debugging capabilities. When using Visual Studio, the addition of a button to an interface can be done by simply dragging a button from a tool panel onto a simulated screen. The creation of the event handler for that button is initiated by double-clicking on the button. And, in Visual Studio, you can see what the form will look like at design time instead of waiting until runtime to see the results.
The lack of debugging abilities on a remote device are (in my opinion) a significant drawback in using SharpDevelop. As you begin to write more complex programs, the IDE will become less capable of being useful in testing your program. Visual Studio can debug programs that are running within the emulator or on your Windows Mobile device. If you are serious about Windows Mobile development, then you will want to use Visual Studio.
When you are ready to make the switch to Visual Studio, ensure that you get the proper version for the Windows Mobile and the .NET Framework that you wish to target. The Express editions of Visual Studio cannot be used for Mobile development. Given below are the options:
If you feel there's an important piece of information that I left out, leave it in the comments area below. Over time, as newer editions of SharpDevelop are released, I expect its capabilities to increase. Some of the limitations of SharpDevelop today may not be limits tomorrow. If you come across a discrepancy as newer versions are released, I'd also appreciate it if a comment is added about these advances.
This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)
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Man throws away trove of Bitcoin worth $7.5 million | http://www.codeproject.com/Articles/31861/Windows-Mobile-Development-Without-Visual-Studio?msg=3311336 | CC-MAIN-2013-48 | refinedweb | 3,231 | 58.69 |
17 December 2010 00:02 [Source: ICIS news]
(Adds paragraphs 3-4)
HOUSTON (ICIS)--Dow Chemical plans to build a 150,000 tonne/year propylene glycol (PG) plant in Mab Ta Phut, ?xml:namespace>
The plant would use propylene oxide (
Engineering and construction of the PG plant would begin in 2011 and last for two years before startup, said Dow marketing communications manager Melissa Jones.
Several news agencies quoted the Thailand Board of Investment (BOI) as saying Dow would invest 2bn baht ($66m, €50m) in the PG plant project. Dow would not disclose financial information on the project.
“The Thailand PG facility will use a safe, efficient and more environmentally friendly process and will have the capability to provide the same high quality glycol products that are produced in other Dow PG manufacturing facilities around the globe,” Dow said.
Dow said that advanced energy reduction and throughput optimisation technology that was implemented in September at its PG site in
Dow said it has a global
($1= €0.76) ($1 = baht 30.11)
For more on PG | http://www.icis.com/Articles/2010/12/17/9420299/dow-to-build-150000-tonneyear-pg-plant-in-thailand.html | CC-MAIN-2015-11 | refinedweb | 176 | 50.16 |
TREGAN Fabien wrote:
> about components name, the doc says :
>
> "name - Gives the component an identifying name by which it may be
> referenced in the pipeline section."
>
> So the name seems to be a shortcut to a personnal component.
>
> But I think that the name is often used only to describe the component you
> want to be called, without knowing it's class. (factory-like)
>
> So I think we should hade namespace prefixes to component names in order to
> :
> -define one namespace for cocoon standards components (an another one for
> each cocoon sample-specific component :) )
> -avoid problems when differents cocoon-app will be deployed on the same
> server.
>
> Am I really wrong ?
I have wrestled with questions like this. Should the component have a
namespace attached, or should there be a standard namespace for all
components.
In order to answer this question, we have to understand what the purpose
of Namespaces are. Namespaces came around in order to allow XML
fragments from varying schemas to be mixed into one document. Part of
the reason was to support XInclude semantics and other things along
those lines.
So in answer to your question, either every component has its own
namespace, or they all share the same namespace.
Let me further explain why. If every component type (i.e. role)
has its own schema, then we can allow validation at the XML level
for component configurations. However, we now have a very cluttered
configuration file. That is clearly not what we want.
If every component has the same namespace, then it must follow the
semantics of the container. This is where we are now. We really
can't differentiate between user components and cocoon components
because it will serve to confuse the current container (ECM).
I would like to see a balance somewhere in the middle, but I really
don't see it happening.
Namespaces will not "avoid problems when different cocoon-apps will
be deployed on the same server". That is taken care of by the
heirarchical nature of the Sitemap containers.
--
"They that give up essential liberty to obtain a little temporary safety
deserve neither liberty nor safety."
- Benjamin Franklin
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import "github.com/astrogo/fitsio"
fitsio provides read and write access to FITS files.
binary.go card.go column.go consts.go decode.go doc.go encode.go file.go hdu.go header.go image.go phdu.go reader.go rows.go table.go type.go utils.go
const ( ReadOnly Mode = Mode(os.O_RDONLY) // open the file read-only WriteOnly = Mode(os.O_WRONLY) // open the file write-only ReadWrite = Mode(os.O_RDWR) // open the file read-write )
CopyHDU copies the i-th HDU from the src FITS file into the dst one.
CopyTable copies all the rows from src into dst.
CopyTableRange copies the rows interval [beg,end) from src into dst
NewImage creates a new Image with bitpix size for the pixels and axes as its axes
Card is a record block in a Header
type Column struct { Name string // column name, corresponding to ``TTYPE`` keyword Format string // column format, corresponding to ``TFORM`` keyword Unit string // column unit, corresponding to ``TUNIT`` keyword Null string // null value, corresponding to ``TNULL`` keyword Bscale float64 // bscale value, corresponding to ``TSCAL`` keyword Bzero float64 // bzero value, corresponding to ``TZERO`` keyword Display string // display format, corresponding to ``TDISP`` keyword Dim []int64 // column dimension corresponding to ``TDIM`` keyword Start int64 // column starting position, corresponding to ``TBCOL`` keyword // contains filtered or unexported fields }
Column represents a column in a FITS table
NewColumn creates a new Column with name `name` and Format inferred from the type of value
Type returns the Go reflect.Type associated with this Column
NewDecoder creates a new Decoder according to the capabilities of the underlying io.Reader
NewEncoder creates a new Encoder according to the capabilities of the underlying io.Writer
File represents a FITS file.
Create creates a new FITS file in write-only mode
Open opens a FITS file in read-only mode.
Close releases resources held by a FITS file.
It does not close the underlying io.Reader or io.Writer.
Get returns the HDU with name `name` or nil
HDU returns the i-th HDU
HDUs returns the list of all Header-Data Unit blocks in the file
Has returns whether the File has a HDU with name `name`.
Mode returns the access-mode of this FITS file
Name returns the name of the FITS file
Write writes a HDU to file
HDU is a "Header-Data Unit" block
HDUType is the type of a Header-Data Unit
const ( IMAGE_HDU HDUType = iota // Primary Array or IMAGE HDU ASCII_TBL // ASCII table HDU BINARY_TBL // Binary table HDU ANY_HDU // matches any HDU type )
Header describes a Header-Data Unit of a FITS file
NewDefaultHeader creates a Header with CFITSIO default Cards, of type IMAGE_HDU and bitpix=8, no axes.
NewHeader creates a new Header from a set of Cards, HDU Type, bitpix and axes.
Append appends a set of Cards to this Header
Axes returns the axes for this Header.
Bitpix returns the bitpix value.
Card returns the i-th card. Card panics if the index is out of range.
Clear resets the Header to the default state.
Comment returns the whole comment string for this Header.
Get returns the Card with name n or nil if it doesn't exist. If multiple cards with the same name exist, the first one is returned.
History returns the whole history string for this Header.
Index returns the index of the Card with name n, or -1 if it doesn't exist
Keys returns the name of all the Cards of this Header.
Set modifies the value and comment of a Card with name n.
Text returns the header's cards content as 80-byte lines
Type returns the Type of this Header
type Image interface { HDU Read(ptr interface{}) error Write(ptr interface{}) error Raw() []byte Image() image.Image // contains filtered or unexported methods }
Image represents a FITS image
NewPrimaryHDU creates a new PrimaryHDU with Header hdr. If hdr is nil, a default Header will be created.
Mode defines a FITS file access mode (r/w)
Rows is the result of a query on a FITS Table. Its cursors starts before the first row of the result set. Use Next to advance through the rows:
rows, err := table.Read(0, -1) ... for rows.Next() { var id int var x float64 err = rows.Scan(&id, &x) ... } err = rows.Err() // get any error encountered during iteration ...
Close closes the Rows, preventing further enumeration. Close is idempotent and does not affect the result of Err.
Err returns the error, if any, that was encountered during iteration. Err may be called after an explicit or implicit Close.
Next prepares the next result row for reading with the Scan method. It returns true on success, false if there is no next result row. Every call to Scan, even the first one, must be preceded by a call to Next.
Scan copies the columns in the current row into the values pointed at by dest.
NewTable creates a new table in the given FITS file
NewTableFrom creates a new table in the given FITS file, using the struct v as schema
Close closes this HDU, cleaning up cycles (if any) for garbage collection
Data returns the image payload
Header returns the Header part of this HDU block.
Index returns the index of the first column with name `n` or -1
Name returns the value of the 'EXTNAME' Card.
Read reads rows over the range [beg, end) and returns the corresponding iterator. if end > maxrows, the iteration will stop at maxrows ReadRange has the same semantics than a `for i=0; i < max; i++ {...}` loop
ReadRange reads rows over the range [beg, end) and returns the corresponding iterator. if end > maxrows, the iteration will stop at maxrows ReadRange has the same semantics than a `for i=0; i < max; i+=inc {...}` loop
Type returns the Type of this HDU
Version returns the value of the 'EXTVER' Card (or 1 if none)
Write writes the data into the columns at the current row.
Type describes a FITS type and its associated Go type
Package fitsio imports 13 packages (graph) and is imported by 9 packages. Updated 2018-11-26. Refresh now. Tools for package owners. | https://godoc.org/github.com/astrogo/fitsio | CC-MAIN-2019-13 | refinedweb | 1,025 | 61.56 |
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