8:00 – 5:00 SR
- DB backups
- Why dedicated software is better than spreadsheets: http://lemire.me/blog/archives/2014/05/23/you-shouldnt-use-a-spreadsheet-for-important-work-i-mean-it/
- Test-Driving NVIDIA’s GRID GPU Cloud Computing
8:00 – 5:00 SR
8:00 – 5:00
8:00 – 4:30 SR
8:00 – 5:00 SR
8:00 – 5:00 SR
8:00 – 4:00 SR
8:00 – 4:30 SR
8:00 – 5:00 SR
8:00 – 5:30 SR
7:30 – 5:00 SR
8:00 – 2:00 SR

8:00 – 5:00 SR
function makeAdder(x) {
return function(y) {
return x + y;
};
}
var add5 = makeAdder(5);
var add10 = makeAdder(10);
console.log(add5(2)); // 7
console.log(add10(2)); // 12
9:00 – 5:00 SR
Today’s progress.
8:00 – 10:00, 12:00-4:00 SR
8:00 – 5:00 SR
YUI({
groups:{
threejs:{
base: './libs/',
async: false,
modules: {
'threejs': {
path: 'three.js'
}
}
},
localModules:{
base: './BasicBaseElements/',
modules: {
'WebGLCanvas': {
path: 'WebGLCanvas/js/WebGLCanvas.js',
skinnable: true
},
'WebGLComponent': {
path: 'WebGLComponent/js/WebGLComponent.js',
skinnable: false
}
}
}
}
}).use('threejs', 'WebGLCanvas', 'WebGLComponent', 'panel', 'dd-plugin', function (Y) {...});
YUI.add('WebGLSphere', function (Y) {
"use strict";
// handy constants and shortcuts used in the module
var _LANG = Y.Lang;
var _NAME = 'WebGLSphere';
// publish the global prototype
Y.WebGLSphere = Y.Base.create(
_NAME, // the name of this module (for debugging
Y.WebGLComponent, // the class we are extending (can be Widget too)
[], // any extensions that we want to properties or methods (e.g. ArrayList)
// Instance members are the properties and methods that go into the class prototype, those that
// each instance will get a copy and usually need to be references by 'this'
{
// prototype variables
// prototype methods
},
// Attributes - accessed through this.get('attrName') and this.set('attrName', value).
// Note that we can do "type" checking here with validators
{
ATTRS: {
myValue:{
value: 1.0
}
}
}
);
}, '0.1', {
requires: ['WebGLComponent'],
skinnable: false
});
In this case, the module I’m creating is Y.WebGLSphere. I am extending it from Y.WebGLComponent. In the code above, it does nothing. Next, I’m going to override the initModel function to create a sphere and the initializer to take a jpg to use as a texture.
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