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(function ( $ )) { | |
$.ui.autocomplete.prototype._renderItem = function (ul, item) { | |
var text = (this.options.label) ? this.options.label( item ) : item.label; | |
return $( "<li></li>" ) | |
.data( "item.autocomplete", item ) | |
.append( $( "<a></a>" )[ this.options.html ? "html" : "text" ]( text ); | |
.appendTo( ul ); | |
} | |
} |
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<?xml version="1.0" encoding="UTF-8" standalone="no"?> | |
<project default="export" name="Create Jar for Project PointsOfInterest"> | |
<property name="jar.name" value="PointsOfInterest.jar"/> | |
<property name="proj.dir" value="D:/Development/bukkit/BukkitPlugins/PointsOfInterest/"/> | |
<property name="jar.dest" value="${proj.dir}build/${jar.name}"/> | |
<property name="classes.dir" value="${proj.dir}target/classes/" /> | |
<property name="api.jar" value="D:/Development/bukkit/PointsOfInterestAPI.jar"/> | |
<property name="export.dir" value="D:/minecraft/bukkit/plugins/"/> |
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// pseudo-code to describe a HumanInput class for the robot. | |
// | |
// The idea behind HumanInput is to isolate all logic that interprets human input | |
// into a single location. This allows Commands to extract an interpreted value | |
// to send into a subsystem instead of a raw value. | |
// | |
// All Input manipulation (filtering, smoothing, etc) becomes the responsibility of the | |
// HumanInput class instead of Commands or Subsystems. The benefit is that you can alter | |
// the manipulations without ever touching your Command or Subsystem code, reducing the | |
// chance of side effect. |